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 first taking the stairs up from the starting room and then head down to the
Mystery Box room from the second floor. The door should completely separate the group into two by using the floors and hallways 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 on the opposite half. Each player's objective is to reduce the amount of zombies that enter the bunker, by letting them enter 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. You may be asking yourself...that couldn't work, right? Can it? Allow me explain further.
It's no secret that enemies target the host of the lobby for any co-operative game mode of World at War. My experiment is testing the structure of the host's attraction. The rest of the lobby will be picking off any zombies from their own barriers and from afar. However, I have not looked into the code of
JBShady's remastered version of Nacht Der Untoten and I do not plan to continue until I finish my real life obligations. There's always a chance that I could be completely wrong about this on a technical level because I've only witnessed this scenario so many times playing co-op games on
JBShady's Discord Server. This scenario seemed to happen commonly enough which has inspired me to propose this strategy for anyone interested. You're welcome to test the theory out for yourselves and you should join his discord server too, its always a good time to hang out with the team and his active server members.
Anyways, it's possible for the
2nd and
3rd players to defend the upstairs and also train around their balcony by themselves. They need to be skilled enough to train within tight corners so they 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 who need to hold down their designated barriers and line of sights for this strategy to work. Each room and floor will possess its own challenges and reap its own rewards. Power-ups and wall weapons are fair game and so are any kills. A good rule of thumb to mention before the beginning of the game is 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 you should try to reduce the flow of activity in your room before any zombies reach the second floor whenever this scenario is possible. There's another scenario which I've noticed throughout my game play, located between the
B.A.R. wall-buy and the stairs leading down to the
Mystery Box room. This area can become a choke-point as soon as you move the couch so it's not wise to get down here. I'm going to call this area,
Fall Back Territory. 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 and concentrate on their lines of sights. 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 designated rooms for gather power-ups, typically this is anywhere but they can be farmed on the first floor by the
M1 Carbine wall-buy and the entirety of the
Mystery Box room. These different territories will have to be negotiated for occupation over chat, whenever possible. If you want, you 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 yourself is down for the count. The door is kind of a last resort to save the game, in case the host of the lobby wants 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. It can be performed as low as a trio group. I would refer to
JBShady's previous YT stream provided below for a visual example. It sort of happened. I've seen the strategy lead up to the early twenties in addition to what I've witnessed in his most recent live-stream. Enjoy, this is for fun after all.