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anonymous

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Everything posted by anonymous

  1. There is a premiere of new gameplay today? Could you tell me where you have seen this?
  2. Thorougly enjoyed it, nicely done. So cool that the two main stories are so different, Schuster's part being more alike to Book 1 and Ultimis' part being vastly different. I think I said it before but you can really "live into" your characters. I automatically hear the voices of Ultimis upon reading their part, and I know exactly what type Schuster and Bush are.
  3. @Lenne Lenne Lenne, why are you so Penne

    1. Lenne

      Lenne

      i feel attacked

  4. @Lack of finding names an idea popped in my head about this which is sole speculation but I am sure @Carnage Evoker would love it. What if the four classic maps were originally intended to be busstops in Tranzit? We have Nacht already. We also have zombies with mysterious badges of "Hanford Sanatorium" on them, which perfectly fits with a structure similar to Verrückt being somewhere out there. Der Riese, also referred to as "factory", would easily fit as one of the nuclear factories that were present at the Hanford Site. In the pre-Alpha concept art you posted earlier, we even see factories as an intended area in Tranzit. Shi no Numa would be a bit more tough to place, but it would actually fit quite well with the wooden barns, fences and other structures found in Farm. The area itself even seems to be covered in a green fog as opposed to the red colour encountered in the rest of the map, quite fitting with Shi no Numa. Now, the maps may not have entirely been put in Tranzit. Think of it more like Tranzit's Nacht, which is partly accesible and a bit changed when compared with the original map.
  5. The Navcard reader in Tranzit can be build underneath the Pylon in the cornfield between the Farm and the Powerplant. Four parts are required to build it, and they are all scattered through the entire map. Being limited to carry merely one part at a time, the player has to add a certain part under the Pylon every time a part has been picked up. The locations of the parts are the following: 1) The meteorite: In the hole in the wall at Bus Depot, next to Mystery Box spawn. 2) The wooden plank. This one can be found on two possible locations. In the Tunnel between Bus Depot and Diner, next to the M16 wallbuy. In the lava part of the Powerplant, on a platform beneath the workbench and Tombstone. 3) The radio. This one can be found on two possible locations as well. In the garage by Diner (in the room with the car) on top of a shelf. It must be picked up while jumping. Inside the Prototype (Nacht der Untoten), located in a cornfield between the Farm and the Powerplant. 4) The electric box. This one can be found on three different possible locations. In Town between the dumpster and the Mystery Box spawn. In the farmhouse, next to the fridge. Next to the busdepot, behind the lavapool. Now follow Richtofen or Maxis, the choice is yours (for the next steps, choose Maxis or Richtofen steps).
  6. Now you need to unlock the Pack-a-Punch. To do this, you must locate three vases with smoke coming out of it. They can be found at three of the following locations: In the wine cellar, at two possible spawns In the master bedroom In the trophy room In the Library In the Study When you located a vase, kill some zombies around it. After doing so, interact with the vase which will give the player a vision of an item somewhere in the map. This is where things get a little more complicated. There are several different items that the vision can show to the player, and each vision will lead you to a different item that has a different kind of challenge. If a challenge is done correctly, you will be given a tuning fork. The Clock: The Doll: Painting of an old man with a child Painting of a young girl The Rope: If players see a rope in the vision, then they need to go to the Wine Cellar and interact with the rope that's hanging on the back of the chair to make yet another ghost appear. The Scroll: When a scroll is in the vision, players need to head to the Study and examine the open box on the bookshelf to find the ghost. Perk: The vision can also show some of the Perk Altars on the map. If that's the case, just go to where that perk is located, kill some zombies, and eventually you will be rewarded with another tuning fork. When you have retrieved all three tuning forks, the players need to make their way to the Forest entrance. Since they have the tuning forks, they can get through the black sludge blocking the gate and make their way down the path to the Pack-A-Punch. Be sure to watch out for the Werewolf!
  7. Activate the power through retrieving the Sentinel Artifact across the North Atrium bridge.
  8. The Bossfight is divided in five stages Stage One When starting the fight, you will spawn underwater and need to swim to a nearby tree. Here you will find the Sentinel Artifact, interact with it to be teleported back to the Titanic. Once on the ship, a giant iceberg will appear, along with a giant blue eye. Shoot at it but mind you that no actual damage will be done to the eye (so don't waste your most powerful weapons. Shoot it until you are teleported to the stairs behind. Now you must survive a large assault of zombies, Stokers, Catalysts and Blightfathers. If you survive and killed them all, you will proceed to the next stage. Stage Two You will get teleported to the Engine Room and need to survive another intense wave of enemies. No need to shoot the eye, as bullets still don't damage it. Just kill the enemies and try to stay alive. Stage Three You will get now get teleported to the State Rooms. An even more intense wave of zombies will begin, additional to the Eye being able to damage you using its beam. However, this time you can also damage the eye, but only when it shoots its beam. Once you damaged it enough, you will be teleported to Stage Four. Stage Four You are now on the side of the ship. Do the same as last step, and damage the eye enough to proceed. Stay out of the circles! Stage Five The final stage. You must now kill the Eye, while also slaying large hordes of the undead. Dodge the attacks of the Eye. Once you destroyed it, you have completed the Easter Egg.
  9. Now go to the Cargo Hold, where you must lower the water first. This will reveal a planetarium model of a solar system. Interacting with it will initiate an infinite zombie round, which will not stop until you have either completed or failed the step. So make sure you are up for a fight! Once you interact with the planetarium, the planets will flash in a certain order. Remember this order, take note of it or write it down, as it is the order in which you need to interact with these planets In case you aren't familiar with the planets of our solar system, here is a helpful picture: Now head outside, where you can see holographic representations of all the planets and other celestial bodies in the skybox, with the Moon being the actual Moon, and Neptune orbits the boat and passes through sea and icebergs (remember that Neptune was the Roman god of the Sea). Shoot the planets in the order the planetarium showed. When you shoot a planet, make sure to not do any others, because you need to find a blue orb where that planet's alchemical symbol was within a time limit. If you miss the timer or do the wrong planet/do another too soon, you have to start over and possibly check the planetarium again for a new order. Once the sun is reached, the final blue orb will be in the spawn room and interacting with it spawns ice blocks. Destroy these while traveling to the Poop Deck where the Sentinel Artifact was activated at the very beginning of the match. When the final ice block is destroyed, a portal will spawn leading to the final boss. Prepare for a grand battle!
  10. Now you need to interact with each of the planets of our Solar System, excluding Earth and poor Pluto. Sun: Found in the Forecastle room, on the deck in the middle Mercurius: In the Mail Room beneath the Forecastle Venus: In the Millionaire Suite, in the room with suitcases on the bed Moon: At a white door near the Lower Grand Staircase Mars: In the Boiler Room, behind the furnace Saturn: In one of the rooms at the Bridge Jupiter: In the Engine Room after climbing up the first set of stairs Neptunus: At the Outer Aft Decks, you can find the constellation in one of the ring-shaped lifebuoys. Uranus: In the State Room behind a plant that has a yellow basket in front of the door.
  11. Another quick step, yay! Now that the fire is out, the Pack-a-Punch machine allows it to upgrade the Sentinel Artifact you obtained in an earlier step. Place it in the machine, upgrade and retrieve it.
  12. Now go the the Boiler Room, where you will find seven blue pipes leaking at a total of nine places. Look well around and above you. Shoot all these leaks with the acid ammunition of the Decay Kraken. When done correctly, the fire will be put out. Nice isn't it, when a step is that short?
  13. To proceed in the Easter Egg, you first need the Kraken wonderweapon. Ideally, you can obtain this weapon from the Mystery Box, but there is also another way to get it for free. If you already have the weapon from the box, proceed to the final part of this step, otherwise here is a guide to get the Kraken via an alternative way: First, you need to kill a Stoker (the mini-boss with the hammer), who will then drop a key. This key can be used to open a box that can be found on either one of the following locations: At Provisions In the Mail Rooms In the central hallway of the State Rooms In the Turbine Rooms In the Galley When you located a chest, open it with the key and fill it with souls. This can be done by killing a sufficient amount of zombies around it. When it is filled, the chest will vanish and reappear at one of the other locations. Do this process three times (so fill a total of three chests), and after the third time the player will receive an object which hints where the Kraken can be retrieved. If a telescope spawns in the chest, the player must then go to the Stern or Poop Deck. If it is a pair of binoculars, the player must head to the Bow. If it's a compass, the player must head to the Boat Deck. When you have reached the right location, a giant cephalopod tentacle will arise from the sea and drop the Kraken wonderweapon. Congratulations, but this step isn't finished yet. Now you have the Kraken, but for the Easter Egg you also need the Decay (Acid) upgrade. This requires four parts: The Barrel: Can be found in the Cargo Hold, on the right wall just past the car or behind the main stairs on top of a large crate The Chamber: Can be found in the First Class Lounge, either on a table near the inside window or on another table that is on the inside corner of the lounge. The Tubing: Can be found in the Galley, in a shelf against the brick wall or on a table in the burning room The last part is rather complicated, and can be collected by killing an Elemental Catalyst Zombie. You can upgrade the Kraken in four ways, depending on which Catalyst you kill. For the Kraken upgrade required for the Easter Egg, however, you need to kill the Acid Catalyst. It will drop its concentrated radiance, collect it. Take these parts to the crafting table in the Engine Room and craft the Decay Kraken
  14. After the dials have been successfully locked in, four electrical fuseboxes will begin sparking different elemental colors (Fire, Acid, Water and Electricity). You must kill an Elemental Catalyst Zombie of the same element near its matching fusebox. For example, kill the Fire Catalyst next to the red sparking fusebox. When you kill the right Elemental Catalyst Zombie next to its matching outlet, a ritual symbol will spawn on the ground where the Catalyst was killed. Don't go standing or interacting with it yet! The four outlets can be found at any of the following locations: The first State Room on the left, next to a painting on the ground In the 3th Class Bert Staircase, next to a suitcase on the ground In the Dinning Hall At the top of the grand staircase (look well, it can be dark here) At the Aft Decks, look through a barricade next to a fallen chair On the left pillar of the Zeus statue When a ritual symbol has appeared, every player must stand on it and interact with it, causing you to get teleported into a trial, where you must defeat every incoming zombie. Your screen will turn grey once you have successfully completed the trial and you will then be able to pick up a fake Sentinel Artifact. This must be done for all four different outlets. It’s important to note, however, that this particular part of the Easter Egg must be completed in the following order: Acid > Water > Electric > Fire Once all four are completed, you’ll be able to pick up the Real Sentinel Artifact. Yay!
  15. Now that you have found the Sentinel Artifact and activated the Pack-a-Punch, it is time to proceed. The next step is to find the six clocks that are located all around the map. Upon activating the Pack-a-Punch, four of these clock faces will have changes their time. The default time for these clocks is 11:40, which was the time the Titanic struck the iceberg. If the clock is not displaying this time, it means that it has been changed. Wait what the fuck. I don't get this step
  16. After activating the Sentinel Artifact, you need to activate the Pack-a-Punch. To do so, you must localize four pedestals glowing red across the map. Activate them by interacting with them, their locations are the following: At the Poop Deck, in the same room as where you just activated the Sentinel Artifact. So easiest to do this one first Underwater in the Turbine Room By the grand staircase, at the bottom floor Underwater in the Cargo Hold Every time you activated a pedestal, one of the circles on it will emit a blue colour. Once all four have been activated, the pedestal will change in a Pack-a-Punch. Enjoy upgrading your weapons!
  17. The Sentinel Artifact basically functions like some sort of Power Switch in this map. It is located on the backside of the Titanic opposite of the spawn area, meaning that you have to navigate all the way through the ship. Once you found it, simply interact with it to activate it.
  18. Hey @John Adam! Welcome to the forums! Have you been a player for some time already? What's your favourite wunderwaffe?
  19. That looks like the place! Where do you see the fountain exactly?
  20. Some time ago, our comrades @RadZakpak and @Carnage Evoker had a rather interesting discussion about the appearance and role of green light throughout several zombie maps. Green light doesn't appear often, but when it does it is exclusively associated with a paranormal and unnatural event. We have experienced it in: The Shadows of Evil intro cutscene, every time a character commits a murder. The green lantern post in Morg City. The green lanterns in Tranzit, allowing Denizens to dig a hole. The portals appearing around a stone pillar upon doing a 'skull cleansing ritual' in Zetsubou. The light of the submarine beams in Call of the Dead, allowing the Golden Rod to appear in the map. In Call of the Dead, the green morse code broadcasting the message "V-R-I-L". As seen, there are not many cases when green light makes an appearance, and the very reason of why this is may be what it actually indicates. You see, green light seems to indicate some level of interdimensional interaction. To understand this, keep in mind that our mortal brains cannot comprehend anything beyond our 3th dimension, the physical world around us. In this thread, I've explained it more elaborate, but the take home message is that when a fourth dimensional entity or event makes it's entrance through our thirth dimension, things may look twisted. In his stories, Lovecraft even used this theory for the appearance of his multi-dimensional beings passing through our dimension, causing the typical 'tentacle shapes' his creatures often have. Imagine a 3D fruit (say, a grapefruit or starfruit) passing through the flat 2th dimension, this would actually look like this: If you'd live in the 2th dimension, and actually see a 3D fruit moving through your universe, you'd definately process this information as "paranormal". The same is the case for any epidimensional object, event or entity occuring or passing through our 3th dimension. Multiple religions and cultures across the world fit with the idea of their gods being impossible to perceive, while they are always there, observing us from some realm beyond ours. As a Biblical verse tells us: "But the natural man receiveth not the things of the Spirit of God: for they are foolishness unto him: neither can he know them, because they are spiritually discerned." - Cor 2:14 Okay so, clearly this would be the case for any angel, demon or spirit. Some humans even claim to be able to communicate with these, using magical diagrams such as Ouijaboards or the Seal of God (also referred to in the books of Der Eisendrache: "Occultism in the court of Elizabeth I" and "The Evil Archon"). We can actually see this being done by for instance the Warden, using his absurd Apothicon octogram to correspond with his dark lords. But how would this go with lifeless things? No entities passing through our dimension, but events happening between. How would our human brains cope with such thing? I believe this may be indicated as 'green light', like a blur our brain creates to handle with things we cannot physically see nor understand but yet are happening. The Denizens dig a hole through the Aether, initiated by the green light emmited by the lantern posts. We know the souls of the victims of the Shadows of Evil murders got attached to certain objects, and the process of these souls leaving their physical body and moving through our dimension may be seen as green light. Sacrificing a human soul in the final Call of the Dead easter egg step releases sufficient amount of energy to open up a gateway to Pablo's pocketdimension, retrieving the Golden Rod. Notice how the same dials are also encountered in Tag der Toten, where Pablo says the following about them: "Take this, they can help you communicate with otherwordly entities". Cleansing the skulls in Zetsubou opens up temporal rifts, allowing zombies to enter this point in space-time to defend the rituals. In short words, green light seems to mask an event we cannot comprehend. An interaction between our realm and another one.
  21. @RadZakpak the dawn of the continuation of this masterpiece! I like it how the tradition of two parallel stories is being maintained, with now Pernell replacing Peter's part. Thinking longer about it, the title is very well being chosen: As spoiled in 'Danke Schoen', it relates to Richtofen's Ascension to the Aether. But if we take into account that Pernell may have a prominent role in this story as well, "A Soul Alone" may also relate to the rise and fall into madness of his soul. I also like it how in Pernell's part, Richtofen's intentions and whereabouts are dretched in such ambiance of mystery. That perfectly fits with Richtofen's role in the story. Then there is the part Schuster talks about the Zombies becoming passive, and the yellow light fading in their eyes. Imagine the gruesome feeling he must have when he saw that same yellow light in their eyes again, many years later in the Pentagon. Good forecasting to that! In these two chapters introducing Ultimis, you already succeeded in making Nikolai's attitude to the rest clear: Nikolai liking Dempsey and (to a lesser degree) Richtofen, but despising Takeo. And the storm reference, of course, a nod to your theory. If you ever need assistence with explaining some (pseudo)sciencific stuff like what happens in Ascension, or any other Easter Egg process, feel free to shoot me a message, I'd love to help
  22. This looks abdolutely awesome! Really love it, well done Grimmstein!
  23. The bossfight is over, you have now 90 seconds to exit the facility and evacuate with the helicopter. Avoid the blue electrical bursts as you will die touching it. Only one player needs to reach the helicopter to complete the Easter Egg. Wait for the Helicopter to lower itself and interact with it to get in and fly away. Congratulations, you have finished the very first Easter Egg Quest of Cold War Zombies!
  24. It is time for the final bossfight! Prepare well, do any last-minute upgrades, perks and grab anything else you need as there is no going back. When you are ready, enter the Dark Aether and head to the Nacht der Untoten bunker. You'll find an anomality of Orlov's spirit, interact with it for a small cutscene. After this, you will exit the Dark Aether and re-enter the normal world again. Interact with Orlov's family picture dropped on the floor of Nacht der Untoten to start the bossfight. You will teleport to the Particle Accelerator room where Orlov waits for you. He recognises his family photo you give him and says he wants to shut down the Particle Accelerator. Your mission is to survive and protect Orlov into doing what he must. A lot of zombies and Megatons will spawn in. Killing the Megatons will give you max ammo drops. Depending on with how many you are, one is advised to protect Orlov, while the others should kill the zombies and Megatons. Orlov will move around the Cyclotron, so be sure to follow and protect him. Once he has succeeded, the screen will turn purple and white. Note: It is recommended to also read the next step before initiating the Boss Fight
  25. Now, all players will have to go to the computer terminal and activate the decontamination room. The Megaton becomes a human again, named Orlov, a former Omega Group scientist. He can speak and says he is very scared. After a short conversation a lot of Plaguehounds and Megatons will spawn, so get yourself to open ground quickly!
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