Post by mitchell on Jul 7, 2013 2:49:57 GMT -5
CREATED 2 YEARS AGO
I'm fairly new to the COD scene but I think zombies is an awesome mode and having made it to round 27 online and 57 solo , I believe I know the map well enough to make a in depth walk through and guide to the first strike zombie map, ASCENSION.In this guide I will be detailing weapons, items, rooms and strategies that I use that can get you far in this map.
BEFORE YOU BEGIN
If you want to succeed at zombies you need perseverance, a good amount of time, a bit of strategic thinking and problem solving and determination. I would also suggest a mic, though having one is not fundamental, it is good to convey strategies to your teammates and to chat the minutes away.
THE BASICS OF ZOMBIE SLAYING
I'm sure most of you know the basics of zombies, kill zombies, repair barricades, buy weapons and perks, kill more zombies. I'm also assuming that you know the points system used to buy weapons, perks and to unlock new areas of the map but just to refresh your memory................
Non lethal hit----------10 points
Lethal torso hit--------60 points
Lethal limb hit---------50 points
Lethal headshot-------100 points
Lethal melee----------130 points
Lethal grenade--------50 points
Non lethal grenade---10 points
This system applies to all zombie types including the space monkeys
DON'T BE GREEDY!!!!!!!!!!!!!!!
This is how many matches end, with people virtually biting off more than they can chew. Seriously, too many times I see people crowd the mystery box during a fire sale only to be downed as its usually the middle of a round.Too many times I see players running into groups of zombies in the earlier rounds and trying to knife every zombie to get tons of points but get downed. The moral of the story...............DON'T BE GREEDY!!!.
REVIVING TEAMMATES
Yes it is being a team player but if there are to many zombies still alive it is not a risk worth taking, you will only get downed yourself and with only 2 players thats game over. Otherwise feel free as this is what you will need to do a lot of in the later rounds.
AND DON'T FORGET TO HAVE FUN!!!!!!!!!!
ASCENSION
THE MAP LAYOUT
Lets just state the obvious first and that is that this map is big, and I mean really big. Easily one of, if not the biggest zombie map to date. Its size allows for a lot of tactical play, action and awesome zombie slaying fun !!!!. This map is set in an abandoned Soviet cosmodrome and it can be complicated at first so heres a map to help you, otherwise it just takes practice and experience.
WEAPONS
Off the wall weapons are:
M14
A small clip size and long reload means this gun should be thrown away no later then round 6 as its damage just doesn't suffice once the hoards increase in size.
OLYMPIA
A one hit kill until round six (headshots) but again, only a 2 bullet clip and a very long reload, even for a shotgun again puts it in the same category as the M14, you really shouldn't have this gun past round six unless you intent to upgrade it very soon.
MPL
A decent gun for rounds 3-7. Good rate of fire and decent damage but simply becomes too weak too early and the small amount of rounds leaves a little to be desired. Still an OK weapon though.
MP5K
Suffers from the same problems as the MPL but a higher price evened out by a slightly higher damage. Recoil can be a problem though.Good for the early rounds
AK-74u
Again, don't use past round 8, good rate of fire but low damage and just chews through its ammo supply too quickly.Also good for early rounds.
PM63
Decent rate of fire and damage but again suffers from the same flaws as the MP5K, MPL and AK-74u
Stakeout
Easily one of the best off-the-wall weapons in zombies, a slow reload being a shotgun but a decent clip, heaps of spare ammo and a one hit kill till round 10 makes this a great deal and better then many mystery box exclusive firearms. Great up until round 12.
M16
Good damage but 3 round burst becomes a big problem in later rounds
GRENADES
you get a few of these every round anyway but they are great for making crawlers which are zombies that have had their legs blown off. Making one of these at the end of a round is great for giving the other players and yourself time to buy ammo, unlock doors etc before the next round begins. Essential
SICKLE
Can be acquired as early as round 5 and provides a one hit kill melee attack up to round 9. Great for accumulating tons of points but don't get too cocky using it!!!!!!!!!. Essential to my solo strategy.
CLAYMORES
These are good for protecting perk machines and their decent damage can be used to protect your back in normal game play. You get 2 more every round for free so definitely worth buying.
THE MYSTERY BOX
For only 950 points a random weapon can be brought from this box. Probably the most sought after item in zombies as it provides exclusive access to the games best weapons such as the wonder weapons and more. If used a fair bit a teddy bear will appear and teleport the box to another area of the map which is shown on a little tv screen at every one of its spawn points.ESSENTIAL to doing well
Weapons available:
DRAGUNOV and L96A1
Snipers are definitely not the best choice for any round past round 10 unless you are a pro quick-scoper so not suggested keeping.
SPAS-12 and HS10
Good weapons in the early-mid rounds having the same pros and cons as the STAKEOUT
M72 LAW and CHINA LAKE
These powerful weapons both have slow reloads and bad ammo reserves so best avoided, can be useful in early rounds though.
G11
Suffers from s the same problems as the M16
EN FAL
Good for early rounds but a sharp damage drop decreases its usefulness drastically in the mid rounds
CZ75
Single: average pistol, Dual wielded: actually a surprisingly decent weapon from rounds 4-8.
PYTHON
A one hit kill till around round 8 or 9 but an awful reload kills its late round usefulness
CROSSBOW
Cool to use but small clip and low reload hurts, decent explosive damage though
BALLISTIC KNIFE
A cross between a knife and a sickle in terms of damage, very fast and quick so great for earning points in the earlier rounds around 4-8 if used only for knifing.
SPECTRE
Similar to the PM63
THE PICK OF THE BUNCH
The FAMAS, COMMANDO and AUG are great weapons for mid rounds. Higher rounds usually demand either an RPK or an HK21, considered to be the best non-wonder weapons. These 2 machine guns have slow reloads but huge clips and impressive damage too boot.
THE WONDER WEAPONS
Four of these are available only from the mystery box in ASCENSION and the 2 firearms are considered the 2 best guns in the game.
MATRYOSHKA DOLL
A tactical grenade which acts as a powerful cluster bomb which is good for crowd control. Great to own as you receive more each round .
GERSCH DEVICE
Creates a small black hole which lasts for 5 seconds in the place its thrown , sucks all zombies towards it and kills those which get sucked in, having a player with one of these on your team is ESSENTIAL as they can be used each time a player is downed as a distraction so the player can be revived. Amazingly this is also refilled each round with 2 more.
THUNDER GUN
Shoots a huge gust of wind which knocks all zombies off their feet and kills instantly up until high rounds. Amazing for crowd control and VERY powerful as can get the user out of very sticky situations with ease.
RAY GUN
Arguably the best gun in the game, the ray gun is a one hit kill up into rounds 20 if you are good at headshots.Pack a punched it is even more powerful. Splash damage, a decent clip and heaps of ammo add to its awesomeness though the splash damage can injure you if used in close quarters so beware!!!!.In order to get far you should have either this or the THUNDER GUN.
PERKS
Also a must for doing well in zombies, note the power must be turned on first. ASCENSION has five of these including 2 new to the zombie mode.
JUGGERNOG
Arguably the most important overall perk, Juggernog gives you increased health allowing you to take 4 hits instead of 2 before getting downed. Should be the first/second perk acquired as it is invaluable in later rounds when you will be very close to the horde.
SPEED COLA
Increases your reload speed making it great for late rounds where wasted time reloading can prove fatal. Though it is pricey and not needed in the earlier rounds as there are more useful perks (juggernog). Still should be brought at some stage.
QUICK REVIVE
This perk allows you to get self-revived in solo basically giving you an extra life (can only be used 3 times and doesnt need the power on to be active) making it an absolute must in solo. In online it allows you a faster teammate revival speed which is great in those high rounds.
PhD FLOPPER
This new perk makes the player invulnerable to explosions, splash and fall damage.Great for Ray gun users. It also makes diving-to-prone produce a nuke which insta-kills groups of zombies up until around round 20. Just be careful not to land on any zombies as this doesn't make a nuke and you will get downed!!!!!!!. Otherwise a useful perk.
STAMIN-UP
This perk increases the speed and duration of the player's sprint. This is more useful then you think since ASCENSION is a big map, the monkey rounds involve a lot of running and the sprint speed for heavy machine guns like the HK21 is very slow. A faster sprint is also great for simply evading the zombies. Worth having.
POWER UPS
Dropped by zombies during rounds, these are useful and can be game changers depending when they are dropped.
MAX AMMO:Maxes out the ammo for all your guns and grenades. It is customary to revive downed teammates and allow everyone time to reload before grabbing this so everyone has the maximum amount of ammo possible.
INSTAKILL: Only one blow from any weapon takes down zombies now, very useful in all rounds.
NUKE: Instantly kills all zombies in the playing area at the time of detonation and awards each player 400 points.
CARPENTER:Automatically boards up all windows in the map and awards all players 200 points.
DEATH MACHINE: Gives the player a gattling gun with high damage.
FIRE SALE: Spawns the mystery box at all spawn points and makes it only 10 points to buy a weapon.
MYSTERY BOTTLE: Gives all players a random perk, only dropped in monkey rounds.
THE FIRST 10 ROUNDS
ROUNDS 1-3
When you start on ASCENSION you descend into the starting room called the centrifuge room , this room consists of a circular centrifuge , which beeps when it's about to spin and you WILL down if caught underneath and not crouched so be careful !! . There is also a stairway to an upper walkway which circles half the room , 2 barricades are found up here with an Olympia to buy off the wall for 500 points and a door to open . The lower area also has 2 barricades , an M14 to buy off the wall for 500 points , the Quick Revive perk machine and another door to open . Be careful as zombies can hop up and climb down from the upper walkway in certain areas so watch your back !! . In solo you should buy quick revive straight away as it is essential in solo . If in multiplayer don't bother. The basic strategy is to guard barriers each and shoot 6 shots into a zombie from your pistol then knife which gives you nearly 200 points per zombie . In round 2 it'll take 8 bullets plus a knife . Soon enough you'll run out of ammo and you can either keep killing zombies using just your knife or buy the olympia or m14 , I myself prefer to knife only and save the 500 points . Knifing can be dangerous after round 1 as it takes 2 knives to kill zombies in round 2 and 3 knives in rounds 3/4 so remember to back away and choose your lunges wisely , do not try knifing zombies past round 4 unless they are all ready damaged or you have the Sickle . Never knife groups of zombies here as 2 quick hits and your down !! .
ROUNDS 4-10
Depending on what powerups you receive , you will want to move out during or at the end of round 3 unless you have brought a weapon in which you can stay another round or 2 . You can open either the top door or the bottom , both cost the same and have advantages a piece . The top door allows more room to move and allows cheaper access to Lunar lander A . While the lower door allows quicker and cheaper access to Juggernog . Lets go with bottom door first which is my preferred method as it holds better chances for lining up and funneling zombies in my opinion .
The Lower Door
Once you open the door I would recommend that you go straight ahead and buy the MPL on the wall for 1000 points as it's great for earning points in the early rounds . There are 3 barricades here to defend , 1 on the lower area and 2 facing each other up the first set of stairs , the Juggernog perk machine is also found in a little cavity on this upper landing too .This area is relatively easy to defend for the next 2 or 3 rounds . After this , let the person with the most points open the next door and you are into the next area which allows you to defend 3 more barriers and a sinkhole which zombies can crawl out of . This area is also your first section in which part of it is outdoors . The stakeout is also here off the wall at the top of the stairs for 1500 points. Defending here can be troublesome so many people including myself sometimes , continue up the next sets of stairs and open the top door thus entering the power room , the mystery box initially spawns here and there is the power switch which restores colour ( hooray!! ) and a barricade to defend , zombies also climb over the wall .
The Upper Door
If you choose the upper route than you can choose to go either right or left after you have opened the door . Very few people choose the door to the right as it only leads to the Stamin-Up perk and the AK74u plus more barriers , from here you can open the next door leading to Luna Lander C and claymores are available off the wall here too. Going left is really the bes option as you will find yourself in a very large area including many doors , an MP5K off the wall for 1000 points which you should buy immediately as it is great for points , same as the MPL in the lower door area . There is a lot of room to move in this area as well as Luna Lander A which , like the other Luna Landers , is not active until the power is activated. There is a little room adjacent to the landing pad which houses PHD-Flopper and a hidden window which can catch players off guard a lot !!!! .Like the lower door route , you should be able to hold out in this room for a few rounds , if playing solo than you should be able to rack up a good 4000 points here depending on your skill level and powerups you receive . At about round 6-7 , open the gate next to the MP5K and you have reconnected with the lower door route and are now in the area I described earlier with the stakeout . There are usually 2 common options from here onwards.
Rounds 6/7-10
The most common choice from here on is to go up to the power room , switch on the power , have a go at the mystery box and than run back down and grab Juggernog ( a door may have to be opened here if you took the upper door pathway ) . This is best for any number of players . When playing solo or 2 players than I usually don't bother about the power yet . Instead I open the other gate ( the fire trap gate ) , go right and up the stairs back indoors, continue upward up a last set of stairs and open the door which brings you to speed cola and Luna Lander B as well as the sickle to buy off the wall for 3000 points which I always buy ( make sure you have enough points to do this maneuver as getting trapped up here can be devastating ) . The sickle makes points gaining a lot faster and easier and , after you quickly make your way back downstairs again , it will only be a matter of time before you have enough to bang on the power and grab Juggernog . Once you have done this it is time to run about 1-hit KO knifing until round 9 , after this just shoot each zombie with a few bullets from any firearm and than Knife to get the 130 points . You will rack up points insanely quick using this method . If you banged on the power straight away than theres no point grabbing the sickle now so instead keep hitting the box for good guns between the rounds . During the rounds hole up with your team at Lander A and have players guarding the back windows while the rest take on the main crowd of the undead advancing up the stairs. If you only have two players have 1 person guard both windows . A good strategy is , if you have 4 players , have 2 buy PHD-Flopper and take turns 'nuking' off the main stairs to take out the bulk of the zombies while the rest of the team watch their backs. This should see you through round 10 at which you be starting to make crawlers at the end of each round in order to unlock the map , buy weapons etc.
Space Monkeys
After hitting the power you will start encountering these special rounds of monkeys every 4-5 rounds , the first one usually takes place very soon after the power is turned on . They arrive in groups from crashed rockets and will attack any perk machine/s that a player has purchased from resulting in you losing a particular perk if they damage it's machine too much. This is what makes solo challenging as protecting any more than 2 machines is very difficult. Allways look make sure Quick Revive and Juggernog receive first priority in solo mode . In multiplayer just divide the players among the machines to defend them. The monkeys have very crazy hit boxes and can throw back grenades so the best weapons to use against them are the thundergun , ray gun and sickle . Pack a Punched LMG's are also somewhat effective but may cause trouble because of the hitboxes the monkeys have . If the round ends and no machine was even TOUCHED by a monkey , than all players are rewarded with a random perk activated by a player collecting the random perk bottle powerup which is dropped along with the max ammo which appears at the end of this round regardless of how many perks are stolen. Just like the hellhounds . Make sure everyone reloads thier guns before the max ammo is collected . Claymores can be effective against the monkeys when used to by time by placing them next to perk machines but they don't inflict much damage .
Rounds 10-20
During these next few rounds you should be focused on riding all 3 lunar landers back to the spawn area thus allowing you to press a button next to the power switch . You should familiarize yourself of where all the lunar landers are by using your knowledge and the map at the start of this guide if needed . Once this button has been pressed the large rocket will take off ( this rocket can be shot and destroyed using a powerful gun such as a Ray Gun or a launcher ) . No matter if you destroy the rocket or not , a door underneath the Launch pad will open and stemming off from this launch pad room is the Pack a punch machine !! . This should be used to upgrade your weapons once the zombies start getting faster and stronger. At the end of each round leave a crawler in order to buy ammo , perks or have a go/goes at the mystery box. In terms of weapons , in the early rounds a machine gun is ideal but by later rounds everyone should have upgraded LMG's and/or the Ray Gun . One person should have the Thundergun but DO NOT pack-a-punch it until you run out of ammo as the power is already infinite even without the upgrade. One of the two tactical grenades is also a good idea but Gersch devece is my preffered one of the two available from the mystery box. Make sure at least the best player ( overall downs the least ) or the thunder gun wielding player has quick revive and keep holing up in the same spot , on the lunar lander pad next to PHD-Flopper . Make sure that the lunar lander is ready to be riden right on the pad for a quick escape when the situation arises . If anyone downs make them crawl onto the lander so another player can ride them back to the spawn reviving at the same time.
Round 20+
Make sure everyone is defending perks on monkey rounds and upgrading their guns by now. Keep leaving crawlers if needed and use Gersch devices if someone downs and quick revive won't cut it. If playing solo you may encounter frequent ammo shortages in later rounds which can be easily remedied by using the fire trap near the building entrance and than running up the stairs, jumping down through the whole in the wall and snaking your way back to the lunar lander pad ready for the next wave of zombies to spawn. Multiplayer can be more difficult but it may be a good idea to have one person gathering up the zombies at the top of the main stairs up to the Lunar Lander and have the others killing the strays and helping knock down the health of the main hoard. If the situation goes bad out comes the Thunder Gun !!! .
Hopefully this guide helps/has helped you to reach a higher round on the zombie map Ascension and my congrats if you beat my highest Solo round of 57 . Finally , enjoy zombie slaying !!!
I'm fairly new to the COD scene but I think zombies is an awesome mode and having made it to round 27 online and 57 solo , I believe I know the map well enough to make a in depth walk through and guide to the first strike zombie map, ASCENSION.In this guide I will be detailing weapons, items, rooms and strategies that I use that can get you far in this map.
BEFORE YOU BEGIN
If you want to succeed at zombies you need perseverance, a good amount of time, a bit of strategic thinking and problem solving and determination. I would also suggest a mic, though having one is not fundamental, it is good to convey strategies to your teammates and to chat the minutes away.
THE BASICS OF ZOMBIE SLAYING
I'm sure most of you know the basics of zombies, kill zombies, repair barricades, buy weapons and perks, kill more zombies. I'm also assuming that you know the points system used to buy weapons, perks and to unlock new areas of the map but just to refresh your memory................
Non lethal hit----------10 points
Lethal torso hit--------60 points
Lethal limb hit---------50 points
Lethal headshot-------100 points
Lethal melee----------130 points
Lethal grenade--------50 points
Non lethal grenade---10 points
This system applies to all zombie types including the space monkeys
DON'T BE GREEDY!!!!!!!!!!!!!!!
This is how many matches end, with people virtually biting off more than they can chew. Seriously, too many times I see people crowd the mystery box during a fire sale only to be downed as its usually the middle of a round.Too many times I see players running into groups of zombies in the earlier rounds and trying to knife every zombie to get tons of points but get downed. The moral of the story...............DON'T BE GREEDY!!!.
REVIVING TEAMMATES
Yes it is being a team player but if there are to many zombies still alive it is not a risk worth taking, you will only get downed yourself and with only 2 players thats game over. Otherwise feel free as this is what you will need to do a lot of in the later rounds.
AND DON'T FORGET TO HAVE FUN!!!!!!!!!!
ASCENSION
THE MAP LAYOUT
Lets just state the obvious first and that is that this map is big, and I mean really big. Easily one of, if not the biggest zombie map to date. Its size allows for a lot of tactical play, action and awesome zombie slaying fun !!!!. This map is set in an abandoned Soviet cosmodrome and it can be complicated at first so heres a map to help you, otherwise it just takes practice and experience.
WEAPONS
Off the wall weapons are:
M14
A small clip size and long reload means this gun should be thrown away no later then round 6 as its damage just doesn't suffice once the hoards increase in size.
OLYMPIA
A one hit kill until round six (headshots) but again, only a 2 bullet clip and a very long reload, even for a shotgun again puts it in the same category as the M14, you really shouldn't have this gun past round six unless you intent to upgrade it very soon.
MPL
A decent gun for rounds 3-7. Good rate of fire and decent damage but simply becomes too weak too early and the small amount of rounds leaves a little to be desired. Still an OK weapon though.
MP5K
Suffers from the same problems as the MPL but a higher price evened out by a slightly higher damage. Recoil can be a problem though.Good for the early rounds
AK-74u
Again, don't use past round 8, good rate of fire but low damage and just chews through its ammo supply too quickly.Also good for early rounds.
PM63
Decent rate of fire and damage but again suffers from the same flaws as the MP5K, MPL and AK-74u
Stakeout
Easily one of the best off-the-wall weapons in zombies, a slow reload being a shotgun but a decent clip, heaps of spare ammo and a one hit kill till round 10 makes this a great deal and better then many mystery box exclusive firearms. Great up until round 12.
M16
Good damage but 3 round burst becomes a big problem in later rounds
GRENADES
you get a few of these every round anyway but they are great for making crawlers which are zombies that have had their legs blown off. Making one of these at the end of a round is great for giving the other players and yourself time to buy ammo, unlock doors etc before the next round begins. Essential
SICKLE
Can be acquired as early as round 5 and provides a one hit kill melee attack up to round 9. Great for accumulating tons of points but don't get too cocky using it!!!!!!!!!. Essential to my solo strategy.
CLAYMORES
These are good for protecting perk machines and their decent damage can be used to protect your back in normal game play. You get 2 more every round for free so definitely worth buying.
THE MYSTERY BOX
For only 950 points a random weapon can be brought from this box. Probably the most sought after item in zombies as it provides exclusive access to the games best weapons such as the wonder weapons and more. If used a fair bit a teddy bear will appear and teleport the box to another area of the map which is shown on a little tv screen at every one of its spawn points.ESSENTIAL to doing well
Weapons available:
DRAGUNOV and L96A1
Snipers are definitely not the best choice for any round past round 10 unless you are a pro quick-scoper so not suggested keeping.
SPAS-12 and HS10
Good weapons in the early-mid rounds having the same pros and cons as the STAKEOUT
M72 LAW and CHINA LAKE
These powerful weapons both have slow reloads and bad ammo reserves so best avoided, can be useful in early rounds though.
G11
Suffers from s the same problems as the M16
EN FAL
Good for early rounds but a sharp damage drop decreases its usefulness drastically in the mid rounds
CZ75
Single: average pistol, Dual wielded: actually a surprisingly decent weapon from rounds 4-8.
PYTHON
A one hit kill till around round 8 or 9 but an awful reload kills its late round usefulness
CROSSBOW
Cool to use but small clip and low reload hurts, decent explosive damage though
BALLISTIC KNIFE
A cross between a knife and a sickle in terms of damage, very fast and quick so great for earning points in the earlier rounds around 4-8 if used only for knifing.
SPECTRE
Similar to the PM63
THE PICK OF THE BUNCH
The FAMAS, COMMANDO and AUG are great weapons for mid rounds. Higher rounds usually demand either an RPK or an HK21, considered to be the best non-wonder weapons. These 2 machine guns have slow reloads but huge clips and impressive damage too boot.
THE WONDER WEAPONS
Four of these are available only from the mystery box in ASCENSION and the 2 firearms are considered the 2 best guns in the game.
MATRYOSHKA DOLL
A tactical grenade which acts as a powerful cluster bomb which is good for crowd control. Great to own as you receive more each round .
GERSCH DEVICE
Creates a small black hole which lasts for 5 seconds in the place its thrown , sucks all zombies towards it and kills those which get sucked in, having a player with one of these on your team is ESSENTIAL as they can be used each time a player is downed as a distraction so the player can be revived. Amazingly this is also refilled each round with 2 more.
THUNDER GUN
Shoots a huge gust of wind which knocks all zombies off their feet and kills instantly up until high rounds. Amazing for crowd control and VERY powerful as can get the user out of very sticky situations with ease.
RAY GUN
Arguably the best gun in the game, the ray gun is a one hit kill up into rounds 20 if you are good at headshots.Pack a punched it is even more powerful. Splash damage, a decent clip and heaps of ammo add to its awesomeness though the splash damage can injure you if used in close quarters so beware!!!!.In order to get far you should have either this or the THUNDER GUN.
PERKS
Also a must for doing well in zombies, note the power must be turned on first. ASCENSION has five of these including 2 new to the zombie mode.
JUGGERNOG
Arguably the most important overall perk, Juggernog gives you increased health allowing you to take 4 hits instead of 2 before getting downed. Should be the first/second perk acquired as it is invaluable in later rounds when you will be very close to the horde.
SPEED COLA
Increases your reload speed making it great for late rounds where wasted time reloading can prove fatal. Though it is pricey and not needed in the earlier rounds as there are more useful perks (juggernog). Still should be brought at some stage.
QUICK REVIVE
This perk allows you to get self-revived in solo basically giving you an extra life (can only be used 3 times and doesnt need the power on to be active) making it an absolute must in solo. In online it allows you a faster teammate revival speed which is great in those high rounds.
PhD FLOPPER
This new perk makes the player invulnerable to explosions, splash and fall damage.Great for Ray gun users. It also makes diving-to-prone produce a nuke which insta-kills groups of zombies up until around round 20. Just be careful not to land on any zombies as this doesn't make a nuke and you will get downed!!!!!!!. Otherwise a useful perk.
STAMIN-UP
This perk increases the speed and duration of the player's sprint. This is more useful then you think since ASCENSION is a big map, the monkey rounds involve a lot of running and the sprint speed for heavy machine guns like the HK21 is very slow. A faster sprint is also great for simply evading the zombies. Worth having.
POWER UPS
Dropped by zombies during rounds, these are useful and can be game changers depending when they are dropped.
MAX AMMO:Maxes out the ammo for all your guns and grenades. It is customary to revive downed teammates and allow everyone time to reload before grabbing this so everyone has the maximum amount of ammo possible.
INSTAKILL: Only one blow from any weapon takes down zombies now, very useful in all rounds.
NUKE: Instantly kills all zombies in the playing area at the time of detonation and awards each player 400 points.
CARPENTER:Automatically boards up all windows in the map and awards all players 200 points.
DEATH MACHINE: Gives the player a gattling gun with high damage.
FIRE SALE: Spawns the mystery box at all spawn points and makes it only 10 points to buy a weapon.
MYSTERY BOTTLE: Gives all players a random perk, only dropped in monkey rounds.
THE FIRST 10 ROUNDS
ROUNDS 1-3
When you start on ASCENSION you descend into the starting room called the centrifuge room , this room consists of a circular centrifuge , which beeps when it's about to spin and you WILL down if caught underneath and not crouched so be careful !! . There is also a stairway to an upper walkway which circles half the room , 2 barricades are found up here with an Olympia to buy off the wall for 500 points and a door to open . The lower area also has 2 barricades , an M14 to buy off the wall for 500 points , the Quick Revive perk machine and another door to open . Be careful as zombies can hop up and climb down from the upper walkway in certain areas so watch your back !! . In solo you should buy quick revive straight away as it is essential in solo . If in multiplayer don't bother. The basic strategy is to guard barriers each and shoot 6 shots into a zombie from your pistol then knife which gives you nearly 200 points per zombie . In round 2 it'll take 8 bullets plus a knife . Soon enough you'll run out of ammo and you can either keep killing zombies using just your knife or buy the olympia or m14 , I myself prefer to knife only and save the 500 points . Knifing can be dangerous after round 1 as it takes 2 knives to kill zombies in round 2 and 3 knives in rounds 3/4 so remember to back away and choose your lunges wisely , do not try knifing zombies past round 4 unless they are all ready damaged or you have the Sickle . Never knife groups of zombies here as 2 quick hits and your down !! .
ROUNDS 4-10
Depending on what powerups you receive , you will want to move out during or at the end of round 3 unless you have brought a weapon in which you can stay another round or 2 . You can open either the top door or the bottom , both cost the same and have advantages a piece . The top door allows more room to move and allows cheaper access to Lunar lander A . While the lower door allows quicker and cheaper access to Juggernog . Lets go with bottom door first which is my preferred method as it holds better chances for lining up and funneling zombies in my opinion .
The Lower Door
Once you open the door I would recommend that you go straight ahead and buy the MPL on the wall for 1000 points as it's great for earning points in the early rounds . There are 3 barricades here to defend , 1 on the lower area and 2 facing each other up the first set of stairs , the Juggernog perk machine is also found in a little cavity on this upper landing too .This area is relatively easy to defend for the next 2 or 3 rounds . After this , let the person with the most points open the next door and you are into the next area which allows you to defend 3 more barriers and a sinkhole which zombies can crawl out of . This area is also your first section in which part of it is outdoors . The stakeout is also here off the wall at the top of the stairs for 1500 points. Defending here can be troublesome so many people including myself sometimes , continue up the next sets of stairs and open the top door thus entering the power room , the mystery box initially spawns here and there is the power switch which restores colour ( hooray!! ) and a barricade to defend , zombies also climb over the wall .
The Upper Door
If you choose the upper route than you can choose to go either right or left after you have opened the door . Very few people choose the door to the right as it only leads to the Stamin-Up perk and the AK74u plus more barriers , from here you can open the next door leading to Luna Lander C and claymores are available off the wall here too. Going left is really the bes option as you will find yourself in a very large area including many doors , an MP5K off the wall for 1000 points which you should buy immediately as it is great for points , same as the MPL in the lower door area . There is a lot of room to move in this area as well as Luna Lander A which , like the other Luna Landers , is not active until the power is activated. There is a little room adjacent to the landing pad which houses PHD-Flopper and a hidden window which can catch players off guard a lot !!!! .Like the lower door route , you should be able to hold out in this room for a few rounds , if playing solo than you should be able to rack up a good 4000 points here depending on your skill level and powerups you receive . At about round 6-7 , open the gate next to the MP5K and you have reconnected with the lower door route and are now in the area I described earlier with the stakeout . There are usually 2 common options from here onwards.
Rounds 6/7-10
The most common choice from here on is to go up to the power room , switch on the power , have a go at the mystery box and than run back down and grab Juggernog ( a door may have to be opened here if you took the upper door pathway ) . This is best for any number of players . When playing solo or 2 players than I usually don't bother about the power yet . Instead I open the other gate ( the fire trap gate ) , go right and up the stairs back indoors, continue upward up a last set of stairs and open the door which brings you to speed cola and Luna Lander B as well as the sickle to buy off the wall for 3000 points which I always buy ( make sure you have enough points to do this maneuver as getting trapped up here can be devastating ) . The sickle makes points gaining a lot faster and easier and , after you quickly make your way back downstairs again , it will only be a matter of time before you have enough to bang on the power and grab Juggernog . Once you have done this it is time to run about 1-hit KO knifing until round 9 , after this just shoot each zombie with a few bullets from any firearm and than Knife to get the 130 points . You will rack up points insanely quick using this method . If you banged on the power straight away than theres no point grabbing the sickle now so instead keep hitting the box for good guns between the rounds . During the rounds hole up with your team at Lander A and have players guarding the back windows while the rest take on the main crowd of the undead advancing up the stairs. If you only have two players have 1 person guard both windows . A good strategy is , if you have 4 players , have 2 buy PHD-Flopper and take turns 'nuking' off the main stairs to take out the bulk of the zombies while the rest of the team watch their backs. This should see you through round 10 at which you be starting to make crawlers at the end of each round in order to unlock the map , buy weapons etc.
Space Monkeys
After hitting the power you will start encountering these special rounds of monkeys every 4-5 rounds , the first one usually takes place very soon after the power is turned on . They arrive in groups from crashed rockets and will attack any perk machine/s that a player has purchased from resulting in you losing a particular perk if they damage it's machine too much. This is what makes solo challenging as protecting any more than 2 machines is very difficult. Allways look make sure Quick Revive and Juggernog receive first priority in solo mode . In multiplayer just divide the players among the machines to defend them. The monkeys have very crazy hit boxes and can throw back grenades so the best weapons to use against them are the thundergun , ray gun and sickle . Pack a Punched LMG's are also somewhat effective but may cause trouble because of the hitboxes the monkeys have . If the round ends and no machine was even TOUCHED by a monkey , than all players are rewarded with a random perk activated by a player collecting the random perk bottle powerup which is dropped along with the max ammo which appears at the end of this round regardless of how many perks are stolen. Just like the hellhounds . Make sure everyone reloads thier guns before the max ammo is collected . Claymores can be effective against the monkeys when used to by time by placing them next to perk machines but they don't inflict much damage .
Rounds 10-20
During these next few rounds you should be focused on riding all 3 lunar landers back to the spawn area thus allowing you to press a button next to the power switch . You should familiarize yourself of where all the lunar landers are by using your knowledge and the map at the start of this guide if needed . Once this button has been pressed the large rocket will take off ( this rocket can be shot and destroyed using a powerful gun such as a Ray Gun or a launcher ) . No matter if you destroy the rocket or not , a door underneath the Launch pad will open and stemming off from this launch pad room is the Pack a punch machine !! . This should be used to upgrade your weapons once the zombies start getting faster and stronger. At the end of each round leave a crawler in order to buy ammo , perks or have a go/goes at the mystery box. In terms of weapons , in the early rounds a machine gun is ideal but by later rounds everyone should have upgraded LMG's and/or the Ray Gun . One person should have the Thundergun but DO NOT pack-a-punch it until you run out of ammo as the power is already infinite even without the upgrade. One of the two tactical grenades is also a good idea but Gersch devece is my preffered one of the two available from the mystery box. Make sure at least the best player ( overall downs the least ) or the thunder gun wielding player has quick revive and keep holing up in the same spot , on the lunar lander pad next to PHD-Flopper . Make sure that the lunar lander is ready to be riden right on the pad for a quick escape when the situation arises . If anyone downs make them crawl onto the lander so another player can ride them back to the spawn reviving at the same time.
Round 20+
Make sure everyone is defending perks on monkey rounds and upgrading their guns by now. Keep leaving crawlers if needed and use Gersch devices if someone downs and quick revive won't cut it. If playing solo you may encounter frequent ammo shortages in later rounds which can be easily remedied by using the fire trap near the building entrance and than running up the stairs, jumping down through the whole in the wall and snaking your way back to the lunar lander pad ready for the next wave of zombies to spawn. Multiplayer can be more difficult but it may be a good idea to have one person gathering up the zombies at the top of the main stairs up to the Lunar Lander and have the others killing the strays and helping knock down the health of the main hoard. If the situation goes bad out comes the Thunder Gun !!! .
Hopefully this guide helps/has helped you to reach a higher round on the zombie map Ascension and my congrats if you beat my highest Solo round of 57 . Finally , enjoy zombie slaying !!!