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  1. 11 points
    Ah Jason "satisfying, complete ending rolling in" Blundell. Director of our favorite game mode. Also sucker for cliffhangers. The man raised to the Aether I mean, Agartha I mean the heavens because he made one his name was slapped on one top tier map (Mob of the Dead) but then subsequently ruined the entirety of CoD Zombies. Ever since Jimmy Zielinski and Reza Elghazi but he never gets any love because Transhit left Treyarch he has been the face of Zombies. And with the BO3 Z season having just ended on a rather ... interesting note. Let us remember all the things that our good man has brought to the table this past year. Thank You Jason for: Adding a """"new"""" cutscene named genesis.mkv and having it encrypted when everyone was all about the Super EE oh boy this can't be there actually is one can't wait to see the real ending!!!111 oh wait it's just the SoE intro cutscene oh hahaha you joker you ; ) Retconning the shit out of the Zombies storyline for no good reason, basically throwing away everything up to Mob to insert your own crazy overly convoluted fan service shit. Replacing a story based on historical events, myths, conspiracies and (alien) technology with a story based purely on maaaaaaaaagic and le good versus ancient evil ; ) Making the primary antagonists in a gamemode called ZOMBIES squid tentacle aliens straight out of a ZONE-SAMA hentai parody. Making a story that was about surviving in a apocalyptic wasteland while having to choose between two opposing sides and while having to deal with an infinite cycle of dying and being reborn into a story about a 80 year old ""God(?)"" that has 4 grown men getting into the bodies of children to keep them and a little girl trapped inside a basement because......... reasons? Putting 95% of the story behind a bunch of ciphers because that's what we've always wanted having to become Sherlock fucking Holmes in order to understand the plot. Adding more fan service for the sake of giving fan service than your average anime Being not ONLY responsible for one of gaming's WORST endings ever (Origins) But after admitting the ending totally sucked and after retconning that... Proceeding to make an even WORSE ending for Black Ops 3 ;/ Admitting that he wouldn't add any new gamemodes to Zombies because he has a super high standard and only things that are challenging, fun and creative are given his Seal of Approval And yet totally approving the Relevation's Final """""Boss"""""" battle. And making the grand reward for finishing all the easter eggs a ... different starting pistol. Not giving us any new perks side from Automated Electric Cherry Widows Wine because you're a sucker for classic perks? Promising us that Revelations would put brackets on the 8 years of Zombies (Which is highly ironic in and of itself because you practically erased 8 years worth of Zombies lore to shoehorn in le magic good versus ancient evil squid monsters battle) And yet still not having explained the following - The meaning of the blood vials - What our crew was "immune" for in ZnS - Why Richtofen's soul was already in the house but they still killed him in The Giant trailer - Who the Bald Man in the First Strike poster really is (spoilers: It's Richtofen) - The relationship between the Shadow Man and Richtofen And most importantly - Why Takeo sounds older with each released map yet he looks 20 years younger than his 1.0 counterpart Thanks for reading my shitpost. <3
  2. 10 points
    So our lads at Treyarch just tweeted a Zombies timeline after the reveal with JCbackfire: In that tweet, they provided an interactive DESKTOP-ONLY web page containing vital information, Keeper language, and an interesting map of how our crew traveled. There are so many different elements to look into with it, that I will keep updating this thread with all new pieces regarding the lore from each map, important events, and what the Keeper language translates to. (Image source: u/zzFuzzy on r/CODzombies) https://www.callofduty.com/zombieschronicles IN THE BEGINNING AGARTHA FRACTURES DIMENSION 63
  3. 9 points
    Almost four years ago, the entire community was told that we now had in our hands, the keys to decoding the Apothicon and Keeper languages. Now once again, with @EricMaynard, @Bench_Appearo, and myself (as well as several others) having spend an inordinate amount of hours on it over the past few weeks, I tell you today that, just as with our previous venture into Apothicon, this was not the case. In fact, we had barely scratched the surface of the Keeper Language. WHAT WE KNEW: At first glance, it would seem we had more information about Keeper than was the case with Apothicon. Indeed, @MrRoflWaffles had published the Keeper Word and Pronunciation grids, allowing for what many believed was total access to the language - as well as this, very brief allusions to grammar and the methods in which words were made up. At the end of this process, we can safely say there is far more - both in terms of the language at face value and for its lore implications. WHAT WE DIDN'T KNOW: Firstly, each keeper word has a value in Base 9 - this is nothing new, as MrRoflWaffles had told us this, however it seems as though his reasoning was incorrect. In the real world, the Sumerian and Akkadian languages used a system "Cuneiform" - this is the oldest writing system in the world and appears in Origins, as well as being a clear inspiration for Keeper. These ancient cultures (as well as many more that followed and even some cultures today) used a different system to Base 10 to count, called Sexagesimal or Base 60. Look at your hand: On each finger (discounting your thumb) you have three visible fingerbones, and you have four fingers - this means with one hand, you can count to 12, just as today in the West, with one hand we count to 5. If you look at a Keeper's hand, they have three fingers, each with three finger bones - this means with one hand, they can get to 9. The majority of words in keeper are built up from what we have dubbed as “prime words”. Every word can be assigned a number in base 10 (our real-world counting system). If you then check the prime factors of that number (the values that can only be divided by themselves and 1 that multiply to make the word you started with), it becomes clear that the meanings of these words create the larger word. We were somewhat aware of this due to a brief mention in one of the “Keeper Language” videos by Milo - however without the full knowledge of Apothicon, we were unable to fully appreciate this. Many of these “prime words” are Apothicon Radicals. This suggests a sort of cultural correlation between the two and indeed many of the words are similar, whilst being slightly different to their Apothicon counterparts. This of course makes sense from a development perspective, as Treyarch likely developed the languages at the same time, however it also makes sense from a lore perspective, as the language that is known as Apothicon by the time of the Aether storyline has existed for far longer - being the original language of the pre-keeper race long before their war and racial split. As a result, the Keeper language evolved with the Keepers and whilst the Prime Words are very much the same as the radicals, the meanings behind larger words has changed in order to better match the Keeper’s culture and worldview - more on that later. Most interestingly, we can now, for the first time, present written Keeper grammar. For years now, full keeper sentences in game were untranslatable, with only the specific words being translatable. For an english comparison, this is the difference between “break wall” and “You must not ever break this wall”. A clearly huge difference. I must be transparent, however: whilst we are confident in our methods, as we have at this point translated every quote we could find in game to check for consistency, some of the Keeper pronunciations themselves are estimates by us based on the patterns the language follows. This was done out of necessity, as there are no spoken instances of these few pieces of grammar in game, and therefore sadly, the only people with knowledge of these pronunciations are Milo and Treyarch themselves. I must repeat though, this does not affect translation. Now, every Keeper quote - both audible and written - is translatable. KEEPER ETYMOLOGY: As previously mentioned, in our lore, the Keeper language was developed far later than the Apothicon language and thus represents a culture that has diverged from that of the Apothicons. A great example of this is the word for Survive. In Apothicon, this word is made up of the radicals “Flow/Radiate”, “Change”, and “Harms”. Clearly to the Apothicons, the concept of survival requires being able to flow and change constantly, or the ability to adapt, however they must also harm others in order to accomplish this. This makes sense as in order to literally continue to exist, Apothicons must consume the life energy of living creatures. The Keeper word, however, is only made up of the Prime Words for “Flow/Radiate” and “Change”, but no mention of the radical for “Harm”. As the Keepers secured their existence long ago, they have no need to harm others, like the Apothicons, in order to ensure their survival. A good example of a concept that has not changed, however, is the word for “All” - where in both Keeper and Apothicon, it translates to “Hold Change” (however it should be noted that, as discussed in the last thread, the Apothicon word has been modified in order to reference their newly acquired hivemind - obviously absent from the Keepers’ word as they are able to think independently). THE IMAGE AND THE PROCESS: The image itself is a replication of the original treyarch design document (seen in the teaser for the Awakening DLC for Black Ops 3 and printed on the shirt given to Milo) and is as accurate as we could possibly make it, however unfortunately, the structure section was completely absent and so is of original design. The process itself was far more complex than that of the Apothicon Language and so took more time. The main issue was the grammar. Unlike the Apothicon project where we were able to determine words based on blurry images of the shirt, no image existed of the “structure” section of the shirt and so we had the bare minimum to obtain the grammar. Whilst searching the few videos Milo had made on the Apothicon language for information, we came across a quote which he had written in transcribed keeper (keeper sounds written in english) along with its english counterpart - which as we later learned, was also written on the sword in Shadows of Evil. This served as our “rosetta stone”, as just like the Ancient Egyptian Language was cracked when a stone was discovered with both Ancient Greek (which they knew how to read) along with the same message in the lost language, we were now able to match the unknown keeper grammar symbols to tangible sounds - and their english meanings. From there, I began research into English Grammar rules (I will spare the details as it’s fairly dull) and was able to construct tables which allowed me to use processes of elimination to determine what grammar “component” was likely to fit where - this was then compared to in-game keeper quotes to see if it made sense in practice. This was done for practically every texture of written Keeper. As previously mentioned, a few pronunciations (marked on the language sheet) are estimated based on the pattern that the other pronunciations follow. We tried our hardest to search for any reference (both with in-game and out-of-game sources) for vocalisations of these grammar components, but as far as we know, they exist only on the shirt and on the original design document. If anyone has any information on these few points of contention, please don’t hesitate to come forward. WORD SYNTHESIS: Just with Apothicon, you can have a lot of fun with this. In order to create a word, all you need to do is think of the word’s meaning in its most basic sense, then search through the “prime words” for those that fit this, then simply multiply their corresponding base 10 number together. Convert this to Base 9, then use the pronunciation guides in the “structure” section to complete your word! NOTES: The first and obvious point is that of the few grammar components that have estimated pronunciations - this has been said enough already and so won’t be reiterated here. Secondly, you may notice a missing slot for “Oot”. As far as we can tell, this is similar to “yog” and “nool” in Apothicon, where it simply uses the symbol of the piece of grammar it is replacing. Thirdly, the markings for “command” and “statement” have no keeper pronunciation - this is as they are never pronounced, and slot round a sentence (like a capital letter and full stop/period in English). Finally, the choice to assign words their base10 value was done to enable word synthesis without having to waste time in base conversion. CLOSING REMARKS: Just as last time, it’s been my pleasure and privilege to bring this to you and I’m sure all those who have been part of the project would share the same sentiment. I thoroughly believe that this is information the community deserves and now, along with its companion, the Apothicon language, this long-standing mystery within the Zombies community has - hopefully - finally been solved. I really hope you all enjoy this, because as much as the hours were tiring, all of your support the last time around is what helped me push through and finish this. Thank you all. Now, Ul Kree Lu tsar leemagagra bahr lo leegra lu Kreeholo.
  4. 8 points
    O snap. I don’t even know what to say. Other than I love u Lenne. I really, really wanna write like, a college essay length thread just talking about how much the Zombies story has meant to me, just breaking down the symbolism and archetypes and everything. It’s truly, in my opinion, the BEST, and best-TOLD, fictional story I’ve ever experienced. Almost half my life has been spent loving it, and learning from and growing up with it. not to be all Cliché either but I could have totally killed myself at some point if I didn’t have such an open-arms yet tight-knit conspiracy community like you goons, and the right outlet into which to dump my passion and bloodlust. So thanks for the Phoenix Up lads. In other news, Robert McNamara has infected my brain, and the phrase “good heavens, man!” Is now permanently part of my vocab.
  5. 7 points
    Thanks everyone who voted. It really is a great honour. I've been using this site since 2010 and eventually created an account a year or so later to actually participate (I was a bit forum shy before then) and loved every minute. I lost interest in the game mode around BO3. Just felt the game leaned on the Mob/Origins mechanics too much and all the maps felt the same. The variety that came with BO2 in particular was replaced with a generic style. The side quests were also mostly pointless story drivel and the mystery within maps non existent. The spoon fed story and bizzare turn it took just killed the buzz for me. Destiny came along and I jumped ship. Now Fortnite is my drug and I'm too deep to quit. I'm locked in for life lol. Just like I did with BO4 I'll definitely buy BO5, out of dumb loyalty of course but also out of hope that I might enjoy it.
  6. 6 points
    WIP Alpha Omega: Character Quotes "Tank" Dempsey Dr. Edward Richtofen Nikolai Belinski Takeo Masaki Rushmore
  7. 6 points
    Almost four years ago, the entire community was told that we now had in our hands, the keys to decoding the Apothicon (and Keeper) languages. Now, with @EricMaynard (twitter: https://twitter.com/EricMaynardII), Bench https://twitter.com/bench_appearo, and myself (as well as several others) having spend an inordinate amount of hours on it over the past week, I tell you today that this was not the case. In fact, we had barely scratched the surface of the Apothicon Language. WHAT WE KNEW: From the limited information we were selectively given by MrRoflWaffles, we knew the translations of Apothicon words into English, and vice-versa. As an example, HUMAN translates to ZOR'ARKOTH. However that was it. We knew nothing more than exact translations. WHAT WE DIDN'T KNOW: Every word in Apothicon is a single symbol, that is made up of several "radicals". These radicals have their own individual meanings and so can give context or information not only about a word, but about the way the word relates to the Apothicons as a species, or their views on it. For this, I'll provide a real-world example: If we take the English word "Wednesday", it's easy enough to just consider it a word - however if you dig into the etymology of it, you actually find a bit of history. Wednesday comes from Wodan's-day, which in turn means Odin's Day. This comes from the Viking occupation of Britain, when Odin was of course worshipped as a patron. However, without knowledge of the pieces that make up "Wednesday", this analysis would be impossible. The Same is true with Apothicon. Unfortunately however, the majority of the radicals - bar the few that Milo had shared in a single video - were totally unknown to everyone other than him, however thanks to our efforts, this is no longer the case. APOTHICON ETYMOLOGY: Looking again at Zor'Arkoth: We know this means human, but if we split it up into its component radicals (ZOR, ARK, OTH/OZ), we can learn a little bit about how Apothicons view humans. ZOR - Potential ARK - Open OTH - Change In this sense, Zor'Arkoth could be literally translated as "(being that is) Open to Change". However, given what we know about Apothicon's history with Humans, I personally believe this could be more liberally translated as "(being that is) Easily Manipulated". Another great example, not only for its lore implications but also as a practical example of translation, is the word for Apothicon - OZZOTH: If we take Ozzoth purely based on its spelling, we get the radical of "OTH/OZ" twice. However, if we instead look at its symbol, we can clearly see the radical for "NOG". There are numerous examples of radicals that feature in the symbols of words, but not necessarily their English transliterations - these can be seen much like silent letters in English, in that they are equally as important to the word, just keep in mind that they are not pronounced. It should be noted here that there is no concept of "I" in Apothicon. We get confirmation in Black Ops 4 that they operate under a hive-mind, however had we this information when it was meant to have been released four years ago, we would have been able to figure it our far sooner. OZZOTH is made up of "MY, MINE, OUR" and "CHANGE". This could be seen as a possible allusion to this idea. THE IMAGE AND THE PROCESS: The image itself is a replication of the original treyarch design document (seen in the teaser for the Awakening DLC for Black Ops 3 and printed on the shirt given to Milo) and is seemingly completely accurate, however we would be grateful if any inaccuracies are pointed out. The process itself was straight forward but equally time consuming. When we first started, we were able to dig up several images of Blundell wearing the shirt or the shirt being held up in videos, however these were often blurry. Luckily, the most important part of missing information - the radicals - were in some cases just about clear enough to make out, however this was not true for all radicals. At first, even if the radical itself was visible, the English definition appeared to be a pixelated mess. This didn't make it impossible to decode though. By looking at all words that used a specific radical, we were able to discern a lose meaning for the radical, and then by comparing to the text on the image for length and character shape, were able to eventually find the correct fitting word. Whilst at first this left a lot of uncertainty, as we translated more and used a process of elimination, as well as the methods previously described, the radical definitions became more and more accurate up until the finished product, of which I personally believe to have the totally accurate definitions (however again, if anyone can find evidence or valid counter examples, please send them to any of us as it is in everyone's best interests that this is as accurate as possible). WORD SYNTHESIS: This is the fun part. For the first time since the language was first introduced 1556 days ago in Shadows of Evil, it is now possible to make your own words in Apothicon. In order to do this, simply take the radicals that fit the word you wish to create and fit them together. As seen by many full words on the list, radicals themselves can be disassembled to make a more aesthetically pleasing word, and in some cases (e.g. Parasite, Elemental) are somewhat pictographic, and look like the thing they represent. NOTES: When looking at the language sheet, you may notice that the radicals "nool" and "yog" have no symbol. This isn't because we couldn't figure out what it was, but that there was no symbol on the treyarch design documentation itself. However here are my thought: Nool and Yog are seemingly the second and third person variants of Nog, and as such, I believe if written, would use the same radical as that of Nog, therefore that radical's reading is dependant on its context. Furthermore, you may notice certain words have either the same meaning, or same pronunciation as radicals (e.g. "Maroth" - Shadow, and "Nog" (noun)). In the case of Maroth, whilst the radical "Mar" means shadow, Maroth literally translates to Change-Shadow, so in my view can be seen as an actual physical shadow that moves and twists as the object casting it does, rather than an abstract idea that the radical represents. With Nog (noun), it is clear to see that it features the radical for hold. This indicates that the noun form refers to actual possessions (as it translates literally to "(hold) my, mine, our". Finally, the symbols for "BREAK" and "SHOCK" were not given Apothicon translations by Treyarch on their design document, further confirmed by the fact that they are impossible to obtain on Milo's translator website. CLOSING REMARKS In my opinion, this is information that the community deserved, and I feel truly privileged to bring it to you, and though I cannot speak for the others, I'm sure they would agree. Now, Lar Ozzoth otha nool Shubozzor Nethest Baresthlar.
  8. 6 points
    Here are the transcriptions of the wallwritings by Richthofen's test subjects, Nikolai, Takeo and Dempsey. It is sad to literally read their mental breakdown and the start of their amnesia. Big thanks to @Korbo26 for the screenshots.
  9. 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.
  10. 6 points
    As you can see Treyarch has confirmed the release month for the third DLC map, which will be the next chapter in the Aether story. I am really curious to see, if we get to play with Ultimis or Primis. Heres hoping, we get to play from an 8 character pool, cause it would be fun as hell to hear the Ultimis Dempsey interact with Primis Dempsey etc. Other than that there is no new info though.
  11. 6 points
    You might remember the butterflies in Grief, when you knife or shoot an "enemy" player. He won't blood, he won't die: He will release a group of butterflies. Butterflies are seen in Kino der Toten too. Do they have any meaning? Well, yes. In fact, the butterflies predicted the Aether and Multiverse. Our physical space is observed to have three large spatial dimensions, with a higher dimension being the Aether. Please read @AetherialVoices's topic before this one. The third dimension, the one we live in, has three variables. An x, y, and a z axis. this allows what we call three-dimensional or "real" shapes to exist. The second dimension has two variables: The x and Y axis. We as three-dimensional beings are able to manipulate the second dimension. Think about drawing something on a flat paper (I know, paper has a Z-axis too, but you get the point). In that way, higher dimensions can manipulate our three-dimensional dimension. This theory explains powerups, wall weapons, the magic box, teleportation and matter transference. Imagine 3D as a paper (2D), and the Aether as 3D (I'm going to steal this one from you, Aetherial). You (now a 4D being) write two points on the paper (now 3D). How to get from point A to point B? Just double up the paper and sting a hole at point A. Now it directly leads to point B and voila: You've got a 4D rift, also known as a wormhole. Now I read this afterwards, I see how bad I am in explaining. Hope you understand it. Anyway, IF you understand it, it seems logical that the Aether is one dimension above us, the fourth dimension. Well I don’t think that’s the case. I think the Aether is the Eleventh Dimension. Our 3D's, the 4D (which might be time, and 6 unimaginable hyperspaces above that: The 10th dimension unifies the four fundamental forces of nature: electromagnetism, the strong and weak nuclear forces, and gravity. The 11th dimension kinda hold many 10 dimensions together. With this, the 11th dimension explains all of the particles and fundamental forces of nature by modelling them as vibrations of tiny supersymmetric strings. This theory is called the Superstring Theory. Are you interested in this? Take a look at this: https://en.m.wikipedia.org/wiki/String_theory (10D) https://en.m.wikipedia.org/wiki/Superstring_theory (11D) I wish you luck. I excluded most of the stuff said on these pages because I only understood about 10% of everything said there, so there might be some interesting and usable information there. We're moving on. The M-theory is a theory in physics that unifies all consistent versions of the superstring theory (the Eleventh Dimension). The "M" stands for mystery, magic and mother…. Or Monty? You must know that string theorists had identified five versions of superstring theory. Although these theories appeared, at first, to be very different, the M-theory proves that they relate to each other pretty much. Apparently the String-theories could be unified by mathematical transformations called S-duality and T-duality. The M-theory is based in part on the existence of these dualities and in part on the relationship of the string theories to a field theory called eleven-dimensional supergravity. Now some real brain-killing information explains all this stuff, but trust me, you don’t want to see that. Just remember the fact that the M-theory unifies the different "versions" of the 11th dimension. Now finally we are getting at the butterflies. You might have hear of the butterfly effect: the concept that small causes can have large effects. The butterfly effect is an important part of the "Chaos Theory". Directly copied from wikipedia: Chaos theory is a branch of mathematics focused on the behavior of dynamical systems that are highly sensitive to initial conditions. 'Chaos' is an 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. The exponential growth of deviations is a property of the instability of the system itself and can be expressed by the Lyapunov exponent (lambda). There exist three kinds of Lyapunov exponents: • L < 0 There is no chaos • L = 0 The system is neutral • L > 0 The system is chaotic In modern cosmology, the mathematical chaos theory is also used. According to some interpretations of the M-theory is "our" universe, a bubble (with infinite numbers of different universes-bubbles) floats in a multidimensional chaos. For this far this theory. A short summary: The Aether is the 11th dimension, being able to manipulate every dimension beneath. Every 3D universe (the Multiverse) floats in a multidimensional chaos. If you feel like I only understand the half of all what I just said, you're right. But we are getting closer to the understanding of the Aether.
  12. 6 points
    The Mystery Box that I got this year via donating has finally came to use. Since we moved house and I now have my own room, I went out today and got some frames for my posters and zombie cards. I'm really happy with how they look and the frames were a good price too. Hopefully I will get the other posters to finish the collection and also some more cards soon. Hope you guys like it. :) @InfestLithium @Spider @Lenne
  13. 6 points
    There were already mentions to the Aether in the early maps of CoDZ. The wall writing in Der Riese saying "Return through Aether", the teleporters, the radios. They all referred in some way to an electromagnetic realm beyond our perception. Black Ops 1 and 2 proved that even more. Once you accessed the Aether, you would become omnipotent, immortal and were able to communicate via Element 115. Element 115 was a bridge between our dimension, and the one above us. Despite its powers, the Aether became associated with Hell. Think about Fluffy becoming a Hellhound while teleporting through Aether. Richthofen becoming evil and insane after touching the with the Aether connected MPD. The Aether's ability to have control over the demonic undead. Gersch talking about his suffering in "that awful place". The Aether is a bad place. While there was theorized alot about the mythical world within our world, Agartha, a real reference to it we were gained only twice. Agatha, in addition to the Aether, was believed to be some kind of Heaven. Many ancient civilizations talked about this place, known under many names, under our world. A place were there was no sickness, corruption and death. A true paradise. Once Maxis has won at the end of Buried, its official: For the first time, the name "Agartha" is directly mentioned. So what's this Agartha? What we do know, is that Agartha is a more powerful place than the Aether, as we see Maxis being able to banishing Richthofen's soal, who was in the Aether, to the bodies of the undead. Maxis even says that he now can control aetherial energy. So, this Agartha is more powerful than the demonic electromagnetic dimension known to us as Aether. Agartha > Aether This is also why Richthofen want us to activate the pylons and mend the Rift. His powers in the Aether are limited. In Agartha, he can do what he wants. This says Richthofen when he enters Agartha. Once again, it is said that from here, the lower Aether can be manipulated. In the video of Doctor Monty, what Treyarch released just before Revelation, there is something nasty said. Something that causes some people to wake up of nightmares about it in the middle of the night. Beware, the following quote might hit you hard. Soooooo, our speculation of the last 10 years is wrong. Aether and Agartha are the same. Right? No! During Black Ops 3, there is spoken of the normal or "light" Aether and the Dark Aether. The normal Aether is the dimension where the Keepers, or perhaps Vrill Ya reside. In this dimension, the Keepers are gained enormous power, allowing them to protect the lower dimensions against the inhabitants of the Dark Aether: The Apothicans, the most powerful and evil entities in all the existences that ever existed. That's the sad thing. Those Apothicans were originally also Keepers. The demonic Dark Aether has corrupted their minds. After the Great War was won by the normal Keepers, and lost by the corrupted ones, the victors entered the normal Aether and banished the corrupted Keepers to the Dark Aether. Here, they were prisoned for an infinite amount of time. So, what we know from this is that the Aether is more powerful than the Dark Aether Aether > Dark Aether The normal Aether is Agartha, and the Dark Aether is what we called Aether in the WaW/BO/BO2 era. A demonic, yet powerful dimension: The Dark Aether. A perfect, even more powerful realm: Agartha. The MPD connects to the Dark Aether, and this is why it makes Richthofen and Samantha insane. At the same time, it corrupts their minds, and the power that lays in that "demonic prison" is somehow appealing. It makes you power-hungry. Agartha, on the other side, is a nice place to be, and has even power over the Dark Aether. This is why the Keepers in Agartha were able to banish the corrupted ones to the Dark Aether and were able to hold them there and guard the other dimensions and universes from them. In the Giant and Der Eisendrache, the teleportation flashes of the MTD that were originally blue, were now more purple. Why? It isn't that it makes it look more fancy. The Aether through which you go, when using the MTD, is the Dark Aether. This is also why Fluffy became demonic after using it. Red portals. We see them as the Rift in Buried and the rift-portals during BO3. These are portals going through Agartha, or the light Aether. The Rift in Buried indirectly leads to Agartha. If you let Richthofen win in Buried, he will enter Agartha and enables the Apothicans to consume that universe. That's why Buried is the last map of that universe: Either Maxis destroys it, or the Apothicans consume it. (and parts from that universe later reappear in Revelations, in the Aether). The numerous tales and myths of Agartha in hollow earth, how could you explain that? I think that might be because of the Earth having 115 in her astenosphere. It could teleport you to Agartha. @AetherialVoices has explained to me that it could be because of 115 being such an instable element, and not belonging in our dimension. Therefore, it wants back to its stable form in the Aether, and that's why it can displace objects via or to the Aether. This could be an explanation of all those mythological tunnels and holes leading to Agartha. So a short summary: Aether is Agartha and the Dark Aether is the (pre-BO3) Aether. Some things still need to be explained, but if this theory is correct, we will sooner or later be able to do.
  14. 6 points
    I totally forgot about this, actually. I redesigned them a few months ago. Its like a mix of BO1/BO2/BO3
  15. 6 points
    This was not expected so suddenly, Craigo. I have much to talk with you but seeing that this was your decision coming for a while, I can only do one thing: to support you move albeit it being with a heavy heart. For everyone on CoDz and future generations, @Hells Warrrior is nothing less of a "god". This man came to use when we were in a time of need and did not hesitate to offer his services. Hell, he didn't ask for a single form of payment or reward...just pure kindness from his heart. A few veterans on this site know what we had faced back when the forum was running on outdated forum software with severe tech AND administration problems (don't listen to Craig, we had shit hit the fan real hard before he saved us). He offered to put us on a better forum software (IPS) and took the reigns as the head honcho for everything systems administrating and even financially. I've seen the man go through so hell while being staff here. You won't believe how much work goes through this site in the backend. Imagine, if you will, the science behind the human body and how insane all the systems/organs have to work together in order to do simple tasks like move and think and talk. That powerhouse was Craig for CoDz - the big brain and science behind it all. I can sit here and praise Craig all day long about how he saved CoDz and is a wonderful guy, but words enough won't do him justice. He's more than just a sys admin or a fellow slayer...he's my friend. Family. The kind of man that you'd welcome into your home with loving arms as you'd do anything to show how much you appreciate him in your life. He has been my inspiration to strive as a better staff member, and human being all together. Even on a personal level, he's shown me a kind of human empathy that I've never experienced before. I only hope that I can carry what I've learned from him on all levels into the rest of my life, as he has done for myself and everyone who has been lucky to be in his presence. To Craig, you will always be our family no matter which direction your life takes you. The Zombies gaming community may be dwindling away slowly but I hope that you really reconsider your position and decide to stay with us despite the delayed activity rate. You can still appreciate the game, not be into the gaming experience of it as much and yet remain with us. But perhaps that's just me wanting to keep one of my...best friends and role model here with us longer. Either way, I'll follow you into Agartha and beyond. You're beyond the scope of a Legend in my heart.
  16. 5 points
    If you haven't watched / refuse to know the end of the Aether story, don't read any further. Now I think we can all agree that the ending was not 100% what we were hoping for. We were teased about winning the Great War, defeating Dr. Monty, all that jazz. Hell, even Alpha Omega's ending told us we were in for a big fight. But we got blue balled hella hard and left with what I'd call the most depressing moment in Zombies history. Despite all the loose ends still remaining...I actually felt at ease with what we've been given as a conclusion. What people aren't understanding is why things unfolded the way they did. And to understand that, you have to look back at the end of Black Ops 3 - the Original Plan. The Original Plan Monty was able to remove the Apothicons, Shadowman, and undead into the Dark Aether. While he couldn't repair the multiverse, he managed to lock them up so there weren't any holes. A duct tape solution, if you will. He assumed that by closing off each reality, anything that existed currently outside of said realities would return to their origin point and no longer exist in his perfect universe. The children (aka the souls of the pure O4) would ensure that he could keep tabs on them at any given moment in any universe to prevent another disaster. Except the crew survived thanks to the blood. Monty was going to wipe them out (which would be the easiest solution) but instead sent them to the Great War. They would win, then die, and then be reborn later in the future during the 1900s. This created the cycle we know as of now. Monty purposefully kept them in the loop and knew as long as they stayed there, no more harm could further be done. It wasn't the ultimate fix, but he wasn't willing to potentially sacrifice himself to fully restore the multiverse. Again, duct tape solution. But Monty knew what the only true solution was. He just didn't want to go through with it. The True Plan Monty AND Richtofen knew the true solution. But Richtofen also did not want to sacrifice himself nor his crew, so he tried finding ways to cheat death. After realizing it would only continue the cycle, he changed course and intercepted himself in at Alcatraz when he would've normally gotten the blood. Instead of allowing himself to continue, he killed his cycle self and instead allowed Nikolai, the only one who Monty would be unable to see/track, to do what Richtofen was (and knew he was) incapable of doing: the sacrifice. Since Nikolai opened up to what the Kronorium told him, he knew that none of them were to survive. The only way to restore the multiverse was to remove everything, including themselves. So he convinced everyone - Primis and Ultimis - to follow him because he knew the way to salvation. And he wasn't lying; he just didn't tell them what the end game would be. This is why he wanted his friends' last moments to be with one another, drinking in what they thought was a pre-celebration to victory, thinking of what they wanted most in life. Nikolai wanted their sacrifice to end on the best note possible because none of them would make it out alive. Although I personally think poison isn't quite a happy ending (as seen in the final moments)...Nikolai did what he thought would be the quickest way to make this happen. There was no way to convince both crews to kill themselves on their own terms. As long as they existed, it didn't matter if they banished everything evil to the Dark Aether; they had to be removed as well. It was unfortunate that even Victis had to suffer, as they were the victim in the grand scheme for what is considered "the greater good". But it was necessary. EDIT: There are some key points that I missed when writing this post that I wanna add on. The Cycle A user on r/CODzombies brought up a very valid point regarding the cycle being broken and what it finally means. We know that the cycle is what keeps Primis reliving their adventures, from death after the Great War to reincarnation when they all first meet. Many of us thought that drinking the blood (Richtofen's plan) was the key to breaking said cycle, but after BO3, it wasn't. We were right to compare it to the MOTD cycle. In fact, BOTD also replicated this cycle in BO4 with Primis to show us AGAIN how to break the cycle. In MOTD, the cycle continues if the crew kills Al - something that already occurred in the real world. But when Al kills his crew, the cycle is broken and they're released from their own purgatory. In BOTD, the cycle continues as long as Primis remains. Even when they die, they're brought back by the Warden to relive their personal hell. When Richtofen dies, their cycle in purgatory is broken; HOWEVER, it required some past events leading to it (Primis Richtofen teleporting to BOTD from the Great War, Pablo giving him the Staff of Fire crystal) to start that breaking point. Catch my drift? BOTD Richtofen was perpetuating that cycle and needed to be sacrificed to escape it. That's how the cycle broke. Now in terms of the big cycle, it's no different. Nikolai ended the cycle by sacrificing himself and the crews. The key to breaking these cycles was to eliminate the things that would continue the cycle. The mobsters killing Al caused the cycle, and had they to die. Richtofen kept cheating death to avoid direct sacrifice which caused the cycle, and he had to die. Ultimis and Primis were responsible for fracturing the multiverse causing the great cycle, and they all had to die. -------------------------------------- Hopefully I didn't lose ya. To me, this was ultimate kick in the heart. Because we knew our crews had to die, but we just weren't prepared for it to be like this. And personally, I'm slowly accepting that this ending is what we needed. A straight one-shot kill to our beloved story, with the sad realization that the characters we grew alongside over 10 years needed to win the war within themselves...just as Nikolai said. They caused this madness, the fracturing of the multiverse, and they needed to satisfy the natural order and remove themselves from the equation. I'd like to think that they still exist in the fixed universes, where the multiverse may no longer exist since Element 115 is no longer existent in any time from here on out. To imagine our characters going through their normal lives, having never met, never to deal with the atrocities and horrors they faced in a reality that no longer exists. It's a sobering thought that they can finally have their [hopefully] happy moments they wished before their sacrifice. That, to me, is a good ending. Not perfect by any means, but a solid way to close the book for good.
  17. 5 points
    I've had this one kicking around in my head for awhile, but I found it to be perhaps too controversial to post anywhere. But now that I've discovered a safe place in the Zombies Community to express opinions, I figured now was the best time to finally share it. In my opinion, the most tragic characters in the entire Story-Line are EASILY the Victis Crew. Before you send your nuclear warheads towards my current location, let me back up my opinion with stuff said in not only the timeline, but in our own theories as a community. To start off with it, the Victis crew is a group of random civilians who led relatively normal lives before the events of Richtofen's Grand Scheme took place in 2025. Misty was a farm girl, Marlton was a conspiracy theorist hellbent on uncovering the mysteries of Broken Arrow, (theory) Russman was a worker for Broken Arrow with a family, and Samuel Stuhlinger was a simple man who happened to be a mad conspiracy theorist unlike Marlton. Once Richtofen's Grand Scheme fell into place and the rockets hit the earth, the Zombie Outbreak began worldwide. Russman lost his life's work at Broken Arrow, Misty lost both her parents to Zombies, Marlton dug a little too deep and found more than he bargained for, and to survive, Samuel began to eat Zombie flesh. These guys got fucked hard by powers far beyond their control and perception. As if that isn't enough, let's look at their story when their paths cross in the first place. 10 years after the missiles hit Earth, Marlton, Misty, Russman, and Stuhlinger meet one another at the Green Run facility. (AKA Hanford Site) When there, they are contacted by both Maxis and Richtofen. Richtofen however can only speak to Samuel because of his past with eating Zombie Flesh to survive. In an effort to gain the upper hand on Richtofen and destroy the world, Maxis tells the group to construct the Pylons in his favor. To which the group obliges, despite Samuel's pleas to follow Richtofen. Richtofen for a moment even attempts to blackmail Stuhlinger into following his plan at Die Rise, threatening to tell the rest of Victis about his time with The Flesh. Once there's only one Pylon left, Victis begins to wander the earth while the voices of Maxis and Richtofen fall silent for a two months. Upon arrival to Buried, the group constructs the final Pylon in favor of Maxis who then thwarts Richtofen and opens a pathway to Agartha, causing the destruction of Earth to occur within the next year. Victis was betrayed by Maxis, the one who they thought would lead them to salvation. Not only are they betrayed by Maxis canonically, but in Richtofen's ending we see him take control of Stuhlinger's body against his will. Currently that's all we know about the Richtofen ending, but either way you slice it, these guys get betrayed by other-worldly powers beyond their control. They have no power or even choice. They're merely pawns to Maxis or Richtofen, no bigger purpose. They are betrayed despite their efforts to please the voice of what they hope is salvation. It's really rather sad to think about. Even when they separate for a point in time and return to one another, they now follow the voice of Richtofen hoping that he will be their salvation. Only to once again, be sent on a quest for his own intentions and being frozen in cryo-stasis at the end of it all. I guess you could say Primis Richtofen at least did them a favor offering them a chance to live, but they would be stuck in cryo-stasis for the rest of the cycle, never to be awakened. Forgotten by time. This happens in the Cycle Universe, but an arguably worse fate befalls them in the Broken Cycle. In the Broken Cycle, they're awakened from their cryo-stasis slumber in Alcatraz after Nikolai reads from the Kronorium attempting to finally end things right. Once again, they are sent on a mission to acquire a device for Nikolai. This time, they have to build and deliver the Agarthan Device for a purpose they know nothing of. Being loyal to Richtofen as they have yet to be steered wrong by him, the group listens to Samuel when Richtofen speaks to him. When they build the Agarthan Device and deliver it to Nikolai, they are once again betrayed despite their hard work and sacrifice. This time, they're erased from existence rather than plain and simply betrayed. Banished to the Dark Aether along with Primis and Ultimis, forever being forced to endure darkness and suffering until the end of time. One of Samuel's last words to Richtofen is literally "You haven't forgotten about us have you? We did everything you asked." It's honestly sad to see that not many people care for Victis as characters when they've all been through so much. Of course, their actual characters are not the best in the world, being incredibly stereotypical and all, but so is Ultimis and everyone loves them. Victis was perfect to play as to end the story we all know and love, and nobody can convince me otherwise.
  18. 5 points
    Hey guys! Here's all the radios found so far, a few missing characters Pablo Marinus #1 Pablo Marinus: "Day 521. I still don't know how it is possible, but late last year I awoke from a watery grave. When I swam to the surface, I found the German military base abandoned. Only the undead remained on their shores. I attempted to flee but the fog it seemed no sooner that the shore faded behind it reappeared in front of me. Every attempt I made to escape it, it led me right back here; as if I was meant to be here. (sigh) I have begun broadcasting a radio signal. I'm hoping that someone will answer and come to my rescue, but if no one comes I'm not sure how much longer I will survive this place. Pablo Marinus #2 Pablo Marinus: "Day 3682, I think. Last night, I had a dream. A dream I have not had in many years. Like the ones I used to have at Der Eisendrache. I dreamed I was in medieval times. During a Great War, a war to end all wars. In this dream, I'm attacked by one of the great beasts, it holds me within its grasp, about to end my life. But I am saved, spared by a man in cloth. Not by a priest, someone more powerful. He wields a staff of fire. I see four heroes stand atop of a mound before raise their staffs, in unison, and suddenly the knights know the war is not lost. I rejoin the fight, and fight alongside my king. For years, I have dreamed of this war. I wonder, perhaps the German's experiments warped my brain, my sense of space and time. He thought I died but it was only that my mind has transformed. I have been here 10 years. No one has responded to my radio message. Is there no one out there? Am I even on Earth? Or am I caught somewhere in between? Every time I try to escape, my raft always brings me back. This place is my prison. But is it a prison? Perhaps, it is more like a waiting room. A purgatory of sorts. Perhaps my dreams are much more. Perhaps they are visions. Of what is to come. Perhaps it is here I must wait for what is to come. They... will come for me." Pablo Marinus #3 Pablo Marinus: In my dreams of this Great War, I meet a German doctor. Hardly, he reminds me of the man who once tormented me, but his face is different. When I meet him, he is angry and frustrated. He mentions a man, Doctor Monty. Saying he is to blame. This German doctor, he says that he believed following's Monty plan would lead them to secure a better tomorrow. This was a lie, he says. This Doctor Monty, he sent the four to the Great War. It was at this moment, the German doctor said he realized the truth. Coming to The Great War did not break the cycle, it was merely the end of their loop. "We will die here," he says, "then we will be reborn again, and when it is time, we will meet once more, in Northern France continuing this never-ending loop". "I wonder," he says, "how many times have I been to the Great War? How many times have I perpetuated this endless cycle? I'm tired," he says, "I have been trying so very hard to do the right thing". But for all his efforts, he had only fulfilled the prophecy of the cycle. He and Doctor Monty had forged the endless loop. Pablo Marinus #4 Pablo Marinus: "This Doctor, he tells me one more thing. He tells me he realizes that Doctor Monty is not inherently evil. "Doctor Monty", he says, "is just trying to save the multiverse the safest way he knows how. By forcing us into this cycle, our story will never end. Well also, his universe and his existence will be guaranteed". "I can't blame him", he says, "Doctor Monty is just like you and me, he just wants to survive. He doesn't want to risk his own annihilation." I tell him, well if we are doomed to meet here again and again until the end of existence, perhaps there is something we can do to change. He looks at me, with a smile, and says "I think you are right, old friend"." Pablo Marinus #5 Pablo Marinus: Day 4721. I think I understand. I know why I am here, why I'm trapped on this rock. Why I have these dreams, these visions. Why I must get to this Great War and what purpose I am to serve in this cataclysmic event of the ages. I am not being sent just to witness what happened, but it is I who helps the Doctor breaks his cycle! Near the end of the Great War when all hope is nearly lost I protect him while he activates a device, a teleportation mechanism. I hold back the undead as he powers it up, I give him the moment he needs to escape his fate. I ask him "Where would you go?", he says, "There is a prison I must travel to, hopefully I can intercept our friends before it is too late". Before he goes I give him the elemental gem from the staff of fire. I had seen it used to vanquish great evil. He once used it to save my life. Perhaps it would serve him well on his new path. This (chuckles)... This is why I am here. It is no coincidence I have also been left with the plans for the Agarthan Device, that is how I get to the Great War. I need some help but in my visions I have seen that I will have help soon. For now, I must bide my time, for my time is coming. Richtofen #1 Edward Richtofen: "Log Entry 937. Date: May 15th, 1942. Dear diary, our men have safely returned from Africa where they recovered a number of artifacts buried underground. In some sort of subterranean cowboy village. Apparently it was American. That's right, an American cowboy western town buried underground... in Africa. Stupid American schwein... with their apple pie, und their baseballs, all thinking they can just waltz into another country and claim it as theirs! There is no art to their work! (sigh) but I digress. The boys have returned with a number of fascinating articles and documents. They have pieces from a destroyed machine called the Pack-a-Punch. With a name as clever as that, it must be American. I have given the schematics to Doctor Porter. Perhaps he will have better luck replicating Jebediah Brown's work. Speaking of that blacksmith, they also recovered plans for the Agarthan Device. It seems that the blacksmith already built one of the pieces. The fabled "Vril Vessel". The Agarthan device, a device capable of granting that which one desires. Almost like... a genie in a bottle. I think I shall keep this genie in my back pocket. If my plan fails, and it won't, perhaps this device can get me to Agartha." Richtofen #2 Edward Richtofen: "Log Entry 1438. Date: July 18th, 1945. Dear diary, I have been in Group 935 Siberian facility for nearly days and mein cup already runneth over with exciting news! First, yesterday I've learned that I would receive not one, not two but three test subjects! Aah, hopefully with proper 115 injections we will be able to use these specimens to access to the human mind. The Chancellor's undead army is on standby until we crack this crucial step. Und secondly... (A door is opened. Someone entered the room dragging another person) Soldier: Here he is, Richtofen. Richtofen: Get your damn hands off me! Now what do we have here? A spy? Reporter: If you know what's good for you, you'd let me go! Richtofen: Oh yes, ja, ja! I'm just you worked for someone incredibly important. Reporter: Honestly, you have no idea. Richtofen: How did you find mein secret facility? Who are you? Reporter: I'm a reporter. I was hired by a man, Mr. Rapt, I never met him. He asked me to find some goods for him. Things he wanted badly. Richtofen: Sounds thrilling. And what were these... goods he wanted so badly? Reporter: (sigh) Look, I don't know the specifics, he just told me to travel to Russia. He gave me these coordinates, which led me here. How was I supposed to know it was a freaking German base?! Gave some vague description of a strange metal object. (Richtofen picks up the Vril Vessel) Richtofen: This, I assume? Reporter: Yeah, that'll be it. Called it the "Seal of duality", whatever the hell that means. Richtofen: Well, the Vril Vessel isn't for sale and is certainly not for stealing. But it is curious. I have only just arrived in this facility, bringing the Vril Vessel with me. Yet, you somehow know it would be here. How is this possible? Reporter: How the hell am I supposed to know? I just go where the Shadowman says to go. I don't know how he does it. Listen, when Mr. Rapt wants to find you he's got his ways. Look, you want to go ahead and get this over with, if you're gonna kill me, kill me. Not like it'll matter. It's kind of funny, you know. Something Mr. Rapt said, but if I failed him and died, it'll be okay. He said he'd reach out to me all over the multiverse, whatever that means. I didn't pay it no mind then but maybe some other me is out there having a lot better luck than I have Soldier: Sir, what should we do? Richtofen: Take the strange sad little man away. Find a hole. Richtofen #3 Edward Richtofen: Log Entry 1469. Date: August 28th 1945. Dear diary, progress continues on unlocking the human mind. If Germany hopes to continue their war, they need an undead army willing to obey orders. There's also been further in the Super Soldat Program, the German Chancellor considers this of high interest. We have begun the cloning process, we will have to see what results we'll yield. Test subject N3WB has been vomiting for two days straight. Our poor janitor, he has nightmares! Needless to say, we will no longer be serving fish. The Russian subject continues to be unresponsive. Doctor Yena suggested a serum made of vodka but considering my concerns about his loyalty I wonder if this is perhaps another attempt at sabotage. The specimen from Mexico continues to rant incoherently about giant monsters and some Uber-fun war. Perhaps we were a little too eager with these 115 injections. I did not think he would go this crazy so quickly. (sigh) If I'm being honest, I'm beginning to find this work a little drab und boring. Undead army, Super Soldat programs (sigh) Group 935's deal with Germany has truly limited the organization's potential. The appearance of the spy last month has inspired me to review the blacksmith's schematics, the Agartha Device and its three components: the Vril Vessel, the Apothicon blood und the Elemental Shard. The instructions to creating the Elemental Shard have my interest piqued four human souls merged with Element 115, not that I'm trying to brag but this may be something in mein wheelhouse Richtofen #4: . Richtofen: Scalpel, please, Dr Yena? Yena: Scalpel, Dr. Richtofen. What exactly are you looking for, Dr. Richtofen? Richtofen: We are attempting to locate un appropriate stimuli that will trigger the brain's voluntary willingness to obey commands. Richtofen: Ah, there we are. Forceps, Dr. Yena? Yena; Forceps, Dr. Richtofen. But the liver and kidneys? Or... spleen? Richtofen: Our goal is to unlock the barrier to the human mind. With element 115 it is important that we explore every possibility, the barrier may be where we least expect it.. There we are. Retractors? Yena: Retractors. It seems the Chancellor has been pushing us harder these last days. Is this because of the spy that was discovered? At the Asylum? Richtofen: I do not know, Dr. Yena. Our German leader, along with Dr. Maxis, is so limited in his thinking. His goals are... simple minded. Childish. He's pushing for his undead army when we could have the Elemental Shard. Yena: The Elemental Shard? Richtofen: A device capable of endless energy. We could use it to craft anything, including an Agarthan Device, of immense power. Hold this open while I grab the injector. Yena: Agarthan Device? Why haven't I heard about this? Richtofen: Dr. Yena, do you have a firm grip? You are shaking. Yena: I'm ready. Please proceed. Richtofen: Injecting serum in 3, 2, 1. Hold it, doctor. The injection is nearly complete. Yena: I can't hold this grip. *Spleen noises*. Richtofen: Well, I guess the barrier isn't in his spleen. Nincompoop! You did this. I knew it. You let go on purpose! Yena: Richtofen, it was an accident. My hand, it slipped. Richtofen: Dummkompf! Richtofen #5: Richtofen: Oh well. The Russian subject recently began reacting to stimuli but only after injecting him with a new serum made primarily from vodka! Perhaps this is a breakthrough in the experiment we have been waiting for. Perhaps I was too harsh on Doctor Yena. It was he after all who suggest the vodka serum. Credit where credit is due. Today also marks a great success for one of mein side projects. Using a process rock of elemental 115 and the vril vessel, I was able to succesfully siphon a piece of the souls from my three specimens und inject them into the rock. Without access to our fourth individual, I used part of mein own essence. Much to mein surprise, the rock grew und transformed creating a beautiful shard of glass made purely from elemental 115 und part from 4 human souls. The Vril vessel. The elemental shard. All we need now is the apothicon blood und the agarthan device shall be complete. End Log Entry 1474. Or should I say One Four Seven Four? Doesn't matter. " Richtofen #6: Richtofen: You cannot do this. You have no authority! Yena: You left me no choice, Dr. Richtofen. You used 935 resources to work on personal projects. You've been threatening the employees, myself included, and you're clearly suffering from excessive 115-induced delusions. Richtofen: Suffering from excessive 115 induced delusions? How dare you accuse me of such, such vile lies! Yena: Dr. Maxis has ordered the Elemental Shard to be sent to Division 9, where they are better equipped to study it appropriately. You are to cease experimentation on the test subjects and put them on ice. You are to return with them to Der Riese and meet with Dr. Maxis. He would like to discuss your... dedication to the cause. Richtofen: Meni dedication? All of mein projects, mein programs, you think I'm not dedicated? You have taken everything from me. *sigh* well, I still have the DG-2 in active development. I suppose that's something. Yena: Actually, no. I'm afraid Dr. Maxis has cancelled mass production as well. Richtofen: This... is all your doing! You are intentionally sowing discontent! You are trying to destroy us from within! You're working for the Americans, aren't you? You're a spy. And just like Dr. Peter McCain, Dr. Maxis would've never hired Americans, no matter how much genius they have. Yena: No, Dr. Richtofen. That's your paranoia talking. You've been exposed to Element 115 too long. I'm just a loyal to Group 935 trying to protect its interests. Now, you have any issues, I suggest bringing them up with Dr. Maxis. Richtofen: Oh... don't you worry your little lying apple pie brain, herr Yena. I intend to bring up a great many things with Dr. Maxis. Harvey Yena and Anton Gersh #1 Anton Gersh: We have verified the authenticity of this transmission, yes? Harvey Yena: Yes, Anton. A recon unit traveled to the old facility. Apparently, a survivor has been living there since the end of the war. Gersh: Since the end of the war? Thirteen years? How can this be true? And how did we not know about this? Yena: Unfortunately, your guess is as good as mine. Gersh: And his proposal? This, uh, Agarthan Device, what do you make of this? Yena: Personally, it sounds to good to be true, but this isn't the first I've heard of it. Doctor Richtofen had mentioned it as well. Gersh: Just think, Harvey. A device capable of granting that which any man desire. I simply think it and (hits a table) bang! It is reality. We could Americans to Group 935 lunar facility, we could become leader of free world overnight! Yena: The potential is certainly infinite. Gersh: So he says he would construct device but first he needs... he needs us to find ?? Yena: ?? creature. He gave us the coordinates. It's at the bottom of the ocean. Recovery will not be cheap. Gersh: Well, you do not need the creature. Only its blood. Harvey, do not worry. The reward will pay cost tenfold. This is how the Ascension Group leads charge into the world. Yena: I understand, but there was one more thing. He warned us to bring him the blood straightaway. When exposed to the elements for extended amounts of time, it becomes volatile and unstable. He warned us the blood is alive. Gersh: Let us worry about collecting it first. We will decide next move after this Doctor Yena. Yena: Of course, Doctor Gersh. Harvey Yena and Anton Gersh #2 Anton Gersh: I trust your trip was success? Harvey Yena: Like you wouldn't believe, Anton. What we found out there. The creature was magnificent, gargantuan in size. It was... otherworldly. A remnant of a different age. Oh, I wish you could have seen it. Gersh: It was at the coordinates provided? Yena: Yes. 43 North, 180 East. The blood has a fluidity to it that I find fascinating. We would have investigated further but we intercepted a transmission that the Americans were in the area. Somehow they'd been informed about the creature's location. Gersh: Ah... these damn leaks! They will be our undoing. Yena: It seems every step we take, the Americans follow suit. Gersh: Mark my words, there is a mole in Ascension, Harvey. We must strike it out before it destroys us. Get a team together, People we trust. If we are to study the blood we must make sure the Americans do not find out. Yena: Just study it? Anton, I think we should follow the plan and deliver the blood to the Siberian facility. Gersh: Nyet, Harvey. We cannot. This struggle with the Americans, we cannot let them get the advantage. This blood is our only leverage. After the war and Group 935 disbanded, you came to us. You came to me. You saw a better vision for the future here than what your America was offering. We created Ascension on the principle of being better men. Of making this world a better place. If this blood is key to unlocking the future, we would be fools to not take this opportunity. Yena: Perhaps you are right. At the very least we can study it. What's the harm in that? Harvey Yena and Anton Gersh #3 Anton Gersh: How are the experiments coming, Doctor Yena? Harvey Yena: Fascinating, Anton, truly fascinating. The blood is not so much fluid as it is very much alive. It moves, it changes shape at will, it reacts to our touch. Gersh: Alive? How is this possible? Yena: I'm not sure. One theory is perhaps the creature itself was more of a vessel and that its blood is made up of million different organisms that control it. Like a crew piloting a ship, the creature died but the organisms inside survived, trapped at the bottom of the ocean. Gersh: Is it sentient? How is it able to move? Yena: The blood uses negative space which exists between molecules. This negative space provides an influx of energy. Which we believe fuels the blood, giving it the ability to move. Gersh: Do you still believe that this blood is suitable for our primates? For rocket testing? Yena: Absolutely. The blood. gives them rejuvenation abilities, making them more powerful, stronger. If a monkey is on the brink of death and given an injection, it makes a full recovery in a matter of minutes. The only trade-off is they become more angry, hostile, even violent in some cases. Gersh: Is this a problem? Yena: It's manageable. But I'm confident monkeys given an injection of this blood will survive space flight. Gersh: Wonderful news. I think we can move on to the next phase of the program. You should prepare a serum for mass production. Can you tell me more about this negative space? Yena: We really don't know much about this except that it does not exist in this dimension. Maybe a gateway from another. One of our men has theorized that it might even be a black hole of sorts. Gersh: Send what research you've done to myself and our weapons team. Be sure Yuri Zavoyski is included in the brief. Yena: Of course, but I will remind you that we need to be careful. We've noticed the blood is changing composition as if reacting to our probing and prodding. Gersh: Reacting? How so? Yena: I'm not sure how to explain it, but it feels like the blood is getting angry. Yena #4: *everyone yelling and jeering* Yena: *fires gun into the air* Comrades, that is enough! Now, as it stands, we must account for the facts. Two days ago, one of our research facilities was attacked. All personnel are dead. With the exception of Dr. Gersh and Dr. Zavoysky, who are both still missing. Russian: What about 4 intruders? Yena: We do not know. They have not been recovered. Now, I know what Dr. Gersh and his work meant to this organization. However, all is not lost. We must remember that. Russian All is not lost? We have no leader? Who is going to lead us now? You? An American? *everyone laughs* Nyet. Yena: I'd remind you to think before you speak, comrade. I am one of the founding members of this organization. And you are someone who has forgotten their place in it. I am not saying I should lead it, frankly I would rather not. I would leave it to the Committee to find a suitable replacement. However, with Americans, Broken Arrow grows stronger by the day. And we must act quickly if we are to stay ahead of them. Russian: What are you proposing? Yena: Some of you may remember 4 years ago a contact at an abandoned Group 935 facility reached out to us. He promised to construct the Agarthan Device for us, provided we brought him the blood of the Beast. We never brought him the blood. Instead, we used it to fulfill our own needs. I propose I take a small crew and deliver the blood to our ally in Siberia. With the Agarthan Device in Soviet hands, we will not only end this Cold War overnight, we will bring Humanity together and create a better world. Harvey Yena #5 Harvey Yena: This is Doctor Harvey Yena, it's the 1st of January 1964. Happy new year. We are 15 minutes out from the Group 935 Siberian facility where I will deliver the blood as promised for the creation of the Agarthan Device. After I have secured it, I have arranged for rendezvous with my handler, who will take me back to American soil. (sigh) It's been nearly 20 years. I can hardly remember my former life. After Group 935 disbanded, I had a choice. Come home, or turn to the Soviets and bury myself in the heart of their organization. I chose the latter. When again would America get such an opportunity? But there was a moment back in '45 right after McCain was discovered where I thought Doctor Richtofen had discovered the truth, that I was a spy. He was right, of course. But It turned out Doctor Richtofen had his own problems with Group 935. It's time go back home. Darn it if I'm not excited to eat on apple pie and catch a game of baseball. (Sirens sound) Yena: What the... Soldier: Sir, it's broken containment! Yena: What on Earth is going on? Soldier: The blood, it broke containment. It started attacking the guards. (Sounds of explosion) Yena: Follow me, we need to move, now! (Zombies start to overrun the ship) Soldier: Sir, no!! Jebediah Brown #1 Jebediah Brown: The day is the 14th of April, the year of our Lord 1885. A day I will hold dear until my last. (sigh) I have done and spent 30 years of my life in Purgatory Point. My Ma' brought me out here when I was 10 years young. She hoped to give us a chance at a new life. They're good folk here at Purgatory Point. And sure, sometimes they get a little rowdy and maybe we stray too far from heavens' gaze up there. What do you expect from a frontier mining town? Something happened to one of the miners. Clive Farnsworth, a good man, came by the shop a few times. Anyway, he went down into that mine, stayed down there for 10 days. When he came back up, he was... changed. They say he was like a feral animal, rabid and carnivorous. His mind was gone, his flesh all sallow and bloody, his eyes are blazin' red light. First home he stumbled upon was me and Ma's. I was at the shop at the time. And Ma' went out to meet him, and Clive he... Doc' said it happened quick. Clive jumped on her, ripped her throat. Old Bill ran over, put two through Clive's skull. Shot him dead, like a dog. And Ma... she's been laid to rest now. She'll rise up to Heaven. And bless her soul, she'll be greeted with open arms. That mine... They've been digging for that blue rock. Some folks say you stare too long you'll find the devil in it. I need answers, I need to understand what happened. I'll head down to that mine tomorrow. Jebediah Brown #2 Jebediah Brown: The day is the 19th of April, year of our Lord 1885. Somehow, I don't know how it's possible. Last I recall I was headed into the mines, I swear I was only down there for a few hours. When I come back up, townsfolk say I've been missing for 5 days. Then there was last night, when I slept I had a vision. Two angels came down to me from Heaven. They told me I needed to be ready, to prepare for what was coming. What was coming, they would not tell me. But how to prepare, build a machine they said. A machine that would grant you great power. This machine was complex requiring mechanical skill, mechanical skill I do not have. I told them so, but they said not to worry. They would guide my hands. The way they described it, sounded like an oven or a kiln. You stick your rifle inside, and when it come back out, well let's just say that rifle will pack a serious punch. Jebediah Brown #3 Jebediah Brown: Today is the 30th of June, year of our Lord 1885. My invention is the talk of the town. People been coming from far and wide, eager for a chance to upgrade their firearms. Revolver, rifle, the machine don't care it'll pack 'em all. I pray every night thanking the heavens for sending the two angels, I couldn't have done this without their guiding hand. They returned to me last night. They told me there was another machine they wished me to build. They called it the Agarthan Device. Said it had the power to grant that which one truly desires. I told them I was their servant. Show me the path, and I will walk. They said I needed 3 things. The blood of an elder god, an Elemental Shard, and a metallic vessel to harness and carry both. To find the blood, they instructed me to travel to the bottom of the ocean. I told them this I could not do, for I would perish. To craft an Elemental Shard, they instructed me to forge 4 souls with a blue rock from our mine. I told them this I could not do for I did not have the means to siphon a human soul to an element. But a metal vessel, well, I am a blacksmith. That? that I can manage. Jebediah Brown #4 Jebediah Brown: The day is the 21st of July, the year of our lord, 1885. I have a... confession. I am burdened with sin. I fear I am the architect of my own damnation. This town, this town is cursed. The devil himself has possessed our people. Folk have been having all kinds of crazy paranoia, visions, seeing things that ain't there. And the violence... Seven dead in the last five days. Sheriff don't know what's gotten into these people. But I know. It's that damned mine. Them blue rocks. Doc believes them to be meteors from the sky, from up in the stars. maybe from heaven. But whatever the cause, I fear the disease that consumes this town has gotten to me as well. Last night, I felt overcome with loss and grief. I went to see ma at the cemetery. Maybe it was whiskey, maybe it was delirium, I can't say nothin. I, uh, ug her up, and, uh, took her into town. I took her to my shop. Where I kept the machine. I don't know what came over me, something took control of my body like a puppet on strings. I put her in the machine, I don't know why, maybe.. maybe it would bring her back to me. But she vanished. Nothing came back out. I stumbled home in a daze, but as I arrive, I see before my eyes I see an apparation. A spirit. It looks just like her. Only when she was younger. She floats around the house now. I catch her playing the piano. The angels, the angels, they came back to me again. I've built the metal carriage just as they asked. Only one thing left to do now. Upgrade it with my machine. Jebediah Brown #5 Jebediah Brown: The day is the 22nd of July, the year of our lord 1885. We are truly lost. This town, these people, we are being punished by heaven for our transgressions, and now must suffer the righteous hand of retribution. I did as they asked- I put the metal vessel in the Pack A Punch Machine, just as instructed. Next thing I know, all the energy, all the power of the world is sucked out of the air as if pulled inside the machine. Next thing the world went white. I came to, and I see that I, my show, all the people, the whole damn town, has been transported as willed by the lord, into this cavern buried below the surface of the Earth! I fear we are at the threshold of hell, the world just waiting to open below our feet. We've been overrun by the Devil's army, the dead have risen and now do us in battle! My name is Jebediah Brown, and I bow humbly before the two angels, and ask for forgiveness. Show us the path to salvation! We are listening! *Zombie breaks in* Hello? *Zombie noises* Samantha Wisp #1: Across all of time and space... Different dimensions... Different earths... Different wars. They are all made there. No four are truly the original; they are all just different! They all exist in their own way. But as the Aether grows und continues to corrupt, so too will their torment. Samantha Wisp #2: They all are connected through the aether. Their souls are linked to it. Interwoven and intertwined. If the universe were held together with tape and a piece of string, they are that string. Pull the string, it all unravels. It falls apart. Richtofen did it. When he forged the elemental shard, he bound their souls to the Aether. All versions connected, linked entirely through the Infinite. Now, they are one. They give each other life. The fate of one is tied to the other. Samantha Wisp #3: The aether. It knows it must keep them alive. It must bind them to their existence. This corruption that has been spread through the universe when it was unleashed upon the Earth, it had no way of knowing it would be bound to the 4. Nikolai and the others if they succeed, element 115, the keepers, the corruption, everything, it will be banished to the place below creation. The place of darkness. Along with Doctor Monty. Samantha Wisp #4: "Mein father was my whole world. Even when I was alone, und trapped, und corrupted by ze Aether, I thought only of him. Und Richtofen took him from me. I thought I would never get him back. I did not know yet mein papa. He seized control of ze Aether, he pulled me from the Moon to Agartha, but then I saw the great evil in his eyes, the Aether had corrupted him. I watched as the madness consumed him and he destroyed the world. I did not know what to do. There’s nowhere to turn. I was forced to reach out to mein sworn enemies. They are different versions, living in another time and place. Another dimension. These four men who once tried to kill me, they came all the way, who saved me and mein father." Campfire quote #1: Dempsey: I've known some of you for a long time. The others, it kinda feels that way too. *takeo laughs in background* It's not always been plain sailing, but it looks like we finally pulled it off. So, to answer Nikolai's question about what I really want, I just want my happy ending. *laughs in background* Yeah, me too brother. OK, calm down. By "happy ending" I mean finally being able to hang up my guns and finally do something that won't get me maimed or killed. Look, I know what you're thinking. What else can Dempsey do aside from be knee deep in combat? Well, I've thought about that. We may have won our war, but that doesn't mean there still won't be a need for soldiers. Reckon I might serve my country best by building up the next generation of recruits. You know, pass on my expert knowledge. Ultimis Richtofen: Excellent idea, making the next generation even dumber is the American way! Dempsey: Zip it doc! before I do it for you, with my boot! Anyway, while we're on the subject of boots, let me raise my glass to one of the finest men to ever set foot in a pair. Peter McCain. Semper Fi, brother, Semper FI. Ultimis Takeo: Semper Fi! Richtofen: Hip hip hooray! Sorry. **Campfire Quote #2:** Primis Takeo: Now, dempsey. When I count to 3, I want you to throw grape into the air. Dempsey: What, at you? Into the fire? Takeo: The choice is yours. 1. 2. (sound of grape being thrown and cut by the Katana) Dempsey: Whoa! takeo: Do you know why I picked you, Dempsey? I knew you would go on 2! Nikolai: Hey, where did you get fucking grape? **Campfire quote #3:** Dempsey: You wanna know about pain? I know about pain levels that none of you bozos can even imagine. Richtofen: I got shot in the face, does that count? Dempsey: I'm talking about the kind of pain you have to live with. Richtofen: Ooh, sounds intriguing. Dempsey: So, back in boot camp, squad house had these cheap broke ass bunks. MCRV probably bought em second hand from Alcatraz or some other hellhole. Anyway, the mattress was about as thick as your fucking finger and it sat right on top of an old metal frame of bed springs. Takeo: What horrors you suffered! I have experienced more pain stubbing my toe. Dempsey: Hold your horses, Tak. I haven't gotten to the pain yet. So I wake up early one morning. Swing my legs onto the ice cold floor. Try to remember what the biggest problem of the day is gonna be. I don't know it yet, but my biggest problem is the fact that the crappy mattress is no longer covering the springs inside of the bed. DI stomps in yells LIGHTS LIGHTS LIGHTS. We all snap to our feet. Now, I don't know how much you all know about physics. But when your body weight is on a bed, the springs are all stretched out. When that weight is removed, they snap shut like a bear trap. It took me a minute to process what had happened. But that, my friends, is why you always always wear shorts. Even more important when you get older. **Campfire Quote #4:** Dempsey: So, you got these boy scouts to run around frantically to try to construct some kind of Agarthan device. I get it. But what it is it? What does it do? Nikolai: The Agarthan Device can do many things. It has the power to open and close new worlds. Dempsey: New worlds? Ain't we open enough new worlds? Isn't that why we're in this mess in the first place? Nikolai: As I said, it has the power to do many things. For us, I intend to bring us the peace that has eluded us for so long. Dempsey: Cheers to that, but we'll see. Nikolai: (russian) Takeo: (Japanese) Ultimis Richtofen: I need a refill! Campfire #5: Ultimis Nikolai Ha ha, I feel very much more drunk than usual. What is in this stuff, potatoes? Hahaha. Takeo: *laughter* Nikolai: No, is not joke. Potato Vodka is very good. *laughter* So, NIkolai was out drinking with friends. I knew it was late, and wife would be mad. But we were having good time, hehe. After few more drinks, heh. I vomited on uniform. Oh, I knew I was in big trouble hehehe, da? My friend says, no Nikolai, and tucks five rubles in my pocket. Just tell wife that drunken stranger made mess and even gave money for cleaning. So I stay out, more drinks, more fun, eh? When finally I get home, wife is very very mad. I tell her about drunk man who made sick, and how he gave me 5 rubles to pay for cleaning. Wife said, but there is 10 rubles here. Ah yes, I say. He also crapped in my pants. Campfire #6: Ultimis Richtofen: I'm not a very complicated man. My needs are simple. I just want power. Ultimis Nikolai: You destroyed Earth, is that not enough. Primis Richtofen: Thank you other me, thank you other nikolai. This is all very entertaining. But I cannot help but feel a little morose. Primis Dempsey: Ain't that you all over, Richtofen. Ya, I suppose you are right. We may be victorious but would you like to hear a little story? A story you've never heard? A sad story? Primis Dempsey: Oh man. Why do you always have to be such a debbie downer? Primis Nikolai: Let him speak. Primis Richtofen: It's a story about dimension 2210. The story of mein soul. By the way you're nodding, Nikolai, I can only assume the Kronorium already showed you the whole sorry tale. Well, for the benefit of the people. I was just a boy then. An innocent. I was a sensitive child. A lonely child. Orphaned at a young age. I never got to know who I really was. But one day, I learned who I grew up to be. Primis Takeo: What do you speak of, Richtofen. Primis Richtofen:: I... had to do it. The kronorium told me. I had to trick the poor little innocent me. Into trusting a complete stranger. Primis Dempsey: Jeez, Richtofen. I don't think I like where this is going. Primis Richtofen: That's the sad truth of it all. I took mein own soul. Before it could ever have the chance to flourish. Is it any wonder I'm the way I am? Ultimis Nikolai: *Burps* how about another drink, I am empty. **Campfire quote #7:** Dempsey: What's the deal with Sam? Weren't you mortal enemies? Ultimis Richtofen: Oh yeah, very mortal. But a lot has changed. Maybe since we both got a little taste of the MPD, it's helped us see a little more eye to eye. Dempsey: I know she's got every right to be mad, what with her dad being dead and all, but how can we be sure she won't turn on us? Primis Richtofen: You know, there was a time and place where Maxis was very much a father to me too. Ultimis Richtofen: What? Are you serious? I only ever knew him as a bitter rival. Primis Nikolai: The kronorium shows only Samantha's path to redemption. When war is over, she will be normal child. (russian) same as the boy. Ultimis Richtofen: Well that's nice to know. Been a long time since I was innocent. Do not remind me. Primis Richtofen: I tell you what. A long time ago Samantha told me something very important. She promised she would keep us safe forever. And that she would make everything okay. She said her 'dad had a plan'. Campfire #8: Primis Takeo: Nikolai. If what you have told us is true, that we stand on the brink of victory, then I would like to make a toast to peace. We have traveled further than I ever dreamed possible. We have faced challenges that no mortal should ever have to face. Though our alliance was brought to the brink of collapse many times, we have prevailed. Even in the face of unimaginable evil. We fought with courage and honor. But now, perhaps the fighting is truly at an end. Ultimis Dempsey: Fighting is in my blood, Tak. I'm a marine. And that ain't something you just turn off. Ultimis Takeo: Do not be so sure, Tank Dempsey. A warriors path should always be toward peace. Ultimis Dempsey: Well, I'm with you on that, Tak. To peace. Ultimis Takeo: To peace! Campfire #9: Ultimis Richtofen: Well well well, I can honestly say I never imagined being in this position! I mean... look at us, all buddy-buddy. I'm not going to apologize for all the terrible things I have done, because frankly, I'm not sorry for anything! Yeah, I've had the time of mein life! Now, I know you probably never really trust me, and even now you'll be begging me to pull some last-minute rabbahabbadabba, a big rabbit of betrayal. Dempsey: Yeah, no kidding. Ultimis Richtofen: Thank you, Dempsey. I knew I could rely on you. Primis Richtofen: *sigh* So, do you have a rabbit of betrayal? If i'm honest, I've been expecting one since we all got together. Ultimis Richtofen: Sadly, no. I'm all out of rabbits. Campfire Song: Primis Nikolai: Okay, everybody this is old song. I want you all to join in. Primis Richtofen: I've got to be honest, Nikolai, I don't know if I want to join in. Primis Nikolai: I'll sing for my supper, I'll drink to another, I'll tell all ye folks a tall tale. Takeo: a tall tale? Primis Nikolai: Well it's all based on fact, though I should say the act of telling gets taller each day. Takeo: literally. Primis Nikolai: Now you all know tune. Is time for someone else to sing. Ladies and gentlemen, Tank Dempsey. Ultimis Richtofen: claps Yay! Ultimis Dempsey: My Aunt Jemima thought nothing was finer than lazing around everyday. But my Aunt Jemima, lost it all in a fire including herself by the way. Ultimis Richtofen: I thought that Aunt Jemima line was going somewhere else entirely! Primis Nikolai: Takeo Masaki! Ultimis Dumpsey: Yeah Tak! Give us something about the Emperor! Or honor! whistles Ultimis Takeo: Honor is one thing but I'm feeling nothing but lack of opportunity. *Primis takeo joins in* Our leaders are watching but I'm not so eager to let them watch over me. Primis Nikolai: nicely done, Takeo. What about you, Richtofen? Dempsey: Yeah. Primis Nikolai: Do you have any soul? Primis Richtofen: I did, a long time ago. But it hurts just to think about it. Primis Nikolai: I started this song but please don't get me wrong no one sings unless they want to sing. We're all telling tales and we're all singing songs drinking our drinks from midnight till dawn. Primis Richtofen: I was trying to say something there. Dempsey: Sorry Richtofen, we're not messing with you, we wanna hear your dulcet tones. Ultimis Richtofen: This isn't the song that I wanted to sing. *other richtofen joins in* But nobody gets what they want. Primis richtofen only: I was the nicest one. But you won't even remember me. Everyone: And if you start to doubt, you should know that without hindsight we'd all be blind everyday. You sorrow the tail of the whale. You were bit by the bite of a shark. Ultimis Richtofen; OUCH! Campfire #10: Primis Takeo: You have spoken of a war many times, Nikolai. A Great War. Primis Dempsey: Yeah. A war unlike any we have ever seen. Primis Richtofen: Oh, are you going to tell them everything, Nikolai? The Apothicons? The Keepers? The Shadowman? The Dark Aether? Monty? Dempsey: Shadowman? The Apothiwhats? What's he talking about, Nikolai? Primis Nikolai: They are... legends. Contained in the book. The Kronorium. Tales of demons, and angels. Commanded by the forces of light and darkness. Ultimis Takeo: That does not sound unlike any wart we have ever faced. Primis Richtofen: Demons und angels. Light und darkness. The big stuff. Who was who? Which was which? Do you know that, Nikolai? Primis Nikolai: Monty and Shadowman were more similar than you know, Richtofen. Both were corrupted by the Dark Aether. One by his own ambition. The other, desperately trying to save his friend. Do you remember when I asked you what you really want? Ultimis Takeo: We remember. But why do you ask this now? Nikolai: Because the Great War? No. The greatest war is the one we fight against ourselves.
  19. 5 points
    No doubt you'll have noticed that we have upgraded the site and we now have a new theme, I'm sure you'll all agree it looks great and will take a little bit of getting used too. Hope you all like it, however, if you come across any bugs or such like, or something doesn't look/feel right. Please let us know below.
  20. 5 points
    Map story: The year is 2027, years since the rockets from moon obliterated our beloved planet, The 4 main characters Dempsey, Nikolai, Takeo and their new member, Samantha, roamed the earth to push back the zombies. They come across the former tuberculosis hospital, Waverly Hills Sanitarium, finding out this was a laboratory set up by agents of 935 using the patients, victims of tuberculosis, as test subjects for Nazi experiments. Our hero's must now flip the switch (power) to bring light to the darkened hallways to uncover more secrets about 935, and possibly a way to bring down Richtofen. This is where Black ops 1 & 2 comes together Map Layout · Starting room: Verrukt style, on the 1st floor (lobby) 4 players are forced into 2 teams and must split up to reach the 4th floor where the power is located mystery box locations have TV monitors. · 2nd floor: showers and a broken elevator shaft (Cushion in the bottom like in Die rise) · 3rd floor: 935 lab Where most of the Easter egg might take place · 4th floor: the most difficult floor, die rise power room style on the east wing of the Asylum, the roof caves in making a big ramp (perhaps a train spot) to the Solitary confinement tower (middle building) Where 2 power generators are located in each wing’s rec room/Sun Room, unlocks doors to unite teammates, as well as the confinement tower for main power. · 5th floor & Confinement Tower: Childrens ward (with Tic Tac Toe Easter Egg) & Breaker room (main switch to turn on power) Turning on The Main Power Switch will open the Deathchute, which at the bottom houses PackAPunch · Zip line: (COTD Style) from the confinement tower to 2nd floor both wings. Map Features When outside the map, zombies will be sprinters until they reach the barriers, once inside they will revert to normal zombie speed BO4 Max Ammo & Carpenter Perks: Quick revive 2.0 - shadows of evil jingle (when downed in solo, the zombies become Tranzit sprinters when running away from your downed body, but shall return to normal speed once revived) Juggernog - Scrapped jingle Speed cola – Shadows of evil jingle Banana Colada (with no explosive damage for Black ops 3) Deadshot Daiquiri Stamin-up (slightly faster walking and longer running duration) Vulture aid Double-tap 2.0 Traps: Turret Electric trap MOTD Fan Trap Buldables: The VulcanAR53 Batteries Lightbulb Body Piece Grip Liquid Divinium bolt action. 3 in mag. 60 in reserve this is a wonder weapon from the original post of mine with a mix similar to the scavenger, bouncing Betties and the Matryoshka dolls. This weapon will fire an explosive like shotgun shell creating a wall of explosives and when detecting zombies, the 3 tips will explode at once with normal explosive. When upgraded it becomes: TheHephastus81TCH514P-3 round burst. 6 in mag. 120 reserve damage: same but fires 3 round burst of scavenger explosives. Detonates when detecting zombies Once constructed & Lost It will be Available in the Box Zombie Shield Prison Cell Door Trolley Hand clamp & Straps Zombies: Tranzit hospital zombies Kino/Classified Nova Crawlers Mob of the dead Guard zombies Five Scientist zombies Nuketown Hazmat zombies Boss Zombie: The Creeper: The Creeper is a demonic shadow entity, that crawls on all fours slightly faster than a running zombie, which spawns once the power is turned. Has as much health as the Pentagon thief on round 15 from five (Note, his health multiplies by an additional 10% with each additional player)and does not increase health. To quickly get to other players on different floors or to get around zombies, he can crawl up walls & the Ceiling, making him extremely vulnerable Unless killed for the specialist objective he will respawn in the next 3-4 rounds. Every 3 to 4 rounds the weather would change to Stormy indicating the Creeper just respawned on the map If sacrificed for the Specialist objective He will be banished for 10 rounds If he hits you, you will be teleported to a random area with a clip missing from your gun. if Killed, he will drop minimum 1000 point blood money if killed before hitting anyone, he will drop a max ammo and a Free perk. Weapons M1911 = Mustang & Sally Wall Weapons List (500) Bulldog = Hellhound + Incendiary rounds (500) M14 (MWR) = Mnesia 41 + Fore grip (750) B23R = B34R + Fast mag (750) KRM-262 (Fastmag) = Dragons Glare + Fastmag + Long Barrel + Rapid Fire (1200) Bizon (Ghosts) = Underworldly Buffalo + ACOG Sight (1250) BAL 27 = Ballistic Amoebic Launcher + laser Sight + Fore grip (1000) UZI (BO2) = Uncle Gal (1250) MSBS = Masterful Synch Bypassing Spec + VMR Sight (1500) KVK-99 (BO3) = Actuated Neutralizer 94000 + Reflex sight + Fastmag (1600) HVK-30 = High Velocity Kicker + Varix, FMJ & Grip (1500) ICR-1 = Illuminated Deanimator + Grip & BOA-3 (1000) Chicom CQB = Chicom Cataclysmic Quadruple Burst + more Ammo & MMS Sight (2000) M1014 (MWR) = H4PP1N355 (6000) Bowie Knife (significant damage buff to 1 hit until round 16) (1000) Jbird632’s Claymores (250) Semtex Box Weapons list AR: MAN O WAR = Dread Armada with Fastmag & Rapid Fire Remington R5 (Ghosts) = Remington Revolution 505 BAL 27 = Ballistic Amoebic Launcher + laser Sight & Fore grip ICR-1 = Illuminated Deanimator with Grip & BOA-3 AE4 = BL4CKJ4CK KVN-99 (BO3) = Actuated Neutralizer 94000 + Reflex sight + Fastmag MSBS = Masterful Synthetic Bypassing Spec + VMR Sight HVK-30 = High Velocity Kicker + Varix, FMJ & Grip M14 (MWR) = Mnesia 41 + Fore grip FAL OSW (BO2) = WN-AWSM + 3 round burst & ACOG Peacekeeper MK 2 + BOA 3, FMJ, High Caliber = Writ of Shamash with same attachments LMG: M240 (MW2) = Macerator 2400 ICU Dingo with grip & Fastmag = Dire Wolf + BOA3, Grip & Fastmag PKP Pecheneg (MW3) = Predictable kataclysmic Purifier Zweihander = Sumarbrander Launcher: XM25 (MW3) = Anarchy Cookbook Hellion Salvo (BO4) = Zitro's Orbital Arbalest Shotgun: AA12 (MW3) = Knights Armor RS400 + Grip & Holographic Sight M1014 (MWR) = H4PP1N355 Banshii = Slachdan of the Cailleach + BOA3,Quickdraw & Stock SMG: Chicom CQB = Chicom Cataclysmic Quadruple Burst + more Ammo-stock & EOTech Sight Bizon (ghosts) =Underworldly Buffalo + ACOG Sight Skorpion EVO = Evolved Death Stalker + Red Dot MTARX (Ghosts) = Malevolent Taxonomic Anodized Redeemer X Snipers: Intervention (IW) = Death's Reflection Dragunov (MWR) = D115 Disassembler (stats like from BO1) Pistols: L-CAR 9 = Ducky & Spike (Dual Wield) + More ammo stock & Damage boost. D'eagle (Desert Eagle) 1 hit kill until round 16 (MWR) = Tropic Raptor - 1 hit kill until round 32 Five Seven (BO2) = Ultra Specials Ray gun MK2 (BO3) = Porters Ray gun Mk2 Gersch Devices (BO3) Russian Nesting Dolls (BO3) Titus-6 = Ares 12 Easter Eggs Quotes: Coming soon
  21. 5 points
    Oh my god I just checked this site for the first time in several years, I remember making this split medal for UOTM! I still love you guys
  22. 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!
  23. 5 points
    Olla amigo's! Yesterday I saw @Boom115 made the 'Brains'-feedback button reappear, and desperately craving for some (though Spleen tastes, of course, much better), I decided to instantly write a thread about what was in the back of my head ever since a discussion I had with @The Meh and @NaBrZHunter a few weeks back. Quite some stuff included here is a direct explanation by either of them, so props to them! Another reason for writing this is that I would like to show that, how fantastic and fictional things may look, I would like to encourage any type of pseudosciencific/mythological research into game elements. This thread will discuss the pressence of the Staves and Bows of the Ancients, encountered in Origins and Der Eisendrache. And they might be more than just fun (and a bit overpowered) weapons to play with. Grab your popcorn and take a drink, this'll be a long one. The Staves of the Ancients Let’s begin with what can be said about the backstory of the Staves of the Ancients. To us four Elemental Rods are know: one wielding ice (Ull’s Arrow), one lightning (Kimat’s Bite), one wind (Boreas’ Fury) and one fire (Kagutsuchi’s Blood), all named after ancient gods of different mythologies spread across the globe. The ‘Ancients’ refers to the Keepers, or the predecessor race: the Vril-Ya (though never mentioned in BO2, BO3 or BO4 most likely due to the ideology being illegal). These mythical beings are said to have Vril staves, conduiting an energy known as Vril. A Vril staff is an object in the shape of a wand or a staff which is used as a channel for Vril. The narrator of the book The Coming Race describes it as hollow with "stops", "keys", or "springs" in which Vril can be altered, modified, or directed to either destroy or heal. The staff is about the size of a walking stick but can be lengthened or shortened according to the user's preferences. We have actually seen such staff in Call of the Dead, Moon and Der Eisendrache (most likely all being the same one). So as most of you know, the rods seen in Origins are not original staves of the Ancients, it are artificially crafted copies made by Doctor Ludwig Maxis. However, they were merely the stick-part, having a role in channeling energy. They excluded the source, which required a more mysterious source. When the crystal and rod are combined, a human being is able to use it’s power, although limited for them. I believe this crystal is some sort of catalyst for increasing the rate and force of the chemical reaction of 115 upon matter, since crystalline structures and properties are used in physics to absorb and rebroadcast electromagnetic fields and frequencies in a cleaner form. So these distinct Elemental Crystals each catalyze the reaction of 115 on matter, each causing a distinct product/effect: Lightning, Wind, Fire and Ice. This would be no different than any other element. When chemicals combine and cause an exothermic reaction that manifests in fire, we don’t say that the fire ‘is’ the chemicals, but we know that it is the energy from those chemicals being released. Ice is the result of a reduction in potential energy, so it can be suggested that 115 can be channeled to both energize and drain. Wind is caused by massive molecular movements in the atmosphere. Channelling a more moderate and steady energy flow to target particles could cause a wind as they move and scatter rather than ignition of those particles. Electricity is associated with the movement of electric charged molecules, which is a bit more complex, but you can see the application of 115's electric reactions in various ways in our story, including powering up machines. Next to this pseudoscientific, proximate explanations, we can also see the mythological, ultimate explanations behind the appearance of these four elements. Electricity would merely be a reference to 115's electromagnetic functions, as well as the belief that it has ties with atmospheric magnetism, Vril, and electricity itself. In game, it is multiple times used to charge up devices and machines Quite straight forward. Fire could be hinting Heroclitus' theory of the Ancient Fire. Heroclitus was a central person in Greek pre-Socrates philosophy. In that time, philosophy was the investigating/theorizing in order to explain things, pretty much what science is nowadays. Heroclitus called the entire cosmos an ever-burning fire, and believed that all things are exchanged for fire and fire for all things. Fire changes into various elements in a Cosmic Cycle, all eventually ending up in the fire again (similar to the Ragnarok and Welteis theories, only this time with fire). He even equated fire as the divine ruling order. Wind could be referring to the ancient Greek idea that if one heats air, it becomes an even more thin aerial substance known as Aether, the air of the upper Heaven and that which God's breathe. They also believed this was the elemental state where light comes from. The Soul of Earth. And finally, Ice, is of course connected with the Welteislehre. This ideology, gaining alot of followers among Nazi scientists, discussed the idea of ice being the basic substance of all cosmic processes, and Aether, the postulated medium for the propagation of light, also being made of ice. This doctrine has been present in our story ever since BO1, as a GKNova6 document talks about 'Welteis', the Shadows scrap paper has ice crystals (the fabric of space-time) and 935 even decodes to ICE. It could also be very well a possibility that ice is a metaphor of pure, crystalline 115. The Bows of the Ancients The map Der Eisendrache reintroduced elemental weapons, this time being bows. The basic bow, the Wrath of the Ancients, is made out of bones, a mysterious adhesive and burning arrows, and obtainable by feeding the Dragon heads. I fail to find any explanation by this, and I am not even sure if the Bow were actually used by the Ancients (the Keepers) in the past. The only far-away connection I can make is the fact that @caljitsu recently referred to Moon taking place 250 million years ago, when the sole supercontinent Pangea was formed on Earth. This was the time Dinosaurs were roaming our planet, and as on the Moon (and ‘meanwhile’ Shangri La) loading screen Vimaña’s are seen, the pyramids of the Keepers, there could be a possibility that the Keepers lived, or visited Earth, around the same time. Could Dragons be the ancient beings of this era? Just a quick thought, with probably lots of counter-arguments. Moving on to the upgraded Elemental Bows: We’ve got a Lightning Bow (Storm/Energy Volatile), a Fire Bow (Rune Prison/Fall Banish), a Void Bow (Demon Gate/Decoy Portal) and Wolf Bow (Wolf Howl/Keeper Servant). The elements used are remarkable similar to the Runes of Creation encountered in Revelations: Matozzar, or electricity, being tied with the Energy Volatile, Othlor, or fire, with the Fall Banish, Maroth, or shadow, with the Demon Gate and Ormat, or light, with the Keeper Servant. What exactly are the Runes of Creation? While in-game, they are merely a part of the Story Quest, their importance is heavily overlooked. In many creation myths, the use of symbolic elements in the shaping of creation are quite prevalent, and now we see these elements in Zombies Canon. ‘Shadow’ and ‘Light’ are referring to the two opposites of the Aether. Electricity (or energy) and Fire (or heat) were also essential for the creation of our previously static, frozen universe. Think of the Big Bang Theory for example, where a ball of infinite energy and heat exploded and caused our universe to be born and ever-grow. The influences of the four energies could be the purple, blue and orange forces we have encountered so many times in our games. Also saw this once on the subreddit posted by a guy named SpaceDoggs: Also note that the Blue Elemental Shard is said to have an infinite amount of electric energy, as it constantly recharges itself. The Avogadro, the "Electric Man" is also an indirect result of the Blue Shard. Seems to be ties with electricity quite well... Now the Elemental Bows encountered in Der Eisendrache each seem to have an application of one of the Elements of Creation. The Lighting and Fire Bow each are quite straightforward. The Void Bow seems to generate a portal to the Dark Aether, the place beneath creation, similar to a Gersch Device, possibly by emitting a tiny piece of antimatter that reacts with our matter. It’s interesting how Takeo says, upon using the Void Bow, that a pact has been made, but at what price for his soul. This indicates he is aware of the evil he is using to survive. The Wolf Bow is the most interesting, and mysterious. As this one is using the Elemental Force of Light (also stated by the name ‘Keeper Servant’), it seems like Souls have ties with this Light Aether. I’m not gonna theorize much further into this, but could this element be Life Force? Or our Afterlife? Could Heat and Energy be the cause of our physical creation, whereas Shadow and Light are the influences on our soul? If you got this far, you must know I have great respect for you. I hope you enjoyed the read and shoutout to all the active members on this Forum that constant inspire and motivate me to investigate our favourite Zombie-Slaying game. A new Order of Forgotten Mysteries is coming soon, but if you feel like, I would heavily recommend you to take a look to the most recent one discussing Nacht der Untoten's relevance in our Canon Story, written be good ol' @RadZakpak. Cheers, and love you all!
  24. 5 points
    Hello, everyone. It's hard to believe, but it has been three years since I was invited by @InfestLithium to have my newly-started Storybook brought to CoDz. At the time I had only written 14 short chapters, and yet Infest saw the potential in me and gave me this great opportunity, as well as introducing me to this wonderful community. It was an exciting time to be a Call of Duty Zombies fan back in July 2016. We had just seen the trailer for the upcoming Gorod Krovi. We still didn't know who Doctor Monty was, nor did we understand the blood vials. We were completely uncertain of the future. No one could have anticipated the direction of the comics, nor the release of Zombies Chronicles and the Timeline. Suffice as it is to say, it has been a hell of a journey. I would not be writing this passion project if it were not for the support of everyone here. I can't express my gratitude enough. All I can say is thank you, everyone. As a sort of celebration of the three years since I began writing, I wanted to make a thread expressing my gratitude as well as providing an opportunity to learn more about my process creating the Storybook. I will be answering a couple of questions suggested by @anonymous, and giving a behind the curtain view of what is to come. Without further ado, here are some questions and answers. How did you get the idea of starting the Storybook? Did you anticipate expanding it as much as you did? The idea started small around June of 2016 as I had just watched the massive 4 hour long Zombies Storyline Audio Documentary by the legendary @MysteryMachineX for the second time. It being the Summer right after High School and right before University, I had a lot of free time, and was thinking about how much I love the storyline, and yet it cannot be appreciated by most players of the game because it is so complex and not explicitly told in-game. I thought, “Man, it would be awesome if there was a book that told the entire story in an understandable and entertaining way.” When I realized there wasn't, I just thought, “What if I wrote it?” I had no idea where to begin, so I thought the simplest place would be with the map that started it all: Nacht. I wrote out a short prologue, only about 900 words, and I realized I loved doing it. At the time I browsed the CoDZombies subreddit daily, but I was afraid of the backlash I would receive for my “fan-fiction”, so I posted it under an alternate account to gauge reaction (original post here: Anyway, I didn't plan for this to be a multi-year project. I initially just wanted to connect all the radios and quotes into a timeline of events that made sense. Then, the bomb dropped in 2017 that was the timeline. Suddenly, in my eyes, there was no point to just connecting the dots with my Storybook. I had to try to make it stand out on its own as not just an explanation of the story, but an expansion. The chapters became longer along with the time between them, but man do I enjoy writing and reading them. The goal of writing should be creating something that you yourself would love to read, and I can tell you that this is exactly what I would have wanted back in the day. Do you ever get ideas from posts here on CoDz? Yes, I do! I am indebted to the passionate minds here for the many threads created and ideas expressed that have influenced my writing. From storyline theories to explanations of the science behind the story, I often get ideas just reading the threads on this site that I know I just have to implement in some way. Some notable examples: What was your favorite chapter to write? That is a tough question to answer, so I will cop-out and choose multiple, of course. One I massively enjoyed recently was Danke Schoen, the first chapter of Book 2. I have no current plans to continue Book 2 until Book 1 has more progress, so that just goes to show you how impatient I was to write that chapter. I think Ultimis has such great potential, and I am dying to write more for them. I just had to get that chapter out there not only as a taste of what's to come but to satisfy my own need. Another favorite of mine is Chapter 20 of Book 1, “Uniform”. Around chapter 10 or so as I was writing I came up with the story beat of how Richtofen would acquire the Nazi uniform we all know him for. I knew I had to eventually get him into that uniform, and I also had to show how far his mind has slipped. The best way I could do that was to have a chapter from the outside perspective of Doctor Schuster, a character I've come to love, and have him see first-hand how Richtofen would react to receiving a Nazi uniform. Edward doesn't seem at all off-put by it, and in fact he seems to love it because it makes him feel powerful. The creator of Breaking Bad, Vince Gilligan, has said that the writers' process for the show when it came to characters was to write the character first, and then explore the consequences of the actions that character would naturally take. Richtofen is a character not created by me but by Treyarch, and so presented with this situation, I wasn't really sure how Richtofen would react until I began typing, and he ended up surprising me. “Uniform” is why I love writing this story. What is the process for creating a chapter? Typically I like to have a general idea of what I want to accomplish with a chapter, and other chapters after it, before I dive into writing it. The official timeline helped a great deal with this process, as it laid out the major events in a linear fashion, and it is my job to make those gaps in time make sense and flow together well. With the timeline as a gold standard, I enter the next phase where I decide how I am going to approach character development and exposition with each chapter. Maxis is going to Kino for the next few years of the timeline? He's got to be dealing with not being able to see his daughter, and fight the temptation to form a relationship with Sophia. I evaluate the hard evidence first, and in this example I looked a lot at Data Servant entries from the first Black Ops, where Maxis seemed to be paranoid and frustrated with Sophia. Building off that, I also need to set up for a big climatic chapter I have planned regarding his time at Kino, so this chapter should make hints and build up to it, so I have to account for that. With the basic idea for the chapter in mind, there is still some time before I begin writing. I look over the framework for the chapter, and get it into my head to think over for a couple of days. While listening to music or working or browsing online, I tend to come up with an idea for an interaction or exchange that would fit perfectly in the chapter. For example, in the recent Maxis chapter I had the idea to have Maxis be taunted by the Illuminati while I was playing Kino der Toten and saw the chalk writing on the wall with Samantha's name along with two others. What if the Illuminati is playing with Maxis, forcing him to do things against his, as well as Richtofen's best interests? It seems to fit so perfectly. So I put it in my notes, and continue until I find myself in a mood, and I just start typing with my notes close by until it is done. I tend to think of the general framework for certain climactic chapters way in advance, because I will think of a really fun idea in my free time and I plan to hold on to them until I finally get a chance to write those chapters. In particular, I look forward to the final chapters of Book 4 (Around Primis), the backstory behind Victis in Book 3, and sooner than later, Chapter 27 of Book 1 “Black” followed up closely by Chapter 28 “Penance”. Richtofen is now reaching the point of no return. Besides writing more chapters and finishing books, what else do you have planned for the future? Right now I want to focus on getting Book 1 complete, but after that there is a few things I would like to do. Book 1 is set to be extremely long in comparison to what I have planned for the other books, and I will admit some chapters are going to be unnecessary in the long run. When I have completed the planned chapters for Book 1, I will go back and either A. Split Book 1 into 2 separate parts, or B. Create an abridged version that is much shorter, while keeping the original intact. I also would like to, at some point after Book 1 is done, create a physical print of the book, after some extensive editing of course. It would be for me personally, so I could hold in my hands a tangible version of what I've created. I would be open to paying out of pocket to print copies for people that would want them if I ever complete this damn book. I wouldn't sell them without Treyarch/Activision's blessing and wouldn't even want to. This has always been about the fun of the story and nothing more. As @The Meh put it in his Unity retrospective, “I just needed to write for myself. I guess that's all there is to it.“ Another fun idea I've thrown around in my head is an audiobook version to be uploaded to YouTube or Soundcloud. I would just need to find the right person to read the book or find myself a good microphone and see how decent my impressions are. The videos would be paired with the best visuals that can be acquired, and a variety of musical backing. That would be a whole project unto itself, and as I said I want to focus on finishing this book at the moment as I reach the halfway point. To conclude, I am so, so thankful for the support from everyone on CoDZ. I hope that one day this project will be complete, and I can look back and feel proud of what I have done. It makes me so happy that there are people that already enjoy my work, when I'm not even close to being done.
  25. 5 points
    So, you like fish on pizza, AND you like pineapple on pizza?? I'm leaving this forum, you people are making me sick ?
  26. 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
  27. 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.
  28. 5 points
    In these times, in which zombies in Shangri La wear Group 935 clothes, Mason can be seen in Kino der Toten and Samantha playing hide and seek in Shi No Numa. Agartha might not be the same as the Aether, Origins in not a 115-mine and dr. Monty becomes a more important character. This is a time of Primis, Ultimis and Victis. A time of people who 'tried so hard to do the right thing". A time of the release of the very first Zombies Timeline, and the release of Zombies Chronicles. This is a time in which our old view on things change. Because of this all, I thought it might be a nice idea to look back at a previous map.... DIE RISE! Because why not? The zombies timeline gave "Die Rise" only one piece of text, and the map has basicly no background. That's why! A lot of possibilities for theories! On the Great Leap Forward loading screen, one can see the name Province 22. You must know that the present China is divided into many provinces, and that province number 22 is Jilin, laying in the northeast of China, just above Korea. The biggest cities of Jilin are Changchun and Jilin city, both cities WITHOUT enormous skyscrapers, as we see in Black Ops II's first DLC. Relatively few cities in China actually have so many high skyscrapers, as cities like Hong Kong, Beijing and Shanghai have. Talking about Shanghai, have you ever seen this particular tower in Die Rise? It's the Jin Mao Tower, located in Shanghai. A China in the near future may change its province-numbers (district Shanghai might be province 22 now, and Jilin has another number): Names can be changed. Buildings, however, cannot. That's why it is almost certain that Die Rise takes place in Shanghai. But the Jin Mao tower does not only help us with solving Die Rise's location, but also time: The tower was built in 1998. Another proof that the map does not take place in the Cold War, unlike it's name might refer to it, is that there is a poster saying: "Since 1996". As a last note, in Die Rise one can see zombies wearing SDC suits. The SDC (Strategic Defense Coalition) is an Asian military alliance in the near future. This is prove that Die Rise takes not place just after 1998, but rather in the future (which could be a reason of the "Province 22 change"). As a side note, I started this theory before the release of the Timeline. Now we know for sure that Die Rise takes place on 22 October, 2035. A'ight, so now we've got the location (Shanghai) and time (near future): Let's start. The sleeping cages Has anyone ever noticed the countless cages in Die Rise? Some empty, some with a basket or plate in it, and others with some filthy clothes in or on top of it. Have you ever thought about the fact that these things exist in real life? Thousands of poor Chinese people who want to have a shelter in Hong Kong rent "bedspace apartments", a.k.a sleeping cages in high skyscrapers and flats. The conditions are terrible: Hot, sultry and filthy. Full of cockroaches, rats and bugs. The ideal location for diseases. Because there is no **** please report this topic, post ****, are those who live here forced to spend the little money they have on fastfood. In Die Rise, we also see such Sleeping Cages, in the building with the Dragon on the roof. The SDC As said before, the SDC (Strategic Defence Coalition) is an Asian Chinese-led strategic military alliance in the near future. It is one of the largest military alliances in the world during the so-called Second Cold War in Black Ops II. In Die Rise, we can notice two different main types of living dead: Normal zombies and zombies wearing a SDC suit, and therefore with more health. What did those SDC soldiers there, before the Apocalypse? And why so many? I mean, usually soldiers don't just walk around in skyscrapers in a big and safe city, Shanghai, far away from the SDC borders. This is why I assume that Die Rise takes partly place, or at least near a SDC base. The fact that there is a poster of Tian Zhao, the chairman or general of the SDC (depends on how BO2 ends), on top of the Dragon building, proves this theory even more. Now on a more interesting note: This is what that poster says, with many thanks to @DragonGJY: Okay so uhm…. Weapons of Mass Destruction? Suspected to be a zombie? I think our dear friend mr. Zhao has messed with Element 115! Could Die Rise be a SDC station doing experiments with Element 115? A few points. And note that ALL these points apply only on the building with the Dragon on the rooftop. • Most of the windows of that building are for some reason all closed off with barriers. Was what happened here secret for the outside world? Or were those things within the building not allowed to exit it…. • There is a huge neon board outside on the building with "International Zombie Centre on it". The word 'International' immediately stands out to me. Like, did the SDC work together with groups like Broken Arrow concerning experimenting with 115? Another, more likely possibility could be the fact that the SDC is, in some way, already international. China, Mongolia, Russia and many more countries are members of it. So this neon board litterly says that the building was a place where zombies existed. • Back to Tian Zhao's poster, it simply says that he might be a zombie. Like, really? Every normal Chinese who reads that would think that's a joke, wouldn't they? So maybe that poster only hangs in and on top of THAT particular building, since the people who live/work there, know the truth behind Element 115 and the undead effects of it. • The Sliquifier. I know the Victis crew built it themselves, but maybe they build it up from parts of a previously built Sliquifier, built by the SDC. After all, all the Sliquifier parts lay in the Dragon building… • In the depressive floor, as I always call it, the floor where you can turn on the power, one can see some mysterious looking wooden boxes. They look the same like the crates in Farm and Shi No Numa, so perhaps they have pieces 115 in it? So assuming if the Dragon building was a SDC station, doing experiments with 115 and with the undead, why are there so many sleeping cages and sewing machines? Perhaps the cages held test subjects, or possible even zombies. The sewing machines could be some distraction for the test subjects, to make the conditions a bit more humane, or possibly the SDC overseers wanted the test subjects who weren't doing something, make effective by putting them on work. Another reason could be that the sewing machines were already there when the SDC started to use the skyscraper, and that they never took the effort to take them away. The Jumping Jacks The Jumping Jacks, the clicking, jumping and teleporting creatures that spawn in Die Rise during special rounds, have NOT anything to do with the SDC. Here’s why: The Jack’s, as I like to call them, only spawn during special rounds, when you can Richthofen say “Fetch me their souls”, and when purple lights begin to flash (flashes from the Dark Aether), similar to Samantha when sending her Hellhounds. I have always wondered why Richthofen sends killing creatures to the Victis crew, who only try to help Richthofen gaining the ultimate power. The Timeline gives an explanation of that. So apparently the Victis crew did not help Richthofen at all, and Maxis’s end is canon. Richthofen blackmails Stuhlinger in the hope he will listen to him, and when that not works, Richthofen sends his Jack’s in the hope he could convince Victis with fear, or perhaps in order to stop Maxis gaining ultimate power. Anyway, the Jack’s are not from Province 22. They are teleported to there, similar to the Hellhounds in Shi no Numa, Kino der Toten, Groom Lake, Green Run (survival) and Der Eisendrache. Because Jumping Jacks look so familar with Nova-6 Crawlers, I think it was either Group 935 (Theatre Facility, Griffin Station) or Broken Arrow (in the Pentagon) who did experiments with Nova-6 Crawlers, ending in the same result as with Fluffy. These, now by Aether corrupted and mutated Nova-6 Crawlers, are send by Richthofen to Province 22. They have nothing to do with the location itself. So this was my story. Have you not seen enough of the Great Leap Forward? No worries, @RequixEclipse might release some stuff about Die Rise in the future as well.....
  29. 5 points
    Official Trailer That's right, the DLC 5 map names have been found in the games code along with the recent update. Thanks to xPorter for putting in the work. Here are the maps we will be seeing. Kino Moon Shangri-la Ascension Origins Nacht Vertuckt Shi No Numa Here is the full Reddit post here! https://www.reddit.com/r/CODZombies/comments/68xtg0/black_ops_iii_dlc5_zombies_chronicles_decrypted/?st=J28MQ0F0&sh=c56002e7 List of New Gobblegums Source: charlieINTEL Zombies Chronicles Poster Remastered Maps Cost and Download Size Zombie Chronicles will cost $30 USD. For the UK the price is £25 GBP. A great price for 8 amazing remastered maps. The download size for Zombie Chronicles has also been confirmed at being an easy 12.2GB download. Zombie Chronicles Calling Cards Here is the absolutely amazing MGS themed calling cards that we will be getting along with Zombie Chronicles. They are really well designed and all MGS fans will truly love them.
  30. 5 points
  31. 5 points
    With the addition of several new and wonderful features on the site, we’re proud to have made CoDz a more user-friendly community that thrives off the love for everything Zombies. These awesome applications, however, were not exactly easy to implement - including the upgrading of our server. Unfortunately, this has led to CoDz seeing financial troubles quite recently. For as long as we have provided a free fan experience to all the slayers out there, we have barely scraped by off ad revenue and, most importantly, donations from players like you and I. In order to keep the universe of Zombies steady, we are now providing 115 Premium Donor ranks. This isn’t your ordinary donation tier - each sub-level of donor groups gets more and more cool things as our way of saying thank you. How wunderwa! 115 Premium Donor Ranks Each subscription level is auto-renewing on a monthly basis from the time you begin the subscription. We use PayPal for all our donations, which means your precious points are safe with us. All the proceeds go to keeping the server up and running, so that CoDz can always leave the light on. Regular Donor: no subscription package Divinium per current donating formula Donor rank/title Super Donor: $3/month Divinium boost (5% more) for every donation made Super Donor rank/title Access to exclusive Donor Area Discount on store items (5% off) Premium Donor: $12/month Divinium boost (10% more) for every donation made Premium Donor rank/title Access to exclusive Donor Area Discount on store items (10% off) Mystery Box loot crate (includes 2 random items) I.E. poster(s) or card collectible(s) or sticker(s) Ethereal Donor: $20/month Divinium boost (20% more) for every donation made Ethereal Donor rank/title Access to exclusive Donor Area Discount on store items (20% off) Mystery Box loot crate (include 3 random items) I.E. poster(s) or card collectible(s) or sticker(s) Sponsor shoutouts on all official CoDz streams + YouTube videos Exclusive VIP access to all future CoDz events You may have noticed the Mystery Box loot crate reward and thought “WHAAAAAT LOOT CRATE??!!11”. And damn right you should be excited! Available to only Premium and Ethereal Donors, CoDz will be launching its own mini-loot crates that contain some totally wicked material - ranging from custom posters to trading cards and even clothing apparel (assuming we can even fit it). Who knows what you’ll find in each monthly edition! Oh, did we mention the Trading Cards? Please keep in mind: these donations all go to helping keep the site up and running for as long as possible. Without users like you, CoDz wouldn’t even be where it is today! These rewards are just extra tidbits and benefits for not letting the Apothicons devour our universe. Thank you, from all the staff, for being truly kick-ass members! Get started on your 115 / Mystery Box packages today!
  32. 5 points
    @Blurryface, @Spider, @Schrödinger, @Smok3y, @The_Giant_935, @andydabeast, @Steelie, @DragonGJY, @Tattoo247, @Spider3000, @Slade, @Lenne, @Monopoly Mac, @Doppelgänger to name a few. Nominate your opinion!
  33. 5 points
    So with the recent release of comic issue #2, we get the info that the part of Broken Arrow experimenting with Ununpentium is so secret that most of Broken Arrow's agents and scientists did not even knew of its existence. That gives me the feeling that Broken Arrow is a HUGE scientific organization, instead of a relative small group only experimenting with 115. The map TranZit gave us the very kind and sometimes very mean NPC: The robotic bus driver. Has anyone ever listened to his quotes? They are pretty interesting. They include all kind of conspiracy top-secret sites in the United States. Could all these locations be secret stations of Broken Arrow? Let's do a short breakdown here. As a side note: He also talks about Hawaii, Grand Central Station, the Grand Canyon, Pismo Beach, Santa Monica, Harvard Yard and Yellowstone Park, but I excluded them in this post due to its most likely insignificance. The H.A.A.R.P. has been part of the zombie story since WaW. There are plenty of theories about it on our site, such as @Tac's one here: Groom Lake, also known as Area 51. I don't think I have to explain this one: We even play here during the "No Man's Land" part in the map Moon. It lays near Nuketown. Bohemian Grove is a campground in Monte Rio. In mid-July each year, Bohemian Grove hosts a two-week, three-weekend encampment of some of the most prominent men in the world, including presidents, governors, media executives, business leaders and other people of power. In the year 1942, a planning meeting for the Manhattan Project, the atomic bomb, took place here. The Great Slave Lake is, as it is named, a great lake in the North of Canada. In 1978, a Soviet Radar Ocean Reconnaissance Satellite, named Kosmos 954, built with an onboard nuclear reactor fell from orbit and disintegrated. Pieces of the nuclear core fell in the vicinity of Great Slave Lake. The Mount Weather is said to be an atomic shelter. But not just a normal bunker. This enormous facility is a major relocation site for the highest level of civilian and military officials in case of a fallout, playing a major role in continuity of government. One thing: For what would this bunker be used when it is empty and not used? The Fast Flux Test Facility (FFTF) is a nuclear test reactor located in the 400 area of Hanford Site (where Green Run takes place), in the state Washington. It was built in 1978, and operated from 1980 till 1992, doing tests concerning "advanced nuclear fuels, materials, components, nuclear power plant operations and maintenance protocols, and reactor safety designs." Deep Springs, California, is an area that is known for some very odd events. It appears that there is a huge underground base under Deep Springs. An underground river of more than 25 Miles long, stretching through the Californian and Nevadan desert, is theorized to be part of that base too. CIA, aliens and weird devices: Take a look at this link: http://www.angelfire.com/ut/branton/deepsprings.html Dulce Base is a military underground station located in New Mexico. Here too are claims of alien activity and UFO's (antigravity devices?). The Greenbrier resort seems to be a normal luxury resort, but nothing of that is true. In the late 1950s, the U.S. government approached The Greenbrier for assistance in creating a secret emergency bunker to house Congress in the aftermath of a nuclear holocaust, much like Mount Weatt, but much smaller. This classified, underground facility, was named "Project Greek Island". The Tehachapi Ranch, officially known as the Northrop facility, is a facility located in the foothills near the city of Lancaster, California. Although the public is told that this is a cattle ranch, no livestock are visible anywhere on the property. When people ask what happens there, Northrop Corporation will say that this is an electromagnetic research facility. Sounds familar? There are also large radar or microwave dishes and strange looking pylons, with as purpose beaming electromagnetic radiation. These pylons rise up from underground out of openings in the middle of long, paved surfaces that resemble aircraft runways, but which are not used by any type of aircraft for landing or take-off. It is thought that this facility goes down as many as 42 levels, and that tunnels link it to other nearby underground installations in the area.
  34. 5 points
    With a heavy heart. It has been several months since I have been active, I took some time out to spend more time with the family, concentrate on work and to generally enjoy life away from the site and gaming in general. At 40 years old this year, my time for gaming has dwindled Year or Year. So I have decided with a heavy heart to hang up my gloves and hand over the reigns to someone else. When I joined the team, the site had a few technical and staffing problems and as a team we got rejuvenated and pushed the site forward and self funded. We aren't quite self funded but close to it. I'm going to stick around for a few weeks in the background with the staff to discuss and implement the required changes and ensure everything is handed over smoothly. As a team though, it is apparent that we are pretty much mostly of the same opinion and others may also hang up the gloves but that is for them to say who they are and if/when that will happen. It's probably for the best with a fresh injection of ideas from new and existing staff members on how to push the site forward and what changes if any are required. It's been a pleasure getting to know you, for those that don't know me or know if me - sorry about that. Wishing everyone the very best for the years ahead.
  35. 5 points
    Hey I just wanted to give anyone who cared an update on this project. It is still going well. It is just going to take time. The script is basically done. I am literally just waiting on the CoDz comic to be finished, hopefully by next summer. I hate waiting for such little content, but I want to address everything in the series. In the meantime, I have been working on production of the video series. It is much improved to last time. On the screen are the narration subtitles, as well as headshots of relevant characters being discussed as well as a large section showing images, videos, or charts relevant to what is being said. I have even gotten permission to use MrDalekJD's content in the video, which has been a big help for footage. In between the narration of the story is every radio or relevant clip of audio or animation there is, transcribed. These series will be 10 to 20 episodes, one hour each, and it will cover everything World at War to Black Ops III and then some. Cyborg Zombies, Extinction, Exo Zombies, and Spaceland Zombies will get a mention, but nothing more. This is about Treyarch's Zombies. There will be a not-too-extensive section on the campaign as well, followed by the Nightmares zombie version of it. I have all of the narration, radios, quotes, scenes, subtitles, and headshots complete. I am mainly working on the relevant images and video now, and I will update the production once the comics are done. This way I should be 99% done with production by the time the comics are done. Long before, actually. In the meantime while I work on production, if you'd like to simply read the script, you can find it here. I also aim to credit callofdutyzombies.com, as this project wouldn't have been possible without you guys. And I have a list trying to credit anyone who's ever helped, unless they opted out. I know the site is getting pretty slow lately, but I will see this project to the end. I just wanted to let you guys know since at this point, I've been just quietly, steadily working on this, a few nights each week.
  36. 4 points
    The numbers mason, what do they mean? Not everyone knows the number sequences Mason hears are actual messages that can be decoded. From the Jason Blundell lightning round (4:13): Q: Are there any codes or ciphers that we are yet to find in Black ops 1? A: Yes One of the main goals of this thread is to showcase new number sequences and decoded messages that do not exist in the original work of BigDah and thecoldthunder or any other online source I could find, such as NGT's video on the topic: For those who want a full explanation of how the number sequences, also referred to as the ascension codes, can find it in the sources above. I bring the necessary details here: To decode a number sequence, one needs a key, which could be any phrase from a book by JFK named "Profiles in Courage" (then decode the number sequence as a cipher known as One-Time-Pad). The length of the key should be in the same length of the message. Before diving into the messages, I want to thank @RadZakpak who helped in scanning the game for new sequences, and this post wouldn't have been possible without him. Most gameplay recordings here are due to him. The first sequence appears in the last mission, Redemption, just before confronting Dragovich (around 14:40 in the video): Sequence: 8 12 11 20 3 5 16 6 17 14 1 12 19 1 0 6 12 16 21 24 8 25 22 1 17 19 4 22 5 17 20 24 3 17 7 7 21 14 15 21 22 5 16 7 22 12 22 22 23 24 22 12 14 1 4 22 17 17 1 23 5 Converting to text: IMLUDFQGROBMTBAGMQVYIZWBRTEWFRUYDRHHVOPVWFQHWMWWXYWMOBEWRRBXF Key: MAJORITYWASCONSTITUTIONALLYREQUIREDTOACCOMPLISHTHEIRMAJORAMB [...Majority was constitutionally required to accomplish their major ambition...] Plaintext: ALL POINTS BURN NOTICE PRIORITY ONE EVADE CAPTURE SLEEPERS EXPENDABLE The message is broadcasted to all points, even those that are not sleeper agents. Since the Americans have found the broadcast station, the full plan of Dragovich cannot be executed and he so tells the non sleepers "Born Notice", and that priority number one is to avoid getting captured by the Americans. The sleepers are expandable and are no longer relevant. The second sequence appears in the mission USDD, just before Mason meets JFK for the first time (4:20 in the video): Sequence: 19 9 6 6 7 11 3 10 17 7 13 10 13 8 11 Converting to text: TJGGHLDKRHNKNIL Key: ESSEDHARDONTHES [...Houston pressed hard on these grounds....] Plaintext: Proceed To Target The phrase "Proceed to target" also appears in the mission revelations. Mason says it during his breakdown, as well as saying "Oswald compromised", another code which has previously been decoded and refers to the JFK assassination (3:35 in the video). I find this one quite interesting: During the USSD mission, Mason had the perfect opportunity to kill JFK. During the last mission, Dragovich says to mason- "You should have been my finest agent, it would all have been so much simpler", possibly referring to Mason not finishing the job when he had the opportunity. In USDD, mason also hears sequences with information on entry passwords in the pentagon (Pentagon one Prospero, Pentagon two Ariel, Pentagon three Sycorax). This can be further confirmed by one of the mails in the black ops terminal: Harris confirms that the Pentagon has been compromised. He's procured transmission fragments, don't ask how. Here they are. Echelon 2 1 12 24 4 8 20 1 5 2 18 16 6 21 14 21 19 21 9 1 (Decodes to: Pentagon one prospero) Echelon 9 8 11 17 1 17 7 18 24 1 0 19 18 5 1 11 15 (Decodes to: Pentagon two ariel) Echelon 8 8 18 16 19 24 25 21 17 21 14 17 15 15 22 11 8 18 5 5 12 (Decodes to: Pentagon three Sycorax) CUTZHEXZKMWMQUMTQJMRKNTPATSUJZZYZGIMWZETMKNWMEWZFHCGYZVMUXZSHWM (We think Echelon means information) VMWZQTMCHTZVZCGGZETEUCGTZIZRGQJZJWMRTKMSHWNZYNGIZJMRGZQWMFULZLMVZJNQT (We are sure Ascension means command) It is not clear whether Mason hears the sequences in retrospective during the interrogation- meaning "Proceed to Target" has been one of the commands in the assassination day, or whether there were broadcasts directly to the Pentagon, meaning Mason was commanded to kill JFK. More on that later. The third message appears in the mission "Crash site", when Mason and the team reach the crashed helicopter. Sequence: 7 2 11 11 23 8 17 11 14 18 25 13 15 24 11 2 10 16 15 17 17 5 13 8 4 3 9 11 Converting to text: [H]CLLXIRLOSZNPYLCKQPRRFNIEDJL Key: [E] ALREADYBEENDESCRIBEDEVENIFI [...have already been described. Even if I...] Plaintext: CAUTION NOVA MUTATION OBSERVED We believe this message is referring to Dragovich and Kravchenko experimenting with Nova 6 on villagers, as we know from Kravchenko's recordings from the mission Victor Charlie and Intel from Crash Site. I now want to discuss on how the ciphers were solved. While we do have methods to solve Ascension codes, there has been an interesting aiding source this time. When the game came out, it has become apparent that all the dialog of black ops 1 appears in the PC files of non English versions, probably as means to translate the game from English. In there, players have been able to find the following: MASON: Ascension. Mason. Prepare down target Kennedy. John Fitzgerald. Priority supersedes all previous instruction. MASON: Ascension. Mason. Proceed to target. Await final coordinates. MASON: Echelon. Oswald, compromised. Ascension. Mason. Down assigned target. MASON: Echelon. Scheduled Nova deployment jeopardized. CIA breach. MASON: Ascension. All points. Down target Clarke. Priority one. Await final coordinates. MASON: Ascension. All points. Phase two. MASON: Ascension. All points. Phase three. MASON: Ascension. All points. Burn notice. Priority evade capture. Sleepers expendable. MASON: Echelon. Nova deployment signal imminent. MASON: Ascension. Mason. Resume directive programming. Respond. MASON: Echelon. Pentagon. One. Prospero. MASON: Echelon. Pentagon. Two. Ariel. MASON: Echelon. Pentagon. Three. Sycorax. MASON: Echelon. Caution. Nova mutation observed. Subjects exhibit advanced necrosis hours before mortality. MASON: Echelon. Rogue sleeper. Mason. Programming corrupted. Dragovich down. Pentagon sleeper activated. CIA sleeper activated. Ascension. All points. Down target Mason. Priority supersedes all previous instruction. MASON: Ascension. Mason. Location. Texas School Book Depository. 6th Floor. 6.5MM Carcano Rifle. Dallas. Dealey Plaza. 11.22. Green marks messages that have appeared (fully or partially) in new or old number sequences which we have decoded. Red marks messages that have not been found, either because we haven't found them yet, or because they do not appear in-game. This source has been the only place where I could find references to the new decoded messages. The solutions in this thread further confirm the validation of the file sources. Given the plaintext for a One-Time-Pad cipher behind a message, we can verify it is correct as long as the key is not arbitrary or random (i.e the key has some meaning we can point out). With the typical Ascension code, this is indeed the case, and as such the decoding process has been quite simple. One of the more interesting messages here is the last unfound dialog message. It suggests there is a sleeper agent in the pentagon and the CIA. It is quite a weird one because there isn't supposed to be an in-game gap for the message to appear, since taking Dragovich down is the last thing you do in the campaign. However this lines up with the Pentagon being breached. I think this message opens up a door for some interesting discussion. Last but not least, I would like to focus on one number sequence for a very specific reason: It seems like it hasn't been solved yet. The sequence is as follows: 9 19 18 4 6 21 17 14 9 19 8 24 17 24 5 13 11 20 15 21 24 11 9 12 8 20 21 10 16 23 4 22 21 4 0 14 This sequence appears all over the campagin, usually with Reznov is around. Examples would be the final moments of the escape from Vorkuta and Rebirth island. It also appears as an one of the objectives in the revelations mission. Diving into the internet, I could not find any source that has solved the sequence. In case it was solved, please share. The question is why people haven't realized that the sequence is unsolved. I believe this is because one of the more popular sources on that topic said it was solved. Here I'm referring to NGT's video (17:32 in the video): NGT did great job with the video, but he made a mistake, as he presented the same key and answer of the next message in the video (18:57 in the video). Beyond simple checks that dis-confirm this section of the video, the main source of NGT's video, the post by BigDah, does not address this sequence as well. Attempts to decode the sequence have so far failed, including testing unused dialog as before. Here I want to provide a speculation to what could possibly be the answer for the sequence. My speculation is that the decoded message for this sequence is "Dragovich, Kravchenko, Steiner, All must die." This phrase has the exact length as the number sequence. It repeats itself in the campaign many times and is associated with Reznov's sabotage of the brainwashing. This lines up with Reznov usually being around the sequence appears. Furthermore, the phrase is not prefixed by "Ascension" or "Echelon", which would up with the sequence being installed in Mason by Reznov and not broadcasted. It would also explain why the answer seemingly doesn't show up in the unused dialog. I think that if this is indeed the message, it would be very exciting. There is one problem: As said before, one can verify that a certain message is the answer, as long as the key is not arbitrary or random. However the key obtained from such test with the message "Dragovich, Kravchenko, Steiner, All must die." gives a key without any recognized meaning: GCSYSAJMCJRYWWYJYKBDFHBZEDVZFLKECBSK I see a few options regards this number sequence: 1. This sequence is an ordinary ascension code (possibly with a typo in the key as in some other sequences) 2. This is not an ascension code / One-time-Pad cipher. 3. The answer is "Dragovich, Kravchenko, Steiner, All must die", and the key has some meaning we don't know about yet. 4. The answer is "Dragovich, Kravchenko, Steiner, All must die" and Treyarch have decided to use an arbitrary/random key. In the case of option 4, guessing the message as done is the best that we can do. (It is worth saying that using One-Time-Pad with a uniformly chosen key that is used once provides a perfect security that cannot be cracked, mathematically and practically). Regards option 3, there seems to be two audio files under the names of "drag_krav_stein_flash_lr.wav", and "drag_krav_stein_flash_lsrs.wav", which are attached below: drag_krav_stein_flash_lr.wav drag_krav_stein_flash_lsrs.wav Perhaps the answers lie in there. Thank you for reading! If you have any questions or insights feel free to comment below. I would also like to hear what do you think of the messages. Richkiller out.
  37. 4 points
    https://docs.google.com/document/d/1EtGWoRLpXmx7Y28OcJB7j6TPJVMIONCF02_T_6ROpoU/edit?usp=sharing I wanted to create an updated timeline which includes the background events of Classified and Alpha Omega as well as Campaign events and real life events that would pertain to our storyline. The above link is what I have so far. I will eventually go on to add the events of the Broken Cycle, probably after the final DLC so we can have a full sequence of events. As of right now, tell me if I'm missing anything, because I would love to add as much clear info as possible to put things into a more linear perspective. I tried my best to only include events that we know have a definitive date or at least month mentioned, and if there's anything you'd like a source on I would be happy to provide. Also big credit to @Monopoly Mac as I took his original transcript of the timeline to use as a base, and added to that. EDIT: Dates from Tag der Toten added.
  38. 4 points
    So, since before the map came out, people were curious about a trophy that popped up on PS4 for Tag der Toten. It reads: In Tag der Toten, find the secret. welp, they found the secret. There’s a weird lonely iceberg with a pool of water that a few very lucky players have gotten to. I’ve seen people use Anywhere but Here and arrive there, but it seems like the “real” way to get there is to have the upper flinger throw you directly there. I’m not sure if it’s yet known exactly how to trigger this or if it’s RNG, but it has happened to some people. Anyway, after you get to the iceberg you can swim down into the pool, and you’ll actually have to swim a pretty lengthy distance through icy tunnels. When you reach the other end and emerge, you’re in an all new area with its own unique skybox. And not just any skybox. If that wasn’t wild enough, when you approach the water, the orchestral version of the song “Pareidolia,” otherwise known as the score for the map Shangri-La, begins to play. So... there it is. The theory that Shangri-La is on mars is about as OG as it gets around these parts, and it has gotten an official nod from Treyarch. Somewhere Jimmy Z is smiling.
  39. 4 points
    Alright so in our story we have encountered many popular conspiracy theories such as Moon Nazi’s, Hollow Earth, H.A.A.R.P., John F. Kennedy’s assasination, and the Illuminati. It seems, however, that we have always ignored the existence of another well-known one: the conspiracy in which some Nazi fanatics fled to South America from where they planned to re-establish their Third Reich. The conspiracy that told us Hitler’s death was faked, as he was actually among those fled Nazi’s. Now I believe we’ve found proof for this theory in the Aether’s very last map, Tag der Toten. First let’s get into some history. Operation ODESSA was the codename that was given to the Nazi underground escape plan at the end of the Second World War with the aim of facilitating secret escape routes. Most of these routes, often called ‘ratlines’, led to the isolated jungles of South America (notably Brazil and Argentina). The Vatican, in particular, had a large influence on this as they assisted those who wanted to escape Europe during the war: Initially mainly Jews but eventually also Nazi’s, helping them with things such as retrieving new passports. Ironically, by the end of the war, it happened that both Jews and Nazi’s were escaping Europe side by side, without knowing each others origin. An important detail about the ratlines is that conspiracy theorists believe that Die Glocke was either taken by the Soviets during their advance into Nazi-Germany, or the device was succesfully tranferred to South America, where development continued by escaped Nazi scientists. In Parke Teyu Cuare, in the middle of the desolate Argentinian jungles, a series of mysterious buildings and bunkers was discovered. After finding swastikas etched in the walls, as well as German coins dating from 1938-1944 and porcelain marking ‘Made in Germany’, it is believed that this secret project was part of something the Nazi’s were planning post-war. And looking at the size of the network, they were planning something big. Have you never thought this Timeline excerpt is odd? I mean, why would Group 935 still exist? Why would they still develop weapons when the war is over? Where do they get their fund, their money from? Doctor Maxis made Group 935 totally dependant on the government of Nazi-Germany. The fact that Group 935 continues their research is potential proof for ODESSA’s succes and the survival of Nazi fanatics. Before the Red Army reached Berlin, the top-men of Nazi-Germany, along with several Group 935 scientists, have escaped the capital and used the ratlines to reach South America, where they set up new headquarters and continued research to Die Glocke, Element 115 and a way to strike back at the allies and conquer the world. After the war was over, several 935’ers even went back to continue experiments in the Asylum Facility, setting the stage for the map Verruckt. But how about the most important war criminal? How about the conspiracy that the Fuhrer actually survived? August 28th is almost three months after Germany’s capitulation. I’ve checked it, and between Adolf Hitler (who ruled till 1 May, 1945) and Konrad Adenauer (who became West-Germany’s first post-war Chancellor in 1949), there were no official German Chancellors. As Richtofen speaks about the ‘German Chancellor’ in August 1945, I assume he is talking about a very alive Hitler, hidden in Argentina waiting for Group 935’s next absolute ‘Wunderwaffe’. Okay so, Hitler survived, Group 935 thrived in South America, the conspiracies were correct. Why don’t we hear anything about this later in our story? Why so little clues? Even while they survived the war, it seems like it was merely a deferment of the inevitable. The exact reason for the end of Group 935 is debatable, but I believe it has to do with the vanishing of their leader, Doctor Maxis, as well as something Richtofen did. As we know, Richtofen absolutely hated the Nazi’s, as they were the reason Group 935’s intellect was used for war mongering rather than improving human condition. I would find it very Richtofen-ish to send, directly before his planned disappearance, a message to the United States with the exact location of Hitler and his Nazi pals, as well as ‘those who betrayed Group 935’... But who knows, maybe some remnants of the Nazi’s and Group 935 were still lurking in the jungles, waiting for their moment to strike, the very moment the rockets from Griffin Station came down….
  40. 4 points
    Hall of Fame Class of 2019 Greetings everyone. Boomy, being the bright and fast thinking meme lord of CoDz, decided recently that it was time to award some new folks with the thunderous (hint hint) colour of the Hall of Fame from CoDz. So after days and nights of thinking and battles til death we first and foremost decided to give our friends @DeathBringerZen and @GRILL the honour not only for their great contributions as staff members, but also because they always were a big part of this cosy little community. I can not express enough gratitude towards both of you. Without the Grillmeister, I'd probably would not be on this site for longer than that one discussion way back in the day, back when he roamed the halls of CoDz you could always count on him being anywhere, from the zombies talk, the original Podcast der Toten, forum games and of course the community section, always willing to give advice, help out, discuss and theorize. DBZ was also very much appreciated, cause he never seeked to sugar coat, while also being a Gentleman. Very interested in the gameplay side of things, which I personally always admire with members on here and humble, I mean back when he became a mod, he didn't even want the green nametag, but it was given to him anyway. Not to mention he contacted me about giving yours truly the moderator role, it was a glorious internet day. haha I sincerly hope, Fortnite will let it's grip on you go and the next Treyarch CoD will be great again, so you and Grill can return if you like. Because even though you aren't green any longer, the door will always be open for you to return. But wait... there is more: There is a third member who we would like to recognize, who has been an active member for more than 7 years now. Starting off as a quirky wonderweapon concept speciallist and starting a tag team with me, then with time becoming a great and valuable community member with focus on the off topic section and now writing compelling theories. (That is some great character developement.) Congratulations to the chicken sandwich, electric staff and CoDz loving: @Electric Jesus. My friend, finally you have a colour that fits your name and personality. The times we talked on here and on the console, I will always hold in a special place of my heart. Thank you to all three of you, I think it is fair to say, this site would not be the same without the three of you. Much L.O.V.E from the whole staff team. <3
  41. 4 points
    Tag Der Toten has a very interesting "Secret" Easter Egg. We see Mars up close as we hear "Paraphony", the Shangri-La intro music plays. Now, obviously this is a very famous fan theory (especially on CoDZ) but it seems weird for them to do so much work to create a whole skybox just for this one secret. The modern story is very obvious with how it refers to Agartha as above us, being heaven, the Dark Aether as below us, being hell, and us in between on Earth. What if it is more literal than we think?. . We'll get to Venus later, but let's stick with Mars for now. There's evidence that Shang is a keeper site or connected with the keepers in some way. This is some kind of elongated alien skull, likely meant to symbolize the Vril-Ya, the BO1 stand-in for the Keepers. The systems at Shang such as the advanced water systems would also be explained by a Keeper presence there. The MPD teleports Richtofen there. Now, here's where it gets complicated. The Alpha Omega Broken Arrow world map lists Shangri-La in the Himalayas. So surely that means the Mars theory is dead? Not quite. It also is listed as "Time paradox site" (we know that all too well) and more importantly to our current line of thinking, "Potential Gateway". So Shangri-La is on Earth, but is a potential gateway to Agartha. If Mars is Agartha, and Shang is teleporting back and forth between Earth and Mars like Tag Der Toten is, this fits perfectly. In fact, Brock and Gary originally get to Shang trying to prove the existence of Agartha. George Romero also had research about both CotD and Shang, evidenced by Romero's assistant Sally going to Shang trying to find her disappeared boss in the timeline: Following the disappearance of the Call of the Dead cast and crew, Romero's assistant Sally begins the search for her boss. Her journey leads her to Shangri-La during an eclipse, which sends her back in time to April 25th, 1956. The War of Agartha from the Alpha Omega intro seems to take place on a very Mars-like surface. (edited because I just thought of it): The Revelations House is plucked by Monty from Sheffield into Agartha, so it'd make sense for Shangri-La to be the same way. So, there's some evidence that Shang is on Mars and that Mars is Agartha. Now, if that's true, then Venus must be the Dark Aether. Admittedly, there is significantly less evidence for this, but if one is true then the other has to be as well. First off, just look at it. I could be convinced that this is Hell. Now, let's get into the storyline evidence, which is somewhat limited. The only mention of Venus in the story is in possibly the most strange cipher in Zombies history, on Revelations. So "The Source" is on Venus. At first glance this cipher seems almost random and irrelevant, but if we go with our theory, then Venus is the Dark Aether/Hell. Where else have we seen "The Source" in Zombies? This drawing on "Classified" is labeled "The Source". From my best estimation, this is The Shadowman, the 115 meteors, and the MPD. The three most important sources of corruption and darkness from the Dark Aether that seep into Earth. The Source being Apothicon/Dark Aether and on Venus fits almost perfectly with this theory. Okay, that's the theory. If there's anything I missed, let me know. Also this does not include why the hell Call Of The Dead/Tag is on Phobos, I still am not sure what reason there is for that.
  42. 4 points
    Below is a list of codes that can be entered into Rushmore. The codes can be entered once per game and only one code can be used per round These codes do not include Main Quest codes as these change every game. 3825 (Duck) - Zombies make duck sounds when killed. (likely a call back to "I am that duck") 3279 (Easy) - Slow down all the zombies to shambling speed for 5 minutes. 2739 (Brew) - Lower the price of the brew perk by 50% 7632 (Soda) - Lower the price of the soda perk by 50% 2652 (Cola) - Lower the price of the cola perk by 50% 7225 (Pack) - Spawn in a bon fire sale 8463 (Time) - Freeze all zombies for 15 seconds 8368 (Vent) - Rushmore goes off for a bit 1841 (Quiz) - Rushmore asks you questions. No confirmed method for answering. 2666 (Boom) - Spawn a live grenade 6853 (Nuke) - Spawns in a nuke drop 3667 (Door) - One door on the map will be free (this is randomly selected) 5683 (Love) - Rushmore brings sexy back 5433 (Life) - Quote from Rushmore about life 5653 (Joke) - Rushmore tells a joke 7664 (Song) - Plays the easter egg song 8333 (TEDD) - Activate TEDD in the bunker/lounge 4867 (Guns) - Gives the Disorderly Combat effect and switched guns every few seconds for one minute 7283 (Rave) - Starts a party in the bunker 6662 (NOOB) - Reverts zombies health to round 1 (Unsure how long it lasts) 7433 (Shed) - Open up the shed 2265 (Bank) - Free 1000 points 4728 (Grav) - Zombies float to the sky after they are killed. Lasts 1 minute. 9296 (Yawn) - Rushmore acts insecure about boring the player. 4376 (Hero) - Fills up specialists meters. 9277 (Warp) - Teleports you to a random location on the map. Puke (7853) - Zombies blow chunks Fall (3255) -Zombies fall over (randomly triggered) Ugly (8459) - Rushmore boosts your self confidence Rushmore tells backstory about the facility 0001 - Backstory 0002 - Backstory 0003 - Backstory 1001 - Backstory 1002 - Backstory 1003 - Backstory 1004 - Backstory 1005 - Backstory 1111 - Backstory Let me know if you have found any others any I well add it to the list.
  43. 4 points
    So if you're an idiot like me...you played only aether maps solo with the same perks, same elixirs, same guns and didn't put operator mods on any of you weapons all the way up to Prestige Master 1000. Then this guide is for you. I'm going to cover the best strategies (that I know of) to complete the challenges that are don't come naturally to every player. Zombie Hunter Challenges I did all of these without any extra effort with the exception of the catalyst challenges. Curiosity - Kill 1,000 Catalyst Zombies More Than One Way - Kill 250 Catalyst Zombies using the corresponding reactive AAT's ...Got Your Tongue - Deny 500 Catalyst Zombie Transformations The easiest way to do this is to do the purge the blight step on IX. Prior to teleporting put cryofreze on all of your weapons. The step spawns endless gas catalyst that will remain at the same level (I can normally do this by round 20). Blow up the first orange egg sack and it will force the zombies to spawn on the 2nd level. Stand on level one and let them come to you. Once you have all 1000 catalyst kills, move closer to their spawn and You can do these challenges in one game if you have any elxirs that can spawn ammo (cache back or alchemical). Easy clap. Zombie Survivalist Challenges All of these challenges were pretty straight forward. If you are struggling with the open sesame challenge you should just break your copy of BO4 in half and call it a day. Open Sesame - Open 200 Doors Zombie Strategist Challenges This one was rough since I rarely if ever played chaos maps. Best recommendation would be to just play IX. The base maps tend to have the worst players. I guess its just that the folks tend to not be that invested in the game. I would also recommend equipping the "Nowhere but there" elixir as you can double your effors for the EMT challenge. Resurrectionist - Revive 100 Players with the Scepter Elixirs and Talismans Challenges Ace Up My Sleeve - Spawn 80 powerups by using Elixirs Rather than wasting your valuable elixirs. Use the point drop elixir. Its cool down is only 5 seconds and you keep your points. Share The Wealth - Use Point Drops to give points to another player in 20 matches This one is a pain in the ass. Only one drop per match counts towards your progress. Just make sure you have this on elixir equipped in public matches. Sanctuary - Avoid damage from 80 traps using Anti-Entrapment Each unique trap count one time per game. I would recommend doing the on Alpha Omega. There are 4 traps accessible after opening 5 doors (a 5th if you are feeling saucy). Weapons and Equipment Challenges Storm Of The Sentry - Kill 500 Zombies with Sentries Front Toward Enemy - Kill 500 Zombies with Claymores I mean, once you go wraith fire, you never retire...Run in IX spawn with equipmint elixir and cache back if you can spare it. I would also recommend the talisman that makes sentry only consume 50% of the specialist charge. Prestigious Challenges FOR THE LOVE OF GOD PUT THE OPERATOR MODS ON YOUR GUNS! Each mod category takes 10K kills, so don't waste your time by waiting. Death Slider - Get 500 Kills using the PhD Slider Explosions Alright so I might sound like a broken record training in the IX spawn room. Use the talisman to spawn with a perk and put PHD slider in that slot so you can get kills early. PHD Slider is only effective until round 13.
  44. 4 points
    The Man, The Myth, The Legend "Tank" Dempsey was an American Marine serving in the Pacific Front of World War II, as well as an operative for the OSS through their efforts to steal Group 935's secrets in the developing technological front of the war. Little is known about his life before the war, and he would prefer to keep it that way. In terms of his family, he would only admit to having a 5 year-old daughter, a daughter he may never see again. Dempsey prefers the world see him as a muscled, masculine "Tank" of a man: A lover of a good fight and of a good woman. He is the embodiment of American male exceptionalism of the 20th Century. A majority of what we know of his background from Doctor Monty are stories of grandeur; Legends of the man they call "Tank". We don't even know for sure what his first name is. On the surface, there isn't much to see with "Tank" Dempsey, and it is perhaps for this reason he was such an exceptional leader of his fellow Marines as well as Ultimis. "Tank" would rather his allies see him as the legendary American badass who can lead them through the dark, instead of the man he truly is beneath the surface. The Facade When Dempsey isn't screaming in jubilation at his own triumph over the undead, he tends to mutter softly to himself. Unlike the others of Ultimis, he tends to only express excitement or insults to those around him, rarely ever letting anyone in to his own thought process. On occasion, however, when he is alone, his true self tends to come to light. Another quirk of Ultimis Dempsey, is his complete destruction of the fourth wall on many, many occasions. Unlike even the knowledgeable Primis Richtofen, Dempsey is aware he is within the confines of a game. What I would like to propose is that Dempsey's outward persona is merely a facade, an elaborate performance. In the time before 115 corrupted his mind, this performance was to boost the morale of his fellow Marines by portraying the legendary war hero, an inspiration to many young men in the Corps. After corruption, however, Dempsey began to believe he was trapped in some sort of simulation, a game, being manipulated by some higher power, the Player, and created by Treyarch. With this information in mind, Dempsey has been portraying the same character his own men were used to, and has gone to great lengths to appease and acknowledge his "fans". In Dempsey's mind, his persona is all that he controls, as his actions are controlled by this "Player". Many of Dempsey's reflections harp on how he is perceived by the Player. In Call of the Dead while he is not playable, he attempts to formulate new catchphrases to stay original. In Ascension, he comments on fan opinion of Takeo. Not to mention, he constantly laments Treyarch's repeated usage of the same mechanics, including turning on the power and easter egg songs appearing in every map. By the time of Alpha Omega, Dempsey is incredibly disillusioned to the idea of collecting MacGuffins for the sake of saving he universe. He seems to miss the days when the Player was satiated by simple Zombie-killing, rather than elaborate quests. All of this is suffice to say that Dempsey is simply playing along with a game controlled by outside forces. One might question why he wants to appease the Player, and question's Treyarch's choices so frequently. This leads to the potential Fridge Horror that he believes his world may cease to exist if the Player loses interest. Despite the feelings he may have about his situation or his life beyond the battlefield, he chooses to hide this behind a mask for the sake of those around him. Outside this persona, he is a deeply introspective person. That, or maybe, like us, he's just having a good time. Edit: Recently heard a quote I really like in Moon that fits the topic:
  45. 4 points
    Citadel A Map Concept by The Meh Weaponry provided by: The Meh/HitmanVere Characters, Story, Map Layout: The Meh Creative Directors: Nightmare Voyager/HitmanVere Time taken to create: April 19th, 2015 to February 11th, 2017 Opening Cutscene: The screen begins to fade in as it zooms out from the face of a zombie, and begins to take a look at places around the map. Stacey Cadwell begins to narrate. “The day the Angels came, we knew that we needed to train them.” An image flashes for a few frames, of Dunes, then comes back to the map, circling around the ray of synthetic sunlight. “The Epsilon is coming. The Change may happen. And even the Entity itself couldn’t begin to comprehend the amount of danger of that day.” Fire flashes on the screen, as the image of Dunes had, then comes back to the map, going down the mountainous region of the map, slowly reaching Level 1 areas of the Citadel, while given some glimpses of Level 2. “There was, however, a light of shining hope. An effervescent beam of light deep within the darkened depths of humanity. We could counteract the Epsilon, and the End, had we been able to find the Angels. Our job and our duty, all along. We may have saved Humanity once, but that was par for the course. We knew soon after that we needed to find the Angels. They would help save us all, the day the Epsilon comes.” The camera zooms into a particularly larger-sized door, with what looks to be our Dunes group etched within it, among old runes and cracked rock, then suddenly fades to black. The screen then fades back in to where it started, but now begins to pan upwards, slowly. “We had found the Angels. But we needed to know that they would show their potential within the face of adversity. Thusly, we called for the prophetic Trial of Revelations.” The screen stops panning upwards, revealing our four Dunes characters. “Let the games begin. Light up the Citadel.” The screen cuts to black. Map Layout: Map Description: “Welcome to the Testing Grounds. Welcome to the Citadel. Bear the courage that none before you could muster as you lurk within the darkened depths of these walls. The secrets to shedding your humanity lie here; we shall guide your way to them. The weight of prophetic ruminations rumble within your hearts… do you have what it takes to become the Angels?” ================================================ Map Layout: TL:DR Version (General): http://pastebin.com/4YuCqncD [Note: I most likely won’t use the names of the areas much compared to “Levels”. It’s more how I decided to write the map, more than anything. Though, officially, these areas hold those names. So, nice to keep in mind, if you do happen to read the above version.] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In-Depth Walkthrough: The Citadel | Level One: “Proleta” You spawn into a mostly darkened room, with some slight rays of “sunlight” peering from holes within the roof of the room. You are then greeted by the Prophets with these words: “And thus, your Trials now begin. Welcome, Angels, to the testing grounds of which you will find your fate. Within the walls of this place are secrets, items of power, which you will begin to learn to embrace. Go on and fight. The hordes wait, and they hold no patience. Let the trials begin! Light up the night!” Shortly after, torches will light around the room, and you will find yourself in what looks to be a house, carved solely from rock. Round 1 begins. Zombies will spawn in from a barrier behind you and will spawn out from the walls as well. The room itself is not as spacious as some would like, so it would be best to leave this area before Round 5. Towards the left-hand side of the barrier will be a door that will cost you 500 points to open. Through that door, you will be brought down a set of stairs to the lower area of the house. Down here, you will find an M14 wallbuy (500 points) and Healing Elixir (aka Quick Revive; dependant on Solo or MP play, but has the same costs). Next to Healing Elixir is a possible spawn of the Mystery Box, but this is not where it is located. Another 500 point door is located next to the stairs, mainly noticeable by the fact that it is right in front of you when coming off from said stairs. Opening said door will lead you outside… so to speak. Outside the house is a povertous, subterranean Villa, all of which have similar houses made of stone. Most are either out of reach, the doors are broken and unrepairable, or are fallen apart. You will see mostly dirty and moldy cloth hanging from the windows of the houses still standing, and alleyways in which are crowded by destroyed market carts and rubble. The character(s) will react to this, all open to the possibility that this place has been abandoned for years, and this villa was where many peasants lived… they would not be wrong in that presumption. Heading outside the house, you will reach a long pathway between the houses - a “road”, if you may. With this, you are given two paths. To the left is a 1500 point door, a spiral staircase that circles around a darkened beam of an unknown light. This staircase would lead to Level 2 of the Citadel, and would be a… “faster route”, if preferred, but not the route that should be taken immediately, hence why it is wise to go the other direction. There is a KRM-262 wallbuy (750 points) right next to said door, however, so you could take the gun if you’d like. Taking the path to the right, you will delve further into the villa. Going in this direction, you will find some of the houses seem to be in less disrepair than you first encountered before, yet will be only one-level houses. It is here that there will be numerous doors to buy - at least 8 of them. Most of what is within these houses will be power-ups (those doors will cost at least 1000) and parts for the Shield of the Apostasy (three parts; 250 points). Those will lie on the right-hand side of you. Yet the ones on the left-hand side will be mostly predetermined. The first door to the left (500 points) will lead you to the first Soul Machine, of which will be of importance later on. The second door (650 points) will lead you to a Mystery Box spawn. It is best to note now that each level of the Citadel will have a predetermined Box spawn for themselves… yet this one is not it. The next two doors (250 points) are... less predetermined. The rooms will be randomized with each game between having a wallbuy for the RK5 (750 points) and the MR6 (500 points; high boost of damage that makes it more versatile than its BOIII spawn pistol counterpart), yet the last room in that row will always have a Workbench for the Shield of the Apostasy. Past these houses, you will find a large door in front of you, with odd markings of Angels, “monstrosities”, and a symbolic language unknown to you. Looking at the door more closely, it seems that the Angels are floating above the area of the monstrosities, but still near reach. The Angels themselves look to be using both ancient weaponry and weaponry outside of their time, akin to modern weaponry, by the looks. The Angels look… familiar… as if they are perhaps reminiscent of our characters. But that information is not important to you… for now. Buying this door (1750 points) will cause it to slide outward and open slowly, a bright light penetrating into the room, brightening up the screen for a temporary few seconds, then dimming. Walking through this door leads you outside of the villa to an area… that may better explain where exactly this place is. The door opens out to a garden-like area, bushes of about waist height all around, some beginning to shrivel and die due to lack of care. How they survived as long as they did is… mysterious, at best. A few marble obelisks are around here, akin to that of Greek architecture, one having fallen nearby. Looking into the horizons around and above from this view, you may begin to realize that this area is more of a… “porch”, or a “plateau”-like area. Looking over the area from the door, you will see what seems to be a dome-like structure around the entirety of the mountainous citadel, the endless cosmos outside of it. How such an environment is possible is very questionable, but perhaps this can be explained later on. It is also these Gardens where you should be able to find Icarus Contact and an Uzi wallbuy (1000 points), in close vicinity to the door you came through. Down the incline from the door will be the Mystery Box, to which it will always spawn here for Level One. Looking up the mountain, you notice a dimmed beam of light reaching down from a similarly dimmed orange ball of light… perhaps, a “synthetic sun”, if you may. Walking down from the door from the steps leading out from it, making your way around to the middle of the garden, you will find a smaller, pill-shaped… machine of sorts. At the bottom of the machine rests two tubes, and reaching up from it is a helix-like pathway to the top portion of the machine, where an “object” within that spins around and causes a form of centrifugal movement within, and connected from that is a sort of antenna-like metal piece. A patch of metal at the bottom of this machine calls it by the name of “S.I.G.H.T.”, or, in a non-abbreviated form, “Synthetic Ionized Generator of Heliocentric Torque”. Essentially, this is the equivalent of the Generators from Origins. Before you approach the S.I.G.H.T. machine, the Prophets will sound: “You should realize by now that this is no ordinary place. This place is a long way beyond your planet, created by us for a sufficient testing grounds. If you plan on being able to show us that you are who we think you are to be, then you must power up this Citadel. Activate each and every S.I.G.H.T. machine, so we all can begin to learn your true purpose for being here.” You will then be given the prompt to turn this S.I.G.H.T. machine on in the same point dependant as Origins had with its generators with players (200-800 points). It will take 30 seconds for it to start up and complete it’s power-up processes. During this time, two… “different” kind of zombies will start spawning. They look to be nearly entirely decayed, less skin on them than any other zombie you’d usually find. The first kind of zombies, with red eyes, will have nearly no skin to their arms, but the bones of their arms are near razor sharp, and will be a danger to you during the S.I.G.H.T. activation, as they will only attack you, and have higher damage and speed. Thusly, they are named as “Knights”. The other zombies, with orange eyes, have no arms at all, yet their head grew to be the most resilient part of its body. In such, it will use its head to attack you if you get too close, yet its main intent is to attack the S.I.G.H.T. machine to stop its activation. Thusly, they are called “Brutes”. You must be able to keep both of these… “new” breeds of zombies at bay during the machine’s activation process if you aim to succeed in your goals in the Citadel. During the activation process, an unknown bright orange substance will rise through the machine, and will make its way through the machine as mentioned above. At the end of the 30-second time, the machine will pulse around its vicinity, killing off any of the remaining zombies you had. At the same time, a bright orange beam will shoot up to the “synthetic sun” up above, which will cause it to shine brighter. It is here that you notice a somewhat long set of stairs slide open, upwards towards the next area of the Citadel, Level 2. With this, you will hear a message, somewhat akin to the likes of Samantha’s Zombie Blood quotes in Origins: “The first beacon is lit… art thou Apostate? Saveth thee, eternal damnation at cusp…” The Prophets will then speak: “Yes… you’ve been able to activate the first of three S.I.G.H.T. machines. Go on. Keep moving forward. The Second Level awaits you. There, you shall find a brighter insight as to the tragedy of this place.” The Citadel | Level 2: “Vogue” Rising up to Level 2, it is important to note that this portion of the map is structurally much larger than Level 1. Aesthetically, there is… generally a lot more improvement to the Citadel. Unlike the impoverished conditions that Level 1 residents had been forced to live in, Level 2 is a lot more high-standing, with ideally large marble columns (akin to Greek architecture) and marble flooring. It’d be an ideal place to live if this Citadel hadn’t failed. The state of Level 2 leaves most marble flooring cracked and some columns gone and broken away, which leaves one to a deadly drop, if unwise. Up the stairs, you will walk into a more spacious room, still outside from the mountainous region ahead. There are two paths to take, and yet all will lead to the same area. A possible Box spawn rests between the area beside the doors leading to said paths. If one takes the left-hand path (500 points), you will open up to Level 2’s Markets, which will yield a numerous amount of perks and guns - plenty of space to gear up. If one takes the right-hand path (1250 points), you will open up to the Villa/Citadel Square, where you should find the next S.I.G.H.T. machine and the way to Level 3, among other things. Let’s talk first on what the left-hand path will hold. Unlike Level 1’s impoverished and nearly wasted away market stands and foods, this Market area still has some carts working, and some viable fruits and foods still seem to be edible. This area itself is a mix of being both a spacious path and a tightened pathway, as the areas you walk in are somewhat tightly packed to a certain extent, but the area itself is also an expansive room, holding the main Level 2 Box spawn between the maze of carts. Walking from the buildable cart, there is a door to the left of it, leading to what looks to be a bigger Housing Unit than what Level 1 had. Buying the door to this Housing Unit (1000 points) will take you into said house, where you will find a wallbuy for the Locus on the first floor. Going up to the second floor (500 points) will lead into a Living Room/Storage room, with the remnants of refined furniture and eccentric artistry thrown to disarray on the floor and walls. It is here where you will find both a KRM-262 wallbuy and Ephemeral Genesis. Next to the KRM-262 wallbuy, you will notice that a large marble column has fallen into the walls of this building, looking to be from an area ahead of here. Looking past it, you may vaguely see the next S.I.G.H.T. machine. This would act as a shortcut to the next S.I.G.H.T. machine, if one is to consider taking this route. Next to said area within the wall is a stairway over to the next building (750 points), which will lead past the S.I.G.H.T machine, but will lead you to the next spiral staircase door, a Bootlegger wallbuy, and Sleight Blight. You can go either way, but it’s best to explain the other path first. Buying this door will lead you into a smaller, one-floor Cottage. In the Cottage, you can find a Bootlegger wallbuy and Spectral Vision. Not far off of the wallbuy, a pile of debris blocks the path, but can be purchased as a door for 1250 points. It is past this where you should find a large room - more commonly just called a “Cavern” or “Mine” by the group - which should be large enough to run a train in, akin to that of what Dunes had before. Within this room, you should find Slight Blight on the farthest wall to the right, next to the second spiral staircase door, among a box spawn opposite of the door, and a Soul Machine to the left of it. All of that is if you take the left-hand path, which… is particularly advisable at first glance, but you would be better off buying the right-hand side door for more availability, and a more direct route around to the next Level. Now, if you take the right hand path, you will be brought towards the other portion of Level 2, also known as the Villa. This first door leads to an arced balcony with a box spawn, to which you can nearly look off the edge to see the other homes and get a clearer view of the Synthetic Sun. You can almost nearly see a building that looks starkingly similar to a monastery, seated directly - and ominously - below the Synthetic Sun. This place will be important for us very soon. On the wall to the left, there is an HVK-30 wallbuy (1500 points), and walking forward, you should find another door (500 points). Purchase of this door leads to the first half of the Villa (the second half having been the Market, and its surrounding areas). Here, you can find another Uzi wallbuy, Two-Faced Charade, a Soul Machine, and the second S.I.G.H.T. machine. This S.I.G.H.T machine, coincidentally enough, melds itself well to the environment surrounding it, looking as though it worked dually as a fountain, with markings of Angels and… what appears to be a sun… creating the worlds, and protecting them. They are obviously derelict now, so it is hard to tell. Anyways, activate this S.I.G.H.T. machine, and defend it like you had previously, and the pathway located in front of you will break open, and will reveal a path leading to a platform that will raise you up to Level 3. Once again, the ominous voice from before will speak... “The second beacon beams light upon us… you art thine salvation. Apostates, free thine chains.” “Fantastic… you have managed to activate the second S.I.G.H.T. machine. You are doing more than you believe, making more of an impact than you know… ...move on. The platform nearby will take you to Level 3, where the religious and ruling aspects of their society still linger.” The Citadel | Level 3: “Convala” Rising up to Level 3, one might notice that the area it takes up is… seemingly not as large as some of the other areas we’ve seen. That is due to the fact that the third and “final level” of the Citadel is intentionally meant to be the smallest portion of the map. A miniscule portion of the populace lived in its quarters, most of which was left either to royalty or religious persons. There are five accessible areas within this, all comprised within its general building, known only as the “Temple of Coalescence”. These areas include: The Throne Room, The Armory, The Cathedral, The Kitchen, and a place only named “The Doorway”. The platform from Level 2 rises up and leaves you at the entrance of the Temple. The door into the Temple itself costs 2200 to buy. Opening said door leaves you in the Throne Room. The Throne Room is almost in the same state as it was before the Citadel turned to ruins. The room itself is lit with torches and whatever light comes in from broken windows. Banners still run down from the walls, and the throne itself is shining bright, made of gold. Behind the throne, there is a Mystery Box and a door, which we will explain momentarily. To the left and right, there are two other doors to open, each leading to different areas, but also will lead to the same area. The left-side door takes you to the Cathedral (1000 points). It’s safe to say that the Cathedral is more in ruins than the rest of the Temple, with the rows of wooden chairs and such having been broken and thrown about the room, the windows near its chapel having been broken, debris of the chapel and many other things thrown across its sides, banners torn or burnt… it’s generally the worst-standing statured room of the entire Temple. To the far-off left corner of the room, there is the third and final spiral staircase door, and next to it, the final KRM-262 wallbuy. On the left side of the room, the fourth and final Soul machine sits dormant... perhaps, waiting, as they all are. A door is to the far-right side of the room as well, which leads to the Armory. Another door in the wall in the middle of the room is within here as well, with no debris lining the path to it. Likewise to the door within the Throne Room, I will explain this momentarily. The right-side door takes you to the Kitchen (1000 points). The Kitchen is not entirely broken apart and in ruins, but it isn’t in great shape. Pots and pans are thrown about, stacked up, and generally unclean. There are shards of broken plates lining the floor, along that of an opened wall, partially broken, having become that way over time. This broken wall is surrounding that of the oven within, the wood turned to charcoal and ash, the embers out. The bricks stop you from going outside the Kitchen, but you can tell from the area outside of it that there is a bright light outside of it. To the middle-left portion of the room, likewise to all of the other rooms, another door is within this area, which will be explained very soon. Farther along that wall, another door leads to the Armory. No matter which direction is taken, each area leads to the Armory. Entering the room, you will find a Bootlegger on the wall next to the door that enters from the Kitchen (1300 points). There is a particularly more technologically-advanced screen against the wall. You will be prompted to turn it on, and doing so will show a map of the Citadel itself, both in entirety and by each Level. Conveniently, the location of the Mystery Box will also be shown between the Levels. Unless it has gone used within each area, the Mystery Box locations stay in their predetermined spots within each Level. Behind you, if you were looking at said screen, there is another Mystery Box, to the left of… another door. Pack-a-Punch also is to the right of this door... Enough with the extra doors, what’s their deal? Truthfully, a passageway intersects between all areas, and opening so will lead to The Doorway. The cost of this door is 2000, shown on each door when approached, and when said door is opened, all the doors from each area will open with it. Entering the Doorway, you will find a small spiraling staircase. At the bottom of the staircase area, you will find an AK12 on the wall (1500 points), and Western Rejack across from it. Going up the stairs leads to a large room with an open roof. The room itself is circular, and brightened mainly by the Synthetic Sun that shines brightly into the room. Around the room, there are stone murals and inscriptions, showing events which look almost similar to that of Unity and Dunes. Each of these end both at one outline of an odd symbol, and four statues that look the same as our Dunes characters, holding out stone swords. In the middle-most part of the room lies none other than the third and final S.I.G.H.T. machine. As with the last two, turn it on and go through its startup process. When the final S.I.G.H.T. machine is finished, something particularly different will occur. Each beam link from the previous S.I.G.H.T. machines will cut off, and go into the Synthetic Sun. The Synthetic Sun will begin to be glowing brighter and brighter, up until a point with which a white light envelops the screen. One final message sounds… “As it was foretold, the Apostates would free this Citadel from thine evil. You… you art thine divinity. We leave thee with gifts of thine past and futures, one to which we shall return. Complete what thou hast begun. Let thineselves... Converge.” The white light that covers the screen dissolves, and you are left to the S.I.G.H.T. machine, glowing bright-orange and humming, the Synthetic Sun shining above. Three large beams shoot out to Level 3, and four smaller ones towards the other levels. The first beam leaves a new hole in the wall, having broken part of the mural off. Inside this hole lies the Runic Generator (1000 points per use). The second beam divides into four, and shoots itself into the statues, hitting each sword. The swords dissolve their stone covers, and the Statues respond and move, positioning themselves to give you their swords. It is here where you shall receive the Apostate’s Cudgel, which will become more important very, very soon. The statues then disintegrate, and reveal the outline of Angel Wings within the wall... The third beam hits the symbol on the wall adjacent to all of this. The symbol now shines a brighter orange color, and the Prophets sound: “Amazing… it is complete. The Citadel lives again, with the light you gave back to it. You do realize that makes you more powerful than you believe, yes? You made more of an impact than any of their society had. You restored the Sun, and even made the stones themselves beckon to your innate human call. You have proved yourselves in such a way that pales in comparison to what others before you had tried. But… the voyage is not over yet. We are not finished here… ...now, the real test begins.” Characters: Considering the story of Dunes branches to Citadel, the list of characters for the next maps will be as follows. Expect this not to change much… for now: Adam Maxwell Jeanne Clarke Alex Kalajian Vladimir Gusarov Weapons: (It’s probably good to note that I’ve more than surely edited names of upgraded weapons to make them sound more… “dramatic”, more fitting for this map. ...well, some of them, at least. Call them “Custom” if you’d like, but the classification of it doesn’t entirely matter in the end.) Snipers: M-700 Predator [Upgraded: The Blood Dragon] Locus (wall; Level 2) [Upgraded: Scorpio] USR [Upgraded: Underling of the Soul Redeemer] M14 (wall; Level 1) [Upgraded: Mnesia] Shotguns: The 4th Horseman (based on Destiny weapon of the same name) [Upgraded: Essence of the Apostles] Argus [Upgraded: The Ancient Messenger] S-12 (version from AW) [Upgraded: 1200 Saviors] KRM-262 (wall; all Levels) [Upgraded: The Dragon’s Glare] Haymaker 12 [Upgraded: Heaven’s Basement] Assault Rifles: Man-O-War [Upgraded: The Lord of Steel] AK12 (wall; 3rd Level) [Upgraded: Athena’s Kiss] FR4 (based on the Silvered Eos FR4 from Destiny) [Upgraded: Framed Retrogenesis] CGB-47 (based on the Painted Suros CGB-47 from Destiny) [Upgraded: Constructed Grandiose Brainsmasher] XL70E3 (based on the weapon of the same name from Fallout 2) [Upgraded: The Minute Man] XABR-1337 (based on the weapon of the same name from the game Too Human) [Upgraded: As Time Dies Alone] US-09 (based on the Unwilling Soul-09 from Destiny) [Upgraded: Undeniable Serenity] SK5 (based on the SK5 Type-Null from Destiny) [Upgraded: Sublime Khaos] KN-44 [Upgraded: The Kindred Never] HVK-30 (wall; 2nd Level) [Upgraded: Hatred, Volition, Killer] ICR-1 [Upgraded: The Iconoclastic Ruler] Pistols: Starr (Jeanne spawns with this) [Upgraded: Supernovva] .357 Magnum (Alex spawns with this) [Upgraded: The Magnum Opus] M1911 (Vladimir spawns with this) [Upgraded: Mustang and Sally] Atlas 45 (Adam spawns with this) [Upgraded: World’s Fall] M1 Irons [Upgraded: The Golden Ratio] Hawkmoon (based on the Destiny gun of the same name) [Upgraded: Raven of Fundament] MR6 (wall; 1st Level) [Upgraded: Chivalry and Fear] RK5 (wall; 1st Level) [Upgraded: The Dealer’s Absolute] Submachine Guns: Uzi (wall; 1st and 2nd Levels) [Upgraded: Uncle Gal] Grease Gun [Upgraded: The Black Hand] ASM1 [Upgraded: The Ancient Sin of Malice] Bootlegger (wall; 2nd and 3rd Levels) [Upgraded: Prohibitor] Vesper [Upgraded: The Clue of Demise] Razorback [Upgraded: Heavy Metal Hellfire] Weevil [Upgraded: Black Plague] Bizon [Upgraded: The Wrath of Odin] Light Machine Guns/Heavy Weaponry: Type 99 [Upgraded: The Typewriter] Pyatek (wall; Regality Sector) [Upgraded: Irons In The Fire] Gorgon [Upgraded: Talker to the Stones] (Note: Upgraded version will have a much faster fire rate/reload than prior incarnations.) Dingo [Upgraded: The Wolf of Desolation] Launchers: XM-53 [Upgraded: Xenobiological Martyrdom] Gjallarhorn (...yep, this is based off of the rocket launcher everyone seems to love in Destiny…) [Upgraded: Fervor of the Iron Tomb] (Something to note about the Gjallarhorn… no Wolfpack Rounds until it’s upgraded!) Specials: Annihilator [Upgraded: Creatio Ex Nihilo] // Can be switched from how the gun usually shoots (Creatio) to a version that, after a few seconds of killing a zombie, said zombie will explode, killing, stunning, or damaging any zombies nearby the shot (Nihilo). Sparrow [Upgraded: Doves / Crows] // In terms of the upgrade name, it is named as this for the two modes it can have. The default gun is named as so (the default is a tri-shot, one arrow non-explosive, the two beside it explosive), meanwhile the ‘Doves’ mode is a non-explosive variation that has a high penetration rate when shot (basically you can kill one or more zombies with this). The ‘Crows’ version is, meanwhile, an explosive variant that draws zombies towards where it was shot at. Essentially a better-executed Crossbow upgrade idea, really. Purifier [Upgraded: The Cleansing Fires] // Two modes with this as well. Hellfire Mode is your default mode, which shoots a very powerful purple flame and engulfs the zombies within seconds. Greekfire Mode is essentially the same, yet this blue-colored fire spreads past a simple crowd and will travel until it hits the wall of the room you are in from the direction you faced in when you shot. It will stun and/or kill any zombies that come near its flames. Wonder Weapons: Ray Gun [Upgraded: Porter’s X2 Ray Gun] Ray Gun Mark II [Upgraded: Porter’s Mark II Ray Gun] Apostate’s Cudgel [Upgraded: Left Hand of God]: Before entirely explaining this, I want to mention that I’ve had just this one weapon being one of the most worked-out in my mind since I began working on Citadel. This was literally the #1 weapon always on my mind. The Apostate’s Cudgel can be similar to the base versions of the swords of Shadows of Evil, but the more important version is the upgraded variants, hence why I will be talking more consideration in what the upgraded versions do, and will be talking more on them. Aesthetically, this is akin to that of a scimitar, with jagged edges on the blunter end of the sword, thus able to be used both to cut enemies down and slit the throat of any that challenge its might. The actual blade itself is made from energy stored within a crystal that connects it to the hilt. It also carries a more ethereal mist effect around it, resonating a slight smoke from it, to which the color is character-dependant (Red for Jeanne, Sky Blue for Vladimir, Purple for Alex, Pale/White for Adam). Why the color is important can be elaborated down below. Onto the upgraded form itself, the weapon does basically combine powers similar to the Apothicon Sword(s) from Shadows of Evil, and other games, given that the Left Hand of God has attributes dependant onto whichever character you spawn in as, which I will go into explaining down below. The origins of why this weapon exists are unknown, yet the Prophets will suggest that it was created in a time before even the Entity remembers. Onto this weapons attributes to characters: If you spawn in as Jeanne, your sword will have a red-ethereal aesthetic to it, signifying that it has a fire power. If you hold down the buttons for a power attack, a pulse like such of Firebreak’s Heat Wave in Black Ops III will be emitted around you, killing any zombies within close proximity and stunning those close to the blast radius of the weapon. If you spawn in as Vladimir, your sword will have a sky-blue-ethereal aesthetic to it, signifying that it has an ice power. If you use a power attack, all zombies within close proximity will be frozen within a block of ice. If any within the ice are shot, they will be dead when the ice thaws, which is within 20 seconds - more than enough to escape a hairy situation. If you spawn in as Alex, your sword will have a purple aesthetic to it, signifying that it has a lightning power. If you use a power attack, all zombies within close proximity of you will die as if shot by a Wunderwaffe. Added, if any zombies are in close enough proximity to the zombies you shocked, the lightning will arc to them, either stunning or killing them. If you spawn in as Adam, your sword will have a pale aesthetic to it, signifying that it has a wind power. If you use a power attack, all zombies within close proximity will be blown away as if shot by a Thundergun, and any near the blast radius will be stunned. VCM-15 [Upgraded: The Demon Inside]: The idea behind this weapon branches from a wonder weapon idea I created in 2012 (...while I was still part of PTG… *shudders*...). Before explaining, it’s better I point out now that the un-abbreviated form of this gun’s name is “Vapor Condensed Modifier”, for any of those that are curious. Onto the weapon itself, however. What this gun does is that, when shot, a vaporous cloud of fumes comes out from the gun. When it comes in contact with the zombies, it enters their systems and basically fries them up from the inside. The fumes contact their body, and chemically react (...”modify”) to the blood and skin. You COULD say that it’s like Nova 6, surely. But after the kill, the zombies aesthetically become more… “shriveled up”, so to speak. It’s as if any liquids within are gone from the body (basically hence its name… it should make sense now.) The same effect comes from its upgrade variant, but what happens to the zombies is that they stop cold in their tracks, becoming erratic in behavior, as if trying to scratch their own eyes out. Seconds after, you shall see flames coming out from the eyes and mouth of the zombies, and when they die out, the zombie is left dead from all of it. Personally, I like the concept of the weapon, but I’m still leaving opinions towards you for that. Tacticals: Monkey Bombs Lifeblood Resonation Device (L.R.D., or Lord): Akin to that of Exo Zombies’ own Repulsor, but better. The waves that come out from it are a darker red tint, and lasts up to Round 15 with easy one-hits. Rune Stones: Rune Stones are ideally my rendition of what Black Ops III does with re-packing a weapon, giving it extra abilities. Each Rune Stone is different, and very powerful. These ancient stones were crafted by those who lived within the Second and Third Levels of the Citadel, as a way of worshipping their deities (which… were the Angels and Prophets). Most of the Rune Stones are particularly rough-feeling cylindrical-shaped rocks with each rune (mostly of the Norse alphabet, but one of the Greek alphabet), and would be placed on the front portion of the gun, as if it were the Silencer attachment (which… believe me… this is nothing of the sort). The main differentiation that can be made as to the power of the Rune Stones would be its size; the power of said stone is dependant on how big the stone is. How big these stones are is already (mostly) predetermined, and I will label them accordingly. Each Rune Stone is able to be gotten via a machine within the Third Level of the Citadel, aptly named as the “Runic Generator “. This machine is similar to Der Wunderfizz and GobbleGum, in that whatever Rune Stone you get is entirely random; it is not similar in the fact that the Runic Generator does not move from its place. Added, you can only have one per gun (excluding the Ray Gun/Ray Gun Mark II; you will be unable to attach them to those), which, in logistics, gives you two each game, if you keep said loadout, or three per game, dependant on if you get Western Rejack and don’t grab a Ray Gun. There are a total of 26 different Rune Stones, each corresponding to the letters of the Runic alphabet (and in terms of the one letter of the Greek alphabet I will use as well), and they are as follows: 1. Thief’s Pack (ᚠ; Small-Medium Size): This Stone will yield double the amount of points per kill with the weapon it is equipped to. 2. Bull’s Force (ᚢ; Small Size): This Stone will yield a particularly higher bullet penetration rate, at the cost of accuracy. 3. Storm Warning (ᚦ; Medium-Large Size): This Stone will yield an effect akin to Dead Wire, with which there is a slight chance of some bullets electrocuting and killing the zombie that hits it, and will stun zombies around the zombie that got shot first. 4. Divine Light (ᚨ; Large Size): This Stone will yield an effect to which there is a slight chance that a light will appear above the zombies for a short time, during which it is much easier to headshot zombies. There is an even slighter chance that some of said zombies will immediately die from said light. 5. Highwayman’s Sleight (ᚱ; Medium Size): This Stone will yield a chance of “Furious Feet” power-ups (akin to that of Dead Ops Arcade) spawning from zombies. While it does not exactly give you such powers, it will cause you to perform a speed boost immediately in whatever direction the power-up is used in, to which any and all zombies in its wake will be decimated. Coupled with Icarus Contact, you gain a more devastating and powerful boost, which gives you a flame trail that follows behind you (not that they kill… it’s just for cool aesthetic. :P). 6. Way of Salvation (ᚲ; Small Size): This Stone will yield a slight chance of some zombies becoming engulfed in a white light, giving certain areas of the map a brighter shine than others (which means you may be able to see things you couldn’t before). This effect can be useful in the EE (or just finding secrets…), but the step it is mainly useful for is still able to be done without it. This stone’s effect may also stun some zombies, but that is less likely. 7. Vulture’s Gift (ᚷ; Small-Medium Size): This Stone will yield a slightly better effectiveness if paired with Spectral Vision, in which it will drop a small quantity of bullets from each zombie. Paired with Spectral Vision, you will be able to get anywhere between half-to-full magazines of ammo back from zombies. 8. Servant of the Zion (ᚹ; Medium-Large Size): This Stone will yield an effect similar to that of Turned, with which you are given a zombie as a friendly for 45 seconds. Each kill that zombie gets will give you 100 points, and said zombie is guaranteed to leave behind a random power-up when it dies out. 9. Two-Sided Blizzard (ᚺ and ᚻ; Medium-Large Side): This Stone will yield dual effects, both in terms of its “ice”-like powers. It is possible to interchange between the effects, using the Right D-Pad button (if on controller), with which the user will turn the Rune Stone to show what effect you are using. One effect is tactical - whatever zombie it hits immediately bursts to snow/ice, and leaves any zombies within close vicinity of that zombie cut back in stamina, similar to what effects the Winter’s Howl had in later rounds - and the other effect is lethal - a circular blizzard similar to what the Ice Staff does when charged will surround what zombies are near it, and will kill them, at the cost of it only being usable once every 5-10 minutes.. 10. Blood Drive (ᚾ; Medium Size): This Stone will yield a slight boost in health for 10 seconds, given that, if a zombie were to hit you, you were able to kill it with the gun this stone is attached to and survive with said boost efficiently. How much of a boost of health is given is dependant on how many times the zombie actually hit you. 11. Cold Shoulder (ᛁ; Small-Medium Size): This Stone yields effects that can be similarly attributed to the Winter’s Howl and Undead Man Walking. During the rounds up to 20, zombies shot by this have a chance of freezing on impact, and all that are shot will slow down for a short time. After Round 20, the stone loses its effect of immediate freezing, but zombies will still tend to slow down for a short time. 12. Corrupt Seedbearer (ᛃ; Medium Size): This Stone causes Blood Money power-ups to spawn, at a randomized point determinant between 500 and 5000, at a more often rate. 13. Roots of Intuition (ᛇ; Medium Size): This Stone is reminiscent in the aspect of controlling nature. There is a slight possibility that roots will shoot out of the ground under a zombie and either engulf said zombie into the ground, thusly killing them, or turning them into a friendly, akin to that of a Thrasher from ZNS’s looks and abilities, for 20 seconds, able to kill a group off easy. It’s very helpful to have if you’re the type of person that likes to have powers akin to control of zombies themselves. 14. Chasing Spectors (ᛈ; Medium-Large Size): Unlike any other Stone, this one is unique because of the fact that it’s not entirely clear what the Stone is able to do. Which means that essentially any effects that it creates are random. Essentially, that means you can do just about anything. That is, within realistic terms... 15. White Stag (ᛉ; Small-Medium Size): This Stone is… intriguing. That is, in the perspective that it has a small chance of spawning a literal white stag that distracts zombies for at least 10 seconds, with which it will lead zombies away from you. Unlike the Monkey Bomb, it does not kill, but is best for just simply leading them away when the zombies become problematic for you. Effective when need be, used best with crowd control. 16. Heliocentrism (ᛊ and ᛋ; Large Size): This Stone, like that of “Two-Sided Blizzard”, yields two different, and powerful, effects. One effect acts akin to that of Blast Furnace, although lasts for at least 10 seconds maximum and is more powerful. The secondary effect is an ability that is usable every 2-3 rounds, which essentially consumes a zombie’s body with… well, what is best called “holy fires”. These fires burn into its soul, making it akin to a friendly Napalm Zombie. This Zombie will urge others to it, and explode after 10 seconds of charging in power. This is a highly-effective Stone for crowd control, and knocking out groups of zombies like wildfire… no pun intended. 17. Archaic Law (ᛏ; Small-Medium Size): This Stone is better described as self-sacrificial. At the cost of most of your health for the time allotted, this Stone boosts the effective damage of whatever gun it is attached to for 30 seconds. It’s best to be used carefully, as it will only leave you with about two hits of health. 18. Torn Apart (ᛒ; Small-Medium Size): This Stone is simple in that its effect is simple. While having a slight chance of this activating, it stays for five seconds when it is activated. You would be able to tell that it activates, as it will glow brightly when it does. Its effect causes zombies to take damage over time, and most zombies that get hit by the bullets that cause this effect will die over 20 seconds of time. The effect shows the skin of the zombie falling and flaking off each second until death. 19. Hunter’s Call (ᛖ; Medium Size): This Stone is an interesting one, and likely comparable to its brother-of-a-sort “White Stag”, to which there is a chance of an animal spawning from the body of a zombie recently killed with the weapon it is attached to. Yet, said animal will unleash the fury of nature upon the hordes, spawning either as a large fox, wolf, or jaguar (fox being least powerful, jaguar being most powerful). Alike to “White Stag”, it also lasts about 10-15 seconds. 20. Inner Reflective (ᛗ; Size dependant on character): This Stone in particular is rather… passive, yet aggressive just as well. Dependant on character, this stone will either gain or lose power at times when using said gun it is on, which can either be a hindrance or a godsend. If you are Jeanne, it’s a Medium-Large size, and gains a 1.75x boost on certain bullets. If you are Vladimir, it’s a Small-Medium size, and will give some 1.15x boosts, but also will give some 0.75x boosts. If you are Adam, it will be a Large size, and you will get a 2.25x boost. If you are Alex, you will get a Small-Medium size, and will get the same kind of boosts as Vladimir had, with a slight chance of a 0.50x boost. Either a blessing or a curse… but it’s still important, when noting your character’s mentality and reason, of course. Probably a more preferable Rune Stone for those who want a powerful boost of power on certain characters and their weapons.. 21. Will of Moses (ᛚ; Large Size): This Stone yields a very interesting power. Bullet penetration goes up, and thusly boosts the damage. You are also given a chance of activating a power that, when activated, will LITERALLY rip zombies apart. By that, I mean that you get a power that can be used for five seconds and regenerates each two or three rounds, and rips the zombies into two pieces. If you think about it, it’s a really interesting power to have for a Stone related to Moses, no? Not only powerful, but useful for wiping the high-round zombies off this plane of existence. 22. Knight of Yngvi (ᛜ and ᛝ; Medium Size): This Stone yields the ability to create an armored, and friendly, “Knight” zombie. This zombie can take up to 25 hits from other zombies before dying, and will take at least 45 seconds to die out on its own. The Knight itself can one-hit zombies up to Round 30, hence why this is a rather preferred Stone to have. 23. Blood Inheritance (ᛟ; Small-Medium Size): This Stone acts as a health regenerator. If you are close to a red screen or are on a red screen, killing zombies will return you a small amount of health, enough to give you time to wipe out zombies before they take you down. 24. Sidewinder’s Hourglass (ᛞ; Medium-Large Size): This Stone essentially acts like an EMP in aesthetic… not exactly in effect. When headshotting zombies, there is an initial 1% chance of a burst of energy being resonated from the body of said zombie, which… we will simply call a “Time Blast” (the chance to which increases exponentially when achieving consecutive headshots). While the body of said shot zombie is entirely reduced to ash, any zombies within close proximity are wiped out, and any nearby the area freeze in place for 10 seconds. Both good for wiping out hordes and getting out of a jam. 25. Begin Anew (Α; Largest Possible Size): This Stone is perhaps one of the most powerful stones to get. No holds barred, no joke. The Stone itself gives off a bright glow, with a blue smoke coming off of it. This Stone has a random effect each round between what it does, and each effect will be listed below: -When shot, zombies slow to walking pace for a time range of 30 seconds to one minute. -When shot, you are given the slight chance of the zombies to revert to human form. These zombies will fight with you for a time range of one minute to two minutes. -When shot into a crowd, there is a slight possibility of a large blast of energy being emitted, which, while killing a lot of the group of zombies, puts you into slow motion for a short time, giving you time enough to evade any incoming enemies. Personally, I believe this Stone is perhaps one of the more preferred for any higher round attempts, given the circumstances, but this is one of the rarest Stones as well, so being able to get it is a seldom possibility… but not impossible, to any regard. This will also hold an important use to the Easter Egg, both tactically and objectively… so, it is highly sought after. Buildables: Shield of the Apostasy: Essentially a slightly enhanced version of the Zombies Shield from Black Ops II. This shield can take more hits, and can be charged up for a more powerful hit. When planting the shield, you can also charge that, to give off a strong pulse to the ground that stuns any nearby zombies, and may also cause any in close proximity to become crawlers or die. The Angel Wings (EE): Albeit a EE-dependant buildable, it is best to explain here what these will do. The Angel Wings act as a piece of equipment that allows double jump capabilities, with the addition of being able to hover and/or glide for about 5 to 10 seconds. They would be able to have more capabilities, but unfortunately, these wings have not reached their full potential, and henceforth have limitations. But… maybe there is a way to make them better... Achievements: Eyes of the Universe (10G): In Citadel, turn on all S.I.G.H.T. machines. Maze of Reflection (25G): In Citadel, recourse, recollect, and reminisce. Primordial Beasts (25G): In Citadel, fix the Soul Machines and gain the powers of the Left Hand of God. Wings of Wax and Steel (30G): In Citadel, find the Fragments and build your wings. The Vistas of Psychogenesis (75G): In Citadel, pass the test of the Regality Sector. The Time of the Angels (100G): In Citadel, embrace your destiny and become the Angels. Run, The Past Is Gone (50G): In Citadel, run from the bottom to the top within 150 seconds. (Note: Connected to the last step of the EE.) Arsenal of Kings (20G): In a single game of Citadel, wield the VCM-15, Left Hand of God, the Lifeblood Resonation Device, the Shield of the Apostasy, and either of the Ray Gun variants. Echoes of Future’s Past (30G): In Citadel, face the music. (Turn on all the songs, in order from 1st to 3rd Levels.) Zombie Hurdle (5G): In Citadel, kill 5 zombies with a charged Zombie Shield hit. Angelic Specialist (15G): In Citadel, use each special weapon and their upgraded forms at least once. If I Were Cain… (20G): In Citadel, kill 100 zombies with the Left Hand of God. Living Dangerously (40G): In Citadel, survive to Round 25 using only your spawn pistol, the KRM-262, and the Gjallarhorn. A masochist’s dream, reborn! Perks: Healing Elixir (Quick Revive; 500/1500 points [located in the spawn house, Level 1]) Spectral Vision (Vulture Aid; 3500 points [located in Cottage, Level 2]) Sleight Blight (Speed Cola; 3000 points [located in Housing Unit, Level 2]) Ephemeral Genesis (Juggernog; 2500 points [located in Housing Unit (Living Room), Level 2]) Icarus Contact (Stamin-Up; 2000 points [located in Gardens, Level 1]) Two-Faced Charade (Double Tap II; 2000 points [located near S.I.G.H.T. machine, Level 2]) Western Rejack (Mule Kick; 3500 points [located in The Doorway, Level 3]) Easter Egg Songs: Level 1: “Instinct:Extinct” by Benn TO ACTIVATE: -Activate the S.I.G.H.T. machine. -Find three carvings of angelic wings on the walls within Level 1. Locations are: To the left of Quick Revive in Spawn, on a table On the buildable table for the Shield of the Apostasy, and can be activated without interfering with the Shield itself The first step going on the Spiral Staircase of Level One. You will know they are activated as they will glow white - this effect dissipates when the song begins. Level 2: “Sky Blue” by Devin Townsend Project TO ACTIVATE: The same idea goes for this level, and the location are as follows: -On a piece of the building adjacent to the slide over to the S.I.G.H.T. machine (you’ll have to be quick!) -Next to Juggernog, on the wall -On the second step of Level 2’s spiral staircase Level 3: “Kingdom” by Devin Townsend Project TO ACTIVATE: Simply activate the S.I.G.H.T. machine and wait for the sequence afterwards to end. The song will start automatically. The Angels’ Theme: “Vale Decem” (plays when they get their wings during the end cutscene, and the last step of the EE.. in a way...) Main Easter Egg: “The Trial of Revelations”: Step 1: “Recourse” “You should realize by now that this is no ordinary place. This place is a long way beyond your planet, created by us for a sufficient testing grounds. If you plan on being able to show us that you are who we think you are to be, then you must power up this Citadel. Activate each and every S.I.G.H.T. machine, so we all can begin to learn the true purpose for why you are here.” // This Step is more than likely the easiest to complete, as it requires you to run through and activate all of the S.I.G.H.T. machines throughout the map and receive the Apostate’s Cudgel, all of which we have gone over already. Step 2: “Recollect” “Tears within the fragments of the universe are a realistic cosmic event. They can be of a danger, or they can be of another realm, another universe. Another Cycle, a previous one. Find these, and learn what can be lost, what is already lost, and what can be gained… for the flight is not far, only its distance.” // As previously stated, four small beams of light from the Synthetic Sun had shot down towards Level 1 and Level 2. The result of their impact created four orange-lined tears within reality, distorting objects seen differently within the Citadel to recreate themselves into new forms. showing items related to each character. The first item is related to Alex, and is located within Level 1’s Spawn room. The item itself is a teddy bear, its left eye lost and its ear torn off. The second item is related with Jeanne, and is located near a bush within the Gardens (Level 1). The item is a hammer. The third item is related to Adam, and is located within the Housing Unit of Level 2. The item is what appears to be a pistol, with the magazine sitting disordered next to it.. The fourth item is related to Vladimir, and is located nearby Level 2’s S.I.G.H.T. machine. This item is a row of test-tubes, the farthest one on the left having been broken. Each character’s interaction with these items initiates a cutscene for that player. During that time, zombies will avoid the character in their cutscene. With that being said, not everyone is able to go at once with this. Turns would have to be taken, and such would have to be negotiated by players. Two people at once is possible and perhaps more preferable, though. These are the cutscenes as they follow (in map terms, they aren’t in this specific order, but it’s just conveniently better ordered this way). // Jeanne’s Cutscene: Jeanne attempts to reach her hand towards the lone hammer, but suddenly feels a surge of nausea, as she falls to her knees and her vision blurs... ... Haze. Golden tinted sight turned grey and white as Jeanne hammers away at boards, constructing god-knows-what. Realizing where she is, she ceases construction. “Wha- where…” A hand taps her side, burning against her hesitation. “Hey! No slacking. We’ve got more work to do here, so keep going!” On the inside, Jeanne is within the heart of a battle with herself… the area surrounding the outer portions of the construction site begins to manifest around the thoughts and feelings that attempt to consume her. She knows it is not real, and yet it feels real. Reeling back slightly, she begins to think. “I remember this… no…” Although time looks to have ceased around her, she feels the wind pick up around her as it begins to downpour. “I hated this more than anything. I hated carpentry and knew just as well that it was all I could do.” The ground reaching closer to her fractures, beams of red lights shining towards a blackening sky of an almost pure form of nothingness. “My heart and mind fought as though the world centered around me akin to the likes of a fucking tornado!” The ground rises and falls in all around her, tornadoes and hurricanes forming as the Earth around her deconstructs. “I don’t want this. I regretted each and every decision that fell to these years, and I dare not let myself fall to it again! Get me out of here!” Within mere seconds, the image of the world around her reverts back into normality. The sky clears as the darkened red haze surrounding her falls back to nothing. Jeanne, realizing herself, stands up and attempts to walk away from the site. The hand that beckoned her before grasps her shoulder, almost crushing it. She turns to find a red Aura of pure malevolence behind her, ripping apart what matter was around it like paper into the wind. Jeanne’s heart skips a beat in fear as the Aura looks closer towards her. The Aura speaks, in an almost whispered screaming scratch of a voice that sounds almost similar to that of her own. “You DARE defy yourself? You DARE defy the course of your timestream, for the whim of uncertain fates abroad?” Looking down, Jeanne sees her hand glowing of a golden fire. On a whim, she punches the red Aura away from her. A hole of pure black forms in the chest of the Aura, as everything dissipates around it. “My fate is my own. Not the fate of the demons that decide to anchor their hands upon me.” She begins to run, only for her sight to fade back into black. Alex’s Cutscene: Alex remembers this bear, and very well. Wondering how it got to such a location, he begins to pick it up. Suddenly, the air changes around him. Flashes of burning light burst from nothingness as he falls backwards. Afraid of what surrounds him, he closes his eyes. Silence. His eyes open up to find darkness. The air burns his lungs as he finds plumes of smoke and fire surrounding him. Hundreds of bodies lay dead as the rest burn. The reality of his location shatters him. He always said he was able to evade this, but… he always lied... he was there, and this broke him. “No… no! Not this! Not now!” Alex reels back, and begins to run, only to bump into soldiers behind him. He attempts to kick back at them only to realize that he’s nothing more than the weakened teenager he was when they attacked Armenia once more. The soldier looks into Alex’s eyes, and Alex looks into his. Alex always remembered the soldier that spared him from death. He always remembered the soldier’s pure green eyes, but these are different. The soldier peers into Alex’s soul with burning eyes colored purple. “The sheer thought of your survival both scares you and delights you, doesn’t it?” Alex looks forward, scared out of his mind. Out of the corner of his eyes, he spots an object… Meanwhile, the soldier sheds his own skin, becoming an purple-shaded Aura that induces fear and pain upon Alex. “You’re pitiful, Alex… oh, so pitiful. You and I both know that you should have died that day. Mercy does not live without treason within the hearts of man.” The object, his childhood teddy bear, sits in the distance, yet his instincts tell him it is so much closer… “Yes, yes… that’s it. Let your guilt consume you. It won’t be much longer until you are nothing.” Suddenly, the teddy bear floats slowly to the air, forming into a shining beacon above Alex’s head. The teddy bear then impacts him, pushing into his chest and holding his body forward. “Wha- what is happening?” Immediately, Alex realizes why he was always so scared to look back. Why he was always scared of reliving his memories. He stands up, looks at his hands as they shimmer in a near-golden type of shine, making him feel enervated and empowered. “The world cannot put me down… not anymore.” The Aura begins to shriek in agony, as Alex surges forward, brighter and brighter with each step. “YOU CAN’T DO THIS! What about the course of events? Your reality? Your timestream of doubts amid the fates abroad?” Alex shoves back the Aura, who falls, unable to get back up. Alex rushes to it, looking into the now infinitely-void blackened eyes it carried. Brandishing the light surrounding him into a sword, he plants it in around the area where the stomach would be for it. The Aura reels back in pain and agony. Drawing back, Alex speaks straight into the face of its dying light. “Something you beings of hatred will never understand is humanity. We have so much resolve stored away and it can always burst to light like a fucking wildfire. I never had to use it until now because life never gave me a reason to. REALITY never gave me a reason to.” Alex slowly begins to walk towards the Aura, preparing to deal the final blow against it. “I strayed away from reality, but reality was always with me. My sadness and depression I had felt only opened the doors to my realism. No one - no human, no gods, and no inner demon - can change that. I did not survive so that I could carry the shadow of reality forward… I survived to carry forward the shadow… of humanity.” Alex thrusts the manifested blade through the Aura, cutting it to bits on impact. Bright lights surge from the ground surrounding as the air around Alex burns. The Aura dissipates and bursts as Alex falls to the ground, the pain within him rising further and further… An unearthly scream blows across the field surrounding them, culling the fires that burned time away. The screen goes black. Adam’s Cutscene: A gun? Why a gun? Reaching forward for the pistol, Adam jeers back at the sudden white and orange flashes that consume his sight. He spins around, falling farther and farther, until his eyes lined up once more to the sights that surrounded him. Adam, astonished and cold as the wind blows around the surrounding field, looks forward to the building ahead of him. As he realizes where he is, a chill runs down his spine. “SOLDIER!” Turning around, he sees his old drill sergeant from military school sitting atop a horse. Obedient, Adam salutes. “Sir!” “At ease… can you tell me what the fuck you think you’re doing out here, ALONE no less?!” “Sir, I-” Stopping himself, Adam begins to look through the haze surrounding who he thought to be his drill sergeant… he sees a scar begin to peel open and blow away on the wind from the horse and the sergeant. “Sir… you’re not real.” “Am I not now…? How… observant of you…” The face of a man he used to hold higher dissolves as it reveals an Aura, pale in the serenity of sound and sight. The horse suffuses itself into the Aura as he grows to double Adam’s size. Adam begins to run back, only for the grip of the Aura to hold him down. The Aura, with his beady blackened eyes, looks deeper into Adam’s soul. “Oh, you poor thing… the son of a highly-honored family destroying himself over the wants he always desired. You’re pitiful. You’re weak. Because of me, you’re a shell of your own skin!” Adam tries to break away from the cold grasp holding him down. Looking around, he finds a glow coming from his fingertips. Weak, but… “You do know that your disdain could have been communicated? You could have said something and your words would have mattered. But no.. Now they are dead. And soon… it looks like you may be as well… tell me, how does that knowledge feel?” Adam concentrates on the power he feels around his fingertips. As sudden it felt when the Aura grasped hold to his skin, he retorts back as Adam explodes into a tempest of light. “Wha… what kind of power… is this? You cannot know… the damage you’re going to cause-” Adam, projecting his voice towards every direction, screams to the Aura. “Sit the fuck down!” Trees blast out of the ground and the earth shakes as it is lifted from its place. The military school is reduced to nothing but rubble as everything surrounding Adam and the Aura begins to burn itself away. The Aura, mortified, begins to plead to Adam, morphing into forms of those he knew with each sentence spoken, each word uttered, as Adam reaches further and further towards the Aura… “You cannot do this, Adam! Stop yourself! You’re going to destroy everything you stand for, and for what? The whim of your mind? The fates abroad, as they present themselves to you? What kind of man a-” Adam reaches to the throat of the Aura as it forms itself into his father. Realizing Adam’s hesitation, the Aura smirks. “Tch… you could never kill your own father, could you? Your pride and doubts overshadow your morality among the fields of your own mortality… you know the better path you could have taken, yet you never d-” Faster than Adam could see, he forms an M1911 in his hands and shoots the Aura, each shining bullet flickering in the grey linings surrounding as they find their target. The Aura, forming back to non-corporeal means, slowly dissipates as the wounds push forward from their start. Adam walks to the Aura as he withers. The Aura chuckles quietly. “So? What now, eh? You, my inner demon of doubt and pride… are dying. And yet, you still choose to patronize me further?” The Aura begins to speak, weakened. “Heh… I suppose this is what acceptance feels like… Adam, perhaps we were wrong. Perhaps we never should have doubted ourselves. Our strength is our solace, and our intelligence is unmatched. You may be following in what footsteps your old man set for you… but that’s not so bad now, eh?” Adam reels back in his sympathy. Falling to the ground beside the Aura, he begins to weep. “We’ve done so much wrong still. We can’t just forget… how can I forget?” “Tears? Oh, Adam, don’t weep for me. I held you back further and further each day I lived in your heart. Your large, sympathetic, beautiful heart. You don’t need me to be your guide anymore. You are whoever you choose to be, no matter what they told you, no matter what they forced you to become. *cough* Listen, Adam… I have advice. And this time, it is for the good of both of us.” Edging closer to the Aura, Adam leans to hear what the Aura will say. The Aura then lurches to Adam and lays his head down onto what is left of its chest. “You are never alone, Adam… you are loved. Always, forever, eternally. Find her.” The words burn Adam’s skin, tearing to his heart as what is left of the Aura and the world around him burns away. As his sight begins to blacken, and the world wraps into his chest, Adam utters a word, uncontrolled by him and yet known to him as a word that he could never say. A word he could never muster to those who made it matter the most. He realizes he is not saying it to himself, but merely the figments of who he comes to find brought his adversity. He listens to the word he never could say: “No.” Vladimir’s Cutscene: Vladimir sees the glowing liquidity of the vials, knowing of their origin. Despising each and every form they took, he picks up the array of vials and, as he smashes the one farthest to the left, the world around him forms anew. Much to his astonishment, he reels back when he notices the darkness around him; the wires and beakers and shelves all around, within good state and within disarray. “The lab? My god… why am I here once more?” He looks around at all the glass littered among the floor, each a representation of the experiments gone wrong. Looking back on the wall he impacted with the most recent vial, he is astonished to find a newly-formed Aura, painted in the sky-blue formality of the chemicals mixed and matched before it. Not even a second before he can react, the Aura reaches for the shelves, grabbing chemical by chemical and beaker by beaker. “You haven’t a clue of your intelligence, do you?” The Aura begins mixing and matching chemicals and testing faster than Vladimir can comprehend. “It’s so simple, and you are so, so smart. So, why the doubt? Why believe each and every experiment, each and every mixture was wrong? Science is not about the cause, but only the effect. Every mixture you create, or will create…” Hydrogen to helium, xenon to radon, sodium to chloride… and he somehow even siphons a dash of essence within, using his blackened eye as a solvent. The Aura hands the sky-blue mixture over to Vladimir. “...does something wonderful. Now, drink this breath of life and I shall depart you. I’ve held you back as an overshadowing doubt and haze. To be honest with you, though, it has perhaps been the largest folly, because you and I both know you are the smartest scientist around. Go and transfer that intelligence beyond the stars. Do that for me.” Vladimir, feeling his eyes water, nods to the Aura, as he begins to drink the acrid liquid that was created. The Aura reels back as Vladimir gasps. The liquid burns his throat, and yet almost feels soothing, in a very wrong way. The Aura lurches forward, down on all fours, as Vladimir grabs a hold of the counter next to him. “Acch… *gasp* yep… th-that’s it, Vlad-dimir… keep going… c-chug down the rest, let me die! Y-you have it all under control, b-believe me. Fly towards these f-fates abroad!” Barely able to stand, barely able to feel his own skin, Vladimir grasps the beaker in his now shaking hands, and does away with the remaining liquid left within its shell. The Aura lurches back on its knees, a now audible hissing emerging all around the lab. Vladimir’s sight grows hazy, and the room around him collapses and burns like paper. His eyes begin to water as the blood that pumps through him begins to feel like acid, wanting to tear its way out of the body through destruction of what made him whole. Suddenly... silence. The world pauses for what feels like a second yet the lucidity around him wants to convince him of all the eternities he is missing. The Aura stands, now left but to the head and shoulder left of his form. The area surrounding him formalizes as a dissipation, while the protons and neutrons that were his form showed as dissipating. The Aura, with a raspy voice, speaks. Slow, weak, and yet audible to him still. “...formless… numbers… why do we see what others cannot? End it. Let the pain of logic become less expelled, Vladimir. Let your intelligence burst like the sun… together… again… for the convergence…” With that, time resumes as Vladimir suddenly faints, a pure black haze engulfing his sight as he hears the final breaths of the Aura dissipate into the nameless wind of chemicals and glass flowing about the lab. For a moment, Vladimir feels as though he is drowning... // When each cutscene ends, you are given fragments to the Angel Wings. When all are complete, the character’s will fall down to their knees, their sight will go vague, then grey, and then come back to normal shortly after, as they stand back up. Said occurrence gives each character/player a new ability, with which is called the “Second Sight”. Second Sight is like a vision/premonition-based ability, that gives you the ability to outline a pathway, or any pathway possible, out of a problem when Zombies begin to surround (Left D-Pad button). Each fragment of the Angel Wings gathered will mold together into the first Wing as well. At the same time, the hilt of the Apostate’s Cudgel is now remolded… changed… yet, it feels so empty... Just as well, each time someone uses the ability, a low but audible hum can be heard… perhaps to signal you somewhere... Step 3: “Reminisce” “Ah, we can see that you may not take these visions well. But we have shown you this so you may learn from these visions. The human is remarkable; they have the capability to learn from trial and error, and they learn from mistakes of which they made. And you can use this to now foresee things that can make the process easier. Use this power. Use it to locate that which will bind your wings.” // As a result of the previous step, a low audible humming can be heard in just about every area of the map. The humming is only possible because each cutscene prior activated a tone that, once it was melded together, forged itself into one entire note. The humming becomes louder and louder the closer one gets to the main source. In the case of the source, there is one main source in Level 1, down by the Soul Machine. The second source is located all the way in Level 3, at the heart of where you the Angel Wings are being built… to which, via last step, one wing should already be constructed. At the same time, everybody must use the Second Sight ability within close range of both the sources (so, two at each). In doing this, it causes the screen to go an ethereal orange for two minutes. When this happens, two items will appear at each spot - Level 1 holds a large bright-orange crystal, while Level 3 holds a relatively large mechanism that would be meant to bind the wings together. When these items appear, a person with the “Begin Anew” Rune Stone must shoot the mechanism continuously for 30 seconds. The same goes for the person that shoots the bright orange crystal, yet you should use the “Chasing Spectors” Rune Stone for this one. After 30 seconds, a large boom is heard. While the normal effect of Second Sight in this instance would last one minute, the effect will automatically end when this boom is heard. When your screen returns to normal, the items you were shooting will now show themselves as torn into this dimension. While the mechanism for the Wings was perfect… the crystal’s was not exactly perfect. The crystal itself is now fragmented into five shards… yet, they all look exactly the same in form… one of these shards goes into the mechanism for the Wings, but what are the other four meant to do? The Prophets then interject for the sake of your confusion... Step 4: “Mind of the Enigma” “The Soul Machines hum dimly. In a way, you might say they call for you. They need you to help them. To complete their form. The Soul Machines reward well. So make haste. Complete them, and they will help complete you with items you will desire.” // The four crystals made from the previous step act now as a powering mechanism for each Soul Machine within the Citadel. Each person must go to their own Soul Machine and insert a crystal into each one. When this is done, the Soul Machines will begin to light up, weakly. It is at this point that you are given a prompt to start the Soul Machines. The only way that they can be started, however, would be to use the Apostate’s Cudgel, as it acts akin to a key, and the conductor. When the Soul Machines initiate their activation, every person will be bombarded by hordes of both zombies and “Knights”. You will need to kill 50 (between the two), adding up to a total of 200 zombies between all of the Soul Machines. The Soul Machines siphons their lifeblood into itself, through the Crystal, and once it is complete, the Crystal will shine a bright orange-white light. When every Soul Machine is completed, there will be a bright orange light that shines towards the sky out of it as the Soul Machine opens around the Crystal’s pedestal. The Crystal itself pushes itself out of the Machine and forces it into the sword, now reborn to the Left Hand of God. As each character is granted their swords, the Prophets will speak, explaining the sword… in its true form. // “The Left Hand of God… is the most mysterious Sword known to anyone. It is the oddity within creation itself. We barely even know about its origins. What we DO know was bestowed as knowledge by “Him”. Apparently, the Left Hand of God was forged in the fires of time, in a place before the Entity, and before causality itself. It was born in the eternities of the Primordial Chaos. It holds within itself a power beyond the comprehension of most mortals… yet, you are able to use it in stride… what does this tell you?” // The Soul Machines morph their inner workings into fragments of machinery and waxen parts, molding together to form the final wing of the Angel WIngs. // “With the unlocking of the most powerful remnant of creation, the Angel Wings are calling to you. They realize you as worthy. So, go to them. They’ve been waiting, oh so very long…” // At this point, everyone needs to make their way to the Angel Wings, and forge the final piece onto its frame. It is here that the Angel Wings are finally complete, and are now able to be used… and, as you equip them, the Symbol on the wall mentioned prior to this is now glowing violently... Step 5: “Icarus Lives” “...at last, the images of angelic themes begin to consume you. Now, you begin to understand.You are finally beginning to take flight. Breach the void, and find the Regality Sector. It is now that the test of your resolve shall truly begin… where the weights on your Wings shall begin to lift the harder they choose to press. The time for realization is now!” // As another very simple step, every player must use the Left Hand of God on the aforementioned symbol on the wall, now glowing violently and in different interchanging colors. Each cut against the wall opens itself a new scar, colored to that of the player’s sword colors (elaborated in the weapon’s explanation and somewhat from Step 2). When each player cuts into the wall, the Symbol will morph and break open the wall, creating a portal to a new realm... Step 6: “The Electric Castle” “Ah, at last, you have found it. Within the walls of this sector, you shall put your abilities gained as Angels to the test. It is here where your potential shall shine. With each portion passed, you shall gain a more complete form to your Wings, and it will forge itself immediately within. Go forth. Cross into its fields. The key isn’t cheap, but it shall open what you intrinsically desire...” // Entering the portal, you are now taken to a plain of existence not known to any mortals. Here, the stars are different, closer, as the nebulae and supernovas only show from thought… this would happen to be the Regality Sector, the home to a Castle unbound by timely constants and human interference. Only known to the people of the Citadel as such, the Regality Sector has always shown as a test of the strength to prove who truly is, as they call, the “Apostates”. Many have tried to enter this realm, and those who did enter died after failing the tests presented to them. So many failed… and yet they only could go back one way… The Portal back to the Citadel will remain open for the duration of this particular step, and there will be a Pytaek on a sign-like plaque for a wallbuy to the right of it. The area in front of you shows what looks to be a bridge. Colored akin to that which matches characters, it forms a kind of “Rainbow Bridge”. Uncomplete, and yet the pieces still fit. // “Yes… the Rainbow Bridge. At least, that is what the people of the Citadel would call it. We’d prefer to call it the Beacon. This bridge… it weighs your hearts as though they were on a feather, hoping to find that they will not fall from the feather into the fiery darkness below. The Egyptians and Norse adopted these ideas from us, and entirely eschewed it just the same. Will this bridge find the purity of your souls? Will you pass it in stride? ...or will you fall into the lucid briny wastes below…?” // How the Rainbow Bridge is meant to work is that there will be a randomized set of about 3 to 6 door-like barriers that you will have to buy to move forward onto the bridge. Each price will increase exponentially as time goes on, yet prices will rarely be the same. For example, you could be opening three of them with the first being 500, the second being 5000, and the third door being 10000, yet these numbers aren’t going to be exactly rigid to that type of numbering. The first one will always be between 0-1500 points, the second will always be between 1500-6000, and the third will always be between 6000-12500. It’s meant to basically exhaust your points to a certain extent. When you reach the end of the Bridge, the door leading into the Castle will shine a symbol on it (to which looks like a trident, with a circle in its middle and a rose on its other end - this will show up on every door like it ahead of this), as the stone around it spins and breaks apart, pushing back within, then raising to the sky... Step 7: “The Gardens of Neurogenesis” “The human’s intuitive mind has its branch within these plains. The birth of thought itself is here. Repercussion, emotion, ideas, they all become possible here. Within these gardens, you will experience and understand the culmination of your sins and regrets. It is here that you must accept yourself as what you are.” // Through the door, is… a garden. The walls covered with vines as you find bushes alongside the walls from the door. Grass and orchids dot the path ahead, and, as you move ahead, the door reseals behind you. Another portal to the Citadel opens in its place as a result. Up ahead, you see a fountain, four paths surrounding it with the symbol from before on them, colored specific to your character. At this point, someone with the upgraded VCM-15 must shoot it at the fountain until its peak glows golden (which should basically take 15 seconds worth of shooting). When this happens, everyone must use a power attack from the Left Hand of God on the fountain. The fountain will have a cut through to the top on each side of it where the cuts were made, as a beam shines at each door from the fountain’s peak. Each door will now glow golden, and the symbols on them will remain unchanged in color. This is a prompt that the doors are now ready to be opened by their specific characters. When each person opens their designated door, a white light engulfs their screen as a voice speaks to them, different than the Prophets, but also… familiar to you. Speaking towards each of them, the voice says: “...what did your Auras tell you…?” They are then transported to their own section of the hedge maze. A Wisp, colored akin to their designated character, appears from the sky and floats down to the area in front of each player. Zombies will spawn, and you will be forced to kill them. Killing zombies will power the Wisps, causing them to lead you in the direction out of the maze, whereas… the Wisps create the paths for you. The Wisps for each character, will speak only to that particular character. Every 5 zombie kills, the Wisps will move forward, creating the path ahead to lead you out… and will create… the interactions for each character are as follows: // Jeanne’s Wisp: “You… wrought. You saw the pain within.” “You saw the world unfold each moment you tore into yourself. You saw the error of insecurity.” “You witnessed the overbearing shadow of authority lurch its talons into your skin.” “Do you regret your choices of work? Do you regret not knowing where you could have gone?” “There was always a path… a fork in the road. You always had a choice.” “Could you never see it? Could you never accept it?” “Face the facts, Jeanne. Face yourself. You, dear heart, are the most important woman in all creation.” “Without your strength of reason and intellect of life, you would not have identity. You would not be you.” “You are… oh, so important. You are important, because you are the spark that makes humanity the most wonderful of its kind… you create. You were born to create, and you were born with an eternity of ideas… you only ever forced to ask yourself how many seconds were in an eternity.” “Learn to see the universe, Jeanne. Learn to live the stars. You will soon know the power of creation. Per aspera ad astra.” Alex’s Wisp: “You know what happened then was something that had to happen.” “You know your survival was always meant to happen.” “You tore your Aura apart, because it symbolized all of the guilt, fear, sadness and hatred you had for the Genocide.” “You must realize that what you did was right.” “Don’t regret your choice, and don’t despair over yourself.” “You are one of the most important men in creation. The others are important, but you are more than they are.” “Humanity is strong. Humanity endures. Humanity lives.” “The constants reveal themselves to you because you are exactly that which you fear.” “You felt it, you know you did. You always felt it. You felt it because it made you important, oh so very important. You endure, Alex. You are strong, Alex. You LIVED, Alex!” “Learn to endure the supernova, Alex. Learn to live the stars. You will soon understand the powers of your prideful endurance, and your living. Per aspera ad astra.” Adam’s Wisp: “There were always rules. There were always certain guidelines, certain factors.” “They controlled your fate. They created your prideful pity.” “Your Aura, it knew very well that you were that which made you what you never wanted to become.” “Your Aura looked out for you more than you know. Your Aura loved you.” “...and you loved the Aura. Now, what shall you do with it gone?” “You’re powerful, Adam. Very powerful. The strength within your heart could burst forth like a wildfire across the entire cosmos.” “Alex knows you’re important. He’s almost idolized you as the strongest and most important in your group.” “But you don’t want importance. You don’t want control. We understand that you don’t want control, as you aren’t intrinsically a greedy man. But you are important.” “You lead because you are loved, and you are strong because you love her back. You know she knows, and soon even she will realize that she knows. It is fated. With this in mind, remember always that your strength and compassion are an unparalleled cog in the internal cosmic mechanism that runs creation.” “Learn not to control, but to feel the cosmos, Adam. Learn to live the stars. You will soon realize the powers of your own compassionate strengths. Per aspera ad astra.” Vladimir’s Wisp: “Intelligence is not a sin. Intelligence is the secret of reality, the cardinal virtue that runs every facet of this universe.” “You live in a universe that created so it could create. As a part of that, your race creates.” “Creation alone cannot work. Not without the Idea.” “Your Aura wanted to help you understand. The Universe is drowning in creativity, and you know well that you can feel it. The drowning, the sinking feeling.” “The only reason people drown is because they cannot let themselves know the feeling of Idea. They don’t see the potential that they know is there.” “Vladimir, you drive forward only because you know. Understand that.” “Every riddle that we spew, every limerick we speak to hint the goals before you, you understand!” “Together, you and the others are stronger than anything! You all are a universally constant machine! Every part of the machine works because you are its cogs, and you push the cogs for motion, for their inertia!” “Don’t you see, Vladimir? Don’t you see? You must understand now. You are one of the most important people in the universe, because you think. You spark that which creates worlds, at the whim of a finger waved to the everlasting ebony of the stars!” “Learn to learn within the elliptical waveforms. Learn to live the stars. You will soon reveal yourself to the intelligence of causality. Per aspera ad astra.” // As the above lines are said, each character’s vision will eschew slightly, to make the bushes around them seem to show items and people related to them. Jeanne sees the faces of her workers and bosses among nails and boards as she progresses; Alex sees smoke from inside the bushes as they form more and more into paths of fire as the faces of those he lost form out of the flames; Adam sees the faces of his parents and fellow boot camp squadron as the leaves and branches of the bushes form into guns, bullets, and explosives; Vladimir sees the bushes form into tables, phases of experiments with odd beakers and vials among shards of the periodic table. The paths converge at the end, leading to a frail wooden version of the door that led into the Garden, to which this version is attached to a tower… both shining with light and surrounded by darkness, a prosperity of dreams fabricating around it... Step 8: “Tower of Hope” “Here, past the gardens, this tower stands frail, fragile, yet strong. It is this place where you must forge a path through to the top. The spaces are thin, and getting towards the top does not come cheaply. But if you are to persevere through this… you must have hope.” // The Wisps converge and blast into the wooden door, eviscerating it into tiny remains of dust and shards of wood. The passage forward reveals a set of stairs, and at its landing, a drag of wires that lead into said stairs. A portal back to the Citadel will open to the left of the Tower as a whole, with a Pytaek wallbuy (once again) beside it, so you can prepare for what’s next. As soon as you enter the Tower, the wooden door changes, reforms from wood into a pure-energy state, then forms into metal, closing itself off. The wires surrounding the area become super-conducted with electricity, causing an activation of a mechanism in the shadows beside the door and an overloading surge of energy, to which causes the stairs to burst open from the ground-up. As a result of the overload, your characters somehow get an overbearing sense of contentment and hope for what’s ahead, and this as such acts as though it were a buff, giving you a 1.75x boost in health. At the same time, the ground below you will soon begin to erupt in electrical current, and will kill you if you stand within it for longer than 10 seconds. To this end, this would be a prompt for you to run to the top of the Tower. In regards to how exactly the Tower works, it’s very similar to how the Rainbow Bridge works, but with a set of 10 doors - acting as the blown-up stairs, which really are just small holes - at a random price, rigid and stuck as so for each door. The price, for that matter, is always to be between 750 and 2500. This is essentially another simple step, surely. But, at the end of the staircase, you find a white portal... Step 9: “Soaring The Breeze” “It is time to reflect on the properties that make you Angels. It is here that we test your wings. We have devised a test for you that shall take you to the final portions of this puzzle. May your wings become stronger within each grace.” // The white portal takes you out of the Tower, and into an area that can only be logically classified as “The Above”. This area is a large cavern, lit by an unknown light source high above. Ahead, there are a total of 7 floating platforms to jump across, all of which require the use of the Angel Wings. Each platform is different as to how you will be forced to maneuver throughout it, and each platform will be smaller than the last. That, and each platform will dissipate after 5 seconds pass, to which anybody on them will fall. Of course, the platforms will quickly come back, as well. In any case, choosing your movements wisely would be highly advisable. The first platform is a large rectangular one, easily able to be jump towards, and highly spacious. The second platform is vertical, to the right. You will have to fly towards it, and you will essentially be planted there as if it were a sort of “wall jump”. After a few seconds, you will begin to slide further down, so it is advised to move quickly. The third platform is farther in the distance, but the same as the second. You should be able to glide towards it with ease. The fourth platform is horizontal again, yet moves quickly after 3 seconds. As close as it is, though, it wouldn’t be a huge struggle to reach, even while it’s moving. The fifth platform spins around a circle, moving the other way after one revolution in one particular direction. A wise method of traversal would be to attempt to go to the far-side that is moving upwards in the rotation, so you can likely catch it as it spins and reach the other side. The sixth platform is tilted either to the left downwards or the right downwards (random each game), and will cause you to slide. You can still jump slightly and somewhat negate sliding too far, but in any case, the next platform will be in close proximity of this. The seventh and final platform is essentially a circular platform with no middle. This platform will spin you around its entirety quickly, and will rise close towards the end of the crevice to a safe platform upon contact with the player. It’s essentially a matter of balancing movement and timing with this. After a player reaches the safe platform, the pathway of platforms will become brighter, more illuminated as the light source provided above begins to expand and open. After all players reach the safe platform, the area high above will burst in light to reveal the stars, signifying you are still within the realm of the Regality Sector. Ahead, a red portal opens... Step 10: “The Hour of Prometheus” “In the time before we healed the earth, your world was engulfed in flames. Desolation and disdain swallowed the world whole, and the shell of our former home began to crumble. It is here that you will experience that. It is here that you will learn the extent of humanity’s past error. Find the pathway out. Locate the final test.” // Going through the red portal will take you to… Earth. But, this is not the Earth you know. This is a version of Earth swallowed by both the timeline the group knew and the timeline the Prophets knew. As such, a mixture of both hostile human enemies will attack you, as well as zombies. In the distance ahead of you, you can see thousands of zombies clashing with thousands more humans, yet both sides still see you as the highest threat. With the ground littered with broken-down decimated cars, fortifications and destroyed buildings, and the sky redder than the Martian dunes, this is hell on Earth. This step requires you to find the portal out of this place. This portal resides at a Church placed in the distance aforementioned, where the two forces clashed… which means that you will be fighting through both horde and fellow man to reach the doors of the Church. Stick together, and you should reach the church with… well, it’s still difficult, but sticking together will just make it easier. When you reach the doors of the Church and are given a prompt to open them, doing so reveals a blue portal… surely this one will take you back... Step 11: “The Two Gates” “Ah… and the final prospect of your trials become a reality. It is here that you make a valuable choice, a choice that determines your worth. Through one gate, you shall find your way back to where we started. The way back to the Citadel, the version that must happen. Through the other lies a severance. A door to the eternal darkness of life after death. The fire that succumbs. If you are truly the Angels, you shall intuitively make the correct choice.” // The portal from the last step takes you into a corridor past what was seen as a wall behind the first portal, now actually seen as glass. The portal that led you back will then dissipate. Inside the corridor lies two broken and beat-down, large Gates. Each Gate will have a randomized set of differences, making it better or worse than the other, but each tend to keep a simpler form. The First Gate tends to be mostly golden and white, almost high-stature. The Second Gate tends to be VERY beat-down, made of Stone, with vines surrounding it. Each Gate is connected to a mechanism placed between the two. This mechanism requires you to kill 200 zombies, to which will cause each Gate to phase within and outside of creation… but to you, that will basically look like a lot of electric currents bouncing everywhere, and the gates almost burning with an immense heat. When the aforementioned amount of Zombies is killed, the mechanism will burst apart, applying its parts to the forming of the door, and causing the symbol that you saw appear on the first door of the Regality Sector to form on one of the Gates, and, oddly enough, the Apothicon symbol of “consume” to appear on another. This will appear only for a second before the parts fall to the ground. Whichever door had the “consume” symbol is the bad Gate. If opened, this will cause the map to reset back to the beginning, forcing you to do all you have done all over again. As for the other Gate with the symbol on the first door of the Regality Sector, this will lead you back out of the Regality Sector… As you step into the correct Gate, the world around you shakes and shimmers as you fall into what looks like a wormhole. The Prophets sound… “Every test has a beginning, and every test has an end. This is that which is constant. You find each and every answer here, within the Regality Sector. You find the reality of reality here, within the Regality Sector. You realize the final answer…” You reappear at the Citadel, in the Gardens of Level One… but everything begins to shake... Step 12: “Fate of the Angels” “...and you think the test is complete. Yet, there is one thing you have overlooked. Why do you think the Angels described in the scriptures are as they are? Why have they become what they have? An answer is more simple than you might think: They have shed their humanity. If you thought the process was simple, you have thought wrong. There is one way to make these wings become what they must, and it is the same way the biblical Angels have. Shed your humanity. Shed the fiscal weights of your sins, shed the prosperity of life you once thought was right… shed the wrong, let in the right. You would do well to make haste. For the ground beneath you is only growing lighter… and lighter…” // During the line above, the beam of synthetic sunlight as seen above you phases in and out of control, the Synthetic Sun itself wildly shimmering and growing larger and smaller, forming and reforming, losing its reality in waveforms. The S.I.G.H.T. machines can be heard audibly imploding, and you see Level One’s implode first. All beams from the machines burst with sonic speed back to the Synthetic Sun, and the Synthetic Sun pushes its energy down with an immense burst of kinetic energy across the entire area, as the quote from the Prophets ends. A mass explosion occurs within the rest of Level One, and each shortcut staircase to crumble away and fall within the newly-formed black hole behind you. The Citadel shines in a darker tint, as the Synthetic Sun is now gone, reformed into the everlasting ebony you now see below you. It is advised that you begin running out to the Gardens as soon as you spawn back into Level 1, as a wide portion of the first half of the level will break off and go towards the black hole. Outside, towards the Gardens, certain parts of the blast of debris of Level 1 will break off and hit the Gardens, creating both unstable passage, impassable areas, and areas with which you will be required to use your Angel Wings. Rising to Level 2, there is no general improvement to the danger around you, as parts of the map continue to fall out, and pathways being struck away. The floors of the area will give you the opportunity to use Angel Wings, which… are required for this, but isn’t fully necessary. The platform to Level 3 quickly boosts itself up, as the black hole grows, tearing apart the entirety of the second Level. When you run to the Temple, rocks will shoot out of each side, completely destroying each room, leaving large gaps between the remainder of the floor within the Throne Room. Using the Angel Wings, you can boost your way around the area of flooring left, to the door that leads up towards the Doorway. When reaching the Doorway, the game will automatically end when all get there. The screen, instead of saying “Game Over, you survived ___ rounds”, will say “Absolution Complete, in ___ rounds”. It is at this point where you will have completed the EE. The End Cutscene will play, and your leaderboards will show after. End Cutscene: [Vale Decem playing] Before they could even think, the ground beneath them shimmered and shook. It had fallen out from its shell, showing the utter blackness below. Each held on to what was left of the room they were within, a seemingly unified loss of what grip was left becoming evident. Each of them looked between themselves, and up to the stars above. They, after all this time spent surviving, all this time reflecting on their own forged fates, finally knew what to do. Each character decides to let go at the same time, falling towards the blackness below. An acceptance of fate made, an acceptance of what was lived and experienced. The screen zooms in on the wings on Jeanne’s back… ...and suddenly, they become engulfed in a unearthly white light. Each character experiences the same, and lose control. Their fall towards the event horizon beginning to slow, they begin to form a circular positioning, using the wings to fly around the full circle. They fly faster and faster, not one falling out of form. The black hole suddenly becomes engulfed with light, as if the astral object itself were being erased, edited… or perhaps, reborn into a new star. [Vale Decem turning to a more ambient version of itself] The scene calms down. The Angels descend to the reborn star’s surface, as it begins to broaden out, flatten in view, and break into a darker luminescence. When they land, the Prophets become visible to them. Not in the form they knew prior, but… as themselves. Human. Yet, they still glow like they knew them to. Stacey speaks out. “And so, it is done. This mortal coil you once perceived yourselves within has finally fallen. The veil within you is lifted. Congratulations. You have passed. You… are the Angels. The universe… has been waiting for you. Take your time to think - you’ve been through a lot.” … After what felt like an eternity, silence breaks. “What now? Where do we go from here?”, Adam asks. “I believe it is time you learn what the future holds. And with the new serene singularity you hold within, you shall understand it. Brace yourselves: You’re about to meet your Maker...” They are whisked away immediately after this exchange of words to a new place. The viewpoint rises to show an… “astral projection”, if you will, of a nebula most will know by one name: The Pillars of Creation. … fin ================================================== Creator’s Notes and Acknowledgements: Ah… and once again, we are back at the end of another map concept. I want to be completely honest, and in so will say this: This concept was really fun to make. I thoroughly enjoyed the idea of this map. All of what I created for it really worked out in the end. It made for a good map, and one of which I will always consider up there as one of the better ones of The Unity Series. (They do say “third time’s the charm” quite a bit, no?) Of course, I know that I actively slacked in getting it out, but I can finally rest easy knowing that it’s done. As always, I was not fully alone in the effort. First and foremost, I’d like to thank @Nightmare Voyager (aka Nightmare Poindexter), for whom helped forge an ideal skeleton layout for the map (believe me… envisioning exactly how I wanted the layout to be was hard). Just as well in terms of bouncing ideas off of him and choosing songs, he has been a great source of help for me, my maps, and my general creative process. So, without a doubt, my condolences go to him. Honest to god… he’s been able to catapult me to the halfway point of this story efficiently, and, for the last two years, has been one of the best creative people I’ve known. Whether or not we see eye to eye at times… I’m eternally grateful for the dedication he’s put forth for me. He’s a great person, and an even better creator. It’s such a pleasure to work with him, honest to god. Secondly, I thank @HitmanVere, for whom gave me a few ideas from his point of view with this map, and added a few guns for me in the meantime. He also is a really good and reliable person to rely on for help with maps, and… well, as an actual custom map creator, he’s amazing. No doubt. So whatever credit I give him is honestly deserved. Thirdly, and lastly, I’d like to thank everyone at CoDz and everyone else I’ve introduced to this series. Because, let’s face it - you guys are awesome. In any case, without the bulk of help provided for me by the other two, though, I can’t say I know where this map would be. More than likely sitting idly within the darkened depths of cyberspace… not fun… not fun at all... And I thank you as well, for reading this. You guys don’t know how proud I can be when it comes to the feedback received. Any and all feedback has counted quite a bit for me, and I, without a doubt, love it. I don’t know how I’d repay you past releasing this map and more, noting my thanks. This has been The Meh. Per aspera ad astra. (See, this is where I’d hint my next map’s name, or, at least, an aspect of the next map… but I can’t say I can think of anything. Yet I’m writing this anyhow. Seems nearly normal that I do this, but this time, I’m stumped. It’s funny, because I usually always drop a subtle hint. I’m so used to that. Hrmm, it’s as if a wave of intuition washed over me, making me write this. Heh… good luck with that one...)
  46. 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!
  47. 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!
  48. 4 points
    Hello all! A brand new project of me, started and finished today. More chapters will come soon. Btw, if you feel like, dont hold yourself in to create your own spin-off/side story/chapter (of your own character) :P CHAPTER 1: LOST Near Monschau, Germany Anonymous was exhausted. Just at the moment she and Lenne discovered a food storage, a canned food storage though but what else could you expect in an apocalypse, an undead horde came out of nowhere and made Lenne and her empty their guns on it. The horde was too big and the magazines of their MP5’s were empty soon, and the two living creatures had to run for the living dead. Soon Anonymous had lost her soulmate and found herself alone in a dark forest. 'Ah see it from the good side’ she talked to herself (she had learned to talk to herself a lot in this quiet post-apocalyptic world): 'No more “ondoden” that are chasing me’. She walked on a barely recognizable path, surrounded by high oaks and beeches, and heard her footsteps cracking on the fallen leafs. The wintersun was going down in the cold, orange and cloudless sky, indicating that it would be even more dark soon. And truly, no one wants to be in a forest in the dark with frost at night and the chance of come across an always-hungry zombie. 'Curse you zombies! Do you think I don’t have hunger as well? Always thinking only about yourselves!’. Just at the moment all hope seemed lost, the nearly frozen Anonymous discovered a small dot of light at the horizon. When walking towards it, she saw its source was an abandoned gas station. Next to the building, a map was standing, barely visible in the nighty shadows. The map was written in German. 'Why did I had to come to Germany’ Anonymous thought. She remembered the last message she got from CoDZ, a call to all European members to gather in the German city Monschau. Advantage: It was pretty central for all European members (except Jiipee, who had to travel all the way from Finland). Disadvantage: She was not that good it reading German and in cases you would get lost in a dark forest because a bunch of running zombies had chased you, and you would find a map, you could barely read and use it. On top of that: Monschau was located in the Eifel, a mountainous area, and the temperature was much lower here than back in the Lowlands. But luckily, there was a huge red arrow on the map, indicating Anonymous’ location, and the word “Monschau” wasn’t that hard to find. It appeared that she found herself only 10 km of the centre of the town, and she started the walk. Except for a few zombies trapped in their cars on the road, the journey went quite safe, and when Anonymous arrived at their base in Monschau, she was received gladly. 'Anon, why did it took that long!’ Nieno shouted from the roof of the building. ‘The movie at the cinema had some delay, okay? Open those gates, Nieno, before I turn into a snowman!’. 'To what cinema? I heard Kino der Toten has very good reviews’ Nieno joked while pulling a lever that opened the gates. ‘The day you will keep your mouth shut will be just as great as the day this undead apocalypse ends’. 'Anon! I’m sorry I lost you’ Lenne yelled when Anonymous entered the dining room. 'What’s that awful smell?’ she replied. 'I’m sorry pals, the beans got a bit overcooked’ Blurryface said, wearing a white cook’s hat, holding a pan expelling a lot of smoke, while coming out of the kitchens door. 'God bless your beans, Blur’ screamed Slade, sitting at a table next to Spider. 'Anyway’ Lenne continued: 'I found you this’. He removed a cloth and showed an odd-looking, long, golden and stiff object. Anonymous was speechless.
  49. 4 points
    Hello everyone. Finally, I can get back to my long loved website after a rollercoaster of a year. I guess you could call this a re-introduction so I'll just post it in here. For the people that don't know me, I am Blurryface (Liam). I've been here for almost a year now and I've gotten to meet some great people along the way. If you haven't seen me around often it's because I've had some things going on and only this week have things came to term and settled down. Keeping it short, loosing a loved one so close to me was heartbreaking for me and I have been taking it slow and steady and finally I have started feeling a bit better. Moving on, some good news is that we are finally moving house! Which means for the first time in nearly 20 years I will have my own room lol. I will be finally start on YouTube again and I will have more space and time to put more effort into the site. I'll hopefully be making a bunch of videos weekly for everyone to enjoy. So yes, I am back. Still have a lot do do with the house moving but that doesn't mean I won't be around. I am currently working on IW DLC 3 Mega Thread and a lot of my time is going into that. I look forward to seeing you there when it's up. Finally, I would like to say a huge thank you to everyone who has been here and helped through the past year. You guys are amazing. And for the new people, I look forward to meeting you and hopefully getting some games of zombies too. Now that you've read this, what are you waiting for? Get out there and shoot some heads off zombies!
  50. 4 points
    Greetings CoDz, sorry that this isn't really a true introduction per say. To those who don't know, I used to do some stuff here. Anywho, the site looks absolutely gorgeous. I give mad props to the team. I see some familiar faces there. You guys have done great things here. Maybe I'll see y'all around, huh?

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

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