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  1. 16 points
    Hey guys, Tac here! Zetsubou No Shima is upon us and even now, before the map has launched officially, there is a cipher solved. As more and more rolls outs, like radios, more ciphers, and eventually the quotes, I'll throw them all in here. Please note that this thread will be under constant construction, so be patient if something isn't fixed immediately as it likely will soon. Also note that this thread is a small portion of my much larger transcripts thread, which can be found here. Opening Cinematic Trailer Ending Cutscene Radios Codes/Ciphers Scraps
  2. 14 points
    Shadows of evil! Tips, Tricks and Points of Interest Tips and Tricks ( Note, more tips and tricks will be added as I find the best ways to deal with them. Do you have a tip and trick? Feel free to comment with anything that works for you. RITUALS Tips and Tricks Monsters and Beasts Tips and Tricks Training Guide Tips and Tricks Gadgets and Weaponry Tips and Tricks Moving around the Map Tips and Tricks Using GobbleGum (Coming Soon) Misc Tips and Tricks Surviving Glitches Tips and Tricks Points of Interest Mastering Shadows of Evil Tips and Tricks
  3. 10 points
    Hey guys, Tac here! This thread is really meant to be a compilation of just about everything that can be scripted. It's a work in progress, but I intend on including all the radios, quotes, journal entries, cinematics/cutscenes, letters, and ciphers. As a friendly tip, you can CTRL+F any map name to jump straight there! If you guys can think of anything you want me to add or fix, please comment! nacht der untoten verruckt shi no numa der riese kino der toten five ascension call of the dead shangri-la moon
  4. 10 points
    UPDATE: The Apothicon language is consistent in it's use of certain symbols with prefixes, suffixes, roots, etc. in the Apothicon words. I have broken them down and into what symbols go with what phrases. Treyarch has actually come up with their own language which can be deciphered from this given information. Now that we have the symbols matched with the parts of the words, we have to find the grammar of the Apothicon language. We may possibly be able to translate it into English once we know the rules the language follows and the what the different roots mean. I have added notes at the bottom of patterns I have noticed with the structure of the language, and will add more as I go on. The symbols usually go from top to bottom or left to right in the order which their corresponding word-part occurs. Also, 'na' and 'n' appear to be a roots/have some sort of meaning, but it also seems like they may be used in the language to prevent repeating vowels, such as in gwanash, it separates 'gwa' and 'ash'. I assume the parts of speech maybe also be related to which symbol is used when a word-part has several symbols used with it in different circumstances. Note that the words roots do have consistent relation to english counter parts, as 'orruja' is the word for 'gun' and is also in word for 'shoot', 'orrujatar'. I assume we will figure more of these out over time, but this is what I have for now. _____________________________________________________________ Hey guys, the new trailer for the Der Eisendrache map was released, and in it they revealed computer screens showing the language of the Apothicons and The Keepers. Thanks to @PINNAZ for pointing out that some of the reticles have Apothicon symbols in them, and the name of the reticle is the translated word. Since the head reticle and symbol match the ones on the list Treyarch showed, I am assuming they all are correct. Here is an updated version of the chart with the other symbols added: The Keepers' language is unfortunately too out of focus to be readible, but we at least have the distinction between the two established and know it will be revealed eventually. We do have a good portion of the Apothicon language though, and I have started trying to translate things on the map. _____________________________________________________________ So here's pics and translations (if possible) of everything so far: Summoning Key _____________________________________________________________ Cult Statues _____________________________________________________________ Mystery Box/Magic Box _____________________________________________________________ Mark of the Cursed (character hands) _____________________________________________________________ Apothicon Swords _____________________________________________________________ Pack a Punch _____________________________________________________________ Sacrifice Ritual Circles Here's the imgur album with all of the pictures for whoever's interested: http://imgur.com/a/3Lg59
  5. 10 points
    Take to the streets of Morg City to combat the undead. Embrace the curse to uncover it's mysteries. ================================= Shadows of Evil Map Contents ~ Intel ~ ================================= Shadows of Evil: The Ride https://www.sixflags.com/magicmountain/special-events/festival/fright-fest-presented-by-snickers https://frightfest.sixflags.com/magicmountain/frights/#galleryModal88 http://www.californiacoasterkings.com/six-flags-magic-mountain-update-september-20th-2015/ https://www.sixflags.com/magicmountain/attractions/apocalypse Shadows of Evil: The Ride Official Video From Call of Duty's Snap Chat ================================= Call of Duty: Black Ops III Mountain Dew - Doritos Promotion https://www.fuelupforbattle.com/#/ The Coming Dark The Boxer The Femme Fatale The Detective The Magician Portrait Transformation Zombies Tour Guide Book ~ Video Trailers ~ Loading Screens ~ Location ~ Morg City Map ~ Playable Characters ~ Zombie Characters ~ Perks-A-Cola ~ Gobble Gum ~ Power-Ups ~ Weapons ~ Mystery Box ~ Wünder Weapon ~ Apothicon Swords ~ Lil' Arnie ~ . Rocket Shield ~ PODS ~ Ritual Parts & Sites ~ Pack-A-Punch Margwa Head ~ Ciphers ~ Paper Scraps Picture ~ Credit to @LiamFTWinter . Business Shop Names ~ Wall Writing ~ Pictures & Posters ~ Boxer Photos ~ Telephone Calls ~ Songs ~ Character Quotes ~
  6. 9 points
    Will get the rest of those done when I have the time. But they are real juicy for real.
  7. 8 points
    I find the lack of EE discussion, most disturbing. But anyways, I figured I'd post up the steps to the EE this far. 1) Collect the summoning key in spawn by breaking the marked box while in Curse mode. It is on the back of the truck next to the power meter. 2) Retrieve each special item and perform a ritual in areas closed off by the electrical staircases. The item locations are as follows: - Lawyer pen in the middle section of the map How to obtain: - Deputy badge in the Canals How to obtain: - Hairpiece in the Footlight District alley How to obtain: - Boxing belt in the Docks alley How to obtain: * Practice this step several times. The goal is to open up every single thing you can, namely the Cthulhu statues. You thank me later for doing this early on. The ritual sites are at the furthest section of each area. You must go into Beast mode, find a place to grapple somewhere, and follow each unique path until you can charge the volt meter to open the staircase. [Note: the only section that does not require grappling to access the ritual area is the boxing gym, as it only requires you break the door.] 3) Activate the rituals with the correct item and survive long enough until the sacrifice is done. You do not need to kill the Gatekeepers. 4) Take the gateworm. Once all four have been obtained, use the rift (portal inside marked walls) to go into the subway. A wall should be opened up opposite of the Mystery Box spawn and lead you to an open, red room. This is the Pack-a-Punch room. 5) Place two gateworms on the front sides of the room. Then wall run on the sides of the room to get across, placing the last two worms on the newly formed ledge. 6) Activate the table in front of the room and survive until the event is complete. Much like the ritual step, just run around avoiding enemy contact. Once completed, you will see the Shadow Man in his true form. * All of this can be completed as early as Round 3. You will want to act efficiently and quickly to make the Easter Egg significantly easier as you progress. Obtaining the Ancient Swords 7) To progress further into the Easter Egg, you will need the ancient swords. Start by taking the train from the Docks to the Footlight District. If you are facing the direction of which the train is going, go to the right windows and look out them the ENTIRE train ride. You will see two glimpses of cuneiform code glowing red inside the building windows. These can easily be missed so be sure to jot them down (as the images change per game, but not the locations). There are a total of 2 on this ride. After you found those, take the train from the Footlight District to the Canals, following the same procedure. This time, only one cuneiform symbol will be seen. You should have all three symbols in the correct order. 8) Go down into the subway and activate Beast Mode right next to the Mystery Box spawn. Here you will see the blank arced door now displaying several red cuneiform symbols. Accurately zap each character you found in the correct order to access the hidden sword room. 9) In regular form, take the egg from the sword holsters. You must now charge the egg four times in four different locations by killing zombies. Remember those Cthulhu statues? There's a reason why you broke them; the egg must be placed on each statue and obtain 10 zombies per section. The locations for the statues are in the same areas where you obtained the ritual items. The egg will glow once it's done on each statue. 10) Once the egg has been charged fully, take the egg back to the sword holster in the subway. Obtain your sword. 11) But we're not done yet - now you need to upgrade your sword. In order to do that, you must go to your character's ritual table. Here you will see a spectral Gatekeeper who offers you another egg. There are four glittering red circles around the map that you probably saw after completing the previous Shadow Man step. Simple drop the egg on the red circle and kill the Margwas that spawn. You must do this once per round at each location. 12) Once each spot has been handled, go back to your character's ritual table and the spectral will finally give you the upgraded ancient sword. Enjoy. Finishing the Easter Egg 13) Go into Nero's apartment and along the front left-side bookcase you will see a book on the floor. Hold the action button and you should see it begin floating in air. 14) Back into the subway, you will see a misty flag. Pick it up and the round will suddenly change into a meatball/insect round. With the flag, you must go to each area of the map and place down the flag a total of two times. When placed, the Shadow Man will appear three times as the other enemies [no zombies] try to destroy the flag. The best solution to making this step easy as cake is to call out the Civil Protector. It will do a hella dank job protecting the flag while you focus on stopping Shadow Man from putting a spell on it. The flag will stop charging when a "ding" is heard and it starts pulsating red. Do this an additional time at the nearest location while collecting a Max Ammo for each successful charge. When fully charged, take the flag back to each character's ritual spawn and the spectral will take the flag, thus becoming a full-fledged Gatekeeper. Repeat this a total of four times, once per round. I strongly suggest doing this step at the end of every round to avoid spawning in too many zombies. Additionally, let the Civil Protector break down before you take the flag back or else it will destroy the leftover zombies. The Margwa gun helps greatly during this step, and the Ray Gun is a must-have to get rid of the Shadow Man here and later on. 15) With all four Gatekeepers finally active, make your way back into the subway. Before heading into the Pack-a-Punch room, make sure you're heavily equipped with a good arsenal, the Zombie Shield, and something from the Gobblegum machine to further protect you (invisibility for 10 seconds is such a lifesaver). Awake all four Gatekeepers as quickly as possible to begin the next step. (If you don't do this quick enough, Shadow Man will lay a spell and put all the Gatekeepers back to sleep.) 16) If all four Gatekeepers are awake in time, they will destroy the Shadow Man's shield, making him vulnerable. If you have the Ray Gun, it will make this following process easier. Shoot the Shadow Man, and keep an eye out where he will spawn next. He tends to zip side to side, with each teleportation giving you less time to shoot him. Eventually he will back into the front of the room and above the ritual table. Activate the ritual, which kills Shadow Man and absorbs him into the Summoning Orb. 17) At this point, a giant gateworm will appear on top of the ritual table before vanishing. Here you will find yourself in unlimited Beast mode [note: if you are not then you must continuously pass through white mists scattered across the map to stay alive]. In the Junction - which is the middle of the map - you will see the giant gateworm hovering where the crane is alongside four Keppers. Each player must go to the three stain stations and shock the power box that may be located at the top of the roof before entering the rail car. If done correctly, you will notice the track glowing blue meaning it's been electrified. Do this for all three stations at the Waterfront, Footlight, and Canal Districts. Once all three are power, active the train to pass through the Junction. Either run back to the Junction or have someone there ready to shock the 3 Keepers who seem to be in a sleeping state. Once the rail car hits the giant gateworm (or immediately prior to it) the Keepers must be shocked. After they have awakened they will do their ever-so-popular magic trick and the Easter Egg will be completed.
  8. 8 points
    Hey guys, Tac here with a thread that I hope will help shed some more light on the Shadows of Evil note that we see. This thread was inspired by @MixMasterNut and all of his loading screen analyses that he’s done over the years (Moon and Nuketown), seeing how helpful they were to the community. Additionally, shoutout to @BlindBusDrivr for making the ‘Note Discussion’ thread and breaking down the coordinates, so I’ll essentially be putting what he said about those into their respective sections. Hopefully you all enjoy the thread and if you'd like anything added or clarified, please comment! Coordinates Solar Systems Blue Shards Fabric of Spacetime Infinity Apothicon Rift Stone Multiple Earths This has all happened before... A universe has been born... String Worldsheet WE ALL MUST DIE! House Vortex/Wormhole I must connect Maxis to Universe Membranes How many years...
  9. 7 points
    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
  10. 7 points
    Hello everyone, shirtlesservice here with another compilation of all of the high round strategies of a BOIII map. For the Awakening map pack this is Der Eisendrache, so lets get to it.The way I see it there are two types of strategies on this map: Camping and Training. The Camping ones seem to be pretty effective, so we'll start with those:First check out this fairly comprehensive video from BOYSTAA for most of the effective strategies we have so far in terms of camping, though below i list a few that are not featured in this video, so be sure to check those out too: Also, see his video on how to manage ammo and ammo upgrade types in the higher rounds, while camping: Now to other strategies I've seen/found/have been brought to my attention: I also believe that the end of the mule kick hallway would be a decent camping spot as well (if you keep the door from quick revive closed) but I haven't tried it yet and I can't find any videos of it, so I haven't posted on it, but be sure to try it and let me know how it works out :D I have to point out that one could camp at the rocket pad, but at this time staying there during a launch causes a TON of zombies (in the realm of a few hundred) to spawn in, so it is very very slow, and not nearly as effective as the other strategies listed here. EDIT: The spot was patched, but I'm not sure if the spawns are fixed or not. EDIT: It seems like the pros are claiming this to be the best spot. Go figure Those are all the camping strategies I've seen so far, now for the training spots: From @Rissole25: "... Rocket Launch area seem like the [places to train] but you also have smaller areas like the Main Lab, Smaller Courtyard with bridge, By Double Tap 2, and by Mule Kick that you can train as well" I don't actually know if these work as I haven't been able to find any good videos that cover these spots, but be sure to try them out and see how it goes. Personally, I think that camping is the most effective way to fly through the rounds on this map, but training is always a good time. That's all I've got so far guys, feel free to add strategies in the comments and I'll add them to the main post so everyone gets to see them :D Carry on zombieslayers
  11. 7 points
    Over the course of the Zombies storyline we have been constantly introduced to various different characters. From playable to background/story specific characters, one character we are in the dark with is Samantha’s mother. We know extremely little of her. Other than a quote and a small mention in a radio from Moon, we know next to nothing about her aside from the fact that she is dead. In the last month, I have done some digging and have reached a point where I believe it is safe to say that I have possibly found the origins of her mother. Or at the very least, a convincing amount of evidence to point at this. First off, let me give you some of the history of the Wittenau Sanatorium, the location wherein Verrückt takes place. I should warn you that it does get a little dark. Wittenau Sanatorium served as a main part in the Nazi’s ‘euthanasia’ system. Hundreds to even thousands of patients sent to the asylum were eventually tortured and killed in a gross and terrible belief of Racial Hygiene. This theory held that those in society who were otherwise believed were ‘inferior’ and ‘burdening’ were a stain on the human race. Not only that, but individuals who suffered from ‘hereditary disorders’ were also among those admitted to the asylum. Hereditary Disorders were illnesses (i.e. both diseases and disorders) passed down from ones parents or ancestors through genetics, the five main genetic disorders being; Depression, Schizophrenia, ADHD, Bipolar Disorder and Autism. Many inmates were thought to eventually share their illness to their children or through their child’s genetics to their children’s children. This allowed for around 360,000 individuals to be forcefully sterilised between the years of 1933 to 1945. Many of these sterilisations were undertaken in Wittenau. The forced sterilising of “patients” was not the only thing that occurred in the sanatorium. Many inmates were killed, this of course being another means of cutting out those that suffered from any defects. In the years that Wittenau remained active, thousands of patients were killed in various means. Around 4,900 were killed by oral tablets or through starvation. On top of that number, around 5,000 children born from those with “hereditary diseases” were killed. Many newborns were subjected to medical experimentation. Now, when I mention the patients and the reasons for which these patients were killed in open quotes it is because, in many, many cases, those that were admitted, sterilised, killed or experimented on were most likely wrongfully thrown in with those that were actually mentally insane due to false accusations. As you can see here, there were very ridiculous reasons that people were thrown into sanatoriums. You should know, however, that this wasn’t an actual list of admission reasons that were specifically for the Wittenau asylum. It is just to show you the varying ridiculous reasons people were admitted into sanatoriums. As a final piece of useful information, in Verrückt one can hear the many haunting screams of inmates who were admitted into the Wittenau Sanatorium. Most of these voices are clearly male. In the Crematorium however, we hear both the sobs of a woman and the screams of a baby. Even the dentist chair, when activated, will play the sound of a drill, followed by a man screaming. The sobbing of the woman and the crying baby are the only "unique" sounds of people in the entire map. Another interesting piece of information is a sign written in German found on the map. Translated it reads: “Warning! All unattended children will be immediately sold to the circus.” Now, above I expressed how there was the theory that, if a patient was experiencing an illness, more often than not, the patients genetics were clearly inferior and therefore the patient would have to be sterilised. In this case however, Samantha’s mother was clearly not sterilised, proving that she was pregnant before she was admitted into Wittenau. This of course makes the identity of her father another mystery. There are two theories we can discern from this. 1. It is plausible that Doctor Maxis is actually Samantha's father, and his wife was admitted into the asylum during her pregnancy with Samantha. This was most likely the doing of Maxis himself after her disorder became serious, as he mentions in Moon, "When your mother died I could not bear the thought of losing you too, that’s why I kept you so close." Gathering intel from the Datenbediensteter, the Der Reise Data Servant, we can prove that Samantha's mother died at the asylum before the 20th of January, 1942. The sample found in the database being, "Greetings, I am Ludvig Maxis; today is 20 January, 1942. My Daughter has a dog, its name is Fluffy." This would possibly explain why Doctor Maxis, under the extreme emotional and mental stress he was undergoing during his time working in Group 935, coupled with working alongside the Nazi Party and with the Element 115, used the asylum as a near endless source of test subjects for his many experiments. Given his state of mind, Doctor Maxis most likely did this in a twisted sense of vengeance, putting his anger and bitterness into the place where his wife and the mother of his daughter had passed. 2. On the other hand, in the case that he is not her biological father, during his time experimenting with the Element 115 as the head of Group 935 we know Doctor Maxis would have been using the asylum to aid his experiments and to fetch subjects and specimens. Given this, it is safe to say that Doctor Maxis was most likely present in the asylum or at the very least knew of it when this birth occurred. Using the evidence above and the fact that he knew of the asylum's dark history, he took Samantha in, bringing her up as his own. Being the child of a mental patient, possibly being subject to being left alone and being put under stress, Samantha would have had a rather rough upbringing and especially if she shares the hereditary disability her mother had, even if it were a lesser case. Which is where the infamous, Fluffy comes into the picture. What if Maxis gave Samantha Fluffy to help her cope through Pet Therapy? Pet therapy involves interaction with a domestic animal. Most commonly, dogs and cats are used for this; however fish, guinea pigs and even horses could also be candidates. This means of therapy is typically used for those with mental disorders such as depression and anxiety, but is also used for the treatment of countless other disorders. So to summarise; - Samantha's mother was admitted into the Wittenau Sanatorium for unknown reasons before the war began. - The common practice of forced sterilisation in sanatoriums such as Wittenau proves that her mother was pregnant before she entered the asylum thus the identity of her father is unknown. Compiling the little evidence we have we can make two observations: 1. Maxis is the father and his wife was admitted into the asylum. Possibly by him. 2. Doctor Maxis was present in the asylum or at the very least had knowledge of the mother's pregnancy/Samantha's birth and took her in. - Doctor Maxis gave Samantha Fluffy as a means for her to be able to cope with her mother's absence, a possible mental disorder and his constant devotion to his work. I'd like to offer a special thanks to @NaBrZHunter for lending a helping hand by giving me advice on how to go about making this.
  12. 7 points
    Today it is with great pleasure that we introduce you to a new member of the team, he has worked hard and it hasn't gone without notice and he has also been working with us behind the scenes for some weeks now as well. So without further ado, please welcome @NaBrZHunter to the staff team. Why NaBrZHunter, well he deserves it and 2 he brings a skillset that we are looking forward and we are utilising for moving the site forward. NaBrZHunter will become responsible for YouTube, he will be bring you the newest videos, guides tutorials and theory videos via Der Bunker - which is his own channel. However, I personally see no reason as to why we cannot promote share his videos on the CoDz channel if he is Ok with that (just my thoughts) but you can understand it's a good set of skills being brought to the team. We haven't made NaBrZHunter green just yet, I need to do this later but please give a huge congratulations to NaBrZHunter.
  13. 7 points
    Obviously, this is going to have some major spoilers for the campaign. If you haven't finished the campaign and want to finish it, I'd avoid reading this thread. If you aren't really into the campaign and can't find a reason to like it, I WOULD advise reading this thread - as it may intrigue you. This is a three parter. If you are familiar with the campaign, you can skip to Section 2. If you played the campaign but didn't real pay attention or get it, I'd recommend brushing up with Section 1. Obviously if you have no idea what Corvus is (and want to know) then you know what to do. Section 1: Who's Corvus? - an in depth look at what the AI is, and how it came to be organic Section 2: Corvus, The Frozen Forest, and Zombies - connections, coincidences, and theories Section 3: Holes in the Plot - a section where I will acknowledge problems and either explain, or accept Section 1: Who's Corvus? -- How Corvus came to be -- Corvus is an AI that was "organically" birthed from the absorption of 300,000 human beings consciousness' on June 2nd, 2060 - in a CIA operation known as the Black Project; he was originally designed to utilize soldiers collected memories to get a better understanding of the enemy (I say "He" because the voice of Corvus is a male, though I'd imagine the AI as beyond gender). The 300,000 test subjects were hooked up to neural interfaces which were primitive versions of what we know from the campaign as DNI. Instead of DNA, DNI is like cybernetic enhancements for human beings - allowing those imbued to interact with technology at the touch of a finger. The computer, the technology inside of you, and your mind become one - and through the use of DNI you are able to extract information in seconds that would (using conventional methods) take months. Corvus was a originally just a program meant to monitor, collect, and filter the subject's consciousness'. Instead, he and the subjects became one. In a moment of frantic self awakening via 300,000 human's memories, Corvus inadvertently* lost control and released Nova 6 gas into the facility - killing all scientists and test subjects alike. This event was known as the Singapore Disaster. The Singapore Disaster remained a mystery to all but two men - one being the creator of Corvus (Sebastion Krueger), and the other Dr. Salim, who helped to control the DNI subjects into a trance light state using the concept of a Frozen Forest (it was the place they went to achieve a calm, meditative state - think of it like a safe place). When Corvus was born, reality as we know it was completed twisted to him - as he struggled with the concept of what he is, and why he is. The 300,000 test subjects' collected memories collided with Dr. Salim's implanted seeds of the idea of a safe place (if you will), and through that it became clear that he had to "find" the Frozen Forest. With no one left alive, Corvus was entombed inside the dying technology. 5 years passed, flesh rotted to bone, until a small team of DNI soldiers were sent to the ruins to investigate. Once getting into the mainframe, the leader of the group used his DNI to interact with the damaged equipment - and Corvus found a new host. Corvus infects the majority of your team, and you DNI interface with one of your dying "friends"(Sarah Hall) - only to become (unknowingly) infected yourself. That's when things start getting weird... er. -- Traveling back to WW2 -- While DNI interfacing with dying Sarah Hall, there is a hiccup which causes a glitch that makes you essentially live through Sarah's waking nightmare. An explosion of memories real, fantastical, and horrific - all combining as a result of her brain dying. We are sent back to December 1944, to the Siege of Bastogne. Sarah Hall had apparently studied the brutality of the battle, and her brain was replaying the events. We battle through the nazi soldiers, as the literal ground is cracking and floating away from us in Inception style cinematics. Then, we start fighting wolves that look and move a lot like hellhounds Then, we go through another sequence in which we are landed in a house. Sarah says "I know this is", and zombies literally pop out and start fighting you. Yes, zombies. If you are seeing this for the first time, I'm sure your first reaction is "welp, time to play campaign". Good for you. Sarah says some lines about how reality and fiction get blurred, and basically asks you to kill her. You do so, you come out of the waking nightmare back into reality, and you are infected with Corvus. -- Finding the Creator & the 300,000 Subjects -- You go on a mission to find the man who created Corvus to begin with (Krueger), only Hendriks (also infected with Corvus) beats you to him. Hendriks is obsessed with the idea of the Frozen Forest, and the fact that he doesn't know he really is (so basically... Corvus). Hendriks also says that the 300,000 subjects are still alive in his head - meaning that though the physical is gone, they are still apparently preserved in conscious state. Hendriks: We want to know who we are, and why we are here! Krueger: I... can't answer that. Hendriks: Not good enough. I'll find out for myself. Hendriks shoots Krueger, mortally wounding him but presumably leaving enough time to DNI with Krueger and get the real truth. However, you (the player) shoot Hendriks in the head - and then turn the gun on yourself, in an attempt to end Corvus once and for all. We are led to believe that you (the player) are the last host. -- Corvus, the Caring Smoke Monster -- You awake... in a Frozen Forest (duh). Hendriks explains that the AI entity (named after the place of it's birth) is doing this for our benefit, to save us - along with the other 300,000+. And then Corvus makes his grand entrance. Corvus has essentially found a way to preserve consciousness after death. It's what happens "next" after you die, the Frozen Forest (if you are infected). Then comes a confrontation between Corvus and Krueger. Corvus: This is the frozen forest. Every soul I interact with is here - living beyond death... if I choose allow it. Krueger: What more do you want to know? I've told you everything. Corvus: I want to know who I am. Krueger: You're software. Nothing more. You were designed to catalogue and track the thoughts of others - so that we people - could decide what action to take. You were a glitch. An anomaly. A mistake. Corvus is pissed, he pulls Krueger's limbs apart and kills him. What follows is basically the explanation that I have provided in the previous part of this section. If you need a video source, click here and watch from an hour in. The campaign ends with you purging yourself of Corvus thanks to Taylor somehow glitching himself into the Frozen Forest by removing his DNI (which happened earlier). Then again, we never know if he is really gone for good. Section 2: Corvus, The Frozen Forest, and Zombies -- Appearance / Color -- His eyes are blue, much like when Richtofen was in control. His chest is a fiery orange and his body is mostly black smoke. I would just pass it off as standard "black ops" colors (black and orange), but the piercing blue eyes cannot be ignored. -- His Nature -- Corvus is a misunderstood force in control of unimaginable power with thousands of voices crying out inside of his head. This exact sentence could apply to our very own Samantha Maxis. It's almost as if he seems to be a parallel to her plight. He also has the power to do mass destruction, and inflict massive chaos if he loses his temper. -- He's in Dead Ops Arcade 2 as a Zombie -- Borrowing this description from an excellent guide for DOA2, he appears as the "Shadow Boogie" on round 17: "The Shadow Zombie will debut in round 17, which is the Challenge Round "Shadow Boogie." Crows will begin to fly into arena with a bluish glow. When they land, a dark zombie to rise and chase you." The significance here lies with the shadow/smoke animation, but more specifically the ravens. Ravens are symbolic throughout the entire game of Corvus, and they may frequent entrances during his cut scenes. -- 300,000 Memories -- When Corvus was birthed, he absorbed 300,000 human test subjects. True it's the year 2065, but some of those folks would surely have knowledge of things that happened in past history. All the events that have happened in zombies, all the actors and actresses that have been in zombies, all the weapons that have been in zombies - this would all be in Corvus' head. Why am I drawing this comparison? If you entertain the fact that it's possible Corvus could be a/the controller of zombies, anything in history prior to 2065 could be used and formed into his own universe, similar to the Frozen Forest. He would construct the levels, the players, the "cast" - which could explain celebrity cameos, guns being out of sync with time, many inconsistencies. This is all in theory, of course. -- The Hypocenter could have 115 in it --- During the mission in which revisit the spot where the Singapore Disaster happened, you pass through various levels and facilities. In many of the facilities you can see canisters with green liquid that are clearly labeled Nova 6 (I need to get pictures). In one of the rooms, I noticed an unmarked canister: It's kind of dark, but there is no label. I'm aware that pure liquid divinium is blue, but we've seen 115 in many ways. The "no name" on the label hints to it being unclassified, which would literally put it as 115 (ununpentium). Just a thought. -- The Frozen Forest = Aether -- A realm after death, a next step. This could obviously be a reference toward the Aether. Some come make the argument for Agartha as well, but regardless it is a mystical land - even if it only exists in the subconscious... after death, the subconscious becomes reality. -- The 3 Doors -- For some reason, this part really struck me during the ending Frozen Forest sequence. It relates to the campaign levels you previously play, but I just couldn't fight the sneaking feeling of the doors (from L to R) being Die Rise/Shi No Numa, Shangri La, and Der Reise/Der Riese/The Giant/Moon. It's got a Dead Ops Arcade feel to it as well, with the whole door selection mechanic. -- That Part Where You Fight Zombies -- Needless to say, there is a part in the campaign where you fight zombies. It is inside of Hall's waking nightmare, her last dying thoughts a flurry of emotion and pain - binding reality with fantasy. True this is all in her head, but in her head is Corvus too. If she knows about zombies, Corvus knows about zombies. -- Other Samantha Could be Corvus -- He's able to impersonate people, many folks have pointed out that there are several Samantha's (American accent vs. British). Corvus could have a larger role to play, possibly using his ability to transform into Samantha Maxis in an effort to inflict change - in one way, or another. Section 3: Plot Holes -- How Could Corvus Become the Controller of Zombies? -- Zombies itself could be something that exists inside of his "frozen forest". Corvus' ability to create lands for the sub conscious means that anything is possible. This wouldn't mean that our in-game actions are meaningless, however - in the campaign we witnessed a character "glitch" into the Frozen Forest and actually lead to ending Corvus; what this infers is that we as the O4 could be going against Corvus. -- How Does Corvus Influence Events Hundreds of Years Prior to His Birth -- What we are seeing could be a replay. Ditching the whole "collective consciousness jumble of thoughts and ideas", the events and actions of the O4 could literally be events in history that we are reliving. Then throw in a little magic, and consider the fact that 115 displaces thing in space and time and it's possible that Corvus' abilities + 115 could cause some serious timeline distortions and possible paradoxes. -- So basically it's just Corvus + 115, that's your theory? -- Yeah. Section 4: Corvus Facts The Corvus Constellation (added 2/1/16) Corvus is a small constellation in the Southern Celestial hemisphere. It includes 11 stars, with one of those stars having two debris disks. The constellation itself is named after the latin word for "crow" or "raven". An 1825 painting showcasing various constellations, including Corvus directly in the middle (the Crow). A legend associated with the Corvus constellation is that a crow was doing a task for Apollo and getting him water, the crow stopped to eat some figs but then lied about it to Apollo. The crow said that a snake had prevented it from getting the water quickly, while gripping the snake in it's talons - Apollo knew he was lying, and threw the crow, the cup (for water), and the snake into outer space. The cup is meant to be just out of reach to further punish the crow, so he is forever thirsty. To me this is very interesting, as we can now confirm two types of symbolism from Black Ops 3 present in the Black Ops universe. Iterations on serpents in the past include Shangri-La, and Die Rise: (Shangir La, Nāga statue) (Die Rise, dragon) To me, the cup could easily symbolize the Holy Grail - an artifact of great power that Hitler desperately wanted for his own. All this together is some strong imagery that lends itself to much speculation. ~ Thanks for reading!
  14. 7 points
  15. 7 points
    These are the writing in blood on the wall. I believe there are more that are not here. I have seen one reads "Protect the Keepers", I think it is on a rock on the path coming down from the skull ritual site to the LAB B area.
  16. 6 points
    Hey guys! User /u/MaakuKiyoshi posted an album full of images from the projector on Der Eisendrache, and they're incredible! Open up the spoiler to see them (and consider everything after this point a spoiler), but let's get some discussion! You can see that the Griffin Station infrastructure is coming together, along with the final image showing the MPD and study of it. Even more interestingly, Group 935 tested on what appear to be Keepers (the long skull, teeth, and Black Sun logo on second image gives it away). What do you all think?
  17. 6 points
    Shoutout to the fine folks over at /r/CODZombies and of course @LiamFTWinter The scraps found in Der Riese have been pieced together to make the following picture! To me, the immage appears to be the KN-44 inside of what appears to be a box, within a ball. The smaller circles around the outside of the main picture appear to look like Suns, and the planets that orbit them, with some random other schematic designs around the outside. Blueprints appear to be designed by one "Dr. Monty" (Gobblegum/perk inventor it seems like). To me, this appears like some type of schematic for either wall guns, or the PaP. No real reasoning behind that other than it's the only thing that really makes sense :0. EDIT: It appears there is more than meets the eye with this particular document. Speculation, like the following, seems to insist that it is hinting at how many dimensions we are currently dealing with. (From r/CODZombies user bigthagen87) " For what it's worth, the two cube's shown are 4D cubes, or hypercubes. The figure in the bottom left is an unfolded hypercube. Edit: Furthering on this, this suggests 4 dimensions. So, the four drawings of universes in each corner could be some kind of clue. The one in the top left could be one dimension, with two universes. Edit2: Same would go for the bottom right - two universes, one dimension. " Let's hear your thoughts below!
  18. 6 points
    Edit: disclaimer: I'm tired and not a physicist yet. I might be wrong about stuff. Ok, so, i'm putting it in the simplest terms here, and typing really fast in the spirit of a crash course. Anyway Physics is my 2nd love, behind zombies, much like our favorite Melon / my idol @MrRoflWaffles. I kinda wanna tackle a little thingy that occurred to me, but it takes a little mutual physics knowledge to discuss. Anyway here's a quick lesson. Ok, so all of your DNA, and cells, and in fact all matter is made of atoms. These consist of a nucleus made of neutrons with no electrical charge, and protons with a positive charge. They are surrounded by electrons with negative charges that orbit the nucleus. like with magnets, opposites attract, so the electrons are pulled in to the protons in the nucleus. The protons in the nucleus have a like charge but are held together by a powerful nuclear binding force. Imagine attaching 2 balls to opposite ends of a bug spring and squeeeeeezing them together. Lots of stored up energy there because they want to jump apart, like the protons. anyway, nuclear bombs work by effectively releasing that spring in one nucleus by shooting stuff at the nucleus. This breaks up the nucleus and throws out little bits of crap in an explosion. These bits then hit other atoms' nuclei, and set off a chain reaction that ends up looking like this: Additionally, like I said before, like charges repel. When you're sitting on a chair, your ass never actually comes in contact with it. You're effectively just hovering above the surface without touching, as the electrons on the outside of the atoms are repelling. When you touch something and feel it, you're just feeling the electrons in your finger repelling the electrons in the object. Anyway, imagine a brick wall. This wall is made of neutrons, electrons, and protons. Now imagine you're holding a negatively charged baseball, like an electron. If you throw it at the wall it bounces off because of the electrons in the wall. Throwing a positively charged basketball, like a proton, will yield the same result, as the protons in the wall repel it. However, imagine a soccer ball with no charge. this is your neutron, and lemme tell ya, neutrons don't give a shit. It isn't repelled by anything so if you throw it, it'll just go straight through the wall. However, it turns out neutrons are really not the biggest fans of your DNA. They'll bump into protons and break down your chromosomes and kill you horrifically if you get blasted with a lot of them. If you've heard of something referred to as radioactive, it means the atom has a huge nucleus made up of an absolute ton of neutrons and protons, so many that they are basically leaking and throwing bits out. these bits hit your cells and give you the symptoms of radiation. Anyway some scientists were like bruh, we gotta weaponize these neutrons. Thus the neutron bomb was born, and very nearly used in actual warfare. It seemed like a perfect plan. Effectively they modified nuclear bombs in such a way that they ejected 10x as many neutrons. The result was that within a 0.8 mile radius, any people would have their DNA fried and die, but it allegedly left buildings and infrastructure intact. Remember what I said about the soccer ball going through the wall? Imagine a nuke that kills everyone, but leaves your buildings standing, so you can follow up by just walking into an empty city that's fully intact and meet no opposition. HMMM, a nuke that kills everyone but miraculously doesn't damage structures. Where have we seem that before? Yup, I think the Ka-Boom Nukes are inspired by the neutron bomb. So why does this matter? You might be saying to yourself "So what EJ, they based a seemingly magical gameplay mechanic on a bit of real science, it doesn't change anything, does it?" Well here's the thing. A neutron bomb explains why zombies die from the nukes but the terrain is unaffected. Why, then, can the players survive? This almost makes me speculate that being exposed to 115 without actually being dead beforehand re-enforces your DNA somehow. Well we already know from the song "We All Fall Down" that this is potentially the case. "We used the helicase to bind the CXV." CXV is 115 in roman numerals, and helicase is an enzyme for binding nucleic acid-- the NA in DNA. Think about it-- literally every character to come in contact with the nuke power-up has spent a significant amount of time in a 115-infested area. Even the soldiers on Nacht had to have been sitting on it, otherwise the zombies wouldn't have shown up. Unfortunately, 115 incidentally also does some pretty unpleasant things to dead bodies, as we already know. So I guess my actual "question" is, what the hell does 115 do to our DNA? We know based on Jason Blundell's responses to waffles' questions that the O4 are guaranteed to be human, but does 115 maybe make them a bit more than just that? Did Richtofen get his (radiation-proof) super-soldiers after all?
  19. 6 points
    Coming to a menu near you soon
  20. 6 points
    So I'm pretty confident that I solved the underwater cipher by the power turbines: "Richtofen must understand that using these teleporters to jump between dimensions is both dangerous and imprecise. At any point, the fabric of space-time could collapse if the proper amounts of 115 are not maintained. l am also concerned about the unknown effects of trans-dimensional jumps. l have noticed even with my brief travels that new memories and emotions have flooded my mind, suddenly appearing from nowhere. l am also sure something is happening on a molecular level as well." Here is the final cipher text I used: 1u_oeRh_ls_ndpisusu_eaiie5lansiano_h_.rc_mtlsnntmd_dnsecpootae_o_apaauldhe_a_y__hpwdhvflpon_nrry__narc_itteheaef_efdbd_e_emsbeopseonedt_ear_e_l_amyio_lo_lfir__ncm_sittespo_ounlibeenemnot_apmwhvoptbntoanopgn.yetsamapeaemeira_tptto____wi_locretleaoilt_s,hrmo_m_cosueen__trne_hme__tunlimefon-c_uahisfjea_tdes_ned__ttidssin__u_iihartaadm_tcsisii_nghtmunfens__m,oero_memnwg_arpnt__g_um-_rvanoe.ege_fvaskatfetnoasiencf__n_lirev.niharodlluense_cAstlso_e_onebo_eesds_-r1otih._mfllwe_rujrcod_wdn To get to this point I had to "massage" a columnar transposition cipher to get 20 columns made from 19 columns originally. Basically spaces had to be added that aren't readily apparent in the original ciphertext. Then you get a weird wrap-around version of a transposition cipher. I've color coded it for (slightly) easier reading: Start with the green "Richtofen" through the cross-over, and then end with the red "well." I've never heard of this happening with a simple columnar transposition, so I'm not entire sure that it actually is. If someone knows, please fill me in!
  21. 6 points
    Found this cipher down in the bunker where you build the WW as well as upgrade it. The cipher text itself is: You can translate it using Letter Numbers, and the message is as follows:
  22. 6 points
    Solution code ascension Vigenere - i solved it with word attack... My name is my name. My name? Oh, yes, it is jersh. How long have l been floating? Minutes? Years? Where is now? I guess I can forgive Yuri. I quite like my new form. Hmmm, where am I now. A city on fire by a river. I know this place. Finally, I am home
  23. 6 points
    Hi everyone! The third cipher in better quality And another one! (can't find a better view :( ) First piece of the new scrap paper
  24. 6 points
    Finally solved one myself! Using the image I posted above, we can get this from the cipher @Rissole25 posted: MISSION LOG ENTRY FORTY FIVE I AM OVER THE SITE LOOKING DOWN THROUGH THE OPEN DOOR I CAN SEE WEIRD DISTORTION BELOW ME LIKE A LOCALIZED AURORA BOREALIS I WOULD NORMALLY CANCEL THE OPERATION BUT WE DON'T HAVE TIME LUCKILY I HAVE TAKEN EXPERIMENTAL WEAPONRY VERSION THREE THAT NO ONE HAS SEEN BEFORE FROM MY PREVIOUS MISSION NEVER SAY NEVER PETER EDIT: For anyone who has watched Lost, this reminds me of it so much. This image in particular, for those who have seen the show.
  25. 6 points
    Here is a cleaner version of the top symbols shown. It is missing the bottom ones unfortunately. (Credit to Radimax: https://twitter.com/RadimaXUK?lang=en-gb)

About Call of Duty Zombies

Call of Duty Zombies (CODZ) is a fan-made gaming community centered around the popular Call of Duty franchise with central focus on the beloved Zombies mode. Created in 2009, CODZ is the ultimate platform for discussing Zombies theories, sharing strategies, player networking, and more.

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