Zombie’s Verruckt Strategy
Perk and Weapon Costs:
Random Box: 950
Juggernaut: 2500
Sleight of Hand: 3000
Fast Revive: 1500
Bouncy Betty: 1000
Double Tap: 2500
New Strategy:
What to get in order first, right away – you should have almost all of these by round 10-12:
- Juggernaut
- Sleight of Hand
- Bouncing Betty
- Fast Revive
Crucial to end up getting by around round 14 with all perks:
- Ray Gun
- FG42
- Browning M1919
- PPSH-41
- STG
This is far yet the best strategy in my opinion though it does leave you without the STG, which can be very useful till up to around round 16.
You hold back inside of the kitchen, your teammates need to be disciplined or you are NOT going to make it many rounds. Always have 1 person on the balcony outside of the kitchen while looking at the window across (inside of the kitchen). His spot is crucial as MOST zombies will see him as the closest person to attack, so while they are going into the room, they are first going to try to go after him, giving the 2 other players in the back of the kitchen a better chance at living.
Now as you can probably read, 2 players will be in the back of the kitchen in the corners. The 4th player is going to be around the power room entrance door, watching the entrance to the kitchen/exit from to make sure that any zombies that get passed the 2 players in the kitchen, do not kill the 1st player on the balcony.
It is very crucial that all of you acquire the Ray Gun eventually and more so by around round 14 or at least make sure 2-3 of you players have it while still going for it. Now you all most have some decent weapons as I have provided for you in a list above. Do not under any circumstances bother changing weapons from a good gun with no ammo to a weapon such as the rifle. Those weapons are ALL useless after about round 6 anyways. Wait and pray for an ammo drop to happen.
Try NOT to kill zombies getting into the building. Why? Because then they have a chance of dropping something, especially ammo drops which is key to surviving many rounds.
You should eventually make your way to the Double Tap room at the end of a round, this is when you have a good foot print and good amount of points to spend.

Old Strategy:
What to get in order first, right away:
- Juggernaut
- Bouncing Betty
- STG
- Double Tap
- Sleight of Hand
What all or almost all you should have by around around 13:
- Juggernaut
- Bouncing Betty
- STG
- Double Tap
- Sleight of Hand
Crucial to end up getting by around round 16 with all perks:
- Ray Gun
- Browning M1919
- PPSH-41
- FG42
- STG
After around 10 rounds we need to leave alone the first floor windows. period. We need to focus upstairs and stick close together. We can not be wasting ammo on the same zombies unless absolutely necessary (RAY GUNS TOO). No blocking of the doorways either.
Our last final fallback is to open room 1. We should not open this (has one window) till absolutely necessary. Till then, we fallback to room 2 (power room) when necessary and stick to room 3 as much as possible. In room 3, we need to always have someone with a Ray Gun, Browning M1919, STG or similar weapon watching the hallway from the barricade furniture in room 3.
If 1 or 2 of us is left and we feel as if fallback room 1 or 2 can or will not do. We need make a run for the electric fence barricade. Keep in mind, this is a 1 time use per round. While there is one across the map, unless there is only 1 of us left, do not bother going for it.
I know we all probably aim for headshots already but we need to get better at it. While hit detection sucks for zombies especially while shooting them at their sides. Headshots are key to move on to the next zombie. STG is perfect for this but can not be used well in the later rounds where the Ray Gun is key and needed for all of us.
You seem to have a good strategy going on. I like to stay in the kitchen as well, using the power room as a choke point, while having 1 player with a trench gun or double barreled shotgun watching the 1 back window. I always try to throw grenades during the 2nd half of each round, because you automatically get 2 more each round, with a max of 4 grenades, and it has the potential to create slow crawling zombies. If I can make a slow crawler, I leave him alive then go around and board up every window in the house before killing him and moving on to the next round. This is advantageous because it creates waves of zombies rather than a constant stream coming for you. There will be better reload times and sometimes even revival time between waves.
@Tim We do use another strategy that is even better than the 2 I have posted, it is much, much different but similiar, I have yet to post it and we made it to round 33 on our first attempt at it. We all purposley died on 33 though since we had already been playing around 3 hours and the zombies were glitched at that point as it is.
Also, just so you know that eventually that 1 player watching the 1 back window with a shotgun (from the balcony and also making the zombies see him as the closest person to them when they are not) is a good idea for a while, he/she will eventually need a ray gun.
After every round after 10, you should be holding 1 zombie back from the window and having one continuously barricading the windows while everyone is boarding up windows to slow down the attack of zombie waves and so everyone can get their weapons in order and perks if needed.
That spot is perfect for grenades too if you can push forward a bit and hold that room first (the next room from the kitchen, inside the room with Sleight of Hand.)
Having a zombie at a window is better than having a crawler or zombie that runs around inside with you, best place as you probably know is to run around the stairwell cage. Sometimes you will get a glitched zombie so be careful (or anyone). It is probably than best to let it inside unless you can keep repairing from the side without getting hit.