Jump to content



#0
Guest

User Menu


Sign In

Sign In



Or sign in with one of these services

Sign Up

Forum Menu


More Staff Online

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!

Leaderboard


Popular Content

Showing content with the highest reputation since 11/30/2019 in all areas

  1. 2 points
    Extraterrestials were the inspiration for the god-like figures appearing in countless religions and mythologies. What we’d call paranormal or magic is “merely” based on their highly advanced technology. The Chariots of the Gods are actually flying saucers based on an anti-gravity mechanism, the Gods sudden appearance on certain locations can be explained by teleportation and matter transference. Raining Hell and the Apocalypse might be referring to a thermonuclear war and weapons and staves with seemingly magic abilities are actually based on electromagnetism. In this summary of Demons/Vril/Keeper/Apothican technology that mankind simply cannot understand yet we also encounter two kinds of very identical appearing objects, or artifacts: the Summoning Key and the Vril Sphere. In this thread I will discuss the technology behind them, hopefully sparking discussion or theories about their origin and effect on the story. Though one being far more powerful and ancient, I believe the two artifacts exist of similar components, created following a similar principle: quantum physics. To us appearing like nothing more than a metallic orb, I believe both the Summoning Key and the Vril Sphere are so-called ‘ Quantum Probability Weapons’, potentially able to rewrite reality itself. In quantum mechanics all particles exist as probability waves in a base state of matter. When the probability gets strong enough, a particle appears at a specific location. This is also the main evidence behind the Many-Worlds theory: Every probability that something happens, another thing could’ve happened as well, splitting timelines and creating a Multiverse. By messing with the probability artificially (depending on how much effect you can have) you could pretty much rearrange matter as you see fit. Also, due to a process called quantum tunneling which allows matter to go through other matter and enabling teleporting within and between universes. So a device capable of messing around with quantum probability is a device more powerful than anything else in the Omni-fucking-verse! The Summoning Key has so much effect on quantum probability that it could create universes, create Agartha, using the energy of the already-existing Aether. It might’ve been the origin of the entire Mutiverse. Now while the Vril Sphere has way less effect on quantum probability, it remains an utterly powerful weapon of which we may have never seen the true capabilities. The Summoning Key was a device used by the First One, whatever that may be. I believe the Vril Sphere we encounter on Moon, on the other hand, is one of the many. Used by the Vril-Ya as weapons or tools, they could’ve been used for anything. There could possibly have been a hierarchy of different ranks or castes in the Vril society, with higher individuals having a Vril Sphere with a bigger effect on quantum probability. When Group 935 excavated the artifact found on Moon, Richthofen might very well have used it to create the Q.E.D., the Quantum Entanglement Device, mankind's much inferior replica of it. A not unimportant feature of the quantum weapons of the Vril is the seemingly ability of siphoning life force. In Moon, the Vril Sphere is used to activate the mechanism that pulls the life force of the dead like a magnet to the Aether Pyramid, charging it. According to the above cipher, the Summoning Key can be used for teleportation (as we already knew) by transferring one’s life force from dimension A to dimension B. It seems like the Quantum Weapons influence the field of our vital energy, as they seem to be able to generate some kind of polar sides that attract it. The final, and to me most interesting, feature we encounter with the Vril Sphere (and possibly Quantum Weapons in general), is it’s ability to destroy. Before we launch the three rockets from Moon to Earth, Maxis asks us to insert the Vril Sphere in them, Three rockets alone would be harmless for something enormous as our planet, but a few seconds after they hit Earth we see a bright flash, followed by a dead planet. I’m 100% positive that this destruction is due to these Vril artifacts, and not due to the actual impact of the rockets. When Earth says boom, we can also observe alot of electric flashes in the atmosphere, seen more closely when arriving in No Man’s Land again. As the Timeline states, the Earth fractured, and I think this is due to our magnetic field being distorted, possibly destroyed (actually also the reason why the MPD’s connection and control over Earth has decreased). In the Leylines thread you can see a complete discussion concerning this subject. Und here's another thread about the weapons of the Vril-Ya
  2. 2 points
    Just updated the post with the conversations formatted for CoDz so you won't have to go to the doc to read through them.
  3. 2 points
    I was bored and decided to write down my thoughts about this game. This will be a few parts, as I’m not a short writer. This first section is going to be focused just on general gameplay features/additions in BO4, next we’ll go through each individual map (that section will probably be much lengthier). Strap in, this might be a bit long. Gameplay Black Ops 4’s gameplay certainly innovated a lot, arguably more than any other entry. I think a lot of it was good, but it definitely had its bad parts. Pros The perk system- Okay, I really like the new perk system. I constantly feel challenged by the decisions it presents, which has never really happened to me before in Zombies. I’m glad that this system allows so many new perks (10 so far by my count), when if they all had to have individual machines that would be impossible. I also think it’s a really good idea to remove the ‘crutch perks’ and add them as standard features. There’s no reason why normal health and extra lives on solo should take up a perk slot. The perk meta is pretty balanced and healthy, if you go into a public match you’ll see all kinds of perks used. I find that a lot of people think that there are still crutch perks. Whether it’s stamin-up, quick revive, or whatever. But those people generally have different perks as their crutches, meaning the system works almost exactly as intended. Personally, I never play anymore without Winter’s Wail modifier, and almost always have Dying Wish, but everything else is up for grabs depending on how I want to play that specific match. Equipment- The new equipment system has its positives and negatives. But I like that it actually makes equipment useful, compared to most zombies where grenades are useful only on insta-kill and to make crawlers. Special Weapons- While in general I’m not a huge fan of this feature and I think this has some flaws, I like its implementation much more than BO3. Mainly because you don’t need to do an annoying quest in order to get it, making it accessible to casual players as well as people who just don’t feel like it. I still have flashbacks of sitting there waiting for the rocket to launch so that I could get the DG-4 part. And the variety of the weapons as well as the way they upgrade as the game goes on is awesome. Zombie Rush- This mode never really got traction in the community, but I was a massive fan. To me, this is a near perfect bonus mode, and I had an absolute blast with it in Public Matches on launch before the player count really dried up. It’s a great, surprisingly competitive mode, complete with traps to screw the other players over. It also makes for some fascinating perk choices- for instance, Winter’s Wail is absolutely worthless in this mode, because one hit really hurts you a lot, and WW only activates after the 2nd hit. Victorious Tortoise is easily the best perk as you can avoid those stray hits ruining your score. There’s a great snowball effect in Rush because your special weapon progress is tied to your multiplier- so once you get a high enough multiplier, you get your special weapon back nearly immediately, making you nearly unstoppable and allowing you to get an even higher multiplier. Elixirs- In general, I wish there were no Microtransactions in CoD zombies. However, I do like Elixirs more than Gobblegums. I think the fact that elixirs can be activated at any time really helps make certain elixirs useful. For instance, temporal is god-tier in BO4, but I didn’t use it once in BO3 because I’d have to go to the machine, hope for RNG, then hope again for a good power-up to drop. The elixir system just makes more sense. Also, I’m really glad they patched dashboarding, because that made BO3 public matches absolute cancer. Weapon Selection- I think the weapons have a lot of issues, but one thing I like is that there are a few bad weapons again, which gives needed variety to the box. Black Ops 3 really lacked that and pretty much every weapon was good. QOL/small additions - This is probably the best section for BO4. There’s a crazy amount of awesome QOL additions that I hate to not have when going back to older games. I’ll just list a few: A short delay before power ups, max ammo refills magazine, carpenters repair shield, giving weapons from the box to friends, an EE timer to track progress and number of completions, firing weapons while drinking perks, keeping guns when you bleed out, losing perks overtime while down instead of instantly, subtitles, named locations to make guides easier, seeing health, seeing teammates health, losing perks overtime when downed. 4 difficulty levels- They tried to add an easy difficulty in Black Ops 2, but it was pretty bad and just made the game more annoying. These difficulty modes, however, are absolutely great. Casual mode is perfect for, well, a casual time. Hardcore is fun when trying to sweat. And for the truly skilled at zombies, I’ve never seen anything in zombies as hard as realistic EE runs, that shit is absolutely insane. I think it's great to have these options to vary the experience. Custom Mutations- Mutations is a really good and highly requested feature. The options are amazing to screw around with and if you want to tweak your experience you definitely can. However, it definitely has not reached its full potential due to Treyarch’s stubbornness regarding the EEs. I think if they let you replay EEs with mutations that would open up a massive audience for mutations. Pistol only EE, boss zombie only EE, etc. Only somewhat related but massive shame to not have some kind of boss fight replay mode. Fast travels- While generally this would be a map specific thing, every single map in Black Ops 4 has multiple fast travels- and I think this is a great thing. A map like Origins can feel horribly dated due to its lack of easy, abundant fast travel and its map flow. The map flow of most maps in BO4 is really good, partially due to fast travels. Wonder weapons- Every map in BO4 has essentially adopted the Mob Of The Dead style of wonder weapons- it’s in the box, but it’s also attainable through a quest. I think that’s perfect, and the best of both worlds. However, this is hurt a lot by the DLC weapons packing the box with too many weapons (more on that later). Cons Equipment- The new equipment system has its negatives. For starters, Wraith Fire is way too OP. And I think they wanted to cultivate a similar equipment meta to the perk meta- where you may switch between equipment depending on playstyle. The problem with this is that Wraith Fire sucked all the air out of the room for other equipment. IMO you should only get one Wraith Fire rather than 2, and my optimal nerf for it is making you stand still when using it like the Pegasus Strike, to make it more specialized and to make Acid Bombs much more viable for training players, and Sentries/Claymores to be more useful for camping players, compared to now where the Wraith Fire outshines all other equipment at any task. Special weapons- In general, I don’t really like special weapons and don't think they should be in the game. They feel like a crutch for when I make a mistake, when I really should be punished for that. Special Weapons also come back way too fast, it should be around 5 times slower so that it can’t just be abused. I get that they wanted a power fantasy with this and it certainly works, but I think it goes a bit far. Zombie A.I- The Zombie A.I in this game is pretty ridiculous. I think they intended this as the drawback to having special weapons and useful equipment, but damn are they very aggressive and fast. I still don’t really have troubles training but I get why a lot of people have a problem with the A.I. Weapon selection- I don’t think the weapon selection is actually bad, but it has some major issues.The box has WAY too many weapons. After all the DLC guns, the box is absolutely stacked with weapons. I just played a Tag EE run where I didn’t feel like doing the EE for the free Wunderwaffe Sharfschutze, and equipped the Fire Sale Elixir. I went through 7 fire sales with timeslip activated and about 30 regular box hits, so probably around 80 box hits before I got it. The box is just ridiculously stacked, making WWs incredibly hard to get. The Hellion Salvo is also a big issue. This is kind of an elephant in the room for high round players. The hellion kills in one shot infinitely, at any round. I’m really not sure why this hasn’t been patched yet. I think it’s fine for it to kill into the 50s, but infinite is ridiculous. Gauntlets- I think this mode has a lot of potential but really is ruined by its focus on Easter egg quests. I think the challenges should only be gameplay oriented, not something like do a certain quest by this round. Firstly, I hate being forced to do quests, and secondly, I often feel cheated when playing gauntlet and then a quest comes up and I felt like I needed to know beforehand in order to actually do it. I don’t think you should have to look up the challenges before playing. That one problem absolutely kills gauntlets for me. If not for that, I’d probably dive into them but I haven’t even fully completed one yet. Next section will be map-focused, I’ll probably do IX/VoD first as I have the least to say about those.
  4. 1 point
    I spent the day transcribing every single conversation between playable characters in Alpha Omega. That includes between Primis, between Ultimis, and between Primis and Ultimis. I will update this post with the quotes formatted for CoDz when I get the time again, but for now I will just link my Google Doc where I compiled them all if you'd like to give them a look: Link to the Google Doc here. Prompt and Responses Alpha Omega has two types of conversations: One type which I call Prompt and Response has each character giving three general lines, and the six other possible characters each have a unique response to them as if they were having a conversation. Here are the prompts and responses for each character, the prompt character having a dash next to them: Ultimis Richtofen Ultimis Dempsey Ultimis Nikolai Ultimis Takeo Primis Richtofen Primis Dempsey Primis Nikolai Primis Takeo Crossfire The second type of conversation is direct conversation where two characters exchange specific and unique lines with one another and they make up the bulk of the conversations. They can be short, two line exchanges, or can go on for multiple more. I call these Crossfire. Ultimis Richtofen and Ultimis Dempsey Ultimis Richtofen and Ultimis Nikolai Ultimis Richtofen and Ultimis Takeo Ultimis Dempsey and Ultimis Nikolai Ultimis Dempsey and Ultimis Takeo Ultimis Nikolai and Ultimis Takeo Ultimis Richtofen and Primis Dempsey Ultimis Richtofen and Primis Nikolai Ultimis Richtofen and Primis Takeo Ultimis Dempsey and Primis Richtofen Ultimis Dempsey and Primis Nikolai Ultimis Dempsey and Primis Takeo Ultimis Nikolai and Primis Richtofen Ultimis Nikolai and Primis Dempsey Ultimis Nikolai and Primis Takeo Ultimis Takeo and Primis Richtofen Ultimis Takeo and Primis Dempsey Ultimis Takeo and Primis Nikolai Primis Richtofen and Primis Dempsey Primis Richtofen and Primis Nikolai Primis Richtofen and Primis Takeo Primis Dempsey and Primis Nikolai Primis Dempsey and Primis Takeo Primis Nikolai and Primis Takeo
  5. 1 point
    Leaks have shown that the original plan for Black Ops 4's Zombies content was to have the first season be entirely Chaos, leaving 2020 open to finish the Aether story with a full season. This did not happen with Treyarch being forced to develop the 2020 CoD game, forcing them to finish Aether off in DLC with Alpha Omega and Tag der Toten. Alpha Omega, however, began development pretty early on, and I think there were a few things being set up in Alpha Omega subtly that never came to fruition with the story being finished in the next map. Take note, this theory may not have been Craig's intentions when writing Richtofen originally, and it is simply speculation. Either way, none of it is true in the end, but it is interesting to think about. Anyway, as I transcribed the conversations between AO characters, I noticed something off about Primis Richtofen that people had been pointing out for a while. He seems oddly combative and continues trying to hide something from the rest of Primis. He also has some interesting common interactions with Ultimis that I would like to point out: In all three cases, Richtofen knows about something dark or controversial from the other's past, and asks them about it in a very leading way or puts them down for it. He knows full well that Dempsey thinks Treyarch is real, Nikolai's wife is dead, and Takeo has a sordid past with his grandfather. With Dempsey he forces him to acknowledge Treyarch may not be real, with Nikolai he forces him to think about his real wife and her loss, and with Takeo he forces him to remember his relationship with his grandfather. It reminds me very much of the Shadowman's interactions with the Shadows of Evil crew and with Primis in Revelations. A few examples: In addition, the Shadows crew are all forced to grapple with their sins and questions of the Shadowman as they sacrifice those close to them to acquire the Gateworms. Now, it is intersting to me that the Shadowman did not make any appearance in Black Ops 4. He was still within the Summoning Key as far as we know, and could have easily come into play with a plan that involved defeating Dr. Monty. He did, however, appear in a few instances: He spoke directly with the Warden, goading him into trapping Richtofen and the Mobsters in purgatory. He appeared also as a jumpscare in Blood of the Dead. He appeared in the opening cutscene of Alpha Omega for a brief moment. Lastly, his in-game model appeared in Blackout on launch day. His model's appearance and his heavy involvement in Blood of the Dead says to me that the Shadowman was planned to have a bigger role in the ending. I believe that that role was as an impostor Richtofen that first appears in Blood of the Dead. How is this possible if the Shadowman was still inside the Key? Let us remember that the Shadowman is the reason Primis gets trapped at all in purgatory, and that he has a direct connection with the Warden. During the Blood of the Dead quest, Primis are knocked out by the Warden for a brief period, and locked up with all their belongings taken away. Only after a while does Icarus bring them back their belongings. During that time, the Warden could have freed the Shadowman in a similar manner to him being freed in Revelations. He removed the Richtofen already in the cryo-pod and disguised himself as him. In Shadows of Evil, the Shadowman forced the crew together by disguising himself as various officials, as well as Mr. Rapt, and he changes his appearance from a squiddy head to a nice old man at will, so that is just something he can do. He then left Richtofen to die, and gave the Kronorium to Nikolai. Why would he do all this? The Shadowman is constantly trying to convince Primis that Dr. Monty is evil, yet they followed his plan until the end. He needed to force his way into the group by taking the place of the one person they always follow: Richtofen. He destroyed the blood vials to ensure there would be no way for the cycle to start again and reset his progress. He gave the Kronorium to Nikolai, possibly believing him to be the most fit to stop Dr. Monty and to not question his actions. The Shadowman may have believed the Kronorium was now on his side, or maybe this was even originally going to be a "fake" Apothicon version. Regardless, he outright states the goal is to defeat Dr. Monty: Not to save the universe, not to destroy the Aether, but to defeat Dr. Monty, which is the Shadowman's primary goal. He needed Nikolai, someone with a soul, to lead the way and possibly to sacrifice in order to defeat Monty. He is standoffish and strange in Alpha Omega because he is the Shadowman. Try reading this interaction between Primis Nikolai and Richtofen as if Richtofen were the Shadowman: Bringing up the unpredictability of free-will seems odd to me, and reminds me of Monty's quotes about free-will. It seems almost like Richtofen expects Nikolai to follow the Kronorium to a T, while Nikolai believes in his own free-will to do what he wants with the information. In this scenario, that may be against the Shadowman's interests, and we could have seen that play out. Let's get this straight, none of this is true. Richtofen is Richtofen, and he died with the rest to save the universe. I may be looking too deep at these "hints", but I do believe the seeds would be in place if this truly was the twist they were going to go for. It's just an interesting alternate history to think about.
  6. 1 point
    Hey guys, Tac here! After the zombies community recently watched one of the most entertaining video game showdowns ever (i.e. the Der Eisendrache Easter Egg), it’s time to understand exactly why it happened and what will happen in the rest of the game. What has become clear as we progress through the series is that we’re getting introduced to more and more mythologies. World at War and Black Ops introduced us to the Vril-ya mythos, Black Ops 2 to Norse (sort of, read on), and now in Black Ops 3, they’ve introduced the Cthulhu mythos and ramped up the other two. This thread spawned from a few things: my deep passion for the storyline, seeing “Ragnarok” in the game achievements, and more generally watching much of the community fumble with how the storyline is progressing. Because of these things, this post goes to show that in zombies, they are mixing each mythology and blending them together because their baseline structures are so similar. I’m going to preface this by saying I did my absolute best to not try and force things to fit. If the puzzle piece didn’t quite fit right, or sound correct, I likely chose to omit it. Some of you may be confused, but it’s right in front of us if you know where to look. Given that this thread is rather lengthy, it's likely that I forgot to include something or even omit something. If you find an error, let me know! The Vril-ya A long time ago, Monopoly Mac and I made one of the forefront Vril-ya threads at that time. In it, we discussed the extensive history of not only the Vril-ya, but the German obsession in them as well. As the years have passed since the thread’s publishing, some things have stayed the same and of course, some things have changed. The original thread can be found here, but the truly relevant information is below. In Vril-ya mythos, there was a solar system named Aldebaran that had a sun revolving around two inhabited planets, forming the empire “SUMERAN”. Living on these inhabitable planets were two cohabitable races of beings, one master and one subservient, both capable of great spiritual and physical feats. The master race was known as giant “light God people,” and the subservient race came about through the two distinct races intermixed further and further, their capabilities slowly diminished. A point came where they could no longer live on their home planet and had to move elsewhere, so the master race, capable of traveling time and space, evacuated them. The source of the Vril-ya’s powerful psychic and technological advancements was Vril. When employed, they could achieve great telekinetic abilities and through great acts of medicine, could live up to the age of one thousand years. However, if used the wrong way, those rods could be used for great destruction. Legend has it that they first arrived on a planet known as Mallona (also called Marduk), which existed in what is today’s asteroid belt, between Mars and Jupiter. They moved inwards in the Solar System, inhabiting Mars and then Earth, landing in the Mesopotamia region. From here, legend gets a bit more difficult to sift through, but the basic plot is able to be discerned. They split into two factions, where one faction migrated towards the Gobi Desert and eventually landed in Atlantis and the other went to Hyperborea (which is actually from the Greek mythos). The Atlanteans became engaged in a series of wars with another group, the Lemurians, and the danger of improperly using Vril came to light. The wars were described as thermonuclear and when the dust settled, little was left besides a vast and open desert. It is said that both the Atlantean and Lemurian homelands had been weakened by the wars, and in the aftermath, they each knew they’d need to move and change their ways. Accordingly, they created the subterranean world known as Agartha, with the capital city of Shambhala, in the Earth’s Core, Hollow Earth. As the center of intellectual progress and enlightenment, and is powered by the Black Sun, or Schwarze Sonne, a black star located within the Earth itself said to contain and radiate Vril energy. It is said that one day, the Vril-ya are going to leave Earth and colonize another planet. The Ragnarok Ragnarok, as described in old Norse Mythology, is the set of future events where gods such as Odin, Thor, and Freya will battle against the jotuns, or world-devourers, and end their nine worlds as they know them.[1] The gods are described as “the benefactors and protectors of civilization,” while the world-devourers “are forces of destruction, entropy, and decay,” as they are “constantly trying to drag it back to primordial chaos.” It’s said that Odin handpicked the best human warriors he could find to fight the jotuns, but they knew deep down the results would be terrifying.[2] Preceding these events, it is said that three years of winter come, with no summer in between, leading to wars worldwide. There will then be three roosters crowing: one crimson, another golden, another soot red (the last being from Hel, the realm of the dead).[3] Garmr, the blood-stained watchdog hound of Hel, howls, “and the wolf run free” as its chains are broken. (Some sources compare Garmr to either/both Cerberus or a “hellhound,” but the original text says watchdog). He is not the only one set free, however, as Loki escaped his bonds and set sail for Asgard, the Nordic land of the gods. Heimdall, an Asgard watchman, saw the advancement and blew the horn to inform the realm of dead soldiers that the battle had now begun. Then the immense World Tree (whose roots connect the nine worlds of Norse mythology) shuddered. The results were as predicted by Odin and company, and there were three major instances of heroes killing each other (Thor and sea serpent Jormungand, Freyr and world-devourer Surt, and Loki and Heimdall). Odin also falls, but he to Garmr, who is then killed by Odin’s son. The world was now nothing and as the battle came to an end, the war-torn land sank into the sea. There was a saving grace, however, as a male and female (Lif and Lifprasir) had hid out in a forest (some say the World Tree) when the winters hit, and “from them generations will spring.” Another character that comes into play is the devourer Nidhogg, who is a “dragon/serpent/snake” in Hel that lives and chews on corpses. It’s said that “ … Nidhogg sucked / the blood of the slain, / and the wolf-tore men” from his place in Hel. Because Hel is underneath the World Tree, and Nidhogg’s intentions are to cause chaos, he often gnaws at the roots of the world tree.[4][5] He actually flies out over the Ragnarok battlefield to gather corpses to feed his never-ending hunger.[6] Lovecraft Shoutout to @BlindBusDrivr for finding the real-life image There existed a group known as the Elder Things, who were the first extraterrestrial beings to come to Earth. Their technological capabilities were immense, capable of “personal locomotion” via “no external aid” (likely through their wings). They created a servitor race known as the Shoggoths, having great size and strength in order to labor for the Elder Things. Originally, they were hypnotically controlled by their creators and only capable of living in water. Some of the Shoggoths mutated, however, gaining independent minds and the ability to live on land. They subsequently rebelled against the Elder Things, but were quelled and watched much more closely afterwards.[1][2] There existed another group, the Outer Gods, who were ruled by the most powerful being in the mythos, Azathoth. While both the Elder Things and Outer Gods were similar in many ways (such as being incredibly powerful and working at a cosmic level), there were key differences between them. The first difference was that while the Elder Things were an intelligent race, the Outer Gods were “mindless blasphemies” with Azathoth as their “blind idiot god.” (Azathoth’s primary servant and messenger, Nyarlathotep, uses his great intelligence to often manipulate the mindless Azathoth.[3] More on Nyarlathotep later, though.) The second difference was their attitude towards humanity, as the Outer Gods wanted nothing more than for humanity to die off or become slaves. While the Elder Things historically looked down on humanity, they were occasionally sympathetic to them and the two’s interests often aligned.[4] The final difference is location, with Elder Things being located on Earth and the Outer Gods generally being in deep space. The Great Old Ones are the last “main” group of the mythos, once presiding over the Earth as rulers and gods[5] (all still being worshipped by devoted cults). They have since been imprisoned in various locations around Earth, though the reason is unknown. The two leading theories are that either the Elder Gods cast them away for a deed they disapproved of, or the Great Old Ones are as they are because of their own actions. The most famous of these Great Old Ones is Cthulhu (pictured above), whose name is noticeably similar to the Greek word “chthonic,” meaning “subterranean” (as suggested in a Lovecraft tale itself). He’s described as a combination of a dragon, man, and giant octopus (esp. on his head), and is particularly malevolent. He is imprisoned and hibernating in the underwater city of R’yleh, waiting to be unwittingly exposed and return to the world. What happens if he were to awake, however, is uncertain.[6] Also in the mythos are many smaller groups, such as the Deep Ones, who are an ocean-dwelling race with an appeal towards mating with humans. Another are the Mi-go, which are a scientifically and technologically superior extraterrestrial species made from matter not even naturally occurring on Earth. They have soft wings for flying through the “ether of outer space” and are capable of “removing [a] subject's brain and placing it into a ‘brain cylinder’, which can be attached to external devices to allow it to see, hear, and speak.”[7] The Connections Part 1 - The Energies Part 2 - The Mythos The End - Potential Issues

About Call of Duty Zombies

Call of Duty Zombies is a fan-managed gaming community centered around the popular Call of Duty franchise with central focus on the Zombies mode. Created in 2009, CoDZ is the ultimate platform for discussing Zombies theories, strategies, and connecting players.

Activision, Call of Duty, Call of Duty: Black Ops titles, Call of Duty: Infinite Warfare titles, Call of Duty: WWII are trademarks of Activision Publishing, Inc.

We are not affiliated with Activision nor its developers Treyarch, Sledgehammer, or Infinity Ward.

Partners & Affiliates

Interested in becoming an affiliate/partner or looking for business opportunities? Shoot us an email at [email protected] to join the CODZ family. While you're here, show our partners some love!

Social

Discord Join
Twitter Follow
Youtube Subscribe
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .