Call of Duty: World at War

Call of Duty: World at War

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Zombies Weapons
由 Feelin' Salty? 制作
Hello everyone! I am Jokerlaw and this is my first guide for Call of Duty: World at War. In this article I am going to cover in-depth every single weapon available in Nazi Zombies, as how you can get them in all possible situations.
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1 - Introduction
Welcome to my in-depth guide about weapon available on Nazi Zombies. My guide will be structured as follow: each category of weapons will be on a different section, which section will have the name of the class of weapons it describes. Each section will include comprehensive, detailed description and review of all the weapons belonging to the class. At the end of each weapon's review, you will find weapon's rating and maybe a small comment or tip, which actually will be working as a summary of everything I will have mentioned. The ratings are somehow personal, but I used them so you can comapre the weapons within the same class better. The ratings shouldn't be used to compare weapons from different classes, because i.e. a SMG with 5/10 could be better than an assault rifle with 6/10.

DISCLAIMER #1: Everything written in this guide isn't to be taken always literally, as sometimes I express my personal feelings about some weapons. Besides that, keep also in your mind that sometimes I don't even agree with myself (you will realise later why I mentioned that).

DISCLAIMER #2: Each kind of comment and comprehensive criticism are acceptable, as long as they are legit. No spams nor stupid comments like ''Bad guide'' or ''You're wrong'' unless you mention where I am wrong or bad, and why.

DISCLAIMER #3: I should probably have mentioned this earlier, but everything written and mentioned in this article applies only to the four original Nazi Zombies maps (Nacht der Untoten, Verrückt, Shi No Numa, Der Riese). None relevance with the respective Black Ops maps nor with the thousands free custom maps.

DISCLAIMER #4: Ignoring any condition, don't try to compare any World at War weapon with its counterpart from other installments using as criterion this guide. Anything said here applies only to World at War. The only comparisons that I am allowing are to compare: a) the shotguns with their Black Ops counterparts using as criteria this guide and the one I have made for Black Ops shotguns (the link will be given below), and b) the Ray Gun and Wunderwaffe DG-2 using my guide for Wonder Weapons (the link will also be given below).
NOTE: I am not forcing you to read these guides. I just included them in case there is anyone who wants to compare and see the differences between those guns and their Black Ops variants.


Thanks in advance for reading and don't forget the disclaimers as far as the guide goes.
2 - Starting Loadout
Into this part of my guide I am going to mention from which weapons your starting weaponry is consisted of. However, this is known to the community, so this section is pretty much useless. I included it into my guide just because I felt I should.

At every single map you spawn in with a Colt M1911, 8/32 bullets, two grenades and a knife. However, you have the ability to buy weapons of the wall or open some doors and gain access to the Mystery Box. These things, however, are already known to the vast majority of the players, so the real meat of this guide begins onto the next section.
3 - Pistols
I cannot say much about the pistols because of the restricted sample we have in Nazi Zombies. They generally have small clips, fast reloads and high mobility / running speed. There are only two pistols available in Nazi Zombies, and both are unique, each one for different reasons.


1. M1911

Your starting pistol is the typical American Colt M1911. It's very weak with low ammo, however, it does what a starting weapon should do, namely building up points in the starting rounds. It can be combined with your combat knife (translating that as: short bursts from the pistol followed by a slash). Makes a perfect combo with the Bowie Knife in Der Riese (more infomation on the Knives & Equipment) until mid 10s.

Though you would rather trade the M1911 for something more powerful after round 4 in every other map, you would be benefited from keeping this in Der Riese, not only because of the Bowie Knife, but because you upgrade this spare, weak pistol into...

...a powerful grenade launcher, called C-3000 b1at-ch35. The entire function of the weapon changes, the damage is amazingly increased and the weapon is one of the most powerful guns in the game. Due to the low ammo and wide radius, it is better to use this weapon for emergency situations, and at a safe distance from zombies. Since it's still a pistol, it can pulled out very quickly, and it's extremely useful when downed. Formidable weapon though a hard one to master.

M1911: 1/10
C-3000 b1at-ch35: 8/10



2. .357 Magnum

The .357 Magnum is the meaning of the typical American pistol. Six-round revolver with greatly high damage, long range and a lot of ammo for a weapon of its power. It also has a speed reloader which results in reloading all rounds at once. However, the reload time is kinda slow (3 seconds), the recoil is very high and the crappy firecap is capped at 181 RPM. Powerful weapon but it cannot be mastered.

Upgraded it turns into the .357 Plus 1 K1L-u, a huge disappointment. Double damage at longer ranges and increased multipliers are only what this gun gets. Other features like accuracy, spped reload, even the ammo count, haven't changed a bit. I never liked this weapon when unupgraded, so there's no reason to do it when upgraded.

.357 Magnum: 3.5/10
.357 Plus 1 K1L-u : 4/10








4 - Submachine Guns
Ah, SMGs. Plentiful ammo count, fast handling, high mobility and great point-racking capabilities are some of the features that make submachine guns the best class of weapons (besides wonder weapons). They can build up tons of points easily and quickly, which can be used on buying perks, upgrading weapons or spamming the teleporters in Der Riese.


1. Thompson

The Thompson is an American submachine gun invented in 1918. It appears in all maps, both off the wall and from the Mystery Box. It can be bought for 1200 points, with ammo costing 600 points. It's a good weapon due to its good accuracy, fire rate and high close range power. It also has plentiful ammo (small clips though), fast reloads, and overall, it's a very good and controllable weapon, very popular among the players. Fairly effective until very early 20s.

In Der Riese it can be Pack-a-Punched into the Gibs-O-Matic, giving it a doubled magazine, larger ammo reserves and more power. Usually this weapon is highly overrated due to its high damage and fire rate, ignoring the ammo issue. 290 rounds are less than enough, and the ammo location is bad if you consider that the most action take places at Teleporter C. It's relatively ineffective unless the player can make a large number of headshots in later rounds. The Thompson is very accurate laterally and vertical recoil is gentle and uniform, conductive to headshots with a good damage multiplier for such. Between the 40-round magazine, fast dry reload and with the addition of Speed Cola, the Gibs-O-Matic can sustain fire for a fair amount of time.

Thompson: 5.5/10
Gibs-O-Matic: 8/10




2. MP40

The MP40 (MP designates Maschinenpistole) is a submachine gun developed in Nazi Germany and used extensively during World War II. It's a very reliable weapon, solid and steady, wins the race among wall weapons despite the slow fire rate of 535 bullets per minute. The MP40 appears in Verrückt, Shi No Numa and Der Riese, both off the wal and the Mystery Box. It's also available at Nacht Der Untoten but only through the Mystery Box.

When upgraded it turns into the Afterburner, a big disappointment into my opinion. Though damage is fairly increased, the magazine capacity is doubled and the fire rate raises up to 600 RPM, the ammo count remains stable at 192 rounds. Don't forget also that the MP40 has a bad wall location (next to teleporter A), but if you are going to spam the teleporters there is no reason at using an upgraded wall weapon. Steady and solid upgrade, but the ammo issue is unsolved.

MP40: 5/10
The Afterburner: 5.5/10




3. Type 100

The Japanese version of the Thompson is a gun featured in the Nazi Zombies maps Shi No Numa and Der Riese, available for purchase off the wall for 1000 points or from the Mystery Box. To put it very shortly it has similar statistics to the Thompson, but it's a scale below, mainly due to the less ammo, lower penetration and worse wall locations in both maps.

And while the Type 100 is rather blend, the Pack-a-Punched form is a straight monster. The 1001 Samurais comes out with a 60-round clip, doubled damage, higher fire rate and the highest damage multiplier on head (5.5x) among all SMGs. However, the spare ammunition is rather low (220 rounds) and the wall location is close to the Teleporter B, so it's bad. Again, it's very similar to the Gibs-o-Matic (upgraded Thompson), however the Gibs-o-Matic is seen as superior because it can penetrate multiple enemies (a feat the 1001 Samurais is incapable of performing), it carries more ammo and it has a better location; it lacks though the higher head multiplier.

Type 100: 5/10
1001 Samurais: 7.5/10



4. PPSh-41

To put it very shortly, the PPSh-41 (called PP for short) is a Russian monster. Damage is on par with MP40 and Type 100, however, the weapon has the largest ammo capacity (71/355) and the fastest fire rate (1250 RPM) among all SMGs, These features are not usual for a submachine gun and that's why the PPSh-41 stands out. It's the perfect weapon for accumulating points and it's quite effective against zombies and Hellhounds alike, even at higher levels. The ammunition should be used with caution because the PPSh-41 comes off the Mystery Box and has the tendency to chew its ammo rapidly. For this purpose it's highly suggested having a wall weapon as a sidearm to your PPSh-41 (prefer a SMG or a shotgun), and avoid using Double Tap as the weapon has already the highest fire rate in the game. The PPSh-41 is firstly available in Verrückt and appears in all later maps, coming always from the Mystery Box (stated above).

If upgraded via the Pack-a-Punch machine in Der Riese the gun is entitled "The Reaper". The Reaper is the absolute shredding machine in zombies. Though the actual damage is lower than any other upgraded SMG, this weapon is extremely powerful as it gets a magazine size of 115 (probably a reference to Element 115) which seems to rival that of a machine gun, huge ammo cache and an insane fire rate of 1578 RPM, around 2100 RPM with Double Tap! It does more damage than the MG42 and Browning 1919, even if both are upgraded, it reloads notably faster and it offers a much more convenient handling. The consumption issue isn't eliminated, so what tips I gave you above about limiting down the unreasonable ammo waste apply here as well, have a good secondary gun and avoid Double Tap. The Reaper also features a decrease of recoil.

PPSh-41: 7.5/10
The Reaper: 9/10

5 - Assault Rifles
In theory, assaults rifles weresupposed to be the best category of weapons (besides wonder weapons), but in practice they are good only for making points on the first few rounds. Their upgraded variants are occassionally good sidearms, and some of them very interesting.


1. M1A1 Carbine

The M1(A1) Carbine is the first assault rifle available in Nazi Zombies. It's a semi-automatic rifle with decent damage, long range, high accuracy, cheap and easily accessible. Good alternative if you don't really feel like getting a Thompson / MP40 / etc., but it cannot be spammed efficiently due to the crappy firecap. It's available at all four maps with the only exception it isn't buyable off the wall in Verrückt.

When upgraded you get the Widdershins RC-1 (Widdershins means "in a direction opposite to the usual" in German). The upgrade is actually very good, fully-automatic with high damage, high accuracy, average fire rate, but the low ammo count cripples the weapon. I don't suggest getting this upgrade unless you know how to take benefit from it and afford the upgraded ammunition (costs 4500).

M1A1 Carbine: 3.5/10
Widdershins RC-1: 6/10



2. M1 Garand

The Garand appears on all Nazi Zombie levels, being available from the Mystery Box and off the wall on Verrückt and Shi No Numa. It's a league below the M1 Carbine, lower damage, smaller clips and pretty much everything is sub-par when compared to M1 Carbine's. The strange with this gun is that it needs half the reloading time when loaded to reload when it's empty (wait what?). Good weapon for early rounds if you spawn at the American side in Verrückt, but nothing you want to keep after round 6.
Besides the gun's original version, there is another one which is equipped with an underbarrel grenade launcher. The M1 Garand appears also in Nazi Zombies with a powerful M7 Grenade Launcher. This Garand's version is available at all maps and only through the Mystery Box. In Nacht Der Untoten it holds 4 grenades in reserve, in Verrückt it holds 15 grenades in reserve, and in Shi No Numa and Der Riese it holds 20 grenades in reserve. More information about the Grenade Launcher on the Launchers & Explosives section.

Upgraded the M1 Garand (with or without the launcher) turns into the M1000. Damage and ammunition is on par with the Widdershins RC-1, the accuracy is very good, however it retains the semi-automatic firing (with the firecap capped at 444 RPM) and the reload abnormallity. Most players will not love this weapon, but quaintly I do. Usable until late 10s / very early 20s.
The M7 Grenade Launcher is upgraded into the Imploder.

M1 Garand: 2/10 (2.5/10 w/ M7 Grenade Launcher)
M1000: 4.5/10 (5/10 w/ Imploder)



3. Gewehr 43

The German Gewehr 43 is horrible in zombies. It tries to compete the two other semi-automatic rifles but it can't, it reloads slowly and has the lowest damage per bullet than any non-M1911 weapon. The only memorable feature on Gewehr is the slighty faster firecap. Only good for the first few rounds, and actually worth using if you're aiming to get the Bowie / Sickle by round 6 or 7.

In Der Riese the Gewehr 43 can be upgraded via the Pack-a-Punch Machine into the G115 Compressor. It holds more ammo than Widdershins or M1000 and the damage per bullet is on par with them, but generally this upgrade is avoided due to the semi-automatic nature and the fact there are SMGs on the wall. The Type 100 does 1100 damage per headshot (G115 Compressor does 1200), has more ammo and it's fully-automatic. Short bursts on the chest followed by a slash from the Bowie Knife is the only good use I find on this upgrade.

Gewehr 43: 1.5/10
G115 Compressor: 4.5/10



4. STG-44

The STG-44 (known as MP44 in most games) is the the first (and only) fully-automatic assault rifle available in Nazi Zombies. It's a MP40 with slightly less ammo, choppy fire rate, high accuracy and all. The player should aim for the head in all rounds, as it is inefficient when fired at the chest. It is a great weapon to have until around round 17 where it should either be upgraded or disposed of. Blend weapon without Double Tap Root Beer.

When Pack-a-Punched in Der Riese it becomes the Spatz-447+. This weapon's version becomes much more solid, it gets more or less doubled ammo, a large magazine of 60 rounds, higher damage and the fire rate increases to 750 RPM. With Double Tap this weapon just gives me the feel its more solid than Gibs-O-Matic. Solid upgrade and placed at a strategic place (next to Teleporter C).

STG-44: 5/10
Spatz-447+: 8/10
6 - Light Machine Guns
Ah, LMGs. They stand out for their large ammo capacities, however, they trade the increased held ammo with a slow running speed, slow reloads and as a rule of thumb they won't fit to all strategies. However, there are exceptions and they will be mentioned below. Some of them are restrictive to the Mystery Box.
In Verrückt, every single LMG comes equipped with an unusable bipod.


1. BAR

Deployable bipod? Whatever... Non-deployable piece of ♥♥♥♥, lowest damage and fire rate among automatics, poor ammo capacity, sluggish reloads, but the most pathetic at this weapon is the outrageous price, 1800 points in Nacht der Untoten and Verrückt, 2500 if you want the version with the unusable bipod. Even with Speed Cola and Double Tap Root Beer this ♥♥♥♥ is ineffective after round 10. I find a reason on buying the Kar98k or the Arisaka, but honestly I can't find any logical explanation at purchasing this epitome of ♥♥♥♥. Besides a wall weapon in Nacht der Untoten and Verrückt, the BAR appears also as a gun through the Mystery Box in all four maps.

The upgraded BAR is entitled as the Widow Maker, probably because you will be mourning like a widow when you obtain this upgrade. It may has the highest damage per round in the class of the upgraded LMGs (it's on par with high-powered upgrades like the Gibs-O-Matic), but that's not enough to make this upgrade bareable. The fire rate increases a bit but it's very slow, the handling feels sluggish and it holds less ammo than any unupgraded SMG. Effective with Speed Cola and Double Tap until late 10s, but below average overall.

BAR: 2/10
Widow Maker: 4/10


2. FG42

The FG42 machine gun appears in Nacht der Untoten, Shi No Numa (off the Mystery Box) and Der Riese (both off the Mystery Box and off the wall), and it's probably the most bizzare weapon you will ever see. It is essentially a mix of a SMG and a battle rifle listed as a light machine gun, though it looks like a SMG and it has the hipfire spread of a shotgun and the recoil of a sniper rifle... The damage is on par with BAR, so it's low, however, the FG42 has a very high fire rate, decent ammo reserves and the handling reminds of SMGs'. Accuracy isn't the name of this weapon, wide bullets' spread, uncontrolable recoil and the ADS zoom is unpredictably high, so as long as you spray with this weapon, you will be fine. Nothing to be excited about, but it's a good weapon for points.

When it is Pack-a-Punched, it becomes the 420 Impeller, increasing firepower, magazine size, rate of fire, and held ammo. Recoil becomes an even bigger problem as it climbs while firing, so it is advisable to aim for the legs and let the recoil move it towards the head and chest. While this gun is surpassed in effectiveness by other weapons, it does have a distinct advantage of being purchasable off the wall, and at a good location, making managing its ammo capacity easier than weapons obtained from the Mystery Box. Inefficient after early 20s.

FG42: 4/10
420 Impeller: 5/10



3. M1919 Browing

The M1919 Browing is available on all Nazi Zombies levels, but only from the Mystery Box. It's widely considered one of the best guns available in Nazi Zombies due to its high damage, large ammo count, low recoil and an enhanced ADS zoom. However, it suffers from what a LMG usually suffers from, low mobility, painfull reloads and a rather slow fire rate (625 RPM). It fits only to camping strategies with Speed Cola and Double Tap Root Beer but it can shreds hordes of zombies. Sometimes called M1919.

Upgraded the M1919 Browing becomes the B115 Accelerator. Damage per bullet and multipliers don't increase, the magazine capacity remains stable and the slow reload speeds aren't cured, the only actual ways the Pack-a-Punch Machine affects on this upgrade are by speeding up the fire rate to 750 RPM and giving more reserved ammunition. All other statistics remain unchanged, as stated above. Despite the ungenerous bonus, the B115 Accelerator is a great weapon to have because of the huge ammo cache and amazing accuracy when ADSing (enhanced zoom, slight recoil, nice iron sights, etc).

M1919 Browing: 5.5/10
B115 Accelerator: 7/10


4. MG42

The MG42 is -rightfully- considered to be the best machine gun in World at War's zombies gameplay. It's magazine-fed which gives an advantage over the M1919 Browing when reloading and it has an unusually fast fire rate for a LMG, 937 rounds per minute, when usually you would be thankful if your light machine gun fired 750 rounds per minute. Any other statistic feature is identical to Browing's, same damage ouput, same ammo count and all, but for the two reasons stated above (faster reload, faster fire rate), the MG42 is declared as the LMG of the game. The Double Tap Root Beer isn't an emergency for this weapon due to the unusually high rate of fire.

When Pack-a-Punched it becomes the Barracuda FU-A11. The weapon gets what the B115 Accelerator (PaP'd Browing) receives, namely increased fire rate and more held ammo, however, the Barracuda also receives an increased headshot multiplier, from 3x per bullet to 3.5x. Every other feature remains unchanged, same damage per bullet, same clip size, same mobility. Monsterous upgrade though sometimes it could be regarded as a less worthy weapon to Pack-a-Punch, as it will burn through valuable ammunition much quicker, and that no damage increase is received.

MG42: 6/10
Barracuda FU-A11: 8/10
7 - Sniper Rifles
I can't say for sure that that this is the worst class of weapon in Nazi Zombies, but definitely it has some of the worst guns. There are two categories of sniper rifles, the non-scoped and the scoped sniper rifles, and each category -each one for different reasons- is hard to master.


1. Kar98k

The Karabiner 98 Kurz is a worthless bolt-action sniper rifle without the usual sniper scope. It's very weak, painfully slow and it has poor ammo. Somehow effective at the three first rounds, though it's completely insufficient for grabbing points. It's very cheap, but compared to its cons it's redundant.

Upgraded the Kar98k turns into the Armageddon, an ill-advised upgraded. The weapon's damage per bullet is doubled, the damage multipliers are increased and it holds a slightly larger ammo capacity. However, the weapon is -still- way too slow and due to the fact there are SMGs on the wall, you would rather avoid this worthless upgrade. Kinda funny up to round 17 with Speed Cola and Double Tap, but overall this weapon is a useless and ineffective waste of points.

Kar98k: 1/10
Armageddon: 2/10



2. Scoped Kar98k

The scoped version of the typical Kar98k appears also at the game and it's exclusive to Nacht Der Untoten. It's notably stronger than its non-scoped variant, but it has slower reloads, slightly slower fire rate and higher cost. However, the gun's main drawback is the nature of the map it's available. Though it doesn't have the powerful penetration of the PTRS-41, nor its rate of fire, it can be fairly considered a good alternative to the PTRS-41, due to its arguably more precise reticule, less recoil and faster reload, as well as being able to reload cancel. The Scoped Kar98k is buyable off a cabinet at the cost of 1500 ponts and off the Mystery Box at the cost 950 points.

Scoped Kar98k: 2.5/10



3. Springfield

The Springfield is an American Kar98k-like piece of ♥♥♥♥, probably the worst weapon ever made in the history of zombies. It has the same ammo count and damage with Kar98k, and faster bolt speed, however, the Springfield is truly pathetic. The damage multipliers are so bad that it needs two shots on the chest to kill a zombie on round one, but the most outrageous about this piece of ♥♥♥♥ is the fact that the iron sights when ADSing are not on the weapon (wait what!?). The weapon is available at Nacht Der Untoten and Verrückt (on the American side).

Rating: 0.5/10



4. Arisaka

The Arisaka is the Japanese variant of the Kar98k. It's identical to Kar98k with the only exception of a slightly slower bolt speed. The weapon is exclusive to Shi No Numa, so it cannot be Pack-a-Punched.

Rating: 1/10



5. PTRS-41

The PTRS-41 is a straight beast. Damage is tied at 1000 per bullet, but what turns this sniper rifle to a beast is the existence of damage multipliers. A 2.25x multiplier on the chest / abdomen, and a 10x damage multiplier on head!? Oh, boy... Low recoil also and reliable hipfire accuracy. Preferable on camping strategies, and mainly with Speed Cola.

The upgraded version of the PTRS-41, the Penetrator, is a somehow big disappointment. Slightly increased damage multipliers on chest / abdomen and slightly larger clips are pretty much what this upgrade gets. A tiny change is also noticed at penetration, as you can shoot through up to 5 zombies with one bullet, default at 3 zombies for other bullets. Anything said above about how using the original version applies too. A monsterous weapon, though it doesn't receive the expected boost.

PTRS-41: 7/10
The Penetrator: 7.5/10
8 - Shotguns
Shotguns are your close-range weapons. They have high power, plentiful ammo and they're easily accessible, however, they have slow reloads, slow fire rates, and occassionally, issues with their accuracy.

1. Double-Barreled Shotgun

Classic hunting carbine, high power, long range and plentiful ammo, but it's a shotgun with two barrels, so the reloads are slow, constant and still isn't clear if you should hipfire or ADS with this shotgun. It is considered one of the best weapon to dispatch zombies quickly if coupled with Speed Cola and it's very effective against the Hellhounds. It's rather cheap considered on what it offers and early available on every single map. Powerful gun but never really got interested in it.

Upgraded it becomes the 24 Bore Long Range, which gets double damage, faster reloads and more range. It can kill with one shot until very late 20s, even at medium ranges, and it has a lot of ammo, at a decent place. If your plan is passing by Thompson's location, make sure you will get this upgrade.

Double-Barrel Shotgun: 4.5/10
24 Bore Long Range: 7.5/10



2. Sawed-Off Double-Barreled Shotgun w/ Grip

Grip? Whatever... Gripless copy of the regular DBS with wider spread and more steadiness (this is the use of the ''Sawed-Off'' attachment after all). It isn't included in Der Riese, so it cannot be upgraded (only through modding), and that's all folks!

Sawed-Off Double-Barreled Shotgun w/ Grip: 4.5/10




3. M1897 Trench Gun

No matter how stange it sounds, I love this shotgun in World at War as much as I hate it in Black Ops (read my guide about Black Ops shotgun to see why). It's a pump-action shotgun with less power than DBS, but with more ammo, tighter spread (which become even tighter when ADSing) and better accuracy. Cannot be wielded without Speed Cola and Double Ta, but you can be benefited from buying this weapon for an upgrade

And speaking about upgrading the Trench Gun, once this happens, it becomes the Gut Shot. Damage per round is lower than 24 Bore Long Range's, but the 3x multiplier on the lower torso essentially results in making it more powerful. It can kill with a single shot up to round 30, solid and strong it wins the race, and it has the weird ability to reload two shells per time. It's exactly the same in Black Ops, but it just doesn't give me this feel of power and awesomeness it gives me in World at War Nazi Zombies. Best dog-killer in the game by far, make sure this upgrade gets into your hands unless your plan is passing by DBS' place. Needs Speed Cola and Double Tap.

M1897 Trench Gun: 5/10
Gut Shot: 8.5/10
9 - Launchers & Explosives
Launchers are your average portable rocket / grenade launcher. Some of them can be used as underbarrel attachments to assault rifles. Though it isn't an explosive weapon per se, the M2 Flamethrower will be included here. I just felt it was the best section to put it in.


1. Panzerschreck

The Panzerschreck (which means ''tank terror'' in German) is a famous anti-tank rocket launcher. If you ever decide to take out a tank, this is your weapon, but in zombies it's very, very bad. It restricts your running speed at a pathetic 80% (which is even lower than LMGs'), it suffers from frequent, slow reloads and due to the splash damage it's more likely to kill yourself. It also has to aim down the sights to shoot and the ammo count depends on the map you are playing: 4 rockets in reserve at Nacht der Untoten, 16 rockets at Verrückt and 20 at Shi No Numa and Der Riese. The damage is high enough to dispatch hordes of zombies, but compared to its cons it's redudant.

If the Panzerschreck becomes upgraded using the Pack-a-Punch Machine in Der Riese, it becomes the Longinus. Damage jumps up a bit, but what makes the Longinus interesting is the fact it turns from single-shot into fully-automatic with a 3-round 'magazine'. The fire rate, however, is very slow (181 RPM max, like Ray Gun's), the reload speed / frequency issue isn't solved, and despite the increased mobility, the slow movement can still be a problem. Also of note, the need to ADS in order to shoot isn't removed, making the weapon a pain in the users' ass. Powerful but it is inferior to the other launchers (C-3000 b1at-ch35, Imploder) in all fashions.

Rating: 1.5/10
Longinus: 5.5/10



2. M7 Grenade Launcher

The M7 Grenade Launcher is a possible attachment for the M1 Garand, the Gewehr 43 and any bolt-action rifle (except PTRS-41) into the multiplayer portion of the game. In Nazi Zombies, it's an underbarrel single-shot launcher equipped to the M1 Garand. It deals the same amount of damage with the Panzerschreck and it has the same ammo count, depending always on the map. However, it can be seen as superior to the Panzerschreck due to the much faster reload, the lack of the need to ADS and the fact it comes equipped to the Garand, and not as a regular weapon.

Upgraded it turns into the Imploder, which also becomes fully-automatic with a 'magazine' of 3 rockets. It may lose in terms of fire rate, but that's the only aspect it loses in when compared to the Longinus, as it has more ammo, faster reload, higher mobility and the user doesn't have to ADS in order to shoot.

M7 Grenade Launcher: 3.5/10
Imploder: 7/10


3. M2 Flamethrower

Neither a launcher nor an explosive weapon, I just couldn't find any better section in my guide to include this weapon. The M2 Flamethrower is obtainable in all maps, and only through the Mystery Box. It is received as a weapon that loses its ability to kill efficiently at around round 8, from then on it becomes different to utilize. It should usually be avoided after round five on solo mode, as its low damage makes it not worth keeping, but it's somewhat recommended for co-op matches. It may do little damage and obscur other players' vision, however, it never runs out of ammo and it can be used against crowds to kill and weaken zombies resulting in less ammo cost to other players. The Flamethrower can only be obtained by one person at a time in a single game legitimately.
Not really a beast-gun under normal conditions, however, the Flamethrower is exceptionally useful when under the effects of an Insta-Kill, as its infinite ammo capacity and wide burst radius allows it to take out groups of zombies in a short space of time without consuming ammo.
The Flamethrower utilizes Double Tap Root Beer slightly differently than other weapons. Its overall damage is increased, but it will overheat faster because of it.

When Pack-a-Punched the M2 Flamethrower becomes the F1W Nitrogen Cooled, which gets more damage, longer overheat time, shorter cooldown time and more mobility. It's very useful when camping at a spot, especially with teammates, and it remains the best option to dispatch the undead hordes during Insta-Kill, especially since the time it can fire without overheating has been increased.

M2 Flamethrower: 2.5/10
F1W Nitrogen Cooled: 6/10
10 - Wonder Weapons
Wonder weapons are (what has proven to be at Call of Duty games after World at War) a series of poweful and futurustic weapons. They have unique powers and abilities, which are usually devastating for zombies. There are three wonder weapons included in World at War, but only two of them will be mentioned under this section. The Monkey Bombs will be included in the section on ''Knives & Equipment''.


1. Ray Gun

The Ray Gun is the first wonder weapon created by the illustrious Group 935. It's a fully-automatic pistol-like weapon that shoots green -probably radioactive- blasts. The Ray Gun is often the most favored weapon in Zombies due to its ability to kill in one shot until early 20s, mid tol ate 20s when Pack-a-Punched, and its large ammo capacity for such a high-damage weapon. It is pinpoint accurate, meaning that the player should aim their shots very carefully, especially since it takes a small, but noticeable amount of time for the shot to reach its target. The only drawback is the splash damage which can be lethal to the player if fired at a zombie or an object close to them.

Upgraded the Ray Gun turns into the Porter's X2 Ray Gun, which gets doubled clip capacity, more reserved ammunition and higher damage through multipliers. It also shoots red blasts instead of green. It's really useful up to low 40s, but the splash damage is still an issue. Extremely useful against Hellhounds.

Ray Gun: 8/10
Porter's X2 Ray Gun: 8.5/10



2. Wunderwaffe DG-2

The Wunderwaffe DG-2 (pronounced: Vunder Vaffe; German for: "Wonder Weapon DG-2") is the second wonder weapon to make its appearance in the zombie franchise, and it is one of the strongest weapons in Zombies. It debuted in Shi No Numa in Map Pack 2 for Call of Duty: World at War. The Wunderwaffe DG-2 has since appeared in Der Riese, which was included in Map Pack 3 for Call of Duty: World at War. The Wunderwaffe DG-2 also appears in Call of Duty: Black Ops in the revamped original Der Riese and Shi No Numa Zombies maps and in Call of the Dead after completion of the Original Characters Trapped Easter Egg and by killing George A. Romero after the player has completed the Easter Egg. It is also available in Call of Duty Online's Cyborg Rising mode.

The Wunderwaffe DG-2 is powered by Ununpentium, better known as Element 115. The Ununpentium generates electricity which is contained in three tesla power-tubes. Once fired, the Wunderwaffe will release a electric beam of infinite damage that will chain to nearby zombies, killing up to ten zombies per shot. The reloads are slow and the ammo count is crippled to 18 rounds, so you should make any shot count. If the player fires the gun close to a zombie, then he/she will get zapped and earn damage*.

When Pack-a-Punxhed it becomes the Wunderwaffe DG-3 JZ, which lacks innovation and imagination. The clip and reserve ammo capacities are -both- doubles, and the reload process becomes a bit faster. It also gets a cool, golden camo and each electric beam can kill now up to 24 zombies, however, it's redundant because if the player gets electrified from Wunderwaffe, he/she will lose her Juggernog (the perk's icaon remain, but the perk doesn't work). Also, after a recent patch, the same happens with non-upgraded Wunderwaffe DG-2, but only in Der Riese.

Wunderwaffe DG-2: 9/10 in Shi No Numa, 0/10* in Der Riese
Wunderwaffe DG-3 JZ: 0/10*

*: I would normally have given 9/10 to Wunderwaffe DG-2 and 9.5/10 to the upgraded Wunderwaffe, but the fact that they remove your Juggernog in Der Riese is game-ruinning, and that's why they both get 0 out of 10.
11 - Knives & Equipment
Knives are your standard close quarters combat (CQC) melee weapons. There are only two of them available in Nazi Zombies and they are good for making points on early rounds.
Equipment includes all of these that are not literally weapons and weren't mentioned before, like lethal and tactical grenades.


1. (Combat) Knife

The Knife is your default melee weapon in Nazi Zombies. It's your starting knife in every single map, and it's very weak. The number of knife hits it takes to kill a zombie is generally equal to the round number (with the exception of level 4, in where it only takes 3 hits to kill). Because of the number of hits required to kill and its short reach, by the mid to high levels it is ineffective, however, it can be combined well with the M1911 in starting rounds for building up some points. In the Zombies map Der Riese, players can replace their usual knife with the Bowie Knife (near teleporter C, just as the player goes through the courtyard). More information about the Bowie Knife is included below.

Knife: 2.5/10




2. Bowie Knife

The Bowie Knife is a special knife which can be bought for 3000 points off the wall in Der Riese only. It is larger and wider than the standard combat knife, while it increases knife damage from 150 to 1150 (1000 in Black Ops, Black Ops II and Call of Duty Online), making it a one-hit-kill for zombies from Round 1 to Round 11 (Round 9 for other installments). It is a one-hit-kill to Hellhounds all the way up until the third Hellhound round.
One interesting thing to note is that in Call of Duty: World at War, the Bowie Knife will never be lost; even if the player dies, the knife will still be in the player's possession upon respawning, making this the only weapon kept after death. In Call of Duty games released after Wolrd at War, such as Black Ops, the Bowie Knife will be lost after player's death.

Bowie Knife: 7.5/10




3. Stielhandgranate

The Stielhandgranate, also known as the ''stick hand grenade'', is your default type of grenade. The player starts off with two at the beginning of the game and receives two additional grenades per round. The Stielhandgranate is very effective for making crawlers, as explosives cause minor damage and usually gib their extremities. If thrown too close, the grenade can stun, hurt or even down the player. They are able to be purchased from the walls on every Nazi Zombies map, for 250 points. Purchasing them fills the player's stock up to its maximum of four. The Stielhandgranate can also be obtained from the Mystery Box as well. This happens when the player has 0 to 2 grenades and goes to the box when the round number is changing, although this rarely happens.

Stielhandgranate: 4.5/10




4. Bouncing Betty

The infamous, deadly pressure-activated landmine that explodes at 360°. They are introduced in Verrückt, and then they appear at the two next maps (Shi No Numa, Der Riese), always buyable off the wall for 1000 points. Betties come in handy in the higher levels due to their wide radius and high power, and they are often used to create what is known as a 'safe-area', which is essentially a mine field for emergency situations (usually a small area close to the player's set up spot). Like grenades, Bouncing Betties are restored after every round at a rate of two, else they can be replenished if the player has one Betty and a Max Ammo is collected. However, this does not work if both of the player's Betties have been used.

Bouncing Betty: 6/10




5. Molotov Cocktail

The Molotov is of good use in Nazi Zombies, appearing as a tactical grenade, where it can be found in the Mystery Box. It's really fun to use, however, it's kinda hard in use and their are not effective in later rounds such as the mid-twenties. Prefer the Monkey Bombs with no doubt unless you want to mess around and experiment with all kind of stuff. The Molotov grenades are available in all four maps.

Molotov Cocktail: 3/10




6. Monkey Bomb

The Monkey Bomb is an interesting novelty introduced in Der Riese. It's a tactical grenade that when thrown, will attract all zombies for approximately 8 seconds before detonating an explosion of average damage and small radius. This can give you time to reload your weapons before collecting a Max Ammo or revive a downed teammate, but monkeys cannot be used efficiently as a path-clearing tool because they take a long time to arm. You can have up to three of them, and they are restored only by Max Ammo.

Monkey Bombs: 8.5/10
12 - Conclusion
That's all folks! I hope you enjoyed my guide, please don't forget to favorite, rate up and leave your comments with your opinion. Thanks in advance for reading, and always remember to enjoy your game!
27 条留言
VACHEcontreCHIEN 2024 年 1 月 8 日 上午 5:06 
if you really cant play with the M1 Garand, FG42 or the BAR past round 10 you should probably consider uninstalling the game
Ethiopian Fence Post 2023 年 12 月 15 日 下午 3:02 
I'm 90% sure that the Springfield is in all maps through the mystery box, probably as a sick joke by Treyarch. This guide only details strats on Der Riese which isn't very substantial. The Thompson is the only way anyone can get past round 20 on Verruckt and Nacht, so I think this fact and its versatility in more situations makes it the best wall buy across most metrics. MP40 is weaker and WAY less accurate in ADS, the sights bounce around like you're firing 50 cal instead of 9mm. The Thompson puts down zombies faster where it matters, and does great collat damage so disposing of hordes is easier. The ray gun is overrated, I'd rather get a confirmed kill with a regular gun than the ray gun deciding it's time to die 1 pixel within its questionable OHK blast radius. It's also very hard to make crawlers with it as opposed to later games, which is its most useful feature by far. The Wunderwaffe zaps your health regen itself, not Juggernog, and it happens regardless of pack a punch.
Bad_Dragon 2023 年 9 月 15 日 下午 7:45 
The M1 Garand is an assault rifle...
Bottlebone 2023 年 6 月 19 日 上午 2:19 
Assault Rifles? But Only the StG-44 was truly an Assault Rifle, the others are Semi-Automatic Battle Rifles/Carbines....
Mr.Crow 2022 年 10 月 13 日 下午 6:44 
WW bad? get gud :ujel:
Rayzilla 2022 年 8 月 20 日 上午 10:41 
I sense a touch of bias being present while this guide was written
Patriotide 2022 年 7 月 11 日 下午 11:57 
honestly love the arisaka and kar98k
the one inside the box is you 2021 年 7 月 28 日 下午 5:05 
Flamethrower is infinite damage and the only infinite damage thing on Nacht, should be ranked higher
KarlTheKiller_Gamer 2020 年 5 月 26 日 上午 8:31 
you bash the waffe to much
Scrubbl3 2020 年 5 月 4 日 下午 8:05 
@ThunderStruck115 the glitch does not occur on Shi No Numa.