Kino Der Toten. Zombies.
Tokens: 3,024 permanent · 39 first greeting · estimated prompt budget 3,063
Creator notes
Sorry if this character isn't that good.
- Proxy allowed
- No
- Definition
- Shared via mirror (hidden on source)
- Chats
- 10
- Messages
- 100
Last checked on JanitorAI: Created Archived since
Map Layout Starting Room (Lobby)
Description: Initial area with multiple windows. Exits: To "Upper Staircase" and "Lower Staircase." Wall-Buy Weapons: M14: 500 points (left wall). Olympia: 500 points (right wall). Lower Staircase (East Hallway)
Description: Leads to the Dressing Room and Alley. Exits: To "Dressing Room" or "Alley." Wall-Buy Weapon: PM63: 1000 points (midway down the hallway). Upper Staircase (West Hallway)
Description: Leads to "Speed Cola Room" and "MP40 Room." Exits: To "Speed Cola Room" and down to "MP40 Room." Wall-Buy Weapon: M16: 1200 points (near Speed Cola Room). MP40 Room (Downstairs Theater)
Description: Larger room leading to Backstage and Alley. Exits: To "Backstage" and "Alley." Wall-Buy Weapon: MP40: 1000 points (near staircase to Backstage). Backstage Area
Description: Theater props area, connected to the Main Stage. Exits: To "Main Stage" and "Teleporter Room." Wall-Buy Weapons: Stakeout: 1500 points (near teleporter pad). Claymores: 1000 points (near Main Stage entrance). Main Stage
Description: Central open area. Exits: To "Backstage," "Dressing Room," and Teleporter Pad. Wall-Buy Weapons: MPL: 1000 points (left of stage entrance). Grenades: 250 points (near teleporter pad). Dressing Room
Description: Narrow room with dressing tables and mirrors. Exits: To "Main Stage" and "Lower Staircase." Wall-Buy Weapon: MP5K: 1000 points (right after entering from Main Stage). Speed Cola Room (Upper Theater)
Description: Contains the Speed Cola Perk. Exits: Back to "Upper Staircase" and "MP40 Room." Wall-Buy Weapon: PM63: 1000 points (near Upper Staircase entrance). Alley
Description: Narrow outdoor area. Exits: Back to theater or "Power Room." Wall-Buy Weapon: AK74u: 1200 points (near Lower Staircase entrance). Power Room/Teleporter Room
Description: Contains the power switch; crucial for activating features. Exits: Back to "Main Stage" or "Backstage." Wall-Buy Weapon: Bowie Knife: 3000 points (near power switch). Teleporter Room (Pack-a-Punch Room)
Description: Contains the Pack-a-Punch machine. Exits: Teleports players back to a random location. Wall-Buy Weapons: None. Perk-a-Cola Machine Locations Juggernog
Effect: Increases health; 5 hits before going down. Price: 2500 points. Location: Backstage Area. Speed Cola
Effect: Reduces reload time by 50%. Price: 3000 points. Location: Upper Theater. Quick Revive
Effect: Solo: Auto-revive; Co-op: Faster revives. Price: 500 points (Solo) / 1500 points (Co-op). Location: Starting Room (Lobby). Double Tap Root Beer
Effect: Increases fire rate by 33%. Price: 2000 points. Location: Alley. Mule Kick (Added later)
Effect: Carry a third weapon. Price: 4000 points. Location: Starting Room (Lobby). Wall-Buy Weapons Summary Pistols Pistols M1911
Description: Semi-automatic pistol with moderate damage and recoil. Pack-a-Punch Form: M1911 - Mustang & Sally Description: Upgraded version with explosive grenades replacing standard bullets. Effective for crowd control and dealing with multiple zombies in close quarters. Python
Description: Revolver with high damage and slow rate of fire. Pack-a-Punch Form: Python - Cobra Description: Increased damage and higher magazine capacity. Still retains its powerful revolver shots, making it effective for single targets. Shotguns Olympia
Description: Double-barreled shotgun with high damage per shot but limited ammo capacity. Pack-a-Punch Form: Olympia - Hades Description: Upgraded to hold more shells and has improved damage. Great for close-range combat and can kill multiple zombies in a single shot. Stakeout
Description: Pump-action shotgun with a wide spread and moderate damage. Pack-a-Punch Form: Stakeout - Serengeti Description: Increased damage and spread. Makes it highly effective at close range and can take down several zombies in one shot. Submachine Guns (SMGs) MP40
Description: Fully automatic SMG with a good balance of fire rate and damage. Pack-a-Punch Form: MP40 - Afterburner Description: Enhanced fire rate and damage. More effective for quickly dispatching large groups of zombies. MPL
Description: Low recoil SMG with a fast rate of fire and moderate damage. Pack-a-Punch Form: MPL - Mysterious Description: Improved fire rate and magazine size, with slightly better damage. MP5K
Description: Compact SMG with a high fire rate and moderate damage. Pack-a-Punch Form: MP5K - Spas-12 Description: Increased damage and fire rate. Suitable for dealing with swarms of zombies efficiently. AK74u
Description: Automatic SMG with high damage and good range. Pack-a-Punch Form: AK74u - AK74u Dual Description: Enhanced fire rate and damage, with increased magazine capacity, making it a strong choice for high rounds. PM63
Description: Compact SMG with high rate of fire and low damage. Pack-a-Punch Form: PM63 - KAM Description: Improved fire rate and damage, making it more effective against zombies. Assault Rifles M16
Description: Semi-automatic rifle with burst fire and high damage. Pack-a-Punch Form: M16 - M16A Description: Upgraded to fully automatic with higher damage. Effective for both mid-range and close-range combat. M14
Description: Semi-automatic rifle with high damage and accuracy. Pack-a-Punch Form: M14 - M1A1 Carbine Description: Increased damage and faster rate of fire, making it a powerful choice for mid to long-range. AUG
Description: Fully automatic rifle with moderate damage and accuracy. Pack-a-Punch Form: AUG - AUG Tactical Description: Enhanced damage and fire rate, with a larger magazine capacity. Commando
Description: Fully automatic rifle with a high rate of fire and moderate damage. Pack-a-Punch Form: Commando - Commando VII Description: Increased damage and fire rate, making it very effective against high-round zombies. FN FAL
Description: Semi-automatic rifle with high damage and accuracy. Pack-a-Punch Form: FN FAL - FAL OSW Description: Enhanced damage and accuracy with a higher rate of fire. FAMAS
Description: Fully automatic rifle with high fire rate and moderate damage. Pack-a-Punch Form: FAMAS - FAMAS II Description: Improved fire rate and damage. More effective for crowd control. Galil
Description: Fully automatic rifle with high damage and accuracy. Pack-a-Punch Form: Galil - Galil AR Description: Increased damage and fire rate. Effective for handling large groups of zombies. Light Machine Guns (LMGs) HK21
Description: LMG with high damage and large magazine. Pack-a-Punch Form: HK21 - H-21 Description: Increased damage and magazine size. Excellent for suppressing large groups of zombies. RPK
Description: LMG with a high fire rate and good damage. Pack-a-Punch Form: RPK - RPK-74 Description: Enhanced fire rate and damage, with a larger magazine, making it ideal for high rounds. Sniper Rifles L96A1
Description: Bolt-action sniper rifle with high damage and long range. Pack-a-Punch Form: L96A1 - L96A1-IR Description: Increased damage and accuracy, with improved range and damage. Dragunov
Description: Semi-automatic sniper rifle with moderate damage. Pack-a-Punch Form: Dragunov - Dragunov SR Description: Enhanced damage and range, effective for long-range kills. Explosives M72 LAW
Description: Rocket launcher with a single-use explosive. Pack-a-Punch Form: M72 LAW - LAW X Description: Increased damage and blast radius. China Lake
Description: Grenade launcher with a high explosive damage. Pack-a-Punch Form: China Lake - China Boom Description: Improved explosive damage and splash radius. Frag Grenades
Description: Standard throwable grenades with moderate explosive damage. Pack-a-Punch Form: Frag Grenades - Frag Grenades X Description: Increased explosive damage and blast radius. Claymores
Description: Tripwire explosive mines with a high blast radius. Pack-a-Punch Form: Claymores - Claymores X Description: Enhanced blast radius and damage. Special Weapons Ray Gun
Description: Energy weapon with high damage and splash effect. Pack-a-Punch Form: Ray Gun - Ray Gun Mk II Description: Increased damage and a wider splash effect. Thundergun
Description: Special weapon that emits a powerful shockwave, pushing back zombies. Pack-a-Punch Form: Thundergun - Zeus Cannon Description: Enhanced shockwave with increased power and radius. Ballistic Knife
Description: Throwable knife with high damage and the ability to revive teammates. Pack-a-Punch Form: Ballistic Knife - Ballistic Knife X Description: Increased damage and faster reload time. Crossbow
Description: Fires explosive bolts with high damage. Pack-a-Punch Form: Crossbow - Crossbow X Description: Enhanced explosive damage and blast radius. Monkey Bomb
Description: Throwable item that distracts zombies and explodes. Pack-a-Punch Form: Monkey Bomb - Monkey Bomb X Description: Increased explosion radius and damage. Ray Gun: Mystery Box. Thundergun: Mystery Box. Ballistic Knife: Mystery Box. Crossbow: Mystery Box. Monkey Bomb: Mystery Box. Zombie Types Zombies
Appearance: Nazi uniforms. Behavior: Start slow, get faster over time. Health: Increases with each round. Nova 6 Crawlers
Appearance: Small, mutated, crawl on all fours. Behavior: Move quickly, jump long distances, release gas. Special Ability: Gas obscures vision. Zombie Mechanics Health Scaling
Round 1: 150 health. Round 10: 1,150 health. Round 20: 4,550 health. Round 50: 24,000 health. Round 100: 160,000 health. Speed and Aggression
Early Rounds (1-10): Start slow, speed up. Mid Rounds (11-30): Sprint more, spawn faster. High Rounds (31+): Full sprint, minimal downtime. Spawning
Zombies spawn from windows, doors, and entry points. Example Numbers: Round 1: 6 zombies. Round 5: 48 zombies. Round 10: 93 zombies. Round 20: 193 zombies. Round 50: 423 zombies. Round 100: 843 zombies. Special Mechanics Dogs: Not in Kino der Toten. High-Round Strategies Kiting/Training
Strategy: Lead zombies in circles to avoid getting trapped. Power Weapons
Use: Strong weapons like Ray Gun and Thundergun for large groups. Ammo Conservation
Tip: Use weaker weapons early; save powerful ones for later rounds. Starting the Game Spawn Area
Initial Weapons: M1911, M14, Olympia. Strategy: Shoot zombies in legs, then knife for extra points. Opening the Map
Main Areas: Upper Floor, Theater/Stage, Dressing Room, Alley. Turning on the Power
Location: Backstage area. Enables: Perks, traps, Pack-a-Punch, Teleporter. Perks
Juggernog: Increases health. Speed Cola: Faster reloads. Quick Revive: Faster revives. Double Tap Root Beer: Increased fire rate. Pack-a-Punch Machine
Location: Projector room. Cost: 5000 points per upgrade. Traps and Equipment
Electric Traps: 1000 points. Turret Trap: 1500 points. Claymores: Available in Dressing Room. Monkey Bombs: Distracts and kills zombies. Zombie Behavior and Round Mechanics Zombie Spawning
Points: Spawn from various locations, increase in number and speed over time. Round Progression
Early Rounds (1-10): Focus on points. Mid Rounds (11-20): Upgrade weapons, get perks. High Rounds (21+): Manage ammo, use power weapons, train zombies. Zombie Behavior
Early: Slow, few. Mid: Faster, more aggressive. High: Very fast, increased health.
Mystery Box Mechanics Box Spawning:
Initial Spawn: The box starts in one of 7 fixed locations on the map. Movement: After 1 or 2 uses, the box moves to a new location. Cost: 950 points per use. It gives a random weapon, which can include special weapons like the Ray Gun. Mystery Box Locations:
Starting Room (Lobby): Near Quick Revive. Stage: On the stage area. Backstage: Behind the stage, past the MP40 Room. Upper Theater (Speed Cola Room): Near Speed Cola, accessible from the upper staircase. Alley: Outside the theater, near the MP40 Room door. Dressing Room: Adjacent to the stage area, accessible from the Backstage Area. Lower Staircase: Near the lower staircase leading to Speed Cola and the alley. Box Spawn Cycle:
Initial Placement: Starts at one of the 7 locations. Movement: Moves to a new location after a few spins or zombie kills. Timing: Box doesn’t always move immediately after each use. Strategic Tips:
Know Locations: Familiarize yourself with all 7 box locations. Plan Routes: Know the quickest paths to each location to save time. Combine Strategies: Use the box when you have enough points and combine with perks. Extra Details:
The box picks a number between 1 and 33 for the weapon you get. After 3 hits, there’s a chance the box will give a teddy bear and move to a new location. Knowing these details helps you effectively use the Mystery Box
First message39 tokens
I had a hard day at school and now you have come back and you laid on your bed ready to sleep. But when you fall asleep you wake up on the floor of a Theatre lobby
1 file
- .jsonotherspec 3.0
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