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Fan-Made EE Guides for John_Banana's [T4M] Nazi Zombies Remastered Mod Pack

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Created 2 years ago
by tarusliving
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Hello UGX users,
 
I'm sharing my fan-made guide with everyone because I chose to release it on John_Banana's discord modding server and I would like to share it with anyone who is interested in completing the Easter Eggs for themselves or with friends.The game play experience should be challenging and unique for new players because I have written this guide to answer questions ambiguously. Some steps are straight forward while others will have expectations.
 
TOP BRASS ORDERS! Every issue is a SKILL issue! :2funny:
 
This link will allow you to view and then download the current copy from my Google Drive. It will be harder to view through any browser page on any kind of mobile device so it would be better to review it over the Google Docs App found on either or both the iOS and the Android app stores. Otherwise, enjoy reading over desktop! I had fun making it and thanks again to everyone for their support! 
 
Last Edit: May 14, 2026, 12:11:35 pm by tarusliving
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Nice! Thanks for sharing.
 
Also to add on, here are some previews that I have posted which hint at some of the steps, for a visualization:
 

Teaser
www.youtube.com/watch?v=QHHsYeWx-DE
 
Trailer
www.youtube.com/watch?v=KUb_RVJeR6s
 
Last Edit: August 28, 2024, 05:07:06 am by John_Banana
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December '25 Update: Last Revisions!
Finally done! If there are any inconsistencies, it's probably fine. My first map project is next...zm_lakehouse!
 
November '25 Update: Revision is a W.I.P.
I'm making revisions to my guides. The factory section is currently under construction to look like the sumpf guide, formatting wise. Feel free to reach out. :)
 
October '25 Update: Design Revision!
* Photography -- Taken in-the-field and processed using Google Slides and GIMP 3.0.
* Technical documentation -- Including change logs, credits, and additional resources.
* Section tabs added and Page reductions made -- So the document isn't overwhelmingly humongous in length.
 

September '25 Update: 1000+ Views.

I've reached over a thousand views within a year! I think that's a pretty neat milestone to reach you guys, thank you for all of your interest!

Last Edit: February 19, 2026, 11:15:29 pm by tarusliving
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For those who needed a hand getting the radios on the shelf out of the way, listen for the highest click that each radio can make while holding out Peter's Handheld and then activate each radio on the shelf individually in the order demonstrated above. :)
 
Last Edit: December 14, 2025, 01:17:02 am by tarusliving
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This is the link you need to click to look at the google files.
 
These graphs are just for visual representation so you don't have to read the notes at a first glance. Enjoy!
 


 
TLDR | Pictograms, Legends, and Notes.
 
Legend:
 
 White = 1st Player's line of sight and their training rotation.
 Blue = 2nd Player's line of sight and their training rotation.
 Orange = 3rd Player’s line of sight and their training rotation.
 Green  = 4th Player’s line of sight and their training rotation.
 
Notes:
 
 So it's a little hard to see in the diagram that I've chosen, but the 1st player needs to stand next to the first barrier that everyone sees when the game starts and run around the columns with the weapons that suit your play-style. The game gets challenging as you avoid the HELP door and take the stairs up and then down to the Mystery Box. The HELP door should completely separate the group in half by using the floors and rooms as funnels. The 1st and 2nd players get one half of the bunker on each floor, so do the 3rd and 4th players. Each player sort of reduces the work load, starting from the basement, then up the stairs, through the balconies, and down the stairs again into the lobby.
 
 It's possible for the 2nd player to defend the upstairs and train around their balcony by themselves. They need to be skilled enough to train within tight corners and should not get stuck against the middle column, which is really difficult to do consecutively. This applies to every other player as well. Each room will possess its own challenges and rewards. A good rule of thumb to have in your lobby would be to note that everyone needs to avoid falling back into the 3rd player's territory (located on the second floor) as much as possible. This is what I will consider fallback territory and that area is located between the BAR wall-buy and down-stairs to the Mystery Box room. This pathway needs to be more clear and rather than congested like a Verruckt hallway.
 
 Everyone will have to stay in their own sections as much as possible by saving a crawler. This should give everyone enough time to hit the box by the end of a round, consistently. There will be territories good for farming power-ups, located on the first floor. There are also congested areas that everyone should avoid for more freedom to train in space. These territories will have to be negotiated over chat, when possible. The HELP door obviously needs to be closed on the first floor, and should not be opened once the stairs to the second floor have already been opened. The HELP door is kind of a last resort to save yourself or to save the HOST in the first room if everyone is down for the count.
 
 This strategy was implemented by myself, and a couple of friends, so it is possible for a full lobby to perform if well-coordinated and can be performed as low as a trio group. I would refer to John_Banana's previous stream provided below for a visual example. It sort of happened.
 
Link:
Call of Duty: WaW Zombies (NEW UPDATE for remastered mod)
 
Last Edit: June 09, 2026, 01:24:56 pm by tarusliving
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