Although the Nazi Zombies mode shipped on the World at War disc and was later added to with Map Pack 1, this DLC is the first to introduce the trophy-hunting community to the wonders of the tongue-in-cheek slaughter of hundreds of undead soldiers. If you're starting from the beginning and need to know what it's all about, read on. If you're already a veteran of Call of Duty zombies and are just looking for help earning the trophies specific to this pack, feel free to skip to the bottom of this section for information specific to Shi-No-Numa.
The basic premise of zombies in the Call of Duty series is much like that in every other zombie game you've ever played: you're stranded in a remote location with hordes of undead who want to eat you, and they're really hard to kill. In the Call of Duty world, you generally start each map in a small, enclosed space, and the zombies have to rip boards off of windows or tear through walls to get at you. Thankfully, you can replace the boards to hold them at bay, but you soon find that you just can't keep up with the advancing creatures and have to get the heck out of that little room.
You get points for killing zombies (the amounts vary depending on the way that you kill them), and you can use these points to open doors to new areas, purchase weapons and ammo, try your luck at the Mystery Box, activate traps, and do all kinds of other fun and interesting things.
The game plays out in rounds, and once a round is complete you get a few seconds to catch your breath, buy new weapons, repair window boards, etc. before the next round begins. After 5 or 6 rounds have passed, you'll run into the Hellhounds: fast moving undead dogs that will quickly swarm and kill you if you don't have a good plan for dealing with them. The good news is that after you take them out you'll be rewarded with Max Ammo for all of your weapons. They'll return on a fairly regular basis throughout the game.
More specific information on dealing with this undead nightmare can be found below, but that should be enough to get you started.
Weapons and the Mystery Box
You start the game with your knife and a very weak pistol, but obviously these won't help you for very long, so you'll need to find something stronger. Several basic weapons can be found in various locations throughout the map, and show up as chalk outlines on the walls. Walk up to the outlines and hold
to purchase weapons off the wall (or more ammo if it's a weapon you're already carrying).
The weapons that are really going to carry you into the later rounds, though, can only be found in the Mystery Box, which is a crate that costs 950 points to use and will generate a random weapon that you can pick up or ignore (but the points are spent either way). After several uses, a teddy bear will pop out of the box instead of a gun, and it will move to another location on the map, marked by a beam of light going up into the sky. It's completely random, and you'll learn to love and hate it as you spend time in this mode, because it will determine whether you live or die in the later rounds.
As you're playing the game, killed zombies will randomly drop glowing power up items, which will hover in the air for a short period of time before blinking and then disappearing. You'll need to grab them quickly, but sometimes it pays not to get them right away, and it's almost never worth it to try to run into a group of zombies just to pick one up.
- This one comes in the shape of a skull, and gives you one-shot kills on any zombie, regardless of what round you're on, until it wears off. If you're not being completely swarmed, you can use your knife during this period to save on ammo.
- Picking up one of these will instantly kill every zombie currently on the map. Unsurprisingly, it looks like a bomb.
- This one looks like an ammo box (go figure), and will fill up the ammunition of both of your guns (and those of your teammates if you're not playing solo). Most of the time, you want to wait as long as possible before picking this one up so that you maximize its benefits. You also want to make sure that everyone reloads before you pick it up whenever possible, because it won't fill up the empty spots on your current clip.
- This one is self-explanatory, both in appearance (it's a big "x2" floating in the air) and in function. Doubles points for all actions while its effects last.
Scattered in the four corners of the map, inside the huts located there, are Perk-A-Cola machines (locations are marked on the map below). These machines allow you to purchase drinks that give you boosts to your performance in four distinct ways. Note that these machines are random on Shi-No-Numa, so getting the ones you need is strictly a matter of luck. Below you'll find a quick breakdown of the four drinks, their costs and their benefits.
Juggernog (2,500 points)
- Put simply, this perk gives you increased health. It will more than double (from 2 hits to 5) the amount of damage you can withstand before going down, so needless to say, it comes in quite handy. Having this drink in you can frequently mean the difference between having enough time to sprint away from a group of attackers and lying dead on the floor.
Speed Cola (3,000 points)
- The last thing you want, when you're being surrounded by dozens of undead soldiers, it to get stuck in the middle of reloading your gun - especially some of the bigger machine guns that have really slow reload times. That's where Speed Cola comes in handy - it reduces the amount of time it takes to pop a new clip into that weapon and start firing again by 50%. Another perk you simply can't live without.
Double Tap Root Beer (2,000 points)
- Ever wished your gun would pump out just a few more bullets at a time? If you said yes, then Double Tap Root Beer is for you, because it increases the rate of fire of all weapons by about a third. Unfortunately, that means that you also burn through your ammo that much faster, so its benefits are debatable.
Quick Revive (1,500 points)
- If you're playing online, you have the ability to revive your downed teammates. Problem is that the reason they're down is because they're surrounded by zombies, and so you need to get in and out quickly. That's the theory, anyway, behind Quick Revive, which halves the amount of time it takes to revive a teammate. In practice, though, this one is completely worthless - especially on this map.
Map Pack 2 introduces Shi-No-Numa, the zombie swamp, which has two key identifying characteristics. The first and most obvious is the swamp itself. Any time you venture out of the main building in the middle, you need to do your best to stay out of the water, because it slows you down much more than it does the zombies who are coming after you, and getting stuck in that mire is a sure-fire way to get yourself killed. The second thing you'll want to take note of if you've played other zombie maps is that there is no power switch in this tropical paradise. Either someone remembered to pay the bills here, or the swamp mystically generates its own electrical power, because everything you need to do is available without the need to flip the switch.
Inside the spoiler below is the layout of this map and it's four playable characters. Specific locations are mentioned throughout the rest of the guide, so you'll want to get familiar with those locations and where they are. Your initial spawn point is on the second floor of the large hut in the middle of the map.