Call of Duty World At War Shi No Numa Strategy Guide

By  |  June 12, 2009  |  13 Comments

Shi No Numa MapHola! Zombies are back, but this time the battle for survival is more intense. Treyarch released the second call of duty world at war map pack yesterday for Playstation 3 and Xbox 360. The most anticipated part of this map pack was indeed The New Zombie Map”Shi No Numa” which we  desperately wanted our hands on.


Quite frankly I was bored playing Verrukt now. “Shi No Numa” in Japanese means “Swamp of death” or more commonly remembered “Zombie Swamp” is the premium part of call of duty world at war map pack 2 and features imperial Japanese zombies Yeah! Japanese instead of  Nazis.

Japanese rise from the misty swamps in this all new co op experience with all the new features like a new set of traps, flaming hell hounds, deadly WunderWaffe DG-2, and profiled characters.

What’s New In Shi No Numa ?
Hearing all the praises might make you crazy but if you know why everyone is talking about this new zombie map for call of duty world at war. There are very handy and dangerous things in this map, namely Flogger,flaming hell hounds,WunderWaffe DG-2 and new characters + few gameplay changes as well.

New Characters
Shi No Numa will be the first map to have profiled characters. What that essentially means is you know who you are playing.The developers have first time made all factions working together to fight for the survival Yes! American, Russian, Japanese, German all of these guys will be fighting together to survive in the menacing zombie swamp.

Depending on the order of the players (player 1, player 2, player 3, player 4), you will be assigned one of these factions. Most probably player 1 will be American, player 2 will be Russian,player 3 will be Japanese, and player 4 will be German.

And about the profiles of these soldiers, Tank Dumpsey, is the American hero first in the line up, Nikolai Belinski, a Russian soldier is the second, Takeo Masaki, the Japanese commander is third, Doctor Richtofen, the German doctor is the 4th and the last one in the line up.

Flaming Hell Hound Shi No Numa
Flaming Hell Hounds
One of the most crazy bastards you gonna face in this map are flaming hell hounds, these are the dogs that can explode, much more like a suicide bombers arggg.

After round 7 frequency of hell hounds spawning in place of zombies increases, they most likely hold 50-50 chance against imperial Japanese zombies and believe me that makes things more then just worse but, the relief is that they never spawn within the same 3 rounds. There is a nice little hint indicating their arrival, there is a loud explosion and fog grows thicker.


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Comments

  1. Light says:

    Man that is hell of a map.Nice guide.Two thumbs up:)

  2. g8trman307 says:

    Ok, in the spawn room there are three radios, if you hold your action button, most likely x,you will here this scratchy voice that will say something about the hanging guy (by the gate) and then start saying odd numbers, these include the numbers 115. If you go through the gate and look at the side of the boxes closest to the stairs you should see 115 on a box. Apparently the other 8 numbers are around the map, 2 in each hut. A friend told me that you have to do something to them and you win, idk what though. Any suggestions??

  3. Almost112895 says:

    Thanks for the advice me and my xbox live friends have been trying to beat lvl 21 for sometime know and your stradedy guide has helped alot thanks

  4. DMcrew says:

    ok well if u do activate the radios the guy will say some stuff about the hanging guy idk his name but look at him and ull see he is missing a hand go on verruckt and there is a hand on the power switch which is his hand and the numbers are not anything to do with winning the game just search those numbers on google or something they are actually coordinates to a airbase <—(i think)near area 51 not sure if its a airbase but it is near area 51 im not gonna give u all that me and a few friends found cause that is alot of ammo

  5. tim7585 says:

    Here’s my strategy, and I made it to round 25 with 2 people doing this-

    rounds 1-3

    Let the zombies in and stab them. You get more points for stabbing, plus rebuilding windows, and if you are lucky you may get a 2x points too.

    rounds 4-5

    open the wall, NOT THE STAIRS. Go downstairs and stay in the area at the bottom of the stairs. Use your points on box tries, to try and get an MG42 or Browning to help you through the dogs. Don’t worry about ammo, you get a max ammo at the end of every dogs round at the minimum.

    rounds 6-13 (in order of importance)

    buy bouncing betties. Fill the room at the bottom of the stairs with them. Do this every round (except dogs). If you need to reload, fall back to behind your wall of betties and reload. They will catch that stray zombie that might get you. If its a dogs round go to the narrow hallway to the left, behind where the 1st box is, and lay your betties in a line going outward, spread out enough that one dog doesnt set off more than 1 betty. Dont shoot at the dogs until all the betties are gone.

    buy a thompson off the wall right across from where the first box is, and use that as your primary weapon, unless you got 2 weapons from the box that are better. It has good take down power, and you can buy more ammo for it anytime if you are in a pinch.

    Stockpile points, and resist the urge to run out and defend the new box position. NEVER OPEN THE COMM ROOM. This strategy depends on not having to watch your back, and if you open the comm room door, you screw yourself. Most of the zombies will come right at you in a straight line, down the very long straighaway as you look towards the far stairs (not the stairs you are staying under). A few will come through the left window where you camp out for dogs rounds, and even less will come from the right side doorway from the window in the adjacent room. In this position, you have a viable choke point for the masses of zombies, and they have a long straightaway to run toward you, where you have lots of time to take them down with headshots through the whole group.

    Never camp by the box, it is much easier to stay in your defensible position, and create a crawler near the end of each round either with a well placed grenade or by shooting a zombie in the legs with the ray gun. Then, only when you have a crawler, you can go out and open the huts and buy the perks you want. Juggernaut, Quick Revive, and Speed Cola are extremely important, more so even than extra box tries. Double Tap is a worthless waste of ammo, and you can’t afford to waste ammo in later rounds. Only once you have the 3 good perks, you should do more box tries until the box moves to doctors quarters.

    Rounds 14-20

    By this time, points will not be hard to come across. Stay the course with your spot at the bottom of the stairs with NEVER OPENING COMM ROOM. If the box moves to comm room, you are shit out of luck and hopefully you have a weapons set you are happy with. The Thompson is right there to buy and is a great weapon if you have Speed Cola.

    If the box moves to doctors quarters, get a stockpile of about 10,000 points, get a slow crawler at the end of a round (you should always try for a crawler), intentionally down yourself with a grenade, have a teammate revive you, then do the 3rd weapon glitch with the perk and box at doctors quarters, then buy all your other perks back. If the box gives you a shit 3rd weapon, take it, then get your perks, then use remaining money on more tries for a better weapon. If you get run down to 1200 points and still have no good 3rd gun, just go back and buy the thompson, and stockpile more points for a try at the next round.

    rounds 21 – xx

    By now you should have good weapons and all the perks. The #1 weapons to have are the MG42, ray gun, PPSH, Browning, Thompson, and WunderWaffle, in that order. The waffle is good for groups, but has limited ammo and is a terrible primary weapon. Its good for clearing a room to revive someone, and thats it.

    Keep laying those betties, keep fire on the choke points, and communicate if your choke point is getting overwhelmed or if you need to reload.

    I made it to level 25 with me and my brother doing this, and Id bet that 3 or 4 players could go much much farther. We never even got downed for the first time until 22, when we had a bad sequence of reloads. I went apeshit with my MG and quick revive saved our asses, as well as my bro with his ray gun covering the door while i revived him. We made a crawler and he bought all his perks back easy.

    The more specific strategy was this: One of us watched the main, straight hallway and picked up the occasional zombie from the left window hallway, and the other stood back watching the right doorway and covering reloads for the primary player. We traded positions every 1000 points, so we could both get some of the action and be able to afford things.

    Good hunting!!!

  6. Mothy says:

    Comm room = Communications room. Hence the telephone and radios.

    Some dogs explode when they die, this does not hurt you.

    With 4 players, camp near the box, wherever it goes. You can’t camp easily with 1 player, but it is the only way with 4.

    With 4 players, the dogs come every 5 rounds usually (5/10/15/20 et cetera). This is different for less players.

    You can activate the ? box, run and grab a perk cola and then get the gun from the ? box that you paid for and you shaould have 3 gunslots now (repeat at next perk when the box moves). You can ‘down’ yourself which gets rid of the perk(s) but lets you keep your guns (when you are revived) so you can repeat this. Similar to the betty glitch from the asylum.

  7. bubrub_23 ps3! says:

    okay, i got to level 151 on solo, no glitches. the only reason i lost was b/c my friend made me quit. i’llbreak my strategy down in steps.
    LEVELS 1-7
    1.)open gate, not stairs.
    2.)open it quickly
    3.)buy guns until you have a point maker(ppsh, mg, fg)
    4.)buy bouncing bettys (for dogs)
    LEVELS 8-15
    1.)Open Comm room, you are looking for Juggernog or Speed Cola.
    2.)Open Fishing hut, still searching for perks.
    3.) DO NOT OPEN THE DOCTOR’S QUARTERS.
    4.)Place bettys in corners by DQ.
    5.)Camp there until you have your perks( do not go during dog rounds.)
    LEVELS 16-end
    1.) start out in fishing hut, making sure you have at least 750 points.
    2.)after zombies start spawning, run towards DQ and turn on Flogger. The flogger will kill 21 of the 24 zombies. I recommend you using the Wunderwaffe. (i used ALL my ammo in ppsh and didnt kill one zombie on level 150)
    3.) lead the zombies through both your bettys, then run a circle around the comm room
    4.) after you have ran it, lead them to the fishing hut.
    5.) once the flogger is ready to start again kill your enemies and restart process.
    this strategy is amazing, i am around 600th all-time on ps3 scorelist.

  8. Audreyx says:

    Ok guys, how do I activate the zip line? Help me…..

  9. goob says:

    @Audreyx find the base of the zip line. if u look out at the top of the main bldg you will see it. go through the door(1k pts) run upto the base and flip the switch(1500 pts per zipline use)

  10. [...] after the major success with Call of Duty: World at War Zombie maps, Verrukt, Der Riese, and Shi No Numa. They were bound to re-create the same experience, so they did. You can watch the awesomeness [...]

  11. [...] barricades at the end of the round by leaving one zombie alive. Old strategy we also discussed in Shi No Numa, Verrukt, and Der [...]

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