Call of Duty: World at War - Map Pack 2 DLC Trophy Guide

- 1Overview
- 2Related Trophy Guides
- 3Introduction
- 4Tips and Strategies
- 5Roadmap
- 6Trophies
- 6.1Dead Air Must have been a wrong number. (Secret Trophy)
- 6.2Hammer Time Repair 200 window boards in a single game. (Map Pack 2 Only)
- 6.3It's a trap! Kill at least one zombie with three different traps in a single round. (Map Pack 2 Only)
- 6.4Weapon of Minor Destruction Kill no more than one zombie with a nuke. (Map Pack 2 only)
- 6.5Perk-a-Holic Have all four perks simultaneously active in a game of Nazi Zombies. (Map Pack 2 Only)
- 6.6Fertilizer Man Kill 200 zombies in a single game. (Map Pack 2 Only)
- 6.7Deadhead Get 150 zombie headshots in a single game. (Map Pack 2 Only)
- 6.8Big Baller Earn 75,000 points in a single Nazi Zombies game. (Map Pack 2 Only)
- 6.9Big Brawler Get 10 consecutive zombie melee kills before Insta-Kill expires. (Map Pack 2 Only)
- 6.10Soul Survivor Reach round 15 in Nazi Zombies without getting revived. (Map Pack 2 Only)
- 7Credits
[top]Overview
0
0
3
7
Players: 1 offline, up to 4 online
Online Trophies: Not required - all trophies can be earned online or offline.
Cheat Codes Affect Trophies: N/A
Estimated Time to 100%: 5-15+ hours, depending on skill
Collectible Trophies: No
Missable Trophies: No
Glitched Trophies: No
[top]Related Trophy Guides
This guide will only cover the trophies from this map pack. Please see the Call of Duty: World at War Trophy Guide or the Call of Duty: World at War Map Pack 3 Trophy Guide for the other trophies in this game.
[top]Introduction
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.
Zombie 101
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.
Power Ups
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.
Insta-Kill - 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.
Nuke - Picking up one of these will instantly kill every zombie currently on the map. Unsurprisingly, it looks like a bomb.
Max Ammo - 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.
Double Points - 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.
Perk-A-Cola
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
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.
Zombie 101
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.
Power Ups
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.
Insta-Kill - 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.
Nuke - Picking up one of these will instantly kill every zombie currently on the map. Unsurprisingly, it looks like a bomb.
Max Ammo - 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.
Double Points - 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.
Perk-A-Cola
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
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.
Toggle Spoiler
[top]Tips and Strategies
Headshots, headshots, headshots
Make no mistake about it, you need to learn to aim for the head or you will not survive long in this mode. The zombies in this game are... well, they're zombies, so they can absorb a ton of damage to their bodies before they go down. Unfortunately, this is easier said than done, because their heads are not always where they should be, they move around quite a bit and in the later rounds they're frequently sprinting toward you in large groups, but this is a necessity.
Friends are nice, but...
Most of the more difficult trophies in this pack are easier to earn if you're playing by yourself, because this map is a little on the small side, there are a lot of tight areas and plenty of swamp for you to get stuck in, and the number of zombies in each round is multiplied by the number of players on your team. Need I say more?
Use your weapons wisely
Make sure you don't waste ammo for your good weapons when they are not necessary. This is especially true for the ones you get out of the Mystery Box, because you can't buy more ammo for them, so if you run out you either have to hold out for a Max Ammo drop from the Hellhounds or replace it with another weapon and pray you can get it back out of the box later.
Make sure you know what you're dropping
When you get a new weapon off of the wall or out of the box, it will replace the one you currently have equipped, so make sure you are holding the one you want to get rid of.
Learn how to make a crawler
Zombies are resilient creatures, and they can carry on even after you've thoughtlessly removed several of their limbs. Learning how to do this consistently will be one of your keys to success, because you'll frequently need to relieve a zombie of his legs to slow him down, and then leave that crippled foe as the last one of the round, giving you more time and (relative) freedom to get a few things done before the next round starts. Generally speaking, if you toss a grenade into a group of zombies, one or two of them will have their legs blown off, and you're going to need to become an expert in this art if you want to survive.
Make no mistake about it, you need to learn to aim for the head or you will not survive long in this mode. The zombies in this game are... well, they're zombies, so they can absorb a ton of damage to their bodies before they go down. Unfortunately, this is easier said than done, because their heads are not always where they should be, they move around quite a bit and in the later rounds they're frequently sprinting toward you in large groups, but this is a necessity.
Friends are nice, but...
Most of the more difficult trophies in this pack are easier to earn if you're playing by yourself, because this map is a little on the small side, there are a lot of tight areas and plenty of swamp for you to get stuck in, and the number of zombies in each round is multiplied by the number of players on your team. Need I say more?
Use your weapons wisely
Make sure you don't waste ammo for your good weapons when they are not necessary. This is especially true for the ones you get out of the Mystery Box, because you can't buy more ammo for them, so if you run out you either have to hold out for a Max Ammo drop from the Hellhounds or replace it with another weapon and pray you can get it back out of the box later.
Make sure you know what you're dropping
When you get a new weapon off of the wall or out of the box, it will replace the one you currently have equipped, so make sure you are holding the one you want to get rid of.
Learn how to make a crawler
Zombies are resilient creatures, and they can carry on even after you've thoughtlessly removed several of their limbs. Learning how to do this consistently will be one of your keys to success, because you'll frequently need to relieve a zombie of his legs to slow him down, and then leave that crippled foe as the last one of the round, giving you more time and (relative) freedom to get a few things done before the next round starts. Generally speaking, if you toss a grenade into a group of zombies, one or two of them will have their legs blown off, and you're going to need to become an expert in this art if you want to survive.
[top]Roadmap
Step 1: Play the game
If you've never played the Call of Duty version of zombies, you'll want to spend some time just playing around and getting used to how it works (see the introduction above for the basics), because it is a little different. It wouldn't be a bad idea at all to do this with other players, preferably ones who are experienced and are willing to help you learn. If you've played this mode before, either in World at War or Black Ops, you can probably skip this step and move on to the next one, although you'll still want to take some time to familiarize yourself with the map.
Step 2: Get the miscellaneous trophies out of the way
There are several trophies in this pack that can be gotten fairly simply, either alone or in a group, and you'll want to focus on those now. It's possible that you got some of them during step #1, but if not, here are the ones you'll want to get out of the way before moving on to step #3:
Dead Air
Hammer Time
It's a trap!
Weapon of Minor Destruction
Perk-A-Holic
Big Brawler
Step 3: Leave your friends behind and make your run for the big time
Now that you've taken care of all of the "easy" trophies, it's time to get serious for the rest. You'll need to follow the strategy in this guide very closely or come up with one of your own that works just as well, and practice, practice, practice to get really good at it. Do all of that, throw in a good measure of persistence and a heck of a lot of luck, and you might be able to knock out the last few trophies in this bunch:
Fertilizer Man
Deadhead
Big Baller
Soul Survivor
If you've never played the Call of Duty version of zombies, you'll want to spend some time just playing around and getting used to how it works (see the introduction above for the basics), because it is a little different. It wouldn't be a bad idea at all to do this with other players, preferably ones who are experienced and are willing to help you learn. If you've played this mode before, either in World at War or Black Ops, you can probably skip this step and move on to the next one, although you'll still want to take some time to familiarize yourself with the map.
Step 2: Get the miscellaneous trophies out of the way
There are several trophies in this pack that can be gotten fairly simply, either alone or in a group, and you'll want to focus on those now. It's possible that you got some of them during step #1, but if not, here are the ones you'll want to get out of the way before moving on to step #3:
Dead Air
Hammer Time
It's a trap!
Weapon of Minor Destruction
Perk-A-Holic
Big BrawlerStep 3: Leave your friends behind and make your run for the big time
Now that you've taken care of all of the "easy" trophies, it's time to get serious for the rest. You'll need to follow the strategy in this guide very closely or come up with one of your own that works just as well, and practice, practice, practice to get really good at it. Do all of that, throw in a good measure of persistence and a heck of a lot of luck, and you might be able to knock out the last few trophies in this bunch:
Fertilizer Man
Deadhead
Big Baller
Soul Survivor [top]Trophies
[top]
Dead Air 

Must have been a wrong number. (Secret Trophy)



Must have been a wrong number. (Secret Trophy)
To earn this trophy, you need to make your way to the Comm Room hut, which is marked on the map above. From the initial spawn, you'll need at least 2,750 points to get out of that room (either down the stairs or through the "Warning!" room), open the door to the Comm Room area and open the door to the hut itself.
Once inside, head into the second room, where you'll see a phone sitting on a desk. Walk over to it and hold down the
button three times, waiting a second in between each press (you're dialing 911). You'll hear a song start to play and earn a very simple trophy.
If you're more of a visual learner, check out the video in the spoiler below.
Once inside, head into the second room, where you'll see a phone sitting on a desk. Walk over to it and hold down the
button three times, waiting a second in between each press (you're dialing 911). You'll hear a song start to play and earn a very simple trophy.If you're more of a visual learner, check out the video in the spoiler below.
Toggle Spoiler
[top]
Hammer Time 
Repair 200 window boards in a single game. (Map Pack 2 Only)


Repair 200 window boards in a single game. (Map Pack 2 Only)
This is probably the easiest trophy in this pack, but it's also the most boring.
To repair a window board, you simply face a window that has boards ripped off and hold
. Since you will pretty much give up on repairing window boards in the later rounds, the best way to do this is just to get it out of the way in round 1. Kill all but one zombie, and then let him stand there ripping boards off of the window while you put them back. Rinse and repeat until the trophy pops.
To repair a window board, you simply face a window that has boards ripped off and hold
. Since you will pretty much give up on repairing window boards in the later rounds, the best way to do this is just to get it out of the way in round 1. Kill all but one zombie, and then let him stand there ripping boards off of the window while you put them back. Rinse and repeat until the trophy pops.[top]
It's a trap! 
Kill at least one zombie with three different traps in a single round. (Map Pack 2 Only)


Kill at least one zombie with three different traps in a single round. (Map Pack 2 Only)
There are five traps available on Shi-No-Numa: an electric fence in the door of each of the four outlying huts, and the Flogger, which is a giant rotating wheel of death just outside the main building on the way to the Fishing Hut. Each is activated by walking up to its control panel and holding
.
To earn this trophy, you simply need to activate three of them and let them do their thing, making sure you get at least one kill with each. It's best to follow the strategy laid out for
Big Baller to get some points built up, and then use the fences in the Fishing Hut and the Comm Room, along with the Flogger.
The Flogger should be pretty easy to get a kill with at any point, and the safest way to get kills with the fences is to wait until you're close to the end of a round (or make a crawler at the end of one), and then open up the area you need. A few zombies will spawn when you open up any of the four outlying areas, and you should be able to easily sprint past them into the building and then turn on the fence to kill them as they follow you.
. To earn this trophy, you simply need to activate three of them and let them do their thing, making sure you get at least one kill with each. It's best to follow the strategy laid out for
Big Baller to get some points built up, and then use the fences in the Fishing Hut and the Comm Room, along with the Flogger. The Flogger should be pretty easy to get a kill with at any point, and the safest way to get kills with the fences is to wait until you're close to the end of a round (or make a crawler at the end of one), and then open up the area you need. A few zombies will spawn when you open up any of the four outlying areas, and you should be able to easily sprint past them into the building and then turn on the fence to kill them as they follow you.
[top]
Weapon of Minor Destruction 
Kill no more than one zombie with a nuke. (Map Pack 2 only)


Kill no more than one zombie with a nuke. (Map Pack 2 only)
There's quite a bit of luck involved with the timing on this one, but it's generally easiest to get very early in the game and while playing solo, because it's easier to keep track of how many zombies there are.
Ideally, you'll get this before you even leave the main spawn room - there is normally a nuke dropped toward the end of one of the first few rounds, so you just need to do your best to make sure you kill all but one zombie before you grab the nuke (and before it disappears).
Ideally, you'll get this before you even leave the main spawn room - there is normally a nuke dropped toward the end of one of the first few rounds, so you just need to do your best to make sure you kill all but one zombie before you grab the nuke (and before it disappears).
[top]
Perk-a-Holic 
Have all four perks simultaneously active in a game of Nazi Zombies. (Map Pack 2 Only)


Have all four perks simultaneously active in a game of Nazi Zombies. (Map Pack 2 Only)
For this trophy, you'll need to be able to get enough points to get into all four of the outlying areas of the map, open all four huts and purchase all four Perk-A-Colas.
This is not nearly as difficult as it may seem, but you will need to devote a separate effort into going for it, because opening all four makes getting
Big Baller virtually impossible, at least if you're using the strategy laid out in this guide.
That being said, the best way to get this is still to follow that strategy to build up points, opening the Comm Room, Fishing Hut and Storage area and getting the three perks out of those huts, and then finally opening the Dr.'s Quarters when you're sure you have enough points to get to the last perk (1,750 for the doors plus whatever perk you have left - see the Introduction above for costs).
This is not nearly as difficult as it may seem, but you will need to devote a separate effort into going for it, because opening all four makes getting
Big Baller virtually impossible, at least if you're using the strategy laid out in this guide.That being said, the best way to get this is still to follow that strategy to build up points, opening the Comm Room, Fishing Hut and Storage area and getting the three perks out of those huts, and then finally opening the Dr.'s Quarters when you're sure you have enough points to get to the last perk (1,750 for the doors plus whatever perk you have left - see the Introduction above for costs).
[top]
Fertilizer Man 
Kill 200 zombies in a single game. (Map Pack 2 Only)


Kill 200 zombies in a single game. (Map Pack 2 Only)
This is pretty self explanatory - just manage to kill at least 200 zombies over the course of a single game and it will unlock.
You'll kill far more than this while going for
Big Baller, so just follow the strategy laid out for that trophy and you'll get this one in no time.
You'll kill far more than this while going for
Big Baller, so just follow the strategy laid out for that trophy and you'll get this one in no time.[top]
Deadhead 
Get 150 zombie headshots in a single game. (Map Pack 2 Only)


Get 150 zombie headshots in a single game. (Map Pack 2 Only)
While this is a little more difficult than
Fertilizer Man, it's still one you should get while working toward
Big Baller, because you're really going to need to focus on getting headshots if you're going to survive long enough to earn that one. Get at least 150 in one game and this trophy is yours.
Refer to the strategy below for more help.
Fertilizer Man, it's still one you should get while working toward
Big Baller, because you're really going to need to focus on getting headshots if you're going to survive long enough to earn that one. Get at least 150 in one game and this trophy is yours.Refer to the strategy below for more help.
[top]
Big Baller 
Earn 75,000 points in a single Nazi Zombies game. (Map Pack 2 Only)


Earn 75,000 points in a single Nazi Zombies game. (Map Pack 2 Only)
Earning this trophy requires you to accumulate 75,000 points in a single game, which is no small feat since it requires you to stay alive for 25-35 rounds, depending on your style of play. For the reasons stated in the tips section above, this trophy is easier to earn playing by yourself, with the only drawback to that method being that there is no in-game scoreboard when you're playing solo, so you just have to keep going until the trophy pops.
This is, without doubt, the toughest trophy in this pack, and one of the toughest trophies in a game full of them, but it is manageable with the right strategy. The written strategy below is a slightly refined version of the one laid out in this video, so you'll want to watch that first (and often) to get familiar with it before moving on.
This is, without doubt, the toughest trophy in this pack, and one of the toughest trophies in a game full of them, but it is manageable with the right strategy. The written strategy below is a slightly refined version of the one laid out in this video, so you'll want to watch that first (and often) to get familiar with it before moving on.
Video Walkthrough
Written Walkthrough
Toggle Spoiler
Written Walkthrough
Toggle Spoiler
Step 1: Getting out of the room
- Kill the first few waves of zombies with four pistol shots to the body followed by a knife for maximum points
- Buy the Arisaka off of the wall and use it to for the next group (trying for headshots whenever possible), until you get at least 2,200 points, at which point you'll want to open the "Warning" gate and head downstairs
Step 2: The camping game
- As soon as you get downstairs, head into the room with the Mystery Box and buy the Thompson off the wall.
- Head over to the area right in front of the Doctor's Quarters and camp there, taking out any zombies that come along with headshots (whenever possible) from the Thompson, until you get at least 1,000 points, when you'll need to go to the outside area where you came down the stairs and buy the Bouncing Betties off the wall.
- Immediately head back to the Dr.'s Quarters door and plant your Bouncing Betties on the ground around the boxes there. You don't want them too close together or too far away from the door - refer to the video for guidance.
- Your Betties will be replenished after each round, so make sure you plant both of them right as each round starts. If you get swarmed by zombies, you can back up into your Bettie field for relief, but you'll want to try to avoid this at all costs.
- If you've planted your Betties correctly (and saved them), they should take out most or all of the Hellhounds, which will come at round 5 (or thereabouts) and more or less every five rounds after that.
- Head back over to the wall with the Thompson to replenish your ammo as needed, but don't waste points doing it in every round - pay attention to how many rounds you can get through on one load.
For the most part, you'll be following the pattern listed above for the next several rounds, but you'll now need to start getting yourself ready for the later rounds by getting the perks and weapons you'll need.
Step 3: Getting the correct loadout
- At the end of each round (assuming you have points to spare), make a crawler to give yourself time to perform the following steps (the order isn't particularly important - just personal preference). If you can't manage to get a crawler, you'll need to just press on through the next round and try to get one then.
- Open the Fishing Hut and the Storage Room and get the perks out of them - the two you're looking for are Speed Cola and Juggernog. If you only get one of the two, you can also open the Comm Room at this point, but if you've opened all three of those and didn't get the two you need, quit the game and start over. NOTE: The video suggests you open the Doctor's Quarters, but it's better to keep it closed to use as your fallback point for Hellhounds, using the same strategy with the Betties as before.
- Try the Mystery Box any time you have enough points. What you're trying for here is a combination of the Wunderwaffe and the MG-42. If you can't get the MG-42, the PPSh-41 will also work in a pinch for a few rounds, but you'll want to keep trying the box for the MG-42 because it deals more damage and doesn't go through it's ammunition nearly as fast. Since you're using Mystery Box weapons, you can't buy ammo for them, so you have to make sure what you have lasts until the next dog round (or until you get lucky with a Max Ammo drop), and the PPSh will not last more than a couple of rounds. If the Mystery Box moves into the Doctor's Quarters and you don't have the weapons you need, quit the game and start over.
- There's no set point in time by which you have to have these weapons and perks, but if you don't get them by round 14 or 15 (possibly earlier depending on your skill level), you're going to start to have serious problems, and you can't start the next part of the strategy until you do.
Here are some pictures to help make sure you're pulling the right weapons out of the box:
Wunderwaffe

MG-42

PPSh-41

Step 4: A walk in the park
- Once you have the perks and weapons you need, you'll start to follow a new pattern for each round, but you'll continue to plant Betties in the same spot at the beginning of each one, just as before.
- Equip the Wunderwaffe, and then wait inside the main building, close to the door to the Comm Room (which you should open now if you haven't already), until a few zombies start to get close to you.
- Run outside, and follow the path laid out in the video exactly, to ensure you don't get stuck. You don't need to sprint unless there are zombies in front of you that you're trying to get around - the ones behind you can't catch up as long as you maintain a consistent walking pace.
- If a large group of zombies shows up in front of you, use the Wunderwaffe on them to ensure you can get through, but otherwise save your ammo - you should be able to dodge one or two of them with no problems.
- Once you've made several laps around the Comm Room area and you're sure all the zombies for the round have spawned, head in the door to the main building and sprint back toward your favorite camping spot in front of the Doctor's Quarters, switching to your machine gun on the way.
- Turn around and blast away at the heads of the incoming stream of zombies - they all come through a very narrow opening, and again you'll want to watch the video to make sure you're in the same spot. Note: if you need a crawler for some reason, throw a grenade or two before opening fire on the horde.
- As soon as they get anywhere close to you, turn right and run out the door to the Fishing Hut. There shouldn't be many left if you shot well, so you can either use the Flogger or just turn around and get them as they come outside.
- As soon as the round is done, sprint back into plant your Betties and then start the whole process over. Rinse and repeat until the trophy pops, only deviating for the Hellhound rounds, where you'll once again head to the Doctor's Quarters door and lead them into your Bouncing Betties, supplementing with the Wunderwaffe as necessary.

MG-42

PPSh-41

[top]
Big Brawler 
Get 10 consecutive zombie melee kills before Insta-Kill expires. (Map Pack 2 Only)


Get 10 consecutive zombie melee kills before Insta-Kill expires. (Map Pack 2 Only)
Everything, including your knife, becomes a one hit kill when an Insta-Kill power up is activated. Run around hitting
to quickly dispatch as many zombies as you can find, but be careful not to get too close to them or get stuck in a group.
This is another one that involves a little bit of luck, because you'll need to get an Insta-Kill to drop and have at least 10 zombies close enough that you can kill them before it expires, but not close enough that they swarm and kill you. Juggernog is very helpful if you're going for this one, but you'll need to get it early, because this is not one that you want to try for in later rounds, especially if you're in the middle of trying for
Big Baller.
This also one of the few trophies in this set that may be easier to do with help, because they can help make sure you don't get swarmed too badly and/or revive you if you do happen to go down.
to quickly dispatch as many zombies as you can find, but be careful not to get too close to them or get stuck in a group.This is another one that involves a little bit of luck, because you'll need to get an Insta-Kill to drop and have at least 10 zombies close enough that you can kill them before it expires, but not close enough that they swarm and kill you. Juggernog is very helpful if you're going for this one, but you'll need to get it early, because this is not one that you want to try for in later rounds, especially if you're in the middle of trying for
Big Baller.This also one of the few trophies in this set that may be easier to do with help, because they can help make sure you don't get swarmed too badly and/or revive you if you do happen to go down.
[top]
Soul Survivor 
Reach round 15 in Nazi Zombies without getting revived. (Map Pack 2 Only)


Reach round 15 in Nazi Zombies without getting revived. (Map Pack 2 Only)
Not much needs to be said about this one - you just need to make it to round 15 without being downed and revived.
If you're going for the other trophies in this pack on your own, you'll get this one through the natural progression of things, because you'll need to get well past round 15 for several of the others, and it's not possible to be revived when you're playing by yourself.
If you're playing on a team, you'll want to stay out of the way as much as possible and let them do the dirty work for you.
This trophy will pop when round 14 ends.
If you're going for the other trophies in this pack on your own, you'll get this one through the natural progression of things, because you'll need to get well past round 15 for several of the others, and it's not possible to be revived when you're playing by yourself.
If you're playing on a team, you'll want to stay out of the way as much as possible and let them do the dirty work for you.
This trophy will pop when round 14 ends.
[top]Credits
Special thanks to YouTube user oph5pr1n6 for the fantastic video guide for
Big Baller.
Big Baller. | Contributors: , , |
Created by , 09-26-2011 at 08:22 PM Last edited by , 4 Weeks Ago at 09:59 AM 0 Comments, 2,280 Views (protected) |
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