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  1. 2 points
    Can't believe it's been 7 years since I signed up for this site. Thanks for being there for me throughout the good and the shit times. ❤️
  2. 2 points
    Hello again. I'm back with another text walkthrough, this time for Voyage of Despair for new players. (Last updated 2.08.2019). I'll cover basic map opening, getting Shield Parts and the Workbench, Perk Locations, the Sentinel Artifact, the 4 PaP locations, and the 2 Valves to drain water. Kraken build and upgrade added at end. ----------------- Quick reference: Shield Part through first lower door at start, Shield Part through first upper door at start, Shield Part under Poop Deck after Sentinel Artifact. Workbench on Poop Deck. PaP: 1. Below Forecastle, 2. at bottom of Grand Staircase, 3. top of Poop Deck, 4. below Poop Deck. Valves: Under Forecastle (submerged), under Poop Deck (submerged). -------------------- Follow along on a simple walkthrough with these Custom Mutations: Pick the VoD map. Select Custom Mutations, then select EDIT GAME RULES, then change these: ENEMIES, BASIC ZOMBIES, Max Speed = Walk. Then SPECIAL ZOMBIES, turn Heavy, Mini-boss, and Catalyst zombies to Off. Then PLAYER tab, POINTS, Starting Points; raise starting points to 50,000. Do not kill zombies if possible, just follow along and we'll find everything. The basic layout is 2 upper decks across the midship, a Grand Staircase (1/4 from front) that goes down several floors, a Cargo Hold under Forecastle (bow/front) and the Engine Room under Poop Deck (aft/rear). Much of the 2 sides of the ship mirror each other. There are Blue doors that open from points, and Red doors that open from getting the Sentinel Artifact. I will walk you along my basic path for opening, your eventual strategy of opening may vary from this. I choose this path for the training areas it leaves on the lower deck. We will basically stay along the right side (from start, facing rear of ship) of the ship to the Poop Deck. --------------------- Start the Custom Mutation game now. You can pause the game as needed. Start Room (Forecastle): You start at the front (bow) of the ship called Forecastle. You are up top. Across the open area, see the 2 upper and lower doors (blue symbol). both uppers open together, both lowers open together. (Danu Perk Machine 1) The first Perk Machine in this Start area. Danu. Walk down stairs to Danu Perk Machine, stand 4m in front of it, and note the red door behind you (it leads to PaP location after Sentinel Artifact is aquired). Face away from the red door. From Perk Machine, walk up steps on right, open blue door (750), go up top. $Shield Part 1a (Window part): At top of steps, stop and turn 180°. Looking over the steps, you will see a white border 'wall'. If the part is on that wall, you will see it clearly from here. If no part there, face (180° again) the burning lifeboat by the open door. $SP1b. Go in the doorway by the burning half-lifeboat, go through the next doorway immediately ahead. There is a dresser with a hammer, string, and a green tackle box on it to your left. SP1b may be on that dresser. If not... $SP1c. ...walk forward to hallway, make a right. Walk past first short connecting hallway on right (rk7 wallbuy here) to second short connecting hallway on right (very bright). SP1c will be on the bannister of that tiny connecting hallway. Walk past it to blue door (1000 points). (Backtracking for clarity after SP1 part is aquired: From Start, up right steps, into door by lifeboat, hard right, follow to 1000 point door. Upper corner says "bridge"). Open the 1000 point door (into Upper Grand Staircase). Immediately turn left, then right as you go down steps. You will see a ?box location, a map with your location, and a blue door (1250). (Note that a PaP location is at the bottom of the Grand Staircase, but it is currently locked behind a red barrier. We'll be back after the Sentinel Artifact is aquired). (Zeus Perk Machine 3). Open the 1250 door (to 1st Class Lounge). Stay left through 'window'. Walk past Bowie Knife, see Zeus Perk Machine, walk past Perk Machine on right side to blue door (1500). Open 1500 point door (still 1st Class Lounge), walk down short hallway to deck on right (Promenade Port Deck), stay right at edge of ship and walk up the path at the edge to the area with GK5 wallbuy, 1750 point blue door, and a red door. (Note that the side path lifeboat will drop after aquiring Sentinel Artifact, allowing access up on the way back). This is Aft Deck. Open the 1750 blue Aft Deck door by GK5. Walk down 'ramp' and the 2 stairs on right to lower area of Poop Deck. Immediately on your left is the Workbench to build the Shield. From Workbench, walk up the right steps, under the (glowing blue) Sentinel Artifact, to the steps behind it. Go up the steps and activate the Sentinel Artifact. This opens all red doors and allows the 4 PaP locations to be activated. (Note that the last PaP location activated will be the PaP machine. It will then move occasionally, so do not activate the last PaP location until ready to PaP. I suggest doing Poop Deck or Lower Grand Staircase last). (PaP location 1). Sentinel Artifact activated, drop down, note the KN57 wallbuy and PaP location 1; Poop Deck. Hold X/xb1 (interact button) to activate PaP (or save this one for last). $Shield Part 2: Now go down the steps to Workbench. From WB, look under the PaP location, the red doors there are now gone (open). Go in, down steps to Maddox gun wallbuy, turn right and follow hall to end (3rd Class Berths). At brown stairs, go down. SP2a is at the bottom of the stairs, on your left. It is a rectangle on the bannister of a white wall. It should be quite easy to see, but if not there... $SP2b. Head down next steps to Provisions, take the hardest left and walk straight to the burning doorway and boxes ahead. SP2b may be on the boxes, leaning against the white wall on your left. It is easy to see. If not here, then... $SP2c. ...turn right (lights through grates on floor), turn right again and walk that hallway. The lighting is orange-y and SP2c is on the boxes on the right mid-hallway. (If you turn right again, through carcass room, you are at the bottom of the steps where you first entered Provisions). (Odin Perk Machine 4. Valve. PaP 2). With the second Shield Part in hand, open the blue door down here in Provisions (2000). Now in the Engine Room, walk forward to 2 reddish lights, go slightly right, then left. Walk to Odin Perk Machine. Face out from Perk Machine in Engine Room. You are facing water. You can hold your breath Indefinitely, it seems. 1. Valve from Odin Perk Machine: jump into water, turn to the left 180° so you see the Koshka wallbuy. Swim to the right of the Koshka through the opening, to the spotlights shining to the right. Go into the alcove on the right and hit X/xb1 (interact button. There will be a text prompt on screen) to turn the Valve. Continue through this area by swimming counter clockwise to avoid the zombies, go back to the steps by the Perk machine. 2. PaP location from the Odin Perk Machine, walk or swim straight out from the Machine, past the mid-room obstacles, through an opening to the easily visible PaP location. Hit X/xb1 (Interact button. Prompt on screen). Make your way back up to the Poop Deck and Workbench. (Ra Perk Machine 3. PaP location 3). From the Workbench on Poop Deck, face towards the front/bow of the ship. The Sentinel Artifact location is behind you. Go up both stairs on the left side, go up the ramp to the gk5. Head left to the path at the edge of the ship, but stay left and walk the (now open) path back up to the top of the ship by a blue door (1500). Option 1. Open the (1500) door, go in and left/down, stay left, (in Galley) you will pass a Bowie Knife location, then enter the Dining Hall with the Ra Perk Machine. You may open the door (1250) to the Grand Staircase, or you can leave this closed for training on either side of these doors. If you open it, the PaP3 machine location is at the bottom of the Grand Staircase which I'll describe below again from another way. Option 2. From next to the unopened (1500) door, stay left along the Boat Deck until you reach the Upper Grand Staircase (the first inside area, it is brownish). Head down 2 full flights of stairs until you see the blue doors (1250) to the Dining Hall with Ra Perk Machine (from Option 1 above). This is called Lower Grand Staircase. You may open to ot or not, depending on your choice above. (PaP 3) At this point both options converge again. Head down the Lower Grand Staircase to the very bottom, activate the PaP3. Head back up to the top of the Grand Staircase, head through Bridge back to Forecastle/Start (the stairs can be tricky to see, near steering wheel). $Shield Part 3a: From Danu Perk Machine 1 at Forecastle, open the lower blue door on the right (750). Walk in past the first side hallway to the open door (bright light) on the left, stop and look in. SP3a may be in the bottom right alcove of the cubby holes directly across from the door that you are looking into. If not there... $Shield Part 3b. ...continue straight down this initial indoor hallway towards the (1000) shotgun wallbuy ahead, but turn (30° right) into the giant hole in the wall on your right and walk in. You should see a chair ahead of you that may hold SP3b. If not, turn left to (1000) shotgun wallbuy. $Shield Part 3c. Facing (1000) shotgun wallbuy in State Rooms, turn and walk left to corner, then turn left at corner, then take the first right which has one open door. Go in this room and SP3c may be on the chair immediately on your left. Head through the room, make a right back to Forecastle. (Be sure to build your Shield at the Workbench on the Poop Deck). (PaP4. Valve 2). From the Forecastle/Start area Danu Perk Machine, face the (now open) red doorway under your spawn area. Go in, turn right at the Vapr wallbuy, and get to the door (2000) at the bottom of the steps. Open that door. Go into the water and turn left and 180° just like we did under the Poop Deck. Very similarly again, stay along the right side and interact with the Valve, it has a light 1m above it and a bright spotlight shining towards it to help spot it. You will see the PaP4 location to your left, and a Titan wallbuy. Extra clarity: If you see the bright blue Titan wallbuy, PaP4 is on that same wall, left of the Titan by a few meters/yards. Looking at the Titan wallbuy, turn 180° and swim past the brown boxes on your left and the Valve will be on your left. #####End Walkthrough ######Kraken and Kraken Upgrade. The Wonder Weapon, the Kraken, can be constructed or can simply be aquired from the ?Box. It can be upgraded once in the PaP machine (5000 points), and can also be given an elemental upgrade (3000 or 6000 points). -------Kraken Build: The first step is to aquire the Stoker's Key from killing a Stoker. Usually this is the first or second Stoker of the game (about round 10), but I've had it not show up until the 10th Stoker in a rare happenstance. Pick this up from the location that he died. Presumably it times out after a while, so grab it shortly after killing him. Once the Stoker's Key is in hand, 3 times you must fill a treasure chest with (10?) zombie souls by killing them near it. You may locate the first chest location even before you get the Stoker's Key, if you desire to. Go up to the first chest and hit (interact button) to open it (with Stoker's key), and then fill it with souls. Once it is full, it will close and disappear, only to reappear in one of the 5 locations. Note that it may return to the exact same location it was just at. After 3 times of filling the chest with souls, you may aquire the Kraken from the Deck of the ship. Nitty gritty: After the 3rd chest is full, the chest will appear at one of the 5 locations again, only now it will show a small object inside. This object will match an object along the outer perimeter of the top deck of the ship, which will be on a medium size crate. You can view this item in the chest and then look for it. However, this step is unnecessary, after the 3rd chest is full, you can simply go around the ship deck until you find the Kraken on one of the boxes on the ship deck where it spawns. Some items: Globe, compass, calipers, opera glasses (small binoculars). -------Treasure Chest Locations: These appear as a large Treasure Chest if there, and as a couple of small boxes and items, if not there. (Remember to open the first Chest found, with the key, before killing zombies. After that, the Stoker Key is pointless). 1. Forecastle: From Perk machine, walk down steps to Vapr wallbuy, make right down next steps, Chest Location 1 is next to these steps at the bottom. 2. State Rooms to Millionaire Suites: Chest Location 2 is at the opposite end of the hall with the Portal to Provisions. In the white State Rooms area. Near shotgun wallbuy from 3rd Shield part above. 3. Galley: On the left side from Zeus Perk in Dining Hall, pass the SMG wallbuy, and stay left to rear of Galley. Small area, Chest Location 3 should be easy to spot. 4. Provisions: Chest location 4 is in the butcher room with the animal carcasses. 5. Turbine Room: From Provisions, go down into Engine Room to Turbine Room. Chest Location 5 is to the right of the Portal (to Grand Staircase?) in Turbine Room. -------Kraken Deck Boxes: After filling the 3 Chests, simply walk the perimeter of the top deck, front to rear (or rear to front) and back along the other side, near the outer rails. As you approach the correct grey/brown crate with the matching Chest item, a Kraken tentacle should rise up and deposit the Kraken wonder weapon on the crate. But note that on occasion, the Kraken graphic does not load, so get up close to each crate and look for "Hold (interact button) for Kraken", as it may be invisible. -------Kraken Upgrade: To upgrade it, you must aquire 4 parts. Gather the first 3 parts and build the Distiller Table. Then pick up an elemental part from a random killed Catalyst. You may change this last part and re-upgrade as desired. 1. 1st Class Lounge. 2 spots, on tables. If you stand by the Bowie Knife wallbuy, face 180°, walk forward 2m, first location is a white table on your right. If not there, walk a couple meters further, look right, and it will be on another small white table by the entrance (entrance is a small window with ramps). Copper pot/kettle part. 2. Galley. 2 spots. This is behind the Zeus Perk machine. Find this Bowie Knife wallbuy. While facing BK wallbuy, one part location will be on the farthest right wall, in a cubby hole of a large brown cupboard, between 2 zombie entry points, on top of 3 white candles which are laying flat. If not there, it will be on the exact opposite side of Galley, just past the small table. Or, from the smg wallbuy (the other side's entrance from Bowie Knife) just stay hard left and you will find it. This is like a pipe and cap together. So, hard right from Bowie, or hard left from smg (mx9?), from Dining Hall entrances by perk machine. The Galley is quite small, you'll find it. 3. Cargo hold. 2 spots. 1 location is straight out from Titan wallbuy (which is next to the Portal). From wallbuy, stay left by the Valve that drained the water, and the part is on the boxes right behind the bicycle there. The other location is among the stacks of stuff in the center of the Cargo Hold, between Titan and the steps out of the lowest area. This is a compressor. 4. Kill a Catalyst zombie of 1 of the 4 types and grab the elemental piece, this dictates the upgrade that you will get. Not every Catalyst will drop a piece, watch for them or run over an area where you just killed a horde and watch for a prompt. Stokers also seem to drop elemental pieces. 5. Build at a special build table by Engine Room. From Provisions, enter the Engine Room and make immediate right by the HELP graffiti. The table is straight ahead. Or, from the Odin Perk machine, face away from the perk, walk left side of room, up left steps towards exit, table at top of steps. 6. If you do the Elemental Upgrade before PaPing the Kraken, the upgrade cost is 3000 points (PaP is 5000). If you PaP and then do the elemental upgrade, the upgrade cost is 6000 points. It seems to be the same upgrade regardless of amount of points spent or order of upgrade. ###### Happy gaming!
  3. 2 points
    Hello and welcome to my SoE Parts text tutorial. I'll cover the Shield, Apothicon Servant (A.K.A. AS or Squid Gun wonder weapon), and the location of the Civil Protector Fuses, Fuse Box, and his Summoning Switches. I'll also walk you through the Sword and Sword Upgrade. I've added the Trip Mine Upgrades. A Quick Reference Guide will be followed by a longer text description after. ######################### ------Quick References for parts: Fumigator: A fumigator is needed to open the Pod Plants. 1 Fumigator will be at Start (back of truck, or on wall near closed Steps up, or by Beast Fire on boxes). You can find 3(?) locations in Junction and each district as well, if playing 2 or more players. It stays with you all game. You can open pods with this for guns, drops, or Rocket Shield Recharge Tanks, and one Purple Pod will eventually give the Apothicon Servant Part. I will not discuss the Fumigator after this except to mention it for getting the AS Part later. -------- 3 Shield Parts: Each part has 3 locations, each of these 3 locations will be in the small upstairs Perk area of each of these Districts: Waterfront, Footlight, and Canals. ------- 3 Civil Protector Fuses: Each CP Fuse has 3 locations, each of these locations will be in the section between the Perk area and the Tram/Train Station of these Districts: Waterfront, Footlight, and Canals. Fuse Box: in Subway near Rift to Footlight (right of FL Rift if looking at Rift). Put fuses in here, 1, 2, or all 3 at once. Once all 3 are in place, CP Summoning Switches are Live. CP Summoning Switches: 1. Junction: Between Easy Street and Waterfront. 2. Footlight, near Statue. 3. Waterfront, near GGm near Rift to Subway. 4. Canals, across canal from Ruby Rabbit. Note that each location is in the first area when you open the door from Junction to a District, (except the Junction Summoning Switch of course). Call in a CP here for 3000 points. He will kill, revive, and pick up 'drops' (x2, max ammo, et cetera). ------- Apothicon Servant: 1. Heart from first dead Margwa. 2. Tentacle from Purple Pod (round 12 or higher). 3. "Xenomatter" (bright green part) dropped by Parasite (flyer) or Meatball. (Round 7 to much higher rounds). ------- Workbenches: 1. Footlight, on walkway above, across from Black Lace Burlesque (ritual area). 2. Waterfront, behind The Anvil (ritual area), near HVK30. 3. Canals, by Ruby Rabbit (ritual area), Tram Station, and M8A7. Build Shield and Apothicon Servant at the Workbenches. ########################## Longer text descriptions: Shield Parts: Drop Steps to Perk area with Beast (or backtrack from steps if you opened from Tram Station). S1. Shield Part Footlight: Go up steps to perk machine. SPFa is straight out from perk, against railing. SPFb is 2m left of perk if looking at perk, by railing. SPFc is further left of perk if looking at perk machine, in the doorway by the steps, on a comfy chair. S2. Shield Part Waterfront: Go up steps towards perk machine, but at the top of the steps, make the left bend close to the left side SPWa may be at the top of the steps (a Fumigator location may be here too). Continue towards the perk, SPWb may be on the wall to the right, if facing the perk machine (directly right of perk). Continue into room with Statue (Large box if not Beasted open yet) and on the right side wall, left of the 1250 door, may be SPWc on the floor by debris. S3. Shield Part Canals: Go up steps toward the perk, as you enter the "4 Lions" room, SPCa may be immediately on your right by this entrance. Continue towards perk, SPCb may be against the left rail of the connecting bridge (outside, walkway). Get to perk machine, SPCc may be directly across from the perk machine (right of 1250 door). With all 3 parts, build the Shield at a workbench. ########################## Civil Protector Fuses: Each is between perk area and Tram Station in Footlight, Waterfront, and Canals. 3 locations each in this area, for each Fuse. Each Fuse glows bright blue and should be easy to spot. CP Fuse Box: Take all 3 Fuses to Subway near the Footlight Rift. Looking at FL Rift, Fuse Box is to your Right near steps (Vesper up steps). Put the Fuses in the Fuse Box. After this, you may call in CP from the CP Summoning Switches in Junction, Footlight, Waterfront, and Canals for 3000 points. ------- CP1. CP Fuse Footlight: From perk, go left up short steps, make left on top, go by Devil-O Donuts Cart. CPFFa may be on the corner of the rail by the walkway here. Continue along walkway towards the Workbench, CPFFb may be on railing of walkway on right before the workbench. Make right at Workbench, CPFFc may be on ground on the left. CP2. Civil Protector Fuse Waterfront: From Perk area, head out door by Pod Plant to overhead walkway. CPFWa may be on your left as you come up the first steps. Continue across the walkway towards the gun wallbuy, make left. CPFWb may be on a railing corner on your left. Continue towards Tram and CPFWc will be on boxes on your right just before the door on left to Tram steps. CP3. Civil Protector Fuse Canals: From the perk machine room head towards the Tram through the 1250 doorway. CPFCa may be immediately on your right outside of this door, continue on, CPFCb may be on your left on the cart by the window, CPFCc should be visible right by this window also. This is a tiny area, it should be quite easy to spot. ######################### Apothicon Servant Parts: ASP1: Kill the first Margwa, it will drop a Heart, take the Heart before it fades away. ASP2: Search Purple Pods with Fumigator (just hold 'interact' if you have Fumigator in inventory) after round 12 at the earliest (recommend round 14+) for a Tentacle Part. Take it before it fades away. ASP3: Sometime after round 7 (earliest I've had it) a Parasite flyer or Meatball will drop ASP3 which is a bright green mass called "xenomatter". Pick it up before it fades away. With these 3 parts, build the AS at any workbench. Afterwards, if you lose the AS for any reason, it now becomes a ?Box weapon. ######################### Swords: -------Symbols; (Only 1 player is required to get the symbols and open the Egg Chamber). Step 1: Go to Waterfront to Tram Station. Call Tram. Ride Tram to Footlight, then ride it to Canals. Using this Tram route, always look right out of the Tram window and in each District (WF, FL, and Canals) you will see a red symbol in a window. Memorize these 3 different symbols. Symbol memory trick: Count any large Triangle as a 10, count any small Triangle as a 1. Then call the symbol by its cardinal number (like 10, 14, 40, 22). You can view the symbols, in Beast Mode, in Subway, under the balcony (near brown box/statue), to have an idea what these look like before you ride the tram. (40, or 4 large triangles, is the highest number, next is 22, 2 large, 2 small triangles, as an example). All of the "Numbers" are 4, 10, 12, 14, 20, 21, 22, 40. Note that 21 and 22 can be easily confused due to the closeness of the "1"s. -------Egg; Subway Egg Chamber: Take these memorized symbols/numbers to Subway, activate Beast Mode and look under the balcony (between GGm and the Beast Fire) for the arched door with these "Number" Symbols. Using Left Trigger (console), zap the 3 symbols that you saw on your Tram ride. If you mess it up, you must wait a round before trying again. If done correctly, this doorway will disappear and reveal 4 Swords and 4 Eggs. Holding 'interact' will pick up an Egg. (Only 1 player needs to open this, then each player may grab their own Egg). -------Egg Statues; (Each player is now on their own upgrade quest). 4 Statues to place Egg on: Expose these 4 Statues, then place the Egg on 1 Statue and charge it with 10(?) Zombie Souls, listen for an audio cue at finish, you can also see the souls, so you can see when this ends. Then repeat for the other 3 Statues. Each player must do this separately, each with their own Egg, at each Statue. Multiple players can fill souls at the same Statue, but each player's zombie souls only count towards their individual Egg. 1. Subway Statue: Straight out from this Egg/Sword alcove is a large Crate. In Beast Mode, it appears to be on fire. In Beast Mode, hit the Crate (Right Trigger, console) to break it and reveal the Statue inside. Set Egg on it, charge it with zombie souls, repeat for each other Statue. 2. Footlight Statue: Under Perk Machine area. 3. Waterfront Statue: Upstairs, behind Perk Machine area. 4. Canals Statue: Corner of map on right side of Ruby Rabbit. -------Egg to Sword; After the 4 Statues, go back to the Subway Egg chamber. Place the charged Egg back in this chamber. Wait a few seconds, then you can draw your Sword (Egg in Sword) from this Egg chamber (interact button). Sword is a Special Weapon. Hold LB+RB to activate it. The charge wears down, once gone, kill zombies to charge it. -------Upgrade the Sword: -------Arch Ovum; Take the Sword to your character's ritual location and a Ghost Keeper will be at the Altar. Take the "Arch Ovum" from this Ghost Keeper. Cop = Ruby Rabbit Canals location. Boxer = The Anvil Waterfront location. Dancer = The Black Lace Burlesque Footlight location. Magician = Easy Street location above Junction. -------Margwa Ovum Rituals; Near each ritual location will be a red circle on the ground. Hold 'interact' button while in the circle to begin. Only 1 circle can be done per round. If it goes beyond 1 round, then you must wait for the current round to end and start a circle ritual the following round after. The glowing red circle will recharge your sword if you enter it (but headshotting is usually better than using the Sword to kill Margwas). Each player must do all 4 circle rituals. The first circle ritual has 1 Margwa, the other 3 have 2 Margwa each. Note that a random Margwa spawn may occur at any round as well, which may cause mild confusion. Killing your ritual Margwa(s) will cause an Egg symbol to appear on screen, slowly changing color with each ritual completion. -------Complete Sword Upgrade: After the 4 circle rituals, return to your character's Altar. Hand the Sword to the Ghost Keeper. In a couple of Seconds, take the upgraded Sword from the Ghost Keeper. It is finished. Now you may launch an autonomous Sword that will fly around and kill zombies until the charge wears down. You may put the in-hand Sword away while the autonomous Sword flies around. ######################### Trip Mine Upgrades: There are 2 Trip Mine Upgrades. Presumably, there is more to this which has not been figured out. Molly's Cream Cakes make donut explosions, and Devil-O Donuts makes cream cake explosions. Puchase the Trip Mine from the side of The Anvil (ritual area, Waterfront) for 1000 points, or you may be able to get it from the ?Box (950 or 10-fire sale). ---Molly's Cream Cakes Upgrade: Get a Trip Mine kill by each of the 3 MCC's Carts; Canals, across from Ruby Rabbit. Junction, near Stamin Up. Footlight, by Perk. Each kill will have an audio and visual cue. Completion of the third will trigger a character quote and refill your Trip Mine inventory. It is now upgraded. ---Devil-O Donuts Upgrade: Get a Trip Mine kill by each of the 4 D-OD's Carts; Junction, between Footlight and Waterfront. Waterfront, near Rift to Subway. Footlight, go up steps left of perk machine, make left. Canals, by the GGm near Kuda wallbuy. Each kill will have an audio and visual cue. Completion of the fourth will trigger a character quote and refill your Trip Mine inventory. It is now upgraded. ######################### (1.23.2019) Happy gaming!
  4. 2 points
  5. 2 points
    Hello and welcome to a text tutorial on DE's Buildables: the Shield, Ragnaroks and the basic Bow (Quick Reference only for Wrath of the Ancients). I won't cover the bow upgrades here (yet), as that would be a fortress of text to attempt. I'll do a quick reference chart followed by longer text descriptions. ######################### Quick Reference: Workbenches: 1. Above Double Tap 2, 2. In the Church, and 3. Opposite the dragon head by the pyramid underground. ----------Shield Parts: Shield Part 1: Dragon Courtyard, all near Double Tap 2. 2 in courtyard, 1 on steps by 'power door' above that blocks the steps. Shield Part 2: Church Courtyard: 2 in courtyard, 1 in clock tower. Shield Part 3: All 3 locations on the walls around the pyramid. Requires low gravity and wall running. -----------Ragnarok Parts: Ragnarok Part 1: From Panzer Soldat upon his demise. Ragnarok Part 2: From activating the Bastion Electric Trap, then use Wundersphere to grab part from up in the air. (WS in Church courtyard, or WS above DT2). Ragnarok Part 3: Teleport to (Rocket Test) Launch Pad, activate LP switch during rocket test, activate switch inside by TP after rocket test. Part on TP pad. ----------Wrath of the Ancients (Basic Bow): Feed zombies to 3 dragon heads until they leave; 1. Courtyard past Double Tap 2, 2. In Church, 3. By Pyramid underground. Then, go up steps from Pyramid towards Church, halfway up, by the knight's tomb, you will find the Bow. It takes up a gun slot. There won't be a longer description of this, as it is pretty straightforward. ########################## Shield Longer Description: You may open Start Room from 2 sides, so I'll describe Parts 1+2 from both Start, and from the Power Switch, so that you can follow either way. ---------Shield Part 1: Shield Part 1 from Start Room: Open the Start Room door near the GobbleGum Machine (GGm). Go up and left by Double Tap 2 Perk Machine (DT2) to the iron gate door. Open it to the "Dragon Courtyard". 1. On your immediate right is a zombie window with boxes. SP1a may be on those boxes. 2. From door by DT2, go left to the base of the steps in the courtyard. SP1b may be against the base of these steps. 3. From door by DT2, go left, go up steps (from 2, above), make hardest right up more steps. SP1c may be on the left of the steps by the 'power door' which opens with the Power Switch. Shield Part 1 from Power Switch: (Facing Power Switch, go left to 'Power Door' which opens to Bastion (Electric Trap, PaP location here). Stay left, go down steps: 1. SP1c may be on your right, just after the place where the 'power door' on these steps lowered (you can see the location even when open). 2. Continue down to the landing pad on the balcony, turn hard left down steps towards the window. SP1b may be at the base of these steps. 3. At bottom of steps, go right to window by the gate door by DT2. SP1a may be on the boxes by that window (a couple of meters from the GGm). -------------Shield Part 2: Shield Part 2 from Start: Open Start Room door by Quick Revive (QR), go in and right to round "void bow room", open door to courtyard. 1. Turn right, walk to steps by Clock Tower, SP2a may be at the base of these steps, by the zombie window. 2. Go up Clock Tower steps and into the CT. SP2b may be by the desk across from the entrance. 3. Walk back down the same steps to the courtyard, and walk across and stop in front of the Church entrance. SP2c may be to the right of the Church door, in the courtyard, against the boxes there. Shield Part 2 from Power Switch: (Facing Power Switch, go left to 'power door' and out). Stay right and head down steps to Clock Tower (Wunderfizz and Landing Pad just before the CT), go in CT. SP2b may be by desks, across from entrance. 2. Come back out of CT by WF/LP again, head left down steps to courtyard. SP2a may be at the base of these steps on your right (by zombie window). 3. Head across courtyard and stop in front of Church. SP2c may be to the right of the Church entrance, in the courtyard, by the boxes there. ----------Shield Part 3: All 3 SP3 locations are by the Pyramid in 'the undercroft' below the Church. Once power is on, enter from "dragon courtyard", Start Room (upstairs by Jugger), or head down from the Church by Speed Cola. Activate the 4 square panels on the floor around the pyramid by standing on each for 4 seconds (it turns blue, audio cue). Once all 4 are active, low gravity will start, and then it will oscillate between on and off over time. During low gravity, jump at and push towards a wall in this area and run forward to wall run. Wall run or jump to these locations: SP3a: Above workbench on fancy metalwork that surrounds the Pyramid (but up on ceiling). It faces the workbench, but towards the "church steps" side (left and up if facing away from the workbench). SP3b: Above PaP location on reverse side of structure from dragon head. SP3c: Above door to the Teleporter to the Landing Pad. ------------Workbenches: Build at Pyramid, or above DT2, or in Church at Workbenches. This depends on where you train or camp. I find the Pyramid bench to be generally easiest to get to during rounds. ########################## --------Ragnarok Parts: (Just touch these to aquire them). Note that you can use the Bastion electric trap to ensnare the Panzer Soldat (to shoot him easily) and get 2 Ragnarok Parts almost simultaneously. Ragnarok Part 1: Kill the first Panzer Soldat. He drops RP1. If you miss the part somehow, the next PS will drop it. Ragnarok Part 2: Activate the Bastion Electric Trap. Then look up when it is done to see the part in the air. Use the Church Courtyard Wundersphere, or the Wundersphere above Double Tap 2 to retrieve it. (The Church WS takes you almost to the DT2 WS, that is a good path to take if you don't know which to try). If you miss it somehow, simply activate the trap later. It may rarely appear at one of the other Wundersphere paths, but this very rare. Ragnarok Part 3: Go down by Pyramid and locate the door to the Launch Pad. This door is near the PaP location (facing PaP, look right). Go in and teleport to the Launch Pad. At the Launch Pad teleporter, turn right and head out to the actual LP, stay left, you will pass the Trip Mine wallbuy, continue along the left and you will see a red switch (below the PaP location on the pad above). When the Rocket Test begins, throw that switch ASAP, and hurry in by the Teleporter before the doors close and the Rocket Engine fires (it will kill you if outside). Now you will fight or avoid the burning zombies as well as the current round's zombies. I suggest simply circling them near the closed LP doors, between the 2 zombie windows until the Rocket Test is complete. When you hear the audio cue that the Rocket Test is complete, hurry to the Teleporter in here and activate the green-light switch to the left of the teleporter AS SOON AS THE 3 LIGHTS TURN GREEN. Pull the switch, then RP3 will be on the TP. 360 (last gen) note: This last step, it is very hard to activate the switch at the end. When the 3 green lights come on, you often cannot activate the switch until the last milliseconds before it turns red again. This is a very frustrating bug. I suggest In Plain Sight or Idle Eyes GG so that you are not being pressured by zombies at this tiny window of opportunity. Next gen works fine. Note: While at the LP, remember to activate the landing pad by VMP, and the PaP location on the Launch Pad. ######################## Happy gaming! (1.23.2019)
  6. 2 points
    Chaos Theory: is a branch of mathematics focusing on the behavior of dynamical systems that are highly sensitive to initial conditions. "Chaos" is an interdisciplinary 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 effectdescribes how a small change in one state of a deterministic nonlinear system can result in large differences in a later state. Unlike fixed-point attractors and limit cycles, the attractors that arise from chaotic systems, known as strange attractors, have great detail and complexity. Strange attractors occur in both continuous dynamical systems (such as the Lorenz system) and in some discrete systems (such as the Hénon map). Other discrete dynamical systems have a repelling structure called a Julia set, which forms at the boundary between basins of attraction of fixed points. Julia sets can be thought of as strange repellers. Both strange attractors and Julia sets typically have a fractal structure, and the fractal dimension can be calculated for them. Aristotle believed the four physical elements (Fire, Water, Earth, Air) were changeable, and Alchemist ran it from there. The belief was that metals were living, growing beings and could change into other substances. Metals were all composed of the four elements, but were in opposite stages of maturity during their journey to Spiritual Perfection. The theory, then, was that by distilling a substance down to its elemental form and creating the perfect balance and proportions of the different elements, you could purify matter and transmute one substance into another. The ultimate goal was to turn immature base metals like lead into higher metals like gold by releasing their perfect state, or Quintessence. :PAUSE: Breathe. :RESUME: One of the best-known European alchemists, the 16th-century Swiss physician Philippus Aureolus Paracelsus, called the aether element “the substance of stars and souls.” Isaac Newton, a passionate Alchemist, described it as “the perfect Elixir ... our gold ... red virginal milk most fragrant and healthy.” In essence, it was a pure and perfect spirit concealed in all things—both chemically and spiritually. The Alchemists’ quest for gold wasn’t just a technique of metal science. This was Christian Europe, and Alchemy became more than chemical it sought after the spiritual. Metals and Mortals.. Purification was an alchemists representation of humans striving to perfect the soul. Achieving gold was like knowing God. The Holy Grail of alchemy was the legendary Philosophers Stone, which wasn’t a Stone at all. It was a misunderstood substance that could isolate the pure essence of a material and change it into something else, namely gold. In the medicinal corners of alchemy, it was also known as the Elixir of Life, a universal cure that could bring eternal life. the Stone was the physical representation of the concept of perfection, or Quintessence itself. In fact it was sometimes called the lapis aethereus, Latin for “Æthereal Stone.” Let me tie in our lastest bit of storyline material given to us from Dead of The Night. “Prima Materia” Prima Materia, materia prima or first matter, is the omnipresent starting material required for the alchemical magnum opus and the creation of the philosopher's stone. It is the primitive formless base of all matter similar to chaos, the Quintessence, or Æther. Prima Materia is sometimes attributed to Aristotle. It in fact was also an earlier idea that can be found in the philosophy of Anaxagoras, who described the nous in relation to Chaos. (Empedocles' cosmogony is also relevant.) According to Anaxagoras All things have existed in some way from the beginning, but originally they existed in infinitesimally small fragments of themselves, endless in number and inextricably combined throughout the universe. All things existed in this mass, but in a confused and indistinguishable form. There was an infinite number of homogeneous parts (ὁμοιομερῆ) as well as heterogeneous ones. The work of arrangement, the segregation of like from unlike and the summation of the whole into totals of the same name, was the work of Mind or Reason (νοῦς). Mind is no less unlimited than the Chaotic mass, but it stood pure and independent, a thing of finer texture, alike in all its manifestations and everywhere the same. This subtle agent, possessed of all knowledge and power, is especially seen ruling in all the forms of life. Its first appearance, and the only manifestation of it which Anaxagoras describes, is Motion. It gave distinctness and reality to the aggregates of like parts. Decease and growth represent a new aggregation (σὐγκρισις) and disruption (διάκρισις). However, the original intermixture of things is never wholly overcome. Each thing contains in itself parts of other things or heterogeneous elements, and is what it is, only on account of the preponderance of certain homogeneous parts which constitute its character. Out of this process arise the things we see in this world. Arcane Alchemists describe the prima materia using simile, and compare it to concepts like the Anima Mundi. Anima Mundi: according to several systems of thought, an intrinsic connection between all living things on the planet, which relates to our world in much the same way as the soul is connected to the human body. Plato adhered to this idea and it was an important component of most Neoplatonic systems: Dead of The Nights Official Song includes our beloved story vocalist Elena Sigman. I want to bring attention to this portion of the song as it is not coincidence. 1. Who is looking at the Earth? I’M waiting for some one to come here and kill me and become apart of me break them and make them me. Where was it you were before. (Where are you) Who are you and Where are you now? Show me someone who will never die Die like me. Ill show you something that is always alive and dying to find.... And mine is a Mystery. *De Profundis Clamavi* "Out of the depths I cry out" Sol and Luna most frequently symbolize consciousness and the unconscious, respectively. Fiery Sol, the Sun, whose corresponding metal is gold (or sulphur), is the source of warmth and light (gold was often called "the sun in the earth"). Watery Luna, the Moon, whose corresponding metal is silver (or salt), is dark and cold (water and spirit are often identical; water also holds death-rebirth symbolism). Sol and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. Luna and Sol often appear as White Queen and Red King; the symbol of this relationship is a rose. This relates to their symbolism as the anima, the female principle within a male personality, and the animus, the male principle within a female personality, respectively. Jung called this aspect a "medium between the ego and the unconscious. This is reminiscent of Rubedo, in which Luna becomes a man, whereas Sol becomes a woman. According to Jung, both aspects are crucial to their corresponding Self, and their realization is achieved through relationships with people of the opposite sex. The alchemical concepts of Sol and Luna seem to be the unconscious projections of the animus and the anima Luna is often called Anima Mundi, the World Soul which surrounds cosmos, half-human half-animal Melusina, or even Lilith. As Melusina, she is similar to Virgo, who is often associated with the Mercurial Serpent. As the Moon, Melusina is also compared to Venus or Aphrodite, not unlike Mercurius. Similarly, Melusina as Lilith, is the first wife of Adam in Paradise, (Shangri-La*) whereas Mercurius is often associated with Adam before the Fall. It is only natural to represent Mercurius as the anima, which alchemists often did. The sun represents the masculine principle and the logical or reasonable aspect of the mind; the moon represents the feminine principle, the realm of dreams and the subconscious. The two united offer the means of magical transformation — a combination of conscious desire and subconscious activation. To become magically adept, the male and female aspects of the self must be fully recognized and integrated. The balanced individual, fully acknowledging the anima or animus within, is thus the HermAphrodite. This is the true goal of the alchemist It has been used to describe personal and spiritual transmutation in the Hermetic tradition, attached to laboratory processes and chemical color changes, used as a model for the individuation process, and as a device in art and literature. The magnum opus has been carried forward in New Age and neo-Hermetic movements which sometimes attached new symbolism and significance to the processes. It originally had four stages More to come today don't worry.. One must grasp the Great Work Fellow survivors! this post will update with juiciness shortly 😎🤫🤫🤫
  7. 1 point
    Apparently there is the CoD Zombie labs symbol as camouflage on some Pack-a-Punched weapons in the map Classified. Does this mean these trailers, aging from the Black Ops I era, are confirmed to be canon? Appearing in the Pentagon, does this mean the Labs are American? Is it a part of the Broken Arrow program? This would actually make sense concerning some things seen in the trailers: The Nova-6 Crawlers and the Wavegun. We know the Americans experimented with the Nova-6 Crawlers (we even found blueprints in Classified) and they might have found the Wavegun in Griffin Station. Or perhaps they invented it. This raises in second question in my head: Did the Americans ever succeed in creating a stable and functioning Matter Transference link between Groom Lake and Griffin Station in the same moment (so no time travel). If so, the Zombie Labs in Griffin Station could very well be the American Zombie Labs from the trailers.
  8. 1 point
  9. 1 point
    @The Meh ahhh gotcha thanks for explaining. 🙂 Here is the new board.
  10. 1 point
    Novum Ignotum Explain, @The Meh! Good morning. Love you
  11. 1 point
    Moar of Zombie Chronicles. Making simple games simpler for short play times, and exploring weird game ideas. I've done every individual map except Gorod Krovi, so why not post my deranged ideas for ZC? ######################### All maps: Start Room only challenge: No need to type this for every map now. How long can you survive Start Room? I, candy: Only use Eye Candy GobbleGum. Box and Bottle revisited: If plausible, open to ?Box, shortest route possible, no other doors allowed afterwards. No power allowed. QR and Box until they leave your map. Anywhere But Here! GG: Ban this on small maps, or try to get put in an "ABH! Pit map" if it takes you out of the allowed map parameters. ######################### -------Nacht Der Untoten WaW III: No perks nor GG allowed. Back to basics. Whatthefuzz: You must take whatever the wunderfizz machine gives you. Random is fun or not. ?Boxed in: You must hit the box every round possible, and must exchange 1 gun. If you get Monkey Bomb, no exchange that round. May only hit box once per round. No wallbuys allowed. Wall Flower: No ?Box use allowed. ######################### -------Verrückt: (2 Start Rooms) Option, QR Side: Open Bootlegger Room only. Hall of the Dead: Open Juggs side to Kuda wallbuy, hold that hallway. Columns of Woe: QR side, open LCAR9 Room only. Short lived training session. Round Room: You must open 1 door per round, 1 door max per round. You must fight and stay only in that newly opened room that round. Once entire map is open, you win (go to bed, or may now play entire map). ########################## -------Shi No Numa: Bad Ops Shuns: Open Start Room steps, open Storage + Storage hut only. Camp by KRM or train. 5 perk options; QR, SU, W'sW, DD, and 1 random. Electric Trap option. Fishing Hurt: Open Start Room door, open Fishing Hut for perk. Camp under start Room steps or train. QR and random Perk. Flogger option, Electric Trap option. Doc Der Untoten: Open either Start exit, open DQ. Keep DQ Hut closed. Camp outside left of DQ Hut. No perks allowed. ######################### -------Kino Der Toten: Kino-sabe: No power switch allowed. Open map as desired otherwise. Half Fast: Pick a side, open only that side to power, no doors on the other side allowed. Round Room: You must open 1 door per round, 1 door max per round. You must fight and stay only in that newly opened room that round. Once entire map is open, you win (go to bed, or may now play entire map). ######################### -------Ascension: The Juggernogg's Bitch: Open Juggs room from Start, open above Juggs, open 1 door above to power and activate it. No other doors allowed. Wanderfizz (map build): Open Upper Start Room door. Open door by RK5/Kuda. Open (Fire Trap) door near KN44. Open either door to Power Switch and activate it. No other doors allowed. QR, W'sW, Wunderfizz perks, a few wallbuys. Trap option. (Option: open Jugger door for Juggernog). Wanderfizz 2: Open lower Start Room door, open door above Juggs. Open door above to power/Box. Open Kuda/RK5 door outside. Open door to Stamin Up. No other doors allowed. Juggs, QR, W'sW, SU, and Wunderfizz perks. Trap option. The Ascending Giant (map build): Open lower Start Room door. Open door above Juggs. Open door by Fire Trap. Open door to Speed Cola/Bowie Knife. Open door from above Jugger steps to Power. A high rise convoluted map of bad training, J, SC, and QR with Bowie Knife and temporary Box. Lander Pits (map builds): Open through Jugger and 1 door above to power. Buy Jugger (not QR). Ride Lander to random pad. No other door purchases allowed, no other Lander use allowed. 1. Jugger + Trip Mines. 2. Jugger, Speed Cola, Bowie Knife. 3. Jugger, W'sW, Wunderfizz perks. (Option: At Trip Mine pad, you may open door to Stamin Up and Trap). (Option: Allow unlimited Lander use. Still no PaP access. Add QR for long games. With this option, you could open to Power Switch through Fire Trap, and up past Mule Kick. This adds Fire Trap, Mule Kick, and PaP option). ######################### -------Shangri La: Shangri's Playground (map build): Open Start Room door near GGm. Open Start Room to Maze side door through to power, through KN44 Room, to the Waterspout Room (up to Mine Cart). No other doors allowed. Use cart, waterspouts, slide to get around map. You win the game when the Maze crashes the game, like any other bo3 SL game. PaP may be or become unavailable due to closed hallway. ######################### -------Moon: Pit 51: Get to Moon, get Power and Perks, come to Moon and fight in area 51. No QR allowed. No Power: See post above for details. Long game. Wrecked: You may not hack excavators. The Giant Moon: Get Juggernogg or Speed Cola at Start. Go to Moon. Open to Bowie Knife, and both tunnels allowed fully opened, no other doors allowed. QR option. (Option: Activate Power for DT2, and a shrinking map due to excavators. No Hacker allowed). Angri-la Moon: Get Start perk if able and desired. Get to Moon. Fully open both tunnels, nothing else. Activate Power Switch. Excavators eventually shrink map. QR option. Possible Box option. (Option: No Power, no excavators). ######################### -------Origins: Staved off: Activate generators, PaP, and train in Crazy Place (as above post). Long game. Shangorigins: Open both trenches from Start Room until they connect. No more doors allowed (nor ABH! GG). Speed Cola, QR options. Wanderfuzz: Open through Gen 3 (Speed Cola) to No-Man's-Land. Get SC, Jugger, and WF perks (until it leaves the map). No more doors allowed. QR option. ######################## Happy gaming wrongly!
  12. 1 point
    I don't know. Wouldn't Monty wipe Primis out of that reality anyway, whether if the Shadowman escaped or not? Would be odd to let them live there if not the Shadowman came along. This mind boggling thing has mafe me think prior as well, and I still can't think of any explanation. Maybe due to Richthofen's soul being restored innocent as a child, protected in the House, Primis Richthofen is immune to the Dark Aether's corruptance. That would work the same for the other Primis characters. Maybe, if their souls weren't in the House, they would immidiately turn into victims of the Apothicans and become enslaved warriors of the Dark forces. It's interesting as well how Monty says about Maxis ''It wasn't really his fault, since he didn't had a soul'', while he doesn't say such thing about the soulless Primis, right? Does Monty ever (in Revelations) mention anything about Primis's souls/soullessness?
  13. 1 point
    New chapter for a new year! And plans for the future are still looking good. I hope this school year does not kill me. In the mean time... Book 1 Chapter 11: "Expansion" From the perspective of Doctor Maxis, we learn of Group 935's great integration into the Third Reich and expansion to new facilities around the world, from the perspective of Doctor Maxis. This one has a lot of fun little nods for the well-versed zombies, and real-life historians! Behind the Scenes: Originally, the next chapter was going to be "Funding", which was a chapter in the original Storybook that was grandfathered into the plans for the new Storybook with the timeline's help. But, my process for writing these chapters involves me thinking about the upcoming chapter for days trying to imagine how the entire chapter will play out, scene by scene, to best utilize the setting for world building, develop the characters, create interesting dialogue and interactions, and generally be entertaining while adhering to the canon. Will how ambitious it has gotten, I could not think of a good reason to keep the "Funding" chapter. The original was very lackluster, in my opinion. It was just Maxis telling Sophia to write a letter, and then there was a response to it to build the world a little. But I think this chapter accomplishes that, and much much more. So that is why the chapter was cut and its story woven into this one.
  14. 1 point
    You came with some good points, and there are indeed theories Primis took Edwards soul in the Giant. However, this Timeline script proves otherwise. Nikolai even mentions they killed countless of other Richthofen's prior. Nikolai, Takeo and Dempsey even know that Primis Richthofen comes out of the MTD: They know what happens. They have experienced the creation of this split-off of the Original Universe many times before: the murder of Richthofen. There could be a possibility the OG universe is Dimension 2210, but if that would be the case, Richthofen's soul would ascend to Agartha together with Niki, Dempsey and Takeo's soul, after the Gorod Krovi Easter Egg. Instead of that, we know (from the Timeline AND the Origins cutscene) that Primis Richthofen brought little Eddy aka Richthofen's true soul to the House earlier. EDIT: Also, in the GK ending we actually see the souls of Nikolai, Takeo and Dempsey. We dont see Richthofen's
  15. 1 point
    Didn't know that. ^^ Maybe I should play some Blackout just to piss my pants as soon as I hear someone close to me. haha
  16. 1 point
    Dunno if Dwellers can do it, but the moderation Actions are between the tags and the post. And as always: You are the man 83457. ❤️
  17. 1 point
    I believe so, yes. I only play solo but I have heard weird noises through my headset only to find they are from another player’s mic.
  18. 1 point
    Ps4 in general on bo4, not just IX.
  19. 1 point
    I'm glad you like what I've mentioned. There will be more and it will take some time but we are all working towards making some changes to improve the overall experience on the site 🙂 Thanks! Glad to be apart of this great community and look forward to interacting with more members!
  20. 1 point
    Hi everyone! New admin here. Thank you for all the great points @The Meh and everyone else that has added to this thread. I've looked over this thread and if the Gods at IPS let us, we can try to make some of this happen. IPS is a tough software to deal with. The smallest of addons cost $10+ where on other platforms, they would be given out freely (I'm talking stupid things like adding an Ad code to a specific area was $10 when I was using their platform YEARS ago...hopefully things have changed to make things more competitive in the forum software market). I have already gone through some of the back end settings and some other "webmastery thingys" to help the site rank better in search engines. But there is still much planned! Right now on my roadmap, I plan on tackling: Better advertisements - Let's face it, in order to get nice things for the site, the site has to be generating more revenue than it currently is. I plan on expanding the advertisement pool to increase the overall payouts to the site. In the same breath, I plan on changing some of the ad placements as well as the blending options for the ads so they don't stick out like sore thumbs like they currently do (while not being deceptional). Analytics - I've already started on this a bit but will be expanding it and probably getting the team more involved in it. I plan on using analytics to discover content that may have been overlooked and then work with the team to promote it through the social media platforms. Which brings me to my next point. IPS (forum software) changes - There are things within the settings that I've already identified as being an issue and those have been corrected. I suspect there are more things and as I go through all of the settings, they will be corrected. Also with this end of what I plan on doing, I want to go through what available addons there are in the IPS marketplace to see if we can add more features for the members. Social media - There is a lot of untapped potential in the social media platforms that this site has garnered in the past. We need to use this more to keep our community out in front of everyone's faces. My business partner will also be helping with this aspect. User activity/stickiness - As some of you have mentioned, people just come here to read a thread and leave. People aren't posting, which is part of the problem with getting more traffic to the community. I want to look over the user interface in terms of the design aspects and see if there are things that can be changed to make the site more inviting to not only join, but to also start posting and become an active part of the growing community. I think we need to recognize users who are trying to comment and share on the site better than we currently are. I have a few ideas for this that I'll be bouncing off the team here shortly. Other stuff - I'm sure there is more but off the top of my head, I can't think of it. I mentioned my business partner above. We come as a bundled deal and I know he plans on bringing more sponsorships to the site which means more revenue for the site to use for upgrading various aspects of the community and also doing more giveaways for the users here. I'll let him share more on this if he wants to expand on it. I am apart of the Discord so feel free to message me (as I would also like picking some of your brains...pun intended...and get a feel for this community a bit better). Just like most people here, I do have a life. I work in my other business Mon - Thurs during the days so communication is a bit sketchy during the week and I typically get to messages in the evening then (it may show I'm online due to my opening my laptop so don't feel you are being ignored if I don't respond once I pop up as "online"). I have a wife and 2 kids (2 and 4 - both of which are killing my wife and I on sleep), I also run a 1M+ member gaming site, and am getting ready to launch a new esports community that will be in network with CoDz while offering the members here some additional features if we can't bring those features directly to this site due to this software's limitations. With all that being said, CoDz is apart of the family now 🙂 I look forward to being a valuable part of this team here and hope to get things moving along quicker for everyone on this site to see the community really prosper!
  21. 1 point
    Hey all, Recently I stumbled upon some very interesting quotes that can be heard during the Buried Easter Egg. They do not merely inform us about what we exactly do, but gives us small pieces of information about larger topics as well: The Aetherial energy, one of the most important yet not so prominent topics in our story. Oh, and not to forget this. It is basically a must-read if you want to understand the following, but I guess those interested in topics like this know it already. So get yourself something to drink, and lets get started: The Lantern These quotes can be heard during the Lantern step. On Richthofen’s side, one must kill Witches that would release some kind of energy that would fill the Lantern. On Maxis’s side, however, one must kill zombies around the Lantern, releasing some kind of energy as well capable of filling the Lantern. In order to gain this energy, the players cannot kill the zombies theirselves but they must use Arthur or one of the buildable traps. According to Maxis, this is to not being corrupted by the errant energy. So why does Richthofen need pieces of souls of the projections of the Witch, while Maxis needs the souls of the undead. Actually, do the zombies still have a soul? Richthofen says that departed souls, the souls of the dead, leave energy in their physical corpse. Maxis speaks of energy contained within all matter, and energy contained in the zombies (“the power of the undead”). I don’t think we should speak of souls at all. The souls are already departed, gone to another place, the energy is what is left behind. This kinda contradicts the lyrics of Shi no Numa’s musical Easter Egg, the One, in which is made clear that the remnant of the mind of a zombie has a great desire to end their eternal damnation and find rest/to die, which seems like they still have a soul. This is not the case. It’s interesting as well that Maxis speaks about the energy’s capability to corrupt a human mind. Is the energy Dark Aetherial of origin? It would make sense, since the zombies are 115-infected, meaning that their minds are connected to the Dark Aether. As good ol’ @NaBrZHunter (I keep crediting you mate, you got quite a legacy here) spoke: Richthofen gives us the intel that there is more than one sort of energy, which might explain why he needed the Witches’ one, while Maxis needed the undead one. Positive and negative energy. Light and Dark energy. Good and Evil energy. This must have ties with Agartha and the Dark Aether, the Keepers and the Apothicans. Enlighted and corrupted. About this I have little to say, but I hope this topic will spark a discussion in the comments. The Amplifiers The Amplifiers are devices embedded in the ground, which seem to harvest the energy in the soil. I think the source of this energy might be the Rift, as the Buried Mining Town is located near to it. They amplify energy, eventually projecting it in the dimension around it. In Richthofen’s side of the quest, you must power up these devices even more with the Paralyzer. As the Paralyzer projects Aetherial energy (the same type of energy the Which releases in the Lantern, as the Witch is immune for the Paralyzer and the purple smoke it leaves looks the same as the Paralyzer’s electromagnetic ray), the energy the Amplifiers conduct must be Aetherial as well, hence I think it origins/has ties with the nearby Rift. What we can confirm with this as well, is that the Aetherial energy is electromagnetic. The Wisp A curious characterism of the Wisp is that it attaches to zombies. This makes me almost think of the Wisp being a soul, similar to the ball of light in Gorod Krovi representing Gersch’s soul. Because zombies don’t have a soul, the Wisp might “want” to attach to them due to their emptiness. But we must not fool ourselves: the Wisp is not a soul! Both Maxis and Richthofen speak about a ball of life energy. This energy is used to power the third Global Polarization Device. The difference between a soul and life force? I guess the most accurate description of soul is “what inhabits the body” and of life force “what keeps the body living”. The problem of the Wisp is that it has no body, so it might be someone’s life force pulled out of his/hers body. Who’s? I self can think of two options: A survivor trying to establish the Global Polarization Device for either Richthofen or Maxis before Victis came along. There is proof that many tried before, according to a quote of Richthofen: “So many others, so many games. Where do they come from, oh? Maxis does this all the time, you know. You are not the first.” The part “so many games” intrigues me. Is every game we ever played one other version of this attempt? Are “the others” we self, Victis? Is that why Stulinger is instructed not to think about it, because it would make him sad? This ties in perfectly with our next part. If you want to continue reading about souls involved in the story, I heavily recommend @Electric Jesus's theory about Quantum Immortality and @NaBrZHunter's (there you go again) theory about souls used as a power source. Actually, I recommend these theories anyway 🙂 The tear in space-time Can anyone find out at what point in our game this tear in space-time is created? Interesting thing is that Element 115 is actually the fabric of space-time, the building brick of the multiverse. By messing around with the Aetherial energy previously, we might have changed something. To fix this tear, Victis had to travel through time, finding their own dead bodies. Are those versions of them in a earlier timeline/game, where they failed? Because the Timebomb is only capable of travelling BACK in time, and not to the future. So this cannot be Victis’ future, it must already have happened. I wonder, though, if the tear might have been observed by higher forces, or if Richthofen perhaps intentionally created this Rift in his race to ultimate power. Ultimate power With Richthofen in control, Samantha’s soul will be condemned to eternal damnation. Eternal damnation most likely stands for beneath existence. In other words, the Dark Aether, or Hell. The following quote is a part of a theory by Faust, but since I couldn't find the thread anymore so I can't link it, I have copy/pasted everything. I guess that is where Samantha is stuck in. An interesting thought is that when Maxis wins the Black Ops II Aftermath, Samantha's soul is taken to Agartha. Whether this is the same place Richthofen condemns her to, I don't know. Energy again. It is all about energy.I do believe this is the key concept during our entire story. But what exactly does it includes? It is electromagnetic in origin, but do you know the human brain and neuron system are in essence electronic as well? Electricity is not merely a technological thing. On top of this, mysteries forces have always interested us, forces known as Aura's, Chakra's and many more. I personally speak the truth when I say I can see Aura's when I focus myself....a bit. Merely the energy, not the colour-thing. And when you are tired and stretch yourself, what is that feeling streaming through your arms? There are weird feelings and forces all around us and within us. The Aether's energy might have been based on such thing.
  22. 1 point
    This is very interesting to hear. We can connect this to Primea Materia, but what if we connect it to Aether/115. Could it be more than the fabric of space-time. Could it be the fabric of the general consiousness? Our souls? This also reminds me of the force of Vril (possibly being concentrated 115/Aether). Actually, the purity of the Vril Ya was believed to be the origin behind the Nazi's idea of the Aryan race. At der Riese, it was even tried to form Vril and create an ultimate Ubermensch with it Read this theory by @Rissole25 if you're interested
  23. 1 point
    Thanks to @RadZakpak's recent post I was being reminded to the mysterious Wallwritings in Black Ops I's first zombie map, Kino der Toten. The meaning of each of them is rather...symbolical, and hard to tell. Every player might have it's own thoughts about them. But I have tried to write down some straight facts, among with my own thoughts, trying to decipher those messages left behind on the walls of this damned theatre. Shout out to @PINNAZ's Zombies Library, once again a usefull tool for threads like this. BEWARE OF THE 6! Beware for what? What is meant with six? It might have been a reference to Nova-6, a biochemical weapon initially produced by doctor Friedrich Steiner in the final years of the Second World War. The original Nova 6 test site was located in Poland, possibly in Lower Silesia: the area where Group 935's 'Der Riese Waffenfabrik' was located as well. There is proof that Group 935 cooperated with Steiner's work, or at least took advantage of it, as the sciencific group had done experiments containing both Element 115 and Nova-6, genetically creating our stinky enemy, the Nova-6 Crawlers. These creatures appeared for the first time in Kino der Toten, as the Kino Facility might have been the (main) testing ground for these experiments. The sentence "Beware of the 6" would be a fitting one, indeed. What is interesting to note as well is the writing on a paper that can be found in Kino der Toten. This message is a note from the Illuminati to FS ER (Faithfull Servant Edward Richthofen). Tabun and Sarin are both nerve agents used as chemical weapons, and might be tied to the Nova-6 gas. I'm not diving too deep in this, but what is interesting is that the Illuminati writes that one should be wary of the Doctor, and they wonder how he got in this time and place. This must be Richthofen as well, right? Are there two of them, or is ER possibly another Illuminati member that was infiltrated in this Group 935 facility? Wacky stuff. There are more interpretations of this wallwriting, however. There are theories that the 'Six' refers to the sixth dimension, as the souls of the characters are stuck in time (think of the Der Riese clock). Six could also refer to Fluffy being testsubject number 6, and Hellhounds spawning around round 6. There are also a bunch of items around the map that can be counted six times: 6 generators in the generator room, 6 interactable fuseboxes (Remember Nikolai's quote: "I think we should find the fuseboxes") and six out of bounds blank portraits. BRIMSTONE TO DAMNATION Fire and Brimstone is an expression of God's wrath in the Bible. In Genesis 19, God destroys the cities of Sodom and Gomorrah with a rain of fire and brimstone (meteorites??). The term is also used sometimes to describe a Christian preaching that uses vivid descriptions of judgment and eternal damnation to encourage repentance. Could these "Hellish" and "eternal damned" words refer to the forces of the Dark Aether? Brimstone is also another name for Element 16: Sulfur. Interesting enough, sulfur is one of the three compartiments that were used to create Nova-6. AETHER PROJECTIONIST Well okay, admitted, exactly 'Aether projectionist' it doesn't say. The first word, Aether, is written in Illuminati language, meaning that the Illuminati had something to do with this. A projectionist is a person who operates a movie projector. Seems like this writing is really tied with it's location. Now I'm gonna quote something from a prior thread. World domination. Enslaving of the human race. Also, here is a quote of Richthofen upon entering the theatre: Next to the wallwriting, there can be seen Illuminati symbols on a variety of locations in the map. Why were they so involved in the Kino facility? KNOWLEDGE ITSELF IS THE FOR TAKING This sentence can be interprented very broad, but it immediately reminds me of the Kronorium. During the final chapters of the Aether story, 'Knowledge' was basically a synonyme for that book. I have no idea why it would have ties with Kino der Toten, however, so there might have been hinted to something else here. What knowledge? Can it refer to the brain/mind studies done here, as I talked about previous Wallwriting. The experiments in Kino der Toten were pretty revolutionary concerning this topic. Samantha Emilia Abigail JD We all know this one. Is it Samantha's full name? The heart right of it could also hint it are three friends. What strikes me is the name Abigail. Not only is it the first name of Misty, it is a real English name as well. Maybe Abigail was the daughter of another English scientist working for Group 935 at the Kino facility. Samantha, Emilia and Abigail were all girls 'abandoned' by their fathers, playing in their working area, possibly naughtily written their names with chalk somewhere on the wall. Who or what JD stands for, I wouldn't know. Diving in the old stuff is really fun...
  24. 1 point
    @andydabeast Your year had been crazy! Taken care of the little one and enjoy being An Architect now! Also, hope lightning doesn't hit your House of something 😉 And@PINNAZ: Enjoy your over date Chicken curry
  25. 1 point
    I thought the exact same thing when I saw the camos. Really interesting they connected all the way back to those trailers. Also of note on the blueprints is on the monkey bombs it says “Does not work on Hellhounds” which is strange and makes me think the US must also know about Sam’s Hellhounds. Makes you wonder just how much they really do know about Samantha at this point. Also, on one of the Ray Gun blueprints there is a picture of presumably Dr. Porter.

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