Zombies Maps Overview
Welcome, aspiring zombie slayers, to the definitive guide for surviving the undead hordes in Call of Duty: World at War Zombies! This section will break down the core maps, offering actionable strategies, item locations, and crucial tips to help you reach those high rounds.
Nacht der Untoten (Night of the Undead)
The original, claustrophobic nightmare. Nacht der Untoten is a small, multi-room bunker that teaches you the fundamental mechanics of Zombies. Survival here relies on efficient point management and understanding zombie movement patterns.
- Starting Room Strategy: In the initial rounds, conserve ammo. Use your starting M1911 pistol to shoot zombies 4-5 times in the body, then knife them for maximum points (130 points per knife kill vs. 10 points per bullet hit). Prioritize repairing barricades for extra points.
- Opening Doors: Your first priority is to open the door leading to the "Help" room (1000 points). This room contains the Mystery Box location, a potential Wall Buy weapon (often the Kar98k or Thompson), and another barricade.
- Mystery Box: Located in the "Help" room, the Mystery Box costs 950 points per use. This is your primary source for powerful weapons like the Ray Gun, Wunderwaffe DG-2, or various LMGs. Be prepared to spend points, as you might get less desirable weapons initially.
- Powering Up: There is no power switch on Nacht der Untoten. Perks and Pack-a-Punch are not available on this map.
- Training Route: Once you've opened up the entire map (including the "Storage" room for 750 points), a common training route involves circling through the "Help" room and the main starting area, herding zombies into a tight group before unleashing your firepower.
- Key Weapons: Look for the Thompson (1200 points) on the wall in the "Help" room for early-game firepower. The BAR (1500 points) is another strong option. The Mystery Box is your best bet for high-tier weapons.
Verrückt (Asylum)
Verrückt introduces new mechanics, including Perks and the split-spawn system. This map is significantly larger and more complex than Nacht der Untoten, requiring coordinated team play.
- Split Spawns: At the start of the game, players are divided into two separate sections of the asylum, unable to reach each other until the power is activated. This forces early-game self-sufficiency.
- Activating Power: The power switch is located in the central courtyard area. You'll need to open several doors (costing points) to reach it. Once activated, the two halves of the map connect, and Perks become available.
- Perk-a-Cola Machines: Verrückt introduces four Perk-a-Cola machines:
- Quick Revive: (1500 points) Located in the starting room of one of You groups. Essential for solo play, allowing self-revive.
- Juggernog: (2500 points) Found in the central courtyard, near the power switch. Increases your health, making you more resilient.
- Speed Cola: (3000 points) Located in the other starting room. Increases reload speed.
- Double Tap Root Beer: (2000 points) Also in the central courtyard. Increases fire rate.
- Mystery Box Location: The Mystery Box can spawn in multiple locations across the map. Its location changes after a few uses.
- Electric Barricades: Some barricades are electrified, dealing damage to zombies that attempt to cross them. These are excellent for slowing down hordes.
- Strategic Chokepoints: The narrow hallways and multiple entry points make Verrückt challenging. Identifying strong defensive positions, such as the Juggernog room or the power room, is crucial for survival.
Shi No Numa (Swamp of Death)
Shi No Numa expands on the Verrückt formula, introducing the Flogger trap, the Wunderwaffe DG-2 as a wall weapon, and the terrifying Hellhounds.
- Starting Area: You begin in a central hut. Your initial goal is to open up the surrounding areas.
- Activating Power: Unlike Verrückt, there is no central power switch. Instead, each of the four surrounding huts (Comm Room, Storage, Fishing Hut, Doctor's Quarters) has its own power generator that needs to be activated (500 points each). Activating all four powers the entire map.
- Flogger Trap: Located in the central area, the Flogger is a powerful, reusable trap (1000 points per activation) that can clear large groups of zombies. Use it strategically to thin out hordes.
- Wunderwaffe DG-2: This iconic wonder weapon can be purchased directly from the wall in the Doctor's Quarters (2500 points) once power is activated in that section. It's a game-changer for high rounds.
- Hellhounds: These fiery canine enemies appear every few rounds (typically every 4-6 rounds). They explode upon death, dropping a Max Ammo power-up. Prioritize taking them out quickly.
- Perk-a-Cola Machines: Shi No Numa features four Perk-a-Cola machines, similar to Verrückt, but their locations are spread across the different huts.
- Juggernog: In the Comm Room.
- Speed Cola: In the Storage hut.
- Double Tap Root Beer: In the Fishing Hut.
- Quick Revive: In the Doctor's Quarters.
- Training Routes: The open swamp areas around the huts provide excellent opportunities for training zombies. The bridge leading to the Doctor's Quarters is a popular spot.
Der Riese (The Giant)
Der Riese is the pinnacle of World at War Zombies, introducing the Pack-a-Punch machine, Teleporters, and the Bowie Knife. It's a large, industrial facility with complex pathways.
- Starting Room: You begin in a small room with a few wall weapons. Your immediate goal is to open the door to the main facility.
- Activating Power: The power switch is located in the main facility, often requiring you to open several doors (costing points) to reach it.
- Teleporters: Der Riese features three teleporters (A, B, and C) that connect different sections of the map. Each teleporter needs to be activated (1500 points each) and then linked to the main Teleporter Pad in the starting room (5000 points for all three links). Once linked, you can teleport between them.
- Pack-a-Punch Machine: This is the most crucial addition. Once all three teleporters are linked to the main pad, the Pack-a-Punch machine becomes active. For 5000 points, you can upgrade any weapon, significantly increasing its damage, ammo capacity, and often adding special effects.
- Bowie Knife: This powerful melee weapon can be purchased from the wall (3000 points) in the main facility. It's a one-hit kill for many rounds, making it excellent for point accumulation.
- Perk-a-Cola Machines: Der Riese offers a full suite of perks, strategically placed throughout the map.
- Juggernog: Near Teleporter A.
- Speed Cola: Near Teleporter B.
- Double Tap Root Beer: Near Teleporter C.
- Quick Revive: In the starting room.
- Mule Kick: (4000 points) Allows you to carry three weapons. Its location varies, often in the main facility.
- Hellhounds: Similar to Shi No Numa, Hellhounds appear every few rounds, dropping Max Ammo.
- Training Routes: The catwalks and open areas around the teleporters provide excellent training opportunities. The main facility area, particularly around the Pack-a-Punch, is also a popular training spot.
- Strategic Use of Teleporters: Teleporters are not just for quick travel; they can be used to escape sticky situations or to regroup with teammates.