Call of duty World at war Der riese solo strategy

06.04.2011
My strategy for Der riese solo: Rounds 1-4 : Knife as much as possible while using the colt m1911 as a backup/support. Open door to DBS and Thompson. Rounds 5-8 : Buy Thompson and camp in the Thompson room till round 5 or 6. Clear the debris to the 2nd floor and turn on the electricity. Get juggernog at least by round 7.( Juggernog increases the amount of hits you can take before being knocked down. Without jug, 2 hits from zombies, with jug, 5 hits from zombies. Without jug, 3 hits from hellhounds, with jug, 6 hits from hellhounds.) Rounds 9-12: open up door to the 3rd teleporter, the one near bowie and quick revive, go to the catwalk and stand on the spot where you can jump down to the bowie side and from there sprint to the right side hallway( the left usually has some zombies in it and has a better likelihood of you getting trapped there) when your facing the wall that says help. Sprint past speed cola and run near the DBS and chuck grenades or fire your weapon and race back upstairs from the thompson room and get back to the catwalk. You should only move when you absolutely need to, half the zombies could be infront of you while the other half are behind you could get trapped. This is the main strategy up entil your current weapon, (assuming its pack a punched) is proving to be moderately ineffective. By round 12 you will need speed cola and it is also suggested that you keep the colt m1911 and hit the mystery box a couple times. Last for 9-12 is to link teleporter #3. Rounds 13-16: buy a better weapon than the Thompson or Stg-44 such as the Fg-42 or if you got a good weapon from the box. Buy bouncing bettys and place them in strategic spots where you might get trapped, by a window, or a place where zombies might come if you forget to look there. Also at the end of a Hellhound round place any bettys you have (QUICKLY) on the ground and get the max ammo. Rounds 17-20: ALL TELEPORTERS MUST BE LINKED BY 21. Hit the box more to see if you can get molotov cocktails, monkey bombs, ray guns, or the wunderwaffe dg-2. Pack a punch a weapon by round 18 just incase things get a little to intense. Finally pack a punch the pistol. The pack a punched pistol has a 6- shot mag and 40 extra shots. It shoots little balls that explode on imact and cause extreme damage, becareful though, as if a zombie escapes the blast and is hit again near you, you will take splash damage. Rounds 20+ : By now you should have amassed a sizable amount of points, unless the box or teddy bear were takin all yer points. If you have something like the ray gun or wunderwaffe dg-2 ir both of those pack a punched, you may be able to camp or still make circuits around the selected escape route. But if not use the 3 teleporters and teleport to the mainframe. Once at the mainframe go to the 1st or 2nd teleporter and teleport when you are about about to be overwhelmed. Always go to the opposite teleporter to have (usually) somewhat less zombies running at you. If you get to the hig

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