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Black Ops 1 Zombies Ascension Easter Egg Solo

TABLE OF CONTENT

INTRODUCTION

This DLC-pack contains four new Multiplayer maps (Berlin, Kowloon, Stadium and Discovery) and a Zombie map (Ascension). There are no achievements related to the Multiplayer maps, but there are four to obtain in Ascension. This map sets you back in an abandoned Soviet Cosmodrome and is played with the four original characters (Dempsey, the American; Nikolai, the Russian; Takeo, the Japanese and Richtofen; the German scientist). There a quite a few new things to obtain in this map which are listed below.

NEW GAME-PLAY ELEMENTS

WEAPONS

  • The Sickle is the replacement of the Bowie Knife in 'Kino der Toten' and 'Five'.
  • The Gersh Device is a tactical grenade which attracts Zombies and kills them in a black hole. It is possible to teleport through these things by running and diving into the middle of it.
  • The Matryoshka Dolls is another tactical grenade which causes 3 or 4 explosions. This is very useful when running a train of zombies.

PERKS

  • PhD Flopper completely negates self-inflected damage and it's possible to jump from higher locations without dying. When diving from height, you will cause a mini-nuke which can kill Zombies without ammo until round 20. From 20 to 30, you will create crawlers and starting from 30 and beyond, Zombies will keep their legs. This is best bought when you obtained the Ray Gun from the Mystery Gun, since the splash damage will not harm you if you bought this perk. With this perk equipped, you will not be able to kill yourself with a grenade. It costs 2,000 points.
  • Stamin-Up is almost the same as the 'Marathon'-perk in Multiplayer and will give you double the sprint endurance. Another effect of this perk is based on the 'Lightweight'-perk in Multiplayer but slightly a bit different. It is possible to run as fast as you would with a light weapon (Ballistic knife, M1911, ...) with heavy weapons (HK21, RPK, ...). This perk costs 2,000 points and is best combined with a heavy weapon.

ENEMIES

  • Space Monkeys replace the Hell Hounds (Kino der Toten) and the Pentagon Thief (Five). They only show up after a player bought a perk and they will try to steal your perks by attacking the machine. It's best to guard your machine when this round shows up. After all Monkey's got killed and no machine has been attacked, you get the chance to pick up a Max Ammo-drop and a Random Perk Bottle-drop, which brings us to the last new feature.

POWER UPS

  • The Random Perk Bottle-drop gives you a random perk after a Monkey wave has been neutralized without them touching a Perk-a-Cola machine.

EASTER EGGS

Musical Easter Egg: Upon activating 3 teddy bears while holding the action button (press and hold cn_X for a second), a song will start playing. The song in this map is "Abracadavre" by Elena Siegman. The locations of these teddy bears are:

  • The Centrifuge Room (spawn); When the player goes up the stairs, turn right, and on the end of that walkway is the first bear. It's near the Olympia.
  • Near the Lunar Lander closest to the Stamin-Up is a gate. Under the red star is a teddy bear.
  • Nearby the Lunar Lander past the Speed Cola, there is a teddy bear sitting on top of a wall.

Matryoshka Dolls: Upon activating each one of these the character you are playing with will say something. This is similar to the pictures in 'Kino der Toten' and there are 4 dolls to find. The locations are:

  • Dempsey Tank's doll is on top of the flaming barrels directly left to the Claymores.
  • Nikolai Belinski's doll is on the top of the shelf directly to the left of the Speed Cola.
  • Takeo Masaki's doll is on the shelf directly to the left of the PhD Flopper.
  • Edward Richtofen's doll is on a table with a torch shining directly right to the Stakeout.

The Rocket: If you activated each of the three landers, you will be able to launch the rocket near the Pack-a-Punch machine. Once it's launched you are able to destroy the rocket with a very strong weapon (Raygun, China Lake, M72 LAW, ...). Once it's destroyed, a Double Points-drop will spawn in the centre of the room.

Kassimir Mechanism: Just like blowing up the earth in Moon or shrinking a meteorite in Shangri-Là (this will come later), this easter egg requires you to follow some steps and in the end all players will be awarded with a Death Machine that will be available for 90 seconds. Other then the other maps, this will NOT give you any achievements. If you like to do this for fun, check out the video below (Credit goes to NextGenTactics) or follow the written guide here.

MISCELLANEOUS INFORMATION

The Pack-a-Punch machine will only be accessible after performing three essential steps. Please read the descriptions of the "The Eagle Has Landers" and the "Space Race"-achievements.

RECOMMENDED STRATEGY

LOADOUT

Primary weapon: The Thundergun is very useful if you got a horde of zombies running behind you. The good thing about this weapon is that you can preserve your ammo and once you have a lot of zombies lined up, you can blow them away with one single bullet. This won't give you a lot of points (50 points per kill) but is very effective if you are cornered. Near round 15 it's a good idea to upgrade this beauty to the Zeus Cannon which will not only give you more ammo, but is also more effective since the Zombies become stronger every round. Some gamers prefer to play with a Raygun, so if you are one of those persons it's a very good idea to buy PhD Flopper since the splash damage will not damage you once you have that perk.

Secondary weapon: An automatic weapon with a large magazine like the HK21 or the RPK is very useful when you are going for points. If you lined up the zombies in a so-called 'train', you can score over 1,000 point with only 20 bullets. If you need points to buy a perk or if you want to Pack-a-Punch a weapon, then this is the guns you need to try to obtain.

Third weapon: Since the Max Ammo-drop doesn't show up a lot in later rounds, it may be a good idea to buy a weapon of the wall. Once you've Pack-a-Punch'ed that weapon the ammo costs 4,500 points but you will never get short. I like to have the MP40 with me, but getting ammo could be a problem for some gamers so maybe it's better to buy a weapon near the place you are forming a train.

Tactical grenades: As written above there are two of these. The Matryoska Dolls cause multiple explosions and is in my opinion not very effective when you get to round 15 or higher so I would recommend the Gersch Devices. They will suck up all the Zombies into a black hole and gives you a little time to catch your breath.

Melee weapon: The Sickle comes in very handy and is more powerful then the regular knife. This costs 4,000 points but if you buy this early, you can get your points back since you get one hit kills until round 10 or 11.

Optional: Claymores aren't really needed, but it's your choice if you want to buy it.

PERKS

  • Juggernog: Highly recommended since you can take more hits with this perk equipped.
  • Speed Cola: You will reload your weapons quicker which can give you a small advantage when Zombies are close and you need to reload quickly. This is also highly recommend when you have a weapon such as the RPK or the HK-21 equipped.
  • PhD Flopper: This is very useful since you will not get hurt by your own grenades if you throw some to create crawlers. You won't take any damage if you shoot rockets with the M72 LAW or a similar weapon to close to you. You can also create a small nuke when diving from a height.

Now, depending on playing solo or in co-op; I will write other recommended perks.

  • Quick Revive: Highly recommended while playing solo. You can only buy this 3 times in a whole game so watch out for the Zombies coming. If you have the Gersch Devices in co-op you should have more then enough time to play without Quick Revive.
  • Mule Kick: I only buy this when I'm playing co-op and already got Gersch Devices from the box. This will give you a room for a third weapon but if you get downed, you will lose this perk and thus your third weapon. Make sure you don't have a powerful weapon in that third slot.

TRAINS

Everybody can create trains. It will take some practise but you need to be confident enough to do so. The principle is very simple: run circles. Actually: WALK circles since running could get you cornered. Only run for a small distance to get past Zombies running in front of you. In this particular map, there are more then enough big area's to do so. I recommend the platform near the Grenades and the PhD Flopper-machine but the Pack-a-Punch area is very good to run circles as well. As a last thing, the spawn room could be very good to build some points. Just watch out that the spinning thingy of doom doesn't kill you.

With these new things summed up, it's time to grab some easy achievements. Please note that the achievement description is written below the achievements themselves and can be obtained any time due to luck or playing with friends.

ACHIEVEMENTS

This should be the first achievement you obtain on this map and it's needed to get this this achievement in order to unlock the Pack-a-Punch machine. To get this achievement, you will need to turn on the power and get all landers to the original spawn location. There are 3 landers that you need to activate, each on one side of the map. Just like doors, the landers require you to trade some points to let them travel (250 points each). This is best done at the end of a round with a crawler left.

Since it's pretty difficult to describe where the landers are, I added in a video from the Achievement Hunters Community video's. All credit goes to BioHRay.

Space Race

In Ascension, Pack-a-Punch a weapon by round 8.

Space Race

12 guides Online/Offline Single Player Cooperative Shop

If you activated the three landers, a rocket will be able to launch. Run back to the location where the Power Room is. Now, there will be a button available that you need to press to activate the rocket. Run back outside and run towards a gate (costs 1,250 points). If you still have 5,000 points left, it should be possible to Pack-a-Punch your weapon before round 8. This might be easier playing with friends if they 'buy' all doors and landers.

If you are having problems, follow this video from Achievement Hunters Community video's. Again, all credit goes to BioHRay.

If you are going for this solo, you can use the video below. All credits for this one goes to EAT4THELOLZ.

Since you are at or around round 8 (if you are doing this in one run), you might want to buy your first perk. I recommend Juggernog, since it let's you take 3 hits instead of 2 and is recommended if you want to attack the leaderboards. Buy it for it's usual price (2,500 points) and finish all Zombie Rounds until a Monkey Round shows up. If you are playing with friends, let two guys guard the Jug Perk-A-Cola machine while you head towards the gate I mentioned earlier. There, you will be able to activate a fire-trap (costs 1,000 points). When a monkey is coming for you, just activate it and watch it barbecue. Achievement unlocked!

This last achievement includes the Gersh Devices, the new tactical grenades. These can only be obtained from the Mystery Box (950 points each spin or 10 points each spin while a Bon FireSale Power-Up has been picked up) and that is really the hardest part in getting this achievement. When you obtained these, let a new round start and 'camp' near the first lander (where the HE Grenades can be bought from the wall). Once zombies start spawning, throw one down the stairs and let them get sucked in. When holding a gun, you get 10 points for each Zombie that has been killed by it or 50 points when you are holding the Ballistic Knife.

With this achievement unlocked, you have finished your first DLC-pack. Let's continue to the next one!

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Black Ops 1 Zombies Ascension Easter Egg Solo

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