Call of Duty®: Modern Warfare® 3 (2011)

Call of Duty®: Modern Warfare® 3 (2011)

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The Complete Spec-Ops Survival Mode Strategy Guide
Da No Exit
This guide was created to document all useful tips and tricks to help new players reach higher levels of survival waves.
I will be introducing legal map exploits and other tips and tricks to help players survive for longer.

MW3 Spec-Ops Survival mode is probably one of the most enjoyable FPS "survival" games I've played, and judging by it's fanbase, it's probably the only reason why it still occupies a footprint on most gamer's PCs, long after release. No other CoD survival mode comes close to how much fun MW3's is.

This guide is now mostly complete, but I'll update these guides if I learn any new tricks. Please note, these are not definitive walkthroughs of these maps but are useful tips and tricks I have learned while playing. I give you a general outline of how to approach these maps, but you will find in higher waves that you will have to improvise these strategies further.

I liberally borrowed from online youtube videos and streamers (from "Furyan" aka Mr.G Clips and BlekoBadBoy in particular), so credit to those guys for paving the way. I decided to put this guide together so that you don't have to watch through hours upon hours of gameplay video and personal experimentation to learn the tricks like I did.

Please add comments and better tips if you have any and I will try to include it.
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Survival Introduction
Survival mode has endless waves of enemies that must all be killed to advance to the next. Your job is to advance through as many waves as possible before dying.

There are five types of main enemy soldier. Each type of soldier has more amour than the last:
1. Shotgun enemies (carrying model 1887 shotguns)
2. SMG enemies (carrying MP5s)
3. Infantry (carrying AK47s)
4. Gas Mask soldiers (carrying ACR 6.8s)
5. Stormtroopers (carrying FADs).

As you progress through the waves, the main enemy soldier type will change until you are eventually fighting stormtroopers. Once you are being attacked by stormtroopers, these soldiers will require progressively more hits to kill as further waves progress. Additionally they will run faster - eventually reaching some super-human speeds (which looks pretty funny!). You'll be dealing with these enemies a lot eventually, and it helps to know that they have loads of armour and like play dead after you hit them on occasion to throw you off. Remember that unless you see the score increment on your display they probably aren't dead yet!

Some waves will additionally include:
1. Suicide bombers (these carry USAS12 shotguns and will explode when killed - doing splash damage)
2. Attack Dogs (these run fast towards you in an attempt to push you over and bite you to death. If they push you over, you will have to snap their neck quickly to survive)
3. Suicide Dogs (Like ordinary attack dogs, however they will explode when killed - doing splash damage)
3. Chemical weapons soldiers (these carry PP90M1 guns and gas canisters that they place around the map. When killed they will leave a cloud of yellow gas until it dissipates)
4. Claymore soldiers (these carry PM-9s and lay enemy claymores around the map)

Gas will cause your vision to shake and prevent you moving very fast, and gas canisters will trigger gas if they come into close contact with the player. The gas will dissipate after a few seconds.

Enemy claymores will explode if you come into close proximity of them, and they will do heavy damage if you aren't wearing armour.

Enemies that drop gas/claymores typically have preset areas on the map where they can be placed. Knowing these points in a map, you should be able to see them and sweep them out with gunfire when you see them. You will need to clear these out on later waves because a claymore trap exploding on you while you are running from enemies can really ruin your day.

The waves are broken up by helicopter/juggernaut waves (i.e. Jug/chopper waves). These waves happen predictably on set rounds on a given map - which means that you can plan for them if you know the sequence. To get to very high waves you will almost certainly need to know the sequence ahead of time. These waves will send in LMG armed juggernaut soldiers (often referred to as "jugs") and/or helicopters to break up the pattern between rounds. The juggernauts all have very strong armour and take many hits to kill. They are weakest to head shots - which is worth remembering.

Juggernauts come in three types:
1. Standard juggernaut
2. Bombsuit juggernaut (take more hits to kill than standard jug)
3. Riot Shield juggernaut. (also carries a shield that can be progressively destroyed before front-facing shots can be made on him. Of course you can hit him from behind and around the shield as well.)

Helicopters are a real nuisance. They can be shot down with enough fire directed on them, but if you are out in the open they can be deadly, especially in groups of three. Where you can, it's best to be out of their line of sight, and under a roof preferably. If you are caught in the open, if you go from running to a prone or crouched position while they open fire, their bullets will miss you, but this is not always the case and it can play out somewhat randomly. If they begin their fire on you while you are already prone they will likely hit you.
Also note that hitting their rotor blades counts as damage as much as the body of the chopper.

Each round has three trading computers (Armouries):
1. Weapon Armory: You can replace your current gun with a new one here as well are restock ammunition for your weapons. Weapons can also be upgraded with various attachments too.
2. Equipment Armory: frags, flashbangs, C4, claymores, RPGs, self revives, body armour, riot shields, and your choice of either bullet or grenade automatic turrets.
3. Air Support Armory: Your choice of air to ground bombardment (predator missile or airstrike), assisting soliders (delta force or riot squad), or a perk crate.

You will need to visit these often to replenish your supplies of ammunition, explosives, and to call for air support. The money you have collected from kills and other wave bonuses can be spent here. Needless to say that having more cash affords you more toys, which is a good thing!

Speaking of wave bonuses:
1. Killstreak (kill four enemies without being hit yourself)
2. Rampage (kill many enemies in rapid succession)
3. Headshots (kill four enemies with headshots)
4. Quad Kill (kill four enemies in one hit with explosives)
5. Knife kill (kill enemies with knife only)

When a bonus is collected in a wave, the bonus meter is reset and bonus increased upon successive completion.

Knife Kills are impractical to obtain, so forget it attempting this except on very early rounds.
Headshots are easier in early rounds but become harder to obtain as enemies require many headshots to kill.
Killstreak and Rampage can be more readily obtained with streams of fire on enemies, especially if you have some cover to avoid being hit yourself.
Quad Kill can be obtained by killing four enemies simultaneously with explosive traps. This can happen fairly often with some of the tips in this guide.
Basic Survival Strategy
First of all, it makes no sense to go for high waves in survival until you are at level 50 with experience.

The reason is that the top LMGs and the "sleight of hand" perk only unlock once you max it out. You will need to get the sleight of hand perk on every map at an early stage. When you are able to, your gun loadout needs to consist of the two best LMGs, those being the MG36 and L86 LSW machine guns. The LMGs also carry a lot of ammo. They have fast reload and with the sleight of hand perk, you will eventually be streaming bullets.

This becomes increasingly important as you advance through the waves of any given map, as enemies will slowly but surely require more hits to kill. This will eventually lead to a situation where you will have to go to the weapon armoury mid-round to restock ammo in order to finish the round. It is very tricky to use the armoury while being fired upon, but on very high rounds it needs to be done.

As for the available equipment from the armoury:

Flashbangs are incredibly useful in a tight spot when surrounded by enemies, as it will blind them all allowing you to escape (including yourself unless you look away). They are particularly handy when facing juggernauts as it will cause them to stagger and lower their riot shield (if they have one) giving you a chance to shoot them in the head point-blank to take them out quickly. Note that you are likely going to need more than one flashbang to do a lot of damage as the jugs recover fairly quickly.

RPGs will cause splash damage and will also take out helicopters. Of course - these take up a weapon slot, you have to be accurate, and in later rounds one RPG hit won't be enough for the choppers. Personally I don't really use RPGs, and many players don't.

Claymores are exploding mines that explode when walked past. They are useful for placing in spawn areas to achieve spawn kills. They are best used in these contexts because placing them while on the run from enemies underfire might explode on you if tripped by an enemy. They are best placed in strategic positions between waves.
NOTE: The max number of claymores you can lay is 20. If you place any more, one claymore already placed will explode (possibly destroying other nearby claymores)

C4 is a remotely detonated explosive. You throw the C4 bundle and it will stick to the surface it lands on. You can then detonate all remotely placed C4 with a trigger. C4 can be used on points of the map where enemies congregate in cover to create a C4 ambush. It is also useful (much like claymores) for placing in spawn areas to achieve spawn kills - but sometimes a better choice than claymores because they won't be triggered until you want them triggered. You can leave them between waves and detonate at the start of a particular wave - but leave them for too long and they will explode on their own. They are best placed between rounds because throwing these explosives while under fire is dangerous. They can often be shot by enemies in crossfire and blow up in your face.

Body Armour is handy particularly on jug/helicopter waves, or when the last wave has left lots of enemy claymores dotted around the map. They can really save you in the case of unseen enemy claymores that you trip by accident.

Self Revive is ESSENTIAL for solo players to have. Some maps will not start you off with one, forcing you to save in order to purchase it. The second you get a chance to buy it, you should.
Self-Revive is not always going to save you however. Getting a kill after being downed will revive you back up, but you will still be injured and you will need time to fully recover. If you are downed in an area where you can't kill an enemy to resurrect yourself (such as being surrounded by jugs) and are instead repeatedly hit with gunfire, self-revive may not save you.

Sentry Turrets (either bullet or grenade) can be strategically placed to automatically fire on enemies. Turrets can be destroyed after a number of hits however, so you may find yourself having to replace them fairly often, and they aren't cheap. Juggernaut/helicopter rounds will typically be their doom as juggernauts are attracted to them like bees to honey. Jugs will usually damage them heavily before you even have the chance to stop them. Similarly if they are left exposed to the open, helicopters can take them out very quickly, so it makes sense to keep them indoors, undercover, or away from the paths soldiers typically take.They are useful to have on some maps - but also serve a different purpose (more on that later). If you don't have to use them, then save your money.
You can only place a maximum of two turrets at any one time. While not immediately obvious, you can actually carry two at the same time from the equipment armoury. To do this, buy one and place it on the ground. You then buy another for your inventory. Then you pick up the first turret you placed and go to position it. Then you pull the other turret from your inventory and position that one.
One other thing worth remembering is to be careful with your placement of grenade turrets. The grenades they fire can hurt you as well, so don't place one when you are likely to be camping in it's line of fire.

As for the air support:

The only perk crate you are going to need is "Sleight of Hand", as explained earlier. Make sure you toss the smoke grenade to call it in into an open area. Some maps have walled off balconies and you don't want to have the crate land in an inaccessible area! If this happens you can always call for another one, but you will have wasted money.

Predator missiles are very useful for one-hit kills on helicopters and jugs. Again, you aim has to be accurate, but since they are guided your chance of a hit is good. You will need to use these while undisturbed by enemies however, as you have to pull out a portable console to activate to help you guide the missile. While you are guiding the missile, you have no control over your player and can't see what is happening to them. The console can also be used to see the drone's view of the map, and can even reveal enemy spawn points (more on that later)

Precision airstrikes are handy in much later waves when you are defending your camping spot from a lot of enemies, or a huge group of enemies are chasing after you around the map. If thrown away from the direction you are running you can hit a lot of chasing enemies. The airstrike has a delay from when you throw the purple smoke grenade to when the aerial bombardment hits. You have to compensate for this when using them. A flashbang thrown immediately after will stop enemies in their tracks long enough for the strike to come in. Using these takes practice.

Delta force and Riot Squads are AI assisting soldiers. Deploying these will usually do a good job of distracting many enemies and defending you. They are critical when employing the quarterback technique (see advanced strategy). On higher waves they are usually killed off fairly quickly. They are also expensive. They are not that useful on early waves, but on later waves when you have a lot of funds they can be used to distract large numbers of enemies, or in the case of riot squads, help shield you in a camping spot.
Advanced Survival Strategy
There are a number of tricks in survival mode that are not immediately obvious to new players.

In survival mode, it makes little sense to go toe-to-toe with waves of attackers because you will almost certainly be wiped out once you get beyond the early waves. To survive, you will have to exploit the map design to defend yourself, hiding in hard-to-reach areas and laying traps and ambushes.

There are a number of types of sneaky tricks that can be employed, probably not originally forseen by the game developers:

* Camping - It is especially important to understand the map environment and various patterns of enemy behaviour that can be exploited to ensure that you survive to the higher rounds consistently. Typically most map strategies have "camp" areas. Camp areas exploit the geography of the map in to channel enemies to come from only one direction where they are easy to hit "en masse". A good camp spot typically provides optimal defense and offense, while causing the enemies to enter a "kill zone" of sorts, where they can be easily shot to bits.

* Map glitches - The map exploits presented in this guide are 100% legal and don't require using cheats. Exploits include glitches where you can avoid enemies, or other quirks of the environment. Some glitches exploit bullet penetration property textures in the map which you can abuse with "wallbangs", and some through weird glitches that confuse the enemy AI. Confused enemies typically can't find you, or bank up in choke points where they can be ambushed with C4 or easily shot without retaliation.
As the game is unlikely to get any further updates to fix these issues, the glitches in this guide will always be valid.

* Spawn killing - Enemies spawning in groups at the start of a wave can be immediately killed off by clever placing of explosives at certain locations before the wave begins - making difficult waves much easier.
To make this work, you have to be at a particular spot on the map when the wave begins. Your position on the map determines where the enemies will reliably spawn. Enemies will typically spawn at preset locations far from your wave starting position. Spawn kills can lead to big cash bonuses if Killstreak, Rampage, or Quad Pwnage bonuses are in effect. They are very useful in juggernaut and chopper waves because the extra spawning soldiers can be very annoying.

Spawn traps can be made with claymores, C4, or both.
Claymore-only traps will explode immediately on enemy contact so should only be placed immediately before the desired wave with few enemies left on the map so they can be set and left undisturbed.
C4-only traps can be placed a number of waves before the desired detonation wave, but they will have to be manually detonated at the start of the desired wave.
A mix of both claymores and C4 can be set in a single trap to hit spawn points twice - killing re-spawned enemies after the initial spawns have been killed off. The claymores will kill initial spawns, and C4 placed not far from them just outside their blast radius in the same spot can then be triggered to kill off any re-spawning enemies that appear. As you may not get the opportunity to add claymores to a point already seeded with C4, a predator missile will work just as well. However, it's more expensive.

Keeping one enemy alive to place spawn killing traps for subsequent waves will additionally give you the opportunity to clear out any gas canisters and enemy claymores around the map without rushing into them.

NOTE: If you want to see where enemies spawn on a map, use a predator missile just as a new wave is counting down to starting. The spawn positions should be visible from the predator console. Take note and seed these areas with explosives between rounds, noting your start position. Note that sometimes while the spawn positions are preset, they are sometimes selected at random.

ALSO NOTE: You can detonate placed C4 by double-tapping the "use" key (default of "F" on PC) while holding a weapon or using the predator missile console. This is not only super helpful in visibly timing your C4 detonation, but also seeing new spawn areas appear after your initial spawn kills are emptied out. This can help you improve your spawn killing placement as you develop your own strategy. Careful that you don't double tap F when trying to access a terminal!

* C4 ambushes - By camping prone in particular spots of the map, the enemy AI will somehow get stuck and causes the enemy soldiers and dogs to bank up in areas of cover, letting only very few enemies make an advance on your position. If C4 is placed at these cover areas, a C4 explosion can kill many of these stuck enemies in one hit and can lead to big cash bonuses if Killstreak, Rampage, or Quad Kill bonuses are in effect. These areas are only good as long as the ordinance you carry takes the enemies out with one detonation.

* Sentry Turret Decoys - Good sentry turret placement can be useful in certain circumstances and a lot of fun if you know where to place them safely, out of reach of jugs and copters. However if placed well enough they can even act as decoys to helicopters. If you lead choppers nearby to the turrets, the helicopters get stuck hovering around them and will try to shoot them but fail - thus taking the heat off you.

* Bunny hopping - As you often have to run to distant armories to restock and resupply, without the extreme conditioning perk (which we aren't interested in having), you will get tired fairly quickly and slow down. Timing is of the essence to prepare for upcoming rounds. Try to make use of jumping when running at full speed. While in the air, you can't slow down, and you recover a bit. You'll get where you are going much faster without tiring, in addition to skipping over gas canister traps and claymores which will stop you.
It takes practice but you'll soon get the timing required to hop along quickly.

* The Quarterback technique - This is for the start of new jug waves typically, but it's executed close to an airsupport armoury. You need to place claymores at every enemy entrance to your position while calling in a delta or riot squad to defend you. This gives you time to buy a predator missile and use it without being disturbed. It's incredibly effective if you can buy multiple missiles and airstrikes. Oftentimes spawn kills are used alongside this technique to clear out a jug wave.
Just like American football - the quarterback must be free to aim his pass (your missile) while his allies stop the opposing force getting too close to tackle.

You can experiment with these non-standard tricks to see how the game will react. Some combinations will give you a significant edge in surviving consecutive waves.

Solo players should aim to get to around wave 30 initially. At around wave 30, solo play becomes harder to advance through the waves reliably, as camping gets harder. Spawn kills become more critical to survive jug and copter waves. Ammo will need to be refilled more than once every round to do enough damage to take out the enemies - who gradually get defensive buffs every wave.
If playing solo, there is no-one else to revive you if you go down, and even a self-revive may not always work out for you. Things can fall apart very quickly when playing solo if something is missed.

To survive much higher jug/copter waves over wave 50, having money for and executing the quarterback technique is essential. Player(s) may have to run in a circle around the edge of the map, refilling air strikes and ammo at the respective vendors. Enemies will take a lot of hits to kill and you simply can't camp. It is very hard to do this while playing solo because one mistake will wipe you out, but it very doable when playing co-op with a partner who can revive you.

Pro players can expect to reach wave 100 playing solo!

Most world record holders have played co-op, managing to reach waves in excess of 200. See youtube for some of these playthroughs.
Map: RESISTANCE
Resistance is probably the most thoroughly researched map. There's a camping area to defend with sentries, a map glitch that throws off the juggernauts, and so much spawn trap setup in this map that you'll quickly master ducking helicopter fire. That said, some people have managed to get to over wave 100 playing solo using this strategy. This strategy was developed by Mr. G Clips in a youtube video where he plays this to wave 120.

You will start each wave in your camping area - which is in the building in the middle of the map:


Enemies will rush in the door to the side of you as well as down the corridor. Your camping spot afford you a lot of protection and an easy shot at any solider running past. Camp here and shoot all the soldiers you can!


You may not have noticed that the wall in front of you has bullet penetration properties. You can actually shoot through it and hit enemies who are in the side doorway - as per this proof:


When you get the chance drop two sentries in here. Since you are in a confined space, you don't want grenade turrets taking you out too. So stay there behind the counter, or go without grenade turrets because they can end your game if you are not careful.


Things are fairly easy like this and it won't be long before you get the sleight of hand perk and LMGs.
You can make liberal use of enemy weapons for a while though.

When juggernaut waves occur, there is a map glitch that you can exploit. There is a row of cars outside your camp buidling and around the corner. Blow it up with grenades or C4, and then climb on the bins opposite, onto the wall.


Before the jug wave starts, try and position yourself on the left-hand side of the wall. This is to ensure you get juggernauts and dogs spawning on your left hand side. It makes your life a lot easier.


Now drop down and go prone on onto the bonnet of the blown up car. What will happen is the juggernauts will lose track of where you are! They'll wander around, past the car.....


....and up the path!....


...as they can't find you they walk back through the garden and behind the wall next to you where the bins are. What they may do next is get stuck there or begin another lap!

It's dead easy to pick off the juggernauts as they wander around. When they get stuck behind the wall, you have to be a bit careful. You want to be VERY careful looking over the wall because they can shoot at you! Try to angle yourself to hit them in the top of their helmet where they can't see you.

If you are at around wave 50 and you have a predator missile - they all may be congregating behind the wall, so you can hit all three with a missile!

This makes very light work of juggernauts, however things get harder as the waves progress.
Your camping point is good but in subsequent waves it becomes harder to defend if you don't soften the enemy up beforehand. We do this by spawn killing enemies just as the new wave starts!

At wave 23 you will notice that choppers will be a feature in every normal wave from that point on.
This is both good and bad. It's annoying that the helis are there, but keeping that helicopter alive last of all lets you go around the map and place traps which will kill spawning enemies in subsequent waves. This makes the waves a LOT easier. Also it's fun to get multiple bonuses as multiple enemies all die at the start of a wave!

Note that you will have to learn to duck enemy helicopter fire A LOT in this map in order to place the explosives - and you have to do it EVERY wave from wave 23. Also you will have to be careful that the heli doesn't hit the explosives that you are placing, because it will also blow YOU up!

Below all the spawn points are listed. Initially you will place claymores in these areas, but as you go past wave 50 you will need to start dropping C4 in as well.
By around wave 70, you will need to expend the allowable limit of of 20 claymores and 20 C4s!

You will have to pay attention to how many remaining explosives are left so you don't go placing more than the limit of 20 per explosive type. Otherwise an explosive will automatically detonate for every explosive you go over the limit with - which will take out all other nearby explosives.

When using C4s as spawn kills, you will need to detonate these just after the "HOSTILES INBOUND" message appears on the screen, and just after the claymores have exploded.

Handling jug waves from round 26 on will involve you leaving a jug alive while you go plant explosives. Extreme care must be taken so that you don't lead him over claymores that you have already placed, or he'll take them out!

Then it's rinse, wash, repeat.

The spawn kill strategy starts to break down at around wave 90.
Even with 20 claymores and 20 C4 your spawn kills won't kill all the enemies. You will need an airstrike thrown out the door to take out enemies as well. During jug waves, sentries will also help out but - as they are undefended - they will eventually be overwhelmed, taken out, and also need replacement. At this point in the game you will want to call in squads every wave. You should have well over $150,000 at this point so you have no problem doing this as you push for wave 100.
You will also need body armour refreshed every wave as the game becomes ridiculous.
To make it worse, both LMGs will run out of ammo before you take out all the jugs, so you will have to leave the glitch point. Throw a flashbang behind the wall to distract the jugs, and race off to go buy some more ammo. Come back to the glitch point when safe to do so.

Wave 100 is achievable playing solo, but at around wave 120 your funds will run down until you can't survive much past that.

JUG/CHOPPER WAVES: (Difficulty Tier 1 : Easy)
1st: 6 (choppers)
2nd: 10 (jugs)
3rd: 15 (jugs)
4th: 20 (jugs)
From 23 choppers will now appear in every normal wave.
6th: 26 (jugs)

After this, jugs will show up every fourth wave.

SPAWN POINTS:
1. This is the main one which will initially require 5 claymores

2. This one will initially require 3 claymores

3. This one initially requires 2 claymores:

4. This one initially needs 5 claymores:

5. This one initially needs 3 claymores:

Leaving two more claymores to place in the entrances to your camping area.

After wave 50 you'll have another 10 claymores to place all through the building in which you are camping.

Map: VILLAGE
At first glance it doesn't look like there's many good spots in this map.
There are only two that stand out. Using spawn point traps is somewhat useless in this map, but you will need to master the quarterback technique to survive the juggernauts.

Most players agree that inside the church is the best spot to camp: right behind the pulpit. Also around the side of the confessional boxes, although that position is a bit more exposed. Still, in a two player survival match, someone can occupy it:


The pulpit will block most enemy fire and bullet penetration means that you can shoot through it to hit enemies on the other side. The confessional box has bullet penetration properties as well.
Not bad.


What is helpful about this camping spot is that you are right next to the ammo box and the equipment armoury is not far away.
Fun fact: You can even climb on the confessional by jumping on it from the pulpit! (not a good position though. Too exposed.)

It can be a hard position to defend. You are quite vulnerable to suicide dogs which is why you should aim to take them out as best you can.
Also you will note that you can shoot either side of the pulpit, but enemies will come up on the right hand side very close. Be careful of that attack!


On later waves you will need to wedge yourself tightly around the right hand side to block attacks from the left.

A chopper wave will happen on wave 6. Just a single chopper. Go here to take it out with shotguns. It flies low:


Initial jug waves until wave 20 are fairly easy. You can make use of this map exploit by the airsupport armoury. It's a tricky jump, but I found that if you climb on the armoury on the left back edge and jump onto the large stump on the left-hand side you will get the opportuity to press space to climb right up.


Two jugs can get stuck going around and around trying to hit you. Just head-shot them.
Note that in jug waves, you are a little exposed from the rear end of the trunk. Keep this in mind, as jugs and enemies can hit you from there.


From wave 23, you will notice that choppers will show up at some point on every normal wave. Just handle the wave as you normally would. Once all enemies are dead, leave your camping spot, shoot down the heli, and refill ammo and equipment. Easy.

From wave 26, you will need to employ the quarterback technique to survive the jug waves. Since we don't spawn kill on this map you can choose to either do it at your camping position, or from the airsupport armoury and abuse the map glitch.

On the wave before the jug wave, you will need to keep the chopper alive so you can seed the map with claymores. You will want to place a full load of ten claymores or more around your position defensively. Keep ducking the heli fire and place them around every entry position to your start position.
Also, purchase a delta or riot squad.

Refill all equipment, kill the chopper, call in the squad, and refill your ammo. Now make your way to your desired start position.

Personally I like to abuse the airsupport armoury, so I start the jug rounds right next to it and seed claymores right up behind the large stump. Immediately buy a predator missile and aim it at spawning enemies. Then buy another one and hit a jug. Buy another one and jump onto the stump and fire it from there at another jug. Meanwhile my allied riot squad is keeping the remaining enemies busy and away from me.

Keeping an eye on remaining enemies, make sure that they are not coming up behind you . If so, then take them out. Then you can leisurely head shot the remaining jugs and finish the round.

If you do the jug rounds at the camp point, buy yourself an airstrike, camp by the pulpit. Let your riot squad run interference. Shoot as many enemies as you can. When ready - throw the airstrike and run out the back and around the map. Run around and climb onto the stump and finish the jugs off.

Rinse, wash, repeat.

JUG/CHOPPER WAVES: (Difficulty Tier 1 : Easy)
1st: 6 (choppers)
2nd: 10 (jugs)
3rd: 15 (jugs)
4th: 20 (jugs)
From 23 choppers will now appear in every normal wave.
6th: 26 (jugs)

After this, jugs will show up every fourth wave.
Map: INTERCHANGE
This is probably not many people's favourite map. It offers up very little in the way of obvious map glitches - and yet, there is still a way to get to high waves thanks to spawn kills.

There's some debate about the best camping point, but I can safely say that it matters less after wave 23. For starters, I'll introduce two - which are very close to each other.


The first one is in the bus. Now, I have seen many players try and camp prone at the back end of the bus. It's just that enemies seem to want to spam that area with grenades. That's fine as long as you can throw them back fast enough, but more often than not - they will blow you up. So I don't camp there.

Instead, I found that going prone in the stairs at the back of the bus provided some bullet penetration through the door and protection from bullets. Also those damn grenades can't find you. Dogs are also easier to kill as you'll see them coming:


Enemies can come in through the front stairs too, but they often tend to get stuck there trying to shoot you - and fail. You can hit their legs under the seats!


As you camp here, enemies tend to bank up in cover, so a C4 ambush also seems a good idea. Lay C4 in these areas around the bus:


From your camping spot, wait until they are all in position then blow them all up!
This camping spot works great until wave 23 when things get harder with the introduction of choppers.

Speaking of which, choppers fly VERY low at the front of the bus, so during the first chopper round they're easy to wipe out with the shotgun.

Initial juggernaut rounds are also very easy. While it's frustrating to see so many white trucks around the map which you can't climb on top of to hit jugs (unlike a few other maps), there is another glitch in the bus to help you here.

You can position yourself behind the second door at the back of the bus - which provides you favourable bullet penetration through it and gets any jug stuck trying to come in the bus.

The only problem is that riotshield jugs can *just* poke their guns through the doors to hit you - so destroy the riotshield he is holding first! If you see one come in the back door, throw a flashbang to drop him and look to destroy his shield.


Additionally, any jug that comes in the front door will also get stuck, and you can shoot his legs under the seats!


I would try to lead jugs around the front because at least that way there's an easy escape route out the back, but it sometimes doesn't happen. However, I managed to get through wave 20 by simply camping in this spot!
In later waves it becomes harder because you may run out of ammo - so use that spot carefully.

By wave 23, choppers will become a feature in every normal wave going forward. This makes camping in the bus a bit harder because choppers can sometimes hit you there. If you camp there and the chopper is hovering around, try and slide down to the ground to dodge their shots. The thing is, you want to keep that chopper alive so you can place spawn traps - so shooting it isn't an option.

With a single chopper remaining, you will want to go and place explosives at the spawn points. You MUST do this every wave from now on. This map has camping spots which are hard to defend so spawn killing is an absolute must. See spawn points below. Good news is that our camping spot is right near the equipment armoury so you can refill your claymores and C4s easily enough.

With the bus camping spot now under fire from choppers, now it's time to talk about the next camping spot. It's behind the firetruck. We never used it earlier because it's exposed to enemy fire from the rear, but you can go prone by it and shoot under the truck to hit oncoming enemies. Most enemies will come into your line of fire:


With spawn points in the right place, wait for the start of the round to trigger C4 from behind the firetruck camping spot. You can always retreat to the bus to kill jugs on jug waves - but be careful as usual.

JUG/CHOPPER WAVES: (Difficulty Tier 1 : Easy)
1st: 6 (choppers)
2nd: 10 (jugs)
3rd: 15 (jugs)
4th: 20 (jugs)
From 23 choppers will now appear in every normal wave.
6th: 26 (jugs)

After this, jugs will show up every fourth wave.

SPAWN POINTS:


Map: UNDERGROUND
The Underground map plays out fairly similarly to the Resistance map - in the sense that you're able to repeatedly hit spawn points every wave and survive well up to wave 50 at the very least.

Down to business. Your camp area is here, just past the turnstiles in the underground corridor. Hold your position here behind the wall.


For the first 23 waves you'll be holding this point and shooting enemies that have the temerity to come into your gun sights.


There is a C4 ambush opportunity opportunity here. You only need 2 x C4 to do it. Place two C4 explosives in the following areas. Enemies will bank up into cover in these areas while you stay in your camping spot. When they all bunch up, pull the trigger on the C4.


As soon as you are able to do so, place two sentry guns behind the turnstiles. These will protect your rear from enemies who decide to try coming down here. They rarely do, but when they do, you don't want to bother turning around to shoot them. Additionally these sentry turrets act a bit like a helicopter decoy. Sometimes the heli gets stuck floating around them.


The early chopper wave is easy enough. I like to kill them from just under the weapons armoury. They get a bit stuck there, possibly due to the sentries. They don't bother to shoot you from there, so they are easy to hit... and you get to immediately reload your ammo when you are done - if you need it.


On later waves you will need to keep the chopper alive for a while, but we'll come to that.

The early jug waves are really simple. Here I am going to introduce you to the white "Marley & Griffin" truck. There's a few of them on this map, but there's one you can climb on. When you are on top of these trucks, the jugs have a really hard time hitting you. Remember this truck, because you will see it again on several other maps, like the Seatown and Bootleg map!


You will need to blow this truck up before we can use it.
From on top the truck on the left-hand side, the jugs have trouble hitting you. You can just headshot them until the die:


Wave 23 is when things start getting harder. Choppers are now part of every normal wave. You will also need to start spawn killing. At the end of the wave, leave the helicopter alone, and go plant explosives in all of the spawn locations (see below). There are a good number of them on this map, and you will have to start doing it every wave from now. This means that you will have to get used to ducking helicopter fire in order to go and plant them.

When it's all been planted, go to the weapon armoury and kill the chopper. Reload ammo if needed. Then head back to your camping spot. As the new wave starts and as claymores are triggered, trigger the C4!


There will be maybe about 3 soldiers or so remaining which you can easily shoot from the camping position. Keep the one helicopter alive, go and reseed spawn kill areas.

You will use the same spawn killing preparation for jug waves from now on. However you will want to call in a riot squad before these waves start. Once the spawn points are seeded with explosives, head to the airsupport armoury and buy a squad. Destroy the chopper. Call in the squad, and get yourself a predator missile. Hurry and make your way past the weapons armoury to refill ammo if needed. Then back you your spawn point. Trigger the spawn traps as you normally would.

The squad should distract remaining enemies and running dogs, giving you a chance to get to the white truck. From here you need to run around the top of the map. From your camping point, go through the hole blown in the wall on your right and through the offices.
You might get away with laying a few extra claymores behind you as you run to hold off the suicide dogs - but it's a bit risky. Run all the way through the offices, out onto the rail bridge, and past the equipment armoury to the white truck. Use flashbangs to fend off any encounters with enemies on the way. Get on top of the truck, shoot any remaining soldiers and wait for the jugs to congregate around the truck.

Now let them have it with the predator missile!


Finish off two of the jugs from here, but try to leave a riotshield jug alive. Throw a flashbang to distract him and get off the truck so you can go and reseed all the spawn points again. Since you don't want him to trigger any claymores, only go and seed the C4 spawn points for now. When ready, get back on the truck, and shoot him dead. Now place the claymores in the spawn points in the vicinity of the truck.

Now run back to your camping point and repeat the process for future waves!
Note of course that you are going to need more explosives per spawn point as the waves progress.
Don't forget the 20/20 rule: Only 20 C4 and 20 claymores at any one time!

JUG/CHOPPER WAVES: (Difficulty Tier 1 : Easy)
1st: 6 (choppers)
2nd: 10 (jugs)
3rd: 15 (jugs)
4th: 20 (jugs)
From 23 choppers will now appear in every normal wave.
6th: 26 (jugs)

After this, jugs will show up every fourth wave.

SPAWN POINTS:
There are some points which you can lay with claymores. These are in the underground from your camping position:


Now head out to plant an initial 2xC4 in this spot:

Nearby the white truck now:

Drop an initial 5 x C4 in this alleyway and drop another claymore:


Go past the equipment armoury and refill. Now place a C4 here:


Into the office buidling. Drop 3xC4 in this spot and an extra claymore for good luck:

Drop some claymores around these stairs:

Now place some near the blown hole in the wall, and then out in your camping kill area:

And some in this stairwell:


Map: DOME
This map is fairly straightforward. There are a few good places to exploit the map, and copters and jug waves are separate. They're made easier by some clever C4 spawn killing.

Best place to camp - at least for the initial 20 or so rounds - is up the top of this ladder near the dome:

It's then easy to get headshots on enemies as they single file climb up the ladder - which is useful if the bonus comes up early because you can exploit it. Note that dogs can't get you up here.
The bullet penetration properties of the catwalk up here protect you from fire down below, but let you shoot through to the enemies below.


Be mindful that you watch that enemies don't come up the other side. It rarely happens, at least in the early waves. But the enemies are easily dispatched:


After about wave 20 or so, you might want to use this next camping spot behind these radars surrounded by fence. The enemies can't see you through the fence and the bullet penetration properties work in your favour again. I find that it was easy to kit the area out with turrets, and even make a C4 ambush.


Ordinary rounds are one thing, but the jug/chopper rounds require preparation to survive easily.
In both cases we will be exploiting spawn killing with C4.

For Chopper waves, place C4 in the underground bunker area at these spawn points:

Next, run into the building at the top corner of the map and detonate the C4 as the wave starts (just about half a second after the HOSTILES INBOUND message appears).
You should get most if not all of those annoying soldiers:


Helicopters have a really hard time hitting you from this position. Note the concrete beam will even shield you if the copters try to hit you. In any case, it's dead easy to get rid of the choppers here.

One you are down to one chopper left, go to the equipment armoury and buy more C4 for the jug waves, and seed these positions:


Play through the waves as normal, and when it's the jug wave, run to this position in the bunker and trigger the C4 just after as round starts.

This will clear out the enemies and let you face the jugs without any distractions. You will likely have to run around the map and restock ammo and flashbangs while taking out the jugs.

When you have one jug left, prepare the C4 for the next jug/chopper wave - whichever it is.
Rinse, wash, repeat.

JUG/COPTER WAVES: (Difficulty Tier 2 : Regular)
1st - 6 (chopper)
2nd - 9 (jugs)
3rd - 12 (jugs)
4th - 15 (choppers)
5th - 18 (jugs)
6th - 21 (jugs)
7th - 24 (choppers)

After this, it alternates between jugs/choppers every three waves

Map: MISSION
This is a tricky map because you don't have much to work with. There's only one area with any cover from choppers, but it's not a good camping spot. There's an map glitch on top of a bulldozer on the map but it's tiny and prone to jug invasion. You have to rely on preparation and a lot of spawn kills.

Camp here by the mission. You are fairly safe in this corner.


Kill enemies as they come up the stairs, but note that they will climb up here just a bit over on the left there. They also like throwing lots of grenades - which is annoying.


Solve this problem by getting a sentry turret up by the front door of the mission as soon as you are able. These won't survive chopper rounds unfortunately, so they need repeated replacement later in the game.


Also keep in mind that if you start the wave away from the mission, it too is a spawn point and the sentry will come under immediate fire. Don't forget!

As the normal waves around wave 30 will start getting more and more hectic, you will need to run between waves to get an airstrike from the airsupport armoury.

Jug/chopper waves alternate between choppers and jugs. To prepare for these, you will need to do preparation between a wave or two before the jug or chopper wave comes up.

Empty a normal wave out and go seed the blue starred gate with C4 (listed below).
This spawn point is where the majority of spawned enemies are going to originate from with this strategy. Plant a good load of C4 here (about 5)
Also a good time to pick up an airstrike near here to help you survive normal waves past wave 30.

As you progress through the waves, more spawn points will become active and so you'll eventually need to seed about eight areas with C4, but you can only seed all of them by keeping a jug or chopper alive at the end of one of those waves and making preparations. You can't seed them all between waves as there is no time.

For the first chopper wave, you can pick up the sentry and take it with you to the C4 spawn killing detonation point. It's a small hut on the edge of the map. It should be trivial to get through this wave if you have triggered spawn kills. Finish up the enemies, refill your ammo and equipment if necessary and go put the sentry back.


For jug waves, the strategy is nearly identical. Same spawn killing preparations required. You can keep the sentry gun by moving it over to your camping position. The jugs won't touch it there.

The main issue with jug waves is ensuring that most of the enemy soldiers are dead so you can concentrate on the jugs.
Go to the room as before and trigger the C4 on the spawns.

From here you should be left with mainly jugs. There is a camping perch where you can take out the jugs in relative safety, but you only want to go up there when there are only two jugs left. It's on top of this bulldozer near the equipment armoury:


Be aggressive when up there. Jugs have a hard time hitting you. Also be careful because they *might* be able to climb up there if they get in the right position:


As with the chopper wave. Keep one alive, make preparations for the next jug/chopper wave with spawn kills.

For later chopper waves, you are going to have to sacrifice the sentry gun. It is also a spawn point so throw some C4 on it and prepare to kiss it goodbye.
Also start seeding the main spawn point by the blue star gate with clays to kill the re-spawing enemies.


And that's pretty much the strategy. You'll need to keep refreshing your equipment and ammo when you have the opportunity. There's a fair bit of running involved in this one.

JUG/CHOPPER WAVES: (Difficulty Tier 2 : Regular)
1st: 6 (choppers)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th: 18 (jugs)
6th: 21 (jugs)

Afterwards, every three waves will alternate between choppers and jugs.

SPAWN POINTS:

1. This blue starred gate is the main spawn point


2. In subsequent waves these points may or may not be activated, so seed them all with C4:

3. in later waves again, seed these points too:


And don't forget the front door of the mission church (see picture of sentry position above) as it is a spawn point too.
Map: SEATOWN
Seatown is a really fun map with lots of strategic points of interest and a solid map glitch area that lets you C4 ambush to your hearts content. Jug and Copter waves are staggered meaning that you'll never have to deal with both at the same time. All this makes for a very easy map, and with these tips it should be trivial to reach wave 30 with little effort.

Let's talk about initial camping areas. There are two which I would consider good.
Note that because there are two good camping areas, two players can split up and take one apiece to clear the waves.

There's the obvious one in the fish restaurant near the start. Shoot enemies out the door as they show up. If you hide behind the counter, you will note that you can shoot through it to hit enemies (it has bullet penetration properties). While it rarely happens, mind the enemies don't come around the side however:

When you can, place grenade turrets on the adjacent tables. With these you can cut through most of the waves fairly easily.


You can buy a grenade turret from the equipment armoury, drop it on the ground, then buy another grenade turret from the armoury, pick up the one on the ground, and then carry them BOTH back to the positioning place. It's a handy little trick on this map to save repeated visits.

One thing you do have to be careful of with these turret placements is that if you start the map far away from them, there's a spawn point right in front of them and spawning enemies will do them some damage - before the turrets defend themselves. Make sure you start each round near the shop!

Note that on higher levels, and as enemies take out your turrets and get further into the shop to shoot you, you can hide behind the counter and take advantage of it's bullet penetration. You can shoot through it to hit them, but they can't hit you!

Lace the back stairwell with claymores to prevent sneaks coming in the back entrance.


Chopper waves are no problem - when you are done with the enemies, step outside and shoot them. Jug waves can be much harder. I will talk about that later.

The other camping area is my personal favourite. Aside from being really close to the three support armouries, it contains a map glitch that causes the enemies to get lost and forces them into cover areas where I can hit them with C4. Also it confuses dogs and jugs.
It's in this bed alcove:

Lie down on the edge of bed railing and cover yourself by keeping an eye on the open door.
Enemies don't usually come in here, but they can and do. Shoot them when that happens. You can also lace them with claymores.


The other enemies will bank up in cover, and so if you lace these areas with C4 before the round, you can get huge streaks:


Sometimes I like to drop one inside the room with me from behind the wall where they can't hurt me.

If C4 doesn't kill them all, you can shoot them from peeking behind the cover of that wall - which will save you more often than not.


Between rounds you have *just* enough time to refill from all armouries and as the round starts, just enough time to seed C4 in the ambush spots. This works until around wave 30 when you need to be spawn killing.

When you're doing a chopper round, after you kill all the soldiers you can camp by the weapon armoury and refill ammo while taking out the choppers. It's dead easy.

Now for jug rounds:

Killing the jugs is easy - it's just the other enemies who will annoy you and screw you up.

First I must point out that my bed camping position confuses jugs. They get stuck behind the wall near you. Also note that jugs coming in the door will see you and shoot at you, but once they are in the room they *usually* lose you. You can bounce grenades off the wall or drop a huge pile of C4 behind the wall of your camping position to take out multiple jugs. Just BE CAREFUL with C4 placement - it's easy to kill yourself.


If that's not working for you, or if they've seen you, throw a flashbang to confuse jugs in the room and run out the door. There's a white truck just outside the room which you can climb on. Jugs get stuck by it when you are on top and so headshotting them to death becomes easy. Mind that you try to blow up the truck as soon as you can so it doesn't accidently blow up with you on it!

HOWEVER, you must take care all the same because enemies can circle around from the bazaar and the stairs up and behind you. This is why it's important to take out as many enemies as possible before you start climbing up here. Hence spawn kills or ambushes need to be done first!


If this isn't a good enough place for you, you can climb onto the awnings in the market to get some cover. It's a bit tricky to get up there. The easiest way is past the van, up the stairs, and around the corner to this railing. Then jump onto the railing and onto the stalls and across to the long awning and go prone.
(Note: you can also get up here from some trickery with the brick wall at the other end, but it is much harder - so forget it)


From the awning you are still vulnerable to fire the room just across from you. Shoot enemies who come through, or throw C4 in there.


Headshots are easy on jugs from up here and most enemies can't see you to hit you.

Bullet penetration through to the adjacent room and even through the awning is good. You can see your sights go red when you've aimed over an enemy through the awning. Abuse this quirk!

If all else fails and you have to abandon your position, run around the edge of the map and get to the air support armoury for that airstrike and refill C4. Past wave 35 you'll also want to start calling in riot squads for jug waves. You'll need an airstrikes as you go past wave 40. Use it and return to camp and place more C4 and repeat.

Always leave one chopper or jug alive so you can reseed the spawn points with C4 before the next jug/chopper wave.

JUG/COPTER waves: (Difficulty Tier 2 : Regular)
1st: 4 (choppers)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th: 18 (jugs)
6th: 21 (jugs)
7th: 24 (choppers)
After this, every 3 waves will alternate between jugs and choppers.

SPAWN POINTS:
TO DO

If you start the jug/chopper rounds at the bed camping room, you'll want to seed this one before the wave starts and optimally add claymores immediately before - as it will respawn. It's in the fish restaurant corner. Spend a wave behind the counter, seed with C4/clays, then go to bed camp for jug wave.


This one activates around wave 24:

Map: CARBON
This is a fairly straightforward map with some good camping areas. Jug and chopper waves come separately, so you will not face both at the same time. The only thing I hate about this map is that the equipment crate is far from the camping areas meaning it's a real trek to replenish your stock of explosives.

First camp is in this open shipping crate:


Enemies can only go in one side, which is where they will line up to get shot. If you go prone here it's a real fish-in-a-barrel shooting experience. A tunnel of death!


Now enemies can only go in here the one way, but out the other side of the crate you can jump off onto another crate to escape. We'll call this crate the "jug wave camping crate."

Similarly, if you get the jumping point right, you can enter the other way. Jump from the ground onto the white barrels, onto the jug wave camping crate, and back to the other side of the camping shipping crate. You need to stand back a bit and be running to make the jump onto the barrels. It will take some practice, but it's important to master this jump:


For ordinary waves, this is pretty much it! Get your LMGs and fire away!

Chopper rounds are a bit different. There is another camping area at the top of the map where the choppers just can't hit you - for unknown reasons! We'll take advantage of this:


Additionally when you get the funds, you can place turrets up the back here where they will remain fairly safe for the next 40 waves at least. They will support you in this position as well as distract and thin out normal waves by killing enemies. You'll need to replace them when they get eventually get smashed.


Once all enemies are dead, you can hit the choppers without issue. There is a sweet-spot on the ground where you can hit the choppers with impunity. They'll hover around but be unable to fire on you. Hit them on their rotor blades from the sweet spot:


Jug waves are fairly tough, but the strategy is to hold your position by the shipping crate tunnel of death and let all the enemies bunch up. Then release an Air Strike. Try to hold this position as long as possible until you have to retreat to the jug wave camping crate.

In later waves, you will need to call in a Riot Squad BEFORE buying an air strike. The riot squad can block up the path to the camping crate causing the enemies to bunch up. Then hit them all with the airstrike!

Once you retreat to the jug wave crate and go prone, you can get some headshots on the jugs, but you are not invulnerable here. Note that remaining enemies can ruin your day from shooting you at a few different angles here, which is why it's important to clear out as many enemies as you can before retreating here.
By wave 40 the jug waves will get hard. Mind that jugs don't shoot you on this crate from your initial camping position! If in trouble - get off the crate and run around the map - returning here to finish them off.


You can also hit jugs through the gap in the crates. Be careful not to go too far off the edge of the crates.


At the end of each jug/copter round, leave a jug or a copter remaining and go refill your explosives from the equipment armoury. You don't get much of a chance to do this normally - take advantage of this opportunity.

JUG/COPTER WAVES: (Difficulty Tier 2 : Regular)
1st: 6 (chopper)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th:18 (jugs)
6th: 21 (jugs)
7th: 24 (choppers)
Afterwards, every three waves will alternate between jugs and choppers.

SPAWN POINTS
These are worth exploiting right before jug waves:

Map: BOOTLEG
Not everybody's favourite map because it's quite hard. It doesn't give you much to work with.
There is a camp glitch which you can make use of - but it's not all that special, and there's a jug camp spot which will help you - but it's not impervious to fire. To top it off ambushes are hard to set up and the equipment crates are far from your camp position.

Oh, and you need lots of money to start with and it's hard to get. Kill streaks and headshots are tricky. Rampages are risky.

Start the game at your new camping position, in this massage parlour:

At the start, you need to try to get as many bonuses as possible because you will desperately need the money. Also you start with that stupid pistol so getting an enemy MP5 is a must.

If you crouch under the TV on the wall, this area will confuse dogs! Note that you cannot stand here, and if you move away from here, they'll get you. Also since they are going to swarm around you (but not bite you), you mustn't move until you are ready. When you kill them, move up the stairs to the landing to avoid the blast before coming back down. It's best to take them out one at a time. Having three swarm you and killing them all at once - combined with a solider coming down the stairs to block your escape - could wipe you out.


It's totally optional, but you can place sentry turrets inside this building, but DON'T use grenade turrets! They occasionally hit the walls and will take you out!
I would consider placing turrets in here, right up the back, in later waves when your funds can manage this.

Note that from your camp position, enemies will sometimes move in the doorway, so shoot them when they do. However the rest of the time, they will bank up in cover positions just outside.
You can deal with them with explosives if you want. You have two options: either C4 them in the early waves, and later on start to use airstrikes to defend the camping position. The air support armoury isn't far away to restock on these.


Also note that the soldiers can sometimes come in the rear door. It's a good idea to plant a few claymores up beyond the landing when you have the chance.

Between regular waves, there are jug/chopper waves together until wave 19 where it starts alternating between chopper only and jug only. Surviving until wave 19 is actually the hard part.

For the early waves before 19, you do not need too much preparation. A predator missile in stock is all you need. There is a white van on this map (just like Seatown) which you can climb on to easily take out the jugs. Just make sure you blow it up first with grenades or C4 before climbing on - or the jugs will blow the van up with you on it!


When there are both jugs and choppers, use the predator missile on the van to take out a chopper. Stay right down the back of the truck!
Note that you are NOT invulnerable up here. Enemy soldiers can hit you from a distance.
Also jugs can climb on if you move too far to the front of the truck.
However, once the choppers are gone you can pick off the enemies and jugs and finish the round.

On later waves, when jug and chopper waves are separate - chopper waves are easy. You can continue to camp in the camping spot. Jug waves are far harder. You will need to do some preparation of C4 spawn kills between rounds for jug waves, or those soldiers will kill you on the top of that van.

During the chopper only wave, leave one chopper alive. Now go to seed the spawn points with C4 (see below). There is one spawn point where the majority of soliders come from - which if taken out - makes the jug waves a breeze.

Once the spawn points are covered and you are armed and ready - go to the air support armoury.

Place many claymores around entrances to the area. This will slow down most soldiers and dogs.
You will start the wave right next to the air support armoury to ensure the spawns appear in the right place. The start of the jug wave is like being a quarterback in American football. You need to fend off as many enemies from your position as possible until you can make the pass with a missile touchdown!

Purchase delta team or riot squad and call them in immediately. These guys will act as a distraction to keep you safe.

Now purchase a predator missile.

As the round starts, trigger the C4 and kill the spawning enemies. Now launch the predator missile at any enemies getting close to you.

Now buy another predator missile and run to the truck and camp on it. Most enemy soldiers should be dead by now, enabling you to headshot the jugs. If you happen to have turrets at the camp spot, they may even help you by shooting remaining enemies while you are on the truck!
As long as most enemies are dead, you should have no trouble killing the jugs, but if they are not all dead you could be in trouble.

You should be able to get to around wave 60 with this strategy.

JUG/COPTER WAVES: (Difficulty Tier 3 : Hard)
1st: 5 (both)
2nd: 10 (both)
3rd: 15 (both)
4th: 19 (choppers)
5th: 21 (jugs)
After this, every second round alternates between choppers and jugs.

SPAWN POINTS:
Note that the spawn point on the right spawns most of the round enemies, so deserves more C4








Map: HARDHAT
This map has two good exploitable areas as well as a really good C4 ambush opportunity.

For normal rounds you will be camping on top of a concrete pipe in the corner of the map, and seeding three C4 explosives at cover areas that the enemies reliably bank up in.

There are two ways up to the top of the pipe:

Jump into the area between the concrete divider and pipe and jump again to get on top of the pipe.

Also you can jump over this wall onto the pipe - sometimes it's faster to do this if you are in a rush to get there.


You can camp here, but before you go there you should seed C4 in three positions:

1. Just behind the jeep

2. Just in front of the jeep

3. On the second floor of the unfinished building, facing the concrete pipe

From the top of the pipe, you must be prone. This prevents enemies shooting at you from over the wall above you from the south. You should face east in order to pick off enemies who climb onto the pipe, as well as exploding dogs who also jump up here between the iron bars (be fast on the trigger). If the dogs get too close you can always jump off the pipe and climb back on. Also mind that the enemies don't hit you as they go down the hill toward the concrete pipe from your right.

Once all enemies have stopped climbing onto the pipe and are not moving, trigger the C4. With either Rampage and/or Killstreak, you will be rewarded with huge bonuses and oftentimes you will take out all remaining enemies on the wave without having to fire at them. Between waves you will need to refill your C4 if you don't have three C4 remaining.

You can do this until jug/copter waves alternate every two waves from wave 19, as you will need the C4 to prepare spawn kills for the more frequent jug/copter incursions. To achieve multikills from that point on, you may have to resort to missiles - even if this means getting one every wave. Otherwise you'll be camping and picking off the soldiers.


Jug/copter rounds require a different strategy.

One wave before these waves, keep a single enemy alive and seed the spawn points (listed below) with C4. Start at the equipment armoury and pick some up, then run around the map to place them. When you are back at the camping spot - kill the last enemy. Before the jug/chopper wave starts, place claymores in the following locations to kill off a few dogs. They'll trip over them and die in the next wave. Refill ammo if you have the chance.


When these rounds begin, you must be at the camping spot. Trigger the C4 just as the wave starts which should take out the spawns. If you have a predator missile, you can use it here on one of the jugs/choppers while your claymores clear up the dogs. Now run around the top of the map by the equipment armoury and take out a chopper (if there is one in the air). Jugs are far away, so they should not disturb you as you pick one of the choppers off with heavy gunfire. Going prone when the choppers fire at you will save you more often than not on this map!

With very few enemies left you are clear to run to the room in the centre of the map. There is an exploit here to jump on top of the white barrels and onto the timber boards on top of those. There are two ways to do it but they can both be a bit tricky.

Easiest way is by moving into the corner next to this barrel. As you walk into this area, you will notice that you get a little bump up. From here, jump twice:

Now slide around until you come to the white barrels, and then you can jump on top of the timber:

The harder way up here involves being on the very edge of the wooden pallet (see below picture)


Once you are on the extreme edge, try jumping onto the white barrels. This is going to take a lot of practice and to be honest, it's not easy to pull off all the time reliably. Try the easier way instead.


Once on the pile on this room, go prone. Dogs cannot reach you here. Jugs *might* climb up on that white barrel gap you use to get up here if you are not careful - so watch it. You should be able to pick off most jugs from one side or the other without taking too much damage. You are not invulnerable however, but it makes handling the juggernauts a lot easier.
The copters can only face you one at a time up here and then they have to hit you through the iron girders. If you position yourself correctly you can hit the copter without getting hit back.


Once the copters are out the way, you can pick off the juggernauts from here and they have a really hard time hitting you.

Note that from wave 19, it begins to alternate between choppers and jugs rather than both at the same time. The spawn points for enemies are the same however.
Keep a jug/copter alive and use the time to reseed C4 for the next jug/copter wave spawn traps.

With constant jug/copter waves beyond wave 19, it's very easy to fail to prepare for them - and forgetting to do so (or an accidental killing of the last remaining enemy) can easily doom your game.

JUG/CHOPPER WAVES: (Difficulty Tier 3 : Hard)
1st: 5 (both)
2nd: 10 (both)
3rd: 15 (both)
4th: 19 (chopper)
5th: 21 (jugs)

Every second wave after alternates between chopper and jugs

SPAWN POINTS:
Map: FALLEN
This map has two defensible positions that you can work with.

One is hidden in plain sight: under this truck!


Crawl under it and lie prone, hidden between the back wheels.
You are not invulnerable here, but you are hard to hit. Enemies can see you but since you are surrounded by big wheels they mostly miss. Dogs can see you but can't get close. Jugs will be confused, and the helicopter can't touch you.

You will have to move around to avoid getting shot by enemies that see you, and shoot enemies legs where possible. There are angles which enemies can get you at however. You are not invulnerable here.


You can also do a C4 ambush as enemies bank up into cover.
Here are the good spots to drop C4.


It is useful to set C4 ambushes in early waves to build up some money. You are going to need it later.

Eventually when you have enough cash to get your typical perk and LMGs, you will want to move to this position to camp. It's upstairs near the weapons trader.

There is only one way in for soldiers to storm your position, but stay crouched as they can hit you from behind below and on the stairs. If you run out of ammo - it is nearby.


For jug and copter rounds, you don't really need to do spawn killing until around wave 20 but the money is good, so you should.

See spawn points below for the positions. You will want to place the C4 one or two rounds before the jug/copter wave. This means leaving one solider alive to run around the map and place the C4. After wave 19, jug/copter waves happen every second wave so you will need to keep a jug or a copter alive to do this.

Start the jug/copter wave from the following position, then trigger C4 once you hear one of your claymore traps detonate.


Then duck for cover under the truck and take the rest of the enemies out.
Note that having a predator missile here can be handy - especially if low on ammo in much later waves. Just be careful not to aim it too close to your truck! Explosions by dogs can still hurt you under that truck too.

Something funny I tried was dropping a useless perk package in from of my camp area. It worked as a barricade for a few rounds! I couldn't repeat the performance though, as the crate bounced away.


At around wave 30 you can also start bringing riot teams in to protect your camping area. Things get really heated there after that.


Jug/copter rounds: (Difficulty Tier 3 : Hard)
1st: 5 (both)
2nd: 10 (both)
3rd: 15 (both)
4th: 19 (chopper)
5th: 21 (jugs)

Every second wave after alternates between chopper and jugs

Spawn points:

Map: OUTPOST
This map is either really fun, or too boring depending on how you want to look at it.
The reason is because it has probably the best map glitch exploit out of any of the other maps!

Inside the plane hanger, you can actually jump into the plane!

The jump is a bit tricky. You have to stand on the weapon armoury crate and do a running jump over to the blue barrels. From there, move to the edge of the green crates near the open side. From there you jump into the plane and immediately hit prone as you do:


You can place a turret in front of the barrels to help make the long jump easier. You'll land on the turret and hopefully slide off onto the barrels. You can use either type but grenade turrets seem more reliable:



Congratulations! You are now in the plane and NOTHING can easily hit you - and yet - you can easily shoot everything from here. Enemies, jugs, dogs, choppers - everything. And yes, you can place turrets in here too!

You just have to be a little careful to stay prone and not to stand up. Also you should move into cover when a chopper is just outside the hanger ready to fire on you. Additionally grenades are a problem, but you can throw them out again if you are quick. Aside from those issues, you are very safe in the plane.


During jug/chopper rounds, it's easy to pick everything off - leave a chopper remaining - use the opportunity to visit all armouries to restock - get back in the plane, and knock out the chopper. Start next round. It's almost too easy.


Now it is possible to simply abuse this camping spot, but here's the problem...

Making that jump into the plane is a bit tricky and takes lots of practice to do it reliably... and you will need to do it almost every round to refill your ammo. You shouldn't attempt the jump during a wave while you are under attack. Only attempt it between rounds when you are not under fire - giving you second and third chances to pull it off if you miss the jump to the barrels. And of course, if you can't pull it off in time - you are in big trouble.

The other issue is that on later rounds, all your ammo will not be enough to take out everything. You will need to get out to refill ammo - at which point you can't rely on that cover anymore. That means that using this spot becomes harder.
Also gas canisters will be placed by those enemies near the weapon armoury - meaning that when triggered, you won't be able to jump from it until the gas dissipates - wasting valuable time.

That said, if you master that jump, getting to wave 40 with over $100,000 in the bank is fairly painless. It's after that when ammo becomes a small problem, you'll need C4 thrown out of the plane to get through the waves, and the enemies can begin to really hurt when they get a peek at you.

So with those risks of the strategy in mind, there is a plan B camping spot:

Enemies seem to only want to come in this door:

Dogs get stuck looking for you if you stay in this corner:


You can C4 ambush many enemies from this camping spot. Drop 3 x C4 in the following places:


Note that the weapon and equipment armoury is on the other side of the map, so where possible make use of enemy weapons until you can earnestly afford both LMGs. Running to either weapon or equipment armoury can only *just* be done between rounds, so don't attempt to visit both between rounds. You will not make it back in time!

The early jug/chopper waves are fairly tricky, but there are places to exploit them.
If you have the funds and preparation ready (as you will on later waves), employ the quarterback technique. Immediately call in a squad (delta or riot) to protect you. Get a predator missile. Seed the area with claymores. Back yourself into this corner and ready the predator missile to hit one of the jugs:


Run past the air support armoury and reload, then head out the back to this jug killing spot. Jump off the knocked over forklift to get up onto this crate and go prone.


You will note that the standard riot jugs can be easily killed here, but bombsuit jugs are significantly taller and can hit you.... so if they are in play, you can't stay here!

On both jug and chopper rounds, you will have the chopper here first flying REALLY low - so get it out the way.


With remaining jugs, take them down to jug killing area #2:


Be careful because they can get adventurous from the side you came up, so tuck yourself in very close to the wall. Note, if they do look like climbing up - toss a flashbang at them.


From here just headshot them:


And when dead, rush in and reload your ammo from the weapons armoury before hopping back to your camping spot.

Note that it helps to keep a chopper or jug remaining while you run around the map to reload all your equipment for the next rounds. Just BE CAREFUL that in later waves there will be enemy claymores *everywhere* that can trip you up.

As rounds move to either jug or choppers (and not both) from wave 19, chopper rounds are relatively easy. Just camp as usual. Also, you may want to make good use of enemy weapons and ammo you collect at your camping area to take down the enemies and two of the choppers to preserve your LMG ammo. As every second wave is either a chopper or jug wave now, leave a chopper alive you so you can collect equipment and place C4 spawn traps (see positions below) for the juggernaut wave coming up. You can go back and refill equipment and you can also lay claymores in this building to help.


As you get into later jug waves, spawn killing as the jug waves start becomes increasingly important.

Have your ordinary round and when jug rounds occur, trigger the C4 to execute the spawn kills. Then use the quarterback technique to slip a missile in on a jug. Then you can hang by the airsupport armoury to lob multiple airstrikes at the advancing enemies outside the door before retreating around the side of the map to exploit the jug killing areas.

Then it's rinse, wash, repeat.

JUG/CHOPPER WAVES: (Difficulty Tier 3 : Hard)
1st: 5 (both)
2nd: 10 (both)
3rd: 15 (both)
4th: 19 (chopper)
5th: 21 (jugs)

And every second wave it will alternate between chopper and jugs

SPAWN POINTS:

Map: LOCKDOWN
This is a particularly hard map, however your main camping area has got some pretty excellent bullet penetration that favours you and not the enemy.

In the corner of the map is an apartment building with a staircase at both ends and a room in the top with windows to jump out from. You can camp up one side of the stair case just above the landing and shoot through the railing with the help of bullet penetration. The enemy will typically go up this side of the stairs, and won't be able to hit you unless they get to the landing and see you. You have good visibility through the railing to shoot at anyone getting close.


This works although enemies can come and get you from the other side of the staircase. That's why, when you get the opportunity, you lace the other staircase with claymores. Try not to put claymores on the second floor - you may need to retreat here and you don't want them blowing up on you in crossfire.


If it all gets too tough or you are overwhelmed, you can retreat to this safe room - put turrets in there as heli decoys - and jump out of the window if you need to. It's a last resort though. Most of the time you won't need to retreat here.


Jug/copter waves are tricky. There is a specific spawn point on the map that enemies show up at during these rounds which you can lace with explosives (see screenshot below). You can then hit the area with a predator missile.

As jugs come up the stairs to you, go to the second floor and throw C4 at the landing. Again, the railing will cover you and afford you bullet penetration. When jugs bunch up down there, trigger the C4.


When all enemies are dead, take out the choppers, but leave one airborne.

Run through the art gallery so you are under cover with the chopper hanging overhead, and get to the equipment armoury. Splash out on explosives.
You now have to opportunity to seed the spawn points with bombs ready for the next few rounds.
When ready for the next wave, take out the last chopper.

JUG/COPTER WAVES: (Difficulty Tier 4 : Insane)
1st : 6
2nd: 11
3rd: 16
After this, jug/copter waves appear every 3 waves (19, 21, 25, 28 etc)

SPAWN POINTS:

This is the jug/copter round spawn:

Other main points:

Map: ARKADEN
This map has a good place to camp and set up a C4 ambush. The only problem is that it's a bit of a trek to go and refill your C4 from the equipment armoury between rounds, and the time between rounds works against you.

The camping spot is behind the left-hand side of the counter in the food court at the bottom of the escalators.

First, you can seed the area with C4 to set up an ambush. All of the positions are in the food court.


When behind this cover, you can crouch at fire at enemies with relative safety as the cover will protect you. Also note that enemies will only go behind the counter at one end, which is why you can lay prone at the other end and shoot them. Note that you will have to be quick to kill the exploding dogs.
You can even lay a claymore at the enemy end behind the counter to kill the first dog to jump it - but I recommend saving clays for jugs.
It is also possible (but difficult) to drop a turret in here. Getting it to face the right direction seems to be the problem.

When you have killed all counter-jumpers and the enemies have settled into the cover positions, trigger your C4. Rake in those big bucks.


During a jug/copter wave, make sure you have a predator missile handy to take out one of the copters.

One wave before the jug/chopper wave starts, keep one soldier alive and flashbang him to get some distance away from him. There are three spawn points you can seed with C4 and clays to take out the spawning footsoldiers for the jug waves waves. That will leave you with only the jugs and choppers to deal with, and at least a much easier time with whatever soldiers remain.
The second spawn point needs to be seeded from wave 19 onwards.
The third around wave 28.

At the start of the round, trigger the C4 and wipe out spawning soldiers.

Wait behind the counter for dogs to show up and pick them off. Also crouch here and kill off remaining soldiers. Hold this position until a jug jumps the counter. Immediately throw a flashbang and escape the counter the second this happens.

Immediately throw a flashbang and escape the counter, throwing more flashbangs to escape, and run up the escalator, past the weapons armoury, smash the window up here and drop down on the way to the equipment vendor. Watch out for the chopper and take one out with your LMGs. You can now refill your claymores and flashbangs and run back to the counter from around the Arkaden front entrance on the second floor.

Assuming that there are no soldiers left, seed the enemy entry way to behind the counter in the corner with about 5-6 claymores, increasing this number of clays as you progress through the waves and the jugs take more damage. When the jug comes over, he's going to be really hurt - if not dead. Do the same thing for the second jug.

When you kill the second jug and are left with the last jug, wait for him to jump the counter. Immediately throw a flash and jump over the counter. He's now stuck behind the counter and with no ground enemies remaining, you can shoot him in the head with impunity to finish the round.


Be careful though as he can get out from behind the counter from either end, but if you stay in the middle he won't escape.

Note: BE CAREFUL not to shoot the glass away in the roof of the atrium or you will allow the copters to shoot down on you from that area.

JUG/COPTER WAVES: (Difficulty Tier 4 : Insane)
1st : 6
2nd: 11
3rd: 16
After this, jug/copter waves appear every 3 waves (19, 21, 25, 28 etc)

SPAWN POINTS:
This one only needs to be seeded for jug/chopper waves until wave 19:

At 19, seed this spawn too:

And eventually this one at around 28:
Map: DOWNTURN
Downturn has a good camping spot and a jug killing spot to exploit, but it's still a hard map and there's no known reliable way of getting through it. Spawn kills are reliable for jug/chopper waves - but that doesn't extend to handling these waves afterwards. Also there's a huge trek to the equipment armoury. It's just a tough map that gives away very little, and this guide for it is far from conclusive. A good map for the pros.

First of all, the main camping spot. It's in the bank, around the corner next to slabs of money. Pity you can't use any of that cash in-game!


From this prone position, enemies will just walk into your line of fire.


Note that they rarely ever seem to come from your behind even though there is a path there. They can go there all the same - but it is extremely rare if they do! They mostly get stuck trying. That said, you will want to place claymores back there - just in case they get any ideas.


While the weapon and airsupport armoury is close by, getting to the equipment armoury is a long walk from here. You simply cannot get there and back between rounds. It's best to keep an enemy alive so you can get there and back again in time. However, you are mainly going to want to visit it between jug/chopper rounds.

When you get the chance to visit, put some sentry turrets on the stairs facing the blown out roller door entrance. The sentries start becoming more vital after wave 15. Remember that you can carry two at a time. Buy one and place it on the ground. Buy another and then pick up the first turret you placed. Then take them to the placement area.

The sentries are a bit tricky to place. You have to be facing down the stairs at a 45 degree angle before the turrets turn yellow - notifying you that they are good to place. These turrets will help you out defend your camping spot. You must stay in your camping spot or your sentries will come under fire if you hang around near them.


When you get the "Sleight of Hand" perk, make sure you throw the marker in an open area (near the bus will do). This map is fairly dense, and I can't count how many times I have lost the perk over the barrier in this map.... or even in ways like this!


Jug and chopper waves are a bit tricky, as jugs and choppers will come at the same time.

From the round 16 you are going to want to start spawn killing. On the previous jug/chopper round, you are going to want to seed the spawn point by the tanks (see below). This area spawns when you start the jug/chopper wave just in front of these toilet doors near the equipment armoury. Your positioning here is critical for the spawn kill to work.


After this, you will still have some dogs, choppers, and the jugs of course.
I still haven't worked out all the details for these waves:

One jug is going to land in front of some cars right near the equipment armoury in front of you. You can hit him with a pile of C4 as he lands.
Also you may want to drop some claymores down here to prevent the dogs getting close.
To escape from here it is imperative that you go down the underground. Enemies will all be topside, so it's your only escape.

So assuming that only jugs remain, our only reliable option is our old friend the Marley & Griffin white truck - so head towards it. You can climb on it and perch up there to hit the jugs below - but only as long as you have no choppers left. If you use it to kill jugs, make sure you blow it up as per usual before climbing on it - or the jugs will blow it up for you - with you on it!


As long as you have no overhead choppers, you can now pick off the jugs. BE CAREFUL however that they do not approach the truck from behind - because they can glitch up the back of it. Move to the front of the truck, and headshot them to death as usual.


In much later rounds you might have to experiment with the quarterback technique near the airsupport armoury.
Welcoming any tips that can make this map a lot easier.

Some notes:

I did look into using the bus - like the one on the Interchange map. On Interchange you could use it to camp in and kill jugs - however due to the back door not being channelled on this map the way it is on the interchange map, jugs can manage to shoot you through the back door. It's just not a reliable place to kill the jugs on this map.... if there was only some way to block the back door... (yes I even tried perk crates but it was unreliable)
You can also jump onto the top of the bus from the other sunken bus, but it's a big jump and doesn't gain you all that much.

JUG/CHOPPER WAVES: (Difficulty Tier 4 : Insane)
1st : 6
2nd: 11
3rd: 16
After this, jug/copter waves appear every 3 waves (19, 21, 25, 28 etc)

SPAWN POINTS:

This is the main one to use during jug rounds:


After round 19, this one is also going to need to be seeded:

Map: BAKAARA
This map has a really good map glitch to exploit as well as a good C4 ambush area. In fact this map has lots of great strategic potential which is why I like it.

The first and obvious strategy is the upstairs strategy. At the building near the air support trader you camp upstairs. Enemies will go single file up the stairs to get you, for the early rounds this will get your quite far. Jugs are problematic here though.


It is fun to place two turrets up there on the second floor, providing backup to this camping area. During chopper rounds the copter can see it but can't hit it. It will distract one of the choppers during this round and stop it from chasing you.


Note that since the airsupport trader is nearby, you can reload on air strikes in rapid succession assuming you have the money. In much later waves beyond 50, you can execute the quarterback technique from here to deal with normal waves

Next, the C4 ambush strategy: You can only use this in ordinary rounds.

Go to the "Martioor" cafe next to the crashed helicopter on the map. You place C4 in the following areas. Two are out front and one out the back door near a turned over truck:


You then camp behind the counter while prone.

You are not invulnerable down here. Enemies and dogs will regularly show up here so be careful. Especially with dogs as there is not much room to move. It is a good idea to clear out dogs before exploiting this ambush. When all the enemies are in position - hit the C4 trigger. This will reliably get you big dollars. Spend them on body armour because those dogs can be a pain.


Next the strategy for jug/copter rounds.

There is a black garbage bag just around the corner from the equipment armoury. If you go prone and crawl backwards into it, you will glitch into it!


From in the bag, enemies sense where you are and hover nearby, but can't attack you!

Use this vantage point to shoot dogs and copters - or all enemies if you have the ammo. Carry in a predator missile to take out one of the choppers. Watch that you kill dogs before they get close to you in the bag, or they'll trap you in there.
If you have to leave the garbage bag due to lack of ammo, choppers and dogs are your biggest threat as you run around the map - so get them first while you are there.

Juggernauts may be nearby though even though they can't see you, and it is not always easy to escape from here if you don't have the ammo to kill them. Use flashbangs to blind everyone when you are ready to escape from the garbage bag.

You can then jump onto this nearby shipping crate from this white cooker next to it.

If you go prone on the crate, the enemies and jugs can't easily hit you. You can pick them off from on top of the crate with headshots. Enemies do not even attempt to climb on the crate from the white cooker. Dogs, however, can (although they should all be dead by now). Of course, I am going to assume that there are no choppers left because they can hit you up here too.

When all else fails, run around the map and launch airstrikes when you pass the airsupport.
Hopefully the sentry decoy will lock helicopters down that end of the map.

JUG/COPTER WAVES: (Difficulty Tier 4 : Insane)
1st : 6
2nd: 11
3rd: 16
After this, jug/copter waves appear every 3 waves (19, 21, 25, 28 etc)

SPAWN POINTS:
DLC Maps
The following maps are DLC maps - only available to play if you have the MW3 DLC.

If you don't have it, what are you waiting for? Buy it!

Map: PIAZZA
This map is a difficult map because there's not much given away in the form of map exploits, but there is one exploitable area that helps in juggernaut waves.
Fortunately jugs and choppers don't appear at the same time on this map, so these rounds are more manageable. It's just that the intervening rounds can get insane and there's really nowhere on the map to safely camp from them indefinitely.

First camp area is here:

You need to stay in this area in order to lure most of the soliders down to you. When they are all bunched up down here, you need to slowly retreat up the stairs behind you - firing as you go.


At the landing, you can throw some grenades around the corner to take out a lot of the enemies.... but beware that enemies can still come from the top of the stairs so you need to manage the flow by staying at the bottom of the stairs as much as possible.
Eventually you can lace the top of the stairs with claymores to protect your flank.
Resupply yourself with ammo at the nearby armoury once the round is over - if you need to.


Jug/Chopper rounds will alternate between jugs or helicopters - so you will be having one or the other and not both at the same time.

Before that round starts, keep one alive from the previous round and lace spawn points (see the list below). The one near the initial camp area is usually the one that gets the most action.

Before the round starts, go and stand near the equipment armoury. Drop a few claymores just outside the door to the undercover area where the equipment armoury is to pick off the dogs that will come.
Refil your explosives at the equipment armoury.

When the round starts, detonate C4 at spawn points - which should kill most of the enemies in the wave. In later waves you may need an additional airstrike to throw out the door from you to catch enemies and jugs before you move out and away from the equipment armoury.

For helicopter rounds, it's just a matter of staying undercover near the equipment armoury to take them out.

For jug rounds, there's an exploitable area on top of a van in the map. Jump over this railing and onto the van (blow it up when you get the chance, or it may explode on you from enemy fire):


Jugs are able to climb on the van if they get in the right position, so keep them stuck as long as possible and drop them.

At around wave 25, the stairs location becomes harder to defend. Next camp area is between two cars near the edge of the map. Blow all the cars up down here. Start off by the green mini car in front of them to lure the enemies into coming at you from the direction of the stairs:


From now, the quarterback technique is what is going to save you. Lob airstrikes and flashbangs to hit most enemies, and later on you can deploy riot police to shield you and assist in wiping out the wave. At this point, hitting spawns becomes critical to your survival - not only by killing most enemies, but also maintaining your funds so you can continue using the air support armoury and deploying more airstrikes and replacing the riot police.

JUG/COPTER WAVES: (Difficulty Tier 2 : Regular)
1st: 6 (choppers)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th: 18 (jugs)
6th: 21 (jugs)

Every third wave after this will alternate between choppers and jugs.

SPAWN POINTS:
Map: LIBERATION
This is actually a fairly easy map. There's a good camping spot, some C4 ambushing, spawn killing, and the jug/chopper waves are handled by the quarterback technique.

The camping position is this very unassuming pile of leaves in a corner by these stairs, not far from the weapons armoury. Go here and go prone:


This position seems to have some amazing properties once you are prone here. Most enemies will spawn and decide to camp around the weapons armoury. Very few will move on your position. Usually three soldiers will cross your sights, but won't go directly to your position. Just fire on any soldier brave enough to come into your gun sights:


It is easy to set a C4 ambush here. While it is a bit of a trek to the equipment armoury between rounds, if you bunny hop via the most direct route you will make it there and back with just enough time to seed these spots:


When enemies have lost their courage to intrude on your camping spot, pull the trigger.


C4 ambushes are only really useful in the early rounds as you will want to save the C4 for spawn killing in jug/chopper rounds from around wave 24.

If you have no C4 ambush prepared at your camping area and those stubborn enemies just won't come over to get shot - don't worry. Just pop your head up over the wall, or around the corner, next and get some shots on the enemy. Stir them up a bit.
You are well defended by the wall. If you start taking damage, just go prone again until you recover. Wait for more enemies to show up, and if they don't, just pop up over the wall again and shoot them some more.

Jugs and choppers come in seperate rounds, which is nice.
Ensure that the spawn points are seeded in prior rounds, and ensure you have a full inventory of claymores.

During the break before the jug/chopper wave, leave a trail of claymores behind you as you run towards the airsupport armoury downstairs. Seed the surrounding area with clays, as you prepare for the quarterback technique.

Now buy a predator missile. Once you get beyond wave 24, you may feel like buying a squad before buying a missile and calling the squad in immediately.

As the round starts, open the predator console, trigger the C4 on the spawns. Then fire your missile at any remaining enemies (remember that some spawns will respawn enemies after you've hit the spawn point). The clays you placed will take out any running dogs and extra enemies that get too close to you, and any allied squads should defend your position giving you time to escape.


Since you are at the airsupport armoury, you can buy an airstrike to fire if there are still enemies. By this point there should be very few. On later jug waves you will want an airstrike.
Most enemies will get to you from the stairs down to you from the creekbed. Just fight through them.

Shoot the helis from underground if it's a heli wave.

If it's a jug wave, and only the jugs are left, you have this jug camp to use near the weapons armoury:


Where headshots on the jugs are easy:


Don't forget to leave one jug/chopper alive so you can reseed the spawn points for the next jug wave, and to refill your inventory.

JUG/COPTER WAVES: (Difficulty Tier 2 : Regular)
1st: 6 (choppers)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th: 18 (jugs)
6th: 21 (jugs)

After this, every third wave will alternate between choppers and jugs.

SPAWN POINTS:

There are two main spawn points:

One is behind this gazebo. I find that respawns can happen here after successful detonation, so you may want to follow up with a missile on it, or add claymores if you get a chance before the jug/chopper wave.


The other is behind this truck near the weapons armoury:


Other spawns become active:

This one is a lot of fun on normal waves, to thin the herd. It's just clays under this bridge.
Map: OVERWATCH
This is a very hard map that doesn't give you too much to work with.
There is a map glitch - which is funny - but somewhat impractical and not very useful - so I'll mention that later.

First your camping spot is right at the start. Smash windows and camp prone in this area. In a two player game there is even a similar position on the other side:


Just camp here and shoot everyone, as you are defended by the crates and the drop next to you. Careful of enemies coming up the stairs right next to you though. Dogs can't reach you (so shoot them through the wall), and grenades MOSTLY miss and can't hurt you UNLESS they land on you. Throw them back!

Jug and copter rounds are pretty tough. You will need an airstrike in hand before starting.
Try to camp in the camping spot for as long as you can - as this will bunch up the enemies. A jug will be placed almost right next to you. Throw a flashbang at him and do as much damage to him as you can - or outright kill him off. Keep throwing flashbangs until he dies or when you can no longer maintain the camp spot. As the flashbangs protect you, only when you are at full health can you drop down to the floor below you (or you'll die), then bunny hop and duck and cover to avoid the overhead choppers on the way to this corridor:


Here you can lob an air strike at the trailing jugs to finish them off.
Also you can drop claymores down this passage to get the jugs in later waves.

When jug is dead, knock out the choppers from the safety of the tunnel.
If there are still more enemies on later waves - you will be forced to run in loops around the map. Run back to collect ammo and head back to the camp spot to get another airstrike, then return to the tunnel and repeat. Keep going until they're all wiped out - but try to keep a lone chopper around so you can restock equipment and ammo, in addition to seeding spawn points.

Once you get to wave 20, you need to start stacking the back near your camp area with turrets, and by wave 24 you will need a GIGN team as well. The reason is that stormtroopers can really mess you up from the camp position now, and in jug waves, you need to stall as many enemies as you can here before you run to the tunnel.

Here's also a fun map glitch. It's unhelpful because jugs and choppers can hit you from it - even though dogs can't reach you. Also it's really tricky to do and failure means falling off the building!
In short: Don't do this! It's only fun to try out :)

Lie down on this bag prone facing this direction and move backwards:
Then move left:
If you've done it right, you will drop onto an invisible platform off the map!
Just don't look down!

JUG/CHOPPER waves: (Difficulty Tier 5: Berserk)
1st: 4
2nd: 9
3rd: 14
4th: 19
5th: 24
And every 4 waves after.

SPAWN POINTS:
Map: BLACK BOX
This is a fun map that has it all. It has multiple camping spots right next to armouries, bullet penetration spots, reliable spawn kill areas, a jug killing perch, and a map glitch that will save you in jug/chopper rounds. You can get high waves fairly easily.

Let's talk about camping areas because this map has a lot of them - so it's a fun map for co-op.
Most of the good camping spots are in this house under construction:

You can choose one of three spots in here:

The first one up here on the second floor gets you a view through the floorboards of downstairs as enemies enter as well as upstairs - with a lot of distance between you and the enemies:

You can camp in this corner here, where you can take advantage of bullet penetration to hit enemies through the wooden panels, and cover to hide from them:


Or just face down the stairs, although you will have to keep an eye on enemies as they come up from the left side:


The good thing about these spots is that they are right near the equipment armoury.
What you can do is use this spot, stock up on explosives etc. and then move to this next spot which is right near the weapons armoury:

This spot is on the second floor in the corner of the map at the tip of the crashed plane:

At the start of a round, you can pick some enemies off from this balcony, but be careful if enemies start to intrude on your camp:


Few enemies will enter however, and most will bank up across the walkway. Suicide dogs - if you kill them in this spot - will often fall down the hole. In fact enemies will sometimes rush through and jump down the hole themselves! It's not a bad spot to have fun with C4 ambushes across the walkway either, but I don't recommend it on this map as we'll need that C4 for spawn kills pretty early on.

Jugs and choppers come in the same wave, so handling these waves is a one-size-fits-all solution. Essentially we want to execute a quarterback technique - with a twist. Once you have all the spawn locations seeded with C4, ensure a round before you seed the main spots with claymores for the re-spawn kills. Ensure you have a predator missile to start with.

Before the jug/chopper waves starts, go to this door of the crashed plane. The reason we start here is to get jugs to land closer to us, because we want them to only come at us from one direction. Seed the door way and through the other side of the plane with claymores:


As the round starts, trigger the spawn traps. Hold your position as the dogs come through and collect themselves on the claymores. Once the claymores are gone - move towards the airsupport armoury. If you are beyond wave 30, refiill with an airstrike and lob it in the field between the broken bits of the plane. You can do multiple airsupport refills here.

Note that we want the jugs to come after us from this direction:

As the jugs get closer, head all the way to the broken off tail section of the plane. You will see this green crate at the end of the plane. Go prone behind it!


From this position, jugs and enemies will walk up to the crates and get stuck! You can now get headshots on the jugs and any other enemy who is stuck! Note, however, that unless you dive to prone on occasion while hitting the jugs, the choppers outside can still hit you. You will need to crouch, fire, go prone, heal, and go to crouch again to work your way through the remaining enemies:


Keep one of the choppers alive and reseed the spawn points around the map.

Note that if you find yourself with only a jug left and no choppers, our friend the white truck is already pre-exploded and available for you to use :


Where headshots on jugs is really easy. There are some funny glitches as the jug tries to get up, so enjoy killing him anyway:


JUG/COPTER WAVES: (Difficulty Tier 5: Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave

SPAWN POINTS:

This is one of the main ones. You will get respawns, so additional claymores can be added one round prior to jug/chopper wave:

Commonly spawns, but not many enemies:

As time goes on, the following spawns will become active:

Map: SANCTUARY
This would have to be one of the more enjoyable maps to exploit. The main exploit lets you achieve very high rounds with little effort.

There is a specific door in one of the monastery halls which, if you hide behind, makes you invisible to enemies. Even better, the door can't be shot through by enemies, but YOU can shoot through it thanks to it's bullet penetration properties. It's a map where you can really abuse wallbangs!
In addition it's a great place to camp and set up a C4 ambush.


There are barrels behind this door. You can lie on top of them initially, but you can blow them up with grenades and lie prone here. Enemies can't see you. They may rarely look behind the door, but it is very uncommon. Shoot them if they become visible.


Set up a C4 ambush by placing C4 in the following locations. Two are outside the hall, and one inside.


When enemies have all banked up, let them have it!


In this position you can shoot through the door to hit enemies in and just outside the hall.
Enemies can't shoot you through the door, and they can't see you!
In some ways it's a bit difficult because you can't see the enemies you are shooting at, but you should be able to hear the bullet impact and as the scores rack up. You can also peek behind the door, but note that enemies will see you until you pull back into the corner.


In jug/copter rounds, ensure you have a predator missile to take out one of the choppers.
In early waves it is enough to hide behind the door, but in later waves you are likely to run out of ammo so hitting up the spawn points with explosives before the jug round is important.

If you do run out of ammo and get stuck, you can try clearing the area on the other side of the door with C4 and grenades by tossing them just out of the way so you can trigger them safely behind the door. If the worst happens and you are out of those, throw lots of flashbangs and run and jump over the wall near the staircase to escape, and then run around the map, collecting ammo, explosives, and missiles, before trying to return behind the door. Avoid the choppers.

Once the jugs and enemies are dead, step outside and shoot the choppers unopposed by ground forces.


JUG/COPTER WAVES: (Difficulty Tier 5 : Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave

SPAWN POINTS:
TO DO
Map: FOUNDATION
For this map, the best camping position is a catwalk on the side of a building that can only be reached by jumping. This means that all enemies (with the exception of helicopters) will not be able to advance on your position.

See here to reach this area:



You can safely camp while prone in this area. Most enemies will be unable to hit you, although if they manage to climb on the cement sacks circled in the image they can hurt you pretty bad - so monitor this area closely and shoot them off, placing claymores if desired around the nearby lower sack they initially climb on to keep the first invader off.

Enemies can also hit you from near the explosives trader, but they are so far away that they generally miss and can't do much damage. You should pick enemies off from around here.

Sometimes they might even try and shoot at your from the stairs of the construction site. They rarely hit you, so they can be picked off pretty easily.

Best of all from this position is the exploitable bullet penetration through the catwalk. You can shoot enemies through it, but they never aim up to shoot at you. This then ends up being like shooting fish in a barrel for a most of the level.

It is difficult to set C4 ambushes from this position. The enemies typically run around trying to reach you but can't, meaning that cover points are not always banked with enemies.
If you want to try some ambushes, look to the below screen to see suggestions.


Otherwise you are best using the catwalk to pick off the enemies as they run around trying to find you. If they bank up in cover then climb onto the railing to become visible to their "radar" and get them excited to find you again. You can throw grenades through the following doorway to encourage them to move positions so they are out in the open for you to shoot through the catwalk.

Having a sentry turret up on the catwalk is also useful. It avoids most fire up there and can dispatch a lot of enemies who approach from around near the explosives vendor.


If you are on the catwalk during jug/helicopter rounds, you will immediately notice that the jugs can't find you. There is one jug in particular who seems stuck, and he can be shot from afar. Mind however that he can still hurt you from there but not very much. If he hurts you too much then move away for a bit and come back and take more shots on him. You may want to leave him as the only enemy left while you reseed spawn points. When finished, you can actually walk right up to him from the right side and headshot him if you like.


If you go all the way back to this area, you will also notice that dogs can get stuck too in a particular spot. At much later waves beyond 40, you may want to start the normal rounds back here with sentries and squads. The dogs will get stuck and an airstrike will do a lot of damage as all the incoming enemies bunch up:


Aside from the catwalk, there are a number of jug killing camping spots around the map, including this one:

And this one, but blow up the huge tank first:

The catwalk is not the only camping spot. There is this one up the stairs. It may be preferable to camp at this one because it is close to the weapons armoury as well as some of the spawn points, which will be useful in later waves:

You have great bullet penetration up here as well, but you may have to keep an eye on your left in case any enemy soldiers come up that way - which they can but very rarely:


The helicopters in the jug/chopper waves are the biggest pain however and will likely be the reason you are taken out. If you decide to start these waves on the catwalk camping spot, It is critical to have a predator missile and body armour before starting this round to take out one of the helicopters. With an LMG you should be able to dispatch the second and third copter when they show up before they knock you down, alternating between crouched and standing shots you may just survive.

Having a sentry turret up on the catwalk can also act as a decoy and distract the copter long enough for you to destroy it without taking it's fire.

It's around level 32 where standing your ground on the catwalk will become significantly harder. You can take out the first helicopter with a missile, but you may have to abandon the camping spot and run around the map, restocking ammo along the way. Spawn kills will be critical at this point. Once you take out both helicopters you can return to the catwalk and finish up the enemies.

Otherwise, it is perhaps wiser to start the rounds at the air support armoury and use the quarterback technique to kill spawns. Place plenty of claymores nearby to kill remaining dogs, reload with an airstrike to knock out jugs, and then run around the map to finish off choppers.


JUG/COPTER WAVES: (Difficulty Tier 5 : Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave

SPAWN POINTS

This first spot benefits greatly from additional claymores. As it's near the stairs camp spot, it can be easily primed before a jug round.
Map: OASIS
This is probably the easiest map to exploit. There are some great map glitches here that make it pretty easy to get a high round if you time everything perfectly.

First of all, your main camping spot is on the edge of the map by the water near this tower. Not far from where you start the map and not far from the weapons armoury. That's just as well because in later levels you will be refilling your ammo between every round.

Enemies only come up one side of the staircase for unknown reasons. They can then just be picked off as they all line up waiting to be shot!


It pays to go for as many headshots as possible initially (use your pistol) so as to rack up lots of money as you will need it to get started. Later on you will have so much cash it won't be funny!

If you have C4, you can throw some down the stairs before the round. Suicide dogs and bombers can then trigger a chain reaction of banked up enemies - resulting in huge killstreaks and rampage bonuses.


When you get the money, buy yourself a grenade sentry turret and place it in this staircase, not far from the equipment armoury (see map). It needs to be between the second floor and the staircase landing. This acts as a helicopter decoy in later rounds. You can place some claymores by the first floor doorway to defend it - but if you never go here during jug rounds, it should be safe.


Jugs rounds have to have some preparation, but there are two main map glitches - along with the sentry heli decoy, that give you a major advantage.
One round before the jug, let one enemy go and run around the map to seed two main spawn points (see them below). These aren't really that necessary early on, but in later rounds they will be critical.

You should then start jug rounds in this hallway:


Fend off some spawned enemies and dogs in this hallway and let the jugs come to you.
When they are nearby, quickly run to this corner, just down the stairs and by this black car.
For unknown reasons, when you camp tightly in this corner, the jugs stop dead in their tracks! This glitch buys you a lot of time. Note that other enemies can come near you here, which is why the spawn kills are important to remove as many of them as possible.
Also it's a good idea to blow up that black car when you have the chance. You don't want it blowing up on you when you are nearby it in that corner.


In this position you should be able to pick off the helicopters that come into range. You will have to adjust your height, by standing, crouching, and going prone between their fire to take them out. Only one will show up at a time, so it's manageable.

Once this is complete, you need to move past these baggage carts in the hallway, letting the juggernauts follow you and come around from the leftmost side. (Note that if they come from the right hand side the glitch won't work, but you can try to hide by the right-hand side cart)


When you are behind the leftmost baggage handler (see pic) crouch down. With this glitch, the jugs will follow from the leftmost side and get stuck! You can lay into them with headshots!


If you do enough damage early on, you should be fairly safe to run around the map and restock from armouries. Additionally there may be a stuck helicopter by the decoy.
Once you restock, re-seed the spawn points, and prepare by the tower for the next wave.

JUG/COPTER WAVES: (Difficulty Tier 5 : Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave

SPAWN POINTS:

Map: TERMINAL
This is a fun map. There is a pretty good camping spot, and reliable spawn kills - even a map glitch to abuse. You will have to deal with both jugs and choppers unfortunately which can make this map fairly hard.

Your camping spots are up here outside the main terminal.
You can camp on the ground area, or up the top next to the white generator by jumping on the pipes. In a two-player game, players can take both spots.


From these positions, headshots are very easy at the start of the game, but you have to watch out for enemies coming up from the right.


Up top you are a bit more shielded from attacks, but you have less time to get headshots.


Dogs have no chance of getting up to these positions, hence they pool around at the bottom of the ladder.

In much later waves, these positions become more indefensible because the enemies require too many hits to kill and they will storm your position. That will require you to use airstrikes and squads.

When you get the opportunity - which should be fairly quickly if you rack up bonuses in the first two levels, you can put a grenade turret in this corner:


This will take out enemies as they go out the window and attempt to climb up the ladder.
Later on you may want to add a gun sentry at this position to shoot enemies coming up from the ladder on your right.


Jug waves include choppers at the same time, making these hard. Additionally they tend to show up mid-way through the round with a few enemies left to go. Preparing for these waves takes a lot of effort.

Spawn traps (see below) only need to be seeded after wave 19. Ensure you have a missile. On later waves, calling in a squad and then buying the missile will be necessary before killing the last enemy on the wave before the jug wave.
Also make sure you have a full stock of claymores and C4.

On the earlier waves you can save the turret by hiding it, but in later waves with spawn trap it doesn't become feasible to save and will need replacement every jug wave:


Before the jug wave starts, seed the area around near the grenade sentry with claymores. You are going to run past these and around the map.


Refill your ammo at the weapons armoury and move to your camp position.

At the start of the wave, trigger the C4 on the spawn traps.

Now throw loads of C4 down below the ladder in front of you where the dogs bank up.


A jug will land right where the dogs are. You can now trigger the C4, hitting the dogs and the jugs, and then the dogs will explode and typically finish off the jug!
Follow up with the predator missile.


From here, you now have to escape and run around the map. Run over to and past the grenade sentry you placed, and around to the other side of the map where the walkway to the plane is.

You can battle the remaining jugs here with flashbangs. You need to prevent them from getting too far into the plane and then take them out.
On much later waves you will be pushed back and have to escape the plane and run around the map again dodging helicopter attacks - refilling ammo and explosives - to try again.

From the airplane you can knock out the helis until there is one left. You will note that the grenade sentry turret placed in the terminal will act as a helicopter decoy and keep some helis stuck down that side of the map.

Then you can go around and re-seed all the spawn points in preparation for the next jug/chopper wave.
Finish off the last chopper near your parked sentry gun (if you have one). Refill ammo, pick up the sentry, and replace it for the next wave.

Now the map glitch. You can get on top of this plane where nothing can reach you, except choppers which can hit you:


It's a difficult jump to pull off, so it's unreliable to use repeatedly in a game and I wouldn't do it if you're trying to reach high waves. It may be something fun to do in a game with a partner, which is the only reason I'm mentioning it:

To execute it, you have to walk into the gap between the airplane and the door. I have the exact position in this screenshot. If you jump from here, you will manage to glitch up the door:


Another small jump and you will be on top of the door! Now position yourself on the very edge of the door. Assuming you don't fall off the door attempting this, turn around and face the top of the plane and jump!


If you were positioned right on the edge, you'll make it onto the top of the plane!:

Up here you can place sentries and generally make a nuisance of yourselves until the helicopters come in to finish you off! Note you can always get off the roof through the gap, or jump over to the top of the walkway. Also you can fall off the tail end of the plane and get stuck permanently too - so don't get too adventurous!

JUG/COPTER WAVES: (Difficulty Tier 5 : Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave

SPAWN POINTS:

Drop 6 C4 here:


Drop 7 C4 here:


And drop 7 C4 Here:


Also place bunches of 3 claymores inside the plane at these spots:





Map: DECOMMISSION
This map is actually a bit easier than it looks. Given that jugs and choppers don't come at the same time, there's two worthy camping spots. Spawn kills are efficient. Jug killing is a little tricky without a dedicated spot, but there's an area on the map where you can tie them up and play with them a bit.

Let's talk about camping spots. Here is the first one, and probably the better of the two:


On the second floor you can hide around the corner and wait until they come up:

Or just shoot downstairs, depending on your risk appetite:

The other camping spot has a bonus of being unreachable by dogs. Climb up:


If you go prone and move to the right of the ladder you can easily headshot enemies climbing up the ladder and any climbing up the other side at the weapons armoury - which is conveniently nearby.


This may not be as good as the other spot due to thrown enemy grenades pooling into your camp area, and the wide range of attacks possible by enemies across near the weapons armoury.
Additionally, it's further from the equipment armoury and the spawn points.

Waves are either chopper of jug waves. You will want to place lots of C4 at the first two spawn points, as it produces most of the footsoldiers for these waves. (see below) A mix of C4 and claymores is ideal as multiple spawns occur from here. Note that the main spawn point can be a bit random as to which one is chosen. By wave 30 you should be seeding all of the points and following up with a missile.

Move into this deck of the ship at the far end of the map as the jug/chopper waves start. Dogs you don't get will come for you, so make sure you lay lots of claymores near the entrance to take them out. Then you can finish off any incoming enemies as they come to you.


When the round starts, trigger the C4 just inside here. As waves progress beyond 30, you are going to need airstrikes and missiles, and you will start to need squads to distract the enemies for added safety:


Dealing with helicopter waves is easy. Just shoot upwards from this position in from the deck into the gaping hole in the roof:


There's no good camp to headshot the jugs from - as on other maps - but there's an elevated slab nearby the deck of the ship that you triggered the spawn kills from. The jugs can only get on this platform one way, and that's by jumping on it from a single position. Just drop some C4 onto their landing zone:


And detonate:


This is extremely useful if the jugs are bunched up on later waves. Only problem is the expense of the C4, which is why having two jump over at the same time is better. If the jugs survive, fall off the platform and run around the map, seeding spawn areas for a while as the jugs try to catch up.

Then come back to the slab and try again. You can lead the jugs on a merry chase around this slab knowing that they can only get on it one way, get them to bunch up for the explosion, and that way keep them confused long enough to take them out.

JUG/COPTER WAVES: (Difficulty Tier 2 : Regular)
1st: 6 (choppers)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th: 18 (jugs)
6th: 21 (jugs)

Every third wave after this will alternate between choppers and jugs.

SPAWN POINTS:

The spawn point where most enemies come from can be a bit random, but you want to put more explosives on these points.

This is the main spawn point of enemies with this strategy. It's in the far corner of the map.


This spot is also sometimes the main spawn point:


Then these will gradually become active as waves progress and you will need to seed them all:


Map: OFFSHORE
This map has the most suicidal difficulty because jugs and copters come at the same time and in back-to-back rounds. To really get the most out of this level you have to constantly count these waves and place spawn traps. On the positive side, the map has lots of tunnels so during jug waves you can usually always find somewhere to run to in order to escape.

First off however, your camping spot is obviously up this long path to the top of this stack right at the start of the map:


Just shoot enemies like fish in a barrel, it's lots of fun! Just plop your gun *just* over the edge of the platform and go prone. You'll typically get killstreaks and rampage bonuses here too as suicide bombers kill off the soldiers in a chain reaction of explosions. You're so far away that soldiers don't have much of a chance of getting to you - well not until later rounds anyway.


Note that to handle these waves in much later rounds you are going to need to get some turrets up here to help out as the storm troopers start to make progress up here.

Your main concern on this map is the timing of the jug/chopper waves. They come two at a time!

To prepare for these waves, you have a LOT to do! You need to seed two spawn points with C4. Leave one soldier alive and go seed them before the round starts. Make sure you fill up completely with claymores as well. This map requires a lot of explosives to help you survive.

1. Near the start:

2. Other side of the map near equipment armoury and downstairs.

Before you start the jug/copter rounds, head to the air support armoury.
A lot has to go right in order to make light work of these rounds, because there is so much to remember!
Note that you also start this map with a predator missile. But if you haven't got one, buy one now.

We are going to implement the quarterback technique, so seed the area with claymores. Note the position of the claymores is important. They are used to catch suicide dogs out. They are all placed around the air support armoury.


As the round begins, trigger the C4 near the air support armoury. This will spawn kill most of the soldiers.

If you have placed the claymores in all the right places, now you can open up the predator missile console and fire it at the closest incoming jug. Note that the suicide dogs will wipe themselves out on all the claymores you placed! You won't be disturbed by them either!


Once that missile has been launched, quickly buy an airstrike from the air support armoury and escape from this area - going prone to dodge heli attacks - and heading over to the equipment armory. Refill explosives and go to the open door. You will be upstairs from one of the spawn points. Reseed the spawn point. Drop about 5 claymores just inside the door, and when the jugs get close, throw that airstrike out the door along with a flashbang.


This wipes out most of the jugs and will probably take out a chopper as well.

From here it should be easy to make your way around the map taking out the remaining jugs and helis, BUT if the next round is yet another jug/chopper round you will want to leave one jug alive so you can reseed everything again and set up for the next wave!

If you leave a jug spare and you have seeded the spawn points, then you can kill the final jug without issue by leading him to this tower room. When he is about to come in, you can jump out the window and land on this area:


Then the jug is handled by headshots while he is stuck:


JUG/CHOPPER WAVES: (Difficulty Tier 6 : Suicidal)
1st: 4
2nd: 5
3rd: 9
4th: 10

After this, the best way to remember these waves is that if the wave number's last digit is a 4,5,9, or 0 - it will be a jug/chopper wave. Number of choppers and jugs increases in each subsequent wave.
Map: GULCH
This map is affectionally called "Dome 2" because of the camping kills on ladder climbers and the alternating chopper and jug rounds that require different strategies. With a complicated strategy well executed, it's possible to get the high waves but timing and preparation is essential.

There are two good camping areas right next to each other and you may find yourself moving between either depending on where you find yourself.

First one is this building with ladders on both ends. Note that this picture is your start position for rounds when you have to detonate C4.

On top of the building there are ladders on each side. You can camp up here in the middle and knock enemies off when they climb up - but you will have to keep watching the other side!
Dogs, of course, can't climb ladders so you are safe from them up here:


This spot is usually more useful in jug rounds as jugs will take a while to climb up the ladders which will give you a chance to hit them while they are busy.

The other camp spot is right next to the equipment armoury and has more strategic potential:


There's only one way up, and you can cover yourself by shooting through this hole in the floorboard. However you will need to keep an eye on enemies to your right:

This problem can be easily solved with a gun turret however:


And if you manage to get two there, you will get good covering fire from them and knock over a lot of enemies coming from your right - out the window:

This makes light work of normal rounds - until around wave 35. At that point camping in the usual spots will become too difficult. This brings us to our next start point, by this utility truck and next to the cavern.


By wave 40 you will need to abandon your earlier spawn points and start here, implementing something of a quarterback technique every round. That results in calling in riot squads and loading up with an airstrike at the nearby airsupport armoury. Enemies will stream into the area by the car and bunch up, and an airstrike will do a lot of damage.

Chopper waves will also start from this position. The choppers will hurt you in both camping spots and take out your turrets, so there has to be a different strategy for chopper waves. Once spawn points A and B have been seeded, pick up any sentries if you have any, and start the chopper wave here and detonate traps (or allow the clays to explode) as the round starts.

From here now move into the cavern. There is a recess in the cavern where the dogs - for some unknown reason - will get stuck.


Camp here, drop any turret you have. Then handle the dogs and any remaining enemies from this cavern. You are mostly shielded from choppers in here, and you can take them out safely from a gap in the chasm above.
Leave one chopper alive and lay spawn points before finishing off the chopper.

Jug waves can be started at the initial start point near the two ladders (see picture above). Once the spawn points have been triggered, you can climb up the ladder to the camping spot. You can let the dogs pool down below and take them out at your leisure. From up here you can get some easy headshots on jugs as they try to climb the ladder - with use of flashbangs, and possibly even sentry guns - helping you out. If two jugs get up there, jump off the building and move to the other camping point. If they get too close to you up there, go back to the two ladders. Repeat as necessary until enemies are all dead.

Jug waves can work fine like this until after wave 40 when you are going to have to start these waves by using a quarterback technique at the airsupport armoury in order to call in a squad, rain two missiles on remaining enemies - before getting an airstrike and then moving to the truck. At the truck you throw the airstrike and then move through the cavern and around the map.

JUG/CHOPPER WAVES: (Difficulty Tier 2 : Regular)
1st: 6 (choppers)
2nd: 9 (jugs)
3rd: 12 (jugs)
4th: 15 (choppers)
5th: 18 (jugs)
6th: 21 (jugs)

Every third wave after this will alternate between choppers and jugs.

SPAWN POINTS:

First spawn point is this one, by the archaeological dig and red flower - for jug waves when starting by the two ladder camp area

The clays on the left will pick up enemies in normal waves when starting by the equipment armoury. The C4s on the right are useful in chopper waves when starting by the truck

These are additional spawn points for jug rounds.

The spawn point in the water will re-spawn once C4 has been detonated, so if you get the chance to load it additionally with claymores it will do more damage.


These last two spots will become useful for chopper waves, and waves past 40 where you will start to camp by the truck, or execute the quarterback technique by the airsupport armoury. By this point it's just easier to plant clays here.


Map: BOARDWALK
This map has very few exploitable areas, but there's a fun camping spot and a single glitch which makes jug/chopper waves much easier than they would normally be. Given that choppers and jugs come at the same time, it really is a useful glitch. It's a bit like the Black Box map in that regard.

Your camp area is inside the "Radiation Zone" lobby, at the edge of the map:


You will note that there are two entrances to the lobby area in which we will be camping.
The safest spot to camp is just around the corner of this wall. You may need to pull back here to take a breather from the action:


Otherwise you will be hanging around this wall to shoot any enemies that try to come in the front.


Most of the attacking enemies will try the front door, and very few will try to slip in the back - but they can and they will.
To cover the back door, get yourself two gun sentries (NOT grenade sentries - they will explode bombs in your camping spot!). They should handle anybody from the rear.


This setup makes a breeze of most normal rounds, although once you start getting above wave 30, you are going to want to think about calling in squads to help.
Try to protect your sentries, but when destroyed you should understand that they will have saved you by distracting enemies long enough to shoot them.

To handle the jug/chopper waves, you will need to seed the spawn points ahead of the wave (see below), and buy yourself a predator missile. One of the spawn points will create respawns, so if you can seed the area with claymores in the previous wave by leaving one enemy alive, then you should try it.
If you can do it just before the jug/chopper wave, try and seed the boardwalk with claymores and the area around the underground exploded car (just under your camping area). That should help kill dogs.

In later waves you will want to have a squad come in at the end of the wave before the jug/chopper wave, and before you buy the missile.

Before the jug/chopper wave starts, ensure that you have refilled ammo and equipment and returned to your camping spot.

As the wave starts, open predator console, trigger C4, and then fire the missile at any remaining enemy soldiers advancing on your position. From the front door of your camp, DO NOT go back inside or you'll lure the jugs to your sentry turrets.

You will want to hang back here as long as you can to draw in enemies. Dogs will advance first so pick them off if any claymores haven't done that for you. When the pressure gets too much, run and drop down around the corner into the ramp to the underground destroyed car:


It's important to draw the enemies around this way to the car so that they don't come in the back stairwell to this area. Get to the front of the destroyed car and crouch on the right-hand side. You want to lead enemies and jugs down this side of the car:


Thanks to a map glitch, the jugs will then get stuck here!


Additionally any enemies coming this way will start banking up in cover around the back of the car. They will try to shoot you through the twisted bonnet of the car, but fail. This gives you a prime opportunity to headshot the jugs to death. Additionally you might even be able to kill any other enemies with grenades. The only thing you have to watch are any remaining enemies coming down the stairwell behind you - although since the jugs are stuck - you just might be able to take them out without issue.
If this is all done properly, you won't have to be chased around the car by jugs.

When all land enemies are dead, take out all the choppers except one. Now go seed the spawn points again and prepare for the next jug/chopper wave.
Then finish off the last chopper by the weapons armoury and refill ammo.

Rinse, wash, repeat.

JUG/COPTER WAVES: (Difficulty Tier 5 : Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave

SPAWN POINTS:

This is the main one. It will respawn with enemies when C4 is triggered, so if you have the chance to seed it further with nearby claymores befor the jug wave, it will be more effective

Map: PARISH
This can be a fairly fun map because there's a map exploit where you can sit tight and knock out all jugs and choppers without having to move. This strategy should get you to around wave 30 with ease, but it's also possible to get to 100.

You should try to start new waves from the inside of the shop from this position. The shop is going to be our main camping area. It's right in the corner of the map and there's only two ways in.


During normal waves, we are going to be camping behind these boxes just outside the shop. Enemies stream in and line up to get killed.
Take note of the humvees in this area. They can be blown up - so when you get the chance - blow them up yourself rather than get taken out in an accidental explosion.


Your main aim here is to eventually cover the other entrance to the shop by placing two sentry turrets back here in this position:


You can add some extra claymores to protect them further. They will do a lot of killing, but you will need to keep an eye on them. In higher waves, enemies will eventually take them out and you will need to replace them. Your camp spot will protect their rear end, so it's important to hold your ground.

If - on later waves - they get taken out, there's no point holding your camping position. Throw some flashbangs to escape the camping area. You will have to run around the map and fight until they can be replaced between waves.

When you get the chance, finish the wave by the equipment armoury. Remember the twin sentry gun carry trick. Buy one sentry turret from the equipment armoury. Put in on the ground. Then buy the second one. Pick up the one you put down and then move it to it's new place - then place the second one you bought. Easy.

There is a pattern to handle jug/chopper waves. You will need to seed this area with C4 before the jug waves come up:


Just before the jug wave, you will want to add some claymores to this spot.
But First..., drop some C4 in your camping spot - because it is also a spawn point! You will need to hurry before jug waves because there is a lot to do before they start!


If you need ammo, it is on your way to seed these areas with claymores:


And finally behind the equipment armoury at the start of the wave, trigger your C4 after you hear the claymores explode by the spawn point. This should kill most of the soldiers. On later waves you will have to increase the amount of C4 and claymores - of course.


You can take your time here a bit. Dogs should hit some claymores removing a few and you will have some seconds to use the equipment armoury to refill. However jugs are going to land pretty close.
To make use of the map exploit, draw them around by the green portaloo near your camping spot so they come for you from the same direction. This is very important! If they go the wrong way you will be in trouble!


With the jugs behind you and the heli's on your tail (don't forget to duck) you are going to run to this door inside the pub near one of your spawn points. The door has bullet penetration properties AND the jugs will get stuck by the door if you are sitting tightly in this spot.
The helis will have trouble hitting you too! It's great!


Just shoot the jugs through the door - because they can't hit you here! You will hear a whacking noise when you hit them, so move your aim around a bit until you find them through the door. Just DON'T MOVE from that corner. Jugs CAN start entering your position if you move, so DON'T.
You can also hit copters from behind this door too - if you like.

Between rounds, you can refill ammo, or place some claymores to thin out the soldiers at these points:


Take out remaining enemies... and that's all there is to it!
Rinse, wash, repeat!

JUG/COPTER WAVES: (Difficulty Tier 5 : Berserk)
1st : 4
2nd : 9
3rd : 14
4th : 19
5th : 24

And then every 4th wave










30 commenti
2bsaber 24 gen, ore 15:23 
cool!
Femto bandit.gg 9 nov 2024, ore 16:03 
dildopoo
Duncan McDuncan 15 ott 2024, ore 15:58 
Speaking of "Downturn"... Well, just climb up on a top of the Marley & Griffin truck and stay low! Truck's top is wide enough to make all of the goons have trouble hitting you there, and dogs won't get your ass. Still, C4 traps help a lot, plant 'em near ruined subway and behind the firetruck. It's almost essential to keep a Predator missle for chopper. And later when it's two of them, you'll need an MG and full armor to deal with second one. I've made it to 28'th... because tossing C4-s in heavy jug's face if he sees you even with only one pixel of his goddamn head is very bad idea >_<
Water Dropathan 17 set 2024, ore 14:37 
pew pew!
Dmoth105 12 mag 2024, ore 14:33 
Nevermind. I found out on my PC I need to press the key for "aim down sight" to throw C4. Not exactly intuigive, IMHO.
Dmoth105 8 mag 2024, ore 12:42 
Excellent thread. Sorry, but I am asking for help. I did a separate post for help on Steam, but got no responses... Here is the situation: I am learning Survival, playing Resistance episode. Playing on a PC (keyboard/mouse), Easy mode, using On Disk Content. Around Wave 4 I purchased C4. When I press N, the detonator appears with a square target showing. I cannot see the C4 or place it. If I have the detonator and press G, it just throws a grenade. I have tried F ("use"), Q (throws flashbang), 4 ("Support Equipment) and nothing happens, 5 ("Inventory") and no C$ appears or explodes. "N" is listed as "Night vision/secondary inventory" in the Options/Control/Action screens. I have played MW3 50 hours with no problems, but I cannot figure out which key or mouse combinations will plant and explode C4. I use W to sight down a weapon. I use left mouse key to move forward, and right mouse key to shoot. Help would be much appreciated.
Mind_the_assassin 28 ott 2023, ore 1:11 
forgot to mention, when delta or riot squads are deployed, they have about 10 seconds of invincibility, after which they take damage as usual. You can take advantage of this on jug rounds by leading jugs to the area your squad will drop in from, once the jug is in the LZ, your squad will murder the poor jug while also distracting it allowing you to pick off other enemies, i personally recommend the riot squad for this because all three typically mag dump into the juggernauts face killing it pretty quick
No Exit  [autore] 30 ago 2023, ore 3:07 
@Muxxer Actually I didn't know that, but I tried it and it works! I updated that section of the guide. Many thanks!
Muxxer 13 ago 2023, ore 17:52 
Probably someone mentioned this before, but in Outpost, an easy way to get to the plane is by placing a turret next to the blue barrels, since that makes the jump onto the barrels way easier.
Yossarian the Assyrian 6 ago 2023, ore 17:37 
This guide was really helpful! Thank you!