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    Five Guide by CassyChan

    Version: 115 | Updated: 01/07/11 | Search Guide | Bookmark Guide

    Zombies is srs bsns. Aroooooo!
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    To quickly navigate to the section you want copy the code next to the section 
    title in the contents below (ie '[PKP]' for the 'Teleporters, Defcon & The
    Pack-A-Punch Machine' section), press ctrl+F (or cmd+F for Mac) and paste it.
     Intro [INT]
     The Basics of Zombies [ZMB]
     Weapons [WPN]
      -Pack-a-Punch Effects
      -Things Worth Noting
     Perks [PRK]
     Drops [DRP]
     Teleporters, Defcon & The Pack-A-Punch Machine [PKP]
     The Box [BOX]
     The Pentagon Thief [TPT]
     General Tips [TPS]
     Strategy [SGY]
      -Rounds 1-4 (getting points efficiently)
      -Rounds 5-9 (defending the upper platform)
      -Rounds 10-? Strategy 1 (defending from the elevator)
      -Rounds 10-? Strategy 2 (defending from the PaP room)
     Easter Eggs [ERE]
      -Theme Song
      -Fixing The Traps
     Everything Else (contact me, legal, updates etc) [EVE]
                                     Intro [INT]
    Five is a much more stand-alone map compared to the others that follow Dempsey
    and co. cleaning up Group 935's mess, there's no focus on hidden story, the
    concept of it is just hilarious and fun. If you're new to Zombies it can be a
    little intimidating at first but once you've got the basics down and you've
    learnt about upgrading weapons and all the other features of each map it can be
    one of the most fun co-op experiences in an FPS (imo), so explore for yourself,
    try out all the weapons, try coming up with your own strategies and have fun
    hammering zombags.
                              The Basics of Zombies [ZMB]
     * Objective
    The main objective is to survive as long as possible - that's all. Zombies come
    in waves, or rather rounds, the more rounds you can survive the better, during
    each round a number of zombies will come in from various points of entry. As
    rounds pass the number of zombies per round will increase.
     * HP
    As rounds pass zombie health will increase and they'll become more aggressive,
    their attacks don't actually increase in damage but zombies become faster and
    later in the game their attacks will soon look more like E. Honda's hundred
    hand slap compared to the tickle they try to give you in the opening rounds.
    Generally without the Juggernog perk you'll go down in two hits, with it
    you'll go down in about five, your health regenerates quite quickly though.
    Check the perks section if you're unfailliar with them.
    If you take too much damage you'll be downed, in this time you'll be on the
    ground with either your sidearm (if you have a pistol type weapon) or the
    M1911 pistol if you don't have one , you'll lose a minor amount of points for
    going down and you'll lose any perks you had but if your teammates can get to
    you quickly enough and revive you then you can carry on, otherwise you'll
    bleed out, disappear and come back at the start of the next round with just
    the M1911 (and the Bowie Knife if you bought it).
     * Points of Entry
    Zombies will come in from many entry points including windows, not strictly
    actual windows but an entry point which you can board up to slow down the
    incoming wave of zombies and make a few points too, they can also break
    through certain parts of certain walls too which you can also board up. Each
    board you repair a window with will get you 10 points (unless you have a 2x
    drop, drops are detailed in the drops section of this guide) but you will
    only be able to repair a certain number of boards before repairing stops
    giving you points, however the amount of points you are able to get for
    repairing grows as each round passes.
     * Making Points
    Every time you damage a zombie, kill a zombie, repair a window, revive a
    downed ally or get a Bomb or Carpenter you gain points, seeing as you get 10
    points for every hit you land on a zombie without killing it, a kill with a
    shot to the body is worth 50 points, a headshot kill is worth 100 points and
    a knife kill is worth 130 points, grenade kills are worth 50 per zombie, you
    should utilise that info to make as many points as possible early on, for
    example early on you can let zombies in then shoot one 8 times in the leg
    and then finish him off with your knife, (8x10)+130=210, so you'd get 210
    points per zombie as opposed to just putting five in the chest. Later though
    as zombies take more damage to die and come in greater numbers knifing isn't
    an option unless you have the Insta-kill drop, so headshots become better
    for making points.
     * Spending Points
    There are several things you can spend your points on, you can buy your way
    through doors or other obstacles into the next parts of the map, you can buy
    weapons off the wall and buy ammo for them where you bought them (off the wall,
    where you see the white chalk outline of the weapon), you can use the box to
    gamble for a stronger weapon (check the section on the box for more details),
    you can Pack-a-Punch to upgrade your weapons (check the Teleporters, Defcon &
    Pack-A-Punch section for more details) or you can use traps like electric
    barriers that will kill any zombie that walks through it.
     * Exploring the Map
    For any Zombies map the best way to explore is to keep a crawler, this way you
    don't have to worry about getting killed while having a look around. A crawler
    is a zombie whose leg(s) you have blown off with a grenade, Monkey or well
    placed Ray Gun shot to the shin. There are doors and obstacles you can buy your
    way past with points you have earned, typically these will always cost either
    750, 1,000 or 1,250 points, Five has three floors you can travel between and
    use of the elevator will cost 250 points each time.
     * Zombie Etiquette
    This is hella important, especially if you're playing online with random people
    you've been put into a game with.
    Early on before you start opening up doors STICK TO YOUR OWN WINDOW. Everyone
    needs to make points early on to get their first weapon, otherwise they'll
    be screwed when it comes to making points or staying alive later on. Generally
    people will shout at you and call you names online if you thieve kills early
    on, it's frustrating playing with people who thieve kills at this stage of the
    game and it's obvious that with such a player you won't get far. Besides, later
    on you'll have many, many hundreds of kills, and it's not even a competitive
    game anyway.
    When it comes to opening up new areas of the map generally the person with the
    most points should be paying the way, unless they have crappy or no weapons and
    need to spend their funds on weapons when you get through to the next area if
    someone else is in a better position to spend the points getting there.
    Communication is vital to surviving as long as possible, making and keeping a
    crawler, covering each other and taking care of the Pentagon Thief are all a
    lot easier with good communication.
                                    Weapons [WPN]
    The best weapons are easily the superweapons, in the case of Five this means
    Winter's Howl (the freeze gun), the Ray Gun and Monkeys. Shotguns are crappy
    for making points and have a slow reload time if they aren't Pack-a-Punched,
    SMGs are useful early on for racking up points while zombies are still weak,
    assault rifles are generally useful throughout the mid-rounds and the LMGs (the
    RPK and HK21) are great for racking up points and tearing through zombies, so
    basically by definition of what type of firearm it is I'd generally go in that
    order from least useful to most. The Ballistic Knife is useful for points
    early on but quickly becomes a waste of a weapon slot, and although the
    Pack-a-Punched Crossbow can be useful to distract zombies it has a low ammo
    count and slow reload time.
     * Pack-a-Punch Effects
    As a future reference many players abbreviate Pack-a-Punch to 'PaP' and I 
    will do this at some points throughout this guide.
    Generally most PaP'd guns feature larger magazines, higher ammo capacity and 
    deal more damage, some may also have a slight increase to their rate of fire,
    that and they shoot prettier colours and have a cool new look. Here I will
    list the effects of PaP'ing each gun without going into much detail so you
    have a general idea of what you get (people have listed stats on sites online,
    if you're interested try Googling to find them, DenKirson is good for weapon
     AK74u => AK74fu2
      - Increased damage, gets a custom red dot (well, red dot-like) sight,
     decreased recoil, double magazine size, holds a bit more spare ammo.
     Aug => AUG-50M3
      - Increased damage, adds a Masterkey attachment (shotgun, with 6 shells
     loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.
     Ballistic Knife => The Krauss Refibrillator
      - Increased damage, now holds 9 spare blades, shooting a downed ally with
     it will revive them (instant revival upon being hit).
     Commando => Predator
      - Increased damage, gets daul mags (every other time you reload it reloads
     about twice as fast), increased rate of fire, each mag holds an extra 10
     Crossbow => The Awful Lawton
      - Increased damage, now the rounds fired will attract zombies (just like
     Monkeys, though these explosive bolts explode a little sooner).
     China Lake => China Beach
      - Increased damage, faster reload speed (the reload animation only
     requires reloading one grenade and 5 will be loaded), holds 5 rounds,
     double spare ammo.
     CZ75 => Calamity
      - Increased damage, becomes full automatic, each mag holds an extra 5
     CZ75 Dual Wield => Calamity & Jane
      - Increased damage, both fire full-auto, both have 20 round mags, 0.5x
     more spare ammo.
     Dragunov => D115 Disassembler
      - Increased damage, scope now has variable zoom.
     Famas => G16-GL35
      - Gets a custom red dot sight, increased damage, each mag holds 1.5x more
     FN FAL => EPC WN
      - Increased damage, gets a custom red dot sight, fires in 3-round bursts,
     each mag holds 1.5x more ammo, double spare ammo.
     G11 => G115 Generator
      - Increased damage, fully automatic, scope has no sway any more.
     Galil => Lamentation
      - Increased damage, gets a custom red dot sight, almost double spare ammo.
     HK21 => H115 Oscillator
      - Increased damage, each mag holds 25 more rounds, now has a whopping 750
     spare ammo.
     HS10 => Typhoid & Mary
      - Increased damage, becomes dual HS-10s, both reload faster, each holds a
     couple more rounds than the regular HS-10 and spare ammo becomes a little
     more than doubled.
     L96A1 => L115 Isolator
      - Increased damage, scope now has variable zoom.
     M14 => Mnesia
      - Increased damage, gets a grip attachment (reduces recoil), ammo per mag
     doubled, spare ammo roughly doubled.
     M16 => Skullcrusher
      - Increased damage, gets an underbarrel grenade launcher (has 9 grenades),
     becomes full-auto.
     M1911 => Mustang & Sally
      - Becomes dual pistols that fire grenades semi-automatically.
     M72 LAW => M72 Anarchy
      - Increased damage, now holds 10 rockets at once firing semi-auto with
     double spare ammo.
     MPL => MPL-LF
      - Gets a custom red dot sight, ammo per mag close to doubled, spare ammo
     roughly doubled.
     Olympia => Hades
      - Increased damage, sets enemies on fire (like the Dragon's Breath SPAS
     in the campaign), reloads a bit quicker, spare ammo goes up by about a
     PM63 => Tokyo & Rose
      - Increased damage, becomes dual PM63s, each has a 25 round mag, spare
     ammo is a little more than doubled.
     Python => Cobra
      - Increased damage, each cylinder holds twice as many rounds.
     Ray Gun => Porter's X2 Ray Gun
      - Increased damage, double magazine size, holds almost double spare ammo.
     RPK => R115 Resonator
      - Increased damage, increased rate of fire, 0.25x extra rounds per mag,
     0.25x extra spare rounds.
     Stakeout => Raid
      - Increased damage, gets a grip attachment, reloads two shells per shell
     shown to be loaded in the reload animation, now loads 10 shells at a time,
     gets a small amount of extra spare shells.
     Spectre => Phantom
      - Increased damage, gets a custom reflex sight, 1.5x mag size, holds more
     spare ammo.
     SPAS-12 => SPAZ-24
      - Increased damage, increased rate of fire, faster reload speed (the
     reload animation loads all 24 shells by only putting in one), holds 3x
     as many shells, holds 3x more spare ammo.
     Winter's Howl => Winter's Fury
      - Freeze effect seems more effective, holds a little more ammo per cylinder-
     thing, holds a little more spare ammo.
     * Things Worth Noting
    The Ballistic Knife is used with whichever knife you currently have, so when
    you slash with it you'll hit with the knife you start with or the Bowie Knife
    if you've bought it and you'll hit with the Ballistic knife, meaning you could
    make your knife attack most effective by having the Bowie Knife and the PaP'd
    Ballistic Knife. If you go down and you have the Ballistic Knife (upgraded or
    not) then so long as your other weapon is not a sidearm you'll be able to use
    it while down.
    Monkeys (now referred to as Cymbal Monkeys in one of the bits of info that
    pops up during the loading screen for a game of Zombies) are incredibly
    useful, once you've thrown one all the zombies will head to it and wait
    by it until it explodes, this is useful for when you get crowded, when someone
    goes down and for getting a load of easy kills while they're gawping at it.
    The Winter's Howl (which I may tend to refer to as the freeze gun a lot) is
    great at slowing down a crowd or stopping them entirely, it has a low amount of
    ammo though so it's best to play in more of a support role with it, slow down a
    group then let your teammates take them down. It's also great for destroying
    the Pentagon thief, this weapon is sweet as balls.
    For the weapons that get red dot or reflex sights when PaP'd the lens colour
    and reticule colour and shape/design are randomly chosen when you put it in the
                                     Perks [PRK]
    The power switch has to be switched on before you can purchase perks, with the
    exception of Quick Revive when you are playing solo. The power switch is located
    on the bottom floor, once you get out of the elevator head forwards and take the
    first left and in that little corridor there's an open door on your right, in
    that little room by the other door is the power switch.
     Juggernog (2,500)
      -With this perk your character can take a lot more damage before going down,
     worth getting this before any other perks. It's located on the lower part of
     the middle floor, next to the door to the Pack-a-Punch room.
     Speed Cola (3,000)
      -Very useful, makes you reload twice as fast, best to wait till you have a 
     good gun later on beore investing in this. It's located on the first floor
     near the elevator.
     Double Tap Root Beer (2,000)
      -This perk doubles your rate of fire, this will make you tear through
     zombies easy but be careful with your ammo, if you spray like a madman you'll
     piss out all your ammo quick. Try to fire in bursts unless zombies are getting
     close. It's located on the middle floor next to the elevator that leads to the
     first floor.
     Quick Revive (1,500 with 2-4 players, 500 solo)
      -You're able to revive downed team mates a lot faster with this perk, very
     useful in a jam especially if you can chuck a Monkey first to make time for
     your revived teammate to get to safety now he/she will have lost their
     Juggernog. In solo play this perk costs only 500 and when you get taken down
     zombies will all run off to the other side of the map while the perk revives
     you, while down you'll have dual pistols that fire grenades too, this is now a
     very useful perk to get first. It's located in the corridor adjacent to the
     starting room.
    If you get taken down then regardless of whether a teammate revives you or not 
    you'll have lost all your perks, so it's best to get Juggernog first, but still
    it's not worth getting unless you have a decent weapon, if you can't defend 
    yourself you'll just lose your perks again when you get taken down so focus on
    getting a good weapon first, then get Juggernog. The order you get the rest is
    up to you, personally I always get Juggernog first, then Speed Cola, then 
    Double Tap, then Quick Revive.
                                     Drops [DRP]
    There are some new, sweet drops in Black Ops, for the sake of not having a tiny
    section though and for those who are new to Zombies I'll list the old ones too.
    They will only stay available to pick up for a short time and will begin to
    flash before they disappear, the time in which you get to use them is also
    limited (except for Max Ammo, the Bomb and Carpenter). Drops are randomly left
    by zombies when you kill them.
     * Max Ammo
    This will replenish your supply of spare ammo (not ammo loaded into your mags),
    grenades, claymores and Cymbal Monkeys, if any of your team have Monkeys then
    throw them somewhere away from you and the Max Ammo and run for it. If possible
    make sure everyone reloads before picking it up and chuck any remaining Monkeys
    before you get it.
     * Bomb
    This will kill every zombie that's spawned so far in the round (even if they
    haven't climbed out of their window yet). You get 400 points each when someone
    picks it up. It's useful later on for conserving ammo but earlier it's best to,
    if possible, leave it until there's as few zombies left as possible.
     * Insta-kill
    You'll kill zombies in one hit while Insta-kill is active, so it's best to
    switch to knife kills for 130 points each as killing them any other way will
    only get you 50 points each. Don't try knifing crowds though, the last thing
    you want is to go down as when you're down you don't earn any points for
    killing zombies. Avoid it in the first few rounds when you can be using pistol
    shots followed by a knife attack to get more points (though if you're knifing
    it'll be impossible to avoid as you'll pick it up as the zombie dies, but if
    someone else is going for headshots let them know not to get it).
     * 2x (Double-Points)
    Every action you perform that gets you points will now get you twice as many
    for a short time, everything from boarding windows to knife kills. If it
    appears when the round is nearly over then finish up quickly and wait as long
    as you can until the next round starts before picking it up in order to get
    as much use out of it as you can.
     * Carpenter
    This will board up all the windows on the map, it's good for slowing down a
    wave but really it's not worth sticking your neck out for. Getting it gives
    you all 200 points each.
     * Fire Sale
    The box will appear at all points it can spawn and will only cost 10 points to
    use for a short time. There are box points on each floor but later on it's not
    a good idea to run off mid-round for a few cheap spins as you'll likely get
     * Bonfire Sale
    This is only dropped by the Pentagon Thief if you manage to kill him before he
    takes anyone's weapon, with it all teleporters will lead to the Pack-a-Punch
    room and you can PaP weapons for 1,000 points (as opposed to 5,000). You'll
    have enough time to PaP 4 weapons between you. This is awesome if you get the
    Pentagon Thief the first time he appears and will collectively save you as
    much as 16,000 points and provide you with some cool weapons until you later
    end up with your preferred setup.
     * Death Machine
    For a limited time you can use the Death Machine with infinite ammo. This
    thing will tear through zombies easy, not only is it incredibly useful no
    matter what round you're on it's also seriously fun. Be aware you won't be
    able to throw grenades or Monkeys or revive anyone while using it.
                  Teleporters, Defcon & The Pack-A-Punch Machine [PKP]
    Firstly before being able to buy perks, teleport, increase the Defcon level or
    Pack-a-Punch we'll need to get the power on. The power switch is located on
    the bottom floor, once you get out of the elevator head forwards and take the
    first left and in that little corridor there's an open door on your right, in
    that little room by the other door is the power switch.
    Now the power is on the teleporters will all be up, there's a load on the
    bottom floor, one in the center of the room on the middle floor and one at one
    end of the starting room in the middle (near the M14). Upon entering a
    teleporter you will be sent at random to another one, if you have the Defcon
    level up to 5 then you will see a small image of the Pack-a-Punch machine in
    flashing light and red number mist of the teleporter and going inside will
    take you to the Pack-a-Punch room. Aside from when at Defcon 5 using the
    teleporters will leave the teleporter you used/came out of with a short cool-
    down time before you can use those particular teleporters again.
    To get the Defcon level to 5 and gain access to the Pack-a-Punch machine
    (which is in the room by the Juggernog) you must switch on each of the Defcon
    switches on the middle floor, there are a couple in the lower area and a
    couple on the higher area, they're easy to make out as they have a big sign
    by them that says 'DEFCON' and have a switch that once the power is on has a
    green light if it can be switched on or a red light if it has already been
    switched on. Turn them on as prompted when next to them by holding the use
    To use the Pack-a-Punch machine just go right up to it, switch to the weapon 
    you wish to upgrade then hold use (Square for PS3, X for 360, F for PC) when
    prompted, wait for a couple of seconds and when it comes out of the machine 
    pick it up with the use button again. It won't be available for use for long
    though, so be quick if you don't want it to swallow your weapon and then
    disappear back in the wall.
    Once the Defcon level has returned to 1 the doors will open and you can
    leave. You can then turn the Decon level back to 5 and use it as much as
    you want, so long as you wait for it to go back to 1 after each use.
                                     The Box [BOX]
    For those new to Zombies the box is something you use to get more powerful
    weapons, the catch being that for the price of 950 points you may get an
    awesome Ray Gun or you may be left with a near useless sniper rifle. The
    box cycles through random weapons before eventually staying on one that you
    can pick up or wait to let it go back in. The box can also come up with a
    teddy bear, at which point the box will move to a different location and
    your points for that use will be refunded.
    There's a visual cue to let you know where the box is, once you get to any
    location where the box can spawn have a look around and nearby in that same
    area will be a TV set that shows you where the box is, so if you get the
    teddy bear just wait and watch the TV to see where it's moved to.
    The first box location is always somewhere on the bottom floor, you can find
    it without wasting money on all the doors down there by checking through the
     * Bottom Floor
    The Bowie Knife room - as you get out of the elevator go forwards a little
    past the window zombies can come in from and there's a door on your left,
    check if it's here by going forwards from the elevator then going left, then
    going left again, check through the window here.
    The pig room - yeah, this room is the one with the loud pig thing held up by
    straps, make sure you put it out of its misery, it's squealing can get
    annoying. As you get out of the elevator go straight down towars the M16
    (which is directly opposite the elevator) and before you get to that
    T-junction where the M16 is there's a door you can open to your right.
    The dead body room - this is a little room within a room, this room is across
    from the pig room and facing from the elevator it's all the way forwards and
    to the left. Check if it's there by looking through the glass near the M16
     * Middle Floor
    Only one location the box can move to here and it's on the lower part of the
    floor, stand with the Juggernog vender on your left and it's a short walk
     * First Floor
    Opposite the Olympia shotgun in that corridor.
    Opposite the MPL in that corridor.
                               The Pentagon Thief [TPT]
    This guy is a dick. Seriously, I mean seriously.
    He has a lot of health, he runs faster than Linford Christie on steroids and
    for some reason he wants to take a weapon off of each one of you but with a
    little strategy and a lot of firepower we can easily drop him and take the
    rewards he has to offer. You won't have to worry about this guy until you get
    to the bottom floor and turn the power on. It's also worth noting that although
    you can use the teleporters during a Pentagon Thief round you can't use the
    elevators, so make sure you're all on the middle floor before the round starts.
    You'll know when it's a Pentagon Thief round because you'll hear that ominous
    sound as the round starts. Make sure all of you are on the higher railing area
    of the war room and wait on the side completely opposite of the elevator that
    goes back up to the first floor, so that you're all in front of the large map.
    At first he is only visible to his first intended victim and everyone else will
    see a red kind of 'number mist', this is a load of floating red numbers that
    lets you know where he is.
    Now have your player who can see him run around this top area in a big circle,
    if you start slightly on one side more than another he's guaranteed to come
    the shortest way, so run away from him and everyone else should be unloading
    on him with their most powerful weapons. The runner can turn back and shoot if
    the Pentagon Thief is still on the opposite side but it's best that they focus
    on keeping as far away from him as possible. The Winter's Howl is awesome for
    slowing him down to a walking pace, so if the runner has this then they can
    just walk backwards while firing at him.
    If he's after you and he gets close then make sure you switch to your worst
    weapon so that he only takes that. If he does take your weapon you'll both
    teleport and you'll have a fun little run around from teleporter to teleporter
    trying to kill him. If one person has their weapon taken don't break from the
    strategy though, keep doing it even if there are only a couple of you left on
    the middle floor and hopefully you'll take him out before he gets to the last
    of you.
    The rewards for defeating him depend upon whether you killed him before he took
    anyone's weapon or at some point after he took any number of weapons, for
    killing him before anyone loses a weapon you get a Max Ammo and he leaves a
    Bonfire Sale (any teleporter you jump in will lead to the Pack-a-Punch room
    and it will only cost 1,000 points to PaP, if you're quick you'll have time
    to PaP 4 weapons, so that's time enough for one each), if you kill him after
    he's taken any number of weapons then those who had their weapon stolen will
    get it back (if you bought another weapon off the wall in that time it will
    replace that) and he'll drop a Max Ammo and a Fire Sale drop (the box appears
    at all box locations and only costs 10 points to use for a short amount of
    time) and if you kill him while an Insta-kill is still active he will only
    drop a Max Ammo.
                                  General Tips [TPS]
    There will be no order to this, just a load of general tips to keep in mind.
    Each bullet, knife or blast from a grenade that hits an enemy without killing
    it gets you 10 points, a kill with a shot to the body is worth 50 points, a
    headshot kill is worth 100 points and a knife kill is worth 130 points,
    grenade kills are worth 50 per zombie, kills by electric barriers get you 0
    points and kills during Insta-kill get you 50 per zombie unless you knife
    them, in which case you get 130 points per kill.
    Monkeys are useful for making some time to revive someone, to get a Max Ammo or
    get a crawler, everyone should try to get Monkeys and use them sparingly unless
    there is a Max Ammo nearby.
    If you can then make sure everybody reloads before you get a Max Ammo.
    Try to keep a few crawlers at the end of a round when you want to spin on the
    box, get perks or Pack-a-Punch a weapon, in the catwalk strategy this is best
    done by throwing grenades or a Monkey to where the zombies are coming from (as
    opposed to zmobies that are close by).
    As soon as you have a decent gun it's worth getting Juggernog.
    When the game starts STICK TO YOUR OWN WINDOW. It's amazing how many morons
    play this game and immediately in the first few rounds go from window to 
    window to get kills, thieving them from other players covering the point of
    entry, most of these players are so crap that they thieve these kills with
    just body shot kills getting them a low amount of points. There are 4 players
    and 4 windows, each player should stick to their point of entry until they 
    start opening doors. Later on in the game you'll have many hundreds of kills
    so what does a few early on matter? If people are thieving your kills early
    on and you're the host I suggest you quit out so the game ends, you aren't
    going to get into a good game if you play with idiots like that.
    Avoid Insta-kill in early rounds and wait as long as you can before getting 
    the Nuke unless there are too many zombies for you to handle or someone has 
    gone down, the Nuke gets everyone 400 points and Insta-kill makes each kill 
    worth only 50 points until it runs out so it's worth it to not bother with 
    them in early rounds, though if you can get the Nuke when there's only a few 
    zombies left you can make some extra points for everyone. I recommend
    avoiding the nuke in later rounds if possible as it will kill zombies all
    around the map and the last thing you want to happen is to miss out on
    points in those mid-rounds and a Max Ammo in the later ones.
    Maximize points early on by utilising your weapons and knife as effectively as
    possible, in round 1 you can put 8 pistol rounds in a zombies leg then knife 
    him, getting you (8x10)+130=210 per kill that way, then in round 2 put 8 shots
    in the chest then knife, then in round 3 put 10 shots in the chest and knife,
    then switch to headshots, but if you can and you have handgun ammo then
    quickfire your whole mag into a zombie then switch guns and kill  him,
    early on that's good for an extra 80 points each time.
    To reload some weapons slightly quicker when you initiate the reload as soon
    as you see the ammo is reloaded in the bottom right of the screen press the
    switch weapon button twice in quick succession (or sprint or knife), this
    will cut out the end of the reloading animation.
    If you PaP the HS10 or PM63 then it is best to fire with one first until it
    needs to be reloaded then another, the reload speed is fast enough on both
    that this way you can continue shooting without having to pause at any point.
    I said it in the Weapons section but I'll say it again, the Winter's Howl is
    great at slowing down a crowd or stopping them entirely, it has a low amount
    of ammo though so it's best to play in more of a support role with it, slow
    down a group then let your teammates take them down. It's also great for
    taking care of the Pentagon Thief.
    If the Pentagon Thief is getting close and you think he's going to take your
    weapon make sure you switch to your worst weapon before he gets to you.
    Just because you picked up the sale drop don't run off to go using the box
    mid-round, cheap weapons are worth nothing if you're going to get slapped
    to death by a crowd of zombies.
    The new crawler creatures with the Nova 6-like gas cloud following them will
    disperse a gas that blurs your vision if you're too close when they are
    killed by anything but the knife, the Ray Gun or electric barriers, so if
    possible the Ray Gun is probably your best bet to take care of them when
    they're getting close (just remember to watch out for splash damage).
    If anyone is on a floor above or directly below a floor another person is on
    then you can have the people that want to use the elevator for free all get
    in it and then have the person on the next floor stand at the elevator doors
    and call it, thus saving the people in the elevator 250 points, 250 points
    is a meagre amount and completely insignificant later on but when you're still
    spinning for weapons, getting the perks and PaPing it can be useful.
    When there are only a couple of zombies left killing one will make the other 
    one go into a rage and he'll run at you a lot more aggressively, remember to 
    try to get crawlers when there are still a few zombies left.
    Remember to keep your microphone volume and your TV volume at reasonable 
    levels, otherwise players will hear delayed, awful quality sounds from your 
    If you're playing with random players online and some act like jerks or are
    just really bad at the game then it's best to quit out straight away, you
    aren't going to get very far if you're playing with people who suck.
                                    Strategy [SGY]
    This is going to be a pretty simple 4-player strategy that my friends and I
    play with atm, it's still early days and there's a lot of playing around to
    do but this generally works well to collect points efficiently early on and
    survive quite a while.
    You'll have your own way of doing things and really that's what matters, if
    you don't like how or when I do something then do it your own way and find
    the strategy that works for you and the people you play with. The round
    numbers used below are only approximate.
     * Rounds 1-4
    There are dour windows and zombies can break in through the wall in the
    adjacent corridor with the Olympia, most games I play though some windows
    never see any zombies at all, so don't be too alarmed if nothing comes your
    way. Each of you should defend a point of entry each and collect as many
    points as possible early on, so let the zombies in and put 8 pistol rounds
    in their leg in the first round before finishing them off with your knife,
    in the second round put 8 in their body then knife, etc. By letting them in
    there's a chance you'll get a drop too. If you get the Bomb drop then try
    waiting till there's only one or two zombies left to get as many points
    between you as you can. Don't forget to board up the windows too, in the
    first round it'll net you only 40 points before you stop getting points
    for fixing them up but every round the number of boards you can repair for
    points grows.
    Once someone's got 750 they can open the first door so that zombies have some
    more points of entry, I wouldn't bother with MPL though as when you go down in
    the elevator you can all grab the MP5k or PM63, seeing as you will likely have
    to purchase ammo for these again later it's cheaper to buy those than the MPL
    as you won't be able to purchase ammo for it downstairs.
    When you're all happy to move on the person with the most points can open
    the elevator up and you can all get in, whoever has the most now can pay
    the small fee of 250 to take you all down a floor.
     * Rounds 5-9
    On the second floor don't bother opening up the stairs for quite a while,
    this place is easy to defend and rack up points, I don't think it's a good
    idea to go for the power and to spin on the box for a while as defending
    here is easy if the stairs are closed and with the power off you don't
    have to worry about the Pentagon Thief.
    On the upper part of this floor of the Pentagon there are four windows,
    there are also four of you and if you get caught out with no ammo there's
    an MP5k and a PM63 available either end of this upper area. Now just get a
    lot of easy kills, you can go for headshots or burst fire then knife and
    better yet if you get a Max Ammo then switch to your pistol and put a couple
    of mags in a zombies chest before letting them through, this will get you a
    load more points and letting them in wil hopefully get you some drops.
    About round 7 or 8 you should all have enough to get to the box and PaP
    something, this will make killing the Pentagon Thief a lot easier, though it
    isn't necessary for you all to PaP it'd be easier if one or two of you could
    do so with something decent like an assault rifle. When you're ready keep a few
    crawlers at the end of the round (for those new to Zombies, just blow a
    zombie's leg(s) off with a grenade - having a couple or a few slow crawlers
    around makes it a lot easier to explore the map and sort out your weapons and
    perks without getting mauled). Buy your way through every barrier, head down
    together in the lift, get the power on and open up the box room (check the
    sections on the Pack-a-Punch machine and box locations if you aren't familiar
    with where the power switch or box may be located).
    Now's the time to start spinning on the box for weapons, ideally you want
    Monkeys, the freeze gun and the Ray Gun but in the meantime PaPing an
    assault rifle or LMG will be great for killing effectively and racking up
    points. Claymores can also be purchased from the room with the pig on the
    bottom floor but probably aren't worth bothering with until you have some
    spare points.
     * Rounds 10-? Strategy 1
    From now we're gonna move straight on to spamming the elevator between the
    middle and bottom floor, the first floor elevator is smaller and leaves you
    with blind spots either side of it on both the first and middle floors so the
    middle-bottom floor elevator is much better to defend from in a four player
    game. I've written an alternate strategy below this one that works well too,
    this first strategy is easier to do with less communication and will let you
    use the elevator to escape a crowd but the other strategy is better for
    saving ammo so that could help you survive longer.
    Once you are all inside unless you're running for a drop there's no real reason
    to get out until you have crawlers and want to go off to do something or
    there's a Pentagon Thief round. On the bottom floor have someone cover the
    window at the back of the elevator and from here just massacre everything until
    zombies start to get close then spend the small amount of 250 points on using
    the elevator, stay as long as you can each time so that you aren't having to
    use the elevator more than necessary and if someone has a Winter's Howl make
    sure they use a couple shots from it every now and then to slow the zombies
    When it comes to Pentagon Thief rounds check the strategy in that section. Make
    sure you're all on the middle floor before the round starts when you could be
    due a Pentagon Thief round (usually about every 5 rounds) as you will not be
    able to use the elevator during the round, I say this because the strategy I
    detail in the Pentagon Thief section relies on having all four of you on the
    upper platform of the middle floor.
    Other than that, don't forget to make use of your monkeys if they start getting
    too close and if ammo becomes a problem then at the end of the round you can
    always go try the box and Pack-a-Punch something new, the Pentagon Thief rounds
    are fairly regular though and are good for ammo, just make sure you aren't
    wasting your freeze gun rounds, you fire in bursts unless enemies are up close
    and keep spinning until you get the Ray Gun and Monkeys.
     * Rounds 10-? Strategy 2
    This is an alternate strategy that requires some more communication between
    you and your teammates but can be good for saving ammo.
    As soon as you go to the bottom floor a couple of you get the Bowie Knife then
    spin, those who get the Bowie Knife at this point should leave enough points
    for Juggernog too. Once everyone's done spinning, PaPing and getting Juggernog
    (if they're getting it this early) then get the defcon level up to 5 and each
    of you should go through the teleporter into the Pack-a-Punch room, do this one
    at a time and once you're through the teleporter hold down forwards because if
    someone jumps in at the same time someone else is standing in the teleporter
    then you'll both go down.
    There are two windows in this room and those that have the Bowie Knife (and
    hopefully Juggernog) can defend these easily, just keep going backwards and
    forwards while holding the use button/key to repair the window while you knife
    the zombies that come. Having the Ballistic Knife PaP'd here works well too,
    you'll be doing more damage and because you're slashing with both knives in
    quick succession (or at the same time if you're far enough to lunge) then zombs
    will go down a lot quicker, if the person at the other window goes down you
    can revive them by shooting them with the Krauss Refibrillator too. It's up to
    those at the windows to make crawlers, it shouldn't be a problem as repairing
    while knifing will keep them all in one place, just chuck a grenade and there
    should be several crawling about trying to pull the boards down. Like in the
    Der Riese Guide I like to assign people to roles, so think of the people doing
    this as the guys on window duty.
    Now the other two people are covering the double doors at the front, they'll be
    racking up the kills here and if they're both stationed at the back of that
    little hallway it's easy to funnel zombies.
    Later on if ammo starts running low for either or both covering the doors they
    can swap jobs with those covering the windows when necessary, the windows are
    easy to cover for quite a while without having to use much ammo, in fact one
    game somebody killed the crawler for no good reason while we were all of at
    different parts of the map and I was still spinning China Lake after M72 after
    L96 spinning crap after crap and having no luck, I got downed and when I came
    back next round in the later teens I had even lost my Bowie Knife which I was
    using with the Kraus Refibrillator, I grabbed Juggernog and defended one of
    the windows with the regular knife and a grenade and had zero problems, so
    ammo really doesn't have to be wasted at the window for quite a while.
    For the guys covering the doors if a zombie drops something it's only worth
    risking a quick run or chucking a Monkey for all the drops except for Carpenter
    and 2x, I wouldn't bother with the Bomb earlier on though because ammo isn't
    so much of a problem and it's better to focus on racking up the points.
    Later on you should all be aiming to have Monkeys, a Ray Gun, the Bowie Knife,
    Claymores and it's up to you to choose your weapon of choice, someone has to
    get the Winter's Howl though because it's so useful for both the Pentagon
    Thief and covering the door area.
    Both the strategies I listed from round 10 to the end are interchangable, so
    if someone kills the crawler for some stupid reason or accidentally (it's
    amazing how people manage to 'accidentally' kill crawlers) and you can't all
    get to the second floor and get the defcon level up to 5 then you can all jump
    in the big elevator and use that strategy to survive that round.
    Rinse, repeat, eventually die, have fun!
                                  Easter Eggs [ERE]
     * Theme Song
    The theme song for this map is 'Won't Back Down' by Eminem featuring Pink and
    you can get it to play by holding the use button in front of each of the three
    red telephones. There's one on each floor, the first is to the left of the
    Quick Revive on the first floor, the second is in the Pack-a-Punch room on the
    second floor (as you teleport in go forwards and it's on your left) and the
    third is on the bottom floor in the small room with the power switch (it's to
    the right of the power switch if you're facing towars the M16 side of the
    floor), you'll hear a quiet 'line engaged' kind of tone to acknowledge you've
    checked them, you can only hear this little sound effect once for each one each
    game and you can only activate the song once per game.
     * Fixing The Traps
    There are two traps on the first floor, one in each corridor, one is in front
    of the Quick Revive and the other is in the same place in the corridor the
    other side of the starting room. When you get close to the one side of either
    you'll get the message 'Access Denied: Requires operational component', the
    operational component is a red switch same as all the other ones you turn
    traps on with in all the maps since Veruckt.
    The first switch is on the middle floor, once you've got the lower part of the
    second floor open if you go to the elevator and then turn around so you're
    facing the teleporter, now hug the wall on your left, go around the corner and
    it's hidden in a dark little area. Once you're close to it and facing it you'll
    be prompted to hold the use button/key to pick it up, once done you'll have a
    little picture of it at the bottom of the screen.
    As you can only hold one at a time either you will have to take it up to the
    first floor first or someone else will have to go get the second. To put it in
    go to the scanners that give you the access denied message (notice they have a
    'III ARC' logo, a little reference to Treyarch) and when you get that message
    hold the use button/key and it will be inserted.
    The second is on the bottom floor, there's a room as you go out of the elevator
    on your left, this is a room the box can spawn in, when facing the front of
    where the box can spawn turn 90 degrees to your left and look inside the
    kind of lockers there to the left of the Bowie Knife, if close enough to the
    red trap activating swtich you will be prompted to pick this up. 
    When you've put either switch back the trap will be operational at the cost of
    1,000 points. They're basically electric barriers like the ones seen in all the
    Zombies maps except for Nacht Der Untoten.
     * Portraits
    On the first floor in the corridor where you can purchase the Olympia there are
    several paintings hanging up that refer to World at War's campaign showing
    scenes from the battle of Peleliu and one of Sgt. Roebuck.
    In the opposite corridor where you can buy the MPL there are a few other
    Call of Duty related portraits, one shows Maj John L. Plaster, the real-life
    S.O.G. operative that was a consultant for the game's campaign and another is
    of Hank Kiersey, a former soldier that works as a consultant for many Call of
    Duty games.
     * Richtofen?!
    On your way out of the Pack-a-Punch room check the wall on your right before
    you leave through the double doors, you'll see two paintings, both of these
    are also found in Kino Der Toten, the one is a younger Richtofen (hold the
    use button/key when facing it or any of the paintings in KDT to hear your
    character say something about them) and the other is the mysterious blanked
    out picture of a guy we either haven't been told who it is or haven't been
    introduced. It's funny there's a painting of Richtofen hidden here in the
    Pentagon but I don't think it's anything more than a funny easter egg, Five
    doesn't seem connected to the other maps and their story at all so I look at it
    as not canon with them, especially considering the cast and the setting :p
     * Leapfrog
    When one person goes prone and then another performs a dive to prone over the
    top of them, both players will go down and Samantha Maxis (a character featured
    heavily in the Der Riese story) will laugh at you.
                                Everything Else [EVE]
     * Thanks
     -Thanks to Jason Cann for detailing PaP effects for the M14.
     -Thanks to John Horsley (gamertag: saint suicide) for letting me know it was
      actually Pink featured on the theme song.
     -Thanks to Santo Maestri for letting me know I had missed that the PaP'd
      Stakeout loads two shells for every shell shown to be loaded in the reload
     -Thanks to Edward for letting me know the Pentagon Thief only drops a Max
      Ammo if he's killed during an Insta-kill and that leapfrogging works
     -OBsIV for creating the XIM, those that helped him and other XIM360 users that
      worked on making it usable for PS3, also flyphil76 for an excellent config
      for the PS3 Call of Duty games.
     * Legal
    This guide is currently hosted at GameFAQs.com, IGN.com and neoseeker.com
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a
    violation of copyright.
    Copyright 2010 GameFAQs user CassyChan
     * Contact Me
    If you want to contact me you can drop me a message through PSN: CassyChan or 
    or cassy.exe AT googlemail DOT com, I never play Zombies online on my
    CassyChan PSN ID at all so please don't add that ID to play Zombies with me.
    If you'd like CoD saves for PS3 or to see my other guides to Der Riese for
    WaW and Blops my GameFAQs contributor page is here:
     * Updates
    v1.0 (11/2010) - Initial version.
    v1.1 (11/2010) - Updated the PaP'd weapon list and fixed a few other little
    v1.2 (12/2010) - Thanks to Jason Cann for detailing the PaP effects of the
                     M14. Also added the 'The Basics of Zombies' section.
    v1.3 (12/2010) - Updated the PaP effects section with the Olympia and
                     Stakeout upgrades.
    v1.4 (12/2010) - Added the 'Rounds 10-? Strategy 2' sub-section to the 
                     Strategy section.
    v1.5 (12/2010) - Thanks to 360 gamer saint suicide for correcting me regarding
                     the theme song and thanks to Santo Maestri for informing me
                     I'd missed that the PaP'd Stakeout reloads two shells for
                     every shell shown to be loaded in the reload animation.
    v1.6 (01/2011) - Thanks to Edward for informing me that the Pentagon Thief
                     only drops a Max Ammo if he's killed by Insta-kill and that
                     what I like to call 'leapfrogging' results in the
                     effects I describe in the Easter Eggs section regardless of
                     where you are on the map.
     "Be excellent to each other."
      - Bill & Ted's Excellent Adventure
    Thanks for reading and take it easy!

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