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), but I was thinking...
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
For the first time since the series appeared on the DS, a Zombie mode is present on the DS version. It can be played solo or in a local/online co-op, and four zombie maps are included on the game cartridge: House, Overlook, Temple, and Facility. None of the console maps appear in game. The player(s) play as either an unknown American soldier or an unknown Russian soldier.
The pair are probably Michael Shaw (the American) and Yuri Raslov (the Russian) from campaign. The player starts with a Makarov PM, unlike the console version in which they start with a M1911, and an unlimited horde of zombies, broken up into waves, attempt to break down repairable barriers and kill the player(s). Players can also pick up power-ups, consisting of Nuke, Insta-Kill, Fire Sale, Double Points, Carpenter, and Max Ammo.
The Mystery Box also returns, although the floating gun animation is not present, and a random weapon simply replaces the player's current weapon. It is impossible to get a teddy bear, meaning Fire Sale will only bring down 50% of the prices instead of spawning the Mystery Box in the player's current room. Points are calculated differently, with a maximum amount of points per kill, unlike the console, which is points per lethal shot somewhere on body. A form of dog appears in later rounds, looking similar to the Attack Dogs from World at War and Black Ops.
The first room of the maps always has an M14 for 1800 and an M1891/59 for 300. The second room always will be the permanent Mystery Box spawn for 950, a Remington 870 for 1200 and an M16 for 2500. The third room will contain Fragmentation Grenades for 250, M79 for 3500, an XM22 for 4000, a PPSh-41 for 5000 and an M16A1 w/ M203 (Grenade Launcher) for 7500. The first door will cost 5000 and the second door will cost 10000. If a Fire Sale is acquired, these prices will be halved as well as the cost to open the next room.
Zombie Mode on the DS is much harder than the console versions as the zombies can break in easily and kill the player in one hit from Round 1. The Zombies also have incredible health, taking two headshots from the Makarov PM to get a kill on round two. It also takes about 15 shots to the upper body to get a kill with the M16 on wave five. However, the Throwing Knife will be a one hit kill to the head up to wave eight. Hellhounds have less health than Zombies but they are half the player's height, unable to be knifed while standing, but they do go about as fast as a walking Zombie. On wave 12, five rounds from an M14 can kill a Hellhound.
There are also no 'Wonder Weapons' (e.g. Ray gun, Thundergun, etc.), no perk machines and no Pack-a-Punch machine, which makes an already difficult game mode even harder. Once a player manages to get past wave 20 the zombies start to glitch and they fly through the roof and get stuck in corners. However, these glitches are rare. A good tactic on House is to open all of the doors and use the M14 and a weapon of choice and stay in the room that the player first spawns in, and when the zombies come, the player can just run around the room having the zombies chase them. This has been confirmed to work past wave 25. Though it takes skill as most players find it hard to get past wave 10 even if they don't have someone else with them.
In some cases, the zombies are unable to walk over a downed player. This can be useful if both players go into a tight space and purposely let one player go down so the other player can shoot the zombies with no trouble, as long as they shoot all of the zombies before the downed player bleeds out. The downed player can also easily knife the zombies without them retaliating as they are only programmed to attack players who aren't downed. A good place to try this is the small bar in the second room of "Overlook" the gap between the wall and the bar bench is only just enough space for players to walk into so if a player is downed the zombies have no way of getting around to the other player.
The player can also gib the zombies with the Grenade Launcher. If the player shoots a grenade near a zombie its legs will get blown off, and the zombie will become a crawler. This can also be achieved if a standard grenade is placed properly near the zombie's legs.Also if a player shoots a crawler in the lower body it will get stuck and it won't be able to move or attack the players. Some walking Zombies also stop moving, but then start moving again once attacked.

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
What was the point of that quote?
I don't remember much of it since I haven't played it in a long time (it's pretty terrible)

you said you couldnt remember all the details? So I found them?

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I got to round 20 on the temple map cause I just stood at the front 2 Windows with the throwing knife and never stopped throwing them. Really easy strategy since the zombies only spawn very close to where you are.I remember that gamemode.I got to round 20 on the temple map cause I just stood at the front 2 Windows with the throwing knife and never stopped throwing them. Really easy strategy since the zombies only spawn very close to where you are.

![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
I remember how throwing knives were infinite
