hide results

    Kino Der Toten FAQ by Realm117

    Updated: 06/26/11 | Search Guide | Bookmark Guide

    Created by Realm117
    Version 1.0
    Last updated 2011-06-26
    Hosted by Gamefaqs
    Table of 
    1. Introduction (INT1)
    2. Characters (CHA2)
    3. Controls (CON3)
    4. Wall Weapons (WEA1_4)
    5. Mystery Box Weapons (WEA2_5)
    6. Perks & Machines (P&M6)
    7. Starting Out (STO7)
    8. Mid-Game (M-G8)
    9. Later Rounds (LR9)
    10. Bonus Stuff (BST10)
    11. Closing (CLO11)
    12. Contact and Legal Information (CLI12)
    "Entry 741021! Perhaps the station will hold the key to the 
    real goals of Group 935. I still do not trust my 
    unconventional allies, but they are of great use to me. 
    But, I digress. Who would have thought the MDT was capable 
    of time travel? How many stations does this group have? 
    Where has that little girl disappeared to? Only time will 
    tell what new questions await us in this…THEATER OF THE 
    Hello, and welcome to my FAQ of Kino der Toten, or, 
    translated, "Theater of the Dead". Above is the intro to 
    this new installment of Nazi Zombies. Unless you have 
    played past Zombies levels (Shi No Numa, Der Riese), you 
    will probably not understand the above paragraph. Nazi 
    Zombies consists of you playing as one of four characters 
    trapped in an area fending off a horde of unlimited Nazi 
    zombies. This game series has grown into a very large 
    storyline, dealing with how the zombie menace first 
    started. The characters listed below were last seen at Der 
    Riese, German for "The Giant", basically a 'zombie factory' 
    in Germany. Then they somehow teleported from the mid 
    1940's to an abandoned German theater in the 1960's. This 
    is their story.
    Tank Dempsey---------------------------------------
    "Die, you undead flesh addict!"
    Dempsey fought against the Japanese during World War II. He 
    was sent to various zombie-infested places after the war 
    with several men. Each journey, he was the sole survivor. 
    He's just awesome like that. He was sent to a swamp in 
    Japan with the other characters listed here to investigate 
    zombies. Sure enough, they were there. But this time, the 
    other characters survived with Dempsey, and now he's here 
    in Kino der Toten.
    Nikolai Belinski-----------------------------------
    "Vodka for everybody!"
    Nikolai, a known vodka addict, went with Dempsey and the 
    others to the swamp in Japan and ended up in a theater. 
    Other than that, not much is known about Nikolai. He was 
    part of the Red Army in World War II, and Stalin sent him 
    on the mission to the swamp. He has had numerous wives, 
    each of which died under mysterious circumstances. His 
    hatred for all things living makes him a valuable ally. And 
    yes, he has issues with people touching him.
    Takeo Masaki---------------------------------------
    "Your karma has improved!"
    The Masaki clan has a strong, rich Japanese heritage, and 
    Takeo Masaki honors that heritage-by killing everything 
    that gets in his way. He is obsessed with honor and 
    pleasing the spirits. He was commissioned by the Emperor to 
    take part in a special mission to the Japanese swamp with 
    the others. Now being hunted by the zombies, he has no 
    choice but to avenge his fallen ancestors.
    Dr. Edward Richtofen-------------------------------
    "I take your pain! I put my straw in it! *SHLUUURP* and I 
    drink it up!" 
    Dr. Richtofen helped to create zombies with his partner, 
    Dr. Maxis. Now he's forced to kill his beautiful creations. 
    Since the zombies escaped after he killed Maxis, he's been 
    slowly going insane. But that’s okay. He likes killing 
    things in ways most painful. He often tortures people to 
    death. He's much like Dr. Mengele from the holocaust. 
    Trapped in a German theater, he kills mercilessly until 
    escape is possible. But is it?
    NOTE: This guide was meant for the PS3 version of the game. 
    Controls for other versions will differ.
    Left analog stick: Move character
    Right analog stick: Move camera, press to use knife
    Top analog button: Deploy claymores (See WEA1_4)
    Left/right analog buttons: Use grenade launchers (See 
    Square button: Use/activate/buy/grab
    X button: Jump
    Circle button: Crouch/strafe/stand
    Triangle button: Change weapon
    L1 button: Aim
    L2 button: Throw Monkey Bomb (See WEA2_5)
    R1 button: Shoot
    R2 button: Throw grenade (NOTE: Holding the R2 button down 
    'bakes' the grenade. The longer you bake it, the quicker it 
    takes for it to blow up. Just don't bake it for too long…)
    Wall Weapons 
    There are two kinds of weapons in the Zombies games. There 
    are weapons that you can buy directly from the wall and 
    weapons you can buy directly from the Mystery Box. This 
    section deals with the Wall Weapons of the game.
    Cost: N/A
    Room: Lobby
    Type: Melee
    Upgrades to: N/A
    The classic knife. Use mainly to kill crawlers, zombies 
    without legs. Highly useful in first few rounds, then 
    becomes foolish to use. 
    Cost: N/A
    Room: Lobby
    Type: Pistol
    Upgrades to: Mustang & Sally-Fires rockets, dual wield.
    This is the gun you start out with. Use it mainly to gain 
    points in first rounds, as well as to wound before knifing. 
    Steilhand Grenades-----------------------------------------
    Room: Projectors booth
    Type: Explosive
    Upgrades to: N/A
    I, myself, usually don't use grenades unless I'm in the 
    projectors booth. You'll see what I mean.
    Cost: 500
    Room: Lobby
    Type: Shotgun (Double-Barrel)
    Upgrades to: Hades-Shoots slug shells, reloads faster.
    The Olympia packs a wallop in the first 5 rounds or so. But 
    double-barrel shotguns are rather bothersome, if not fun, 
    in Zombies.
    Cost: 500
    Room: Lobby 
    Type: Rifle
    Upgrades to: Mnesia
    I don't really use the M14, but it's good for getting 
    Cost: 1000
    Room: Second floor hall
    Type: Machine gun
    Upgrades to: Tokyo and Rose-Dual wield.
    Buy this when you go through the top door from the lobby 
    and have 1000 to 2000 points.
    Cost: 1000
    Room: First floor hall
    Type: Machine gun
    Upgrades to: MPL-LF
    Pretty much the same as the PM63.
    Cost: 1500
    Room: Foyer
    Type: Shotgun
    Upgrades to: Raid-Reloads 2 shells at a time.
    I love this gun! But I usually don't buy it, as it can be a 
    pain to reload when a hundred zombies are gaining on you.
    Cost: 1000
    Room: Foyer
    Type: Machine gun
    Upgrades to: The Afterburner
    I usually buy this, but beware-it has a crappy ammo 
    Cost: 1200
    Room: Alley
    Type: Machine gun
    Upgrades to: AK74fu2
    I wish they had out in an AK47 instead of this. Oh well!
    Cost: 1000
    Room: Dressing room
    Type: Machine gun
    Upgrades to: M115 Kollider
    Similar to the MPL and PM63.
    Cost: 1250
    Room: Stage
    Type: Machine gun
    Upgrades to: Skullcrusher-Has a grenade launcher.
    The classic M16! Love it! It's powerful, but it has bad 
    ammo efficiency. This model has a 3-shot burst. I wish it 
    Cost: 1000
    Room: Stage
    Type: Explosive
    Upgrades to: N/A
    The claymore is a mine. You can place it pretty much 
    anywhere. When a zombie steps on it- Boom. I never buy 
    these, I prefer grenades. Put them in a doorway so that 
    when one zombie steps on it, it kills a bunch of them at a 
    Bowie Knife------------------------------------------------
    Cost: 3000
    Room: Theater
    Type: Melee
    Upgrades to: N/A
    It's long. It's sharp. It's a Bowie Knife. This replaces 
    your standard knife and does way more damage than it.
    Mystery Box Weapons 
    The Mystery box is a strange wooden box that spawns 
    randomly on the map each game. It contains a variety of 
    weapons. Opening the box for a random weapon costs 950 
    points. But beware- If you spawn the doll, the box moves to 
    a different location. These are the weapons you can get.
    Type: Pistol
    Upgrades to: Calamity
    Type: Revolver
    Upgrades to: Cobra- Adds a speed loader.
    FN FAL-----------------------------------------------------
    Type: Rifle
    Upgrades to: EPC WN
    Type: Sniper Rifle
    Upgrades to: D115 Disassembler
    Type: Sniper Rifle
    Upgrades to: L115 Isolator
    Type: Machine gun
    Upgrades to: Phantom
    Type: Machine gun
    Upgrades to: G115 Generator
    Type: Machine gun
    Upgrades to: G16-GL35
    Type: Machine gun
    Upgrades to: H115 Oscillator
    Type: Machine gun
    Upgrades to: Lamentation
    Type: Machine gun
    Upgrades to: Predator- Adds a dual mag.
    Type: Machine gun
    Upgrades to: R115 Resonator
    Type: Machine gun
    Upgrades to: AUG-50M3
    China Lake-------------------------------------------------
    Type: RPG
    Upgrades to: China Beach
    M72 LAW----------------------------------------------------
    Type: RPG
    Upgrades to: M72 Anarchy
    Type: Shotgun
    Upgrades to: Typhoid and Mary-Dual wield.
    Ballistic Knife--------------------------------------------
    Type: Other
    Upgrades to: The Krauss Refibulator-Revives downed 
    Type: Other
    Upgrades to: Awful Lawton
    Monkey Bombs-----------------------------------------------
    Type: Explosive
    Upgrades to: N/A
    When you throw these, zombies horde around it while it 
    dances around a while, then it explodes, killing the 
    zombies near it. Use it as a distraction. 
    Ray Gun----------------------------------------------------
    Type: Pistol
    Upgrades to: Porters X2 Ray Gun
    Type: Other
    Upgrades to: Zeus Cannon
    Perks & Machines 
    In Nazi Zombies, there are a variety of cool gadgets that 
    help you massacre the undead menace. Perks are randomly 
    dropped from killing zombies and give you temporary 
    abilities. Perks-a-Cola are sodas that give you permanent 
    abilities. So, here they are!
    Double Points----------------------------------------------
    The Double Points icon is a green "X2". Getting this perk, 
    obviously, gives you twice the points for each shot or 
    kill. It's a perfect time to repair the barriers.
    The Carpenter icon is a green hammer. Activating this perk 
    repairs all barriers in the map that are broken, and then 
    giving you all the points from repairing them.
    The Insta-Kill icon is a green skull. Activating it gives 
    you a 30-second rampage in which each zombie dies from one 
    bullet, knife, or grenade. It's pretty awesome. Rack up 
    those points by knifing all or most zombies!
    Max Ammo---------------------------------------------------
    The Max Ammo icon is a green ammo box. When you pick it up, 
    it gives you maximum ammo for your weapons. This always 
    spawns at the end of the dogs rounds.
    The Nuke icon is a green atom bomb. Activating it makes 
    every head of each zombie in the map explode. It then gives 
    you 400 points.
    The Firesale icon is a green dog tag. Once activated, it 
    makes a mystery box spawn in every room of the map.
    Quick Revive-----------------------------------------------
    This is the most important Perks-a-Cola for the solo 
    player. In solo mode, the Quick Revive machine in the lobby 
    is on and you can buy it for 500 points. This allows you to 
    revive yourself when you're downed in solo. You can only 
    buy 3 per game, so be careful. 
    Double Tap Root Beer---------------------------------------
    This machine is located at the beginning of the alley area. 
    It costs 1500 points and allows you to shoot faster. 
    Personally, I think it's useless. But do what you want.
    Speed Cola-------------------------------------------------
    This is a pretty important thing to buy. Speed Cola costs 
    3000 points and allows you to reload weapons faster. In the 
    later rounds, reloading takes time that you should be 
    running or shooting, so this helps.
    This is another important soda. It costs 2500 points and 
    gives you more stamina. When you drink it, that is, it 
    takes zombies more hits to down you. I often use this as a 
    substitute when I no longer have Quick Revive.
    Kino der Toten revolves around this invention. It's the big 
    black thing you see when you first turn on the power in the 
    stage. Go inside and press the square button to activate 
    it, and then run back into the lobby. Remember that pad you 
    started out on? Well, go back on it and press square again. 
    This activates, or 'links', the teleporter. Run back to the 
    teleporter and press the square button again to teleport.
    This machine will upgrade any gun for 5000 points, with the 
    exception of explosives and melee weapons.  When you 
    teleport, you will go to a small room with the film camera 
    in it. At the back of the room, there is a Pack-a-Punch 
    machine. So toss in a gun and see what happens. Upgrading a 
    gun will give the gun upgraded damage, extra ammo, and a 
    cool new look and name to boot. It is an awesome device, 
    plain and simple.
    Starting Out 
    Okay, enough beating around the bush. Now I'm here to give 
    you a good solo strategy. But remember-It takes pure skill 
    and dumb luck to get far into the game. The mystery box 
    spawns randomly every game, and every game is different. So 
    just keep at it.
    Round 1----------------------------------------------------
    The moment you start the game, head over to the Quick 
    Revive machine in the corner and use all your points to buy 
    it. In this room, DO NOT buy a gun. And in round 1, knife 
    only. Conserve your ammo for rounds 2 and 3, maybe 4. 
    Knifing gives you good points, and it's Insta-Kill in the 
    first round. Now, in the first round, you can either wait 
    for the zombies to break into the room, stab them, and grab 
    any perks it might have dropped, or you can just go around 
    the barricades and knife them before they break in. Your 
    choice, but I usually knife them right away. When the round 
    is over, repair the barricades. Don't move on yet.
    Round 2----------------------------------------------------
    Again, try not to shoot the zombies in this round. And 
    don't buy any guns yet. In this round, it takes 2 stabs to 
    kill a zombie, so just knife them. When you press the knife 
    button, IMMEDIATELY move back or the zombie will probably 
    hit you. Try not to knife a zombie when it's in a cluster 
    of other zombies, because they will hit you, and probably 
    down you.  If I get too cocky and get downed in the first 
    couple of rounds, I just restart the game. But if you get 
    downed, just buy another Quick Revive. When the round is 
    up, repair the barricades.
    Round 3----------------------------------------------------
    It now takes 3 stabs to kill a zombie, so only stab them 
    when they are breaking in. When they get out, shoot them 8 
    times in the leg or groin (as if Nazis have anything 
    there!) and knife them. When you run out of ammo, chuck 
    grenades at them or knife them. Repair the barricades.
    Round 4----------------------------------------------------
    When the round starts, shoot whatever ammo you have left, 
    throw your last grenades, and move up the stairs and 
    through the door. I always go through the top way, as it's 
    easier and has more weapons. If you have 1000-2990 points, 
    buy the PM63 on the wall in the new room. If you have 3000 
    points or more, move on into the next room. This new room 
    is split into two halves. In the half farthest from the 
    starting room, there is a hole in the ceiling that zombies 
    come out of, so be careful. Move on when you have enough 
    points or are out of ammo. 
    Dog Rounds-------------------------------------------------
    In rounds 5, 6, or 7, Hellhounds come. They come every 5 or 
    6 rounds. You know it's a dog round when the air turns blue 
    and a voice says, "Fetch me their souls!" I'm usually in 
    the foyer at this point, and so should you, so crouch in 
    the corner with the stacked-up tables. Whip out your best 
    weapon at this point and shoot the Hellhounds that come at 
    you. When the round is over, a Max Ammo is your reward. 
    Tip: Reload before grabbing the perk. 
    Rounds 5-10------------------------------------------------
    Try to stay in the foyer until the dog round is done. Then 
    move on to the makeup room. This is a bad place to stay, so 
    move to the back of the room and stay near the big doors 
    leading to the stage. When you have the points, move on. 
    Now you're on the stage. Move to the other side of the area 
    and flip the switch. This will raise the curtains and turn 
    the power on. Step in the teleporter, link it in the lobby, 
    and waste every last zombie to complete the round. Wait in 
    the teleporter until a whole lot of zombies come, then 
    teleport. You will be transported to the projectors booth. 
    Look over the edge. When a large group of zombies mass 
    together, chuck your grenades at them. There are more 
    grenades on the wall here if you need them. After a little 
    while you will be transported back to the lobby.
    Mid-Game (M-
    This is where the game gets tough. Since you turn the power 
    on, zombies get faster and Gas Crawlers start trying to 
    kill you. Zombies are also tougher. At this point, I will 
    deploy the 5 rules of Nazi Zombies.
    1. Always reload. Reload after you kill every zombie, even 
    if you only used 1 bullet/shell. 
    2. Check your back. When there are no zombies in front of 
    you, make sure that no zombies are tailing you.
    3. Be prepared. Zombies are everywhere, so make sure you 
    are always ready to react when you see one.
    4. Know your area. When in a room, make sure you know where 
    the exits are and where there are tactical vantage points 
    in case of Hellhounds. 
    5. Run. Always run when you're not reloading, because 
    zombies can pop up behind you and down you in an instant.
    Also at this time, I will deploy what I call the 
    'semicircle technique'. This is simply a process in which 
    you run through every room, link the teleporter, run 
    through every room, teleport, and begin the process over 
    again. During mid-game, you should take the time to get 
    Perks-a-Cola. The Double Tap Root Beer machine is not in 
    the upper path, but don't worry-It's useless. Before you 
    get Perks-a-Cola, try to Pack-a-Punch your weapons. Upgrade 
    your weaker weapon first, then your strongest weapon. When 
    you have 2 upgraded guns and at least 3 Perks-a-Cola 
    enabled, buy the Bowie Knife, located next to the Juggernog 
    machine. When all this is done, keep using the semicircle 
    Later Rounds 
    If you have everything at this point, just keep surviving. 
    If you get downed, buy another Quick Revive. Remember, you 
    can only buy 3, and then the machine disappears. 
    Afterwards, buy Perks-a-Cola again. If your gun runs out of 
    ammo, buy a new gun from the mystery box or wall, or 
    replenish ammo if it’s a wall weapon. Solo mode is very 
    hard, and the highest round you can go to is round 99. And 
    in that round, it takes a LOT of ammo to kill just one 
    zombie. Never give up, and keep trying. Good luck-you'll 
    need it.
    Bonus Stuff 
    There are 3 meteors. One is in the lobby, one is in the 
    dressing room, and one is in the room after the alley. I 
    wonder what happens if you activated them all?
    There are 5 portraits somewhere in the map. Try pressing 
    square near them. 
    There are 2 interestingly shaped blood stains somewhere on 
    the first floor of the lobby. 
    Do you know of the first map pack Zombies map? Is there a 
    hint of it in the presidential office?
    Say, what are those blue canisters on the stage? What's 
    inside them?
    What if you shot a Gas Crawler with the ray gun or 
    There is a knocking sound in the dressing room. Where is it 
    coming from?  What's making it?
    Where's the bathroom?
    There are 3 film canisters in the random rooms you teleport 
    to, one in each room. Where do they go?
    What does Richtofen think about the dentist's chair?
    Nazi Zombies is a fun add-on to the Call of Duty series. It 
    was meant to be un-beatable. Learning a good technique for 
    survival takes a while to really stick, but with practice 
    comes awesomeness. Don't take it badly if you don't last 
    long. Relax! It's a game! So have fun!
    Contact and Legal Information (CLI12)==============
    Do you think you're better than me in solo mode in Nazi 
    Zombies? Got any tips for me? Can I improve this FAQ or did 
    I leave anything out? My email address is 
    empoleonmaster1@aol.com, so feel free to ask any questions 
    or add tips, or even to say hi.  
    You MAY use this FAQ for your own FAQ, but only if you give 
    me credit for it. This is my guide to Kino der Toten and I 
    do not represent or own Treyarch, Nazi Zombies, the Call of 
    Duty franchise, Ativision, Playstation and its affiliates, 
    or the Playstation Network.   
    Version History--------------------------------------------
    V. 0.50**********************************Added sections 1-6
    V. 0.99*********************************Added sections 7-12
    V. 1.0******************************Added Legal Information

    View in: