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Can hover, shoot missiles and turret simultaneously. Stronger and more powerful version of the tank. Any chickens following the player will automatically receive Ray Guns to further help the player.

Teddy Bear - creates a field around the player for a short time, doing no damage but repelling any zombies that come near. Note that though this power-up will hinder a zombie's approach towards you, it will not always completely prevent its attack resulting in death if the player isn't careful.

Electric Orb - creates four rotating orbs around the player, killing any zombies that come near. This can happen up to four times before the effect fades. It can spread to other zombies like the Wunderwaffe DG Barrel - Creates two barrels that rotate around the player, killing any zombies they come into contact with.

Barrels fly away from player when time is up, killing any zombies hit. Chicken - Spawns a flying chicken for a limited amount of time. The chicken follows the player around, shooting in the same direction as the player with whatever weapon the player is using.

If the player is in a Tank the chicken will gain a China Lake for the duration of the tank and if the player is in a Helicopter, the chicken will gain a Ray Gun regardless of what gun the player has. Monkey Bomb - Spawns an active monkey bomb where the player picked it up from, attracting any zombies that are closer to the monkey than the player and exploding after a period of time. Sentry Gun - Spawns a sentry gun at the place where the player picked it up from, shooting at nearby zombies.

After a certain amount of time, the sentry gun will fly away. Nazi Zombies Wiki Explore. Recent blog posts Forum. Explore Wikis Community Central. Register Don't have an account? Dead Ops Arcade. Edit source History Talk 0. Cancel Save. Universal Conquest Wiki. World at War. Black Ops. You've been working pretty hard up to this point and deserve a little break from all that carnage.

Time to go skating on an ice rink and practice your triple axel. Maybe the team can play a little two on two hockey? This ugly brute can prove quite formidable if you don't take him seriously. He has a projectile attack that amounts to a homing missile! He also drops a bunch of eggs that hatch and turn into fast moving nova crawlers.

This is made worse by the fact the crawlers tend to move even faster on the damned ice. Fortunately he is rather slow and can be evaded fairly easily. The ice doesn't help matters though and can make evading the missiles tricky as well. With multiple players, he will die surprisingly fast if you focus all your firepower on him.

Once he goes down, the round will continue until all remaining zombies have been killed. As for the remaining three rounds Goes without saying, but this level is a major troll with that damned ice. Be careful to judge how fast you are going and when you want to change directions as the ice could kill you if you don't judge carefully. The biggest thing to avoid doing is dying by means of sliding into a shock tower.

This is by far the most common cause of death whenever I and many others play this map. Don't let it be yours.

Ironically, Furious Feet tends to have the biggest problems on this arena because of how fast they slip and slide around the ice! Don't be afraid of using armory here if you must to stay alive. The nova crawlers tend to be a major pain here because of how fast they go and the ice doesn't seem to affect them. Focus on crawlers if they show up and then take out everyone else.

Welcome back to the Bloodpool! Not much has changed here since DOA2 in terms of enemies, but the layout now includes a few more obstacles to make navigation a bit more difficult than it was before. You probably already knew that because as soon as you entered round 41 the challenge round "Spaghetti and Fill in the blank there They are back and hungrier than ever.

Just as with DOA2, they will track you down and explode on impact. NOTE: Much like DOA2, on round 41 you will notice on the far right side of the map, up the far eastern wall there is a stash of nukes available that can be obtained by dashing up the wall. It can be done safely in either FPM or the traditional view as they are easily visible. One speed boost is enough for the nukes.

Warning - This is where most players meet their end. The blood riser zombies are very fast and will corner you quickly unless you see the entire playing field and can double back around to evade swarms. Having the Furious Feet is almost a requirement here if playing on solo. If playing with a team, make sure someone on the team has the feet so they have the best chance of preserving lives. For the meatball challenge round, apply a similar strategy to DOA2.

Back away from the meatballs while occasionally changing directions and continuously firing on the targets. Stick along the outside walls if you can. In DOA2, meatballs never spawned on dry land and it was fairly easy. They don't want to play nice this time and the meatballs will drop anywhere and everywhere.

Once you pass round 41, you start dealing with the blood risers. These will be your worst nightmare in this arena. A huge tip to keep in mind is that far fewer of them will spawn near the side of the map with the waterfall.

Stay as close to that side as possible. Also, if playing multiplayer with 4 players you can have 3 people camp in the area designated above while another player preferably with Furious Feet runs around bunching up all the zombies.

Be warned that if you attempt to camp on this level, enemies can still surprise you from behind. Head into the middle to retrieve treasures and goodies when it is safe to do so. Round 44, the final round of this arena, becomes even more challenging with the smoke coming off the waterfall. It is still safer to stay on the waterfall edge in this round, but make no mistake that this arena is the roadblock between you and the Mamaback.

The first thing you will think of is the old fairy tale Sleepy Hollow when entering this arena. The visual detail on this level is just incredible, especially in first person at night. The arena itself is a circular outdoor forest with a raised stone platform in the middle. Nothing too difficult in terms of navigation which should make things easy enough to avoid the enemies. However, the challenge round entitled "Spectral Hounds of Dark Wood" will bring back nightmares from the first two games.

Those damned demon dogs, the hellhounds, will swarm at you as before, except in spectral ghost form. It's essentially the same challenge with extremely fast enemies coming at you. When you kill them, they flash bright blue just like the ghosts from the Water Temple, which can get rather annoying.

Also, most of the regular zombies will spawn from the middle of the map in those tree stump things. The big bad wolf from Little Red Riding Hood is out to get you, and he looks to be on steroids. He's big and powerful, but he's not too tough to take down.

My advice is to wait it out and focus on the regular zombies first until they stop spawning. Eventually it will be just you and him and you can blast away until dead.

Remember that if you take a long time killing him that he will regain some of his health. If this happens, he will also spawn a ghost dog to chase you. The round will end as soon as he goes down. Most people think that you have to go around the 4 hills and thus are basically confined to the outside of the map, making this arena very challenging. In truth, the only obstacles are the signs which are located on the hills. You actually have a lot more room to navigate around on this map than you think.

Aside from that, focus on the dogs first when they show up. Constantly be moving across the map to avoid getting mauled. In case you still haven't figured it out, camping is impossible with spawn points being so close together. You want to try and stay as close to the middle as possible to avoid getting pinned on the far corners. Run and gun, run and gun. Pick up as many items and vehicles as you can find to shield you from the swarms.

The biggest thing that draws your attention on this map is the stairs across from the moat. Additionally, if you are atop the stairs and drop down the straight side, you cannot climb back up. This could result in a deathtrap. See the arrows below on the level map. Aside from that, there is a rather flat area with a river to cross. You will also have a challenge round in this arena called "Dead Drop. You didn't really think they were gone forever, did you? Good, because they aren't.

Their spawn points are indicated by a red targeting reticle which make it easy enough to get out of the way. Just be paying attention. Also, they will not come after you with full speed unless you fire at them first. I would suggest staying on the lower level and running up the steps as use for a last resort or a good power up only.

The downpour round can be a little tricky but you want to camp in the corner that is lit green on the upper level. Have death machine do most of the killing This round depends on death machine holding his own. The only reason for not camping on the stairs is that the engineers falling guys might land on you and kill you before you have a chance to shoot him.

Camp this map for solo as well, but be wary of the side that you're not shooting. The only advice I can give for this map is to NOT camp and just move around and manipulate the zombies. On These rounds it is possible to camp at the steps where the barriers are. Same as the downpour maps, drop a nuke or use a speed to clear things out if it gets to crazy.

These maps are again very easy if camped properly. If you are solo with firepower you will be able to camp but if not then you will have to run around like you would on the other maps. No camping this round, for death will surely take you-two hit markers on your screen by these guys and you are dead. Stay as far away as you can from them-I usually have to use about five boosts to get me through the round alive There are a couple strategies for these rounds.

If someone on your team has furious feet and is decent with it, firepower and whoever else is playing can sort of sit in a corner and let the feet guy run around the whole map. What I mean by this is for firepower to stand a little bit away from the corner and shoot at the zombies from the door closest to him. Here's the tricky part- When zombies are coming from both doors that are right next to you, you have to learn to run straight towards the center of the map and split the zombies.

Then move to a different corner and repeat the process. That may take a little time to pick up, but when you do it will be pretty easy to not die. If no one has furious feet you will just have to run around the map and survive. From these rounds out, there is no real strategy for solo, you will just have to run around the map. The best advice I can give is to stay out of corners so as to prevent you from needing to use a boost.

This is one of the hardest levels in the earlier game, IMO even harder then the boss round. The best thing to do on this map is run yourself into the corner with the most electric poles. Three dog bites shown by the red tick marks that appear and you die, unless you got hit by one abominable and haven't died since that round. Then it's just one hit. Really just do your best to kill the dogs.

It is likely you will die at least once but you shouldn't die more than three times. However, there is a way to eleminate the threat of dogs, which is by getting the dog bite glitch. Before you start freaking out about people glitching, it isn't really a glitch but a perk- it's just called the dog bite glitch. This is very hard to get even for experienced players like myself.

What you have to do to get this perk is not die throughout the whole first 34 rounds. If you do this then you can take unlimited dog bites over a period of time without dieing. But be careful! If 3 dogs bite you at once you will die.

This perk carries over into every round until you die. Once you die you will lose the dog bite glitch and you will start dieing from dogs after 3 hits. So the dog bite "glitch" is extremely helpful but very hard to keep and maintain over rounds.

The key on this round is to have all your nukes and boosts saved up. This is the time to use them, or you will die frequently.

Use a nuke when there are zombies in your way and use the boosts when you need to get away from the silverback. The hard part is when the Silverback uses a boost. The two ways to avoid death here are to anticipate the boost and move sideways to avoid it or use a speed boost of your own to get away. You can tell the monkey is about to boost when he roars or pounds his chest. If someone gets a chopper or tank take the monkey to the poles and have him sit on you while the firepower guy nails him.

Guns-don't have firepower pick up guns unless he is last alive then he can pick up rpg's. The best gun for the monkey is rpg's. If you are either fortune or bird and rpg's appear, kill yourself assuming you have an extra life and sit right up on the monkey with your invinciblity ring and rpg's. Done correctly, this will kill the monkey by itself. Other than that pick up all guns except a flamethrower as that will hurt you in this situation.

Assuming there if a furious feet guy, have death machine and whoever else camp in the corner with the canoe in it. This strategy works extremely well. If zombies are coming from both doors with the canoes, have the foot guy stand by one of the doors and take the zombies from that door. This map is pretty easy if you were good enough to beat Basically the easiest post 40 map if there is a furious feet guy.

For these rounds have the death machine and whoever else camp on the catwalk in a corner where zombies come out of. Death machine can still hold back the door, just don't forget to wiggle and watch for dogs coming from ground level. Also, I highly recommend having at least a X3 multiplyer before going up there so you can rebuild lives. The foot guy will run on ground level and will get all the money and preferably the choppers and tanks.

Piece of cake rounds if done correctly. These are the hardest set of rounds until Small and compact, it is very hard to run around on, but use the same strategy as UNLESS you have three people, firepower and friendship fates, and there are at least 4 poles in a corner.

What you do if this happens and you are not too confident in yourselves, you can do what is called formation. It is fairly simple and you will only lose one or two lives per round. What you do is have the guy with a single gun, either foot or fortune, and have him jam himself in a corner. The firepower and friendship will both run themselves up to fortune and push against him with your left joystick. If the poles are good they will take out the zombies coming from the two far doors so you only have to worry about the close ones.

Firepower shoots at the door closest to him and friendship and fortune shoot at the other close door. If you get lucky on all four maps with poles, these levels will be a cinch. FYI Round 57 has no cows. These maps can have random poles so do your best to work around them. When I play this is usually a running map for everyone but you can try the strategy from These rounds are middle of the road difficulty, depending on how good the foot guy is.

I've never been here without someone having furious feet so I have no advice for that. The foot guy will run around on ground level and will have to do his best to stay down there. He can run up through where the guys are camping but shouldn't stay there for more than 15 seconds. If you complete this map on solo, you're freaking amazing at Dead Ops. It gets very tight here and there isn't much room to maneuvre, so if you get past this then you know you've got it going.

Have everyone but foot camp where they did before and have foot run around. You will have to use a nuke if they are coming from both directions. Can be tricky to get through. Same strategy as round 40, but keep in mind the Silverbacks boost much more often. You will need lots of boosts and nukes as well as four or five lives going into the battle to guaruntee a victory on this one. That's all for now, but if I think of anything I missed or you have questions or comments feel free to ask and I will update my post.

Arussianmonkey 2 posts. Ehjookayted 1 post. Spyrunite 2 posts. This is a wonderful post mate; the only thing I suggest is to break up a couple of the sections into paragraphs for an easier read!

You've really taught me about the awesomeness of DOA. I never knew there was so much to it. It's just so different from the other maps that people don't have a chance to experience it. So great man. Changed it to paragraphs. It looks like it would be a lot easier to read now. Thanks for the suggestion. One other question does choosing paths really matter, as in going up down right or left when you can choose which way to go. There is a way to get bonus rooms I just don't know what it is and that's why it's not in there.

Just take a guess on which way to go and hope you get lucky. There's a tactic to Dead Ops? I just shot and ran away from the zombies, got to round 70, proud to say. From the perspective of any experienced Dead Ops Champion, this statement is obviously a lie. One of the many great qualities of DOA is its ever-increasing level of difficulty that requires players to execute a plan and quickly react and adapt to many spontaneously dangerous situations that arise throughout the game, especially when one is approaching round The only foreseeable way you made it to round 70 in the fashion you describe is if a Dead Ops Champion or two carried you there happens all the time!

The round that you make it to does not determine your skill level by itself. However, it is possible that you run n' gunned your way to 70 whilst your teammates carried you using their strategy.

Even larger areas can be unlocked for exploration, if you have the right key when you come across locked barriers. It was a great learning experience for the DOA 3 team, bringing back nostalgic memories while creating a new journey for players to enjoy with their friends. Being a huge DOA fan myself, it was an honor to come on board and help to deliver a new experience to our players! Speaking of which Completing each set also gets you an animated Master Calling Card to show off in-game!

From the entire team, thank you for playing DOA for over a decade! Until next time All rights not expressly granted to you are reserved by Activision and its licensors. Please read and review both this Agreement and the Privacy Policy before using this Product. If you do not agree with or wish to accept the terms of either this Agreement or the Privacy Policy then please do not use the Product.



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