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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
    No, not that kind of Divinium. Thanks to @Hells Warrrior getting the system up and running, CoDz now has a form of "currency" called Divinium ! This currency is all forum-based and uses post/topic content and contest winnings as a monetary base. Divinium on the forum can be used for the CoDz store - a new and upcoming mod we have coming up soon where users can buy REAL products such as Xbox/Playstation/Steam cards, Zombies merchandise, special user ranks that can't be obtained anywhere else, and more! How does Divinium work? Divinium is a basic points system; you get +1 Divinium for each post and topic that's created. When we hold special contests (such as the Ancient Trials challenges coming soon), you can win anywhere from +5 to +100 Divinium. Donors will manually be given +100 Divinium for having donated before 6/3/16 [please PM me so I can adjust your Divinium for you]. You can use our Store to purchase items, depending on the amount of Divinium you have. Please bear in mind that everyone starts out at zero regardless how many current posts/topics you have created. As part of our grand opening, all new members who register after the making of this thread will automatically receive +100 Divinium as our way of saying thanks! How to earn Divinium Because Divinium works on a user-activity structure, it's designed to reward you for engaging with the community! There are many ways to gain Divinium outside of posting; however, the easiest way to begin farming Divinium is to actively take part in our discussions and events! Here is the current bracket of obtaining Divinium: 1x - Creating a post/topic 2x - Another user "repped" your post 50x - Become a User of the Month 100x - Create an account on the forum (effective after 6/4/16) When special events are held, the Divine Controllers will feel sympathy for slayers in all universe by offering power-ups to increase your rate of Dvinium ten-fold! Look out for these power-ups in the upcoming future. Double Points: Win 2x the amount of Divinium Fire Sale: Take a chance and get your rewards cheaper while the sales last! If you are a Donor, you net additional Divinium for each donation that you make to help fund rewards, server costs, and maintenance of the forum. All donations are highly appreciated - all revenue goes to keeping CoDz up! 5x per every $1 USD [base amount] You can gain additional Divinium the larger the donation! + 10x every additional $10 - Donated $10-$29 + 17x every additional $15 - Donated $30-$50 + 25x every additional $20 - Donated $50+ The higher you rise in "donation class", the more extra DV you'll obtain. For every new class you enter, you retain the previous class perk value at the base. For example, donating $50 come out to 100(0.05(50)) + 17 (50/15) = 307. The algorithms for understanding how each class works is as follows. - If a person donates between $10-$29, they get 10x Divinium for every $10 spent. TOTAL= 100 [0.05(AMOUNT DONATED)] + 10(AMOUNT DONATED/10 ) - If a person donates between $30-$50, they get 17x Divinium for every $15 spent. TOTAL = 100 [0.05(AMOUNT DONATED)] + 17(AMOUNT DONATED/15 ) - If a person donates $50+, they get 25x Divinium for every $20 spent. TOTAL = 100 [0.05(AMOUNT DONATED)] + 25(AMOUNT DONATED/20 ) The amount donated is after the donation has been process including the PayPal fee. For example, donating $10 comes out to roughly $9.41 after fees, which will be the amount donated value to be included in the Divinium calculation. What can I get from Divinium? There are many items that are available for purchase, both on-site and off-site. The current list of rewards are as follows: On-Site Special forum ranks (3 months) Colored username (3 months) "Double Points" for events (1x use) Off-Site Xbox Live gift card Playstation gift card Steam gift card VISA gift card Custom zombie shirt Custom zombie bumper sticker Custom zombie poster Custom zombie sticker ??? Visit our Divinium Factory to start splurging all your hard-earned Divnium for a lovely gift! You can find the rewards catalog by click More > CoDz Shop in the top menu. http://www.callofdutyzombies.com/divinium-factory/ Terms & Conditions By using our Divinium system and being an active member, you are agreeing to the following rules. Spamming posts whether creating poor-quality content or rapidly submitting posts in a quick time-span is considered Divinium pumping, and is strictly prohibited. Users cannot "exchange" Divinium to one another, in the form of providing Divinium to one another for trade-off purposes, This is considered abuse and is not allowed. Creating secondary accounts used to Divinium pump is prohibited. Any form of abuse with the purpose of maliciously gaining Divinium unnaturally is prohibited. Taking advantage of the system in these ways and others not specified will result in anywhere from a suspension or IP ban. We advise that you use the Divinium system respectfully - this is a privilege to give back to the community!
  3. 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.
  4. 14 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
  5. 14 points
    The following is a chronological timeline of the events that take place within the Nazi Zombies storyline. We never thought we’d give ourselves the time to do this, but here it goes. We’ll try to place everything on the table with this. While the exact start of the story can be debated, we begin with the legend that started it all. It’s important to note that the Prologue is critical for understanding the different forms of energies in the story and how everything fits together. In its current stage, the story is going to be missing a few things, in terms of content and sheer formatting. I wanted to ensure I got the story out by Black Ops III release for those who weren’t familiar, though it’ll be heavily updated in the coming days. As of now, please only critique this thread for pre-Black Ops III information, as much is going to be learned over time and I want a base to go off of for the time being. I want to give special thanks to @InfestLithium, @Monopoly Mac, @BlindBusDrivr, and everyone else on the CoDz forums that have helped produce such wonderful content and allowed me to bounce ideas off of. Without further ado, I present the zombies story. Prologue There were two inhabitable planets revolving around a star, Aldebaran, and the population of the Aldebaran system was divided into the master race, known as the Aryans, and subservient lower races. However, as their sun expanded and the planets became uninhabitable, they left. They visited many places in the Universe, with their first stop at planet named Marduk, in what is now the asteroid belt, followed by Mars, and shortly after that, they came to Earth and settled in Sumeria. They split into two factions, some migrating towards the Gobi Desert and the other heading north, landing in the mythical Hyperborea, which some say is modern day Siberia. Eventually, 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 immense power, called Vril Energy. It’s been said that there many entrances to Agartha, including Antarctica, the Pyramids of Gaza, and the city of Shangri-La in the Himalayas. Over time, evidence began to show that this Vril was the very lifeblood of the Aryans; the source of powerful psychic and technological advancements among their race. When employing this energy source via Vril rods, 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. 115: The Zombies Story In the 1600s, a man named J. Frank, born April 14, 1639, founded a very small Western town in Monument Valley along the Utah and Arizona border in the United States. There were only a few things for the inhabitants, such as a church, candy shop, bank, town square, saloon, and even a jail. One of the inhabitants, Bob, was hanged in April 1888, and another, a churchgoer named William, died on October 25, 1887. However, the most notable inhabitant was the famous scientist, Michael Faraday, the father of electromagnetism, and his wife Sarah. Faraday was often considered the father of electromagnetism, creating the electrical grid for this town. However, he always believed there was something more. Through reading books like The Coming Race and his subject expertise, he believed that the forces of matter all must have had one common origin, and that origin was Vril. With this newfound knowledge, he used this power to create two devices, the first being the Paralyzer. It was a weapon that, when fired, slowed zombies down, almost as if paralyzing them, until they disintegrated altogether. The second device was known as the Time Bomb, which allowed the user plant the device at a particular reference point in time and space and when activated, certain things would reverse back to that same reference point. The town was somehow transported into an empty cavern under a diamond mine in Angola, Africa (and over time the shifting of tectonic plates started to squeeze the town until it was ingrained in the walls of the cavern and the mansion began to get crushed). Sarah, Faraday’s wife, had died before this event and her soul bounded within the house as it traveled across the globe, haunting the mansion from that point forward. Faraday, however, hadn’t been the only one doing research on progressive technologies. As Germany was on the eve of war, a brilliant European scientist by the name of Doctor Ludvig Maxis created an elite, top secret research team known as “Group 935”. The purpose of the group was simple: To Improve the Human Condition. It had become evident that great advancements in technology would be the key to ensuring a safer, more prosperous world for all. Needing an assistant that could withstand the pressures of such great science, Dr. Maxis chose a long time friend and genius doctor, Edward Richtofen. World War II came upon the human race and no one had ever seen anything like it. To aid the German military, Group 935 began creating Wonder Weapons, or Wunderwaffe, in the Der Riese Waffenfabrik factory near Breslau in Lower Silesia, Germany. While the factory was commonly known as simply "Der Riese", meaning "The Giant", the full title translated to “The Giant Weapons Factory.” As the world around the Der Riese Waffenfabrik operated regardless of the research, the scientists were sworn to secrecy, fully knowing they’d never see their families again in the name of the greater good. Inside Group 935, Dr. Richtofen and Dr. Schuster, a research assistant from England, began work on a prototype teleporter they called the Matter Transference Device, or M.T.D., implementing Element 115 to provide a massive amount of energy. On December 4th, 1939, they conducted their 151st test by moving a 10 gram walnut three feet away by energizing a microgram of Element 115. Upon its success, it became the first working man made teleporter in history. The process of teleportation looked somewhat like an hourglass, where there was a full object at the beginning and as the energy broke the object down to a molecular level, it became more and more compact before it passed through the point at the center of the glass, the absolute zero point, and began to reconstruct on the other side. The absolute zero point turned out to actually be another dimension, known as Aether. Dr. Richtofen went to Dr. Maxis with the news of a working teleporter, but he was not pleased, insisting that Dr. Richtofen continue with the crucial experiment he was to be working on: the Wunderwaffe DG-2. Dr. Richtofen remained unconvinced, expressing his concern with the experiment, asking what business it was of theirs to produce very powerful weapons if they are trying to “improve the human condition.” Dr. Maxis's patience grew thinner and he revealed a great secret. Group 935 had struck a backdoor deal with the Nazi Party to produce new weapons for them while they provided Group 935 with funding and equipment for various projects, including the specified weapons. Dr. Maxis knew that if other Group 935 members were to find out about this, they’d be inclined to defect to their countries of origin, so he insisted that no one was to know of this proposition, believing that the war would end shortly. However, Dr. Richtofen believed that Dr. Maxis was a fool for creating such a deal with the German government. Despite mounting pressure from Dr. Maxis to desist their tests, Dr. Richtofen and Dr. Schuster continued their work on the M.T.D. They felt that they should stick together and complete this project on their own, due to the belief that Dr. Maxis would steal their findings and technology to perfect and publish for himself. Later, on January 4th, 1940, they felt the machine was capable of testing on a human subject. Despite Dr. Schuster's hesitations, Dr. Richtofen persisted in attempting to transfer himself to a receptacle station thirty yards away, behind a cinder-block wall. However, when the machine was activated, instead of landing at the mainframe they had set up, Dr. Richtofen was cast into space and found himself in a circular pressurized cavern within the moon’s crust. In the center of the chamber was a black, obsidian-like pyramid that was using an unknown energy. Without Dr. Richtofen knowing it, he had stumbled upon an ancient artifact from the Vril-ya, long before they had come to settle on Earth, and the name for it became the Moon Pyramid Device, or the M.P.D. Attempting to get a better understanding of the object, Dr. Richtofen touched the device, causing it to violently shock him. While he did not know it at the time, that touch formed a connection to the ancient artifact, allowing the evil stored within to crawl into his mind. As Dr. Richtofen continued to study the pyramid, he noticed that whispers began to grow in his mind. Just as Dr. Richtofen discovered that the pyramid had a hollow interior, the power from the artifact teleported him to Earth once again. Rather than ending up back in his lab, he was sent to a hidden jungle in the Himalayas. Upon teleportation, he heard odd sounds, almost like a mob, and ran for his life, stumbling upon a village protected by massive traps. Perplexed by how the Doctor was able to reach the village, the inhabitants treated him more or less as a god. Richtofen had stumbled across the mythical Shangri-La, doing what the Nazi government had failed to do a year earlier when they funded an SS trip to Tibet to study the geography, climate, and general culture of the region. However, some who knew of the trip, such as Heinrich Himmler, knew that the real purpose was to determine whether the region had once housed the Aryan race, taking cranial measurements and making facial casts to help determine this. However, after many tests, they weren’t able to find anything conclusive and were forced to return to Germany with very little. During Dr. Richtofen’s lavish stay, he discovered that Shangri-La was one of the few places on Earth containing a supply of Element 115 and within the caverns that lead to the former underground homes of the Vril-ya, an immense amount of it was ripe to be harvested. While there, the villagers also constructed a ziggurat, or a massive temple outfitted with a shrine at the very top, dedicated to the Doctor. With this position of power, he got the inhabitants to mine this element for him. However, some the greatest things he learned during his time at Shangri-La were unknown. To return to Group 935’s German headquarters nineteen days after his arrival, he used the teleporter housed inside the temple. By January 23rd, 1940, Dr. Schuster was confident that Dr. Richtofen had been destroyed in the teleportation process and was about to announce the project a failure. In the nick of time, an enthused Dr. Richtofen rushed into the facility raving about his adventure, only to fall on the confused ears of Dr. Schuster. Rather than sit and fully explain the events, Dr. Richtofen told Dr. Schuster to get in the prototype teleporter to show him the Moon Pyramid Device, though he conveniently left out the events of Shangri-La in his description. From that point forward, the two of them and select others began the creation of a moon facility, based around this MPD. During all this, there was an increase in demand for better and more powerful weapons. Although this placed mounting pressure on Dr. Maxis, he was beginning to realize that he had struck gold with the deal Group 935 made with the Nazi Party. Many different scientific groups were created to begin the new Wunderwaffe Program. The Nazi scientists created the Uranium Club, which was a nuclear project with the purpose of weaponizing nuclear fission technology. They worked on the DFS 228 & 346, which were rocket-propelled aircraft that would culminate in the development of a supersonic reconnaissance planes. They were also working on the revolutionary Rocket U-Boat, which would carry and shoot ballistic missiles. These missiles were known as A4 rockets, later reclassified as V-2 Rockets, which were designed to transport satellites into low Earth orbit but also doubled as military missiles. One of their largest feats, physically at least, was the Extreme Tank. It focused on the pre-prototype super-heavy Landkreuzer P 1500 Monster, a 1,000-ton tank that would act as a transport for the 800mm Schwerer Gustav artillery gun. Previously, after the heartbreaking German defeat in World War I, inspiration to rediscover ancient technologies resulted in the emerging of Germany’s three main secret occult societies: Vril, Thule, and Black Sun Societies. In 1919, and for decades to come, a few female mediums met with the three secret societies and told them that they were receiving telepathic messages. After translating the communications, they found it was in the ancient language from extraterrestrial beings from a distant star known as Aldebaran. As the communications were translated, it was discovered that they were in fact instructions for building a flight craft. This flying craft would run on these ancient technologies and by 1922, these three societies began development of what they hoped would be a working prototype. Inspired by these tests, Group 935's largest project represented the very pinnacle of Kammler’s occult and super-secret SS Wunderwaffe empire. Dr. Maxis initiated the tests under the title Die Glocke, or, “The Bell,” which consisted of a teleporter/time machine and an anti-gravity propulsion system. The teleportation device was 9 feet in diameter and 12-15 feet tall, shaped like a bell. In 1941, development of the Die Glocke/Vril anti-gravity propulsion system began, which was one of many successors to the Vril, Thule, and Black Sun Societies's 1922 project. It was an all-new spacecraft, known as the Vril-1, where two 3cm lead cylinders counter-rotated Element 115, which they code-named “Xerum 525”. Unfortunately, it quickly became apparent that a conduit was needed to channel the energy that was being produced. For this, they began construction on the Fly Trap, which was fed by high-voltage underground cables running to the heart of the structure and doubled as the test ring for the Vril-1. On January 20th, 1942, Dr. Maxis put another project into effect. Named “Datenbedjensteter,” translated to Data Servant, he kept recorded files regarding his personal life and existing experiments. In the first file he ever created, he mentioned his daughter, Samantha Maxis, who was born between 1932-1936 to a mother who died of unknown reasons. Due to this, Dr. Maxis took her with him everywhere and intended to keep a close eye on her while working. However, being the leader of Group 935 and being so absorbed in his research, he unintentionally neglected Samantha. This neglect led to Dr. Richtofen running tests on her through sadistic games he would force her to play, while Dr. Maxis had no idea. In an attempt to regain ties with his daughter, Dr. Maxis bought Samantha a puppy named Fluffy. He explained to her that Fluffy was actually pregnant, but was hesitant in allowing her to keep the puppies as having even just one took great responsibility. Simultaneously, with experimentation, Dr. Maxis and Dr. Richtofen created a ghoulish monster they’d never encountered before. It was a zombie; half dead, but half alive. They came to the conclusion that Element 115 was able to partially revive dead human beings, and this sparked an idea inside Dr. Maxis. He wanted to engineer an undead army that he could unleash anywhere necessary in the world, so through more experimentation, the two scientists incorporated these zombies into their work on the Die Glocke teleporters. Seeing as Dr. Richtofen had already completed a teleporter, he began sabotaging the experiments to keep Dr. Maxis from doing the same. One test subject had exploded when they kick started the machine and after some progress, multiple had successfully vanished, but failed to reappear at the preset mainframe. Dr. Maxis’s end goal was for these zombies to reappear at the mainframe and be capable of adhering to demands. After more attempts, the former part of his wish came true: the test subjects managed to survive teleportation. However, when they came out the other side, the subjects would only listen to Maxis for a short period of time before their instincts took over and they attempted to kill the scientists, resulting in the handlers shooting them dead right where they stood. Shortly thereafter, Dr. Maxis made another entry to the Data Servant detailing all the known locations of meteoric Element 115. One of the obvious locations that was listed was Der Riese, though there were also a few non-Group 935 locations. One place was Area 51, or Groom Lake, in Nevada. Group 935 Operatives in the United States informed Dr. Maxis that the Americans obtained Element 115 through the Chicora Meteor Event in Pennsylvania in 1930, giving them their primary cache to experiment with. Additionally, Dr. Maxis had somehow come to know that the Moon held Element 115, though he wasn’t aware that Dr. Richtofen and the others had been creating a facility on the lunar surface. To keep Dr. Maxis ignorant, he set up a Group 935 outpost on a Siberian island so he could easily navigate to the Moon and back. However, there was something very special about this Siberian island, and he knew it. It was the original Hyperborea, where the Vril-ya once resided, and he would spend time here to research the origins of the voices in his head. Another location with meteoric 115, and perhaps the most famous, was known as Tunguska. Occurring in the early 1900s, central Siberia was struck by a cataclysmic meteor that was one-thousand times greater than the atomic bomb that hit Hiroshima. Known as the Tunguska Event, it left the surrounding area of Tunguska charred and burnt to cinders. While the largest portion of the Tunguska meteor was the one that ravaged the wilderness around the Siberian tundra, fragments supposedly landed across the globe, including the final location on Dr. Maxis’s list, known as Shi No Numa. Upon discovery of this meteor in Pingfan, Manchuria, the Japanese had set up a similar organization to Group 935, named Unit 731. Construction of their facility around the meteor began, eventually naming it the Rising Sun Facility, or to some, Shi No Numa. For secrecy and security, the facility's official cover story was that it was actually a lumber mill, and because Unit 731 was also running experiments on humans, they continued with the cover story and referred to their human test subjects as "logs". Working at Shi No Numa was a Captain of the Imperial Japanese Army, named Takeo Masaki. He was born into wealth. His family dynasty dated back several centuries, and throughout that time they had been highly decorated Samurai and Bushi, and Takeo was no exception. On the inside of Takeo’s eyelids was the Japanese proverb “Life is light when compared to honor,” because for Takeo, life had no meaning if not to perfect one’s discipline and to reveal a warrior’s true character and honor. Finally fed up with his entire family for their insolence, he slaughtered them to further his own enlightenment, making him a perfect fit for the task of human experimentation. The Japanese contacted the Reichstag High Command and explained to them a meteor similar to the one at Der Riese had fallen and using the power of this meteor, they were beginning their newest weapon. Before anything, in case of an infiltration, Group 935 had convinced them to build what was known as The Flogger. To help create the weapon mentioned by the Japanese, Dr. Maxis brought a few scientists with him and during work, secretly took the blueprints and brought them back to Der Riese, where Dr. Maxis completed the weapon and named it the Ray Gun. Dr. Maxis made a Data Servant file detailing all the information regarding the new weapon, stating that it had been designed to work on microwave technology releasing plasma between 220V and 230V. Being far too busy to fix up some issues with the Ray Gun, he brought in a scientist, Dr. H. Porter, to create the second generation Ray Gun that would fix a few flaws, including excessive peripheral damage. With the Dr. Maxis’s approval, Dr. Richtofen began development of a weapon of his own. Named the Wunderwaffe DG-2, which stood for Die Glocke second generation, it used the same technology as the original Die Glocke, being powered by Element 115. It turned the element into a chain of electrical energy at 220 volts, killing up to ten zombies with one pull of the trigger. Once completed, they moved on to the third generation, the DG-3 JZ, and Dr. Richtofen began writing books about them. Concerned with the lack of funding, Dr. Maxis sent a letter to the Reichstag High Command. He said that the early tests in Der Riese had been beyond expectations and it would be foolish to cut their funding. One of those tests included the Wunderwaffe DG-2, which was supposed to be mass produced and placed in the hands of the German Army, in the attempts to end the war as quickly as possible. Dr. Maxis also mentioned the recent complications with the zombies, and due to lack of Element 115, teleporter testing had come to a halt and these problems couldn’t be solved. He informed them of the American’s Element 115 supply and reiterated the importance of staying ahead of the United States, which would require not only funding, but finding a regular supply of Element 115. After the completion of the Moon facility in 1943, which they called Griffin Station, Dr. Richtofen revealed to the scientists of Griffin Station that he decoded ancient hieroglyphics on various alien artifacts and objects, including the pyramid, all pointing to the origins as the Vril-ya. Dr. Richtofen knew that the pyramid was a stable gateway to Aether, so he appointed Dr. Groph as head scientist to discover how the device worked. He announced that Dr. Maxis and Group 935 no longer controlled them, repurposing them for his own agenda while he kept up appearances at inside the organization. With thunderous applause, the fate of Group 935, and consequently the world, was sealed. While there, Dr. Richtofen began production on a new weapon known as the Quantum Entanglement Device, which was a weapon capable of manipulating space-time and causing different events to occur. Another weapon being produced was the Wave Gun, which could be split into two weapons. When used as a single weapon, it caused zombies to cough blood and slowly expand until they explode, while the dual version shot electric balls. After completion, Dr. Richtofen sent it to the same scientist that upgraded the Ray Gun, Dr. H. Porter, in order to become even more effective. By 1943, Germany had invited Dr. Freidrich Steiner to join Group 925. Dr. Steiner, a scientific genius, had earned a collection of degree by the age of twenty, and even caught the eye of the SS. Throughout the war, he was to be involved in multiple projects in order to find unconventional solutions to win the war. One of these projects was to pick up where Dr. Maxis had failed and investigate various techniques of mind control on zombies, including breaking into their subconscious by playing film for them containing subliminal messages, at Kino der Toten, a theater in Berlin. It was all in an attempt to take control of the zombies to create the undead army that Dr. Maxis, and the Reichstag High Command, desired. In the same year, Dr. Blome had experimented plague vaccines on concentration camp prisoners, and had Group 935 looking his way. With the help of Dr. Blome, Dr. Steiner’s other project was to create chemical weapons in Der Riese, which they did through the highly volatile nerve agents known as Tabun and Sarin, the latter of which can even cause death as soon as one minute after ingestion of a lethal dose. To help fund their chemical endeavors, Group 935 turned to a chemical manufacturing company by the name of GK. The name of the chemical they were creating was to be GKNOVA; GK for the funding corporation involving compound NOVA. Dr. Steiner and others in the tests had created three versions of the chemical. Stability was a rather large issue for them, as they they were still attempting to achieve it when tests on version 4 were ran. That did not deter them though, as they still had hopes for the fourth version. The dispersion techniques also had to be tweaked slightly, but the results had come back positive and encouraging. They tested the toxin on chimpanzees, but believed that the next step was to experiment on humans, in order to speed their research. They began heavy genetic modification and infused Nova-6 into humans, putting them in containers and shipping them off to Group 935 locations around the world to be tested in the environments and see if they can withstand nature’s fury, such as Shangri-La in the Himalayas, Eagle’s Nest in Siberia, and the very work site of the theatre in Berlin. Though they had originally been working at the Der Riese research compound, Group 935 had restationed Project NOVA to the abandoned Berlin movie theater by September of 1944, allowing for Dr. Steiner to stay in one place for his research. On August 9, 1945, Operation August Storm began. The 700,000-strong Manchurian army were invaded by one million Soviet soldiers, one of which being Nikolai Belinski. As a child, Nikolai wanted to become a Cosmonaut, but instead became a carpenter and owned a pig farm, afterwards giving it up to become a politician with an unorthodox way of doing things. He increased his rank in the Bolshevik Party by marrying politically and killing the next man in line. However, when he killed his fifth wife with an axe to the neck, the high ranking official she was having an affair with knew of his violent tendencies with women and made it public. His reputation spread quickly through the party and it wasn’t long before Stalin himself heard about the psychopathic politician. Being as paranoid as Stalin was, he immediately got nervous and ordered Nikolai to the front line. Nikolai got severely depressed and tried to forget his troubles with bottle after bottle of vodka. While in the invasion of Manchuria, he wandered off on his own and stumbled upon the Rising Sun Facility, or Shi No Numa. The soldiers in Manchuria hadn’t expected a Soviet offensive until spring of 1946, so they were utterly shocked to see this soldier. Nikolai was so drunk that he didn’t try and put up a fight, so he was captured right then and there. Nikolai told Dr. Richtofen and Takeo Masaki that he was in Manchuria to secure all their facilities, so Dr. Richtofen knew he had to act fast. To ensure he had a broad range of test subjects, he subdued Takeo and Nikolai and left Manchuria for good and went back to Eagle’s Nest. By September 2, 1945, Dr. Richtofen had acquired three of his test subjects to experiment on; a Mexican who had died because their spleen fell out from an especially violent experiment, Nikolai Belinski, and Takeo Masaki, who was given the subject name N3WB. By September 10, however, Dr. Richtofen wasn’t having much luck on either of them. Meanwhile, sometime earlier, an American spy named Peter McKay infiltrated Group 935, posing as a research assistant out of Munich. He was originally stationed at Der Riese but was eventually transferred to Verruckt, or the Wittenau Sanitorium in Pankow, Berlin, Germany, which was the spiritual predecessor to Kino der Toten, except using much more primitive tacts like electroshock therapy. While in Der Riese, he originally had the job of securing all visible research on Element 115 technology, but by the time he was transferred, all previous attempts at securing this research had failed. Overseeing his stay in Group 935 was his handler, Cornelius Pernell, who Peter was supposed to be in regular contact with. However, when Peter was transferred and became unresponsive, Pernell and the American Office of Strategic Studies believed his cover was blown and sent in an extraction team led by a Marine recon soldier, Tank Dempsey. Tank Dempsey was part of an elite infantry unit of the Marines, known as the Marine Raiders. Back in the day, during the early raids before the main invasion in the Battle of Peleliu, his unit was captured and he spent 2 weeks in a rat infested bamboo cage submerged in malarial water. Eventually, he gnawed his way through the cage, and then gnawed his way through his captors armed only with a bobby pin and his Medal of Honor which he keeps secreted in various body cavities. He laid low for a bit in normal civilian life, just to be sent back into covert missions again. He, along with at least two other Marine Raiders, John and Smokey, were selected for this top secret mission of extracting Peter from Verruckt. The extraction team arrived and on September 10, 1945, Dempsey went on what was to be a quick solo mission to scout out the area. However, during the operation, he was spotted and captured by the German holdouts defending the facility, and the rest of the extraction team awaited his return. When Dempsey didn’t return that same day, the extraction team continued to push forward and decided to enter the facility and retrieve Peter. However, as they entered, they found that Peter had left and zombies were upon them. As they tried to fight their way through the asylum, Smokey became infected and John was forced to kill him, and by September 17, 1945, everyone had been killed by the first batch zombies. That same day, Tank Dempsey had been delivered Dr. Richtofen for experimentation to replace a Mexican test subject that Dr. Richtofen killed. By September 20, Dr. Richtofen began noticing how Dempsey, Takeo, and Nikolai had changed through experimentation. They each showed unique side effects compared to previous test subjects. Their baseline mental and psychological state was intact, but all of their specific memories were erased. Dempsey kept yelling and breaking the restraints; Takeo was mentally shattered by his own attempts to block out the commands issued by the brainwashing; and Nikolai seemed to respond well to a stimuli made primarily of vodka. While Nikolai was no stranger to the substance, the increased testing on him from this substance generated his dependency on the alcohol. During the chaos of the Der Riese experiments, Dr. Maxis began to form new opinions about those around him, creating two near-simultaneous data servant entries between 1942 and 1945 related to these. He saw that his assistant, Sophia, was beginning to get increasingly attached to him. He admitted to finding her attractive, but due to his wandering thoughts, she was becoming too much of a distraction and Dr. Maxis knew he should send her away. In the other entry, Dr. Maxis began expressing regret over re-inviting Dr. Richtofen to be part of Group 935. He openly cited two different reasons for this regret, the first being limited amounts of the element and Dr. Richtofen’s insistence on accelerating the project timelines. The second mentioned Dr. Richtofen watching Dr. Maxis, Samantha, and Sophia, even creating an unorthodox explosive weapon known as the Monkey Bomb, that screams when set aflame. However, despite all this, it became clear to Dr. Maxis that his long history of working on Element 115 was beginning to catch up with him, which is what likely contributed to the paranoia with Sophia. He noted the increasing levels of delusion in his mind but decided to continue his work, dismissing the unfavorable acts by Dr. Richtofen as flawed beliefs. In a clear example of Dr. Richtofen’s yearning to accelerate the projects, between September 20th and October 1st, 1945, he learns that Dr. Maxis had not been mass-producing the Wunderwaffe DG-2 as he had promised he would. For Dr. Richtofen, this is the final straw. Now, for at least the second time, Dr. Maxis had undermined Dr. Richtofen’s work for his own personal gain. Dr. Richtofen then informs Dr. Groph, the head scientist at Griffin Station, of the update to his plan on what to do with Dr. Maxis and Samantha (Security Protocol 935): personally dispose of them. To unknowingly demonstrate this new delusion that Dr. Maxis had, he began to use his own daughter’s companion, Fluffy, as a test subject for the teleporter. He and Dr. Richtofen put her into the test chamber and activated the teleporter, only to find that something had gone awry. Dr. Maxis suspected that Dr. Richtofen had incorrectly calibrated the teleporters, but Edward lied and said it was calibrated to Dr. Maxis’s specifications. All they could see was some sort of electrical force inside the test chamber, so Dr. Maxis demanded the chamber door be opened immediately. Within the chamber, Fluffy had been transformed into a ghoulish monstrosity that resonated with energy, becoming the first hellhound. At that same moment, Samantha entered the labs, wondering what her father was doing with her dog. When she saw what had become of Fluffy, Samantha immediately ran towards her. Dr. Maxis was able to grab and calm her, and when they attempted to exit, Dr. Richtofen slammed the doors shut. Seizing the opportunity, Dr. Richtofen activates the teleporter and thrusts Dr. Maxis and his daughter into space-time. At Griffin Station, as Dr. Groph and Dr. Schuster awaited Dr. Richtofen’s return, Griffin Station’s computer system alerted them of an immediate threat. It seemed that rather than being destroyed by the teleportation process, Samantha had been teleported to the Moon. In a flurry of action, Samantha began roaming the facility. She ran towards the M.P.D., open from when the two Griffin Station scientists had gathered the required souls, and placed herself inside it, which swallowed her whole and shut her within. When they alert Dr. Richtofen of this, he merely saw this as a minor setback, assured that they will not be held back by the actions of a child. Moreover, he concluded that if Samantha had survived, then so too had Dr. Maxis. While they knew that Samantha was sent to Griffin Station, they had no idea that Dr. Maxis been sent to an unknown and mysterious tunnel. Given some time, Dr. Groph and Dr. Schuster used Griffin Station’s teleportation system, and a sample of Dr. Maxis’s DNA, to locate him and bring him to the receiving bay. Dr. Maxis, was bewildered and enraged, yet not surprised that Dr. Richtofen, Dr. Groph, and Dr. Schuster had been operating in secret. Given only the time to ask how he got to where he was, the facility’s guards drug him to the pyramid as Dr. Groph explained exactly what had happened at the facility. Dr. Maxis, however, was no fool. In the time he had spent fending for his life in those tunnels, the dream to “improve the human condition” was dead, and Dr. Maxis’s creation had to be destroyed. While the three doctors at Griffin Station had brought Dr. Maxis back in hoped of him coaxing Samantha out of the pyramid, he had different plans. The one thing he asked his daughter to do was to kill them all, and as Samantha giggled in demonic glee from within the pyramid, one of the scientists shot Dr. Maxis dead for what he told her to do. However, instead of truly dying, Dr. Maxis’s soul was released and uploaded into the Griffin Station mainframe, allowing him to control the entire facility without anyone knowing. With thinking Samantha churned in a tide of rage and power and with the fate of the world in the hands of this girl, Dr. Groph spoke his last known words: “We are all doomed.” With Samantha now securely in the M.P.D., she became the newest ruler of Aether. With her newfound ability to raise and control the dead, she had the zombies overrun the Der Riese facility in hopes of dealing with her decided target, Dr. Richtofen. Himself, Tank, Takeo, and Nikolai were all able to escape the outbreak, but the doctor somehow informed the other three to go to Shi No Numa at a later time than himself, though the reason he did this is also unknown. In the immediate aftermath of the outbreak, a massacre ensued between two entities, one of which was likely the Russians and the other being unknown. Once the massacre was complete, it was followed by a standoff with American forces, which the Russians are assumed to have won. The purpose of the massacre, though, was to gain knowledge on Dr. Steiner’s whereabouts. However, many months before the massacre and standoff,, Dr. Friedrich Steiner had actually left Der Riese and was sent by freighter to deliver NOVA 6 gas that would be used against command and control centers around the world, like Washington D.C. and Moscow. To complete this objective, he was required to travel north up the Elbe River in Germany and into the North Sea, eventually making his way to the Arctic Circle. An individual involved with the massacre and standoff, though, was a man named Pavel Gorki, the likely owner of the company that provided funding for Germany’s Nova 6 research, GK. He contacted his cousin, Colonel Lev Kravchenko, and informed him of Dr. Steiner’s movements. Kravchenko then reported this to his mentor, General Nikita Dragovich, and they began making plans to retrieve Dr. Steiner. As Dr. Steiner traveled through the Arctic Circle, British aircraft began bombing his location and trapped him in the ice. He and his men attempted to salvage what they could, but their efforts were futile, as Germany still surrendered and failed to win World War II. The freighter was left alone in the Arctic Circle and realizing the inevitability of being captured or killed, Dr. Steiner switched allegiances and agreed to fight for the Russian cause so that he may live. The Russian extraction of Dr. Steiner and all the NOVA 6 they could get their hands on was dubbed Operation Olympus, carried out by the 3rd Shock Army Special Operation Unit and their leader, Dragovich. However, after arrival, it soon became clear that the Russians were not the only one’s seeking the German weapons. When American and Russian forces battled after the massacre at Der Riese, the Americans had too learned of what was housed in the motionless freighter in the Arctic. They contacted the British government and soon thereafter, they also began making plans regarding Dr. Steiner and the ship. Upon arrival by the British, the ship and all of its contents were destroyed on direct orders from Winston Churchill, though Dragovich and Kravchenko were able to escape not only with samples of the gas, but the very creator of it: Dr. Steiner. From there, the Ascension Group was born. Headed by Dr. Steiner himself, but organized by Dragovich, the Ascension Group’s main purpose was working with NOVA 6. Colonel Kravchenko’s cousin, Pavel Gorki, would later start Gorki-Korolev Medical (GKM) as a front company to move this NOVA 6 to sleeper agents in the United States. Out of the rocketry scientists, a handful of them included Dr. Mikhail Ivanov, a Computer Systems Engineer; Dr. Gavril Petrov, a Launch Facilitator; Dr. Stefan Fedorov, the future Chief ICBM Weapon Directive Executive; and Dr. Boris Titov, a Nuclear Fission Engineer. Through Operation Osoaviakhim, the Ascension Group was also able to harness some of the great Nazi minds and put them to work for the Russians. This was the Soviet resurrection of the German NOVA6 Program. Between the time that had Peter left Verruckt and Der Riese had suffered from an outbreak, his handler, Cornelius Pernell, his handler, managed to get him a message. Pernell told Peter to find Dr. Richtofen and Dr. Maxis and that Der Riese must be contained, though for an unknown reason, Peter did not travel to Der Riese, but instead to Shi No Numa. Dr. Richtofen, having fled the Der Riese outbreak to Shi No Numa, knew that his time was short before Tank, Takeo, and Nikolai would show up. Somehow, he knew that Peter would go to Shi No Numa and after arrival, he killed Peter and hung his body to make it look like a suicide. By the time that Tank, Nikolai, and Takeo had arrived and located Dr. Richtofen inside the facility, they became quickly surrounded by zombies. Because they could not remember anything about their past lives, they were forced to stick with Dr. Richtofen and attempt to stay alive. They held out as long as they could and when Dr. Richtofen deemed the time to be right, they began their trek back to Der Riese in an attempt to salvage what they could and aid their fight against the zombies. Once they arrived, they again fought for their lives, holding off zombies, to get what they needed and leave. They all jumped into the teleporter and a shot from the Wunderwaffe DG-2 overloaded the teleporter and sent them decades into the future. In the length of time that our heroes weren’t able to experience the world, it had become a much different place. Global affairs quickly dwindled from an Axis vs. Allies perspective to a war between the Eastern and Western powers. Once the United States had dropped the atomic bomb on Japan to end World War II, it became the new must-have weapon around the world. The two superpowers at the time, America and the Soviet Union, began their struggle for dominance across the globe and both Germany and its capital, Berlin, had been split up among the World War II victors. By the early 1960s, the Soviet Union began building a wall around their sector of Berlin and when the four time-travelers had arrived in the late 1960s, they found themselves at an abandoned theater in West Berlin; the same theater as Dr. Steiner’s former workplace, Kino der Toten. However, while there, they encountered strange creatures they’d never seen before. These creatures were the human experiments engineered by Dr. Maxis and Dr. Steiner, infused with NOVA6 gas and crawling around on all fours. After a long battle within Kino, Dr. Richtofen was able to recuperate and create a plan that would allow him to gain power in the Moon Pyramid Device and finally end Samantha’s reign of terror. Dr. Richtofen however, had his own plans of finding some method of reaching the M.P.D. to gain the power for himself. To carry out this plan, the four managed to somehow go back in time and arrive at somewhere rather peculiar. In at least the latter half of 1962, Dr. Gersh and his assistant, Dr. Yuri, began making a hovercraft to rival what the Americans and Canadians were producing. Additionally, the Ascension group had also been busy on Project Thunder, a weapon known as the Thundergun that shot enough air to kill someone, though changes still needed to be made to the power cells and range. Finally, they were also working a portable teleporter by official title of Project Mercury, though many just called it the Gersh Device. During the testing of this device, a miscalculation on Yuri’s part resulted in the Casimir Mechanism exploding, rendering it unusable. As punishment, Yuri was moved to Russian spacecraft development, blasting monkeys into space. With his rage, Samantha found her golden opportunity to fulfill her father's wishes of killing all the Group 935 scientists that remained within the Ascension Group. Through her ethereal ability to manipulate time and space, she retrieved Dr. Richtofen’s journal and placed it in Ascension for Yuri to find. All went to plan, and Yuri wanted to keep the information about Element 115 away from Gersh’s destructive hands, just as Richtofen had done with Maxis. All the while, Samantha began driving the scientist to insanity and eventually going so far as to torment him by placing her voice within his head and insisting that he take revenge on Gersh. Eventually, when his plan to take out his superior was complete, he approached Dr. Gersh and asked him to do the honors of activating the Gersh Device. When the portal was opened, Gersh was sucked into the vortex and joined Samantha in Aether. It was at this point that the undead rose and overcame Dr. Yuri, infecting the facility before Dr. Richtofen arrived. Before Dr. Richtofen entered the facility, he fully expected the station to be able to transport him directly to the Moon. He donned a cosmonaut suit from one of the facilities lockers and entered the station, though he quickly found it far too overrun to complete his objective. The team used one of the stations lander test utilities to escape the horde, subsequently pulling them into the center of the facility. While the team took a moment to prepare themselves for the coming wave of undead, it became apparent that while Gersh was in Aether, he had also connected himself to the facility itself and was able to communicate through the station’s electronics. He pleaded with the four of them to free him from the terrible place he was in but rebuilding the Casimir Mechanism, and once they had done so, Gersh’s soul was free from Samantha’s wrath in Aether. Around the same time as Ascension, a secret meeting was held between President John Fitzgerald Kennedy and Fidel Castro, with Robert McNamara and Richard Nixon acting as President Kennedy’s political advisers during the talk. With materials housed below in the Pentagon’s laboratories, acquired from Group 935, it was clear to Samantha that the United States was going to use these materials to at least partially recreate what Group 935 had done. She got the undead to rise, and the fighting continued for a prolonged amount of time before it began to take its toll. In addition to the zombies, a new threat was faced within the pentagon; a zombified intruder from an unknown origin collecting any and all 935 technology the Americans had hoped to recreate. Using the intricate system of teleporters the Department of Defence saw fit to install, the Thief ran rampant and snatched up all the weapons he could get, returning them to Aether so they could never be used again. By the end of the conflict, the four politicians were able to fend off the undead and the United States government successfully hid the event from the public. It was early 2011, and Sarah Michelle Gellar, Robert Englund, Danny Trejo, and Michael Rooker were on their way to unravel the true origins of Element 115 with their director, George A. Romero. However, their boat crashed into a mysterious Siberian island during a terrible snowstorm and upon arrival, Romero encountered some interesting documents about Group 935 experiments that took place on the island. He had stumbled upon Dr. Richtofen’s Eagle’s Nest. Inspired, George Romero and his cast decided to work on location to produce a film, which began March 17th of that year. While the crew was filming the four characters slaying fake zombies, a real one came out of a window, but no one believed that it was real, actually thinking it was too fake. The Zombie throws a producer into the rocky wall and jumps at Romero, taking him into sea below. From the ocean depths, Romero emerged undead and powered with Vril energy resonating throughout his body. With their director turned, the four movie stars take on their roles and begin to slay the incoming real zombies while searching for a way to put an end to the nightmare they found themselves in. At that time, Tank, Takeo, Nikolai, and Dr. Richtofen arrived in Siberia via teleportation. While they were trapped within the test chamber of a teleporter, Edward Richtofen concludes that they were sent past their target date, they were too far into the future. Dempsey realizes that Richtofen knows where they are and begins to get suspicious. But they're distracted when they hear some strangers outside, and Dr. Richtofen asked them if they could help him retrieve some things. Little did he know, it was the four characters that shipwrecked on the same island. Dr. Richtofen knew exactly what he was looking for, and made everyone think it was to fix the teleporter. In reality, he needed a particular piece to advance his ambitions of ruling the world. Under his instructions, the four actors used the Vril energy inside of a weapon, the V-R11, to turn a Zombie back into a human and sacrifice him in return for the Vril Generator; one of the fabled golden rods of Agartha. The submarine created a green beam and transferred the rod from within to without, floating it down the lighthouse, waiting for the actors to retrieve it. Once the golden rod was given to Dr. Richtofen, he hid it in his pocket, keeping its purpose to himself and away from the suspicious Dempsey and others. Before repairing the teleporter and leaving, Dr. Richtofen gifted the actors with the Wunderwaffe DG-2, to help survive the best they could against the zombies, including George. Once the team teleported, they arrived in a mystical place, and only Dr. Richtofen understood the true meaning of their location. Once again, he was in Shangri-La, an entrance to the underground world of the Hollow Earth, home to Agartha. However, the area had changed greatly from how he remembered it. Rather than the abandoned burnt-out tunnels of old as he left it, the hidden city had undergone a massive shift in mining capabilities. Like Germany had done in the late 1930s, the Soviet Union, China, and Vietnam performed expeditions into the Himalayas, and while they were likely searching for something mysterious, what they found was something they never thought would happen. They had discovered what was left of Shangri-La and shortly after arrival, the allied countries found that the underground tunnels held massive amounts of Element 115, ripe for the harvest. Along with what the tunnels contained, there was also something very noticeable that wasn’t around: life. The entire complex had been abandoned and life no longer wandered these tunnels, thanks to Dr. Richtofen’s earlier genocide of the Vril-ya. With nothing standing in their way, the three countries began working and experimenting in the area, including things like rocket testing. However, given time, this hidden city would eventually prove to be far too dangerous for the Russians and Chinese. Also during the time that Dr. Richtofen was away, two explorers named Brock and Gary entered Shangri-La in search of the land of Agartha. Out of curiosity, Brock pressed an interesting button, and they were teleported back in time to a point during a solar eclipse. Upon their arrival in this new time, encountered by zombies, Gary was completely shaken and yet Brock seemed to have knowledge on the topic, likely due to his research into myths and legends (like Shangri-La). Later in time, when Richtofen et al. were fighting for their lives, the group saw four buttons near them and simultaneously pressed them, being launched years into the past. Shortly after each had been in the same past, they discovered that they weren’t alone. Dr. Richtofen heard Brock and Gary and decided it best to help them. As they went through the steps of trying to retrieve them from the tunnel system they were in, Brock noticed that the architecture was not what he had expected, stating that the temple was an “interpretation” and there were unfinished carvings. Noticing their presence, an unknown creature killed Gary while he was in the water. The group rectified the death and brought the explorer back to life, then proceeding to find the altar Dr. Richtofen had set up long ago. To Dr. Richtofen’s surprise, he found a massive meteor sitting at the very top of the temple and understood that needed it. After Dr. Richtofen located the shrink ray that Dr. Maxis was involved in, he managed to concentrate the Element 115 meteor into a small, Vril energy stone, fully knowing he could combine it with the Vril Generator and complete his master plan. When the explorers found this strange stone sitting on the altar, they attempted to move it, resetting all that was done. Brock and Gary were thrust into a paradox, where they constantly had to relive the events of that day. While the rest of the group failed to understand the time loop they had just created in freeing Gary and Brock, Dr. Richtofen urged them to leave the temple. Using the teleportation device housed within the temple, Dr. Richtofen once again escaped, this time with the rest of the crew. At a test site in Nevada, following the Black Ops and Spetsnaz fighting each other and the nuclear bomb test that was happening, a group of radiation scientists went in to investigate the remains. To their surprise, the nuclear test being performed in Nuketown was a bomb filled with Element 115, which was retrieved from Area 51 for usage. They discover the newly arisen soldiers and are subsequently attacked, and after sending a distress signal, they are also turned into Zombies. The CIA and CDC receive the distress signal while at Area 51 and go to investigate, but they mysteriously lose all communication with Hangar 18. With Richtofen’s master plan drawing to a close, the group sent themselves from Shangri-La to Area 51. However, it’d become apparent to them that the Americans had grown an intense interest in the programs Group 935 was involved with. Within the largest hanger, Hanger 18, sat a teleporter so similar to Group 935’s, one couldn’t tell the difference. At this moment, Samantha began to raise hell across Paradise Ranch, ravaging Area 51. Fighting as long as possible, the four of them stepped onto the teleporter and suddenly found themselves gasping for air. After they donned pressurized suits, the team realized they were in Griffin Station on the Moon. From there, Dr. Richtofen began the process of inserting himself into the M.P.D. to control the Aether and subsequently, the world. After activating the terminal, Dr. Richtofen encountered what became of Dr. Maxis. Dr. Maxis pleaded with Richtofen to end the madness before it was too late, but it all fell on deaf ears. Edward fused the Vril Generator and Focusing Stone to create the Vril Device, which he inserts into the M.P.D., preparing to switch souls with Samantha. Enraged at Richtofen, she attempts to warn him of the power within the pyramid. It was far greater than Edward could have ever imagined, and far more ancient. He could never possibly hope to control it. What hadn’t been understood was that as the Vril-ya had come to Earth many moons ago, they’d split into factions and went their separate ways. The group considered to be evil by many were the ones in control of the the pyramid on the Moon. When God cast Lucifer out of Heaven and the fallen angels made their way to Earth, he found himself inside the M.P.D. and his followers back on Earth, the Nephilim, became known as the Illuminati. Unaware of what was happening in space, a team of CIA and CDC agents discovered the absence of radiation scientists that went to investigate a nuclear testing facility, Nuketown in Nevada. Both teams, unknowing of each other’s objectives, sought after Nuketown to find it destroyed and littered with the rising dead of the Black Ops squad, Spetsnaz team, and radiation scientists. The CIA and CDC agents fought their way through hordes of Zombies, failing to recognize that in the back corner of where they were fighting, there was a small fallout shelter which held a young man by the name of Marlton Johnson. As a child, however, Marlton always felt he had a target on his back, and that showed up again. He was a younger, but very intellectual, electrical engineer and chemical scientist. Shortly before finding himself in the shelter, the organization he worked for had asked him to accompany a team of radiation scientists, but for an unknown reason. While in the shelter, he appeared to be unhappy about the nuclear detonation, as the resulting EMP seems to have destroyed his electronics. Meanwhile on Moon, Edward had come too far and worked too hard to be told how to act by a child. He swapped bodies with Samantha, acquiring her powers while imprisoning her soul in his old, frail form. Maxis acted hastily, knowing that Richtofen inside the pyramid was a very terrible event. He told Dempsey and the others that he wants to “minimize the damage” that Richtofen was capable of inflicting, with his plan for this being to be launch the missiles at Earth, decimating the entire human race, which he says is the “last chance to sever Edwards link with Earth” and save them from a life under Richtofen’s tyrannical rule. Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Samantha Maxis watched from the lunar surface as three rockets crashed into the Earth and lava began seeping from within. Takeo Masaki had realized what just happened, vowing to “get revenge on all of Group 935,” just as Samantha vowed years ago. As decades passed on the ruins of Earth, some of survivors surfaced. Marlton Johnson found that the shelter he was in ran almost 1,000 miles North, to the Hanford Site in the United States. The Hanford Site, established in 1943, was a nuclear production site for the Manhattan Project, housing the first full-scale plutonium production reactor in the world. Upon arrival, he walked out of the shelter and noticed himself in a tunnel, immediately running straight for any exit, finding an abandoned Diner, but continuing on to the Town nearby. However, he also found something else entirely when he arrives; Abigail “Misty” Briarton. When she was younger, she lived on a farm, filled with a clothesline and all sorts of good memories. She was a six-time knife-fighting champion and had many piercings. She went through the teenage runaway days, perhaps as a result of her mother dying as she can’t remember her face any longer. While her mother died at an unknown time under unknown circumstances, her father was killed by the Zombies, which still enraged her to think about. Prior to this, however, a company named Broken Arrow had let go of an employee for unknown reasons, and barely able to remember his name, or what his past entailed, he then began to walk the Earth. He goes by Russman, and dabbled in Element 115 while working for an unknown organization at the Broken Arrow site, before he was let go for unknown reasons. But afterwards, the facility was burned down to remove any evidence of their implications regarding an outbreak. They were the Group 935 of the United States, dabbling in Element 115. When Misty and Marlton met for the first time, Zombies began to swarm them and they were forced to start a murderous rampage in an attempt to stay alive. Behind them, a bus had pulled up with an automated, artificial robot driver driving two men they’d never met before, Samuel J. Stuhlinger and Russman, but would soon start working with. Suddenly, as the four of them begin to maneuver between the locations of the Hanford Site, the bus’s navigation system malfunctioned and caused the bus to take a different route, which would endlessly loop around the entire Hanford Site, starting with the Consolidated Coach Corporation Bus Depot. Because Dr. Richtofen had accessed Aether via the MPD, he had gained the ability to speak to anyone anywhere, so when the crew was in the Bus Depot, they could all hear him speaking for the first time, and Samuel began hearing him inside his head. Richtofen wanted them to help him, but he wasn’t the only one. While crafting a small wind turbine inside the depot, Maxis’s distorted voice came over the P.A. system, demanding the crew to complete the device. Upon completion, they took the turbine, hopped onto the bus that Samuel and Russman originally arrived in, and made their way around the Hanford Site. Passing by a diner and a farm, they eventually made a stop at the power station to turned on the electrical grid. Once the electrical grid became activated, something strange started happening inside the main power core, where the crew witnessed an electrical being arise. Named “Him”, he would electrocute them until they put a stop to him, either by temporarily killing him via EMP or turning the power off so he had no energy to feed from. That moment was when the crew had a difficult decision to make on what to do next, for they had to either assist Maxis or Richtofen and help one of them further their goals. Disregarding who they follow, both deities need what’s known as the NavCard Reader, which is a table consisting of a card reader, radio, and a small meteorite of Element 115 meteorite. When attempting to put the NavCard they had found in the Bus Depot into the NavCard Reader, the reader refused to accept it and they were informed it was an incorrect NavCard. Dr. Richtofen told the crew to not worry about the NavCard at the moment, as it would only become of importance later down the line, but did mention that the Element 115 meteorite was of importance now. After the new crew successfully converted the pylon in Hanford to be an energy transmitter for either Richtofen or Maxis, Richtofen teleported Stuhlinger and company to a new location, with another tower that would need to be converted: Province 22, in Shanghai, China. Inside the tower, there was also a section reserved for the International Zombie Center, where not much is known, but they began to release reports that after the United States killed the leader of the Strike Defense Coalition and China, Tian Zhao, in 2025, he became infected with Element 115 and was turned into a zombie. As a confused and distraught Stuhlinger stood on the edge of the destroyed tower, looking down the dizzying heights, Dr. Richtofen tried telling him about preparing the next set of plans, which was to mend the Rift, which Stuhlinger has no clue about. Dr. Richtofen threatens that if Stuhlinger were to not comply, he’d expose his secret about The Flesh to the other three and Stuhlinger caves. Just at that moment, as zombies crept up on Stuhlinger, Russman dove in the way to kill some and was subsequently killed by a Jumping Jack. The remaining survivors - Samuel, Marlton, and Misty - momentarily escape Russman’s fate by hopping onto a working elevator, while Dr. Richtofen is trying to tell Samuel something that he can’t make out. After the three get off the elevator, they found themselves swarmed by the undead and Richtofen’s words became audible: “accept your fate, begin anew”. The three of them then met their demise, but suddenly, the entire crew, Russman included, were revived back to the spot that Richtofen originally teleported them, but having the memories of their deaths erased. As the crew moved along the debris of the massive tower, both Dr. Maxis and Dr. Richtofen began talking about their plans. Each deity told the crew to help them by standing on several chinese symbols across the tower to link them. When one of the survivors picked up a sniper rifle along the way, the deities made it clear that it would be valuable, but not how, and when the crew moved to a tower across from the one they were on, it became clear. They noticed two orbs in the mouths of two different dragon signs on the rooftops and to get ahold of them, they would have to shoot each orb out of the dragon's mouth with the sniper, where they floated to the original tower and settled under the paws of lion statues. The crew is also able to build another NavCard table and insert the card they have from Green Run, which it accepts this time around. From here, depending on who they helped in Hanford, they’d continue to do so, hoping their judgement was correct. With neither of the two deities communicating with the crew after energizing the radio tower in Shanghai, the four of them had no idea where to go, so Russman informed them on as much of his life as he could remember and the things he had learned, including that he was an operative from Broken Arrow and had to leave because of something they called “the incident”. Because of this, he had known about the Rift and laid out a plan that would take them from Shanghai past the Pyramids of Giza in Egypt, Africa, and to the Rift, all while they fought against the undead and helped one another survive along the way. During travel, Stuhlinger informed them of the German voice in his head and when they decided to stop for the last night in Angola, Africa, less than a day’s travel from the Rift, Russman began criticizing him for the voices. Immediately, Marlton alluded back to Russman’s own problems and they stressed the importance of working together to survive. When they awoke, they finished the journey to the Rift, where they found to be an extremely deep crater with what appeared to be a red portal at the bottom, accompanied by a very large, abandoned diamond mining site near the edge of the Rift. As the group of survivors entered the mining site, they surveyed the area and followed a dirt tunnel, which led to the top of a barn. When they exited the barn, much to their surprise, they found themselves in a buried American western town that, little did they know, had actually come from the United States. The town had become intertwined with the rocks themselves but to a certain extent, the town was still intact, with several shops and buildings present but closed off, via debris or doors. However, the greatest shock came when they spotted a large, thin, male figure in a nearby jail cell. They found the cell key, unlocked the prisoner’s door, and when he seemed to be terrified, they gave him some alcohol from the desk nearby and he immediately ran out of his cell and knocked down debris in front of the jailhouse, allowing the crew to access more of the town. Later on, when given alcohol again, the giant crushed a fountain in front of a church, so it appeared that whenever he got alcohol in him, he felt the urge to destroy something. In addition to the booze, the crew also found bowls of candy within the candy shop. When given to the giant, he offered services such as attacking zombies, crafting nearby buildables when partially completed, and even locking the Mystery Box into place. That wasn’t the only peculiar thing the crew noticed about him, but also that the zombies ignored the giant and the giant them, unless prompted, so he wandered alone through the town. It seemed that the crew had found a new ally. During their trek through the town, the crew noticed familiar parts that belonged to the NavCard Reader tables in Hanford and Shanghai, including a NavCard itself, and began looking for a place to set it up. They eventually gain access to an old Victorian mansion and when they step foot inside, they were greeted by what appeared to be a ghost of its former inhabitant, Sarah Faraday. The crew shot the spectral down, thinking they’d gotten rid of her, but this was quite the opposite. As more and more appeared, the crew quickly escaped the mansion via the back of the house, and entered the garden maze. While traveling in the maze, they noticed a fountain very similar to one the giant had destroyed near the church a while back, so they used an explosive to destroy this fountain and found a swirling, green portal in the hole where the fountain had stood. They dove into it and found themselves back at the mining site where they dropped into the barn, but now there was a floor. They decided to set up the NavCard table here, and recalling how the reader in Shanghai took Hanford’s NavCard, they inserted Shanghai’s NavCard into the reader and the machine accepted it, so they continued back to the town to investigate further. Also upon entrance, they begin to hear the familiar voices of Maxis and Richtofen speaking to them and again, pleading for their help. Maxis addressed the group and told them that they must stop Richtofen at whatever costs. He mentions that his plan was the final step to healing the Earth and that this particular location was key because there was a foreign source of energy that was thriving and at its strongest at this location, and that energy was coming from Agartha. However, along with Maxis, Richtofen also greeted Samuel, and when Richtofen saw that Samuel wasn’t happy to hear from him, Richtofen attempted to appease Samuel by calling him a friend, and that the final plan must be set into motion or else Maxis would manipulate the crew through his lies. Like in Shanghai, they hoped their judgement was sound and continued helping whichever deity they were helping. With all the crystal balls taken care of, either through shattering them for Maxis or powering them up for Richtofen, they each urged the crew to find a floating lantern. The goal was to obtain and harness its energy, even through brute force, as its power was necessary to further their plans. As the crew began wandering through town, a ghostly, lit lantern began to float and only when explosives were sent its way could the crew retrieve the fallen lantern. During this, Richtofen suggested the lantern may have a poltergeist residing within, while Maxis described it as a vessel for a type of energy that is contained in all matter. It became clear that each deity required a particular kind of essence to fuel it. Richtofen mentioned that it needed the energy of departed souls to fuel it, since they leave residual energy when they go, so the crew traveled into the eerie mansion and collected the source of energy from the widow’s ghosts until the lantern was full. Maxis mentioned that the lantern needed the energy of undead souls to fuel it, so the crew began to slay zombies until the lantern was full of undead energy. Once the lanterns were full of either undead or departed energy, the group went back into the town and found a glowing depiction of a lantern in the Gunsmith store, where they placed the ghostly lantern. Suddenly, a Masonic Pigpen cipher appear on the wall in front of them. The cipher, which consisted of three rows for three different messages, was decoded and each row revealed the name of a different mine. It was then that Maxis and Richtofen commented, saying that those before the crew had failed their tasks, but left these messages behind for others to follow, with Richtofen adding that he felt Samuel was his favorite. The crew traveled throughout the hidden tunnels of the town, searching for the mines, and eventually came across the three specified mine signs, each bound with the energy of Agartha. Both deities mention that the energy could be released through brute, electrical force, so the crew punched the signs with their Galvaknuckles in the order specified by the cipher. Upon punching them, they noticed glowing auras surrounding the signs, so they continued to punch the signs, when suddenly a spectral wisp appeared. Once the switchboard had been activated for Maxis, or the crew escaped the maze for Richtofen, they each insisted that the crew visit the fountain in order to finalize their plan. Once the crew reached the fountain outside the church, targets displaying Western gunslingers began to show up across the map. There, they had to destroy 84 targets total - 23 in the windows of the mansion, 19 in the saloon, 20 outside the candy store, and 22 around the jail cell. Once all the targets were destroyed, each survivor was given permanent perks by the deity as a reward for setting up the tower in his favor. Regardless what side the crew chose to help, they were required to insert all the appropriate NavCards into their respective readers, and once accomplished, the crew wandered aimlessly until they came across a strange box in the back of the courthouse. That contraption had 12 lights that were lit either red for Maxis or blue for Richtofen, depending on who they helped, and once it was fully lit with the same color, the front of the mechanism opened up to reveal a large, red “push” button. When the crew pushed it, the entire Earth began to shake. When the crew ultimately decided to help Dr. Maxis take control and pass into Agartha, it somehow caused time and space to essentially rupture and allowed for history to be rewritten. Regardless of who Marlton, Stu, Misty, and Russman had chosen to help, though, it all amounted to nothing. There were much larger forces at play than anything in the control of those four survivors. The Earth that Dr. Ludvig Maxis had blown up and subsequently guided the survivors through was merely one of many, many Earths, across many different realities. The Universe was not just the singular Earth and reality, but actually consisted of infinitely more realities. In one of these realities, Group 935 was not started by Dr. Maxis on the eve of World War II in order to improve the condition, but by an entirely unknown person right before World War I, in order to make weaponry. Instead, Dr. Maxis was an educator at Germany's Heidelberg University and one of his students was a young man named Edward Richtofen. He showed intellect and maturity well beyond his years, but when his parents died, it affected him deeply. Dr. Maxis attempted to be a father figure to him, but with Edward being so troubled, he opted to join Group 935. It is unknown when Dr. Maxis joined Group 935, but by January 5th, 1915, he had begun work creating a prototype of an upgraded Mauser C96. It was named the M1916CXS, and he planned on releasing it to soldiers across the battlefield the following year. By September, 1917, however, all of he and Edward's research had payed off and at an unknown Excavation Site in Europe, they discovered a new periodic element: Element 115, which they name Divinium. Not long after, however, the prolonged exposure to Element 115 had caused changes to appear in Dr. Maxis, and Dr. Richtofen began to notice. While Dr. Richtofen agreed that the potential benefits of this research outweighed any associated risks, it was only hesitantly, as he feared for what would come of his old friend. Group 935 continued to work in order to achieve these potential benefits, which included strange lights and one-thousand-foot-tall giant robots, as to achieve the Wonder Weapon program any military might could possibly want. Shortly before October 6th, 1917, the Emperor of Japan, Taishō, recognized a Captain in the Imperial Japanese Army for his leadership and past victories, including the Battle of Mukden in Manchuria during the Russo-Japanese War in 1905. The warrior's name was Takeo Masaki, who was ordered to secure any of Germany’s new mechanized weapons for the benefit of Japan. By the middle of the same month, the United States stock market was dropping quickly and Wall Street was in a panic. The United States government wanted to end the war as quickly as possible, so they attempted to gain an edge by sending air reconnaissance teams into Northern France, becoming aware of prototype advanced weaponry. They began training a special operations Marine, Tank Dempsey, to prepare him for what was happening. Before reaching Bar-le-Duc, he first fought in the Battle at Belleau Wood, near Paris, France, in 1918, even earning the Marines the nickname Devil Dogs. As for the Russians, they sent the exiled Nikolai Belinski on a military journey from the motherland to see what was happening in Northern France, where the French treated him very nicely, offering food, shelter, and other worldly comforts, such as the company of a woman now and again. By April of 1918, however, the United States had intercepted communications that revealed Russia and Japan also knew Germany was making odd war plans. As they all made their way to Northern France, they had no idea what they’d find behind the rumors they'd been hearing. It was at this time that Group 935 caught their lucky break. Ever since they first discovered Element 115, they searched elsewhere and set up more Excavation Sites. However, after performing a survey of an area inside Bar-le-Duc, Northern France, they found their largest single source of Element 115. They established it as Excavation Site Number 64 and began setting up and installing the Element 115 excavation generators in order to extract the Divinium from the site. Once they found a valuable source of information in the journal of one Pablo Marinus, the Germans were well on their way to fully realizing the potential benefits that Dr. Maxis had discussed, propelling their insatiable desire for yet more devastating weaponry. However, as they performed their work, they found that they had created localized energy fields that acted like portals, making random objects appear for seemingly no reason. Dr. Maxis hypothesized that Element 115 was disrupting the space-time continuum itself, bringing these objects through time and space. Though Dr. Maxis noted his theory was outlandish, he believed that the key to knowing for certain was located at the Pack-a-Punch machine, though he only knew it as the broken rune stones atop a mound. When he channeled Divinium towards the stones, he noticed that they brought forth weapons from different eras, even the future. He would further study these forces to advance the growing Wonder Weapon program, and even the weapon of his own creation, the M1916CXS, was included in this. During all of this, however, the changes in Dr. Maxis that Edward had originally noticed became much more apparent. Dr. Maxis began hearing the voice of a young girl named Samantha, or something claiming to be her, who asserted she was his daughter and was trapped in the mythical realm known as Agartha. At first, Dr. Maxis refuted such claims, as he knew he had no child, but the voice intrigued him so continued his research. However, this research was slightly different. From reading ancient texts, he learned of the Elemental stones of fire, wind, ice, and lightning, as well as the artifact that was instrumental to harnessing these energies, known as the Amplification Rod. However, when neither the rod, nor the stones could be recovered from any of their sites, he instructed Dr. Richtofen to create replicas. In the meantime, however, he was able to reflect, and expressed that the Ancients' knowledge was humbling. While he previously thought he understood the scientific world, he began second guessing himself and what he thought to be the true nature of the universe itself, including the very possibility of a higher power. However, the true secrets of the site, and potentially the answers to some of the mysteries, began showing themselves just underneath the mound. There, the men who set up and installed the 115 generators claimed to have seen ancient figures emerge, and Dr. Maxis would have dismissed their stories had the men not ended up dead or missing shortly thereafter. Even with this, Group 935 ventured into the mound and found a main chamber they weren’t able to access. As much as they attempted to open it through brute force, it wasn’t useful and only left the men tired and frustrated. When a gramophone was brought down to relieve tension, the workers played music by a group known as La Source Noire, which translated to Black Source. Upon its activation, it surprisingly caused the main chamber to open, so Dr. Maxis ordered for excavation to continue. It was then that a fatal mistake occurred, as the excavation workers opened a chamber in a cave that they were mining. Due to the Element 115 dispersed throughout the site, it caused the dead underneath to turn into zombies and escape through the opened chamber. Dr. Richtofen realized he had very little time and needed to save his friend and colleague form the illness he had succumbed to, so he performed surgery to preserve what was left of Maxis - his brain. As Dr. Richtofen had finished the lobotomy, he found himself in a room with the Japanese, American, and Russian soldiers, who had all arrived separately at the site in the middle of the zombie outbreak. Years later, in various United States metropoles, including Chicago and Morg City, a mob boss named Salvatore DeLuca created a gang that dealt with alcohol distribution, prostitution, and gambling. To do his dirty work, he hired Billy Handsome, a man who had developed mental issues at a young age and became very violent due to absent parents, murdering over one hundred people while in the gang. However, DeLuca’s most prominent hire was the man who worked directly beneath him, named Albert Arlington, or Al as most called him. Nicknamed “The Weasel”, he was a con man through and through, reportedly being able to “con people out of their souls”. Another mobster during the era was a gambling man named Michael “Finn” O’Leary. Finn had fallen head over heels for an actress named Angelina Bow, but when he realized he needed to lavish her to keep her, he decided to join the gang. As time went on, though, things started getting dangerous. Finn began committing more fraudulent acts for Angelina in the name of love and she testified against him in court, saying it was just to get away from him. Al and Billy were caught trying to pull a large heist, followed by Sal after being linked, and by the beginning of the 1930s, all four of them were sitting in prison on Alcatraz Island for crimes they had committed. Al had always been passionate about writing and drawing. Before entering Sal’s gang, he became injured and while in the hospital, he spent his time drawing comic books and sending them to a man only known as The Editor. Upon receiving Al’s art, The Editor only defaced it, but it didn’t stop Al from continuing. While at Alcatraz, Al kept a journal and eventually devised a plan to escape The Rock with the co-conspirators. He told the others he had created a makeshift plane that they’d take to the sky with from the roof, and being the con man that he was, the others believed him. However, during the implementation of the plan, the co-conspirators found out that no such plane existed and lured Al to the rooftops. It was right then that the three of them, Sal, Finn, and Billy, killed Albert Arlington with improvised weapons and let him die on the cold concrete roof. The date of this brutal murder was New Year’s Eve, 1933, and by January 19, 1934, the murderers were executed via the electric chair. Once they had passed on, all four mobsters entered into a Hellish purgatory with one another, forced to unknowingly relive their demise over and over until something changed and they broke the cycle. In one of the purgatory loops, however, the Weasel lured Stanley Ferguson, a night guard who patrolled the prison at the time the mobsters were still alive, into his cell and killed him. Ferguson inched out of the cell as a zombie and when the mobsters thought they’d finally killed him and were about to attempt their escape from Alcatraz, all hell broke loose in the prison, where Satanic artifacts appeared and zombies killed each of the mobsters. It is unknown why the killing of Stanley Ferguson brought about the Satanic nature of the prison, but the owner of these artifacts became clear. What the prisoners hadn’t known in their previous purgatory loops was that as the prison Warden had become thirsty for more power, he had made deals with Lucifer. If he performed satanic rituals, he was rewarded with power and control. At the hands of the Devil plucking these objects from their respective time, it allowed for the Warden to implement machines that dispersed perks, which were special abilities bottled up in a beverage and activated upon ingestion. He used this as a means to exercise his power, seeing as when the inmates were given these, it allowed them to better perform their duties and be more useful to the Warden. As the four mobsters began their next purgatory loop, they earned something for killing Stanley Ferguson. For an unknown reason, the Devil decided that that event had earned them the understanding that they weren’t attempting the escape for the first time like they continuously thought they were. They saw their bodies as lifeless shells lying on the ground, unmarked from their deaths at the hands of zombies, and realized that they were actually spirits in the Afterlife, able to see Alcatraz as it was past their death date and in the “present” 1934. They then inserted themselves into each of their own bodies, thus reviving themselves. One zombie in particular had extra significance, bearing an awfully close resemblance to Stanley Ferguson, the night guard that Al had killed, as if the Devil brought him back to simply torment those that killed him. As in their previous purgatory loops, the mobsters began their original plan of collecting plane parts. However, during this, they discovered something else that the Devil awarded them: the ability to re-enter the Afterlife. If they were to die while in their revived bodies, the Devil allowed them only one re-do, sending them back into the Afterlife until they’d find their bodies and again resurrect themselves. While building the plane wasn’t actually going to happen in real life and was only planned in their purgatory loops, the mobsters managed to complete it and as they soared off into the night sky, they were under the impression that their escape had succeeded. However, when a storm hit, the mobsters crashed onto the unfinished Golden Gate Bridge and encountered more zombies and several incarnations of Brutus. Their only option upon reaching the bridge was to die, but the manner in which that happened was entirely up to the mobsters, having to choose between being voluntarily executed via electric chairs set up on the bridge or dying through defeat to zombies. Regardless of how they lost their life, the four of them had to then repeat their actions as they’d been doing for so long, due to the very nature of purgatory. However, as with the previous time they began in Afterlife, they were shown their lifeless corpses and were allowed to revive themselves. Getting deja vu, they knew they needed to try again. After three more failed attempts, they again revived themselves and ventured through the prison to collect plane parts. As part of this process, they were required to punch in numbers at the stairwell to unlock, but this time around, they did something different. They entered into the Afterlife and punched in their inmate numbers (101, 386, 872, and 481, with 386 being Sal and 481 being Finn). Upon entry, Brutus asked the mobsters if they wanted to know the truth behind their deaths. The prison went black and white as Stanley Ferguson narrated the events that fell before the mobsters, where he started from their induction into Alcatraz and guided them to the rooftops to show the killing of Al and the conspirators. While the mobsters had previously understood that something happened to them, it was at this point they realized they were dead, and Finn, Billy, and Sal wanted revenge against Arlington. Afraid, Al jumped into Afterlife via electrical box and hopped onto the plane to escape, which didn’t appear to the regular human eye. The others did the same and they all took off back to the Golden Gate Bridge. Still in Afterlife, they ran to the electric chairs to see their bodies sitting on them. They entered their bodies. There, the zombies and Brutus appeared, but did not seem to attack Al. The other three claimed that Al was behind all of it and began to attack him. If they killed Al, the cycle would continue, forever looping their disparaging demise. If Al killed his murderers, however, the cycle would become broken.
  6. 12 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
  7. 11 points
    Ah Jason "satisfying, complete ending rolling in" Blundell. Director of our favorite game mode. Also sucker for cliffhangers. The man raised to the Aether I mean, Agartha I mean the heavens because he made one his name was slapped on one top tier map (Mob of the Dead) but then subsequently ruined the entirety of CoD Zombies. Ever since Jimmy Zielinski and Reza Elghazi but he never gets any love because Transhit left Treyarch he has been the face of Zombies. And with the BO3 Z season having just ended on a rather ... interesting note. Let us remember all the things that our good man has brought to the table this past year. Thank You Jason for: Adding a """"new"""" cutscene named genesis.mkv and having it encrypted when everyone was all about the Super EE oh boy this can't be there actually is one can't wait to see the real ending!!!111 oh wait it's just the SoE intro cutscene oh hahaha you joker you ; ) Retconning the shit out of the Zombies storyline for no good reason, basically throwing away everything up to Mob to insert your own crazy overly convoluted fan service shit. Replacing a story based on historical events, myths, conspiracies and (alien) technology with a story based purely on maaaaaaaaagic and le good versus ancient evil ; ) Making the primary antagonists in a gamemode called ZOMBIES squid tentacle aliens straight out of a ZONE-SAMA hentai parody. Making a story that was about surviving in a apocalyptic wasteland while having to choose between two opposing sides and while having to deal with an infinite cycle of dying and being reborn into a story about a 80 year old ""God(?)"" that has 4 grown men getting into the bodies of children to keep them and a little girl trapped inside a basement because......... reasons? Putting 95% of the story behind a bunch of ciphers because that's what we've always wanted having to become Sherlock fucking Holmes in order to understand the plot. Adding more fan service for the sake of giving fan service than your average anime Being not ONLY responsible for one of gaming's WORST endings ever (Origins) But after admitting the ending totally sucked and after retconning that... Proceeding to make an even WORSE ending for Black Ops 3 ;/ Admitting that he wouldn't add any new gamemodes to Zombies because he has a super high standard and only things that are challenging, fun and creative are given his Seal of Approval And yet totally approving the Relevation's Final """""Boss"""""" battle. And making the grand reward for finishing all the easter eggs a ... different starting pistol. Not giving us any new perks side from Automated Electric Cherry Widows Wine because you're a sucker for classic perks? Promising us that Revelations would put brackets on the 8 years of Zombies (Which is highly ironic in and of itself because you practically erased 8 years worth of Zombies lore to shoehorn in le magic good versus ancient evil squid monsters battle) And yet still not having explained the following - The meaning of the blood vials - What our crew was "immune" for in ZnS - Why Richtofen's soul was already in the house but they still killed him in The Giant trailer - Who the Bald Man in the First Strike poster really is (spoilers: It's Richtofen) - The relationship between the Shadow Man and Richtofen And most importantly - Why Takeo sounds older with each released map yet he looks 20 years younger than his 1.0 counterpart Thanks for reading my shitpost. <3
  8. 11 points
    Somebody.... Had better get that EFFING super easter egg done, and TELL ME that there's a better ending then THAT. 8 Years of hidden clues, HARRPS, nazi technology, cthulu rituals, ciborg russian zombies, blowing up the earth.... How... How can it all end like this. No lesson learned, no proper foretelling of the future or what happened. No betrayal, no fucking insight to shit. Just this bullshit character we were introduced to vaguely practically a year ago, who has gone from a nobody, to the guy who controls perks, to fucking god I guess. NO backstory, NO practicality. Then wtf is up with SOPHIA? A character who was brought up MAYBE ONCE in bo1, now is the key to killing the shadow man and ending the apothicons? Meanwhile a key character like richtofen practically stays silent this whole run?! Then just Primis? Primis didn't fail! Primis just fucking appeared at the end! Oh yay, our reward for all that was.... we got to become templars? Nikolai wanted to return to his family, to which, all of them had. The children are no longer safe, they're non-existent. They disappeared with the apothicon sun! Holy FUCK I'm pissed. I could write a better ending for that in a MARGWA HEART BEAT. I swear... There better be a hidden wave gun somewhere on this map......
  9. 10 points
    So our lads at Treyarch just tweeted a Zombies timeline after the reveal with JCbackfire: In that tweet, they provided an interactive DESKTOP-ONLY web page containing vital information, Keeper language, and an interesting map of how our crew traveled. There are so many different elements to look into with it, that I will keep updating this thread with all new pieces regarding the lore from each map, important events, and what the Keeper language translates to. (Image source: u/zzFuzzy on r/CODzombies) https://www.callofduty.com/zombieschronicles IN THE BEGINNING AGARTHA FRACTURES DIMENSION 63
  10. 10 points
  11. 10 points
    Hello all! As Call of Duty Zombies continues to progress and be improved upon, our staff members have to increasingly take on new responsibilities and tasks. Some of those responsibilities represent a significant portion of holding together the back bone and essential structure of the site. As such, it can become too much work for just one or two Administrators and a handful of Moderators. We begin to spread ourselves too thin between our Staff duties as well as our paid employment, families, and leisure time. With the introduction of numerous new and innovative features to the site in the last few weeks, and as we look forward to a time period in which we may see a new iteration of Zombies in each yearly release of Call of Duty, we have to expand. So, it is with great pleasure, I'd like to introduce to you all our new Administrators, and former Moderators, @InfestLithium and @Boom. Please give them a warm and hearty congrats for their hard work and dedication to the site that has enabled them to receive this title. :D
  12. 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
  13. 10 points
    Take to the streets of Morg City to combat the undead. Embrace the curse to uncover it's mysteries. ================================= Shadows of Evil Map Contents ~ Intel ~ ================================= Shadows of Evil: The Ride https://www.sixflags.com/magicmountain/special-events/festival/fright-fest-presented-by-snickers https://frightfest.sixflags.com/magicmountain/frights/#galleryModal88 http://www.californiacoasterkings.com/six-flags-magic-mountain-update-september-20th-2015/ https://www.sixflags.com/magicmountain/attractions/apocalypse Shadows of Evil: The Ride Official Video From Call of Duty's Snap Chat ================================= Call of Duty: Black Ops III Mountain Dew - Doritos Promotion https://www.fuelupforbattle.com/#/ The Coming Dark The Boxer The Femme Fatale The Detective The Magician Portrait Transformation Zombies Tour Guide Book ~ Video Trailers ~ Loading Screens ~ Location ~ Morg City Map ~ Playable Characters ~ Zombie Characters ~ Perks-A-Cola ~ Gobble Gum ~ Power-Ups ~ Weapons ~ Mystery Box ~ Wünder Weapon ~ Apothicon Swords ~ Lil' Arnie ~ . Rocket Shield ~ PODS ~ Ritual Parts & Sites ~ Pack-A-Punch Margwa Head ~ Ciphers ~ Paper Scraps Picture ~ Credit to @LiamFTWinter . Business Shop Names ~ Wall Writing ~ Pictures & Posters ~ Boxer Photos ~ Telephone Calls ~ Songs ~ Character Quotes ~
  14. 10 points
    You may have seen the post from Carbonfibah that he was selling the domain name callofdutyzombies.com - we had no idea of his intentions or much notice of the sale taken place. We have managed to put the funds together and we have purchased the domain name. callofdutyzombies.com is now officially owned by callofdutyzombies.com and the staff, please do not worry about the site disappearing or such like as it will not happen and we are going from strength to strength. Thanks to Dan and all the hardwork he did in the early days, the site has just gone from strength to strength, yes we experience challenges with the popularity of Twitter, YouTube, Reddit, Twitch but as a site we have a strong base to continue growing and win back people who have maybe moved to other outlets for the quicker/shorter interaction.
  15. 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!
  16. 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
  17. 10 points
    Nuketown and Moon occur at the same time. This fact is undeniable, given that we've literally been told by 3arc themselves: The problem that we've always had is trying to figure out chronologically when Moon/Nuketown takes place. Is it 1960-something, going with the Black Ops era? Is it 2025, going with the Black Ops 2 era? Or is it both, simply because Element 115 can displace objects in time and space? Well, I'm here to give my opinions and supporting facts on why Nuketown and Moon occur in the 1960's - and why the Nuketown loading screen itself happens beyond the year 2025. Events of Nuketown & Moon as they transpired: 1960-something: - Soldiers fighting (multiplayer) - Nuke goes off, soldiers die - The Nuke crater unearths Element 115 - Element 115 (now airborne) revives soldiers - Scientists from Groom Lake arrive, investigate - Scientists are attacked by zombie soldiers, activate distress signal - CIA/CDC agents dispatched from Groom Lake - O4 arrive at Groom Lake, Samantha is sending zombies at them - CIA/CDC arrive at Nuketown, and loose communication with Hangar 18 - Meanwhile... the O4 traverse the moons landscape, making their way to Griffen Station - CIA/CDC fight against zombies as long as they can - Richtofen takes control of zombies from Samantha - Maxis launches Moon missiles - CIA/CDC die by zombies just as one of the 3 Moon missile's strikes earth ***Many years pass by*** 2025+: - (Nuketown Zombies loading screen) A mysterious being uses a 115 extraction drill on the crater that once was Nuketown. The only other reference we have seen to a 115 extraction drill is in ORIGINS. Why are soldiers fighting there? This is a hard question, because - usually we aren't supposed to consider multiplayer maps cannon. It's possible that the soldiers are fighting because it is a training exercise, it's also possible that they we're fighting because there was something of value in Nuketown. It's ALSO possible that the scientists, who investigate the site so quickly after the nuke detonates, knew about the Element 115 deposit underneath - and were literally conducting experiments on human beings. Who are these zombies loyal to? Right from the start, this story is hard to follow. We've been told that Samantha controls the zombies, and that she sends never-ending hordes after the O4 in an effort to stop Richtofen's plan. The zombies in Nuketown start off with yellow eyes, meaning they are controlled by Samantha - as they game plays through, Richtofen takes control and the eyes turn blue; all the while, the zombies are attacking the CIA/CDC agents. If these corpses were revived simply by the act of the nuke unearthing 115, then it's possible to say that this might be one of the first documented cases of zombies attacking for the sake of attacking. If Samantha is not controlling them, what is their purpose? If Samantha IS controlling them - then what does she have to gain by killing off the CIA/CDC? Isn't she a little caught up with the whole "Richtofen trying to swap souls with her" thing? To me, this reads as the zombies operating on instincts rather then orders. Basically, if the O4 are in the vicinity - then they become a priority... HOWEVER, if (for example) the O4 were on the Moon and there was a group of zombies in Nevada, the zombies in Nevada would simply attack the closest thing possible. Hence, in conducting the Nuketown experiment - the scientists unwittingly released the first true zombie attack on American civilians (outside of Mob of the Dead). Meanwhile... The literal definition of "meanwhile" is: in the intervening period of time, or at the same time Shangri-La does not happen at the same time as Moon. Richtofen must have the focusing stone before he can even execute his plan on the Moon. The developers have flat out told us that Moon and Nuketown occur at the same time, so wouldn't that be a strong indicator that "meanwhile" is talking about the events of Nuketown, not of Shangri-La? Why would there be 4 astronauts if we weren't immediately supposed to assume "oh, that's the O4"? I'm going to play the devil's advocate for a moment; in comic books, "meanwhile" will often refer to a previous page or previous plot point. It is much more feasible to say that what we are seeing on the Moon loading screen IS occurring at the time of Shangri-La - and that the 4 astronauts are not the O4, but perhaps Griffen station scientists. It's also a huge mystery as to what the hell that Shangri-La temple is doing floating around in space, and then seemingly firmly planted to the Moon's surface as the astronauts traverse the Tacitus Ravine (as it's been called). The only thing many can extract from this, is that it means that the loading screen is related to Shangri-La... and I can't help but agree. Switching out of devils advocate mode - I have no clue how to explain the Shangri-La temple in the Moon loading screen, or how it could relate to Nuketown. I'm more so mentioning this because of the inclusion of the word "meanwhile", and how that in itself could pertain to Nuketown and Moon at the same time. Where are the Radiation Scientists & CIA/CDC Agents From? This description is very strangely worded. Are the radiation scientists from the "nearby Nevada base"? Are the zombie soldiers from the "nearby Nevada base"? Or, is the Element 115 from the "nearby Nevada base"? Also, the word "investigating" is another red flag. If Nuketown is a nuclear test site, then are they investigating their findings of a deadly nuclear experiment? How much do these radiation scientists know? Clearly, not much because they are attacked and killed by the undead soldiers: Okay, so another vague description at first. "The base in Nevada" sends in these agents, whom are apparently in communication with Hangar 18. Does this mean that they were dispatched from Hangar 18? Why would they be in communication with Hangar 18 if they weren't intrinsically from Hangar 18/Groom Lake/Area 51 in general? I'm going to go with "yes", the CDC/CIA are involved with Area 51 - they are in communication with Hangar 18. Hangar 18 Before I proceed - Groom Lake & Area 51 are synonymous. I don't want people to get caught up in the syntax, so when I say "Area 51", or "Groom Lake" - I'm talking about the same thing, and when I say "Hangar 18", it's a structure inside of Groom Lake/Area 51. Speaking of Groom Lake... When you start up Moon, you are in No Man's Land - on Groom Lake. This sign is present (thanks to @Shooter for the photo - http://www.callofdutyzombies.com/forum/index.php/topic/147694-no-mans-land-1962-1968/) and with the combination of the above quote from @Tac , and of course the confirmation from 3arc with the description of Nuketown - it's easy to see that Nuketown Zombies occurs in 1960-something. The Missile You See at the Death Screen After Richtofen takes control in Moon, what happens? Maxis has us launch 3 missiles that target and explode on Earth, here's comparison pictures of a missile on the Moon, and the missile that hits Nuketown Zombies at the death screen: To me, they look very much alike. The only difference I can see is regarding the red rings - there is an extra red ring where the missile goes from narrow to fat. And then What Happens? That really is the question, isn't it? The nuke(s) from Nuketown weakened the earth's crust, creating craters - and unearthing Element 115 emanating from the ground. This clearly was a hotspot for 115. The missiles from the Moon? Completely uprooted the Element 115 - converging it with our atmosphere, combining with particles until it ultimately disrupted and displaced the fabric of time and space. Past, present, and future combined into a hodgepodge of scorched earth and devastation. What about the TranZit Bus Honking in Nuketown? There is no one way to answer this, but I'll do my best. @ uses the TranZit bus as one of the examples as to why TranZit/Green Run happens in the future. The Bus Driver AI is way beyond the technology present in the 1960's, and I think it's a safe bet to agree with him. But in defending this theory, I'd argue that having basic automated AI in the 1960's isn't unrealistic. It's not like The Bus Driver actually knows how to carry a conversation, he just reacts to what happens. Hop on and he'll tell you to close the doors, get to a stop and he'll tell you that you've arrived, shoot him in the head and he'll kick you off... it's not like you can ask him what his favorite color is, and he'll thoughtfully respond back. The reason why we hear the TranZit bus in Nuketown could be as simple as the bus was a means of transportation for the Radiation Scientists conducting tests at Nuketown. The bus probably had a schedule, and would arrive daily to collect or dispatch scientists. The reason for The Bus Driver AI & heavy duty material was because it would have to withstand literal nuclear blasts and still remain operational. And what about Marlton trapped in the Nuketown bunker? This, is a giant thorn in all of our sides, to be honest. It's almost as if Treyarch doesn't even keep tabs on the story they are telling. Marlton is somehow trapped in the 1960's, in a bunker, in Nuketown. He claims that he was banished, it's all very vague and foggy. A lot of people say that he somehow escapes and then hops on the TranZit bus we hear. My take: Marlton was one of the Radiation Scientists that performed tests on Nuketown. Perhaps he was aware of the Element 115 deposit under Nuketown and attempted to warn his fellow scientists, thus leading to exile. Either that, or perhaps he knew too much - and they purposely left him in Nuketown to die - thinking that he'd be killed by either time, radiation, or a nuclear explosion itself. BUT (and this is a giant "but"), according to the Buried intro cutscene, Marlton meets up with Misty - and then meets up with Russman & Stu in TranZit. Russman & Stu were on the bus, NOT Marlton. On top of that, if Marlton was a Radiation Scientist who worked on Nuketown and used the bus as transportation, he would recognize it... yet, he doesn't. Russman seems to have lapses in his memory, perhaps everyone does? Some Time Later... A mysterious being uses massive technology to extract the 115 deposit left from the 115 rocket. We know that it is a 115 extraction drill because of the blueprints found in ORIGINS: Many would suggest that because the 115 Extraction Drill has been around since ORIGINS, that the Nuketown loading screen could occur in the past - I don't think that's the case, because how would the crater be there? This is clearly years later, after the fallout has cleared, after the zombies have been scattered - and there is a clear purpose behind extracting this 115. Suggested Reading: @MixMasterNut 's "Ultimate Nuketown Loading Screen Analysis" - http://www.callofdutyzombies.com/forum/index.php/topic/152716-the-ultimate-nuketown-zombies-loading-screen-analysis/ @MixMasterNut 's "Ultimate Moon Loading Screen Analysis" - http://www.callofdutyzombies.com/forum/index.php/topic/172313-the-ultimate-moon-loading-screen-analysis-updated-5-30-12/ @Shooter 's "No Man's Land - 1962-1968" - http://www.callofdutyzombies.com/forum/index.php/topic/147694-no-mans-land-1962-1968/ @Rissole25 's "Nuketown Loading Screen" - http://www.callofdutyzombies.com/forum/index.php/topic/149310-nuketown-zombies-loading-screen/
  18. 9 points
    That's right folks we got some big moves happening on our staff right now! Some are bittersweet, some are overdue, but overall they are all just badass. Newest additions to team are: @Doppelgänger and @Doctor Richtofen as Moderators Doppleganger is passionate about the forum, with a solid understanding and respect for the culture and the Code of Conduct of CoDZ. He is a go-getter, completionist and motivated with great attention to detail. Doctor Richtofen has shown dedication to the site in his day-to-day activity, heavily active in threads and almost never missing an opportunity to welcome new members. He has shown himself to be a mature, friendly and reasonable member of them community and has represented himself as a champion of CoDZ amiable and intelligent culture. New Legends: @Chopper as Hall of Fame Although we guilted him into stay for the longest time :P, Chop has taken a sabbatical to focus on family and work. Chopper was an excellent member of our staff and an extraordinary slayer. We will always remember him for the excellent high round strategy guides, in-depth analysis of gaming mechanics, contributions to all topics serious and lighthearted, and who could forget NML. Chopper is a five year veteran of the site and has always been available to help us with issues on the site and in our personal lives. He is a true friend and we hope to see him posting again in the future. New Veterans: @Strwrsbob and @Flammenwerfer as Veterans Nick started in 2010 and eventually took the reigns as the sole Admin for CoDZ. Although he was frequently busy with school he would always make time for the site when he was most needed. Perhaps we will here from him again soon! Flammenwerfer was last seen in November of 2015 while playing SOE. He raged so hard that he spontaneously combusted. We currently have a reward posted for anyone who has seen him. We are offering 4 divinium for his return dead or alive. All ranks are are not chosen lightly, so congrats all around! Of course if any of our Vets decide that they would like to return as staff, they will be welcome with open arms. La you fam!
  19. 9 points
    Will get the rest of those done when I have the time. But they are real juicy for real.
  20. 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!
  21. 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.
  22. 9 points
    "My name is Samantha, and I'm going to tell you how this all really began." - Samantha Maxis. Origins. My name is Shooter, and I'm going to do my best to tell you what's really going on with Origins and the Zombies storyline. To understand what has happened during Origins and the Zombies timeline, we must first understand Mob of the Dead. As we're all aware, Mob of the Dead is the first time we're introduced to this idea of a cycle in Zombies, and this concept of a cycle is very important. Let's go back to Alcatraz. When we first start the map, the four mobsters are in their cells while Ferguson is patrolling the cell block. The Weasel tricks Ferguson into entering his cell, and after he does Al kills Ferguson. Then the prison is altered to a Hellish new form, zombies start storming the prison, and the four must fight for their lives and build a plane to escape the island. However, while progressing through the Easter Egg on MotD, we learn from Ferguson that what we see in the beginning cut scene did not actually happen. We learn that the plane was never built, Al was murdered that night on New Years Eve 1934, and Ferguson lived a long life and worked at the prison until 1942. So which one was reality? The story told by Ferguson during the Easter Egg is reality. The plane was never built and Al died on the roof. The map we play in is us repeating the cycle of events that night in a state of "Purgatory", ultimately dying in the end and continuously repeating the cycle. So what is the point of doing the Easter Egg if they're just going to end up dead in reality? It is because we are CHANGING the reality of what happened that night when we break the cycle. Through the events of the Easter Egg, we repeat what happened that night to actually rewrite history and the outcome of that night. We went back to the night of Al's death, and instead changed what happens so that history itself plays out differently. Instead of Al dying on the roof and Ferguson living, Al lives and Ferguson dies that night. The original reality has now been rewritten, and time will continue as is. Al goes on to live and publish his comic book that we see in the loading screens. So the point of the "cycle": to go back to a point in time and do things differently than what originally had occured (reality), breaking the cycle of original events and rewriting history as a result. This is what happened with Mob of the Dead. Now let's apply the same logic from MotD to our story and Origins. There is an original reality, and there is us going back to a point in time and doing things differently in order to rewrite history (break the cycle). The original reality is the reality as we know it. Let's take a brief overview: *Note: The date for Moon, NTZ and Tranzit is subject to change. 1918 - Excavation Site 64. Northern France. Group 935 members Maxis and Richtofen lead the investigation for 115 at the Excavation Site. 115 is found and members began to turn. Allies Forces begin to move in on the base. Richtofen leaves with Maxis before capture, O4 never meet. 1933 - MotD occurs. 1935-1939 - Some time during this Samantha is born. 115 testing is done by Maxis and Richtofen, testing of prototype MTD begins. 1939 - Group 935 begins again after receiving funding from Nazi Party. More 115 is acquired and the MTD prototype is completed. 1945 - Samantha and Maxis betrayed by Richtofen at Der Riese. Sam enters pyramid (Aether), Maxis sent to an unknown tunnel. NDU - Der Riese occur. Maxis teleported to Griffin Station by Schuster and Groph so he can get his daughter out of the pyramid. It doesn't work, and Maxis is killed. After he dies, Maxis' soul travels to Aether where he's reunited with Sam. 1963-2012 - Kino through Moon occur. Richtofen travels through time to get the Focusing Stone and Golden Rod in order to take Samantha place in Aether while Samantha tries to stop them. End of Moon - Richtofen takes Sam's place in Aether and now controls the zombies. Tank, Takeo, and Nikolai are killed at Griffin Station, Samantha goes to Agartha and is trapped there. Maxis blows up Earth as a last ditch effort to cut off Richtofen from getting the Earth's ethereal energy and taking full power in Aether. NTZ occurs. This is when the O3's souls travel back to the night this all began, in the Purgatory version of 1918 France. They enter their old bodies and are forced to repeat a cycle of events until something can be changed. Here is a link to a basic timeline with the events (couldn't get the image to post): http://tinypic.com/view.php?pic=fc2wea&s=8#.Uwlxj8KYaM8   Edit: Hells Warrrior - image fixed   As the O3 are repeating the cycle, Richtofen's soul is now in charge of Aether, and can travel forward or backward in time as he chooses. Maxis is left powerless in Aether as his daughter is now gone and he has no one left to help him. Richtofen chooses to go decades forward in time to a point where survivors were emerging from the blast, and was able to get through to Stulinger (because he had been eating zombie flesh aka 115) at Green Run. Maxis also contacts the N4 at the site in Washington. This is where the story splits, and depending on who is helped, their fate, and the story itself, is ultimately set in stone. Richtofen - If all three towers are built for Richtofen, he regains power in Aether and now has the ability to reenter a human body from his position in Aether. With this accomplished Richtofen has all the ethereal energy needed and humanity's fate is sealed. The world is now Richtofen's play thing and Maxis will simply "cease to exist". If Richtofen is helped, the original reality continues and history is written as is, with Richtofen ruling the world for eternity. Maxis - If all three towers are built for Maxis and he receives the energy, he uses it to kick Richtofen out of the controller seat in Aether and take his place. After doing this, he places Richtofen's soul in a zombies body and forces him to live out a well deserved fate. He then uses the newfound energy in Aether to go back to a point in time to 1918 France, where he first learned of the gateway to Agartha and Samantha at Excavation Site 64. If Maxis is helped, we go back to the night of Origins in 1918 in an attempt to free Samantha, and break the cycle of original events and rewrite history. So you see, Origins is simply us going back in time to 1918, to where the O3 have been repeating their cycle, and rewrite the events of that night and break the cycle. Instead of Richtofen escaping with Maxis and the O4 never meeting (ultimately leading to Richtofen taking power), the O4 do meet and Maxis is instead transferred into a drone. This however would have created a paradox. If Maxis rewrites the original history from 1918 on, and doesn't end up in his repalcement body (like the first time) , Samantha would no longer be born in the 1930's. This would also possibly alter the future of the O3 as well. Maxis resolves this by [insert theory here] Haha, not what you expected I know. I am currently bouncing around three different possibilities for how he solved this, and am not set in stone on any as of yet. Below I'll provide one ideas that's been floating around. So there we have it. Origins solved, right? Well not quite. While it answers the main idea of what's going on with Origins, the specifics behind it are much more blurred. The most important thing to focus on is the turning point at which the change occurs from the original 1918 Excavation Site 64 and the Origins 1918 Excavation Site 64. With MotD it was easy to identify the turning point, we saw it right in the opening cutscene. When Al kills Ferguson, the change occurs as the prison is transformed to it's hellish state. The turning point was easy to identify during MotD, unlike Origin's turning point. We are certain that three things did not occur in the original 1918: the O4 meeting, maxis being put into a drone, and Samantha being stuck in Agartha. Everything else is debatable on whether it occured in the original reality or not. Origins' quotes, radios, and notes have provided quite a bit of info on how much actually occured the first time, but again it's still open for debate. Now let's get the discussion going once again. I've got a lot more to touch on! Shooter The ideas for this thread began awhile ago, but it was a recent discussion on the forums that sparked it up again and made me want to write this. For discussion sake I will provide the discussion and the response I was preparing for deciding to write this thread. And the response I was making: Let's reestablish what we're trying to accomplish in Origins: we're trying to free Samantha from Agartha. As we recall, we did not start time traveling and Samantha did not enter Aether (and later Agartha) until 1940-1945, so the original 1918 event did not include Samantha's influence on Maxis whatsoever, we know that. And we also have to remember that Samantha enters Agartha AFTER being kicked out of Aether, so any possibility of her being the one manipulating all of this gone as she no longer had the power to do so. Those are the basics. [tab][/tab]If we go back to Buried, it was actually Maxis himself who had just gained full control of Aether and had the power to manipulate time and space to his advantage. That was the whole reason for all the towers in BO2. To give Maxis the ethereal energy to take Richtofen's position as controller, so he could go back in time to the point where he first learned of the gateway and free Samantha. It is much more likely that it was actually Maxis manipulating things. And as far as there being no evidence from previous maps that the Excavation Site existed, that is true. But there's also a lot to support that 115 and testing of the MTD prototype occurred well before 1939 and Der Riese. If you recall the earliest dated radio (radio 1 from Moon I believe) dated December 4 1939, it mentions that the test they are performing is test 151, suggesting tests with 115 occurred well before Der Riese. Maxis also has a diary that mentions that their MTD tests at the "new site" have been unsuccessful, indicating a previous site had existed before Der Riese in which they were experimenting with 115. Also, consider the blueprint of the 115 Extraction Drill found on the wall in the Laboratory on Origins. This drill is the same one we see in the Nuketown Zombies loading screen in Nevada. Now we all know the Americans had a "large supply of the element at their Nevada base", but we never knew how they acquired the 115. We'll if I had to bet, I'd say the Americans (as a part of the Allies) seized the blueprints after capturing the Excavation Site and built the drill somewhere on the Nevada Test Site. There's certainly some evidence to support than an original 1918 event did occur that involved Maxis, Richtofen, Group 935, 115 and the ancient ruins. Not to mention, it's a much more logical assumption. Is it possible that some random mysterious Aether god manipulated all of this in some alternate dimension for unknown reasons? Sure. But is it not much more logical to think that a majority of these things existed in the original 1918? And that Maxis was simply teleporting back to that point in time just like Mob of the Dead. Infest brings up a great point. If the Germans had such tremendous power with 115, how come they lost the war? 1. The discovery and advancements came too late. Quotes from Richtofen on Origins indicate that many of the machines and devices were still in the prototype stage. Both the tank and giant robots were still in their prototype stage, as indicated by quotes about the tank's overheating problems and robot's problems with the velocity compensators. 2. The ancient evil took over the base, stopping all work from being finished and sent to the front lines.
  23. 8 points
    A Zombie Trilogy v.III Explaining the Entire Call of Duty Zombies Storyline 12-Part Series After many years of hard work with so many of you on this site, I've finally completed the video series based on the storyline of Treyarch's Zombies. The links to the videos are below, but feel free to leave comments or discussions here. I hope you guys enjoy, and thank you so much. Part 1: The Beginning The First One creates the 63 Universes and life. The Great War is fought between the Keepers and Apothicons. Mankind begins to inhabit the majority of the Earth. Group 935 forms prior to World War II. Maxis and Richtofen fracture Group 935 into factions. Part 2: Cold War Era Samantha rises to power and wipes out Group 935. Zombies unleash shortly after World War II. CIA and DOD experiments with Group 935 technology. Ascension Group has Casimir accident. The Test Subjects travel into the future. Part 3: World's End Actors star in the movie, Call of the Dead. Famous explorers rediscover Shangri-La and die. Richtofen rises to power in Samantha's place. Maxis rises to oppose Richtofen's schemes. Griffin Station blows up the Earth. Part 4: Post-Apocalypse The Survivors fight in a post-apocalyptic world. Broken Arrow incriminates itself. Richtofen and Maxis vie for control. Three global polarization devices are sought out. Maxis fractures the 63rd Universe. Part 5: World War I Group 935 forms early prior to World War I. Maxis befriends Richtofen as a father figure. Samantha reaches through to this world. The Heroes meet upon the dig site. The Heroes destabilize the millions of alternate realms. Part 6: Campaigns Group 935 fails, but the Kronorium is found. USA and USSR victorious in World War II. Mason brainwashed by Dragovich in the Cold War. Cordis Die uprising leads to drone attacks. DNI technology leads to AI during the Second Cold War. Part 7: Other Worlds Part 8: Ancient Evil Part 9: A New World Part 10: World War III Part 11: Worlds' Ends Part 12: Finale Credits The End? ~~~~~~~~~~ Credits: Forum Support: www.callofdutyzombies.com Video Support: MrDalekJD Dedicated Contributors: BlindBusDrivr Caddyman Delta Ehjookayted FatedTitan GRILL InfestLithium Lenne Matuzz MegaAfroMan Monopoly Mac MrEvakin1 nayrcraig Rhyujin of Fire Rissole Shooter Tac Whiskey Zelkova ZombieOfTheDead Contributors: Adopter of Knowledge aegisknight AlphaMarkII AlphaSnake anonymous BasketballHawk BlackOpsTiger BoomByeYeah Cameron Hay Colin Reinhart Darkesttimes DeathBringerZen Dylan Ames Electric Jesus EpicMonkeySlayer Flammenwerfer Funkwalrus IVyroniQ Jack Tanner Jew Feeds jopopo K1lsteelr Kira Marshiku Louis Stevenson MexicanIlluminati Miss Tacobag MixMasterNut MLG Bonny Mr. Jay MrFrenzyBox MyLittleH*llhound Naitrax Nightmare Poindexter oM Blitz PANDAmoneum316 PINNAZ Robert szyszko Schrödinger Scoldon SeaboundSlayer Sebastian M. Siemen Bos Stop Mocking Me0 Tanner Phillips T-Doug TakedownCHAMP97 TehGoombaStomper The Meh TheBSZombie TheNathanNS TheRealMistyBriarton trevbo Troy Beaudoin Undead undeadarcademachine WarMachineSMK Wizardmanguy xXExpertCoahXx XxJasonLivesxX גולן ברלין Codebreakers: /r/translator /u/darkmegahot Berries BinSys certainpersonio DCRevolutionGaming Doppelgänger DragonGJY I4mThoR Kalinine Lizizadolphin MrChillax6 MrJoseTrocious MrRoflWaffles Nieno69 oxin8 WaterKH Audio Sources: cjdog23 Jr. Rizzo NoahJ456 PINNAZ Resortified Tasha WeezyIsTactiic Youtube Community: Call of Duty Call of Duty Zombies Library Gamer's Little Playground Magixcal MrDalekJD MrRoflWaffles NGTZombies RADAUSTIN27 Rissole Talam Treyarch Yoteslaya
  24. 8 points
    I find the lack of EE discussion, most disturbing. But anyways, I figured I'd post up the steps to the EE this far. 1) Collect the summoning key in spawn by breaking the marked box while in Curse mode. It is on the back of the truck next to the power meter. 2) Retrieve each special item and perform a ritual in areas closed off by the electrical staircases. The item locations are as follows: - Lawyer pen in the middle section of the map How to obtain: - Deputy badge in the Canals How to obtain: - Hairpiece in the Footlight District alley How to obtain: - Boxing belt in the Docks alley How to obtain: * Practice this step several times. The goal is to open up every single thing you can, namely the Cthulhu statues. You thank me later for doing this early on. The ritual sites are at the furthest section of each area. You must go into Beast mode, find a place to grapple somewhere, and follow each unique path until you can charge the volt meter to open the staircase. [Note: the only section that does not require grappling to access the ritual area is the boxing gym, as it only requires you break the door.] 3) Activate the rituals with the correct item and survive long enough until the sacrifice is done. You do not need to kill the Gatekeepers. 4) Take the gateworm. Once all four have been obtained, use the rift (portal inside marked walls) to go into the subway. A wall should be opened up opposite of the Mystery Box spawn and lead you to an open, red room. This is the Pack-a-Punch room. 5) Place two gateworms on the front sides of the room. Then wall run on the sides of the room to get across, placing the last two worms on the newly formed ledge. 6) Activate the table in front of the room and survive until the event is complete. Much like the ritual step, just run around avoiding enemy contact. Once completed, you will see the Shadow Man in his true form. * All of this can be completed as early as Round 3. You will want to act efficiently and quickly to make the Easter Egg significantly easier as you progress. Obtaining the Ancient Swords 7) To progress further into the Easter Egg, you will need the ancient swords. Start by taking the train from the Docks to the Footlight District. If you are facing the direction of which the train is going, go to the right windows and look out them the ENTIRE train ride. You will see two glimpses of cuneiform code glowing red inside the building windows. These can easily be missed so be sure to jot them down (as the images change per game, but not the locations). There are a total of 2 on this ride. After you found those, take the train from the Footlight District to the Canals, following the same procedure. This time, only one cuneiform symbol will be seen. You should have all three symbols in the correct order. 8) Go down into the subway and activate Beast Mode right next to the Mystery Box spawn. Here you will see the blank arced door now displaying several red cuneiform symbols. Accurately zap each character you found in the correct order to access the hidden sword room. 9) In regular form, take the egg from the sword holsters. You must now charge the egg four times in four different locations by killing zombies. Remember those Cthulhu statues? There's a reason why you broke them; the egg must be placed on each statue and obtain 10 zombies per section. The locations for the statues are in the same areas where you obtained the ritual items. The egg will glow once it's done on each statue. 10) Once the egg has been charged fully, take the egg back to the sword holster in the subway. Obtain your sword. 11) But we're not done yet - now you need to upgrade your sword. In order to do that, you must go to your character's ritual table. Here you will see a spectral Gatekeeper who offers you another egg. There are four glittering red circles around the map that you probably saw after completing the previous Shadow Man step. Simple drop the egg on the red circle and kill the Margwas that spawn. You must do this once per round at each location. 12) Once each spot has been handled, go back to your character's ritual table and the spectral will finally give you the upgraded ancient sword. Enjoy. Finishing the Easter Egg 13) Go into Nero's apartment and along the front left-side bookcase you will see a book on the floor. Hold the action button and you should see it begin floating in air. 14) Back into the subway, you will see a misty flag. Pick it up and the round will suddenly change into a meatball/insect round. With the flag, you must go to each area of the map and place down the flag a total of two times. When placed, the Shadow Man will appear three times as the other enemies [no zombies] try to destroy the flag. The best solution to making this step easy as cake is to call out the Civil Protector. It will do a hella dank job protecting the flag while you focus on stopping Shadow Man from putting a spell on it. The flag will stop charging when a "ding" is heard and it starts pulsating red. Do this an additional time at the nearest location while collecting a Max Ammo for each successful charge. When fully charged, take the flag back to each character's ritual spawn and the spectral will take the flag, thus becoming a full-fledged Gatekeeper. Repeat this a total of four times, once per round. I strongly suggest doing this step at the end of every round to avoid spawning in too many zombies. Additionally, let the Civil Protector break down before you take the flag back or else it will destroy the leftover zombies. The Margwa gun helps greatly during this step, and the Ray Gun is a must-have to get rid of the Shadow Man here and later on. 15) With all four Gatekeepers finally active, make your way back into the subway. Before heading into the Pack-a-Punch room, make sure you're heavily equipped with a good arsenal, the Zombie Shield, and something from the Gobblegum machine to further protect you (invisibility for 10 seconds is such a lifesaver). Awake all four Gatekeepers as quickly as possible to begin the next step. (If you don't do this quick enough, Shadow Man will lay a spell and put all the Gatekeepers back to sleep.) 16) If all four Gatekeepers are awake in time, they will destroy the Shadow Man's shield, making him vulnerable. If you have the Ray Gun, it will make this following process easier. Shoot the Shadow Man, and keep an eye out where he will spawn next. He tends to zip side to side, with each teleportation giving you less time to shoot him. Eventually he will back into the front of the room and above the ritual table. Activate the ritual, which kills Shadow Man and absorbs him into the Summoning Orb. 17) At this point, a giant gateworm will appear on top of the ritual table before vanishing. Here you will find yourself in unlimited Beast mode [note: if you are not then you must continuously pass through white mists scattered across the map to stay alive]. In the Junction - which is the middle of the map - you will see the giant gateworm hovering where the crane is alongside four Keppers. Each player must go to the three stain stations and shock the power box that may be located at the top of the roof before entering the rail car. If done correctly, you will notice the track glowing blue meaning it's been electrified. Do this for all three stations at the Waterfront, Footlight, and Canal Districts. Once all three are power, active the train to pass through the Junction. Either run back to the Junction or have someone there ready to shock the 3 Keepers who seem to be in a sleeping state. Once the rail car hits the giant gateworm (or immediately prior to it) the Keepers must be shocked. After they have awakened they will do their ever-so-popular magic trick and the Easter Egg will be completed.
  25. 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...
  26. 8 points
    People on /r/CDz have claimed that he blinks "IAMTHEDOCTOR" broken up throughout the video, but I haven't had a chance to verify myself. If true.. I give up, Jason has gone a step too far Also glad the video is suitably interesting to all of you; as I said in my description, this is my gift to the slightly more hardcore Zombies folks <3
  27. 8 points
    Early in the World at War development Jesse Synder and Jason McCord were trying to come up with a cool extra to the game like the airplane level on Call of Duty: Modern Warfare. At the time they didn't have anything planned besides a "competitive co-op" similar to the arcade mode of CoD 4 but in co-op. They had planned an end sequence for World at War where you would be playing a German soldier defending a bunker fitted with MG-42 machine guns in the Normandy beach. In the end there would be so many enemies that the player couldn't defend the bunker anymore and U.S soldiers would blast trough the bunker door and in a cinematic a soldier would then shot the player in the head and the game would fade black and end credits would be rolled. Even how cool the idea was there was a problem. Playing as a German got a lot of resistance even though in the end US would "win". In result the idea was ditched. Later during the project they added AI to the level "Little Resistance" which had Japanese soldiers looking dazed after a rockets strike to their defensive structure. Everyone who saw those stumbling animations always mentioned that they looked like zombies. Months get passed and one of the producers Dan Bunting came to ask Jesse Synder that they should do as they want some extra content to the game. Jesse still liked the concept of being over run and not really being able to win. One of the common things in Call of Duty has always been the feeling that you are invincible, that when things go wrong you'll be okay in the end. The first thing Jesse asked Dan was if he had ever played tower defense games. He hadn't so Jesse explained him the simple mechanics where after each round you use your points to make your defenses better against next wave of enemies. Repeat that until you die. Tower defense games had always been popular flash games so their own Call of Duty version could be massive hit. The model for the extra content Jesse wanted to follow that of Geometry Wars. "Geometry Wars was a game that started as a mini-game in Project Gotham Racing 2. Eventually, the game became so popular that Bizarre split Geometry Wars out into a separate game, available on Xbox Live. This model for extra game content is ingenious for two major reasons: one, players get a really fun bit of extra content with a high replay value, and two, the development team can use this opportunity to explore and test new ideas and projects. If everything works out, the fans are happy and you have a prototype for another game." After a few hours of talking to Dan about doing extra content Jesse talked to one of the designers, Sean Slayback, about tower defense games and the proposal to make one. He mentioned a game called The Last Stand. It's a flash game where you defend yourself against waves of zombies and buy better guns and defenses. Jesse played a few rounds of the game and had a huge epiphany: "Zombie Nazis!" In World at War you could do many of the same things but it would be much more interactive. Buying barricades in real time and fighting in first person would be very intensive. You could be able to possibly unlock new areas and change strategy and the flow of enemies. And to top it all of you could play in co-op. They already had "zombie" animations from the map Little Resistance" so making a prototype was a no-brainer for Jesse. The engine would support all the needed features and Jesse saw immediately how they could be implemented. Jesse rushed to Dan's office. “Hey, so I have this idea, I think it’s going to be awesome. Let’s do a tower defense game where zombies are attacking a building you're holed up in!” Dan was not sold on the idea. Jesse gave his pitch anyway but Dan wasn't impressed even after he was shown "The Last Stand". Dan said there would be not enough time to make it. Doing such a game would have required all new assets.. It would be huge risk, it wouldn't fit the theme of the game at all and there was no time and the mode would be too "campy". In normal situations the idea would have been put to rest and that would have been it. Jesse still decide to pitch the idea to few of the other devs in the studio. Others seemed to love the idea. Especially the devs who had been playing WoW and StarCraft and knew about the tower defense games fell in love with the idea. Jesse sat on the idea for a while and learned that Dan had grabbed a scripter and a programmer to implement his concept of what a tower defense game should be. The mode was named "Bunker Defense" and included sections of levels from the single player campaign. The player would run trough the levels and guys would be spawn in waves and you'd encounter flame guys and some dogs. The mode however basically lacked all the fundamentals of a tower defense games. You were not defending anything or buying new weapons or upgrades. You would be just running trough the levels in "Bunker Defense" with no strategy. Weeks went by and work got put on the Bunker Defense mode. Jesse kept saying that they should drop the mode and start work on "Zombie Nazis". However he was always met with the same answers: "Too risky," "Too much work", and so on. After few months Jesse decided to take things on his own hands and just start making prototype for "Zombie Nazis" himself over a weekend. He took one scary looking Russian building from campaign map and put boards on the outside of it and made some contrast-y lighting. At first he just used the dazed guy animations for locomotion and had them "melee" trough the boards outside of the house in order to make their way in. There was doors you needed to buy open to get a flamethrower and a couch that you could buy away to get into upstairs. There were guns in the walls that you could buy to get into further rounds. The prototype was rough but it had all the core elements. Jesse showed the prototype to a few people and the initial reaction was far better than he expected. Other people could immediately see the potential even though it lacked script work and had temp animations and limited geometry. Most of all the prototype was fun and got positive reactions. The Creative Director Corky Lehmkuhl, gave Jesse the go-ahead to continue work on the mode. Dan wanted to have both his "Bunker Defense" and Jesse's "Nazi Zombies" be in production the same time but after just a week Bunker Defense got cut as it wasn't just working and it had only one programmer, Austin Krauss, assigned to make it work. Despite the potential in the mode. Asutin and Jesse were asked to work on Nazi Zombies on their spare time and on weekends since Treyarch was in full crunch for the main game. Jesse and Austin ended up doing just that and sacrificed their own time to bring Nazi Zombies to the game. Jesse had planned in the prototype to make the boards available to be bought back on the windows but never got that done but Austin made it so you could buy them all back in one shot, and later had it so you would buy them back individually. Treyarch's lead animator at the time Jimmy Zilenski, finally got around to playing the prototype and his head gibbed with excitement. "If you need any animations for this, just let me know." Jesse whipped up a wishlist for different animations and gave it to Jimmy. The animators had a mo-cap session coming up soon, so Jimmy promised to get bunch of zombie animations on the side. By the time the mo-cap session came, one of the luckiest possible things happened. One of the actors they had for the day actually played a zombie at Universal City Walk. So they were working on this side project and just by chance they got one of the best possible actors for the zombie animations. As a result the prototype got million times better. One of the artists, Cameron Petty, wanted to get involved on this side project and wanted to make special characters for Nazi Zombies. He zombied up the SS Honor Guard characters, made glowy eyes for them, and so on. Treyarch had gibbing system set up from the main game, so they got special gibs made just for the zombies. Some of the zombies were also burned in script to give them more gritty and rotten look. Eventually a head gibbing was implemented to the zombies. This feature was not in the main game as exploding U.S Marine heads would have been offensive to many but Jesse found a way to make it for zombies all in one script. There was however one bug, sometimes a zombie with out his head would just charge at the players and attack them every now and then. People though it was just awesome and decided not to fix it but add a system that would kill the zombie after a while. So one of the iconic zombie things was originally just a bug. By this time Jesse had moved the level from the Russian house into one of the bunkers from the Pacific campaign. Lead Multiplayer Designer, Chrish Dionne, fixed up a bunch of geometry issues with it and made it not suck so much, Jesse went in and adjusted all the doors and windows so that it fit with the game play better. A few more weeks had passed, and Austina and Jesse were still trying to put everything together on Saturdays and Sundays, even though they were already working on 12+ hours days Monday trough Friday in addition to working on stuff for the main game on the weekends as well. Regardless they were super motivated to work on Nazi Zombies. Jesse had also idea for "Magic Chest" during the prototype phase but never got time to implement it. It wasn't until they got the mode moved to the new bunker map that Jesse started working on new interactive objects like the rifle cabinet, the treasure box and so on. Jesse knew in order to keep the game interesting there needed to be some randomness as well as strategy. People loved going to the box and seeing what weapons they would get. The chalk outlines used to buy weapons of the wall were added to the game much later. Jesse had always wanted chalk outlines since day one. He imaged it like in the Hitman series where there is outlines for weapons in your hideout and as you progress they start showing up. Once Lead Artist, Brian Anderson, started playing some Zombies, he whipped up the chalk outlines, re-did the lighting and generally made it look pretty. He also fixed up the box with question marks on it, which was a nice polish touch. So by now on their spare time they had a full functional and fun prototype of the mode with rounds and all made up. It had actual zombie animations, near complete geometry, lighting and a prototype intro screen and so on. However, at this point the mode was still very buggy and unbalanced. First round would last like 30 zombies and it was very slow. Jesse and Austin hadn't had a day off for months. They hit the point where they couldn't work on the mode anymore as the main game took too much attention. There were multiple times they though the mode would be cut off because lack of manpower including when Austin was pulled of to work elsewhere in the game. The upper management however decided to put Lead Scripter, Mike Denny, as fully dedicated on Nazi Zombies, which it was now officially called. He fixed up a lot of remaining issues, polished up a lot of features for example the couch which would just disappear would now fly up in the air with FX. They and Jimmy and another animator, Phillip Lozano, went back and fourth and played ton of the game mode every night balancing it on the fly to make sure Nazi Zombies played right. Early you could get to round 35+ with ease. They wanted 10 to be the tipping point, with 20 being the point at which if anyone makes a mistake the game ends. With only a week or two before submission, Jesse was satisfied with the game play but there was still something missing. Power-ups! Jesse was heavily advised against it, but as the creator of the mode he decided to go ahead and add four power-ups in a "day of mad scripting". At first he just grabbed what ever models he could find that were kooky enough to be power-up models. Point doubler was a tea kettle, the Insta-Kill was a crow model, Max Ammo was a rat and the bomb was... well, a bomb. Some people hated the drops at first. They had been playing a lot of Nazi Zombies, and thought it took away from the "survival horror aspect" of the game. But that wasn't the direction they were going with the Nazi Zombies anyway. Most fun part of Nazi Zombies was to play with friends and see how far you could go. While the atmosphere is somewhat freaky, the game isn't meant to be a serious survival horror game. It's meant to be more arcadey and fun. After the power-ups made it into the game you could hear all around the office: "Get the bird, oh tea kettle double points!". At this point in the project the team was mainly bug fixing and content was locked so everywhere you went in the office you'd see people playing Nazi Zombies. You could hear them across the office, yelling at each other for revives, talking trash about how far they had made it and what strategies they had used. Nazi Zombies became the buzz around the office and people especially loved the Ray Gun. The Ray Gun is another awesome, semi-accident that fit perfectly with Nazi Zombies. One of the weapon artist, Max Porter, did the Ray Gun as total fun, side project for himself. One day he walked by Jesse and said "Hey, want to see something cool?" That was pretty unlike him, so he brings Jesse over his desk and shows the Ray Gun model in first person. It was pretty finished minus the animations. The Zombies had only been guys in olive green running around with WWII weaponry so Ray Gun looked awesome addition. Audio Director, Brian Tuey, was also amazed b the gun and said he'd do the sound for it. Particle FX Lead, Barry Whitney, said he'd do custom particles and Jimmy said he'd do animations for the gun. After all was done the Ray Gun became the ultimate Nazi Zombie killer. Meanwhile, Denny was still working full time on Nazi Zombies and adding ton of polish to the power-ups for example making the guys heads gib on insta-kill, catch zombies on fire when the bomb goes off and so on. Brian eventually make new shiny gold models you see today for the power-ups. Kevin Sherwood wrote riff that plays in the mode when the camera fly trough the environment as a quick fix to the mode. Brian Tuey liked it so much that he challenged Kevin Sherwood to make it into a full song that would be played after the players die in the map. So Kevin was playing guitar and Elene Siegman was doing vocal for the song that was completely produced inside Treyarch Studio's. The song became known as "Lullaby of a Dead Man". The sound team also added a radio to the map that played random songs from the campaign maps when it was damaged. Jesse could see that Nazi Zombies would become an even bigger hit when people in the office started playing and making competitions. Almost everyone around the office were playing the game and sending emails with screenshots of their highest rounds. As result on of the programmers added leaderboards for the mode. Denny kept polishing the game and fixing bugs and exploits people found out. For example people were going down on purpose with the Ray Guns as that gave their full ammo when they were revived. After what seemed almost impossible task during a very strict development of the biggest game in the industry by a chance and luck Nazi Zombies were created. After Jesse Synder got people behind his idea the mode grew into a passion project for the whole team. The Nazi Zombies also became an instant fan success and fans became a very big part of the future development process of the zombies. Treyarch uses many of the ideas that fans have come up with in addition to their own to push the zombies forward and make each map better than the previous while trying to keep the mode fun and true to it's core gameplay that Jesse designed. One of the additions of fans was how they heard one of the zombies screaming "Sam!" so Treyarch tied that to the game by making a character called Samanta Maxis. The zombies team had free hands on the development of the mode and the mode became also a platform for Treyarch to test different things that they wouldn't want to risk in the main game. This included voiced playable characters in Verruckt which paved a way for Black Ops single player campaign having voice for the main character. Also first playable female character in Call of Duty was introduced in Call of the Dead. Voices added to the characters was also the first step in creating backstory for the Nazi Zombies mode in Verruckt. In Shi No Numa four very stereotypical characters were added to the game so players would not have trouble understanding who they are playing with, as zombies didn't have any cut-scenes to introduce the players to the story or characters. The man behind the idea of Nazi Zombies Jesse Synder left Treyarch during the pre-production of Black Ops, and is now working in Infinity Ward his latest game being CoD: Ghosts. After being massive success in World at War zombies became the essential part of Treyarch games and with Black Ops many developers were dedicated for zombies. Previosly Lead Animator, Jimmy Zilenski, became Creative/Desing Director of Call of Duty Zombies and Reza Elghazi, Zombies Producer. Idea for the zombies map "FIVE" came from Dave Anthony, Director and writer, he got the idea for a map set inside a Pentagon while being on treadmill on morning. He squirreled the idea away on his iPhone for later. Months later he was brainstorming with Corky Lehmkuhl, Creative Director, about using the Pentagon as the setting for the co-op mode in Black Ops, where the players would be playing with political figures. Anthony later noticed his boss Mark Lamia reacting to the idea with concern. Anthony said: "I call it the Rule of Fear," "If I'm pitching an idea to somebody with any sort of authority and influence on the things we can do, and they look scared, I know I'm on to something." The idea was later approved and players could kill zombies as, JFK, Fidel Castro, Richard Nixon and Robert McNamara. Jimmy Zilenski wanted "FIVE" to be sort of a new Nacht Der Untoten where they would now use assets they never had during the development of the first map. That's why the map has a lot of dead ends and very narrow hallways. If Zombies mode hadn't shown how big of a success it was for Treyarch and Activision with World at War then Black Ops' final DLC, a zombies only DLC called Rezurrection did it as it became the most sold DLC pack in the history of Call of Duty showing that zombies is just as big as single player and multi player are. After the Black Ops II Jason Blundel took Jimmy Zilenski's place as the Director, Campaing & Zombies / Sr. Executive Producer. He has already worked as director for some zombies maps like Call of the Dead and Mob of the Dead, It's unknown as of yet if also Jimmy has completely left Treyarch like Jesse did from the original minds behind the Zombies mode. SOURCES: Worth the watch:
  28. 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.
  29. 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
  30. 8 points
    Dr. Kurt Blome and Dr. Friedrich Steiner Before World War II, Dr. Friedrich Steiner did meticulous and frustrating work in chemical weapons, earning several degrees and was thus sought out by the Waffen-SS to work in the Wunderwaffen program. The Führer, Adolf Hitler, realized that the Allies could not be held back much longer, so they called upon Steiner in 1943 to look for more "unconventional" solutions. In that same year, Dr. Kurt Blome, a high-ranking and respected Nazi scientist, was working with the gas known as Sarin. Dr. Friedrich Steiner focused on chemical weapons with the help of Dr. Kurt Blome, the result being the creation of NOVA 6, a deadly toxin that the creator himself, Steiner, was horrified about. In 1947, Dr. Blome was sent to the Nuremburg Trials under the evidence that he was practicing euthanasia and conducting experiments on humans, eventually being acquitted, with both men ending up in peculiar situations. But let's back up. The year is 1943 and the main headquarters for Group 935 is Der Riese. The Nazi's are getting into the chemicals business via GK, a German front company who manufactures the chemical weapons. By September 5th, 1944, the Germans were beginning on version 4 of the 'NOVA project' (as they called it) and the biggest issue with it was "still" stability, but they were also looking into new dispersion methods, using containers for long term storage, switching to human testing as opposed to chimpanzees, and getting a new facility. The chemicals working inside Germany's Nova-6 were Tabun and Sarin, evidenced by this note from Kino Der Toten and GKNOVA6 documents stating the exact symptoms of Sarin. You might be saying that all this is circumstantial, and asking, "Where is Blome ever mentioned in Zombies, did you just pull his name out of thin air?" The answer is no due to a few pieces of evidence. Dr. Blome and Dr. Steiner both started working with chemical weapons in 1943 for the Germans, with Dr. Blome's emphasis on Sarin, which is in the chemical compound that Steiner created. On top of that, in all of the GKNOVA6 documents sent out, Blome's name was on about 10 of them, but I'll get into that in a bit. The largest piece of his evidence comes from a poster in Der Riese (view-able below) that many used to think said Dr. K Blondi, but it actually says Dr. K Blome. Take a look in the bottom left-hand corner: The poster above is in Der Riese and Kino der Toten. Since Blome worked on Sarin, it is understandable why the poster is in the map with crawlers, but why Der Riese you ask? Let us not forget that in the teleporter in Der Riese, images are shown to us of many different things, like a lighthouse and Dr. Richtofen. However, let's take a look in the third row, fourth column. It appears to be an early version of a crawler, which we know weren't around in Der Riese, but it seem they were certainly thought about. Here's an excerpt from the Project Nova intel, followed by an excerpt from another thread: Dr. Steiner realized that Germany was in their final moments of the war, so he gathered his scientists and research to initiate Germany's NOVA6 strike ahead of schedule. They transport everything from Der Riese to the Elbe River and onto a freighter, getting through the North Sea and heading northbound into the Arctic Circle. On October 29, 1945, Kravchenko and Dragovich led the 3rd Shock Army Special Operation Unit in Operation Olympus to get Steiner and NOVA6 from the Arctic Circle and Steiner showed how much of a coward he really was by selling out his men to join the Soviets. In the first paragraph, I mentioned how each man ended up in peculiar situations, so now I'll go back into detail. After selling himself to the Russians to save his life, Dr. Friedrich Steiner was now the lead in the Ascension Group, which had the purpose of pushing Soviet weapons development forward. It was the Soviet resurrection of the German NOVA6 program, organized by Dragovich and housed former Group 935 scientists. While Dr. Steiner fled to the Russians, Dr. Kurt Blome was acquitted in the Nuremburg Trails most likely due to America's intervention, and two months later he was a part of Operation Paperclip as a consult for America's germ warfare program. From there, he likely tells America everything there is to know about the experiments and they eventually begin to work on their own concoction. How do we know that Dr. Blome is the reason the United States knows about NOVA6? In the GKNOVA viral, one document in particular is telling: When translated, notice the sixth sentence (the one regarding Blome): This is the conclusion of my revamped theory showing that Der Riese is located in Ludwigsdorf and was the original NOVA6 test site and the lives behind two of the men that made it happen. I hope you all enjoyed it and learned something and if you believe I made a mistake, or you have something to add, please comment!
  31. 8 points
    Zombies Library Links ~ This thread is now an index for World at War: Zombies Library Maps Links to each maps library’s are posted below About the Zombies Library ~ World at War: Zombies Index ~ Nacht Der Untoten Verrückt Shi No Numa Der Riese Interviews from the Creators ~ Jimmy Zielinski ~ Lead Animator Brian Tuey ~ Audio Director Kevin Sherwood ~ Sound Designer Elena Siegman ~ Vocalist Josh Olin ~ Community Manager Adam Gascoine ~ Designer Discovering – Call of Duty: Zombies This is the final mission for Call of Duty: World at War called "Downfall". After you complete the mission & watch the 15 minute credits roll, accompanied by the awesome soundtrack to World at War, a hidden game mode is unlocked called - "Nazi Zombies".
  32. 7 points
    The Arena will be an online coliseum designed for slayers from all universes to compete against one another. With the integration of the Keeper Trials, codenamed "The Ancient Trials", challenges will be held either weekly or bi-weekly in the span of one full "season" (8 months). Players who prove themselves to be among the best of the best will be selected to compete in our famous Zombies Olympics. Ancient Trials Champions June - @TXMR May - ViggyTheBear April - @sushine1 March - @andydabeast February - @mralways1 January - @Neanesis Current Challenge How It Works Every month will include its own tournament bracket, with 4 rounds pertaining to 4 weeks in a given month. The overall winners of the monthly tournaments automatically advance into the Olympics, as they have "clinched" their division. Imagine it just as a regular sports season if you will. After the season has finished (which will be around the end of August), the Zombie Olympics will be underway in which 32 overall winners will compete to the death to prove their dominance in the Aether. This isn't any vague woo-ooo-oo tournament...we're talking about the big show. The Olympics will be live broadcasted on the CoDz Twitch page for the world to see, along with a special large grand prize for the champion of the realm. *Note: It is possible that a wildcard may advance into the Olympics if a clinched player does not appear in time for the final tournament. In that event, more information will be disclosed on how to advance. The match system in all tournaments is Swiss style - meaning there is no elimination if you lose a match. Your score is recorded as a W/L ratio against everyone in the month. The objective is to hold more wins against all your fellow slayers...so get used to making frenemies. Prizes & Rewards What good tournament/challenge doesn't have some form of reward system? As part of the CoDz initiative, the Ancient ones have graciously decided to give tournament leaders prizes for their hard-earned wins leading up to the Zombie Olympics, which may include (but are not limited to): 250 Divinium per overall tournament win Xbox / Playstation / Steam gift cards Exclusive Zombies merch not available in the Divinium Factory Special forum medal showcasing you're a winner of the Keeper Trials [REDACTED] for winning the Zombie Olympics ...and much much more! For more information regarding how Divinium works within CoDz, click here. Registration Rather than text-submitting your application, we will now utilize Challonge - a tournament platform designed with the gamer's interests in mind. All challenges within the Ancient Trials, including the Zombie Olympics (as well as other monthly tournaments), will be held on Challonge and require signing up...but don't worry: it's easy and free to register. Click here to sign up for the Ancient Trials Once you've registered, your stats will be recorded against other slayers in a race to win special prizes from challenges and tournaments, including Divinium, gift cards, free Zombies memorabilia, and much much more! What is there to lose other than your soul? Tournament Specifics As of right now, the tournament (and this challenge) has begun. To keep track of participants, use this link to see each player standing. Although the current system on Challonge states that players will go up against one another, scores will actually be inputted based on highest round/score obtainable throughout each challenge. The stats on Challonge are not reflective of true scores - they are only to show how many participants have entered and what they scored in. Scoring System Welcome to Merciless Mode, where the scoring of each challenge is vastly different compared to the previous months. In Merciless Mode, players are ranked against one another instead of round variance. This means the top slayer of a challenge will receive a score of 4, the 2nd top slayer a score of 3, so on and so forth. This is to test the true mettle of each slayer instead of allowing one slayer to dominate a challenge and then still win the month despite a poor performance in other challenges. Here is an example: Player A (R14) - 4pts Player C (R11) - 3pts Player D (R6) - 2pts Player B (R5) - 1pt To see the true results of each tournament, use the following link(s) below: Ancient Trials February 2017 Tournament Ancient Trials January 2017 Tournament This spreadsheet will display each player's scores per challenge, and also include the Top 3 slayers of the monthly tournament. Use this as your reference for overall scoring, not the Challonge brackets. To submit your results, please click here to complete the submission form. Before you jump into your first (or next) challenge/tournament, there are a few things you should know about the Arena. Unlike most match systems, our competition setup scores in real-time, which means you can see who moves up in the ranks, whose group takes the lead, and where each slayer stands in the entire challenge. Now that’s what we call omnipotent. Alongside the new battling experience, we’ve also included new modes of challenges with fan-favorites such as: Blitzkrieg (new!) Starting Room Russian Roulette (new!) Team Deathmatch Hunted (new!) Powerless …and many more! An example of the live broadcast of a typical challenge would be as shown below: http://challonge.com/codz_holiday_blitzkrieg Rules/Guidelines As is with any universe, there are certain rules that every survivor must adhere to in order to ensure balance within each universe – the same follows for the Arena. Every rule must be complied with regardless of any challenge or tournament a player participates in. Failure to comply will result in tournament suspension, and possibly the heavier consequence of a permanent ban from the Arena. Gasp! Registration All players must register within the Arena website in order to compete in any specific challenge. You may also register on Challonge as well, if you wish to receive instant updates on scores and tournament specifics. Substitution from another competitor is prohibited during active challenges. For example, you cannot have another slayer play under your name while in the middle of a challenge. Register with integrity. The worst thing you can do is sign up as someone else as a joke, only to have your winnings go to them. Code of Conduct Bribing/begging/harassing another player or staff member is prohibited. (Bribing, really??) All discussions – both in-game and on the site – are to be civilized. Profanity and smack talk is allowed with self-control. Any form of cheating, whether glitching/hacking/modding/exploiting of any game mechanic where unintended within the game, is strictly prohibited and will result in an immediate casting into the Aether. Extra rules will be supplied at the announcement of each challenge, and must be adhered to whereas not stated in these set of general guidelines. Winnings Winners of specific challenges with grand prizes are permitted to one prize unless conditions state otherwise. Players who are overall winners of a challenge and/or tournament must fulfill the required information correctly to ensure they receive their winnings. Bartering with other players for prizes within the Arena is not allowed. Any prize won will be delivered to the given email/address presented to the staff by the player. The Arena and CoDz staff is not responsible for any stolen/lost/damaged prizes upon reception. By registering for the Ancient Trials now on Challonge, you are taking your first step to securing a better tomorrow...even if there are still a few days before the new year comes.
  33. 7 points
    I know there are a lot going on recently that weren't getting the community to be excited but I will just put it here: It isn't over yet. No matter what the last map did you it IS integral to the story we love, so let's carry on together. We NEED to get this going. I know there aren't many I can help but I figured this would be the thing I can do. @Nieno69 mentioned about the difficulty transcribing the ciphers earlier so I got this the moment I can. These are all the cipher textures pulled directly from the pc textures, now, excluding the ciphers that don't exist as a texture, we have 14 ciphers in total, out of which we have solved 3. Some of these apparently haven't even been found yet, so I will also add in the names of the ciphers so we can also seek them out. If you know the exact location WITH pictures, I will add them in so people can go find them. 1. kin_ticket_arcade This one is solved already, see the pinned topic. 2. undercroft_paper_torn Der Eisendrache area. 3. sam_room_torn In Samantha's room. 4. sam_room In Samantha's room. 5. sheffield_torn The only one I don't get the rough location, does this mean spawn? 6. ori_trench_paper Origins trenches area. 7. mob_paper_torn MotD area. 8. sha_paper Shangri-La 9. ver_book This one is solved, see pinned topic. 10. kin_book Kino 11. sha_book Shangri-La 12. ver_paper_torn This one is solved, see pinned topic. 13. kin_paper_torn Kino 14. nacht_torn_paper And apparently we have one in Nacht, too. So the major discussions of ciphers/radios are in the pinned topic here, go check out the work done by amazing people! I'm going to call in the ones I know that are devoting to this throughout this year here, @certainpersonio @WaterKH @oxin8 @Nieno69 of course please help me tag more, I know there are many of them, and allow me to, before everything else, thank you all personally for all your incredible work done over this year that shed light on some of the really puzzling questions of the story. Simply amazing work. I know I was getting a bit emotional there, but yeah, I know I love the story, that never changes.
  34. 7 points
  35. 7 points
    So gutted.... What a disappointment. 8 Years, so many hours, days, months put into this for a 1 minute cutscence. SHOULD HAVE BEEN A MINI MOVIE ENDING!!! The Children & the house have nothing to do with anything in the story. Maxis, Samantha & Eddie??? Blood Vials? Waiting for some back story??????????????? Still waiting. PRIMIS FAILED? More like TREYARCH FAILED!!! Don't know if I'll ever play COD: Zombies again - R.I.P. Zombies
  36. 7 points
    Dr. Monty Quotes and Radios I have seen many people make transcripts of what Dr. Monty says, but I have seen all of them have some minor errors. Some things are a lot easier to make out now that we have clear audio of the quotes and are different than people thought. Thus, I decided to make a full transcript of these amazing quotes. Round 14 Quote to all Characters: "I have been watching. I have seen each and every one of your misdeeds. I know who you are. Sounds ominous, doesn't it? GOOD! Because it fucking is!" Round 15 Quote to all Characters: "The entirety of the universe is fractured and broken. Something that you clowns hold more than at least some degree of responsibility for. Guess what? You're gonna fix it! Look, just do what you usually do. Listen out for radios and things, and I'll help wherever I can." Monty Wisp #1 (Tank Factory Tank): "HELLO? (Tapping noise is heard) Testing, testing, te-... Do you hear me? Testiiing, testing... Actually, I don't know why I'm doing all this. I'm almost one hundred percent certain that you can hear me. So let's not fanny about. Okay... Where best to start?... The Universe is big. Really big. So try to imagine the biggest thing that you can, and then imagine you're waaay off. It's a million billion trillion eeaah... zillion? Times bigger than that. Actually, don't worry about the size. It's fucking huge, let's just leave it at that. More important than it's humongous proportions, is the fact that the Universe is a living, breathing thing... ever changing, ever shifting. Existing across time... and space itself. With me so far?" Monty Wisp #2 (Belinksi Square Wheelbarrow): "Alright! So you've got this Universe; this big, change-y, already volatile universe... and then you shatter it with a hammer. A metaphorical hammer. And it cracks and splinters into a million other universes. All coexisting at exactly the same time... (Deep sigh) Do you have ANY idea how difficult that is to keep track of? I may be omnipotent, but I can't be everywhere." Monty Wisp #3 (Supply Depot Dragon Station): "Now, if it had been entirely up to me, you numbskulls would be the last people I would entrust with this. But, due to factors outside my control... you're all I've got. I know there's a lot going on, I know it's a lot to take IN. But the Universe is deeply unstable right now, and things are going to get a lot worse before they get better. Crazy as things are, I will try my absolute best to give you all some one-on-one time... some good ol' fashion TLC. Do this right, and everything will be okay... Pinky promise!" Monty Wisp #4 (Hatchery to the left of PaP): "Maxis... huh. He was the first. The vessel you constructed for him back in World War I somehow shielded him from the influence of element 115. He opened the portal between the worlds and well, that's where, when shit really went tits up. The world within the world got turned upside down and inside out, if you can imagine such a thing. So anyway, uh, it was around then that I was forced to... step in." Monty Wisp #5 (Department Store Rugs): "Samantha... oooh boy! You ever heard the phrase 'Hell hath no fury like a woman scorned'? Well, that fury's even worse with a little girl. Especially one as confused as that poor child is. She really didn't get much of a chance, did she? Right out of the gate she was thrown into this madness. Before she could ever figure out exactly WHO she was. Still, that's all ancient history now. She's safe... in the house." Monty Wisp #6 (Bridge): "Okay... here's a quick cheat sheet. You all fought in World War I. Woopie! You were badass heroes. That was true, that happened. Later, some other versions of you ended up as lab rats in some crazy World War II experiments. Experiments that left you a bit... kind of... not that smart. Your memories were mostly erased and you just kind of bumbled and stumbled around in time and space, oblivious to your past and future actions." Monty Wisp #7 (Department Store Mannequin): "You know how people say that every snowflake is unique? That every single one is an individual, a one of a kind irrefutable evidence of the miracles of mother nature? Well! It's not true. Snowflakes aren't all that unique. There are really only about twelve different designs. The point I'm making is that you lot are hardly one of a kind snowflakes. You were fragmented across a multitude of different realities, but each and every one is basically the same. You are all you. The liar, the braggart, the drunk, the one who didn't know what he had until it was gone. The good soldier, never disobeyed orders, never broke protocol, still kicked ass all the same. The loyal servant, a warrior out of time, born too late or born too early, honor bound to dying traditions. The man child, broken and twisted by a life burdened with knowledge, living like a soul that is perpetually drowning." Monty Wisp #8 (Dragon Control Roof): "You need to stop thinking in terms of originals, old and new. It-it's not like that. When you look in the mirror it's still you. If you crack that mirror, you see multiple reflections. It doesn't mean you've actually multiplied, does it? Honestly, I'm not sure why I'm trying to explain it. Shit's fucked up, please, fix it." Monty Wisp #9 (Hatchery Roof): "You see, the thing is I'm meant to stay on the sidelines, not really supposed to get involved. Free will and all that stuff. Oh, ah uh, that was my idea by the way. However, I do see stuff, now and then, that makes me go 'Ooh-ooh, that's not good! I really should do something!'. But the thing is, all I can really do is give things a little nudge, sow a seed, plant an idea, see what grows, see what sticks." Monty Wisp #10 (Tank Factory?): "Where do you think all these magic boxes come from? The chalk drawings on the wall? The f- magic ammo drops? Do I need to go on or do you get the message? I just hope you appreciate it." Monty to Nikolai: #1: "Nikolai Belinski... this can't be easy for you, knowing what happened in Stalingrad. You'll be hard pushed to find any historian who wouldn't list this in the top ten all time most horrible events in human history... Even without the dragons." #2: "You may not have lived it Nikolai, but you never forgot. No mater how hard you tried. You just didn't talk about it. I don't get that about you people sometimes. Your whole sense of reality is built only upon the things that are talked about... If it isn't said, didn't happen." #3: "There are certain things that you can't ever change, Nikolai. All I ask, is that you do the right thing. The right thing... for everyone." Monty to Dempsey: #1: "Alright Tank, I'm going to need you to trust me, okay? You've done really, really well so far, but I honestly think it's going to be easier if I just talk you through some things. Now let's be honest, you don't really know who you are do you? You've been bouncing around time and space for years, yelling all sorts of obscenities, and by the way your language is fucking disgraceful sometimes. You should wash your mouth out with soap. Anyway! We'll talk again soon, and I'll explain everything. Just give a little time to double check my flow charts." #2: "Right! Uh... where were we Tank? Actually, more to the point... where ARE you? Are you up to speed? Do you know exactly what you're doing? Or is the 115 delusion so bad you're still calling in field reports? Even though no one is listening! Sorry, uh... that's unfair. I was listening. I heard every word you said. Oh, you're a good soldier. You always were!" #3: "So! Richtofen... I'm kind of surprised that you've gone along with him this far. Didn't you absolutely despise him at one point? Anyway... keep a close eye on him. I think he's up to something." Monty to Takeo: #1: "Takeo Masaki, wow, those wounds are fresh, aren't they? The bitter sting of betrayal. The absolute collapse of the singular belief that has been the driving force in your life for as long as you can remember. What now Takeo? What do you do when the metaphorical rug has been pulled out from under your feet?" #2: "I'll tell you what you do, Takeo. You do what you've always done. You fight. Only difference is, that you do it for yourself. Not for some misplaced sense of duty or honor." #3: "So, besides the changes to your own outlook, have you noticed a change in Richtofen? Dempsey? Well, not trying to stir things up but, does it seem to you like the two of them may be scheming between themselves?" Monty to Richtofen: #1: "I have to admit something to you, Edward. Something I've never, ever, ever had to admit to anyone before. It's really quite embarrassing... You ready? Well, here it is. I don't understand you, matey. I don't understand a single thing about what makes you tick! You are the closest thing to an absolute distillation of obtuse obstructionism and unparalleled maniacal chaos in human form as it is possible to imagine." #2: "Look... I know you've had a lot to deal with. I know how hard you've been trying, but I really can't be sure exactly why you're doing it! I mean, it's not as if you owe Maxis anything... is it?" #3: "I don't know... maybe some of the paranoia is starting to rub off on ME! But let me tell you this, my little German friend... I've got my eye on you!" Monty to Nikolai, Dempsey, and Takeo after finishing the Easter Egg: "Okay... Nikolai, Dempsey, Takeo... I'm only talking to you right now. Richtofen? He can't hear me, see? Ah, he's probably off doing his own thing right now anyway. No change there, I suppose. The good news is, you're nearly done! It'll soon be time to come to the house. But, this plan, this big plan... a lot of it's been riding on Richtofen. Before he caught up with you guys, he spent years traveling. Searching out just the right versions of you. The ones who held the key to closing off the other dimensions. I think you know by now exactly what that entails. Point is, he's kind of surplus to requirements these days. He's been in the house for AGES! But uh, DON'T tell him. Anyway, uh... it'll all make sense when you get here, you'll see. Honestly, i-it's going to be fine! Oh, shit... I'd completely forgotten to introduce myself! Ah, uh... I'm Doctor Monty. Hello. So nice to see you all."
  37. 7 points
  38. 7 points
    Today it is with great pleasure that we introduce you to a new member of the team, he has worked hard and it hasn't gone without notice and he has also been working with us behind the scenes for some weeks now as well. So without further ado, please welcome @NaBrZHunter to the staff team. Why NaBrZHunter, well he deserves it and 2 he brings a skillset that we are looking forward and we are utilising for moving the site forward. NaBrZHunter will become responsible for YouTube, he will be bring you the newest videos, guides tutorials and theory videos via Der Bunker - which is his own channel. However, I personally see no reason as to why we cannot promote share his videos on the CoDz channel if he is Ok with that (just my thoughts) but you can understand it's a good set of skills being brought to the team. We haven't made NaBrZHunter green just yet, I need to do this later but please give a huge congratulations to NaBrZHunter.
  39. 7 points
    Ended up getting under the map in Theatre and found the esteemed second Earth Moon.
  40. 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
  41. 7 points
    I found a poster in one of the Shadows of Evil screenshots which might reveal "Nero's" surname - Blackstone. Nero Blackstone https://www.callofduty.com/blackops3/zombies Set in a fictional 1940s city, Shadows of Evil is a film-noir-inspired horror story centered around four particularly troubled individuals – the Femme Fatale, the Magician, the Cop and the Boxer – and spans an entire metropolis swathed in evil… Welcome to Morg City. Each of the four characters awaken to a nightmarish world overrun by the undead. Each character fights to overcome confusion and amnesia – in the hope that they may piece together the events that brought them to this twisted world. Shadows of Evil introduces players to the Femme Fatal, the Magician, the Cop and the Boxer – and these are not nice people. Every one of them is a lying, conniving, manipulative and selfish individual with a long and sordid history of past misdeeds. The Magician played by Jeff Goldblum Born into enormous wealth, the magician grew up surrounded by lackeys and sycophants… and a lifetime of constant praise and attention has only fueled his deeply misplaced arrogance. And this is the image in which a found this poster ~ Zoomed in & enhanced so I could read the text ~ Text on poster ~ Credit to MixMasterNut for this find. The inspiration for Nero Blackstone possibly comes from this man ~ Harry Blackstone, Sr. https://en.wikipedia.org/wiki/Harry_Blackstone,_Sr. Harry Blackstone (September 27, 1885 – November 16, 1965) was a famed stage magician and illusionist of the 20th century. Blackstone was born Harry Bouton in Chicago, Illinois, he began his career as a magician in his teens and was popular through World War II as a USO entertainer. He was often billed as The Great Blackstone. His son Harry Blackstone, Jr. also became a famous magician. Blackstone was in the model of courtly, elegant predecessor magicians like Howard Thurston and Harry Kellar, and the last of that breed in America. He customarily wore white tie and tails when performing, and he traveled with large illusions and a sizable cast of uniformed male and female assistants. For a number of years he toured in the Midwest, often performing throughout the day between film showings. His "Sawing a woman in half" involved an electric circular saw some three to four feet in diameter mounted on a swing-down arm. Blackstone demonstrated the efficacy of the device by sawing noisily through a piece of lumber. Then a female assistant was placed on the saw table in full view, as wide metal restraints were clamped upon her midsection. The blade whirred and appeared to pass through her body, as ripping sounds were heard, the woman shrieked, and particles were scattered by the whirring blade. When the blade stopped she, of course, rose unharmed. In a gentler turn was his "Vanishing bird cage," an effect in which a score or more of children were invited to join him on the stage and all "put their hands on" a tiny cage holding a canary. Blackstone lowered the cage and then seemed to toss it into the air: bird and cage "disappearing" in the process to the astonishment and delight of the surprised children. Preserving History, Harry Blackstone Poster, Part 1 Preserving History, Harry Blackstone Poster, Part 2 Preserving History, Harry Blackstone Poster, Part 3 At 0:55 he tells the story about the "Devil sitting on his shoulder whispering into his ear". Which is now seen in so many posters. Harry Kellar https://en.wikipedia.org/wiki/Harry_Kellar Blackstone, the Magic Detective https://en.wikipedia.org/wiki/Blackstone,_the_Magic_Detective Books carrying Harry Blackstone's byline were ghostwritten for him by his friend, Walter B. Gibson, who also created, in 1941, the comic book Blackstone the Magician Detective and the 1948-49 radio series, Blackstone, the Magic Detective. Blackstone, the Magic Detective was a 15-minute radio series which had a tie-in with several comic books. The program aired Sunday afternoons at 2:45pm on the Mutual Broadcasting System from October 3, 1948, until March 26, 1950. Gibson also created EC Comics' Blackstone the Magician Detective Fights Crime in 1947. The comic book series continued as Timely Comics' Blackstone the Magician (#2) and Blackstone the Magician Detective (#3, #4). The character of Rhoda Brent, Blackstone's assistant in the comics, was carried over into the radio series. Walter B. Gibson https://en.wikipedia.org/wiki/Walter_B._Gibson Walter Brown Gibson (September 12, 1897 – December 6, 1985) was an American author and professional magician, best known for his work on the pulp fiction character The Shadow. Gibson, under the pen-name Maxwell Grant, wrote "more than 300 novel-length" Shadow stories, writing up to "10,000 words a day" to satisfy public demand during the character's golden age in the 1930s and 1940s. Gibson wrote more than a hundred books on magic, psychic phenomena, true crime, mysteries, rope knots, yoga, hypnotism, and games. He served as a ghost writer for books on magic and spiritualism by Harry Houdini, Howard Thurston, Harry Blackstone, Sr., and Joseph Dunninger. Gibson wrote the comic books and radio drama Blackstone, the Magic Detective. starring a fictionalized version of Harry Blackstone. The Shadow https://en.wikipedia.org/wiki/The_Shadow The Shadow is a collection of serialized dramas, originally in 1930s pulp novels, and then in a wide variety of media. Details of the title character have varied across various media, but he is generally depicted as a crime-fighting vigilante with psychic powers posing as a "wealthy, young man about town". One of the most famous adventure heroes of the twentieth century, The Shadow has been featured on the radio, in a long-running pulp magazine series, in comic books, comic strips, television, serials, video games, and at least five motion pictures. Gibson initially fashioned the character as a man with villainous characteristics, who used them to battle crime, and in this was archetypal of the superhero, complete with a stylized imagery, a stylized name, sidekicks, supervillains, and a secret identity. Clad in black, The Shadow operated mainly after dark, burglarizing in the name of justice, and terrifying criminals into vulnerability before he or someone else gunned them down. The character was a film noir antihero in every sense; Gibson himself claimed the literary inspirations were Bram Stoker's Dracula and Edward Bulwer-Lytton's "The House and the Brain". Harry Dresden https://en.wikipedia.org/wiki/Harry_Dresden Harry Blackstone Copperfield Dresden is a fictional detective and wizard. He was created by Jim Butcher and is the protagonist of the contemporary fantasy series The Dresden Files. The series blends magic and hardboiled detective fiction. In addition to the fifteen The Dresden Files novels, he has appeared in fifteen short stories, as well as a limited series comic and an unlimited series comic. He was also adapted into a character by the same name for the TV series version of the novel series, also called The Dresden Files. Harry Dresden is a wizard who works as a supernatural private investigator in Chicago, dealing with paranormal crimes and consulting for the Chicago Police Department. He is named after three different stage magicians — Harry Houdini, Harry Blackstone, Sr., and David Copperfield. Deviantart So I went completely down a rabbit hole here and it's kind of off-topic from what I imagine the game will be about. But I'm pretty confident all of these spun off characters are the inspiration for NERO BLACKSTONE! Edit ~ Going to add this Mob of the Dead quote from Al 'Weasel' Arlington - The quote is titled - vox_plr_3_wpck_snipe_d_3 (This refers to getting a sniper rifle from the mystery box) And we know what happens when you get a Sniper Rifle & look through the scope on the roof - ============================== In-Game poster & Magician's Weekly Magazine Cover To my surprise, it is not there and the room has been slightly changed since that promo pic. I was very disappointed as I thought they had completely removed Nero's surname due to copyright or defamation reasons and this poster would not exist at all. But, It is found within the Subway rift, still, the surname has been removed. But it is the same poster. Also found in the Footlight District around the Newspaper stand are copies of "Magician's Weekly", which have the name "Nero Blackstone" on the cover. (FINALLY - CONFIRMED!!!) This magazine cover is in the Prologue video but again, the cover is different & it just says "Nero's career up in smoke". Here are the Screenshots taken from in-game.
  42. 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.
  43. 7 points
    What if I said that a Call of Duty game will be based on Iraq? Crazy? Treyarch may be subliminally teaching us a history of Iraq. (Die-hards like me) Not modern day Iraq, but Ancient Iraq - Mesopotamia Origins Ancients picture I’ll start with the Black Ops III teaser Trailer & a hidden image found within ~ Hidden image in Black Ops III Teaser Trailer This same text is then found in a screenshot for “Shadows of Evil” Shadows of Evil Screenshot https://www.callofduty.com/blackops3/zombies It seems to be some type of Cuneiform script. But modified or fictitious? I have not decoded it. It resembles ~ SumerianEastern Semitic, including Akkadian, Assyrian, and BabylonianElamiteEblaiteHittiteHurrianUtartianUgaritic, in fact an alphabetic system unrelated to other cuneiform scripts except in outward appearance.Old Persian This is Ugaritic script (which is Iranian?) Cuneiform https://en.wikipedia.org/wiki/Cuneiform http://www.ancient.eu/cuneiform/ Cuneiform script is one of the earliest known systems of writing, distinguished by its wedge-shaped marks on clay tablets, made by means of a blunt reed for a stylus. The name cuneiform itself simply means "wedge shaped", from the Latin cuneus "wedge" and forma "shape," and came into English usage probably from Old French cunéiforme. Emerging in Sumer in the late 4th millennium B.C.E. (the Uruk IV period), cuneiform writing began as a system of pictographs. In the third millennium, the pictorial representations became simplified and more abstract as the number of characters in use grew smaller, from about 1,000 in the Early Bronze Age to about 400 in Late Bronze Age (Hittite cuneiform). The system consists of a combination of logophonetic, consonantal alphabetic and syllabic signs. The original Sumerian script was adapted for the writing of the Akkadian, Eblaite, Elamite, Hittite, Luwian, Hattic, Hurrian, and Urartian languages, and it inspired the Ugaritic and Old Persian alphabets. Cuneiform writing was gradually replaced by the Phoenician alphabet during the Neo-Assyrian Empire. By the 2nd century C.E., the script had become extinct, and all knowledge of how to read it was lost until it began to be deciphered in the 19th century. First Civilizations / Cradle of Civilization https://en.wikipedia.org/wiki/Cradle_of_civilization The cradle of civilization is a term referring to locations where, according to current archeological date, civilization is understood to have emerged independently. Scholars have defined civilization using various criteria such as the use of writing, a class-based society, public buildings, metallurgy, and monumental architecture. Current thinking is that there was no single "cradle", but several civilizations that developed independently, of which the Near Eastern Neolithic (Mesopotamia and Egypt) was the first. Historically, the ancient city states of Mesopotamia in the fertile crescent are most cited by Western and Middle Eastern scholars as the cradle of civilization. The convergence of the Tigris and Euphrates rivers produced rich fertile soil and a supply of water for irrigation. The civilizations that emerged around these rivers are among the earliest known non-nomadic agrarian societies. Because Ubaid, Sumer, Akkad, Assyria and Babylon civilizations all emerged around the Tigris-Euphrates, the theory that Mesopotamia is the cradle of civilization is widely accepted. The Mesopotamian civilization of Sumer emerges in the Ubaid period (6500-3800 BC) and Uruk period (ca. 4000 to 3100 BC), culminating in the mid-3rd millennium before giving rise to the Akkadian Empire in the 24th century BC. This is often identified as the first empire in history. Eridu was the oldest Sumerian site, settled during the proto-civilized Ubaid period. Situated several miles southwest of Ur, Eridu was the southernmost of a conglomeration of early temple-cities, in Sumer, southern Mesopotamia, with the earliest of these settlements dating to around 5000 BC. By the 4th millennium BC in Nippur — in connection with a sort of ziggurat and shrine — a conduit built of bricks in the form of an arch. Sumerian inscriptions written on clay also appear in Nippur. By 4000 BC an ancient Elamite city of Susa, in Mesopotamia, also seems to emerge from earlier villages. Whilst the Elamites originally had their own script, from an early age they adapted the Sumerian cuneiform script to their own language. The earliest recognizable cuneiform dates to no later than about 3500 BC. Other villages that began to spring up around this time in the Ancient Near East (Middle East) were greatly impacted and shifted rapidly from a proto-civilized to a fully civilized state Mesopotamia https://en.wikipedia.org/wiki/Mesopotamia Mesopotamia - "land of rivers" - is a name for the area of the Tigris–Euphrates river system, corresponding to modern-day Iraq, Kuwait, the northeastern section of Syria and to a much lesser extent southeastern Turkey and smaller parts of southwestern Iran. Widely considered to be the cradle of civilization by the Western world, Bronze Age Mesopotamia included Sumer and the Akkadian, Babylonian, and Assyrian empires, all native to the territory of modern-day Iraq. In the Iron Age, it was controlled by the Neo-Assyrian and Neo-Babylonian Empires. The indigenous Sumerians and Akkadians (including Assyrians and Babylonians) dominated Mesopotamia from the beginning of written history (c. 3100 BC) to the fall of Babylon in 539 BC, when it was conquered by the Achaemenid Empire. It fell to Alexander the Great in 332 BC, and after his death, it became part of the Greek Seleucid Empire. Sumerian Secrets - Babel - Anunnaki Babylon https://en.wikipedia.org/wiki/Babylon Babylon was a significant city in ancient Mesopotamia, in the fertile plain between the Tigris and Euphrates rivers. The city was built upon the Euphrates, and divided in equal parts along its left and right banks, with steep embankments to contain the river's seasonal floods. Babylon was originally a small Semitic Akkadian city dating from the period of the Akkadian Empire c. 2300 BC. The town attained independence as part of a small city state with the rise of the First Amorite Babylonian Dynasty in 1894 BC. Claiming to be the successor of the more ancient Sumero-Akkadian city of Eridu, Babylon eclipsed Nippur as the "holy city" of Mesopotamia around the time Amorite king Hammurabi created the first short lived Babylonian Empire in the 18th century BC. Babylon grew and South Mesopotamia came to be known as Babylonia. Babylon Ruins – Modern day Iraq The Hanging Gardens of Babylon https://en.wikipedia.org/wiki/Hanging_Gardens_of_Babylon The Hanging Gardens of Babylon were one of the Seven Wonders of the Ancient World, and the only one whose location has not been definitely established. The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people, and were often described in accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable feat of engineering: an ascending series of tiered gardens containing all manner of trees, shrubs, and vines. The gardens were said to have looked like a large green mountain constructed of mud bricks, rising from the center of the city. Traditionally they were said to have been built in the ancient city of Babylon, near present-day Hillah, Babil province, in Iraq. Hanging Gardens of Babylon with the Tower of Babel in the Background Tower of Babel https://en.wikipedia.org/wiki/Tower_of_Babel The Tower of Babel is a story told in the Book of Genesis of the Tanakh (also referred to as the Hebrew Bible) meant to explain the origin of different languages. According to the story, a united humanity of the generations following the Great Flood, speaking a single language and migrating from the east, came to the land of Shinar. [The name Shinar occurs eight times in the Hebrew Bible, in which it refers to Babylonia. This location of Shinar is evident from its description as encompassing both Babel (Babylon) (in northern Babylonia) and Erech (Uruk) (in southern Babylonia)]. The Tower of Babel has been associated with known structures according to some modern scholars, notably the Etemenanki, a ziggurat dedicated to the Mesopotamian god Marduk by Nabopolassar, king of Babylonia (c. 610 BC). The Great Ziggurat of Babylon was 91 metres (300 ft) in height. Alexander the Great ordered it demolished circa 331 BCE in preparation for a reconstruction that his death forestalled. Tower of Babel – Tranzit in-game picture Tower of Babel – Original Painting by Pieter Bruegel the Elder https://en.wikipedia.org/wiki/The_Tower_of_Babel_(Bruegel) Marduk https://en.wikipedia.org/wiki/Marduk Marduk was a late-generation god from ancient Mesopotamia and patron deity of the city of Babylon. When Babylon became the political center of the Euphrates valley in the time of Hammurabi (18th century BC), he slowly started to rise to the position of the head of the Babylonian pantheon, a position he fully acquired by the second half of the second millennium BC. In the city of Babylon, he resided in the temple Esagila. "Marduk" is the Babylonian form of his name. Marduk's original character is obscure but he was later associated with water, vegetation, judgment, and magic. Etemenanki https://en.wikipedia.org/wiki/Etemenanki Etemenanki "temple of the foundation of heaven and earth") was the name of a ziggurat dedicated to Marduk in the city of Babylon of the 6th century BCE Neo-Babylonian dynasty. Originally 91 meters in height, little remains of it now except ruins. The city of Babylon had been destroyed in 689 BCE by Sennacherib, who claims to have destroyed the Etemenanki. The city was restored by Nabopolassar and his son Nebuchadnezzar II. It took 88 years to rebuild the city; its central feature was the temple of Marduk (Esagila), with which the Etemenanki ziggurat was associated. The ziggurat was rebuilt by Nebuchadnezzar II. The seven stories of the ziggurat reached a height of 91 meters, according to a tablet from Uruk (see below), and contained a temple shrine at the top. In Nebuchadnezzar's own words: The tower, the eternal house, which I founded and built. I have completed its magnificence with silver, gold, other metals, stone, enameled bricks, fir and pine. The first which is the house of the earth’s base, the most ancient monument of Babylon; I built and finished it. I have highly exalted its head with bricks covered with copper. We say for the other, that is, this edifice, the house of the seven lights of the earth the most ancient monument of Borsippa. A former king built it, (they reckon 42 ages) but he did not complete its head. Since a remote time, people had abandoned it, without order expressing their words. Since that time the earthquake and the thunder had dispersed the sun-dried clay. The bricks of the casing had been split, and the earth of the interior had been scattered in heaps. Merodach, the great god, excited my mind to repair this building. I did not change the site nor did I take away the foundation. In a fortunate month, in an auspicious day, I undertook to build porticoes around the crude brick masses, and the casing of burnt bricks. I adapted the circuits, I put the inscription of my name in the Kitir of the portico. I set my hand to finish it. And to exalt its head. As it had been done in ancient days, so I exalted its summit. Ziggurat of Ur https://en.wikipedia.org/wiki/Ziggurat_of_Ur The Ziggurat of Ur meaning "house whose foundation creates terror") is a Neo-Sumerian ziggurat in what was the city of Ur near Nasiriyah, in present-day Dhi Qar Province, Iraq. The structure was built during the Early Bronze Age (21st century BC), but had crumbled to ruins by the 6th century BC of the Neo-Babylonian period when it was restored by King Nabonidus. The remains of the ziggurat consist of a three-layered solid mass of mud brick faced with burnt bricks set in bitumen. The lowest layer corresponds to the original construction of Ur-Nammu, while the two upper layers are part of the Neo-Babylonian restorations. The façade of the lowest level and the monumental staircase were rebuilt under the orders of Saddam Hussein. The ziggurat was damaged in the First Gulf War in 1991 by small arms fire and the structure was shaken by explosions. Four bomb craters can be seen nearby and the walls of the ziggurat are marred by over 400 bullet holes. Nebuchadnezzar II https://en.wikipedia.org/wiki/Nebuchadnezzar_II Nebuchadnezzar II was an Assyrian king of the Neo-Babylonian Empire, who reigned c. 605 BC – 562 BC. Both the construction of the Hanging Gardens of Babylon and the destruction of Jerusalem's temple are ascribed to him. After the fall of Jerusalem, the Babylonian general Nebuzaraddan was sent to complete its destruction. Jerusalem was plundered and Solomon's Temple was destroyed. Most of the elite were taken into captivity in Babylon. The city was razed to the ground. Nebuchadnezzar is credited by Berossus with the construction of the Hanging Gardens, for his homesick wife Amyitis (or Amytis) to remind her of her homeland, Medis (Media) in Persia. He is also credited for the construction of the Ishtar Gate, one of the eight gates leading into the city of Babylon. Ishtar Gate https://en.wikipedia.org/wiki/Ishtar_Gate =================================== Interesting links ~ Enûma Eliš - Babylonian Creation Myth https://en.wikipedia.org/wiki/En%C3%BBma_Eli%C5%A1 Gilgamesh flood myth https://en.wikipedia.org/wiki/Gilgamesh_flood_myth Flood Myth https://en.wikipedia.org/wiki/Flood_myth Noah's Ark https://en.wikipedia.org/wiki/Noah%27s_Ark =================================== Now, cue the Aliens (just google Ancient Astronauts. Sumerians are all over it)~ Ancient Astronaut hypothesis https://en.wikipedia.org/wiki/Ancient_astronaut_hypothesis The ancient astronaut or ancient alien hypothesis is a pseudoscientific hypothesis that posits that intelligent extraterrestrial beings have visited Earth and made contact with humans in antiquity and prehistory. Proponents suggest that this contact influenced the development of human cultures, technologies, and religions. A common claim is that deities from most, if not all, religions are actually extraterrestrial in nature, and that such visitors' advanced technologies were interpreted by early humans as evidence of divine status. Anunnaki https://en.wikipedia.org/wiki/Anunnaki The Anunnaki are a group of deities in ancient Mesopotamian cultures (i.e., Sumerian, Akkadian, Assyrian, and Babylonian). The Anunnaki appear in the Babylonian creation myth, Enuma Elish. In the late version magnifying Marduk, after the creation of mankind, Marduk divides the Anunnaki and assigns them to their proper stations, three hundred in heaven, three hundred on the earth. The Anunnaki are mentioned in The Epic of Gilgamesh when Utnapishtim tells the story of the flood. The seven judges of hell are called the Anunnaki, and they set the land aflame as the storm is approaching. If you read about the Ancient Astronaut hypothesis, you will come across this guy ~ Zecharia Sitchin’s – Anunnaki http://www.sitchin.com https://en.wikipedia.org/wiki/Zecharia_Sitchin Zecharia Sitchin (July 11, 1920 – October 9, 2010) was a Soviet-born American author of books proposing an explanation for human origins involving ancient astronauts. Sitchin attributes the creation of the ancient Sumerian culture to the Anunnaki, which he states was a race of extraterrestrials from a planet beyond Neptune called Nibiru. He believed this hypothetical planet of Nibiru to be in an elongated, elliptical orbit in the Earth's own Solar System, asserting that Sumerian mythology reflects this view. According to Sitchin's interpretation of Mesopotamian iconography and symbolism, outlined in his 1976 book The 12th Planet and its sequels, there is an undiscovered planet beyond Neptune that follows a long, elliptical orbit, reaching the inner solar system roughly every 3,600 years. This planet is called Nibiru (although Jupiter was the planet associated with the god Marduk in Babylonian cosmology). According to Sitchin, Nibiru (whose name was replaced with MARDUK in original legends by the Babylonian ruler of the same name in an attempt to co-opt the creation for himself, leading to some confusion among readers) collided catastrophically with Tiamat (a goddess in the Babylonian creation myth the Enûma Eliš), which he considers to be another planet once located between Mars and Jupiter. This collision supposedly formed the planet Earth, the asteroid belt, and the comets. Sitchin states that when struck by one of planet Nibiru's moons, Tiamat split in two, and then on a second pass Nibiru itself struck the broken fragments and one half of Tiamat became the asteroid belt. The second half, struck again by one of Nibiru's moons, was pushed into a new orbit and became today's planet Earth. According to Sitchin, Nibiru (called "the twelfth planet" because, Sitchin claimed, the Sumerians' gods-given conception of the Solar System counted all eight planets, plus Pluto, the Sun and the Moon) was the home of a technologically advanced human-like extraterrestrial race called the Anunnaki in Sumerian myth, who Sitchin states are called the Nephilim in Genesis. He wrote that they evolved after Nibiru entered the solar system and first arrived on Earth probably 450,000 years ago, looking for minerals, especially gold, which they found and mined in Africa. Sitchin states that these "gods" were the rank-and-file workers of the colonial expedition to Earth from planet Nibiru. Sitchin wrote that Enki suggested that to relieve the Anunnaki, who had mutinied over their dissatisfaction with their working conditions, that primitive workers (Homo sapiens) be created by genetic engineering as slaves to replace them in the gold mines by crossing extraterrestrial genes with those of Homo erectus. According to Sitchin, ancient inscriptions report that the human civilization in Sumer, Mesopotamia, was set up under the guidance of these "gods", and human kingship was inaugurated to provide intermediaries between mankind and the Anunnaki (creating the "divine right of kings" doctrine). Sitchin believes that fallout from nuclear weapons, used during a war between factions of the extraterrestrials, is the "evil wind" described in the Lament for Ur that destroyed Ur around 2000 BC. Sitchin states the exact year is 2024 BC. Sitchin says that his research coincides with many biblical texts, and that biblical texts come originally from Sumerian writings. (Sitchin's ideas have been rejected by scientists and academics, who dismiss his work as pseudoscience and pseudohistory. His work has been criticized for flawed methodology and mistranslations of ancient texts as well as for incorrect astronomical and scientific claims) =================================== Now, cue the fictitious Mythos ~ Thank you Faust & E.J. for showing me some of H.P. Lovecraft’s characters, as I am not very educated on his work. Interesting stories that may relate to this Zombies storline are “The Call of Cthulhu”. It mentioned voodoo in New Orleans (if that still relates at all?) & the story “The Nameless City”. @Faust - The Mi Go and the Outer Gods :: Critical Information for Shadows of Evil @Electric Jesus - Lovecraftian Influence + Syndicate's TEASE! (Ancient Astronauts) H. P. Lovecraft http://www.hplovecraft.com https://en.wikipedia.org/wiki/H._P._Lovecraft Cthulhu https://en.wikipedia.org/wiki/Cthulhu Cthulhu is a deity created by writer H. P. Lovecraft and first introduced in the short story "The Call of Cthulhu", published in the pulp magazine Weird Tales in 1928. Considered a Great Old One within the pantheon of Lovecraftian cosmic entities, the creature has since been featured in numerous popular culture references. Lovecraft depicts Cthulhu as a gigantic entity worshiped by cultists. Cthulhu's anatomy is described as part octopus, part man, and part dragon. A sketch of Cthulhu by H. P. Lovecraft in 1934. Screenshot from “Shadows of Evil” The Nameless City https://en.wikipedia.org/wiki/The_Nameless_City "The Nameless City" is a horror story written by H. P. Lovecraft in January 1921 and first published in the November 1921 issue of the amateur press journal The Wolverine. It is often considered the first Cthulhu Mythos story. The Nameless City of the story's title is an ancient ruin located somewhere in the deserts of the Arabian Peninsula and is older than any human civilization. In ancient times, the Nameless City was built and inhabited by an unnamed race of reptiles with a body shaped like a cross between a crocodile and a seal with a strange head common to neither, involving a protruding forehead, horns, lack of a nose and an alligator-like jaw. These beings moved by crawling; thus, the architecture of the city has very low ceilings and some places are too low for a human being to stand upright. Their city was originally coastal, but when the seas receded it was left in the depths of a desert. This resulted in the decline and eventual ruin of the city. Indeed, the reptilians still maintain some form of life in a vast, luminous paradise in a cavern beneath the Nameless City, preserved and placed along the walls in a subterranean chamber. Also within this chamber are hieroglyphs and reliefs that tell to the protagonist the story of the city's heyday of prosperity and its fall, as well as their eventual hatred of humanity. The protagonist of "The Nameless City" states: It was of this place that Abdul Alhazred the mad poet [author of the Necronomicon] dreamed on the night before he sang his unexplainable couplet: "That is not dead which can eternal lie, And with strange aeons even death may die." =================================== Conclusion ~ Now, this seems wacked & completely irrelevant on how it relates to what we've been shown with Shadows of Evil & The Giant, but something within this wall of text is possible. What I would really like to see & have as a map would be "The Hanging Gardens on Babylon", something to do with "Noah's Ark" & 'The Great Flood". How to fix the world & end Zombies? - Wipe it all out with the Great Flood, just like the Biblical stories of the Tower of Babel.
  44. 7 points
    I doubt they showed everything in the trailer. How about we judge the map when we play it? :P
  45. 7 points
    Well here we are. In honor of my brother, and in true fashion of the greatest bromance CODZ has ever known, DarkJolteon, better known as Jolteon, also known as hjotl, is retiring from staff. I'm not sure how many words need to be said about Jolteon, or rather, Kieran, but many of you will know him as the friendly, jolly, and amazingly witty moderator. But if you haven't been around CODZ for too long, you may not know that Kieran wrote some of the best and brightest theories around here, the stuff of legend. His DARVAS and Parisian Catacombs theory (some of which can be found here) spawned a nearly viral YouTube video. His threads throughout the offseason between Black Ops and Black Ops II earned him fame as a user and would later place him charge of the CODZ YouTube channel. But it wasn't just zombies that Kieran excelled at. It was his will and desire to help others. I can't let my undying brotherly love for our electric type Pokemon here cloud my judgment, but ask any user. If you needed someone to talk to, Kieran was there. Throughout his time on CODZ as both a user and a moderator, Kieran's role evolved and he never lost his love for this site. One of the oldest tenured members of CODZ at nearly five years time, he has seen it all and become one of the most well-known and respected members of our community. Often times, it's hard to believe that time has flown that fast, that our lives have changed, but maybe that's what makes zombies, and this forum, so great. The game always remains the same. Hundreds of zombies, dozens of weapons, a few tactics, and one goal: survive. Kieran has done more than survive the zombie onslaught. He has turned it into something that has altered the very course of his life and mine as well. It seems silly when speaking in such broad terms, but for him, it's the truth. CODZ changed his life. It's only fitting, then, that Kieran managed to change our site more than we changed him. His contributions from way back in 2010 to all the way until 2015 have affected users in many ways, beyond just the game. For him, it was never about just theories and strategy or helping give us a kickass reputation for being an Easter Egg hunting machine. It was about the passion for the game, and more importantly, the people who make the game so great. It was about me, it was about you, it was about all of us. Now, it's about you, Jolteon. This is your moment. Your story is a great one. One that really matters. And as long as CODZ is around, I hope that what you have done for this site and its users stays with them. For what you've done means something, even for those of us who may not truly understand. Your legacy will never die for the site you helped mold stands strong, one nation, under Richtofen, with liberty and zombification for all. Thank you for everything.
  46. 7 points
    Hello folks, my name is Shooter. Some of you may remember me, as I've been a member of CoDz for over 4 years now. Anyone that knows me, knows my thing is the storyline behind zombies. I've always been fascinated by the mystery behind it, and throughout the years I've researched alot of cool and interesting things. So today I'm going to recap what has happened to the storyline over the course of Zombies up until the present day. This thread is actually a continuation of a theory I posted on the forums nearly a year and a half ago following the release of Origins. After viewing The Giant trailer and seeing the confusion by many, I decided to make this thread. Here is a link to the old thread: http://www.callofdutyzombies.com/index.php?/topic/158805-origins-and-the-zombies-timeline-explained/Let's start with the timeline.Note: Keep in mind dates and events are subjective and the timeline is constantly being adjusted. 1908 Tunguska meteor strikes Siberia. 115 first discovered at the impact site. Germany, among other countries, begin to study the new element under a new organization called Group 935.1915-17 115 study continues. Maxis updates the periodic table with the new element with the atomic weight of 115, and names it Divinium. 1918-30 Origin occurs. Maxis' body begins to be affected by the 115 radiation and he starts to hear voices of a little girl . Richtofen notices and eventually does brain surgery and removes and preserves Maxis' brain.O3 do not reach Richtofen in time and he escapes with Maxis' brain before Site 64 is captured. Another surgery is performed and Maxis takes control of a new body. Samantha born. The full extent of what really happened the first time, and what was changed during Origins is unclear. 1945 Der Riese opens, tests begin again with 115 by Group 935.1945-46 Niko, Takeo, and Tank captured by Group 935 and sent to Richtofen.Richtofen sends Sam and Maxis through teleporter.Sam goes to Moon and enters MPD. Takes control of zombies.Maxis goes to Shangri La or another unknown location.DR, SNN, Kino1963 Ascension2012 - ???? CotD. Richtofen obtains Vril Generator.Shangri La. Richtofen obtains Focusing Stone.Richtofen has what he needs to get Samantha out of the pyramid.MoonRichtofen swaps spots with Sam, takes control of zombies.Tank, Takeo,and Nikolai die on Moon, sent to Aether.Sam dies on Moon in Richtofen's body. Sent to Agartha after death.Earth is bombed and nearly destroyed as last measure by Maxis.Richtofen loses connection with Earth.2012 - ???? Survivors begin to emerge. Maxis contacts survivors through electrical devices.Survivors who begin to eat dead meat infected w/ 115 begin to hear Richtofen.Samuel, Russ, Misty, and Marlton meet each other at Green Run. N4 help build towers for Richtofen or Maxis.If Richtofen is helped, he receives more ethereal energy that will eventually allow him to enter human bodies on Earth as he pleases.If Maxis is helped, he begins to build a global polarization device that will allow him to harness the ethereal energy on Earth instead of Richtofen.2012 - ???? Great Leap ForwardN4 help build Richtofen/Maxis towers, each giving Maxis or Richtofen more power.2012 - ???? BuriedN4 finish building polarization device for Maxis/Power Tower for RichtofenIf Richtofen is completed: Richtofen gains complete control, uses Earth as he pleases, takes Samuel's body. Maxis is stuck in Aether for enternity. Earth is screwed.If Maxis is completed: Maxis kicks Richtofen out of the controller seat, uses power of Aether to go back in time to 1918 to change history and find gateway to Agartha at Site 64. Richtofen's soul removed from Aether and placed in zombie.N4 die.1918 - Purgatory (Aether) OriginsMaxis goes back in time within Aether and influences the past. With Maxis now in charge of the Aether, 115 experiments are a success on the battlefield and the gateway to Agartha is discovered.O4 enter their old bodiesThis time the O3 meet in 1918 and try to find Richtofen. Samantha contacts the O3 and Richtofen through the gateway and help them open it.Origins 4 reach the "Crazy Place" and open the gateway to Agartha and free Samantha. Maxis is reunited with his daughter in Aether.As a new history is created by breaking the cycle of events, a paradox arises. If history is rewritten in order to stop Richtofen from doing the same thing, Samantha would not be born. He creates a plan to ensure that the same events still occur so Samantha can be born, but that Richtofen is ultimately stopped.New 1945 - Der Riese The GiantNew O3 arrive at Der Riese and attempt to stop New Richtofen from going on with his plans.As they are getting ready to capture their target, the MTD at Der Riese begins to light up. New Richtofen lets unknown matter through. Origins Richtofen appears from Aether and kills New Richtofen.The CycleIf you want to understand The Giant and the timeline in Zombies, you must understand the cycle that occurs in the game. There was an original series of events in reality (SNN - Moon), and when the O3 died, they begin to repeat a cycle. While the O3 are in Aether repeating this cycle, Richtofen and Maxis fight for power in reality with help from the N4. Maxis is attempting to free his daughter and break the cycle and change history, while Richtofen is fighting to keep history the same and use the Earth as he pleases. If Maxis is helped, we go back to the point to 1918 and break the cycle of original events.Let's take a look back at Mob of the Dead, where this idea of a cycle in Zombies is really thrown in our faces.When we first start the map, the four mobsters are in their cells while Ferguson is patrolling the cell block. The Weasel tricks Ferguson into entering his cell, and after he does Al kills Ferguson. Then the prison is altered to a Hellish new form, zombies start storming the prison, and the four must fight for their lives and build a plane to escape the island. However, while progressing through the Easter Egg on MotD, we learn from Ferguson that what we see in the beginning cut scene did not actually happen. We learn that the plane was never built, Al was murdered that night on New Years Eve 1934, and Ferguson lived a long life and worked at the prison until 1942. So which one was reality?The story told by Ferguson during the Easter Egg is reality. The plane was never built and Al died on the roof. The map we play in is us repeating the cycle of events that night in a state of "Purgatory" (aka Aether), ultimately dying in the end and continuously repeating the cycle. So what is the point of doing the Easter Egg if they're just going to end up dead in reality? It is because we are CHANGING the reality of what happened that night when we break the cycle. Through the events of the Easter Egg, we repeat what happened that night to actually rewrite history. We went back to the night of Al's death, and instead changed what happens so that history itself plays out differently. Instead of Al dying on the roof and Ferguson living, Al lives and Ferguson dies that night. The original reality has now been rewritten, and time will continue as is. MotD was a smaller version of what's happened with the Zombies timeline as a whole.Rewriting history or a new timeline?Whether alternate/parallel timelines exist in the Zombies story, or we're rewriting history, is just dependent on how you view the state of "Purgatory" that the O4 and MotD crew were stuck in. It's a science fiction story we're talking about here, so Treyarch can go any way they want with it.MotD and Origins are the only two maps (aside from Shangri La) where we travel back in time to a previous event, and redo the event to cause a new outcome (breaking the cycle of old events). Were we in another dimension (Aether)? Were we rewriting history when we changed these events? Did we create a parallel universe when the cycle was broken? Who knows for sure.Alternate universes are totally plausible, but it doesn't appear to be going on here, in my opinion. If you think back to the Giant trailer, we hear Dempsey say "only a fool would dare to change history", which suggests that one and only one history exists and to try to drastically change history could have serious consequences.I don't believe we have multiple universes but are instead working with a dynamic timeline, where anything done in the past will rewrite history and have repercussions on the future. This is the same type of timeline seen in the movie Back to the Future, which we all know is referenced many times throughout Zombies.The problem with a dynamic timeline like the one we're dealing with, is that it creates a paradox and an infinite loop of events. The paradox here is that if we change the events of the original 1918, all events after that could be changed, which means no teleportation, no Samantha and Maxis getting stuck in the MPD, and no need to go back in time to begin with.Still don't think we can rewrite history in Zombies? The Paradox"The paradox must be resolved!" - Said by Maxis after Samantha is released from Agartha.One of the best arguments against the parallel universe theory is the presence of a paradox at the end of Origins. Paradoxes like this do not exist with parallel universes. If you are born on one timeline, you do not have to be born on the next because you already exist.The same applies to Samantha. If a new timeline is created in a parallel universe after Origins, Samantha would not have to be born in this new universe because she was already born in the first universe. A paradox would not exist, but it does in our story.So why two Richtofens?This is where things get complicated. The biggest contradiction to the dynamic timeline theory is the presence of two Richtofens in the Giant trailer. The logical explanation for two Richtofens is parallel universes. It just makes the most sense. The Richtofen from the new universe opens the MTD and lets Richtofen from the first universe in. Yet previous evidence supports the dynamic timeline theory, and not the parallel universe theory. Unless they have something very unexpected up their sleeves, Treyarch is going to be contradicting themselves as far as the timeline goes.What extent of Origins occurred the first time, and what was affected by Maxis presence the second time around?This is the big question. Some people seem to be under the impression that Origins never actually happened the first time, but I strongly disagree.If you recall the data servant from Der Riese, there was an entry that listed the locations where Element 115 was found. The first location listed is Tunguska, a meteor that struck the Earth in 1908, ten years before the events of Origins. We also have no clear indicator of when Group 935 was officially formed or when 115 was first researched. It wouldn't be foolish to assume that Group 935 was formed shortly after Tunguska in order to study the element.Also on that Data Servant entry, we learned that the Americans had located a source of 115 in the Nevada Desert at Area 51. What we didn't know was how they were able to retrieve the element; Until Origins. In the starting room of Origins, a picture can be seen on the wall. The 115 Extraction Drill was originally designed by the Germans, but the blueprints were stolen by the Americans and used to extract the 115 from Nevada. We can see this machine in the Nuketown Zombies loading screen.I also believe the radios from Origins indicate that these events originally occurred in 1918. Most specifically, the following radio:Ludvig Maxis: The child's voice calls to me more frequently than ever. At first she spoke only of her imprisonment in a mythical realm known as "Agartha". Now she claims to be my daughter, even though I know no such child exists! (sigh) I fear my sanity may be slipping away from me.According to Maxis, when they were originally at Site 64 he began to hear the voices of a girl who claims to be his daughter, yet she hasn't been born yet. It's safe to assume that if this radio was from the original 1918, then the other radios would be to.Notable Observations from the Giant Trailer• Richtofen may not know Takeo, Tank, and Nikolai."Do you know who I am?" - Richtofen, after being confronted by the O3.That one line from the trailer gives us quite a bit of information. The line suggests that Richtofen does not know the O3, as he assumes the O3 does not know who he is as well.We know that at this point in the original timeline, Richtofen had already been experimenting on Niko, Tak, and Tank (based on radios from CotD). It's possible that Richtofen could have found new test subjects to conduct the experiments on, and it would not have significantly changed history.But it's also possible that the brainwashing from the 115 experiments being conducted at the time explains this line, but something interesting to think about nonetheless.• The MTD is not activated by Richtofen at Der RieseIn the Giant trailer we see Richtofen send Maxis and Sam through the MDT, and the O3 appear. As Zombies start to approach, the MTD begins to power again as Takeo and Richtofen look on in disbelief. The MTD seems to be activated on it's own.Richtofen then sneaks over to the control panel while the O3 are distracted with the zombies, and lets the unknown subject through. So what is the Giant? To summarize, "The Giant" map is the first step after breaking the cycle of original events in Origins, as we begin to rewrite history. In order to avoid the Samantha Agartha paradox, up until the point where Sam and Maxis are betrayed by Richtofen. Everything goes as planned until the Richtofen at Der Riese opens the MTD.
  47. 7 points
    CODZ is full of different people from all over the world; young and old, active and lurker, hardcore and casual. Often times along the way, communication can get misinterpreted, and inevitably misunderstandings will occur. Sometimes it's 1 on 1, sometimes it's 10 on 10, and sometimes it's 10 on 1. We, as human beings, are not perfect. We all have faults - and it's quite easy to forget that when dealing with a personal, sensitive, or passionate topic. It's also quite easy to get into the "pack mentality", to "gang up" on the odd man out; we are all guilty of this, including myself. Gossiping about other members, only using destructive criticism, putting someone down - most time it's completely subconscious, just going through the motion... other times the true gravity of words are not taken into account. This looks like bullying, but in reality this is us being imperfect: we're a close knit community, some folks are going to have problems with other folks. Should we discuss them publicly? Absolutely not. IS discussing them publicly considered bullying? It's hard to say. No one is actively seeking out those to bully, and often times some members are just venting. It's a very contextual term, but one thing for sure is that it is an incredibly malicious act to consciously bully others. "Bullying is the use of force, threat, or coercion to abuse, intimidate, or aggressively dominate others." CODZ is an oasis in a desert of cruel internet forums. I'd like to think I know a fair amount of you very well, and I wouldn't be able to name ANYONE who is purposely looking to "bully" other members. When there are bullys, you know what we do? We ban them. Swiftly. I was in chat the other day (the first time I had been in chat for weeks), and we were talking about a member who is no longer here amidst discussing zombies. We were sharing stories of how this member basically rubbed some folks the wrong way, and were having a nostalgia trip. The topic changed, we started talking about a current member. Then, a new-ish member joined the chat. This new member basically told us all that we were lazy for resorting to gossip, and that we should get back on to the topic of zombies and stop bullying. I have since seen that member post about "bullying" happening here in other places. I wasn't sure if this new member had seen us talking about the member who is no longer here, and perhaps had thought it was all about the current member we were talking about when he joined in the conversation. Regardless, him saying I was a "bully" killed me, I was just hanging out with my peers in the chat shooting the shit - and suddenly this new member thinks I'm some sort of gossiping bullying jerk. I tried reaching out to him at the time, but of course the conversation was still heated - and it was left completely unresolved. I've been thinking all week about how this new member was right, to an extent - but also about how I thought "bullying" was so harsh a term to use. This happened about a week ago, and it's been stuck in my head ever since - not for his impression, but for what he was trying to say. Another similar situation occurred with a different new member who was just trying to share a theory. His post was unfortunately misconstrued, and attracted a few responses that portrayed them as someone who was trying to pass off misinformation as truth for attention. This new user defended himself, and ended with something along the lines of "so this is how you welcome new members". This, also, KILLLLLED me reading it. Seriously kills me, breaks my heart. We get so used to being blunt with each other, we get so used to pointing out misinformation - but we cannot let it override the basic principle that mostly everyone on CODZ means well. It kills me to think a new member comes in, gets misinterpreted, and basically fed to the wolves. New member(s), if you read this, we aren't perfect. We know each other, we've been hanging out for the off-season, yes, we have issues from here to here - but instead of chastising us for "bullying", instead of calling us lazy, instead of "bullying" us back - try and realize that we probably don't mean it, we probably are just acting without thinking, and we are way too used to being candid with each other. We are an incredibly friendly community, as I said, an oasis in a desert of terrible communities. That doesn't mean we aren't human. I consider myself a crusader for user rights, but even I mess up from time to time (and this thread is how I'm trying to "own" my mistake). Let's just try and remember that most people mean well when they post. You can often tell when someone is posting for the love of zombies, or posting for the love of attention - but sometimes the lines are blurred. Before you call someone out: take a look at their post history, PM them, try and establish some sort of idea about where they are coming from before you chastise them. We are all here to nerd out and talk about zombies, let's do our best to be friendly, helpful and all around a kick ass community. Here's looking to a positive, bully-free 2015 for CODZ. All the best.
  48. 7 points
    Hey there. I made this post to throw some of my ideas on how to take the classic Nazi Zombies game mode and bring it to the next level while maintaining it's core gameplay that so many have come to enjoy. The main purpose of this is that while there has always been some new equipment and perks and enemey types added. The zombie mode gets to a repetitve stall around rounds 20+. That is when the players have most of their things and now they only focus on their ammo reserve and doing same loops as long as they can. Games can take very long and at some point your guns are useless and only way to play is to make points to use traps over and over again. So here are some thoughts on how to change that, the game would still have that classic gameplay but the further you advance in the game the more objectives and changes will appear, some with high risk and high reward. Have a separate perk slot for Juggernog. It's time to take it away from the normal perk pool. You still need to buy it and you can lose it but it will not take a perk slot from you. This way the game can have more unique perk choices instead of choosing just 3 perks because of the mandatory Juggernog. Power outage. From rounds 15+. A random part of the map might lose power. All lights will go out as well as perks and traps from that area. If you have perk in your inventory from that area it's disabled for one round. You have the option to fix the outage by maybe doing a task on that area or building a generator like in Tranzit and placing it to the area. These sudden outages would bring the players together to either fix it or to help each other to survive it. Round objectives. From rounds 10+ Complete a random objective you are given for the round for example stand in circle that appears on the map and kill enough zombies or complete enough headshots. You get small rewards like power ups or points. Heavy zombies. From rounds 12+ Basically just slower zombies that take more damge to kill. You might need to change your priority to get rid of these zombies before others because their pace is different but it's also easy to outrun them. Deployables. Buy or get rewarded a green smoke that you can throw to call in airsupport, turrets, mines or weapon/perk drops. All the deployables would be tied to the theme of the map so they don't feel out of the place. Similar for example to the Maxis Drone. Heavy weapons. From rounds 25+. Hard to obtain guns that deal much more damage to the zombies. Making guns more effective on later rounds. Carepackages. From rounds 25+. These would be random high risk/high reward drops. You get notification that one is deployed somewhere in the map. You can go to find it for substansial rewards like deployables, upgrades, exclusive perks, attachments or heavy weapons. You might also get something bad from it like complete power outage, boss zombies or other hindrances. Nova 6 strike. From rounds 30+. Random part of the map might get filled with Nova 6 gas making it blocked area. You could have gotten a mask similar to the ones in Moon from carepackage or other methods to become resistant to the gas. Wonder weapon upgrading. Instead of pack-a-punching the wonder weapons make the players do different tasks in order to power it up and maybe find some parts to upgrade it. But the base versions of the wonder weapons should be from the box. So these suggestions would bring some new things to the gameplay and make every match a little bit different. Give me your thoughts. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Non gameplay suggestions: Clan integration. By now there has been numerous groups/clans created by zombie community players. Add clan hub in game or outside app/website. There could be internal leaderboards and statistic comparisons between members. Groups average statistics. You could also add clan leaderboards for competing in game modes like Grief. Stats tracking. Like the_clay_bird mentioned there should be better stats tracking. Here some ideas it could include: Map specific stats.Heatmaps showing where you die most in each map.Accuracy heatmaps to show where you hit enemies most.Gun specific stats. Number of kills, accuracy, etc.Change Black Ops II rank model to show "skill level" in actual numbers.More in-depth list of features: PC features: Ability to modify config file to change FOV, show lag-o-meter and to make other basic modifications.Show connection with actual ping numbers and allow to restrict the matchmaking search by max ping.Mod support.Option to use server browser or quick search.Oculus and Vive support. Zombie player cards. These player cards would be visible in the lobby. They would be rewarded from different tasks and achievements in zombies. They could also show visuals like number of revives done. Zombie Challenges. These challenges could be used to unlock new starting pistosl and player cards. Suggestions from others:
  49. 7 points
    Hi everyone. In this thread are nearly all the meaningful Black Ops 2 story quotes scripted. Categorized by map | character. This thread currently covers: Green Run new! | Nuketown Zombies. | Great Leap Forward. | Mob of the Dead. | Resolution 1295. new! and Grief/Turned new! Currently working on adding  Origins. Please note that since these are directly scripted from the game files - there are numerous quotes listed here that were cut sometime during development and thus will never actually trigger in-game. Most of these are Sidequest-related quotes and pretty much all of Brutus' dialogue.   N4                                                                           Dr. Maxis               Edward Richtofen                 Die Rise Zombies      FOUR MOBSTERS     BRUTUS     Stanley Ferguson     FINN      SAL DELUCA     BILLY HANDSOME     GRIEF ANNOUNCER             RESOLUTION 1295       Endgame Ending #1 - Samantha's Desire   Ending #2 - Richtofen's Delight      Ghost Lady       04     TANK DEMPSEY NIKOLAI BELINSKI     TAKEO MASAKI         EDWARD RICHTOFEN     SAMANTHA MAXIS     DR. LUDVIG MAXIS         Thank you for taking the time to look at our thread. If you have any questions, suggestions and/or complaints please, feel free to send them our way. -Alejandro & Heather
  50. 7 points
    Well I see a lot of people here suggesting Operation Charybdis and Reznovs involvement in the next game. In my opinion Treyarch did not use and completely put the whole operation to the trashcan when they made Black Ops II and it's future setting. We get to that but first lets see how the Black Ops ended in with cliffhanger and how Reznov was actually alive: First thing is that in Black Ops campaign intel drops there was this hidden message: Reznov is dead, or is he dead, there was no body, is he who he says he is Reznov is pretty much dead by the year 2025 when Black Ops II takes place. But fact is Reznov did not die in Vorkuta. Treyarch had planned plot for Black Ops II that would have basically continued from where Black Ops ended with the assassination of JFK. But then they decided to go with the futuristic theme and the story was changed. Every time Mason sees Reznov in Black Ops or Black Ops II after the Vorkuta mission its only his hallucinations caused by the brainwash Reznov himself conducted. Reznov escaped Vorkuta with Mason but then they never saw each other. Reznov was trying to contact Mason under the alias of John Trent. He tried to warn both CIA and Mason of the still active network of sleeper agents that would be activated by Evelyn Cross the "numbers lady". Here are few things to back this up taken directly from Black Ops terminal computer files: Here is an email where the numbers lady Evelyn Cross is threatening JFK. She mentions Berlin and you may know the famous quote by JFK which he made during his Berlin visit: "Ich bin ein Berliner". The date was 26 June 1963, same as the e-mail's date! June 26, 1963 Here are two pictures of Evelyn Cross that were sen to CIA operative Hudson by John Trent aka Reznov: As you can see on the second picture she is being brainwashed by the Russians. And the resemblance to the numbers lady is obvious: Also check that desk. The book there is Profiles in Courage by no other than JFK himself: Now lets get back to the other e-mails in the Black Ops terminal: So here we come to the point what suggest that John Trent is Reznov. "Victory cannot be achieved without sacrifice" is quote which Reznov told to Mason when they escaped the Vorkuta prison. These messages are sent to CIA operative Jason Hudson: "Everything changes on Friday." From that date on next Friday JFK was killed. Message from one day before the assassination. Directly states the escaping from Vorkuta and that one of them was Mason. The other one just died. Referensing to himself as CIA though Reznov was killed. This is what Hudson said to Mason when they irrogated him: So in that email Reznov is telling Hudson that he did not die in Vorkuta and is alive as well as warns him about the other sleeper agents that are "everywhere". 3 days after assassination. Image of Evelyn Cross was in this email. So here Reznov gave the identity of numbers lady to Hudson. Few years later came this e-mail. I'm sure I don't need to explain this one There are also e-mail from a third guy called Mr. X. He sent two emails directly to Mason. Clarke was the scientists who helped to weaponize Nova 6 that Steiner created with the help of other scientist from the Russian Ascension Group. For some reason Mr. X recommend Mason to seek Clarkes brother in South Africa. Mr. X tells the location of Frank Woods to Mason. Hanoi Hilton was notorious POW prison in Vietnam where many of the captured American soldiers were tortured. Hanoi Hilton Intel document. Then there is the ending of Black Ops: The day of Kennedys assassination, Evelyn Cross starts his number broadcast. Mason says: the date when JFK was killed, Texas, caliber of the gun that killed JFK and Ascension. And we know from before that Mason was brainwashed to kill JFK but it was prevented earlier because Reznov had added the other agenda of killing Steiner and Dragovich in his head. Now that he had those goals completed what was left? The original agenda of course which was to kill JFK. ---------------------------- Now why the whole Operation Charybdis doesn't make sense when we look at the events of Black Ops II? Well Hudson has been working for the CIA the whole time and after Woods was rescued from Hanoi Hilton he was also working for CIA by doing operations in Angola. Mason had retired and moved to Alaska. They definetely wouldn't be working for CIA during the time the missions take place in Black Ops II if CIA though they were liability and tried to kill them together with the MI6. It's safe to say this Operation was never conducted in the actual story arc but simply CIA had planned such operation before they saw that they were actually no risk and that they needed them.