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  1. 16 points
    Hey guys, Tac here! Zetsubou No Shima is upon us and even now, before the map has launched officially, there is a cipher solved. As more and more rolls outs, like radios, more ciphers, and eventually the quotes, I'll throw them all in here. Please note that this thread will be under constant construction, so be patient if something isn't fixed immediately as it likely will soon. Also note that this thread is a small portion of my much larger transcripts thread, which can be found here. Opening Cinematic Trailer Ending Cutscene Radios Codes/Ciphers Scraps
  2. 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.
  3. 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
  4. 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!
  5. 9 points
    Will get the rest of those done when I have the time. But they are real juicy for real.
  6. 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...
  7. 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
  8. 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.
  9. 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
  10. 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
  11. 7 points
    Over the course of the Zombies storyline we have been constantly introduced to various different characters. From playable to background/story specific characters, one character we are in the dark with is Samantha’s mother. We know extremely little of her. Other than a quote and a small mention in a radio from Moon, we know next to nothing about her aside from the fact that she is dead. In the last month, I have done some digging and have reached a point where I believe it is safe to say that I have possibly found the origins of her mother. Or at the very least, a convincing amount of evidence to point at this. First off, let me give you some of the history of the Wittenau Sanatorium, the location wherein Verrückt takes place. I should warn you that it does get a little dark. Wittenau Sanatorium served as a main part in the Nazi’s ‘euthanasia’ system. Hundreds to even thousands of patients sent to the asylum were eventually tortured and killed in a gross and terrible belief of Racial Hygiene. This theory held that those in society who were otherwise believed were ‘inferior’ and ‘burdening’ were a stain on the human race. Not only that, but individuals who suffered from ‘hereditary disorders’ were also among those admitted to the asylum. Hereditary Disorders were illnesses (i.e. both diseases and disorders) passed down from ones parents or ancestors through genetics, the five main genetic disorders being; Depression, Schizophrenia, ADHD, Bipolar Disorder and Autism. Many inmates were thought to eventually share their illness to their children or through their child’s genetics to their children’s children. This allowed for around 360,000 individuals to be forcefully sterilised between the years of 1933 to 1945. Many of these sterilisations were undertaken in Wittenau. The forced sterilising of “patients” was not the only thing that occurred in the sanatorium. Many inmates were killed, this of course being another means of cutting out those that suffered from any defects. In the years that Wittenau remained active, thousands of patients were killed in various means. Around 4,900 were killed by oral tablets or through starvation. On top of that number, around 5,000 children born from those with “hereditary diseases” were killed. Many newborns were subjected to medical experimentation. Now, when I mention the patients and the reasons for which these patients were killed in open quotes it is because, in many, many cases, those that were admitted, sterilised, killed or experimented on were most likely wrongfully thrown in with those that were actually mentally insane due to false accusations. As you can see here, there were very ridiculous reasons that people were thrown into sanatoriums. You should know, however, that this wasn’t an actual list of admission reasons that were specifically for the Wittenau asylum. It is just to show you the varying ridiculous reasons people were admitted into sanatoriums. As a final piece of useful information, in Verrückt one can hear the many haunting screams of inmates who were admitted into the Wittenau Sanatorium. Most of these voices are clearly male. In the Crematorium however, we hear both the sobs of a woman and the screams of a baby. Even the dentist chair, when activated, will play the sound of a drill, followed by a man screaming. The sobbing of the woman and the crying baby are the only "unique" sounds of people in the entire map. Another interesting piece of information is a sign written in German found on the map. Translated it reads: “Warning! All unattended children will be immediately sold to the circus.” Now, above I expressed how there was the theory that, if a patient was experiencing an illness, more often than not, the patients genetics were clearly inferior and therefore the patient would have to be sterilised. In this case however, Samantha’s mother was clearly not sterilised, proving that she was pregnant before she was admitted into Wittenau. This of course makes the identity of her father another mystery. There are two theories we can discern from this. 1. It is plausible that Doctor Maxis is actually Samantha's father, and his wife was admitted into the asylum during her pregnancy with Samantha. This was most likely the doing of Maxis himself after her disorder became serious, as he mentions in Moon, "When your mother died I could not bear the thought of losing you too, that’s why I kept you so close." Gathering intel from the Datenbediensteter, the Der Reise Data Servant, we can prove that Samantha's mother died at the asylum before the 20th of January, 1942. The sample found in the database being, "Greetings, I am Ludvig Maxis; today is 20 January, 1942. My Daughter has a dog, its name is Fluffy." This would possibly explain why Doctor Maxis, under the extreme emotional and mental stress he was undergoing during his time working in Group 935, coupled with working alongside the Nazi Party and with the Element 115, used the asylum as a near endless source of test subjects for his many experiments. Given his state of mind, Doctor Maxis most likely did this in a twisted sense of vengeance, putting his anger and bitterness into the place where his wife and the mother of his daughter had passed. 2. On the other hand, in the case that he is not her biological father, during his time experimenting with the Element 115 as the head of Group 935 we know Doctor Maxis would have been using the asylum to aid his experiments and to fetch subjects and specimens. Given this, it is safe to say that Doctor Maxis was most likely present in the asylum or at the very least knew of it when this birth occurred. Using the evidence above and the fact that he knew of the asylum's dark history, he took Samantha in, bringing her up as his own. Being the child of a mental patient, possibly being subject to being left alone and being put under stress, Samantha would have had a rather rough upbringing and especially if she shares the hereditary disability her mother had, even if it were a lesser case. Which is where the infamous, Fluffy comes into the picture. What if Maxis gave Samantha Fluffy to help her cope through Pet Therapy? Pet therapy involves interaction with a domestic animal. Most commonly, dogs and cats are used for this; however fish, guinea pigs and even horses could also be candidates. This means of therapy is typically used for those with mental disorders such as depression and anxiety, but is also used for the treatment of countless other disorders. So to summarise; - Samantha's mother was admitted into the Wittenau Sanatorium for unknown reasons before the war began. - The common practice of forced sterilisation in sanatoriums such as Wittenau proves that her mother was pregnant before she entered the asylum thus the identity of her father is unknown. Compiling the little evidence we have we can make two observations: 1. Maxis is the father and his wife was admitted into the asylum. Possibly by him. 2. Doctor Maxis was present in the asylum or at the very least had knowledge of the mother's pregnancy/Samantha's birth and took her in. - Doctor Maxis gave Samantha Fluffy as a means for her to be able to cope with her mother's absence, a possible mental disorder and his constant devotion to his work. I'd like to offer a special thanks to @NaBrZHunter for lending a helping hand by giving me advice on how to go about making this.
  12. 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!
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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!
  18. 7 points
    Ended up getting under the map in Theatre and found the esteemed second Earth Moon.
  19. 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
  20. 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)!!!
  21. 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
  22. 6 points
    Hey guys! User /u/MaakuKiyoshi posted an album full of images from the projector on Der Eisendrache, and they're incredible! Open up the spoiler to see them (and consider everything after this point a spoiler), but let's get some discussion! You can see that the Griffin Station infrastructure is coming together, along with the final image showing the MPD and study of it. Even more interestingly, Group 935 tested on what appear to be Keepers (the long skull, teeth, and Black Sun logo on second image gives it away). What do you all think?
  23. 6 points
    @certainpersonio and I, along with help from 96nKsk and @MrRoflWaffles, have just completed the Crossword as well as the Spawn Room Cipher. We expanded upon a twitter post that had many of the solutions already, which can be found here: https://twitter.com/96nKsk So huge thanks to him! This would not have been possible without this start! There were some discrepancies with some of the solutions, so we had to update them a little, but for the most part they had many correct solutions! The final solutions are all compiled here: http://bit.do/bWtnd Finally, we used the solutions from the crossword to input into the Spawn Room Cipher. I initially split up the cipher into A's and D's and was thinking two different polybius squares or something were being used to get the answer. Showed this to @certainpersonio and he apparently had just seen a crossword puzzle and speculated that A was across and D was down and ended up being 100% correct! Spawn Room Cipher - CipherText: [Refer to Image] Spawn Room Cipher - Deciphered [With Stops Included]:
  24. 6 points
    So I'm pretty confident that I solved the underwater cipher by the power turbines: "Richtofen must understand that using these teleporters to jump between dimensions is both dangerous and imprecise. At any point, the fabric of space-time could collapse if the proper amounts of 115 are not maintained. l am also concerned about the unknown effects of trans-dimensional jumps. l have noticed even with my brief travels that new memories and emotions have flooded my mind, suddenly appearing from nowhere. l am also sure something is happening on a molecular level as well." Here is the final cipher text I used: 1u_oeRh_ls_ndpisusu_eaiie5lansiano_h_.rc_mtlsnntmd_dnsecpootae_o_apaauldhe_a_y__hpwdhvflpon_nrry__narc_itteheaef_efdbd_e_emsbeopseonedt_ear_e_l_amyio_lo_lfir__ncm_sittespo_ounlibeenemnot_apmwhvoptbntoanopgn.yetsamapeaemeira_tptto____wi_locretleaoilt_s,hrmo_m_cosueen__trne_hme__tunlimefon-c_uahisfjea_tdes_ned__ttidssin__u_iihartaadm_tcsisii_nghtmunfens__m,oero_memnwg_arpnt__g_um-_rvanoe.ege_fvaskatfetnoasiencf__n_lirev.niharodlluense_cAstlso_e_onebo_eesds_-r1otih._mfllwe_rujrcod_wdn To get to this point I had to "massage" a columnar transposition cipher to get 20 columns made from 19 columns originally. Basically spaces had to be added that aren't readily apparent in the original ciphertext. Then you get a weird wrap-around version of a transposition cipher. I've color coded it for (slightly) easier reading: Start with the green "Richtofen" through the cross-over, and then end with the red "well." I've never heard of this happening with a simple columnar transposition, so I'm not entire sure that it actually is. If someone knows, please fill me in!
  25. 6 points
    Hey guys. The long-awaited, long-overdue trailer for the new zombies map, Zetsubou No Shima has been released. Here is a link: -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Following the events of Der Eisendrache, the Origins heroes find themselves stranded on a remote Pacific island, home to a secret biological research lab experimenting with Element 115. Players will face new terrifying enemies, devastating traps, and classic Zombies side quests to enhance the Origins narrative. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Transcript from Takeo: "There are those who seek power over nature itself. Beneath the shadow of an evil, a new enemy has arisen. Here on this island, they had no idea of what they would unleash. Make your peace hellspawn. I am coming for you." So first up, the map looks great. The jungle is incredibly dark and dense, making this a candidate for another incredibly creepy map. First up is what appears to be a map of the Division 9 site as well as the logo for Division 9. Probably the biggest part in this video are the spiders and the huge mutated zombie we see in the latter parts of the trailer. The spiders seem to be a Hellhound round or Space Monkey round, as in they get their own round and drop a Max Ammo at the completion of said round. However, like Hellhounds, they may appear later on as the game progresses. Also, they seem to have a home seen in a huge cobweb and cocoon filled cave, so perhaps they will also spawn there if we linger too long. We also see a mutated zombie plant boss of sorts. This could be like the Panzer or Margwa in that, it spwans in every few rounds. Also it seems to be like the Margwa, where there are certain critical-hit points on it's body. With the dense foliage we see strange plants that seem to act as some sort of trap. Perhaps these will act like a double-edged sword and will injure us, similar to the bamboo spikes found in Shangri La. Also in the trap department is what is clearly that of what looks to be a B-17's engines and a huge fan that sucks the zombies in. As for the weapons, it looks like we have DLC weapons present in the map. These include the MX Garand, HG-40 and the Marshal-12 Dual Wield however I wouldn't keep up hope as some of these may change at a later date. How these can be accessed in currently unknown. We also have two escape routes that will carry you across to different parts of the island. The first seems to act like the ice slide from Call of the Dead and Shangri La's waterslide and transport players a short distance away. The second however, looks like it might require points to access as it is extremely long and clearly transports the player/s across the entire facility. Also Dempsey, the character sliding down the chute, seems to have previously been in a room before falling through the tunnel. This could be like countless methods of using the Pack a Punch that we have seen in the past. For example, maps like Kino Der Toten and Shangri La both had Pack a Punch rooms that could be camped in easily, so there were events that would occur to remove the player/s from those spots. These were; being teleported away and being pushed down the stairs by a torrent of water, respectively. Also note the 115 rock falling with the player. Last but not least is the swimming. This look well done and although it could help out in an escape, it also seems to be incredibly dangerous as the small flooded tunnel can easily be swarmed by zombies. Other small interesting parts of the trailer include: - Keeper Symbols on some pillars. This looks like a possible step for either the Easter Egg or a Wonder Weapon [0:15] - Multiple Human/Plantlike creatures in tubes. Also a strange object is in the back left of the room. Possible new Perk-a-Cola? [0:17] - Imperial Japanese Zombies. Obvious, but worth a mention. [0:21] - Huge 115 Rock/Asteroid surrounded by Division 9 equipment. [1:10] - New Drop. Possibly like the Tram Fuse. Looks almost like a grenade. [1:14] Overall, the map looks amazing and I can't wait to play it. Let me know your thoughts. I'll be sure to edit this in coming days if more information is released.
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