NN    NN   AAAAA   ZZZZZZZZZ IIIIIIIII
NNN   NN  AAAAAAA        ZZZ     I
NNNN  NN AA     AA      ZZZ      I
NN NN NN AA     AA    ZZZ        I    -----
NN  NNNN AAAAAAAAA  ZZZ          I    -----
NN   NNN AA     AA ZZZ           I
NN    NN AA     AA ZZZZZZZZZ IIIIIIIII

ZZZZZZZZZ   OOOOO                BBBBBB  IIIIIIIII EEEEEEE  SSSSSSS
      ZZZ  OOOOOOO  MM        MM BB   BB     I     EE      SSS
     ZZZ  OOO   OOO MMM      MMM BB   BB     I     EE      SSSS
   ZZZ    OO     OO MMMM    MMMM BBBBB       I     EEEEEE   SSSSSS
 ZZZ      OOO   OOO MM MM  MM MM BB   BB     I     EE           SSS
ZZZ        OOOOOOO  MM  MMMM  MM BB   BB     I     EE          SSSS
ZZZZZZZZZ   OOOOO   MM   MM   MM BBBBBB  IIIIIIIII EEEEEEE SSSSSSS

DDD  EEEE RRR      RRR  IIIII EEEE  SSSS EEEE
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
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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
  ------------
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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