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  1. 6 points
    These are temporary placeholder videos as they do not contain file names Some files may be missing and/or mixed up All Character Quotes are now posted (excludes End Cinematic Quotes) Black Ops IIII Zombies: Classified Intel (Radios etc) Black Ops IIII Zombies: Classified - Dr. Edward Richtofen Radio's Black Ops IIII Zombies: Classified - Samantha Maxis Black Ops IIII Zombies: Classified - Dr. Ludvig Maxis Black Ops IIII Zombies: Classified - Samuel J. Stuhlinger Black Ops IIII Zombies: Classified - Dr. Edward Richtofen Character Quotes Black Ops IIII Zombies: Classified - 'Tank' Dempsey Character Quotes Black Ops IIII Zombies: Classified - Nikolai Belinski Character Quotes Black Ops IIII Zombies: Classified - Takeo Masaki Character Quotes Black Ops IIII Zombies: Classified - Pentagon P.A.
  2. 5 points
    I've been scouring for little story details and oddities from past maps that have been been abandoned/not addressed yet, and decided to make a thread compiling some of them, with my best guess at the answers. World at War Nacht der Untoten - The Second Outbreak: In 2009 through the Treyarch website a mysterious radio transmission could be found that stated, "Ever since the second outbreak at Nacht der Untoten, troops have been noticing strange radio transmissions and broadcasts taking place in the dead of the night” Apart from the fact that the area is referred to as "Nacht der Untoten" (Night of the Undead) in-universe, the biggest thing to take away from this is that there were multiple outbreaks at the airfield. @anonymous actually had a thread discussing it here. Possible Answers: This could be referring to the Black Ops version with Ultimis as canon, or it could simply be referring to the incident of the WaW version being the second outbreak, and the first being the reason it appears abandoned in the first place. - The Writing on the Wall: This is a question I've had in every map in the early days with chalk writing on the wall. Who is the one writing "Ascend from Darkness" on the walls? I can understand "Help" as someone was probably hiding out in that room from the outbreak. But the chalk drawings throughout the maps have served as cryptic directions for the player to traverse the map. "Beware the Six!", "Ascend from Darkness", "Look Up To See The Light" to name a few. Possible Answers: Knowing now that Monty has been the one meddling with the past to help us for as of yet unknown reasons puts many things such as this into perspective. He has confirmed himself as the reason for Perk-a-Cola creation, power-ups, and gobblegum machines. I think it is very possible that he is the reason for not only the chalk writing in the maps that guide the characters, but also the chalk weapon drawings. It would make sense as everything else he does subtly lends a hand to the characters without directly intervening. Rather, the chalk drawings, the powerups, the perks, all would allow Monty to place tools for Ultimis and the marines to use if they choose. - The Black Ops Loading Screen: This image has perplexed us for a long time, and frankly I'm still unsure of its meaning. Possible Answers: I'm unsure who the mysterious man travelling through time is meant to be. If not for the time travel element with the years, the image could easily fit in with the campaign of Black Ops, which centered around the Cold War and mind control. Verruckt - The Ultimis Dolls: In the Zombies Chronicles version, near a radiator on an upper floor, there is a light casting the shadow of a Richtofen doll, and on top of the radiator one can see dolls of Dempsey and Nikolai. These are the same dolls we see in Samantha's Room in Kino. Possible Answers: I struggle to find a logical reason these dolls would be here. A possible answer could be simply temporal displacement, while another could be that Samantha put them there. It is likely insignificant, but a little strange. Shi No Numa - HAARP Connection: In the Doctor's Quarters there is a note that reads, "It could be used to power HAARP...". HAARP is an American research program established in 1993 often associated in theories with Green Run. First of all, what is it doing in Japan? And how can it be here if in 1945 if it was not established until 1993? Possible Answers: This is an interesting one. I think it is possible in canon that HAARP was possibly established earlier, or was not publicly established until 1993, working in secret before that. As for it being in Japan, it being in the Doctor's Quarters, where Richtofen's supposed diary is found, I believe it may have been written by Richtofen around the time he made the deal with the Americans that we know of from Classified, as a sort of selling point for sharing research and 115 with them. Of course, Treyarch had no plans for Classified this early on, so I am not sure of their original intentions. Der Riese - Question Marks on the Loading Screen: For many years people have wondered what the question marks on the loading screen signify on the actual map, and why the layout is so different from the actual map. Some of the question marks are areas where paper scraps are located, others are not. Possible Answers: I think the answer is simple: This art is based on an early version of the map with a slightly different layout and playable area, and the question marks lead to where easter eggs such as paper scraps were going to be located. Another theory I have is these were perk locations, as there are five and early on there was a perk meant for Der Riese called Ammo-Matic. The art was already done when they changed the layout and they decided it was close enough to ship. - Creation of 115?: A note can be found reading roughly: "...is produced by bombarding an Americium-243 nucleus with a Calcium 48 nucleus. It then decays (writing is blurred)... after further decay a metastable isotope is formed. This leads us to believe that transference of matter is indeed possible, and even the re-animation of b... (faded, but it is presumed to be bodies)" Possible Answers: Though we have known since Shi No Numa about 115 originating from space in the form of meteors, this note seems to suggest that the element must go through this process of metastasis to have the effects we know of. That, or the note is referring to an artificial recreation of the element as supply was running short. I think this is more likely, as Americium was not produced until 1944, and info about it was not released to the public until November 1945, and 115 was being used to create zombies and teleport well before that. - Bees? Beads?: A torn note in German translates to, "The bees disappeared from Ludwigsdorf." Ludwigsdorf is a small village in Germany. Possible Answers: As far as I know, bees have not been a part of the storyline at any point. This leads me to believe that bees is either a translation of a mistranslation on Treyarch's part, or bees is meant to be code for zombies, which disappeared from this small town. Not much else to say about this. - Other Hidden Messages: A sign near the trench gun has three bullet points on a board with only one being readable: "Did not resist in Paris". A board near the C Teleporter reads "die glocke ist jetzt Mobile" (translated to "the bell is now mobile") pinned on the upper left, and "folgen Sie dem Gesamtplan" (translated to "follow the entire plan") pinned on the bottom right. There are four codes written using Illuminati symbols. Reading "Living Dead", "Edward is Alive", "Treyarch", and "To community, the fans, and our families. Thank You. We Shall Return." In Animal Testing on a board, "H. Yena, Edward I know it was you". Possible Answers: I have a good feeling these relate to story threads that were simply never explored and dropped. The Paris one as well as the image of the Eiffel Tower refer to the Paris map we did not get that was meant to be in Moon's place. The H. Yena one is interesting and could be referring to any number of things. We know now that Harvey Yena was a 935 scientist who went on to establish the Ascension Group in the Soviet Union after Group 935 disbanded. We also know that along with Peter McCain, Richtofen believed Harvey was a spy. The two may have had a rivalry, and this writing was about something petty. It's also possible this writing is Yena taunting Richtofen about something he knows that is far more serious, such as his dealings with the Americans. - Faithful Servant: A note reads, " To faithful servant, the seed has been planted, observe and report, Maxis must not know." Possible Answers: I have very little in the ways of answers for this one, and I feel it may be the most significant note, or it may have been back in the day before the story was developed. I don't know of many characters who could be referred to as "servants" besides Takeo to the Emperor, and Arthur to the Wolf King which have nothing to do with Der Riese. It's possible Richtofen has a servant who he was plotting with against Maxis, or maybe even more interesting Richtofen was a servant to someone, maybe even the Shadowman, and this message is to Richtofen. Black Ops Kino der Toten - The Utterly Confusing Loading Screen Audio: In the loading screen for the map, Richtofen is heard making an audio log: "Entry 741021! Perhaps the station will hold the key to the real goals of Group 935. I still do not trust my unconventional allies, but they are of great use to me. But, I digress. Who would have thought the MDT was capable of time travel? How many stations does this group have? Where did that little girl disappear to? Only time will tell what new questions awaits us in this... THEATER OF THE DAMNED! (static)" There is a lot very wrong here knowing what we know about the story. Firstly, he speaks of the theater as if he did not know it was a Group 935 station and he speaks as if he does not know what Group 935's goals were despite being a member. He clearly knew about Maxis wanting an undead army as he says as much in Call of the Dead's radios. He refers to the Matter Transference Device as the MDT. He asks where Samantha disappeared to, despite knowing she is inside the MPD on the Moon since in the Moon radios he tells Schuster and Groph to get her out and then they fail. Possible Answers: The obvious answer is this was written early on when Treyarch was not sure what direction they wanted to go with the story and was not sure how closely associated Richtofen was meant to be with Group 935. In-universe, it is possible Maxis kept this facility a secret from Richtofen, and now he is questioning what Group 935's true purpose was to Maxis and how many stations he actually established that Richtofen did not know about. MDT is likely just a typo in the script and a flub by Edward. As for Samantha, perhaps he is referring to her voice, which may have been calling to him but has not contacted him in some time. - Great Leap Forward: In the Wii version of Kino der Toten, audio can be heard from the project screen with accompanying video: "(Singing) These villagers were portrayed and propaganda'd films as happy and highly motivated, although in fact they were soon to suffer a terrible moral and physical collapse. Tens of thousands of people died as a result of industrial accidents in the hazardous conditions they were made to work in. The Communist party came up with a crude calculation; every worker will build one meter of canal and the project will end in three months. It actually took more than 10 years to finish the canal. During the Great Leap Forward, factory worker's hours were doubled and machines began to work non-stop. They were not even allowed to stop for maintenance and repairs, and so soon began to fall apart. Factories were ruined. At the same time, Mao announced another target for the Great Leap Forward. Steel production was to be doubled within one year. That production (static) only from heavy industry complexes, but also from small furnaces in villages. As a result of Communist ideology, Mao believed that workers power held a magical force. With that decision, tens of millions of Chinese set out to produce steel by amateur methods. Everything made of iron they could find, from door knobs to saucepans, was melted down in primitive furnaces in an effort to produce steel. Women cut off their hair and mixed it with the clay in the furnaces." Possible Answers: This is one of the strangest oddities in zombies ever. The Great Leap Forward's only connection to zombies is in the name of Die Rise's upper map which takes place in China. But what is it doing in an abandoned theater/Group 935 facility in Germany in 1963? The Great Leap Forward ended around 1962, and as the audio states, was a horrible era in Chinese history where people were worked to death in factories due to many food shortages as a result. The audio puts an emphasis on steel production. It's possible that the tower in Die Rise is built using steel from this era, and this was meant as a sort of hint towards a future map set in a Chinese tower. But it seems strange to plan that far ahead, and to only put it in the Wii version of the map. It's also possible it was just simply meant as a way to show the map takes place after the Great Leap Forward in the 60s. I am unsure if the audio is taken from an actual public domain documentary about the Great Leap Forward, or if it was recorded by someone at Treyarch. - Strange Writings: In the dressing room the names Samantha, Emilia, and Abigail are written surrounded by hearts. In the Pack-a-Punch room, there is writing on a bulletin board that reads "Durchhalten Männer, wir machen sie fertig" which translates to "Hold on men, we'll finish them." Underneath that a message reads "Ja, ja, sicher!" which translates to "Yes, yes, sure!" Also written, "Experiment 935 was successful", "Everything can be based off this model", "Schwarze sonne (German for "black sun")","114 Uuq","115 Uup", "Tomorrow the project will move into full production", "Why (sic) is up? Why won't it work?", "I know it was you Richtofen", "Help", "Energy Momentum" Possible Answers: The writing seems to imply Emilia and Abigail were friends of Samantha's. The two messages on the bulletin board seem to have no importance, and maybe they were simply lines from a film or a stage production, given that this is a theater? "Experiment 935", no idea. "Schwarze sonne" The Black Sun symbol is heavily related to the occult and Neo-Nazis. Referring to elements 114 Uuq and 115 Uup doesn't make a whole lot of sense, but for my own sanity I will not totally go into it and will chock it up to some overlooking on Treyarch's part. But perhaps Element 114 was meant to appear at some point as important. "I know it was you Richtofen" is very similar to the writing in Der Riese from H. Yena. However, this is at the Kino facility, which Richtofen apparently doesn't know about according to the loading screen, so Richtofen could have never seen this writing anyway. - Manhattan Down: In one of the upstairs rooms, letters are scrawled out on the floor stating, "Manhattan Down". This same message is in one of the intel pieces that pops up while a map is loading in Black Ops. But what does it mean? Possible Answers: Treyarch may have wanted to have a map in Manhattan at some point, or this is meant to imply that there are outbreaks occurring all around the world at this point. In Classified, we found out that the US knows about several outbreaks that have occurred since Ultimis came together, and there were multiple outbreaks at the Pentagon. It's possible there was one at an American facility in Manhattan as well. - Strange Pods: Around the stage area are some strange metal pods with organic beings inside. Possible Answers: The beings in these pods have been theorized by many people to be monkeys, early versions of nova crawlers, zombies, and even aliens. With the Zombies Chronicles version, however, the beings in the pods appear more like normal zombies. I think it is possible these were meant to store them safely while being tested on. Ascension - Gersh? When?: The poster for Ascension has always perplexed us, and Jason Blundell went on to confirm the bald man on the poster is not Richtofen, and the radio added in Zombies Chronicles implies that the man is Gersh and that Nikolai, Dempsey, and Takeo fought with Gersh at some point while Richtofen was away. Possible Answers: This event may have taken place in an alternate timeline where Richtofen abandoned Ultimis, as there is no hint anywhere that this ever took place in the original timeline. Gersh lost his body to the void and became an orb of light in Gorod Krovi. Shangri-La - Alien Skulls: On the altar near pack-a-punch, there are two skulls, one of what appears to be an early human or a monkey, and the other seems completely alien. Possible Answers: The skull may very well be the skull of a Vril-Ya, an ancient race associated with the MPD, which is what corrupted Richtofen and sent him to Shangri-La. It's possible they are the reason for the temple's intricate water system and time travelling ability. Black Ops 2 TranZit - Nacht: In the cornfield there is a more run-down version of Nacht der Untoten. Possible Answers: While intended as a little easter egg, I'm curious if this building is meant to be the actual Nacht der Untoten, sent through time and space similar to the western town sent to Africa in Buried. Or is it just a simple buidling that happens to look like it? - T.E.D.D.'s Quotes: There are many quotes that the bus driver will not say in-game that reference real life locations that the driver would take its passengers. Here is a full list. Possible Answers: We know now that T.E.D.D. was designed as a driver for Broken Arrow scientists to move around the Green Run facility. Some of the locations now make much more sense given this context, such as Groom Lake, HAARP, Fast Flux Test Facility, and Tehacapi Range. TEDD specifically mentions gathering top secret files and putting on special suits for some of these locations. We also know from the comics that there are multiple TEDD units as one is seen in the background, and these built-in quotes indicate there were many being used by Broken Arrow around the country. Many of the quotes also refer to popular vacation areas such as the Grand Canyon, also implying TEDD units must have been used by civilians. Most interesting of all might by "Put on your hoods and disembark at Bohemian Grove" which is a campsite used by an exclusive club that holds events with major world leaders, and is often associated with the free-masons and the Illuminati. Die Rise - Wanted Poster: As pointed out by @anonymous in this thread, we still do not know a whole lot about the purpose and history behind much of anything on the map. One particular mystery is a Wanted Poster of Tian Zhou, a prominent character in the Black Ops II campaign, with Chinese text that translates to: “WANTED This is a wanted man. XXXXXXX (7 words i cant figure out, i infer that its about where the man usually appears) He did everything evil. He carries weapon(s) of mass destruction. He is a dangerous man carrying weapon(s) of mass destruction, and he is suspected to be a zombie. For anyone who give us clues or help us capture this man will be rewarded 50000 Yuan.” Possible Answers: As anonymous points out in the linked thread, the building in Die Rise appears to be an SDC-occupied building that used to be or still currently is a sweatshop with sleeping cages and sewing machines, due to all of the SDC soldier zombies present. In the actual Black Ops II campaign, it is possible to reach a scenario where you must kill Tian Zhou, and by doing so he is replaced by someone less tyrannical and the SDC helps you in fighting Cordis Die. In the zombies timeline, the rockets from Moon are launched in October of 2025, while the events of the campaign ended in June, so most likely in the zombies canon Tian Zhou and the SDC were involved in scientific research into zombies research, and he was infected and turned. The Wanted poster refers to him as if he is intelligent enough to carry weapons of mass destruction. He may have been turned in the same way George Romero was in Call of the Dead, where he can still talk and make more intelligent decisions. Mob of the Dead - Jumpscare: On the roof of the prison, when you look towards the fireworks with a sniper rifle, an jumpscare will appear with the face of a man with a mustache. So far, he is unidentified. Possible Answers: Personally I am fine with the theory that he is meant to be Nero before Treyarch had chosen the celebrity cast and likenesses of the Shadows of Evil crew. Blundell states that he had thought through to the end of Black Ops 3 all the way back in Mob of the Dead, and there is a good possibility this was meant as some future reference to the mustached Nero Blackstone. Mob and Shadows are linked pretty heavily as well. Other theories include Russman, which doesn't really resemble the man that much, and also possibly the Warden but we have no idea what the Warden looked like before becoming Brutus, so no verifying. Another theory I do quite like connects with the Blood of the Dead Jumpscare, and that is that both of these are meant to be the Shadowman, with the Mob one being him in his human form before they had finalized his design. Origins -StG-44 in WW1?: In the opening cutscene, the German soldiers present at the dig site are using StG-44s, which were produced during World War 2. Possible Answers: A simple explanation could be that they were simply developed earlier in Dimension 63, but unlike the MG08, they are not stylized to fit the dieselpunk aesthetic of Origins and the time period, they are simply STG-44s as they appeared in real life. It's also possible that during the excavation, Group 935 uncovered the chalk drawing of it and/or the ancient mystery box and armed their soldiers that way. This same issue appears in Zetsubou No Shima, where soldiers on the WW2 Japanese boat are equipped with KN-44s. Black Ops 3 The Giant - The Plane: On top of the building near the power there is a plane very similar to the one used in Mob of the Dead. This same plane also appears in the sky sometimes in Shadows of Evil and Zetsubou No Shima. Possible Answers: We may see an answer to this mystery soon as the Aether story is not quite done yet. But there are many possibilities to discuss. One is that Primis minus Richtofen have been travelling through time and space while Richtofen was acquiring the Kronorium, and we have no idea what they were doing. They've been to many places such as Brazil and the Moon. We don't get to see how they arrive at Der Riese in the opening cutscene, and its possible they acquired this plane from Mob of the Dead, and have somehow used it to travel through dimensions, landing it there to try and stop Richtofen. This brings lots of questions up about how they acquired this plane, why they don't bring it up or use it again, and just what they were using it for all this time. This is obviously not all of the unfound secrets, just a lot of them that I could list before getting exhausted. I will continue to add more. Post any that I missed and discuss some of these in the comments!
  3. 5 points
    Happy new year everyone! Hope everyone out there has a nice time and if not, no worries, things will get better. You know what they say: Its always the darkest before the dawn. Personally I find myself in a dip of life at the moment. Never thought ending a relationship and losing your beloved one would be so painful. Frankly, last month I couldnt think of anything else which kinda ruïned my Christmas etc. The thing that's keeps me rollin' is the idea that she has a good life now and well, as I said, for me too things will het better. But I think right now I would prefer hard physic pain than this psychological/emotional pain. This year.... Last year I became a blood and stem cell donor (though that last one I have never donated yet) and continuing this medical aid to people around me this year I would like to master First Aid. The Netherlands have a shameful small amount of people mastering this, compared with our neighbouring countries, so I figured out I could help. So far this is my only New Year's good intention. Along with forgetting the emoticons and picking life again. Love you all, and keep doing that fam
  4. 5 points
    I’m coming into this late and I’m going to apologise for the lack of help I’ve supplied (visibly). I took the decision to take a step back. I was leaving as I had no interest in the game but @InfestLithium @Boom115 amongst other showed me it was the people rather than the game ghat was important. You have no idea the friendships I’ve struck up here, purely based on a game. To the extent I will be making a visit to the states to see @Boom115and his family and I’ve invited them here to stay. I wan’t to meet up with @InfestLithiumand @GRILL and others. It’s strange how you strike up a relatiobship with people you have never met. However, I have always been about taken care of the backend (server) and helping when i was needed and always in converse with the team. If anyone has ideas that can be implemented and things fixed which are broken, I’m only to happy to fix. If we need to implement or remove things, then we should. How do we get better, how do we get people onboard? Our SEO needs to be addressed but maybe we should make a “site” rather than just a forum? Maybe we need constant news feeds updated all the time. We did try but we can’t do ut ourseves and the help was/is limited. Maybe we need toreach out to the big YouTubers for link backs and mentions that started their careers here. Maybe we need to eat some humble pie and accept that we are just not that important within the community anymore? Maybe all that people want / need is on YouTube. I for one think we need a custom page built with every single easter egg, from every game/map as walkthroughs and videos. I’m not extremely active but I’m not far away and we can all make this work with some hardwork and help from our members.
  5. 4 points
    Chaos Theory is a branch of mathematics focusing on the behavior of dynamical systems that are highly sensitive to initial conditions. "Chaos" is an interdisciplinary theory stating that within the apparent randomness of chaotic complex systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, self-organization, and reliance on programming at the initial point known as sensitive dependence on initial conditions. The butterfly effect describes how a small change in one state of a deterministic nonlinear system can result in large differences in a later state. Unlike fixed-point attractors and limit cycles, the attractors that arise from chaotic systems, known as strange attractors, have great detail and complexity. Strange attractors occur in both continuous dynamical systems (such as the Lorenz system) and in some discrete systems (such as the Hénon map). Other discrete dynamical systems have a repelling structure called a Julia set, which forms at the boundary between basins of attraction of fixed points. Julia sets can be thought of as strange repellers. Both strange attractors and Julia sets typically have a fractal structure, and the fractal dimension can be calculated for them. Aristotle believed the four physical elements (Fire, Water, Earth, Air) were changeable, and Alchemist ran it from there. The belief was that metals were living, growing beings and could change into other substances. Metals were all composed of the four elements, but were in opposite stages of maturity during their journey to Spiritual Perfection. The theory, then, was that by distilling a substance down to its elemental form and creating the perfect balance and proportions of the different elements, you could purify matter and transmute one substance into another. The ultimate goal was to turn immature base metals like lead into higher metals like gold by releasing their perfect state, or Quintessence. :PAUSE: Breathe. :RESUME: One of the best-known European alchemists, the 16th-century Swiss physician Philippus Aureolus Paracelsus, called the aether element “the substance of stars and souls.” Isaac Newton, a passionate Alchemist, described it as “the perfect Elixir ... our gold ... red virginal milk most fragrant and healthy.” In essence, it was a pure and perfect spirit concealed in all things—both chemically and spiritually. The Alchemists’ quest for gold wasn’t just a technique of metal science. This was Christian Europe, and Alchemy became more than chemical it sought after the spiritual. Metals and Mortals.. Purification was an alchemists representation of humans striving to perfect the soul. Achieving gold was like knowing God. The Holy Grail of alchemy was the legendary Philosophers Stone, which wasn’t a Stone at all. It was a misunderstood substance that could isolate the pure essence of a material and change it into something else, namely gold. In the medicinal corners of alchemy, it was also known as the Elixir of Life, a universal cure that could bring eternal life. the Stone was the physical representation of the concept of perfection, or Quintessence itself. In fact it was sometimes called the lapis aethereus, Latin for “Æthereal Stone.” Let me tie in our lastest bit of story line material given to us from Dead of The Night. “Prima Materia” Prima Materia, materia prima or first matter, is the omnipresent starting material required for the alchemical magnum opus and the creation of the philosopher's stone. It is the primitive formless base of all matter similar to chaos, the Quintessence, or Æther. Prima Materia is sometimes attributed to Aristotle. It in fact was also an earlier idea that can be found in the philosophy of Anaxagoras, who described the nous in relation to Chaos. (Pedophiles' cosmogony is also relevant.) According to Anaxagoras All things have existed in some way from the beginning, but originally they existed in infinitesimally small fragments of themselves, endless in number and inextricably combined throughout the universe. All things existed in this mass, but in a confused and indistinguishable form. There was an infinite number of homogeneous parts (ὁμοιομερῆ) as well as heterogeneous ones. The work of arrangement, the segregation of like from unlike and the summation of the whole into totals of the same name, was the work of Mind or Reason (νοῦς). Mind is no less unlimited than the Chaotic mass, but it stood pure and independent, a thing of finer texture, alike in all its manifestations and everywhere the same. This subtle agent, possessed of all knowledge and power, is especially seen ruling in all the forms of life. Its first appearance, and the only manifestation of it which Anaxagoras describes, is Motion. It gave distinctness and reality to the aggregates of like parts. Decease and growth represent a new aggregation (σὐγκρισις) and disruption (διάκρισις). However, the original intermixture of things is never wholly overcome. Each thing contains in itself parts of other things or heterogeneous elements, and is what it is, only on account of the preponderance of certain homogeneous parts which constitute its character. Out of this process arise the things we see in this world. Arcane Alchemists describe the prima materia using simile, and compare it to concepts like the Anima Mundi. Anima Mundi: according to several systems of thought, an intrinsic connection between all living things on the planet, which relates to our world in much the same way as the soul is connected to the human body. Plato adhered to this idea and it was an important component of most Neoplatonic systems: Musical Easter Egg Song For Dead of The Night is called Mystery by Kevin Sherwood. As of 8/26/2019 let’s note that we now have an obvious connection with ÆTHER. This was the 1st Song we got for Chaos, but I’ll connect the dots. The next song is just a few paragraphs away! 1. Who is looking at the Earth? I’M waiting for some one to come here and kill me and become apart of me break them and make them me. Where was it you were before. (Where are you) Who are you and Where are you now? Show me someone who will never die Die like me. Ill show you something that is always alive and dying to find.... And mine is a Mystery. *De Profundis Clamavi* "Out of the depths I cry out" Sol and Luna most frequently symbolize consciousness and the unconscious, respectively. Fiery Sol, the Sun, whose corresponding metal is gold (or sulphur), is the source of warmth and light (gold was often called "the sun in the earth"). Watery Luna, the Moon, whose corresponding metal is silver (or salt), is dark and cold (water and spirit are often identical; water also holds death-rebirth symbolism). Sol and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. Luna and Sol often appear as White Queen and Red King; the symbol of this relationship is a rose. This relates to their symbolism as the anima, the female principle within a male personality, and the animus, the male principle within a female personality, respectively. Jung called this aspect a "medium between the ego and the unconscious. This is reminiscent of Rubedo, in which Luna becomes a man, whereas Sol becomes a woman. According to Jung, both aspects are crucial to their corresponding Self, and their realization is achieved through relationships with people of the opposite sex. The alchemical concepts of Sol and Luna seem to be the unconscious projections of the animus and the anima Luna is often called Anima Mundi, the World Soul which surrounds cosmos, half-human half-animal Melusina, or even Lilith. As Melusina, she is similar to Virgo, who is often associated with the Mercurial Serpent. As the Moon, Melusina is also compared to Venus or Aphrodite, not unlike Mercurius. Similarly, Melusina as Lilith, is the first wife of Adam in Paradise, (Shangri-La*) whereas Mercurius is often associated with Adam before the Fall. It is only natural to represent Mercurius as the anima, which alchemists often did. The sun represents the masculine principle and the logical or reasonable aspect of the mind; the moon represents the feminine principle, the realm of dreams and the subconscious. The two united offer the means of magical transformation — a combination of conscious desire and subconscious activation. To become magically adept, the male and female aspects of the self must be fully recognized and integrated. The balanced individual, fully acknowledging the anima or animus within, is thus the HermAphrodite. This is the true goal of the alchemist It has been used to describe personal and spiritual transmutation in the Hermetic tradition, attached to laboratory processes and chemical color changes, used as a model for the individuation process, and as a device in art and literature. The magnum opus has been carried forward in New Age and neo-Hermetic movements which sometimes attached new symbolism and significance to the processes. It originally had four stages Update Omega: Updating with Relevant Information/Connecting Lines/Relaying Context of Visual Images/Sumbliminal Message Decoded... Status: Processing We start with the ending of Ancient Evil Scarlett's eyes turn yellow. The Oracle leans closer to Scarlett's face keeping eye contact with her. Several images appear. The Mask of Tutankhamun & Egyptian symbols and hieroglyphs Tutankhamun's burial chamber was found at the Theban Necropolis in the Valley of the Kings in 1922 and opened in 1923. It would be another two years before the excavation team, led by the English archaeologist Howard Carter, was able to open the heavy sarcophagus containing Tutankhamun's mummy. On 28 October 1925, they opened the innermost of three coffins to reveal the gold mask, seen by people for the first time approximately 3,250 years. Carter wrote in his diary: An ancient spell from the Book of the Dead is inscribed in hieroglyphs on the mask's shoulders. The mask had to be restored in 2015 after its 2.5-kilogram (5.5 lb) plaited beard fell off and was hastily glued back on by museum workers. According to Egyptologist Nicholas Reeves, the mask is "not only the quintessential image from Tutankhamun's tomb, but it is also perhaps the best-known object from ancient Egypt itself." Since 2001, research has suggested that it may originally have been intended for Queen Neferneferuaten; her royal name (Ankhkheperure) was found in a partly erased cartouche on the inside of the mask The Musical Easter Egg for Alpha Omega is I am The Well by Clark C. Nova Written by Kevin Sherwood We have some connections within the lyrics once again.. Golden Pins refer to the Death Mask of Tutankhamun. Catapult, the Tower of Pisa 1589-1592 Italian scientist Galileo Galilei (then professor of mathematics at the University of Pisa) is said to have dropped two spheres of different masses from the Leaning Tower of Pisa to demonstrate that their time of descent was independent of their mass, according to a biography by Galileo's pupil Vincenzo Viviani, composed in 1654 and published in 1717. According to the story, Galileo discovered through this experiment that the objects fell with the same acceleration, proving his prediction true, while at the same time disproving Aristotle's theory of gravity (which states that objects fall at speed proportional to their mass). Most historians consider it to have been a thought experiment rather than a physical test as there is little evidence that it actually took place. However this was 1 of many different experiments done on the Tower of Pisa.. Let me direct you to the most relevant of the select few. the Nordtvedt effect refers to the relative motion between the Earth and the Moon which would be observed if the gravitational self-energy of a body contributed differently to its gravitational mass than to its inertial mass. If observed, the Nordtvedt effect would violate the strong equivalence principle, which indicates that an object's movement in a gravitational field does not depend on its mass or composition. The effect is named after Dr. Kenneth L. Nordtvedt, who first demonstrated that some theories of gravity suggest that massive bodies should fall at different rates, depending upon their gravitational self-energy. Nordtvedt then observed that if gravity did in fact violate the strong equivalence principle, then the more-massive Earth should fall towards the Sun at a slightly different rate than the Moon, resulting in a polarization of the lunar orbit. To test for the existence (or absence) of the Nordtvedt effect, scientists have used the Lunar Laser Ranging experiment, which is capable of measuring the distance between the Earth and the Moon with near-millimetre accuracy. Thus far, the results have failed to find any evidence of the Nordtvedt effect, demonstrating that if it exists, the effect is exceedingly weak. Subsequent measurements and analysis to even higher precision have improved constraints on the effect. Measurements of Mercury's orbit by the MESSENGER Spacecraft have further refined the Nordvedt effect to be below of even smaller scale. A wide range of scalar-tensor theories have been found to naturally lead to a tiny effect only, at present epoch. This is due to a generic attractive mechanism that takes place during the cosmic evolution of the universe. Other screening mechanisms (chameleon, pressuron, Vainshtein etc.) could also be at play. A Printing Press, The United States Declaration of Independence, & Benjamin Franklin Since Franklin’s early years when he worked in Boston as an apprentice in his brother James’ printing shop, he always wanted to be his own boss and have the independence of writing for his public. It was in The New England Courant, a newspaper published by his brother, where he wrote his first article under the anonymous name of Silence Dogood. As he left Boston for Philadelphia he continued to pursue his dream a Hot Air Balloon George Washington, the Battle of New Orleans, Ludwig van Beethoven, a Penny-Farthing, the destruction of the USS Missouri, the CSS Virginia and the Queen Victoria. Inside the chamber, Shaw and Bruno, both having a red mark shining on their forehead, look at Alistair Rhodes and three members of The Order turned into stone. The Oracle's hood falls to the ground and Diego arrives inside the Temple. Diego: No! The Oracle looks over Scarlett's shoulder, relieving herself as Medusa. Diego hides behind a pillar before Medusa can attack him. Medusa releases Scarlett, who lost consciousness, picks up a cultist mask and walks towards the Eternal Flame of Apollo. Before the Eternal Flame, she put the mask on her face while Diego is hiding Scarlett. Oracle: I will open the library. The world will be mine. The statues of Alistair and the cultists turn into Prima Materia. Some Prima Materia rushes towards Medusa but stops in front of her. Medusa turns back and looks at a blue shape who appeared above the Eternal Flame. She then leaves the Temple while Diego is holding Scarlett in his arms behind a pillar.
  6. 4 points
    IX Pack A Punch Guide Welcome to IX This is a step by step guide on how to reach pack a punch. As the game has just released, some steps may be slightly out of place in my list below but the thread will be updated if so. Also, guide pictures/videos will be added to the thread as time goes on for locations of certain steps etc. Lets get to the steps! STEP 1 Around the map there is 4 god statues. These can be seen from the starting arena where you spawn. In each area where a god statue stands, there will be a gong. When you find the gong interact with it. STEP 2 When you have successfully interacted with the gong, the champion of the specific god will spawn in on the map. You will have to kill the champion who will take a conciderable amount of extra damage than a normal zombie. When you have killed it, a head will drop. Pick up this head as you will need it for later. STEP 3 Simply repeat this step for the further 3 remaining god statues around the map. STEP 4 Now that you have all 4 champion heads, you must go down to the altar which you will find as you are completing step 3. When you arrive at the altar, you will be able to place the heads around the altar that are in front of you, doing so will unlock pack a punch for IX. Congratulations! You now have access to pack a punch and will now be able to upgrade your guns. Happy Killing!
  7. 4 points
    Hey everyone, I wanted to start a bracket tournament for Call of Duty Zombies Maps to get everyone's opinion! I've included every map from WaW to BO4, and put them into a bracket tournament pictured here: So, time to vote on who proceeds through round 1! Just reply in this format: 1. [Your Pick] 2. [Your Pick] 3. [Your Pick] ... 15. [Your Pick] Once I have a sufficient number of votes, I will move on to round 2! For those that can't view the image, here are the options: 1. Nacht der Untoten or Shi No Numa 2. Die Rise or Ancient Evil 3. IX or Nuketown 4. Revelations or Shadows of Evil 5. Voyage of Despair or Buried 6. Der Eisendrache or Moon 7. Bus Depot or TranZit 8. Kino der Toten or Mob of the Dead 9. "Five" or Verruckt 10. Blood of the Dead or Ascension 11. Zetsubou No Shima or Shangri La 12. Classified or Gorod Krovi 13. Der Riese or Dead of the Night 14. Town or Call of the Dead 15. Farm or Origins Feel free to discuss your picks!
  8. 4 points
    Heyo, CoDz family. I am 4 days late, but you know what they say: If life gives you a delay make lemon juice. Just wanted to check in with you fine folks and read what life has in store for you folks in 2019. Of course more zombies content, but if you feel like it, then you can also write about your life. The past six months have been very quiet for me, which was a nice change of pace cause 2014 til 17 have been very grueling for me. From what it looks like I will be able to properly start to work this year, though I am scared as hell about that. More specifically about not being able to deal with the people around me and setting the bar too high for myself which only leads into disappointment, but I will try my best. Other than that I became a two time uncle this past year, cause my brother got a baby girl and seing both little children experience Christmas is truly something beautiful. I am looking forward to KH3 and the new Star Wars episode this year and Sekiro. Other than that I have no expectations for 2019, cause it will be shit anyway. haha Unless BO IIII keeps geting good maps. haha I don't have much more to say other than thanks for sticking with us. ily xoxo
  9. 4 points
    Hello again. I'm back with another text walkthrough, this time for Voyage of Despair for new players. (Last updated 2.08.2019). I'll cover basic map opening, getting Shield Parts and the Workbench, Perk Locations, the Sentinel Artifact, the 4 PaP locations, and the 2 Valves to drain water. Kraken build and upgrade added at end. ----------------- Quick reference: Shield Part through first lower door at start, Shield Part through first upper door at start, Shield Part under Poop Deck after Sentinel Artifact. Workbench on Poop Deck. PaP: 1. Below Forecastle, 2. at bottom of Grand Staircase, 3. top of Poop Deck, 4. below Poop Deck. Valves: Under Forecastle (submerged), under Poop Deck (submerged). -------------------- Follow along on a simple walkthrough with these Custom Mutations: Pick the VoD map. Select Custom Mutations, then select EDIT GAME RULES, then change these: ENEMIES, BASIC ZOMBIES, Max Speed = Walk. Then SPECIAL ZOMBIES, turn Heavy, Mini-boss, and Catalyst zombies to Off. Then PLAYER tab, POINTS, Starting Points; raise starting points to 50,000. Do not kill zombies if possible, just follow along and we'll find everything. The basic layout is 2 upper decks across the midship, a Grand Staircase (1/4 from front) that goes down several floors, a Cargo Hold under Forecastle (bow/front) and the Engine Room under Poop Deck (aft/rear). Much of the 2 sides of the ship mirror each other. There are Blue doors that open from points, and Red doors that open from getting the Sentinel Artifact. I will walk you along my basic path for opening, your eventual strategy of opening may vary from this. I choose this path for the training areas it leaves on the lower deck. We will basically stay along the right side (from start, facing rear of ship) of the ship to the Poop Deck. --------------------- Start the Custom Mutation game now. You can pause the game as needed. Start Room (Forecastle): You start at the front (bow) of the ship called Forecastle. You are up top. Across the open area, see the 2 upper and lower doors (blue symbol). both uppers open together, both lowers open together. (Danu Perk Machine 1) The first Perk Machine in this Start area. Danu. Walk down stairs to Danu Perk Machine, stand 4m in front of it, and note the red door behind you (it leads to PaP location after Sentinel Artifact is aquired). Face away from the red door. From Perk Machine, walk up steps on right, open blue door (750), go up top. $Shield Part 1a (Window part): At top of steps, stop and turn 180°. Looking over the steps, you will see a white border 'wall'. If the part is on that wall, you will see it clearly from here. If no part there, face (180° again) the burning lifeboat by the open door. $SP1b. Go in the doorway by the burning half-lifeboat, go through the next doorway immediately ahead. There is a dresser with a hammer, string, and a green tackle box on it to your left. SP1b may be on that dresser. If not... $SP1c. ...walk forward to hallway, make a right. Walk past first short connecting hallway on right (rk7 wallbuy here) to second short connecting hallway on right (very bright). SP1c will be on the bannister of that tiny connecting hallway. Walk past it to blue door (1000 points). (Backtracking for clarity after SP1 part is aquired: From Start, up right steps, into door by lifeboat, hard right, follow to 1000 point door. Upper corner says "bridge"). Open the 1000 point door (into Upper Grand Staircase). Immediately turn left, then right as you go down steps. You will see a ?box location, a map with your location, and a blue door (1250). (Note that a PaP location is at the bottom of the Grand Staircase, but it is currently locked behind a red barrier. We'll be back after the Sentinel Artifact is aquired). (Zeus Perk Machine 3). Open the 1250 door (to 1st Class Lounge). Stay left through 'window'. Walk past Bowie Knife, see Zeus Perk Machine, walk past Perk Machine on right side to blue door (1500). Open 1500 point door (still 1st Class Lounge), walk down short hallway to deck on right (Promenade Port Deck), stay right at edge of ship and walk up the path at the edge to the area with GK5 wallbuy, 1750 point blue door, and a red door. (Note that the side path lifeboat will drop after aquiring Sentinel Artifact, allowing access up on the way back). This is Aft Deck. Open the 1750 blue Aft Deck door by GK5. Walk down 'ramp' and the 2 stairs on right to lower area of Poop Deck. Immediately on your left is the Workbench to build the Shield. From Workbench, walk up the right steps, under the (glowing blue) Sentinel Artifact, to the steps behind it. Go up the steps and activate the Sentinel Artifact. This opens all red doors and allows the 4 PaP locations to be activated. (Note that the last PaP location activated will be the PaP machine. It will then move occasionally, so do not activate the last PaP location until ready to PaP. I suggest doing Poop Deck or Lower Grand Staircase last). (PaP location 1). Sentinel Artifact activated, drop down, note the KN57 wallbuy and PaP location 1; Poop Deck. Hold X/xb1 (interact button) to activate PaP (or save this one for last). $Shield Part 2: Now go down the steps to Workbench. From WB, look under the PaP location, the red doors there are now gone (open). Go in, down steps to Maddox gun wallbuy, turn right and follow hall to end (3rd Class Berths). At brown stairs, go down. SP2a is at the bottom of the stairs, on your left. It is a rectangle on the bannister of a white wall. It should be quite easy to see, but if not there... $SP2b. Head down next steps to Provisions, take the hardest left and walk straight to the burning doorway and boxes ahead. SP2b may be on the boxes, leaning against the white wall on your left. It is easy to see. If not here, then... $SP2c. ...turn right (lights through grates on floor), turn right again and walk that hallway. The lighting is orange-y and SP2c is on the boxes on the right mid-hallway. (If you turn right again, through carcass room, you are at the bottom of the steps where you first entered Provisions). (Odin Perk Machine 4. Valve. PaP 2). With the second Shield Part in hand, open the blue door down here in Provisions (2000). Now in the Engine Room, walk forward to 2 reddish lights, go slightly right, then left. Walk to Odin Perk Machine. Face out from Perk Machine in Engine Room. You are facing water. You can hold your breath Indefinitely, it seems. 1. Valve from Odin Perk Machine: jump into water, turn to the left 180° so you see the Koshka wallbuy. Swim to the right of the Koshka through the opening, to the spotlights shining to the right. Go into the alcove on the right and hit X/xb1 (interact button. There will be a text prompt on screen) to turn the Valve. Continue through this area by swimming counter clockwise to avoid the zombies, go back to the steps by the Perk machine. 2. PaP location from the Odin Perk Machine, walk or swim straight out from the Machine, past the mid-room obstacles, through an opening to the easily visible PaP location. Hit X/xb1 (Interact button. Prompt on screen). Make your way back up to the Poop Deck and Workbench. (Ra Perk Machine 3. PaP location 3). From the Workbench on Poop Deck, face towards the front/bow of the ship. The Sentinel Artifact location is behind you. Go up both stairs on the left side, go up the ramp to the gk5. Head left to the path at the edge of the ship, but stay left and walk the (now open) path back up to the top of the ship by a blue door (1500). Option 1. Open the (1500) door, go in and left/down, stay left, (in Galley) you will pass a Bowie Knife location, then enter the Dining Hall with the Ra Perk Machine. You may open the door (1250) to the Grand Staircase, or you can leave this closed for training on either side of these doors. If you open it, the PaP3 machine location is at the bottom of the Grand Staircase which I'll describe below again from another way. Option 2. From next to the unopened (1500) door, stay left along the Boat Deck until you reach the Upper Grand Staircase (the first inside area, it is brownish). Head down 2 full flights of stairs until you see the blue doors (1250) to the Dining Hall with Ra Perk Machine (from Option 1 above). This is called Lower Grand Staircase. You may open to ot or not, depending on your choice above. (PaP 3) At this point both options converge again. Head down the Lower Grand Staircase to the very bottom, activate the PaP3. Head back up to the top of the Grand Staircase, head through Bridge back to Forecastle/Start (the stairs can be tricky to see, near steering wheel). $Shield Part 3a: From Danu Perk Machine 1 at Forecastle, open the lower blue door on the right (750). Walk in past the first side hallway to the open door (bright light) on the left, stop and look in. SP3a may be in the bottom right alcove of the cubby holes directly across from the door that you are looking into. If not there... $Shield Part 3b. ...continue straight down this initial indoor hallway towards the (1000) shotgun wallbuy ahead, but turn (30° right) into the giant hole in the wall on your right and walk in. You should see a chair ahead of you that may hold SP3b. If not, turn left to (1000) shotgun wallbuy. $Shield Part 3c. Facing (1000) shotgun wallbuy in State Rooms, turn and walk left to corner, then turn left at corner, then take the first right which has one open door. Go in this room and SP3c may be on the chair immediately on your left. Head through the room, make a right back to Forecastle. (Be sure to build your Shield at the Workbench on the Poop Deck). (PaP4. Valve 2). From the Forecastle/Start area Danu Perk Machine, face the (now open) red doorway under your spawn area. Go in, turn right at the Vapr wallbuy, and get to the door (2000) at the bottom of the steps. Open that door. Go into the water and turn left and 180° just like we did under the Poop Deck. Very similarly again, stay along the right side and interact with the Valve, it has a light 1m above it and a bright spotlight shining towards it to help spot it. You will see the PaP4 location to your left, and a Titan wallbuy. Extra clarity: If you see the bright blue Titan wallbuy, PaP4 is on that same wall, left of the Titan by a few meters/yards. Looking at the Titan wallbuy, turn 180° and swim past the brown boxes on your left and the Valve will be on your left. #####End Walkthrough ######Kraken and Kraken Upgrade. The Wonder Weapon, the Kraken, can be constructed or can simply be aquired from the ?Box. It can be upgraded once in the PaP machine (5000 points), and can also be given an elemental upgrade (3000 or 6000 points). -------Kraken Build: The first step is to aquire the Stoker's Key from killing a Stoker. Usually this is the first or second Stoker of the game (about round 10), but I've had it not show up until the 10th Stoker in a rare happenstance. Pick this up from the location that he died. Presumably it times out after a while, so grab it shortly after killing him. Once the Stoker's Key is in hand, 3 times you must fill a treasure chest with (10?) zombie souls by killing them near it. You may locate the first chest location even before you get the Stoker's Key, if you desire to. Go up to the first chest and hit (interact button) to open it (with Stoker's key), and then fill it with souls. Once it is full, it will close and disappear, only to reappear in one of the 5 locations. Note that it may return to the exact same location it was just at. After 3 times of filling the chest with souls, you may aquire the Kraken from the Deck of the ship. Nitty gritty: After the 3rd chest is full, the chest will appear at one of the 5 locations again, only now it will show a small object inside. This object will match an object along the outer perimeter of the top deck of the ship, which will be on a medium size crate. You can view this item in the chest and then look for it. However, this step is unnecessary, after the 3rd chest is full, you can simply go around the ship deck until you find the Kraken on one of the boxes on the ship deck where it spawns. Some items: Globe, compass, calipers, opera glasses (small binoculars). -------Treasure Chest Locations: These appear as a large Treasure Chest if there, and as a couple of small boxes and items, if not there. (Remember to open the first Chest found, with the key, before killing zombies. After that, the Stoker Key is pointless). 1. Forecastle: From Perk machine, walk down steps to Vapr wallbuy, make right down next steps, Chest Location 1 is next to these steps at the bottom. 2. State Rooms to Millionaire Suites: Chest Location 2 is at the opposite end of the hall with the Portal to Provisions. In the white State Rooms area. Near shotgun wallbuy from 3rd Shield part above. 3. Galley: On the left side from Zeus Perk in Dining Hall, pass the SMG wallbuy, and stay left to rear of Galley. Small area, Chest Location 3 should be easy to spot. 4. Provisions: Chest location 4 is in the butcher room with the animal carcasses. 5. Turbine Room: From Provisions, go down into Engine Room to Turbine Room. Chest Location 5 is to the right of the Portal (to Grand Staircase?) in Turbine Room. -------Kraken Deck Boxes: After filling the 3 Chests, simply walk the perimeter of the top deck, front to rear (or rear to front) and back along the other side, near the outer rails. As you approach the correct grey/brown crate with the matching Chest item, a Kraken tentacle should rise up and deposit the Kraken wonder weapon on the crate. But note that on occasion, the Kraken graphic does not load, so get up close to each crate and look for "Hold (interact button) for Kraken", as it may be invisible. -------Kraken Upgrade: To upgrade it, you must aquire 4 parts. Gather the first 3 parts and build the Distiller Table. Then pick up an elemental part from a random killed Catalyst. You may change this last part and re-upgrade as desired. 1. 1st Class Lounge. 2 spots, on tables. If you stand by the Bowie Knife wallbuy, face 180°, walk forward 2m, first location is a white table on your right. If not there, walk a couple meters further, look right, and it will be on another small white table by the entrance (entrance is a small window with ramps). Copper pot/kettle part. 2. Galley. 2 spots. This is behind the Zeus Perk machine. Find this Bowie Knife wallbuy. While facing BK wallbuy, one part location will be on the farthest right wall, in a cubby hole of a large brown cupboard, between 2 zombie entry points, on top of 3 white candles which are laying flat. If not there, it will be on the exact opposite side of Galley, just past the small table. Or, from the smg wallbuy (the other side's entrance from Bowie Knife) just stay hard left and you will find it. This is like a pipe and cap together. So, hard right from Bowie, or hard left from smg (mx9?), from Dining Hall entrances by perk machine. The Galley is quite small, you'll find it. 3. Cargo hold. 2 spots. 1 location is straight out from Titan wallbuy (which is next to the Portal). From wallbuy, stay left by the Valve that drained the water, and the part is on the boxes right behind the bicycle there. The other location is among the stacks of stuff in the center of the Cargo Hold, between Titan and the steps out of the lowest area. This is a compressor. 4. Kill a Catalyst zombie of 1 of the 4 types and grab the elemental piece, this dictates the upgrade that you will get. Not every Catalyst will drop a piece, watch for them or run over an area where you just killed a horde and watch for a prompt. Stokers also seem to drop elemental pieces. 5. Build at a special build table by Engine Room. From Provisions, enter the Engine Room and make immediate right by the HELP graffiti. The table is straight ahead. Or, from the Odin Perk machine, face away from the perk, walk left side of room, up left steps towards exit, table at top of steps. 6. If you do the Elemental Upgrade before PaPing the Kraken, the upgrade cost is 3000 points (PaP is 5000). If you PaP and then do the elemental upgrade, the upgrade cost is 6000 points. It seems to be the same upgrade regardless of amount of points spent or order of upgrade. ###### Happy gaming!
  10. 4 points
    I had my first new year's eve at my own place, and it was amazing. I live right in the heart of town, so there were fireworks all around! Apparently there was a fight too right in front of the door (the house I rent my rooms in is owned by the owner of the cafe/restaurant that becomes a nightclub in the weekends next door so sometimes fights happen), but I didn't notice any of it, and neither did the friend I had over. I had a terrific new year's, and it was the first one since the past years. I've been through really dark times in 2016, used nearly all of 2017 for therapy and recovery (all mental stuff, nothing physical). For the rest of 2017 and all of 2018 I just spent time recovering more. And in september last year I moved out, and (finally!) graduated, so I'm in this weird but refreshing positive momentum. So to have such a good time in my own place was pretty moving, actually. Just thinking about how far I've come, and all with my own strength. That also goes for the friend I had celebrating with me. I'm proud of her and of myself! The only goals I have for now is to keep going with the recovery process, and to keep the good momentum going! I also want to go to college to get a bachelor's degree in game art, and keep learning how to design things properly, how to design characters and props and areas, the whole kit 'n' kaboodle. I want to learn more, and keep learning. I hope work will be going smoothly for you Lenne, and congrats on becoming an uncle again! And I hope that things will be looking up for you soon, Anonymous. Heartbreak is the worst feeling. Good luck to you both!
  11. 4 points
    New ciphers in the map Classified have been solved, showing some interesting new intelligence. The First one is about Richthofen's so-called "Demand List" to the Americans in 1946. It seems like Doctor Richthofen requisted these items in exchange for information about Group 935's work in the Second World War. We now know that this was called Operation Stapler. An interesting side fact: Operation Paperclip was a secret program by the American government to in which more than 1,600 German scientists, engineers, and technicians were taken from (Nazi-)Germany and employed in the US. I guess the name Operation Stapler was not used just because it sounds neat.....it has definately ties with Operation Paperclip. Anyway, here we go: First of all, it explains the portrait of Richthofen in the Panic Room. What's more important, it explains the Global Polarization Device in the Hanford Site. Let's go a bit into the TranZit story now (since I like that map so much). Tranzit, as all of you might know, takes place in Hanford, Washington State, USA. This exact location was discovered by no one else then good ol’ @PINNAZ, who connected the bus map and timetable in Bus Depot with the actual Google Earth view of Hanford and the surrounding areas. The shape of the Columbia river, the roads and the railway are astonishing corresponding: Hanford was, and actually still is, an American scientific-military facility? But what terrible things could have happened here that could led to the events we see in Tranzit? For that, we go back to the origins of the Hanford Works. In 1943, in the midst of World War II, the United States launched the construction of nuclear facilities in the area of the small town of Hanford. For the sake of winning the war, Hanford’s citizens were relocated to new living areas and the area became fully restricted to enter. Huge concrete constructions raised from the ground, miles of road and railway were created, and four electrical substation were built. So-called ‘tank farms’ appeared, which had a function in storing radioactive waste: Large, partly underground, waste cylinders. In case it wasn’t clear yet: Hanford became a massive top-secret nuclear research facility, mainly focussed on forming plutonium. Remember: This was in a time in which compared with these days very little was known about the effects of radioactive waste on humans. You can imagine relatively few safety measurements were taken. Subsequently, the area became extremely polluted with many types of hazardous elements and chemicals. It was in the drinking water of not only the workers, but also the citizens who lived some miles away. In their blood. In their cells. And many of them died not old. It was 1945: Germany capitulated, and after the dropping of two atomic bombs (of which as a matter of fact, one was created in the Hanford Works) Japan as well. After the Greek Civil War in 1946, the era of the Cold War had started. An era of military competition between the United States and the Soviet Union, coincidentally both possessing the remnants of Group 935. Three months later, March 23th, 1946, Richthofen sends his demand list to the US government and begins to collaborate with them. It is unknown is Operation Stapler is only the cooperation with Doctor Richthofen or with the former Group 935 scientists in general. Anyways... By the way, I don’t believe this process was so date-specific. I think it was part of Operation Paperclip and Operation Osoaviakhim, operations during for multiple days, multiple months, even multiple years. But anyway, we continue: Now in the Cold War, the United States faced a new strategic threat in the rise of the Soviet nuclear weapon program, and expanded the Hanford Site. By 1963, the Hanford Site was home to nine nuclear reactors along the Columbia River, five reprocessing plants on the central plateau, and more than 900 support buildings and radiological laboratories around and underneath the site. Since the early 1900s, the area had developed from a small farming community to a booming "Atomic Frontier". Hurray! Green Run was a secret US Government release of radioactive fission products in the populated area around Hanford, starting in 1946 and continued till at least 1962, when more experiments commenced. The purpose of Green Run was to test methods of detecting radiation from the Soviet Union’s nuclear weapons programs, since the released radioisotopes were supposed to be detected by the US Air Force reconnaissance. This unethical human experimentation led to the death of many more local civilians. But the experimentation didn’t stop at “merely” releasing the radioactive isotopes of iodine, plutonium, uranium and xenon in the area. Or maybe it would stop there, if only not a certain top-secret American operation was behind the Green Run: Broken Arrow. Isotopes used in Nazi-Germany’s ‘Project Riese’ would follow, isotopes used in the creation of Die Glocke, or The Bell. The isotopes Xerum-525 and Ununpentium. Elements of the Ancients, not belonging to our world. Now this was the information we knew. Now with the new cipher we know that Richthofen wanted the US to built a Global Polarization Device. And they obeyed: The Hanford Site was the place. Was this the reason for all the radioactive pollution in the area? Did so many citizens died for Richthofen's Pylon? The zombies in TranZit wearing hospital gowns or sleeves titled Hanford Sanitarium... was there a hospital threating the sick patients? Could this be the place where this new zombie apocalypse began? It wouldn't be merely Broken Arrow's fault. It would be Richthofen's as well. After all, his demand led to the sickening of Hanford's citizens. I could go on about this for a very long time. Thing is, time I do not have right now so I have to move on: Cipher number 2: Now this one clears up even more loose ends: Richthofen's space suit, the Lunar Lander in Kino der Toten...it sums it all up. It looks like Richthofen really forsaw everything that would happen in his Grand Scheme. But if that would be, why would he for example plan to visit Kino der Toten? This was believed to be an incident of overloading the MTD in Der Riese, right? Could be possibly be contacted by his future self, warning and instructing him for everything that the future would bring. But the most interesting thing I haven't even mentioned: The Global Polarization Device. So the Doctor made a deal with the Soviet Union as well, who built the Global Polarization Device in Die Rise, Shang-Hai. This radiation would lead to the same result as it did in the United States: sick people eventually turning into the undead. Did the apocalypse in East Asia start here? Is this the "International Zombie Centre"? And what about Buried, who built the Polarization Device there? Sorry for ending this so bungle and short, I really have to go now. But this intel is so juicy. See ya later!
  12. 4 points
    I've been combing through the Classified radios and ciphers trying to find any subtle hints or details that may have been missed. And I have not seen anyone mention the significance of this radio: Something of note about how this radio fits with the others in context: firstly, it is meant to be roughly two weeks after one of the reels in Classified in which Schuster and George Sawyer are arguing about building a teleporter to Griffin Station like the one previously used by Richtofen. Sawyer is rushing Schuster's work, demanding they must complete the teleporter, while Schuster says that it takes time due to the fact that if calibrations are not correct, the subject may be teleported through time rather than space. In the audio reel I've posted above, Schuster believes he has sent Private Hastings, along with four other men before him, through not only space but time as well. I firmly believe Treyarch is meaning to imply that the subjects Schuster is testing with are being sent to the Moon in October 13th, 2025, when the map Moon actually takes place, and that they are the Cosmonaut zombies we face in the map. This assumption is based on three key points from the radio: 1. Dr. Schuster seems to be confident that the subjects are being sent to Griffin Station, but that WHEN they are being sent is uncertain. 2. The reel makes it a point to include the detail that Schuster can't understand the Private in his space suit, as it sounds muffled. Much like the cosmonaut in Moon with his muffled radio chatter you hear when you get close. 3. Schuster jokes that Private Hastings and the others are, "just dancing around on the Moon somewhere in the far future having a grand old time!" Who else do we know who does that? Now, I obviously don't mean to imply that Dr. Schuster knows about the glitch in Black Ops that causes astronaut zombies to do a dance-like animation in place. However, that sentence is very specific and I would not put it past Treyarch to write specific lines like that as a nod to the player and a nudge to let us know the implications. It just seems like a very odd line considering how relevant it is to this theory. Also let's not forget the unique way that the cosmonaut spawns in, in a flash of light like it was just teleported, and its suit is in pristine condition, meant to trick players into thinking they are another player. Now, why is it a zombie when Private Hastings was alive before going into the teleporter? Simple, we already know a miscalibrated teleporter can turn a living creature into a zombie. Think of the initial testing on the MTD that created the first zombies. Or think of Fluffy who transformed into a zombie when she went through the teleporter. So, simply put, the cosmonaut zombies that spawn in the map Moon are freshly teleported Privates from 1963 being tested on by Dr. Schuster. This radio was a great, subtle way to give us the origin of this strange enemy that has never been explained.
  13. 4 points
    Black Ops IV is finally in full swing: You’re stocked up on Monster, G-Fuel, and Pizza, and you’ve got your stream up and running. Pro tip: for optimal bandwidth usage, don’t watch “Man In the High Castle” while streaming, monitoring your own stream, other streams, and the chat. In the meantime, here are some basic things to keep in mind as you hit the grind running: 1. Get Rest I know, it’s almost impossible to sleep. And I say this after pulling and almost complete all-nighter before a 10-hour workday! I promise: I will try harder. For sleep we must - we'll be better off for it! A well-rested mind is more alert, your reactions are quicker and more accurate, and your thoughts are more thoroughly processed. 2. Stay Hydrated You’ll perform better and longer in all you endeavor it do! Water is the best option for this - yes, that precious H2O. At a very minimum, remember that you are best hydrated when your drinks DO NOT contain caffeine. 3. Use Caffeine Strategically Don’t waste your Trauma Kits, your perks, or your caffeinated drinks. Space them out strategically for both your own health’s sake as well as for maximum effectiveness. 4. Eat Well Your brain needs food. Recharge with a solid meal. It only takes 8-10 minutes at a minimum 5. Take Breaks (yeah right) Stretch; breathe; and focus on objects at farther distances. a) Stretching is good for your muscles. Good posture is important, but sitting for hours straight is never good. b) Breathing is important for cognition and muscle and everything else. Relax and breathe. c) Focusing on objects at a distance helps relax your eyes. Don’t underestimate the strain you’re putting them through. 6. Be Careful on the Road If you drive to work, school, or anywhere else...be aware of your state. Don’t drive exhausted. It can be as dangerous as driving badly drunk. Take care of yourself, don’t be narrow minded about the importance of your destination. Your life is more valuable. Also, such awareness is considerate of others. And last but oh never ever least: 7. Be Kind We’re all here to win; but most of all we’re here to have fun. In a world of very different people, we all share at least one unique thing: we LOVE Call of Duty - especially when Treyarch is running the show (as much as I have loved the works from Sledgehammer and Infinity Ward, I must be honest). So just remember, we ARE a global community. Win magnanimously, lose graciously, and play for the love of the game. Dangerous alone. Unstoppable as a team. Let’s go start a war, people! NaBrZHunter
  14. 3 points
    While wandering through some Classified intelligence, I thought it would be a little nice to actually give you some real life information about that time. This thread includes no new information, but it might set a better atmosphere for the era we have to think in while investigating the documents. Time: The Cold War Location: The "East" In BO4's map Classified, the following document was found: A report written by the CIA member Cornelius Pernell, the former assistent of both Peter McCain and the Marine squad including Tank Dempsey. In this paper, he makes a notation about the discovery of the fact that Richthofen made a secret deal with the Soviet Union administration, and so "played both the US and the USSR". Two important details: Richthofen did this around the same time the American Operation Stapler began, in 1946. Richthofen demanded a Global Polarization Device (GPD) of the Soviet Union. According to this document, the Ascension Group was involved very tightly in this process. As the Eastern GPD was built in Shanghai, it appears that this organization had it's influence reaching even in China. How so? Let me give you some history. Sino-Soviet friendship In the course of World War II, both the Chinese nationalist party and the Chinese communist party, under Mao Zedong, set aside their civil war to fight the Imperial Japanese invasion. Stalin, leader of the USSR, who was fighting a war over land against the Japanese as well (as the Americans were fighting an insular and marine war), cooperated with the Chinese communist party against the Japanese. When WW2 was over and the Chinese Civil War continued, the communist party emerged victorious. China now being communist, the Red Army, however, remained their troops in Manchuria, and kept the spoils of war 'stolen' from the Japanese army (Remember how there are theories discussing the possibility of the Rising Sun facility being in Manchuria?). It was around this time Richthofen made his deal with the Ascension Group, and they had to fulfill his demands, among which the building of a GPD. As China was a great ally of the USSR, and seemed "under controll", Shanghai was chosen as location for construction. Why China (and not Siberia, Uzbekistan, Kazakhstan, etc), I don't know, but it might have something to do with the relative close proximity of the abandoned Rising Sun Facility. Another possibility is that a Chinese subdivision of the Ascension Group had to handle the GPD, as the Ascension Group itself was focussing on matter transference near the Baikonur Cosmodrome, Kazakhstan. Sino-Soviet split But China didn't remain an ally of the USSR. Mao considered the existing communism too much based on industrialized European societies, while China still was an agrarian one. Thus, he began to transform his ideology into an Asian version: Maoism. This were the first steps towards the so-called Sino-Soviet split. In 1958, Mao started developing the Great Leap Forward, in an efford to make China an industrialized nation. A radio in Kino der Toten summarizes this: Costing milions of Chinese lives, Mao succeeded his purpose, and China now was, economically, a potential competitor of the old developed nations. The mighty USSR, however, now felt more vulterable, as the Eastern bloc now included more than one superpower. Chinese de-stalinization and conflicting national interests detorioted the Sino-Soviet relationship even more. The Ascension Group had to regret their location of choice for the GPD, now already built by their Chinese sister organization. As Stalin had died (1953), the USSR and the West started the first bit of reconciliation and cooperation, among which even mutual technological aid for nuclear weapons. China considered the Soviet "peacefull" coexistion with Western nations dangerous, and felt treatened by their northern neighbours. As communism was fracturing, small-scale border wars even started at the Chinese-USSR border. The USSR had the benefit of having nuclear weapons, though, but not for long, however... In the early 1960s, American organizations considered ways to either sabotage or directly attack Chinese nuclear-bomb programs (possibly done by split-offs of the Ascension Group spit-off, complicated eh?), but the USSR government refused a joint Soviet-American fire-strike out of fear launching a nuclear war. At the end of the decade, China had it first nuclear bombs. The American administration warned the Soviet Union that any first-strike now would provoke a nuclear WW3. Distrusting the USSR and aware of their nuclear treat, China started building nuclear bunkers all over the country, among which the Beijing Underground City and Underground Project 131 near the northern border (check out those locations, they look really cool and could even function as a potential zombie map. China and the Soviet Union now were each others enemy number 1. In 1990, the Soviet Union dissolved and the Cold War was officially over. China, however, still owned Richthofen's GPD, as it did during the entire Cold War. For 44 years, an unknown Chinese sciencific research organization had been able to investigate and experiment with Element 115. What countless possibilities could have happened during this time? Why do we have such little intelligent about this subject of the Zombies Saga? To be continued...
  15. 3 points
    So I would like to discuss about one of the least talked, yet very important details of Classified: Broken Arrow's recreation of the MPD. Besides this picture, a cipher is our only source of information concerning this topic. Written in 1963, McNamara states that the MPD copy is being constructed in Groom Lake, and not at the Hanford Site. In the 1960s, the US and USSR were involved in the global Cold War, a battle between communism and capitalism. As both powers were desperately trying to be the first to fly to the Moon, secretly in order to scavenge the precious left-overs of Group 935 in Griffin Station and becone the world's sole superpower, the American organization known as Broken Arrow was focussing on an alternative way for reaching Luna: Matter Transference. The astronauts of the first Moon landing, accomplished by the US, might actually have used an M.T.D. , built by Broken Arrow at Groom Lake. I previously theorized that the Avogadro might be the product of MPD testing, and Hanford's 'Power Plant' being the MPD, as the Timeline notably uses the word ''accidently''. This contradicts the cipher, where is stated that the MPD was being reconstructed at Area 51, and not in Hanford. The Avogadro (and Denizens), however, are created years later, in 2025, so the possibility that Broken Arrow transfered the MPD to the Hanford Works is still open. Anyway, at the time Classified takes place, the MPD still is located in Nevada, as are Ultimis. Coincidence? Why is Doctor Richthofen still so calm in that cage, as everything goes to plan? What could happen next? What would happen anyway, if two souls both would enter an MPD? If we will ever get to know, this will give us alot more info about the understanding and capabilities of the Aether Pyramid Device.
  16. 3 points
    Wandering this forum for some time new (though I still feel a bit like a newbie), I've come across of one of the greatest folks ever met. People who are caring, humourous, assiduous and intelligent. People I could call friends, though never seen their real faces or heard their real voices. People I could relate myself to, even, alot. With Zombies being the #1 talk subject, I have actually got an idea of each of one of yours character. While online forum discussions might affect your way of talk a bit, I think I know how you all are. I wonder, however, if that vision is true and more importantly, how you look to your character yourself? I'll start with writing down how I see myself. Notice: Ive never done this before and it feels quite odd actually. - One characterism of my self I am very aware of is that I am kinda...talk-y. I have a talent in talking about the cows and the calves (or whatever that expression is) with everyone, which makes me good in getting along with strangers and making contacts. I got a kinda open character too, which makes me talking about deep and personal stuff with anyone, even those I dont really know well or dont stand close to my heart. The disadvantage of that is that I have hardly any secret, and am have not a mysterious personality in any way. I know alot of people (including myself) like talking about personal stuff with lesser open people, perhaps feel flattered in a way, and so create a special band with them. People dont have that with me. Because I am open to everyone no one feels special when having a deep/personal converstation with me. I hate this characterism for that. - I am kinda naive, optimistic and idealistic about humans. I really think the best of other people, while in many cases they act egoistic, money-focussed and not right (including myself). While I can be easily victimized by this, I also see the world as a less dark place because of this. So while I would like to have this characterism a bit less, I like it as well. -I dunno if this is something common to feel...but sometimes I feel a bit like a narcist. While this is a characterism I despise the most among other people, I notice that when I have done something good I feel like I really want to tell it other people. Also got the feeling very quickly a girl I can get along with likes me, even while I know for sure that is not the case (for example when she already is in love on someone else). I think this is caused by a few cases a couple of years back this feeling got comfirmed, and now I got this feeling very quickly. I hate this fucking characterism the most. I hate it when others have it so can you imagine how much I hate it when I self have it. - I can really sit with something. Right now its the heartbreak but it can be anything really. There was a time it were topics of the zombies story. Just things that occupy my mind the entire time. Cant really concentrate on other things, then. Of course I got way more characterisms, milions of neurons all connected to my brain each one of them turning an effector on or off, creating my spirit. The one I am. Though these items are sone things typically me, when I compare myself to my friends/others.
  17. 3 points
    EDIT: Since this thread has been bumped and the guide I originally posted in this thread is a tad outdated, I figured I'd update it with the final version which also includes high round tips. All instructions are in the video! In case you forget any of the steps, here's a reference guide image with details, or alternatively you can check out Glitch on YouTube who has a bunch of quick-fire guides for different things on all the BO4 maps. The video guide I've posted here details the steps I do in order to make things as easy and repeatable as possible, providing tips along the way.
  18. 3 points
    Staying in the background for what seems like 2 years now, I've not had much dealings with the site apart from the occassional intervention. Will be good to see how things move for the community, forum software is forum software. Be that vBulletin, phpBB, Invision suite (which we run) or others such as Xenforo. Some have different activity functionality and "slightly" different layouts but in essence they are the same. Reddits not a forum in the traditional sense, it's more complicated and less intuitive in my view - although I'm pretty oldskool when it comes to forums. I started running forums with Ikonboard back in 2001 and ventured to YaBB and others. I've always preferred the service and the options supplied by Invision & I've been with them on several forums now for over 15 years. Occasionally involved in sites such as CoDz, that had phpBB/vBulletin/myBB/. CoDz was running phpBB and tried to migrate to vBulletin which failed spectacularly, we still had the licence for it but attempted migrations was a nightmare, they kept failing on the test setup, no matter what. It was pretty messed up, so we switched to Invision pretty much straight after I got involved and we have been using Invision for over 4 years now. Change is not always appreciated, not always seen as a requirement or having a need for change other than when someone comes in that is used to a different forum software (such as myself a few years back). Bottom line, change can be good, it can open up new avenues, times change and that's OK. Embrace changes that occur, remember CoDz is about it's members and not one individual. We're all still here in some guise and we're all happy to help. My only concern is losing features on this site, which we had custom built (LFG). However, having 4 kids ranging from 16 to 1.5, running the business, travelling up and down the UK on a nearly weekly basis and travelling to places like Germany, Austria, Lithuiana. Time for the family, myself & CoDz has become near impossible. So the admins with the time and dedication & with more time on their hands than me. Is a good thing for the site and the community. Here's to the future.
  19. 3 points
    Oh man this was posted a while ago, but reading the things you guys wrote actually made me cry, both because I recognize it myself a lot, and out of sympathy for all your stories. The whole yes-man thing, bending over backwards to please people, and shoving yourself into the background as a result, selfhatred. At the same time it also makes me relieved to a point, because when you've faced the world alone (or felt that you did) you never stop and realize that a lot of people deal or have been dealing with the same issues. I'm also still dealing and struggling with that, among other things. Those other things take kinda long to talk about, but I can kinda summarize it using two words, namely depression and trauma. The other main thing with me just has been not to be a bother to anyone. And I still have a LOT of trouble with this. I used to be so scared of being a bother to people that I just... never really started to develop my personality until about two years ago thanks to therapy, and started to avoid people. This eventually turned into a bad, bad case of selfhatred and... low points. It's not as bad as it has been, and I've made a lot of progress over the last two years!!! But I'm... still scared of people. I'm mostly terrified of angry people, if they're angry at me it's worse. Another "bonus" if it's a man (sorry to all the guys ;^;). ...And if they're drunk it's the worst (to the point of panicking, there's the trauma). But it doesn't even have to be when they're angry. but even still I often just... kinda avoid people??? It's been something that has been ingrained in well, my character I guess. Reading back what I wrote just now kinda makes me feel like I'm sounding edgy or pretentious, oh man. But at the same time that's a good example of the stuff I'm still struggling with. Just thinking those kinds of things, being scared that I'll be told (or that others will even think) that I'm trying to sound edgy or that I'm cringy or whatever else bad, it's something I'll probably never get rid of, as well as the whole being a bother thing, be it directly or indirectly thinking it. But I have also accepted this (for the most part). I have learned that while I probably can't get rid of it, I CAN learn to live with it. Of course I have my bad days, the days where I fall back into the old ways of thinking and doing, but I'm starting to learn how to deal with it, and to channel it into something better, and to work around it. Step by step. Fumbling steps. But steps nontheless! One step is admitting it (the beginning of this paragraph I mean), for example. It's still hard, but that's what the road to recovery is, right? It's very hard, with many ups and downs. But that's okay. I do hope I'm not unnessecarily tearing open old stuff, but this topic has really moved me. I also want to say thanks to everyone for talking about their problems which might sound weird I guess? But I know how hard it is, and I still think it's brave as hell. Hats off to everyone! I've probably never said it before, I don't think I have, but I'm always astounded by how nice and cool everyone is. Hell, I've never even thanked @anonymous properly for having nominated me to be user of the month once. It still means so much, and I feel like an ass. At the moment I was just really blown away by it, still am. I never really found the right moment to say it until now, and I'm sorry for that. But I still remember it, and it still makes me feel very warm and fuzzy inside. So again, thank you ;v; And well, sorry for being so late with that (I've actually been sitting on it for a very long time).
  20. 3 points
    Hi all, First of all, I would like to start with a quote by @Steelie, almost two years ago (jeh man, we're getting old): Not sure if that thought still goes for you, my friend, but I still have an everlasting curiousity to the Unknown. Which is why I felt I wanted to share my, if I can call it like that, 'personal adventure' of last sunday... I knew the place from a friend of mine, who practised mountain biking in a nearby forest (10 km from my village). He talked about seeing large concrete complexes in the middle of the woods, bunkers of some sort. When I felt like walking with my dog in the forests, I thought 'why not there?'. The drive to the location was an adventure itself, with the fat little one next to me on a chair, sitting relatively relaxed for a car ride with Green Day way too loud on the music box. Anyways, we arrived at a parking ground at a pancake restaurant, near the bunkers. From here, we found a muddy way, not that much used (understatement) in the direction where the bunkers had to be. As the road turned into a river more and more, I eventually stumbled upon a fence, among with a sign saying NO ENTRY. The fence seemed to end my little journey, but when I walked a bit further I discovered a tree, blown over by the wind fallen exactly over the fence. As I climbed over this unforeseen helper, whilst carrying my little one, I saw my destination: A row of grey, grim structures that was hidden in a seemingly artificial planted coniferious forest. There was still an asphalt road connecting them, although overgrown by all sorts of grasses. The bunkers almost seemed to be Vaults of 'Fallout', with opened doors of at least 30 cm thick. They were buried under hills of sand, complete with trees and plants, probably to camouflage them for enemy sattelites. Most of the once military highly guarded complexes were now fallen victim to vandalism and graffiti. One of the bunkers had a large white, almost fluorescent text writting on the backwall, eerily saying 'NO END'. Gotta admit, that one almost send shivers down my spine. The bunkers in this row were numbered 101 up untill 118, 115 not being excluded. At the end of the row was a small, brick building, consisting of a hallway with tree rooms. I ignored this building, as it looked like a stinky by junkies used house, looking not nearly as interesting as the bunkers. When I had seen enough, and exited the terrain, however, I heard a loud 'BANG' coming out of the little brick building. Probably the wind smashing a door, but the idea someone was there, watching me all the time, creeped me. Once exited, I used internet to investigate the structures I had investigated. Apparently, the area was an enormous military ammo depot for the German Bundeswehr, used from 1962 till 1997, to store bullets and bombs. This would explain the thick steel doors. The trees overgrowing the bunkers indeed used to function as camouflage, due to fear for Soviet sattelites. Apparently after the Cold War, the Bundeswehr sold it to the Belgium ministry of defense (I was in belgium the entire time!), which demilitarised the area and gave it to nature, as it connected the wildlife of tree large forests. Another interesting thing I found out was that the terrain was 100 hectares big, containing 80 bunkers. I merely saw the tip of the iceberg! The area was still lightly guarded weekly by a soldier with a German shephart, and apparently some folks organized an illegal technoparty in one of the bunkers some years ago. Much more I couldnt find on internet. When I came back to the living world from this real life Zombie map, I went to the pancake restaurant to get some sort of 'pancake calzone'. The little one had to wait till we were back home to get her slobby food.
  21. 3 points
    Hey, guys. I didn't really expect to make a "Part Two" just yet for this, but... I've come to some interesting revelations regarding the series that I feel are important to share. That... and, I suppose this post will serve as a worthwhile update to the progress I'm on. So, with that said, I think I'm going to just jump into it. I grew up with Call of Duty being a large part of my life. It seems like a "typical" thing to say, and it really is, but... these games have affected me on a certain, deeper level. I have vivid memories of me and my brother loading up Big Red One, or Call of Duty 3, on our PS2, and I recall being absolutely enamored with the games to the point of near obsession. It was... that level of enjoyment, for me. Of course, this was around the time I was in First Grade, and... admittedly, I didn't really know anything about taste in games or whatever. I still sat around playing stuff like Crash Bandicoot (specifically Wrath of Cortex, and I like that game to this day), and both Battle for Bikini Bottom and the Spongebob Movie Game (both are pure fun to this day as well). But it was something else, y'know? Just... that different type of feeling. I grew up with the changes as they came, and... y'know, by the time World at War came around and I had heard of a Zombies mode, you could not imagine my level of jealousy. I had a Wii, so we were very much barred from the oh-so-precious Nacht der Untoten. I didn't end up playing a single bit of Zombies until Black Ops 1 came to the Wii two years later. (I should probably mention for the sake of the story: Our PS2 overheated and the Wii was a Christmas gift.) Playing Zombies for the first time kind of lit a spark in me, in a way not a lot of games would do. I feel like I forget how much the mode has impacted my life at times, and I should be humbled by what it's done, and where I came to with it, but... that first game that I played, and my first noob-level death at round 3 was... almost surreal enough for me. I didn't really care for much else than the experience of the game. I grew to be good at it within the span of a year's time. Hell, I think my first Round 30 was on the Wii. Then, y'know, times change and shift, I find myself on an Xbox and Black Ops II came out... and, just... I dunno. I like the barebones difficulty of Black Ops 1 Zombies. I cannot possibly keep a secret like that dug down in this brain of mine forever. Black Ops 1 is perhaps the best iteration of Zombies. Black Ops II is indeed an incredible evolution of the mode, and adds perhaps some of the best mechanics to come out of the mode in quite some time, but... the base game was changing. By Origins, it was more about power to the player. Which, yes, is a perfectly fine thing, and can be incredibly entertaining. But... too much power makes a poor man ill-spirited. By Black Ops III, it was all a bit too much. I think, at the core of it, the point I'm trying to get across is something like this: I want to, in creating a series of maps like this, be able to create it in a way that, while giving the player power, is still rooted in a barebones system. Like a mesh of the past three games in the series, perhaps, but a large chunk of Black Ops 1. I want to design something I would like to play. I want to actualize these maps in a way that, in my head, I can see myself sitting down and enjoying every second of it. I guess that's what this whole series is, most of the time, though. A self-actualization trip. With a lot of mechanics scattered and questioned, meshed like putty until I find a way to make it feel like art. ...good lord, that sounds conceited now that I say it. Though, that's essentially the essence of the matter. Probably the reason I feel ever so passionately about this series, actually. Because it's my canvas. I'm the "Monty" of my own world. A cosmic painter, creating a portrait in a vast canvas, scrutinizing the little details I find... and fixing the ones that aren't working. But, that's just my thoughts on it. I kind of needed to find a way to get that off my chest, so... apologies if this all sounds conceited. Or... something like that. I'm working on getting towards an acceptable pace/percentage of completion on this series, believe me. All the elements are coming together! Just... need to let all that paint dry, so to speak. With that said, though. Per aspera ad astra. -The Meh
  22. 3 points
    I have to say, the new mix of Where Are We Going is becoming one of my favorite songs in the series. Today I took a look at the lyrics to find some meaning, and I kind of realized that the song is not just about the cycle, like the original was, but about Primis Richtofen's journey. Here's the lyrics with explanations thrown in: Where are we going from here? Where do we go? Are we all blinded by fear? Where do we go? How do we know? Need for survival is clear We persevere without an end Into forever, we fall And wander on and on and on The first half of this verse is recycled from the original, and is essentially the confusion of the survivors trapped in the cycle, wondering where they have to go next to end it, and how they will know how to find an end. Are we being so blinded by our fear, we cannot see a way out? The second half is new, and offers some form of answer to the first half. Where are we going? Well, into forever, we will fall, we will persevere, we will survive, and we will wander... on and on and on... quite depressing. Dust of a thousand years thrown on your path And in the aftermath, you'll stumble forward Mouth full of air resuscitating life And you'll ascend and carry on and on This verse is what really set me on the path of believing this is all about Richtofen. The "Dust of a thousand years thrown on your path" is the dig site in Origins, the location of the Great War, left to gather dust and be buried before Group 935 came upon it and dug up that "dust". "in the aftermath" of the the dig site, Richtofen and Group 935 "stumble forward" into an ancient evil buried for a thousand years. "Mouth full of air", the living in Group 935 uncover the dead, and they are brought back into living. With the help of Primis, Richtofen "ascends" from darkness, and so they will "carry on and on" through their journey, eventually restarting the cycle again. Where are we going from here? Where do we go? Are we all blinded by fear? How do we know? How do we know? In the depths, easy steps Water flows Fire burns, all returns Ashes cleanse the ordinary woe The theme of this verse is building up, beginning with easy steps, before water flows and fire burns and all is returned to how it was. Ashes cleanse any woe that Richtofen or anyone else may have, because in the end, there will always be another should the cycle continue. From the Richtofen memories trailer: "I do not regret the pain that I have caused, because none of it really matters. This moment. This... me. All of it will soon be gone." Followed up by imagery of fire burning. Where are we going from here? Do we let go of all we know? Are we all blinded by fear? Where do we go when we let go? Where are we going? Where are we going? Where are we going? Where are we going? Are we all blinded by fear? Where do we go when we let go? At this point, the chorus has repeated again and again. Richtofen believes he knows where things are going. Like he has a master plan that will set things right without having to die permanently. But in truth, he does not know of a way out that involves him surviving. He is blinded by his fear of death, so he has perpetuated the cycle. I feel I'm falling from here, don't let me go Is it the calling we hear, we hear? How do, how do we know? In Blood of the Dead, the new Richtofen once again fears death, and he begs for his life. "Don't let me go." "Is it the calling we hear?" is the dying Richtofen, speaking to the one who has broken the cycle as his life fades away with the song. "How do, how do we know?" How does Richtofen know this plan will work? To let himself die, and let the others lead. To bring in Ultimis. For so long, Richtofen has followed the Kronorium's knowledge and taken it as a burden upon himself. It is the safe way to know the future. But now, the future has changed, and with it, the Kronorium. How can we know? Where do we go? It is time Richtofen make the sacrifice and take the risk, for a better tomorrow.
  23. 3 points
    (Black Ops 4, Zombies, PS4) I've noticed a scary trend in gaming over the last decade... First time I noticed this trend was when I couldn't play the Battlefield (3 or 4, can't remember) SINGLE PLAYER campaign because I wasn't connected to EA servers... Unfortunetly, it seems Activision has followed the trend. I really wish we could play zombies single player while offline and still earn and unlock things, and progress in levels. I can't imagine any reason why the game can't, at the very least, store our progress from offline games to be uploaded later when we connect! I got the game a few months after launch, so it seems I was spared the worst of the bugs and glitches. (i've only ever "blue screened" once since buying the game on Christmas) but I fear what may eventually happen: I am in round 65, i've maxed out many weapons and gotten thousands of headshots...suddenly I see: "Internet Connection Lost" some potential issue with Activision, PSN, or simply my own WIFI or electricity! What happens then? Do I just lose my hours of work from my current game?? This has not happened so far, but I chalk that up to "lucky me..."
  24. 3 points
    In what regards? But you are right, the suply drop stream or whatever it is called is a joke and the Black Ops pass almost costing as much as a new game is dumb, but all things considered I happily pay more to get more and never expect to get new content for free. I just don't get it for the Black Ops season we had to pay 60 bucks for the game and additional 4x 15 bucks. It is just insane how map packs got sold for 15 $/€ and almost nobody seemed to care. Activision just handles this whole show in a really bad manner and they always have been doing that. I just think it is strange that it took folks almost 10 years to notice that.
  25. 3 points
    It's December. It's cold. It's almost the end of the year.... So as today is Christmas Eve, I just thought I would leave everyone a little message wishing you all a Merry Christmas and Happy Holidays! Another year spent here at CODZ and I have enjoyed it just as much as the others. BO4 is keeping me busy and so is this place so I couldn't be happier. A big thank you also to everyone here for keeping the community alive and for being such great friends. There isn't that many of us left and our little tight community here is humbling to be part of. So from me Merry Christmas when it comes everyone and All the best for 2019!
  26. 3 points
    I have two theories but before that, I would like to post this quote from Maxis himself in Classified. Maxis is referring to Ultimis, and this Maxis is clearly the one trapped in the Moon (Griffin Station) after being killed and his soul being transported to the electronic devices on the station. 1- My first theory is that it's a simple side effect due to his exposure to 115, Maxis in the House did talk about how he obtained new memories that appeared out of nowhere. As explained by this cipher 2- We all know Monty isn't the good guy that he claims to be, it was obvious from the start. However, we know what Monty wants. A perfect world free from 115 and all the time-travel bs. In order to achieve that world, he needs the souls of Ultimis. It's possible that Monty wanted to obtain them without Primis help, because for him Primis is like his last resort. I think he knew that by enlisting Primis, there's the possibility that they might betray him. Original Maxis could have been a toy for Monty to ensure he captures Ultimis and teleport them to the House.
  27. 3 points
    After the ending to Blood of the Dead, I've seen a lot of people across Twitter and Reddit with confusion about the timeline. It doesn't help that we've seen a total of three Richtofens at in one map; however, it's not as bad as it seems. There are a few loose ends (which we'll get into shortly) that give us different ideas to what's going on. First, let's look over the path of the major Richtofens in play. Red path signifies Primis Richtofen and blue path signifies Post-Revelations Richtofen. Note that these pathways include different dimensions and universes in one flow for the sake of understanding where we stand at the end of BOTD. In the BO3 finale, we came to the conclusion that the Great War - battle between the humans and the Apothicans - was initially fought by the ancestors of Primis, but after Revelations, were replaced by the Primis group themselves due to Dr. Monty having sent them there. The reason was simple; by ingesting the blood of the mobsters from MOTD (which also took place in Dimension 63 and was supposedly closed off), the risk of another paradox came into mind and thus Monty placed Primis in the Great War as their ancestors right after winning the war. Ideally, to have them live our their days in the past so they couldn't much anything else up that may cause said paradox to happen. Unfortunately, Monty may not have seen that doing so would not stop that predicament from happening. And thus, a cycle was born. The red path shows this. The blue path, however, shows us that post-Revelations Richtofen somehow survived long enough to be in a cryogenic chamber in Blood of the Dead. He knew about said cycle, and that collecting the blood samples as his insurance policy to keep Primis alive wouldn't solve the problem nor stop the cycle. Now...what was that insurance policy again? Oddly enough, a similar radio from Maxis talks of a backup plan that is seemingly different than the insurance policy. Using the mobster's blood only serves as protection for crossing dimensions and space itself. But this backup plan Maxis mentions claims it can eliminate "a threat of Alcatraz for good". In the ending of BOTD, we see Revelations Richtofen using what's presumably the fire gem of the Staff of Fire. But you can decide what it really is. vs. Back to the main point. Revelations Richtofen knew securing the blood vials was not longer a wise plan and instead made focus on keeping their souls. People were quick to jump at Nikolai being the savior of the group, but bear in mind one small fact: at this point, he is the only one with his soul in tact by the end of BOTD. Dempsey and Takeo had their souls still within the Summoning Key, with Richtofen's presumably still in the House as that event may not have changed. Why is this important to what Revelations Richtofen said? If you haven't put two and two together by now, this is a suicide mission for Richtofen. Why? As previously stated, we have 3 souls on hand, 2 of which are still within the Summoning Key and 1 in BOTD Nikolai. Richtofen's soul has already been purified and resides with Monty at the House. Seeing as we're to defeat the now-bad-guy Monty, there's very little chance of reclaiming Richtofen's innocent soul. How the souls play a crucial part in the storyline are still to be determined...hopefully being revealed at the true end of the Aether story. This sets us on a new course where Gorod Krovi never happens, and neither does Revelations. Whatever lies ahead, is to prepare for war against Monty. But there's still someone else within the Summoning Key we have yet to see again - the Shadowman. Oddly enough, the Warden claims that opening the gateway by using Primis' blood would allow him and the Apothicans to return...but we have his soul already in the Key? Interesting. As an additional and semi-related note, I will say this: we also know that the bodies of Victis are still inside their cryogenic chambers. Primis Richtofen actually spoke to Samuel Stuhlinger in BOTD, assuring their safety with his blood sacrifice. At some point, we will see Victis again. Considering that the lighthouse in BOTD is what enabled both characters to speak to one another, we know at minimum that Samuel is connected through the Aether. Total dimensional collapse of BOTD may or may not have happened given this predicament, but at least we know Samuel can also be reached out to regardless where his body is. ----------------------------- In a nutshell, the cycle entails the events within the Zombies storyline, but after Revelations, Richtofen understands this has become a cycle now and the only way to break it is by surviving long enough to stop his Primis self from collecting and ingesting the blood vials, thus changing their fates per the Kronorium and breaking the cycle to defeat Dr. Monty.
  28. 3 points
    Hey all, today I will be attempting to be the first to solve the IX Easter Egg. Let me tell you guys what I have so far and then I will be adding to this guide periodically. If you want to track my findings, you can watch me try on twitch.tv/GrenadaMD and help me out all tips that end up working will of course receive proper credit. As seen in the solo cutscene, this scepter-like item is the key to this quest: You can see this on the bottom left as the quest tracker which has 5 main steps and then a center piece revealing what is presumed to be the final boss fight. Step 1: Blood Must Flow This step is super simple in that this refers to activating pack a punch. The Blood Must Flow comes from the blood from the 4 heads of the 4 champions that you must summon to unlock it. When complete, you'll see the very top of the scepter fill in which you can see on the next step. If you need further help with this step, you can refer to this awesome guide made by our very own @Blurryface Step 2: Purge the Blight In order to purge the blight, one must create fertilizer and place it on the bottom level, in between the two main trees in Danu's Temple. Here are the steps for "Purging the Blight": 1. There is a skull in the PaP area with a blue symbol on its forehead. Using this awesome picture a user on reddit made plus two new spawns for the skull that I ended up finding in my games, find your skull and what you'll want to do is basically barrel stuff it with your gun (get right up on it) and activate your specialist weapon. It should drop to the floor where you can pick it up. At this point, you're going to need the Wonder Weapon - Death of Orion. If you do not know how to obtain this, you can find a video guide of it in my YouTube channel linked above. With your skull, walk over to the grinder in the Flooded Crypt. There are three possible spawn locations in the flooded crypts for the grinder and they are shown below. When you find the grinder, hold your interaction button to place the skull inside and with your Death of Orion/Serket's Kiss shoot about 2-3 fully charged shots at the grinder to keep it going. You'll know it's done when the skull disappeared and then all you have to do is hold your interaction on the collection tray to the left of it to collect the grinded up skull bits. 2. The next ingredient to our magic fertilizer are the coals (purified wood). This step is super simple, in the arena there are two flaming pyres with bodies attached to them. You'll require the axe throwing gladiator to throw an axe at one of these pyres and you'll see this stake-like piece of wood fall. The easiest way to do this is have the gladiator be the last zombie on the map and once he is about to throw an axe, quickly stand on the other side of the pyre so that is between you and the axe guy. If you stand in front of the pyre with just the axe guy throwing it, the axe will most likely just hit you and not the pyre itself. Take the wood and place it into the chain coupling thing in the cauldron located at the bottom floor of Odin's Tower. After a round or two, you'll see the wood look a lot more charred which indicates it is ready to be picked up. 3. The final ingredient for Danu's Magic Fertilizer is probably the meme of the Easter Egg: Poop! This step is super simple, all you need to do is make sure your affinity is all the way thumbs down with the red smoke coming out of the hand. Things that lower your affinity are as follows: - Throwing Grenades at the crowd - Shooting the crowd - Having zombies break your shield - Tigers hitting you - Running into the fire - Generally not killing zombies but this is only a slight effect, the ones above are much more substantial as well as easier to perform Once you are at the negative most affinity, the crowd will throw the poop at you, all you have to do is hold your interaction on it and you will collect it at a penalty of 250 points (jerks). 4. With all of your ingredients, head to Zeus' Bath House and along the edges of his blood bath you'll see a few bowls. All you have to do is place your mixture into the bowl and leave it for a couple of rounds. You'll know it's ready when green gas starts to emit from it. 5. Take your ready Fertilizer to the bottom floor of the Danu Tree and place in between the two trees. You'll have to leave it there for a couple rounds until it is ready. It will look like this. 6. The Fertilizer should now be ready and you will require a Pack-a-Punched weapon with the Firebomb Modification on it. All you have to do is activate the Firebomb modification by walking a couple of zombies over the Fertilizer and shooting them. Your screen will flash white indicating that it was done correctly and you will also see blue cracks on the ground all around where your Fertilizer is. 7. Before you proceed, make sure your shield is fully repaired, your specialist is full, and that you have all the perks and weapons you'll need to slay out. Whether you are playing solo or with friends, I would advise to get the Homonculous out of the box, it will make this step a breeze. For the solo players, it's actually a lot easier because they will only spawn a couple of zombies at a time which give plenty of opportunity to shoot the corruption in between. I also recommend an LMG due to the large magazine size and depending on which one you are using, you may not have to reload at all during this step because max ammo's fill your magazine too. The scepter of Ra is also amazing on this step because you can just plant it and unload on the red blobs. So in the image above, you are now ready to enter the dark Danu Temple (it's the same temple, just a darker version of it). All you have to do to trigger this step is to stand on top of your blue crack Fertilizer for roughly 6-8 seconds. You can easily do this by waiting for a round to end/start or by standing your ground with the scepter of Ra + your weapon. After about 6-8 seconds you'll teleport to the dark room and it is very simple. On each of the three floors, there is a red blob on the main tree that you need to unload your bullets on. You get a max ammo after your first two floors so don't hold back in terms of ammo and Homonculous. When finish, you'll get the quote saying "Danu has been appeased" and you would have purged the blight. Step 3: Answer the Dawn 1. This Easter Egg will now begin to move quickly. There are two parts to this step. First, you must find and shoot with your shields the hidden bulls around the map. Four Bulls spawn within 9 possible locations. I borrowed some of the images from Reddit as every game the spawns change. Below are all the possible locations for the Bulls. Flooded Crypt Temple Danu Tunnel Bridge in Between Odin Tower and Zeus Tower Odin/Zeus Tunnel Entrance The Pit Ra Tower - Burial Chamber (look inside the zombie spawn) The Arena Danu Altar Room 2. Each bull you shoot spawns a Gladiator that you must kill. Each time you kill one, you can see its soul leave the body and head toward the Ra temple as a sacrifice. Please note that people have gotten their games glitched by killing all four at the same exact time. It's safer to just kill them one at a time. 3. Once all four gladiators are dead, go to the top floor of the Ra temple and you will see the obelisk lit up and a blue symbol on it. Before you proceed double check that you have your shield, it is the single most important part because you're going to be fighting in tight quarters here. On top of that, get your perks, make sure your specialist is charged up and that you have a good gun that can slay out because Serket's kiss is only good for the very last target because if you use it too early, you can risk killing the wrong zombie. Killing the wrong zombie at the wrong time will result in you having to try again a round later. As a solo player I recommend if you get swarmed and there is no other way to escape or you're legit about to die because dying wish is on cool down, kill any of the zombies out of order and just try again as it will basically activate a nuke and respawn all the zombies for that round. 4. When ready, all players must go to the Obelisk and hold the interaction button around the blue symbol here. When this happens, you will see the pillar begin to flash 4 symbols. Each symbol will tell you in what order to kill what zombie. The symbol order goes from bottom to top. Below is a full chart of every type of zombie you can get. 5. Remember that the order in which the four symbols appeared is the order in which you must kill these zombie types. The scepter of Ra is incredible on this step because the Ray of Life can isolate a target with its stopping power so that it can be killed easily; it is also good for killing gladiators/brawlers. The Brazen Bull is also good for gladiators and brawlers as it is a one shot to them but you want to save your Brazen Bull ammo in the event that you get a Blight Father spawn because he is a pain in the hindquarters. If you happen to kill a zombie out of order, you must wait one round until you can try again. For your knowledge, I believe the Blight Father only spawns on the second iteration of this step (yes you have to do this twice). If you really want to avoid the Blight Father, fail on purpose and get a brand new order of symbols next round and you have a good chance of him not spawning. Once complete your screen will glow bright. Check the obelisk to confirm that you succeeded, you should see the four symbols that you just got stay lit on the Obelisk. 6. Now you must do this one more time. Again, check your shields, specialists, perks, etc. Reactivate the Obelisk and do this once more. Once complete, your obelisk will look like this and you will hear "Ra has been appeased" and you have Awakened the Dawn. Step 4: Summon the Storm 1. There are four lightening rods that have now spawned in the underground. All you have to do is shoot them with your gun. As your shooting it, you'll see it spin upward. You'll know it is done if you keep shooting and it doesn't spin anymore. Below are the locations of the four rods. Odin Tunnel The Collapsed Tunnel Danu Tunnel The Cursed Room 2. Go to the podium with your team and interact on the center piece which will teleport you underground. Simply walk back up to the arena and you'll find these four rods have just went up. Before you can proceed, you will need the Kill-o-Watt modification on your Pack-a-Punched weapon. You'll see these four circles of lightening on the ground beneath each rod in the Arena. What you'll have to do is with your Kill-o-Watt weapon, activate it on a group of zombies and you must kill the zombies that are electrified. Even though technically once they are zapped they will drop dead, you'll have to kill the zombie twice for it to count towards filling the rods. This step is easy with friends but for the solo players I have a special trick for you guys. This technique is demonstrated better in my video guide but what I do is I bring the horde into the radius of the rod (you can see this radius on the floor) I activate Kill-o-Watt and while they are electrified I immediately pull out my specialist weapon. The action of pulling out the specialist weapon should wipe out the whole horde so that you don't have to worry about getting swarmed and if the electrified zombies are still alive, you can quickly melee them with your specialist. You'll have to be pretty close to the horde of zombies for this to work so having a shield, the "Anywhere But Here" gobblegum, and dying wish are HIGHLY recommended in case you make a wrong move and get stuck. 3. Once completed, you'll see these four Orbs appear on the challenge pyres the podium. Before you proceed, make sure you have your shield, perks and ammo. Homonculous is HIGHLY recommended for this part. The scepter of Ra is the best specialist weapon for this step so if you don't have it, then make sure you have the Homonculous. Hold your interaction button on the blue orb and you will begin the Arena challenge and you will have to face a ton of Gladiators, Brawlers, and Tigers. It starts off pretty easy only spawning a couple at a time. But either way, the best Strategy in my opinion is to set up two spawn camps (one if your solo for obvious reasons). Only use your Homonculous in emergencies or when they start spawning a crazy amount of the mini boss zombies (Glads, Brawlers, Tigers) and when you use it, make sure you throw it within the radius of the Ra scepter so it gets the effect of the scepter + the Homonculous damage. If you are playing with friends, have one or two people camp each door. Place your scepter right outside the door like in the image below to start the spawn camp and it will immediately give the stopping power effect on the mini bosses as they spawn in. With your scepter planted, you are free to use your gun or Serket's Kiss which is amazing for this step. Once complete, the screen will return to normal and you will hear "Zeus has been Appeased" and you have summoned the storm. This technique is very close quarters but it is worth it because during this step the fire grates are constantly open so it makes it hard to run around the arena anyway. Step 5: Channel the Flood 1. This part of the Easter Egg is pretty short but it is very easy to mess it up. There are three blue symbols underground that you have to shoot with Death of Orion (you're probably going to want to have it Pack-a-Punched by now) at very specific angles. Note the position that I am standing and where in the symbol I am aiming for, I took these at the exact time I fired the weapon. For the Danu Tunnel symbol, that shot is hit mid air by the way so be mindful of that. The Pit Danu Temple (This one is the hardest, if you need more help check out my video guide) The Crypts 2. The final step is to head towards the workbench of the Brazen Bull. Before you proceed, if you don't have the Homonculous please for the sake of your valuable time get it from the box. You have come too far to die here. In my opinion, this is the hardest step of the Easter Egg IF you are unprepared. Have all your perks, shields, ammos, maxed out weapons, Homonculous, etc. When ready, head toward the Brazen Bull workbench in The Pit. On the Floor you'll see a large metal grate and then a platform right behind it. Stand on that platform until you the gear locking noise occurs. When finished, keep standing on it and press your interaction button until your screen flashes white and you hear "ENDURE". 3. You are now confined to The Pit. There is a spawn to your left, straight ahead, and to your right. You'll have to fight off multiple waves of zombies in this small space so you must be smart with your load out. You get one max ammo at the halfway point and that's it. The plus side is that you have unlimited shield because if it breaks you can get a new one. Note that this also means you have access to unlimited Brazen Bull ammo as well which pretty much one shots anything you shoot it at. The strategy here is simple. You'll want to try and stay right where you activated the step so you can see all three spawns. I recommend a maxed out LMG for this and just shoot at everything as it comes in. You can get through most of the step just killing them before they even come in. There will be points where you'll feel the pressure with all the gladiators, brawlers, tigers and zombies all at once but don't panic. The most important thing to remember is to use your specialist ONLY AS A LAST RESORT or once the Blight Father spawns (multiple if you aren't playing solo) because killing him means the end of this step. You'll get a total of four homonculous if you include the max ammo here so use them to your advantage when the horde builds up. When you get swarmed, try and train them around a bit while throwing your Homonculous and using Serket's Kiss on everybody while also using Brazen Bull ammo to one shot the problematic mini bosses . When the Blight Father spawns, wait until he gets a little closer and then plant your Scepter down on the ground and give everything you got to finish him out. Serket's Kiss + Brazen Bull will make quick work of this entire step especially when the Blight Father spawns. Once everything is dead, walk up to the grate and hold the interaction button to pick up the key. Your screen will flash white, "Odin has been appeased" and you have channeled the flood. This step is also covered in my solo video guide. Step 6: Fury and Wrath 1. At the Arena, the door to the final boss will now be available. You'll get a crap ton of max ammos in there so don't worry about that if you are low from the Odin step. Just make sure you have all of your weapons, perks, shield, and specialist. You will not be able to return to the map once you enter start the fight. Once you are ready, hold your interaction button on the door in the image above. There are three waves: Mini Bosses, Fury, and Wrath. Wave One: Mini-bosses Your Specialist and Serket's Kiss will make quick work of these guys. Mind the tigers as well. Wave Two: Fury 1. To kill Fury, you first must shoot off the sides that have the glowing red gem. After that has fallen off, aim for its heart which is near where you shot the saddle. 2. You'll get a ton of Max ammo's so don't hold back on your Homonculous, use them to steer the zombies so you can focus on shooting Fury 3. ALWAYS STAY MOVING. When Fury has no saddle in solo, she CAN one shot you with her charged fire ability. You'll see it approach from the ground instead of her usual aerial attack. Holding shield in front is the only way to avoid getting downed when this attacks comes. Wave Three: Wrath 1. Killing Wrath is the same process as killing Fury. First shoot the saddle off marked by the blue gems on the side. 2. Wrath is a little stronger than Fury in that her charged ability is MORE LIKELY to one shot you. Again, having a shield in front is how I have avoided death and be left with low HP. 3. Wrath also has a larger radius when she stomps. Anyways, shoot the saddle and then the heart which is also revealed on her side and that's it. Easter Egg Done!
  29. 3 points
    Put this together in my spare time. Song is The Chain by Fleetwood Mac. Trailer is based on the Guardians of the Galaxy Vol 2 trailer. Hope everyone enjoys.
  30. 3 points
    IX Wonder Weapon Guide STEP 1 Open up Pack A Punch by completing the 4 gong challenges. You can use my guide here. STEP 2 After activating Pack A Punch the wall will crumble at the Danu-Ra enterance. Walk up to the wall and look down the tunel and you will see a bowl of fire. You will need to shoot this until it falls off. STEP 3 Head to the bridge in that same temple and look down onto the floor off the bridge. You will see a fire trail that will be an arrow pointing to a certain temple. You are going to head to the correct temple idicated by the arrow and collect a stone head. Here are all of the locations for the stone head in all of the different possible spawn temples. Ra - On the bottom floor behind a flaming bowl Danu - On the bottom floor, in the water Zeus - Bottom floor, in the bath, in the corner underneath some curtains Odin - next to big cauldron STEP 4 Next you will need to build the acid trap at any of the entrances to the temples from the arena. Once built, place the stone head on the grid in the middle of the floor and acitvate the trap. Once the trap has finished you will notice that the stone head has melted and has left a scorpion key within it on the floor. Pick this us as we need it for the next step. STEP 5 Now you must gain a full Crowd Affinity for 2 rounds. Go to the Arena and get killing zombies and not being hit by the fire as this will make it go negative. After the 2nd round ends the crowd will throw you a golden jar you must hold interact to pickup. You will know this has dropped as the commentator will say you have recieved a gift from the gods and it can be found on the floor. STEP 6 Finally go downstairs in the Danu temple where it has the green looking area and look out for the 2 trees. One of these will have a hole on it which you need to knife to put in the scorpion key and then you will need to look down directly below it and hold the action button to place the jar. Now you have to complete a round and the jar will fill. Once the jar has been filled, pick it up and head to the mystey box. Head over to the side of the box where you will be prompted to poison the box, do this then buy the box and the next weapon 100% you will recieve will be the Wonder Weapon Death of Orion. Congrats! Enjoy your new Wonder Weapon to help you survive the rounds.
  31. 3 points
    Blood of the Dead Pack A Punch Guide This is a step by step guide on how to reach pack a punch. As the game has just released, some steps may be slightly out of place in my list below but the thread will be updated if so. Also, guide pictures/videos will be added to the thread as time goes on for locations of certain steps etc. Lets get to the steps! STEP 1 Build the Zombie Shield. ( Here is my guide on that ) STEP 2 Next you will have to charge the shield up by zapping zombies with the key that can be used with the shield. It is roughly around 5 kills and you will know this step is complete when the key starts to glisten. STEP 3 Head to the roof and you will see a uncharged volts power box beside the "NO ONE ESCAPES ALIVE" sign. Simply walk up to it with the shield and aim in and bash the box and doing this will send the power that you charged with the key through it. STEP 4 Now all you have to do is sit back and watch Pack A Punch fall from the sky and now you will be able to use it! Congrats! You now know how to unlock Pack A Punch for Blood of the Dead!
  32. 3 points
    On the West Side and Docks area power stations, there are 12 total drawings, 6 each station. Let's call them Station A and Station B respectively. Thanks to @WaterKH, he's found that Station A uses Hobo symbols and Station B uses logic gate symbols. Station A There's no going this way Authorities alert here Doctor here Hit the road Dangerous neighborhood Keep quiet Station B We believe that each logic gate corresponds to a Hobo symbol, and each Hobo symbol has a red lever right next to it. At the moment, these levers can't be activated but we understand that they only have an ON and OFF function. When sequencing the logic gates together, there is a possibility that a solution can be made - which symbols get which levers pulled. Not sure what else from here.
  33. 3 points
    Voyage of Despair Pack A Punch Guide This is a step by step guide on how to reach pack a punch. As the game has just released, some steps may be slightly out of place in my list below but the thread will be updated if so. Also, guide pictures/videos will be added to the thread as time goes on for locations of certain steps etc. Lets get to the steps! STEP 1 Open up all of the map and head to the Poop Deck (funny name I know) and head up stairs. Walk over to the ships wheel and interact with the Sentinel Artifact. STEP 2 By activating the Sentinel Artifact, you will now have floating orbs above the Pack A Punch Pedestal. You now have to go around and interact with each Pedestal. I will list each Pedestal location below. (pictures to follow) You can find a Pedestal on the Poop Deck, just below where you interacted with the Artifact. You can finder another under the water in the Cargo Hold. Another can be found at the very bottom of the Lower Grand Staircase. Finally the last one can be found in the Engine Room (You will need to take the teleporter thats on the wall in the Millionaire Suites) STEP 3 Once you have activated the last Pedestal, the one you do last will transform into Pack A Punch and it will move after so many uses. Congrats you have now unlocked Pack A Punch on Voyage of Despair.
  34. 3 points
    Blood of the Dead Shield Guide To build the shield on Blood of the Dead you are going to be collecting 3 shield parts around the map. Below are the steps and locations of them. This shield is needed in order to open PAP too. You can find me guide for that here for a shortcut! Step 1 - For this first part, you are going to find it on one of the old MOTD afterlife shock boxes. There is 1 of 3 locations that I will list with images to go with them below. Times Square Library Michigan Avenue You will know when you have found it as it glows blue. Simply go up and collect the part. Step 2 - You can find this part lying around the Citadel Tunnels. There are many locations, when I have them all I will post them below linked images to go with them aswell. Location 1 Step 3 - The final part is a key. You can get the by killing the warden mini boss the very first time he spawns in on the map. When killed, he will drop the key glowing in blue. Simply collect this and you almost done! Key Image Final Step - Gead out to the docks where you will find the crafting table. Go up and craft all the parts and there you go, zombie shield in Blood of the Dead has now been built. Congrats, go have fun with your new shield!
  35. 3 points
    So you may or may not have noticed that we relaunched the CoDZ Youtube channel. After many attempts to recover the password on the old one we just gave in and are starting fresh. Anyway I'm looking for folks who would like to contribute to the channel either through submissions, joining in playthroughs , coming up with challenges, etc. So if you are interested in getting involved in any fashion, let me know down below or through DM. https://www.youtube.com/channel/UCtx80X_TyHatsyzke12s2DA -Uncle Boom
  36. 3 points
    Not sure where to post this but hope it is alright here So I must convince that I have a weakness for maps. I can have fun browsing through an Atlas for hours. I remember I made two maps on this site prior: One "Where are the CoDZ members from" map and one ma with pictures of zombie mas. The following is something I always wanted to create one day: An interactive map including all zombie story related things. It is fast from done yet and I need the help of the community. First of all, here's the link: https://maphub.net/Anonymous/CoDZ-Forum-World-Map Light blue dots means exact map location, darker blue dots mean that the map must lay around that area, and a red dot means something story-related. While I am done with the blue dots, I wish to add way more red dots (maybe things like real existing Hollow-Earth-related ancient temples, the locations of the busdriver quotes, etc), so perhaps the community can help me out? Updates follow soon. Oh, and don't mind the silly descriptions of the locations. It's all WIP, folks, and if any native English speaker here knows beatifull Meh, Rad or Infest-like written location descriptions (I know those three are masters in writing), please post it in the comment box. And don't skip the links in the location names, I've found some golden threads out there
  37. 3 points
    Credit/ https://www.youtube.com/user/mountainbikingrulz Glitching Queen used computer magic to get a better look at the tattoos on Shaw's arms (visible in VoD, IX, and Black Out). When we saw these intially it was assumed these were just scribbles from some sort of formula he was working on as a master chemist*, but it seems there is just a bit more. TEXT PATER OMNIS TELESMI TOTIUS MUNDI EST HLC "THE FATHER OF ALL PERFECTION IN THE WORLD IS HERE" Aside from becoming my new motto. The origin of this phrase comes from the Emerald Tablet. It is a fabled to be a compact and cryptic text that contains the secret to prime meteria (first matter) and its transmutation. The tablet has also been associated with the creation of the philosopher's stone. The philosopher's stone is a legendary alchemical substance capable of turning base metals such as mercury into gold (chrysopoeia, from the Greek χρυσός khrusos, "gold", and ποιεῖν poiēin, "to make") or silver. It is also called the elixir of life, useful for rejuvenation and for achieving immortality; for many centuries, it was the most sought goal in alchemy. The philosopher's stone was the central symbol of the mystical terminology of alchemy, symbolizing perfection at its finest, enlightenment, and heavenly bliss. Formulas Sulfur Mustard, , commonly known as mustard gas, is the prototypical substance of the sulfur-based family of cytotoxic and vesicant chemical warfare agents known as the sulfur mustards which have the ability to form large blisters on exposed skin and in the lungs.[2] They have a long history of use as a blister-agent in warfare and along with organoarsenic compounds are the most well-studied such agents. Related chemical compounds with similar chemical structure and similar properties form a class of compounds known collectively as sulfur mustards or mustard agents. Pure sulfur mustards are colorless, viscous liquids at room temperature. When used in impure form, such as warfare agents, they are usually yellow-brown and have an odor resembling mustard plants, garlic, or horseradish, hence the name. The common name of "mustard gas" is considered inaccurate because the sulfur mustard is not actually vaporized, but dispersed as a fine mist of liquid droplets. Sulfur mustard was originally assigned the name LOST, after the scientists Wilhelm Lommel and Wilhelm Steinkopf, who developed a method of large-scale production for the Imperial German Army in 1916. Ethylene glycol, (IUPAC name: ethane-1,2-diol) is an organic compound with the formula (CH2OH)2. It is mainly used for two purposes, as a raw material in the manufacture of polyester fibers and for antifreeze formulations. It is an odorless, colorless, sweet-tasting, viscous liquid. Ethylene glycol is highly toxic. Household pets are especially susceptible to ethylene glycol poisoning from vehicle antifreeze leaks. I couldn't find any historical significance to this compound. Very interesting lore just on the character models. Looking forward to more to come! *"If you have the cash, master chemist Stanton Shaw has whatever mystical brew you can think of. And he’s tried them all. Multiple times. So his grasp on reality is loose at best. Now that an old friend has gone missing under strange circumstances, his warped psyche may be the perfect asset."- Character Bio
  38. 3 points
    Hey dudes! Touching words, meh. Reminds me of a lot of the posts i made before I was staff (in a good way). I was the producer of PDT while trying to revamp the YouTube. The #1 issue was always getting the community’s to participate. Considering the community is so small here now, I’d reckon it would be difficult to attempt to get new active members through a medium that has essentially surpassed ours (YouTube/Reddit). that being said I’m all for fostering the remaining kick ass community. I like the idea of catering to those that stuck around, rather then catering to some jerk who thinks we are JUST an old dusty museum.
  39. 3 points
    You know your a veteran when everything about this place feels very nostalgic. It's good to see a lot of the same folks I slayed with, worked behind the scenes with and even became friends with are still kicking and even running the show. And speaking of which, a big nod to seeing PDT was dusted off! I miss you guys!
  40. 2 points
    Hello fellow zombiers! Welcome to my fortress of text on early round camping spots. This fantastic site has always been a haven for top-skill zombiers, but most players (less than 3% by my reckoning) do not make it to round 30 on zombie maps. So I compiled some early strats, mostly involving easy camping to get anyone a round 20+ solo game on the leaderboard. Some will be good on high rounds, and some will definitely not. Some can be used for 2+ players. Some differences between old/new gen consoles are mentioned. This thread also has a later post about relatively easy high round strategies without camping. ####### Camping tips: For solo "stand in one place camping", I recommend Turned and Fireworks. Use an LMG with FW, only switching to Turned gun when your current "turned" zombie dies. Obviously many of these can be done with the map's wonder weapon as well. For most of these, I simply run Classic GGs (so you know Mega GG are not necessary, but you can enhance your game with Megas for sure). I usually chhoose between Sword Flay, Anywhere But Here!, In Plain Sight, Alchemical Antithesis, Stock Option, Armamental Accomplishment, or Eye Candy GGs solo. Remember Trip Mines can watch your furthest recesses of your camp spot, or can be used for higher movement rate (if carrying 2 lmgs) or to stab very quickly without hesitation between stabs (especially with an empty gun in hand, which "lags" your stabs), which is often important if you love stab kills. For straight up camping like this, I recommend Speed Cola, Double Tap 2, Juggernog, and Widow's Wine. If you plan to switch to a training strategy later, use Quick Revive instead of Juggernog; when downed at higher camping levels, reset to training perks instead. If you usually train to 50+, then try using some of these to camp until you're overrun for a shorter game if you have constrained time. Play offline to conserve stats if you desire. #######Maps: #######Shadows of Evil####### This is not a great camping map on NextGen. Mostly it is a training map. I put most of my efforts into the 360 version of this map, back in the day, which offers a camp spot: OldGen Canals camp: Leave barriers closed on walkway by Canals Perk machine (you can drop steps and open to Fuse). Walk into Canals from Junction, walk straight through first arch, stop directly under second arch. Face Junction, all zombies come from first arch or climb up from broken rail on your right. None will come from behind until you back up the steps by Molly cart. Once backed up, go to rift to Subway, then rift to Footlight, then make your way back to Canals. Good to 35ish with PaP'd guns, Turned and Fireworks. Ruby Rabbit: The top floor of the Ruby Rabbit works, by the drop off to the Train/workbench. But if you get too hurt first, the drop off can be lethal. (Edit new) Subway Camp and Loop: Decent for AS use, or for just thinning the crowd before moving around the map. (This will not work if you just came from Waterfront through the rift or ABH! GG, or if other players run through Waterfront near the WF/Subway rift). In Subway, head to the WF rift (the lone rift on balcony behind W'sW) and stand in front of it, face away from it, headshot or use AS. If overrun or hit too much, simply back into rift to WF, then shoot them as they enter WF from rift/Subway, before moving off. You could do a loop through the Canals or Footlight rift back to Subway, or simply loop down the Junction/Subway steps, just be sure to take long enough that no zombies are still in Waterfront, backing through the rift. Reset at Subway/WF rift and repeat. (End). With multiple players, lots of places in any map become campable, but I want to point out this spot for 3-4 players: Waterfront, by Rift to Subway. 1 guy watches window (AS player probably) by Rift, 2-3 players watch away from window. Keep the doors with the lone pod closed and the barriers on the walkway above closed. As long as nobody travels through the Rift during the current round, no zombies come out of the Rift (OldGen at least). You can use the Rift to escape, or to jump through, activate GG (IPS) and jump back to revive or grab drops. Footlight: Keep Junction-Footlight door closed, camp there in Footlight. Good for AS camping, or MP. Bad for a solo bullet camp. Waterfront: Keep Junction-Waterfront door closed, camp there in Waterfront. Good for MP, or AS Solo. Mediocre at best for solo bullet gun camping. Tram Stations are decent for 3-4 players. GGm and possibly Bootlegger. Especially WF and FL. #######Der Eisendrache####### There are quite a few and they vary between OldGen and NextGen. With the right bows, everywhere is campable, so I'll mostly point out "gun campable" spots if you want to skip bows and play like Der Riese. I recommend using Ragnarok, if you can get them. Start Room Quick Revive: Leave this door by QR closed. Decent length view for AATs or Bow use. No escape, bring ABH! or IPS for when trouble comes. Church: Up steps near Speed Cola, leave upstairs debris and barrier closed. Zombies only come up one side as long as you don't approach the other side. Stay on flat area up top as shooting zombs on the steps is less effective; just headshot as they round the corner, use Rags at top of steps. NextGen-they come up by Wunderfizz. OldGen-they come up the opposite side, you can open the barrier behind you as an escape and you can open the balcony debris, which will make zombies line up less well (harder solo, but okay with friends) but will funnel the Panzer in that debris-doorway for easy killing (drop Rags at top of steps when he arrives). Trip Mines can let you know when you have backed up too far and zombies come up the other way. OldGen Church: You can camp the other church steps fairly well on oldgen (doors up there closed), but I think the SC-side steps are better. OldGen Solo Clock Tower Parapet: Keep "Void Room" door closed to courtyard and Start room. Do not come from Bastion (electric arrow weathervane area) during this round or this gets messed up. Start in courtyard at round start, walk up steps to the open parapet next to Clock Tower (landing pad and Wunderfizz machine are there), stand in corner next to Clock Tower (wunderfizz to your right) All zombies will come up from the courtyard steps and out of Clock Tower. Easy headshots, Rags dropped at top of steps get all zombies (Ragnorok also lasts much longer on OldGen). None come from Bastion or from behind/over wall if Void room closed and if you did not just come from Bastion area (you can move through clock tower or courtyard area and return without issue). This will work with friends, but if they go to Bastion, you will likely get flanked by zombies. Does not work on NextGen. Jump room: By Pyramid is the jump room that throws you up to the courtyard above. You can stand here and face out and headshot. It is not amazing, but it works. If pushed back, you get flung up to courtyard. Panzer spawns in here, be wary. Wundersphere above Double Tap: another mediocre camp, it is fairly hectic and sometimes the WS will not activate if too many zombies are on you. #####Zetsubou No Shima##### (All newly added) Lab B to Bunker spot by vine door: Leave this door between Lab B and Bunker closed. Stand on the Lab B side. Be wary of the spore on the right path below. If backed against the vine-door, all Spiders spawn in the center of the path in front of you for easy kills. Lab B front steps: Early on, you can go up these steps (from vine door by Bunker) and leave the upstairs door closed. About 2 zombies per round fall from the roof, the rest come up the steps. (You could have a Spider web this door closed later in the game too. This would be the same set up as the HVK30 Lab B spider Camp below, but outside). Lab A by Zipline (to Docks): Best with door open to Lab A (so most zombies jump to catwalk between buildings and walk mostly straight at you). Drop off by ladder for escape. This is the rear steps of Lab A, between Kuda wallbuy and Blue Water. Juggerniche: Use Skull of NS to mesmerize the left-side wall of the Juggernog/GGm area (Elevator). (Front-left of room if looking at Juggs). Main Quest Elevator: After defeating the Main Quest/EE, stay at the long hall and camp there. Late game camp. Start Room: 2+ players. Get a Spider to close off the door(s) to Start. If you stay near the doors, zombies only come in the 2 windows. This can be used at game start of course, with doors closed. This could be a camp spot with the door to path B open if 2-4 players stand by the sp Lab A Workbench Camp with Spider web: Go to the workbench in Lab A with spiders. If they close off the rear entrance (by workbench, GGm, and zipline outside), you have a nice little camp spot by the workbench/GGm. Stand on the far back corner and watch for the occasional ceiling zombie. Zombies eventually break the webs, just move to the Zipline Camp spot outside when they do. Lab A HVK30 Camp with Spider web: If you get a Spider to close the front entrance of Lab A with a web (hvk30 room), then you can camp by the spider cage and they come from window and connecting bridge. Early Camp: Open path B, continue past Bunker to Lab A, then open the Propellor Trap Room from Lab A. Now fight by the Start Room door, but not in Start Room, but in the figure-8 shaped room with the perk machine. Stand and watch the window (very few zombies) and headshot the horde. None come from the left by the cliff. Good for when setting up and you need a spot over here before roughly R15. Spidergawd Camp? (KT-4 Required, clear the webs by Blue Water, kill the Boss Spider). After Boss fight, I find that the train tends to follow me in past the Boss Battle spot with very little Z spawn in the Fresh W'sW area, allowing for easy train wrecking. (Fresh Widow's Wine is Spider pee, isn't it)? #######Gorod Krovi####### (I'll get to this eventually). #######Revelations####### Verrückt Trap Camp Solo: Come out of NDU to the Corruption Engine of Verrückt, go left up steps, through 'trap' door directly to corner by window, face trap. All zombies come from trap or window on your right. No zombies come from your left. If 2+ players, zombies spawn in this room, avoid that. Kino Projector Camp: Enter the kino section from the Wunderfizz cavern (from Shangri La side) or from the blue jump pad from Verrückt, making sure to leave the door between the pyramid and kino projector room closed. Stand just outside of the Kino Projector room, aim past Widow's Wine toward the gradual incline. No zombies come from behind you up the steep hill from the stage. This is fairly slow and easy, camping to 40 with just PaP'd bullet guns is feasible. The zombies round the doorway oddly, be wary. It is best to stay back like 20 feet from the doorway. Be careful of shooting zombs too far away due to difficulty in grabbing 'drops' (x2, Max Ammo, etc). (Edit new) Kino Steep Steps: If you climb up the steep steps from the stage towards Widow's Wine, stop just above the drop off spot (zombies climb up here) and face the stage. This is much faster than the W'sW camp spot above, but it is brutish; you can't headshot the train. It is good for early stabs or brutalizing with an lmg (another good Turned spot). So you can't camp high rounds here, but you can burn through lower rounds quickly, then move up top for later rounds. I'd suggest using this spot just after buying the Bowie Knife. If you go up to the wall-light with vines under it, you may get an occasional zombie from the W'sW window from behind, so stay below that (end edit). Wonder Weapon Camp: Take the Squid Gun, Thundergun, Lil Arnie, and Ragnaroks to Origins. In Origins, head to the jump pad to start room. Stop just inside the door/short hall to the jump pad. As long as you stand by this doorway (away from the jump pad, in the first quarter of this 'room'), rarely will zombies come from the jump pad. GGm and Keeper Protector nearby. Drop Ragnarok, when it is done, toss LA, fire Thundergun to refill Rags. When LA depleted, use Squid Gun. I was holding this in the 60s with ease, just standing there, without upgraded Squid Gun. (New) MotD Section Pre-Corruption Camp: Enter the Corruption area of the MOTD section, do not do the Corruption Engine ritual here yet. Go to the closed "power door" (opens when corruption engine ritual is complete) by Al's Hat. Camp here. If you start a round standing here, all zombies come only from the right side. KN44 above the cafeteria room in the tunnels. If you leave this area (for ammo, for example) and return during a round, zombies will come from left and right while standing by Al's Hat. Good for racking up points before doing the CE. (New) Ritual locations. Most of these can be camped solo or mp. Just find the lone zombie entry point and camp that side. If the red door is active, you may get occasional zombies through it, but it is safe with the red door closed. Also, if you travel through NDU you will definitely get red door visitors. #######WaW Reprints####### #######Nacht Der Untoten####### Grenade Wallbuy Camp: Same as WaW, keep the steps in start room closed, go up steps near ?box/KN44, go to the grenade wallbuy. This is an easy camp, with the KN44 and Locus wallbuys you should get 20-30 rounds easily or 40 with Wall/Crate Powers and Bullet Boosts GGs. KN44 Camp: Not the best, but one can open the start room steps, leave the steps by the KN44 closed. Stand against debris by KN44, all zombies round the corner from your left for easy headshots for about 20 rounds. Unlimited KN44 ammo. Stupid Start Room Camp for Lulz: By the HELP door, go behind the small filing cabinet by the bright lantern, face the HELP door (you can open the HELP door or leave it closed). All zombies will come around to your front, despite being able to rear-attack you, until they get too numerous. If you open HELP door and leave start room steps closed, it will last a little longer. Start Room Camp and Move: Open start room steps, leave HELP door closed. Stay near the lone window but close to the HELP door. Keep checking window, headshot main room, fall back to "stupid start room camp" above if crowded or circle the horde and reset for headshots. With 2 players, 1 stays on lone window, 1 stands near bottom of steps, aimed near GG machine window, line up nice as zombies round the bend. #######Verrückt####### Tip: Anywhere But Here! GG will let you switch sides at start if no doors have been opened. Most spots involve opening Juggernog side to power first. Bootlegger Room (behind Quick Revive): No way out simple camp. Bring an escape GG and put Trip Mines in the back. In games of randoms, this is the fastest zombie spawn area, I'll usually hang in this back room (with window) until it gets hectic, then I'll squeeze into the Bootlegger room. Bootlegger reloads slow and there are no other decent wallbuys near, but you do have GGm access. Speed Cola Room: Open Jugg side to power, no further. Open Quick Revive side to Speed cola, no further. Buy HVK30 and ICR1 (wallbuys there for infinite ammo). Stand by grenade wallbuy, face out past Speed Cola. Good until near round 30. Prioritize the zombies that come from your left door. You can grab HVK30 ammo mid round easier than expected; go counterclockwise, get ammo, come out door by SC, reset. Fall back to Kitchen Camp if needed then to power (full map open). ICR1/Vesper Camp and Move: Possibly the easiest solo camp in Verrückt. Open Jugg side to Speed Cola. Open QR side to Trip Mine/ICR1/Vesper. Door between Trip Mines/Speed Cola is closed. Place Trip Mine by SC door, and one by ICR1 wallbuy (to protect as you grab mid round ammo). Early on you can use Vesper, but I'd trade it for Wunderwaffe or LMG later. Use ICR1 and buy ammo for it as needed. Stand along fence between Vesper and ICR1 wallbuys, no zombies come around the fence unless you go to the ICR1 wallbuy (so grab ammo fast, usually no zombies come, but Trip Mine will get them if they do). Your Widow's Wine will keep triggering on hits and affecting all zombies on stairs, slowing them and giving continuous spider drops. If forced out, you can run counter clockwise around the fence, usually without issue, run a zigzag by GGm and then reset to camp stance. About round 20, start hitting the balcony trap. Good to almost 30 with classic GG. Kitchen Camp: Open Jugg side to power. Open QR side to Kitchen. Stand by table, next to wall with window, aim towards speed Cola. If pushed back, go on balcony or open power. Wallbuys and GG are inconvenient here. Good room for multiple players though. L-CAR-Room: Open Jugg side around to L-CAR-9 (Door by QR is only closed door, except maybe Bootlegger room). There is no set spot, the zombies from the hole on the right make this spot a camp/train spot. Stay near the KRM wallbuy. Good for 2+ players. Multiplayer camps: Take the Speed Cola Camp above, 1 guy on window by SC, 1 Guy by Vesper. If 3 or 4 players, place one by Trip Mine, and 4th plays "shortstop", going where needed to help others. Always a good wallbuy near, and Speed Cola at least if you get downed. Multiplayer camp: 2+, open QR to power and no further. Open Juggs to WF/STG/Kuda, Camp by STG, 1+ guys on window, 2+ guys on hallway. Use balcony trap. Multiplayer Camp: Open QR side all tge way around to DT2. 1 guy on back wall opening, others on balcony. Use traps. The zombies will path through the trap and not head towards the wall-hole guy. Multiplayer WaW Strategy Revisited: Open QR side to Wunderfizz. Open Juggs to DT2, stay by DT2. 1 guy on balcony window, 3 on balcony. Use traps. MP Reverse Kitchen: At least 2P needed. Open to Kitchen from Juggs. Open QR side to Speed Cola. 1 on window, others watch balcony. If you use Megas, get Turned on a gun and he will wreck in this skinny balcony. With more players, open Juggs to Speed cola (door between SC and Trip Mines/ICR1/Vesper closed). 2 on windows, 2 watch balcony, HVK30 wallbuy in Camp. #######Shi No Numa####### Under Steps Camp: Just like WaW, open the start room door (not steps), go down into the alcove beneath the start room steps. Open Fishing hut first, and most zombies come straight across the courtyard. Once Doctor's Quarters and Storage are open, there will be lots of traffic from the right. You are temporarily cutting off the Comm(unications) Room and the perk, so you really want 2 of the 3 remaining huts to have Speed Cola and double Tap 2, get Widow's Wine from Storage's Wunderfizz machine (and maybe QR, then switch to training perks later). Best to have Mule Kick in Comm, but Jugger in Comm is okay too. Doctor's Quarters Camp: Go out to DQ, when you get to the hut, go left outside behind a few trees. If you stay near the hut and trees and not too close to the water, all zombies come only in front of the hut (if you go near the water an occasional lone zombie will come behind the trees: place a trip mine). It is not great due to uneven ground on the approaching zombies, but it is not terrible. You can fit several players. Trap in hut can be used. MP Camps: Any 2 window hut, with traps. MP Upstairs camp: Leave start via steps, go up other steps, 2 on windows 2 on steps. SlideNride might need to be unactivated in bo3. #######The Giant####### Catwalk: Let's just state this and move on: Go to Teleporter C (by Bowie Knife) get on the catwalk and headshot until bored. KN44, GGm near. TP C Camp and Move: Stand by KN44, face the tunnel. Headshot away. If needed, drop off and run up to catwalk or circle and reset by KN44. VMP Camp: (best on old gen. On next gen the zombies often juke to your left inconveniently as they get to you). Open Ramp side of start room to power. Open VMP room from stairs only (door with trap is closed). Walk down steps, turn right, stop and face VMP wallbuy. All zombies will come through the opening at the bottom of the steps, even the right window zombies. Run around the barrels and reset as needed, or open the door and activate the trap if needed. Fair on old gen, best with 2 on next gen. Slow Train Camping: Open Steps side of start room to power. Open TP A (M8A7 there) from upstairs (leaving 'trap' door by Flytrap/L-CAR-9/GGm closed). Stay in the dead end by closed 'trap' door (inside hallway). Many zombies and dogs will load outside in "aisle 4"/Flytrap/LCAR9 hallway and they end up respawning. You need to occasionally jump up at the door to shoot the stuck zombies through the little window with AAT effects. In a 2 or more person game, the game will start to stutter from too many stuck zombies, so kill them regularly. It is a slow camp spot with a chance to safely exit at the end of every round (due to stuck zombies). Kuda, GGm. Multiplayer camp spots: Bridge: Debris by Trip Mines closed, 2 on windows by perk/TM, 2 on Bridge. No easy escape for windows, no wallbuys though. KRM Hall: Open ramp side of Start room to power. Open VMP from top steps, leave 'trap' door closed. Camp by KRM. 2 window guys basically shoot same zombies (PaP KRM), 2 watch hallway to perk/Vesper (zombies drop off 5m away too). Escape door with electric trap. Any teleporter room, 2 on windows, 2 on approaches. Assault rifle wallbuy in camp. VMP room, steps closed. 2 on windows, trap option from start area. VMP, KRM, GGm. LCAR9/"Old Aisle 4" camp: Start room ramp side closed, LCAR9 'trap' door closed. 1 on window, 3 on hallway. 'Trap' door or start room emergency escape. GGm. No good wallbuys (LCAR9). #######Black Ops Reprints####### #######Kino Der Toten####### Start Room Steps Camp and Move: Just like BO1 but easier. Open to power from lower start room door. Keep upstairs door closed. Fight on steps near Quick Revive. No zombies come across the top balcony until you get on the balcony. Very easy 30+ rounds. Turned keeps them away and Fireworks clears the room. I hit 37 easily with a pap shotgun and spamming for Alchemical Antithesis between dog rounds. Have Trip mines on balcony, when pressed back, run across balcony, slide-jump down steps by Shieva, do a small circle, then reset on QR steps. (New) Start Room Balcony: Go up the Shieva-side steps in the start room, turn right, walk past ?box to column, stop, turn around and face the upstairs window. None will come up the Quick Revive steps unless you go behind the column. Headshot and watch for crawlers. I recommend getting Turned by 20. After that, it is quite easy to 30 or so. This is amusing with the crawlers coming down past you and on the wall, but don't shoot the column crawlers or they might leave an unreachable drop. You can shoot the dogs from this spot as well, aim under the bannister and shoot as they reach the bottom of the staircase. Let the last come up top for ammo delivery. Easy exit. GGm nearby. QR. No nearby wallbuys of value though, so plan accordingly. (End). Juggerniche: Stand by Juggernogg, headshot. Strangely difficult due to crawlers. Good for 2, 1 headshotting, 1 de-crawlering. Here are some ideas with multiple players or no power: No power: Using wall power, bullet boost, and perkaholic (or similar), one could leave the power off for no creepy crawlies. No Power Start Room, downstairs; Stay by unopened door, all zombies line up for headshots. No power open downstairs door of start room. In the next room, stand in the far corner by the door, headshot. One can use this with power on, but it is hard to deal with the crawlers, even with the fire trap. Multiplayer Speed Cola Room: Open from Stage/Dressing Room, top balcony door closed. Facing SC, 1 player goes up right steps to window. Other player(s) stay on those steps. No zombies come up other steps unless window guy backs up to corner. With 3+ players, have 1 on the top balcony watching towards the other steps. Power Switch/ICR1 MP: Have door here closed. 1 guy on window, 3 watch approaches. 4 man camp: Open top door at start to stage and the next door upstairs. Open lower start room door to DT2 only (Fence closed). Go upstairs from stage. 1 by fence window, 2 on upstairs windows, 1 on Stage entrance. Lots of room for each player to deal with his zombies, upstairs window players can help each other if needed. GGm in room. M8A7 wallbuy + ?box location. #######Ascension####### W'sW/GGm Landing Pad Camp and Move: Open start room from top, go right to landing pad. Stand behind GGm, almost all zombies line up for headshots. Eventually switch to training here. (Edit new) Start Room Camp: Camp by the lander in start room. Stay by the Yellow Pipe (+ yellow sign behind you) between the lander and the window beneath the steps, face towards the door to Juggernog. Open Start Room from upstairs, open Start Room door to Juggernog, leave door above Juggernog closed (for Monkey control). The actual camping and headshotting is very easy until at least round 30 with PaP'd headshotting guns. The pros are: All zombies approach in an easy to headshot manner. You have room to move left and do some zigzags if under pressure, and you can use the lander to escape. GGm is in sight. The cons are that there are no good wallbuys near. It is a long run for perk protecting or buying ammo and you need fast reloads. Additional info: You want headshot guns, preferrably with fast reloads in case you can't protect or recover Speed Cola. HVK30/KN44 are way over by Speed Cola but work well. It is difficult (solo) to keep a shotgun/raygun for monkeys as you need 2 headshot guns, and Mule kick is hard to protect for a third gun. The rounds are fairly quick which often means that you kill the last zombie in a crowd, so be prepared to keep a few alive for ammo runs. Monkeys will only come into start from above, so by 30ish, you may just want to protect Juggernog/(+ maybe Quick Revive, and just repurchase your other perks) by going up the steps to the catwalk above, lay down and face the Start Room entrance so each monkey has to run a straight path at you, which your headshot guns can easily deal with while prone. W'sW is okay here, but Stamin Up may serve you better due to running for ammo/perks/monkeys, but you could play barebones with Double Tap 2 (from Wunderfizz) and Juggernog/(Quick Revive) with wallguns with Fast Mags. Dead Wire may function well here with all of the zombies rounding the corner from the right, but I recommend Turned and Fireworks as usual. Blast Furnace just blinds you here and Thunder Wall is fairly pointless. Gersch Device can help (The Doll bomb arms slow and may blow you up). Besides standing in the corner by yellow pipe (+ yellow sign behind you), you can also move slightly forward and left to line up the heads of the zombies that fall from above, depending on how many are approaching from Juggernog at that moment. This is a surprisingly good spot if you can deal with monkeys and ammo/perk runs. (End edit). Power Steps Camp: Open Power room from Mule Kick Side, leave other door closed. Go under power from Kuda entrance, zombies come up steps and in 1 window. Power Room door or GG to escape. Good for MP. Before PaP Open Camp: Go to closed PaP door (rocket pad). Walk up small hill so that you are between main building wall and a support structure. All zombies come from in front of you. Simply back up and go right to escape. Good for sickle. MP camps: Door from start to Jugger closed. Go under Jugger, 1 on window, others watch steps. VMP, LCAR9. Jugger above: door above Juggernog closed, door to start room open. 2 on windows by jugger, 2 at bottom of steps. VMP, LCAR9. W'sW Lander: 2 on windows, 2 on steps. GGm but no good wallbuys. Lander escape option. Rocket Lander: 2 on windows, 2 on approach from Speed Cola. SC, HVK30 close, with KN44 and ?box starting location not far off. Lander escape option. Trip Mines Lander: 2-4 can camp the lander pad. Or 1 can watch the window (on Trip Mine wall) and others watch his back from that side of lander. ICR1 wallbuy at lander. Lander escape option. #######Shangri La####### Bowie Niche: Open non-maze side to power, leave other power room door closed. Stand in the space by the closed power room door, in power room. Headshot to 30ish, fire zombie is your trap. 4 Man Bridge: Go from start to Bridge through Maze. Open other side of start to waterfall. At Bridge, 1 on lone window, 1 watches the approach from the other window with the drop-down spot, 2 on Bridge. This can turn into 4 on Bridge, 2 facing each way. #######Moon####### Tunnel 6 Camp: Open T11 to power, open T6 from power only (door to LCAR9 closed from GGm/Kuda side). PaP and Hack Kuda for cheap AAT ammo. Stand near GGm and headshot. Turned does some serious work here. Lots of room for MP. Tunnel 11 Camp: Open T6 to power, Open T11 to Stamin Up. Stand near GGm/SU, next to center boxes so that window zombies walk in front of you, not behind. With 2+p, 1 watches window, others watch single line of zombies from door/ceiling spawn. Alternately, a solo player can stand behind the blue framework near the window and all zombies come in front of you that way, but it is erratic. Before Power, prelude to late game camp: If you open T6 and intend to camp T11 for high rounds in the 'as yet unmentioned T11 room', then you can do this: open T6, go to entrance to T11 by power switch, but don't open T11 door yet. Unlike BO1, no zombies spawn in the ceiling here. The zombies tend to get stuck in the entrance by power and Turned/AATs will wreck them handily. Long game: Open Tunnel 6, open Tunnel 11 from power. Leave door by Stamin Up closed. PaP Zap Guns, bring Gersch, Hacker, and 'power up' (drops) GGm to hack. Aim between window and ceiling spawn with melded gun to get all zombs. Hack drops for ammo. Gun with Deadwire for when Skippy drops by. #######Black Ops 2 Reprint####### #######Origins####### I really have not found any viable solo camp spots beyond the original "Camp by the Lightning Staff part above the mound" (or other Lightning Staff parts) by using the tank to get there. ############## Tips: RK5 pistol on round 3+4 is "fire 1 burst, stab" for points. Headshot round 5 (stab if they survived the headshot). And round 6+7 it is "fire 2 bursts, then stab". I leave the elo sight off so it appears to jump less. Quick draw (effects swap speed too) and Fast Mags recommended. This gun makes early round easy. I pair the Bowie Knife/Sickle with Trip Mine in hand for fast stabs and fast movement rate and much less chance of knife-lunge. By standing still and clicking the melee button, you can shred crowds quickly (some slight back ups required). If playing Classic GGs, later game hold Alchemical Antithesis if needed, or try to keep an In Plain Sight for reload/revive help. Happy Gaming! (1.25. 2019).
  41. 2 points
    Hello and welcome to my SoE Parts text tutorial. I'll cover the Shield, Apothicon Servant (A.K.A. AS or Squid Gun wonder weapon), and the location of the Civil Protector Fuses, Fuse Box, and his Summoning Switches. I'll also walk you through the Sword and Sword Upgrade. I've added the Trip Mine Upgrades. A Quick Reference Guide will be followed by a longer text description after. ######################### ------Quick References for parts: Fumigator: A fumigator is needed to open the Pod Plants. 1 Fumigator will be at Start (back of truck, or on wall near closed Steps up, or by Beast Fire on boxes). You can find 3(?) locations in Junction and each district as well, if playing 2 or more players. It stays with you all game. You can open pods with this for guns, drops, or Rocket Shield Recharge Tanks, and one Purple Pod will eventually give the Apothicon Servant Part. I will not discuss the Fumigator after this except to mention it for getting the AS Part later. -------- 3 Shield Parts: Each part has 3 locations, each of these 3 locations will be in the small upstairs Perk area of each of these Districts: Waterfront, Footlight, and Canals. ------- 3 Civil Protector Fuses: Each CP Fuse has 3 locations, each of these locations will be in the section between the Perk area and the Tram/Train Station of these Districts: Waterfront, Footlight, and Canals. Fuse Box: in Subway near Rift to Footlight (right of FL Rift if looking at Rift). Put fuses in here, 1, 2, or all 3 at once. Once all 3 are in place, CP Summoning Switches are Live. CP Summoning Switches: 1. Junction: Between Easy Street and Waterfront. 2. Footlight, near Statue. 3. Waterfront, near GGm near Rift to Subway. 4. Canals, across canal from Ruby Rabbit. Note that each location is in the first area when you open the door from Junction to a District, (except the Junction Summoning Switch of course). Call in a CP here for 3000 points. He will kill, revive, and pick up 'drops' (x2, max ammo, et cetera). ------- Apothicon Servant: 1. Heart from first dead Margwa. 2. Tentacle from Purple Pod (round 12 or higher). 3. "Xenomatter" (bright green part) dropped by Parasite (flyer) or Meatball. (Round 7 to much higher rounds). ------- Workbenches: 1. Footlight, on walkway above, across from Black Lace Burlesque (ritual area). 2. Waterfront, behind The Anvil (ritual area), near HVK30. 3. Canals, by Ruby Rabbit (ritual area), Tram Station, and M8A7. Build Shield and Apothicon Servant at the Workbenches. ########################## Longer text descriptions: Shield Parts: Drop Steps to Perk area with Beast (or backtrack from steps if you opened from Tram Station). S1. Shield Part Footlight: Go up steps to perk machine. SPFa is straight out from perk, against railing. SPFb is 2m left of perk if looking at perk, by railing. SPFc is further left of perk if looking at perk machine, in the doorway by the steps, on a comfy chair. S2. Shield Part Waterfront: Go up steps towards perk machine, but at the top of the steps, make the left bend close to the left side SPWa may be at the top of the steps (a Fumigator location may be here too). Continue towards the perk, SPWb may be on the wall to the right, if facing the perk machine (directly right of perk). Continue into room with Statue (Large box if not Beasted open yet) and on the right side wall, left of the 1250 door, may be SPWc on the floor by debris. S3. Shield Part Canals: Go up steps toward the perk, as you enter the "4 Lions" room, SPCa may be immediately on your right by this entrance. Continue towards perk, SPCb may be against the left rail of the connecting bridge (outside, walkway). Get to perk machine, SPCc may be directly across from the perk machine (right of 1250 door). With all 3 parts, build the Shield at a workbench. ########################## Civil Protector Fuses: Each is between perk area and Tram Station in Footlight, Waterfront, and Canals. 3 locations each in this area, for each Fuse. Each Fuse glows bright blue and should be easy to spot. CP Fuse Box: Take all 3 Fuses to Subway near the Footlight Rift. Looking at FL Rift, Fuse Box is to your Right near steps (Vesper up steps). Put the Fuses in the Fuse Box. After this, you may call in CP from the CP Summoning Switches in Junction, Footlight, Waterfront, and Canals for 3000 points. ------- CP1. CP Fuse Footlight: From perk, go left up short steps, make left on top, go by Devil-O Donuts Cart. CPFFa may be on the corner of the rail by the walkway here. Continue along walkway towards the Workbench, CPFFb may be on railing of walkway on right before the workbench. Make right at Workbench, CPFFc may be on ground on the left. CP2. Civil Protector Fuse Waterfront: From Perk area, head out door by Pod Plant to overhead walkway. CPFWa may be on your left as you come up the first steps. Continue across the walkway towards the gun wallbuy, make left. CPFWb may be on a railing corner on your left. Continue towards Tram and CPFWc will be on boxes on your right just before the door on left to Tram steps. CP3. Civil Protector Fuse Canals: From the perk machine room head towards the Tram through the 1250 doorway. CPFCa may be immediately on your right outside of this door, continue on, CPFCb may be on your left on the cart by the window, CPFCc should be visible right by this window also. This is a tiny area, it should be quite easy to spot. ######################### Apothicon Servant Parts: ASP1: Kill the first Margwa, it will drop a Heart, take the Heart before it fades away. ASP2: Search Purple Pods with Fumigator (just hold 'interact' if you have Fumigator in inventory) after round 12 at the earliest (recommend round 14+) for a Tentacle Part. Take it before it fades away. ASP3: Sometime after round 7 (earliest I've had it) a Parasite flyer or Meatball will drop ASP3 which is a bright green mass called "xenomatter". Pick it up before it fades away. With these 3 parts, build the AS at any workbench. Afterwards, if you lose the AS for any reason, it now becomes a ?Box weapon. ######################### Swords: -------Symbols; (Only 1 player is required to get the symbols and open the Egg Chamber). Step 1: Go to Waterfront to Tram Station. Call Tram. Ride Tram to Footlight, then ride it to Canals. Using this Tram route, always look right out of the Tram window and in each District (WF, FL, and Canals) you will see a red symbol in a window. Memorize these 3 different symbols. Symbol memory trick: Count any large Triangle as a 10, count any small Triangle as a 1. Then call the symbol by its cardinal number (like 10, 14, 40, 22). You can view the symbols, in Beast Mode, in Subway, under the balcony (near brown box/statue), to have an idea what these look like before you ride the tram. (40, or 4 large triangles, is the highest number, next is 22, 2 large, 2 small triangles, as an example). All of the "Numbers" are 4, 10, 12, 14, 20, 21, 22, 40. Note that 21 and 22 can be easily confused due to the closeness of the "1"s. -------Egg; Subway Egg Chamber: Take these memorized symbols/numbers to Subway, activate Beast Mode and look under the balcony (between GGm and the Beast Fire) for the arched door with these "Number" Symbols. Using Left Trigger (console), zap the 3 symbols that you saw on your Tram ride. If you mess it up, you must wait a round before trying again. If done correctly, this doorway will disappear and reveal 4 Swords and 4 Eggs. Holding 'interact' will pick up an Egg. (Only 1 player needs to open this, then each player may grab their own Egg). -------Egg Statues; (Each player is now on their own upgrade quest). 4 Statues to place Egg on: Expose these 4 Statues, then place the Egg on 1 Statue and charge it with 10(?) Zombie Souls, listen for an audio cue at finish, you can also see the souls, so you can see when this ends. Then repeat for the other 3 Statues. Each player must do this separately, each with their own Egg, at each Statue. Multiple players can fill souls at the same Statue, but each player's zombie souls only count towards their individual Egg. 1. Subway Statue: Straight out from this Egg/Sword alcove is a large Crate. In Beast Mode, it appears to be on fire. In Beast Mode, hit the Crate (Right Trigger, console) to break it and reveal the Statue inside. Set Egg on it, charge it with zombie souls, repeat for each other Statue. 2. Footlight Statue: Under Perk Machine area. 3. Waterfront Statue: Upstairs, behind Perk Machine area. 4. Canals Statue: Corner of map on right side of Ruby Rabbit. -------Egg to Sword; After the 4 Statues, go back to the Subway Egg chamber. Place the charged Egg back in this chamber. Wait a few seconds, then you can draw your Sword (Egg in Sword) from this Egg chamber (interact button). Sword is a Special Weapon. Hold LB+RB to activate it. The charge wears down, once gone, kill zombies to charge it. -------Upgrade the Sword: -------Arch Ovum; Take the Sword to your character's ritual location and a Ghost Keeper will be at the Altar. Take the "Arch Ovum" from this Ghost Keeper. Cop = Ruby Rabbit Canals location. Boxer = The Anvil Waterfront location. Dancer = The Black Lace Burlesque Footlight location. Magician = Easy Street location above Junction. -------Margwa Ovum Rituals; Near each ritual location will be a red circle on the ground. Hold 'interact' button while in the circle to begin. Only 1 circle can be done per round. If it goes beyond 1 round, then you must wait for the current round to end and start a circle ritual the following round after. The glowing red circle will recharge your sword if you enter it (but headshotting is usually better than using the Sword to kill Margwas). Each player must do all 4 circle rituals. The first circle ritual has 1 Margwa, the other 3 have 2 Margwa each. Note that a random Margwa spawn may occur at any round as well, which may cause mild confusion. Killing your ritual Margwa(s) will cause an Egg symbol to appear on screen, slowly changing color with each ritual completion. -------Complete Sword Upgrade: After the 4 circle rituals, return to your character's Altar. Hand the Sword to the Ghost Keeper. In a couple of Seconds, take the upgraded Sword from the Ghost Keeper. It is finished. Now you may launch an autonomous Sword that will fly around and kill zombies until the charge wears down. You may put the in-hand Sword away while the autonomous Sword flies around. ######################### Trip Mine Upgrades: There are 2 Trip Mine Upgrades. Presumably, there is more to this which has not been figured out. Molly's Cream Cakes make donut explosions, and Devil-O Donuts makes cream cake explosions. Puchase the Trip Mine from the side of The Anvil (ritual area, Waterfront) for 1000 points, or you may be able to get it from the ?Box (950 or 10-fire sale). ---Molly's Cream Cakes Upgrade: Get a Trip Mine kill by each of the 3 MCC's Carts; Canals, across from Ruby Rabbit. Junction, near Stamin Up. Footlight, by Perk. Each kill will have an audio and visual cue. Completion of the third will trigger a character quote and refill your Trip Mine inventory. It is now upgraded. ---Devil-O Donuts Upgrade: Get a Trip Mine kill by each of the 4 D-OD's Carts; Junction, between Footlight and Waterfront. Waterfront, near Rift to Subway. Footlight, go up steps left of perk machine, make left. Canals, by the GGm near Kuda wallbuy. Each kill will have an audio and visual cue. Completion of the fourth will trigger a character quote and refill your Trip Mine inventory. It is now upgraded. ######################### (1.23.2019) Happy gaming!
  42. 2 points
    Just like my other "Moar of..." threads, the idea here is to suss out some viable survival maps for short games in Revelations. I attempt to find areas that are fun to play or have interesting ideas, which is not always successful. Some ideas may create longer games as well, but most ideas will avoid PaP, Keeper, and Shield as they require too much of the map to be open for the purpose of quick survival maps. ########################## #Start Room: Start Room Challenge option. Running this small area with RK5 and Shieva should be a relatively short game, depending on skill and GGs. QR option available. Start Room Options: Opening either Start Room door for a little more space is not really a good idea. But if you do the Corruption Engine ritual, you can add Juggernogg and NDU to your Start Room map. LCAR9 and Vesper in NDU. ######################### ##Knife to Meat You. Easy and quick camping or training with Bowie Knife (or similar). Open Stairs door in Start Room. Jump over to Shangri section. Open Stairs in Shangri section, open 'wunderfizz cavern' door to Kino section. Buy Bowie Knife and ICR1 in Kino, camp the steep steps early, move up by Widow's Wine camp spot later, or simply train the Stage. Possible ?Box locations. QR option. Option: Add Jugger by doing Start Room Corruption Engine. Option: Open Eisendrache section, do that Corruption Engine, Allow W'sW to be bought, and Wunderfizz is allowed if in this cavern. Jugger allowed. Stamin Up allowed. QR option. (Having 4 perks in this build makes the map feel complete). Option: Do speed runs to aquire the speed run melee weapons from the top of the Shangri steps. Shangri section has KRM and LCAR9. First section of Eisendrache, by Wunderfizz cavern has Kuda and VMP. ######################### ##Camp until Crash. Open Start Room Steps, jump to Shangri, go through Kino, jump to Verrücktish island. Do that Corruption Engine. Go up long steps from CE through 'trap' doorway, stop and camp in corner. Buy Juggernog and Speed Cola. Buy whatever guns and Bowie Knife on way. Trap option. QR option. Speed Runs for melee option. ########################## ###Apothicon Pit: Activate all Corruption Engines, enter and stay in the Apothicon Belly. Come prepared and never leave. Long game. ######################### #Sh Angri Pit: Open Start Room Steps to jump pad, jump to Shangri section. Do not open doors nor leave. How much you set up first is up to you. ######################### #Origins Pit: Open the GG door from Start Room. Jump to Origins area, never leave nor open doors. How prepared you are for this is up to you; go in all pimped out, or head there straight from Start like a Start Room Challenge. KRM and Pharo. ######################### #MotD Cafeteria Pit: Jump from Verrücktish island to MotD cafeteria. Never leave this space. Come prepared, or race there with bare-bones loadout. ######################### ###I Love the Mystery Box: ASAP, get to the box. You may only buy ?Box guns. You may only play on the "island" that currently has the ?Box. You must move the ?Box to be allowed on other "islands". If you must move through an 'illegal' space to get to the ?Box, you can not buy anything in that illegal space unless door opening is required, then you may only buy those required doors. At any time, you may do the Corruption Engine of the current ?Box island, but you can not enter NDU unless the ?Box goes there. (You could pop into NDU to check for the ?Box location, if unsure of its current location after it moves, but don't buy anything or do anything else in NDU unless the ?Box goes there). Longer game if you survive it. ########################## (Work in progress...) Happy surviving!
  43. 2 points
    Thanks to @RadZakpak's recent post I was being reminded to the mysterious Wallwritings in Black Ops I's first zombie map, Kino der Toten. The meaning of each of them is rather...symbolical, and hard to tell. Every player might have it's own thoughts about them. But I have tried to write down some straight facts, among with my own thoughts, trying to decipher those messages left behind on the walls of this damned theatre. Shout out to @PINNAZ's Zombies Library, once again a usefull tool for threads like this. BEWARE OF THE 6! Beware for what? What is meant with six? It might have been a reference to Nova-6, a biochemical weapon initially produced by doctor Friedrich Steiner in the final years of the Second World War. The original Nova 6 test site was located in Poland, possibly in Lower Silesia: the area where Group 935's 'Der Riese Waffenfabrik' was located as well. There is proof that Group 935 cooperated with Steiner's work, or at least took advantage of it, as the sciencific group had done experiments containing both Element 115 and Nova-6, genetically creating our stinky enemy, the Nova-6 Crawlers. These creatures appeared for the first time in Kino der Toten, as the Kino Facility might have been the (main) testing ground for these experiments. The sentence "Beware of the 6" would be a fitting one, indeed. What is interesting to note as well is the writing on a paper that can be found in Kino der Toten. This message is a note from the Illuminati to FS ER (Faithfull Servant Edward Richthofen). Tabun and Sarin are both nerve agents used as chemical weapons, and might be tied to the Nova-6 gas. I'm not diving too deep in this, but what is interesting is that the Illuminati writes that one should be wary of the Doctor, and they wonder how he got in this time and place. This must be Richthofen as well, right? Are there two of them, or is ER possibly another Illuminati member that was infiltrated in this Group 935 facility? Wacky stuff. There are more interpretations of this wallwriting, however. There are theories that the 'Six' refers to the sixth dimension, as the souls of the characters are stuck in time (think of the Der Riese clock). Six could also refer to Fluffy being testsubject number 6, and Hellhounds spawning around round 6. There are also a bunch of items around the map that can be counted six times: 6 generators in the generator room, 6 interactable fuseboxes (Remember Nikolai's quote: "I think we should find the fuseboxes") and six out of bounds blank portraits. BRIMSTONE TO DAMNATION Fire and Brimstone is an expression of God's wrath in the Bible. In Genesis 19, God destroys the cities of Sodom and Gomorrah with a rain of fire and brimstone (meteorites??). The term is also used sometimes to describe a Christian preaching that uses vivid descriptions of judgment and eternal damnation to encourage repentance. Could these "Hellish" and "eternal damned" words refer to the forces of the Dark Aether? Brimstone is also another name for Element 16: Sulfur. Interesting enough, sulfur is one of the three compartiments that were used to create Nova-6. AETHER PROJECTIONIST Well okay, admitted, exactly 'Aether projectionist' it doesn't say. The first word, Aether, is written in Illuminati language, meaning that the Illuminati had something to do with this. A projectionist is a person who operates a movie projector. Seems like this writing is really tied with it's location. Now I'm gonna quote something from a prior thread. World domination. Enslaving of the human race. Also, here is a quote of Richthofen upon entering the theatre: Next to the wallwriting, there can be seen Illuminati symbols on a variety of locations in the map. Why were they so involved in the Kino facility? KNOWLEDGE ITSELF IS THE FOR TAKING This sentence can be interprented very broad, but it immediately reminds me of the Kronorium. During the final chapters of the Aether story, 'Knowledge' was basically a synonyme for that book. I have no idea why it would have ties with Kino der Toten, however, so there might have been hinted to something else here. What knowledge? Can it refer to the brain/mind studies done here, as I talked about previous Wallwriting. The experiments in Kino der Toten were pretty revolutionary concerning this topic. Samantha Emilia Abigail JD We all know this one. Is it Samantha's full name? The heart right of it could also hint it are three friends. What strikes me is the name Abigail. Not only is it the first name of Misty, it is a real English name as well. Maybe Abigail was the daughter of another English scientist working for Group 935 at the Kino facility. Samantha, Emilia and Abigail were all girls 'abandoned' by their fathers, playing in their working area, possibly naughtily written their names with chalk somewhere on the wall. Who or what JD stands for, I wouldn't know. Diving in the old stuff is really fun...
  44. 2 points
    Let's put it all together shall we? Just for clarity. Simply the straight facts YELLOW -Zombie eye colour in maps Nacht der Untoten (1945, Original Universe) up untill Moon (2025, OU). Samantha is in MPD -Normal 'soldier' zombie eye colour in Origins (1918, Dimension 63). Samantha is drawn in Agartha by her father at the end of Buried. -End of Buried Easter Egg, Maxis winning. He enters Agartha among with his daughter. -Zombie eye colour in Shadows of Evil (1944, pocket dimension of D63). Unknown who is in charge -Zombie eye colour in The Giant and Der Eisendrache (1945, Deceptio Fracture of OU). -Zombie eye colour in Zetsubou no Shima (1945, Proditione Fracture of OU). -Zombies eye colour in the comics (OU), after Victis retrieved the Kronorium (from the Empty Earth dimension) RED -Zombie eye colour in Mob of the Dead (1934, pocket dimension of D63). The Warden is in control of this pocket dimension. -Zombie eye colour in Gorod Krovi (1945, Agonia Fracture of OU). -Zombie eye colour in Revelations (Agartha). -Zombie eye colour in Blood of the Dead (pocket dimension). The Warden is in control of this pocket dimension. BLUE -Zombie eye colour in maps Green Run (2035, OU) up untill Buried (2035, OG) -Eye colour of the Templar and Crusader Zombies in Origins (1918, D63). The Crusader zombies only appear in the underground tunnel system and were most likely already zombified in the Medieval Era. The Templar Zombies only appear when activating a Conversion Generator and in the Crazy Place. Add/correct me if I am wrong. I am also curious if you need a soul to enter the MPD or not. If not, Sam could have easily been the controller in The Giant, Eisendrache and Zetsubou. If you do, Sam's soul was at that time in the House so it must be someone else. Maxis perhaps? Maxis in the House has no soul, so maybe that's where his soul is: in the MPD. Another odd thing is that they say the House is in Agartha. They also say that Samantha is trapped in Agartha during Origins and that we have saved her. But still she is in the House (which is in Agartha) after the Egg. How? Also, the colours blue and red/yellow/orange are seen more during the game. There are both blue/purple rifts as well as orange rifts. In the air of Revelations, you see both blue and red orbs/rays. Also the Aetherial energy seen around Global Polarization Devices can be blue (Richthofen's path) or orange (Maxis's path). Is it some kind of seperation between the Dark Aether and Agartha perhaps?
  45. 2 points
    I mean, Hellhounds didn't come into existence until Richtofen betrayed Maxis October 13th, 1945, and between then and Der Riese on October 28th, unless he had the time to invent the bomb and then create blueprints for it, and then test it on Hellhounds all while travelling to Japan and back, it doesn't seem plausible. I think the implication with these camos is that the new writing over the original blueprints is from American scientists after they seized them from Group 935 after the war. Also, Porter is German, or was at least working for Group 935 during the extent of the war. He died October 14th, 1945 and is in the Der Riese radio where the speaker kills himself by cyanide:
  46. 2 points
    Alrighty, so release is just around the corner, and one of my favorite pieces of news was the recent announcement that easter eggs will be disabled in BO4 until 10am PST on the 12th, so that nobody has solved the map before other people have even played. Solid move. That being said, despite possible leaks, we’re still totally in the dark on where the story is going precisely. However, there are a few loose ends that are screaming to be tied up, So I figured I would go over those and explore some specific wild theories I have. I think I’ll just start by stating my claims, and then I’ll build up a body of evidence for each. I’ll start with the easier-to-digest theories before I get into wild territory. A new trailer for Blood of the Dead dropped while I was typing this, so I’ll come back and update with details from the trailer if they’re relevant. The Aether story will continue in the DLC season with Victis as the main cast, and Primis stuck in Alcatraz, maybe dead. I honestly think it’s damn near 50 / 50 whether Primis or Victis are going to carry the torch from here on out (if the Aether story even continues after Blood of the dead.) There’s not a lot of direct evidence that Victis are specifically going to come back at this point in time, but circumstances seem to be lining up just right for that to happen. They made a big deal out of ending Season 1 of the comics with Victis being put on ice, and they drew big attention to it in the Intro cinematic of Blood of the dead. The timeline specifically says that Victis are being kept safe “until they are needed next.” This seems like Richtofen definitely anticipates / planned around needing them again, and I don’t foresee them returning to alcatraz some OTHER time to retrieve them. That being said, it could be the case that the easter egg ending involves all 8 characters escaping the island, or only 4. If the latter were the case, this is the perfect opening for Victis. Personally I really don’t want Primis to actually die for good, but if the next chapter in the storyline involves Victis on the outside trying to find a way to get Primis out of Alcatraz, that would be cool. I wouldn’t even be surprised if there was a mid-easter-egg cutscene, after which you resume the game as Victis. Nikolai is super important in Blood of the Dead. So treyarch specifically had nikolai’s name spoken in Mob of the Dead. It might have been a case where they just picked a random member of Primis to throw in there, so it being Nikolai specifically might not mean anything. However, I just wanna point something out about the chronology of Blood of the Dead. It appears to take place during their brief trip after the Zetsubou cutscene, except something has gone wrong. If that’s the case, then this version of Primis has not gone through to Revelations, and more importantly Gorod Krovi never happened, so Nikolai specifically is the only character who has had no catharsis, and won’t get to have “his moment.” Needless to say, the man might be on edge. Additionally, I believe Jason Blundell recently got asked by a fan who his favorite character is, and he said Nikolai. I’ll try to find a link for that one. Mob of the Dead was a simulation. Victis and the Mobsters are the same people. Alright, bear with me here. Ever since the end of Season 1 of the comics, I’ve had this nagging feeling that somehow, some-f—ing-how, the Victis crew are literally sal, finn, billy, and al. Let me explain what I mean. Obviously those 4 guys are real people that lived and died well before Victis were born. Allow me to digress a bit. I’m really intrigued by the whole Zero-base and Empty Earth from the comics. Victis get into four pods / hospital bed type things, it draws their blood, and then they suddenly find themselves in “Empty Earth.” It’s described as an alternate earth that’s unstable and falling apart, living things first. Uh, what? So they get their blood drawn, and somehow that “teleports them to another dimension?” I suspect that what’s actually happening is they’re entering into a simulated universe inside of the computer, with their blood samples jacking them into the matrix, so to speak. So from their perspectives, they sat down in these chairs, woke up in corresponding chairs in another dimension, ran some errands, came back to the chairs, and re-appeared in their home universe. I think from our perspective though, they just sat down in the first chairs and went to sleep. Getting back to the chairs inside Empty Earth was just the trigger to wake them up again. Ok, that all being said, I think it’s highly possible that the map Mob of the Dead takes place in a similar simulated universe, and that Victis, who are on Ice in alcatraz, are “playing” mob of the dead in their heads while in stasis. Each of them just has an alias as a real life italian mobster in the sim, because the lab was built with the creative direction of Stanley Ferguson, and he had an affinity for the history of Alcatraz. So Specifically, I think when Richtofen built the cryo pods in alcatraz, he made a simulated universe of his own to jack Victis into to keep them busy, and that universe is Mob of the Dead. Alright, here are a few bits of info that nudged me toward that Idea. There are two very interesting ciphers on Gorod Krovi I want y’all to keep in mind. Let me just drop these quotes here. I’ll refer back to them as Quote 1 and Quote 2. It was a strange flight, the plane crashed. We passed through time and space, in a way, flying over areas that shouldn't have been there. Hmm, there was no sign of any remains. I do not know where it landed, honest. Finally the lab is almost complete. Security measures have been put in place so the chance of detection by the Americans is very unlikely. We also have several agents embedded with the staff as insurance. We will keep the individuals in stasis, on ice to speak, and continue the specimen rotation once we finish drawing more power from the drill. Oh, I almost forgot, the sequencing for the current blood samples is as follows: SSMJABR The red eyes on Mob of the dead were a huge departure at the time. Not only that, but when you entered “115” on the number pad in the spiral staircase, you got an angry devil-voice quote that said something to the effect of “Not this time.” So, there’s no 115 going on here? When the map came out, I got the strong impression that these weren’t “normal” zombies, or maybe that they weren’t even “real” zombies. Not only that, but if you enter 935 on the same number pad, it plays the map’s music easter egg. So I’m left thinking that Mob of the Dead takes place somewhere that has Zombies, but no Element 115. At the time I initially thought it was literally hell (obviously it’s hell / purgatory metaphorically) but i don’t know now. Even if it was, it would still be a universe within the jurisdiction of Monty / the Apothicons, so I don’t see why it WOULDN’T have element 115. That would make sense if it were all in a computer, or some other form of artificial bubble-universe though. No need for 115. PLUS, not only are you rewarded with music when you enter 935, but in the intro Cutscene, Billy’s narration says that weasel launches into a song-and-dance routine at 9:35. It seems like they really want us to know that group 935 are running the show here. Additionally, let me direct your attention to a notorious Weasel quote on Mob of the Dead. When getting kills with a raygun, Al mutters to himself “Nikolai, Nikolai, Nikolai, why do I keep hearing that name?” At the time, once again, the only explanation for this was “Timey Wimey Stuff.” Booooo. I think if Al was actually just the avatar of one of the victis crew, (say misty for instance) and the primis crew are standing around the cryo chambers talking, her ears might actually be hearing nikolai’s name being spoken, so she / he is aware of it inside the simulation as well. Think of how in the movie Inception, they can hear music echoing down from the real world when they’re in a dream, because their sleeping body is actually hearing it in person. I might be going down a rabbit hole here, but an extension of this idea is that the mobsters breaking the cycle was the trigger to wake up victis. When you get to the final showdown on the GG bridge in Mob of the dead, killing weasel gives you the ending “life over. The cycle continues.” Alternately, killing the others gives you “Game over. The cycle is broken.” Not only that, but in the music trailer for Mob, there’s a quote about it all being a “sick, twisted, fucked up game.” I think treyarch might have been a lot more literal than we initially thought. I could probably come up with a lot more to say on this one, but I need to digest it a bit. Moving on. Primis are the ones riding on Icarus when it’s seen repeatedly in Black ops 3. Ok, forget all that simulation stuff for now if your brain hurts, cuz this might whether that’s true or not. Alright, so we all know that the plane from Mob of the Dead makes an appearance on several maps in Black Ops 3. On the Giant it appears on the roof of the teleporter building with the catwalk. On Shadows, it can be seen flying overhead, and in Zetsubou it is specifically seen popping out of a portal in the sky, only to disappear into another. Needless to say, this is weird. At this point in the story we’re not aware of any reason why the plane would be outside of San Francisco 1934, other than “timey wimey stuff,” which is an unsatisfactory answer. However, I think the answer might have been right under our noses the whole time. Lets gather more bits of evidence first. Sal’s Laundry Ticket On Shadows, in a zombie spawn window just outside the spawn room to the right, a player can actually find a laundry-ticket showing that Sal DeLuca recently got his suit cleaned, and that his order number was 56. As it turns out, the number 56 appears on the tops of some of the buildings in Morg City, seemingly drawn / arranged deliberately. If i remember correctly, these numbers are only visible to the player in theater mode, but I would imagine they would be visible from the air, like on a plane for instance. It seems to me that there’s some kind of coordinated effort going on, like for some reason it’s really important that the passengers on Icarus be aware that Sal’s number was 56. We know for a fact that Richtofen was once at large in Morg City, so he’s the most likely candidate for who drew the numbers on the roof. Additionally, we don’t actually know who’s on the plane that we see in BO3. It could be the mobsters, but I suspect that it’s primis themselves (from Blood of the Dead). Here’s what I think is going to happen when you fly the plane in Blood of the dead. Rather than just flying through the fog and hitting the bridge, you’re going to fly through a series of portals, pop out in the skies above each BO3 map, and THEN you pop back out and hit the bridge. Not only that, but if you look down from the plane, you might see the numbers on the rooftops below you as you pass over each map as an easter egg step, like a code you need to collect. I just adore the idea of Richtofen secretly putting codes on all of the rooftops of each map, so he can set up a ridiculously coordinated fly-over later down the line. Hell, the easter egg ending might even be Primis breaking the cycle by flying through a bunch of portals, then popping out and landing on the roof of The Giant. Referring back to quote 1 (finally,) who exactly is the speaker of this quote? Based on the way they speak, it sounds like Richtofen telling a fib. Maybe after they fly off the island successfully, Monty gets mad that they escaped damnation, so Richtofen says Quote 2 to him, withholding the location of the plane for some reason. Alright. I’ll be back to add more thoughts soon.
  47. 2 points
    Many promoted spamming and were harder to automate. While those medals will return in some brand new medal, we needed medals that qualified as actual achievements across the site and in-game. All the past medals are just inactive for now, so until then, we're working to optimize them.
  48. 2 points
    I was wondering that too; if the Chaos Crew is inhabiting the bodies of their ancestors or like an alternate version of themselves. I just want to know how Diego got to Rome. Maybe the cultists were collecting combatants from around the world? Plus, I am really curious as to how the vapors and the disembodied (Oracle's?) voice play into the story. The Chaos Crew was alive for the events of the Titanic, so I do not think any time travelling will be taking place during Voyage. That is perfect. If Banjo and Kazooie don’t make it into Smash Ultimate, then they at least have a spot in Black Ops Zombies! Edit- I just realized that Banjo-Kazooie is probably a part of a mod already.
  49. 2 points
    I can cosign on this, even when his downs start on round 5
  50. 2 points
    Finishing Friday with a bit of Bloodborne. Such a good game.

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