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MeisteRxSchutzE

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  1. Der Riese Experiments: Tried, Tested, Failed Anyways heres everything thats been tried several times for each, if its in this list, it doesnt do anything, so try to read it all before posting any more theories ive already busted (this is to say new members time when it could be enjoyed playing the actual game) Just putting down everything ive tried so far with people online, this probably isnt useful information, but id thought id write it down anyways, just incase it might help someone Everything has been done a minimum of 3 times each to make sure facts are true this is to put Everything thats been done so we can get to the truth If we eliminate all other possibility's than all thats left is the possible, the truth P.s this is the video that shows sync-porting YouTube - Der Riese - Activating all 3 Teleporters at once (sync-porting) Will be set up in 4 category's, Teleports, Weapons, a mix of the 2, and miscellaneous ----------------------------------------------------------------------------------------------------------- Teleports ----------------------------------------------------------------------------------------------------------- linked on rounds 3,5,9 (group 935) Linked on 1st dog round Linked a,b,c on round 3 (yes its possible) Linked by sync-porting on round 3 linked by sync-porting on round 5 linked by sync-porting on round 9 linked by sync-porting on 1st dog round linked by sync-porting after round 20 Teleported on rounds 3,5,9 (group 935) Teleported on rounds 5,6,7,8 (must survive rounds 5- Teleported by sync-porting on round 9 teleported by sync-porting before activating fly trap teleported by sync-porting after activating fly trap teleported while each character has a single (different) perk each (tried every combination) sync-porting while music easter egg is playing teleported from a then b then c while music Easter egg is still playing obliviux wrote:linked all three portals when the count down man said a certain number. for example for teleporter a you would link it when he said "9" tele b when he said "3" tele c when he said "5" also i tried it with the numbers 115 ----------------------------------------------------------------------------------------------------------- Weapons ----------------------------------------------------------------------------------------------------------- shot fly trap with wunderwaffe (pre-pap'd) shot both power units before activating power with wunderwaffe pre-pap'd (it is possible) Shot hanging man with Every weapon multiple times, including pap'd versions and monkeys, molotovs etc Shot every electrical box in der riese With every normal weapons and pap'd versions Shot red jars with every pap'd weapon Shot all green jars (including "dull" 1's) with every pap'd weapon Shot the moon with every upgraded gun Shot Every teleporter portal with every pap'd weapon Shot the top (blue electrical field thing) with every pap'd weapon Shot the teleporter Vortexs with every pap'd gun Shot other player just before they disappeared when teleporting Shot other player just after they disappeared when teleporting Shot every part of the teleporters with wunderwaffe before activating power shot the clock with the wunderwaffe and pap'd verions (shoot 1:15 with 115) shot clock with both versions of raygun Shot (every part) Pack a punch With wunderwaffe before activating power Shot (every part) Pack a punch With wunderwaffe after activating power Shot all the Solar panels above quick revive with every weapon and Pap'd versions Shot every Flying Teddy (When boxs moves location) with every PaP'd Gun Shot every teddy (when the box isnt there) With Every PaP'd Gun Shot the 4 lightning rods (next to teleporter C) with wunderwaffe before activating the power ----------------------------------------------------------------------------------------------------------- Teleport/weapon mix ----------------------------------------------------------------------------------------------------------- teleported while all 4 characters have the combined 8 items sync-ported while all characters had the combined 8 fly trap items Sync-ported while pap'in a weapon Sync-ported while pap'in a weapon and shootin fly trap 3 players activate each of the 3 fences and sync-porting at the same, while sync-porting 4th player pap'in a weapon ----------------------------------------------------------------------------------------------------------- miscellaneous ----------------------------------------------------------------------------------------------------------- activated the radio's in Every order possible (note this took alot of time to do) held X / [] on each red Jar Held X / [] on all 3 calendar's using each player multiple times Held X / [] on each paw print Held X / [] on mainframe console pad before power activated Held X / [] on mainframe console pad after power activated Held X / [] on mainframe console pad after all teleporters linked Held X / [] on mainframe console pad with player 4 while other 3 sync-ported Recreated doing all the der riese achievements in 1 single game doing hide and seek with the combined 8 fly trap items only Activated the teleporters in order of the der riese trailer shot each perk machine with a wunderwaffe before activating power shot each barrier and switch with wunderwaffe before activating power Thrown monkey bombs on each (as close as i can get) of the 5 question marks on loading map area's Simultaneously (4 at same time and 5th before the 4 monkeys explode) Followed every (and i mean every lol) bit of cable there is in der reise, ingame and using noclip (to find hidden things i.e fly trap switchs etc) --------------------------------------------------------------------------------------------- This sub section is in regards to the 8 hide and seek items --------------------------------------------------------------------------------------------- This is an ongoing test with combination's on activating the hide and seek teddy's and monkey's This will be done using legit means and NoClip respectively just for arguments sake Note: here is the terms u'l see in the following Cage = cage with teddy in animal testing lab ledge = the ledge with the second teddy in the mainframe area Furnace = the furnace which has the monkey in it (thompson room) Cage - Shot with pap'd Colt Ledge - Shot with Pap'd Colt Furnace - Shot with Pap'd Colt Cage - Hit with Monkey Bombs Ledge - Hit with Monkey Bombs Furnace - Hit with Monkey Bombs Cage - Hit with Colt While having jugga Ledge - Hit With Bowie Knife Furnace - Hit with Grenade Cage - Hit With Colt While havin Jugga Ledge - Hit with Bowie Knife Furnace - Hit with Molotov Cage - Hit With Pap'd Colt While Havin jugga Ledge - Hit with the Bowie Knife Furnace - Threw in Monkey Bomb and just Before It Blew Up, Hit Monkey With Molotov -------------------------------------------------------------------------------------------- This section is for using multiple combination's of the above this doesnt take into consideration buying guns off the walls etc, this is not a strategy, just information of tests failed -------------------------------------------------------------------------------------------- This gonna take some time to write up, as i wrote everything we was trying at the time on paper, so gotta do abit at a time, so my apologizes, keep checking back.....Its gonna take me ages it will be split up into parts yet again (sorry if this annoying, i just want to make it easier to read) Teleport = If and what i did with the teleporters Weapons = If and what guns i used (i.e for the fly trap & hide and seek items) Perks = what perks i used Power = At what point i activated power Easter Eggs = what Easter eggs i used and in what order please note they wont necessarily be in this order --------------------------------------------------------------------------------------------- Test 1 Basic 935 Principle Power - Round 3 Teleport - Linked Teleports in order of A,B,C At round 3 Perks - not needed for this test Weapons - Shot Fly Trap With PaP'D Wunderwaffe At round 9 Easter Egg - Not Needed for this test (Note: All doors opened by other players By Round 5, hence Basic 935 Principle) ---------------------------------------------------------------------------------------------- Test 1.2 Advanced 935 principle Power - Round 3 Teleport - Linked Teleports By Sync-porting At round 3 Perks - not needed for this test Weapons - Shot Fly Trap With PaP'D Wunderwaffe At round 9 Easter Egg - Not Needed for this test (Note: All doors opened by other players By Round 5, and sync-ported hence advanced 935 Principle) ---------------------------------------------------------------------------------------------- Test 1.3 Basic Teleport 935 principle Power - Round 3 Teleport - Linked Teleports A at Round 3, B at round 5, C at round 9 Perks - not needed for this test Weapons - not needed for this test Easter Egg - Not Needed for this test (Note: See above for teleport 935 principle ) ---------------------------------------------------------------------------------------------- Test 1.4 Advanced Teleport 935 principle Power - Round 3 Teleport - Linked Teleports A at Round 9, B at round 3, C at round 5 Perks - not needed for this test Weapons - not needed for this test Easter Egg - Not Needed for this test (Note: See above for teleport 935 principle ) --------------------------------------------------------------------------------------------- Test 1.5 Teleport/dogs (Must survive round 5-8 theory) Basic 1.1 Power - Activated at round 3 Teleport - linked At 1st hellhound round in order of A,B,C Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 1.6 Teleport/dogs (Must survive round 5-8 theory) Basic 1.2 Power - Activated at round 3 Teleport - teleported At 1st hellhound round in order of A,B,C Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 1.7 Teleport/dogs (Must survive round 5-8 theory) Advanced 1.1 Power - Activated at round 3 Teleport - linked by sync-porting At 1st hellhound round Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 1.8 Teleport/dogs (Must survive round 5-8 theory) advanced 1.2 Power - Activated at round 3 Teleport - sync-ported At 1st hellhound round Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 2.0 Basic Over loading power Theory Power - activated on round 9 (Other) - Synchronized Activation of all 3 Barriers at round 9 Teleport - Sync-ported At round 9 while barriers are still on Weapons - not needed for this test Perks - Not needed for this test Easter Eggs - Not Needed for this test --------------------------------------------------------------------------------------------- Test 2.1 Advanced Over loading power Theory Power - activated on round 9 (Other) - Synchronized Activation of all 3 Barriers at round 9 Teleport - Sync-ported At round 9 while barriers are still on Weapons - 4th player Upgraded a weapon (Wunderwaffe) as 3 players Sync-port Perks - Not needed for this test Easter Eggs - Not Needed for this test __________________________________________________ ____________ To Finallise my account on the story of Nazi Zombies, Nazi zombies will continue to Black Ops and will maybe feature "The Nevada Base in America": Area 51. Here is paragraph form COD Wikia: "It is possible that, in the Black Ops Zombie mode, someone got a hold of Group 935's research and recreated the Zombies, or the Zombies have escaped and are running rampant (this is very likely, due to the fact that in the video below, you can see zombies wearing a suit and tie in one of the tv screens). Possibly in Area 51 as mentioned above. But it is still unlikely." Now For The Confirmation of Zombies Black Ops: Call of Duty: Black Ops On August 12th 2010, Nazi Zombies was accidentally confirmed by a Gamestop employee to be returning with the four maps in Call of Duty: World at War upgraded with the Black Ops engine. The maps will be part of the Hardened and Prestige Editions.[4] The return of the game mode and the four maps were soon after officially confirmed by Josh Olin on Twitter.[5]Cold War weapons will be used, but it is unknown if weapons such as the Wunderwaffe DG-2 and the Monkey Bomb will appear. New Zombie maps (meaning a 'Zombies' mode) have been confirmed by the recent update on gknova6.com. On September 29, 2010, Josh Olin officially confirmed on his Twitter that zombies will be on Call of Duty: Black Ops
  2. Der Riese Experiments: Tried, Tested, Failed Anyways heres everything thats been tried several times for each, if its in this list, it doesnt do anything, so try to read it all before posting any more theories ive already busted (this is to say new members time when it could be enjoyed playing the actual game) Just putting down everything ive tried so far with people online, this probably isnt useful information, but id thought id write it down anyways, just incase it might help someone Everything has been done a minimum of 3 times each to make sure facts are true this is to put Everything thats been done so we can get to the truth If we eliminate all other possibility's than all thats left is the possible, the truth P.s this is the video that shows sync-porting YouTube - Der Riese - Activating all 3 Teleporters at once (sync-porting) Will be set up in 4 category's, Teleports, Weapons, a mix of the 2, and miscellaneous ----------------------------------------------------------------------------------------------------------- Teleports ----------------------------------------------------------------------------------------------------------- linked on rounds 3,5,9 (group 935) Linked on 1st dog round Linked a,b,c on round 3 (yes its possible) Linked by sync-porting on round 3 linked by sync-porting on round 5 linked by sync-porting on round 9 linked by sync-porting on 1st dog round linked by sync-porting after round 20 Teleported on rounds 3,5,9 (group 935) Teleported on rounds 5,6,7,8 (must survive rounds 5- Teleported by sync-porting on round 9 teleported by sync-porting before activating fly trap teleported by sync-porting after activating fly trap teleported while each character has a single (different) perk each (tried every combination) sync-porting while music easter egg is playing teleported from a then b then c while music Easter egg is still playing obliviux wrote:linked all three portals when the count down man said a certain number. for example for teleporter a you would link it when he said "9" tele b when he said "3" tele c when he said "5" also i tried it with the numbers 115 ----------------------------------------------------------------------------------------------------------- Weapons ----------------------------------------------------------------------------------------------------------- shot fly trap with wunderwaffe (pre-pap'd) shot both power units before activating power with wunderwaffe pre-pap'd (it is possible) Shot hanging man with Every weapon multiple times, including pap'd versions and monkeys, molotovs etc Shot every electrical box in der riese With every normal weapons and pap'd versions Shot red jars with every pap'd weapon Shot all green jars (including "dull" 1's) with every pap'd weapon Shot the moon with every upgraded gun Shot Every teleporter portal with every pap'd weapon Shot the top (blue electrical field thing) with every pap'd weapon Shot the teleporter Vortexs with every pap'd gun Shot other player just before they disappeared when teleporting Shot other player just after they disappeared when teleporting Shot every part of the teleporters with wunderwaffe before activating power shot the clock with the wunderwaffe and pap'd verions (shoot 1:15 with 115) shot clock with both versions of raygun Shot (every part) Pack a punch With wunderwaffe before activating power Shot (every part) Pack a punch With wunderwaffe after activating power Shot all the Solar panels above quick revive with every weapon and Pap'd versions Shot every Flying Teddy (When boxs moves location) with every PaP'd Gun Shot every teddy (when the box isnt there) With Every PaP'd Gun Shot the 4 lightning rods (next to teleporter C) with wunderwaffe before activating the power ----------------------------------------------------------------------------------------------------------- Teleport/weapon mix ----------------------------------------------------------------------------------------------------------- teleported while all 4 characters have the combined 8 items sync-ported while all characters had the combined 8 fly trap items Sync-ported while pap'in a weapon Sync-ported while pap'in a weapon and shootin fly trap 3 players activate each of the 3 fences and sync-porting at the same, while sync-porting 4th player pap'in a weapon ----------------------------------------------------------------------------------------------------------- miscellaneous ----------------------------------------------------------------------------------------------------------- activated the radio's in Every order possible (note this took alot of time to do) held X / [] on each red Jar Held X / [] on all 3 calendar's using each player multiple times Held X / [] on each paw print Held X / [] on mainframe console pad before power activated Held X / [] on mainframe console pad after power activated Held X / [] on mainframe console pad after all teleporters linked Held X / [] on mainframe console pad with player 4 while other 3 sync-ported Recreated doing all the der riese achievements in 1 single game doing hide and seek with the combined 8 fly trap items only Activated the teleporters in order of the der riese trailer shot each perk machine with a wunderwaffe before activating power shot each barrier and switch with wunderwaffe before activating power Thrown monkey bombs on each (as close as i can get) of the 5 question marks on loading map area's Simultaneously (4 at same time and 5th before the 4 monkeys explode) Followed every (and i mean every lol) bit of cable there is in der reise, ingame and using noclip (to find hidden things i.e fly trap switchs etc) --------------------------------------------------------------------------------------------- This sub section is in regards to the 8 hide and seek items --------------------------------------------------------------------------------------------- This is an ongoing test with combination's on activating the hide and seek teddy's and monkey's This will be done using legit means and NoClip respectively just for arguments sake Note: here is the terms u'l see in the following Cage = cage with teddy in animal testing lab ledge = the ledge with the second teddy in the mainframe area Furnace = the furnace which has the monkey in it (thompson room) Cage - Shot with pap'd Colt Ledge - Shot with Pap'd Colt Furnace - Shot with Pap'd Colt Cage - Hit with Monkey Bombs Ledge - Hit with Monkey Bombs Furnace - Hit with Monkey Bombs Cage - Hit with Colt While having jugga Ledge - Hit With Bowie Knife Furnace - Hit with Grenade Cage - Hit With Colt While havin Jugga Ledge - Hit with Bowie Knife Furnace - Hit with Molotov Cage - Hit With Pap'd Colt While Havin jugga Ledge - Hit with the Bowie Knife Furnace - Threw in Monkey Bomb and just Before It Blew Up, Hit Monkey With Molotov -------------------------------------------------------------------------------------------- This section is for using multiple combination's of the above this doesnt take into consideration buying guns off the walls etc, this is not a strategy, just information of tests failed -------------------------------------------------------------------------------------------- This gonna take some time to write up, as i wrote everything we was trying at the time on paper, so gotta do abit at a time, so my apologizes, keep checking back.....Its gonna take me ages it will be split up into parts yet again (sorry if this annoying, i just want to make it easier to read) Teleport = If and what i did with the teleporters Weapons = If and what guns i used (i.e for the fly trap & hide and seek items) Perks = what perks i used Power = At what point i activated power Easter Eggs = what Easter eggs i used and in what order please note they wont necessarily be in this order --------------------------------------------------------------------------------------------- Test 1 Basic 935 Principle Power - Round 3 Teleport - Linked Teleports in order of A,B,C At round 3 Perks - not needed for this test Weapons - Shot Fly Trap With PaP'D Wunderwaffe At round 9 Easter Egg - Not Needed for this test (Note: All doors opened by other players By Round 5, hence Basic 935 Principle) ---------------------------------------------------------------------------------------------- Test 1.2 Advanced 935 principle Power - Round 3 Teleport - Linked Teleports By Sync-porting At round 3 Perks - not needed for this test Weapons - Shot Fly Trap With PaP'D Wunderwaffe At round 9 Easter Egg - Not Needed for this test (Note: All doors opened by other players By Round 5, and sync-ported hence advanced 935 Principle) ---------------------------------------------------------------------------------------------- Test 1.3 Basic Teleport 935 principle Power - Round 3 Teleport - Linked Teleports A at Round 3, B at round 5, C at round 9 Perks - not needed for this test Weapons - not needed for this test Easter Egg - Not Needed for this test (Note: See above for teleport 935 principle ) ---------------------------------------------------------------------------------------------- Test 1.4 Advanced Teleport 935 principle Power - Round 3 Teleport - Linked Teleports A at Round 9, B at round 3, C at round 5 Perks - not needed for this test Weapons - not needed for this test Easter Egg - Not Needed for this test (Note: See above for teleport 935 principle ) --------------------------------------------------------------------------------------------- Test 1.5 Teleport/dogs (Must survive round 5-8 theory) Basic 1.1 Power - Activated at round 3 Teleport - linked At 1st hellhound round in order of A,B,C Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 1.6 Teleport/dogs (Must survive round 5-8 theory) Basic 1.2 Power - Activated at round 3 Teleport - teleported At 1st hellhound round in order of A,B,C Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 1.7 Teleport/dogs (Must survive round 5-8 theory) Advanced 1.1 Power - Activated at round 3 Teleport - linked by sync-porting At 1st hellhound round Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 1.8 Teleport/dogs (Must survive round 5-8 theory) advanced 1.2 Power - Activated at round 3 Teleport - sync-ported At 1st hellhound round Perks - not needed for this test Weapons - not needed for this test Easter Eggs - not needed for this test --------------------------------------------------------------------------------------------- Test 2.0 Basic Over loading power Theory Power - activated on round 9 (Other) - Synchronized Activation of all 3 Barriers at round 9 Teleport - Sync-ported At round 9 while barriers are still on Weapons - not needed for this test Perks - Not needed for this test Easter Eggs - Not Needed for this test --------------------------------------------------------------------------------------------- Test 2.1 Advanced Over loading power Theory Power - activated on round 9 (Other) - Synchronized Activation of all 3 Barriers at round 9 Teleport - Sync-ported At round 9 while barriers are still on Weapons - 4th player Upgraded a weapon (Wunderwaffe) as 3 players Sync-port Perks - Not needed for this test Easter Eggs - Not Needed for this test __________________________________________________ ____________ To Finallise my account on the story of Nazi Zombies, Nazi zombies will continue to Black Ops and will maybe feature "The Nevada Base in America": Area 51. Here is paragraph form COD Wikia: "It is possible that, in the Black Ops Zombie mode, someone got a hold of Group 935's research and recreated the Zombies, or the Zombies have escaped and are running rampant (this is very likely, due to the fact that in the video below, you can see zombies wearing a suit and tie in one of the tv screens). Possibly in Area 51 as mentioned above. But it is still unlikely." Now For The Confirmation of Zombies Black Ops: Call of Duty: Black Ops On August 12th 2010, Nazi Zombies was accidentally confirmed by a Gamestop employee to be returning with the four maps in Call of Duty: World at War upgraded with the Black Ops engine. The maps will be part of the Hardened and Prestige Editions.[4] The return of the game mode and the four maps were soon after officially confirmed by Josh Olin on Twitter.[5]Cold War weapons will be used, but it is unknown if weapons such as the Wunderwaffe DG-2 and the Monkey Bomb will appear. New Zombie maps (meaning a 'Zombies' mode) have been confirmed by the recent update on gknova6.com. On September 29, 2010, Josh Olin officially confirmed on his Twitter that zombies will be on Call of Duty: Black Ops
  3. I found 111PBA in the snow on one of the mountain tops
  4. its confirmation of the ability to have tattoos on your character thanks to CaC 2.0
  5. These are brand new finds, as of 8/11 These are going to be listed in order as I found them: - At 00:58 a red star can be seen on the end of the right ballistic knife - At 00:04 & 00:33 you can see a Hind resting on a heliport - the so called "backpack" that's seen first at 00:31 is actually a radio - the unknown item first seen at 00:16 on the D-pad is a proximity sensor - At 1:07 the man who is sniped has a MP5K with a banana/extended clip rather than its avg. clip - At 1:00 - 1:04 a soldier shoots two hip-fired rockets [not grenades] - unknown weapon - At 1:23 proof the game shows you updates of friends when they update their titles & emblems - Smiley Face Head Shot sticker also seen at 00:52 - Proof you can send your saved kill cams to friends in the middle of a match at 1:22 - Proof of clan tags carved into weapons >> this is a long one In the very beginning (tmKs)WayneNoobton kills lin3noise with his Car-15 that had tmKs carved into it. Later in the trailer at 00:45 he changed his clan tag to (iPwn) and still using his Car-15 there is nothing carved into the same spot on the weapon. >> hope you found this helpful and interesting, I'll see you all at September 1st
  6. These are brand new finds, as of 8/11 These are going to be listed in order as I found them: - At 00:58 a red star can be seen on the end of the right ballistic knife - At 00:04 & 00:33 you can see a Hind resting on a heliport - the so called "backpack" that's seen first at 00:31 is actually a radio - the unknown item first seen at 00:16 on the D-pad is a proximity sensor - At 1:07 the man who is sniped has a MP5K with a banana/extended clip rather than its avg. clip - At 1:00 - 1:04 a soldier shoots two hip-fired rockets [not grenades] - unknown weapon - At 1:23 proof the game shows you updates of friends when they update their titles & emblems - Smiley Face Head Shot sticker also seen at 00:52 - Proof you can send your saved kill cams to friends in the middle of a match at 1:22 - Proof of clan tags carved into weapons >> this is a long one In the very beginning (tmKs)WayneNoobton kills lin3noise with his Car-15 that had tmKs carved into it. Later in the trailer at 00:45 he changed his clan tag to (iPwn) and still using his Car-15 there is nothing carved into the same spot on the weapon. >> hope you found this helpful and interesting, I'll see you all at September 1st
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