Tuesday, May 17, 2011

Kino Der Toten map overview Part 8: The Lower Hall

This is a secondary route into the theater and your eventually going to have to have all the doors open anyway. This is my least favorite way to go in anything but an emergency situation. It is narrow and winding and not fun to be in at all. (The whole route, not this room in particular considering its cool trap.)



The way into this room is via the door underneath the stairs in the Lobby. It is roughly the same size as the Balcony but with a lot more room to run around. This room features only two zombie barricades, one to the left as you enter and one to the right, next to the MPL. This is another SMG and it costs 1000pts. Personally I haven't used it enough to give it a good review but I do know it is decent for early rounds and has a fairly large magazine size so the choice is yours. The mystery box spawn point is at the back of this room behind the wall and to the left of the door out into the Alley. This door will run you 1000pts and grant you access to my next hated spot in the map, but more on that later. In the middle of this room is the long awaited Fire Trap, yet again it costs 1000pts but is totally worth it, it seems to last a little longer than the others and is great for kiting zombies through. That's about it, time to head out into the Alley and hope we can get to the end.

Kino Der Toten map overview Part 7: The Teleporter and More

Okay, so this isn't so much a room as it is a tool but still. To activate the Teleporter you must have the power on (obviously or you wouldn't be able to see it anyway.) Step inside the Teleporter and you will see a message that reads along the lines of "Hold X/Square/F (I believe that's the key for PC) to initiate link." Do so and you will hear a beep. Proceed to the lobby via your newly opened doors, very conveniently located I may add, and step onto the pad out here on the floor. You will see a similar message as before, do what it says and you will hear another beep, make your way back to the Teleporter. Once inside it hold down your respective button to teleport. There will be a short animation of lightning and whatnot and then, boom, hello Pack-a-Punch room. Up here you can buy grenades off of the wall to the left, shoot zombies down on the floor below, as well as upgrade you gun in the Pack-a-Punch machine for 5000pts. In a nutshell it makes them stronger, but I will get into a more in depth analysis of them shortly. You are up here for about ten to fifteen seconds and then you teleport out. Usually you hit a random room first, there are four of them:
  • The Little Girls Room
  • The Dentist Room
  • The Conference Room
  • The Little Girls Room (Bloody Version)
Yes, that says The Little Girls Room (Bloody Version) but I really cannot describe it so you will have to experience that yourself. In these rooms there will sometimes be a random power-up. Get it as fast as possible because you are in these rooms for a VERY limited duration. When you spawn back out into the normal map you will be on the pad in the Lobby. Neat, huh? Next we will be exploring the confines of the alley and that route into the Theater.

(FYI: There is another Electro-shock trap in the hallway connecting the Theater and the Lobby, good stuff for running one of the more basic strategies on this map.)

Kino Der Toten map overview Part 6: The Theater Floor

Okay you've come this far. Well, this is where things start getting hairy so watch your back at all times and if you are playing with a team make sure to communicate. I know you've been itching to throw that power switch like a mad scientist from some B horror movie, go ahead and see what lies in store as we descend into the theater floor.




As you turn on the power the theater curtain opens and the building begins to shake. The power causes some good things and some bad things. Lets start with the good.

The Good:
  • Access to Perks
  • Access to the Teleporter
  • Ability to use Electro-shock traps and Fire Pit
  • Turrets are now online 
  • Pack-a-Punch 
The Bad:
  • Zombies can now crawl in from the ceilings in many different parts of the map
  • Nova gas zombies which emit a cloud of toxic gas when killed (these are crawlers and a pain, so watch out)
Well that's really about it when it comes to the power. (Don't worry all the cool stuff I mentioned will be fully covered so you won't be missing out on anything.) First thing to be noted as you turn on the power and proceed into the theater floor is the big machine directly to your right on the stage. This is the Teleporter, you really can't miss it. Oh yeah, you remember that pad back in the Lobby? Well it has to do with this so sit tight. Some other things of note in this room, on center stage there are some stairs leading up to a turret, it still costs 1500pts and plays a big role in one of my strategies I'll be sharing with you guys. Down off the stage there are barricades directly to your left and to your right. There is a narrow hallway leading to the Lobby as well as the Jugger-nog machine, costing 2500pts, to the right of this doorway. Jugger-nog is a MUST HAVE perk as soon as you can get it. It gives you greater resistance to zombies attacks, so where originally two hits would down you it now takes seven or eight. So this is a definite first perk to buy. On the wall to the left of the Jugger-nog machine is the Bowie Knife. It costs 3000pts and it replaces the original tactical knife you spawn in with. Basically it's just a stronger knife, where your original knife served you well up until round four maybe, this bad boy will keep you knifing all the way to eighteen or twenty before it becomes as useless as the original. (Okay, not so much useless but still, you know what I mean.) In the narrow walkway from the stage to the Perk is a mystery box spawn point. This is in a kind of bad position as well seeing as its so narrow and the zombies can spawn off the walls and jump over the edges where the seats would be i guess. Still it's better than the Dressing Room. Okay, let me guess. Your ready to hear about this Teleporter, huh? Haha, gotcha. Look out for the next post where I'll be covering the Teleporter and the Pack-a-Punch room.

Kino Der Toten map overview Part 5: The Stage

As you exit that terrible room you will enter a fairly spacious room with good room to maneuver, a few barricades, some good off the wall purchases, another door, and the long awaited POWER SWITCH.


WAIT! Don't throw that switch just yet, we have some very unique opportunities in this room that can only be accomplished while the power is off. First off as you enter you will see a barricade directly to your right. A little farther down this wall and you will have reached the next mystery box spawn. Even farther down this wall (yes this room is pretty big....) you will reach the Claymores on the wall for 1000pts. These are considered equipment so you can have them no matter what, you get two and the start of each round and they are very useful for watching your back at lower rounds. Past the Claymores is another barricade, directly across from this is the power switch and an M16 for 1200pts, a three round burst assault rifle with good damage and accuracy. to the right of the power and M16 is a door for 1250pts, but we will be coming through the other side of it once we turn on the power so stick around because there's more on the way.

Kino Der Toten map overview Part 4: The Dressing Room

First may I say what the hell Treyarc? This is by far the worst spot in this map (there are some close runners up though). All I can say is do NOT stay in here for extended periods of time. You've been warned...




As you enter this room you will immediately understand why I  despise this area so much. It is small and somewhat confusing if you get turned around. Directly in front of you as you enter is the next mystery box spawn point. It is in a bad position and it is a very bad idea to hit unless you know you are 100% safe from being attacked. Directly across from the box is a barricade (yet again bad positioning, see?) Directly above the box is yet another spawn. (Really Treyarc? C'mon man.) Although they drop in on the other side of the wall it is still a bad place for zombies to be falling on top of you at. To the left as you come in is yet another barricade....do you understand yet? There is an MP5K in this room on the wall for 1000pts. It is an SMG with decent damage and accuracy but it is in such a terrible position that it is almost impossible to get to mid-round if your in desperate need of ammo. This gun just isn't really worth it. There are NO plus sides to this room except for maybe the Electro-shock barrier that protects the doorway out, yet again there are two switches that are on each side of the trap and they both cost 1000pts to activate. The next door is 1250pts again and will take you into the main portion of the map so stay tuned.
(Protip: This room sucks. Plain and simple. It is too small a place with too many zombie spawns. This is not a place to camp at all. This is a room to get into and get out of. The only reason you should be in here is if the box is here and you have ONE zombie left, he is a crawler, AND there is someone watching him AND your back at ALL times.)

Kino Der Toten map overview Part 3: The Foyer

The Foyer is one of my favorite rooms to hold down for quite a few rounds, it features plenty of room to run around, fantastic guns for off the wall buys, as well as a perk and turret for when you get the power on.



As you open the door you will head down some stairs and enter the Foyer, this doorway is a must watch spot if you plan on staying for any period of time. To the left you will see a Stakeout on the wall, this Shotgun costs 1500pts but is a good gun for laying down the zombies until at least round thirteen or fourteen. To the right of the stakeout is a zombie spawn point. Heading down the stairs into the main portion of the room you will see an MPL on the wall right next to another spawn point for the zombies, also at 1500pts this SMG is great for point whoring, its such a great tool for that, people have started calling it the "point vacuum". To the left of this gun and barricade is the next Mystery Box spawn point. In the center of the room there is a group of tables with a turret on top of them that costs 1500pts but contributes a lot to killing the hordes of zombies coming, especially when things get tight. (Protip: The turrets WILL cause damage to you if you get in the path of their bullets, not sure why seeing as its kind of a dumb concept but its whatever I guess.) On the back wall directly below where you entered this room is your second Perk Machine, this is Speed Cola, costing 3000pts but worth every point you spend on it. It provides you with faster reloads much like slight of hand in multiplayer and is a must have for later rounds when your constantly in clutch time. To the left of the Speed Cola machine is the last zombie barricade in this room. Across from this barricade and the perk machine is the door out, it costs 1250pts, and takes you to the next room in your continuing zombie adventure.

Kino Der Toten map overview Part 2: The Upstairs (AKA The Balcony)

The Balcony is the room through the door at the top of the stairs, I am going counterclockwise because this is the way I take when I play Kino and in my opinion it is a much safer route to take.





As you enter the Balcony a few key points should be noted. Directly in front of you is the next Mystery Box spawn point. To your left on the wall is the PM63 it is an SMG and costs 1000pts. Also to the left is an opening that will take you out to the balcony, this is a very bad place to be on any round that is not dogs, zombies spawn from the other side of the wall here and you will easily get swarmed in seconds. To the right as you enter this room you will see two doorways so to speak, the doorway to the right is a very narrow and short hallway with a zombie spawn point at the end, this is also a very bad place to hang out seeing as you have no room to maneuver. The one to the left, that is on the same wall as the mystery box spawn point, takes you to the other half of this room and has an Electro-shock Barrier (power must be activated to use any traps), there are two switches to activate this, one on each side of the hallway and each costing 1000pts.  Heading into the other half of this room you will be in a square room with limited space to move unless you like running around in a circle forever (trust me it is not as fun as I make it seem). There are two zombie spawn points in this room, they can drop in from the ceiling directly to the left of the doorway as you enter this portion of the room as well as come through a barrier right across from the doorway. On the left wall there is a door to buy for 1000pts and leading us into the next portion of this overview. (Protip: DO NOT linger in this room, either open this to get to the gun and remain in the Lobby or buy your way into the next room as SOON as possible. This is a bad place to get stuck and stops many zombie adventures short.)