Perks give you enhanced abilities ingame to make surviving easier and more fun. Here are the ones available in Kino. Must haves in bold.
Quick Revive
$500 Solo/$1500 Co-Op
Rewards you the ability to quickly revive yourself, or your partner in the game. In Solo, you get revived automatically three times, while you have to revive your downed partner.
Jugger-Nog
$2500
Increases damage resistance. Basically it means the zombies have to hit you seven or eight times to down you instead of two or three.
Double Tap Root Beer
$2000
Increases fire rate, and a waste of points and ammo.
Speed Cola
$3000
Increase the speed of the reload, you reload 50% faster than normal. Trust me it's worth it.
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Tuesday, May 17, 2011
Zombies Mode: Power-Ups
Power Ups drop off zombies when you kill them. They drop randomly so you have no idea when you will get one or what it will be. They provide you with a decent advantage for a limited time period.
Nuke
Floating Bomb, glowing. If you pick it up, it blows up all of the zombies spawned in the map. Use it to end rounds quickly and potentially save your adventure from a cold death. You get 400pts when used.
Carpenter
It repairs all the the broken barricades at the same time. Its a big golden hammer floating in the air. not many uses because at the higher rounds your barricades really aren't going to deter the zombies that much.If your going for points or whatever pick this up for an effortless 200pts.
Insta Kill
Golden Skull floating in the air.It acts as the name suggests, one-hit kills. So, go knife happy on round thirty while you can because at any other time this is suicide boys. Have fun, also knife kills = big points.
Double Points
Floating X2 symbol, grab it to earn double points.Pretty self explanatory all point giving actions in game are doubled. No this does not mean if you hit the box and get the bear during Double Points you will get 1900pts. you will get your same old 950.
Max Ammo
Looks like a floating Shell Box. Like off an M60. Refills reserve ammo fully, reload before pickup if possible to maximize benefits.
Death Machine
Mini gun. That's about it, not too special once you hit higher rounds though.
Fire Sale
Box appears at ALL spawn locations and only costs 10pts. You heard me right, 10pts. Better hurry though it doesn't last long. I've found that I can get two box hits if I don't take the weapons and four if I take it as soon as it is available.
That's it for the power-ups, next is a little better analysis of the perks in Kino.
Nuke
Floating Bomb, glowing. If you pick it up, it blows up all of the zombies spawned in the map. Use it to end rounds quickly and potentially save your adventure from a cold death. You get 400pts when used.
Carpenter
It repairs all the the broken barricades at the same time. Its a big golden hammer floating in the air. not many uses because at the higher rounds your barricades really aren't going to deter the zombies that much.If your going for points or whatever pick this up for an effortless 200pts.
Insta Kill
Golden Skull floating in the air.It acts as the name suggests, one-hit kills. So, go knife happy on round thirty while you can because at any other time this is suicide boys. Have fun, also knife kills = big points.
Double Points
Floating X2 symbol, grab it to earn double points.Pretty self explanatory all point giving actions in game are doubled. No this does not mean if you hit the box and get the bear during Double Points you will get 1900pts. you will get your same old 950.
Max Ammo
Looks like a floating Shell Box. Like off an M60. Refills reserve ammo fully, reload before pickup if possible to maximize benefits.
Death Machine
Mini gun. That's about it, not too special once you hit higher rounds though.
Fire Sale
Box appears at ALL spawn locations and only costs 10pts. You heard me right, 10pts. Better hurry though it doesn't last long. I've found that I can get two box hits if I don't take the weapons and four if I take it as soon as it is available.
That's it for the power-ups, next is a little better analysis of the perks in Kino.
Kino Der Toten: All Guns and Pack-a-Punch Versions
Lets start this out, this is going to be broken up into weapon classes and all that good stuff so read through because I bet there's something in here that you don't know. Ammo in Parentheses. (I have NO idea why Blogger decided to be stupid so you get to enjoy this post in eye-blistering white. Have fun)
Pistols:
Weapon. SPAS-12 (8/32)
Upgrade. SPAZ-24 (24/72)
Effect. 2x Magazine Size, Increased Range, Automatic, Fast Reload
Good gun, increased range, more bullets and faster reload times all the must have ingredients for a gun to be used in Zombie Mode.
Weapon. HS-10 (6/36)
Upgrade. Typhoid & Mary (8:8/80)
Effect. Dual Wield, Large Magazine
Good Upgrade, but dual wield as I said earlier is not much of an advantage due to lack of accuracy unless you are very good, you will probably suck!
Weapon. L96A1 (5/45)
Upgrade. L115 Isolater (8/72)
Effect. Quick Scope, Large Magazine, Increased Damage
Weapon. Dragunov (10/40)
Upgrade. D115 Disassembler (10/80)
Effect. Quick Scope, Increased Damage
Avoid Snipers, they may come handy in initial phase of the game but totally suck in the long run.
Weapon. M14 (8/96)
Upgrade. Mnesia (16/192)
Effect. Large Mag, Increased Damage
Large Magazine takes more time to reload so speed cola necessary if you are to use this weapon. Though, damage is good but reload time too low to be used at later stages in the game.
Weapon. M16 (30/120)
Upgrade. Skullcrusher (30/270) 8 Grenades
Effect. Automatic, Increased Damage, Grenade Launcher
Good weapon upgrade to use especially with grenade launcher. Limited grenades though, so use them wisely.
Weapon. AUG (30/270)
Upgrade. AUG-50M3 (30/390)
Effect. Increased Damage, Precision Sight, and Under-mounted Shotgun
Shotgun + assault rifle with precision sight. Long range dominance + short range awesomeness = must have.
Weapon. FN FAL (20/180)
Upgrade. EPC WN (30/360)
Effect. Precision Sight, Large Magazine, 3 Round Burst, Increased Damage
3 Rounds burst is hard to digest in Zombie mode. If you can, go ahead.
Weapon. Famas (30/150)
Upgrade. G16-GL35 (45/255)
Effect. Precision Sight, Large Magazine, Increased Damage
Large Magazine and precision accuracy = Worth it.
Weapon. Commando (30/270)
Upgrade. Predator (40/360)
Effect. Large and Dual Magazines, Increased Damage
Weapon. G11 (48/144)
Upgrade. G115 Generator
Effect. Large Magazine, Increased Damage, Automatic
Large Magazine + Automatic, combine it with speed cola = Ultimate dominance subjected by your ability to aim...
Weapon. Galil (35/315)
Upgrade. Lemantation (35/490)
Effect. Precision Sight, Increased Damage
Weapon. HK21 (125/500)
Upgrade. H115 Oscillator (150/750)
Effect. Large Magazine, Increased Damage
Must have weapon, if you can get your hands on. Light Machine Guns are deadly in Zombie mode. All you need to do in late rounds is sit behind the cover with a friend or two protecting you, and spray. Speed cola comes in handy to reload large mag.
Weapon. RPK (100/400)
Upgrade. R115 Resonator (125/500)
Effect. Large Magazine, Increased Damage
Good weapon, speed cola all the way!
Weapon. Thundergun (2/12)
Upgrade. Zeus Cannon (4/24)
Effect. 2x Magazine, Increased Impact Damage
Speed cola recommended for that, large magazine size increases reload times. Impact damage can take multiple zombies. A personal favorite for taking out 20+ at a time.
Pistols:
Weapon. M1911 (8/32)
Upgrade. Mustang and Sally (6:6/50)
Effect. Small Mag, Dual Wield, Grenade Launcher
Good upgrade, but the impact damage of the launcher if fired too close, can take you out. Be careful.
Upgrade. Mustang and Sally (6:6/50)
Effect. Small Mag, Dual Wield, Grenade Launcher
Good upgrade, but the impact damage of the launcher if fired too close, can take you out. Be careful.
Weapon. CZ75 (15/135)
Upgrade. Calamity (20/240)
Effect. Increased Damage, and Automatic
Acts more like sub machine gun after upgrade.
Weapon. CZ75 Dual Wield (12:12/228)
Upgrade. Calamity & Jane (20:20/320)
Effect. Large Magazine, Increased Damage, Automatic
Solves the small magazine problem after upgrade, and that’s that.
Weapon. Python (6/84)
Upgrade. Cobra (12/96)
Effect. Large Magazine, Increased Damage, Speed Reload
Back up Weapon!
SMG's:
Weapon. AK-74u (20/160)
Upgrade. AK74fu2 (40/280)
Effect. Precision Sight, Large Magazine and Increased Damage
Bigger Magazine increases ammo, and precision sight increases accuracy.
Weapon. MP5K (30/120)Upgrade. MP115 Kollider (40/200)Upgrade. AK74fu2 (40/280)
Effect. Precision Sight, Large Magazine and Increased Damage
Bigger Magazine increases ammo, and precision sight increases accuracy.
Weapon. MP40 (32/192)
Upgrade. The Afterburner (64/192)
Effect. Large Mag, Increased Damage
Large Magazine and more damage
Upgrade. The Afterburner (64/192)
Effect. Large Mag, Increased Damage
Large Magazine and more damage
Weapon. MPL (24/120)
Upgrade. MPL-LF (40/195)
Effect. Large Magazine,Precision Sight
MPL has a small mag to start with, even though the upgrade makes it bigger still they are better weapons out there.
Effect. Large Magazine, Increased Damage
Weapon. PM63 (20/100)
Upgrade. Tokyo & Rose (25:25/225)
Effect. Dual Wield
You can fire one weapon while reloading the other, but the accuracy is poor, you would most probably get into trouble.
Weapon. Spectre (30/120)
Upgrade. Phantom (45/225)
Effect. a Reflex Sight with a random reticle , a larger magazine, and more reserve ammo.
Shotguns:
Weapon. Olympia (2/38)
Upgrade. Hades (2/60)
Effect. Power and Range increases, Incendiary Rounds
Large Mag, slow reload. Speed cola recommended if you are to use this weapon. It comes in handy when you are to spray for longer periods of time, behind a cover with your friends protecting you just like in using LMG in Zombie mode. Otherwise its reload time can get you in trouble.
Weapon. Stakeout (6/54)
Upgrade. Raid (10/60)
Effect. Large Magazine, 2 Shells Reload, More Power, Increased Damage, Increased Range.
Upgrade decreases reload time and increases damage. You can use double tap with this and speed cola to increase its effectiveness.
Weapon. SPAS-12 (8/32)
Upgrade. SPAZ-24 (24/72)
Effect. 2x Magazine Size, Increased Range, Automatic, Fast Reload
Good gun, increased range, more bullets and faster reload times all the must have ingredients for a gun to be used in Zombie Mode.
Weapon. HS-10 (6/36)
Upgrade. Typhoid & Mary (8:8/80)
Effect. Dual Wield, Large Magazine
Good Upgrade, but dual wield as I said earlier is not much of an advantage due to lack of accuracy unless you are very good, you will probably suck!
Sniper Rifles:
Weapon. L96A1 (5/45)
Upgrade. L115 Isolater (8/72)
Effect. Quick Scope, Large Magazine, Increased Damage
Weapon. Dragunov (10/40)
Upgrade. D115 Disassembler (10/80)
Effect. Quick Scope, Increased Damage
Avoid Snipers, they may come handy in initial phase of the game but totally suck in the long run.
Launchers:
Weapon. M72 LAW (1/20)
Upgrade. M72 Anarchy (10/40)
Effect. Large Magazine, Semi-Auto
Use it with speed cola. 'Nuff said.
Upgrade. China Beach (5/40)
Effect. Large Magazine, Increased Damage
Assault Rifles:
Weapon. M14 (8/96)
Upgrade. Mnesia (16/192)
Effect. Large Mag, Increased Damage
Large Magazine takes more time to reload so speed cola necessary if you are to use this weapon. Though, damage is good but reload time too low to be used at later stages in the game.
Weapon. M16 (30/120)
Upgrade. Skullcrusher (30/270) 8 Grenades
Effect. Automatic, Increased Damage, Grenade Launcher
Good weapon upgrade to use especially with grenade launcher. Limited grenades though, so use them wisely.
Weapon. AUG (30/270)
Upgrade. AUG-50M3 (30/390)
Effect. Increased Damage, Precision Sight, and Under-mounted Shotgun
Shotgun + assault rifle with precision sight. Long range dominance + short range awesomeness = must have.
Weapon. FN FAL (20/180)
Upgrade. EPC WN (30/360)
Effect. Precision Sight, Large Magazine, 3 Round Burst, Increased Damage
3 Rounds burst is hard to digest in Zombie mode. If you can, go ahead.
Weapon. Famas (30/150)
Upgrade. G16-GL35 (45/255)
Effect. Precision Sight, Large Magazine, Increased Damage
Large Magazine and precision accuracy = Worth it.
Weapon. Commando (30/270)
Upgrade. Predator (40/360)
Effect. Large and Dual Magazines, Increased Damage
Weapon. G11 (48/144)
Upgrade. G115 Generator
Effect. Large Magazine, Increased Damage, Automatic
Large Magazine + Automatic, combine it with speed cola = Ultimate dominance subjected by your ability to aim...
Weapon. Galil (35/315)
Upgrade. Lemantation (35/490)
Effect. Precision Sight, Increased Damage
LMG's:
Weapon. HK21 (125/500)
Upgrade. H115 Oscillator (150/750)
Effect. Large Magazine, Increased Damage
Must have weapon, if you can get your hands on. Light Machine Guns are deadly in Zombie mode. All you need to do in late rounds is sit behind the cover with a friend or two protecting you, and spray. Speed cola comes in handy to reload large mag.
Weapon. RPK (100/400)
Upgrade. R115 Resonator (125/500)
Effect. Large Magazine, Increased Damage
Good weapon, speed cola all the way!
Special Weapons:
Weapon. Ballistic Knife (1/4)
Upgrade. The Krause Refibrillator (1/9)
Effect. Faster Melee, Glow
You can revive downed team mate with it by shooting or knifing him.
Weapon. Crossbow Explosive Tip (1/12)
Upgrade. Awful Lawton (1/12)
Effect. It attracts zombies, so they get blown away! Much like a Monkey Bomb.
Wonder Weapons:
Weapon. Ray Gun (20/160)
Upgrade. Porter’s X2 Ray Gun (40/200)
Effect. Increased Damage, Large Magazine
Best thing that can happen to you is getting your hands on Ray Gun!, and the second best thing is upgrading it to Porter’s X2 Ray Gun.
Weapon. Thundergun (2/12)
Upgrade. Zeus Cannon (4/24)
Effect. 2x Magazine, Increased Impact Damage
Speed cola recommended for that, large magazine size increases reload times. Impact damage can take multiple zombies. A personal favorite for taking out 20+ at a time.
Grenades/Other:
Frag Grenade
Amount: 4
Ability: Blows up zombies within a specific radius. Can tear limbs off resulting in crawlers. Refilled on max ammo and round change.
Wall Price: 250Claymore
Amount: 2
Ability: Proximity mine, same as in multi/single player modes. Refilled on max ammo and round change.
Wall Price: 1000
Cymbal Monkey
Amount: 3
Attracts zombies from all over the map and then explodes.
Attracts zombies from all over the map and then explodes.
Kino Der Toten map overview Part 10: The Back Room
This room gets second place in the terrible placement contest. It is basically a replica of the Dressing room in its terrible placement, size, and barricades. Don't hang out here...
Up the stairs and take a right, there are no guns in this room. Small area with a mystery box spawn that could have been better thought out. Two barricades to watch out for, one to the left of the box spawn down a little hallway and the other is directly across from the box spawn. (See? Treyarc wants us to hate them, they have to to put this stuff in here.) Electro-shock that closes off the barricades and the box spawn, so it could be good or bad depending on you situation and how you use it. The last door is to the right and costs 1250pts, down a short flight of steps and we are back on the Stage next to the power switch. See now that wasn't so bad. That's it for my map overview. Check back for Pack-a-Punch guns, glitches, easter eggs, and more.
Up the stairs and take a right, there are no guns in this room. Small area with a mystery box spawn that could have been better thought out. Two barricades to watch out for, one to the left of the box spawn down a little hallway and the other is directly across from the box spawn. (See? Treyarc wants us to hate them, they have to to put this stuff in here.) Electro-shock that closes off the barricades and the box spawn, so it could be good or bad depending on you situation and how you use it. The last door is to the right and costs 1250pts, down a short flight of steps and we are back on the Stage next to the power switch. See now that wasn't so bad. That's it for my map overview. Check back for Pack-a-Punch guns, glitches, easter eggs, and more.
Kino Der Toten map overview Part 9: The Alley
The Alley......not the greatest place to be but it's marginally better to hang out here than it is in the dressing room, (given you have an unopened door to back up against and open if things get bad.)
Once you enter the Alley you will see the Double-Tap Root Beer Perk machine. Let me just tell you that this perk is NOT worth the 2000pts it costs to get it. Basically all it does is make you shoot faster, i.e. you run out of ammo, A LOT. Like I said, I don't personally use this perk but many may if they use guns such as shotguns, sniper rifles, etc. To the left of the Double-Tap machine is a barricade. Head down the Alley and you will pass a mystery box spawn point on the left, as well as an AK74u. This SMG is a personal favorite of mine because it will serve you through most of the teens unupgraded. At 1200pts you get good damage and a larger magazine than most other SMG's. Head through the fence and you will see another barricade and a fence/door that costs 1250pts. Go on through and there are two more barricades over here. head up the stairs and into the Back Room.
(Protip: Do not linger here unless you are backed up against an unopened door that you can open to quickly escape. Also be warned that zombies will jump down off of the roof so pay attention.)
Once you enter the Alley you will see the Double-Tap Root Beer Perk machine. Let me just tell you that this perk is NOT worth the 2000pts it costs to get it. Basically all it does is make you shoot faster, i.e. you run out of ammo, A LOT. Like I said, I don't personally use this perk but many may if they use guns such as shotguns, sniper rifles, etc. To the left of the Double-Tap machine is a barricade. Head down the Alley and you will pass a mystery box spawn point on the left, as well as an AK74u. This SMG is a personal favorite of mine because it will serve you through most of the teens unupgraded. At 1200pts you get good damage and a larger magazine than most other SMG's. Head through the fence and you will see another barricade and a fence/door that costs 1250pts. Go on through and there are two more barricades over here. head up the stairs and into the Back Room.
(Protip: Do not linger here unless you are backed up against an unopened door that you can open to quickly escape. Also be warned that zombies will jump down off of the roof so pay attention.)
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.
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:
(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.)
- The Little Girls Room
- The Dentist Room
- The Conference Room
- The Little Girls Room (Bloody Version)
(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.)
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