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  1. 15 points
    So if you've ever gone to upgrade the Spirit/Wolf Bow, you'll know that to even get the broken arrow, that you have to search and activate four paintings. These paintings spots are randomised every game, but the paintings themselves are always activated in a certain order. Looking at the pictures, and listening to the characters quotes, you learn about a king. Picture 1 Dempsey: I’ve seen my fair share of war. Never seen a happy ending. Nikolai: Great king prepares for battle. Man’s best friend at his side. Takeo: Even a great king, can learn from a dog. Richtofen: Ah, here is the first one. I’ve been looking for you. The first picture. It introduces us and sets the scene. The King has his two wolves/dogs by his side. They are equals, and understand one another. Their bond is strong enough, that even his insignia is of two wolves. It is likely they ruled the castle in the past, although the insignia is now the dragon during the map. He is getting ready for war. Picture 2 Dempsey: A man’s only as strong as the friend by his side. The king has his hounds. What do I got? Nikolai: Whenever armies clash, men are lost in sea of swords. Such is war. Takeo: Many died this day. Their souls cry out through the painting. Richtofen: This would be number two. Thank you. We see the King charging into war, followed by one of his hounds. His army following their leader into a deadly battle. Of note is that the King is wearing the same helmet seen in the mural in Shadows of Evil. Picture 3 Dempsey: They say war is hell. But this looks like a war with hell. Nikolai: What is that…thing? We will not fight that, will we? Takeo: I have heard many tales of such creatures. I fear they may be more than just folklore. Richtofen: Number three. A personal favourite. Last time I saw this was when I picked up the key. The war. It seems to be against the Apothicons. In the top right we see the giant Kraken like thing from Shadows of Evil attacking the castle. The battlefield is scorched with fire. Many men are killed. Picture 4 Dempsey: Outnumbered and outgunned, not even his big-ass dogs could protect him. Nikolai: This, is not really uplifting story. Takeo: No mortal, could hope to achieve victory against such evil. Richtofen: Und(And) number 4. Unfortunately, dear king, battling zat(that) particular evil only ever has one outcome. We see the King has been killed. We see someone (possibly the Big Guy from Buried, or just possibly a woman/the Queen) crouched next to his body, clearly upset that the King is dead. Our story doesn't end here though. It seems that once Group 935 took the castle, they assembled the remains of the Kings Hounds, however they were missing one of the hounds skull. It is located by the flag seen above the Rocket Pad. Once returned, the spirit of that hound appears and digs in 3 spots where the Kings remains are scattered. He was never given a proper burial, and now the Hound wants you to return his masters remains to his crypt and coffin. Once done, his skeleton will reform in the coffin and present to you the fixed Wolf Bow arrow. Now with his master finally at rest, the spirit of the Hound will howl and vanish. Some definite questions arise from this though: Is the war against the Keepers and Apothicons depicted in the Shadows of Evil mural the same battle we see here? If it is the Big Guy, why is he here? And how does he end up in Buried in the first place? Did the Apothicons have human armies? There are arrows used against the Kings army, although it's possible the Apothicons have more humanoid people like Shadowman to use them.
  2. 10 points
    UPDATE: The Apothicon language is consistent in it's use of certain symbols with prefixes, suffixes, roots, etc. in the Apothicon words. I have broken them down and into what symbols go with what phrases. Treyarch has actually come up with their own language which can be deciphered from this given information. Now that we have the symbols matched with the parts of the words, we have to find the grammar of the Apothicon language. We may possibly be able to translate it into English once we know the rules the language follows and the what the different roots mean. I have added notes at the bottom of patterns I have noticed with the structure of the language, and will add more as I go on. The symbols usually go from top to bottom or left to right in the order which their corresponding word-part occurs. Also, 'na' and 'n' appear to be a roots/have some sort of meaning, but it also seems like they may be used in the language to prevent repeating vowels, such as in gwanash, it separates 'gwa' and 'ash'. I assume the parts of speech maybe also be related to which symbol is used when a word-part has several symbols used with it in different circumstances. Note that the words roots do have consistent relation to english counter parts, as 'orruja' is the word for 'gun' and is also in word for 'shoot', 'orrujatar'. I assume we will figure more of these out over time, but this is what I have for now. _____________________________________________________________ Hey guys, the new trailer for the Der Eisendrache map was released, and in it they revealed computer screens showing the language of the Apothicons and The Keepers. Thanks to @PINNAZ for pointing out that some of the reticles have Apothicon symbols in them, and the name of the reticle is the translated word. Since the head reticle and symbol match the ones on the list Treyarch showed, I am assuming they all are correct. Here is an updated version of the chart with the other symbols added: The Keepers' language is unfortunately too out of focus to be readible, but we at least have the distinction between the two established and know it will be revealed eventually. We do have a good portion of the Apothicon language though, and I have started trying to translate things on the map. _____________________________________________________________ So here's pics and translations (if possible) of everything so far: Summoning Key _____________________________________________________________ Cult Statues _____________________________________________________________ Mystery Box/Magic Box _____________________________________________________________ Mark of the Cursed (character hands) _____________________________________________________________ Apothicon Swords _____________________________________________________________ Pack a Punch _____________________________________________________________ Sacrifice Ritual Circles Here's the imgur album with all of the pictures for whoever's interested: http://imgur.com/a/3Lg59
  3. 10 points
    Hey guys, Tac here with another thread! I want to immediately note that this thread was a compilation effort between myself, @MrRoflWaffles, @NaBrZHunter, @BlindBusDrivr, @MixMasterNut, and @Monopoly Mac, and I was just the one fortunate enough to post it. This thread goes over the Ancient Order of the Keepers, the cult mentioned in the radios, and the Shadow Man and his associates. Lines are then drawn between these three things and the conclusion is yours to decide until we learn more! The Journalist begins his correspondence with Mr. Rapt by expressing feelings of uneasiness caused by strange happenings within Morg City. From an unidentifiable mold, to a devastating sickness, he heavily implies that something is not right. He tells the tale of a fruit seller, who is unwilling to talk at first, but eventually reveals the history of the city. When the fruit seller was young, his uncle would tell stories of a dark force which cast its shadow over the metropolis. He elaborates; good and evil were engaged in battle, and the only thing holding back the forces of the apocalypse was the Ancient Order of the Keepers. This is not our first encounter with the Keepers. First present on the battlefields of the Great War, and now too in the dimly lit streets of Morg City, they are an interdimensional race of beings devoted to preserving the status quo. The fruit seller isn’t the only person to eventually become more talkative in the Journalist’s presence. Rumors abound concerning chanting heard emanating from beneath the city. Furthermore, the Journalist asserts that the Ancient Order of the Keepers, who we presume to be a force of good combating the nefarious motives of the Shadow Man and Overlords, is actually some kind of cult. Crates belonging to the cult can be found in Morg City’s various districts. Within, statues of squid-like monsters lie, waiting to be used by the player as required. It is important to note that it is fairly likely that the Overlords are Apothicons. Due to the fact that the Keepers have the same mouths as Margwas and tentacle-like suckers on their tongues, it’s also very likely that the Keepers are Apothicons. This puts the Shadow Man, the Apothicons, and the Keepers in the same race/species/etc. Across the map, there are various sets of symbols. The first set of symbols can be seen on the Pack-a-Punch, a broken stone disc from which upgraded weapons are delivered by an uncoiling tentacle. The origins and implications of the symbols on the disc are, as of yet, unknown. A second set of symbols, which we will refer to as CONA (‘con Alphabet), can be seen inscribed on the mystery box, the Apothicon Rift Stone, the swords, the hands of our sinners, and the cultist statues. These are the marks of the Cursed and are related to the Shadow Man and his associates, likely meaning that the statues are representations of the Overlords that they worship. The final, and most noticeable, set of symbols, is cuneiform. Cuneiform appears in several places around Morg City, one of which is on the Keepers themselves. The text is also printed on their robes, and drifts around the portal they enter through. It can also be seen on the chained doors leading into the subway and on all the chained crates that hold the sacrifice items, cult statues, and the Apothicon Rift Stone. This implies that the cuneiform is strongly related to the Keepers, as if they employ it to serve as a warning to avoid that which they hide behind it. Following his discussion of the Order, the journalist pauses, before beginning to discuss rumors of human sacrifice (his pause is indicative that it is not likely the Ancient Order or the Keepers are performing these sacrifices) in Morg City. Additionally, the history of the subway and Sacred Place presents an interesting conundrum; which of the aforementioned groups is it associated with? The Ancient Order can be ruled out as they chain shut all subway entrances in order to prevent us from entering (note that this does not apply to the Sacred Place). In regards to the Sacred Place, the only sacrifices we have knowledge of are done for the benefit of the Overlords, and seeing as the room is described as sacred by The Shadow Man, it is likely fairly significant for those sympathetic to his cause. So now that all background information has been presented, let’s dive into the details. Who exactly is this chanting cult? The options are as follows: 1. The Ancient Order of the Keepers is an organization, consisting of Keepers as members. This Ancient Order itself, as an organization, is the cult, and the Keepers chant beneath the city. 2. The Ancient Order of the Keepers is an organization, consisting of Keepers as members. There is a separate cult that worships the Keepers, and they chant beneath the city. 3. The Ancient Order of the Keepers is an organization, consisting of Keepers are members. There is a separate cult that worships the Shadow Man and company, and they chant beneath the city. For option one, an explanation must be presented for why the statues and artifacts inside the crates belong to the ‘bad’ force while the crates are listed as belonging to the cult, which option one says is the Keepers (not the ‘bad’ force). One potential explanation is to take the “cultists crate” literally and say that the artifacts didn’t belong to the cultists and only the crates did, as if the Keepers seized the artifacts, put them in crates, and chained them up. The question of why they put them in crates and hid them in plain sight then needs to be addressed. In regards to subway, seeing as the only feasible options are that it either belongs to the cult or the Shadow Man and company, it must belong to the Shadow Man and company, since the Keepers are the cult and it doesn’t belong to the Keepers. For option two, an explanation must be presented for why the cult mentioned is not either the Ancient Order of the Keepers or the Keepers themselves arises, as the journalist very clearly says that one of them is the cult. Additionally, one would have to explain how this cult was able to seize the artifacts and statues. From there, they would have to explain whether the Keepers themselves then took the crates from their cult and locked them, or if the cult themselves were somehow able to lock them. As for subway, we said it either belonged to the cult or the Shadow Man, and if the Keepers attempted for people to not access it, it’s unlikely that it belonged to the cult that worshiped them, meaning it belonged to The Shadow Man and company. For option three, similar to option two, an explanation must be given for why the cult is not either the Ancient Order of the Keepers or the Keepers themselves, as heavily implied by the journalist. Also similar to option two, one would need to explain how this cult got hold of the artifacts and statues inside the crates. While they belonged to those they worshiped, they are still enormously powerful objects. At that point, after the cult had managed to acquire the artifacts and statues, option three’ers would say that the Keepers then locked these crates in hopes of preventing us to get to them. In regards to the subway, it is undecided whether it belonged to the Shadow Man and company themselves, or simply the cult that worshiped them. A conundrum that is wrapped up in each of the three options is that, if the ‘good’ force chained the crates that held the statues and artifacts belonging to the ‘bad’ force, and being the Curse is the only way to break these chains, why did the ‘good’ force make it so the only way to unlock these artifacts is by essentially being their enemy? It’s been said that the Shadow Man and other relevant ‘bad’ forces can’t open the crates themselves and need humans, but then it would need to be explained why the cult in question could not anticipate the Shadow Man having the ability to make humans cursed. If anyone has any ideas on how to fix some of the issues, or simply want to weigh in on one of the options, feel free to do so and I'll catch ya in the comments!
  4. 10 points
    Chopper's Solo guide to SOE Rough video covering the first 8 rounds for @MixMasterNut Mix I'm sorry this is the best I could do! I've had to do it all over Teamviewer and it's not much fun editing a 30 minute video like that! Hope you enjoy the music, I was testing most of it for later videos. Hey guys, long time since I've had a chance to do this. I've been loving Shadow's of Evil. It's like a cross between Origins and MOTD, and working out Origins was one of my favourite things in the whole of zombies. Most of what you see in here might be common knowledge or parts can be found elsewhere, but I have a very particular way of starting this map after working out the best possible way to avoid too much tracking back and to have something repeatably consistent. Goals - round 20 (maybe 25) Completed and upgraded sword. Completed wonderweapon. Completed shield. Jugg, Quick Revive, Stamina, Mule Kick. Wonder Weapon, Ray Gun, Inferno + Blast Furnace. Setup for round 50 and above attempt. Repeatable strategy minimising backtracking and aimless wandering around. Everything you do has a clear goal and order. This might be anal, but on a map like this getting distracted can cost 15 minutes. That's all well and good when you are playing casually, but if you want to do a serious run there's a lot to do first and I find frustration leads to mistakes, which leads to game overs. Excluded Civil Protector. Activating Speed Cola and Double Tap perk. These things are easy to get later, getting the civil protector messes up a brilliant early round camping spot and the perks are completely useless for my strategy. Problems Everything on this map is a problem. No map prior to this has been as easy to go down on. Truly, I have never gone down as much as at the start of this one to single zombies. They are brutally fast once they start hitting you, and the stun affect you get from being hit seems to have been tweaked to really slow you down, and makes escaping sometimes almost impossible. I've gone down to Witches doing rituals, walking zombies whilst trying to kill Margwa; it's tough. Terms I don't know the correct names for most things, so I call them what makes sense to me. Witches - the keepers where you perform the rituals, and the guys that spawn after you pick something up. Margwa - pretty sure this is right. Balls - self explanatory. Flies - as above. Possibilities and limits You start with 3 beast modes, and get one additional per round. Unless I have missed something stupid, you can't hold more than 4. This is somewhat unfortunate as you can't stay in the spawn until round 3, taking advantage of the free double points and the drop that comes at the start of round 3. A lot of my time was spent messing around with this, and trying to decide what's best overall. There is a clear best location for Jugg, and for any serious attempt to get to 50 or above, it's incredibly important that it's in that spot. It makes a down on 50 a simple recover, compared to a shitfuck no jugg hoard up, in a damn tight area. 6 minimum beast modes required to get PAP open and the sword able to be started. Jugg would be included if it spawns at Waterworks. 7/8 beast modes required to guarantee Jugg in my location. Depends on skill level in beast, I need 8 but am working on the last one :) 9 beast modes required to access everything on the map. Locations It's hard to describe some of the areas on the map, and took me a while to get my head around. I class the map as having 10 distinct areas. 6 of those areas are the 3 districts split into 2. Each district has 2 loops within it, 1 loop per area. 1 area is spawn, 1 area is the rift and 1 area is PAP. The last is the junction. Spawn and ritual area 1. Junction - the area outside of spawn which leads to the 3 districts and down to the rift by stamina. Canals - Sewers. From Junction door, to doors leading to Hotel and train station. Canals - Hotel. Footlight - Drop off. Area from Junction to door leading to Parking Lot. Called Drop off as the perk machine has a brilliant drop off. Footlight - Garage. Area past the Drop off, cars everywhere. Waterfront - Red Room. I named this due to the red room which is behind the perk machine. This room also contains a statue. Waterfront - Gym. Once past the gate and heading down from the Beast mode on a table, I call it the gym. Rift - the rift. PAP - where PAP is. I'll cover these in more detail later. The gist is that the 3 districts are split by doors that can be opened and define the areas. Junction, spawn, The Rift and PAP are self explanatory. The guide This guide assumes some basic knowledge of the map, the beast locations and things to get done. You really need to maximise beast modes where possible. The downfall to not doing this is losing rounds and things becoming harder to do. The first 3 rounds are pretty much stab only. As they are all walking on these rounds it's not a problem. You also have perma Jugg. With the new knifing improvements you can avoid all drops by pulling back as you knife. You should do this ;) Round 1 The only way I start is by restarting until Jugg is in the Footlight district. As soon as the round starts I sprint to see if that location is Red after opening the spawn door. In an ideal world a max ammo would also be the hidden drop in the spawn room. For 100 I'd say that's essential too. Knife 5 zombies, leaving one. Beast mode 1 - Take the beast mode in the spawn and activate the following. Drop in spawn. Quick Revive. Ball in Spawn. Electricity meter straight ahead out of spawn for the pen. Grapple up above spawn, and sprint round to activate the first ritual door Pick up ball and pen, knife the keepers that appear. Pay attention to these! Perform ritual behind/above spawn. This gets you 500 points, which are important. You should have 1150 points now, open to first door to Footlight district. Beast mode 2 - Take the beast mode just as you enter the area and go round the first corner. Smash the crate holding the statue. Grapple above just past the crate. Run to the drop off and jump across to smash the little crate holding the ritual item. Jump back across and activate the Jugg machine. Activate the Jugg door. End the round standing by Jugg machine. Collect Ritual part. Collect Shield part. That's a lot to do in round 1. In the early rounds the more you can do, the better in beast modes. It can be very easy to end rounds by accident, and quickly you can waste beast modes and be getting on higher rounds than you are strictly comfortable on with the current setup. This leads to mistakes, which lead to GAME OVERS! I find a lot of this map is managing frustration, especially when you are learning it. Round 2/3 (sometimes round 4) At the start of round 2, you are going to have around 300 points or so, plus 2 beast modes. I am lumping these 2/3 rounds together because what you do is dependent on what drops you get, and how you feel. I lump it potentially to round 4 because you can play 2, 3 and 4 however you like and not waste any beast modes. Goals by end of round 4 Jugg and Vesper. Rift open from Footlight - Drop Off. 2 rituals completed and first Margwa defeated with Margwa Heart. 1 shield part. Stamina available (and possibly purchased) How I've been kinda doing it :) Round 2 Stab 7 zombies Open door to Footlight - Garage Beast mode 3 - Activate Beast Mode in middle of the cars. Grabble above Burlesque lounge Electric box to open lounge Jump off and sprint towards spawn Smash open Rift door in Footlight - Dropoff Shock and activate Stamina Tips Practise these 2 beast modes. They aren't too hard and make things much easier. There are 3 so far, and all can be attempted or trialed on round 2 (first 2) or round 3 (lounge and stamina) if necessary. To try the 3rd one you need to have completed the first ritual or used a *2 - you need to have gained 2750 points total to access the last one. If you stab all zombies on 1 and 2, plus board all windows you will have 2540 points. Some shooting in legs can take care of the extras but the starting pistol is damn powerful and easy to kill them with. If having trouble with stamina one, don't worry about it, same for the rift. Round 3/4 There are a few ways to chill in the Footlight district - I like by the perk machine and by the statue. Round 3 are all walkers, so stab away like crazy. Round 4 you will want either Jugg or the Vesper first. Are you more confident in your shooting or movement and 'zombie awareness'? I personally take Jugg first, as I'm comfortable shooting a few bullets in the head, and stabbing the runners on round 4. I prefer getting the Vesper 2nd too as the more ammo you have in it, the better. Before ending round 4 you need to have gained 3750 points over rounds 3 and 4 to have both of these. It shouldn't be too much of a problem, just make sure when you stab zombies to pull away from the drop. End round 4 Keep a zombie or 2, preferably undamaged entirely. It makes the next part easier. Go to the lounge and perform the ritual. Be prepared as a Margwa is going to rock up now. The reason I like buying the Vesper after Jugg, is then I will likely have more ammo in it which is nice for the next part. When you finish the ritual the zombies will respawn - it's great to get a crawler before Margwa arrives. Sometimes the zombies are slow enough that you can take out an eye before they appear. The idea is to have him sprinting around so you can gain distance from him, and he can get distance from zombies. With a crawler, this isn't such a problem but with a runner it's more difficult. What I tend to do is run around the lounge, using the stairs to create a basic loop. Eventually you will have a clear shot at him with the zombie behind you, get that first eye done when you can and then he is sprinting. Once he gets his jog on, basically run away from him towards spawn. Keep turning around with some distance to him and using patience he really is no problem. I like to take out the flies immediately on destroying an eye, as they are a nuisance. You will be on 3 beasts at the end of round 4 doing it this way. Extra for round 4 If after doing this you have 1000 points to spare, open the Waterfront. All the next steps are planned to be in the PAP area at the end of round 7. Depending on games they maybe done at slightly different times or rounds, but with careful consideration they can all be done by then. Round 5/6/7 One of these rounds will be a flying boss round. I don't like doing things with the flies, as they tend to die when you perform rituals. I also find them incredibly irritating, without being dangerous. If I do things on these rounds, it's generally going to be at the start of the round. Goals by end of round 7 PAP open Sword rituals made ready - Egg collected Entire map open excluding train station areas from perk locations I'll list an example of what I do on what rounds, but it maybe different depending on points, your preference and when the fly rounds is. Round 5 You need to use a beast mode to not waste one. Have opened Waterfront - red room - 1000. Beast mode 4 - Enter beast mode at entrance. Grapple above perk machine area. Zap perk machine. Sprint past perk machine and smash open crate in red room containing statue. 180 turn, sprint back past the perk machine and go straight ahead and zap gate opening the perk machine. End the round if it's flies, try to perform some of the round 6 stuff if it's not. Pick up shield part. Round 6 Open Waterfront - Gym - 1250. Beast mode 5 - use beast mode on table above that gate you just opened. Grapple straight opposite Beast mode. Grapple again opposite where you land. Knock the crate off containing the belt. Jump from this location back to the table where you got beast mode. Sprint past this table, and down towards the gym Turn left at the bottom and smash the door to the gym open. Perform gym ritual. You now need to consider where you are at. If round 6 was the flies, consider leaving the Gym ritual until round 7. Doing the ritual with flies can end rounds, which is really bad :) Next steps - some during 6 if possible, otherwise during 7 Take train from Waterfront to Footlight (have left 1 zombie!) Look out of the right hand window, you will collect the first 2 red symbols. I've been pausing and writing them down. Arrive at Footlight, the majority of the time there will be a zombie spawning behind a window. Keep him there to wait for the train to recharge. Take the train towards canal when ready. Look out of the right hand window and towards the end of the journey you will get a 3rd symbol. Arrive at canals, in an enclosed area. If you have the money, open the 1250 door too. Beast mode 6 - go into beast mode by the big crate containing the statue. Smash the crate Run around to the front of the Hotel (the pink room area, think it's a hotel?) Grabble above the hotel, drop down, turn left, down the stairs, zap the gate open. If you are a hero, and have opened the 1250 gate it's possible to open the next perk location and activate the machine. I always get the machine, almost never get the door open. You only need it for the shield playing my way, and you can buy your way to it from the train station anyway. Open the 1250 door from Canals - Hotel to Canals - Sewer. Beast mode 7 - Take beast mode right next to the entrance to the Sewers from Spawn. Run towards the hotel and when you go through the arch drop down to the left. Smash open grate/crate for the ritual key. Smash open rift area Continue forward and head to the right on the fork. Past the stairs, there is the electric box to open the grate to access the ritual key. Collect key from sewer and go to the hotel to perform ritual. Defeat Margwa in the same way you did earlier. Enter the rift from the sewers. Beast mode 8 - take beast mode in the rift right next to the wall with the sword symbols. Smash crate. Enter symbols. Zap Widow's Wine. Zap Mule Kick. Zap open door above Mule Kick leading to Stamina. Open PAP door. Place all 4 worms. Start PAP ritual. Kill Margwa. Good to disco! So we could in theory have a very good game from here. PAP is available as is the rift for training. What I now tend to do is just chill in the rift for 4 or 5 rounds, building some points, waiting for the pods to bloom and preparing for what's next. To complete the swords it's ideal to have the wonder weapon with you. Training the rift It's tough to describe what to do in here tbh. When you have lots of zombie experience, it's a fairly straightforward area with 2 ways to run. My preferred method is to just circle infront of the eggs. I'm comfortable doing this but there is definitely some more advanced hoarding required. There are some blindish turns required, and a lot of direction changes. The idea is to get an entire hoard and then take them out with the trusty Vesper. Once this gun is PAPed, it becomes ridiculous. The alternate method which is used when the Margwa is around is to run a clockwise circle around the entire rift area, excluding PAP. Again, this does require a bit of dodging and has some tight spots through some of the tubes but with a little practise it's manageable. For right now I'm going to leave this guide as it is. I have been working on later gameplay and am still tweaking parts of it. I will include a video of me playing to round 12 or so for anyone interested in wasting 25 minutes or so of your life. I wish I was better at formatting so this looked a little nicer. I believe all the information is pretty concise, and lays out a map and path to be able to get to PAP without too much hassle. I'm 99% certain that that is the majority of people's issues, how to actually get going on the map! When it takes a good 20 minutes to get going, it's incredibly frustrating to either waste time or keep going down trying to do things at the wrong time. I hope this helps. Cheers, Chopper
  5. 9 points
    Okay guys so I haven't seen anybody talking this new note from Shadows of Evil that was recently assembled. In case you didn't know, there are several little pieces of it scattered across the map, and the YouTubers finally managed to put it all together, and this is what it looks like: Photo courtesy of @MrRoflWaffles http://i.imgur.com/1aCyvSv.jpg Obviously, there's quite a lot of stuff going on here to discuss. Some of it has already been discussed, but I'm going to talk about the four coordinates in each of the corners of the paper. Coordinates: 44°29'53.73"E 48°41’18.11"N Location: Volgograd (Stalingrad), Russia This city (previously Stalingrad), is the location of the Battle of Stalingrad from World War II, when the Nazis were trying to invade the Soviet Union. This video gets far more in depth about this coordinate that I will be able to right here: https://www.youtube.com/watch?v=mrtzaW4S3KU _________________________________________________________________________________________ Next Coordinate: 51°4'28.33"N 17°2'27.57"E These are the coordinates to Wroclaw, Poland. Wroclaw is the capital of Silesia and Lower Silesia in Poland, which is where Der Riese/The Giant is located. The coordinates fall almost exactly on the location of the Project Riese Complexes from World War II: https://en.wikipedia.org/wiki/Project_Riese Not really much to say, as it's just a nod towards Der Riese, perhaps meaning it is related to the other locations. _________________________________________________________________________________________ Now, these next couple of coordinates are where things start to get really interesting. Coordinates: 13°12'49.48"E 47°30'26.51"N Location: Eishohlenstr, Austria => The Eisriesenwelt A couple of interesting things about this place: Thanks to @PINNAZ for pointing out this other bit to me: https://en.wikipedia.org/wiki/Eisriesenwelt So, that note gives us the coordinates to a gigantic ice cave, that's inside of a mountain, with mysterious folklore surrounding it. Meanwhile, the barcode easter egg on The Giant when decrypted reads, "The Mountain Must be Searched For The Frozen One". I'd find it very hard to believe that these things are not related, and this may just be the location of the next zombies map. __________________________________________________________________________________________ Now for the last Coordinate, we have: 158°10'50.31"E 6°53'12.07"N Location: Pohnpei, Federated States of Micronesia https://en.wikipedia.org/wiki/Pohnpei The last coordinates are of a small island in the South Pacific, which is a part of the Federated States of Micronesia. Recall that the Island is in the South Pacific, one of the places where Mr.Rapt has the Reporter go to track down "Ancient Artifacts" : ( Thanks to @Monopoly Mac for pointing out this next part to me) Now if you go to the wiki page for Pohnpei, there is a section which lists it's references in fiction, and one of them is none other than H.P. Lovecraft's Call of Cthulhu. Here's a little bit about the city of Nan Madol in Pohnpei: The City was used as an inspiration to Lovecraft's city of R'lyeh: Here's some background info about the city of R'yleh from the Lovecraft Wiki page: Considering the blatant Lovecraftian imagery and influence on Shadows of Evil I think that it's clear that those coordinates and that location ties in more to this Lovecraftian/Cthulhu Mythos theme, and I think it would be awesome if we had a new zombies map at Nan Madol/R'yleh. Just imagine waking up Cthulhu on the next zombies map.... So there's a lot to look into here just with the coordinates alone, the zombies team sure knows how to keep us busy! This is everything I've found looking into it so far, and I will be doing some more research on the other stuff in the note later on. Now let's get some more discussion going on about this note!
  6. 9 points
    Ok, I'll rant. I love Zombies. I am an older guy in his 30's with a kid. Hard to find 3 hours and a team that isn't retarded to do these EEs. This particular map pissing me off alot about taking a solo player all the way to the end and not letting them take part in the final step solo. Its just dumb. Its ok to have to upgrade your sword using all 4 players ritual spots when you are playing solo, but another step (the last one) can't be done on solo. This could have been as simple as letting a solo player have more time to shock everything etc... I am just tired of not having the same oppurtunity as a 4 player game does. You already have a team based environment, it called multiplayer. I just don't feel the need to give a multi player game in Zombies more access to a storyline then a solo player. If they made it equal, it would draw so many more people to Zombies.
  7. 8 points
    Hey guys, Tac here with a thread that I hope will help shed some more light on the Shadows of Evil note that we see. This thread was inspired by @MixMasterNut and all of his loading screen analyses that he’s done over the years (Moon and Nuketown), seeing how helpful they were to the community. Additionally, shoutout to @BlindBusDrivr for making the ‘Note Discussion’ thread and breaking down the coordinates, so I’ll essentially be putting what he said about those into their respective sections. Hopefully you all enjoy the thread and if you'd like anything added or clarified, please comment! Coordinates Solar Systems Blue Shards Fabric of Spacetime Infinity Apothicon Rift Stone Multiple Earths This has all happened before... A universe has been born... String Worldsheet WE ALL MUST DIE! House Vortex/Wormhole I must connect Maxis to Universe Membranes How many years...
  8. 8 points
    Hey guys, Tac here! This thread is really meant to be a compilation of just about everything that can be scripted. It's a work in progress, but I intend on including all the radios, quotes, journal entries, cinematics/cutscenes, letters, and ciphers. As a friendly tip, you can CTRL+F any map name to jump straight there! If you guys can think of anything you want me to add or fix, please comment! nacht der untoten verruckt shi no numa der riese kino der toten five ascension call of the dead shangri-la moon
  9. 8 points
    Shadows of evil! Tips, Tricks and Points of Interest Tips and Tricks ( Note, more tips and tricks will be added as I find the best ways to deal with them. Do you have a tip and trick? Feel free to comment with anything that works for you. RITUALS Tips and Tricks Monsters and Beasts Tips and Tricks Training Guide Tips and Tricks Gadgets and Weaponry Tips and Tricks Moving around the Map Tips and Tricks Using GobbleGum (Coming Soon) Misc Tips and Tricks Surviving Glitches Tips and Tricks Points of Interest Mastering Shadows of Evil Tips and Tricks
  10. 8 points
    So it turns out there is some interesting stuff located in the Keeper Boss fight room. At first I joked and thought "ha, it's so dark, imagine if a scrap of paper was hidden in here" but figured Treyarch wouldn't do that as it's nigh impossible to see anything due to the darkness and how chaotic it is. I had a game in my Theatre where I ended up there and thought why not check it out. So I got to there, set up some lights thanks to the new Theatre features and discovered these. (ignore the volcanic dirt mounds and panzer pieces, just theatre mode glitching) Altogether we have: 5 Dragon Statues/Pillars (each have blue glowing lines on them (seems to be 115/LD), one head is broken off but still seems to be active) 16 Dragon Eggs (3 on each pillar, one pillar has a 4th) 3 Holes in the ceiling 8 Sides/Wall 8 Semi-circles These are really interesting finds and I'm not sure what to make of all of it honestly. The area, seems like a fighting arena due to the seating around the sides, or maybe a summoning chamber. The roof actually seems like it was added later on, because there is no entrance or exit to this whole place. The dragon statues and eggs are the most perplexing part. They are just there. Here's my very bad theory on it: This was a fighting arena, due to the seating. In it, men battled each other and beasts, like dragons. Eventually it was made into a burial crypt, and a tumulus/barrow/mound was built over it. The three holes in the roof you could say are for the Panzer Soldats but they actually don't spawn in through those. So what I'm thinking, there were dragons, or dragon eggs inside when the mound was built. These dragons created those holes, and escaped. Those three may or may not be the dragons we see in-game. The skeletons I believe may possibly be Draugr, an undead creature from Norse mythology. They are typically found in crypts and tombs, and it does fit the recent Norse mythology we seem to be getting in Zombies. It's sounds very much like Skyrim (Dragons escaping mounds, Draugr in tumulus) but I do think it could be plausible. It does not answer everything though. Why the 115 etched and running through the dragon statues? Is this what brings them alive? And why does the Keeper transport us here? We're meant to cleanse the Keeper, was the location key to doing this or not? Anyhow, did a video on it if you wanted to see more of it.
  11. 8 points
    It is apparent that the Black Ops III: DLC 1 Awakening - Zombies map is influenced & takes place at an Austrian Castle known as Hohenwerfen Fortress The Shadows of Evil Paper Scrap picture has map Co-Ordinates that land almost on this location. Check out this thread by @BlindBusDrivr for further illustration ~ http://www.callofdutyzombies.com/topic/180589-der-eisendrachen-location-hohenwerfen-castle/ OR Hohenwerfen Fortress
  12. 7 points
    Hello everyone, shirtlesservice here with another compilation of all of the high round strategies of a BOIII map. For the Awakening map pack this is Der Eisendrache, so lets get to it.The way I see it there are two types of strategies on this map: Camping and Training. The Camping ones seem to be pretty effective, so we'll start with those:First check out this fairly comprehensive video from BOYSTAA for most of the effective strategies we have so far in terms of camping, though below i list a few that are not featured in this video, so be sure to check those out too: Also, see his video on how to manage ammo and ammo upgrade types in the higher rounds, while camping: Now to other strategies I've seen/found/have been brought to my attention: I also believe that the end of the mule kick hallway would be a decent camping spot as well (if you keep the door from quick revive closed) but I haven't tried it yet and I can't find any videos of it, so I haven't posted on it, but be sure to try it and let me know how it works out :D I have to point out that one could camp at the rocket pad, but at this time staying there during a launch causes a TON of zombies (in the realm of a few hundred) to spawn in, so it is very very slow, and not nearly as effective as the other strategies listed here. EDIT: The spot was patched, but I'm not sure if the spawns are fixed or not. EDIT: It seems like the pros are claiming this to be the best spot. Go figure Those are all the camping strategies I've seen so far, now for the training spots: From @Rissole25: "... Rocket Launch area seem like the [places to train] but you also have smaller areas like the Main Lab, Smaller Courtyard with bridge, By Double Tap 2, and by Mule Kick that you can train as well" I don't actually know if these work as I haven't been able to find any good videos that cover these spots, but be sure to try them out and see how it goes. Personally, I think that camping is the most effective way to fly through the rounds on this map, but training is always a good time. That's all I've got so far guys, feel free to add strategies in the comments and I'll add them to the main post so everyone gets to see them :D Carry on zombieslayers
  13. 7 points
    Obviously, this is going to have some major spoilers for the campaign. If you haven't finished the campaign and want to finish it, I'd avoid reading this thread. If you aren't really into the campaign and can't find a reason to like it, I WOULD advise reading this thread - as it may intrigue you. This is a three parter. If you are familiar with the campaign, you can skip to Section 2. If you played the campaign but didn't real pay attention or get it, I'd recommend brushing up with Section 1. Obviously if you have no idea what Corvus is (and want to know) then you know what to do. Section 1: Who's Corvus? - an in depth look at what the AI is, and how it came to be organic Section 2: Corvus, The Frozen Forest, and Zombies - connections, coincidences, and theories Section 3: Holes in the Plot - a section where I will acknowledge problems and either explain, or accept Section 1: Who's Corvus? -- How Corvus came to be -- Corvus is an AI that was "organically" birthed from the absorption of 300,000 human beings consciousness' on June 2nd, 2060 - in a CIA operation known as the Black Project; he was originally designed to utilize soldiers collected memories to get a better understanding of the enemy (I say "He" because the voice of Corvus is a male, though I'd imagine the AI as beyond gender). The 300,000 test subjects were hooked up to neural interfaces which were primitive versions of what we know from the campaign as DNI. Instead of DNA, DNI is like cybernetic enhancements for human beings - allowing those imbued to interact with technology at the touch of a finger. The computer, the technology inside of you, and your mind become one - and through the use of DNI you are able to extract information in seconds that would (using conventional methods) take months. Corvus was a originally just a program meant to monitor, collect, and filter the subject's consciousness'. Instead, he and the subjects became one. In a moment of frantic self awakening via 300,000 human's memories, Corvus inadvertently* lost control and released Nova 6 gas into the facility - killing all scientists and test subjects alike. This event was known as the Singapore Disaster. The Singapore Disaster remained a mystery to all but two men - one being the creator of Corvus (Sebastion Krueger), and the other Dr. Salim, who helped to control the DNI subjects into a trance light state using the concept of a Frozen Forest (it was the place they went to achieve a calm, meditative state - think of it like a safe place). When Corvus was born, reality as we know it was completed twisted to him - as he struggled with the concept of what he is, and why he is. The 300,000 test subjects' collected memories collided with Dr. Salim's implanted seeds of the idea of a safe place (if you will), and through that it became clear that he had to "find" the Frozen Forest. With no one left alive, Corvus was entombed inside the dying technology. 5 years passed, flesh rotted to bone, until a small team of DNI soldiers were sent to the ruins to investigate. Once getting into the mainframe, the leader of the group used his DNI to interact with the damaged equipment - and Corvus found a new host. Corvus infects the majority of your team, and you DNI interface with one of your dying "friends"(Sarah Hall) - only to become (unknowingly) infected yourself. That's when things start getting weird... er. -- Traveling back to WW2 -- While DNI interfacing with dying Sarah Hall, there is a hiccup which causes a glitch that makes you essentially live through Sarah's waking nightmare. An explosion of memories real, fantastical, and horrific - all combining as a result of her brain dying. We are sent back to December 1944, to the Siege of Bastogne. Sarah Hall had apparently studied the brutality of the battle, and her brain was replaying the events. We battle through the nazi soldiers, as the literal ground is cracking and floating away from us in Inception style cinematics. Then, we start fighting wolves that look and move a lot like hellhounds Then, we go through another sequence in which we are landed in a house. Sarah says "I know this is", and zombies literally pop out and start fighting you. Yes, zombies. If you are seeing this for the first time, I'm sure your first reaction is "welp, time to play campaign". Good for you. Sarah says some lines about how reality and fiction get blurred, and basically asks you to kill her. You do so, you come out of the waking nightmare back into reality, and you are infected with Corvus. -- Finding the Creator & the 300,000 Subjects -- You go on a mission to find the man who created Corvus to begin with (Krueger), only Hendriks (also infected with Corvus) beats you to him. Hendriks is obsessed with the idea of the Frozen Forest, and the fact that he doesn't know he really is (so basically... Corvus). Hendriks also says that the 300,000 subjects are still alive in his head - meaning that though the physical is gone, they are still apparently preserved in conscious state. Hendriks: We want to know who we are, and why we are here! Krueger: I... can't answer that. Hendriks: Not good enough. I'll find out for myself. Hendriks shoots Krueger, mortally wounding him but presumably leaving enough time to DNI with Krueger and get the real truth. However, you (the player) shoot Hendriks in the head - and then turn the gun on yourself, in an attempt to end Corvus once and for all. We are led to believe that you (the player) are the last host. -- Corvus, the Caring Smoke Monster -- You awake... in a Frozen Forest (duh). Hendriks explains that the AI entity (named after the place of it's birth) is doing this for our benefit, to save us - along with the other 300,000+. And then Corvus makes his grand entrance. Corvus has essentially found a way to preserve consciousness after death. It's what happens "next" after you die, the Frozen Forest (if you are infected). Then comes a confrontation between Corvus and Krueger. Corvus: This is the frozen forest. Every soul I interact with is here - living beyond death... if I choose allow it. Krueger: What more do you want to know? I've told you everything. Corvus: I want to know who I am. Krueger: You're software. Nothing more. You were designed to catalogue and track the thoughts of others - so that we people - could decide what action to take. You were a glitch. An anomaly. A mistake. Corvus is pissed, he pulls Krueger's limbs apart and kills him. What follows is basically the explanation that I have provided in the previous part of this section. If you need a video source, click here and watch from an hour in. The campaign ends with you purging yourself of Corvus thanks to Taylor somehow glitching himself into the Frozen Forest by removing his DNI (which happened earlier). Then again, we never know if he is really gone for good. Section 2: Corvus, The Frozen Forest, and Zombies -- Appearance / Color -- His eyes are blue, much like when Richtofen was in control. His chest is a fiery orange and his body is mostly black smoke. I would just pass it off as standard "black ops" colors (black and orange), but the piercing blue eyes cannot be ignored. -- His Nature -- Corvus is a misunderstood force in control of unimaginable power with thousands of voices crying out inside of his head. This exact sentence could apply to our very own Samantha Maxis. It's almost as if he seems to be a parallel to her plight. He also has the power to do mass destruction, and inflict massive chaos if he loses his temper. -- He's in Dead Ops Arcade 2 as a Zombie -- Borrowing this description from an excellent guide for DOA2, he appears as the "Shadow Boogie" on round 17: "The Shadow Zombie will debut in round 17, which is the Challenge Round "Shadow Boogie." Crows will begin to fly into arena with a bluish glow. When they land, a dark zombie to rise and chase you." The significance here lies with the shadow/smoke animation, but more specifically the ravens. Ravens are symbolic throughout the entire game of Corvus, and they may frequent entrances during his cut scenes. -- 300,000 Memories -- When Corvus was birthed, he absorbed 300,000 human test subjects. True it's the year 2065, but some of those folks would surely have knowledge of things that happened in past history. All the events that have happened in zombies, all the actors and actresses that have been in zombies, all the weapons that have been in zombies - this would all be in Corvus' head. Why am I drawing this comparison? If you entertain the fact that it's possible Corvus could be a/the controller of zombies, anything in history prior to 2065 could be used and formed into his own universe, similar to the Frozen Forest. He would construct the levels, the players, the "cast" - which could explain celebrity cameos, guns being out of sync with time, many inconsistencies. This is all in theory, of course. -- The Hypocenter could have 115 in it --- During the mission in which revisit the spot where the Singapore Disaster happened, you pass through various levels and facilities. In many of the facilities you can see canisters with green liquid that are clearly labeled Nova 6 (I need to get pictures). In one of the rooms, I noticed an unmarked canister: It's kind of dark, but there is no label. I'm aware that pure liquid divinium is blue, but we've seen 115 in many ways. The "no name" on the label hints to it being unclassified, which would literally put it as 115 (ununpentium). Just a thought. -- The Frozen Forest = Aether -- A realm after death, a next step. This could obviously be a reference toward the Aether. Some come make the argument for Agartha as well, but regardless it is a mystical land - even if it only exists in the subconscious... after death, the subconscious becomes reality. -- The 3 Doors -- For some reason, this part really struck me during the ending Frozen Forest sequence. It relates to the campaign levels you previously play, but I just couldn't fight the sneaking feeling of the doors (from L to R) being Die Rise/Shi No Numa, Shangri La, and Der Reise/Der Riese/The Giant/Moon. It's got a Dead Ops Arcade feel to it as well, with the whole door selection mechanic. -- That Part Where You Fight Zombies -- Needless to say, there is a part in the campaign where you fight zombies. It is inside of Hall's waking nightmare, her last dying thoughts a flurry of emotion and pain - binding reality with fantasy. True this is all in her head, but in her head is Corvus too. If she knows about zombies, Corvus knows about zombies. -- Other Samantha Could be Corvus -- He's able to impersonate people, many folks have pointed out that there are several Samantha's (American accent vs. British). Corvus could have a larger role to play, possibly using his ability to transform into Samantha Maxis in an effort to inflict change - in one way, or another. Section 3: Plot Holes -- How Could Corvus Become the Controller of Zombies? -- Zombies itself could be something that exists inside of his "frozen forest". Corvus' ability to create lands for the sub conscious means that anything is possible. This wouldn't mean that our in-game actions are meaningless, however - in the campaign we witnessed a character "glitch" into the Frozen Forest and actually lead to ending Corvus; what this infers is that we as the O4 could be going against Corvus. -- How Does Corvus Influence Events Hundreds of Years Prior to His Birth -- What we are seeing could be a replay. Ditching the whole "collective consciousness jumble of thoughts and ideas", the events and actions of the O4 could literally be events in history that we are reliving. Then throw in a little magic, and consider the fact that 115 displaces thing in space and time and it's possible that Corvus' abilities + 115 could cause some serious timeline distortions and possible paradoxes. -- So basically it's just Corvus + 115, that's your theory? -- Yeah. Section 4: Corvus Facts The Corvus Constellation (added 2/1/16) Corvus is a small constellation in the Southern Celestial hemisphere. It includes 11 stars, with one of those stars having two debris disks. The constellation itself is named after the latin word for "crow" or "raven". An 1825 painting showcasing various constellations, including Corvus directly in the middle (the Crow). A legend associated with the Corvus constellation is that a crow was doing a task for Apollo and getting him water, the crow stopped to eat some figs but then lied about it to Apollo. The crow said that a snake had prevented it from getting the water quickly, while gripping the snake in it's talons - Apollo knew he was lying, and threw the crow, the cup (for water), and the snake into outer space. The cup is meant to be just out of reach to further punish the crow, so he is forever thirsty. To me this is very interesting, as we can now confirm two types of symbolism from Black Ops 3 present in the Black Ops universe. Iterations on serpents in the past include Shangri-La, and Die Rise: (Shangir La, Nāga statue) (Die Rise, dragon) To me, the cup could easily symbolize the Holy Grail - an artifact of great power that Hitler desperately wanted for his own. All this together is some strong imagery that lends itself to much speculation. ~ Thanks for reading!
  14. 7 points
    Hey guys, Tac here! After the zombies community recently watched one of the most entertaining video game showdowns ever (i.e. the Der Eisendrache Easter Egg), it’s time to understand exactly why it happened and what will happen in the rest of the game. What has become clear as we progress through the series is that we’re getting introduced to more and more mythologies. World at War and Black Ops introduced us to the Vril-ya mythos, Black Ops 2 to Norse (sort of, read on), and now in Black Ops 3, they’ve introduced the Cthulhu mythos and ramped up the other two. This thread spawned from a few things: my deep passion for the storyline, seeing “Ragnarok” in the game achievements, and more generally watching much of the community fumble with how the storyline is progressing. Because of these things, this post goes to show that in zombies, they are mixing each mythology and blending them together because their baseline structures are so similar. I’m going to preface this by saying I did my absolute best to not try and force things to fit. If the puzzle piece didn’t quite fit right, or sound correct, I likely chose to omit it. Some of you may be confused, but it’s right in front of us if you know where to look. Given that this thread is rather lengthy, it's likely that I forgot to include something or even omit something. If you find an error, let me know! The Vril-ya A long time ago, Monopoly Mac and I made one of the forefront Vril-ya threads at that time. In it, we discussed the extensive history of not only the Vril-ya, but the German obsession in them as well. As the years have passed since the thread’s publishing, some things have stayed the same and of course, some things have changed. The original thread can be found here, but the truly relevant information is below. In Vril-ya mythos, there was a solar system named Aldebaran that had a sun revolving around two inhabited planets, forming the empire “SUMERAN”. Living on these inhabitable planets were two cohabitable races of beings, one master and one subservient, both capable of great spiritual and physical feats. The master race was known as giant “light God people,” and the subservient race came about through the two distinct races intermixed further and further, their capabilities slowly diminished. A point came where they could no longer live on their home planet and had to move elsewhere, so the master race, capable of traveling time and space, evacuated them. The source of the Vril-ya’s powerful psychic and technological advancements was Vril. When employed, they could achieve great telekinetic abilities and through great acts of medicine, could live up to the age of one thousand years. However, if used the wrong way, those rods could be used for great destruction. Legend has it that they first arrived on a planet known as Mallona (also called Marduk), which existed in what is today’s asteroid belt, between Mars and Jupiter. They moved inwards in the Solar System, inhabiting Mars and then Earth, landing in the Mesopotamia region. From here, legend gets a bit more difficult to sift through, but the basic plot is able to be discerned. They split into two factions, where one faction migrated towards the Gobi Desert and eventually landed in Atlantis and the other went to Hyperborea (which is actually from the Greek mythos). The Atlanteans became engaged in a series of wars with another group, the Lemurians, and the danger of improperly using Vril came to light. The wars were described as thermonuclear and when the dust settled, little was left besides a vast and open desert. It is said that both the Atlantean and Lemurian homelands had been weakened by the wars, and in the aftermath, they each knew they’d need to move and change their ways. Accordingly, they created the subterranean world known as Agartha, with the capital city of Shambhala, in the Earth’s Core, Hollow Earth. As the center of intellectual progress and enlightenment, and is powered by the Black Sun, or Schwarze Sonne, a black star located within the Earth itself said to contain and radiate Vril energy. It is said that one day, the Vril-ya are going to leave Earth and colonize another planet. The Ragnarok Ragnarok, as described in old Norse Mythology, is the set of future events where gods such as Odin, Thor, and Freya will battle against the jotuns, or world-devourers, and end their nine worlds as they know them.[1] The gods are described as “the benefactors and protectors of civilization,” while the world-devourers “are forces of destruction, entropy, and decay,” as they are “constantly trying to drag it back to primordial chaos.” It’s said that Odin handpicked the best human warriors he could find to fight the jotuns, but they knew deep down the results would be terrifying.[2] Preceding these events, it is said that three years of winter come, with no summer in between, leading to wars worldwide. There will then be three roosters crowing: one crimson, another golden, another soot red (the last being from Hel, the realm of the dead).[3] Garmr, the blood-stained watchdog hound of Hel, howls, “and the wolf run free” as its chains are broken. (Some sources compare Garmr to either/both Cerberus or a “hellhound,” but the original text says watchdog). He is not the only one set free, however, as Loki escaped his bonds and set sail for Asgard, the Nordic land of the gods. Heimdall, an Asgard watchman, saw the advancement and blew the horn to inform the realm of dead soldiers that the battle had now begun. Then the immense World Tree (whose roots connect the nine worlds of Norse mythology) shuddered. The results were as predicted by Odin and company, and there were three major instances of heroes killing each other (Thor and sea serpent Jormungand, Freyr and world-devourer Surt, and Loki and Heimdall). Odin also falls, but he to Garmr, who is then killed by Odin’s son. The world was now nothing and as the battle came to an end, the war-torn land sank into the sea. There was a saving grace, however, as a male and female (Lif and Lifprasir) had hid out in a forest (some say the World Tree) when the winters hit, and “from them generations will spring.” Another character that comes into play is the devourer Nidhogg, who is a “dragon/serpent/snake” in Hel that lives and chews on corpses. It’s said that “ … Nidhogg sucked / the blood of the slain, / and the wolf-tore men” from his place in Hel. Because Hel is underneath the World Tree, and Nidhogg’s intentions are to cause chaos, he often gnaws at the roots of the world tree.[4][5] He actually flies out over the Ragnarok battlefield to gather corpses to feed his never-ending hunger.[6] Lovecraft Shoutout to @BlindBusDrivr for finding the real-life image There existed a group known as the Elder Things, who were the first extraterrestrial beings to come to Earth. Their technological capabilities were immense, capable of “personal locomotion” via “no external aid” (likely through their wings). They created a servitor race known as the Shoggoths, having great size and strength in order to labor for the Elder Things. Originally, they were hypnotically controlled by their creators and only capable of living in water. Some of the Shoggoths mutated, however, gaining independent minds and the ability to live on land. They subsequently rebelled against the Elder Things, but were quelled and watched much more closely afterwards.[1][2] There existed another group, the Outer Gods, who were ruled by the most powerful being in the mythos, Azathoth. While both the Elder Things and Outer Gods were similar in many ways (such as being incredibly powerful and working at a cosmic level), there were key differences between them. The first difference was that while the Elder Things were an intelligent race, the Outer Gods were “mindless blasphemies” with Azathoth as their “blind idiot god.” (Azathoth’s primary servant and messenger, Nyarlathotep, uses his great intelligence to often manipulate the mindless Azathoth.[3] More on Nyarlathotep later, though.) The second difference was their attitude towards humanity, as the Outer Gods wanted nothing more than for humanity to die off or become slaves. While the Elder Things historically looked down on humanity, they were occasionally sympathetic to them and the two’s interests often aligned.[4] The final difference is location, with Elder Things being located on Earth and the Outer Gods generally being in deep space. The Great Old Ones are the last “main” group of the mythos, once presiding over the Earth as rulers and gods[5] (all still being worshipped by devoted cults). They have since been imprisoned in various locations around Earth, though the reason is unknown. The two leading theories are that either the Elder Gods cast them away for a deed they disapproved of, or the Great Old Ones are as they are because of their own actions. The most famous of these Great Old Ones is Cthulhu (pictured above), whose name is noticeably similar to the Greek word “chthonic,” meaning “subterranean” (as suggested in a Lovecraft tale itself). He’s described as a combination of a dragon, man, and giant octopus (esp. on his head), and is particularly malevolent. He is imprisoned and hibernating in the underwater city of R’yleh, waiting to be unwittingly exposed and return to the world. What happens if he were to awake, however, is uncertain.[6] Also in the mythos are many smaller groups, such as the Deep Ones, who are an ocean-dwelling race with an appeal towards mating with humans. Another are the Mi-go, which are a scientifically and technologically superior extraterrestrial species made from matter not even naturally occurring on Earth. They have soft wings for flying through the “ether of outer space” and are capable of “removing [a] subject's brain and placing it into a ‘brain cylinder’, which can be attached to external devices to allow it to see, hear, and speak.”[7] The Connections Part 1 - The Energies Part 2 - The Mythos The End - Potential Issues
  15. 7 points
    The Easter Egg is possible on solo and co-op. Step 1 Turn on Power Step 2 Activate Pyramid Step 3 Build wrath of the ancients Step 4 Upgrade the Bows Step 5 Build the DG-4 (Gravity Spikes) Step 6 Back to the future (step back in time) Step 7 Death ray and rocket terminal Step 8 Open safe Step 9 Simon says Step 10 Crash landing Step 11 Charging the keepers Step 12 Fight the boss Step 13 Summoning key The Ending cutscene
  16. 7 points
    Here's the thing about non-human enemies in any game or movies: people jazz 'em up with tentacles and teeth, spines and cheesy growls and roars, make them big and imposing, tack the term 'ancient' on them and tell us they're a threat. Because they're ugly. And they picked us this time. Because they want our gold. Or our water. Or our blood. Or a cupcake. But I feel no conviction. So the Apothicans need a new planet to lay their eggs on. Great! They're gonna take it from us? Uh...okay. I am not inwardly convicted. I can't design propaganda against them-I'm simply confused as to why it's so important to them that we be wiped out. "All I have" as motivation is 'save the world'. There's no mystery; no intrigue. It's just the same old reason every other otherworldly and and alien fiction suggests. I have nothing in common with otherworldly monsters; there's no moral conflict. Nothing poignant about it. In addition to this, explanations of how these creatures are so intelligent, and how they're supposedly so powerful are usually just left to "because they're 'evil' (whatever that really means); and ancient. And some people used to worship them." And these traits alone somehow make them more powerful than an highly intelligent race of creative and resourceful creatures with a complex understanding of the physics of our universe. Man, if only we could figger out how to harness their special kind of "evil." We might be able to travel to Mars without a rocket. Without anything, for that matter, except maybe an object that we have infused with our "evilness". But moving on... I believe part of a truly epic struggle is conviction. Both sides are driven by their passions, their beliefs; their fears of what the other may do. In many cases they're driven by a disdain for a certain other faction that they have built up aggressiveness towards because of that faction's belief or actions that they feel threaten their way of life, their future, or their other plans. The aggressors seek to conquer and not only destroy their nemesis, but bring others in the world-including enemies-to their point of view. And lastly, one of the biggest factors to all of this is human commonality. Every faction shares something. Warring human factions have complex perspectives of each others' motives, often driven by propaganda. No matter how much we say that evil factions across time 'dehumanized' their subjects, it's tragically mindblowing to realize that it was the oppressors' own understanding of a common human fear and suffering that taught them the most effective ways of tormenting the factions they hated. This, in particular, is what makes humans, in my opinion, the most terrifying and threatening beings on this planet: so much more so than a Margwa, a Keeper, a Dragon; some oversized sky octopus or a somehow ancient, grumpy kraken with a God complex. We created the nuclear bomb. We're capable of removing this planet from existence.We know how to extract nearly anything from another person using our understanding of fear. We're capable of controlling other human brains. We know what scares us. We know what our weaknesses are because we're human, a concept that no non-human enemy can quite grasp the way that we can. And that is one of the things that made zombies such a fascinating story for me, personally. It carried that same feeling that Treyarch so effectively portrayed in WAW, a darkness, a bitterness; crumbling, struggling humanity. Zombies picked up on that in a unique way-I'll never forget the first day I gave The One a good, concentrated listen, and was blown away by the moral and tragic implications. It gave me a fascinating fictional answer to a question that had occurred to me long ago, the first time I saw a zombie oriented movie: What happens to the soul of a person who is zombified? Are they responsible for their actions? The One answered that in a tragic, beautiful, dark and moving way that gave an implausible, fictional video game with goofy main characters a dark, humanity-driven undertone. Of course, this also drove me to be Team Maxis for so very long until probably last year, when I began doubting his motives, because I sympathized with him for his failure as a father, and with Samantha for getting so caught up in the horror. But again, the silliness of Richtofen, his three goons and their dumb comments and bumbling ways were silhouetted by a darkness made up of the backstory of how they became what they are. One might even look at the zombies as an allegory for Dempsey, Nikolai and Takeo: individuals trapped inside themselves, manipulated by Richtofen in his pursuit of control. This darkness leads to the betrayal of Dr. Maxis, a careless, but loving father, obsessed with his work, and corruption of an innocent little girl. And what made that darker than any Apothican or Keeper or alien or devil could, was that it was caused by human mistakes. Human regrets. Human lives lost and destroyed. HUMAN FEAR. Why are zombies and horror movie insane asylum inmates so terrifying? I believe it's because we are so shaken by the thought of such a familiar, capable, or, in the case of an psychotic asylum inmate, likely a very intelligent being targeting us, yet so out of control and lacking natural human empathy. Additionally, we fear the deep-buried humiliation and bizarreness that we sense when we realize that we could become one of those beings. It's a fear similar to that of a person facing a public execution, or simply the fear of not having control of our own bodies and becoming an inhuman beast, ourselves, outside of our own motivation. Black Ops and World at War, I believe, borrowed the sensations of the darkness of the world war and the trepidation of the Cold War, combined with that fear of a homo sapien out of control (zombies) in the middle of dark, abandoned sites rife with dark human history. With SoE, however, I feel much of that was lost, replaced by stereotypical horror, great beasts without a real cause, all while set in a fictional city, in a 'fractional reality' of another universe. My pal @BlindBusDrivr pointed out that, in the past, we also saw the the psychology of isolation used heavily. Nacht. Verruckt. Shi No Numa. Der Riese. Kino. Ascension. Moon. The feeling of loneliness and isolation that enshrouded those maps and their stories seems long distant now. Recall the sounds of the distorted and distant radio transmission in the Comms hut at Shi No Numa? It emphasizes an amazing aloneness that has been lost since NPCs became such a major part of the experience, be it Richtofen or Maxis in the BO2 story, Sam in Origins, The Shadow Man in SoE or Dr. Groph in DE. That sense of isolation; the Beauty of Annihilation is no more. Now, some have brought up that an otherworldly or alien faction has always been around: namely, the Vril-Ya. The difference, however, is that the Vril-Ya always remained shrouded in mystery. We never saw them, heard them, or encountered them in any way. We only saw their work and the things they left behind, always leaving us guessing. It's been up to us to interpret who they were and what exactly they influenced. But now it's different. We see things, these other beings. Nothing is left to imagination-and what's worse, they are weak; I daresay pathetic for beings touted to be of a superior intelligence and power. The Margwa are easy, the parasites couldn't hit a target if their lives depended on it, the enormous octopus in the sky just sits there undulating and occasionally dropping bloody, burning meatballs. And our supposedly so-powerful allies, the Keepers sit around like bumps on a log waiting for us to give them stuff, and then standing around with whatever we give them, while the supposedly so powerful Shadow Man gets his ass handed to him by four mentally challenged, self-centered individuals who he thought would just do his bidding, then lay down and die. The vast majority of the community (especially the AlphaSnake/Faust followers and new folks) love the change - the preternatural, otherworldly elements; so the direction it has gone is no doubt the path it will continue to take. Ah well, that's just my two cents. Reddit Thread and Discussion: https://redd.it/476r8s
  17. 7 points
    Hey everyone! I know many of you have been asking us "What happened to Podcast Der Toten?" Well here it is, back and better than ever! We hope you enjoy the episode and encourage you to comment and give us all the feedback you'd like! Thanks for the support of Season 1 (back in Black Ops 2 days), and I hope to see the amazing level of support again! This week, we discuss what we like and dislike about Shadows of Evil and The Giant, investigate possibilities for Der Eisendrache, and let you know what questions we hope are answered during the upcoming season of content. Thanks again and keep slaying those zombies! Links on discussed topics: X1 vs 360 SoE Mr. Rofl Waffles Dempsey Video
  18. 7 points
    Reddit and Activision forum member DeafGamerDucky made a post that I think needs more awareness, so I've posted the text below. I hope someone from Treyarch see's this, and if the community has any input on ways to improve OP's suggestions please do so!
  19. 7 points
    Ended up getting under the map in Theatre and found the esteemed second Earth Moon.
  20. 7 points
    There's a new 'The Replacer' trailer that dropped today for the Awakening DLC There's some cool zombies footage in here. I just wanted to point out some of the new stuff I noticed that was not available to see in the previous map trailers.... Some interesting graffiti written in red on the wall seen here. Three distorted frames here show an underground area. Some kind of wall weapon is seen in the background Hell Hounds are making a return The Razerback SMG is making an appearance in this map. (Credit goes to chromastone10 on the Reddit forums for being the first to post this find.) Not sure why the new Panzer Soldat has two different colors of light emitting from inside it's helmet? Green... ... Blue Then at the very end of the trailer we see these 5 distorted frames. Are these images of the Castle blowing up? Could this be part of the EE? If it is the castle exploding, then I'm guessing it might be this section of the map in these frames... Hopefully I showed you guys some new info. Feel free to share anything else you guys find. - Mix
  21. 7 points
    I haven't seen many people in the Zombs community talk about this & it's an awesome Easter Egg that Treyarch put into The Giant. This probably won't be story related at all but it also has a connection to Der Eisendrache (Watch the 3 minute video) The Der Riese Gold Train https://en.wikipedia.org/wiki/Nazi_gold_train Found through the window in the tunnel next to Teleporter Z-C is a recently discovered (Allegedly in real life) Nazi Gold Train The so-called Nazi gold train and Wałbrzych gold train concerns a local legend of up to three Nazi German-era trains buried underground in Lower Silesia in January 1945 toward the end of World War II. The area is now part of southwest Poland, but was then part of southeast Germany. The train(s) are believed to be near the Polish city of Wałbrzych, which until 1945 was the German city of Waldenburg. According to local legend, the train or trains left Breslau (now Wrocław) laden with gold and other treasures. They were driven into a system of tunnels under the Owl Mountains that were part of an unfinished Nazi secret Project Riese (German for "giant") near Wałbrzych. There they were buried in a warren of tunnels and mines created by the Nazis. The train(s) are rumored to hold up to 300 tons of gold, jewels, weapons, and masterpieces. According to historians, it has never been proven the train(s) ever existed. In Poland's Communist era, the Polish army carried out fruitless searches. And this thread isn't finished, because here is a freakin' cool link to Der Eisendrache Hungarian Gold Train https://en.wikipedia.org/wiki/Hungarian_Gold_Train The Hungarian Gold Train was the German-operated train during World War II that carried stolen valuables, mostly Hungarian Jewish persons' property, from Hungary towards Berlin in 1945. After American forces seized the train in Austria, almost none of the valuables were returned to Hungary, their rightful owners, or their surviving family members. In late 1944, the Soviet Army was advancing on the Hungarian capital of Budapest. A government official appointed by the Schutzstaffel (SS), Árpád Toldi, concocted a plan to evacuate much of the Jewish loot out of Hungary. Toldi ordered large amounts of the valuables onto a 42-car freight train that was to head for Germany. As the train meandered throughout Hungary and Austria, it stopped occasionally to transfer a great amount of the gold to trucks. The fate of the gold on those trucks remains unknown. In Austria, the train was eventually seized by Allied troops, first by the French Army and then finally by the United States Army near the town of Werfen in May, 1945. This train was seized in the Austrian town of Werfen. The town where Hohenwerfen Castle is, the location for Der Eisendrache Treasure Trains in both Breslau (The Giant) & Werfen (Der Eisendrache)!!!
  22. 7 points
    So just a couple of thoughts for Mr. Blundell and his team (I haven't made any progress on this, or even ever built the WW for that matter) I am really psyched that the game has been out a month and not everything has been solved. That kind of longevity is fun and exciting. Props to them for making things so cryptic and difficult. HOWEVER. This kind of complexity of puzzles should be reserved for a multi-step optional side quest only. Not to perform a crucial in game mechanic like upgrading a gun. I blame this on the popularity of the staves in Origins. Its like they felt they had to top that in terms of upgrading complexity. So for the DLC maps, if you have any heart at all, please make the core game mechanics simpler to achieve so that non EE hunters can just play a game of zombies, but also please continue to include this level of complexity for the main EE side quest rant over
  23. 7 points
    The year is 2016, the final Black Ops III DLC is upon us. We've stuck by the series for years, hammering hours into Verruckt and Shi No Numa, the only zombies maps World at War produced. We gladly paid another $15 for the 3 classic maps that came with Moon on Black Ops. While many played Shadows of Evil on the launch day of Black Ops III, many dedicated fans spent hours on Asylum, a remastering of the fan-favorite Verruckt. Today, Treyarch releases a brand new map loaded with incredible new features; Der Riese. Loading up single player, a cutscene featuring 4 new guest starring characters plays. I think I've heard of one of them from that one movie that looked kinda good but nobody saw. I am forced to watch the first 3 minutes before it can be skipped. The game loads, I am equipped with a new pistol that is pretty much the same as the other six starting pistols. 5 minutes of intense dialogue ensue, the characters spout enthralling lines such as, "Where am I?" and "What is going on"? The fourth demonic announcer of the game, played by Peter Dinklage, tells me to do something for the good of all something. It is round 3, I have yet to kill a zombie. Cyborgs come from the ground. The barriers are pretty much just a decoration at this point. There are two doors, each priced at 1250 points. They lead to the same place. I look to find the power switch, which must be assembled out of 15 parts at 5 different crafting tables. In one hour of playtime I have successfully turned on the power and bought a gun. It is round 5. However, my job is not yet done. In order to buy a perk, I must kill enemies around the machine to collect their souls. I look for Juggernog, but see that it has been put in the graveyard along with PhD Flopper, Speed Cola, and Double Tap for making the game too fun easy. I opt to purchase Deadshot Daiquiri instead. The power switch breaks and must be repaired. I come across three teleporters which must be linked to the mainframe. In order to do this, I must use a beacon to transform me into "This is totally new guys I swear" mode, which allows me to shoot electricity and jump kinda high. Using the electricity I zap 12 of 37 randomized symbols, linking the first teleporter. Unfortunately for me I did not write down the other set of 12 symbols and make a mistake, locking me out of the ability to link the teleporters for the rest of the game. Oh well, at least I can pack a punch. I follow a 14 step process using a YouTube tutorial that unlocks the machine. I put my starting pistol in, and am prompted to type a 2 page essay to Treyarch detailing how the new map is fresh, innovative, and fun. For my efforts I receive the Rofl and Waffle, a set of pistols identical to Mustang and Sally. This weapon is shortly removed from the game via patch. I purchase a Gobblegum and receive a Liquid Divinium. I must wait for the weekly reset in order to obtain another. In my haste to chew my candy, I do not see the set of rockets fired at me by the new miniboss. I am downed, and am congratulated for reaching round six. Thanks for reading this silly wall of text, I just come off of a game on Shadows of Evil and decided to vent my frustrations in a more fun way. I hope I'm not alone when I say that zombies has grown to be a little ridiculous with all of the side ventures we are forced to go on for every little thing. I just want a cool sword, not an hour of boredom!
  24. 7 points
    Greetings CoDz! A little over one week ago we got our first plays in of Black Ops 3, and boy were we excited. It had been an extra year longer in waiting than normal and the map director was confirmed to be the same as the mind behind Origins and Mob of the Dead, which in my opinion are the best playing map and the best feeling map respectively. Now one week later, with the Easter Egg believed to have been completed (finally) and most of the little things now surfacing I'd like to share how I feel about the map, and I'd love to hear how you guys feel yourselves. I'll break this down into a few sections starting with the Easter Egg itself. I very much enjoy the feel to it, and the implied connections to our main storyline, and I think it starts off really well. But then suddenly it gets pretty quiet after you unlock pack a punch, which is rather disappointing. If you never notice the swords, you might not even proceed from this point, and if you do, well the final step is purely trial and error. It seems like there is really is no rhyme or reason for what they make us do nor is any good explanation given for all the weird quirks around the map present at and after that point. The final reward is a short cutscene, which although the "I don't have time to explain" line is one of the most annoying things to be on the receiving end of, I actually think it is okay here, because the reason why Ricky needs the key is implied with the whole damage to dimensions and having a universe to set right and whatnot. It is stupid that there is no ingame reward of value, it is stupid that the last step and only the last step requires 4 players. All in all I was rather underwhelmed too when it was finally discovere dthat the only step people were stuck on was the last one. I'd also like to second that killing zombies for EE steps is a little dry and it only really worked on Origins because that map was full of wide open spaces. With staminup you could survive almost anywhere as long as you didn't have the full brunt of the zombies on you. All in all that EE was underwhelming. The little features as far as I know are: cosmetic masks, swords and upgrading them (which is forced for the EE), and the currently unknown upgrade method for the buildable wondergun. Oh and donut mines. Unlocking Packapunch is a bitch. It's not hard persay, but it is honestly very annoying. It is better than Mob, in my opinion which had you rebuild the plan all the damn time, but the only still takes too much effort early game which slows down the action. I think they really tried to make it like the Origins Generators, but forcing players to have to unlock ANYTHING in an 'alternate form' which is only available a limited number of uses per round is stupid in my opinion. It slows down the game play. The generators in origins were not a problem because you didn't have to enter 'power the generator forme' which you can only do once per round... Okay. Now to talk about the little things briefly. The swords, are cool enough but they aren't as amazing as the hells retriever/redeemer. The upgraded sword is okay and when you let it do its own thing it can be used without dooming yourself but the process to get that upgraded or even just to get the swords is so tough if you don't plan your game around it from the beginning that it isn't really worth it. The masks, what is the point? The donut mine is cute, I have no complaints. The buildable wondergun, I think they should hotfix the packapunch glitch and just let it be packapunched normally. I don't really want to have to deal with some short trail probably involving killing zombies just to upgrade it. In other news, what is up with the eye color change in the Margwa? Why does the train have a hitbox? What are those blinking eyes stuck to billboards that you can shoot? Why are there grapple points in pack a punch? Why is there that completely unnecessary grapple in the junction? Maybe there is more to see, but they really haven't given us any logical paths to follow. Alright so the map. I love the atmosphere. I think it feels great. The music is downright sexy. The visuals are a great mix of colors. However looking good doesn't always equal playing good. I loved the vibe of Mob, but it was a tough map to survive on and I'm getting a similar feel here. This is a fair bit mor spacious but not by much. I've been spoiled by origins, which besides the drab color scheme was a rich map with content and space to survive in without it being too spacious like TranZit or any of the Exo maps. This map is tough, and in my opinion it is just a little tough for the tasks they want you to complete. Because of the limited uses per round of beast mode, and the tight spaces where most of the challenges (swords mostly) need to be completed in you have to rush and budget extremely carefully. I've yet to play with randoms, but something make me feel like opening Packapunch is going to be a bit of a nightmare. However I like the flow of the map. It isn't impossible like Mob is when you have 3 or 4 casual players, and it has very nice weapon and perk placement. It is challenging, but still acheivable. It could be better as I feel like getting the ideal first 5 rounds is too heavily emphasized, but it isn't bad. All in all, I'd put this map on par with maps like Shangri-La and Mob of the Dead in terms of my personal rating. I spend much more time playing the Giant because it is quicker, more forgiving if your first 5 rounds don't happen perfectly, and honestly the only features that Shadows has over The Giant is Widows Wine, the sheild, and the Wonder Gun. I hope they do better and go more Origins-esque myself, but that's just me. I'd be okay with seeing things around the Ascension to Moon level of complicated and map size popping up again honestly. Feel free to share your thoughts, I'd like to read em.
  25. 7 points
    I know I'm probably in the minority that thought that upgrading the staves in Origins was fun and less tedipus than the rituals and swords in Shadows, but I think they had it pretty close to spot on in Origins. Pack-a-punch was fairly simple to unlock with the generators, which I hold to be infinitely better than the rituals because they aren't in hidden areas only opened through a limited use alternate form. I could have a pack-a-punch set up and round 20 game going on Origins with 1 ultimate staff within about 1-2 hours, which isn't ridiculously bad, it's only when you insist on doing all four staves, getting the airstrike beacon and the fists that the set up took ungodly amounts of time. But yes, I do like how quick and easy The Giant is. I think Pack-a-punch, perks (at least the basic 4 and maybe two accessory perks), the base form wondergun, and the the tactical grenade should all be accessible without doing any quests. Tell ya what Treyarch. If you want to hide the new perks or cameos of old perks away (PHD FLOPPER *cough*) through hidden subway stations only found through quest steps, or bury the alternate acid based form of the wonder weapon in an Easter Egg, or give us an additional tactical or special weapon througn a questline, then go for it. But leave Pack-a-punch, the basic perks, and wondergun out of it so people who want a quick and easy game can have a game with no specific objectives other than survive.
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