Kino Der Toten Zombie Strategy Guide
81
Kino Der Toten is the first map on the Call Of Duty: Black Ops. Zombies series. It is set in a 1940's cinema, which was took over by Dr. Richtofen's allies back before Zombies took over the world. They used the cinema as a base for teleportation & for gun upgrading, along with the creation of "gas zombies" or "gas crawlers".
In this survival guide, I'll be using four players. This means that if you're playing with 3, 2 or soloing, you may want to take a different route. Whilst with three you may be able to go along with the script and just mix it up a-bit, with two or one, you'll be defeated by the zombie hordes' before you hit 25.
Dr Richtofen: The German mad scientist. He is the 'Green' player; whom is fourth. During the time with the other three we've found out Richtofen is: a Nazi scientist who worked on many guns & upgrades. He was the helping-hand in Zombie creation. He invented the terrifying Zombie Dog's, which come every couple of rounds. He is much more friendly with Nikolai then with the other two. He hates Dempsey, or jokes with him more. This could be due to Germany's alliance positions in the 1940's. He speaks little about Takeo.
Takeo: A Japanese military commander, Takeo is much more focused then any of the other team. He seems more dignified and always talks of "loyalty" and "honor". He doesn't speak with most the others characters, and is noticed as the "odd-one-out" in Kino Der Toten. Takeo's past is like all Japanese commanders, bloody, evil and mostly unknown - Takeo is a strong fighter, but very boring! He is the 'Orange' player; third.
Dempsey: The "tank" of America, Dempsey is considered 'unconditional leader' of the team. He is a WWII veteran and he looks roughed up. He's aggressive and seems to jibe Richtofen a-lot. He doesn't talk to Takeo & Nikolai a-lot, again due to political times (Soviets & Americans may have allied, but they weren't big talkers) when he talks to Takeo, he uses harsh tones; due to Japanese & American battles. Dempsey has traditional American spirit in battle, and all his sayings show a macho-American. He is the 'White' player; first.
Nikolai: The Russian maniac, Nikolai is the very drunk Soviet, who's depression and classical sayings show him to be the average vodka swilling Russian. Nikolai and Richtofen get along well, whilst Nikolai dislikes Takeo. He doesn't speak to Dempsey much. Nikolai uses a-lot more use of Russia in his sayings. "No Power! Just like home!" he is the 'Blue' player; second.
Round 1: You start in the "Lobby" or "First Room" - In here, you'll find the M14 & Olympia: both can be purchased of the wall for 500 score/points. There are two doors leading out from the main-room, upstairs & downstairs. Downstairs costs the same as Upstairs, both 750 score
At the start of Round 1, you should allocate all players to a window, if there's four players, everyone should have one window. I'd advise playing with friends, as "live" matches can be extremely unorganized and annoying without communication.
Once you've moved to a window, simply shoot 4 bullets at the zombie, giving you +40 score, then finish the zombie off with a knife. This should give you +170 score per-kill. Which is much more then if you use weapons or grenades.
Round 2: Like Round 1, stick to your window - Zombies do get harder in this round, and it'll take a full round of the pistol then one knife to finish a zombie. It is common to do a "glitch" which will give you more dropped items: such as Insta-Kill & Max-Ammo, etc. After you've defeated 3/4 of the zombies in this round, use a grenade; cook it, the throw it into the window, crippling a zombie and creating a "crawler".
Whilst the crawler is scrambling to get into the window, one player should lie down on the back of the podium (check the image above), whilst the other (you) should run directly at the player lying parallel to the podium, you should be facing the door next to the archway. When running across the teleport-pad, you must dive, hitting the player lying on the floor. This will mean both of you will be downed and the other two should revive you. Once this is done, you'll hear a little girl giggling; much like the sound the teddy-bear makes whilst moving the mystery-box. This glitch makes it more likely for zombies to drop advantages.
Round 3: With Round 3, you'll evidently get more zombies and they'll be harder to kill. The idea is this, stick to your window, and fight off as many as possible with your knife. It should take three knife's to kill one zombie. If you're being overran by zombies, either use the tactic of "knife, knife, knife" - where you keep continually knifing the zombies until they enter, then keep knifing till all are dead. Or, using the tactic "Grenade!" - where you throw a grenade, killing or crippling most the zombies at the window. This'll give you a-bit of time to rebuild barriers and kill the remains.
Round 4: Unless you're the player that hasn't had many customers at your window, I'd advise to grab either the M14 or the Olympia. Which one to pick?
- The Olympia is better for killing targets at the window, and can help at close combat. It's not good for running away from zombies.
- The M14 doesn't have to reload so fast, whilst not as powerful as the Olympia from close range, it creates a devastating long range shot. The gun is also much more useful if zombies happen to break through the barriers.
Whatever you pick, make sure to not waste ammo. As it may become needed in Round 5. When shooting the Zombies, try to keep them close-to-death, then knife them. This'll get you more score.
Round 5: Unless you're experts at the game, you're going to find keeping the bloodthirsty zombies out at wave 5 harder then ever before. To counterbalance this epidemic you should:
- Try head-shots; multi-kills; grenades.
- Board up windows after a break in and, if you can, board up windows and shoot.
This'll hopefully stop them from breaking in. About half-way, 3/4 through Round 5 you should all head upstairs to the door, kill any zombies for around 5-10 seconds then open the first door. This'll move you into a new room, where Zombies can enter using the ceiling; a window close to the next-door; a backroom window and the lobby double-doors.
Round 6: In most cases, Round 6 is the "Dogs" round. Get the player with the highest amount of points to open the next door - leading into a much larger room. I'd advise all of you to either switch your pistol or first-gun for a MP40.
To survive Dog rounds, there are some DO's and DONT's
- DON'T stick in one corner, as this'll mean you're more exposed to getting hit by dogs.
- DO walk around, if you're hit by a dog from behind, simply: jump & run, then turn back and spray.
- DON'T aim, with the MP40, about half-a-round of bullets will kill any dog.
- DON'T go upstairs, or into the lobby, as this'll corner you off when Round 7 starts.
- DON'T panic! You have no perks, you'll lose nothing except a few points by being downed.
Round 7: You should all stick in the big-room. The plan is:
- One player watches the window next to the MP40.
- One player watches the window next to Speed Cola.
- One player watches the window upstairs from Speed Cola & the MP40, next to the Stakeout. (it may be advisable that this person buys the Stakeout, instead of the MP40)
- One player watches the stairs leading to the lobby & rest-rooms. This player should sit at the top of the stairs, and retreat to the bottom if overloaded with Zombies.
Keep stocked with MP40 ammo, or Stakeout and stick to the windows. The one at the top of the stairs should be very careful with ammo, as (s)he'll not be able to go downstairs for ammo until the end of the round.
Round 8: Restock and get ready - Keep up the tactic. At the end of the round all of you should have accumulated around 4000-7000 score. The top of the stairs player should have the most score.
Round 9: This'll probably be when everything becomes overran. I'd make the top of the stairs open the next door, giving you access to the dressing room then get the richest player to open the next door, letting you access the mainframe & theater.
Round 10: DO NOT TURN ON THE POWER!!
You should move your team into the theater and set up there. One of your players (possibly the one that stood at the top of the stairs) should sit next to the M16 window. This is where you'll find the least zombies. One other player should put themselves next to the only other window in the theater. The two left should guard the Double-doors which lead to the Dressing Room. At the end of Round 10, both players from the Double-doors should acquire more MP40 ammo, whilst the two watching the windows should stock up on M16 ammo.
Round 11: Once again, DON'T TURN ON THE POWER!!
Aim for head-shots and make sure the one on the window closest to the double-doors helps whilst being overran. The one at the far-endmost of the window should keep M16 ammo replenished. If you're overran, it'll usually be from the double-doors. So both window players should keep at their windows, whilst turning around and shooting any zombies.
The other player at the double-doors should try and revive the downed player. Keeping an eye out you do not have Juggernog - two hits by zombies will probably knock you down!
Round 12: Okay, turn the power on.
Now the power is on, you have many differences:
- Juggernog, Speed Cola, Quick Revive & Root Beer are now available. They're boosts which basically help your survive.
- Gas zombies crawl around, they explode if shot. Whilst a little less strong, they're more annoying.
- Traps which can kill a large amount of zombies if they run into the trap.
- Mystery Box Location can make it much easier to find the box.
- Opens door from Lobby to Theater which gives you access to 1/2 the map; quicker.
You'll probably have around 7000-12000 points. I'd strongly urge every player to get Juggernog. Also, don't open any doors to the alley - it'll ruin the plan.
The plan is:
- Two players: Sit at the Juggernog corner, one should look to the stage; shooting any zombies coming to Juggernog. The other should watch the lobby stairs.
- One player: Should walk around the theater, creating hordes of zombies. Make sure nobody else walks around the theater, as this'll completely unbalance the zombies, making you both downed.
- One player: Should walk around the first-room, going: from Quick Revive, up the stairs, across the banister, down the stairs parallel, and back to Quick Revive. Keep going round and shooting the Zombies at the top of the stairs. Be careful to only shoot for around 5 seconds, shooting to long will make you overran by the horde.
Make crawlers at the end of this, and every round after this round. This'll give you time to replenish ammo, go to the mystery box, gain more perks and pack-a-punch your guns.
Round 13 - 18: Keep the positions and defend against the advancing zombies.
DO NOT OPEN THE DOOR LEADING TO THE ALLEY FROM THE STAGE!
Use the door from the lobby, then the door outside from the downstairs lobby. There is a gate which leads to another room. This costs 1250 score. You need to open this but do not open the door upstairs from the gate. This'll make you die on a round less than 25; which is not what pro's want to do!
Round 19:
The plan is:
- One player: Should stick to the stage, if you'd like to keep equal score, swap every one-round when you have crawler(s).
- One player: Should stay in the lobby - it's a-bit smaller so you'll have to keep to hip-fire.
- Two players: Should keep in the alley. One should watch the door coming from the lobby. The other should watch the zombies coming from the alley. The one looking at the lobby should watch the window behind him.
Round 19 onwards!
Keep making crawlers, upgrading weapons, reviving players.
If all three players are downed. One must run around, setting a trap & then revive all players downed. All players that get downed should quickly get Juggernog and then all two other perks if needed. If a player is downed and cannot be revived, he'll die. This'll mean he'll lose all his weapons. If this happens, when he re-spawns in the next round, it's advisable to just pick up an M16, AK47u, MP40, M14 or Olympia and Juggernog. To keep you alive & able to kill zombies.
If you're faced with the event that you cannot survive in your positions. All of you must run around all of the map; on the outsides. Keeping traps active and keeping zombies on the level, with monkeys as-well if you have them.
If you want to buy Double Tap: Root Beer - You should have a gun which has a large amount of ammo and have a good head-shot techniques.
After Round 35, I'd say good luck! I've never got passed that, and I don't think I ever will!






