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    Der Reise FAQ by Pink_Sijibijiji

    Version: 0.60 | Updated: 09/13/09 | Printable Version | Search Guide | Bookmark Guide

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    D  D E    R  R     R  R   I   E    SS    E
    D  D EEE  RRR  --- RRR    I   EEE   SSS  EEE
    D  D E    R  R     R  R   I   E       SS E
    DDD  EEEE R  R     R  R IIIII EEEE SSSS  EEEE
    
    Nazi-Zombies Der-Riese
    
    
    79 Characters
    ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz?/.,;'"-_=+<>1234567890!&%$
    ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz?/.,;'"-_=+<>1234567890!&%$
    
    All Characters
    AaBbCcDdEeFfGgHhIiJjKkLlMmNnOoPpQqRrSsTtUuVvWwXxYyZz
    0123456789!@#$%^&*()-=_+;:'",<.>/?`~
    
    --------------------
    1.Table of Contents:-----------------------------------------------------------
    --------------------
      1.Table of Contents
       a.Version Info
      2.Introduction
      3.Points
       a.Max points *
       b.Point Loss *
      4.Weapons Table
       a.Pack-a-Punch Weapons Table
       b.Best Weapons/Situations
       c.Weapons Predominance
       d.Weapon Battles *
      5.Map Locations
       a.Key Locations
       b.Mystery Box Spawn
       c.Wall Guns
      6.Strategies
       a.Round 1-4 Maxed
       b.Power Room
       c.Teleporter A
       d.Teleporter B
       e.Catwalk
       f.The Furnace
       g.Survival *
       h.Semi Roundhouse Method *
      7.Easter Eggs
       a.Radios
       b.Flytrap and Hide-n-Seek
       c.Achievements
       d.Brain Jars
      8.Copyright
       a.Contact Me *
       b.Copyright Info
    
    * - New to most recent version.
    0.60
    New version as of September 13, 2009 3:32 AM
    ---------------
    2.Introduction:----------------------------------------------------------------
    ---------------
    Call of Duty: World at War. This is a guide to Map Pack 3's "Der Riese" map
    only. This map pack is 800 Microsoft Points. Im [Sijibijiji] and i'll be
    teaching you everything there is to know about Der Riese. I play it atleast 5
    times a day so I can say that everything on this FAQ is true. Most of this is
    data, however, I try to explain some of it in my own words. Anyways read the
    FAQ and have fun.
    
     P.S. I don't approve of glitching, so don't ask me to put any in here.
      --------------
      a.Version Info
      --------------
    Version 0.10 - Full FAQ Unrevised
    
    Version 0.20 - Added    [2.a.Version Info]
                   Revised  [3.a.Max Points][3.b.Point Loss]
                   Added to [4.a.Weapons List][4.b.PaP Weapons List]
                   Added to [5.c.Wall Guns]
                   Added to [6.c.teleporter A]
                   Added    [6.f.The Furnace][6.g.Survival]
                   Added    [7.c.Achievemetns]
                   Fixed 'some' spelling errors
    
    Version 0.30   Revised  [4.b.Best Weapons/Situations]
                   Added    [4.c.Weapons Predominance]
                   Added to [6.g.Survival]
                   Added to [8.a.Contact Me]
                   Fixed all 'PPSh-40' to 'PPSh-41'
    
    Version 0.40   Added    [4.d.Weapon Battles]
                   Fixed    [4.c.Weapon's Predominance]
                   Revised  [7.a.Radios]
    
    Version 0.50   Revised  [2.a.Version Info]
                   Revised  [3.a.Max Points][3.b.Point Loss]
                   Added to [4.d.Weapon Battles]
                   Revised  [4.a.Weapons List]
                   Added    [7.d.Brain Jars]
                   Fixed 'more' spelling errors
    Version 0.60   Changed  [3.a.Getting Points]
                   Revised  [4.d.Weapon Battles]
                   Added to [6.g.Survival]
                   Added    [6.h.Semi-Roundhouse Method]
                   Added to [8.a.Contact Me]
                   Added last date modified(not submitted)
    ---------
    3:Points:----------------------------------------------------------------------
    ---------
    Points in Nazi Zombies are used in many ways. To buy weapons, open doors, and
    unlock the mystery box. Here's a guide to points.
      ----------------
      a.Getting Points
      ----------------
    If you want to max out points every round, here's where you find out how.
    This is a list of point values and how to get them. Ahen you get to a high
    round the points won't really matter unless you get downed or die completely.
    
    Shooting Zombies:
      10 points per hit
      60 points per kill
     100 points per headshot(kill)
     130 points for knife(kill)
     100 points per kill(flamethrower/knife with insta-kill)
                                      counts as a hit too
    
    Pick-up Power-ups:
     200 points per Carpenter(must board atleast 1 window)
     400 points per Mini-nuke(must kill atleast 1 zombie)
    
    Boarding up Windows:
      10 points per board
      60 points per window
    
    Reviving Teammates:
      100 points per revive
     +? points per ? rounds
      ------------
      b.Point Loss
      ------------
    Here's how you can lose points.
    
    Getting Downed:
      -100 points per down
      -? points per ? rounds
    
    Buying Weapons
      200 points per Kar98k
      600 points per Gewehr 43
      600 points per M1A1 Carbine
      950 points per Mystery Box
     1000 points per Electrical Barrier
     1000 points per Type 100
     1000 points per Bouncing Betty(x2)
     1200 points per STG-44
     1200 points per Double Barrel Shotgun
     1500 points per Trenchgun
     1500 points per Thompson
     1500 points per FG42
      1/2 points per ammo
     4500 points per upgraded ammo
    
    Buying Perks-a-Cola:
     1500 points for Quick Revive(Blue Soda)
     2000 points for Double Tap(Yellow Soda)
     2500 points for Jugger-nog(Red Soda)
     3000 points for Slieght of Hand(Green Soda)
    
    Opening Doors:
      750 Door
     1000 Door
     1250 Door
    
    Teleporting:
     1500 points per Teleport
    
    Pack-a-Punch:
     5000 points per Pack-a-Punch
    
    ----------------
    4:Weapons Table:---------------------------------------------------------------
    ----------------
              Lowest(worst) to Highest(best)
    Damage  : Very Low,Low,Low+, Mid-,Mid,Mid+,High-,High,High+,Very High,Insane
    RoF     : Slow,Mid-,Mid,Mid+,Fast-,Fast,Fast+,Very Fast,Insane
    Overall : 10,20,30,40,50,60,70,80,90,100
    
    -Name-               Ammo+Clip    Damage    Rate of Fire    OverallRating
    
    [Pistols]
    M1911 Colt 45         80 + 8      Very Low  Fast            10
    .357 Magnum           60 + 6      High      Fast -          50
    Raygun               160 +20      Very High Fast            100
    
    [Bolt-Action Rifles]
    * Kar98k              50 + 5      Low       Slow            10
    PTRS 41               50 + 5      High      Mid -           50
    
    [Rifles]
    M1 Garand            120 + 8      Mid       Mid             40
      Launcher            20 + 1      High      Mid             80
    * M1A1 Carbine       120 +15      Mid       Mid             40
    * Gewehr 43          120 +10      Mid       Mid +           40
    * STG44              200 +20      Mid       Mid +           60
    BAR                  120 +20      Mid +     Mid             60
    
    [Shotguns]
    * Double Barrel Shot  60 + 2      High +    Mid             10
    * Trenchgun           60 + 6      High      Mid -           50
    
    [Sub Machine Guns]
    * Type 100           160 +30      Low +     Fast            60
    * Thompson           200 +20      Mid       Fast            60
    * MP40               192 +32      Mid -     Fast -          60
    PPSh-41              300 +70      Low       Very Fast       100
    
    [Heavy Machine Guns]
    * FG42               192 +32      Mid +     Fast            40
    MG42                 500 +125     Mid       Fast +          80
    Browning             500 +125     Mid +     Fast            80
    
    [Others]
    Panzerschrek          20 + 1      High      Slow            10
    M2 Flamethrower      Infinite     Low       Fast            10
    Wunderwaffe DG-2      30 + 3      InstaKill Mid             100
    * Grenade               4         Mid       Fast            90
    Molotov Cocktail        4         Mid-      Slow            10
    Monkey Bomb             3         Mid       Slow            100
    Knife                   x         Low+      Mid+            40
    * Bowie Knife           x         Mid+      Mid             60
    * Bouncing Betty        2         Mid       Mid             90
    
    * - Weapons you can buy off of the wall.
      ----------------------------
      a.Pack-a-Punch Weapons Table
      ----------------------------
    Each weapon costs 5000pts. to upgrade. Some weapons' ammo cache can be
    replenished by buying upgraded ammo off of the wall, which is 4500 for every
    gun.
    
    -Name-               Ammo+Clip    Damage    Rate of Fire    OverallRating
    
    [Pistols]
    ^ C3000 b1at-ch35     40 + 6      Very High Mid+            90
    .357 Plus 1 K1L-u     60 + 6      Very High Fast            50
    Porter's X2 Raygun   200 +40      Insane    Fast            100
    
    [Bolt-Action Rifles]
    * Armageddon          60 + 8      Mid +     Slow            10
    The Pentrator         60 + 8      Very High Mid -           60
    
    [Rifles]
    The Imploder         120 +12      High -    Mid             70
      Launcher            40 + 3      Very High Fast            90
    * Widdershins RC-1   150 +15      Mid +     Very Fast       70
    * G115 Compressor    170 +10      Mid       Mid +           70
    * Spatz-447+         300 +30      Mid +     Mid +           80
    The Widowmaker       180 +20      Mid +     Very Fast       60
    
    [Shotguns]
    * 24 Bore Long Range  60 + 2      Very High Mid             20
    * Gutshot             60 +10      High +    Mid             60
    
    [Sub Machine Guns]
    * 1001 Samurais      220 +60      Mid       Fast            70
    * Gibs-o-matic       240 +40      Low +     Fast            70
    * The Afterburner    192 +32      Mid -     Fast -          70
    The Reaper           700 +70      Low       Insane          100
    
    [Heavy Machine Guns]
    * The Impeller       400 +40      High      Fast            50
    Barracuda FU-A11     750 +125     High      Fast            100
    B115 accelerator     750 +125     High      Fast            100
    
    [Others]
    Longinus              40 + 3      High      Slow            40
    N1W NitrousCooler    Infinite     Low       Fast            10
    Wunderwaffe DG-3 JZ   30 + 6      InstaKill Mid             100
    
    * - Weapons that have wall ammo.
    ^ - The C3000 b1at-ch35 cannot be obtained other than spawning and upgrading
         your Colt 45.
      -------------------------
      b.Best Weapons/Situations
      -------------------------
    Here's a list of the best weapos to use in any situation.
    
    [1st Weapon] Trenchgun        :The trenchgun is good until round 14'ish. For
                                    1500pts. it saves the need to go in the random
                                    box if you're not feeling lucky.
    [2nd Weapon] Machinegun       :Any automatic weapon will be great. You can
                                    keep it until you can Pack-a-Punch.
    [Keeper]     Raygun           :Keep this no matter what. Probably the best
                                    weapon.
    [Crowd Control]Wunderwaffe    :1H KO no matter what round, kills 10+ Zombies
                                    with one shot.
    [Camp Hall]  Heavy Machinegun :A Massive Ammo Cache will help you avoid the
                                    need of a Max Ammo every round.
    [Camp Wideroom]Raygun         :Great damage, lots of ammo. You don't need to
                                    get headshots with this, just hit them where-
                                    ever.
    [Best Overall](this doesn't count Waffle Weapons)
                 PPSh-41          :Good damage, plenty of ammo. Upgraded it's
                                    the second best gun. Only a few bullets less
                                    than a heavy and it doesn't hinder movement or
                                    have a long reload time.
    [Grenades]   Monkeybombs      :Obviously. And the most strategic weapon in
                                    this map.
    
    [Good PaP Weapons]
    
    Colt 45         . Explosive rounds
    Raygun          . Massive damage
    PTRS-41         . Great damage, penetration(hence it's name)
    STG-44          . Good overall, Ammo on the wall
    PPSh-41         . Great overall, ammo, very fast
    M1Garand        . Mainly the Launcher
    MG42/Browning   . Either, or both. Massive ammo
    Wunderwaffe     . Great for crowds, saves ammo for other weapons
    
      ----------------------
      c.Weapons Predominance
      ----------------------
    Here's a list of all the weapons in a predominance list. The best being on the
    bottom, worst being on top. Left and right of eachother are relatively the
    same overall. This will help you choose the best weapon and not switch out a
    good one on accident.
    This list is only for un-Pack-a-Punch weapons.
    
    1 . Molotov Cocktail  . ---         . ---            .
    2 . * Colt 45         . ---         . ---            .
    3 . Kar98k            . Panzerschrek. M2 Flamethrower.
    4 . Gewehr-43         . ---         . ---            .
    5 . Bowie Knife       . DB Shotgun  . M1A1 Carbine   . M1 Garand
    6 . Grenades          . ---         . ---            .
    7 . Trenchgun         . ---         . ---            .
    8 . M1 Garand Launcher. ---         . ---            .
    9 . STG-44            . BAR         . Thompson       . FG42
    10. Type100           . MP40        . ---            .
    11. .357 Magnum       . PTRS-41     . Bouncing Betty .
    12. PPSh-41           . Browning    . MG42           .
    13. Wunderwaffe DG-2  . Monkey Bombs. Raygun         .
    
    * - Keep the Colt 45 if you plan to have an explosive, it's the best one when
    upgraded. Other than that, trade it.
    
    
    Here's a list of Pack-a-Punch predominancey.
    
    1 . Armageddon        . G115 Compressor    . .357 Plus 1 K1L-u   .
    2 . The Longinus      . N1W NitrousCooler  . 24 Bore Long Range  .
    3 . The Impellor      . Gutshot            . ---                 .
    4 . Widershins RC-1   . The Widowmaker     . ---                 .
    5 . The Afterburner   . The Penetrator     . ---                 .
    6 . Gibs-o-matic      . 1001 Samurais      . Spatz-447+          .
    7 . C3000b1at-ch35    . ---                . ---                 .
    8 . The Reaper        . Barracuda FU-A11   . B115 Accelerator    .
    9 . Porters X-2 Raygun. Wunderwaffe DG-3 JZ. ---                 .
    
    Of course there will be preferrences that make people think some weapons are
    better than others, it is kind of hard to tell which weapon is best. Plus,
    certain weapons may be better in different situations as well, so take that
    into consideration.
    
      ----------------
      d.Weapon Battles
      ----------------
    This will clear up some of the very similar weapons' predominance with
    a description.
    
    Accur = Accuracy
    1.    Browning vs.   MG42
          ___2____  -  ___2____
    Power    +(Mid +)     -(Mid)
    Speed    -(Fast)      +(Fast)
    Ammo     =(500+125)   =(500+125)
    Recoil   -            +(less recoil)
    Accur    +            -
    
    The MG42 is most peoples first choice because the Browning shoots a little bit
    slower. In game, it's actually better. Just shoot in 2-5 bullet bursts and aim
    for the head.
    And for 2000pts. you can get Double Tap and the Browning will be just as fast.
    
    Part 2: I've taken in some more for this one. The Browning has a lot more
    accuracy than the MG42. But the Browning takes quite a bit more time to reload
    which may cause down at a crucial moment.
    
    2.    Trenchgun  vs. DB Shotgun
          ___1______  --  ___2______
    Power    -(High)         +(High +)        
    Speed    -(Mid -)        +(Mid)
    Ammo     +(60+6)         -(60+2)
    Recoil   =               =
    Accur    ?               ?
    
    The DB Shotgun has 3/4 pluses, it's better right? Wrong, the DB Shotgun is far
    worse. With only 2 bullets per clip it has to reload too often. Upgraded it's
    not much better, on the other hand, the Trenchgun is. The Trenchgun actually
    has 10 shells per clip and can reload 2 at a time. It's not that much weaker
    either(when upgraded).
    
    Part 2: The DB Shotgun has a bit more power than the Trenchgun and penetrates
    more zombies. The Trenchgun is still the better choice in that it doesn't have
    only 2 bullets. Even with Speed Cola, DB is too slow.
    
    
    3.    Thompson vs.   MP40   vs. Type100 vs.  PPSh-41
          ___1____  -  ___0____  -  ___0____  -  ___4____
    Power    +(Mid)       -(Mid -)     -(Low +)    -(Low) 
    Speed    -(Fast)      -(Fast -)    -(Fast)     +(Very Fast)
    Ammo     -(200+20)    -(32+192)    -(160+30)   +(70+300)
    Recoil   -            -            -           +
    Accur    -            -            -           +
    
    All of the SMG's in one versus. The PPSh-41 wins by a longshot. It has more
    ammo, kills faster, and has virtually no recoil. Plus The Reaper kicks ***.
    
    Second place goes to the Type100. It's fast, 30 bullet clip and not as weak as
    some people think. Upgraded it's very good and there is ammo on the wall.
    
    Out of the Thompson and MP40, take the MP40. it has less recoil and more ammo.
    But upgraded, the Thompson is better.
    
    Part 2: The most inaccurate is probably the Thompson. After is the MP40. Type
    100 3rd. And the PPSh-41.
    
    
    4.     PPSh-41  vs. Raygun
           ___3____ -- ___1____
    Power     -           +
    Speed     +           -
    Ammo      +           -
    Recoil    +           -
    
    Well, many people think the Raygun is the best gun in Nazi Zombies, but really
    it's the PPSh-41. If you're a newb who can't headshot for crap, take the Raygun
    and blast away. But the only thing the Raygun has over the PPSh-41 is power.
    The PPSh-41 makes up for that with speed. Upgraded, the Raygun isn't much
    better than its original. The Reaper(PPSh-41 PaP'd) is much better. If you get
    both, you're one lucky son of a *****. With the PPSh-41 you'll get more points
    per kill and when Zombies get too close you won't accidentally kill yourself.
    
    Part 2: The PPSh-41 will get you more points for your kill. Instead of 60
    points you'll be getting 100 points nearly 80% of the time. Don't forget the
    +10 per hit.
    
    
    5.    Molotov vs. Nothing
          ___2____ -- ___2____
    Power    +           -
    Speed    -           +
    Ammo     +           -
    Recoil   -           +
    
    Really now? This is a joke right? Well, yeah, but still. I'd rather have no
    frickin item at all than have Molotovs, they suck so much. Putting them in this
    map was a waste of time. At round 13, I hit a zombie directly in the stomach
    no lag and he just kept on running like nothing hit him. Then I threw a grenade
    at a zombie on round 24 and his legs blew right off. See what I mean? If they
    pop up and even if you don't have monkey's, let them pass they're not worth it.
    
    Part 2: Molotovs still suck!!!!!
    
    
    6.     Grenade vs. Monkey vs. M1Launcher vs. Panzerschrek vs. C3000 vs. Molotov
           _______     _______    __________     ___________      _____     _______
    Power     -           -           +               -             -          -
    Speed     -           -           -               -             +          -
    Ammo      -           -           -               -             +          -
    Recoil    =           =           =               =             =          =
    Explosion -           -           +               -             -          -
    Accur     -           -           -               +             -          -
    
    The best explosive in the map is probably the Monkey Bombs.
    Though it's not that strong and is very slow, it lures zombies and cramps them
    all in one little spot.
    
    My favorite is the M1Garand Launcher. It's explosion radius is rediculous. It's
    very VERY strong and clears a crowd in seconds. Also, when you do run out of
    explosives, you'll have a not so weak M1 Garand.
    
    The explosive with the most ammunition is the C3000(colt). The 3 guns have a
    reserve of 40 explosives, but the pistol has a 6 round clip. As the Panzer and
    M1 have only 3 rounds per clip.
    ----------------
    5.Map Locations:---------------------------------------------------------------
    ----------------
    There are many locations in this map, here's some key locations to know.
    
    
      ---------------
      a.Key Locations
      ---------------
    
    750,1000,1250 - Point amount to open gates
    
        [1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18]
        ------------------------------------------------------
    [1]|                  Tele B
    [2]|                   750
    [3]|                    |
    [4]|                 Furnace    - - - - 750 - -
    [5]|                    |      |               |
    [6]|                     - - 1000     -z- - - 750
    [7]|            Q         D          |         |
    [8]|            |             - - - -          Mainframe
    [9]|            |            |  S                   |
    [10] Tele C  1250 - - Power Switch                  |
    [11]     Catwalk      Mystery Box                  750
    [12]                     |  | - - - - -z- - - - -   |
    [13]                     |       - - - - - - 750 - -
    [14]                     |      |       |
    [15]                J    |      |       |
    [16]                   1000 - -          - - 1250 Tele A
    [17]
    [18]
    
    Z-Walls that go down when the power is turned on
    S-Speed Cold(Slieght of Hand)
    Q-Revive Soda(Quick Revive)
    D-Root Beer(Double Tap)
    J-Juggernog(Juggernaut)
    
      --------------------
      b.Mystery Box Spawns
      --------------------
    
    The mystery box is your source for many weapons. And for only 950 points, it's
    a bargain.
    
    [ ]Gates that need points to open
    
        [1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18]
        ------------------------------------------------------
    [1]|                  Tele B
    [2]|                   [ ]
    [3]|                 1  |
    [4]|                 Furnace    - - - - [ ] - -
    [5]|                   2|      |               |
    [6]|                     - - -[ ]     - - - - [ ]
    [7]|                                 |         |
    [8]|           |             - - - -          Mainframe
    [9]|        3  |            |                      |
    [10] Tele C   [ ]- - - - - -                       |
    [11]     Catwalk      Mystery Box                  [ ]
    [12]                      |  | - - - - - - - - - -  |
    [13]                      |       - - - - - - [ ] - -
    [14]                      |     |      5 |
    [15]                      |     |        |            4
    [16]                     [ ] - -          - - - - [ ]Tele A
    [17]
    [18]
    
    1-Left of Teleporter B on the balcony
    2-Below Teleporter B in the far corner
    3-Above Teleporter C on the catwalk
    4-In front of Teleporter A
    5-In the building Main hallway across from the Trenchgun
      -----------
      b.Wall Guns
      -----------
        [1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18]
        ------------------------------------------------------
    [1]|                  Tele B
    [2]|                   [ ] 9 g
    [3]|                    |                   6
    [4]|                 Furnace 7  - - - - [ ] - -
    [5]|                    |      |               |
    [6]|                     - - -[ ]     - - - - [ ]
    [7]|                                 |         |
    [8]|         g |             - - - -      5   Mainframe
    [9]|           |            |                    4 |
    [10] Tele C   [ ]- - - - - - 11                    |
    [11]     Catwalk 10   Mystery Box                 [ ]
    [12]                      |  | - - - - - - - - - 3 |
    [13]                      |       - - - - - - [ ] - -
    [14]                  |   |     |        |
    [15]                  | - |     |        |    2         8
    [16]                  | 1 [ ] - -          - - - - [ ]Tele A
    [17]                                                    g
    [18]
    
                            Gun    Ammo
    1 -Bouncing Betty's  .1000pts. 2 Betty's, Replenish each round
    2 -Trenchgun         .1500pts.750pts.
    3 -M1A1 Carbine      . 600pts.300pts.
    4 -Gewehr 43         . 600pts.300pts.
    5 -Kar98k            . 200pts.100pts.
    6 -Double Barrel Sh  .1200pts.600pts.
    7 -Thompson          .1500pts.750pts.
    8 -MP40              .1200pts.600pts.
    9 -Type100           .1000pts.500pts.
    10-Bowie Knife       .3000pts. Slower but stronger than regular knife
    11-FG42              .1500pts.750pts.
    g -Grenades          . 250pts. 4 SteilhandGrenades
    
    
    -------------
    6.Strategies:------------------------------------------------------------------
    -------------
    This section will show you some strategies to help get to higher levels and
    rack up the most points.
    These strategies are best when done in order too.
      ------------------
      a.Rounds 1-4 Maxed
      ------------------
    Here's how you get max points in Rounds 1-4, before you leave from the main
    room.
    
    1.Shoot Zombie 6 times
      Knife Zombie 1 time
      Let one Zombie through
      
      +190pts. per kill
      + 60pts. per window
      Possibly a Max Ammo
      Possibly a Mini-Nuke(when there's one Zombie left)
      Possibly a Points x2
    
    2.Shoot Zombie 10 times
      Knife Zombie 1 time
      Let one zombie through
    
      +230pts. per kill
      + 60pts. per window
      Possibly a Max Ammo
      Possibly a Mini-Nuke(when there's one Zombie left)
      Possibly a Points x2
    
    3.Shoot Zombie 15 times
      Knife Zombie 1 time
      Let one Zombie through
    
      +280pts. per kill
      + 60pts. per window
      Possibly a Max Ammo
      Possibly a Mini-Nuke(when there's one Zombie left)
      Possibly a Points x2
    
                         (preferred)
    4.Shoot Zombie 19 times(8 times)
      Knife Zombie 1 time  (3 times)
      Try not to let any Zombies in
      Refrain from using grenades unless needed
      Insta-kill when needed
    
      +320pts.per kill   (+230pts.)
      + 60pts. per window
      Possibly a Max Ammo
      Possibly a Mini-Nuke(only when there's one Zombie left)
      Possibly a Points x2
      Possibly Insta-kill(only if needed)
    
    5.By round 5 each player should have between 3000-4000 points(4players)
      Making it to round 5 with ammo may be hard, but try to get Max Ammo's
      If you're lucky you'll get Max Ammo every round
      Before round 5 starts, take either way to the mystery box
      Make sure to have one crawler at the end of round 4 or you'll be getting
       dogs before you're ready.
      ------------
      b.Power Room
      ------------
    When you get to the power room(following my strategy)you should have enough,
    for each player, to open the box several times. If you get a good weapon then
    that's great. Save you're points. If you don't get a good weapon there's still
    a few rounds to get points. Just let your team know you have a bad weapon and
    need points.
    Just camp here for a few rounds. Everyone should have 2000-3000pts. before
    moving on to the teleporters. Also, try to make a crawler zombie at the end
    of a round so you have time to safely activate the teleporters.
    
    Do not go past round 10 without activating all of the teleporters(unless you
    have REALLY bad weapons still)any SMG, shotgun, rifle will do.
    
      --------------
      c.Teleporter A
      --------------
    After you have enough points to go around the map(2000 per player)then head to
    teleporter A first. It's the quickest to the mainframe so one player can do
    this and stay at the mainframe.
    This is also a good camping spot after you Pack-a-Punch your weapons and have
    and overload of points you don't need.
    
    There are 2 windows. One left and one right.
    The main door is below stairs.
    
    2 Window Players: These players just cover the windows, they may assist the
                      main door when needed. 
    
                    SMG         Secondary, covers window only
                    Heavy       A lot of ammo for the window/help cover main door
                    Raygun      Good to help at the main door fast
                    Waffe       Good to control crowds at the main door
                    Garand      Good for it's launcher to help at the main door
                    Monkey's    A neccessity for all players
    
    2 Main Door Players: Heavy would be best, Raygun too. Keep the main doorway
                         Zombie-free.
    
                    SMG         PPSh-41 preferred for the main door
                    Heavy       Great at holding many Zombies
                    Raygun      Great at killing Zombies fast
                    Monkey's    A neccessity for all players
    If you're going to camp here you should get these perks-a-cola 's.
    
                    Jugger-nog  Take a few hits and ge to safety
                    Speed Cola  Reload much faster
                    Quick Revive(optional)
    
    The door on the right gives a great view to launch explosives while still
    covering the window.
    
    At the Dog Rounds it's good to stay at the top of the stairs, 2 players on
    each side. Be sure to watch the back.
    
    Set Bouncing Betty's at the doorways to the window rooms. Zombies may get past
    so the Betty Barrier will be helpful to keep you from dying.
      --------------
      d.Teleporter B
      --------------
    After a player has teleporter A activated, another player should go to B. This
    player will activate it and teleport to the mainframe.
    This is my brothers favorite camping spot. It's very good, 2 windows and a
    main door.
    
    There are 2 windows. One left and one right.
    The main door is in front of the teleporter.
    
    2 Window Players: These 2 just sit at the windows and cover them. They should
                      help out when the main door gets overrun. They won't have as
                      much points, but they should use the teleporters to escape.
    
                    SMG         Secondary, covers window only
                    Heavy       A lot of ammo for the window/help cover main door
                    Raygun      Good to help at the main door fast
                    Waffe       Good to control crowds at the main door
                    Garand      Good for it's launcher to help at the main door
                    Monkey's    A neccessity for all players
    
    2 Main Door Players: Heavy would be best, Raygun too. Just cover the main door
                         and kill as many Zombies as you can.
    
                    SMG         PPSh-41 preferred for the main door
                    Heavy       Great at holding many Zombies
                    Raygun      Great at killing Zombies fast
                    Monkey's    A neccessity for all players
    
    If you're going to camp here you should get these perks-a-cola 's.
    
                    Jugger-nog  Take a few hits and ge to safety
                    Speed Cola  Reload much faster
                    Quick Revive(optional)
    
    At the Dog Rounds it's good to stay in the room behind the Type100.
    
    Set Bouncing Betty's in front of the Teleporter, this way if you need to
    reload, go to the Teleporter and wait, if you're getting overwhelmed, take the
    Teleporter, if not the Betty's will give you enough time.
      ---------
      e.Catwalk
      ---------
    After both Teleporters A and B are active, get more points. At round 10 you
    should open up the door to Teleporter C. Then you can camp here for points.
    This is probably the best camping spot in Der Riese. Only 1 window and 1 main
    entrance.
    
    There is 1 window, at the balcony.
    The main door is the stairs.
    
    1 Window Player:
    
                   SMG         Secondary, just to cover the window
                   Heavy       Help with the stairs, window cover
                   Ragun       Good for fast Zombie killing
                   Monkey's    If all gets too much, throw one off the balcony
    
    2 Main Stairs Players: These two should stay at the top of the steps, a hieght
                           advantage makes headshots easy.
    
                   PPSh-41     Great at the top of the stairs
                   Heavy       Holds of plenty of Zombies
                   Raygun      Strong holding power
                   Monkey's    Very helpful
    
    1 Catwalk Player: This player sits at the back of the catwalk(the cage) and
                      mostly uses explosives to cover the stairs from being
                      overrun
    
                   M1Garand    Launcher kills many Zombie, very strong
                   C3000       Kills multiple Zombie at the bottom of the steps
                   Monkey's    Very helpful
    If you're going to camp here you should get these perks-a-cola 's.
    
                    Jugger-nog  Take a few hits and ge to safety
                    Speed Cola  Reload much faster
                    Quick Revive(optional)
      -------------
      f.The Furnace
      -------------
    This is also another great spot to camp in. This room is pretty big and it's
    main doorway has an electrical barrier. This gives plenty of time to make a new
    plan or something else. And at the cost of 1000 pts, it's a little too helpful.
    If you choose this room, make sure you don't open up the stairs, this will be
    another side to cover.
    
    There are two windows. One on the right, one to the left of the furnace.
    The main door should be the door with the Electrical Barrier.
    
    2 Window Players: These 2 just sit at the windows and cover them. They should
                      help out when the main door gets overrun.
    
                    SMG         Secondary, covers window only
                    Heavy       A lot of ammo for the window/help cover main door
                    Raygun      Good to help at the main door fast
                    Waffe       Good to control crowds at the main door
                    Garand      Good for it's launcher to help at the main door
                    Monkey's    A neccessity for all players
    
    2 Main Door Players: Heavy would be best, Raygun too. Just cover the main door
                         and kill as many Zombies as you can. Or turn on the
                         barrier.
    
                    SMG         PPSh-41 preferred for the main door
                    Heavy       Great at holding many Zombies
                    Raygun      Great at killing Zombies fast
                    Monkey's    A neccessity for all players
    If you're going to camp here you should get these perks-a-cola 's.
    
                    Jugger-nog  Take a few hits and ge to safety
                    Speed Cola  Reload much faster
                    Quick Revive(optional)
    
    The window on the right gives a perfect view to the main doorway for instant
    assistance.
    
    At the dog rounds just stay in the back room with the furnace.
    
    Set betty's around the barrels so when you get overrun you can set them off.
      ----------
      g.Survival
      ----------
    This part will show you how to keep alive after rounds 20+.
    
    1.EVERYONE should have Monkey Bombs, it's the most important weapon in this
    map. It gives you about 10 seconds for important tasks when you get overrun.
    Though it does take a while to wind-up, you should have cover fire when
    you throw one.
    When you see a Max Ammo, definitely throw a Monkey Bomb. It's not a bad idea
    for all players to throw all of their Monkey Bombs either. When you get the
    Max Ammo, you'll get all your little monkey's back anyways.
    
    2.Raygun is success. This weapon makes it pretty easy to hold a main door. It
    has very high power and it reloads pretty quick(especially if you have Speed
    Cola).
    It can easily go a few rounds on one Max Ammo too. As long as you're hitting
    the zombies.
    
    3.Perks-a-Cola: Juggernog and Speed Cola are essential. Quick Revive is great
    too, but Double Tap Root Beer is said to be useless and a waste of 2000pts. I
    agree to some extent. While it does waste ammo for any automatic weapon, it
    helps with explosives and Bolt Actions(PTRS). I say only get it if you DON'T
    have an automatic. It may come in handy.
    
    4.Teamwork is a must. Anyone can blast zombies and cover a door. Teamwork
    allows you to sync a plan into action.
    Tell them when you reload to save yourself a few hits from incoming zombies.
    Tell them when you're low on ammo, switch positions with someone else to avoid
     running out of ammo in tight situations.
    Ask for help, if you're not up to holding off a main point, tell them so and
     cover a different area.
    Bring everyone when you Teleport. This can help keep the team together, if
     you leave even one teammate behind, he/she could get downed and lose the
    weapons, perks and be a burden the next round.
    
    5.Teleporting is great for 1500pts. Use this when you're low on ammo and high
    on points. When you teleport you can get a random power-up. Max Ammo is very
    helpful in the later rounds. Be sure to wait until you have only one zombie
    left and it's a crawler.
    
    6.Guns off the wall aren't bad. Near the spot you camp should be a weapon on
    the wall. Someone should get it, in case everyone runs out of ammo a player can
    hold zombies while they run to the teleporter. It should be PaP'd too.
    
    7.Pack-a-Punch(PaP) is a must. Everyone should have two weapons from the Pack-
    a-punch machine. This will increase damage and ammo to help in later rounds.
    
    8. Last but not least, . . . AIM FOR THIER HEADS!!! You'll waste way too much
    ammunition if you shoot them in the legs, arms, or even bodies. Shooting a
    zombie in the head will save you time, ammo and get you more points.
    
    9. Forgot one. BETTIES!!! These are 1hKO and great for defenseive play. When
    you need to reload, or run away. Keep zombies from attacking you from behind
    etc. If everyone had betties, and you get 2 per round, that's a LOT of
    betties. 4(players)x2(betties)x2(rounds) thats already 16 betties in 2 rounds.
    They're only 1000pts.
      -----------------------------------------------
      h.Semi-Roundhouse Method(a.k.a. Portal Madness)
      -----------------------------------------------
    This came to me a few days ago while I was messing around with my cousin in an
    online match. There were only 3 of us since a player quit. We still made it to
    round 29. There was only one person on the catwalk and he got downed.
    
    There are no windows to cover.
    One main entrance for 2 players.
    Two other players run.
    
    2 Camping Players: These 2 just sit at the cage up top of teleporter C. All the
                       way back. On player keeps an eye out on the platform and
                       sits just a hair closer to the steps. The other player will
                       be at the corner(cage meets walk) and fire a Raygun down
                       at the bottom of the steps.
    
                    Heavy       A lot of ammo
                    Raygun      Good for the catwalk
                    Waffe       Great
                    Monkey's    A neccessity for all players
    
    2 'Roundhouse' Players: These two players will sit at teleporter C and camp.
                            When it gets to crowded they teleport and run to
                            either teleporter A or B. Turn on the electrical
                            barrier if needed. Camp at the teleporter until it
                            gets crowded. Then switch teleporters(went to A first
                            then go to B to keep from running into the zombies.)
                            Repeat until rounds over.
    
                    SMG         PPSh-41 preferred for the main door
                    Heavy       Great at holding many Zombies
                    Raygun      Great at killing Zombies fast
                    Monkey's    A neccessity for all players
    
    Note* This will require a lot of points though so keep that in mind. An
    average estimate of points used in rounds 20+ will be around 3000 each player
    doing the teleporting(4 teleports total). Even less if you get an Insta-kill
    or Mini-nuke.
    
    This won't work so well at the dog rounds, but if you get lucky enough and get
    an insta-kill or mini-nuke then you're in the clear.
    
    When the 'Roundhouse' players run low on points, switch with the Campers and
    rack up some points at the catwalk.
    -------------
    7.Easter Eggs------------------------------------------------------------------
    -------------
    There are quite a few easter eggs, check them out when you get enough time.
      --------
      a.Radios
      --------
    
    Displays the radio locations. o#
    
        [1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18]
        ------------------------------------------------------
    [1]|                  Tele B
    [2]|                   [ ]    
    [3]|                o5  |                    
    [4]|                 Furnace    - - - - [ ] - -
    [5]|                    | o3   |               |
    [6]|                     - - -[ ]     - - - - [ ]
    [7]|                                 | o1      |
    [8]|           |             - - - -          Mainframe
    [9]|           |            |                      |
    [10] Tele C   [ ]- - - - - -                       |
    [11]     Catwalk      Mystery Box                 [ ]
    [12]     o4               |  | - - - - - - - - -   |
    [13]                      |       - - - - - - [ ] - -
    [14]                  |   |     |        |
    [15]                  | - |     |        |               
    [16]                  |  [ ] - -          - - - - [ ]Tele A
    [17]                                               o2     
    [18]
    
    o1 - Left of mainframe, under the higher floor. Next to some barrels.
    o2 - In one of the furnaces below the Teleporter.
    o3 - [Top Floor]Above the furnace on a tipped over Filing Cabnet.
    o4 - In front of the Catwalk Stairs, on the shelf.
    o5 - Below the left silo, on the Ladder.
    
    I think i'm missing one.
    
    
      -------------------------
      b.Flytrap and Hide'n'Seek
      -------------------------
    
    This has rumored to unlock the Type99 and SODB Shotgun, but no one has done so.
    That's the reason I haven't put the two weapons in this FAQ.
    When(if) someone DOES find them, i'll add both.
    
    o# - Teddy Bear/Monkey Bomb Toy
    
        [1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18]
        ------------------------------------------------------
    [1]|                  Tele B
    [2]|                   [ ]    
    [3]|                    |                    
    [4]|                 Furnace    - - - - [ ] - -
    [5]|                  o2|      |               |
    [6]|                     - - -[ ]     - - - - [ ]
    [7]|                                 |         |
    [8]|           |             - - - -          Mainframe
    [9]|           |            |                      |
    [10] Tele C   [ ]- - - - - -                       |
    [11]     Catwalk      Mystery Box       o1        [ ]
    [12]                      |  | - - - - - - - - -   |        F
    [13]                      |       - - - - - - [ ] - -
    [14]                  |   |     |        |
    [15]                  | - |     |o3      |               
    [16]                  |  [ ] - -          - - - - [ ]Tele A
    [17]                                                    
    [18]
    
    Shoot these items with any Pack-a-Punch'd weapon.
    
    F  - Flytrap. Between the window, and board. Look through the allyway and there
                  is a switch like the one next to the mainframe.
    
    o1 - All the way up the building. In the wall that's broken.
    o2 - In the furnace.
    o3 - In a cage all the way back. Same room as the Trenchgun.
      --------------
      c.Achievements
      --------------
    Each achievemetn is worth [25Gamerscore], there are 10 in total. These
    achievements also are only obtainable in this map(Map Pack 3 - Der Riese)
    
    1.  The Might of the Monkey : Use 1 or more 'Monkey Bombs'
    2.  Der Electrician         : Link all of the 'Teleporters' before round 7
    3.  Locksmith               : Open every door in the map
    4.  Frequent Flyer          : Teleport 8 times
    5.  40 Knives               : Kill 40 zombies with the 'Bowie Knife'
    6.  Pack Addict             : Upgrade 5 weapons in the Pack-a-Punch
    7.  Perkaholics Anonymous   : Reach round 20 without ever getting a 
                                   perks-a-cola
    8.  Whacker Packer          : Upgrade 1 weapon with the Pack-a-Punch
    9.  Elevate Your Senses     : Shoot the 'flytrap' with any PaP'd weapon
    10. Aquire Waffle Weapons   : Have the 'Raygun','Wunderwaffe',and 'Monkey Bomb'
                                   at the same time.
      ------------
      d.Brain Jars
      ------------
    Pressing the 'X' button on all three jars will play a secret song. Only once
    per play.
    These jars will be glowing green and they will have brains in them.
    
        [1  2  3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18]
        ------------------------------------------------------
    [1]|                  Tele B
    [2]|                   [ ] o3 
    [3]|                    |                    
    [4]|                 Furnace    - - - - [ ] - -
    [5]|                    |      |               |
    [6]|                     - - -[ ]     - - - - [ ]
    [7]|                                 |         |
    [8]|           |             - - - -          Mainframe
    [9]|           |            |                      |
    [10] Tele C   [ ]- - - - - -                       |
    [11]     Catwalk      Mystery Box                 [ ]
    [12]                      |  | - - - - - - - - -   |         
    [13]                      |       - - - - - - [ ] - -
    [14]                  |   |   o1|        |
    [15]                  | - |     |o2      |               
    [16]                  |  [ ] - -          - - - - [ ]Tele A
    [17]                                                    
    [18]
    
    o1 - At the end of the hallway inside the building. On the table against the
          wall
    o2 - Across from 'o1'. On top of the shelf(in the same part of the room).
    o3 - Right from Teleporter B. On the table next to the Grenades.
    
    
    -----------
    8.Copyright------------------------------------------------------------------
    -----------
    This is copyrighted. Do not Duplicate, Copy without my permission.
      ------------
      a.Contact Me
      ------------
    Anyone can E-Mail me at this address  : Sijibijiji@yahoo.com
    Anyone can contact my Gamefaqs account: Pink_Sijibijiji
    Anyone can join me online, my Gamertag: Sijibijiji
    
    For E-mail and PM's:
    Please put the Subject as Gamefaqs FAQ WaW Assistance
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    or whatever.
    Add your e-mail address at the end for confirmation.
    
    Anyone or site that wants a reply, GIVE ME THE RIGHT E-MAIL TO REPLY TO.
      ----------------
      b.Copyright Info
      ----------------
    This is my work, no one may copy this, duplicate this in any way.
    Only this website may use this FAQ until further notice(www.Gamefaqs.com)
    Copyright @2009