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  1. 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
  2. 6 points
    In these times, in which zombies in Shangri La wear Group 935 clothes, Mason can be seen in Kino der Toten and Samantha playing hide and seek in Shi No Numa. Agartha might not be the same as the Aether, Origins in not a 115-mine and dr. Monty becomes a more important character. This is a time of Primis, Ultimis and Victis. A time of people who 'tried so hard to do the right thing". A time of the release of the very first Zombies Timeline, and the release of Zombies Chronicles. This is a time in which our old view on things change. Because of this all, I thought it might be a nice idea to look back at a previous map.... DIE RISE! Because why not? The zombies timeline gave "Die Rise" only one piece of text, and the map has basicly no background. That's why! A lot of possibilities for theories! On the Great Leap Forward loading screen, one can see the name Province 22. You must know that the present China is divided into many provinces, and that province number 22 is Jilin, laying in the northeast of China, just above Korea. The biggest cities of Jilin are Changchun and Jilin city, both cities WITHOUT enormous skyscrapers, as we see in Black Ops II's first DLC. Relatively few cities in China actually have so many high skyscrapers, as cities like Hong Kong, Beijing and Shanghai have. Talking about Shanghai, have you ever seen this particular tower in Die Rise? It's the Jin Mao Tower, located in Shanghai. A China in the near future may change its province-numbers (district Shanghai might be province 22 now, and Jilin has another number): Names can be changed. Buildings, however, cannot. That's why it is almost certain that Die Rise takes place in Shanghai. But the Jin Mao tower does not only help us with solving Die Rise's location, but also time: The tower was built in 1998. Another proof that the map does not take place in the Cold War, unlike it's name might refer to it, is that there is a poster saying: "Since 1996". As a last note, in Die Rise one can see zombies wearing SDC suits. The SDC (Strategic Defense Coalition) is an Asian military alliance in the near future. This is prove that Die Rise takes not place just after 1998, but rather in the future (which could be a reason of the "Province 22 change"). As a side note, I started this theory before the release of the Timeline. Now we know for sure that Die Rise takes place on 22 October, 2035. A'ight, so now we've got the location (Shanghai) and time (near future): Let's start. The sleeping cages Has anyone ever noticed the countless cages in Die Rise? Some empty, some with a basket or plate in it, and others with some filthy clothes in or on top of it. Have you ever thought about the fact that these things exist in real life? Thousands of poor Chinese people who want to have a shelter in Hong Kong rent "bedspace apartments", a.k.a sleeping cages in high skyscrapers and flats. The conditions are terrible: Hot, sultry and filthy. Full of cockroaches, rats and bugs. The ideal location for diseases. Because there is no **** please report this topic, post ****, are those who live here forced to spend the little money they have on fastfood. In Die Rise, we also see such Sleeping Cages, in the building with the Dragon on the roof. The SDC As said before, the SDC (Strategic Defence Coalition) is an Asian Chinese-led strategic military alliance in the near future. It is one of the largest military alliances in the world during the so-called Second Cold War in Black Ops II. In Die Rise, we can notice two different main types of living dead: Normal zombies and zombies wearing a SDC suit, and therefore with more health. What did those SDC soldiers there, before the Apocalypse? And why so many? I mean, usually soldiers don't just walk around in skyscrapers in a big and safe city, Shanghai, far away from the SDC borders. This is why I assume that Die Rise takes partly place, or at least near a SDC base. The fact that there is a poster of Tian Zhao, the chairman or general of the SDC (depends on how BO2 ends), on top of the Dragon building, proves this theory even more. Now on a more interesting note: This is what that poster says, with many thanks to @DragonGJY: Okay so uhm…. Weapons of Mass Destruction? Suspected to be a zombie? I think our dear friend mr. Zhao has messed with Element 115! Could Die Rise be a SDC station doing experiments with Element 115? A few points. And note that ALL these points apply only on the building with the Dragon on the rooftop. • Most of the windows of that building are for some reason all closed off with barriers. Was what happened here secret for the outside world? Or were those things within the building not allowed to exit it…. • There is a huge neon board outside on the building with "International Zombie Centre on it". The word 'International' immediately stands out to me. Like, did the SDC work together with groups like Broken Arrow concerning experimenting with 115? Another, more likely possibility could be the fact that the SDC is, in some way, already international. China, Mongolia, Russia and many more countries are members of it. So this neon board litterly says that the building was a place where zombies existed. • Back to Tian Zhao's poster, it simply says that he might be a zombie. Like, really? Every normal Chinese who reads that would think that's a joke, wouldn't they? So maybe that poster only hangs in and on top of THAT particular building, since the people who live/work there, know the truth behind Element 115 and the undead effects of it. • The Sliquifier. I know the Victis crew built it themselves, but maybe they build it up from parts of a previously built Sliquifier, built by the SDC. After all, all the Sliquifier parts lay in the Dragon building… • In the depressive floor, as I always call it, the floor where you can turn on the power, one can see some mysterious looking wooden boxes. They look the same like the crates in Farm and Shi No Numa, so perhaps they have pieces 115 in it? So assuming if the Dragon building was a SDC station, doing experiments with 115 and with the undead, why are there so many sleeping cages and sewing machines? Perhaps the cages held test subjects, or possible even zombies. The sewing machines could be some distraction for the test subjects, to make the conditions a bit more humane, or possibly the SDC overseers wanted the test subjects who weren't doing something, make effective by putting them on work. Another reason could be that the sewing machines were already there when the SDC started to use the skyscraper, and that they never took the effort to take them away. The Jumping Jacks The Jumping Jacks, the clicking, jumping and teleporting creatures that spawn in Die Rise during special rounds, have NOT anything to do with the SDC. Here’s why: The Jack’s, as I like to call them, only spawn during special rounds, when you can Richthofen say “Fetch me their souls”, and when purple lights begin to flash (flashes from the Dark Aether), similar to Samantha when sending her Hellhounds. I have always wondered why Richthofen sends killing creatures to the Victis crew, who only try to help Richthofen gaining the ultimate power. The Timeline gives an explanation of that. So apparently the Victis crew did not help Richthofen at all, and Maxis’s end is canon. Richthofen blackmails Stuhlinger in the hope he will listen to him, and when that not works, Richthofen sends his Jack’s in the hope he could convince Victis with fear, or perhaps in order to stop Maxis gaining ultimate power. Anyway, the Jack’s are not from Province 22. They are teleported to there, similar to the Hellhounds in Shi no Numa, Kino der Toten, Groom Lake, Green Run (survival) and Der Eisendrache. Because Jumping Jacks look so familar with Nova-6 Crawlers, I think it was either Group 935 (Theatre Facility, Griffin Station) or Broken Arrow (in the Pentagon) who did experiments with Nova-6 Crawlers, ending in the same result as with Fluffy. These, now by Aether corrupted and mutated Nova-6 Crawlers, are send by Richthofen to Province 22. They have nothing to do with the location itself. So this was my story. Have you not seen enough of the Great Leap Forward? No worries, @RequixEclipse might release some stuff about Die Rise in the future as well.....
  3. 6 points
    The Mystery Box that I got this year via donating has finally came to use. Since we moved house and I now have my own room, I went out today and got some frames for my posters and zombie cards. I'm really happy with how they look and the frames were a good price too. Hopefully I will get the other posters to finish the collection and also some more cards soon. Hope you guys like it. :) @InfestLithium @Spider @Lenne
  4. 6 points
    With the addition of several new and wonderful features on the site, we’re proud to have made CoDz a more user-friendly community that thrives off the love for everything Zombies. These awesome applications, however, were not exactly easy to implement - including the upgrading of our server. Unfortunately, this has led to CoDz seeing financial troubles quite recently. For as long as we have provided a free fan experience to all the slayers out there, we have barely scraped by off ad revenue and, most importantly, donations from players like you and I. In order to keep the universe of Zombies steady, we are now providing 115 Premium Donor ranks. This isn’t your ordinary donation tier - each sub-level of donor groups gets more and more cool things as our way of saying thank you. How wunderwa! 115 Premium Donor Ranks Each subscription level is auto-renewing on a monthly basis from the time you begin the subscription. We use PayPal for all our donations, which means your precious points are safe with us. All the proceeds go to keeping the server up and running, so that CoDz can always leave the light on. Regular Donor: no subscription package Divinium per current donating formula Donor rank/title Super Donor: $3/month Divinium boost (5% more) for every donation made Super Donor rank/title Access to exclusive Donor Area Discount on store items (5% off) Premium Donor: $12/month Divinium boost (10% more) for every donation made Premium Donor rank/title Access to exclusive Donor Area Discount on store items (10% off) Mystery Box loot crate (includes 2 random items) I.E. poster(s) or card collectible(s) or sticker(s) Ethereal Donor: $20/month Divinium boost (20% more) for every donation made Ethereal Donor rank/title Access to exclusive Donor Area Discount on store items (20% off) Mystery Box loot crate (include 3 random items) I.E. poster(s) or card collectible(s) or sticker(s) Sponsor shoutouts on all official CoDz streams + YouTube videos Exclusive VIP access to all future CoDz events You may have noticed the Mystery Box loot crate reward and thought “WHAAAAAT LOOT CRATE??!!11”. And damn right you should be excited! Available to only Premium and Ethereal Donors, CoDz will be launching its own mini-loot crates that contain some totally wicked material - ranging from custom posters to trading cards and even clothing apparel (assuming we can even fit it). Who knows what you’ll find in each monthly edition! Oh, did we mention the Trading Cards? Please keep in mind: these donations all go to helping keep the site up and running for as long as possible. Without users like you, CoDz wouldn’t even be where it is today! These rewards are just extra tidbits and benefits for not letting the Apothicons devour our universe. Thank you, from all the staff, for being truly kick-ass members! Get started on your 115 / Mystery Box packages today!
  5. 6 points
    I totally forgot about this, actually. I redesigned them a few months ago. Its like a mix of BO1/BO2/BO3
  6. 5 points
    Official Trailer That's right, the DLC 5 map names have been found in the games code along with the recent update. Thanks to xPorter for putting in the work. Here are the maps we will be seeing. Kino Moon Shangri-la Ascension Origins Nacht Vertuckt Shi No Numa Here is the full Reddit post here! https://www.reddit.com/r/CODZombies/comments/68xtg0/black_ops_iii_dlc5_zombies_chronicles_decrypted/?st=J28MQ0F0&sh=c56002e7 List of New Gobblegums Source: charlieINTEL Zombies Chronicles Poster Remastered Maps Cost and Download Size Zombie Chronicles will cost $30 USD. For the UK the price is £25 GBP. A great price for 8 amazing remastered maps. The download size for Zombie Chronicles has also been confirmed at being an easy 12.2GB download. Zombie Chronicles Calling Cards Here is the absolutely amazing MGS themed calling cards that we will be getting along with Zombie Chronicles. They are really well designed and all MGS fans will truly love them.
  7. 5 points
    There were already mentions to the Aether in the early maps of CoDZ. The wall writing in Der Riese saying "Return through Aether", the teleporters, the radios. They all referred in some way to an electromagnetic realm beyond our perception. Black Ops 1 and 2 proved that even more. Once you accessed the Aether, you would become omnipotent, immortal and were able to communicate via Element 115. Element 115 was a bridge between our dimension, and the one above us. Despite its powers, the Aether became associated with Hell. Think about Fluffy becoming a Hellhound while teleporting through Aether. Richthofen becoming evil and insane after touching the with the Aether connected MPD. The Aether's ability to have control over the demonic undead. Gersch talking about his suffering in "that awful place". The Aether is a bad place. While there was theorized alot about the mythical world within our world, Agartha, a real reference to it we were gained only twice. Agatha, in addition to the Aether, was believed to be some kind of Heaven. Many ancient civilizations talked about this place, known under many names, under our world. A place were there was no sickness, corruption and death. A true paradise. Once Maxis has won at the end of Buried, its official: For the first time, the name "Agartha" is directly mentioned. So what's this Agartha? What we do know, is that Agartha is a more powerful place than the Aether, as we see Maxis being able to banishing Richthofen's soal, who was in the Aether, to the bodies of the undead. Maxis even says that he now can control aetherial energy. So, this Agartha is more powerful than the demonic electromagnetic dimension known to us as Aether. Agartha > Aether This is also why Richthofen want us to activate the pylons and mend the Rift. His powers in the Aether are limited. In Agartha, he can do what he wants. This says Richthofen when he enters Agartha. Once again, it is said that from here, the lower Aether can be manipulated. In the video of Doctor Monty, what Treyarch released just before Revelation, there is something nasty said. Something that causes some people to wake up of nightmares about it in the middle of the night. Beware, the following quote might hit you hard. Soooooo, our speculation of the last 10 years is wrong. Aether and Agartha are the same. Right? No! During Black Ops 3, there is spoken of the normal or "light" Aether and the Dark Aether. The normal Aether is the dimension where the Keepers, or perhaps Vrill Ya reside. In this dimension, the Keepers are gained enormous power, allowing them to protect the lower dimensions against the inhabitants of the Dark Aether: The Apothicans, the most powerful and evil entities in all the existences that ever existed. That's the sad thing. Those Apothicans were originally also Keepers. The demonic Dark Aether has corrupted their minds. After the Great War was won by the normal Keepers, and lost by the corrupted ones, the victors entered the normal Aether and banished the corrupted Keepers to the Dark Aether. Here, they were prisoned for an infinite amount of time. So, what we know from this is that the Aether is more powerful than the Dark Aether Aether > Dark Aether The normal Aether is Agartha, and the Dark Aether is what we called Aether in the WaW/BO/BO2 era. A demonic, yet powerful dimension: The Dark Aether. A perfect, even more powerful realm: Agartha. The MPD connects to the Dark Aether, and this is why it makes Richthofen and Samantha insane. At the same time, it corrupts their minds, and the power that lays in that "demonic prison" is somehow appealing. It makes you power-hungry. Agartha, on the other side, is a nice place to be, and has even power over the Dark Aether. This is why the Keepers in Agartha were able to banish the corrupted ones to the Dark Aether and were able to hold them there and guard the other dimensions and universes from them. In the Giant and Der Eisendrache, the teleportation flashes of the MTD that were originally blue, were now more purple. Why? It isn't that it makes it look more fancy. The Aether through which you go, when using the MTD, is the Dark Aether. This is also why Fluffy became demonic after using it. Red portals. We see them as the Rift in Buried and the rift-portals during BO3. These are portals going through Agartha, or the light Aether. The Rift in Buried indirectly leads to Agartha. If you let Richthofen win in Buried, he will enter Agartha and enables the Apothicans to consume that universe. That's why Buried is the last map of that universe: Either Maxis destroys it, or the Apothicans consume it. (and parts from that universe later reappear in Revelations, in the Aether). The numerous tales and myths of Agartha in hollow earth, how could you explain that? I think that might be because of the Earth having 115 in her astenosphere. It could teleport you to Agartha. @AetherialVoices has explained to me that it could be because of 115 being such an instable element, and not belonging in our dimension. Therefore, it wants back to its stable form in the Aether, and that's why it can displace objects via or to the Aether. This could be an explanation of all those mythological tunnels and holes leading to Agartha. So a short summary: Aether is Agartha and the Dark Aether is the (pre-BO3) Aether. Some things still need to be explained, but if this theory is correct, we will sooner or later be able to do.
  8. 5 points
    lds hxumx txyebj zxyvw mza dihiyrl fwahj wxy tsll
  9. 5 points
  10. 5 points
    @Blurryface, @Spider, @Schrödinger, @Smok3y, @The_Giant_935, @andydabeast, @Steelie, @DragonGJY, @Tattoo247, @Spider3000, @Slade, @Lenne, @Monopoly Mac, @Doppelgänger to name a few. Nominate your opinion!
  11. 5 points
    You might remember the butterflies in Grief, when you knife or shoot an "enemy" player. He won't blood, he won't die: He will release a group of butterflies. Butterflies are seen in Kino der Toten too. Do they have any meaning? Well, yes. In fact, the butterflies predicted the Aether and Multiverse. Our physical space is observed to have three large spatial dimensions, with a higher dimension being the Aether. Please read @AetherialVoices's topic before this one. The third dimension, the one we live in, has three variables. An x, y, and a z axis. this allows what we call three-dimensional or "real" shapes to exist. The second dimension has two variables: The x and Y axis. We as three-dimensional beings are able to manipulate the second dimension. Think about drawing something on a flat paper (I know, paper has a Z-axis too, but you get the point). In that way, higher dimensions can manipulate our three-dimensional dimension. This theory explains powerups, wall weapons, the magic box, teleportation and matter transference. Imagine 3D as a paper (2D), and the Aether as 3D (I'm going to steal this one from you, Aetherial). You (now a 4D being) write two points on the paper (now 3D). How to get from point A to point B? Just double up the paper and sting a hole at point A. Now it directly leads to point B and voila: You've got a 4D rift, also known as a wormhole. Now I read this afterwards, I see how bad I am in explaining. Hope you understand it. Anyway, IF you understand it, it seems logical that the Aether is one dimension above us, the fourth dimension. Well I don’t think that’s the case. I think the Aether is the Eleventh Dimension. Our 3D's, the 4D (which might be time, and 6 unimaginable hyperspaces above that: The 10th dimension unifies the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. The 11th dimension kinda hold many 10 dimensions together. With this, the 11th dimension explains all of the particles and fundamental forces of nature by modelling them as vibrations of tiny supersymmetric strings. This theory is called the Superstring Theory. Are you interested in this? Take a look at this: https://en.m.wikipedia.org/wiki/String_theory (10D) https://en.m.wikipedia.org/wiki/Superstring_theory (11D) I wish you luck. I excluded most of the stuff said on these pages because I only understood about 10% of everything said there, so there might be some interesting and usable information there. We're moving on. The M-theory is a theory in physics that unifies all consistent versions of the superstring theory (the Eleventh Dimension). The "M" stands for mystery, magic and mother…. Or Monty? You must know that string theorists had identified five versions of superstring theory. Although these theories appeared, at first, to be very different, the M-theory proves that they relate to each other pretty much. Apparently the String-theories could be unified by mathematical transformations called S-duality and T-duality. The M-theory is based in part on the existence of these dualities and in part on the relationship of the string theories to a field theory called eleven-dimensional supergravity. Now some real brain-killing information explains all this stuff, but trust me, you don’t want to see that. Just remember the fact that the M-theory unifies the different "versions" of the 11th dimension. Now finally we are getting at the butterflies. You might have hear of the butterfly effect: the concept that small causes can have large effects. The butterfly effect is an important part of the "Chaos Theory". Directly copied from wikipedia: Chaos theory is a branch of mathematics focused on the behavior of dynamical systems that are highly sensitive to initial conditions. 'Chaos' is an theory stating that within the apparent randomness of chaotic complex systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, self-organization, and reliance on programming at the initial point known as sensitive dependence on initial conditions. The butterfly effect describes how a small change in one state of a deterministic nonlinear system can result in large differences in a later state. The exponential growth of deviations is a property of the instability of the system itself and can be expressed by the Lyapunov exponent (lambda). There exist three kinds of Lyapunov exponents: • L < 0 There is no chaos • L = 0 The system is neutral • L > 0 The system is chaotic In modern cosmology, the mathematical chaos theory is also used. According to some interpretations of the M-theory is "our" universe, a bubble (with infinite numbers of different universes-bubbles) floats in a multidimensional chaos. For this far this theory. A short summary: The Aether is the 11th dimension, being able to manipulate every dimension beneath. Every 3D universe (the Multiverse) floats in a multidimensional chaos. If you feel like I only understand the half of all what I just said, you're right. But we are getting closer to the understanding of the Aether.
  12. 4 points
    Hello all! A brand new project of me, started and finished today. More chapters will come soon. Btw, if you feel like, dont hold yourself in to create your own spin-off/side story/chapter (of your own character) :P CHAPTER 1: LOST Near Monschau, Germany Anonymous was exhausted. Just at the moment she and Lenne discovered a food storage, a canned food storage though but what else could you expect in an apocalypse, an undead horde came out of nowhere and made Lenne and her empty their guns on it. The horde was too big and the magazines of their MP5’s were empty soon, and the two living creatures had to run for the living dead. Soon Anonymous had lost her soulmate and found herself alone in a dark forest. 'Ah see it from the good side’ she talked to herself (she had learned to talk to herself a lot in this quiet post-apocalyptic world): 'No more “ondoden” that are chasing me’. She walked on a barely recognizable path, surrounded by high oaks and beeches, and heard her footsteps cracking on the fallen leafs. The wintersun was going down in the cold, orange and cloudless sky, indicating that it would be even more dark soon. And truly, no one wants to be in a forest in the dark with frost at night and the chance of come across an always-hungry zombie. 'Curse you zombies! Do you think I don’t have hunger as well? Always thinking only about yourselves!’. Just at the moment all hope seemed lost, the nearly frozen Anonymous discovered a small dot of light at the horizon. When walking towards it, she saw its source was an abandoned gas station. Next to the building, a map was standing, barely visible in the nighty shadows. The map was written in German. 'Why did I had to come to Germany’ Anonymous thought. She remembered the last message she got from CoDZ, a call to all European members to gather in the German city Monschau. Advantage: It was pretty central for all European members (except Jiipee, who had to travel all the way from Finland). Disadvantage: She was not that good it reading German and in cases you would get lost in a dark forest because a bunch of running zombies had chased you, and you would find a map, you could barely read and use it. On top of that: Monschau was located in the Eifel, a mountainous area, and the temperature was much lower here than back in the Lowlands. But luckily, there was a huge red arrow on the map, indicating Anonymous’ location, and the word “Monschau” wasn’t that hard to find. It appeared that she found herself only 10 km of the centre of the town, and she started the walk. Except for a few zombies trapped in their cars on the road, the journey went quite safe, and when Anonymous arrived at their base in Monschau, she was received gladly. 'Anon, why did it took that long!’ Nieno shouted from the roof of the building. ‘The movie at the cinema had some delay, okay? Open those gates, Nieno, before I turn into a snowman!’. 'To what cinema? I heard Kino der Toten has very good reviews’ Nieno joked while pulling a lever that opened the gates. ‘The day you will keep your mouth shut will be just as great as the day this undead apocalypse ends’. 'Anon! I’m sorry I lost you’ Lenne yelled when Anonymous entered the dining room. 'What’s that awful smell?’ she replied. 'I’m sorry pals, the beans got a bit overcooked’ Blurryface said, wearing a white cook’s hat, holding a pan expelling a lot of smoke, while coming out of the kitchens door. 'God bless your beans, Blur’ screamed Slade, sitting at a table next to Spider. 'Anyway’ Lenne continued: 'I found you this’. He removed a cloth and showed an odd-looking, long, golden and stiff object. Anonymous was speechless.
  13. 4 points
    One of the most common questions that I see within the community in Black Ops 3 is “how do you get a lot of Divinium?”. Now, most people think that it’s just killing lots of zombies and spending lots of points to hopefully snag enough Divinium by the end of the match. That’s only a quarter true; there are actual layers to this bad boy of an onion. What is Divinium? Divinium is a currency system implemented within Zombies that rewards players for spending their points in a given match. Consider it like a rewards card at a clothing store: the more you spend, the more you earn. More points that are used in a match stack up and net you one vial of Liquid Divinium. After the match ends, the after-match summary will show you how much Divinium you earned in that game. The most common threshold is around 1-2 vials in an average game. You can use the Divinium in Dr. Monty’s Factory, an in-game Zombies marketplace. Dr. Monty’s Divinium Factory In order to receive your rewards, you have to use your hard-earned Divinium in Dr. Monty’s Factory. Dr. Monty is a pretty cheap bastard, because he only has 3 generators which will dispense your Gobblegum rewards. You can choose to spend 1, 2, or 3 vials of Liquid Divinium in exchange for a random prize. If you use 1 vial, you can access the first generator. Use 2 vials, and you can access the first and second generators. Using 3 vials (you capitalistic hellpig) lets you access all three generators. Your results may vary, but there are two categories of prizes: GobbleGums and Power-Ups. The GobbleGums are the most common and sought-after rewards, and have special abilities to help aid you in your future Zombies games (which we will discuss more about soon). The Power-Ups are extra boosts that amplify the amount of rewards you get from the Factory in the form of 2X (double all the obtained rewards) or Power Boost (receive all the rewards in each generator despite how much you spent). You can even get an extra Liquid Divinium vial in the generators - that’s money back! Gobblegums These aren’t your ordinary balls of gum. GobbleGums (what we will call GG for short) are gumballs with unique abilities that a player can chew during a match, which grants them temporary effects for the duration of the game. Some abilities may come in the form as slowing down time, with others even granting near-immortality by reviving you every time you go down. The most important aspect you should know about GobbleGums is their expiration times...some go away after one use (such as Perkaholic) after granting you your abilities, while others can be held onto for the remainder of the round. Each gum is unique in this regard, so be mindful of how you use it! Timing is everything. GobbleGums can only be bought by spending Divinium at the Factory, and have different classifications of rareness. The more rare a GobbleGum is, the harder it is to obtain. Classic - Free GobbleGums that are earned by leveling up within your Zombies rank prestige. They are unique in that they cannot be bought; however, their availability resets when you move onto the next prestige but can easily be obtained once a certain level has been reached. These are unlimited in use, so you won’t have to worry about using ‘em all up. Mega - The most common type of Gobblegum obtained in the Factory. These gums generally revolve around power-drops and minor (but useful) offense-based abilities against the undead. Try it, you’ll like it! Once this kind of GobbleGum is used, it takes away from your GG inventory. Rare - Nothing says “more rare” than a rare Gobblegum. They have more unique abilities, such as granting perks and giving you better odds with the Mystery Box, to aid in fending off the horde. Once this kind of GobbleGum is used, it takes away from your GG inventory. Ultra-Rare - The big, bad boys of the bunch. These Gobblegums are difficult to obtain, but are well-worth the hassle. Want all the perks in the map? All yours - and that’s just one example! Once this kind of GobbleGum is used, it takes away from your GG inventory. Divinium Farming Strategies In order to obtain vials of Liquid Divinium, you can’t just play a Zombies match and expect to yield tons of ‘em automatically. The system works with a point-spending infrastructure; the more you spend, the more you are rewarded. Points spent on perk machines, wall-buy weapons, doors, or anything that requires the spending of points will bring you closer to the next threshold. For example, if it took 3,000 points total spent to earn your first Divinium vial, it will most likely take around 8,000-10,000 points total spent to reach the next vial, etc etc. Like most reward systems, Divinium is earned at a multiplier rate. For the sake of understanding the Divinium system, we will use what’s called DV values. These are values recognized for the magnitude of yielding more Divinium per capita. The DV values create a sense of “importance”, if you will. Below is the list of how such ranking works: Method of Purchase DV Value Rank Perk Machines 1 Doors 2 Traps 3 GobbleGum Machines 4 Mystery Box 5 Wall Weapons 6 Ammo (from wall weapons) 7 While there isn’t a real discrepancy on what in-game items net you Divinium the fastest, people generally have more luck obtaining Divinium when spending larger amounts of points on perks and weapon buys. Why, you might ask? Any Zombies player worth their salt never hesitates to pick up Juggernog or Speed Cola, for instance, which totals out to 5.500 already. The point total threshold for the first level of Divinium will is fairly close to being satisfied, and the player can expect an 60-70% chance of snagging a vial should they purchase another perk. For better explanation of how the DV values work, here are two test runs in The Giant. Now, you can clearly see the large difference between 7,800 points by the time a Liquid Divinium is obtained on Round 7 and 11,800 points on Round 8 on the same map. But if you compare the DV values for only doors/GobbleGum machines/Traps, you’ll find that both test runs average from 6,200 - 6,800 points (slight margin of error if we include/exclude Mystery Box values). We can surmise from here that purchasing weapons in general didn’t give us enough output that we’d like, but it can still benefit us. Again, blowing as much points as possible isn’t the way to go. There are several different strategies you can use to maximize the Divinium output while efficiently using your points. Here are some ideas to help you get a pocket full of that juicy, blue liquid. Strategy #1: Perk Hopping Although a very uncommon and unique way of obtaining Divinium, perk hopping is the method of purposefully downing yourself in order to buy several perks at a given time. Since the perk machines cost as low as 1,500 points and up to 4,000 points with the most minimal wait time possible, this method is effective for collecting for also very dangerous to partake in. The idea is to survive a whole round and once a crawler/lone zombie is made near the end of the round, find a way to go down via grenade suicide or zombie suicide, and re-buy all your perks once again. This strategy is best done when training is possible, since there is still a possibility of accidentally getting crushed in the middle of a round. At that point, survival control is extremely limited and DOES require you to obtain your perks once again...perhaps that can be a double benefit, so long as you survive. While perk machines are one of the highest - if not, the highest - in DV value, it may be wiser to try a safer strategy should you plan on going into high rounds (and on maps where mini-bosses are prevalent). Strategy #2: Weapon Buying Purchasing weapons off the walls is considerably the easiest way to farm Divinium, and the most practical one at that. Most of the wall weapons range from 500 points to 1,500 points to buy at face value. While this may not seem much in Divinium value, higher rounds demand stronger firepower, which will also call for more ammo consumption. For example, training a horde of zombies on Round 20 with an SMG (like the Kuda) may take a total of 5-8 ammo-buys. At nearly 700 points for ammo replenishing, this equates to approximately 3,500-5,600 points used for that given round. The point total scale using this method will exponentially grow per round. This means you may not yield as many points in the earlier rounds; however, the further up you go, the greater the chance of obtaining more Divinium along the way. This is the most ideal strategy because it doesn’t require you to wait around, and you’ll be restocking ammo for your weapons anyways (in your benefit of course). Pack-a-Punching your weapons will also increase the efficiency of this method, but will consequently require more points - 4,500 to be exact - to refill your magazines. Based on the way the Divinium threshold works, this is the more tedious strategy to use since the DV value is significantly lower than any other element; however, the amount of times you will purchase wall ammo can sometimes override the DV value and thus equate to the same amount regardless. The higher in rounds you go, the more this is evened out. Strategy #3: Trap Abuse If you want to propel yourself into the higher rounds so your total points scale is larger, utilizing available traps can also be an effective strategy. The major flaw with this method is simply the wait time; you’ll only be spending 2,000 points or less for something that won’t net you anymore points. Additionally, there is a recharge time for traps which can take a few minutes to return online. If you plan on getting into, say, Round 30 or above faster to begin using the weapon buying strategy, this may be a good leadup for you. This is a great way to maximize your DV value output, since traps rank higher than wall ammo AND Mystery Box purchases. Strategy #4: Pack-a-Punch’ing Similar to the weapon buying strategy, Pack-a-Punching all your weapons available (along with the ethereal attachments) may also be in your favor. Every weapon upgraded will cost 5,000 points plus a 2,500 attachment, making a minimum of 7,500 points spent per weapon. With Mule Kick as one of your perks, this can very well equate to 22.500 points for a full arsenal. And this is assuming you don’t attempt for better attachments for your weapons! Combine this strategy with the weapon buying method, and your total point threshold will definitely be met for the next Divinium level. Just be sure that you’re able to afford this kind of luxury, as most players do not Pack-a-Punch more than once within a 10 round set (unless you plan on Pack-a-Punching every weapon available in a match, then props to you Mr. Monopoly man). The Ideal Farming Setup Now that you have the strategies to farming Divinium, you’ll also need the proper setup. Choosing the right arsenal, GobbleGums, maps, and even perks can make or break your experience. There is no particular “class” setup for farming; you can mix and match each element as you please to fit your slaying style. Gobblegums Name Type Description Stock Option Classic Ammo is taken from the player's stockpile instead of their weapon's magazine. (Activates immediately, lasts 2.5 minutes) Alchemical Antithesis Classic Every 10 points earned is instead awarded 1 ammo in the stock of the current weapon. Affects all weapons. Any points gained including points from power ups will give the player one round in their reserve ammunition for every 10 points earned. (2x activation, 60 seconds each) Who’s Keeping Score? Mega Spawns a Double Points power up. (2 activations) Temporal Gift Rare Power ups last longer. (Effective entire round) Secret Shopper Ultra-Rare Any gun wall-buy can be used to buy ammo for any gun. (Activates immediately) Weapons Gun Buy Cost Ammo Cost Kuda 1,250 630 VMP 1,300 650 Vesper 1,250 630 KN-44 1,500 750 HVK-30 1,500 750 Why these guns? It’s simple: cheap guns with cheap ammo purchases means more time shooting and stacking DV values for the same category. By the time you waste all your ammo on a particular gun, you could essentially buy a new weapon and still have leftover points to Pack-a-Punch it. Granted, you know how to hip-fire into a crowd accurately of course. Maps The Giant - The overall fan-favorite map for Divinium farming (and just in general slaying), this map offers both training and camping hotspots that will give your strategies the most bank for their buck. Wall weapons are in close proximity to one another, and travel across the map is the quickest against all other maps. Der Eisendrache - Similar to The Giant, Der Eisendrache offers easy navigation and well-placed wall weapons. The addition of the Elemental Bows will greatly increase your odds for survival, along with the famous Death Trap training spot made suitable for slayers of all calibers. Revelations - Despite the complexity and large layout of the map, Revelations has become known for high round runs and large Divinium rewards. The addition of several past maps (even including the anti-gravity chamber of Der Eisendrache) allows for both training and camping strategies to exist. While the wall weapons are vastly spread out, the central Nacht der Untoten hub in the map makes navigating reasonable easy. Perks Juggernog - Obvious choice is obvious. More hit points means longer survival. Speed Cola - Since you’ll be doing a LOT of shooting, the same goes for reloading. Double Tap - The faster you burn through your ammo, the faster you can buy more ammo which means shorter gameplay time for maximum Divinium. Mule Kick - Despite being the most expensive perk in-game, this perk is beneficial for having an extra weapon slot to switch over weapons. Most slayers use it for a Wonder Weapon slot just in case shit hits the fan. There are still experiments and research going into the specifics on Divinium, but this guide should help you amass large amounts of Divinium per game, while maximizing your output from the Factory. More will be included in this guide as time goes on. Happy slaying!
  14. 4 points
    We had loads of fun at the Zombies World Championship (ZWC) on August 19th! Aside the lack of sleep (and very seldom chances to eat those delicious tacos outside), we had the honor of being an integral part of the competition, as well as hanging with the Z-YouTubers, some very important people from Activision/Treyarch, and most importantly, awesome fans of all ages. I wanted to share with you some nice photos I managed to take during my time there. ----------------------------------------------------------------- We also wanted to take time out to see what we can do to improve ourselves (as CoDZ) for the next event! What kind of things would you want to see go down on our end? For example, game challenges, Mystery Box roulette, certain kind of store items, etc etc.
  15. 4 points
    In about 2 hours time, I'll be taken the website offline for a period of time, we will be upgrading the site to IPS Suite 4.2.1 - which brings a host of new features with the site and also brings us up to the most recent version. This is not just a simple update, this is a new version of the suite taken us from 4.1 to 4.2, you'll like the new features.
  16. 4 points
    Hello everyone. Finally, I can get back to my long loved website after a rollercoaster of a year. I guess you could call this a re-introduction so I'll just post it in here. For the people that don't know me, I am Blurryface (Liam). I've been here for almost a year now and I've gotten to meet some great people along the way. If you haven't seen me around often it's because I've had some things going on and only this week have things came to term and settled down. Keeping it short, loosing a loved one so close to me was heartbreaking for me and I have been taking it slow and steady and finally I have started feeling a bit better. Moving on, some good news is that we are finally moving house! Which means for the first time in nearly 20 years I will have my own room lol. I will be finally start on YouTube again and I will have more space and time to put more effort into the site. I'll hopefully be making a bunch of videos weekly for everyone to enjoy. So yes, I am back. Still have a lot do do with the house moving but that doesn't mean I won't be around. I am currently working on IW DLC 3 Mega Thread and a lot of my time is going into that. I look forward to seeing you there when it's up. Finally, I would like to say a huge thank you to everyone who has been here and helped through the past year. You guys are amazing. And for the new people, I look forward to meeting you and hopefully getting some games of zombies too. Now that you've read this, what are you waiting for? Get out there and shoot some heads off zombies!
  17. 4 points
    I really think that each map should have some sort of symbol like the Summoning Key / Gateworm beside the maps name to show that you have completed the EE for that specific map. Sure, it's not a major or badly needed feature but I think it would be nice and would be a neat little feature. It would be really cool as well if by competing all of the ZC EEs, you would get a sweet Calling Card or Camo for completing them all. Just some cool little features that I think a lot of people would like!
  18. 4 points
    Okay fellow slayers from all over the world, this is how far I know it. I know @jiipee95 is from Finland, @Lenne and @Nieno69 are from Germany and @The_Giant_935 is from Italy. I know @Rissole25 and @Doppelgänger are from Down Under, but I don't know what province, so I leave Australia white. If you haven't noticed it: The darker the colour, the more zombie slayers. And of course, still work in progress
  19. 4 points
    Out of these two Timeline excerpts, we can conclude that the Aether and Agartha are two different things. The Aether, a higher dimension, and its energy, exists since the beginning of the Multiverse. Agartha is created later, made by the Keepers with the help of the Vril artifact known as the Summoning Key. With the Aether being a higher dimension (so 4D or possibly even higher), you can compare it with a hypercube. I believe that the Keepers have created a world within the Aether: Agartha. Agartha is like a 3D cube within the 4D hypercube: A physical location, for our 3D human forms able to enter, feel and observe. This could explain what Doctor Monty meant with "the world within the world". Agartha within the Aether. Now about the House. The House has proven to be one big mystery, and multiple theories about its exact location are made. So here's prove: The House lays in Agartha (I don't know who had theorized that before, but whoever it was: You're right!). Still, there could be two different ways to "be" in Agartha. Ladies and Gentlemen, I present you my two possible theories: The Agartha Village Theory, and the Interstellar Ending Theory! (the names are debatable…). The Agartha Village Theory So, nothing special about this theory. The House and the buildings around it (like the Church) are just a village in the 3D Agartha. Agartha is a world like ours, but without the presence of Element 115 and the Apothicans: A perfect world. Agartha is the only good universe. At the end of Revelations, Doctor Monty says that he closes off all other (115 and Apothican influenced) universes. From now on, Agartha, the universe with the House, will be the only universe that continues to exist in our reality. Perhaps Agartha even is OUR real universe, free from all the evil. In that case, the House is located in the real existing German village "Ludwigdorf" (translated: Ludwig (Maxis) village). The Interstellar Ending Theory Anyone here who has seen the movie Interstellar? Great movie, but besides the story it also may have ties with the Zombies Story, especially the ending. In the ending, the main character is put in a hypercube (4D) by 5 Dimensional beings. From this 4D cube, the character is able to manipulate the lower 3th Dimension, our dimension, to do stuff in the past that cause him to eventually do what he did in the movie: A paradox. He is also able to message the 3D humans a way how to save humanity. So in short: The main character goes on journey, eventually finds himself in a 4D cube, messages a solution how to save Earth and messages his own self in the past to go on journey, so he will eventually save the world. You got it? Why do the 5 Dimensional beings help him and put him in this Hypercube, you might ask. Well, they are humanity. They are the humans in the future, having mastered and accessed the fifth dimension, and therefore help the main character to save the world, so the 5D humans will in the future exist. That’s a double paradox! Now to come back to the House, Agartha and the Aether. Following this theory, the Aether is not the fourth, but the fifth dimension. Agartha is the fourth dimension. This is why, in the Monty trailer, when Monty says he is in Agartha, everything black: It is not visible for our 3D eyes. If Agartha would be 3D, we would see trees, rocks and houses. So the Keepers, 5 dimensional beings, have created the 4D realm "Agartha" to inhabite. Via 4D Agartha, Monty created the realm of the House, a 3D realm. You can compare this with a drawing of a world on a 2D paper (the 3D House), laying in your 3D room (4D Agartha). This "House" realm is only created temporary (like the Hypercube in Interstellar), and exists till Maxis, Richthofen and the rest of Primis have done their fate: Saving the Multiverse's ass. Prove for this theory that the House is not Agartha like a village, but more WITHIN Agartha like a piece of paper or a bubble, are the following quotes from the Timeline: You see? Samantha was taken by her father to Agartha after Buried, but Monty appears to have taken Samantha to the House, after Maxis is send there after Origins. This proves that the House is somewhere different than Agartha, and because of the "the house in Agartha" quote said earlier, I think there is no other option than this "Interstellar Ending Theory". The House is theoretical within Agartha, but not really located in Agartha as a village or something. And following Interstellar's story, the House realm will only exist temporary as some kind of "Hub" for Maxis and Richthofen, from where they try so hard to do the right thing. The multidimensional beings, the Keepers and Monty, residing in both 4D Agartha and possibly even also in the 5D Aether, are like the 5D beings in Interstellar: They assist Maxis and Richthofen in saving the Multiverse and create the House (like the Hypercube in Interstellar). Monty could be some kind of agent of the Keepers, to communicate between the Keepers and Maxis/Richthofen. Maybe, just as in Interstellar, the Keepers originate from humans too, and are basically our evolution. Maybe that’s why they want to help us. If we extinct, they extinct with us.
  20. 4 points
    So in-case you didn't know, Kino der Toten (and I believe Five too) featured this bizarre note. This note was never fully cracked of it's knowledge. We don't know who the Doctor is. Automatically you assume Richtofen or Maxis. But then you get that second last sentence. "at this Time" seems awfully out of place, like they do not belong in that time. Then you look at the date and it kind of fits. 23rd of January 1975, 12 years after Kino der Toten takes place. So we're dealing with time travel. Of course that fits in Zombies, but even to this day, and even with the help of the Zombies Timeline, it has still never made sense. Kino has always been weird, and while the timeline does establish it in 63 now, there are still oddities about it like the Fernsehturm TV Tower, which did not begin construction until 1965 (2 years after Kino), as well as teleporting to Samantha's Room/The House, and a destroyed version. And this note of course. While Doctor Monty's inclusion could give us who that note is about, it doesn't explain who sent it, and what it's really all about... That is until today. I was going through Kino Remastered. I checked all 3 locations of this note (Maxis Office/PaP Room, Five/Pentagon Room, and underneath the stairs next to the stage). Two of these were the exact image above, straight up texture copy. The 3rd one (underneath the stairs) is different. Take a look. Going between both notes, some obvious differences are that it's a lot cleaner now. The font and readability of it is also greatly improved now. There are some small differences that may actually be pretty big in the long run. I have circled in the same colour the differences between each. Top is the new note, and bottom is the original. Blue: FS ER has become FS FR (it is possible this was FR originally) Red: IHCOMFSQG has become IHCOMESOO Green: All the words in the table at the bottom are now empty. Yellow: GWO becomes GKO In the new one, the sentence is "We are aware on how he arrived at this time and space". In the original, it is possibly "We are unsure on how he arrived at this time and space". It is very hard to tell though. Why would they change this? Why would they only just change on and not the rest? And what does this mean? Could we finally get an answer to this note? It atleast shows us that Treyarch is listening, and is interested in this note (same with Group 601). Otherwise why do this? I have hope this will be figured out one day.
  21. 4 points
  22. 4 points
    Wassup homeslices? You know what time it is - monthly update time with the lads upstairs! We have had a lot of things happening, both front-end and back-end here on CoDz. Maybe you've noticed it, or perhaps you were under a [115] rock all this time. Either way, we got those funky fresh tidbits for ya. Newest Additions Divinium Factory Catalog - We've expanded on a few items, including the addition of Zombies Trading Cards and the brand new forum ranks, "Cursed" and "Theorist"! Let your peers know you're a top dog by snagging these lovely titles here. Mystery Box Loot Crates - You can still get your monthly box loot crates, hand-made and crafted in a custom Mystery Box design! What will you get out of 'em? Well, that's for your to find out, isn't it? Just ask our lads @Blurryface and @andydabeast. A new Easter Egg within the site has been released. We're not talking about some WOOOO-WOO-WoooOOOooOOOo Easter Egg; this is the biggest one we have ever released in CoDz history! It will require knowledge of ciphers, puzzle-solving, and creativity to unlock. Should you crack it and discover the finale of it? Well...how does a cash prize ranging up to $100 sound? Recent Changes New "Shaolin Shuffle" theme from IW Zombies has been integrated as the current theme! Just select the Background Selector icon above on your userbar and choose the 3rd image (might show up as a dark blank, that's just the forum system being wonky). ???
  23. 4 points
    Hey friendos! Nobody likes being in the dark...unless you're Richtofen. That's why the staff has decided to do monthly public updates with the entire community to keep everyone alert on what's been happening around the forums. Think of it like your daily newspaper! Except, monthly...and not a paper...and there's no delivery boy on a bicycle to through it at your window so you could hobble outside and yell "blasted whippersnapper!". In these updates, we'll showcase all the newest additions to the site, changes (including some backend work - like a Behind The Scenes experience), and also works-in-progress. It's like being omnipotent, but on CoDz! Newest Additions Featured Image - If you look at the sidebar, you'll see a block image showcasing this month's highlight. This space can be used for a custom advertisement by a YouTuber, important addition to the site, or even a funny like picture of Takeo trying to eat a piece of chocolate - the possibilities are endless. Mystery Box Loot Crates - With the re-adjustment of donations, we have included donation packages that will allow monthly supporters to get their capitalistic hands on loot crates designed by CoDz! These will feature our exclusive Trading Cards, which are only available to donators. Be sure to pick up yours before the month's collection set is gone! Changes/Updates Forum view has changes slightly. You might see some widgets have been moved around, namely the Teammate Finder app and Latest Topics thread. The idea is to create more focus on recently-updated topics so people know what's the hottest thread being talked about. Forum re-organization has begun. You may see some older forums being categorized now to to other larger forums (i.e. Revelations -> Black Ops III) to decrease the page load times. We want to make everything as compact yet easy to find as possible, while letting you see the entire site without scrolling down forever in a cycle. User of the Month is returning! Stay tuned on more information for the April UotM. Reformatting to the Storybook by @RadZakpak. This includes some minimal design changes and adjustments for mobile viewing. CoDz Forum App is unfortunately discarded. We had a good run with it, but the costs were getting a bit extreme in this downtime. In the meanwhile, the Taptalk and mobile view versions are still in good working order! Our goal with this is to always keep you, the slayer, in the loop with what we do. And with that, we await to see you on the field!
  24. 4 points
    I would like to nominate @InfestLithium for his eternal imput on this site. Since the absence of some active mods and members, he seems to fill their places. He is the brain behind the recent update, the Ancient Trials, and other juicy refreshing ideas that constantly update this site, and I'm sure he is currently working on something new. Without him, this site would be exact the same as a half year ago, and look how many things are added the last half year. Without him, CoDZ would not be half as active as it is today. CoDZ perhaps would not even have existed anymore. Every new member having questions or reporting bugs, are friendly answered by him. I can't remember a mean or uninterested comment of him. He always seems to be the positive and innovative guy here. Besides this, which already should be a reason to be UotM, @InfestLithium has proven to be an expert in the storyline. With his almost 5 years of experience, he became a real story-veteran, creating topics that amaze me every time. And as a small side note: Without him this topic might not have existed.
  25. 4 points
    Hey friendos! Despite Revelations giving what most fans considered a "lackluster" and "terrible" ending to the Zombies saga we've come to love, lots of light was shed on many open questions that we originally could not answer prior to Gorod Krovi. And this doesn't reach just into Black Ops 3, but BO AND BOII as well. Let's take a look at what we can tie up right now: Universe vs. Multiverse In the beginning, we almost certainly believed the entire Zombies story to take place in one, single universe. There were hints via Kino der Toten that an alternate universe was possible, but many refused to accept it without more evidence. Once Origins and Mob of the Dead came along, that hard-headed thinking changed drastically. Monty himself claims that we live in a multiverse, yet inhabit one single universe. There have always been multiple universes - but we just never had a problem with it until now. We understand that the universe was fractured; however, not in the way we thought it was. According to Monty, everything changed when Group 935 started experimenting with teleportation. The very fabric of time and space itself began to tear, as per the only thread that held it: Element 115. Y'see, Element 115 is not meant to have existed within the physical dimension. It's more of an ethereal, non-physical blanket that encompasses the multiverse to keep everything linear and connected, but not open. When our universe got their hands on the element (somehow), we kept creating tears in time/space itself, allowing other universes to bleed through. This is how the Apothicons devour universes: sending Element 115 into universes where it doesn't belong, forcing a tear to open up as a gateway. Once the tear is large enough, they can enter the universes and begin consumption. This leads into another interesting concept. Aether & Agartha Leading up to Black Ops 3, we had strong in-game (and theorized) evidence that Agartha was a mythical place within the middle of the Earth, and the Aether was a metaphysical dimension that held passage through time and space itself, allowing one who inhabited its domain ultimate power. Unfortuantely, Monty also mentions that they are both the same. This isn't just true for one universe, though - this is for the entire multiverse. No mortal should be able to access it, let alone a metaphysical one. What does that mean exactly? Despite being almost all-powerful and practically god-like beings, both Monty and the Shadow Man can't hold their presence within the Aether. How could that be? It's hard to tell...but it seems that they do not belong in that dimension due to the erratic stability of the realm. We aren't in Monty's perfect world, or even a distorted version of it: we are actually within the Aether itself. Bits and pieces from other maps are sucked into this as a result of the Shadow Man opening a portal inside the Aether, causing instability and further fracturing. This is not a natural phenomenon, hence the severity of it all. The Children and The Souls All of Black Ops 3 revolved around collecting the souls of each 1.0 character...or was it? We understand that our original characters were most likely dead or simple MIA after the Moon events. Looking at the different BO3 maps, we see that these 1.0s are NOT the same original characters we grew up with. But why would they be important? Back in Shadows of Evil, Richtofen wrote on the torn scraps that he was chasing the wrong leads, instead finding coordinates to each future map location exactly where our targets were located at. It should also be mentioned that not all of these intended targets resided within the same universe (for obvious reasons). While a long shot, the main goal of collecting the souls was NOT the insurance policy. We know that the blood vials are just that; the souls, on the other hand, are actually descendants straight from the Primis crew themselves. Hence, why their souls are chosen to be within the bodies of the children in the House. This perfect world, as created by Monty, would compose of himself, four children with the souls of ancient warriors who vanquished the greatest evil in the known multiverse, and somehow Maxis/SOPHIA. The only contradiction we face is Richtofen 2.0, who Monty claims doesn't have his soul. Hell, he isn't even sure why he doesn't - all he knows is that his 1.0 soul was filled with evil. Could this mean that no matter what universe they were to observe and soul to collect, Richtofen was destined to be evil at the end of it all. Now, a glaring problem: Eddie resides in the house. Well, at least what we believe to be Eddie. In the one of the past map radios, we hear Maxis talking about how Monty brought back Samantha and Eddie. But something was wrong...Samantha was no longer the same as she originally was. Perhaps when those children died, their souls also departed and thus, Monty could only create shells for them until everything was restored? Now why would Primis' souls be scattered? The same reason why the Keepers were also scattered as well, as mentioned in the earlier Monty quote of this thread. Element 115 experimentation and teleportation simply fucked everything up, as blunt as I can put it. This is why our 2.0 crew has to hop through time, originally believe they could just stop every Ricthofen they came across with minimal aid from Maxis. At least, until Richtofen came along and led them to the true mission. Would love to hear any other loose ends/comments! There are many still that are waiting to be explored!
  26. 4 points
    Greetings CoDz, sorry that this isn't really a true introduction per say. To those who don't know, I used to do some stuff here. Anywho, the site looks absolutely gorgeous. I give mad props to the team. I see some familiar faces there. You guys have done great things here. Maybe I'll see y'all around, huh?
  27. 4 points
    We're just tired of this shit at this point. Tired of a certain someone hyping the shit out of the final chapter (again!) like "it's called Revelations because there's going to be so many Revelations!" "Oh wow, really?" "Why, yes!" We're gonna have revelations regarding the rich detailed story, the totally-not-Richtofen bald man from Ascension. Oh and the Origins Staffs ! yes they play a HUGE ROLE IN REVELATIONS wink wink ; ) And let's not forget "Hey. Revelations is almost out on PC and Xbox and everyone's been going crazy about this Super Easter Egg alternative cutscene. So let's take the SoE intro, encrypt it for no reason, re-name it to zm_genesis and add it in the patch just to fuck with them!" "But sir, no one liked the ending to begin with. Won't that just piss off them off even more, you know - our community?"
  28. 4 points
    So with the recent release of comic issue #2, we get the info that the part of Broken Arrow experimenting with Ununpentium is so secret that most of Broken Arrow's agents and scientists did not even knew of its existence. That gives me the feeling that Broken Arrow is a HUGE scientific organization, instead of a relative small group only experimenting with 115. The map TranZit gave us the very kind and sometimes very mean NPC: The robotic bus driver. Has anyone ever listened to his quotes? They are pretty interesting. They include all kind of conspiracy top-secret sites in the United States. Could all these locations be secret stations of Broken Arrow? Let's do a short breakdown here. As a side note: He also talks about Hawaii, Grand Central Station, the Grand Canyon, Pismo Beach, Santa Monica, Harvard Yard and Yellowstone Park, but I excluded them in this post due to its most likely insignificance. The H.A.A.R.P. has been part of the zombie story since WaW. There are plenty of theories about it on our site, such as @Tac's one here: Groom Lake, also known as Area 51. I don't think I have to explain this one: We even play here during the "No Man's Land" part in the map Moon. It lays near Nuketown. Bohemian Grove is a campground in Monte Rio. In mid-July each year, Bohemian Grove hosts a two-week, three-weekend encampment of some of the most prominent men in the world, including presidents, governors, media executives, business leaders and other people of power. In the year 1942, a planning meeting for the Manhattan Project, the atomic bomb, took place here. The Great Slave Lake is, as it is named, a great lake in the North of Canada. In 1978, a Soviet Radar Ocean Reconnaissance Satellite, named Kosmos 954, built with an onboard nuclear reactor fell from orbit and disintegrated. Pieces of the nuclear core fell in the vicinity of Great Slave Lake. The Mount Weather is said to be an atomic shelter. But not just a normal bunker. This enormous facility is a major relocation site for the highest level of civilian and military officials in case of a fallout, playing a major role in continuity of government. One thing: For what would this bunker be used when it is empty and not used? The Fast Flux Test Facility (FFTF) is a nuclear test reactor located in the 400 area of Hanford Site (where Green Run takes place), in the state Washington. It was built in 1978, and operated from 1980 till 1992, doing tests concerning "advanced nuclear fuels, materials, components, nuclear power plant operations and maintenance protocols, and reactor safety designs." Deep Springs, California, is an area that is known for some very odd events. It appears that there is a huge underground base under Deep Springs. An underground river of more than 25 Miles long, stretching through the Californian and Nevadan desert, is theorized to be part of that base too. CIA, aliens and weird devices: Take a look at this link: http://www.angelfire.com/ut/branton/deepsprings.html Dulce Base is a military underground station located in New Mexico. Here too are claims of alien activity and UFO's (antigravity devices?). The Greenbrier resort seems to be a normal luxury resort, but nothing of that is true. In the late 1950s, the U.S. government approached The Greenbrier for assistance in creating a secret emergency bunker to house Congress in the aftermath of a nuclear holocaust, much like Mount Weatt, but much smaller. This classified, underground facility, was named "Project Greek Island". The Tehachapi Ranch, officially known as the Northrop facility, is a facility located in the foothills near the city of Lancaster, California. Although the public is told that this is a cattle ranch, no livestock are visible anywhere on the property. When people ask what happens there, Northrop Corporation will say that this is an electromagnetic research facility. Sounds familar? There are also large radar or microwave dishes and strange looking pylons, with as purpose beaming electromagnetic radiation. These pylons rise up from underground out of openings in the middle of long, paved surfaces that resemble aircraft runways, but which are not used by any type of aircraft for landing or take-off. It is thought that this facility goes down as many as 42 levels, and that tunnels link it to other nearby underground installations in the area.
  29. 4 points
    Citadel A Map Concept by The Meh Weaponry provided by: The Meh/HitmanVere Characters, Story, Map Layout: The Meh Creative Directors: Nightmare Voyager/HitmanVere Time taken to create: April 19th, 2015 to February 11th, 2017 Opening Cutscene: The screen begins to fade in as it zooms out from the face of a zombie, and begins to take a look at places around the map. Stacey Cadwell begins to narrate. “The day the Angels came, we knew that we needed to train them.” An image flashes for a few frames, of Dunes, then comes back to the map, circling around the ray of synthetic sunlight. “The Epsilon is coming. The Change may happen. And even the Entity itself couldn’t begin to comprehend the amount of danger of that day.” Fire flashes on the screen, as the image of Dunes had, then comes back to the map, going down the mountainous region of the map, slowly reaching Level 1 areas of the Citadel, while given some glimpses of Level 2. “There was, however, a light of shining hope. An effervescent beam of light deep within the darkened depths of humanity. We could counteract the Epsilon, and the End, had we been able to find the Angels. Our job and our duty, all along. We may have saved Humanity once, but that was par for the course. We knew soon after that we needed to find the Angels. They would help save us all, the day the Epsilon comes.” The camera zooms into a particularly larger-sized door, with what looks to be our Dunes group etched within it, among old runes and cracked rock, then suddenly fades to black. The screen then fades back in to where it started, but now begins to pan upwards, slowly. “We had found the Angels. But we needed to know that they would show their potential within the face of adversity. Thusly, we called for the prophetic Trial of Revelations.” The screen stops panning upwards, revealing our four Dunes characters. “Let the games begin. Light up the Citadel.” The screen cuts to black. Map Layout: Map Description: “Welcome to the Testing Grounds. Welcome to the Citadel. Bear the courage that none before you could muster as you lurk within the darkened depths of these walls. The secrets to shedding your humanity lie here; we shall guide your way to them. The weight of prophetic ruminations rumble within your hearts… do you have what it takes to become the Angels?” ================================================ Map Layout: TL:DR Version (General): http://pastebin.com/4YuCqncD [Note: I most likely won’t use the names of the areas much compared to “Levels”. It’s more how I decided to write the map, more than anything. Though, officially, these areas hold those names. So, nice to keep in mind, if you do happen to read the above version.] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In-Depth Walkthrough: The Citadel | Level One: “Proleta” You spawn into a mostly darkened room, with some slight rays of “sunlight” peering from holes within the roof of the room. You are then greeted by the Prophets with these words: “And thus, your Trials now begin. Welcome, Angels, to the testing grounds of which you will find your fate. Within the walls of this place are secrets, items of power, which you will begin to learn to embrace. Go on and fight. The hordes wait, and they hold no patience. Let the trials begin! Light up the night!” Shortly after, torches will light around the room, and you will find yourself in what looks to be a house, carved solely from rock. Round 1 begins. Zombies will spawn in from a barrier behind you and will spawn out from the walls as well. The room itself is not as spacious as some would like, so it would be best to leave this area before Round 5. Towards the left-hand side of the barrier will be a door that will cost you 500 points to open. Through that door, you will be brought down a set of stairs to the lower area of the house. Down here, you will find an M14 wallbuy (500 points) and Healing Elixir (aka Quick Revive; dependant on Solo or MP play, but has the same costs). Next to Healing Elixir is a possible spawn of the Mystery Box, but this is not where it is located. Another 500 point door is located next to the stairs, mainly noticeable by the fact that it is right in front of you when coming off from said stairs.Opening said door will lead you outside… so to speak. Outside the house is a povertous, subterranean Villa, all of which have similar houses made of stone. Most are either out of reach, the doors are broken and unrepairable, or are fallen apart. You will see mostly dirty and moldy cloth hanging from the windows of the houses still standing, and alleyways in which are crowded by destroyed market carts and rubble. The character(s) will react to this, all open to the possibility that this place has been abandoned for years, and this villa was where many peasants lived… they would not be wrong in that presumption. Heading outside the house, you will reach a long pathway between the houses - a “road”, if you may. With this, you are given two paths. To the left is a 1500 point door, a spiral staircase that circles around a darkened beam of an unknown light. This staircase would lead to Level 2 of the Citadel, and would be a… “faster route”, if preferred, but not the route that should be taken immediately, hence why it is wise to go the other direction. There is a KRM-262 wallbuy (750 points) right next to said door, however, so you could take the gun if you’d like. Taking the path to the right, you will delve further into the villa. Going in this direction, you will find some of the houses seem to be in less disrepair than you first encountered before, yet will be only one-level houses. It is here that there will be numerous doors to buy - at least 8 of them. Most of what is within these houses will be power-ups (those doors will cost at least 1000) and parts for the Shield of the Apostasy (three parts; 250 points). Those will lie on the right-hand side of you. Yet the ones on the left-hand side will be mostly predetermined. The first door to the left (500 points) will lead you to the first Soul Machine, of which will be of importance later on. The second door (650 points) will lead you to a Mystery Box spawn. It is best to note now that each level of the Citadel will have a predetermined Box spawn for themselves… yet this one is not it.The next two doors (250 points) are... less predetermined. The rooms will be randomized with each game between having a wallbuy for the RK5 (750 points) and the MR6 (500 points; high boost of damage that makes it more versatile than its BOIII spawn pistol counterpart), yet the last room in that row will always have a Workbench for the Shield of the Apostasy. Past these houses, you will find a large door in front of you, with odd markings of Angels, “monstrosities”, and a symbolic language unknown to you. Looking at the door more closely, it seems that the Angels are floating above the area of the monstrosities, but still near reach. The Angels themselves look to be using both ancient weaponry and weaponry outside of their time, akin to modern weaponry, by the looks. The Angels look… familiar… as if they are perhaps reminiscent of our characters. But that information is not important to you… for now. Buying this door (1750 points) will cause it to slide outward and open slowly, a bright light penetrating into the room, brightening up the screen for a temporary few seconds, then dimming. Walking through this door leads you outside of the villa to an area… that may better explain where exactly this place is. The door opens out to a garden-like area, bushes of about waist height all around, some beginning to shrivel and die due to lack of care. How they survived as long as they did is… mysterious, at best. A few marble obelisks are around here, akin to that of Greek architecture, one having fallen nearby. Looking into the horizons around and above from this view, you may begin to realize that this area is more of a… “porch”, or a “plateau”-like area. Looking over the area from the door, you will see what seems to be a dome-like structure around the entirety of the mountainous citadel, the endless cosmos outside of it. How such an environment is possible is very questionable, but perhaps this can be explained later on. It is also these Gardens where you should be able to find Icarus Contact and an Uzi wallbuy (1000 points), in close vicinity to the door you came through. Down the incline from the door will be the Mystery Box, to which it will always spawn here for Level One. Looking up the mountain, you notice a dimmed beam of light reaching down from a similarly dimmed orange ball of light… perhaps, a “synthetic sun”, if you may. Walking down from the door from the steps leading out from it, making your way around to the middle of the garden, you will find a smaller, pill-shaped… machine of sorts. At the bottom of the machine rests two tubes, and reaching up from it is a helix-like pathway to the top portion of the machine, where an “object” within that spins around and causes a form of centrifugal movement within, and connected from that is a sort of antenna-like metal piece. A patch of metal at the bottom of this machine calls it by the name of “S.I.G.H.T.”, or, in a non-abbreviated form, “Synthetic Ionized Generator of Heliocentric Torque”. Essentially, this is the equivalent of the Generators from Origins. Before you approach the S.I.G.H.T. machine, the Prophets will sound:“You should realize by now that this is no ordinary place. This place is a long way beyond your planet, created by us for a sufficient testing grounds. If you plan on being able to show us that you are who we think you are to be, then you must power up this Citadel. Activate each and every S.I.G.H.T. machine, so we all can begin to learn your true purpose for being here.”You will then be given the prompt to turn this S.I.G.H.T. machine on in the same point dependant as Origins had with its generators with players (200-800 points). It will take 30 seconds for it to start up and complete it’s power-up processes. During this time, two… “different” kind of zombies will start spawning. They look to be nearly entirely decayed, less skin on them than any other zombie you’d usually find. The first kind of zombies, with red eyes, will have nearly no skin to their arms, but the bones of their arms are near razor sharp, and will be a danger to you during the S.I.G.H.T. activation, as they will only attack you, and have higher damage and speed. Thusly, they are named as “Knights”. The other zombies, with orange eyes, have no arms at all, yet their head grew to be the most resilient part of its body. In such, it will use its head to attack you if you get too close, yet its main intent is to attack the S.I.G.H.T. machine to stop its activation. Thusly, they are called “Brutes”. You must be able to keep both of these… “new” breeds of zombies at bay during the machine’s activation process if you aim to succeed in your goals in the Citadel. During the activation process, an unknown bright orange substance will rise through the machine, and will make its way through the machine as mentioned above. At the end of the 30-second time, the machine will pulse around its vicinity, killing off any of the remaining zombies you had. At the same time, a bright orange beam will shoot up to the “synthetic sun” up above, which will cause it to shine brighter. It is here that you notice a somewhat long set of stairs slide open, upwards towards the next area of the Citadel, Level 2. With this, you will hear a message, somewhat akin to the likes of Samantha’s Zombie Blood quotes in Origins: “The first beacon is lit… art thou Apostate? Saveth thee, eternal damnation at cusp…” The Prophets will then speak: “Yes… you’ve been able to activate the first of three S.I.G.H.T. machines. Go on. Keep moving forward. The Second Level awaits you. There, you shall find a brighter insight as to the tragedy of this place.” The Citadel | Level 2: “Vogue” Rising up to Level 2, it is important to note that this portion of the map is structurally much larger than Level 1. Aesthetically, there is… generally a lot more improvement to the Citadel. Unlike the impoverished conditions that Level 1 residents had been forced to live in, Level 2 is a lot more high-standing, with ideally large marble columns (akin to Greek architecture) and marble flooring. It’d be an ideal place to live if this Citadel hadn’t failed. The state of Level 2 leaves most marble flooring cracked and some columns gone and broken away, which leaves one to a deadly drop, if unwise. Up the stairs, you will walk into a more spacious room, still outside from the mountainous region ahead. There are two paths to take, and yet all will lead to the same area. A possible Box spawn rests between the area beside the doors leading to said paths. If one takes the left-hand path (500 points), you will open up to Level 2’s Markets, which will yield a numerous amount of perks and guns - plenty of space to gear up. If one takes the right-hand path (1250 points), you will open up to the Villa/Citadel Square, where you should find the next S.I.G.H.T. machine and the way to Level 3, among other things.Let’s talk first on what the left-hand path will hold. Unlike Level 1’s impoverished and nearly wasted away market stands and foods, this Market area still has some carts working, and some viable fruits and foods still seem to be edible. This area itself is a mix of being both a spacious path and a tightened pathway, as the areas you walk in are somewhat tightly packed to a certain extent, but the area itself is also an expansive room, holding the main Level 2 Box spawn between the maze of carts. Walking from the buildable cart, there is a door to the left of it, leading to what looks to be a bigger Housing Unit than what Level 1 had. Buying the door to this Housing Unit (1000 points) will take you into said house, where you will find a wallbuy for the Locus on the first floor. Going up to the second floor (500 points) will lead into a Living Room/Storage room, with the remnants of refined furniture and eccentric artistry thrown to disarray on the floor and walls. It is here where you will find both a KRM-262 wallbuy and Ephemeral Genesis.Next to the KRM-262 wallbuy, you will notice that a large marble column has fallen into the walls of this building, looking to be from an area ahead of here. Looking past it, you may vaguely see the next S.I.G.H.T. machine. This would act as a shortcut to the next S.I.G.H.T. machine, if one is to consider taking this route. Next to said area within the wall is a stairway over to the next building (750 points), which will lead past the S.I.G.H.T machine, but will lead you to the next spiral staircase door, a Bootlegger wallbuy, and Sleight Blight. You can go either way, but it’s best to explain the other path first. Buying this door will lead you into a smaller, one-floor Cottage. In the Cottage, you can find a Bootlegger wallbuy and Spectral Vision. Not far off of the wallbuy, a pile of debris blocks the path, but can be purchased as a door for 1250 points. It is past this where you should find a large room - more commonly just called a “Cavern” or “Mine” by the group - which should be large enough to run a train in, akin to that of what Dunes had before. Within this room, you should find Slight Blight on the farthest wall to the right, next to the second spiral staircase door, among a box spawn opposite of the door. All of that is if you take the left-hand path, which… is particularly advisable at first glance, but you would be better off buying the right-hand side door for more availability, and a more direct route around to the next Level. Now, if you take the right hand path, you will be brought towards the other portion of Level 2, also known as the Villa. This first door leads to an arced balcony with a box spawn, to which you can nearly look off the edge to see the other homes and get a clearer view of the Synthetic Sun. You can almost nearly see a building that looks starkingly similar to a monastery, seated directly - and ominously - below the Synthetic Sun. This place will be important for us very soon. On the wall to the left, there is an HVK-30 wallbuy (1500 points), and walking forward, you should find another door (500 points). Purchase of this door leads to the first half of the Villa (the second half having been the Market, and its surrounding areas). Here, you can find another Uzi wallbuy, Two-Faced Charade, and the second S.I.G.H.T. machine. This S.I.G.H.T machine, coincidentally enough, melds itself well to the environment surrounding it, looking as though it worked dually as a fountain, with markings of Angels and… what appears to be a sun… creating the worlds, and protecting them. They are obviously derelict now, so it is hard to tell. Anyways, activate this S.I.G.H.T. machine, and defend it like you had previously, and the pathway located in front of you will break open, and will reveal a path leading to a platform that will raise you up to Level 3. Once again, the ominous voice from before will speak... “The second beacon beams light upon us… you art thine salvation. Apostates, free thine chains.” “Fantastic… you have managed to activate the second S.I.G.H.T. machine. You are doing more than you believe, making more of an impact than you know…...move on. The platform nearby will take you to Level 3, where the religious and ruling aspects of their society still linger.” The Citadel | Level 3: “Convala” Rising up to Level 3, one might notice that the area it takes up is… seemingly not as large as some of the other areas we’ve seen. That is due to the fact that the third and “final level” of the Citadel is intentionally meant to be the smallest portion of the map. A miniscule portion of the populace lived in its quarters, most of which was left either to royalty or religious persons. There are five accessible areas within this, all comprised within its general building, known only as the “Temple of Coalescence”. These areas include: The Throne Room, The Armory, The Cathedral, The **** please report this topic, post ****, and a place only named “The Doorway”. The platform from Level 2 rises up and leaves you at the entrance of the Temple. The door into the Temple itself costs 2200 to buy. Opening said door leaves you in the Throne Room. The Throne Room is almost in the same state as it was before the Citadel turned to ruins. The room itself is lit with torches and whatever light comes in from broken windows. Banners still run down from the walls, and the throne itself is shining bright, made of gold. Behind the throne, there is a Mystery Box and a door, which we will explain momentarily. To the left and right, there are two other doors to open, each leading to different areas, but also will lead to the same area. The left-side door takes you to the Cathedral (1000 points). It’s safe to say that the Cathedral is more in ruins than the rest of the Temple, with the rows of wooden chairs and such having been broken and thrown about the room, the windows near its chapel having been broken, debris of the chapel and many other things thrown across its sides, banners torn or burnt… it’s generally the worst-standing statured room of the entire Temple. To the far-off left corner of the room, there is the third and final spiral staircase door, and next to it, the final KRM-262 wallbuy. A door is to the far-right side of the room as well, which leads to the Armory. Another door in the wall in the middle of the room is within here as well, with no debris lining the path to it. Likewise to the door within the Throne Room, I will explain this momentarily. The right-side door takes you to the **** please report this topic, post **** (1000 points). The **** please report this topic, post **** is not entirely broken apart and in ruins, but it isn’t in great shape. Pots and pans are thrown about, stacked up, and generally unclean. There are shards of broken plates lining the floor, along that of an opened wall, partially broken, having become that way over time. This broken wall is surrounding that of the oven within, the wood turned to charcoal and ash, the embers out. The bricks stop you from going outside the **** please report this topic, post ****, but you can tell from the area outside of it that there is a bright light outside of it. To the middle-left portion of the room, likewise to all of the other rooms, another door is within this area, which will be explained very soon. Farther along that wall, another door leads to the Armory.No matter which direction is taken, each area leads to the Armory. Entering the room, you will find a Bootlegger on the wall next to the door that enters from the **** please report this topic, post **** (1300 points). There is a particularly more technologically-advanced screen against the wall. You will be prompted to turn it on, and doing so will show a map of the Citadel itself, both in entirety and by each Level. Conveniently, the location of the Mystery Box will also be shown between the Levels. Unless it has gone used within each area, the Mystery Box locations stay in their predetermined spots within each Level. Behind you, if you were looking at said screen, there is another Mystery Box, to the left of… another door. Pack-a-Punch also is to the right of this door... Enough with the extra doors, what’s their deal?Truthfully, a passageway intersects between all areas, and opening so will lead to The Doorway. The cost of this door is 2000, shown on each door when approached, and when said door is opened, all the doors from each area will open with it. Entering the Doorway, you will find a small spiraling staircase. At the bottom of the staircase area, you will find an AK12 on the wall (1500 points), and Western Rejack across from it. Going up the stairs leads to a large room with an open roof. The room itself is circular, and brightened mainly by the Synthetic Sun that shines brightly into the room. Around the room, there are stone murals and inscriptions, showing events which look almost similar to that of Unity and Dunes. Each of these end both at one outline of an odd symbol, and four statues that look the same as our Dunes characters, holding out stone swords. In the middle-most part of the room lies none other than the third and final S.I.G.H.T. machine. As with the last two, turn it on and go through its startup process. When the final S.I.G.H.T. machine is finished, something particularly different will occur. Each beam link from the previous S.I.G.H.T. machines will cut off, and go into the Synthetic Sun. The Synthetic Sun will begin to be glowing brighter and brighter, up until a point with which a white light envelops the screen. One final message sounds… “As it was foretold, the Apostates would free this Citadel from thine evil. You… you art thine divinity. We leave thee with gifts of thine past and futures, one to which we shall return. Complete what thou hast begun. Let thineselves... Converge.” The white light that covers the screen dissolves, and you are left to the S.I.G.H.T. machine, glowing bright-orange and humming, the Synthetic Sun shining above. Three large beams shoot out to Level 3, and four smaller ones towards the other levels. The first beam leaves a new hole in the wall, having broken part of the mural off. Inside this hole lies the Runic Generator (1000 points per use). The second beam divides into four, and shoots itself into the statues, hitting each sword. The swords dissolve their stone covers, and the Statues respond and move, positioning themselves to give you their swords. It is here where you shall receive the Apostate’s Cudgel, which will become more important very, very soon. The statues then disintegrate, and reveal the outline of Angel Wings within the wall... The third beam hits the symbol on the wall adjacent to all of this. The symbol now shines a brighter orange color, and the Prophets sound: “Amazing… it is complete. The Citadel lives again, with the light you gave back to it. You do realize that makes you more powerful than you believe, yes? You made more of an impact than any of their society had. You restored the Sun, and even made the stones themselves beckon to your innate human call. You have proved yourselves in such a way that pales in comparison to what others before you had tried. But… the voyage is not over yet. We are not finished here… ...now, the real test begins.” Characters: Considering the story of Dunes branches to Citadel, the list of characters for the next maps will be as follows. Expect this not to change much… for now:Adam Maxwell Jeanne Clarke Alex Kalajian Vladimir Gusarov Weapons: (It’s probably good to note that I’ve more than surely edited names of upgraded weapons to make them sound more… “dramatic”, more fitting for this map....well, some of them, at least. Call them “Custom” if you’d like, but the classification of it doesn’t entirely matter in the end.) Snipers: M-700 Predator [Upgraded: The Blood Dragon]Locus (wall; Level 2) [Upgraded: Scorpio] USR [Upgraded: Underling of the Soul Redeemer] M14 (wall; Level 1) [Upgraded: Mnesia] Shotguns: The 4th Horseman (based on Destiny weapon of the same name) [Upgraded: Essence of the Apostles] Argus [Upgraded: The Ancient Messenger] S-12 (version from AW) [Upgraded: 1200 Saviors]KRM-262 (wall; all Levels) [Upgraded: The Dragon’s Glare] Haymaker 12 [Upgraded: Heaven’s Basement] Assault Rifles: Man-O-War [Upgraded: The Lord of Steel]AK12 (wall; 3rd Level) [Upgraded: Athena’s Kiss]FR4 (based on the Silvered Eos FR4 from Destiny) [Upgraded: Framed Retrogenesis] CGB-47 (based on the Painted Suros CGB-47 from Destiny) [Upgraded: Constructed Grandiose Brainsmasher] XL70E3 (based on the weapon of the same name from Fallout 2) [Upgraded: The Minute Man] XABR-1337 (based on the weapon of the same name from the game Too Human) [Upgraded: As Time Dies Alone] US-09 (based on the Unwilling Soul-09 from Destiny) [Upgraded: Undeniable Serenity] SK5 (based on the SK5 Type-Null from Destiny) [Upgraded: Sublime Khaos] KN-44 [Upgraded: The Kindred Never]HVK-30 (wall; 2nd Level) [Upgraded: Hatred, Volition, Killer] ICR-1 [Upgraded: The Iconoclastic Ruler] Pistols: Starr (Jeanne spawns with this) [Upgraded: Supernovva] .357 Magnum (Alex spawns with this) [Upgraded: The Magnum Opus] M1911 (Vladimir spawns with this) [Upgraded: Mustang and Sally] Atlas 45 (Adam spawns with this) [Upgraded: World’s Fall] M1 Irons [Upgraded: The Golden Ratio] Hawkmoon (based on the Destiny gun of the same name) [Upgraded: Raven of Fundament]MR6 (wall; 1st Level) [Upgraded: Chivalry and Fear] RK5 (wall; 1st Level) [Upgraded: The Dealer’s Absolute] Submachine Guns: Uzi (wall; 1st and 2nd Levels) [Upgraded: Uncle Gal] Grease Gun [Upgraded: The Black Hand] ASM1 [Upgraded: The Ancient Sin of Malice]Bootlegger (wall; 2nd and 3rd Levels) [Upgraded: Prohibitor]Vesper [Upgraded: The Clue of Demise]Razorback [Upgraded: Heavy Metal Hellfire] Weevil [Upgraded: Black Plague] Bizon [Upgraded: The Wrath of Odin] Light Machine Guns/Heavy Weaponry: Type 99 [Upgraded: The Typewriter] Pyatek (wall; Regality Sector) [Upgraded: Irons In The Fire] Gorgon [Upgraded: Talker to the Stones] (Note: Upgraded version will have a much faster fire rate/reload than prior incarnations.) Dingo [Upgraded: The Wolf of Desolation] Launchers: XM-53 [Upgraded: Xenobiological Martyrdom] Gjallarhorn (...yep, this is based off of the rocket launcher everyone seems to love in Destiny…) [Upgraded: Fervor of the Iron Tomb] (Something to note about the Gjallarhorn… no Wolfpack Rounds until it’s upgraded!) Specials: Annihilator [Upgraded: Creatio Ex Nihilo] // Can be switched from how the gun usually shoots (Creatio) to a version that, after a few seconds of killing a zombie, said zombie will explode, killing, stunning, or damaging any zombies nearby the shot (Nihilo). Sparrow [Upgraded: Doves / Crows] // In terms of the upgrade name, it is named as this for the two modes it can have. The default gun is named as so (the default is a tri-shot, one arrow non-explosive, the two beside it explosive), meanwhile the ‘Doves’ mode is a non-explosive variation that has a high penetration rate when shot (basically you can kill one or more zombies with this). The ‘Crows’ version is, meanwhile, an explosive variant that draws zombies towards where it was shot at. Essentially a better-executed Crossbow upgrade idea, really. Purifier [Upgraded: The Cleansing Fires] // Two modes with this as well. Hellfire Mode is your default mode, which shoots a very powerful purple flame and engulfs the zombies within seconds. Greekfire Mode is essentially the same, yet this blue-colored fire spreads past a simple crowd and will travel until it hits the wall of the room you are in from the direction you faced in when you shot. It will stun and/or kill any zombies that come near its flames. Wonder Weapons: Ray Gun [Upgraded: Porter’s X2 Ray Gun] Ray Gun Mark II [Upgraded: Porter’s Mark II Ray Gun] Apostate’s Cudgel [Upgraded: Left Hand of God]:Before entirely explaining this, I want to mention that I’ve had just this one weapon being one of the most worked-out in my mind since I began working on Citadel. This was literally the #1 weapon always on my mind. The Apostate’s Cudgel can be similar to the base versions of the swords of Shadows of Evil, but the more important version is the upgraded variants, hence why I will be talking more consideration in what the upgraded versions do, and will be talking more on them. Aesthetically, this is akin to that of a scimitar, with jagged edges on the blunter end of the sword, thus able to be used both to cut enemies down and slit the throat of any that challenge its might. The actual blade itself is made from energy stored within a crystal that connects it to the hilt. It also carries a more ethereal mist effect around it, resonating a slight smoke from it, to which the color is character-dependant (Red for Jeanne, Sky Blue for Vladimir, Purple for Alex, Pale/White for Adam). Why the color is important can be elaborated down below.Onto the upgraded form itself, the weapon does basically combine powers similar to the Apothicon Sword(s) from Shadows of Evil, and other games, given that the Left Hand of God has attributes dependant onto whichever character you spawn in as, which I will go into explaining down below. The origins of why this weapon exists are unknown, yet the Prophets will suggest that it was created in a time before even the Entity remembers. Onto this weapons attributes to characters: If you spawn in as Jeanne, your sword will have a red-ethereal aesthetic to it, signifying that it has a fire power. If you hold down the buttons for a power attack, a pulse like such of Firebreak’s Heat Wave in Black Ops III will be emitted around you, killing any zombies within close proximity and stunning those close to the blast radius of the weapon. If you spawn in as Vladimir, your sword will have a sky-blue-ethereal aesthetic to it, signifying that it has an ice power. If you use a power attack, all zombies within close proximity will be frozen within a block of ice. If any within the ice are shot, they will be dead when the ice thaws, which is within 20 seconds - more than enough to escape a hairy situation. If you spawn in as Alex, your sword will have a purple aesthetic to it, signifying that it has a lightning power. If you use a power attack, all zombies within close proximity of you will die as if shot by a Wunderwaffe. Added, if any zombies are in close enough proximity to the zombies you shocked, the lightning will arc to them, either stunning or killing them. If you spawn in as Adam, your sword will have a pale aesthetic to it, signifying that it has a wind power. If you use a power attack, all zombies within close proximity will be blown away as if shot by a Thundergun, and any near the blast radius will be stunned. VCM-15 [Upgraded: The Demon Inside]: The idea behind this weapon branches from a wonder weapon idea I created in 2012 (...while I was still part of PTG… *shudders*...). Before explaining, it’s better I point out now that the un-abbreviated form of this gun’s name is “Vapor Condensed Modifier”, for any of those that are curious.Onto the weapon itself, however. What this gun does is that, when shot, a vaporous cloud of fumes comes out from the gun. When it comes in contact with the zombies, it enters their systems and basically fries them up from the inside. The fumes contact their body, and chemically react (...”modify”) to the blood and skin. You COULD say that it’s like Nova 6, surely. But after the kill, the zombies aesthetically become more… “shriveled up”, so to speak. It’s as if any liquids within are gone from the body (basically hence its name… it should make sense now.) The same effect comes from its upgrade variant, but what happens to the zombies is that they stop cold in their tracks, becoming erratic in behavior, as if trying to scratch their own eyes out. Seconds after, you shall see flames coming out from the eyes and mouth of the zombies, and when they die out, the zombie is left dead from all of it.Personally, I like the concept of the weapon, but I’m still leaving opinions towards you for that. Tacticals: Monkey Bombs Lifeblood Resonation Device (L.R.D., or Lord): Akin to that of Exo Zombies’ own Repulsor, but better. The waves that come out from it are a darker red tint, and lasts up to Round 15 with easy one-hits. Rune Stones: Rune Stones are ideally my rendition of what Black Ops III does with re-packing a weapon, giving it extra abilities. Each Rune Stone is different, and very powerful. These ancient stones were crafted by those who lived within the Second and Third Levels of the Citadel, as a way of worshipping their deities (which… were the Angels and Prophets). Most of the Rune Stones are particularly rough-feeling cylindrical-shaped rocks with each rune (mostly of the Norse alphabet, but two of the Greek alphabet), and would be placed on the front portion of the gun, as if it were the Silencer attachment (which… believe me… this is nothing of the sort). The main differentiation that can be made as to the power of the Rune Stones would be its size; the power of said stone is dependant on how big the stone is. How big these stones are is already (mostly) predetermined, and I will label them accordingly. Each Rune Stone is able to be gotten via a machine within the Third Level of the Citadel, aptly named as the “Runic Generator “. This machine is similar to Der Wunderfizz and GobbleGum, in that whatever Rune Stone you get is entirely random; it is not similar in the fact that the Runic Generator does not move from its place. Added, you can only have one per gun (excluding the Ray Gun/Ray Gun Mark II; you will be unable to attach them to those), which, in logistics, gives you two each game, if you keep said loadout, or three per game, dependant on if you get Western Rejack and don’t grab a Ray Gun. There are a total of 26 different Rune Stones, each corresponding to the letters of the Runic alphabet (and in terms of the one letter of the Greek alphabet I will use as well), and they are as follows: 1. Thief’s Pack (ᚠ; Small-Medium Size): This Stone will yield double the amount of points per kill with the weapon it is equipped to. 2. Bull’s Force (ᚢ; Small Size): This Stone will yield a particularly higher bullet penetration rate, at the cost of accuracy. 3. Storm Warning (ᚦ; Medium-Large Size): This Stone will yield an effect akin to Dead Wire, with which there is a slight chance of some bullets electrocuting and killing the zombie that hits it, and will stun zombies around the zombie that got shot first. 4. Divine Light (ᚨ; Large Size): This Stone will yield an effect to which there is a slight chance that a light will appear above the zombies for a short time, during which it is much easier to headshot zombies. There is an even slighter chance that some of said zombies will immediately die from said light. 5. Highwayman’s Sleight (ᚱ; Medium Size): This Stone will yield a chance of “Furious Feet” power-ups (akin to that of Dead Ops Arcade) spawning from zombies. While it does not exactly give you such powers, it will cause you to perform a speed boost immediately in whatever direction the power-up is used in, to which any and all zombies in its wake will be decimated. Coupled with Icarus Contact, you gain a more devastating and powerful boost, which gives you a flame trail that follows behind you (not that they kill… it’s just for cool aesthetic. :P). 6. Way of Salvation (ᚲ; Small Size): This Stone will yield a slight chance of some zombies becoming engulfed in a white light, giving certain areas of the map a brighter shine than others (which means you may be able to see things you couldn’t before). This effect can be useful in the EE (or just finding secrets…), but the step it is mainly useful for is still able to be done without it. This stone’s effect may also stun some zombies, but that is less likely. 7. Vulture’s Gift (ᚷ; Small-Medium Size): This Stone will yield a slightly better effectiveness if paired with Spectral Vision, in which it will drop a small quantity of bullets from each zombie. Paired with Spectral Vision, you will be able to get anywhere between half-to-full magazines of ammo back from zombies. 8. Servant of the Zion (ᚹ; Medium-Large Size): This Stone will yield an effect similar to that of Turned, with which you are given a zombie as a friendly for 45 seconds. Each kill that zombie gets will give you 100 points, and said zombie is guaranteed to leave behind a random power-up when it dies out. 9. Two-Sided Blizzard (ᚺ and ᚻ; Medium-Large Side): This Stone will yield dual effects, both in terms of its “ice”-like powers. It is possible to interchange between the effects, using the Right D-Pad button (if on controller), with which the user will turn the Rune Stone to show what effect you are using. One effect is tactical - whatever zombie it hits immediately bursts to snow/ice, and leaves any zombies within close vicinity of that zombie cut back in stamina, similar to what effects the Winter’s Howl had in later rounds - and the other effect is lethal - a circular blizzard similar to what the Ice Staff does when charged will surround what zombies are near it, and will kill them, at the cost of it only being usable once every 5-10 minutes.. 10. Blood Drive (ᚾ; Medium Size): This Stone will yield a slight boost in health for 10 seconds, given that, if a zombie were to hit you, you were able to kill it with the gun this stone is attached to and survive with said boost efficiently. How much of a boost of health is given is dependant on how many times the zombie actually hit you. 11. Cold Shoulder (ᛁ; Small-Medium Size): This Stone yields effects that can be similarly attributed to the Winter’s Howl and Undead Man Walking. During the rounds up to 20, zombies shot by this have a chance of freezing on impact, and all that are shot will slow down for a short time. After Round 20, the stone loses its effect of immediate freezing, but zombies will still tend to slow down for a short time. 12. Corrupt Seedbearer (ᛃ; Medium Size): This Stone causes Blood Money power-ups to spawn, at a randomized point determinant between 500 and 5000, at a more often rate. 13. Roots of Intuition (ᛇ; Medium Size): This Stone is reminiscent in the aspect of controlling nature. There is a slight possibility that roots will shoot out of the ground under a zombie and either engulf said zombie into the ground, thusly killing them, or turning them into a friendly, akin to that of a Thrasher from ZNS’s looks and abilities, for 20 seconds, able to kill a group off easy. It’s very helpful to have if you’re the type of person that likes to have powers akin to control of zombies themselves. 14. Chasing Spectors (ᛈ; Medium-Large Size): Unlike any other Stone, this one is unique because of the fact that it’s not entirely clear what the Stone is able to do. Which means that essentially any effects that it creates are random.Essentially, that means you can do just about anything. That is, within realistic terms... 15. White Stag (ᛉ; Small-Medium Size): This Stone is… intriguing. That is, in the perspective that it has a small chance of spawning a literal white stag that distracts zombies for at least 10 seconds, with which it will lead zombies away from you. Unlike the Monkey Bomb, it does not kill, but is best for just simply leading them away when the zombies become problematic for you. Effective when need be, used best with crowd control. 16. Heliocentrism (ᛊ and ᛋ; Large Size): This Stone, like that of “Two-Sided Blizzard”, yields two different, and powerful, effects. One effect acts akin to that of Blast Furnace, although lasts for at least 10 seconds maximum and is more powerful. The secondary effect is an ability that is usable every 2-3 rounds, which essentially consumes a zombie’s body with… well, what is best called “holy fires”. These fires burn into its soul, making it akin to a friendly Napalm Zombie. This Zombie will urge others to it, and explode after 10 seconds of charging in power. This is a highly-effective Stone for crowd control, and knocking out groups of zombies like wildfire… no pun intended. 17. Archaic Law (ᛏ; Small-Medium Size): This Stone is better described as self-sacrificial. At the cost of most of your health for the time allotted, this Stone boosts the effective damage of whatever gun it is attached to for 30 seconds. It’s best to be used carefully, as it will only leave you with about two hits of health. 18. Torn Apart (ᛒ; Small-Medium Size): This Stone is simple in that its effect is simple. While having a slight chance of this activating, it stays for five seconds when it is activated. You would be able to tell that it activates, as it will glow brightly when it does.Its effect causes zombies to take damage over time, and most zombies that get hit by the bullets that cause this effect will die over 20 seconds of time. The effect shows the skin of the zombie falling and flaking off each second until death. 19. Hunter’s Call (ᛖ; Medium Size): This Stone is an interesting one, and likely comparable to its brother-of-a-sort “White Stag”, to which there is a chance of an animal spawning from the body of a zombie recently killed with the weapon it is attached to. Yet, said animal will unleash the fury of nature upon the hordes, spawning either as a large fox, wolf, or jaguar (fox being least powerful, jaguar being most powerful). Alike to “White Stag”, it also lasts about 10-15 seconds. 20. Inner Reflective (ᛗ; Size dependant on character): This Stone in particular is rather… passive, yet aggressive just as well. Dependant on character, this stone will either gain or lose power at times when using said gun it is on, which can either be a hindrance or a godsend. If you are Jeanne, it’s a Medium-Large size, and gains a 1.75x boost on certain bullets. If you are Vladimir, it’s a Small-Medium size, and will give some 1.15x boosts, but also will give some 0.75x boosts. If you are Adam, it will be a Large size, and you will get a 2.25x boost. If you are Alex, you will get a Small-Medium size, and will get the same kind of boosts as Vladimir had, with a slight chance of a 0.50x boost.Either a blessing or a curse… but it’s still important, when noting your character’s mentality and reason, of course. Probably a more preferable Rune Stone for those who want a powerful boost of power on certain characters and their weapons.. 21. Will of Moses (ᛚ; Large Size): This Stone yields a very interesting power. Bullet penetration goes up, and thusly boosts the damage. You are also given a chance of activating a power that, when activated, will LITERALLY rip zombies apart. By that, I mean that you get a power that can be used for five seconds and regenerates each two or three rounds, and rips the zombies into two pieces. If you think about it, it’s a really interesting power to have for a Stone related to Moses, no? Not only powerful, but useful for wiping the high-round zombies off this plane of existence. 22. Knight of Yngvi (ᛜ and ᛝ; Medium Size): This Stone yields the ability to create an armored, and friendly, “Knight” zombie. This zombie can take up to 25 hits from other zombies before dying, and will take at least 45 seconds to die out on its own. The Knight itself can one-hit zombies up to Round 30, hence why this is a rather preferred Stone to have. 23. Blood Inheritance (ᛟ; Small-Medium Size): This Stone acts as a health regenerator. If you are close to a red screen or are on a red screen, killing zombies will return you a small amount of health, enough to give you time to wipe out zombies before they take you down. 24. Sidewinder’s Hourglass (ᛞ; Medium-Large Size): This Stone essentially acts like an EMP in aesthetic… not exactly in effect. When headshotting zombies, there is an initial 1% chance of a burst of energy being resonated from the body of said zombie, which… we will simply call a “Time Blast” (the chance to which increases exponentially when achieving consecutive headshots). While the body of said shot zombie is entirely reduced to ash, any zombies within close proximity are wiped out, and any nearby the area freeze in place for 10 seconds. Both good for wiping out hordes and getting out of a jam. 25. Begin Anew (Α; Largest Possible Size): This Stone is perhaps one of the most powerful stones to get. No holds barred, no joke. The Stone itself gives off a bright glow, with a blue smoke coming off of it. This Stone has a random effect each round between what it does, and each effect will be listed below: -When shot, zombies slow to walking pace for a time range of 30 seconds to one minute. -When shot, you are given the slight chance of the zombies to revert to human form. These zombies will fight with you for a time range of one minute to two minutes. -When shot into a crowd, there is a slight possibility of a large blast of energy being emitted, which, while killing a lot of the group of zombies, puts you into slow motion for a short time, giving you time enough to evade any incoming enemies. Personally, I believe this Stone is perhaps one of the more preferred for any higher round attempts, given the circumstances, but this is one of the rarest Stones as well, so being able to get it is a seldom possibility… but not impossible, to any regard. This will also hold an important use to the Easter Egg, both tactically and objectively… so, it is highly sought after. Buildables: Shield of the Apostasy: Essentially a slightly enhanced version of the Zombies Shield from Black Ops II. This shield can take more hits, and can be charged up for a more powerful hit. When planting the shield, you can also charge that, to give off a strong pulse to the ground that stuns any nearby zombies, and may also cause any in close proximity to become crawlers or die. The Angel Wings (EE): Albeit a EE-dependant buildable, it is best to explain here what these will do. The Angel Wings act as a piece of equipment that allows double jump capabilities, with the addition of being able to hover and/or glide for about 5 to 10 seconds. They would be able to have more capabilities, but unfortunately, these wings have not reached their full potential, and henceforth have limitations. But… maybe there is a way to make them better... Achievements: Eyes of the Universe (10G): In Citadel, turn on all S.I.G.H.T. machines. Maze of Reflection (25G): In Citadel, recourse, recollect, and reminisce.Primordial Beasts (25G): In Citadel, fix the Soul Machines and gain the powers of the Left Hand of God.Wings of Wax and Steel (30G): In Citadel, find the Fragments and build your wings. The Vistas of Psychogenesis (75G): In Citadel, pass the test of the Regality Sector. The Time of the Angels (100G): In Citadel, embrace your destiny and become the Angels.Run, The Past Is Gone (50G): In Citadel, run from the bottom to the top within 150 seconds. (Note: Connected to the last step of the EE.) Arsenal of Kings (20G): In a single game of Citadel, wield the VCM-15, Left Hand of God, the Lifeblood Resonation Device, the Shield of the Apostasy, and either of the Ray Gun variants. Echoes of Future’s Past (30G): In Citadel, face the music. (Turn on all the songs, in order from 1st to 3rd Levels.) Zombie Hurdle (5G): In Citadel, kill 5 zombies with a charged Zombie Shield hit. Angelic Specialist (15G): In Citadel, use each special weapon and their upgraded forms at least once. If I Were Cain… (20G): In Citadel, kill 100 zombies with the Left Hand of God. Living Dangerously (40G): In Citadel, survive to Round 25 using only your spawn pistol, the KRM-262, and the Gjallarhorn. A masochist’s dream, reborn! Perks: Healing Elixir (Quick Revive; 500/1500 points [located in the spawn house, Level 1]) Spectral Vision (Vulture Aid; 3500 points [located in Cottage, Level 2]) Sleight Blight (Speed Cola; 3000 points [located in Housing Unit, Level 2]) Ephemeral Genesis (Juggernog; 2500 points [located in Housing Unit (Living Room), Level 2]) Icarus Contact (Stamin-Up; 2000 points [located in Gardens, Level 1]) Two-Faced Charade (Double Tap II; 2000 points [located near S.I.G.H.T. machine, Level 2]) Western Rejack (Mule Kick; 3500 points [located in The Doorway, Level 3]) Easter Egg Songs: Level 1: “Instinct:Extinct” by Benn TO ACTIVATE: -Activate the S.I.G.H.T. machine. -Find three carvings of angelic wings on the walls within Level 1. Locations are: To the left of Quick Revive in Spawn, on a table On the buildable table for the Shield of the Apostasy, and can be activated without interfering with the Shield itself The first step going on the Spiral Staircase of Level One. You will know they are activated as they will glow white - this effect dissipates when the song begins. Level 2: “Sky Blue” by Devin Townsend Project TO ACTIVATE: The same idea goes for this level, and the location are as follows: -On a piece of the building adjacent to the slide over to the S.I.G.H.T. machine (you’ll have to be quick!) -Next to Juggernog, on the wall -On the second step of Level 2’s spiral staircase Level 3: “Kingdom” by Devin Townsend Project TO ACTIVATE: Simply activate the S.I.G.H.T. machine and wait for the sequence afterwards to end. The song will start automatically. The Angels’ Theme: “Vale Decem” (plays when they get their wings during the end cutscene, and the last step of the EE.. in a way...) Main Easter Egg: “The Trial of Revelations”: Step 1: “Recourse” “You should realize by now that this is no ordinary place. This place is a long way beyond your planet, created by us for a sufficient testing grounds. If you plan on being able to show us that you are who we think you are to be, then you must power up this Citadel. Activate each and every S.I.G.H.T. machine, so we all can begin to learn the true purpose for why you are here.” // This Step is more than likely the easiest to complete, as it requires you to run through and activate all of the S.I.G.H.T. machines throughout the map and receive the Apostate’s Cudgel, all of which we have gone over already. Step 2: “Recollect” “Tears within the fragments of the universe are a realistic cosmic event. They can be of a danger, or they can be of another realm, another universe. Another Cycle, a previous one. Find these, and learn what can be lost, what is already lost, and what can be gained… for the flight is not far, only its distance.” // As previously stated, four small beams of light from the Synthetic Sun had shot down towards Level 1 and Level 2. The result of their impact created four orange-lined tears within reality, distorting objects seen differently within the Citadel to recreate themselves into new forms. showing items related to each character. The first item is related to Alex, and is located within Level 1’s Spawn room. The item itself is a teddy bear, its left eye lost and its ear torn off. The second item is related with Jeanne, and is located near a bush within the Gardens (Level 1). The item is a hammer. The third item is related to Adam, and is located within the Housing Unit of Level 2. The item is what appears to be a pistol, with the magazine sitting disordered next to it.. The fourth item is related to Vladimir, and is located nearby Level 2’s S.I.G.H.T. machine. This item is a row of test-tubes, the farthest one on the left having been broken. Each character’s interaction with these items initiates a cutscene for that player. During that time, zombies will avoid the character in their cutscene. With that being said, not everyone is able to go at once with this. Turns would have to be taken, and such would have to be negotiated by players. Two people at once is possible and perhaps more preferable, though. These are the cutscenes as they follow (in map terms, they aren’t in this specific order, but it’s just conveniently better ordered this way). // Jeanne’s Cutscene: Jeanne attempts to reach her hand towards the lone hammer, but suddenly feels a surge of nausea, as she falls to her knees and her vision blurs... ... Haze. Golden tinted sight turned grey and white as Jeanne hammers away at boards, constructing god-knows-what. Realizing where she is, she ceases construction. “Wha- where…” A hand taps her side, burning against her hesitation. “Hey! No slacking. We’ve got more work to do here, so keep going!” On the inside, Jeanne is within the heart of a battle with herself… the area surrounding the outer portions of the construction site begins to manifest around the thoughts and feelings that attempt to consume her. She knows it is not real, and yet it feels real. Reeling back slightly, she begins to think. “I remember this… no…” Although time looks to have ceased around her, she feels the wind pick up around her as it begins to downpour. “I hated this more than anything. I hated carpentry and knew just as well that it was all I could do.” The ground reaching closer to her fractures, beams of red lights shining towards a blackening sky of an almost pure form of nothingness. “My heart and mind fought as though the world centered around me akin to the likes of a fucking tornado!” The ground rises and falls in all around her, tornadoes and hurricanes forming as the Earth around her deconstructs. “I don’t want this. I regretted each and every decision that fell to these years, and I dare not let myself fall to it again! Get me out of here!” Within mere seconds, the image of the world around her reverts back into normality. The sky clears as the darkened red haze surrounding her falls back to nothing. Jeanne, realizing herself, stands up and attempts to walk away from the site. The hand that beckoned her before grasps her shoulder, almost crushing it. She turns to find a red Aura of pure malevolence behind her, ripping apart what matter was around it like paper into the wind. Jeanne’s heart skips a beat in fear as the Aura looks closer towards her. The Aura speaks, in an almost whispered screaming scratch of a voice that sounds almost similar to that of her own. “You DARE defy yourself? You DARE defy the course of your timestream, for the whim of uncertain fates abroad?” Looking down, Jeanne sees her hand glowing of a golden fire. On a whim, she punches the red Aura away from her. A hole of pure black forms in the chest of the Aura, as everything dissipates around it. “My fate is my own. Not the fate of the demons that decide to anchor their hands upon me.” She begins to run, only for her sight to fade back into black. Alex’s Cutscene: Alex remembers this bear, and very well. Wondering how it got to such a location, he begins to pick it up. Suddenly, the air changes around him. Flashes of burning light burst from nothingness as he falls backwards. Afraid of what surrounds him, he closes his eyes. Silence. His eyes open up to find darkness. The air burns his lungs as he finds plumes of smoke and fire surrounding him. Hundreds of bodies lay dead as the rest burn. The reality of his location shatters him. He always said he was able to evade this, but… he always lied... he was there, and this broke him. “No… no! Not this! Not now!” Alex reels back, and begins to run, only to bump into soldiers behind him. He attempts to kick back at them only to realize that he’s nothing more than the weakened teenager he was when they attacked Armenia once more. The soldier looks into Alex’s eyes, and Alex looks into his. Alex always remembered the soldier that spared him from death. He always remembered the soldier’s pure green eyes, but these are different. The soldier peers into Alex’s soul with burning eyes colored purple. “The sheer thought of your survival both scares you and delights you, doesn’t it?” Alex looks forward, scared out of his mind. Out of the corner of his eyes, he spots an object… Meanwhile, the soldier sheds his own skin, becoming an purple-shaded Aura that induces fear and pain upon Alex. “You’re pitiful, Alex… oh, so pitiful. You and I both know that you should have died that day. Mercy does not live without treason within the hearts of man.” The object, his childhood teddy bear, sits in the distance, yet his instincts tell him it is so much closer… “Yes, yes… that’s it. Let your guilt consume you. It won’t be much longer until you are nothing.” Suddenly, the teddy bear floats slowly to the air, forming into a shining beacon above Alex’s head. The teddy bear then impacts him, pushing into his chest and holding his body forward. “Wha- what is happening?” Immediately, Alex realizes why he was always so scared to look back. Why he was always scared of reliving his memories. He stands up, looks at his hands as they shimmer in a near-golden type of shine, making him feel enervated and empowered. “The world cannot put me down… not anymore.” The Aura begins to shriek in agony, as Alex surges forward, brighter and brighter with each step. “YOU CAN’T DO THIS! What about the course of events? Your reality? Your timestream of doubts amid the fates abroad?” Alex shoves back the Aura, who falls, unable to get back up. Alex rushes to it, looking into the now infinitely-void blackened eyes it carried. Brandishing the light surrounding him into a sword, he plants it in around the area where the stomach would be for it. The Aura reels back in pain and agony. Drawing back, Alex speaks straight into the face of its dying light. “Something you beings of hatred will never understand is humanity. We have so much resolve stored away and it can always burst to light like a fucking wildfire. I never had to use it until now because life never gave me a reason to. REALITY never gave me a reason to.” Alex slowly begins to walk towards the Aura, preparing to deal the final blow against it. “I strayed away from reality, but reality was always with me. My sadness and depression I had felt only opened the doors to my realism. No one - no human, no gods, and no inner demon - can change that. I did not survive so that I could carry the shadow of reality forward… I survived to carry forward the shadow… of humanity.” Alex thrusts the manifested blade through the Aura, cutting it to bits on impact. Bright lights surge from the ground surrounding as the air around Alex burns. The Aura dissipates and bursts as Alex falls to the ground, the pain within him rising further and further… An unearthly scream blows across the field surrounding them, culling the fires that burned time away. The screen goes black. Adam’s Cutscene: A gun? Why a gun? Reaching forward for the pistol, Adam jeers back at the sudden white and orange flashes that consume his sight. He spins around, falling farther and farther, until his eyes lined up once more to the sights that surrounded him. Adam, astonished and cold as the wind blows around the surrounding field, looks forward to the building ahead of him. As he realizes where he is, a chill runs down his spine. “SOLDIER!” Turning around, he sees his old drill sergeant from military school sitting atop a horse. Obedient, Adam salutes. “Sir!” “At ease… can you tell me what the fuck you think you’re doing out here, ALONE no less?!” “Sir, I-” Stopping himself, Adam begins to look through the haze surrounding who he thought to be his drill sergeant… he sees a scar begin to peel open and blow away on the wind from the horse and the sergeant. “Sir… you’re not real.” “Am I not now…? How… observant of you…” The face of a man he used to hold higher dissolves as it reveals an Aura, pale in the serenity of sound and sight. The horse suffuses itself into the Aura as he grows to double Adam’s size. Adam begins to run back, only for the grip of the Aura to hold him down. The Aura, with his beady blackened eyes, looks deeper into Adam’s soul. “Oh, you poor thing… the son of a highly-honored family destroying himself over the wants he always desired. You’re pitiful. You’re weak. Because of me, you’re a shell of your own skin!” Adam tries to break away from the cold grasp holding him down. Looking around, he finds a glow coming from his fingertips. Weak, but… “You do know that your disdain could have been communicated? You could have said something and your words would have mattered. But no.. Now they are dead. And soon… it looks like you may be as well… tell me, how does that knowledge feel?” Adam concentrates on the power he feels around his fingertips. As sudden it felt when the Aura grasped hold to his skin, he retorts back as Adam explodes into a tempest of light. “Wha… what kind of power… is this? You cannot know… the damage you’re going to cause-” Adam, projecting his voice towards every direction, screams to the Aura. “Sit the fuck down!” Trees blast out of the ground and the earth shakes as it is lifted from its place. The military school is reduced to nothing but rubble as everything surrounding Adam and the Aura begins to burn itself away. The Aura, mortified, begins to plead to Adam, morphing into forms of those he knew with each sentence spoken, each word uttered, as Adam reaches further and further towards the Aura… “You cannot do this, Adam! Stop yourself! You’re going to destroy everything you stand for, and for what? The whim of your mind? The fates abroad, as they present themselves to you? What kind of man a-” Adam reaches to the throat of the Aura as it forms itself into his father. Realizing Adam’s hesitation, the Aura smirks. “Tch… you could never kill your own father, could you? Your pride and doubts overshadow your morality among the fields of your own mortality… you know the better path you could have taken, yet you never d-” Faster than Adam could see, he forms an M1911 in his hands and shoots the Aura, each shining bullet flickering in the grey linings surrounding as they find their target. The Aura, forming back to non-corporeal means, slowly dissipates as the wounds push forward from their start. Adam walks to the Aura as he withers. The Aura chuckles quietly. “So? What now, eh? You, my inner demon of doubt and pride… are dying. And yet, you still choose to patronize me further?” The Aura begins to speak, weakened. “Heh… I suppose this is what acceptance feels like… Adam, perhaps we were wrong. Perhaps we never should have doubted ourselves. Our strength is our solace, and our intelligence is unmatched. You may be following in what footsteps your old man set for you… but that’s not so bad now, eh?” Adam reels back in his sympathy. Falling to the ground beside the Aura, he begins to weep. “We’ve done so much wrong still. We can’t just forget… how can I forget?” “Tears? Oh, Adam, don’t weep for me. I held you back further and further each day I lived in your heart. Your large, sympathetic, beautiful heart. You don’t need me to be your guide anymore. You are whoever you choose to be, no matter what they told you, no matter what they forced you to become. *cough* Listen, Adam… I have advice. And this time, it is for the good of both of us.” Edging closer to the Aura, Adam leans to hear what the Aura will say. The Aura then lurches to Adam and lays his head down onto what is left of its chest. “You are never alone, Adam… you are loved. Always, forever, eternally. Find her.” The words burn Adam’s skin, tearing to his heart as what is left of the Aura and the world around him burns away. As his sight begins to blacken, and the world wraps into his chest, Adam utters a word, uncontrolled by him and yet known to him as a word that he could never say. A word he could never muster to those who made it matter the most. He realizes he is not saying it to himself, but merely the figments of who he comes to find brought his adversity. He listens to the word he never could say: “No.” Vladimir’s Cutscene: Vladimir sees the glowing liquidity of the vials, knowing of their origin. Despising each and every form they took, he picks up the array of vials and, as he smashes the one farthest to the left, the world around him forms anew. Much to his astonishment, he reels back when he notices the darkness around him; the wires and beakers and shelves all around, within good state and within disarray. “The lab? My god… why am I here once more?” He looks around at all the glass littered among the floor, each a representation of the experiments gone wrong. Looking back on the wall he impacted with the most recent vial, he is astonished to find a newly-formed Aura, painted in the sky-blue formality of the chemicals mixed and matched before it. Not even a second before he can react, the Aura reaches for the shelves, grabbing chemical by chemical and beaker by beaker. “You haven’t a clue of your intelligence, do you?” The Aura begins mixing and matching chemicals and testing faster than Vladimir can comprehend. “It’s so simple, and you are so, so smart. So, why the doubt? Why believe each and every experiment, each and every mixture was wrong? Science is not about the cause, but only the effect. Every mixture you create, or will create…” Hydrogen to helium, xenon to radon, sodium to chloride… and he somehow even siphons a dash of essence within, using his blackened eye as a solvent. The Aura hands the sky-blue mixture over to Vladimir. “...does something wonderful. Now, drink this breath of life and I shall depart you. I’ve held you back as an overshadowing doubt and haze. To be honest with you, though, it has perhaps been the largest folly, because you and I both know you are the smartest scientist around. Go and transfer that intelligence beyond the stars. Do that for me.” Vladimir, feeling his eyes water, nods to the Aura, as he begins to drink the acrid liquid that was created. The Aura reels back as Vladimir gasps. The liquid burns his throat, and yet almost feels soothing, in a very wrong way. The Aura lurches forward, down on all fours, as Vladimir grabs a hold of the counter next to him. “Acch… *gasp* yep… th-that’s it, Vlad-dimir… keep going… c-chug down the rest, let me die! Y-you have it all under control, b-believe me. Fly towards these f-fates abroad!” Barely able to stand, barely able to feel his own skin, Vladimir grasps the beaker in his now shaking hands, and does away with the remaining liquid left within its shell. The Aura lurches back on its knees, a now audible hissing emerging all around the lab. Vladimir’s sight grows hazy, and the room around him collapses and burns like paper. His eyes begin to water as the blood that pumps through him begins to feel like acid, wanting to tear its way out of the body through destruction of what made him whole. Suddenly... silence. The world pauses for what feels like a second yet the lucidity around him wants to convince him of all the eternities he is missing. The Aura stands, now left but to the head and shoulder left of his form. The area surrounding him formalizes as a dissipation, while the protons and neutrons that were his form showed as dissipating. The Aura, with a raspy voice, speaks. Slow, weak, and yet audible to him still. “...formless… numbers… why do we see what others cannot? End it. Let the pain of logic become less expelled, Vladimir. Let your intelligence burst like the sun… together… again… for the convergence…” With that, time resumes as Vladimir suddenly faints, a pure black haze engulfing his sight as he hears the final breaths of the Aura dissipate into the nameless wind of chemicals and glass flowing about the lab. For a moment, Vladimir feels as though he is drowning... // When each cutscene ends, you are given fragments to the Angel Wings. When all are complete, the character’s will fall down to their knees, their sight will go vague, then grey, and then come back to normal shortly after, as they stand back up. Said occurrence gives each character/player a new ability, with which is called the “Second Sight”. Second Sight is like a vision/premonition-based ability, that gives you the ability to outline a pathway, or any pathway possible, out of a problem when Zombies begin to surround (Left D-Pad button). Each fragment of the Angel Wings gathered will mold together into the first Wing as well. At the same time, the hilt of the Apostate’s Cudgel is now remolded… changed… yet, it feels so empty... Just as well, each time someone uses the ability, a low but audible hum can be heard… perhaps to signal you somewhere... Step 3: “Reminisce” “Ah, we can see that you may not take these visions well. But we have shown you this so you may learn from these visions. The human is remarkable; they have the capability to learn from trial and error, and they learn from mistakes of which they made. And you can use this to now foresee things that can make the process easier. Use this power. Use it to locate that which will bind your wings.” // As a result of the previous step, a low audible humming can be heard in just about every area of the map. The humming is only possible because each cutscene prior activated a tone that, once it was melded together, forged itself into one entire note. The humming becomes louder and louder the closer one gets to the main source. In the case of the source, there is one main source in Level 1, down by the Soul Machine. The second source is located all the way in Level 3, at the heart of where you the Angel Wings are being built… to which, via last step, one wing should already be constructed. At the same time, everybody must use the Second Sight ability within close range of both the sources (so, two at each). In doing this, it causes the screen to go an ethereal orange for two minutes. When this happens, two items will appear at each spot - Level 1 holds a large bright-orange crystal, while Level 3 holds a relatively large mechanism that would be meant to bind the wings together. When these items appear, a person with the “Begin Anew” Rune Stone must shoot the mechanism continuously for 30 seconds. The same goes for the person that shoots the bright orange crystal, yet you should use the “Chasing Spectors” Rune Stone for this one. After 30 seconds, a large boom is heard. While the normal effect of Second Sight in this instance would last one minute, the effect will automatically end when this boom is heard. When your screen returns to normal, the items you were shooting will now show themselves as torn into this dimension. While the mechanism for the Wings was perfect… the crystal’s was not exactly perfect. The crystal itself is now fragmented into five shards… yet, they all look exactly the same in form… one of these shards goes into the mechanism for the Wings, but what are the other four meant to do? The Prophets then interject for the sake of your confusion... Step 4: “Mind of the Enigma” “The Soul Machines hum dimly. In a way, you might say they call for you. They need you to help them. To complete their form. The Soul Machines reward well. So make haste. Complete them, and they will help complete you with items you will desire.” // The four crystals made from the previous step act now as a powering mechanism for each Soul Machine within the Citadel. Each person must go to their own Soul Machine and insert a crystal into each one. When this is done, the Soul Machines will begin to light up, weakly. It is at this point that you are given a prompt to start the Soul Machines. The only way that they can be started, however, would be to use the Apostate’s Cudgel, as it acts akin to a key, and the conductor. When the Soul Machines initiate their activation, every person will be bombarded by hordes of both zombies and “Knights”. You will need to kill 50 (between the two), adding up to a total of 200 zombies between all of the Soul Machines. The Soul Machines siphons their lifeblood into itself, through the Crystal, and once it is complete, the Crystal will shine a bright orange-white light. When every Soul Machine is completed, there will be a bright orange light that shines towards the sky out of it as the Soul Machine opens around the Crystal’s pedestal. The Crystal itself pushes itself out of the Machine and forces it into the sword, now reborn to the Left Hand of God. As each character is granted their swords, the Prophets will speak, explaining the sword… in its true form. // “The Left Hand of God… is the most mysterious Sword known to anyone. It is the oddity within creation itself. We barely even know about its origins. What we DO know was bestowed as knowledge by “Him”. Apparently, the Left Hand of God was forged in the fires of time, in a place before the Entity, and before causality itself. It was born in the eternities of the Primordial Chaos. It holds within itself a power beyond the comprehension of most mortals… yet, you are able to use it in stride… what does this tell you?” // The Soul Machines morph their inner workings into fragments of machinery and waxen parts, molding together to form the final wing of the Angel WIngs. // “With the unlocking of the most powerful remnant of creation, the Angel Wings are calling to you. They realize you as worthy. So, go to them. They’ve been waiting, oh so very long…” // At this point, everyone needs to make their way to the Angel Wings, and forge the final piece onto its frame. It is here that the Angel Wings are finally complete, and are now able to be used… and, as you equip them, the Symbol on the wall mentioned prior to this is now glowing violently... Step 5: “Icarus Lives” “...at last, the images of angelic themes begin to consume you. Now, you begin to understand.You are finally beginning to take flight. Breach the void, and find the Regality Sector. It is now that the test of your resolve shall truly begin… where the weights on your Wings shall begin to lift the harder they choose to press. The time for realization is now!” // As another very simple step, every player must use the Left Hand of God on the aforementioned symbol on the wall, now glowing violently and in different interchanging colors. Each cut against the wall opens itself a new scar, colored to that of the player’s sword colors (elaborated in the weapon’s explanation and somewhat from Step 2). When each player cuts into the wall, the Symbol will morph and break open the wall, creating a portal to a new realm... Step 6: “The Electric Castle” “Ah, at last, you have found it. Within the walls of this sector, you shall put your abilities gained as Angels to the test. It is here where your potential shall shine. With each portion passed, you shall gain a more complete form to your Wings, and it will forge itself immediately within. Go forth. Cross into its fields. The key isn’t cheap, but it shall open what you intrinsically desire...” // Entering the portal, you are now taken to a plain of existence not known to any mortals. Here, the stars are different, closer, as the nebulae and supernovas only show from thought… this would happen to be the Regality Sector, the home to a Castle unbound by timely constants and human interference. Only known to the people of the Citadel as such, the Regality Sector has always shown as a test of the strength to prove who truly is, as they call, the “Apostates”. Many have tried to enter this realm, and those who did enter died after failing the tests presented to them. So many failed… and yet they only could go back one way… The Portal back to the Citadel will remain open for the duration of this particular step, and there will be a Pytaek on a sign-like plaque for a wallbuy to the right of it. The area in front of you shows what looks to be a bridge. Colored akin to that which matches characters, it forms a kind of “Rainbow Bridge”. Uncomplete, and yet the pieces still fit. // “Yes… the Rainbow Bridge. At least, that is what the people of the Citadel would call it. We’d prefer to call it the Beacon. This bridge… it weighs your hearts as though they were on a feather, hoping to find that they will not fall from the feather into the fiery darkness below. The Egyptians and Norse adopted these ideas from us, and entirely eschewed it just the same. Will this bridge find the purity of your souls? Will you pass it in stride? ...or will you fall into the lucid briny wastes below…?” // How the Rainbow Bridge is meant to work is that there will be a randomized set of about 3 to 6 door-like barriers that you will have to buy to move forward onto the bridge. Each price will increase exponentially as time goes on, yet prices will rarely be the same. For example, you could be opening three of them with the first being 500, the second being 5000, and the third door being 10000, yet these numbers aren’t going to be exactly rigid to that type of numbering. The first one will always be between 0-1500 points, the second will always be between 1500-6000, and the third will always be between 6000-12500. It’s meant to basically exhaust your points to a certain extent. When you reach the end of the Bridge, the door leading into the Castle will shine a symbol on it (to which looks like a trident, with a circle in its middle and a rose on its other end - this will show up on every door like it ahead of this), as the stone around it spins and breaks apart, pushing back within, then raising to the sky... Step 7: “The Gardens of Neurogenesis” “The human’s intuitive mind has its branch within these plains. The birth of thought itself is here. Repercussion, emotion, ideas, they all become possible here. Within these gardens, you will experience and understand the culmination of your sins and regrets. It is here that you must accept yourself as what you are.” // Through the door, is… a garden. The walls covered with vines as you find bushes alongside the walls from the door. Grass and orchids dot the path ahead, and, as you move ahead, the door reseals behind you. Another portal to the Citadel opens in its place as a result. Up ahead, you see a fountain, four paths surrounding it with the symbol from before on them, colored specific to your character. At this point, someone with the upgraded VCM-15 must shoot it at the fountain until its peak glows golden (which should basically take 15 seconds worth of shooting). When this happens, everyone must use a power attack from the Left Hand of God on the fountain. The fountain will have a cut through to the top on each side of it where the cuts were made, as a beam shines at each door from the fountain’s peak. Each door will now glow golden, and the symbols on them will remain unchanged in color. This is a prompt that the doors are now ready to be opened by their specific characters. When each person opens their designated door, a white light engulfs their screen as a voice speaks to them, different than the Prophets, but also… familiar to you. Speaking towards each of them, the voice says: “...what did your Auras tell you…?” They are then transported to their own section of the hedge maze. A Wisp, colored akin to their designated character, appears from the sky and floats down to the area in front of each player. Zombies will spawn, and you will be forced to kill them. Killing zombies will power the Wisps, causing them to lead you in the direction out of the maze, whereas… the Wisps create the paths for you. The Wisps for each character, will speak only to that particular character. Every 5 zombie kills, the Wisps will move forward, creating the path ahead to lead you out… and will create… the interactions for each character are as follows: // Jeanne’s Wisp: “You… wrought. You saw the pain within.” “You saw the world unfold each moment you tore into yourself. You saw the error of insecurity.” “You witnessed the overbearing shadow of authority lurch its talons into your skin.” “Do you regret your choices of work? Do you regret not knowing where you could have gone?” “There was always a path… a fork in the road. You always had a choice.” “Could you never see it? Could you never accept it?” “Face the facts, Jeanne. Face yourself. You, dear heart, are the most important woman in all creation.” “Without your strength of reason and intellect of life, you would not have identity. You would not be you.” “You are… oh, so important. You are important, because you are the spark that makes humanity the most wonderful of its kind… you create. You were born to create, and you were born with an eternity of ideas… you only ever forced to ask yourself how many seconds were in an eternity.” “Learn to see the universe, Jeanne. Learn to live the stars. You will soon know the power of creation. Per aspera ad astra.” Alex’s Wisp: “You know what happened then was something that had to happen.” “You know your survival was always meant to happen.” “You tore your Aura apart, because it symbolized all of the guilt, fear, sadness and hatred you had for the Genocide.” “You must realize that what you did was right.” “Don’t regret your choice, and don’t despair over yourself.” “You are one of the most important men in creation. The others are important, but you are more than they are.” “Humanity is strong. Humanity endures. Humanity lives.” “The constants reveal themselves to you because you are exactly that which you fear.” “You felt it, you know you did. You always felt it. You felt it because it made you important, oh so very important. You endure, Alex. You are strong, Alex. You LIVED, Alex!” “Learn to endure the supernova, Alex. Learn to live the stars. You will soon understand the powers of your prideful endurance, and your living. Per aspera ad astra.” Adam’s Wisp: “There were always rules. There were always certain guidelines, certain factors.” “They controlled your fate. They created your prideful pity.” “Your Aura, it knew very well that you were that which made you what you never wanted to become.” “Your Aura looked out for you more than you know. Your Aura loved you.” “...and you loved the Aura. Now, what shall you do with it gone?” “You’re powerful, Adam. Very powerful. The strength within your heart could burst forth like a wildfire across the entire cosmos.” “Alex knows you’re important. He’s almost idolized you as the strongest and most important in your group.” “But you don’t want importance. You don’t want control. We understand that you don’t want control, as you aren’t intrinsically a greedy man. But you are important.” “You lead because you are loved, and you are strong because you love her back. You know she knows, and soon even she will realize that she knows. It is fated. With this in mind, remember always that your strength and compassion are an unparalleled cog in the internal cosmic mechanism that runs creation.” “Learn not to control, but to feel the cosmos, Adam. Learn to live the stars. You will soon realize the powers of your own compassionate strengths. Per aspera ad astra.” Vladimir’s Wisp: “Intelligence is not a sin. Intelligence is the secret of reality, the cardinal virtue that runs every facet of this universe.” “You live in a universe that created so it could create. As a part of that, your race creates.” “Creation alone cannot work. Not without the Idea.” “Your Aura wanted to help you understand. The Universe is drowning in creativity, and you know well that you can feel it. The drowning, the sinking feeling.” “The only reason people drown is because they cannot let themselves know the feeling of Idea. They don’t see the potential that they know is there.” “Vladimir, you drive forward only because you know. Understand that.” “Every riddle that we spew, every limerick we speak to hint the goals before you, you understand!” “Together, you and the others are stronger than anything! You all are a universally constant machine! Every part of the machine works because you are its cogs, and you push the cogs for motion, for their inertia!” “Don’t you see, Vladimir? Don’t you see? You must understand now. You are one of the most important people in the universe, because you think. You spark that which creates worlds, at the whim of a finger waved to the everlasting ebony of the stars!” “Learn to learn within the elliptical waveforms. Learn to live the stars. You will soon reveal yourself to the intelligence of causality. Per aspera ad astra.” // As the above lines are said, each character’s vision will eschew slightly, to make the bushes around them seem to show items and people related to them. Jeanne sees the faces of her workers and bosses among nails and boards as she progresses; Alex sees smoke from inside the bushes as they form more and more into paths of fire as the faces of those he lost form out of the flames; Adam sees the faces of his parents and fellow boot camp squadron as the leaves and branches of the bushes form into guns, bullets, and explosives; Vladimir sees the bushes form into tables, phases of experiments with odd beakers and vials among shards of the periodic table. The paths converge at the end, leading to a frail wooden version of the door that led into the Garden, to which this version is attached to a tower… both shining with light and surrounded by darkness, a prosperity of dreams fabricating around it... Step 8: “Tower of Hope” “Here, past the gardens, this tower stands frail, fragile, yet strong. It is this place where you must forge a path through to the top. The spaces are thin, and getting towards the top does not come cheaply. But if you are to persevere through this… you must have hope.” // The Wisps converge and blast into the wooden door, eviscerating it into tiny remains of dust and shards of wood. The passage forward reveals a set of stairs, and at its landing, a drag of wires that lead into said stairs. A portal back to the Citadel will open to the left of the Tower as a whole, with a Pytaek wallbuy (once again) beside it, so you can prepare for what’s next. As soon as you enter the Tower, the wooden door changes, reforms from wood into a pure-energy state, then forms into metal, closing itself off. The wires surrounding the area become super-conducted with electricity, causing an activation of a mechanism in the shadows beside the door and an overloading surge of energy, to which causes the stairs to burst open from the ground-up. As a result of the overload, your characters somehow get an overbearing sense of contentment and hope for what’s ahead, and this as such acts as though it were a buff, giving you a 1.75x boost in health. At the same time, the ground below you will soon begin to erupt in electrical current, and will kill you if you stand within it for longer than 10 seconds. To this end, this would be a prompt for you to run to the top of the Tower. In regards to how exactly the Tower works, it’s very similar to how the Rainbow Bridge works, but with a set of 10 doors - acting as the blown-up stairs, which really are just small holes - at a random price, rigid and stuck as so for each door. The price, for that matter, is always to be between 750 and 2500. This is essentially another simple step, surely. But, at the end of the staircase, you find a white portal... Step 9: “Soaring The Breeze” “It is time to reflect on the properties that make you Angels. It is here that we test your wings. We have devised a test for you that shall take you to the final portions of this puzzle. May your wings become stronger within each grace.” // The white portal takes you out of the Tower, and into an area that can only be logically classified as “The Above”. This area is a large cavern, lit by an unknown light source high above. Ahead, there are a total of 7 floating platforms to jump across, all of which require the use of the Angel Wings. Each platform is different as to how you will be forced to maneuver throughout it, and each platform will be smaller than the last. That, and each platform will dissipate after 5 seconds pass, to which anybody on them will fall. Of course, the platforms will quickly come back, as well. In any case, choosing your movements wisely would be highly advisable. The first platform is a large rectangular one, easily able to be jump towards, and highly spacious. The second platform is vertical, to the right. You will have to fly towards it, and you will essentially be planted there as if it were a sort of “wall jump”. After a few seconds, you will begin to slide further down, so it is advised to move quickly. The third platform is farther in the distance, but the same as the second. You should be able to glide towards it with ease. The fourth platform is horizontal again, yet moves quickly after 3 seconds. As close as it is, though, it wouldn’t be a huge struggle to reach, even while it’s moving. The fifth platform spins around a circle, moving the other way after one revolution in one particular direction. A wise method of traversal would be to attempt to go to the far-side that is moving upwards in the rotation, so you can likely catch it as it spins and reach the other side. The sixth platform is tilted either to the left downwards or the right downwards (random each game), and will cause you to slide. You can still jump slightly and somewhat negate sliding too far, but in any case, the next platform will be in close proximity of this. The seventh and final platform is essentially a circular platform with no middle. This platform will spin you around its entirety quickly, and will rise close towards the end of the crevice to a safe platform upon contact with the player. It’s essentially a matter of balancing movement and timing with this. After a player reaches the safe platform, the pathway of platforms will become brighter, more illuminated as the light source provided above begins to expand and open. After all players reach the safe platform, the area high above will burst in light to reveal the stars, signifying you are still within the realm of the Regality Sector. Ahead, a red portal opens... Step 10: “The Hour of Prometheus” “In the time before we healed the earth, your world was engulfed in flames. Desolation and disdain swallowed the world whole, and the shell of our former home began to crumble. It is here that you will experience that. It is here that you will learn the extent of humanity’s past error. Find the pathway out. Locate the final test.” // Going through the red portal will take you to… Earth. But, this is not the Earth you know. This is a version of Earth swallowed by both the timeline the group knew and the timeline the Prophets knew. As such, a mixture of both hostile human enemies will attack you, as well as zombies. In the distance ahead of you, you can see thousands of zombies clashing with thousands more humans, yet both sides still see you as the highest threat. With the ground littered with broken-down decimated cars, fortifications and destroyed buildings, and the sky redder than the Martian dunes, this is hell on Earth. This step requires you to find the portal out of this place. This portal resides at a Church placed in the distance aforementioned, where the two forces clashed… which means that you will be fighting through both horde and fellow man to reach the doors of the Church. Stick together, and you should reach the church with… well, it’s still difficult, but sticking together will just make it easier. When you reach the doors of the Church and are given a prompt to open them, doing so reveals a blue portal… surely this one will take you back... Step 11: “The Two Gates” “Ah… and the final prospect of your trials become a reality. It is here that you make a valuable choice, a choice that determines your worth. Through one gate, you shall find your way back to where we started. The way back to the Citadel, the version that must happen. Through the other lies a severance. A door to the eternal darkness of life after death. The fire that succumbs. If you are truly the Angels, you shall intuitively make the correct choice.” // The portal from the last step takes you into a corridor past what was seen as a wall behind the first portal, now actually seen as glass. The portal that led you back will then dissipate. Inside the corridor lies two broken and beat-down, large Gates. Each Gate will have a randomized set of differences, making it better or worse than the other, but each tend to keep a simpler form. The First Gate tends to be mostly golden and white, almost high-stature. The Second Gate tends to be VERY beat-down, made of Stone, with vines surrounding it. Each Gate is connected to a mechanism placed between the two. This mechanism requires you to kill 200 zombies, to which will cause each Gate to phase within and outside of creation… but to you, that will basically look like a lot of electric currents bouncing everywhere, and the gates almost burning with an immense heat. When the aforementioned amount of Zombies is killed, the mechanism will burst apart, applying its parts to the forming of the door, and causing the symbol that you saw appear on the first door of the Regality Sector to form on one of the Gates, and, oddly enough, the Apothicon symbol of “consume” to appear on another. This will appear only for a second before the parts fall to the ground. Whichever door had the “consume” symbol is the bad Gate. If opened, this will cause the map to reset back to the beginning, forcing you to do all you have done all over again. As for the other Gate with the symbol on the first door of the Regality Sector, this will lead you back out of the Regality Sector… As you step into the correct Gate, the world around you shakes and shimmers as you fall into what looks like a wormhole. The Prophets sound… “Every test has a beginning, and every test has an end. This is that which is constant. You find each and every answer here, within the Regality Sector. You find the reality of reality here, within the Regality Sector. You realize the final answer…” You reappear at the Citadel, in the Gardens of Level One… but everything begins to shake... Step 12: “Fate of the Angels” “...and you think the test is complete. Yet, there is one thing you have overlooked. Why do you think the Angels described in the scriptures are as they are? Why have they become what they have? An answer is more simple than you might think: They have shed their humanity. If you thought the process was simple, you have thought wrong. There is one way to make these wings become what they must, and it is the same way the biblical Angels have. Shed your humanity. Shed the fiscal weights of your sins, shed the prosperity of life you once thought was right… shed the wrong, let in the right. You would do well to make haste. For the ground beneath you is only growing lighter… and lighter…” // During the line above, the beam of synthetic sunlight as seen above you phases in and out of control, the Synthetic Sun itself wildly shimmering and growing larger and smaller, forming and reforming, losing its reality in waveforms. The S.I.G.H.T. machines can be heard audibly imploding, and you see Level One’s implode first. All beams from the machines burst with sonic speed back to the Synthetic Sun, and the Synthetic Sun pushes its energy down with an immense burst of kinetic energy across the entire area, as the quote from the Prophets ends. A mass explosion occurs within the rest of Level One, and each shortcut staircase to crumble away and fall within the newly-formed black hole behind you. The Citadel shines in a darker tint, as the Synthetic Sun is now gone, reformed into the everlasting ebony you now see below you. It is advised that you begin running out to the Gardens as soon as you spawn back into Level 1, as a wide portion of the first half of the level will break off and go towards the black hole. Outside, towards the Gardens, certain parts of the blast of debris of Level 1 will break off and hit the Gardens, creating both unstable passage, impassable areas, and areas with which you will be required to use your Angel Wings. Rising to Level 2, there is no general improvement to the danger around you, as parts of the map continue to fall out, and pathways being struck away. The floors of the area will give you the opportunity to use Angel Wings, which… are required for this, but isn’t fully necessary. The platform to Level 3 quickly boosts itself up, as the black hole grows, tearing apart the entirety of the second Level.When you run to the Temple, rocks will shoot out of each side, completely destroying each room, leaving large gaps between the remainder of the floor within the Throne Room. Using the Angel Wings, you can boost your way around the area of flooring left, to the door that leads up towards the Doorway. When reaching the Doorway, the game will automatically end when all get there. The screen, instead of saying “Game Over, you survived ___ rounds”, will say “Absolution Complete, in ___ rounds”. It is at this point where you will have completed the EE. The End Cutscene will play, and your leaderboards will show after. End Cutscene: [Vale Decem playing] Before they could even think, the ground beneath them shimmered and shook. It had fallen out from its shell, showing the utter blackness below. Each held on to what was left of the room they were within, a seemingly unified loss of what grip was left becoming evident. Each of them looked between themselves, and up to the stars above. They, after all this time spent surviving, all this time reflecting on their own forged fates, finally knew what to do. Each character decides to let go at the same time, falling towards the blackness below. An acceptance of fate made, an acceptance of what was lived and experienced. The screen zooms in on the wings on Jeanne’s back… ...and suddenly, they become engulfed in a unearthly white light. Each character experiences the same, and lose control. Their fall towards the event horizon beginning to slow, they begin to form a circular positioning, using the wings to fly around the full circle. They fly faster and faster, not one falling out of form. The black hole suddenly becomes engulfed with light, as if the astral object itself were being erased, edited… or perhaps, reborn into a new star. [Vale Decem turning to a more ambient version of itself]The scene calms down. The Angels descend to the reborn star’s surface, as it begins to broaden out, flatten in view, and break into a darker luminescence. When they land, the Prophets become visible to them. Not in the form they knew prior, but… as themselves. Human. Yet, they still glow like they knew them to.Stacey speaks out. “And so, it is done. This mortal coil you once perceived yourselves within has finally fallen. The veil within you is lifted. Congratulations. You have passed. You… are the Angels. The universe… has been waiting for you. Take your time to think - you’ve been through a lot.” … After what felt like an eternity, silence breaks. “What now? Where do we go from here?”, Adam asks. “I believe it is time you learn what the future holds. And with the new serene singularity you hold within, you shall understand it. Brace yourselves: You’re about to meet your Maker...” They are whisked away immediately after this exchange of words to a new place. The viewpoint rises to show an… “astral projection”, if you will, of a nebula most will know by one name: The Pillars of Creation. … fin ================================================== Creator’s Notes and Acknowledgements: Ah… and once again, we are back at the end of another map concept.I want to be completely honest, and in so will say this: This concept was really fun to make. I thoroughly enjoyed the idea of this map. All of what I created for it really worked out in the end. It made for a good map, and one of which I will always consider up there as one of the better ones of The Unity Series. (They do say “third time’s the charm” quite a bit, no?) Of course, I know that I actively slacked in getting it out, but I can finally rest easy knowing that it’s done. As always, I was not fully alone in the effort.First and foremost, I’d like to thank @Nightmare Voyager (aka Nightmare Poindexter), for whom helped forge an ideal skeleton layout for the map (believe me… envisioning exactly how I wanted the layout to be was hard). Just as well in terms of bouncing ideas off of him and choosing songs, he has been a great source of help for me, my maps, and my general creative process. So, without a doubt, my condolences go to him. Honest to god… he’s been able to catapult me to the halfway point of this story efficiently, and, for the last two years, has been one of the best creative people I’ve known. Whether or not we see eye to eye at times… I’m eternally grateful for the dedication he’s put forth for me. He’s a great person, and an even better creator. It’s such a pleasure to work with him, honest to god. Secondly, I thank @HitmanVere, for whom gave me a few ideas from his point of view with this map, and added a few guns for me in the meantime. He also is a really good and reliable person to rely on for help with maps, and… well, as an actual custom map creator, he’s amazing. No doubt. So whatever credit I give him is honestly deserved. Thirdly, and lastly, I’d like to thank everyone at CoDz and everyone else I’ve introduced to this series. Because, let’s face it - you guys are awesome. In any case, without the bulk of help provided for me by the other two, though, I can’t say I know where this map would be. More than likely sitting idly within the darkened depths of cyberspace… not fun… not fun at all... And I thank you as well, for reading this. You guys don’t know how proud I can be when it comes to the feedback received. Any and all feedback has counted quite a bit for me, and I, without a doubt, love it. I don’t know how I’d repay you past releasing this map and more, noting my thanks. This has been The Meh.Per aspera ad astra.(See, this is where I’d hint my next map’s name, or, at least, an aspect of the next map… but I can’t say I can think of anything. Yet I’m writing this anyhow. Seems nearly normal that I do this, but this time, I’m stumped. It’s funny, because I usually always drop a subtle hint. I’m so used to that. Hrmm, it’s as if a wave of intuition washed over me, making me write this. Heh… good luck with that one...)
  30. 3 points
    You've all fought hard and well. In concluswion of the 2017 Zombies Olympics, the Ancients have chosen their Champions. Congratulations to @andydabeast as the Olympic Champion and @skywhale0 as the Slayer Champion! Please PM me so we can arrange for your grand prize delivery! Things got really heated this year, and we thank everyone who participated and spent so much time grinding into these challenges. As our token of appreciation, everyone who competed will get 500 per challenge to use in our own Divinium Factory! We can't wait for next year's tournament that'll be bigger, badder, and with more rewards. We hope you all enjoyed the tournament, now let's get back to slappin' down some meatsacks.
  31. 3 points
    @andydabeast No GGs at all!
  32. 3 points
    For those who don't know, the Zombies World Championship ("ZWC") is a collaborative effort by popular Zombies YouTuber mcsportzhawk and 1P Entertainment to create the first ever real-time Zombies tournament. The physical event will take place in Los Angeles, CA. in Thunder Studios on August 19th. 12 YouTubers - including MrRoflWaffles, TheSmithPlays, Glitching Queen, MrDalekJD, RadAustin27, and more - will be competing against one another with 4 lucky but overall winners from the online tournament that went down from the end of June to July 26th. In the online competition section, 4 challenges were crafted to test the mettle of slayers - 2 Easter Egg speedruns on Gorod Krovi and Revelations, and 2 high round runs on Verruct w/ no Juggernog and Origins starting room. Each top player per challenge is being flown out to Thunder Studios for free to compete with the YouTubers for a dip in the prize pool of $20,000! As of July 5th, Call of Duty Zombies proudly teamed up with mcsportzhawk to help promote the ZWC! Not only are we advertising it, but we also have special amenities for our fans and community. We are setting up booth at the ZWC on August 19th for giveaways and special Zombies items, but most importantly, we have a very special registration link for those who still wish to enter the tournament and submit their video before July 26th to compete. It's only $15 to compete instead of the normal $20, and who wouldn't want to play with the YouTubers?! Even if you aren't competing, we invite you to come down to Los Angeles in August to meet us up at our CoDZ booth! We got lots of special goodies being given around, and would love to see some Zombies fans out there from the CoDz community as well! Who will we be seeing there?
  33. 3 points
    I have avoided joining discussions about life purpose and such because that is not what I come to this forum to discuss, but I think this thread is an appropriate place to offer my perspective. This post for me is opinion and personal belief. I am a Christian. My life purpose is to follow the Bible and spread God's love to the world. After death if someone has recognized that Jesus died for their sins and had surrendered themselves to Him then they go to Heaven and if not then they will be in Hell. Only God knows someone's heart, and what they truly believed at the moment of their passing is a mystery (although we can speculate). Accepting Jesus' sacrifice is the only way to heaven and God in His trinity is the source of all truth. Everyone is naturally "bad" and we are all sinners in need of Jesus' sacrifice in order to be worthy of Heaven. There are lots of tangents and specifics to debate about but really that is the basis for Christianity and what I believe. That is where I derive my purpose. God is alive and working, and He has proven Himself multiple times to me personally. I looked for Him and found Him, and now I would die for Him.
  34. 3 points
    I want to make this for those to feel like they're constantly at the bottom of a never ending roller coaster. We've all been there and sometimes we feel like it's never going to come back up but trust me life is the roller coaster and it's always going to come back up. This past April I lost my 17-year-old cousin to suicide. It was about a girl and he was with that girl. He was threatening to go to himself in front of her and she left the room and eventually left him by himself. That night he took a chair and a belt and he hung himself. Earlier then I he was having fun with his friends out camping laughing and appeared to his best friends happiest guy in tHe world. He had a future after college and a family that cared about him and a girl who he would do anything for I simply want to say that no matter how far down you think you are no matter how bad or how sad the moment seem. You matter and what you do matters. I want you to take your hand and place it where your heart is.. do you feel that? That is called purpose. Your alive for a reason don't ever give up.
  35. 3 points
    Hey everybody, if you haven't heard, this series is now concluded. All twelve parts of the series have been aired, in addition to the Credits as well as a video that covers my thoughts on the new timeline. The Credits feature every person to my knowledge who ever helped in debating this storyline or helped it out in some other manner. The other video is, well, not exactly how I intended to end the series, but it's done all the same. I hope you guys enjoyed the series, but this marks the conclusion of my time with Zombies. If you watch the last video, you'll understand why. You guys have been great, but I just feel I need to move on with my life. I hope you guys enjoyed this series, this culmination of the work that first brought to this website. I hope I've left something worth having seen. I wouldn't have been able to do it without you all. I'll probably lurk occasionally, but not very often. If you ever want to reach out to me, you can find my email on my Youtube channel. Thank you
  36. 3 points
    Already SH games have been really sneaky. The image that they showed earlier on at the reveal of WWII for nazi zombies seems to include a hidden cipher. The letters can be seen just under the zombies helmet on the left side. These have been solved to read as the following. IUFDJ BHLOP JMUBA Official steps on solving the cipher Step 1: Head over to callofduty.com/classified Step 2: You will be taken to a page where you have some sort of type writing machine in front of you. This is where you will input your words. Step 3: Input the word IUFDJ into the machine and then click on the little white switch just to the right of where your letters where inputed. You will notice that the letters will spin and stop on ANEWH. Step 4: Next input the word BHLOP and click on the little white switch again. The words will spin once again to reveal the letters ORROR. Step 5: Finally input your last word JMUBA and click on the white switch. Once the words have stopped spinning you will get your final letters that are RISES. Once you have completed all of those steps your screen will dim down and you will be taken to a page with a document on it. Click the document to open it and you will be greeted with two images. One showing a character named Frederick Barbarossa. Now if we look at all of the letters we where given when we spinner the machine it reads ANEWHORRORRISES This one is pretty easy to tell that if we split it up it clearly says A NEW HORROR RISES. It also gives us a set of coordinates. These are: FORM - YMF - 212514 12123 131 These take us to the Dunkirk Battle. Thats the little quick and easy guide on solving the zombie helmet cipher. I hope you guys can have fun with this and hopefully even find more little clues within this new page!
  37. 3 points
    Thank you very much guys! It's very humbling. There is so many people on here to nominate, it's the hardest part of every month honestly... I'm going for @anonymous @RadZakpak @RequixEclipse @Lenne You guys always post great stuff / are always active and the people I see around here to most! Been having a rough time lately and you guys have cheered me up. :)
  38. 3 points
    "Broken Arrow" Informational Prepared by @RequixEclipse "Broken Arrow" refers to an accidental event that involves Nuclear weapons, Warheads or Components, but it doesn't create a potential risk of Nuclear War. Such events include: Accidental or unexplained Nuclear detonation. Accidental Nuclear detonation or burning of a Nuclear weapon Radioactive contamination. Loss in transit of nuclear asset with or without its carrying vehicle Jettisoning of a Nuclear weapon or Nuclear component. Public hazard, actual or implied. Russman angrily threatens Stuhlinger, as he begins to have flashbacks of his time working here as one of Broken Arrow's agents. He begins to remember about the experiments they did to the animal subjects here, using a large shard of Element 115 that the organization recovered from Division 9, mutating the animals into what Russman refers to as "bios". As the crew recovers, they discover various mangled zombie corpses. The bios then begin to escape the lab and head toward the crew, just as the zombies break in. Russman then relives his flashbacks of the initial bio outbreak as he runs further inside the facility. Misty, Marlton and Stuhlinger follow after him, leaving the zombies and bios to battle each other. As they catch up to him, Russman grabs a gun and begins to open fire on Misty, seemingly mistaking her for a bio in his flashback. As Misty gets pinned down by a bio, Russman saves her in time, claiming that he still remembers her. Russman leads the crew inside and find the Element 115 shard, which he claims to be responsible for keeping the bios active and unkillable. The zombies, however, finally overpower the bios, and close in on the crew, as Stuhlinger once again cries out for Richtofen to help them. aAs I continue fixing this OP I keep finding new developments. I will continue researching and piecing together the links along the way. Below is some additional information and food for thought. I hope you enjoy it! Broken Arrow Incidents: Storax Sedan was a shallow underground nuclear test conducted in Area 10 of Yucca Flatat the Nevada National Security Site on 6 July 1962 as part of Operation Plowshare, a program to investigate the use of nuclear weapons for mining, cratering, and other civilian purposes.[1] The radioactive fallout from the test contaminated more US residents than any other nuclear test. The Sedan Crater is the largest man-made crater in the United States, and is listed on the National Register of Historic Places. Sedan was a thermonuclear device with a fission yield less than 30% and a fusion yield about 70%.[2][3] According to Carey Sublette, the design of the Sedan device was similar to that used in Shot Bluestone and Swanee of operation Dominic conducted days and months prior to Sedan respectively, and was therefore not unlike the W56 high yield Minuteman Imissile warhead.[4] The device had a diameter of 43 cm (17 in), length of 96.5 cm (38.0 in), and a weight of 212.2 kg (468 lb).[4] The timing of the test put it within the Operation Storax fiscal year, but Sedan was functionally part of Operation Plowshare, and the test protocol was sponsored and conducted by Lawrence Livermore National Laboratory with minimal involvement by the United States Department of Defense. The explosive device was lowered into a shaft drilled into the desert alluvium 194 m (636 ft) deep.[3] The fusion-fission blast had a yield equivalent to 104 kilotons of TNT (435 terajoules) and lifted a dome of earth 90 m (300 ft) above the desert floor before it vented at three seconds after detonation, exploding upward and outward displacing more than 11,000,000 t (11,000,000 long tons; 12,000,000 short tons) of soil.[5] The resulting crater is 100 m (330 ft) deep with a diameter of about 390 m (1,280 ft). A circular area of the desert floor five miles across was obscured by fast-expanding dust clouds moving out horizontally from the base surge, akin to pyroclastic surge.[6] The blast caused seismic waves equivalent to an earthquake of 4.75 on the Richter scale.[1] The radiation level on the crater lip at 1 hour after burst was 500 Rper hour (130 mC/(kg·h)),[7] but it dropped to 500 mR per hour after 27 days.[7] Within 7 months (~210 days) of the excavation, the bottom of the crater could be safely walked upon with no protective clothing,[8] with radiation levels at 35 mR per hour after 167 days.[7] l The Sedan shot resulted in a radioactive cloud that separated into two plumes, rising to 3.0 km and 4.9 km (10,000 ft and 16,000 ft). The two plumes headed northeast and then east in roughly parallel paths towards the Atlantic Ocean.[9] Nuclear fallout was dropped along the way, narrowly dispersed in a relatively small number of United States counties.[3] Detected radioactivity was especially high in eight counties in Iowa and one county each in Nebraska, South Dakota and Illinois. The most heavily affected counties were Howard, Mitchelland Worth counties in Iowa, as well as Washabaugh County in South Dakota, an area that has since been incorporated into Jackson County and is wholly within Pine Ridge Indian Reservation. These four counties measured maximum levels higher than 6,000 microcuriesper square meter (220 MBq/m2).[10] Of all the nuclear tests conducted in the United States, Sedan ranked highest in overall activity of radionuclides in fallout. The test released 880,000 curies (33 PBq) of radioactive iodine-131, an agent of thyroid disease, into the atmosphere.[11] Sedan ranked first in percentages of these particular radionuclides detected in fallout: 198Au, 199Au, 7Be, 99Mo, 147Nd, 203Pb, 181W, 185W and 188W. Sedan ranked second in these radionuclides in fallout: 57Co, 60Co and 54Mn. Sedan ranked third in the detected amount of 24Na in fallout. In countrywide deposition of radionuclides, Sedan was highest in the amount of 7Be, 54Mn, 106Ruand 242Cm, and second highest in the amount of deposited 127mTe.[10] Although not detected in fallout, in part because the explosion was well contained, gold (Au) was used in the W71warhead, with one 1971 test conducted in the Amchitka islands off Alaska. Sedan's fallout contamination contributed a little under 7% to the total amount of radiation which fell on the U.S. population during all of the nuclear tests at NTS. Sedan's effects were similar to shot "George" of Operation Tumbler-Snapper, detonated on June 1, 1952, which also contributed about 7% to the total radioactive fallout. Uncertainty regarding exact amounts of exposure prevents knowing which of the two nuclear tests caused the most; George is listed as being the highest exposure and Sedan second highest by the United States Department of Health and Human Services, Centers for Disease Control and Prevention, and the National Cancer Institute.[12][13] If this test was conducted in 1965+, when improvements in device design were realized, a "100-fold" reduction in radiation release was considered feasible. Conclusion: The Plowshare project developed the Sedan test in order to determine the feasibility of using nuclear detonations to quickly and economically excavate large amounts of earth and rock. Proposed applications included the creation of harbors, canals, open pit mines, railroad and highway cuts through mountainous terrain and the construction of dams. Assessment of the full effects of the Sedan shot showed that the radioactive fallout from such uses would be extensive. Public concerns about the health effects and a lack of political support eventually led to abandonment of the concept.[15] No such nuclear excavation has since been undertaken by the United States,[16]though the Soviet Union continued to pursue the concept through their program Nuclear Explosions for the National Economy, particularly with their 140 kiloton Chagan (nuclear test), which created an artificial lake reservoir (see Lake Chagan).
  39. 3 points
  40. 3 points
    Timeline also confirms @AlphaSnake was right.
  41. 3 points
    Broken Arrow created the Denizens, the Avogadro by accident, were the ones using the drill on Nuketown which caused the bomb to go off. Victis (the N4) are really being hunted by Undead Richtofen in the comic books Nuketown takes place in 2025 confirmed Events of BO2 The Flesh, along with the group that aided Maxis, were all killed by Zombies except for Stuhlinger, who escaped. He bumped into Russman who stole the BO2 Bus from a Broken Arrow facility The Sloth's actually name is "Arthur" Maxis' Endgame is canon. By the end of Buried, he has become corrupted by the Dark Aether, and after putting Richtofen's soul in a Zombie, he pulls Samantha into Agartha. Samantha then, after witnissing her father's evil, contacts the version of her father that's in the Origins timeline. Meanwhile, Richtofen instructs Undead Richtofen to pursue the N4 and collect their blood vials Sometime later, Maxis kills everybody still left on the earth. Ouch.
  42. 3 points
    Hunt of the Ages Welcome, fellow slayers, to the first ever Call of Duty Zombies: Easter Egg Quest! We're excited to have you time travelers join us in aiding our beloved @S.O.P.H.I.A. in returning back to the reality she belongs. To get better acquainted with all of you egg hunters, let me shed some light on what to expect. The Easter Egg is a sitewide hunt that will involve ciphers, out-of-the-box thinking, and mad "controller" skills. What do I mean by that? You'll see soon enough. There is nothing entirely cryptic or outrageously wacky about this easter egg, so no, you won't need to go digging through random posts and topics at any given time during the quest. Hunters can choose to work solo or team up in groups. Since the prize for solving the easter egg is $100 total, the amount will be equally distributed up to a maximum team of 4 hunters (or in full to one hunter). This means a 4-player team will earn $25 each. This is a race against other slayers like yourself, so be wary of how you decide to help others. If you want to share your discoveries, then you do so at your own risk of not receiving the prize. But hey - there's always room to be helpful if you're not in it for the money! Guidelines In order to better regulate the easter egg, the following guidelines should be examined prior to starting: Cheating/exploitation of the easter egg is not allowed. There are indeed checkpoints to see if you are working through the quest correctly, don't think we don't know. If a team is established and reaches the end of the Easter Egg, it must be mentioned to myself via PM. You will know when you finish the hunt, and I will too. I can only present the prize once a name and completion status has been given to me. Assist others at your own risk. There are no participation trophies or extra incentives for helping others, other than a verbal kudos for being resourceful. Explore everything. Not the posts or threads or tiny details on the site, though - everything is linear and reasonably direct, so once you crack the first object, you'll find a pathway to continue on. @S.O.P.H.I.A. nor the staff can help you. These are all the "memories" she could provide, and there will be no more beyond this moment. Investigate like the hunter you are. Have fun! Secure a better tomorrow for us all, and may the best hunter win.
  43. 3 points
  44. 3 points
  45. 3 points
    It's definitely a long one, that's for sure! The official introduction to it will be released relatively soon - will take all the years of Easter Egg hunting skills from Zombies to solve it. I'll release teasers here and there which may prove helpful to the adventure.
  46. 3 points
    It appears we have a tie. In spirit of a returning UotM contest, we will have two cyan crows this month. Congrats to @anonymous and @RadZakpak for becoming UotM for March 2017! Now, play nice and share the cyan robes you two. Also, a big shoutout to all who participated and were nominated in this event. It's a YUGE honor to be recognized by the community, and is a reminder to continue being awesome! Next month might be yours for the taking if you keep up the great work.
  47. 3 points
    A bit more than a year ago, I discovered this site by searching theories about TranZit and Bus Route B. Soon, I became interested in the entire storyline, and I read some theories in the Asylum. I confess that I used the wrong methods to become acquainted with the story, namely Youtube and the CoD wiki. As I was getting more familiar with the big picture of the main story, I became interested in some complicated parts of the story, like the Aether, Agartha, Vrill Ya, Element 115, Ancient Evils, HAARP, conspiracies, Multidimensions and Multiverses. Frankly, it was not the story itself, but these mysterious side-elements that made me really interested in the story behind Zombies. I was welcomed very kindly on this site, and was introduced to some people that I would like to call comrades, even while I never saw or spoke to them directly. It is the community, and not the story that made me stay on this site. Things have changed. And while the community is just as kind as it was in the days I joined, it is the story that changed in such way that makes me leave this place. Yes, I am going to leave this wonderful site. It is because of reasons....I cannot explain. I hope my addition to this community was positive, and that some of my theories hold a certain legacy here. I would like to thank every single person here, for everything. But before I delete my account for all eternity, there is one thing I still have to say. You feel it coming.... So predictable..... HAPPY APRIL FOOLS DAY, TODAY! Or don't you say "Happy" in front of April Fools Day? I do not know English common uses of this word. After @RadZakpak's "story" I felt like I had to do something as well. I ain't gonna leave this community, even if you wish I would. As an old Dutch proverb says: "Bad weed does not perish". That translations looks awfull in English. But I'm pretty sure @Lenne and @Slade will get it. So bye bye, zombie slaying comrades, and have a nice day. And be careful today.
  48. 3 points
    So, ever since I joined this forum, I have always wanted to have some form of a radio or music instilled into it. It's not as if that is one of the less-great ideas I would have had - I had previously posted one for PtG when I was a part of their forums, and... well, for the one day it lasted, it worked out very well. Anyways, enough about PTG. Recently, I have been talking with @InfestLithium in regards to the idea, and, at his - and the rest of the staff's - discretion... I give to you CoDz Radio! Link: https://plug.dj/codz-radio -------------------------------------------------------------------- I should probably make this for a better understanding of what we're using to make this. CoDz Radio, for starters, uses a website called "Plug.dj" to host it. "Plug.dj" is essentially a video/media-hosting website, where you can search for YouTube videos or SoundCloud songs to play on a playlist. When it comes to playing, anyone can do it, but there is a "Wait List" as to who gets to play what, and it kinda makes it equal in respects to that. The room itself will mostly be run through me as its main "Host" (as they call it; kind of acts like the highest rank around), and the Admins/Mods will... well, they will likely be decisive as to their roles in regard to it, but any Admins/Mods will be the next highest rank ("Co-Host"), and any other ranks to that regard will be figured out as time goes on. This entire thing is very new, and will be tweaked as time goes on, but I am honestly glad to be finally bringing this out to you! So... enjoy it, guys! Per aspera ad astra, -The Meh
  49. 3 points
    Zombies isn't dying - the community is. There are 3 kinds of Zombies enthusiasts: classic players, newcomers, and die-hard fans. Classic players like to sit on their nostalgia-based rhetoric and claim the only true Zombies experience is if a Zombies mode returns to its "boots on the ground" simplistic slaying. With CoD trying to push more into futuristic gameplay (because WWII has been overdone in the FPS genre immensly), they veered away from Zombies all-together. Newcomers have only a small grasp on the mode, and thus, tend to follow the biggest hype. These fans are mainly YouTuber followers to big names in the Zombies community, so they don't really have much to say and thus are practically invisible minus 1 or 2 comments. Die-hard fans are exactly what you'd think: fans that are loyal to Zombies and continue to engage in the mode until death. There's no true beginning/ending date for them because they engross so much of their enthusiasm in the mode, that they'll basically play whatever new mode related to Zombies. The saying "don't knock it 'til you try it" is very relavent here. Most of the people saying that Zombies is "dead" are those classic players and trailing die-hard fans. Newcomers generally say stuff like "Black Ops 2 and 3 are the best games ever".
  50. 3 points
    Back then, the division between the smaller communities in the general CoD Zombies realm was purely different strokes for different folks. YouTube was always its own thing that we could never really branch out to, but the Activision forums had some very smart individuals that - honestly - bounced back and forth between them and us. It was such a general community though that anyone who wanted to talk about Zombies on a dedicated level couldn't exactly do like we are able to here. I mean, we are purely for Zombies so...yeah. And honestly, PTG as a community was not our problem - more so, Benn. When we personally talked to him in Skype and such, he seemed like he didn't understand the rivalry and wanted to move past things. But once on YouTube or in his own community, he bashed certain people of ours and then transitioned into a general disdain for CoDz overall. I was one of few people who really wanted to work out relations, but our administration at the time did not like him one bit. Which was disappointing, but as you can see, we're still here! Now, we have more division but no actual rivalry. YouTube still has their own little pacts but now aligned with particular YouTubers, Reddit suddenly surged the hell outta nowhere and they have absolute wonderful people (well, at least 60% of their members are), and we're the only forum-based community left standing. The custom zombies community has been silently doing their own thing, but we embrace them like a long-distance brother from another mother. In a way, I'd like to think that we all specialize in particular aspects. My hope is that we can all flow into one another seamlessly and "share" our members across the board if you will. I know that CoDz has this weird unwelcoming in Reddit for some reason but there are also people from there that know us and enjoy our presence. With Zombies being what it is now, things have mellowed out a lot across the board. Our team is still working hard to mend the rift between all us smaller communities.
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