Grundig Sonoclock 410 Manual Lawn
1 Ray Gun The Ray gun is the best gun with damage in low and high rounds even with the splash damage plus it's the best gun to use when your running a big train because it kills more zombies than other guns said to be the best ( RPD), ( hammer), (mustang and Sally). By far the best gun not only black ops zombies but the best in the black ops series. Better than the ray gun mark II (black ops 2 vengence pack) Love this thing so much it is op as crap but don't try hitting the head everything but the head will give you instant kills promised and granted Ray gun all the way.
Grundig-Sonoclock-410-Schematic Grundig-Sonoclock-420-Service-Manual. Grundig-Sonoclock-910-Service-Manual Grundig-Sonoclock-S-230-Service-Manual.
2 Ray Gun Mark ll This Wonder Weapon is great. The only thing is that when you are using it when there's only one zombie, and you shoot it, the 3-round burst kinda wastes ammo. That is the only downside, though. Otherwise, this thing is literally THE BOSS. When my friends and I are playing and one of us gets it, the rest of us really jealous, and literally just hate him for the rest of the round. Would recommend Pack-a-Punching it. That really 'packs a punch!
' This gun has like no kick at all, and is better than the ray gun because it has no splash damage! It's like a ray gun but in bullet form. This should be in the top 5! When I get the ray gun I go HUH! But When I get a ray gun mark 2 I go A RAY GUN MARK 2! THE BEST WEAPON IN THE GAME!
Ray gun mark 2 is the best Ray Gun Mark II will last a lot longer than the Ray Gun. 3 Galil My favorite. Decent ammo good reload time good packed good damage great for head shots.
This and a ray gun mark 2 and your set Great for taking down zombies at long ranges By far my favorite gun in Zombies from any game. It has amazing power, good ammo, good reload, and is extremely reliable. The greatest and most balanced gun ever in zombies it has the best thing that every good gun in zombies.
The damage and satisfaction of the PPSH, the headshot multiplier that it needs and the badassery of a thundergun. 6 AN-94 Galil has better accuracy and same damage as An 94 however An 94 has more ammo but Galil is still better. I haven't even started on the headshot multiplier on Galil.
It's a completely awesome weapon first of all. And, on top of that, it's a wall weapon, which means you can buy ammo. - AirwolfKITT Just as good as the galil except you practically have infinite ammo Wall weapon with LMG-esque ammo. What else is there to say? It's able to go far longer without Max Ammos than the Galil simply due to being a wall buy, plus the maximum ammunition capacity PaP'd with this bad boy will net a noticable amount of money surpassing the ammo cost from the wall PaP'd, assuming you hit all bullets even if none of the zeds die. A simple difference to this gun- the wallbuy- that simply makes it surpass the overloved Galil. Much easier to handle than SVU-AS, too, leaving lots more space for error than the scoped sniper rifle that can be relatively punishing if you mess up.
When it comes to zombies, weapons and armory are crucial for survival. Which weapon or equipment you use will greatly affect your strategy and will decide how long you will survive among the undead. Yes, if you have the idea that what weapon/equipment is beneficial in different situations (their pros and cons), you will have a tactical advantage contributing towards your objectives or survival. For more help on Black Ops 2 Zombies, read our, and. In the following guide, I am going to describe the weapons you can use in the zombie mode of Black Ops 2 so that you can devise your strategies accordingly.
Note: The Pack a Punch weapons are marked to differentiate. M8A1 At the start of the zombies’ mode, you will come across this assault rifle a lot. The weapon has a four round burst which can be fired in quick succession.
In the earlier stages, you can take easy headshots using this rifle and collect points faster as you get more points for a head-shot than a normal hit. • Magazine Size – 32 Rounds • Damage – Medium • Range – Medium • Recoil – Low SMR The SMR rifle has the highest damage among all the available assault rifles. The semi-automatic rifle can prove quite effective in the first 10 round of zombies showdown. • Magazine Size – 20 Rounds • Damage – High • Range – High • Recoil – High Type 25 Type 25 assault rifle is suited to those who don’t like to have high recoil. The fully automatic rifle has a high fire rate with descent damage. • Magazine Size – 30 Rounds • Damage – Medium • Range – Medium • Recoil – Medium M14 The semi-automatic weapon works like a shotgun which is quite effective for short to medium-range encounters. You get to fire eight rounds in a single magazine.
The weapon will cost you 500 points. • Magazine Size – 8 Rounds • Damage – High • Range – High • Recoil – High Mnesia (PaP) The semi automatic assault rifle is quite damaging, but its 16 rounds magazine can be a problem.
• Magazine Size – 16 Rounds • Damage – Very High • Range – High • Recoil – Medium Galil A fully automatic assault rifle with a 35 rounds magazine which can come handy to deal with groups of the undead. • Magazine Size – 35 Rounds • Damage – Medium • Range – High • Recoil – Low Lamenation (PaP) The Lamenation assault rifle is similar in function to that of Galil except for the fact that it has slightly better damage than the former. • Magazine Size – 35 Rounds • Damage – Medium/High • Range – Medium • Recoil – Low M16 The famous M16 is there with its accurate three round burst. The lower recoil of the weapon can help you target zombies with more accuracy. • Magazine Size – 30 Rounds • Damage – Medium • Range – Medium • Recoil – Low Skullcrusher (PaP) You can use the Skullcrusher to take out zombies at range. The weapon isn’t quite useful when you are playing alone as you will mostly find yourself surrounded by the zombies.
• Magazine Size – 30 Rounds • Damage – Medium • Range – High • Recoil – Medium MTAR Another assault rifle variant with some impressive damage. The fully automatic rifle can be useful in keeping zombies at bay even after ten rounds. • Magazine Size – 30 Rounds • Damage – Medium • Range – High • Recoil – Medium FN FAL Although the weapon has gotten better damage and range, its smaller magazine can be a problem in crowded areas. • Magazine Size – 20 Rounds • Damage – High • Range – High • Recoil – Medium EPC WIN Another 3 round burst variant which is almost equivalent to M16 when it comes to accuracy.
Each magazine carries 30 rounds. • Magazine Size – 30 Rounds • Damage – High • Range – High • Recoil – Medium Chicom CQB The weapon has three round burst but the its high cyclic fire rate can make the burst quite effective at a short range. • Magazine Size – 40 Rounds • Damage – Low • Range – Low • Recoil – Low Skorpion EVO 3 This Skorpion variant has the highest rate of fire in the category. Use it at a short range as at distance, you won’t be able to target zombies accurately. • Fire Mode – Fully Automatic • Magazine Size – 20 Rounds • Damage – Medium • Range – Low • Recoil – Medium MP5 A common SMG which you will be using often in different maps. The weapon has a balanced blend of accuracy, fire rate and damage.
Range is the shortcoming like all other SMGs but when zombies go crazy, the range factor becomes non-existent. • Magazine Size – 30 Rounds • Damage – Medium • Range – Low • Recoil – Medium AK74u If you are looking for high fire power, I will recommend this weapon. A couple of well-placed shots can get rid of the zombie who is at medium to a short range. • Magazine Size: 30 Rounds • Damage: Moderate • Range: Low • Recoil: Moderate AK74fu2 This AK74 variant has a better range and damage than the other partner in the group. Both the weapons work great in slaying off zombies faster. • Magazine Size – 30 Rounds • Damage – High • Range – Medium • Recoil – Medium HAMR The fully automatic LMG gets the fire rate reduced over time and becomes more accurate.
A descent weapon to stick to on higher levels. • Magazine Size – 100 Rounds • Damage – High • Range – Medium • Recoil – Medium to low RPD Just another LMG which you can use to sprinkle bullets on the zombies blindly. You have got 100 rounds in each magazine. • Magazine Size – 100 Rounds • Damage – High • Range – Moderate • Recoil – Moderate DSR-50 It’s a bolt-action sniper rifle which can be fun to use in early rounds, but you can’t stick to it longer. • Fire Mode – Bolt Action • Magazine Size – 5 Rounds • Damage – Very High • Range – Infinite • Recoil – Low Olympia The double barrel shotgun I love to stick to at least in the first five rounds. Carefully placed shots will get you one kill in one hit.
• Magazine Size – 2 Rounds • Damage – High • Range – Low • Recoil – Low Hades The shotgun will set zombies on fire. You need to watch out though as they can go crazy while being burnt. • Magazine Size – 2 Rounds • Damage – Very High • Range – Medium • Recoil – Low M1216 It’s a fully automatic shotgun with a re-chamber after every four rounds.
Like other shotguns, you will have to stay up close to zombies if you want to exploit its full potential. • Magazine Size – 16 Rounds • Damage – High • Range – Low • Recoil – Medium Saiga 12 – The semi-automatic shotgun is quite similar to that of M1216, but with a smaller magazine and the fact that it’s not fully automatic.
• Magazine Size – 10 Rounds • Damage – High • Range – Low • Recoil – Medium R-870 MCS It’s a pump-action shotgun which deals very high damage. Most zombies will die in one shot. • Magazine Size – 8 Rounds • Damage – Very High • Range – Low • Recoil – Moderate M1911 The semi-automatic pistol isn’t the stronger option, but if you have nothing, it can save your ass. At higher levels, you won’t be seeing much of it. • Magazine Size – 8 Rounds • Damage – Low • Range – Low • Recoil – Low Mustang and Sally The pistol has got very high damage and can work like a shotgun when it comes to damaging. So if you find one, you should change your M1911.
• Magazine Size – 6 Rounds • Damage – Very High • Range – High • Recoil – Low Executioner The semi-automatic pistol fires 28 gauge shotgun shells and has the potential to take out zombies with a single hit. • Magazine Size – 6 Rounds • Damage – High • Range – Low • Recoil – High KAP-40 The fully automatic pistol has a medium damage capacity, and every magazine gets you 12 rounds. • Magazine Size – 12 Rounds • Damage – Moderate • Range – Low • Recoil – Low Python Another semi-automatic high damaging pistol which can be useful in early rounds.
• Magazine Size – 6 Rounds • Damage – Very High • Range – Low • Recoil – High Cobra The semi-automatic pistol has a magazine of 12 rounds with a very high damage per shot. • Magazine Size – 12 Rounds • Damage – Very High • Range – Medium • Recoil – High B23R It’s a three round burst pistol with quite an impressive fire rate and medium recoil. • Fire Mode – 3 Round Burst • Magazine Size – 15 Rounds • Damage – Moderate • Range – Moderate • Recoil – Moderate Five-SeveN Although the weapon has a higher range, the damage can be a set back. The semi-automatic pistol has 20 rounds per magazine.
• Magazine Size – 20 Rounds • Damage – Low • Range – Moderate • Recoil – Low RPG The rocket-propelled grenade can be a useful tool with zombies in a group cluttered together. It may sound like a devastating weapon, but its accuracy is a big issue. • Magazine Size – 1 Rocket • Damage – Very High • Range – Moderate • Recoil – Low War Machine The War Machine has a six round magazine of grenades. The weapon is semi-automatic, which can be used to clear an area crawling with zombies. Just fire the six rounds in all directions and wait in a corner. • Magazine Size – 6 Grenades • Damage – Very High • Range – Medium • Recoil – Low Dystopian Destroyer It’s an even more damage launcher than the war machine.
It has a six grenade magazine which can be used to create havoc. • Magazine Size – 6 Grenades • Damage – Extremely High • Range – Moderate • Recoil – Low Grenade I don’t think that I need to describe the function of a simple grenade. Whenever you are out of ammo or both your weapons need reload, just run across the map a bit and when most of the zombies are following you, you can use the grenade to do collective damage.
This will give you time to reload and get back in action. Ballistic Knife You can throw this knife to the target, and it usually gets you a confirmed kill. • Magazine Size – 1 Blade • Damage – High • Range – High • Recoil – Low The Krauss Refibrillator Its fire mode is like a spring launch. Basically, it’s a melee weapon that can do some hefty damage. • Magazine Size – 1 Blade • Damage – High • Range – High • Recoil – Low Ray Gun The best weapon to stick to in any situation.
The fully automatic weapon fires green circles with their radium being increased with distance. Its damage is quite impressive, and each magazine has 20 rounds for you. • Fire Mode: Fully Automatic • Magazine Size: 20 Rounds • Damage: Extremely high • Range: Infinite • Recoil: Low Porter’s X2 Ray Gun A better variant of the original Ray gun.
If you get your hands on it, don’t dare to lose it. • Magazine Size – 40 Rounds • Damage – Extremely High • Range – Infinite • Recoil – Low Along with different types of weapons, there are some perks that can help you survive in the fight against the zombies.
You may find them expensive, but their use cannot be ignored. Following Perks have been in included in Black Ops 2 zombies: Speed Cola (Dinner) If you drink this cola from the machine, it will speed up (repairing windows, reload, etc.) your character, which can be helpful in restoring distance between you and zombies at a faster rate. Quick Revive (Bus Station) You can revive yourself, and revive time for other players is reduced three times. Double Tap Root Beer (Farm, Barn) The fire rate of the weapons you are carrying is doubled. Juggernog (Town in Southwest building) The player’s health is increased twice as much. Stamina-Up (Town Northeast building) The sprint time is doubled.
2000 Points Tombstone Perk Gives you back the perks and the weapons you had before death.• Cost. 2000 Points Just like the predecessor, the Pack-a-Punch machine is back which you can use to upgrade your weapons. The machine is located in the town (in the bank).
Once you are in the power house below, you need to place the turbine near the green lightening door. Head further down to the location of PaP in the bank. Craft it using the map there and after that, you can use it for different purposes. How to activate Pack-a-Punch Machine Step by Step • Turn on the power. • Shoot the first bank door with any ray gun or explosive in the town to open it. • Shoot the second door behind that door with ray gun or explosive.
• Use the turbine at the green lightning door in the power room. • It will open a hatch in the bank vault where other green lightning bolt was. • Find stool, battery, and a pack-a-punch shell in the new area. • Build them on a workbench. • Profit Your turbine might die before you get back to the town. If it happens, you will put up another one.
Easy way is to get your friend place a turbine there while you are waiting at the vault in the bank. You need to kill zombies in to earn points, which enable you to buy weapons, open doors and blockades, and use Mystery Box. Crack 3dm State Of Decay Cheats. You probably would want to be wise if you are to survive long, wasting money in the early rounds is not a good idea.
Save some cash for the later stages 1-10 are relatively easy. So plan for the long run from the start. Save some cash, only one or two person buy a good gun, and that’s enough. Though, try mystery weapon box to get your hand on lazer may be.
You can get weapons, and repair broken barricades at the end of the round by leaving one zombie alive. Old strategy we also discussed in,, and. You can buy perks off vending machines, and enhance your player capabilities to wreck havoc on poor zombies. Quick Revive 0 Solo/00 Co-Op Rewards you the ability to quickly revive yourself, or your partner in the game.
In Solo, you get revived automatically thrice, while you have to revive your downed partner. Pack-A-Punch 00 Upgrade your Weapon. Jugger-Nog 00 Remember the Juggernaut perk? Which makes to damage resistance or in other words, it requires more bullets or hits to kill you.
Double Tap Root Beer 00 Increases fire rate, similar to double tap perk in Call of Duty 4. Speed Cola 00 Increase the speed of the reload – reloading time decrease more like sleight of hand. You can read below the effectiveness of Mystery Box Weapons, and their effectiveness, after you have upgraded them from Pack-a-Punch machine.
Read our for more information on effectively using different weapons. Don’t forget to read below in Weapons Upgrades part, the details on the effectiveness of the particular weapon in Zombie Mode. • FN FAL • CZ75 • Thunder Gun • Cymbal Monkey • Spectre • Python • G11 • SPAS • Crossbow with explosive arrow • Famas • Dargunov • HK21 • China Lake • Galil • Ballistic Knife • Commando • RPK • HS10 • Ray Gun • Freeze Ray (Five) • M72 LAW • AUG Weapon. M1911 Upgrade. Mustang and Sally Effect. Small Mag, Dual Wield, Grenade Launcher Good upgrade, but the impact damage of the launcher if fired too close, can take you out.
Be careful, Jugger-Nog Perk = Better. Mnesia Effect. Large Mag, Increased Damage Large Magazine takes more time to reload so speed cola necessary if you are to use this weapon. Though, damage is good but reload time too low to be used at later stages in the game. Olympia Upgrade.
Hades Effect. Power and Range increases, Incendiary Rounds Large Mag, slow reload. Speed cola recommended if you are to use this weapon. It comes in handy when you are to spray for longer periods of time, behind a cover with your friends protecting you just like in using LMG in Zombie mode. Otherwise its reload time can get you in trouble.
AK-74u Upgrade. AK74fu2 Effect. Precision Sight, Large Magazine and Increased Damage Bigger Magazine increases ammo, and precision sight increases accuracy.
Still, the last thing you want to do in Zombie mode is run and gun. MP40 Upgrade. The Afterburner Effect. Large Mag, Increased Damage Large Magazine and more damage, with the upgrade. Stakeout Upgrade. Large Magazine, 2 Shells Reload, More Power, Increased Damage, Increased Range. Upgrade decreases reload time and increases damage.
You can use double tap with this and speed cola to increase its effectiveness. MPL-LF Effect. Large Magazine,Precision Sight MPL has a small mag to start with, even though the upgrade makes it bigger still they are better weapons out there. MP5k Upgrade.
MP115 Kollider Effect. Large Magazine, Increased Damage Weapon. PM63 Upgrade.
Tokyo & Rose Effect. Dual Wield You can fire one weapon while reloading the other, but the accuracy is poor, you would most probably get into trouble.
Skullcrusher Effect. Automatic, Increased Damage, Grenade Launcher Good weapon upgrade to use especially with grenade launcher. Limited grenades though, so use them wisely. HK21 Upgrade. H115 Oscillator Effect.
Large Magazine, Increased Damage Must have weapon, if you can get your hands on. Light Machine Guns are deadly in Zombie mode.
All you need to do in late rounds is sit behind the cover with a friend or two protecting you, and spray. Speed cola comes in handy to reload large mag. R115 Resonator Effect. Large Magazine, Increased Damage Good weapon, speed cola all the way! M72 LAW Upgrade. M72 Anarchy Effect.
Large Magazine, Semi-Auto Semi-automatic gives me creeps, but if its the last resort, use it with speed cola. China Lake Upgrade.
China Beach Effect. Large Magazine, Increased Damage Weapon. CZ75 Upgrade. Calamity Effect. Increased Damage, and Automatic Acts more like sub machine gun after upgrade. CZ75 Dual Wield Upgrade. Calamity & Jane Effect.
Large Magazine, Increased Damage, Automatic Solves the small magazine problem after upgrade, and that’s that. Python Upgrade. Cobra Effect.
Large Magazine, Increased Damage, Speed Reload Back up Weapon! AUG-50M3 Effect. Increased Damage, Precision Sight, and Under-mounted Shotgun Shotgun + assault rifle with precision sight. Long range dominance + short range awesomeness = must have. FN FAL Upgrade. EPC WN Effect.
Precision Sight, Large Magazine, 3 Round Burst, Increased Damage 3 Rounds burst is hard to digest in Zombie mode. If you can, go ahead. FAMAS Upgrade.
G16-GL35 Effect. Precision Sight, Large Magazine, Increased Damage Large Magazine and precision accuracy = Worth it. Commando Upgrade. Predator Effect. Large and Dual Magazines, Increased Damage Weapon.
G115 Generator Effect. Large Magazine, Increased Damage, Automatic Large Magazine + Automatic combine it with speed cola = Ultimate dominance subjected to your ability to aim 😛 Weapon. Galil Upgrade. Lemantation Effect. Precision Sight, Increased Damage Weapon.
SPAS Upgrade. SPAZ-24 Effect.
2x Magazine Size, Increased Range, Automatic, Fast Reload Good gun, increased range, more bullets and faster reload times all the must have ingredients for a gun to be used in Zombie Mode. HS-10 Upgrade. Typhoid & Mary Effect. Dual Wield, Large Magazine Good Upgrade, but dual wield as I said earlier is not much of an advantage due to lack of accuracy unless you are very good, you will probably suck!
Dragunov Upgrade. D115 Disassembler Effect. Quick Scope, Increased Damage Avoid Snipers, they may come handy in initial phase of the game but totally suck in the long run. L96A1 Upgrade.
L115 Isolater Effect. Quick Scope, Large Magazine, Increased Damage Weapon. Ray Gun Upgrade. Porter’s X2 Ray Gun Effect. Increased Damage, Large Magazine Best thing that can happen to you is getting your hands on Ray Gun!, and the second best thing is upgrading it to Porter’s X2 Ray Gun. Ballistic Knife Upgrade.
The Krause Refibrillator Effect. Faster Melee, Glow You can revive downed team mate with it.
Crossbow Explosive Tip Upgrade. Awful Lawton Effect. It attracts zombies, so they get blown away! Thundergun Upgrade. Zeus Cannon Effect. 2x Magazine, Increased Impact Damage Speed cola recommended for that, large magazine size increases reload times. Impact damage can take multiple zombies.
Winter’s Howl Upgrade. Winter’s Fury Effect. Large Magazine, Longer Freeze Time After the upgrade the zombie freeze time is increased.
Combine it with Speed Cola to increase effectiveness. Power Ups drop off zombies when you kill them. They drop off randomly so there is no way to know how a power up will drop, it can happen anytime. Though, few power ups are specific to map. They provide you decent advantage for a limited time period.
Nuke Floating Bomb, glowing. If you pick it up, it blows all zombies in the map but, doesn’t end the round. Good for the breather though. Use it at the end of the round, or when you are in trouble like stranded in the cluster of zombies, then run and grab the bomb to blow them. Carpenter It repairs all the the broken barricades in a one go. Its a big golden hammer floating in the air.
Use it when you are in trouble or have no one to repair the broken barricades. Or you to revive a downed team mate. Repairing barricades manually is more fruitful then 200 points awarded for using Carpenter power up. Insta Kill Golden Skull floating in the air, one-hit-kill power up. Use your knife or pistol, save ammo of your primary weapon with insta kill activated as it makes every lame weapon lethal anyway. Double Points Floating X2 symbol, grab it to earn double points. If you were to earn 10 points for hitting a zombie, now you will earn 20.
You can accumulate points faster. Good power up to have when you have while fighting the horde of zombies. Max Ammo Ammo refill. If you have your mystery box weapon, its the only have to have ammo refill and luckily, its the most commonly found power up in the game.
Death Machine Giant Mini gun you can use to wreck havoc for a limited time only. Fire Sale Its random box that appears in different locations across map, and costs only 10$ but, lasts for very short period of time. Traps are new to Call of Duty Zombie mode. Now, you can buy traps and set them off to kill incoming zombies. Very important in later rounds in order to survive but, don’t waste money on them before you reach round 15 or round 20.
Share with your favorite weapons, and their use in. Share with us, your best weapon strategies, your power ups strategies, and Tips; you can contribute to make this guide more effective. GameRevolution.com is a property of, LLC, an, LLC company. ©2017 All Rights Reserved. Monitoring_string = '9825918b2b361fb0e003f4935ce18ae6' There is an abundance of items scattered throughout the Green Run areas so for your convenience, I've put it all in one place for you to check out without having to go through the guide above to do so. Here are the locations for the bus upgrades, buildable items, weapon outlines, Perk-a-Cola machines, mystery boxes and the Pack-a-Punch machine.
There are three bus upgrades that can be found and equipped to improve your ability to defend yourself from the zombie horde whilst on the bus between the various stops. They are: • Zombie Plow - The Zombie Plow is attached to the front of the bus and will kill any zombies that manage to get in the way of the bus, thus preventing them from entering via the broken windshield. • Door Hatch - Can be used in two locations, either to create an access route to the roof of the bus from the inside, or alternatively to open a secret passage to the roof of the Diner to access the powerful Galvaknuckles melee weapon.
• Ladder - Attached to the back left side of the bus, allows you access to the roof of the bus. There are four different locations where these items can spawn, which means that on any one playthrough, one of these areas is bound to be empty.
Note that each of the doors holding the bus upgrades require a turbine to open. You can find the upgrades in the following locations: • Bus Depot - in the room that can be opened with the turbine next to the crafting table inside the Bus Depot. • Diner - In the building to the left of the Diner and past the Car Garage. It can be opened with the Turbine. • Farm - In the shed located between the Barn and the Farm House.
• Town - In the door that can be opened by the turbine at the far right side of the map from where the bus enters the zone. Location: This can be created at the Bus Depot.
• Mannequin - Inside the Bus Depot next to the map. • Tail Fin - Inside the Bus Depot below the pay phones.
• Fan - inside the Bus Depot on the chairs near the crafting table. Uses: The Turbine can be used to open doors requiring a 'power source', can power up other constructed items such as the turret and the electric trap and can activate the perk-a-cola machines and allow you to purchase their benefits when the power has not been turned on. Location: This can be created at the Diner. • Trolly - Inside the Diner. • Car Door - Attached to the elevated car in the Car Garage. Uses: the Zombie shield acts like the riot shield in the campaign or multiplayer.
You can shield bash enemies or plant it to use it as cover. Location: This can be created at the Farm. • Lawn Mower - Can be found along the wooden fence to the left of the Farmhouse. • Machine Gun - Can be either in the Barn or on the upstairs balcony of the Farmhouse. • Ammo Pouch - Located int he Farmhouse either in the upstairs room or in the kitchen. Uses: Activating this will have it target and kill zobies very quickly and effectively. It does however require a turbine to function.
Location: This can be created at the Power Station. • Power Board - Usually found in the room with the crafting table. • Severed Hand - Located within the power lab. • Switch - Located within the power lab. Uses: The power switch turns on power to the entire map, activating the perk-a-cola machines. Additionally it summons and releases the electrified boss-like Zombie Avogadro whom we need to track down for an achievement/trophy.
Location: This can be created at the Power Station. • Battery - You will find this either on the platform with the crafting table, on the catwalk above, on the platform at the far end of the catwalk or in the room below. • Jack - Similar locations to the battery description. • Electric tube- Similar locations to the battery description. Uses: It will damage zombies that get too close and they will attack it. You can also get damaged by it if you get too close. Requires a turbine to be activated.
Location: This can be created at the Town. • Table - Inside the bank in the town.
• Battery - Inside the bank in the town. • Head Piece - Inside the bank in the town. Uses: This will upgrade your currently equipped item into a more powerful version for 5000 Points. PLayers can re-use the machine for an additional 2000 points for an attachment for their weapon. Location: This can be created at the Town. • Jet Turbine - Can be found in the tunnel between stop 1 (Bus Depot) and stop 2 (Diner).
Will be near the first window along the left wall or in any of a number of locations in closer proximity to the Colt M16A1 purchase spot on the right hand wall. • Handle - Found withing the ruins of Nacht Der Untoten near the Corn Field between Stop 3 (farm) and stop 4 (Power Station). • Pressure Gauge- Located inside the hidden cabin in the fog between Stop 4 (Power Station) and Stop 5 (Town). • Wiring - Inside the building accessible via the Power Lab, near the Tombstone perk-a-cola machine or close to any of the locations where the parts for the electric trap were located. Uses: This is a powerful weapon that sucks enemies into it and kills them instantly. It can be destroyed, so keep an eye on the pressure gauge on the back of it.
If it is destroyed, the parts will once again be scattered across the map and you will have to go and scavenge them again. Location: This can be created at the crafting table at the Radio Tower in the Corn Field. • Element 115 - Can be found outisde the Bus Depot in the hole in the wall next to the door that can be opened for 750 Points. • Control Board - Found withing the ruins of Nacht Der Untoten near the Corn Field between Stop 3 (farm) and stop 4 (Power Station). • Wooden Board - Can be found in the tunnel between stop 1 (Bus Depot) and stop 2 (Diner).
Will be near the first window along the left wall or in any of a number of locations in closer proximity to the Colt M16A1 purchase spot on the right hand wall. Can also spawn in the circular power lab room in the Power station. • Control Panel - In town, close to the mystery box location in the alleyway opposite the door that opens with the turbine. • Navigation Card- Can be found outside on the ground to the right hand side of the Bus depot (if you are facing the building). • Radio - Can be found in the Car garage in the Diner map or in or around Nacht Der Untoten.
Uses: This is used as part of the main Easter Egg on the TranZit map - The Tower of Babble. Here is a list of all the weapons in Green Run in order of appearance along with a location description and their cost. M14 (500 Points) >Inside the Bus Depot. You'll start here. Olympia (500 Points) >Inside the Bus Depot. You'll start here. B23R (1000 Points) >On the roof inside the bus.
Colt M16A1 (1200 Points) >On the right hand side of the tunnel between stop 1 (Bus Depot) and stop 2 (Diner). Diner MP5 (1000 Points) >On the wall inside the Diner. Galvaknuckles (5000 Points) >On the roof of the Diner. Note that you'll need to bring the roof hatch bus upgrade and use it inside the diner on the roof near the Perk-a-Cola machine to access the roof. Remington 870 MCS (1500 Points) >On the Farm map, located on the back of a crate on the ground floor of the Barn. Claymore mines (1000 Points) >On the farm map in the shed that needs a turbine to open between the farmhouse and the Barn. AK47u (1200 Points) >On the side of the small shack leading to the underground power lab.
Bowie Knife (5000 Points) >In a Cabin to the right of the road between stop 4 (Power Station) and Stop 5 (Town). Semtex (2500 Points) >In the far right door of the area from where the bus enters the town. The door requires a turbine to open it. Here is a list of all the perk-a-cola machines that appear in Green Run in order of appearance along with a location description and their cost. Quick Revive (500 Points) >Inside the Bus Depot. This is the room you start in. Speed Cola (3000 Points) >Inside the Diner.
Double Tap Root Beer (2000 Points) >On the second floor of the Barn. Tombstone Soda (2000 Points) >In the derelict building accessed via the Power lab.
Stamin-Up (2000 Points) >Inside the Bar in the Town. Jugger-nog (2500 Points) >On the second floor of the burning building in the Town. There are a number of places that the Mystery Box can spawn in Green Run. Here is a list of possible spawn locations.
Note that you will always know approximately where the mystery box is by looking in the sky for a beam of light. This indicates its current location. It will always cost 950 points to open and will disappear and spawn somewhere else upon being opened a number of times. Bus Depot >Outside the Bus Depot near the hole in the wall to th right of the door that can be opened for 750 points. Diner >In the Car garage to the left of the Diner. The Mystery Box seems to appear here first every time in TranZit.
Farm >On the second floor balcony of the farmhouse. Power Station >In the room where we assemble the power switch on the crafting table. Town >In the Town map, on the second floor of the bar. Town >In the Town Map, in an alleyway opposite the door that can be opened with the turbine.
Allis Chalmers 410S Lawn & Garden Tractor Manuals Our manuals have Free Shipping and Guaranteed Lowest Prices. Parts, Owners and Service Manuals are typically available for your Allis Chalmers 410S Lawn & Garden Tractor. Please see availability below. Which Manual Do I Need? There are 3 main types of Allis Chalmers Lawn & Garden Tractor manuals, each with a specific purpose. Some manuals combine types (i.e. Parts + Operators, etc.), but the basic function of the manual types remain the same and are as follows: • Service Manual (SVC) - The service manual (a.k.a.
Shop manual or Repair manual) tells you how to take the Allis Chalmers Lawn & Garden Tractor apart, fix it, and put it back together. It is written in the language of a mechanic and may include valuable detailed information such as specifications, torques, ranges, etc. If you are serious about repairs or restoring, you need the service manual. • Parts Manual (PTS) - The parts manual has exploded views of all parts on the Lawn & Garden Tractor giving great detail on assembly and disassembly. It also includes a guide for ordering parts. It picks up where the service manual leaves off.
If you do your own repairs, you need the parts manual. • Operators Manual (OPT) - The operators manual (a.k.a.
Owners manual) is the book that came OEM from the manufacturer when the Allis Chalmers 410S Lawn & Garden Tractor was purchased. It gives the owner/operator instructions, shift patterns, capacities (anti freeze, crankcase, oil, hydraulic, etc.) and adjustment procedures (brakes, clutch, etc.). This book is a critical tool for operating and maintaining your machine. • Complete Kits - Get all the manuals for your 410S Lawn & Garden Tractor plus a few other perks and ensure you will not be missing critical information in the middle of your repair job.
See below for availability.