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Fan-Made EE Guides for John_Banana's [T4Me] Nazi Zombies Remastered Mod Pack

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Created 2 years ago
by tarusliving
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Fan-Made EE Guides for John_Banana's
Nazi Zombies Remastered Mod Pack

Notes:
 
    These are my guides for the only two maps with its own quest lines. Those maps are nazi_zombie_remastered_dlc2  and nazi_zombie_remastered_dlc3, also known as sumpf and factory in the developer codes, respectfully. Each guide is lengthy enough to warrant its own tables of contents, so these aren't your typical Call of Duty: Easter Egg guides. My documents have also been known to be difficult to read using mobile devices. Using the Google Docs App found on either the iOS app store or the Android app store can help you view these documents easier. Otherwise, please keep reading over the desktop browser for the best experience.  Keep scrolling to the bottom for the document link. These guides are applicable to the T4M, T4Me, and Plutonium versions of his mod pack.
 
Now I will say...
OOO-RAH!
 
   Thank you to everyone for your help by offering YOUR time and moral support! My credit go to each one of your respective souls for your vast knowledge and perspective to alternative point of views. Everyone else...please enjoy with your friends! Treasure them always and forever. These games were meant to be played in full lobbies! ;)
 

What you can expect to see in these guides!
 
Guide No.1

 
 
An example of the guide steps,written out in its entirety.

 
 
Guide No. 2

 
 
An example of steps illustrated using in-game photography and different color schemes.

 



Last Edit: July 09, 2026, 01:52:58 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: July 09, 2026, 02:31:05 am by tarusliving
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My Proposed High Round Strategy for John Banana's
Nacht Der Untoten in Full Co-Op Lobbies.



Figure No.1 | Starting Room & Mystery Box Basement | Players 1 & 4

 

Figure No.2 | Upstairs Balconies | Players 2 & 3

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 figures that I've edited, 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 begins to get challenging when you avoid the HELP door by taking the stairs up from the starting room and then head down to the Mystery Box room from the second floor. This door should completely separate the group in two by using the floors and rooms as funnels. The 1st and 2nd players will hold one half of the bunker on each floor, and so will the 3rd and 4th players. Each player will reduce the amount of zombies that enter the bunker, starting from the starting room, then up the lobby room stairs, through the balconies, and then down the stairs into the basement, shown in the figures above.
 
    It's possible for the 2nd and 3rd players 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 any of the columns, which is really difficult to do consecutively. This applies to the 1st and 4th players as well which should hold down their designated barriers and line of sights. Each room and floor will possess its own challenges and will reap its own rewards. Power-ups and wall weapons are fair game. A good rule of thumb to have before a game starts would be to mention how everyone should avoid falling back into the 3rd player's training rotation. This area will be located on the second floor near the Trench Gun wall-buy so try to reduce the flow of activity on the second floor as much as possible. There is another fallback territory=#c0392b, located between the B.A.R. wall-buy and the stairs leading down to the Mystery Box room. This can become a choke-point as soon as you move the couch so it's not great to get down here.
 
    Pro-Tips: Watch the stairs and shoot the barriers from a far. Try to save mortars, flares, and satchel charges by using them sparingly. Take breaks.
 
    Overall, everyone needs to stay in their designated sections for as long as possible. You should save a crawler when you have a chance. Crawlers will give everyone enough time to hit the box by the end of a high round. There will also be territories that are long enough for farming power-ups, located on the first floor by the M1 Carbine wall-buy and the entirety of the Mystery Box room. These territories will have to be negotiated over chat, whenever possible. Everyone can rotate training rotations, so the 1st player can train around the 4th player's area if the game becomes so exhausting. Finally, the help door needs to be kept closed on the first floor, and SHOULD NOT be opened at all unless everyone but you are down for the count. This door is kind of a last resort to save the game, or just for the host of the lobby to continue the game. 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. I've seen the strategy lead up to the early twenties from what I've witnessed in the most recent live-stream.
 


 
Last Edit: July 09, 2026, 01:45:00 pm by tarusliving
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