ByLiam Cross, writer at Creators.co

'COD' zombies can become very boring very fast if you are an inexperienced player who doesn't quite have a sound strategy in place. The type of player who simply runs around aimlessly, wasting points on useless off-the-wall guns, and ends up being downed on round three because they get pinned up against a window after looking through it for too long. If this description bears an uncanny resemblance to your style of gameplay, then it may indeed be time to change your ways.

I am here to help you. I will be covering a host of Call Of Duty zombies maps, I will provide you with a step-by-step beginner's guide/walkthrough for each map. Seeing as they are beginner's guides they probably won't go into details regarding any rounds after 10-15, possibly higher depending on the map and how hard I feel it is. I will also be rating the maps based on their degree of difficulty and enjoyability.

Maps And Beginner's Guides

I recently posted an article which discussed my top 5 COD zombies maps, if you haven't already checked it out, you can do so by clicking here. I will be posting guides for my top five maps in reverse order and then after those, maybe some other maps upon request. The guides will refer to solo gameplay rather than multiplayer, but I suppose they can be used in either mode of play. Just know that it is usually quite difficult to do online, especially if you are using a different strategy to your randomly acquired team mates.

So, if you feel like you are somewhat lackluster in the zombie-killing-skills department, fear not. With help from my beginner's guide you will be able to get a feel for the zombie's gameplay and eventually make it past the dreaded round 10. Then you know what happens after round 10, don't you? The round number is no longer displayed as a tally chart, but rather as an actual numerical. Trust me, once you see it, you'll be fascinated, I know I was!

From there you'll be able to develop your own strategies for each map and you will be able to develop your zombie slaying skills even further. Once you get a firm grasp of things with zombies, once your strategy is in place and all you have to do is execute it effectively, the sky is the limit.

So, here it is: my map-specific beginner's guides to Call Of Duty zombies awesomeness.

Buried

After plunging into the abyss, there's no return.
After plunging into the abyss, there's no return.

Difficulty: 8/10 Enjoyability: 7/10

As I mentioned in my top five zombies maps article, 'Buried' is certainly not an easy map to get the hang of. Developing a solid strategy on this map is almost as hard as trying to convince your entire family that video games aren't a total waste of time and money. Hey, I said almost as hard!

Luckily for you though, I happen to have conquered both challenges. My highest round on 'Buried' is 34, and on top of that my family now believes that video games also contain some "educational values," and trust me when I say that neither one of those things were easy to achieve.

Step 1

The hole after it has been jumped into.
The hole after it has been jumped into.

Okay, so you've spawned in onto the strange looking walkway. First thing you want to do is stay up here until you've completed round one. Let the zombies break through the barricades, fire six shots into them and then knife them for the kill. This is to make sure that you maximize your points. Once round one has passed, re-build those barriers and drop down the hole that is covered by broken wooden planks.

Step 2

Your seemingly perpetual slide will come to an end and you'll find yourself in a somewhat squared room. Directly ahead of you there will be a question mark on the wall, and on the wall to the right of that a gun. Go over to the gun and hold X, the gun will disappear before your eyes — you were expecting to have it in your hands, weren't you? Don't worry, so was I at first. You will be able to purchase it after you've completed the next step though. Turn to the question mark and again hold X, you will draw the gun onto the wall with chalk; where the question mark once was, the now buy-able gun will be. You will be given points for doing this also.

I would opt against buying this weapon, but you can if you want to. The next thing you want to do is look behind you; you should be able to see quick-revive. Buy it! This perk is your new best friend. It is absolutely essential in solo zombies, as it will revive you when you are downed. Okay, now that you've done those two things, it's time to move on. There are a few ways out of this room, but I'll let you figure this one out for yourself. Come on now, you don't expect me to tell you everything, do you?

Step 3

I see you've managed to find your way out of the room, congratulations! You should now be standing right in the centre of an old, dusty western-style town- this is the main part of the map. Now for the fun part: freeing Leroy. Oh, and by the way, I hope you've remembered to keep killing the zombies? If not, you had better get to it, report back to me when you've cleared the round, young zombie slayer.

To get to Leroy you must locate the building in which he is imprisoned (His building is located right next to the mystery box, you can see him through the rubble, you may also be able to see juggernog). Find this building and head up the staircase. Walk through the building, hop over the gap in the floor and you'll then come to a hole in the ground. Fall through it, walk over to Leroy's cage, grab the key from off of the key rack to the side of the cage and free him. Congratulations! You've just freed Leroy! Walk into his cage- don't be shy he's very friendly- and pick up the bottle of booze which should be right behind him. Give him the booze and then stand back, trust me!

Use this map to find your way around!
Use this map to find your way around!

Step 4

Keep killing those zombies. By now you should have racked up enough points to hit the box, I'd take the gamble. Use whatever it gives you, resist the temptation to try again, you'll get plenty more chances to hit the box, especially after completing this next step:

Head over to the bar whilst mowing down some zombies on the way, buy the door and grab the booze from inside. Go back outside and keep killing those zombies, build your points. Head back over to where jug is. You should notice that Leroy follow's you now that you have booze, this is just what you want. Get him into this position:

And then give him the booze. Make sure that he has his back to the perk machine, this is extremely important! Give him the booze and boom, you've now unlocked jug. Even if you have enough points, don't buy it, not just yet- but when the time comes you'll have to make sure that you've turned the power on first though. Use the above map to locate the power switch. (HINT: it's in the candy store...)

Make your way over to the candy store, buy the door and head inside. Pick up some candy (it will be scattered around the store in various locations). Now go back to the mystery box and give Leroy the candy right beside it. If he goes over to the box and slams his hand down onto it, well done, you have been successful. If he doesn't don't be disheartened, it can be quite tricky to do, keep trying though, It will work eventually.

Leroy slapping the box.
Leroy slapping the box.

Once the friendly giant has slammed his almighty hand down onto the box, the easter-egg has been successfully activated. It renders the box immovable, no matter how many times you hit the box you will never get a teddy bear. You heard right, you never have to hear that creepy, giggling little girl, for the entire game.

Step 5

By now things should be starting to pick up in terms of the amount of zombies that are spawning and the toughness of them. I'm usually on round 5 at this stage, but don't worry if you are on a higher or lower round, it doesn't really matter.

It's time to get yourself a solid, off-the-wall gun. Something which I consider to be a fundamental in successful zombies gameplay. Now you may have noticed these chalked guns on a wall in a building, only problem is: the doorway is blocked by rubble.

The guns.
The guns.

To get to these weapons you can either clear the rubble with Leroy by using the same method which you used to unblock jug. Or alternatively: get into the bank and use the underground tunnel. It basically comes down to sacrificing points or booze: whichever you'd prefer to waste. I always choose to go into the bank and spend points on unblocking the staircase rather than using booze to have Leroy clear the rubble.

This is simply because it is easier- and a lot less boring- getting your points back up by killing zombies as opposed to hunting for booze. When looking for booze you tend to spend points opening doors to the locations anyway so logistically speaking, buying the stairs up and dropping into the bank is the better option.

The stairway to drop into the bank is attached to the general store just along from the bar. Once you've dropped in I'm sure you'll easily find the underground tunnel which leads to the weapons, be careful not to get trapped in the tunnel by zombies. Don't stand still spraying the zombies running after you, keep running! When you get to the guns you want to get the AN-94- the one furthest to the right- and find your way out of the room. Head back over to the box area and draw it on either of the two question marks, the choice is yours. I'd suggest the one at the top of the stairs- the reasons for which will soon become apparent.

Buy the gun and boom, you have a beautifully effective off-the-wall gun which you can keep on you and buy ammo for when you're running low. The AN-94 is very similar to the AK-47 and, I'm no genius, but I'm sure that's where the AN got it's name from. 47x2=94. Voila. I lied, maybe I am a genius. I'm starting to think that I should become a detective with a brain so excellent.

IMPORTANT: you can return to the weapon-filled room at any time to grab a gun. Get some more and draw them wherever you find a question mark. It is a good way to get some points, even if you don't plan on using the particular weapon which you've drawn.

Step 6

My work here is almost done. If you haven't already, buy juggernog. You'll be needing it around about now. You should have quite a number of points by no and assuming that you haven't already been doing so: hit the box a couple times, try your luck. You might get an amazingly good gun, it's worth the gamble.

Now you must open the door to the general store. This is where some of the parts will be for the trample-steam.

The zombie flinging trample-steam.
The zombie flinging trample-steam.

This beautiful piece of machinery is built on the NAV table which is located upstairs in the building which adjoins the Sheriff's office. If you can't manage to find all of the parts in the general store, have a look around in the building where the NAV table is and also try the Sheriff's office. Once you have completed the machine, pick it up and head down towards juggernog.

The ultimate camping spot.
The ultimate camping spot.

Go into the gap where jug s and set up the trample-steam as demonstrated in the above image. Now you are ready. All you have to do now is sit tight and shoot. You should be able to reach a pretty respectable round now. You've done the hard part- which is setting everything up. Now, sit back, relax and slay some zombies. You have your AN-94 which you can continuously buy ammo for at the end of rounds. Hopefully you have a good secondary weapon from the box. And if you don't keep trying, remember: it isn't going anywhere!

Seeing as this is a beginners guide, I'm not going to go into things like Pack-a-punching and the other perks quite yet. Pack-a-punching on this map can be extremely complicated. You have to navigate the maze and deal with the point stealing witches/ghosts. It can be horrendously frustrating.

Also, I'm aware that the trample-steam can be used for other things. For example: jumping from the Sheriff's office roof over to the courthouse (where speed cola is). But again, its a beginners guide. That said, if you do manage to get across to speed cola using the trample steam- that is a really good thing. Especially when camping in that particular spot. For now though, don't feel pressurised to try. Sit tight and shoot those undead SOB's. You will be satisfied with the outcome.

Five

McNamara, Nixon, Castro and Kennedy fight the horde
McNamara, Nixon, Castro and Kennedy fight the horde

Difficulty: 10/10 Enjoyability: 8/10

Up next we have Five, the map which is set inside the Pentagon and has four playable characters- all of which are real people. I personally love this map, I also know quite a few people who hate it and then you get the people who sort of sit on the fence, they don't mind playing the map but they aren't exactly overwhelmed with excitement at the thought of doing so.

I'm not going to sugarcoat it, this map is difficult for even the most experienced zombie-slayers. So beginner beware: this one is not for the fainthearted.

Step 1

In most maps, step 1 will more than likely look the same. It is a time to build points, kill the zombies in the first room using your pistol. Rebuild the barriers after the zombies smash through the glass windows and then get to work on killing them. If you get a max ammo aim to stay in this first room until the end of round 3. Don't buy a gun off the wall if you have ran out of pistol ammo. If you fail to get a max ammo before you run out of pistol juice move on. Also move on if you start to get swarmed. Reaching round 3 in here with just your knife and pistol is the best case scenario, so don't take it as gospel.

Whenever your time to leave comes head into the corridor and clear the debris, then do the same for the lift. Get in the lift and head down to the lower level. Oh, and don't forget to buy quick-revive before you leave!

A map of Five.
A map of Five.

Step 2

Now that you have reached the lower level, its time to buy a gun, grab the MP5k off of the wall and get to work on building those points. Stay on the upper ring of this floor until it starts to get a little too crowded, but don't stray to far from the debris on the stairs which grants you access to the ground below. You need to stay near this in case you need to make a swift exit. Once you are forces to open the stairs, go down and head over to the other lift. Clear it and get inside, its time to go to the basement. Are you scared? You should be.

The pesky Nova 6 zombie.
The pesky Nova 6 zombie.

Step 3

When you reach the basement level you are greeted by the excruciatingly irritating Nova 6 zombies. These little crawlers will drive you mad, the way that they mess up my rape trains quite simply infuriates me. But luckily, they only appear in the basement level on this map, once we go back up to the middle floor you'll never have to deal with them again. Until we have to go back into the basement...

We're looking for two things in the basement: the power switch and the mystery box. The power switch is more or less in the centre of the basement. Just wonder around the corridors until you come across it and once you find it, you switch it on- I'm hoping that you already knew that. If you didn't well, we're in for a rough ride...

The mystery box can be quite the nuisance. It will be in one of the rooms throughout the basement, the only thing I can advise in order to help you find it is quite simply: walk around looking through the windows until you spot it. Once you do, buy the door and give it a whirl. But remember, don't get carried away. Conserve your points as much as possible. And watch your damn back.

Alternatively, if you can't find the box, don't spend all day looking. It's not a wise move hanging around in the basement for a prolonged period. If you can't find it, get the hell out of there, and fast!

Step 4

By now the rounds will be getting on. If you haven't already done so, get yourself back to the middle floor. You can use the lift or the teleporters- which will have appeared after turning on the power. With the teleporters you won't be forced into spending points, but you also aren't guaranteed to end up in your desired location. But you can quite easily just jump back into the teleporter until you end up where you want to be, so it's not that big of a deal.

Now that the power is on and you're back on the middle floor it is time to save for jug, if you have enough: great, if not it shouldn't take you long. Just keep using your MP5. With a bit of luck you'll have gotten a good weapon from the box, my guess is that you did not, the box is a cruel mistress.

Buy jug when you can. You're going to need it, especially on this map. I like to have it on this map as early as round 5- just to be sure. If you're finding things tough: good, you should be. Everyone does. Where would the fun be if we didn't? When you gather enough points to clear the debris on the lower level of the war room, get down there and clear it. This is where you are going to start running rape trains (allegedly).

WARNING: I don't expect you to survive much further than round 9 on this map.
The greatest sight to see in Five.
The greatest sight to see in Five.

Step 5

RUN!!!

If you haven't been absolutely terrified by him already, you certainly will be soon. This fear-evoking, siren-starting, gun-stealing lunatic, will soon be upon you.

He's coming to get you!
He's coming to get you!

And if you don't have a somewhat above average weapon, attempting to kill him is rather futile. If you have a great weapon, go for it. Spray him with ammo and hope for the best, but if he gets too close, witch back to your MP5 because he's going to steal the weapon which you are currently holding- and you certainly don't want said weapon to be your best one. If you don't have the firepower to defeat him then just run, with your tail between your legs.

You may be called a coward or a baby, but so be it. Embrace it. Run like the coward you truly are. The only way to get your stolen gun back is by killing him and if your best weapon is the MP5 and he manages to steal it, well, things aren't looking overly optimistic for you are they? Once he has disappeared, you are then free to move on to the next round and attempt to run rape trains in the aforementioned area.

Step 6

Die.

Sorry to break it to you, but around about now is where I'd expect you to die. Don't be disheartened though, I've already made it apparent that this map is a difficult one to conquer. If you've made it this far, chances are you're quite naturally gifted in the art of zombie-slaying, lucky you! So keep playing using the following techniques. You may just end up surprising yourself- and me also.

Run the trains. Run through the areas where the debris once was, accumulating zombies on the way. Keep moving and occasionally turn and shoot with you MP5. Don't expect big things of yourself here. This is a beginner's guide and running trains around here is tricky. I even struggle with it sometimes. If you haven't quite managed to form a strategy with rape trains whatsoever, then instead of trying this go back up the stairs and try to hold them off along the walkway. Run, jump, fly, do whatever you have to do to avoid being cornered. This can only lead to imminent death.

Perform these strategies until you die. Try your best and always watch your six. And that's an order, Private!

A possible rape train route.
A possible rape train route.

Without a PAP'd weapon things will get pretty hectic, pretty fast. I'll include how to access pack-a-punch anyway, it's not as tricky- or annoying- as it is on Buried. If you manage to get enough points for it (5,000) after carrying out all of the other steps in this guide, then why not put them to good use.

Now, you may by now have already noticed the switches on the walls in the war room. Each one has the word 'defcon' written next to it. And the word is followed by a number, ranging from 1-5, written next to that. If you haven't seen them, they look like this:

The 5 defcon switches.
The 5 defcon switches.

The teleporter for pack-a-punch will be accessible when defcon 5 has been reached. To do this, simply flick all of the switches (in numerical order of course) until the voice over the intercom announces that you have reached defcon 5. After this takes place, head over to the teleporter in the centre of the room and it will now lead you to the pack-a-punch room. Voila. Mission accomplished.

Nacht der Untoten

The countless hordes of untoten approach.
The countless hordes of untoten approach.

Difficulty: 7/10 Enjoyability: 8/10

Nacht der ntoten- this desolate, mist-surrounded map, which is situated deep within the heart of solitude, is the birthplace of Call of Duty zombies. it is the location which started it all.

Writing a beginner's guide for this map is going to be fun. It will be short and sweet. Simply because of how easy this map is to get the hang of. It is the ultimate beginners map, because well, it was the first map ever to be created. Making everyone a beginner when the map first came out. The map hasn't been made to be complicated or hard, it was made so that players can learn the art of zombie-slaying and become familiar with the mode of play. Essentially, it is made to be easy and enjoyable.

So, I will provide you with a beginner's guide which encompasses the reasons for this maps existence: easiness and enjoyability. After all, the reason we play games is to enjoy them, isn't it?

Are you ready to experience some zombie-slaying thrills? Then let's do this!

Step 1

You will find yourself in a fairly sizable yet, somewhat tight room. And if you look around you, you will notice that there are a considerable amount of windows which the undead will soon be attempting to breach. To make matters worse, this room provides you with only two off-the-wall weapons: the M1 Carbine- 'Murica!!! (sorry) and the Kar98, neither of which are anything special. This starting room is basically the game telling you to move on, the game wants you to move on.

But you shall not succumb to its wishes, not yet anyway. You are going to fight- with every ounce of your being- and hold this room. Do so for as long as you can. Use your pistol ammo, you have been gifted with free rounds- you may as well put them to good use. And don't forget: round 1 on every zombies map is a one-hit kill with your knife- don't forget to put it to good use.

What' the hell is he doing here?!
What' the hell is he doing here?!

"Knife the watermelon" Woah, erm Gaz... i think you're in the wrong article here buddy. "Nice! Your fruit killing skills are remarkable!" Wait, didn't you here what I... Oh forget it, nevermind. Moving swiftly on.

Step 2

Once you find that you are incapable of holding the first room any longer, its time to move on. Have you made use of the M1 Carbine? It can be pretty effective in the early rounds. If you haven't yet tried it out, give it a go. If you've already bought it and you find yourself being swarmed, its time to run.

Head for this door:

HELL.
HELL.

If you look really, really, super closely, it almost looks like it says hell... Oh.

After breaching hell's gates, you are actually greeted by heaven. The mystery box is in this room. You know what to do. Don't worry about point conservation. Believe it or not, this is where we are going to spend the rest of the game. And besides, Nacht der Untoten is from a much simpler time, a time where we didn't need to spend thousands of points on PAP'ing and perk-a-cola machines, because well, they didn't yet exist.

This map- and in particular, this room- is a great place to run glorious rape trains, despite being quite small. In this room, you weave in and out of the concrete support columns, gathering zombies on your way. There is no specific route, its all about trial and error. Find a route which works for you and apply it.

The map!
The map!

Step 3

See how far this strategy gets you. Buy the Thomson off of the wall, this is your solid (sort of) gun. It comes in handy because it is right next to you, you can grab ammo for it mid-train and trust me, that is crucial when running rape trains. There is nothing quite worse than running out of ammo and having nothing remaining to slaughter the humongous cluster of groaning zombies who are right on your tail. It is scary when that happens. So the Thomson is good in that respect.

Here is a possible route to run in the first room.
Here is a possible route to run in the first room.

Also, when you complete a round, hit the box. Try get a ray gun or a browning. And enjoy yourself. Make the most of the drops which the zombie provide you with- especially the nukes! But don't break the train and risk your life for it, wait until you lap around.

NUKE!!!
NUKE!!!

Once you get bored of running trains in that room, you can try running one around the whole map, to do this: clear all of the debris in the map and start next to the HELL door in the first room. Kill the zombies who spawn in the hell room and let the ones who spawn in the starting room approach you. When they get near, make your way into the hell room and get up the stairs. Slowly make your way through the second floor and back down the other staircase which will lead you back into the starting area.

But beware, this train only really works on earlier rounds and I find it is more just for fun than to actually reach a high round. As the zombies become faster and tougher, you won't be able to kill the ones who spawn in the hell room in time and you will be swarmed almost instantly. It is still good fun and practice though.

So, that's pretty much it for Nacht der Untoten. I know there's not much to this one but that's only because, well, there's not much to this one! It's an easy, fun map, which doesn't require much strategy. I know that there are probably many other strategies out there- as there will be with every map- but I'm simply giving my 2 cents.

Try out this strategy on what happens to be one of my most favourite maps ever and see what round you manage to reach! I love you, Nacht der Untoten!

Tranzit

Chaos at the bus depot!
Chaos at the bus depot!

Difficulty: 8/10 Enjoyability: 9/10

This map is one of a kind! It combines the other maps from the Green Run section of Black Ops 2 zombies: Bus Depot, Farm and Town. And it also contains two extra bus stops: Diner and Power plant- where, believe it or not, the power switch is! There is also a few hidden pathways and areas within the maps boundaries. Tranzit combines all of this into one and each area is linked via a moving bus (you can reach them on foot but it is much less fun and a lot more dangerous).

Yep, this map is most certainly as fun as it sounds. And since it is very large and there are many places to be explored, the possible list of strategies is almost endless. I guarantee that if you asked someone else for a how-to guide for this particular map, it would look a lot different to mine. But nevertheless, I believe that mine is still effective and hey, if it works for someone, you're in no position to criticise.

Anyway, baffling aside, lets get back to some epic zombie-slaying action.

This will come in handy!
This will come in handy!

Step 1

You will spawn in a small room with four accessible windows for the zombies to break into. If you look around you might notice a NAV table and also quick-revive. There'll be some off-the-wall guns too, but pay no attention to them. By now you should know the score for round 1: buy quick revive, 6 bullets followed by a knife when killing zombies to maximise your points, yadda yadda yadda. But in this map there's a slight difference.

Trying to survive for a significant amount of time in this starting room is a futile endeavour, you're going to have to leave. But, instead of buying your way out, you're going to build your way out. Look around the room for parts, you'll need to find a mannequin, a fan and a tail. It shouldn't take you long to find them. After finding each one, apply it to the NAV table and build the turbine. It has many uses: opening specific doors, powering up perk machines before the power is activated, powering up street lights before the power is activated, supplying power to certain buildables, opening PAP and even restarting the bus after an EMP grenade or if the Avogrado manages to disable it.

Isn't she beautiful?
Isn't she beautiful?

Upon completing round 1, place the turbine next to the other door in the room (the non buyable one) and it should open. Check this small room for a part (it should be in the corner if it is there) and then place the turbine at the next door and leave the building. Don't forget to pick your turbine up before you leave. Hop on the bus and buckle up, its going to be one hell of a ride!

Step 2

This is probably the least fun part of playing this map when you use my strategy. Kill the zombies in round two whilst in transit (pun intended) but make sure to leave one alive- this is crucial. You'll know its the last one because it will start making noise- and lots of it. If your last zombie is clinging onto the side of the bus, chipping away at a barrier then this is good, all you have to do is keep rebuilding the barrier every so often to prevent the zombie from getting in.

If your zombie is inside the bus, don't sweat it, when inside the bus the zombies move incredibly slowly so just keep running back and forth, basically just have a nice game of zombie tag with your final undead friend. Come to think of it, the whole game mode is pretty much one giant game of zombie tag isn't it? Huh, I've never really thought of it that way. Sorry, as you can already tell I'm rather easily distracted... Anyway, back to the guide.

When you're certain that you are left with only one then its time to complete step two. Stay on the bus at the first and second stop; get off at the third (Power Plant) and head over to this shed like construction.

The hut through which you gain access to the power.
The hut through which you gain access to the power.

Sadly, your turbine won't work on this door so you'll have to buy it (sigh). I know, life isn't fair sometimes is it? Well deal with it! Buy the door and get your ass down there into the brightness.

This is when you will find out why leaving only one zombie alive is a massive advantage to you. You are going to build the power on the NAV table in the room opposite the one which you will have dropped into. The parts for the power are scattered around in various locations, and they are: a power board, a lever and a zombie hand. Apply each part to the NAV table upon finding it. As you can imagine, attempting to find these parts with a herd of zombies barreling towards you isn't an easy task- especially if you aren't familiar with the part locations.

So to make things simpler for you, we've kept one alive so that you can build the power switch stress-free. You can thank me later.

Step 3

Once you've completed building the power, the switch will appear and you can now pull it. Go ahead. After it has been activated, if you look behind you, you will most likely be blinded by an overly bright blue light. If your zombie is still in the main room when you flip the switch, well, I hate to tell you but... He's now dead. It's a shame really, he was a good friend... Oh well, plenty more zombies in the erm, lava? But not for long! Round 3 will soon be upon us so we best get moving.

Place your turbine next to the door of the room you're in. The door will open automatically but it's best to open it sooner with your turbine. We've got a bus to catch! Be careful when moving through this next building, there's a gap to leap over *gulp*. It's not particularly hard to clear it, but I can't even count the amount of times that I've approached it all nonchalant, only to mistime my jump and fall into the abyss below. So, just take your time and CONCENTRATE.

Make your way to the end of the walkway and drop out of the building to where the bus SHOULD be. If it isn't there then you've missed it- try be a bit quicker next time! If it's there then you built the power quick enough, congrats to you. So, if it's there: get on. If it isn't, go over to the shack and buy the AK74u, we're going to have to fight out a few rounds here. Which shouldn't be too difficult, as its only round 3.

MY EYES!!!
MY EYES!!!

Step 4

Seeing as this is a beginner's guide, I didn't expect you to catch the bus after building the power- it doesn't hang around for long. So we're going to carry on from here. If you managed to get the power built and catch the bus then you can pretty much disregard step 4, go straight to step 5.

To survive at the Power Plant won't be hard, kill the zombies in round 3 using the AK. Go through round 4, if you're finding things tough. Leave one zombie alive and run him round a little, the bus will be back soon. You shouldn't find things hard though, not quite yet. So if you can, kill the zombies and build your points, we're off to buy juggernog. When the bus arrives, hop in, we're headed for Town.

Step 5

Town is the next stop. Jump out of the bus before it comes to a dead stop. If you time it right you'll be able to dodge the obstacles which are in your way when you leave the bus once it is static. Getting off early means that you won't be forced into buying the door to gain access to the main part of Town. Run into the centre of the map (watch out for the lava pools) and look for this staircase:

Player ascends the stairway to heaven, I mean jug.
Player ascends the stairway to heaven, I mean jug.

It is in a gap between two buildings. Head up it and buy the door. Jug is just inside. If you don't have enough points, quickly build some up and buy the perk. We need to get back to the bus.

Get back to the bus and stay on it as you pass back through the Bus Depot. Get off at the second stop: Diner. We're going to spend a little time here gathering some points and running some rape trains.

Like this one.
Like this one.

Step 6

By now, you should be up to around about round 8/9 (that is just an estimate based on where I'm normally up to by this stage). We've made it to the diner, here we're going to make our way over to the very bottom of the area- furthest away from where the bus parks, walking in the same direction which you drove in from. In the corner you will see a small shed. Go over to the door and yes, you guessed it, place your turbine next to it. The door will open. This is a possible bus part location, if there is one, put it on the bus (unless it is the ladders which look like they attach to some sort of hatch)

This thing.
This thing.

They can be used to access the roof to the diner which is where you will find Galvaknuckles.

The MP5K is in this building.
The MP5K is in this building.

The box can be found at this part of the map. Open the door to it if you want, but don't go crazy and blow all of your points. You're going to need them to open the door to the other building. Open the door to the other building and buy the MP5 which will be in the corner next to speed-cola. The reason for buying the MP5 is to ensure that we have a gun which we can easily buy ammo for whilst running the rape trains.

I'm sure you've noticed the huge lava pool, this is where you're going to run some trains. Run around gathering zombies and circle them through the lava and then do a loop at the other side of it and then jump back across/through the lava- keep turning and shooting. Go around the outside of the cars through the mist if you have to. This part is about experimentation, just try different things and do what works for you. Report back to me when you've managed to get a good weapon for the box and have enough to pack-a-punch.

Step 7

Don't worry if you died at town, things can get pretty heavy. Even if this was a guide for more advanced players, there isn't a lot left to do. All I would add would be to go perk collecting, get Galvaknuckles, build the jet gun and pack-a-punch- and right now we're going to do just that, we're off to PAP. Even in an advanced guide, once these things had been achieved it would be back to running the trains again anyway so we're not missing out on that much.

So, to PAP, we must catch the bus back to the Bus Depot and grab a fresh turbine. Make sure to leave yours out for a little so that it gets destroyed, otherwise you won't be able to pick up a new one. After running and grabbing a new one, hop back on the bus and fend off the zombies until you depart (it's probably a good idea to leave only one alive to ,make things less difficult). You need to get off at the Power Station next. When you do, hop off and drop into the hut again. Directly behind you there'll be a large door that looks like this:

Place your fresh turbine beside it and hot-tail it back to the bus.

Get off at Town and open the door to the bank (the one which we purposely avoided opening earlier). You'll see a bank vault once inside, throw a frag grenade at it. It will open, when it does, go inside and do the same to the next. If your turbine did its job, you'll be able to go down further. If it failed, you will be greeted with the same door that you planted it next to and you'll have to try again.

If it worked, go down and look for the parts for PAP and build the machine on the NAV table. And there you go. PAP your weapon and get back to running your rape trains wherever you want to (Town is also a good option). Get going, your destiny awaits you young zombie-slayer.

Kino der Toten

Wide-mouthed and bright-eyed, the undead are coming
Wide-mouthed and bright-eyed, the undead are coming

Difficulty: 6/10 Enjoyability: 10/10

Let's just get this out of the way: I LOVE KINO DER TOTEN!

Now that I have that off my chest, lets get into this. Kino is a map which never gets old for me, no matter how many times, how many countless hours I spend playing this map, I can just never become bored of it. It's just epic. It is easily my most favourite and most played map in the entirety of my COD zombies experience. It is the place where I first learned how to run rape trains, the place where I first experienced PAP'ing (I didn't play any of the other maps on WAW) and it was also the place where I first managed to experience the almighty thunder gun!

Ah, so many fond memories.

Alas, I can't spend the rest of this article wallowing in the reminiscent, nostalgic memories of the good ol' days, we've got zombies to kill.

Let's do this shit!

The map.
The map.

Step 1

The starting room. Same story as every other step 1 pretty much. Build your points with your M1911 and your knife. Buy quick-revive and simply survive. stay in the first room until round 3 - if you get a max ammo, if you don't and you can't manage hold off round three in the starting room with just your knife, then buy the M14 off of the wall, its a cheap enough gun.

As soon as you've slain the last zombie in round three head up the staircase and buy the door. You should also have enough for the next door too. Buy that one and head into the next room. We're going to wait in here until we save up enough points to buy the MP40.

Step 2

Buy the MP40 once you have enough points to do so. It is an awesome weapon for point-building and it is pretty powerful in the earlier stages as well. Stay in this room until you face your first round of dogs (which will come within the next few rounds). Simply stay at the bottom and do laps of the table if you have to. Build your points and try to conserve ammo buy making every bullet count. If you get backed up with no alternative but to open the door, then you're going to have to. But do your best to stay in this room until you've completed your first dogs round.

Now, when the dogs come, peoples initial instinct is to camp in a nearby corner and attempt to fend them off. But I feel like without jug, this isn't really a smart move. I always find it easier when dogs arrive to simply just keep running around and try to get them as soon as they spawn. Take the fight to them, you be the aggressor rather than letting them hunt you down. If you get hit - let's say, when reloading for example - then simply just run to a safe area to reload, or keep running until your red-screen and heavy breathing subsides. Include frequent changes of direction when running from dogs so that when they jump for you, they have a good chance of missing.

Use this strategy every time you are faced with the hounds of hell.

Down boy!
Down boy!

Step 3

After dogs buy the next two doors and get onto the stage. Walk straight to the opposite end from the side you entered at and switch on the power. The curtains will draw and the crows will gather, the stage is yours my zombie-slaying apprentice. Break a leg!

I hope that you haven't hit the box yet, I've never given you permission to do so! (if you haven't come across the box yet, you've been terribly unlucky!). But seriously, don't hit it just yet. We're saving for jug. Depending on your strategy, you may already have enough points. It'll be round 6-7 ish by now, so chances are you do have enough for jug, or you'll be pretty close at least.

Step 4

Now that you have jug, we're going to start training on the stage. First thing to do is to link the teleporter (walk into the ginormous machine on the stage and hold X, then go back into the starting room and stand on the linking pad and hold X again), the reason for linking the teleporter is so that, if things go wrong, we have a fast escape route!

We need to keep building those points with the MP40. Start practicing your rape train running skills on the stage. If you're new to rape trains and are unsure of the do's and don'ts then check out my article which gives you five tips to running the rape train, by clicking: here.

Find a route that works for you. Build up some points by running trains and report back to me when you have 3,000.

The yellow line shows a possible large scale route.
The yellow line shows a possible large scale route.

Once you've reached 3,000 points, buy speed-cola, which is in the same room as the MP40 and then get back to the stage and carry on training.

Step 5

We're now aiming to get enough points to pack-a-punch. As soon as you do, get in the teleporter and hold X (make sure that it's still linked- it will be if you haven't used it yet). You will be transported into the PAP room, put your M1911 into the machine and you will pull out Mustang and Sally - one of the most epic zombies weapons ever! They're just awesome, plain and simply awesome!

Train on the stage again when you get back to it. Depending on the number of zombies waiting for you when you're returned to the starting room, you may need to run around the long way to get back. Once you get there, build points still using your MP40.

Mustang and Sally!
Mustang and Sally!

Now, things do start to get tricky around about now. The zombies are spawning in quick, they're running quick but the worst part: they're dying slow. And this is an issue. If you haven't managed the rape train, chances are you're going to go down pretty soon. So my job here is done for this map. From this point, the only things left to do are: build enough points to buy mule-kick, and then enough to buy the M16 off of the wall and PAP it (the M16 is your near-by off-the-wall weapon which I mention in my rape training article). And then you basically just keep running trains either on the stage, or around the entire map- using the traps to pick off the zombies.

So my advice to you is this: play Kino over and over again, until you get more and more used to running rape trains. There'll be a time where everything will just click. Running trains will become second nature to you. Kino is perfect for learning rape trains, it is the map which taught many of us avid zombie-slayers the precisely beautiful art of the rape train- including myself!

Now, young-slayer, use my strategies as a base. Master the basics and use them to build on in order to perfect your craft. Once you form your own personal little strategies you will find zombies a lot easier and as a result of this, probably a lot more fun. Keep playing, keep battling and improve; you never know what round you might reach one day!

So, that concludes it. I've covered my top 5 favourite maps. My work here is done. If you have any requests for a beginner's guide to any other COD zombies maps, then let me know in the comments and I'll be sure to make it happen.

For now though, go forth and kick some zombie-ass!

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