______ _ _____ ___ _
| _ \ | | | _ | / _ \ | |
| | | |___ __ _ __| | | | | |_ __ ___ / /_\ \_ __ ___ __ _ __| | ___
| | | / _ \/ _` |/ _` | | | | | '_ \/ __| | _ | '__/ __/ _` |/ _` |/ _ \
| |/ / __/ (_| | (_| | \ \_/ / |_) \__ \ | | | | | | (_| (_| | (_| | __/
|___/ \___|\__,_|\__,_| \___/| .__/|___/ \_| |_/_| \___\__,_|\__,_|\___|
| |
|_|
----------------------------------------------------------------------------
---------------------------TABLE OF CONTENTS [TOC]--------------------------
----------------------------------------------------------------------------
I. About This Guide........................[ABTG]
II. Version History.........................[VHIS]
III. Controls / How to Play..................[HTP]
IV. Weapon Arsenal..........................[WEPN]
V. Item Pickups............................[IPCK]
VI. Enemies and Hazards.....................[ENMY]
VII. General Advice..........................[GADV]
VIII. Critical Intel..........................[CINT]
IX. Basic Level Descriptions (1-40)............[BASC]
(1-4) Island........................[ISL1]
(5-8) Courtyard.....................[CRT1]
(9-12) Prison........................[PRS1]
(13-16) Cave..........................[CAV1]
(17-20) Market........................[MRK1]
(21-24) Kowloon.......................[KOW1]
(25-28) Street........................[SRT1]
(29-32) Grid..........................[GRD1]
(33-36) Forest........................[FST1]
(37-40) Jungle........................[JNG1]
Cosmic Silverback.............[APE1]
X. Advanced Level Descriptions (41-80).......[ADVD]
(41-44) Island Revisited..............[ISL2]
(45-48) Courtyard Revisited...........[CRT2]
(49-52) Prison Revisited..............[PRS2]
(53-56) Cave Revisited................[CAV2]
(57-60) Market Revisited..............[MRK2]
(61-64) Kowloon Revisited.............[KOW2]
(65-68) Street Revisited..............[SRT2]
(69-72) Grid Revisited................[GRD2]
(73-76) Forest Revisited..............[FST2]
(77-80) Jungle Revisited..............[JNG2]
TWO Cosmic Silverbacks........[APE2]
XI. Elite Level Descriptions (81-120).......[1337]
World Record (rounds played).........[WREC]
XII. The Room of Fate........................[ROF]
XIII. Avoiding Bad Players....................[ABP]
XIV. Rumors and Myths..........................[RUMR]
XV. FAQ's.....................................[FRQ]
XVI. About the Author........................[BILL]
XVII. Copyright...............................[COPY]
**NOTE** Use the Quick Code on the far right to go directly where you want
without scouring the entire guide. Hit Control+F, enter the code,
then hit Find Next and it should work just fine.
----------------------------------------------------------------------------
I. ABOUT THIS GUIDE [ABTG]
----------------------------------------------------------------------------
I created this guide for a number of reasons. First, I have an affection for
top-down shooters and this game certainly falls into that category. Secondly,
although there are other guides out there for this game, virtually none of
them go into detail about the levels beyond the Silverback, discuss strategy,
or offer any trinkets of wisdom that the great players know about. In addition,
some of the info contained in the other guides is flat out wrong. For those
reasons, I took it upon myself to give back to the community in the hopes of
clearing up any rumors and providing a definitive answer to all things related
to Dead Ops Arcade. This guide is dedicated to every player out there looking
to gain a better understanding of the game and to everyone looking to play
with good, LEGIT, mature players.
I say legit, because there are a number of people out there who claim to be
better than they really are, hack the game, and make the scoreboards totally
irrelevant. This guide does no such thing or makes any such claim. After
reading this guide I make no guarantees on how far you will go; only that you
will have a better understanding of the game and thus setting you up to have
better, longer games.
This is my first ever FAQ. Initially it took me a few days to write, but as
you can see from the rather lengthy version history I am constantly adding and
making changes as I continue to gather new information and dispel the
inaccuracies. I am confident in saying that you will not find a more
comprehensive guide for this game anywhere than right here. I hope you get as
much out of this guide as I have put into it.
Many thanks to the following players on PSN for their invaluable input
on several areas of this guide. Their information has helped to make it more
authentic, not to mention they are amazing Dead Ops players.
- iMrBeast
- FR1TZ22
- Thee_Frenzy
- LOC1520
Lastly, a special shout out and thank you to David King, Senior Technical
Director, AND THE CREATOR OF DEAD OPS from Treyarch for reviewing, endorsing,
and contributing to my guide. Your stamp of approval means so much and I'm
glad you found this to be a valuable DOA resource!
Thanks and ENJOY!
Email:
[email protected]
PSN: MKillBill
----------------------------------------------------------------------------
II. VERSION HISTORY [VHIS]
----------------------------------------------------------------------------
1.3 (8/3/11)
- First version accepted and posted to GameFAQs.com
1.4 (8/6/11)
- Made alterations to all sections; adding previously missed information.
- Fixed spelling/grammar errors
1.45 (8/8/11)
- Gave permission to CheatCC.com and Neoseeker.com to host my guide on
their sites. Notated the copyright section accordingly.
1.5 (8/10/11)
- Gave permission to Supercheats.com to host my guide on their site.
Notated the copyright section accordingly.
- Edited "Advanced Level Descriptions," and "FAQ" sections
- Fixed spelling/grammar errors
1.6 (8/13/11)
- Changed RPK to M60
- Corrected error about receiving speed boosts from stolen lives
- Edited a piece of critical intel regarding the order of command
(thanks to "iMrBeast" from PSN for the info!)
- Minor formatting changes
1.7 (8/28/11)
- Added an extra tidbit about the Fate of Friendship regarding the blue
player.
(thanks to "iMrBeast" from PSN for the info!)
- Edited "Item Pickups," "About Me," and "Avoiding Bad Players" sections
- Made some formatting changes to make the guide cleaner
1.8 (9/16/11)
- Added "Elite Level Descriptions" section
(thanks to "iMrBeast" and "FR1TZ22" from PSN for the info!)
- Fixed spelling/grammar errors
1.9 (9/22/11)
- Edited "Item Pickup" and "Weapon Arsenal" sections
- Added valuable information to virtually all sections of the guide;
notably the Room of Fate, high level advice, going prone, and dropping
lives.
(thanks to "FR1TZ22" from PSN for all the info)
- Rewrote strategies for beating certain arenas
- Fixed spelling/grammar errors
2.0 (9/27/11)
- Moved the foreward to its own, brand new section (About this Guide)
- Added searchable tags to all sections to make finding information easier
- Expanded the Table of Contents and made it easier to read
- Edited the "FAQ" section
- Added note about flamethrower crashing the game
(thanks to "FR1TZ22" from PSN for the info!)
- Fixed grammar errors
2.1 (10/18/11)
- Edited "About Me," "About This Guide," "Critical Intel," "Room of Fate"
sections
- Added my contact info to multiple sections in the guide
- New information about the monkey bomb discovered
- Added the previously missed BARELL to the "Item Pickups" section
- Added advice about the in-game trophy for dashing through zombies
- Added GameFly/GameSpot to the list of approved sites
- Fixed error about high rank VS high color rank (see General Advice)
2.2 (11/6/11)
- Added new section "Rumors and Myths"
- Added note about death during the ending cutscenes
- Added info about the HUD on the player details
- Removed incorrect information about the monkey bomb
- Edited/fixed misconception about dog bites after round 34
- Edited "Avoiding Bad Players" and "Elite Level Descriptions" sections
2.21 (1/5/12)
- Updated the "Elite Level Description" section regarding the world record
2.22 (1/15/12)
- Updated the "Elite Level Description" section regarding the world record
2.3 (1/22/12)
- Rewrote some of the level strategies
- Updated the "About the Author" and "Critical Intel" sections
- Added a few links to YouTube videos to help explain strategies
2.4 (5/3/12)
- Updated the "About this Guide," "Weapon Pickups," "Critical Intel,"
"FAQs," and "About the Author" sections
- Added note about abominable martyrs giving 1-2 hits before death
- Rewrote level strategies
- Fixed grammar errors
2.41 (5/8/12)
- Updated the "Elite Level Description" section regarding the world record
- Cleaned up descriptions in certain sections to make them more clear
2.5 (6/27/12)
- Added a new section "Enemies and Hazards" for all enemies in the game.
- Updated "About Me" section
I am no longer accepting random game requests. I will still be glad
to discuss the game with anyone.
- Updated "FAQ" section
There is no way to guarantee a bonus room and no round limit in DOA.
- Updated "Item Pickup" section
Wunderwaffles do not go off unless they touch an enemy from NSEW.
- Updated the "Room of Fate" section
Included personal reccomendation for fates on Solo mode
- Minor formatting changes
2.6 (9/3/12)
- Updated the "Elite Level Descriptions" section
Realistically, there is no way to legitimately pass round 160 due to
G_Spawn errors.
- Updated both sections regarding boss fights
Recent research shows that boss monkeys are immune to the shock
poles. Luring them over in a chopper is pointless, although still
useful for killing the other enemies.
- Updated my contact information throughout the guide
(
[email protected])
- Updated the Foreward and FAQ sections regarding hacking and cheating.
2.7 (10/12/13)
- Updated the Foreward
I received formal recognition from David King, Senior Technical
Director at Treyarch for this guide. He tweeted the guide out to all
of his followers for massive exposure. My thanks to you once again
for your approval and your support!
- Made some changes according to the word of David King, Treyarch.
*Weapon timers - weapon has a timer that goes down over time. If you
fire the weapon it goes down even faster. Use the
time with your weapon wisely.
*Gems - Rather than size, it goes by a randomly chosen value between
1.0 - 9.0. There have been large gems that have only given
multipliers of 1.5.
- Fixed spelling/grammar errors
2.8 (5/25/15)
- I no longer go by the screen name "DCIguy01." I am now referred to as
MKillBill on PSN. If you wish to play a game with me, send an invite
to me over on that name.
----------------------------------------------------------------------------
III. CONTROLS / HOW TO PLAY [HTP]
----------------------------------------------------------------------------
If you've ever played SMASH TV in the arcades or on the home consoles, you
should know how to play Dead Ops Arcade (DOA.) The game is played as a
top-down shooter in which you take on vast hordes of undead zombies. You
start the game with a standard issue M60, but can easily upgrade to other
guns and acquire other items as the game progresses.
DOA also uses the same basic control scheme as Smash TV with a few additions.
Note that there are slight differences with the PC and home consoles.
********
PS3/360
********
Left Stick - Moves the player
Right Stick - Shoots the gun in the direction pushed
L1 - Nuke
R1 - Speed Boost
Pause - Brings up pause/option menu
***
PC
***
Left Mouse - Fire
Right Mouse - N/A
Mouse Wheel - Nuke
Cursor - Aims where you are shooting
Spacebar - Speed Boost
G - Nuke (alternate)
**********************************
The Player HUD (Heads-up Display)
**********************************
You will notice on the game screen that each player has their own score as well
as several other numbers in close vicinity. We will discuss each number and
piece of the HUD in detail.
Multiplier Bar - Indicates how far along the player is to advancing to the next
multiplier level. A higher multiplier means more points. More
points means more lives. More lives means more playing time.
Lives - This is the first number underneath the screenname. As you would guess,
it indicates the number of lives the player has accumulated. You start
off the game with three.
Nukes - The second number underneath the screenname indicates the number of
bombs you have. You start the game with one.
Bolts - The final number indicates the number of speed boosts you have. You
start off with two.
Score - The largest number on the HUD is your score. Every zombie killed is
worth 100 points apiece. You earn a free life (for yourself only) with
every 200,000 points.
----------------------------------------------------------------------------
IV. WEAPON ARSENAL [WEPN]
----------------------------------------------------------------------------
It is critical to understand the differences in the various guns, their
strengths and their weaknesses. This section will list all of these things.
*******************
M60 (Standard gun)
*******************
..This is the gun you start out with by default. Pretty standard rapid fire
gun. Contains infinite ammo and is ideal for mowing down weaker zombies.
Against tougher brutes and in later rounds, you will want to seek something
a little more powerful.
***************
Death Machine
***************
..Basically an upgraded version of the M60. It cuts through virtually any
enemy with very little effort. Ideal for laying the smack down on tougher
enemies and extremely helpful when obtained in the Room of Fate (discussed
later.) No major weaknesses with this gun.
************
China Lake
************
..A short distance grenade launcher that will wipe out groups of zombies
with ease. The China Lake works wonders well into the higher rounds and
even against the toughest of monsters. The only real drawback is that it
makes it tough for you and your teammates to see what is happening right in
front of them.
**NOTE** A good tactical use for this weapon is to shoot and steadily move
backward to ensure no zombies get through and everyone can see what
is happening in front of them.
*********
SPAS-12
*********
..A spread-fire shotgun. Easily the weapon of choice for taking out large
groups of zombies from all distances across the map. As the distance
increases, so does the range of the spread. Add a chicken or two (or more)
for utter mayhem. No real disadvantages with this weapon!
*********
Ray Gun
*********
..Fires precise green bursts which can also bounce off the walls. It has
devastating power and potential, but it can be like using a slot machine.
The Ray Gun does not always kill its target; especially in higher levels.
Use at your own risk.
*******
RPG-7
*******
..Fires straight rockets at enemies with ease; killing almost anything in a
single shot. This gun is ideal for taking out a long line of zombies (or
those golden cows/bulls.) Unfortunately, the RPG suffers from a couple
problems. It is not very effective for large groups coming from multiple
angles since it can be difficult to aim at times. The other major problem
with this gun is that you can very easily hit a teammate; knocking them
across the screen and right into a group of zombies or a shock tower for an
instant kill!
**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in
a circle. This is the easiest way to accidentally kill your teammates.
*****************
M2 Flamethrower
*****************
..Your basic everyday barbeque cannon. The gun has a wide range and can pretty
much hit any zombie on the map. The effect of the weapon slows down the
enemy until they eventually keel over and die. Highly effective in the
lower rounds. Once you get into high round play, it becomes far less useful
to almost ineffective. This weapon also suffers from the same problem as
the RPG. The flames make it VERY difficult to see in front of you. If you
do decide to use it in higher rounds, always keep the gun aimed toward your
enemies. To avoid obscuring the vision of your teammates, stop firing long
enough to change direction and then resume fire. Use at your own risk.
**NOTE** Whatever you do, DO NOT fire this gun while mindlessly rotating in
a circle. The entire screen becomes a flaming red mass and will make
it impossible to see.
**NOTE 2** If you manage to get into high round play (41 and up) DO NOT USE A
FLAMETHROWER and CHICKEN IN COMBINATION. This is a surefire way
to crash the game.
(credit to "FR1TZ22" from PSN)
----------------------------------------------------------------------------
V. ITEM PICKUPS [IPCK]
----------------------------------------------------------------------------
In addition to weapons, there are plenty of other useful items dropped
throughout the game. Here is a short list of the ones at your disposal.
******************
Regular Treasure
******************
..Gives the player 125 points per treaure. Appears as numerous varieties of
silver and gold bars, medallions, etc. Pick these up as opportunity permits,
because they will help raise your multiplier in small increments.
******************
Gems
******************
..These babies come in three different sizes: small, medium, and large. For
the longest time it was believed that size mattered in that the bigger the
gem the bigger the multiplier. Recently it was revealed that these gems
have a random multiplier assigned from 1.0 - 9.0. Whatever value is assigned
to that gem will determine the extent of the score multiplier gained from
picking up the gem.
**Credit to David King, Senior Technical Writer @ Treyarch**
***************
Nuke
***************
..A bomb that kills every enemy on the screen (minus cows and the boss.) They
appear as golden bombs on the map. You start the game with one. Use only
when you are trapped with no hope of escape. Highly useful on higher rounds.
**NOTE** You can only carry 9 nukes at a time. If you already have 9 and you
see another one lying around, either let someone else pick it up OR
drop a nuke and then pick it up.
****************
Lightning Bolt
****************
..Also known as speed boosts. An item that allows the player to dash straight
through a line of zombies. It appears as a lightning bolt on the map. You
start the game with two. Can be used to kill a pack of zombies or as a way
to escape a pursuing group. Be careful while using this as you can very
easily dash yourself into a shock tower or another horde of zombies. If you
use up all of your boosts in a single round, you will always enter into the
next round with one additional bolt, so feel free to use one at the end of
a round if necessary.
**NOTE** You can only carry 9 bolts at a time. If you already have 9 and you
see another one lying around, just leave it for somebody else.
*********
Chicken
*********
..A flying chicken that hovers around the player and shoots the same gun you
are currently using. Appears as a miniature chicken on the map. You can
acquire up to 6 chickens at once to unleash some simply devastating attacks
across the screen.
**NOTE** The chicken is best used by the player who acquires the Fate of
Friendship (discussed later) as clock use of the chicken is doubled.
*********
Chopper
*********
..A helicopter which makes the player immune to damage as they fly around
the screen blasting explosive missiles at all enemies in sight. Appears as
a helicopter on the map. Great for blowing up the golden cows and getting
teammates out of a jam. These are first introduced into the game at round 9.
**NOTE** Any chickens in use by the player holding the chopper will
automatically gain the use of a Ray Gun for the duration of the
flight.
***************
**URGENT NOTE**
***************
This is one of the most important tips you will ever get in this guide. If
the player of highest ranking color (1=green, 2=blue, 3=red, 4=yellow) picks
up the chopper, he makes the team invincible for however long he has it (see
the Critical Intel section for more info.) MAKE USE OF THIS TIME! (Teammates
can still die by hitting shock towers, bulls, getting bit by dogs, or from
explosions due to barrels and abominable martyrs.)
******
Tank
******
..A land vehicle capable of running over any enemy in the game (excluding
the boss.) Appears as a tank on the map. Fires explosive rounds similar to
the China Lake. Great for taking out large groups, but somewhat difficult
to control at times. These are first introduced into the game at round 5.
Many people do not utilize this vehicle properly. The best way to utilize
the tank is to run over the enemies while firing at the same time. Even
better, block off an exit with the tank and fire in another direction to
cover two directions.
**NOTE** Do NOT carry a tank over a portal into a new set of rounds. There is
a slight chance that the game will glitch. The player with the tank
will appear underneath the map and make it impossible to see any of
team members or enemies until the end of the round. Basically, if this
happens, you're screwed. Reset the game.
**************
Wunderwaffle
**************
..Rotating electric orbs which fry any enemy they touch. Appears as a silver
orb on the map. They work in a chain-like effect, in that they will fry any
number of zombies on the map, so long as they are touching or within a close
proximity. Be careful, as zombies can still break through the orbs at times.
**NOTE** Many times you will notice that the electric orbs do not always work
on contact. Although the orbs rotate in a circle around the player,
they will only go off if they touch an enemy in one of the four basic
cardinal directions (north, south, east, west.) If you make contact
with an enemy in any other direction, the orb will not go off.
************
Sentry Gun
************
..An automated machine gun with power identical to that of the death machine.
It cannot be destroyed by enemies. Appears as a sentry gun on the map. Ideal
for providing cover fire. The sentry gun will not fire at a constant rate,
so do not rely on it completely.
***************
Monkey Bomb
***************
..A toy monkey which attracts all zombies to it with its cymbal beat, then
suddenly explodes; killing any enemy nearby. Appears as a monkey on the map.
Great for the higher levels when massive swarms are overwhelming the team.
The Monkey Bomb is not fool-proof, though. If a zombie is closer to you than
the monkey, the zombie will come after you regardless.
**NOTE** Appropriate use of the monkey should involve waiting until there are
zombies nearby before picking it up. If you pick up a monkey-bomb and
there are no zombies nearby, it will go to waste. If you see a monkey
that is in play, chiming away and doing its job, try not to shoot the
zombies attracted to it. Focus your attention on the others coming
into play (or better yet, lead them over to the monkey.)
***********
Barrels
***********
..Similar to the wunderwaffle, these barrels will rotate around the player and
create a barrier that kills anything they smash into. Very effective against
large swarms; buying you time to cut yourself a path through the crowd.
Another added benefit is that once they expire, they fly off to the side;
killing anything they touch, although these kills are incidental and near
impossible to predict.
***********
Teddy Bear
***********
..Grants the player a force field which can be used to propel and even kill
some of the enemies you face. Appears as a brown teddy bear on the map. The
teddy bear is great for helping to get a player out of a corner with no
escape, but beware. Creepy crawlers will almost always break through, as
well as engineers, dogs, and any other zombie with enhanced strength. The
obvious downside to this item is that it can obscure your vision in the
heat of battle when there are a lot of enemies on screen at once.
**NOTE** A common misconception with this item is that you are granted
invincibility. The teddy bear does NOT make you immune to zombies.
Rather, it creates a repulsion forcefield that deters zombies in the
opposite direction; often making them run away.
*******
Boots
*******
..Grants the player double the normal foot speed. Appear as boots on the map.
These are basically what the player who receives the fate of Furious Feet
receives (discussed later.)
**NOTE** If you picked up the Furious Feet perk in the Room of Fate, do not
pick up any boots you run across. Leave them for teammates.
*************
Extra Lives
*************
..Grants an extra life to THE ENTIRE TEAM. Appears as a golden soldier on the
map. Always be on the lookout for these babies. Pick them up at all costs;
even if it means dropping a nuke or speed boost to get it.
----------------------------------------------------------------------------
VI. ENEMIES AND HAZARDS [ENMY]
----------------------------------------------------------------------------
This section lists all the various enemy types and hazards you will run into
over the course of a game.
*************
Nazi Zombies
*************
..This is the basic zombie you will encounter beginning at round 1 and
continue to see throughout the game. Nothing special about them, really.
They move very slowly at the start of the game and are easy to kill, but
their speed and strength will increase as the game moves along.
*****************
Prisoner Zombies
*****************
..First encountered in the Prison arena, appropriately. Considerably faster
than Nazi zombies, they can catch a player off guard if he is unprepared.
They are still relatively weak and easy to shoot down with minimal effort.
****************
Creepy Crawlers
****************
..More often referred to as just "crawlers," these guys are notorious for
having more lives than a cat. Sometimes you may find yourself firing at a
single crawler for quite a while before it dies. They are best killed while
they are in a stationary position.
*****************
Engineer Zombies
*****************
..These zombies will fall down from the sky beginning in the Kowloon arena.
They move very slowly (regardless of level) and carry a wrench for swinging
away at you. Once an engineer has taken enough damage, it will begin to
furiously charge at you until dead. It is best to avoid shooting these guys
unless they are the only zombie around. A slow zombie is an avoidable one.
**********
Sasquatch
**********
..Think of the Nazi zombie, only covered in harry fur and much harder to
kill. Not much more to be said. First encountered in the Grid arena with
the abominable martyrs. Speaking of which...
********************
Abominabale Martyrs
********************
..First encountered in the Grid arena. Think of General Trag from TMNT; a big
scary reddish rock monster. That's exactly what you have here. These guys
move a tad slower than regular zombies, but they make up for it with one
little detail: they explode on impact. A direct hit will instantly kill
anyone caught in its blast. If you are on the outside rim, you will only
take a single hit. 2-3 hits from a martyr will result in death.
***********
Hellhounds
***********
..Commonly referred to as dogs or simply "those damn dogs," these creatures
are first encountered in the Forest arena near the end of the game. They
have exceptional speed and can only be outrun if a player has the Furious
Feet perk or has picked up a pair of turbo boots. Unlike regular zombies,
hellhounds will not kill a player on impact. Rather, they will deliver a
single bite. Three bites and the player is dead.
******************
Cosmic Silverback
******************
..This is the boss of Dead Ops. He is the big gorilla that you will randomly
see appear at the end of a level every so often trying to steal any treasure
that is still on the ground. He is invincible and cannot be killed... until
you face him as a boss in round 40/80/120/etc.
*************
Shock Towers
*************
..First encountered in the Courtyard arena (level 5,) these hazards will annoy
just about anyone. When activated, they will kill anything they touch,
friend or foe. When turned off, feel free to run right through them (though
not recommended.) When the tower is green, it is off and safe to pass
through. When they turn purple, they are about to activate, so stay clear.
****************
Flaming Barrels
****************
..First encountered in the Street arena near round 25. These red barrels will
roll off the rooftops of the buildings, come to a stop, then explode. They
will kill most regular zombies or considerably damage them; but they also
damage and kill the players as well. The same rule applies to barrels as it
does to dogs and abominable martyrs. Approximately 3 or so hits will result
in death.
***********
Bulls/Cows
***********
..These neutral enemies are only encountered in the Market arena. They enter
from one of the 4 doorways and exit the opposite end of the screen. Anything
that gets in their way is instantly killed. Great for use as a barrier when
tons of zombies are swarming around. These creatures can be killed; but only
by shooting an explosive weapon at them (RPG-7, grenade launcher, tank, or
chopper.) This causes blood and guts to fly all over the screen.
Additionally, some of the bulls will shine gold. If one of these guys are
blown up, a bunch of gems will scatter all over the ground. Pick those
babies up to increase your multiplier!
----------------------------------------------------------------------------
VII. GENERAL ADVICE [GADV]
----------------------------------------------------------------------------
This section provides some common sense information as well as intel that will
prove useful in making you a better overall player.
..The biggest piece of advice I can give ANYBODY is to play, play, and play
some more. Just because you read through a book, walkthrough, etc. doesn't
automatically make you a great player. Like most things in life, you will
only get better through hands-on application. Play the game constantly and
you will gain a better understanding of why certain things work and do not.
..It is usually better to be moving than stationary. A moving target is much
harder to kill than one that just sits there. Standing in one spot will
often result in death; especially in rounds 13 and beyond.
..Learn how to run and shoot in different directions. I often enter games
where people are too busy fleeing a horde of zombies and forgetting to
shoot as they run. This leads to getting overwhelmed and losing lives.
..Your multiplier is the key to a longer game. With a high multiplier, you
will be earning lives like it's second nature. Pick up gems when you can to
increase the multiplier faster than normal. Once you reach a 9x multiplier,
you should start leaving treasure behind for teammates so they can build up
their multipliers. This tends to be the hardest concept for a player to
grasp because they want to get high on the leaderboards. However, without a
team, you won't be able to sniff a high spot on the leaderboards. Remain
humble and you will go far.
..There is no reason NOT to fire your M60. You never know when an enemy
will come from a corner or behind and try to catch you off guard.
..Just because you see a weapon or item spawn does not mean you have to make a
mad dash for it the split second it pops on the screen. Items will remain on
screen for some time before flashing and finally disappearing. Think about
your situation and think about whether it would be best for you to pick it
up or to let someone else pick it up.
..Do not pickup a weapon or item unless you need it. If you have 9 nukes,
speed boosts, etc., you should leave it for someone else that could use it.
..Do not leave a bonus room or, god forbid, an armory without picking up
every single treasure. Leaving early is downright foolish for too many
reasons to mention.
..When you are in a bonus round or armory, try to leave a specific weapon
(i.e.: chopper, tank) until the very end so you can get the most use out of
it for the following round.
..Lead enemy hordes into the shock towers when possible. It will help thin
out the forces and make it easier for the team to pick them off one by one.
..After dying, you will respawn on the map with a temporary shield of
invincibility. Use that time to plow through as many zombies as you can!
If necessary, block off a point of entry on the map and stay there until
the shield turns yellow and is nearly worn off.
..As you progress through the game to the higher levels, it will become
inevitable that someone becomes the "bomb bitch" and starts stealing lives,
providing others with armory, etc. If you find yourself to be that person
and you are becoming more of a hindrance than a help, LEAVE THE TREASURE FOR
EVERYONE ELSE. What good does it do the team for you to pick up treasure if
you keep dying on a constant basis? That multiplier you earned could have
been put to better use with a better player. On the flip side, if your
teammates are constantly dying and giving little to no help, you will need
to make that difficult judgement call and start taking everything for
yourself.
----------------------------------------------------------------------------
VIII. CRITICAL INTEL [CINT]
----------------------------------------------------------------------------
This section has information that few players know about. To have the best
chance of surviving into the higher rounds of the game, you should read the
intel contained within.
..When the green player picks up a chopper, the zombies will automatically
go straight for him. During this time, the rest of the team is invincible
to all zombies except for hellhounds, explosions, and shock towers. ALWAYS,
ALWAYS let the green player pick up a chopper; especially in the higher
rounds when enemy swarms become very large. This is especially useful when
combined with the Fate of Fortitude (discussed later) which doubles the
time of all items.
..Adding on to the previous intel, if there is no green player in the game,
the blue player takes his place as the chopper "magnet." If there is no
blue, then red takes his place. The only player the zombies will not follow
in the chopper is yellow. So the chain of command goes:
- Green
- Blue
- Red
- Yellow
..When a teammate has zero lives and dies again, he can be revived by
stealing one of the other player's lives. Stealing a life occurs
automatically and cannot be triggered by any other means. A life cannot be
stolen by the same player more than once in a 90 second span. When a life
is stolen, the player whose life was stolen will receive a randomly chosen
power-up as follows:
- Chopper
- Tank
- 3 nukes
- 4 speed boosts
..Adding on to the previous intel, if one of your lives gets stolen and are
awarded nukes or speed boosts AND you have 7+ nukes or 6+ boosts, any nukes
or boosts which put you over the maximum limit (9) will go to waste. If you
receieve a weapon drop which puts you over the max, drop a nuke/use a boost
immediately to ensure one less item goes to waste.
..If you make it to round 34 without dying once, a dogbite will give you the
same amount of punishment as an exploding barrel. In other words, your
health will slowly regenerate over time. YOU CAN STILL BE KILLED BY DOGBITES
if you take 3-4 in a row without pause. It will remain this way for all dogs
until you die (by other means.) Try as hard as possible to survive to round
34 as it will make getting to the advanced levels A LOT easier.
..If there are both treasure and gems on the ground, pick up the treasure
FIRST, then pick up the gems. This will maximize your score.
..If you notice, any time an item spawns on the map it will rotate in a
circle. On rare occasion, sometimes an item/weapon/vehicle will spawn and
NOT rotate. When this rarity occurs, the item will remain on the map
indefinitely until somebody picks it up. This is especially useful in
situations where a certain weapon may be needed, the entire team already
has a good weapon, etc.
See this video below for a visual explanation. Watch the first few
seconds and look for the infinite tank.
http://www.youtube.com/watch?v=ECbfRQCGoK4
..It is highly recommended that you turn off controller vibration during
gameplay. Your hands will get tired and it can become annoying after a
long stint of play.
..If you are playing DOA on the PS3, DO NOT have the Playstation XMB pulled
up while the game is loading at the startup screen. On occasion, the game
will glitch and automatically take a life away; putting you at a severe
handicap before you even fire a single shot.
..After a certain round (still unconfirmed which one), if you simply survive
for the round time limit, the zombies will begin to disappear. You can win
the round by default in this fashion.
----------------------------------------------------------------------------
IX. BASIC LEVEL DESCRIPTIONS (1-40) [BASC]
----------------------------------------------------------------------------
This section gives a basic description of each level and set of rounds. It
then lists a couple keys to winning the rounds in case you are having trouble.
[ISL1]
*************************************
ISLAND (1-4)
*************************************
..This is the starting point of the game. Nothing but slow moving zombies
that come at you from north, south, east, and west. You will also notice
that one side of the map is completely covered in water. Zombies that spawn
from this side of the map move at a sluggish pace until they hit land, at
which point they will move much faster. If you die in these levels, either
quit or start over.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Have a brain. There is absolutely no excuse for losing lives in these
levels. If you must have some sort of advice, stay out of the water
until the round has been completed. While your player is in the water,
he cannot fire any weapons.
[CRT1]
*************************************
COURTYARD (5-8)
*************************************
..Similar to the island, but without water. The only notable exception is a
statue in the middle of the room. The zombies are slightly stronger than
before, but still easily beaten. These levels also introduce shock towers
which can instantly kill you, a teammate, or your enemies. You should be
able to navigate through these levels without much of a problem. Again, if
you die here I would suggest either quitting or starting over.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Do not stand directly next to the entrance points of the map where
zombies will appear. Stand a little closer to the center and play it
safe. Other than that, watch out for the shock towers and you will be
fine.
[PRS1]
*************************************
PRISON (9-12)
*************************************
..This is a dual-layered arena which introduces the "challenge rounds." Round
9 is the first of these, entitled "Prison Break." Prisoner zombies come at
you from the basic directions and they could be coming from the first or
second floor. Shock towers become more dangerous as the hordes get a little
faster. Most novices will lose their first life here, but should still get
through without too much trouble. A poor team will have their game ended
here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Stick in the center of the map and just shoot the zombies as they come
at you. Be careful of zombies coming from the left and right as they
can be hard to see until they cross underneath the catwalks. If you are
having a hard time, just move to the second level and camp; forcing the
zombies into a chokepoint. Just to be sure to watch both directions if
you do this.
[CAV1]
*************************************
CAVE (13-16)
*************************************
..Arena is very similar to the courtyard, except that the lighting is worse
which makes it tougher to see the enemies and the shock towers (especially
round 16.) Creepy crawlers (fast moving critters that are very difficult to
shoot down) are introduced here in the challenge round (13.) Teddy bears are
almost ineffective against them at times. Most novice players will either
lose all their lives here or have their game ended. If you only make it to
these rounds on your first few playthroughs, this is to be expected.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Keep moving while shooting and do not get trapped in a corner. Let me
say this again. DO NOT STAND IN A CORNER. You may be able to hold off
the crawlers from one direction, but you WILL eventually get overwhelmed
by doing this. Instead, fake the zombies out by constantly switching
directions and stay near the center of the map.
[MRK1]
*************************************
MARKET (17-20)
*************************************
..The first large arena. A wide open space with zombies coming from the basic
directions and the same types of hazards and enemies from previous stages.
The major obstacles here are charging bulls. They are neutral and can kill
you or the enemy, so use them to your advantage. They cannot be killed
except by explosive rounds from a weapon or vehicle. Be on the lookout for
shining golden bulls as they provide numerous gems when killed.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
One thing to avoid doing in these levels is unnecessarily blowing up
bulls when you don't need to. Blowing up a bull causes it to explode
blood and guts all over the map. While this may look cool at first, it
severely hinders you and your teams' vision, making it much harder to
see the other enemies on screen. Unless the bull is shining gold, DO NOT
shoot at it. As long as you watch out for the bulls and keep moving,
you should be able to get through these levels without much of an issue
due to the amount of room you have to run and gun.
**NOTE** You can change your game settings in the main menu before starting
the game to eliminate the gore of exploding bulls. If you change the
parental setting to restricted rather than unrestricted, you will see
a puff rather than gory guts all over.
[KOW1]
*************************************
KOWLOON (21-24)
*************************************
..Similar to the prison in that it has two levels, but far more dangerous with
the layout. These rounds introduce Engineer zombies in the challenge round
(22) which will give many players a hard time at first. They come down from
the sky and take a lot of damage before they die. Luckily they move slowly
until they are near death, then charge at you full speed. Zombies in general
are much faster than before as well. A moderately decent player will usually
start biting the dust here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Several strategies work here, but I suggest you get the team to camp on
top of a staircase and force the zombie hordes into a chokepoint. This
allows for a much easier time of mowing them down. If you use this
strategy, DO NOT go for an item or weapon unless it is within a safe
distance and you can safely return to the camp point. The challenge
round (22) requires a different strategy. There is always a corner of
the map green in color. It is green for a reason, because it is deemed a
"safe" zone. That corner of the map is the only spot in which the
engineers will not drop on the head of the player. Find the green corner
for round 22 and just camp out until the end of the round. As a general
point, do NOT fire randomly into a crowd of Engineers as one single hit
can start them charging at you. Take your time and pick them off one by
one.
[SRT1]
*************************************
STREET (25-28)
*************************************
..Another large arena similar to the market. The same enemies and hazards as
before make their return here. The major difference comes in the challenge
round "Fish in a Barrel" (25.) Barrels will roll off rooftops and explode
when shot. Use them to your advantage when possible. Another notable
difference is that the enemies come from the corners of the map and from
the buildings. This makes camping much more difficult. Most players who
have skill will be able to make it this far before being wiped out.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Try to use the shock towers as a barrier of defense against the zombies
whenever possible. The best places to do this are at the very top and
bottom of the screen. Also use your items such as speed boosts to take
out long lines and escape a tough spot. You will notice there is a
staircase on the side of the building which can be used to make an
escape. I recommend not using it unless you are 110% sure that there
are no zombies coming from the doorway on top of the building.
[GRD1]
*************************************
GRID (29-32)
*************************************
..Another large map with some oil tankers and walls designed for good escape
and camping points. The challenge round "Abominable Martyr" (30) introduces
large red brutes that will explode when killed, killing anything nearby. As
you will find out, a direct explosion will kill you, but a blast at medium
range will count the same as a barell blast or dog bite. Two blasts and you
are dead. Very easy to become overwhelmed here without proper strategy.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Use the designated corners as camping spots and force the enemies into
a chokepoint. As long as one of the team members has a death machine,
it should not be a concern. Round 30 will require a run and gun
strategy due to the abominable martyrs, but otherwise you can just camp
your way through these rounds. DO NOT go for an item or weapon unless
it is within a safe distance and you can safely return to the camp
point.
[FST1]
*************************************
FOREST (33-36)
*************************************
..Back to a smaller map this time. Same enemies and hazards as before, only </pre><pre id="faqspan-2">
greater in number. The enemies will enter the arena from numerous
directions. Pay particular attention to the north and south as the foilage
makes it very difficult to tell when zombies are spawning at times. The
challenge round "Who Cried Wolf?" (34) introduces hellhounds which are
lightning fast. Unlike regular zombies, they do not kill instantaneously.
Dogs will deliver a bite which turns the screen red and shows a small bite
mark. Your player can sustain 3 bites before dying. This arena tends to be
where many good players meet their demise. Only an excellent player will
survive beyond here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Round 33 is a standard round, but 34-36 require extreme attention to the
dogs. If you see one, shoot it before anything else. The player with the
furious feet will be able to outrun the dogs and bunch them up, so make
use of it if that is your perk. As far as the other players go, look for
a corner of the map that provides decent shock tower coverage and camp
out for the entire round. In the event no such corner exists, do
whatever you have to do to survive round 34. Use nukes, speed boosts,
and anything else at your disposal. Rounds 35-36 will be a tad bit
easier as they have far fewer dogs to worry about. As always, keep
moving and try to keep from getting cornered.
**NOTE** In the event you happen to make it to round 34 without dying once, you
will be able to take a lot more abuse from all dogs for the entire
game (until you die for the first time.)
[JNG1]
*************************************
JUNGLE (37-40)
*************************************
..This is it, the final arena. The challenge round music will play throughout
all four rounds as these rounds are equivalent to a challenge round. Enemies
spawn from all directions and dogs become more dangerous than ever. Shock
towers become very dangerous with all of the action happening at once. Even
those players with outstanding skill will often die here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Move as a unit. Unless you have the Furious Feet perk, trying to split
up and taking on the hordes individually will often result in death
unless you can fake them out. Use your items such as nukes and speed
boosts here as needed.
[APE1]
*************************************
BOSS ROUND (The Cosmic Silverback)
*************************************
..Once you kill the final zombie in round 40, the words "BOSS ROUND" will
flash across the screen. Moments later, the gorilla you have seen
sporadically throughout the game comes at you full force in a final
showdown. He will chase you down and charge at you with speed boosts. To
make things worse, you need to kill him while fighting off an entire horde
of zombies.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Run and gun. If you stand still for any length of time, you may as well
kiss yourself goodbye. Try to snake your way around and constantly
change directions. If you see the ape go down in a charging stance, he
is preparing to speed boost in your direction. If you are doing well on
lives, try to hold on to a couple nukes for this battle as they will
become invaluable for clearing out the hordes. When the ape gets low on
health, engineers will begin to drop from the sky and abominable martyrs
will start chasing you as well. Ignore them. If someone manages to pick
up a chopper, lure the ape directly into an electrical pole and keep
him there for as long as possible. Another great way to drain the life
bar of the ape is to snag an RPG or death machine and blast straight at
it. He will take a serious amount of damage this way and increase your
chances of winning. If you want to be cheap about it, try this next one.
Wait for an RPG to appear, die on purpose, pick up the RPG, then stand
right next to the monkey (while still invincible) and blast him
repeatedly with the rockets. Dual damage will take him down twice as
fast.
**NOTE** After defeating the monkey, a large number of gems will spew forth
from the silverback's corpse. Feel free to pick them up, along with
the mass amounts of treasure. Once finished, enter the portal to exit
the arena and, seemingly, beat the game. (If you are a hardcore player
you already know this is not the case.) A cutscene plays showing you
victorious over the monkey, only to have a SECOND one drop down from
above and knock you all the way back to the beginning island. Whatever
you do, DO NOT MOVE AROUND WHILE THIS CUTSCENE IS PLAYING. The game is
still live and you can lose a life if your character accidentally runs
into a shock tower. Wait until round 41 begins before moving again.
----------------------------------------------------------------------------
X. ADVANCED LEVEL DESCRIPTIONS (41-80) [ADVD]
----------------------------------------------------------------------------
Only outstanding Dead Ops players make it to these rounds. A high degree of
skill and teamwork will be necessary to survive.
*****************
MAIN DIFFERENCES
*****************
..Rounds vary in length from 5-10 minutes.
..Zombies can take more damage than before.
..No more challenge rounds from this point forward.
..There are no additional Rooms of Fate
..About midway through, the shock towers will stop flashing; making it nearly
impossible to tell if they are turned on or off. Bottom line, stay away.
[ISL2]
*************************************
ISLAND REVISITED (41-44)
*************************************
..Makes the first visit look like child's play. Just about every enemy in
the game outside of the Abominable Martyr will be coming for you. The sheer
number of zombies can overwhelm even the most seasoned player.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
The best way to approach these rounds is to have two team members camp
in a specified corner while the third guy runs around bunching up the
zombies in a large group. It will be the responsibility of the campers
to watch the nearby corners and, when possible, aid the man running
around the map. Always be on the lookout for dogs. Ideally, the man
running around should be either the Furious Feet or Fortune/Fortitude.
[CRT2]
*************************************
COURTYARD REVISITED (45-48)
*************************************
..Similar to the last four levels, an overwhelming number of zombies pour at
you from everywhere. There are a few more shock towers since your last
visit as well.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Use the same strategy listed for rounds 41-44. The only change is to
make sure to use the shock towers as cover to help thin out the enemy
hordes.
[PRS2]
*************************************
PRISON REVISITED (49-52)
*************************************
..This time around, the prison has quite a few more shock towers on the
bottom level and the enemy hordes are larger than ever.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
The best way to handle this arena is to have one guy (doesn't really
matter who) stay down on the bottom level tearing up the zombies and
picking up all the items while the other team members stick on top
providing cover fire and killing the enemies that come from the
doorway on top.
[CAV2]
*************************************
CAVE REVISITED (53-56)
*************************************
..These rounds are remarkably similar to 45-48. The only thing making it
tougher is the increased number of shock towers. That, and the round length
starts to increase here by a few minutes. Fortunately, there is no "super"
challenge round of creepy crawlers, which would prove nearly impossible.
For the record, there is not another Room of Fate. Another thing of note
here is that unless you are the host, the shock towers will no longer flash
when activated. VERY few players make it past these rounds. Most players
who make it past round 40 will wind up dying here.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Employ the same strategy as you did in the Courtyard (45-48.) Watch the
entryways for zombies to come out at the last moment; ESPECIALLY the
dogs. Dogs will likely kill players more than anything else here.
Lastly, since towers will no longer light up (except for the host,) do
not even attempt to walk/boost through them as it will mean certain
death.
[MRK2]
*************************************
MARKET REVISITED (57-60)
*************************************
..The second visit to the marketplace has more of the same from previous
rounds. Higher swarms of enemies, shock towers, and the bulls of course. The
bulls are EXTREMELY helpful and will aid in your quest to advance through
these rounds. One note here, round 57 has NO bulls which means you will have
to earn the win through skill (and that's no bull.)
--------------
HOW TO WIN
\ /
\ /
\ /
\/
This is a larger map, so use the open space to evade the enemies. Stay
away from the entry points and use those bulls to help make rounds 58-60
a hell of a lot easier. If you wish, you can employ the corner-camp and
bait strategy, which works fine as well.
[KOW2]
*************************************
KOWLOON REVISITED (61-64)
*************************************
..There is virtually no difference from the first time with the exception of
the hellhounds and the zombies taking many more shots before they die. These
rounds serve as "rebuilding" points as you can very easily replenish your
items and bolster your point total by playing it safe (see below.)
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Similar to the first time, camp on the top of the stairs and force the
zombies into a chokepoint. DO NOT go for an item or weapon unless it is
within a safe distance and you can safely return to the camp point. If
you are feeling brave, have a player run around on the ground level,
tearing up the zombies while the others provide coverfire and/or shoot
the zombies zoming out the doors on top (similar to the strategy used in
rounds 49-52.)
[SRT2]
*************************************
STREET REVISITED (65-68)
*************************************
..The major difference this time around is the number of shock towers. They
can, and should, be used as defense against the massive swarms. Otherwise,
it's similar to the first time you came through the streets.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Stick and move. Grab power-ups when you can and lure the enemies into
the shock towers when possible. This is a great time to use speed
boosts to take out long lines of enemies as well. Just make sure you
don't boost into a shock tower.
[GRD2]
*************************************
GRID REVISITED (69-72)
*************************************
..Aside from the larger enemy swarms, the shock towers can become a major
pain in the ass in these rounds. Be very careful of running near the white
oil tanks as one shock tower is almost always too close to allow safe
passage. Thankfully, there are no abominable martyrs this time around.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Similar to the first go-around, use the designated corners as camping
spots and force the enemies into a chokepoint. As long as one of the
team members has a death machine, it should not be a concern. If you
are doing a 4-player game, use one man as bait to bunch up the zombies
and take the pressure off the rest of the team who camps in the corner.
[FST2]
*************************************
FOREST REVISITED (73-76)
*************************************
..Same layout as before with a couple more shock towers. These rounds become
very difficult due to the small space and enemies come at you from all
possible points of the map. Be extremely cautious when running around as
there are a couple shock towers that seemingly blend into the scenery and
look like blood spots instead of towers.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
Use the same strategy discussed in the Courtyard and Cave (crawler
arena.) One player bunches 'em up, the other players stick in a corner.
Be very, very careful of the shock towers in this arena. Often times,
there will be one corner with so many towers grouped together that you
will not be able to safely maneuver around them. In those cases, stay
away from those corners so as not to get trapped.
[JNG2]
*************************************
JUNGLE REVISITED (77-80)
*************************************
..Just as hectic as it was the first time around. Enemy swarms are all over
the place, come from every direction, and take more damage than ever before.
Particular levels have more shock towers as with all other advanced levels.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
There's no way around it. To win here, you need to have sharp eyes and
very quick reflexes. Have one eye on the enemies you are shooting and
the other eye on the edge of the map closet to where you are standing.
You do NOT want to be taken by surprise this late in the game. Look for
areas of the map that can provide decent cover with shock towers and
momentarily camp behind them to thin out the swarm before it becomes
too large or they start coming at you from behind.
[APE2]
*************************************
BOSS ROUND (TWO Cosmic Silverbacks)
*************************************
..You thought one hairy ape was bad enough? Try taking on TWO of them at the
same time while fending off the usual cast of zombies! This is far and away
one of the most difficult tasks you will undertake in a video game.
--------------
HOW TO WIN
\ /
\ /
\ /
\/
I hope you have been conserving your armory, because you'll need it.
Speed bursts are a HUGE help as they will get you out of trouble and
away from a monkey about to close in for the kill. If you have any
nukes available, use them here to wipe out the persuing forces so you
can focus on the apes by themselves. As the saying goes - divide and
conquer. This is much easier said than done, because you are fighting
off the other enemies as well. If you see a dog, shoot it down first.
To make things easier, have one player (preferably the furious feet
guy) lure one ape around the map while the rest of the team focuses on
killing the second ape. You can also use the strategy outlined in the
round 40 boss fight (Invincibility/RPG combo.)
**NOTE** Similar to the first boss fight, after defeating the monkies, a large
number of gems will spew forth from the silverback corpses. Feel free
to pick them up, along with the mass amounts of treasure. Once
finished, enter the portal to exit the arena. Whatever you do, DO NOT
MOVE AROUND WHILE THE VICTORY CUTSCENE IS PLAYING. The game is still
live and you can lose a life if your character accidentally runs into
a shock tower. Wait until round 81 begins before moving again.
----------------------------------------------------------------------------
XI. ELITE LEVEL DESCRIPTIONS (81-120) [1337]
----------------------------------------------------------------------------
If you manage to make it past round 80, consider yourself a Dead Ops pro. Very
few, and I do mean few, players in the world have managed to get to this point
(legitimately.) Originally, this section contained strategies for each
individual arena just as I had done for the previous 80 rounds. However, in
reality there is not much difference in these rounds in terms of level layout
from the second to the third playthrough. Truth is, if you get this far into
the game, you know what to do and probably don't need a guide anymore. For
this reason, I decided there was no point in having individual sections
devoted to each arena (ie. 81-84.) I instead replaced each arena strategy with
general advice and tips to best help players survive.
******************
MAIN DIFFERENCES
******************
..The rounds get even longer at about 14-15 minutes apiece.
..Enemies take even more abuse.
..Zombies tend to spawn out of 3-4 doors at once, very frequently.
..Extra life drops will spawn twice PER ROUND.
..If you happen to reach the Boss Round following round 120, you will fight
THREE (3) monkeys.
**NOTE** From this point forward, if you have a chicken and flamethrower you
risk crashing the game due to the amount of action on screen at once.
Avoid the flamethrower at all costs if you have a chicken.
(credit to FR1TZ22 from PSN for the advice)
***************
GENERAL ADVICE
***************
..Be prepared to take lots of rest breaks. I would advise taking a short
break after every arena or 4 rounds to keep your concentration fresh. 15
minute rounds can become very taxing and your team will appreciate the rest.
..Stay to the outside of the maps when possible. Unless your designated team
role is to be the zombie bait, running through the middle is a recipe for
disaster.
..Use each and every shock tower as a barrier for defense and to help thin out
the enemy forces.
..Conserve your armory. Only use your nukes and bolts as a last resort. You
will need every last bit of help you can get from this point forward;
particularly beginning with rounds 93-96.
..Pick up the two extra men per stage at any cost. Some of the rounds will see
you and your team lose lives, no matter how hard you try. The sheer number
and strength of the zombies can overwhelm even the most elite players in the
world.
..Most people think the game ends at round 99 because the leaderboards do not
show any rounds beyond that point. You would be incorrect. In truth, DOA
goes on for an infinite number of rounds. The only limit to the game is the
game itself. Once the game has so many sprites on the screen at one time,
it will inevitably crash; giving what is known as a "G_SPAWN" error. Recent
research by FRITZ22 has come to show that the game crashes 100% of the time
during the round 160 boss fight due to the number of gems that fly out of
the monkeys once they die.
..Theoretically, this guide could go on indefinitely. Realisitically, the
guide can only go to round 160. However, strategizing up to that point in
the game is almost pointless since only a small number of people in the
world have ever legitimately reached beyond round 100.
*****************************
*************************************************
***************************************************************
**********************************[WREC]***********************************
The current world record for rounds survived, as of the date of this guide's
most recent publication, is 160 rounds - set on the PS3 by three players:
Thee_Frenzy, LOC1520, and FR1TZ22.
Here is the video which proves they not only made round 160, but the ensuing
boss round with FOUR MONKEYS!
http://www.youtube.com/watch?v=vkkkVYPe_Ko
***************************************************************************
***************************************************************
**********************************************
*****************************
----------------------------------------------------------------------------
XII. THE ROOM OF FATE [ROF]
----------------------------------------------------------------------------
Between rounds 13-15, you will encounter the Room of Fate. It is a standard
room with four exits that will grant the player one of four permanent
enhancements for the rest of the game. In order to receive one of these
enhancements, the player must walk over to an exit and wait until the power-up
drops down from the sky. If they do not do this, the opportunity to receive
that power-up is lost.
**NOTE** Normally when you exit a round, all unconscious players are
automatically revived at the start of the next round. When you enter
the Room of Fate, all unconscious players will remain unconscious
until their revival timer expires. This means that a KO'd player runs
the risk of not getting a powerup unless they revive fast enough to
beat the timer! Make sure that the team waits for ALL players to
revive before exiting rounds 13-15.
The fates are as follows:
**********************
Fortune and Fortitude
**********************
..Doubles the duration of all weapons and items picked up. Also ensures that
the player has no less than a 2x multiplier at all times. Ideally, the
highest ranking color should always get this power-up. While in the chopper,
the highest ranking color attracts all zombies to him (except dogs.) With
the gem equipped, you are basically giving your team one full minute of
invulnerability. Typically, the best player on the team should get this
power-up.
**********
Firepower
**********
..Grants the death machine as a base weapon. The player can still pick up
other weapons, but as they expire the gun will default back to the death
machine. If you select this perk, it is best to just leave all other
weapons for teammates as the death machine is more than capable of killing
anything in its path. Players with less experience should take this perk.
***********
Friendship
***********
..Grants a permanent chicken that will always follow the player around. It
uses the same gun as the one the player is carrying. Any additional
chickens that the player picks up will last twice as long as normal. For
this reason, the team should ALWAYS leave any chickens found in the game
for the player with the Friendship perk.
**NOTE** If you get this perk and happen to be the BLUE player, you will be
able to take one extra bite from a dog before being killed (4 bites)
as opposed to the normal 3 bites.
*************
Furious Feet
*************
..Grants the player a permanent boost of speed. Also grants a minimum of
three speed boosts (lightning bolts) at the start of each round. The player
with this perk should try to leave all speed boosts and turbo boots for
other players since the booster automatically gets three of their own every
round.
**NOTE** If you are playing Dead Ops on Solo, I personally recommend taking
the Furious Feet perk. Having double speed will come in handy in the
high rounds as well as being guaranteed three speed boosts at the
start of every round. This allows you to be somewhat generous with
the use of your boosts toward the end of a round.
********************
*********************************
Determining Your Desired Fate
*********************************
********************
There are actually two methods of doing this: one for solo player and one for
multiplayer. I will discuss both in this section and the reason why the solo
method does not always work in multiplayer.
********************
SOLO PLAYER METHOD
********************
..As the Room of Fate loads up, do not move the control stick and do not fire
your gun. Exit arrows will begin to randomly appear on the screen. The
order in which they appear will determine which fate corresponds to which
door. They are as follows:
1st Arrow - Fortitude (gem)
2nd Arrow - Firepower (death machine)
3rd Arrow - Friendship (chicken)
4th Arrow - Furious Feet (lightning)
********************
MULTIPLAYER METHOD
********************
..This method is much more complex and requires strict attention. Some TV's
(most HD, especially 1080p) cannot see all 4 arrows as they pop. They can't
even see 3 when everyone stands still (usually 2.) To resolve this, the
characters have to get in one vertical line on the RIGHT of the statue and
watch for the arrows. Since you can only see 3, you have to watch for the
delay. Sometimes the delay (invisible arrow) is the first or last. To
determine this, you have to watch to see if the delay is immediately after
the words "The Room of Fate" disappear or not. If there is not a split
second delay (takes practice to watch for) and there was no delay between
arrows, the delay or invisible arrow was the last arrow and that will be
feet. I know this sounds complex, but trust me - IT WORKS.
(credit to FR1TZ22 from PSN for this invaluable info)
----------------------------------------------------------------------------
XIII. AVOIDING BAD PLAYERS [ABP]
----------------------------------------------------------------------------
Here is a guide to ensuring you don't get stuck with any clowns on your team.
If you wish to get far in this game, you will want to make sure you are
playing with people who know what they are doing. Even if you are a DOA god
and think you are good enough to carry a team by yourself, you still need to
be wary of bad players. Why? Inevitably, once a bad player has gotten sick of
sitting there twiddling their thumbs waiting to be revived enough times, THEY
WILL QUIT. Sounds like a good thing, right? Well what if that person is the
host or the only player left in the game with you? The game will end and all
of your hard work will have gone for nothing.
**NOTE** Be advised that as you adhere to the criteria on this list, you may
find yourself searching for quite a while before finding quality
teammates. Trust me, it will be worth your while to go through this
checklist. Once you find some good players, add them to your playlist
so you don't have to do this every single time you play DOA.
********************
PREGAME LOBBY
********************
..Find players with microphones. It makes for easy communication so everyone
knows what to do. If a player does not have a mic, send that person a
message and ask them if they have one. If they don't then leave the game.
..Once you've found players with mics, listen for any kind of clues that
indicate they are new to the game or will just be a jackass. Things like:
"I've never played this game before."
"What do the buttons do?"
"I'm just gonna mess around."
"This game sucks."
(then why in the hell are they playing it? Seriously, you would be
amazed at how often this happens, yet these people stick around.
I've even heard someone say he started DOA because he didn't even
know what game he chose, which just indicates pure idiocy on his
end.)
..Always search for players with round experience of AT LEAST 30 or higher.
It doesn't guarantee a good game, but it decreases the likelihood of
stupidity and increases the chances that they know what to do in the Room
of Fate.
..Avoid playing with anyone who uses a split screen. These people can be
identified by the same screenname listed twice in the same room (one of the
duplicate names will also have a "2" in parentheses.) 99.99% of the time,
one of the two players are bad. They will exhibit many of the problems
listed in the section below.
..If you have entered into a 4-player pre-game lobby you do not wish to play
and the other 3 players have already readied up, wait until the countdown
timer reaches 0 and then immediately leave before the game begins. This
eliminates the possibility of reentering into the same lobby when you search
for a new game just seconds later.
*********************
DURING THE GAME
*********************
..The first thing to check upon game startup is the connection you have to
your teammates. Immediately hit select to pull up the player team/score
screen. Make sure that all players have AT LEAST a solid 3-bar connection.
If even one player has a 2-bar or less connection, leave the game
immediately. Players with bad connections will end up dying often, stealing
lives, and hurting the team in the longrun.
..If someone immediately drops a nuke or speed boost as the game begins (or
really at any point prior to round 13,) you should leave just as fast. These
people are either new to the game and don't know the controls or are just
being morons.
..If someone just stands there on screen getting killed continuously, just
leave the game. Once the player loses all their lives, they will start
stealing other team members lives; including yours. This is a no-brainer.
..If someone suddenly asks you to "cover" them while in the middle of a round,
get out of the game. This type of behavior is downright inconsiderate to
the rest of the team. It will lead to lives being lost continuously and,
eventually, lives getting stolen. This kind of crap only happens in low
level rounds. Low level rounds only last for a couple minutes. If you cannot
wait until the end of a round to do your business, you should not be
playing the game.
..If someone does not choose a door while in the Room of Fate, leave the game.
A player who does not understand how this room works is either new to the
game or a piss-poor player. Either way, don't waste your time with them.
..If someone dies in a bonus room when there are no enemies on screen, or at
the end of a round or when all enemies have been defeated, particularly
from trying (impossibly) to kill the Cosmic Silverback, bid farewell. This
just shows that the player's head is not in the game and it will only get
worse in higher rounds.
..If someone picks up a flamethrower and starts spinning it in circles, ask
that person to stop. If they continue to do it, get out of there. Contrary
to popular belief, this tactic does more harm than good. It makes it
difficult to see anything in the arena, and frankly, it will NOT work on
higher rounds with tougher enemies (which is ironic, because these people
never see the higher rounds.)
..If someone grabs an RPG and starts spinning in circles while blasting you,
inadvertently or not, get the hell out of there. These people do not
understand how the weapon works and end up accidentally killing their
teammates; ruining their multiplier and scattering their hard earned gems
all over the place for teammates to steal.
..If someone picks up a weapon or item that they clearly do not need (i.e.
picking up sprint shoes when they already have the furious feet perk,
death machine when they already have the firepower perk, etc,) be very
cautious. These people only care about themselves; not the team. One
instance warrants a gentle request to stop it. Anything more, get out of
there and find some players who care about teamwork.
..If someone uses a speed boost simply to beat you or a teammate to an item
or treasure, get yourself out of the game. All that person is doing is
wasting an item that they will be needing in the later rounds. The only
time this is warranted is at the end of a round and only if you have ONE
speed boost remaining. This is because all players receive at least one
speed boost at the start of the next round (furious feet gets three.)
..If someone gets on a mic and starts verbally berating you or someone else
for no good reason, tell them where they can stick it and then leave.
Chances are that person sucks, wants people to let him get all the items
and money, or is just hungry for respect.
----------------------------------------------------------------------------
XIV. RUMORS AND MYTHS [RUMR]
----------------------------------------------------------------------------
There are a lot of false rumors out there about the game. This section debunks
them all and lists a few you may not even know about.
************
BONUS ROOMS
************
..Follow the monkey into the same exit he goes and you will get a bonus room.
..Go in the opposite direction of the monkey (same as above.)
..Always go to the right/down/left
..Enter the side of the room with candles
These theories have ALL been proven false. The truth of the matter is that
there is NO proven way to get a bonus room every time. If you think you know
the correct pattern, think again. Any strategy you've concocted is likely the
result of pure chance and coincidence. It is completely random.
*********************
GETTING MORE WEAPONS
*********************
..If you do not pick up a weapon or item, it will come back later in the game
and in bigger numbers.
This rumor has been proven false and was probably made by those who wanted to
get weapons just for themselves. If you see a weapon or item you want, just
pick it up.
----------------------------------------------------------------------------
XV. FAQ's [FRQ]
----------------------------------------------------------------------------
This section lists all of the most commonly asked questions I receive about
this game. It is broken into two sections with questions about the game and
about myself.
***************
GAME SPECIFIC
***************
Q: How do I access DOA and make it playable?
A: There are two ways to do this. The first is to simply beat the single
player campaign (on any difficulty level) and DOA will then show up in the
Zombies game mode menus. The second way is much easier. At the Main Menu
screen, mash the trigger buttons on PS3/XBL at the same time or Space Bar
on the PC to break free of the chair. Once done, walk over to the computer
terminal and type "DOA". This will unlock Dead Ops without having to beat
the game the long way. Doing it in this manner will automatically launch
you into the Solo version of the game.
Q: How long does/did it take to get to round X?
A: The first 40 rounds are 2-3 minutes a piece. Rounds 41-80 double; going 6-8
minutes each. 81-120 double again at roughly 15 minutes apiece. The cycle
continues to endlessly double. Truthfully it varies; but here are the
average times (not counting breaks) for most players:
40 rounds
*1.3 hours, 3.5 minutes/round
80 rounds
*6.3 hours, 7.5 minutes/round
120 rounds
*16 hours, 15 minutes/round
160 rounds
*36 hours, 30 minutes/round
Q: Can you take breaks in between rounds?
A: Yes. You can take a break for as long as you like. Just be sure the rest
of the team knows that you are taking a break so they do not accidentally
move on without you. Oh, and make sure you don't stand next to a shock
tower or in the pathway of a charging bull...
Q: Is there more than one Room of Fate?
A: No.
Q: How do you go prone (lie down) in Dead Ops?
A: Hit Start, go to Options, then hit circle/B very quickly to get back to
the game. Your character will now lie down on the ground. He will also move
very slowly. By tapping Circle/B very quickly while on the ground, your
character will move a little bit faster. As far as I know, going prone
doesn't serve any real purpose other than to show off.
Q: Is there a specific way to guarantee you will get a bonus room or an
armory?
A: No. Let me say it again... NO! There is NO WAY to determine the correct
path to a bonus room. It is completely random. This has been verified
directly through Activision and is 100% accurate. (See the Rumors and Myths
section also.)
Q: Can you kill the Cosmic Silverback before a boss round? (40/80/120/etc)
A: No, but HE can kill YOU. If you try to kill him before a boss round, all
you are doing is wasting time, your ammo, and putting yourself in danger of
losing a much needed life. If you notice, the Silverback always has a red
ring around him at all times. This indicates he is invincible. Anybody who
tells you they have killed the silverback before a boss round is lying.
Period. If you need video proof, see the link below.
http://www.youtube.com/watch?v=EJS23mvDrBU
(credit to Fr1tz22 and Thee_Frenzy from PSN)
Q: Can you steal or "give" a life to a downed player by walking over their
body?
A: No; however it is possible to pass a life to a teammate if they are still
alive. When a life is earned, it drops from the sky. As it is dropping, if
someone stands behind the person earning a life on his left shoulder with
his gun (not shooting) into him, it provides the best chance for this to
happen. You can also boost away from the life while it is dropping, but
this requires perfect timing. The life will then sit on the ground (unlit
up which means only 1 person will get the life).
You can also pass a life to someone while they are in a helicopter. Because
they are above you, the life will hit them first if you stand directly
below them but this obviously requires luck with timing. Prison Break arena
is very easy to pass lives. The person below just has to stand below
someone on the catwalk when earning a life. What most people may be thinking
here is that if you die as a life is dropping down, the life will float
above your dead body until you revive. If a teammate passes over your body
while the life is sitting above them, he will get it instead. This also
works with nukes/sprints/tanks/heli's.
Q: I died from only 1-2 dog bites in a single round and your guide says I can
take up to 3! What gives?
A: Dog bites carry over to future rounds. Once your character dies, the bite
counter is reset.
Q: How many rounds are there in DOA?
A: There is no round limit in DOA. It goes on indefinitely. This has been
verified directly through Activision and is 100% accurate.
Q: How do you keep getting all those nukes/lightning/choppers/tanks to fall
down from the sky?!
A: See the CRITICAL INTEL section. (Quick code CINT)
Q: Is it possible to play DOA in first person on the console versions of the
game(XBL/PS3)?
A: No, this is only possible on the PC version (unless you mod the game, which
I refuse to go over since it involves hacking.)
Q: What is the best way to earn the trophy/achievement for dashing through a
line of zombies?
A: This is most easily done in Solo mode and can be done as early as level 1.
Just wait until the screen fills up with zombies, back yourself into a
corner, then when the time is right use a lightning bolt to dash through all
of them. The trophy should pop almost immediately afterward.
********************
QUESTIONS ABOUT ME
********************
Q: Damn, you sure got to a high round. You probably cheated or hacked the game.
So yeah, did you?
A: No; however I will say that as of Spring, 2012 the DOA leaderboards,
specifically on PSN, have become a complete joke. There are quite a few
people out there who have indeed hacked their way to round 99 and beyond. I
am NOT one of them. Why would I go to all the effort of putting together
the best DOA guide on the internet only to cheat my way to the top?
Q: Do you know how to glitch in certain areas of the game?
A: Yes, I know about virtually every glitch in DOA. Do I ever use them? Unless
I am messing around in Solo mode for fun, no. My online games are all played
legitimately with skill; no cheap tricks involved. For this reason I refuse
to devote any time to covering glitches in this guide. Same with mods.
Q: Why don't you play DOA that much anymore?
A: I still play from time to time; but I just don't have as much free time as
I used to to play multi-hour games. I love DOA, but I also love my life in
the real world.
Q: If you could have easily gotten to round 120, why haven't you attempted
since that last time you got to round 90?
A: See the previous answer.
Q: I love your guide! How can I thank you?
A: Thanks! Just click the button/link at the top of the guide which will
recommend it to others.
Q: I have a suggestion that will help the guide. Can you add it to your FAQ?
A: Sure. Just email me (
[email protected]) and I will review it before
posting to the guide (giving you credit, of course.)
----------------------------------------------------------------------------
XVI. ABOUT THE AUTHOR [BILL]
----------------------------------------------------------------------------
..I live on the west coast (USA) and play Dead Ops Arcade on the PS3. I may
not be the best ever, but I'm good enough to know what I'm talking about.
Here are my best DOA statistics:
*****************************
UNOFFICIALLY (as of 1/21/12)
*****************************
..High Round Game - 90, 13:00 minutes, 3 players
High Score - 9,965,650 million
High Kills - 25,828
*These stats are unofficial because the game I was playing lagged and crashed
out in the middle of round 90. Otherwise, my team was doing well enough that
we could have easily hit round 120. Here is the video which proves I made it
to round 90:
http://www.youtube.com/watch?v=jo_26nmLVdc
***************************
OFFICIALLY (as of 7/29/11)
***************************
..High Round Game - 75, 6:39 minutes, 3 players
High Score - 7,898,925
High Kills - 11,700
..If you have questions about the game that have not been addressed in this
guide, feel free to email or message me on PSN. If I don't respond within a
few minutes, chances are I'm in a game or away from the system. Multiple
messages in a short time span WILL GET YOU BLOCKED.
..Lastly, please do not send me any friend requests. They will be declined.
Since posting this guide, I have gotten a lot friend requests. PS3 friend
lists only hold 100 players and I cannot accomodate everyone. If we agree
to play a game, I will send a game invite when we are both confirmed to be
online at the same time.
----------------------------------------------------------------------------
XVII. COPYRIGHT [COPY]
----------------------------------------------------------------------------
Copyright (C) 2011-2012 DCIguy01/MKillBill
This guide may not be posted or distributed, in part or in whole, without the
expressed written permission of myself. Feel free to print it out for
personal reference, but it may not be sold for profit. Additionally, if I give
you permission to post the guide, please ensure that the most recent version is
always posted.
The following sites have permission to post this guide:
- GameFAQs.com (ALWAYS UPLOADED HERE FIRST)
- CheatCC.com
- GameFly.com (extension of GameFAQs)
- GameSpot.com (extension of GameFAQs)
- Neoseeker.com
- Supercheats.com
If this guide is found on any site other than those listed above, please
report it to me immediately through my email:
[email protected]