ASCENSION
Mind the Monkeys
Okay, here's how the Space Monkeys work. Once the power has been turned on and someone purchases a perk, these little buggers will start appearing every four rounds. They fan out and go after the perk machines for anything you've purchased. Successfully fend them off and you get to keep your perk(s). Fend them off without letting them lay a single, filthy paw on the machines and the last monkey you kill in the round will drop a bonus perk in addition to the usual Max Ammo.How you play it is largely dependent on how many players you've got in the game. One person can capably keep the monkeys at bay, though two are better. Avoid using claymores; they're not damaging enough in the higher rounds and the smoke they throw up when they explode can obscure your vision long enough for a monkey to get past you and jump on the machine. The Ray Gun is your friend; one-hit-kills on those damn, dirty chimps.
Strategy 1
-Remain in the centrifuge room through rounds 1,2, and 3. During rounds 1 and 2, only use the knife to kill zombies and allow zombies to break through the barriers. This will increase the likelihood of getting power drops. During round 3 start using the pistol ammo to weaken the zombies then knife to kill them. This will allow the players to rack up points much faster because each bullet hit gives the player 10 points. When round 4 hits, the player with the least money will open the door on the bottom level of the centrifuge room. The 2 people with the most money will open the next two doors on the way up the 4 sets of stairs all the way up to the Mystery Box.
When you have reached the Mystery Box, have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the stairs then have 1 player watch the barrier, and 1 player watch the ledge where the zombies drop down. Stay with this plan for 2-3 more rounds at most. Use these rounds as a chance to stock up on weapons from the Mystery Box. You want at least one automatic weapon from the box because this allows you to rack up points much faster and they do much more damage.
After leaving the room you will make your way towards the Speed Cola machine and continue past it. When you get down the hall you will be on the Launch Walk. Call in the Lunar Lander for escape purposes. Have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the doorway leading to the Launch Walk, then have 1 player watch the barrier by the Sickle, and 1 player watch the barrier by where the mystery box sometimes responds. Have players with the strongest automatic weapons or the automatic weapons with the most ammo cover the doorway entrance. Have the players with sickles or weaker guns guard the barriers.
Stay in this location for as many rounds as possible. This will be easy because you will continue to get Death Machines which you can use to camp the doorway to the Launch Walk. It will help conserve ammo to use knives or sickles during an Insta-Kill and this will also help increase your points.
Once everyone has the money, if the team wants to Pack-A-Punch a weapon, use the Lunar Lander then make your way to the other two Landers and use them. When all three have been used make your way back towards the Launch Walk but instead of going all the way, activate the rocket button next to the power switch, then take the stairway down and head to the large rocket launch pad.
Strategy 2
Stay in the first room until everyone has about 2000+, then open the top door and get everyone to buy the MP5K. Two people guard the way that they came from (the first room) and the other 2 keep the three barriers at the back.
When everyone has got 7000+ open the door to the power and use the Mystery Box as many times as possible while still having enough points for Juggernog. Then go to the place where PhD Flopper is (only two people need it but it's recommended that you do get it in case). Get two people to take the barriers and the other two take it in turns to dive down the stairs. Do not go slow or the zombies will get too high up the stairs blocking you from flopping. When the monkeys round begins, protect whatever perk you want (it is generally better to decide which perks eacch player is going to defend beforehand). At round 24 PhD Flopper ceases to be a one hit kill, and so from that point onwards three people should enter the room where PhD Flopper is. One should take the barrier, another should shoot through the crack in the wall and the third guarding the door. If there is a fourth player, he should lure the zombies to the other three or distract them if anyone needs to be revived (it is advisable to designate someone with Stamin-Up as the runner).
Strategy 3
(This strategy does not take monkeys into account) Stay in the first room until everyone has 3000+ points then get everyone to buy the MPL and open the doors required to turn on the power. Stay in the power room until everyone buys Juggernog. After that go outside to the PhD Flopper machine and buy it as well. Go back to the first room and open the top door, which creates a circular path that allows for a run n' gun strategy. Use PhD Flopper's diving effect whenever possible and make sure you stay topped up on ammo with the MPL. Once you have surplus money go and get a gun from the mystery box but keep the MPL so that ammo can easily be replenished.
Strategy 4
This strategy is best used with 4 people. For the first 3 rounds, rack up at least 1000 points. If you are going to stay an extra round or two buy the M14. Next,open the upstairs room to make it easier to protect Juggernog for monkey rounds and for a quick way out. Once upstairs rack up some points until everybody has at least 3000-4000 points.
(Bear in mind that for the first round, zombies can be shot up to six times with a M1911. For the second round, zombies can be shot up to ten times. For the third round, zombies can be shot up to 15 times.)
Then, make your way up to the mystery box and turn on the power. Everyone should try for good guns and afterwards everyone save up and get Juggernog.
Head down to the PhD Flopper area and buy the perk. Have two people guard the windows and two people taking turns 'flopping' down the stairs in front of the ladder. This technique is easier with Stamin-Up and Juggernog perks purchased.
Strategy 5
1. First 5 rounds The first thing you need to do is decide who is going to get what window. Last till round 4 or 5 (I usally stay till round 5, but the choice is up to you guy's). Now at round 4 or 5 go upstairs or downstairs. If you choose upstairs then go to the stage and buy the MP5k, and wait for a couple of rounds.
2. Getting to the box and power Now you are wanting to get the power and look for the box. Now the cool thing about this map is that box always spawns at the power. So once you hit the box and get the power turned on, you should buy the box until you have just enough for jugg. Buy the bottom or top door to jugg, but I prefere the bottom door, because its cheaper and its easier to protect 2 perks instead of 1, so if someone gets all 5 perks (which is possible if you protect all perks on monkeys, and they can't touch it).
3. The perks.... Now you got to know the perks. There are a total of 5 perks, but you can only buy 4 of them. The perks are Ph.d Flopper, Juggernog, Speed Cola, Quick Revive, and last but not least Stamin Up. Ph.d Flopper is a perk where explosives won't hurt you and you do not take fall damage, but used when p-a-p the M1911. Juggernog gives you more health the perk that is required. Speed Cola is faster reload. Quick Revive does what else revive's somebody quickly. And Stamin up make's run for a longer distance like marathon.
Stategy 6
The first round for the most points shoot 6 times then knive the zombie(s) then you shoot all 8 bullets empty and then knive until round 5 then open the upper door and buy the MP5K until everyone have 6000+ points go for the mysterybox and buy it until you have the teddybear if you have enough points for juggernog and the door (3750P) buy it and go to the swamp (where the teddybear easteregg is) and run rounds in that area try to get a train of zombies and shoot them in one line next you need to get the rocket in the air (you know the drill) and run rounds under the rocket next to where the pack-a-punch machine is you can run rounds until you get stucked in the endless lines of zombies it made me to get to level 64 only doing that.



