Call of Duty: World at War
65 Achievements
20-25h
Big Baller
Earn 75,000 points in a single Nazi Zombies game. (Map Pack 2 only)
3.0%
How to unlock the Big Baller achievement in Call of Duty: World at War - Definitive Guide
The achievement is the TOTAL amount of points you earned throughout a single game, not just the amount you have as your score at a given period of time so dont worry about conserving points, buy anything you can that will help you. Also, the achievement pops as soon as you reach 75k so keep playing until it pops.
Here's what I did in solo:
Rounds 1/2 - DO NOT buy a gun. Shoot a zombie 5 times around the waist then knife it. Then when you run out of ammo (middle of round 2) just starting knifing them, it takes two knife hits to kill a zombie in round two. Also, remember to repair windows for more points.
Rounds 3/4/5/6 - Open the stairs and buy the Thompson off the wall (its directly across from the random box). Go to the entrance to the "Doctors Quarters" but DO NOT open it, turn around and zombies will be coming at you from only two ways, just start headshotting with the Thompson. Repair windows between rounds for more points and just save your points until the Hellhounds come. Go to the "Storage" entrance and camp in the corner for the dogs (The last dog always drops a Max Ammo so you know when it is over) if you dont think you can make it through the dogs with the Thompson buy the shotgun that is on the wall right by "Storage".
Rounds 7/8/9 - At the end of each round throw a nade at the last zombie and make him a "crawler" you should still be fine with the Thompson, now go around to the Fishing Hut/Storage/Doctors Quarters and hope for Juggernog, if you have enough points buy Speed Cola after you have Juggernog. Take a few spins at the random box (save 1000 points) and try for a Ray Gun, the PPSH/Browning/MG42 are also very good just make sure you have a smaller gun that doesnt slow you down while running but after each round keep trying for that Ray Gun. Get Bouncing Bettie's as well because they help a lot against the dogs.
Now, open the entrance to Comm Room when you have a nice set of guns but DO NOT open the actual building, its makes it alot harder while doing the strategy in the video due to zombies coming from the building and the dogs also spawn in there. Then just follow the strategy in the video to easily get through the rounds and rack up the points. Skip to 6:39 in the video see the strategy.
-Repairing Windows - 10 Pts.
-Shooting a Zombie - 10 Pts.
-WonderWaffe DG-2 Kills - 50 Pts.
-Body killing a Zombie - 60 Pts.
-Headshot killing a zombie - 100 Pts.
-Insta-Kill Kills - 110 Pts.
-Knife killing a zombie - 130 Pts
Maxing out your points is about using the WEAKEST weapon that you can possibly kill with fast enough to keep up with zombie horde. Why? Because every zombie kill is worth the same number of points no matter which gun you use, but you get an extra +10 points for every shot you land, meaning you want zombies to take as many shots to kill as possible. As a result, say no to the Panzer, the Shotguns, the n00b t00b, the Colt, the PTRS, the Wonder Waffle, and even the Ray Gun. Until level 5 or 6, the Pistol is your weapon of choice. After that, the PPSh is a point MONSTER thanks to its RIDICULOUS rate of fire, though any SMG will also do very nicely. In later rounds (maybe 15+), it becomes about getting more from your guns between Max Ammo drops, and the Browning and MG42 reign supreme with up to 625 shots each (6250 points if all of your bullets hit).
In the first 3 rounds, use your pistol and your knife for each kills. In round 1, 5 pistol shots to the leg and a knife nets you a kill (try to always kill with the knife, because knife kills are worth more). In round 2, 7 shots and a knife. In round 3, 9 shots and a knife. Make sure to let zombies into the building, too, so they can drop Double Points and Max Ammos and so you can repair the windows after you kill them. Avoid Instakills, because they lower your point total (remember, you want it to take MORE shots to kill, not fewer). Go ahead and grab Bombs, because they're worth 400 points each. After round 5 or so, start hitting the box and getting better guns. The Thompson downstairs is a great gun to start with, and try to get a PPSh and/or an MG42/Browning from the box. After that, follow the box around the map and start stocking up on perks.
Around level 14 or so, it's time to get down to business and start really racking up the points. If you read my guide to the Dead Head achievement, it has a long strategy on maximizing headshots. That strategy works great here, too, since it relies on the Browning and MG (which, as I've mentioned, are point monsters) and headshots (another great source of points). The balcony is also a great defensive position which you can easily hold until level 22+ once you get good at it. Have your buddy who is holding the window to hold a zombie at the end of every round, which gives you time to buy any perks or weapons you might need, and also lets you repair some windows before the next round (after round 10, you can get up to 1,000 points from repairing windows every round- 10 rounds worth of that = 10,000 points, or 13% of the required total without getting a single kill). Try to avoid bombs unless you're really getting overrun and you need all the help that you can get. While trading 400 points for every zombie on the map is a good trade in early levels, by the later levels those zombies could easily be worth several thousand points if you kill them with your guns instead of the bomb. Also, zombies killed by bombs can't drop Max Ammos or Double Points.
The big key here is just perseverance. If you follow those guidelines and can manage to consistently make it to level 22+, it's only a matter of time before Big Baller is yours. Don't be frustrated if it takes a while- there's a reason why no other achievement in the DLC has a higher true score. This is the hardest achievement to get, and there are no shortcuts.
This is how i got it:
(4 people): From round one i grabbed the Arisaka, and took my own window. I got all headshot kills while still in the main room, after we went downstairs i got a Thompson, When using this always aim down sights and burst-fire at the head region to get easy headshots. After sticking with my team for a couple rounds, got an MG and a Ray gun, i got Juggernog and Speed cola, and split off from my team. Holding off the Comm Room is easy to do alone, and can net you alot of points later on. WITH HELLHOUNDS: These are very very annoying, and can sometimes 1-hit you. What you want to do is get out an MG, and go Dropshot them, because it will almost always get a headshot on the dog and blow it up right away.
At around round 18, you want to go back to your team no matter what, even if you're the best ever, you won't make it.
ALWAYS limit nuke pick-ups until its blinking super fast, because you can lose alot of points by just grabbing it.
This achievement can take a long time to get, i got it at round 23 with 631 kills and 195 headshots (I missed alot of headshots, or i would have gotten it at round 19-20.
As everyone attests to, the loop outside of the Comm Room is magical, and playing solo is the only guarantee of not getting flooded from two directions.
In the opening rounds, you can maximize your points however you'd like, but as long as you can grab 2500 before dogs, you're just fine. Don't worry about an accidental pistol kill, or a nuke with a handful of zombies left (often the nukes come out with <4 zombies anyway). Once you've hit your 2500, open the debris, and go grab a trench gun. The trench gun will be with you the whole time, and it will really be your best friend. Accrue another 1K, and you can get through the Comm Room gate, and then begin your loop. You can wander freely for the next six rounds, gathering perks (you'll be best off with Speed and Nog). Buy a Thompson off of the wall, as your second weapon, before round 10, and start boxing when you have free time. If the box goes somewhere stupid (anywhere but Comm, really) don't sweat it; between the Thompson and the STG, your ability to go far is limited only by your agility and quick-thinking.
Ideal weapons from the box are submachine guns. These guns, with the best being the PPSh, do their damage in round-count, not in stopping power, so the points earned from every kill are as high as possible.
Doing the loop, fire as little as you can in the body of the round, only pop off trench gun rounds when you feel your path is going to be dangerously blocked by a zombie (and of course, you better get a headshot). At the end of the round, when you see no more zombies trickling out of the center building, turn around wherever you feel you can safely walk backward, take head-level aim, and fire as many controlled bursts as you can. Your points will start to skyrocket, after round 15 you should be able to earn 7-8k per cycle, and increase from there.
One thing that gets a lot of people is dogs, but a lot of people also seem to keep an all-automatic arsenal. The great thing about the trench gun is that, if you have good aim, you'll never need to get bitten by a dog. Get your trench gun out, go crouched, and slowly pace around your preferred hiding spot, always backing away from the dogs (when a dog lunges, it calculates only for the area you are in at the beginning of the lunge, and if you move far enough out of its bite radius, you'll take no damage, and have a still-standing dog to blast).
Keep your guard up in the loop, and pay careful attention to aim, and you'll get your achievement in the mid-twenties. Higher if your aim is shaky, or if you get a lot of nukes on accident.
Resist temptation to have a friend help you, or to play with matchmaking. It may seem nice to have a safety net, someone who can revive you when you make those terrible, easily-avoided mistakes, but they will be your worst enemy when they go down on round 22, after stockpiling an apocalypse of zombies, and you have to cut through those, while being pushed by your own crowd between two fences.
Good luck!
- Go in with a team of players you know, so you can reach round 20+ Use standard surviving tactics.
- Make sure you get a PPSH-41 and a MG42 and take pole position at the front door. Leave the Wunderwaffe and Ray Gun to other players. Browning should go too eventually.
- Always use aim, and aim high at their bodies. This makes for easy kills and lots of headsots. Don't ever crouch!
Since you'll be at pole position most of the time, you will get a lot of hits from zombies. Therefore, Juggernaut is vital. Also, you'll get complete hordes at a time, which won't leave you much spare tim. This Means you'll be begging for Speed Coke before long.
When you reach the higher rounds, you'll be wanting Double Tap. However, it'll drain your MG and PPSH ammo in a few seconds. You should therefore always make shure you fire in burts. It's good for your accuracy too.
Now, you probaly won't get this achievement in one time. It took me a match of non-stop pole position and a 1:2 headshot ratio. However, if you have a standard team you play with, you'll eventually get it.
Keep on trying ;)
Up until about round 4 I use the pistol technique (with a Thompson for a backup plan) simply to hoard points. If anyone doesn't know what the pistol technique is, it is getting zombies in a line and shooting them as they walk in formation. (You get additional points for the other zombies that walk behind, but ironically, the ones that walk behind, aren't really injured if you shoot them in the legs.)
After I hoard points I will set a crawler or two and go for the box. You want either the MG42 or PPSH-41, and the Wunderwaffle. MG and PPSH together is also sufficient. You also want to get the Bouncing Betties at this time. They will be your best friend for the dogs. Especially if you set them at the end of the round and get another two for free the next round. And ultimately if the box ends up in the room where the corner you will hide in for this match is, you will have to restart.
You're gonna want to open doors. For my strategy, I got Juggernog and Speed Cola on my first two doors. I did them in Round 7. Make crawlers near the end of the round to accomplish this. I opened the door with the swinging cleaver first (the meat trap), and managed to get Juggernog in that back room first attempt.
With the points I was able to collect I already had more than enough to open another two doors and collect another perk. If you walk back in from the cleaver trap door, the next door I opened was the one directly in front of you. I don't remember which one it is, but it's the one with the rope carriage. And the swamp.
I opened those doors and managed to get Speed Cola. With that in mind, I figured I would leave the Comms Room and other door closed for the time being, you really don't need double tap or quick revive.
Kill your crawlers and prepare for the continuing onslaught. All you'll do at this point is hold the line. Use bouncing betties around corners and right back on you where you can fall back too. Bouncing betties won't hurt you. But they one hit kill any zombie or dog. I always set my two right at the very end of the round so I have two more for free at the beginning of the next round. They're the most useful for me when the dog rounds start.
There isn't much to this strategy other than that. Use your bouncing betties and if you can get them bunched up, or even make crawlers early on, you can force the zombies to walk like a bottleneck. If you are using the Wunderwaffle and you can get them bunched up in such a way, you can destroy them very quickly.
Be advised however that this is no guaranteed strategy. There's a different strategy for every situation. And the perks are random. You won't always get lucky and get the two perks you want on the first two doors you open.
My best recommendation if you don't get Juggernog or Speed Cola on your first door, to restart. Additionally, open those first two doors I told you about, and the Comms Room. Some people say to leave that one shut. I disagree. It is much easier to be killed hiding in that corner than in the other corner. You can't be flanked as easy, and there is more room to walk around. If you have to open three doors, make the Comm Room the last one you open. And if you don't have your two perks on those doors, you will probably need to restart regardless.
Use that back corner and the bouncing betties to your advantage, Wunderwaffle is a lifesaver because it chains enemies, obviously. Corner throw grenades. Whatever it takes...
I got to level 48 on my own using the strategy I've given you here. It can be done. How you do it is up to you.
Good luck.
When the game start's the 2 helpers need to get a few kills with one getting a score of 1200 and the other 2200. When you have got this the "2200" will open the door up stairs then all 3 grab a Thompson of the wall. Then the person going for the achievement will stand in the main building in front of the "Doctor's Quarters" on the right hand side wall facing "The Fishing Hut". The other 2 will stand behind him and cover him when reloading and pick of the few zombies coming from the left window. Once you have got to round 6/7 the main man will use the box trying to get 2 of these wepons. MG42 Browning or a PPSH.. Do not get a Ray Gun.. Why? Because you need points and the Ray Gun is 1 hit kill. Also do not go for head shots shoot every zombie in the upper body as your bullets will go right through and hit the zombie following resulting in loads of points and less use of ammo.
We made it to round 25 and i had 782 kills and 353 headshots, amassing to 105,140 total points earned. (7456 currently)
If dogs appeared we would go into a corner of the room and camp there( i know its not the right thing to do, but they wouldn't listen, so i just stuck with them and we always made it).
When moving from place to place i would suggest buying all the perks because you're the point man, you should never go down and you have the longest reload weapons, so you are going to need all the help you can get. Also, if you ever need the electricity, BUY IT! it saved my teams lives numerous times rather than being selfish and trying to get points for yourself
Yes, i possessed 3 guns at the same time Browning, MG-42, and Ray Gun. It is a fairly easy glitch to do, i am not going to explain it, but you can youtube it if you want to and find out how to do it.
Round 1: Knife the zombies when they get in.
Round 2 : Shoot them 5 times then knife them down when they get in. Open up the door after the round (not the stairs)
Round 3/4/5 : 2 PL going for the achievement are staying op top, the other 2 PL are staying inside the main building downstairs (near doctors). Try to rack up as many points that you all can get. Also trying to get lucky at the mystery box and dont forget to buy bouncing betties.
Round 6/7 : Start opening up the other areas and building in search for joggernog but leave the other perks.
Round 8 and further : Camp out at the doctors building with the following setup.
- 2 PL going for the achievement in front of the table unloading their guns in turns at the front door.
- 1 PL next to the window on de right side (when facing the front door) keeping zombies outside and giving backup for the PL for the table. (when its gets to hot at the front door this PL should hit the electric gate).
- 1 PL in the backroom looking after that window and keeping 1 zombie alive at the end of each round (just hold repair to keep him busy).
Dont forget to set up some betties near the windows and near the table just as a simple backup when you need to reload when you actually cant reload.
For the dog rounds team up in the backroom (doctors) and keep unloading your guns. The bouncing betties will also do the job for the first dogs.
At the end of each round everybody gets new ammo, the other perks and some tries on the mysterybox. Try to move it a lot to use the multigun glitch for more weapons (4 weapons for each person is possible) and just keep hitting the mystery box for some decent weapons. You can also trade in your good gun and keep hitting the mystery box until it gives the gun youve just traded in back again with full ammo.
The 2PL going for it should need : Ray gun / 2x500 shot guns like the MG or browning.
The other 2PL need guns with fast reload or a ray gun for when its gets crowdy outside.
Just keep going at the same way and the 2PL going for the achievement should get it between round 20 - 22 garanteed.
If the guys who just got the achievement trade placed with the guys at the window, the other 2PL could also try to get the achievement because they will be very close in round 20-22. (based on some matchresults it could be possible that the windows PL have around 66K)
A good pointing method is looking at your kills, when youre over 450+ kills you`re getting close.
Good luck and i would love it to receive a message when the guide worked for you as well.
You need to get enough money to open the Doctors Quarters gate (not the hut) so 2000 points in total between you, open up the stairs for quick access to the random box and trench gun etc... have a designated person venture out towards the doctors quarters up until the part where the zipline lands and cook a grenade until it kills you (this can be done anywhere on the map but here is the best place).
Have no-one revive him or end the round before he is dead, when he returns make sure you all get a trench gun at least because the glitch won't work for the dogs. Now the person who died needs to go back to where they killed themselves and go prone in the doorway to the hut, they then need to crawl into the left/right of the doorway and try to stand - they will be a message saying 'Can't crouch here' which let's you know you have done it correctly.
The rest of you team mates need to stand behind him but not too close or too far opposite and you will notice the zombies will ignore you all and congregate around where the person killed themselves, leaving you to let rip with whatever weapons you have.
At the end of each round, or rather when there are only a few zombies remaining, throw a grenade at their feet to get some crawlers and your free to then run out of the glitch, get weapons/ammo or perks etc... then when your done, go back into the glitch and carry on. If you do this for long enough then getting 75K is easy - you could always ask your teammates to let you get most of the kills too if your desperate.
Tips for the glitch are make sure everyone stands where they should stand, if they stand too close or too far opposite of the person doing the glitch, the zombies will be able to break through the invisible barrier. Don't open the Doctors Quarters hut unless your absolutely confident that you can fend off the two windows inside as zombies will be able to get you through these.
For the dogs, like I said a trench gun at least as the dogs health never seems to rise through the levels past 2 shots, however Wunderwaffe is a one hit kill against them and is also good for the zombies too. I advise getting Bouncing Betties too as these not only protect you in the glitch if someone leaves the glitch but take dogs out in one.
This is the time you use to get better weapons etc. crawlers will follow you but ever so slowly You can keep a crawler around for a long time. They can bleed out though.
Another method is to hold a zombie at a window by rebuilding it while they are trying to tear it down. This is harder to do or anticipate, but it can be done.
Players can help each other out by letting 1 person get more kills and windows so their points can rise faster. Then they can trade off on rounds or games.
What I did is a combination of the strategies above:
Round 1: pistol (4 shots to the body) let them break down a window or two then stab them for max ammo etc. , repair windows.
Round 2: buy arisaka, pistol 5-6 times, stab twice or headshot if there are too many. Get 2200 before moving on!
Round 3/4/5: open stairs, get Thompson off the wall by the box and camp by the storage hut corner (don't open!). Headshot them with Thompson (short bursts from the hip) and keep an eye on the window behind you on the left.
During these rounds you can give the box a try, but focus on opening the fishing hut & doctors quarter first to get juggernog + speed cola. Leave storage corner closed until you have juggernog or at least a PPSH / MG / Browning AND 1000 points to open the comm area! Also buy Betties off the wall for dog rounds.
When you have joggernog or a PPSH/MG/Browning/Thompson combination you can open the comm room area but NEVER the actual comm room! You'll walk counterclockwise as described in strategies above, and make crawlers by throwing grenades at the end.
Keep trying to get this in between rounds:
Juggernog (MUST have, if it's in the comm room just start over)
Speed Cola (you can do without but reloading your MG or Browning will take forever)
PPSH (point monster!!! Plus you can sprint with it and it gives you headshots in solo until at least round thirty)
MG or Browning ( slow reload, not for sprinting, but excellent when you turn around to shoot during rounds)
Betties ( you can kill over half, if not all, of the dogs if you put them around the corner you are in for dog rounds at the end of every wave)
Just keep going like that until you get your achievement! I got it at wave 25, but I accidentally picked up a few nukes, so that cost me a lot of points.
Few tips:
- if you can't pick up juggernog just restart, you need it
- don't get the MG & Browning together, you can't run with them
- forget about the wunderwaffe & ray gun. They seem perfect but don't get you enough points.
- only shoot at two points when you do your comm area rounds, look back after passing each hut and shoot their heads off for a few seconds. Keep doing that until you have about ten left, then make crawlers.
- don't sprint while making your rounds!!! If you go too fast the zombies at the back of the line behind you will turn around and you'll get caught ! Only sprint when you are in the water or when zombies behind touch you more than once.
- grab double points & max ammo but NOT insta kill or nukes unless you have no other option!
Good luck :)
When you have all the zombies chasing you, run into the building to where the mystery box would be, to line up all the zombies. There shouldn't be anymore spawning zombies once you run the laps and don't see any more coming out of the building.
For the dogs, first couple of rounds go to the behind the wall of the box (where that one window is open). Once you open com quarters go to the left side of the com room (when looking at the doors) backup to the corner and dogs take a while to run.
This is the most time-consuming trophy. Instead of telling you to get wall weapons, I recommend you get weapons out of the Mystery Box as you'll have cash to spare. Either have a friend help you or use the Co-op Partners Thread to ask for help. This is best done solo, as I've mentioned earlier, as you won't be in a rush and can pause the game at any time and take a breather.
Suitable weapons for training zombies:
- Wunderwaffle DG-2
- Sniper Rifle
- Thompson/Light Machine Gun (off the wall)
Suitable weapons for camping
- MG42/Browning
- Ray gun/Wunderwaffle DG-2
- Double-Barrel Shotgun/Trench Gun
The reason I put three is because you can get up to 4 with the glitch mentioned below, but usually it's 3 as the Juggernaut perk is never on a different door when you need it.
Use this if you need extra guns or advice: CLICKY
With time you'll get better, don't rush just make sure if you're playing online to have a good partner as randoms get bored if the match doesn't end as quickly and they keep dying.
You need to replay the initial waves until you get lucky. You definitely need to get the Wonderwaffle (DG-2) from the random box and use it only against dogs. Waffle kills dogs with one shot on any wave, moreover, you don’t even need to hit accurately, just shoot with anticipation. If there are 2 dogs running after you, shoot a waffle at the floor in front of them and they will both be paralyzed by lightning and die... Later, you definitely need a Jaeger-nog. I farmed it in the Fishing Hut or Storage locations, or at worst in Doctors Quarters. It is advisable to get Speed Cola, but I passed without it, it’s not super important. When I passed, I only opened FH, and COM ROOM, but this is at stage 3. It is also highly desirable to get a machine gun with a large clip (PPSh, Browning, MG-42) from a random box, but theoretically you can get by with a Thompson (or another machine gun), although playing with a Thompson will take longer.
The tactic consists of several stages:
1. Accumulation for opening the door and Thompson (1000+1200). To do this, I killed the 1st and 2nd waves with a knife (the 2nd wave needs to shoot 2-3 times at the enemy and hit with a knife and immediately retreat, if the enemies are nearby, then you need to separate them and run around).
2. We stand near the door to Doctors Quarters and shoot in the heads with a Thompson. As soon as you have 1000, take the Bouncing Mine and place it throughout the room, with priority near the door to DQ. The jumping mine respawns every wave - we don’t save.
In a fight with dogs, we stand near the door to DQ; if there are still mines on the floor, they will take out most of the dogs. We kill the rest with Thompson.
We save 2000 and open the Fishing Hut and the door to the house in the location, pray for the Jaeger Leg. If it falls out, then it’s good, if not, then there will be 2 more attempts. If you don’t get Jaeger in FH, save up another 2000 and open Storage; if you don’t get Jaeger, then it’s bad, but there are chances. If it falls out, then we save 2500 and buy.
In between times, we are looking for a Vanderwaffle in a box and a machine gun with a large clip (PPSh, Browning, MG-42). If we don’t find it, then we reboot. If we find it and you bought a Jaeger, then we move on to stage 3. If we find it, but there is no Jaeger, then open DQ and buy Jaeger, if it’s not there, then screw it and reboot.
All openings must be done with one or two enemies on the map. It can be difficult to determine, there is no counter, I relied only on intuition and the feeling of silence on the map.
3 Open COM ROOM but do not open the house in this location. Each wave we stand near the door to the COM ROOM (see video) and wait for enemies, as soon as they appear we run in a circle 3-4 times as in the video. Then we shoot the zombies as in the video. I also placed mines on the zombie execution path - it helped. It's not difficult to do this.
The hardest thing is the dogs, I started killing them in the old place near the door in DQ. Place mines quickly, take out the waffle, turn your head, shoot from the waffle, run around the house, run out into the yard if the waffle is reloading, you will have to survive here with the dogs on your own, but the waffle should help...
1. In the first round I used only a knife.
2. In the second round, I bought a Japanese Arisaka rifle on the wall (200 points). By the end of the round you must score 2000 points. I opened a passage (1000 points) on the second floor (I never opened the downward blockage) and bought bouncing mines on the first floor (1000 points). I placed one in the room that is behind the wall with a box with random weapons, and the second near the tables next to the entrance to the DOCTORS QUARTERS location.
3. In the third round, he continued to kill zombies from Arisaka. Shoot in the head, score points and buy a Thompson machine gun (1200 points). It's in front of a random weapon box. He placed mines where the tables were. In the next round I used a Thompson submachine gun, scored points and bought an M1897 trench gun (1500 points). I used the trench gun against the “devil dogs” in the room next to the box, where I had already previously placed mines. Dogs (6 pcs.) appear on rounds 5-7.
4. After the doggy round. I stood up to the tables, with mines already standing behind me for backup and in case of retreat, and began to score points (by hanging headshots on my “stumbling comrades”). It is desirable that Speed Cola (Speed Cola) and Jugger-Nog (Jagger-Fanta) fall out in the COMM ROOM, FISHING HUT locations. The Thompson submachine gun was replaced with an MP-40 submachine gun (1000 points), and the trench gun with an STG-44. MP-40 is located in the FISHING HUT house, and STG-44 is in the COMM ROOM, respectively. It is advisable to make all these purchases before round 10. Zombies will attack from 3 sides, as soon as the mines explode behind you, we run to the COMM ROOM location. We run clockwise to barn 2 and wait until all the zombies are in the swamp (they should separate, there will be one on the left and one on the right). I noticed that those on the right do not run after you along the wooden flooring, but immediately jump into the swamp. After the comrades on the left come very close to you, we run counterclockwise and make 2-3 circles. This is necessary so that the zombies huddled together in the swamp. You may encounter stragglers, but you will have a perk with Jagger-Fanta and you can run around them. Then we run into the house and deliver headshots to the entire crowd in the aisle. We collect points. At the end of the round, leave the "disabled zombie" to recharge.
5. After the 14th round, it is better to get the DG-2 superweapon from the box. I used it against dogs inside the house, I just ran from them from corner to corner and shot electric discharges. Dogs will appear in pairs (8 pieces) and will be more aggressive.
6. After the 24th round, it is better to exchange the MP-40 assault rifle for an MG42 or PPSh-41 machine gun. I had to waste a whole clip of MP-40 shooting zombies in the head.
The main thing is patience and everything will work out. I got this trophy on round 30.
just delete the game data, then install it, and reject the offer in the patch offer