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  1. 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.
  2. 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
  3. 4 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!
  4. 4 points
    Hey everyone, I wanted to start a bracket tournament for Call of Duty Zombies Maps to get everyone's opinion! I've included every map from WaW to BO4, and put them into a bracket tournament pictured here: So, time to vote on who proceeds through round 1! Just reply in this format: 1. [Your Pick] 2. [Your Pick] 3. [Your Pick] ... 15. [Your Pick] Once I have a sufficient number of votes, I will move on to round 2! For those that can't view the image, here are the options: 1. Nacht der Untoten or Shi No Numa 2. Die Rise or Ancient Evil 3. IX or Nuketown 4. Revelations or Shadows of Evil 5. Voyage of Despair or Buried 6. Der Eisendrache or Moon 7. Bus Depot or TranZit 8. Kino der Toten or Mob of the Dead 9. "Five" or Verruckt 10. Blood of the Dead or Ascension 11. Zetsubou No Shima or Shangri La 12. Classified or Gorod Krovi 13. Der Riese or Dead of the Night 14. Town or Call of the Dead 15. Farm or Origins Feel free to discuss your picks!
  5. 4 points
    Heyo, CoDz family. I am 4 days late, but you know what they say: If life gives you a delay make lemon juice. Just wanted to check in with you fine folks and read what life has in store for you folks in 2019. Of course more zombies content, but if you feel like it, then you can also write about your life. The past six months have been very quiet for me, which was a nice change of pace cause 2014 til 17 have been very grueling for me. From what it looks like I will be able to properly start to work this year, though I am scared as hell about that. More specifically about not being able to deal with the people around me and setting the bar too high for myself which only leads into disappointment, but I will try my best. Other than that I became a two time uncle this past year, cause my brother got a baby girl and seing both little children experience Christmas is truly something beautiful. I am looking forward to KH3 and the new Star Wars episode this year and Sekiro. Other than that I have no expectations for 2019, cause it will be shit anyway. haha Unless BO IIII keeps geting good maps. haha I don't have much more to say other than thanks for sticking with us. ily xoxo
  6. 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!
  7. 4 points
    Chaos Theory Chaos Theory is a branch of mathematics focusing on the behavior of dynamical systems that are highly sensitive to initial conditions. "Chaos" is an interdisciplinary theory stating that within the apparent randomness of chaotic complex systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, self-organization, and reliance on programming at the initial point known as sensitive dependence on initial conditions. The butterfly effect describes how a small change in one state of a deterministic nonlinear system can result in large differences in a later state. Unlike fixed-point attractors and limit cycles, the attractors that arise from chaotic systems, known as strange attractors, have great detail and complexity. Strange attractors occur in both continuous dynamical systems (such as the Lorenz system) and in some discrete systems (such as the Hénon map). Other discrete dynamical systems have a repelling structure called a Julia set, which forms at the boundary between basins of attraction of fixed points. Julia sets can be thought of as strange repellers. Both strange attractors and Julia sets typically have a fractal structure, and the fractal dimension can be calculated for them. Aristotle believed the four physical elements (Fire, Water, Earth, Air) were changeable, and Alchemist ran it from there. The belief was that metals were living, growing beings and could change into other substances. Metals were all composed of the four elements, but were in opposite stages of maturity during their journey to Spiritual Perfection. The theory, then, was that by distilling a substance down to its elemental form and creating the perfect balance and proportions of the different elements, you could purify matter and transmute one substance into another. The ultimate goal was to turn immature base metals like lead into higher metals like gold by releasing their perfect state, or Quintessence. :PAUSE: Breathe. :RESUME: One of the best-known European alchemists, the 16th-century Swiss physician Philippus Aureolus Paracelsus, called the aether element “the substance of stars and souls.” Isaac Newton, a passionate Alchemist, described it as “the perfect Elixir ... our gold ... red virginal milk most fragrant and healthy.” In essence, it was a pure and perfect spirit concealed in all things—both chemically and spiritually. The Alchemists’ quest for gold wasn’t just a technique of metal science. This was Christian Europe, and Alchemy became more than chemical it sought after the spiritual. Metals and Mortals.. Purification was an alchemists representation of humans striving to perfect the soul. Achieving gold was like knowing God. The Holy Grail of alchemy was the legendary Philosophers Stone, which wasn’t a Stone at all. It was a misunderstood substance that could isolate the pure essence of a material and change it into something else, namely gold. In the medicinal corners of alchemy, it was also known as the Elixir of Life, a universal cure that could bring eternal life. the Stone was the physical representation of the concept of perfection, or Quintessence itself. In fact it was sometimes called the lapis aethereus, Latin for “Æthereal Stone.” Let me tie in our lastest bit of story line material given to us from Dead of The Night. “Prima Materia” Prima Materia, materia prima or first matter, is the omnipresent starting material required for the alchemical magnum opus and the creation of the philosopher's stone. It is the primitive formless base of all matter similar to chaos, the Quintessence, or Æther. Prima Materia is sometimes attributed to Aristotle. It in fact was also an earlier idea that can be found in the philosophy of Anaxagoras, who described the nous in relation to Chaos. (Pedophiles' cosmogony is also relevant.) According to Anaxagoras All things have existed in some way from the beginning, but originally they existed in infinitesimally small fragments of themselves, endless in number and inextricably combined throughout the universe. All things existed in this mass, but in a confused and indistinguishable form. There was an infinite number of homogeneous parts (ὁμοιομερῆ) as well as heterogeneous ones. The work of arrangement, the segregation of like from unlike and the summation of the whole into totals of the same name, was the work of Mind or Reason (νοῦς). Mind is no less unlimited than the Chaotic mass, but it stood pure and independent, a thing of finer texture, alike in all its manifestations and everywhere the same. This subtle agent, possessed of all knowledge and power, is especially seen ruling in all the forms of life. Its first appearance, and the only manifestation of it which Anaxagoras describes, is Motion. It gave distinctness and reality to the aggregates of like parts. Decease and growth represent a new aggregation (σὐγκρισις) and disruption (διάκρισις). However, the original intermixture of things is never wholly overcome. Each thing contains in itself parts of other things or heterogeneous elements, and is what it is, only on account of the preponderance of certain homogeneous parts which constitute its character. Out of this process arise the things we see in this world. Arcane Alchemists describe the prima materia using simile, and compare it to concepts like the Anima Mundi. Anima Mundi: according to several systems of thought, an intrinsic connection between all living things on the planet, which relates to our world in much the same way as the soul is connected to the human body. Plato adhered to this idea and it was an important component of most Neoplatonic systems: Dead of The Nights Official Song includes our beloved story vocalist Elena Sigman. I want to bring attention to this portion of the song as it is not coincidence. 1. Who is looking at the Earth? I’M waiting for some one to come here and kill me and become apart of me break them and make them me. Where was it you were before. (Where are you) Who are you and Where are you now? Show me someone who will never die Die like me. Ill show you something that is always alive and dying to find.... And mine is a Mystery. *De Profundis Clamavi* "Out of the depths I cry out" Sol and Luna most frequently symbolize consciousness and the unconscious, respectively. Fiery Sol, the Sun, whose corresponding metal is gold (or sulphur), is the source of warmth and light (gold was often called "the sun in the earth"). Watery Luna, the Moon, whose corresponding metal is silver (or salt), is dark and cold (water and spirit are often identical; water also holds death-rebirth symbolism). Sol and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. Luna and Sol often appear as White Queen and Red King; the symbol of this relationship is a rose. This relates to their symbolism as the anima, the female principle within a male personality, and the animus, the male principle within a female personality, respectively. Jung called this aspect a "medium between the ego and the unconscious. This is reminiscent of Rubedo, in which Luna becomes a man, whereas Sol becomes a woman. According to Jung, both aspects are crucial to their corresponding Self, and their realization is achieved through relationships with people of the opposite sex. The alchemical concepts of Sol and Luna seem to be the unconscious projections of the animus and the anima Luna is often called Anima Mundi, the World Soul which surrounds cosmos, half-human half-animal Melusina, or even Lilith. As Melusina, she is similar to Virgo, who is often associated with the Mercurial Serpent. As the Moon, Melusina is also compared to Venus or Aphrodite, not unlike Mercurius. Similarly, Melusina as Lilith, is the first wife of Adam in Paradise, (Shangri-La*) whereas Mercurius is often associated with Adam before the Fall. It is only natural to represent Mercurius as the anima, which alchemists often did. The sun represents the masculine principle and the logical or reasonable aspect of the mind; the moon represents the feminine principle, the realm of dreams and the subconscious. The two united offer the means of magical transformation — a combination of conscious desire and subconscious activation. To become magically adept, the male and female aspects of the self must be fully recognized and integrated. The balanced individual, fully acknowledging the anima or animus within, is thus the HermAphrodite. This is the true goal of the alchemist It has been used to describe personal and spiritual transmutation in the Hermetic tradition, attached to laboratory processes and chemical color changes, used as a model for the individuation process, and as a device in art and literature. The magnum opus has been carried forward in New Age and neo-Hermetic movements which sometimes attached new symbolism and significance to the processes. It originally had four stages More to come today don't worry.. One must grasp the Great Work Fellow survivors! this post will update with juiciness shortly
  8. 4 points
    I had my first new year's eve at my own place, and it was amazing. I live right in the heart of town, so there were fireworks all around! Apparently there was a fight too right in front of the door (the house I rent my rooms in is owned by the owner of the cafe/restaurant that becomes a nightclub in the weekends next door so sometimes fights happen), but I didn't notice any of it, and neither did the friend I had over. I had a terrific new year's, and it was the first one since the past years. I've been through really dark times in 2016, used nearly all of 2017 for therapy and recovery (all mental stuff, nothing physical). For the rest of 2017 and all of 2018 I just spent time recovering more. And in september last year I moved out, and (finally!) graduated, so I'm in this weird but refreshing positive momentum. So to have such a good time in my own place was pretty moving, actually. Just thinking about how far I've come, and all with my own strength. That also goes for the friend I had celebrating with me. I'm proud of her and of myself! The only goals I have for now is to keep going with the recovery process, and to keep the good momentum going! I also want to go to college to get a bachelor's degree in game art, and keep learning how to design things properly, how to design characters and props and areas, the whole kit 'n' kaboodle. I want to learn more, and keep learning. I hope work will be going smoothly for you Lenne, and congrats on becoming an uncle again! And I hope that things will be looking up for you soon, Anonymous. Heartbreak is the worst feeling. Good luck to you both!
  9. 3 points
    Guten morgen everyone! It’s that time again, the Order of Forgotten Mysteries (and yes, that includes you ;p ) will discuss something new again. Is timetravel or mail deliverer your thing, or both perhaps? Then you are at the right spot. This time we will talk about a variety of letters spread across times they should not be. Let’s start at the most notorious one, the one that can be found on multiple locations in the maps Kino der Toten and Five: Date: 23rd of January, 1975 From: IHCOMFSOG To: FS ER INDUSTRY GLOBAL COMMUNICATION SERVICE We have listed both Tabun and Sarin. Be wary of the Doctor. His involved should be minimised if you want to make it out alive. We are unsure on how he arrived at this time and place. Do what you must... Moving on to the second, observable in Classified: Date: 23rd of January, 1975 From: IHCOMFSOG To: FS ER INDUSTRY GLOBAL COMMUNICATION SERVICE We have listed both Tabun and Sarin. Be wary of the Doctor. His involved should be minimised if you want to make it out alive. We are aware on how he arrived at this time and place. Do what you must… And the last, and in my opinion most interesting one. This one is never talked about, when searching on the internet you get zero results and it was actually by chance I found it luring in the Call of the Dead section of this site. This is the best (and only) picture I have, and if anyone has noclip skills I would highly appreciate it if (if it doesn’t take too much efford) you can get a clearer pic: Date: (unreadable, though looks like I see December) From: IHCOMFSOG (most likely) To: FS ER (most likely) (unreadable) We are running out of time (unreadable) I cannot promise these are the only ones, there might be more hidden in various maps as well. But these three are the only ones found. A weird thing is that two of the telegrams talk about ‘Be wary of the Doctor’, while it is devoted to one FS ER: Faithful servant Edward Richthofen! So does the letter warn Richthofen for himself? My personal, hypothetical and very clear answer: Yes and no. ‘Be wary of the Doctor’ definately sounds more like Ultimis Richthofen to me. I think FS ER might be Primis Richthofen. ‘Faithful servant’ sounds Illuminati-like to me (though it definately could be Monty or the Shadowman), and remember how Primis Richthofen, in opposition to Ultimis, still somehow had a good relation with the Illuminati. They even obeyed him when he ordered them to build a laboratory beneath Alcatraz. So my personal theory is that these messages are from the Illuminati to Primis Richthofen in order to warn him for his Ultimis self. I wonder, though, if this is the Ultimis we know, from Black Ops I, or the Ultimis of the future maps, after Classified. But there are more mysteries involved with these telegrams: Why would the messenger note Tabun and Sarin? These are two nerve gases developed by Nazi-German scientists in the late 1930s. This could possibly be just a developers/texture error, but why is the messenger in the BO1 files called IHCOMFSOG and in BO3 IHCOMESOO? Why is, during Classified, the messenger aware of how the Doctor is capable of timetravel, and, during the events of BO1, not? Has there changed anything in-between? “We are running out of time”. For what? What is their agenda? It is also interesting to note that the messenger is, just as the person he warns for, capable of timetravel? The letters are written in 1975, while they can be found in 1963 (and 2011). Or did the timetravelling doctor spread these files himself? Link to previous Order of Forgotten Mysteries
  10. 3 points
    Hi everyone! Maybe, a little late when I’ve found this forum about my favourite game(mode), but anyways here I am! But who am I? I love helping people out with my fast, correct and solo guides on my YT channel, MysteryHQ. And how I started? I started playing on Tranzit, and back then I was happy if I had reached round 7-10. But I’ve never stopped, so I completed my first EE on Der Eisendrache! From that point I’ve completed all EE’s (except the BO1 ones, but I did them in Chronicles). I even completed the full Super Easter Egg in IW, so I beat Mephistopheles on my own. Currently I’m a BO4 Zombies slayer and I've never really been a member of this site, even though I'm a big zombies fan… Nice meeting you all!
  11. 3 points
    Part 1 (rounds 1-70): Part 2 (rounds 70-100): Guide for the setup strat here:The high rounds strategy is really fast, unfortunately for me it was my first time really trying it with the Viper & Dragon since using the Hammer specialist doesn't really work where there's not enough time to charge up your Charon hand after using it, so I had a few downs as I was basically learning it on the fly lmao. First and second down were both due to me being too aggressive with the sword - it's fine to get hit, but if you notice your health dips to like 100 then do the level 3 sword throw attack to attract the zombies to it and then pull out your Charon and you've got about 5 seconds to get a shot charged and laid down, you should be fine if you do that. Third down was right after the second one, just from me being an idiot and forgetting that I needed PhD to use the Hellion Salvo lol. So all in all, if I were to be able to do this run again I could definitely do it flawless now I know what not to do. Total game time was just under 5 hours. So, the strategy... I found this camping spot a while ago, it seemed fast but I hadn't had a chance to properly try it into the high rounds. ChocolateWe also found it himself and was the first to upload it anywhere in high rounds, so credit to him for that, confirmed to me that it was going to be fast and useful, though I still had to figure out a load of stuff myself about using the Viper specialist to save ammo along the way. It took me until like 80-90 to really figure out the best way to do it. Basically, use 3 charged Charon shots in a row around 23-24 seconds between shots. Switch to the rocket launcher during the last shot, then if needs be you can use it to get the last few kills to charge your Viper & Dragon. Then pull that out, and swipe back & forth 8 times total, then immediately use the level 3 sword throw attack (LB & RB on controller) which attracts zombies and gives you about 5 seconds to switch back to your Charon hand and get a charged shot out. Rinse and repeat! You'll notice in the video I was using Elixirs. I went into the game thinking I'd need loads, turns out I actually didn't. I think in total I only used 7 Cache Backs (wanted to save my Alchemicals and ended up not using any), 2 of which were in the early rounds while I was getting set up due to being unlucky with ammo and then most of the rest where in the 90s when Max Ammo's suddenly became non existant, had that happen to me before. If you have some Shields Up this really helps, as the shield run is long and it's not ideal to be without one. As I said above, I made a lot of mistakes while figuring this strategy out, so here are a bunch of tips to help you avoid the same mistakes I made, this strategy is actually pretty easy if you keep your focus and stick to the plan, but if you let your focus slip the spawns here are so damn fast that you can get in trouble real quick. TIPS FOR THE HIGH ROUNDS Make sure to get a Max Ammo and be fully loaded JUST before starting this strategy. If you do this, then due to the way the drop cycle works, you should end up getting nice timings of Max Ammo drops throughout the game. As I said, I went into this game prepared to use loads of ammo Elixirs, but once the high rounds strat was started I only ended up using 5-6 Cache Backs, most of which were used in the 90s where I stopped getting Ammo's. I figured out that the best way to go about things is to use 3 charged Charon shots in a row, with the Exalted hand they last for about 25 seconds but some zombies seem to ignore it in the last second or two, so I fire a shot every 23-24 seconds. This will be enough to charge or almost charge your specialist - switch to the Hellion during the last shot and then you can use that to finish filling it. What I figured was best when using my Cache Back for ammo was leaving enough ammo for one charged Charon shot, using the Hellion to see if I could drop a Max and just spamming it until there's no ammo left, then use the specialist before lying down my last charged shot and then pop my Max. When using the Viper & Dragon, I like to swipe back & forth with the sword 8 times. Then use the level 3 throw attack (LB & RB on controller, Q on PC by default) which distracts the zombies for about 5 seconds, giving you time to get a charged Charon shot laid down. Make sure you hit a zombie with the throw or the effect won't work! Do NOT kill the zombies with the Hellion while the throw attack is distracting the zombies - if you kill the one you shot, the effect ends. If you do this by accident then turn the face the corner while you charge your shot. You can still take the odd hit while doing this though, so best avoided. Biggest mistake I made which actually caused me downs was to be too aggressive with the specialist thinking I'd be able to take loads of hits and keep making up armour. Generally, it works really well, but sometimes the hits can start to dip into your health - again, generally fine as you'll quickly make armour back up with kills, BUT if you notice you start dropping to like 100 health, abandon the weapon and get your throw attack out to distract the zombies as above, then you can safely lay down your charged Charon shot. When you get the bosses, the trick is not to panic and always be prepared. I had some close calls and used some Dying Wishes just through zoning out and them catching my by surprise. As soon as you see them, quickly get a fresh Charon shot down to keep the zombies distracted, then you can lay into them with the Hellion. Blightfathers take about 3-4 shots and Gegenees take about 5-6. Just shoot at the feet, this causes splash damage. If you have any Shields Ups, these are so handy. The shield run with this strategy is very long due to having the debris between the Temple and Marketplace closed, and it's never ideal to be without a shield during this strategy. Try and have a Rare or Legendary reward from the Apollo trials on standby. These both can give you a Max Ammo as a bonus reward, and the Rares are best as they also can give you a Max as a main reward. Always worth trying to claim between rounds if you're getting low on ammo and you can keep activating trials between rounds and just taking on the ones that work while you're in the strategy, such as dealing melee damage, getting specialist kills or not taking damage. I stopped using the Pegagus Strike after a while, it's not reliable in the high rounds as zombies either ignore it or Pegasus just stops firing As I said above, I didn't use many Elixirs, if you've got like 10 Cache Backs or Alchemicals that should get you to round 100 with no ammo problems, you're gonna be getting Max Ammo's every few rounds and if you start the strat having just got a Max then the timings should work out well for the most part. If you don't have many it might be worth keeping the top door of the Marketplace closed also, so you can run the trap strategy if you run out of hand of Charon ammo.
  12. 3 points
    feelin cute might blow up earth l8r. ’bout 90% done here folks. Dont mind my poorly hidden long hair.
  13. 3 points
    We have been working hard in the background doing some adjustments to the website and user experience and want to give you a little understanding of what we have done, are doing and a few did you know things. We have done some server changes, implemented a different PHP handler, introduced memcache and config updates. This helped tremendously with site peformance. We then introducted Cloudflare again to help with speed and performance. Page Speed Insights We've still got some improvements we can do, this is web report from Page Speed Insights, Mobile is needing a little bit more work but we're on it. This is GTMetrix, The important thing to understand here, is the fully loaded time takes into account the AD's which are being served to guests on the main index, remove the AD's and you obtain a different fully loaded time of around 2 seconds. We have intruduced a higher setting for guest caching, this is set at 3 minutes at the moment but is only a test, it could be set at 10 minutes for better results. We are looking at image optimisation and will discuss with the team about using webp for better image processing & provide better image file sizes compared to jpg/png for example and superior lossless compression. In addition to images, we should be hosting all images within our resources on the site and not hosting on 3rd party sites (such as photobucket). It reduces the amount of look ups by uploading all images to the site and then having these images served from amazon S3 for example. Broken profile images are being changed when we find them, this was a result of a failed S3 setup which @Hells Warrriortakes the blame for. Broken links and general clean up has been performed. We've introduced at the top of the forum a new section called "Our picks" - what is our picks? Our picks is basically a selection of content that is chosen by the team, it is then promoted to social media platforms (Facebook and Twitter) and appears in our picks section as well. Why are we doing this? It brings attention to the topics/articles on the site and brings people to the site (hopefully) to use and stick around. All software is up to date and shouldn't be presenting any problems. We still have things going on in the background we are working on as well but no news to share at the moment. So what about these, did you know's? Did you know, if you post a status update on CoDz, that you can share that status update to social media? It's currently enabled for Twitter, Facebook will be coming soon. Did you know, that you can share yout topic/post directly from the editor to Twitter & Facebook? (facebook coming soon) Did you know we have our own LFG (Looking for group) system? https://www.callofdutyzombies.com/lfg/ Did you know, we have an amazing Library system for call of duty, that was put together by Hall Of Famer @PINNAZ https://www.callofdutyzombies.com/zombies-library/ Did you know, that if you notice something wrong with the website, or doesn't do what you expected it do to or if you want to suggest something, you can do so via our support section? https://www.callofdutyzombies.com/support/ Did you know, you can add your own channels to our website? https://www.callofdutyzombies.com/user-channels/ Did you know, you can add your own videos from YouTube and other platforms to our Videos section? https://www.callofdutyzombies.com/videos/ Did you know, we don't have a save post function but browser save function instead? As long as your browser supports it and if you don't clear your browser cache. What you type will be saved when you return to the site. Did you know you can obtain medals for using the website and for playing games and showing/proving the achievements earnt?
  14. 3 points
    Full instructions and demonstration in the video. This video aims to show you step by step my approach to getting set up for the high rounds camping strategy providing helpful tips along the way (my full 100 game is HERE if you need demonstration of the high rounds strategy, tips included on the page). The Exalted hand is well worth upgrading to because your ammo lasts TWICE as long in the high rounds. If you think this doesn't sound right, let me explain: You get 10 more ammo and each charged shot lasts 25 seconds per shot rather than 15 seconds like the Redeemed hand. With the Redeemed, 40 ammo, 3 ammo per charged shot means 13 shots total, 15 seconds per shot meaning 195 seconds of charged shot time in total. With the Exalted, 50 ammo, 3 ammo per charged shot means 16 shots total, 25 seconds per shot meaning 400 seconds of total charged shot time. So, that's double the charged shot time on the Exalted hand compared to the Redeemed hand, meaning your ammo lasts twice as long in full flow! Well worth the upgrade as this allows you to camp through the high rounds as long as possible. This guide will be for people who have a decent understanding of the map but are struggling with getting set up consistently, as getting upgraded to the Exalted hand of Charon can be really hectic. I've found a nice controlled way of doing it though, and I show this strategy here. If you're unfamiliar with any of the steps, I'd highly recommend heading over to Glitch's channel on YouTube as he has snappy and concise guides on all steps. The cool thing is, you don't need to build even the basic version of all the hands to do this in solo - you only need one hand. I only had the Hand of Charon here, I didn't get any of the other ones, even the basic ones.
  15. 3 points
    EDIT: Since this thread has been bumped and the guide I originally posted in this thread is a tad outdated, I figured I'd update it with the final version which also includes high round tips. All instructions are in the video! In case you forget any of the steps, here's a reference guide image with details, or alternatively you can check out Glitch on YouTube who has a bunch of quick-fire guides for different things on all the BO4 maps. The video guide I've posted here details the steps I do in order to make things as easy and repeatable as possible, providing tips along the way.
  16. 3 points
    Staying in the background for what seems like 2 years now, I've not had much dealings with the site apart from the occassional intervention. Will be good to see how things move for the community, forum software is forum software. Be that vBulletin, phpBB, Invision suite (which we run) or others such as Xenforo. Some have different activity functionality and "slightly" different layouts but in essence they are the same. Reddits not a forum in the traditional sense, it's more complicated and less intuitive in my view - although I'm pretty oldskool when it comes to forums. I started running forums with Ikonboard back in 2001 and ventured to YaBB and others. I've always preferred the service and the options supplied by Invision & I've been with them on several forums now for over 15 years. Occasionally involved in sites such as CoDz, that had phpBB/vBulletin/myBB/. CoDz was running phpBB and tried to migrate to vBulletin which failed spectacularly, we still had the licence for it but attempted migrations was a nightmare, they kept failing on the test setup, no matter what. It was pretty messed up, so we switched to Invision pretty much straight after I got involved and we have been using Invision for over 4 years now. Change is not always appreciated, not always seen as a requirement or having a need for change other than when someone comes in that is used to a different forum software (such as myself a few years back). Bottom line, change can be good, it can open up new avenues, times change and that's OK. Embrace changes that occur, remember CoDz is about it's members and not one individual. We're all still here in some guise and we're all happy to help. My only concern is losing features on this site, which we had custom built (LFG). However, having 4 kids ranging from 16 to 1.5, running the business, travelling up and down the UK on a nearly weekly basis and travelling to places like Germany, Austria, Lithuiana. Time for the family, myself & CoDz has become near impossible. So the admins with the time and dedication & with more time on their hands than me. Is a good thing for the site and the community. Here's to the future.
  17. 3 points
    Wandering this forum for some time new (though I still feel a bit like a newbie), I've come across of one of the greatest folks ever met. People who are caring, humourous, assiduous and intelligent. People I could call friends, though never seen their real faces or heard their real voices. People I could relate myself to, even, alot. With Zombies being the #1 talk subject, I have actually got an idea of each of one of yours character. While online forum discussions might affect your way of talk a bit, I think I know how you all are. I wonder, however, if that vision is true and more importantly, how you look to your character yourself? I'll start with writing down how I see myself. Notice: Ive never done this before and it feels quite odd actually. - One characterism of my self I am very aware of is that I am kinda...talk-y. I have a talent in talking about the cows and the calves (or whatever that expression is) with everyone, which makes me good in getting along with strangers and making contacts. I got a kinda open character too, which makes me talking about deep and personal stuff with anyone, even those I dont really know well or dont stand close to my heart. The disadvantage of that is that I have hardly any secret, and am have not a mysterious personality in any way. I know alot of people (including myself) like talking about personal stuff with lesser open people, perhaps feel flattered in a way, and so create a special band with them. People dont have that with me. Because I am open to everyone no one feels special when having a deep/personal converstation with me. I hate this characterism for that. - I am kinda naive, optimistic and idealistic about humans. I really think the best of other people, while in many cases they act egoistic, money-focussed and not right (including myself). While I can be easily victimized by this, I also see the world as a less dark place because of this. So while I would like to have this characterism a bit less, I like it as well. -I dunno if this is something common to feel...but sometimes I feel a bit like a narcist. While this is a characterism I despise the most among other people, I notice that when I have done something good I feel like I really want to tell it other people. Also got the feeling very quickly a girl I can get along with likes me, even while I know for sure that is not the case (for example when she already is in love on someone else). I think this is caused by a few cases a couple of years back this feeling got comfirmed, and now I got this feeling very quickly. I hate this fucking characterism the most. I hate it when others have it so can you imagine how much I hate it when I self have it. - I can really sit with something. Right now its the heartbreak but it can be anything really. There was a time it were topics of the zombies story. Just things that occupy my mind the entire time. Cant really concentrate on other things, then. Of course I got way more characterisms, milions of neurons all connected to my brain each one of them turning an effector on or off, creating my spirit. The one I am. Though these items are sone things typically me, when I compare myself to my friends/others.
  18. 3 points
    Oh man this was posted a while ago, but reading the things you guys wrote actually made me cry, both because I recognize it myself a lot, and out of sympathy for all your stories. The whole yes-man thing, bending over backwards to please people, and shoving yourself into the background as a result, selfhatred. At the same time it also makes me relieved to a point, because when you've faced the world alone (or felt that you did) you never stop and realize that a lot of people deal or have been dealing with the same issues. I'm also still dealing and struggling with that, among other things. Those other things take kinda long to talk about, but I can kinda summarize it using two words, namely depression and trauma. The other main thing with me just has been not to be a bother to anyone. And I still have a LOT of trouble with this. I used to be so scared of being a bother to people that I just... never really started to develop my personality until about two years ago thanks to therapy, and started to avoid people. This eventually turned into a bad, bad case of selfhatred and... low points. It's not as bad as it has been, and I've made a lot of progress over the last two years!!! But I'm... still scared of people. I'm mostly terrified of angry people, if they're angry at me it's worse. Another "bonus" if it's a man (sorry to all the guys ;^;). ...And if they're drunk it's the worst (to the point of panicking, there's the trauma). But it doesn't even have to be when they're angry. but even still I often just... kinda avoid people??? It's been something that has been ingrained in well, my character I guess. Reading back what I wrote just now kinda makes me feel like I'm sounding edgy or pretentious, oh man. But at the same time that's a good example of the stuff I'm still struggling with. Just thinking those kinds of things, being scared that I'll be told (or that others will even think) that I'm trying to sound edgy or that I'm cringy or whatever else bad, it's something I'll probably never get rid of, as well as the whole being a bother thing, be it directly or indirectly thinking it. But I have also accepted this (for the most part). I have learned that while I probably can't get rid of it, I CAN learn to live with it. Of course I have my bad days, the days where I fall back into the old ways of thinking and doing, but I'm starting to learn how to deal with it, and to channel it into something better, and to work around it. Step by step. Fumbling steps. But steps nontheless! One step is admitting it (the beginning of this paragraph I mean), for example. It's still hard, but that's what the road to recovery is, right? It's very hard, with many ups and downs. But that's okay. I do hope I'm not unnessecarily tearing open old stuff, but this topic has really moved me. I also want to say thanks to everyone for talking about their problems which might sound weird I guess? But I know how hard it is, and I still think it's brave as hell. Hats off to everyone! I've probably never said it before, I don't think I have, but I'm always astounded by how nice and cool everyone is. Hell, I've never even thanked @anonymous properly for having nominated me to be user of the month once. It still means so much, and I feel like an ass. At the moment I was just really blown away by it, still am. I never really found the right moment to say it until now, and I'm sorry for that. But I still remember it, and it still makes me feel very warm and fuzzy inside. So again, thank you ;v; And well, sorry for being so late with that (I've actually been sitting on it for a very long time).
  19. 3 points
    So I would like to discuss about one of the least talked, yet very important details of Classified: Broken Arrow's recreation of the MPD. Besides this picture, a cipher is our only source of information concerning this topic. Written in 1963, McNamara states that the MPD copy is being constructed in Groom Lake, and not at the Hanford Site. In the 1960s, the US and USSR were involved in the global Cold War, a battle between communism and capitalism. As both powers were desperately trying to be the first to fly to the Moon, secretly in order to scavenge the precious left-overs of Group 935 in Griffin Station and becone the world's sole superpower, the American organization known as Broken Arrow was focussing on an alternative way for reaching Luna: Matter Transference. The astronauts of the first Moon landing, accomplished by the US, might actually have used an M.T.D. , built by Broken Arrow at Groom Lake. I previously theorized that the Avogadro might be the product of MPD testing, and Hanford's 'Power Plant' being the MPD, as the Timeline notably uses the word ''accidently''. This contradicts the cipher, where is stated that the MPD was being reconstructed at Area 51, and not in Hanford. The Avogadro (and Denizens), however, are created years later, in 2025, so the possibility that Broken Arrow transfered the MPD to the Hanford Works is still open. Anyway, at the time Classified takes place, the MPD still is located in Nevada, as are Ultimis. Coincidence? Why is Doctor Richthofen still so calm in that cage, as everything goes to plan? What could happen next? What would happen anyway, if two souls both would enter an MPD? If we will ever get to know, this will give us alot more info about the understanding and capabilities of the Aether Pyramid Device.
  20. 3 points
    Hi all, First of all, I would like to start with a quote by @Steelie, almost two years ago (jeh man, we're getting old): Not sure if that thought still goes for you, my friend, but I still have an everlasting curiousity to the Unknown. Which is why I felt I wanted to share my, if I can call it like that, 'personal adventure' of last sunday... I knew the place from a friend of mine, who practised mountain biking in a nearby forest (10 km from my village). He talked about seeing large concrete complexes in the middle of the woods, bunkers of some sort. When I felt like walking with my dog in the forests, I thought 'why not there?'. The drive to the location was an adventure itself, with the fat little one next to me on a chair, sitting relatively relaxed for a car ride with Green Day way too loud on the music box. Anyways, we arrived at a parking ground at a pancake restaurant, near the bunkers. From here, we found a muddy way, not that much used (understatement) in the direction where the bunkers had to be. As the road turned into a river more and more, I eventually stumbled upon a fence, among with a sign saying NO ENTRY. The fence seemed to end my little journey, but when I walked a bit further I discovered a tree, blown over by the wind fallen exactly over the fence. As I climbed over this unforeseen helper, whilst carrying my little one, I saw my destination: A row of grey, grim structures that was hidden in a seemingly artificial planted coniferious forest. There was still an asphalt road connecting them, although overgrown by all sorts of grasses. The bunkers almost seemed to be Vaults of 'Fallout', with opened doors of at least 30 cm thick. They were buried under hills of sand, complete with trees and plants, probably to camouflage them for enemy sattelites. Most of the once military highly guarded complexes were now fallen victim to vandalism and graffiti. One of the bunkers had a large white, almost fluorescent text writting on the backwall, eerily saying 'NO END'. Gotta admit, that one almost send shivers down my spine. The bunkers in this row were numbered 101 up untill 118, 115 not being excluded. At the end of the row was a small, brick building, consisting of a hallway with tree rooms. I ignored this building, as it looked like a stinky by junkies used house, looking not nearly as interesting as the bunkers. When I had seen enough, and exited the terrain, however, I heard a loud 'BANG' coming out of the little brick building. Probably the wind smashing a door, but the idea someone was there, watching me all the time, creeped me. Once exited, I used internet to investigate the structures I had investigated. Apparently, the area was an enormous military ammo depot for the German Bundeswehr, used from 1962 till 1997, to store bullets and bombs. This would explain the thick steel doors. The trees overgrowing the bunkers indeed used to function as camouflage, due to fear for Soviet sattelites. Apparently after the Cold War, the Bundeswehr sold it to the Belgium ministry of defense (I was in belgium the entire time!), which demilitarised the area and gave it to nature, as it connected the wildlife of tree large forests. Another interesting thing I found out was that the terrain was 100 hectares big, containing 80 bunkers. I merely saw the tip of the iceberg! The area was still lightly guarded weekly by a soldier with a German shephart, and apparently some folks organized an illegal technoparty in one of the bunkers some years ago. Much more I couldnt find on internet. When I came back to the living world from this real life Zombie map, I went to the pancake restaurant to get some sort of 'pancake calzone'. The little one had to wait till we were back home to get her slobby food.
  21. 3 points
    Hey, guys. I didn't really expect to make a "Part Two" just yet for this, but... I've come to some interesting revelations regarding the series that I feel are important to share. That... and, I suppose this post will serve as a worthwhile update to the progress I'm on. So, with that said, I think I'm going to just jump into it. I grew up with Call of Duty being a large part of my life. It seems like a "typical" thing to say, and it really is, but... these games have affected me on a certain, deeper level. I have vivid memories of me and my brother loading up Big Red One, or Call of Duty 3, on our PS2, and I recall being absolutely enamored with the games to the point of near obsession. It was... that level of enjoyment, for me. Of course, this was around the time I was in First Grade, and... admittedly, I didn't really know anything about taste in games or whatever. I still sat around playing stuff like Crash Bandicoot (specifically Wrath of Cortex, and I like that game to this day), and both Battle for Bikini Bottom and the Spongebob Movie Game (both are pure fun to this day as well). But it was something else, y'know? Just... that different type of feeling. I grew up with the changes as they came, and... y'know, by the time World at War came around and I had heard of a Zombies mode, you could not imagine my level of jealousy. I had a Wii, so we were very much barred from the oh-so-precious Nacht der Untoten. I didn't end up playing a single bit of Zombies until Black Ops 1 came to the Wii two years later. (I should probably mention for the sake of the story: Our PS2 overheated and the Wii was a Christmas gift.) Playing Zombies for the first time kind of lit a spark in me, in a way not a lot of games would do. I feel like I forget how much the mode has impacted my life at times, and I should be humbled by what it's done, and where I came to with it, but... that first game that I played, and my first noob-level death at round 3 was... almost surreal enough for me. I didn't really care for much else than the experience of the game. I grew to be good at it within the span of a year's time. Hell, I think my first Round 30 was on the Wii. Then, y'know, times change and shift, I find myself on an Xbox and Black Ops II came out... and, just... I dunno. I like the barebones difficulty of Black Ops 1 Zombies. I cannot possibly keep a secret like that dug down in this brain of mine forever. Black Ops 1 is perhaps the best iteration of Zombies. Black Ops II is indeed an incredible evolution of the mode, and adds perhaps some of the best mechanics to come out of the mode in quite some time, but... the base game was changing. By Origins, it was more about power to the player. Which, yes, is a perfectly fine thing, and can be incredibly entertaining. But... too much power makes a poor man ill-spirited. By Black Ops III, it was all a bit too much. I think, at the core of it, the point I'm trying to get across is something like this: I want to, in creating a series of maps like this, be able to create it in a way that, while giving the player power, is still rooted in a barebones system. Like a mesh of the past three games in the series, perhaps, but a large chunk of Black Ops 1. I want to design something I would like to play. I want to actualize these maps in a way that, in my head, I can see myself sitting down and enjoying every second of it. I guess that's what this whole series is, most of the time, though. A self-actualization trip. With a lot of mechanics scattered and questioned, meshed like putty until I find a way to make it feel like art. ...good lord, that sounds conceited now that I say it. Though, that's essentially the essence of the matter. Probably the reason I feel ever so passionately about this series, actually. Because it's my canvas. I'm the "Monty" of my own world. A cosmic painter, creating a portrait in a vast canvas, scrutinizing the little details I find... and fixing the ones that aren't working. But, that's just my thoughts on it. I kind of needed to find a way to get that off my chest, so... apologies if this all sounds conceited. Or... something like that. I'm working on getting towards an acceptable pace/percentage of completion on this series, believe me. All the elements are coming together! Just... need to let all that paint dry, so to speak. With that said, though. Per aspera ad astra. -The Meh
  22. 3 points
    I have to say, the new mix of Where Are We Going is becoming one of my favorite songs in the series. Today I took a look at the lyrics to find some meaning, and I kind of realized that the song is not just about the cycle, like the original was, but about Primis Richtofen's journey. Here's the lyrics with explanations thrown in: Where are we going from here? Where do we go? Are we all blinded by fear? Where do we go? How do we know? Need for survival is clear We persevere without an end Into forever, we fall And wander on and on and on The first half of this verse is recycled from the original, and is essentially the confusion of the survivors trapped in the cycle, wondering where they have to go next to end it, and how they will know how to find an end. Are we being so blinded by our fear, we cannot see a way out? The second half is new, and offers some form of answer to the first half. Where are we going? Well, into forever, we will fall, we will persevere, we will survive, and we will wander... on and on and on... quite depressing. Dust of a thousand years thrown on your path And in the aftermath, you'll stumble forward Mouth full of air resuscitating life And you'll ascend and carry on and on This verse is what really set me on the path of believing this is all about Richtofen. The "Dust of a thousand years thrown on your path" is the dig site in Origins, the location of the Great War, left to gather dust and be buried before Group 935 came upon it and dug up that "dust". "in the aftermath" of the the dig site, Richtofen and Group 935 "stumble forward" into an ancient evil buried for a thousand years. "Mouth full of air", the living in Group 935 uncover the dead, and they are brought back into living. With the help of Primis, Richtofen "ascends" from darkness, and so they will "carry on and on" through their journey, eventually restarting the cycle again. Where are we going from here? Where do we go? Are we all blinded by fear? How do we know? How do we know? In the depths, easy steps Water flows Fire burns, all returns Ashes cleanse the ordinary woe The theme of this verse is building up, beginning with easy steps, before water flows and fire burns and all is returned to how it was. Ashes cleanse any woe that Richtofen or anyone else may have, because in the end, there will always be another should the cycle continue. From the Richtofen memories trailer: "I do not regret the pain that I have caused, because none of it really matters. This moment. This... me. All of it will soon be gone." Followed up by imagery of fire burning. Where are we going from here? Do we let go of all we know? Are we all blinded by fear? Where do we go when we let go? Where are we going? Where are we going? Where are we going? Where are we going? Are we all blinded by fear? Where do we go when we let go? At this point, the chorus has repeated again and again. Richtofen believes he knows where things are going. Like he has a master plan that will set things right without having to die permanently. But in truth, he does not know of a way out that involves him surviving. He is blinded by his fear of death, so he has perpetuated the cycle. I feel I'm falling from here, don't let me go Is it the calling we hear, we hear? How do, how do we know? In Blood of the Dead, the new Richtofen once again fears death, and he begs for his life. "Don't let me go." "Is it the calling we hear?" is the dying Richtofen, speaking to the one who has broken the cycle as his life fades away with the song. "How do, how do we know?" How does Richtofen know this plan will work? To let himself die, and let the others lead. To bring in Ultimis. For so long, Richtofen has followed the Kronorium's knowledge and taken it as a burden upon himself. It is the safe way to know the future. But now, the future has changed, and with it, the Kronorium. How can we know? Where do we go? It is time Richtofen make the sacrifice and take the risk, for a better tomorrow.
  23. 3 points
    (Black Ops 4, Zombies, PS4) I've noticed a scary trend in gaming over the last decade... First time I noticed this trend was when I couldn't play the Battlefield (3 or 4, can't remember) SINGLE PLAYER campaign because I wasn't connected to EA servers... Unfortunetly, it seems Activision has followed the trend. I really wish we could play zombies single player while offline and still earn and unlock things, and progress in levels. I can't imagine any reason why the game can't, at the very least, store our progress from offline games to be uploaded later when we connect! I got the game a few months after launch, so it seems I was spared the worst of the bugs and glitches. (i've only ever "blue screened" once since buying the game on Christmas) but I fear what may eventually happen: I am in round 65, i've maxed out many weapons and gotten thousands of headshots...suddenly I see: "Internet Connection Lost" some potential issue with Activision, PSN, or simply my own WIFI or electricity! What happens then? Do I just lose my hours of work from my current game?? This has not happened so far, but I chalk that up to "lucky me..."
  24. 3 points
    In what regards? But you are right, the suply drop stream or whatever it is called is a joke and the Black Ops pass almost costing as much as a new game is dumb, but all things considered I happily pay more to get more and never expect to get new content for free. I just don't get it for the Black Ops season we had to pay 60 bucks for the game and additional 4x 15 bucks. It is just insane how map packs got sold for 15 $/€ and almost nobody seemed to care. Activision just handles this whole show in a really bad manner and they always have been doing that. I just think it is strange that it took folks almost 10 years to notice that.
  25. 3 points
    It's December. It's cold. It's almost the end of the year.... So as today is Christmas Eve, I just thought I would leave everyone a little message wishing you all a Merry Christmas and Happy Holidays! Another year spent here at CODZ and I have enjoyed it just as much as the others. BO4 is keeping me busy and so is this place so I couldn't be happier. A big thank you also to everyone here for keeping the community alive and for being such great friends. There isn't that many of us left and our little tight community here is humbling to be part of. So from me Merry Christmas when it comes everyone and All the best for 2019!
  26. 2 points
  27. 2 points
    Hey all, welcome to the first thread of the Order of Forgotten Mysteries! Based on this thread, I thought it might be a nice idea of every now-and-then (like every week or something) release a thread like this, discussing a certain story aspect that is often forgotten or not solved yet. It’s not about the OP thread but more about your comments, as I hope it will spark some personal ideas for y’all, and we might come to a conclusion for every mystery. And most importantly: have fun. I hope I will post some mysteries that will give you the idea of “oh yeah, I forgot about that one”. Phew, I made this intro way too hurry. Anyway, I'm excited about the material we'll discuss this time: One old, yet not so forgotten mystery that Shangri-La holds: the ‘Alien skull’. We see this object on the Richthofen altar behind the map’s Pack-a-Punch. It resembles a skull that appears definitely not human. It’s the skull on the left side of the table, as the right one is one that resembles the skull of either a primate or a prehistoric man (it is similar to the one in the Shangri La loading screen). There are two possibilities I could think of: The skull is humanoid. The natives of Shangri La might have performed artificial cranial deformation. This was something practised commonly in a variety of cultures widely separated geographically and chronologically (Scandinavian and Eurasian tribes, the Maya, the Nazca and the Australian Aboriginals to name a few), and actually still occurs today in a few Pacific islands. A head of a child is binded in, deforming the growing skull form and making it longer, often flatter. The exact motivations behind this process differ, but reasons could be: Attractiveness, a symbol of status and the thought of believing to be more intelligent. Some archeologists, however, believe it may have something to do with honouring Ancient Austronauts. This name refers to the idea of intelligent extraterrestial (or extradimensional) creatures having roamed the Earth in Ancient times and have, as well, made contact with early human cultures, influencing the development of agriculture (think of Shangri La’s water system), technology and architecture (e.g. the Pyramids of Giza). For the humans, these highly developed race might have been a global inspiration of what we now call ‘gods’, or ‘deities’. (Petroglyphs in Italy which are by some believed to resemble modern astronauts, refering to Ancient Astronauts.) So there is a possibility that the elongated skull on the altar is ‘merely’ human, but still not meaning that the natives didn’t made any contact with Ancient Gods. What’s more, this hieroglyph can be found on the alter: Look at it’s eye orbits, it facials...this is just not human. It kinda reminded me of an observation by Aetherialvoices (for real, if that guy ever finds his way back here he must have at least 50 mentions by me) about the Crazy Place zombies in Origins: “They are most definitely humanoid. Their facial features however, are not exactly human. They have a massive mouth with spiny teeth, small slits in place of a nose, they don't exactly have eyes (just small indents in their head that glow), and their fingers are claws. They are definitely closer to human than Keeper though.” This brings me to the second possible theory: Basically this. The skull doesn’t look Keeper-like (eyeless), nor does it look human (short head). Could it be a hybride? According to the Thule society and certain Nazi scientists (you know, the übermensch believers), the Aryans were the lineage of the Vril Ya, mixed with ‘lesser’ Earthly humans. After the arrival of the Ancient Astronauts on Earth, they mated with early human societies, or possibly even primates, creating the hybrids: the Aryans. This skull could be of one of them, as it has both Keeper and human features. What do you think about this? Have you additions, or your own theory perhaps? Please share, and see you in the next “Order of the Forgotten Mysteries”!
  28. 2 points
    (if you can't tell I'm really excited) Aside from all the freaking out, I wanted to make a post about this game getting a remake and see what you guys think about that. I have a largely storied history with this game, it being perhaps one of my favorite games from my childhood, so... forgive my curiosity for this. THQ Nordic's a lovely team for this, truly. But yeah... thoughts?
  29. 2 points
    I haven't fully studied this, but from what I gather: The green is a base number per kill, plus you get the yellow points as a bonus for the type of kill. So a base kill is always 90 points, if it's a melee kill for example you also get a +60 for the melee. Doing prior damage before the melee kill may get you some points, which then get deducted from the final tally since the max allowed per kill is 150 points. So for example: You gain 30 points from pistol shots on one zombie. Then you melee for the kill. You get 90 points for the kill, and +60 for the melee. However, that 30 you made has to be deducted since you're now 30 points over the max allowed score for that kill. So you'll see a green 90 (base score for getting a kill), a yellow +60 (melee bonus) and a red -30 (deduction for prior damage points). I'm pretty sure that's how it works anyway, but again I'm not 100% on that and could be completely wrong. It's an interesting topic that I don't think anyone has looked in-depth into at this point.
  30. 2 points
    Guten abend Lennærd! Gracias for the reply, and glad to hear you like it. Could be, but I doubt this since the Keepers are an interdimensional species. A possibility, however, is that a split of the Keepers went to Earth (known to us as the Vril Ya, or gods), got stuck there or stayed voluntary here (to create to Earthly fraction Order of the Keepers) and evolved, just like primates did. However, suddenly having eyes seems like a radical evolution to me. I know this is a theory heard many times, but a mutation could never have a sudden appearance of eyes as an effect, though a mutation in a HOX gene could have the displacement of eyes as an effect (if there are eyes somewhere else one the body). However, Classified learned us that mixing DNA fractures of humans and pigs would result in the eyeless crawlers we first encounter in Kino, so there could be a possibility that there is a certain mutation in the zombie universe that results in the sudden appearance/removal of eyes. Good imput!
  31. 2 points
    Man, it’s weird coming back to forums sometimes. I remember when I first joined this site, and there were frequent posters like Nightmare Voyager, and Stop Mocking Me, Deathbringerzen, and Slade just to name a few. And then they disappear without a trace and it just feels odd, even though I’m guilty of this myself. Sorry for the ramble, just felt like writing this
  32. 2 points
    I made a video guide about ALL Chaos Easter Eggs (Dead of the Night, Voyage of Despair, IX and Ancient Evil) and in this video I show you some general tips & tricks and low round easter egg strategies for all four of the EE's using Classic Elixirs Only. This video is 16 minutes long and contains 4 EE's. In the video I say it's more likely a what to do on what round guide than a deeply explained video since I already have videos about most of the EE steps. Of course you can do each of them on a lower round if you use common, rare, legendary or epic elixirs and talismans, but I wanted to make this reachable for those who don't have these items ingame so I used classic elixirs only. With my strategies I completed: Dead of the Night - Boss fight reached on Round 10 (finished on Round 12, flawless) Voyage of Despair - Finished on Round 15, flawless IX - Boss fight reached on Round 20 (finished on Round 21, flawless) Ancient Evil - Boss fight reached on Round 10 (finished on Round 19, flawless)
  33. 2 points
    Epithets of Athena include Pallas(girl) and Parthenos (virgin), living up to which, she is conspicuous amongst the gods for not indulging in illicit relationships with other divinities, demi-gods, or mortals. Other epithets were Promachos (of war) - perhaps referring to more patriotic, defensive, and strategic warfare, rather than attacking warfare, in contrast to her more aggressive, conflict-loving brother Ares, Ergane (of the crafts), and Nike (victory). The goddess was not to be trifled with as her transformation of Medusa into a Gorgon demonstrates, and her sense of justice was such that acts of impiety were swiftly avenged, as with the Archaean heroes following their capture of Troy and desecration of the goddess’ sanctuary. @anonymous
  34. 2 points
    Hi, and welcome to icks....er, I mean Nine. The main purpose of this post is to describe the basic layout of the BO4 Zombie Map "IX", to alleviate newbie confusion and keep you from blowing early cash on unecessary doors and running in circles, lost. IX is a fairly simple design though it does not seem like it when being chased around on your first attempt at it. Start Room: You start in a hallway connected to a large round arena, the center of a coliseum (head out to center, hallway closes behind you). Around you, if you look up, are 4 Towers (temples) around this inner arena. Each Tower represents one of the God Perk/Idols from your Chaos Character's Create a Class link. There are even matching statues and a flag triangle symbol on each. Each of these Towers contains a perk that matches the one that you set in Create a Class. Each Tower has an upper section (Perk and Champion for PaP unlock), a middle section (door to center arena), and a lower section (door to circular tunnels under map). The Start Arena doors to Danu and Ra Towers' middle section can be opened from the Start Arena. The middle doors of Odin and Zeus must be opened from inside the Odin/Zeus Tower that it connects to (can't be opened from Start Arena), so basically you go through Ra or Danu, through the underground tunnel, then up to Zeus and/or Odin Tower. At the bottom of Danu(or)Ra, you open to the tunnel. There are 2 doors which will allow you access to the rest of the circular tunnel to the bottom doors of Zeus/Odin, as well as the underground center arena called Temple (PaP), and the Pit, where the Shield is built. You only need to open 1 of these 2 doors in the circular tunnel, it is a circle, just go back the other way. (0)Sample opening (Use Custom Mutations, have 50,000 points to start, set Zombie Max Speed at WALK if you want to follow along with my text descriptor here. Leave all zombies alive to keep them calm for as long as possible). 1. Open Danu (left door), go upstairs to Perk/Champion Gong, check out middle, check out lower, check out gun wallbuys. This is vine-y and overgrown and green. Danu has a door upstairs (perk/gong), this bridges to Ra, which is real close to Danu. Opening this destroys easy early running in the top of both Towers, so leave this closed in all Towers for now. The middle area (just like each Tower) goes to Start Arena (it is open, you came in here), and the bottom door opens to the tunnel (leave it closed for now). 2. Go back to Start Arena, take right door to Ra (yellowish stonework inside). Upstairs has perk/gong, door/bridge to Danu (leave it closed, this is the other end), middle area has door to arena (open, you came in here), and the lowest floor door can open to the tunnel. Open this bottom level door (next to Bowie wallbuy). Note: 1 shield part, 3 locations, should be on the upper floor of Ra (large, easy to spot). (Shield has 3 pieces, 3 spots each, in Ra, Odin, and Zeus Towers). Go fetch that piece and come down here and out to the tunnel. 3a. In the Tunnel now, look left and right and up. The Ra door that you just exited has a flag with some sort of triangle on it. The tunnel around Ra looks like the Ra motif; yellowish stonework, same as in Ra Tower. Very close by on the right is another triangle flag (different triangle), with vines and greenery. Look by there to see the other side of the Danu lower door (from 1, above. Leave it closed). Just past the lower Danu door, you hit a tunnel door (leave it closed). (This is a good little mp camp spot). Okay, for now, this is your "Danu/Ra side indicator"; seeing the green and leafy motif in the tunnel means that you are approaching the dead end by Danu/closed tunnel door, and closed Danu lower door. Here, you either want to go up Ra, or turn around in the tunnel. Playing like this will help you learn the tunnels quicker. So this half of the circle is Dead End, Closed Danu, Open Ra. 3b. Turn away from the Dead End/Danu, head past lower Ra door (in tunnel still), you pass through a 90° bend and you will reach a buried large statue, the ?box, and the second in-tunnel door, open this one. You are now in a larger circular room called "the pit". Here is the Shield Workbench and one of the side entrances into "temple" where PaP will be. Go in temple, check it out, but come back out this same entrance. 3c. Continue around the tunnel in the same direction you were headed. Soon you will encounter an area with 2 more Triangle Flags hanging from the ceiling (2 different triangles than Ra and Danu) near the opposite side of the "temple" (another entrance). One tunnel section will have round shields by a door (Odin Tower lower door), next to it will be Whitish Stone tunnel section (Zeus Tower lower door). If you continue on in the tunnel, you'll hit the closed tunnel door near Danu Tower lower door (tunnel full circle), leave it closed for this walkthrough. 4. Head back to Odin/Zeus flags, open Odin. You are on the lower level. The middle level opens to Start Arena (no need to open it), the upper area has perk/champion gong, and the door/bridge to Zues that destroys the training here (leave it closed). Odin flag part has 1 location on upper floor, 1 on middle (shield rack), and 1 lower area spot. Head down to tunnel, eyeball the Zeus flag and head to the Zeus Tower lower door, open it. 5. You are in the lower Zeus Tower area, by a bath (1 shield location on wall opposite this newly opened door. It is tiny, look carefully), head up to middle area (door to Start Arena here, leave it closed) There is a shield part location, by a statue. Head upstairs to Perk/Gong (door/bridge to Odin here, leave it closed), there is a Shield part up here, look carefully as it is small. Your map is now completely open without unnecessary doors. You may of course open it much differently, or you may eventually open more, or all doors, but I wanted to walk you through with minimal doors to save your hard earned points in a real match. By keeping the triangle flags, tower motifs and general tower design in mind, the map is actually simple to keep track of or visually recognise where you are at any given time. I usually open Ra, get Bowie and Shield Part, open tunnel to Odin + Zeus, get Shield parts, then build shield with Danu unopened. If I want an early perk, I set it in Ra, with last perk in Danu maybe. (But I usually pass on perks early). If you buy a wallbuy gun, say "gun name, tower name" or "ammo, tower name" (or "tunnel near location X") a couple times, so you remember where to buy ammo for it. 6. Shield: Take the 3 shield parts (1 part each, in 3 locations, in Ra, Odin, Zeus Towers) to The Pit in the tunnel, build at workbench. It comes with sword and pistol. 7. Pack a Punch: Top floor of each Tower, ring the Gong. You will fight 1 or more champions. (I suggest just fighting them during a round including round beginnings. Have a decent gun for this). Trying to keep a few zombies alive while you do this is harder than just fighting all at once. Champions may be several tigers, Giant Axe man, Useless Hyper guy, or a pair of Useless and Axe. (You may get random spawn of these on the same round too, just fyi). Each champion or set of champions will drop an item for you to collect once they are killed, simply move through it to collect it. Tigers, you'll see them on regular rounds too, just avoid the run-pounce-swipe and shoot them. Prioritize tigers because they block you and are just dangerous to have mixed with or running around the horde. Axe man. He takes lots of headshot damage, he loses his helmet, then you headshot him easily. He is mostly a joke. He'll often axe-throw at you as you headshot him, or he'll slap you pretty good if you actually let him get close. It is not even worth avoiding the axe-throw (normal difficulty), just headshot him and keep your distance. Useless hyper guy. This smaller boss also must be "helmet then headshot". If he lands next to you for a couple of seconds, he will take most of your health in a brutal beating with his blade-hands, but just stay away and headshot him. Parasites are more threatening than this guy. Once all 4 champions are defeated (often in same round, they are so easy), go to tunnels, then to center temple. Give the center thingy of Temple the Champion Blood (things that the champions dropped), and in several seconds, you'll have PaP. (It is this center stone, it does not look like Aether PaP, it looks wierd and red). This concludes the basics of IX, I hope this makes IX easier to understand and traverse for some new players. ########################## Some alternate openings of note: The Pit: If you open Ra to the tunnel, but go right, past Danu, and open that door then head (through Cursed room, Crypts) to Flooded Crypt, go between columns into Temple, and across and up the other steps, you end up with "The Pit" area being closed off except for the Temple entrance. This then allows a camping spot in Pit by an unopened door, as well as easy circular training near the shield. Some higher round strategies involve the bridges between Towers, which I suggested you leave closed in my basic tutorial above. I just want to reiterate that my basics were just to inform you of the general map layout, not necessarily a plan on the best way to open the map. Some Tower lower rooms are good for training, check them out for yourself. At start, you can stay in the spawn hallway until you have enough to open several doors. Use Knife, Wraith's Fire, and your Special Weapon, with your improved starting gun, if you have one. With multiple players, can one stay in here to hold it as a camp spot (switch off players as each gets perks/guns, et cetera)? Happy gaming!
  35. 2 points
    A summary of the entire story! Note the word summary, as there are a lot of less important points I haven't included: the story of ''Red Riding Hood'', the history of Hyperborea and the Aryans and the backgrounds of the characters. Also note: Alot of text I have copy/pasted of CoD Wiki pages. All I did is pasting it all together and rewriting it a bit. Still: Enjoy!
  36. 2 points
    Hey everyone! It's been a while since our staff has made a major announcement like this. I'd like to preface by apologizing for not being nearly as transparent as I'd like to be with these new changes. You may have seen some new things coming our way if you've been watching us closely on Twitter (and receiving our email newsletters the past few months). With this new announcement, we - myself, the staff, and our new friends - are making big changes and want everyone to know what's going on. We're happy to announce that Call of Duty Zombies is officially a part of the Collateral Network! For those out of the loop, CoDZ is now being managed not only by myself, but our new friendos @AzzidReign and @Anubis. Both are involved with the popular gaming website Se7enSins and have expertise in running online communities similar to ours. After much discussion, we agreed that combining efforts would help bolster both our communities with the goal of creating a more expansive network under the Collateral title. What does this mean for me? I'll be the first to admit that I understand the idea of change can be scary. Ever since I became a part of the staff alongside @Hells Warrrior and @Boom115, we've worked tirelessly to operate CoDZ and ensure that our members always had an undead home to talk with friends, be involved in theories, and be provided with everything Zombies. Collateral Network will help us stimulate the community from it's [rather interesting, if you've been paying attention to the BO4 season] slumber with a myriad of improvements to the site, features, expenses, and most importantly, communication. This network involvement also means we're able to provide greater features and enhancements to the community (such as in-depth map tutorials, faster page speeds, improved filtering systems when looking up threads, and more) that are soon to come. Us administrators made sure to keep the theme and feel of our community in mind when determining what's to come. This place is our home, and has been for nearly a decade. As such, I've made a promise to keep the CoDZ-aesthetic the same no matter which direction we go. I have great faith in the new network conglomerate and can't wait to share for you all what we've got in store. This is a big push for us if we plan on keeping CoDZ alive and kickin', so let's spread the love! By the way - we DO have a giveaway at the moment with Collateral for a free RGB gaming chair. You should check it out and get your entries in.
  37. 2 points
    Hey all, Recently I stumbled upon some very interesting quotes that can be heard during the Buried Easter Egg. They do not merely inform us about what we exactly do, but gives us small pieces of information about larger topics as well: The Aetherial energy, one of the most important yet not so prominent topics in our story. Oh, and not to forget this. It is basically a must-read if you want to understand the following, but I guess those interested in topics like this know it already. So get yourself something to drink, and lets get started: The Lantern These quotes can be heard during the Lantern step. On Richthofen’s side, one must kill Witches that would release some kind of energy that would fill the Lantern. On Maxis’s side, however, one must kill zombies around the Lantern, releasing some kind of energy as well capable of filling the Lantern. In order to gain this energy, the players cannot kill the zombies theirselves but they must use Arthur or one of the buildable traps. According to Maxis, this is to not being corrupted by the errant energy. So why does Richthofen need pieces of souls of the projections of the Witch, while Maxis needs the souls of the undead. Actually, do the zombies still have a soul? Richthofen says that departed souls, the souls of the dead, leave energy in their physical corpse. Maxis speaks of energy contained within all matter, and energy contained in the zombies (“the power of the undead”). I don’t think we should speak of souls at all. The souls are already departed, gone to another place, the energy is what is left behind. This kinda contradicts the lyrics of Shi no Numa’s musical Easter Egg, the One, in which is made clear that the remnant of the mind of a zombie has a great desire to end their eternal damnation and find rest/to die, which seems like they still have a soul. This is not the case. It’s interesting as well that Maxis speaks about the energy’s capability to corrupt a human mind. Is the energy Dark Aetherial of origin? It would make sense, since the zombies are 115-infected, meaning that their minds are connected to the Dark Aether. As good ol’ @NaBrZHunter (I keep crediting you mate, you got quite a legacy here) spoke: Richthofen gives us the intel that there is more than one sort of energy, which might explain why he needed the Witches’ one, while Maxis needed the undead one. Positive and negative energy. Light and Dark energy. Good and Evil energy. This must have ties with Agartha and the Dark Aether, the Keepers and the Apothicans. Enlighted and corrupted. About this I have little to say, but I hope this topic will spark a discussion in the comments. The Amplifiers The Amplifiers are devices embedded in the ground, which seem to harvest the energy in the soil. I think the source of this energy might be the Rift, as the Buried Mining Town is located near to it. They amplify energy, eventually projecting it in the dimension around it. In Richthofen’s side of the quest, you must power up these devices even more with the Paralyzer. As the Paralyzer projects Aetherial energy (the same type of energy the Which releases in the Lantern, as the Witch is immune for the Paralyzer and the purple smoke it leaves looks the same as the Paralyzer’s electromagnetic ray), the energy the Amplifiers conduct must be Aetherial as well, hence I think it origins/has ties with the nearby Rift. What we can confirm with this as well, is that the Aetherial energy is electromagnetic. The Wisp A curious characterism of the Wisp is that it attaches to zombies. This makes me almost think of the Wisp being a soul, similar to the ball of light in Gorod Krovi representing Gersch’s soul. Because zombies don’t have a soul, the Wisp might “want” to attach to them due to their emptiness. But we must not fool ourselves: the Wisp is not a soul! Both Maxis and Richthofen speak about a ball of life energy. This energy is used to power the third Global Polarization Device. The difference between a soul and life force? I guess the most accurate description of soul is “what inhabits the body” and of life force “what keeps the body living”. The problem of the Wisp is that it has no body, so it might be someone’s life force pulled out of his/hers body. Who’s? I self can think of two options: A survivor trying to establish the Global Polarization Device for either Richthofen or Maxis before Victis came along. There is proof that many tried before, according to a quote of Richthofen: “So many others, so many games. Where do they come from, oh? Maxis does this all the time, you know. You are not the first.” The part “so many games” intrigues me. Is every game we ever played one other version of this attempt? Are “the others” we self, Victis? Is that why Stulinger is instructed not to think about it, because it would make him sad? This ties in perfectly with our next part. If you want to continue reading about souls involved in the story, I heavily recommend @Electric Jesus's theory about Quantum Immortality and @NaBrZHunter's (there you go again) theory about souls used as a power source. Actually, I recommend these theories anyway The tear in space-time Can anyone find out at what point in our game this tear in space-time is created? Interesting thing is that Element 115 is actually the fabric of space-time, the building brick of the multiverse. By messing around with the Aetherial energy previously, we might have changed something. To fix this tear, Victis had to travel through time, finding their own dead bodies. Are those versions of them in a earlier timeline/game, where they failed? Because the Timebomb is only capable of travelling BACK in time, and not to the future. So this cannot be Victis’ future, it must already have happened. I wonder, though, if the tear might have been observed by higher forces, or if Richthofen perhaps intentionally created this Rift in his race to ultimate power. Ultimate power With Richthofen in control, Samantha’s soul will be condemned to eternal damnation. Eternal damnation most likely stands for beneath existence. In other words, the Dark Aether, or Hell. The following quote is a part of a theory by Faust, but since I couldn't find the thread anymore so I can't link it, I have copy/pasted everything. I guess that is where Samantha is stuck in. An interesting thought is that when Maxis wins the Black Ops II Aftermath, Samantha's soul is taken to Agartha. Whether this is the same place Richthofen condemns her to, I don't know. Energy again. It is all about energy.I do believe this is the key concept during our entire story. But what exactly does it includes? It is electromagnetic in origin, but do you know the human brain and neuron system are in essence electronic as well? Electricity is not merely a technological thing. On top of this, mysteries forces have always interested us, forces known as Aura's, Chakra's and many more. I personally speak the truth when I say I can see Aura's when I focus myself....a bit. Merely the energy, not the colour-thing. And when you are tired and stretch yourself, what is that feeling streaming through your arms? There are weird feelings and forces all around us and within us. The Aether's energy might have been based on such thing.
  38. 2 points
    So I have moved the project over to itch.io. Please still feel free to comment here and ask questions, place suggestions, or offer up ideas for the project. https://unevenpixelstudios.itch.io/project-zombies As always, cheers!
  39. 2 points
    Richtofen Cosplay in Progress. Grey east-german military parade jacket + a lot of fake blood. more updates coming. it’s coming together marvelously.
  40. 2 points
    Today I explored the underground area of Ghost Town on the Blackout map in hopes of finding some easter eggs related to zombies. What I found was minimal and somewhat disappointing, but still may be worth sharing. As many may know, you can acquire the Ray Gun Mk 2 from the dartboard easter egg by throwing a tomahawk. Here is an image (not mine): Many may also know that you can find the grave of Arthur, a.k.a. Leroy, a.k.a. your best friend in Buried: But what else is hidden in Buried? Well, not much unfortunately. In the grave yard there are a few more graves, but I am almost 100% certain they are the same graves from the Black Ops II version, low resolution and all: Also, upon entering the mansion, you no longer see the same painting that was there in the original (Someone please remind me, Google and the CoD wiki are terrible for this). You see this man, who also appears in the courthouse along with another man's portrait: Lastly, and most significant of all of these, is along with many pictures on the wall of locations around Buried/Ghost Town, there are pictures of a group of 3 people, and one looks very familiar: The lady in this picture looks a lot like the ghost of the house, and her presumed husband may be the one in the paintings who also owned the house. We can also gather they had a son who is not mentioned or seen anywhere else? Jeb Brown? Mother bit by a critter? Probably not.
  41. 2 points
    1. Shi No Numa: While NDU is seen as the 'ultimate classic map' by many, SNN is where the story started going somewhere. Also, I love how the developers created a grim and eerie atmosphere out of a natural environment. 2. Die Rise: Not really fair, as I've never played Ancient Evil, but Die Rise is actually one of my favourite maps. The elevators and verticality of the map made this map really unique in any way, and I like that Asian megacity apocalypse style it is set in. 3. Nuketown: That map is so just much fun, espessially split-screen. The fact that the Perks (and PaP) fall out of the sky in a random order makes every game different. 4. Shadows of Evil: The layout of that map is so beautifull 5. Buried: I like the fun. I like the atmosphere. What else do I need to add? 6. Moon: I've never been a real fan of DE. On top of that, Moon ranks second as most favourite map 7. TranZit: Well, I guess you all know what my favourite map is....so no explanation. 8. Kino der Toten: While MotD appears to be a masterpiece, I've never really got into it (also, its my only non-bought BO2 DLC). Next to this, Kino is just a classic runner, with a bit WW2 and Cold War atmosphere added. Love it. 9. Verrückt: This was a tough one, they're both great maps. I've chosen for Verruckt objectively because the map introduced both the Perks and the Power. Also, I'm really fund on those seperated spawn points (and once again, the atmosphere). 10. Ascension: Fav map number 3. Don't ask me why, just like it alot. It also features the 'ultimate Ultimis travel atmosphere'. 11. Zetsubou no Shima: Though one again, I like both, but I think I would be quicker bored on Shangri La. I am also fund on the difficulty of both maps. 12. Classified: Just don't like the fantasy/sci-fi thing of GK (dragons, robots, AI, etc). Also, this is a way to repay my respect to Five (sorry number 9). 13. Der Riese: This map includes just so much intel about everything of the æther story. I also like the history and science based aspect of this map (all based on real science and history/conspiracy). 14. Town: Aww, this map has just so many memories. 15. Farm: I know its an unpopular opinion, but I just like Farm more than Origins. Dont say its better, I just like it more
  42. 2 points
    I know, I know, it's spamming a live stream but the boy needs some viewers and followers. If anyone would like to watch him doing some custom zombie maps and follow him, it would be appreciated. https://www.twitch.tv/thatguyfergy/
  43. 2 points
    So basically the cod community these days is the equivelant of a spoiled brat.
  44. 2 points
    Hello and welcome to a text tutorial on DE's Buildables: the Shield, Ragnaroks and the basic Bow (Quick Reference only for Wrath of the Ancients). I won't cover the bow upgrades here (yet), as that would be a fortress of text to attempt. I'll do a quick reference chart followed by longer text descriptions. ######################### Quick Reference: Workbenches: 1. Above Double Tap 2, 2. In the Church, and 3. Opposite the dragon head by the pyramid underground. ----------Shield Parts: Shield Part 1: Dragon Courtyard, all near Double Tap 2. 2 in courtyard, 1 on steps by 'power door' above that blocks the steps. Shield Part 2: Church Courtyard: 2 in courtyard, 1 in clock tower. Shield Part 3: All 3 locations on the walls around the pyramid. Requires low gravity and wall running. -----------Ragnarok Parts: Ragnarok Part 1: From Panzer Soldat upon his demise. Ragnarok Part 2: From activating the Bastion Electric Trap, then use Wundersphere to grab part from up in the air. (WS in Church courtyard, or WS above DT2). Ragnarok Part 3: Teleport to (Rocket Test) Launch Pad, activate LP switch during rocket test, activate switch inside by TP after rocket test. Part on TP pad. ----------Wrath of the Ancients (Basic Bow): Feed zombies to 3 dragon heads until they leave; 1. Courtyard past Double Tap 2, 2. In Church, 3. By Pyramid underground. Then, go up steps from Pyramid towards Church, halfway up, by the knight's tomb, you will find the Bow. It takes up a gun slot. There won't be a longer description of this, as it is pretty straightforward. ########################## Shield Longer Description: You may open Start Room from 2 sides, so I'll describe Parts 1+2 from both Start, and from the Power Switch, so that you can follow either way. ---------Shield Part 1: Shield Part 1 from Start Room: Open the Start Room door near the GobbleGum Machine (GGm). Go up and left by Double Tap 2 Perk Machine (DT2) to the iron gate door. Open it to the "Dragon Courtyard". 1. On your immediate right is a zombie window with boxes. SP1a may be on those boxes. 2. From door by DT2, go left to the base of the steps in the courtyard. SP1b may be against the base of these steps. 3. From door by DT2, go left, go up steps (from 2, above), make hardest right up more steps. SP1c may be on the left of the steps by the 'power door' which opens with the Power Switch. Shield Part 1 from Power Switch: (Facing Power Switch, go left to 'Power Door' which opens to Bastion (Electric Trap, PaP location here). Stay left, go down steps: 1. SP1c may be on your right, just after the place where the 'power door' on these steps lowered (you can see the location even when open). 2. Continue down to the landing pad on the balcony, turn hard left down steps towards the window. SP1b may be at the base of these steps. 3. At bottom of steps, go right to window by the gate door by DT2. SP1a may be on the boxes by that window (a couple of meters from the GGm). -------------Shield Part 2: Shield Part 2 from Start: Open Start Room door by Quick Revive (QR), go in and right to round "void bow room", open door to courtyard. 1. Turn right, walk to steps by Clock Tower, SP2a may be at the base of these steps, by the zombie window. 2. Go up Clock Tower steps and into the CT. SP2b may be by the desk across from the entrance. 3. Walk back down the same steps to the courtyard, and walk across and stop in front of the Church entrance. SP2c may be to the right of the Church door, in the courtyard, against the boxes there. Shield Part 2 from Power Switch: (Facing Power Switch, go left to 'power door' and out). Stay right and head down steps to Clock Tower (Wunderfizz and Landing Pad just before the CT), go in CT. SP2b may be by desks, across from entrance. 2. Come back out of CT by WF/LP again, head left down steps to courtyard. SP2a may be at the base of these steps on your right (by zombie window). 3. Head across courtyard and stop in front of Church. SP2c may be to the right of the Church entrance, in the courtyard, by the boxes there. ----------Shield Part 3: All 3 SP3 locations are by the Pyramid in 'the undercroft' below the Church. Once power is on, enter from "dragon courtyard", Start Room (upstairs by Jugger), or head down from the Church by Speed Cola. Activate the 4 square panels on the floor around the pyramid by standing on each for 4 seconds (it turns blue, audio cue). Once all 4 are active, low gravity will start, and then it will oscillate between on and off over time. During low gravity, jump at and push towards a wall in this area and run forward to wall run. Wall run or jump to these locations: SP3a: Above workbench on fancy metalwork that surrounds the Pyramid (but up on ceiling). It faces the workbench, but towards the "church steps" side (left and up if facing away from the workbench). SP3b: Above PaP location on reverse side of structure from dragon head. SP3c: Above door to the Teleporter to the Landing Pad. ------------Workbenches: Build at Pyramid, or above DT2, or in Church at Workbenches. This depends on where you train or camp. I find the Pyramid bench to be generally easiest to get to during rounds. ########################## --------Ragnarok Parts: (Just touch these to aquire them). Note that you can use the Bastion electric trap to ensnare the Panzer Soldat (to shoot him easily) and get 2 Ragnarok Parts almost simultaneously. Ragnarok Part 1: Kill the first Panzer Soldat. He drops RP1. If you miss the part somehow, the next PS will drop it. Ragnarok Part 2: Activate the Bastion Electric Trap. Then look up when it is done to see the part in the air. Use the Church Courtyard Wundersphere, or the Wundersphere above Double Tap 2 to retrieve it. (The Church WS takes you almost to the DT2 WS, that is a good path to take if you don't know which to try). If you miss it somehow, simply activate the trap later. It may rarely appear at one of the other Wundersphere paths, but this very rare. Ragnarok Part 3: Go down by Pyramid and locate the door to the Launch Pad. This door is near the PaP location (facing PaP, look right). Go in and teleport to the Launch Pad. At the Launch Pad teleporter, turn right and head out to the actual LP, stay left, you will pass the Trip Mine wallbuy, continue along the left and you will see a red switch (below the PaP location on the pad above). When the Rocket Test begins, throw that switch ASAP, and hurry in by the Teleporter before the doors close and the Rocket Engine fires (it will kill you if outside). Now you will fight or avoid the burning zombies as well as the current round's zombies. I suggest simply circling them near the closed LP doors, between the 2 zombie windows until the Rocket Test is complete. When you hear the audio cue that the Rocket Test is complete, hurry to the Teleporter in here and activate the green-light switch to the left of the teleporter AS SOON AS THE 3 LIGHTS TURN GREEN. Pull the switch, then RP3 will be on the TP. 360 (last gen) note: This last step, it is very hard to activate the switch at the end. When the 3 green lights come on, you often cannot activate the switch until the last milliseconds before it turns red again. This is a very frustrating bug. I suggest In Plain Sight or Idle Eyes GG so that you are not being pressured by zombies at this tiny window of opportunity. Next gen works fine. Note: While at the LP, remember to activate the landing pad by VMP, and the PaP location on the Launch Pad. ######################## Happy gaming! (1.23.2019)
  45. 2 points
    Thanks to @RadZakpak's recent post I was being reminded to the mysterious Wallwritings in Black Ops I's first zombie map, Kino der Toten. The meaning of each of them is rather...symbolical, and hard to tell. Every player might have it's own thoughts about them. But I have tried to write down some straight facts, among with my own thoughts, trying to decipher those messages left behind on the walls of this damned theatre. Shout out to @PINNAZ's Zombies Library, once again a usefull tool for threads like this. BEWARE OF THE 6! Beware for what? What is meant with six? It might have been a reference to Nova-6, a biochemical weapon initially produced by doctor Friedrich Steiner in the final years of the Second World War. The original Nova 6 test site was located in Poland, possibly in Lower Silesia: the area where Group 935's 'Der Riese Waffenfabrik' was located as well. There is proof that Group 935 cooperated with Steiner's work, or at least took advantage of it, as the sciencific group had done experiments containing both Element 115 and Nova-6, genetically creating our stinky enemy, the Nova-6 Crawlers. These creatures appeared for the first time in Kino der Toten, as the Kino Facility might have been the (main) testing ground for these experiments. The sentence "Beware of the 6" would be a fitting one, indeed. What is interesting to note as well is the writing on a paper that can be found in Kino der Toten. This message is a note from the Illuminati to FS ER (Faithfull Servant Edward Richthofen). Tabun and Sarin are both nerve agents used as chemical weapons, and might be tied to the Nova-6 gas. I'm not diving too deep in this, but what is interesting is that the Illuminati writes that one should be wary of the Doctor, and they wonder how he got in this time and place. This must be Richthofen as well, right? Are there two of them, or is ER possibly another Illuminati member that was infiltrated in this Group 935 facility? Wacky stuff. There are more interpretations of this wallwriting, however. There are theories that the 'Six' refers to the sixth dimension, as the souls of the characters are stuck in time (think of the Der Riese clock). Six could also refer to Fluffy being testsubject number 6, and Hellhounds spawning around round 6. There are also a bunch of items around the map that can be counted six times: 6 generators in the generator room, 6 interactable fuseboxes (Remember Nikolai's quote: "I think we should find the fuseboxes") and six out of bounds blank portraits. BRIMSTONE TO DAMNATION Fire and Brimstone is an expression of God's wrath in the Bible. In Genesis 19, God destroys the cities of Sodom and Gomorrah with a rain of fire and brimstone (meteorites??). The term is also used sometimes to describe a Christian preaching that uses vivid descriptions of judgment and eternal damnation to encourage repentance. Could these "Hellish" and "eternal damned" words refer to the forces of the Dark Aether? Brimstone is also another name for Element 16: Sulfur. Interesting enough, sulfur is one of the three compartiments that were used to create Nova-6. AETHER PROJECTIONIST Well okay, admitted, exactly 'Aether projectionist' it doesn't say. The first word, Aether, is written in Illuminati language, meaning that the Illuminati had something to do with this. A projectionist is a person who operates a movie projector. Seems like this writing is really tied with it's location. Now I'm gonna quote something from a prior thread. World domination. Enslaving of the human race. Also, here is a quote of Richthofen upon entering the theatre: Next to the wallwriting, there can be seen Illuminati symbols on a variety of locations in the map. Why were they so involved in the Kino facility? KNOWLEDGE ITSELF IS THE FOR TAKING This sentence can be interprented very broad, but it immediately reminds me of the Kronorium. During the final chapters of the Aether story, 'Knowledge' was basically a synonyme for that book. I have no idea why it would have ties with Kino der Toten, however, so there might have been hinted to something else here. What knowledge? Can it refer to the brain/mind studies done here, as I talked about previous Wallwriting. The experiments in Kino der Toten were pretty revolutionary concerning this topic. Samantha Emilia Abigail JD We all know this one. Is it Samantha's full name? The heart right of it could also hint it are three friends. What strikes me is the name Abigail. Not only is it the first name of Misty, it is a real English name as well. Maybe Abigail was the daughter of another English scientist working for Group 935 at the Kino facility. Samantha, Emilia and Abigail were all girls 'abandoned' by their fathers, playing in their working area, possibly naughtily written their names with chalk somewhere on the wall. Who or what JD stands for, I wouldn't know. Diving in the old stuff is really fun...
  46. 2 points
    Happy 1/15 day. This concludes my yearly post.
  47. 2 points
    Thanks guys... @Anonymous, remember the good and hold onto the fond memories. Do not let it turn your heart dark. After 19 years, my precious and I split up (4.5 years ago). She and I are great friends and there is no enmity. While conversely, 1 woman from 25+ years ago absolutely shit on my soul and that black stain still burns my heart every morning to this day. So...love's a fickle bitch. Hold the good bits dear and avoid the burning black stain of unforgive-ness. If your life was subject to only 1 love, it would get boring and you would die an ignoble death. Embrace the love, smile through the life lessons.
  48. 2 points
    Glad to hear that about recovery, my Drentse friend, I have great respect for that. Support your friend in everything and make it a great and unforgettable year. Followed by a great life. When Im down I deel like doing stuff that helps the someone/thing. Like that blood donating thing or simply giving birds some bread in the winter. The odd thing is that it gives me even more satisfaction when doing something good without anyone else knowing it. Just to create some kind of self respect or something. Oh, and playing a music instrument helps me as well. It brings my mind somewhere else (some people have that's with sporting). Recently I started to sing along while playing a song on piano, though that is hard for a 18y/o guy who always only sang in a pub while he was drunk. Slowly things are improving, though. Finally, I can find rest in composing music sheets. Or at least start composing them. While I am terrible in creating music myself I am arrogant enough to say that I am fairly good in playing a song out of my head by merely listening to it (so without sheet). From this I create (simple) piano sheets my self.
  49. 2 points
    (Last edit 2.08.2019) This is a text format post on Zetsubou No Shima's buildables, the various part locations, Power Switch activation (out of necessity), PaP Valves, and Skull rituals for the Specialist Weapon; Skull of Nan Sapwe. I've recently added the Masamune (KT4 upgrade), and a watering guide at the end. Mostly I will explain the part locations, but some map basics will be included so any new players can get started here. All of these require opening the Bunker in the center of the map for parts and such, so I will address that. You will be gathering pieces of each as you go along, including doing 2 Skull rituals early. No easter eggs described here. All parts can be gathered in any order unless otherwise stated. #######Parts and info: (Quick Reference Chart, long versions afterwards: Workbenches: Labs A+B, Bunker. Shield Parts: Under Lab A, Trees of Lab B, AA Room in Bunker. Gas Mask Parts: Propellor Trap Room, Green Water Area, Docks (through Bunker). PaP Valve Parts: (All in Bunker) Power Room (submerged), Underwater Tunnels by KT4 Lab (submerged), Hanging Corpse Room random cocoon. KT4 Parts: Green zombie from Lab B general area, Spider Extract at Lab A, Plant from tunnels under KT4 Lab (Bunker). KT4 Upgrade/Masamune: Spider tooth from Boss fight, Lab B cage part which requires challenges and electric Shield, thrice Rainbow-watered plant from deep hole beneath KT4 labs by Mule Kick. Build at other KT4 Lab table. See Skull of Nan Sapwe Quick Reference below in SoNS section). #######Bucket+Bunker####### Bucket: To open the Bunker, a Bucket must be located, 115 water must be gathered, and 6 doors minimum must be opened (roughly 6000 points). A lone Bucket spawns in Start Room, (Buckets also load near the 115 water and in the labs for multiple players). The bucket appears as a metal pail with bright, light blue around the rim and light blue inside (regardless of water colors, which are Dark Blue, Green, Purple, or Rainbow). The Generator fill spots in Lab A/B also have this light blue rim for easy location. The actual water color in your Bucket can be seen in inventory, or upper left screen when you change water volume (refill or watering). Bucket Start Room spawn will be within 5m of the little cliff. Multiple locations at Start Room: Behind mound near water, below cliff, above cliff, by ZNS map + boulder. 1 Bucket, easy to locate. Bunker opening example: Open door towards Lab A at top of spawn (sign with large A next to it), stay right and open door to Lab A, stay left and go to Blue Water, hold (interact button) to fill Bucket (this is quick and simple). Continue around Lab A path to the Kuda Wallbuy (shield part here), make left into dark steps, stay left and open door. You will see the bunker with 2 red lights above it (Bowie knife behind tree). Pass the tree/Bowie and open door to Lab B. Go up long steps, open up Lab B, pour water into generator (5m from door, blue rim like Bucket). Head back down steps, past Bunker, to Lab A area, stay right past Kuda, fill Bucket in same water as before, continue along path to Lab A steps (near Start), go up steps, open Lab A, pour water into generator, head out opposite side of room and drop off of the wide catwalk between Lab A's 2 buildings. You will land near Kuda. Go to Bunker (both lights green), hold (interact button). The doors will open and there will be 3 zombies, 1 will become a Thrasher though you can possibly kill him before he changes. Bunker is now open permanently. (This does not activate main power). Often players open Path B first, to get a view of the challenges at the SoNS Altar. #######Shield####### I recommend building this in Lab B due to the workbench's easy access location, or down in Bunker in the Hanging Corpse Room, which is adecent training spot and more of a central location. Shield Part 1: By Lab A, Kuda Wallbuy. Face Kuda. It may be on same column as Kuda, on left, otherwise turn 180° and it has 2 spots on wall corners (columns) right in front of you. All locations are within about 5 meters. It is Black and square-ish. Shield Part 2: Go past Bowie to Lab B area, make right. This piece is on 1 of 3 trees; tree on immediate right (from Bunker) by zombie window, the next tree on right by path between Start and Lab B, or pass that tree, pass the next tree, then go through a small wet area and up the hill to a tree at edge of map (by drop off from Path B SoNS Altar, near Trip Mine wallbuy). This last tree piece is harder to see, just walk up to this tree and a prompt will come up. The piece is black. There are not many trees, you'll find it. Shield Part 3: Enter Bunker to first area (GGm, Juggernog area before PaP Room). Open door on right to AA gun. Go up steps, stay left and pass KN44 wallbuy, check corner on left by seed spot (while going clockwise in this rectangle area), then check corner (across from Spore) on a rubble pile, then check the next clockwise corner on a rubble pile. The piece is black and visible on rubble, less visible at the first spot by greenery, look for prompt. #######Gas Mask####### This keeps you from choking on Spore clouds, reduces chances of nearby spores exploding, greatly increases underwater time, and reduces overall Thrasher lethality. If you're new to ZNS, I recommend that you get this before Power Switch and KT4/PaP parts which require swimming. I suggest building GM in Lab A at the most dangerous workbench as you rarely need to replace this. Lab A, go up rear steps (between Kuda and Blue Water), the workbench is on the right in a corner as you enter the actual building. Gas Mask Part 1: This piece is in the Propellor Trap Room (abbreviated as Propellor Room often) which is between Start Room and Lab A. Open this door, head right to plane wreckage. This hose coil is on the right as you get to the wreckage, it hangs on some grassy strands (visible enough, or look for prompt on screen), or it hangs on the left side of the exit as you pass through the plane section (easy to see or find prompt), or it is to the left of the ?box location on a rock (easy to see), by a light pole, straight ahead after you exit the plane, past the Pharo wallbuy. Gas Mask Part 2: By Green Water behind Lab B. From Bunker, entering Lab B area, make left, open door behind Lab B, go up steps by perk machine. By the railing of this catwalk, straight out from the perk is the first location on an open wooden box flanked by air tanks (easy to see but part is small), if not there then head towards the green water to the right side of the green water, on the boxes. This location is hard to spot, look for the prompt (right next to water fill prompt. It is right by the waterside facing Lab B. It is on the edge of the lower of 2 stacked boxes). If not there, continue clockwise (turn right from GW) past seed spot, along the outer edge of this area, you will see a medium size box by a mound (on your right along the left path, in sight of vine-door from Trip mine area), it will be on the box (easy to see but small). Gas Mask Part 3: Go to Bunker. Enter Bunker, pass Jugger/GGm into PaP Room (this room is flooded in center). Open first door on left to Power Room (Flooded middle, Dead Power Switch on far wall). Open first door (in Power Room) on left again. This comes out to an area named Docks, it is tiny, has a zipline and a ritual spot for Skull of NS (we'll get to that). The 3 GM spots are in this tiny area. First look at either pile of boxes; on the 'near zipline' boxes, or on the 'center' boxes. It is easy to spot on the boxes/crates as a small cylinder. If not there, it is to the left of the wallbuy against the outer edge (this prompt is iffy, get close). #######Power####### This describes the water task that must be accomplished before activating the Power Switch. Activate Power: Go into Bunker, straight past Juggernog into the flooded PaP Room, make left into Power Room, get to opposite end of room by Power Switch. Turn 180°, walk down steps in center into water, swim left side to cobwebs (blocked turbine), clear webs (interact button). This will close the entrance and spawn 10 zombies that you must kill to re-open the entrance. Note there are open air spaces on the right side of this pool (if facing out from Power Switch), and a Spore that can be shot for air. Once complete, activate the Power Switch (interact button). Tips: With Gas Mask, you might need to come up for air into the open-for-air sections once or twice during this task, without GM, you need to come up about every 10 seconds which is less convenient and dangerous. But with practice, GM won't be necessary. Make sure that you can kill these zombies and stay safe; Bowie Knife (round 9 or earlier) and swim like a shark around the perimeter (rectangular area with middle section), or a hard hitting gun (bullets seem weaker under water), aim headshots or spam shotgun shots, and consider defense like 'In Plain Sight' GG on your first attempts. When complete, you'll hear a loud sound of the door mechanism and active turbine, quickly get to the entrance as it opens. When you leave the water, you may have zombies right there, so get out quick, and head right to stay safe if needed, then come back and activate the Power Switch when you have control over the remaining zombies. If you go straight from the water task to Power Switch when learning this, you often get Trollarched by a couple zombies and getting killed right then is a frustrating thing I'd suggest you avoid. Pap Valve Part 1 spawns underwater by unblocked Turbine when water task is complete and you've exited the water or poked your head up for air. Go back in and grab it while here. I've edited this paragraph due to confusion, as the part sometimes spawns while I'm in the water and sometimes I need to leave the water to spawn it. It may simply require that I come up for air, for it to spawn, after the task is complete. Now you can buy Juggernog. #######Access P-a-P####### To open and drain the PaP area, you must predictably aquire 3 parts, then use them on the 3 positions surrounding the flooded PaP area to drain it and open the door. Each individual part will be through a different door, of the 3 doors, in the PaP room. (Note that KT4 Part 3 will be near PaP Valve Part 2). Each PaP valve faces the door its part is behind. PaP Valve Part 1: This spawns next to where you cleared Turbine cobwebs in the Power Room, under water, just after the water zombies are killed, the gate opens, and you leave the water (or just come up for air?). You can immeditately go back in and take it. With PaP Valve Part 1 in hand, head to PaP Room and activate the PaP Valve facing the Power Room. PaP Valve Part 2 (and KT4 Part 3): Now go to the opposite end of PaP Room from Juggernog entrance, open door, go to opposite end of new room (yellow things), down either stairs, make right, open door to Mule Kick. (Have Gas Mask for easiest success, or shoot spores for air). Go into water, search upper loop (with brownish stone) for PaP Valve Part 2 that looks like a circular valve handle. The underwater tunnel loop is not that long, with 2 breathing holes, watch for zombies. Spiders run around as if on dry land, be wary of them. (KT4 part 3 is in deep bluish hole. Before diving, breath air in the airhole with the ceiling text cipher (bright area), head quickly down, KT4 Part 3 appears as an obvious plant at bottom of this blue shaft. Grab it, turn around and head up. Zombies don't seem to enter the bluish tunnels, just the brownish tunnels above). Return to PaP room and activate the next PaP Valve. PaP Valve Part 3: From entrance of PaP Room, now open the door on the right (the last door, facing the last Valve spot). Go into the room of cocooned hanging corpses and stab them down, they become zombies (hard to reach cocoons are just background, all relevant cocoons are hanging in reach, but some will be on the catwalk above). One of these cocoons will drop PaP Valve Part 3. It is a small yellowish part. I've had it set by a wall and it was slightly hard to find, so if it doesn't seem to be dropping, look around real carefully. Grab the PaP Valve Part 3 and return to flooded PaP Room and activate the last PaP Valve. The PaP area will now drain and the door will open. PaP is a small area and you can loop behind the machine. You can now PaP and rePaP. #######KT4####### This is the Wonder Weapon of ZNS. It fires a single shot (1 zombie) or charged shots (up to 10 zombies) of 2 or 3 bullets. It has a slow 1, 2, or 3 sound shot charge and slow reload. This slowly kills zombies and charged shots effect the ground area, making it harmful to zombies for several seconds. It takes up a gun slot. It is built in the room before the underwater tunnels (KT Part 3 and PaP Valve Part 2). Once built, it will appear in the box for everyone else. It can be upgraded but not by the PaP machine. It can also fertilize plants (See Watering Chart at end of this post). KT4 Part 1: Go to Lab B area and fight zombies. You will see a light green glowing zombie (it is the part on him). Kill him, pick it up. This zombie may inadvertently follow you elsewhere and drop the piece wherever, so keep an eye out for him/it. It will despawn and reappear on a new zombie though, so don't search outside of Green Water for it as it won't last long. KT4 Part 2: Any Spider round (or random Spider after second Spider round). Go upstairs Lab A, interact with cage (power required), it will drop. Go below to cage, it will be smoking purple on the bottom which should immediately attract a nearby spider into it. When that occurs, quickly head upstairs and interact with the control again. The spider will be raised and venom extracted, a pink vial can be grabbed from the cage-arm. Pick it up. KT4 Part 3 (By PaP Valve Part 2): (With Gas Mask for best results) Enter Bunker, straight past Jugger and PaP, straight into next room (yellow things), down stairs, hard right, into brownish underwater tunnels, (grab air) then deep into bluish tunnel to bottom, grab KT4 Part 3 (looks like a plant and is easy to find), turn around and head back to air and out of water. This room just out of the water (below yellow things room) contains the place to build the KT4 (and later upgrade it). #######Masamune (KT4 Upgrade) This requires Power, Shield, KT4, Skull of Nan Sapwe, and that the 3 challenges at the SoNS Altar are complete. Recommend a PaP'd gun. These parts can also be gathered in any order, build at a second table in the KT4 labs. (Bunker, straight through PaP room, into yellow things room, below yellow things room. Mule Kick nearby). Masamune Part 1a. Prior to collecting this Part, first test the Skull of Nan Sapwe by trying to 'mesmerize' open the hidden wall by Juggernogg and the GGm (front-left side of room if looking at juggs), if it does not work, your SoNS is glitched and it is difficult to unglitch (I'm not sure how I've unglitched it previously, but it can be unglitched. Downed?), so you are most likely stuck if SoNS won't remove the Jugg wall (it is a known bug). If SoNS works, then go to the Purple Water in the Corpse Room (turn right in PaP room) and use the 'mesmerize' feature while standing in the Purple Water small area, on a piece of a building schematic on the broken piece of wall next to the Workbench. You'll see the full schematic appear and you'll hear an audio cue. Now, go to the KT4 Lab, and use the Sewer towards Green Water (500 points). After passing 2 bluish lit areas in the water tunnel, there will be 3 tiny blue stones floating on the right side, hit interact button just before you pass them to get Rainbow Water in your bucket. You pass through a metal ring just before the blue stones and the water speed ebbs slightly, hit interact then. Masamune Part 1b. Rainbow-watered Plant. Get seed, get Rainbow Water, go down to the bottom of the blue underwater tunnel where you got KT4 Part 3, use SoNS on the grey rock on the right side (opposite spore) to make it vanish, plant the Seed, water it (Rainbow Water). Water it again for the next 2 rounds as well (RW). Then, the following round there will be a Plant, take it. If you screw up or miss a round, you get a dead stick and must start over after the stick goes away. Masamune Part 2. Spider Tooth. Use the KT4 to clear the blue webs from behind the Blue Water behind Lab A. Kill the Spidergawd by shooting it in the mouth. Go up to its dead face, hit interact button to take the Spider Tooth. This battle could take a little while, but is only 30 seconds with the right gear. Tips: The leg-stomp is the feared attack, but there are spots in this little area where you can basically stand in one spot for the whole battle with minimal damage (I go right, near tallest stalagtite and barely get scratched). The KT4 is not a good choice for this, one PaP LMG will take him down very quick. Baby Spiders often drop max ammo here. Masamune Part 3a. Before getting this part, you must complete the 3 SoNS Altar Challenges which are seen by looking at the 3 yellow rings of symbols on the column by the SoNS Altar. When completed, come to the SoNS Altar and have the Shield out and wait for a lightning strike which will charge your Shield. The sky will be stormy, stay by the Altar with your Shield out, be patient. If you hit a zombie with the charged Shield, or one hits the Shield on your back, the charge will be used up, so head carefully to Lab B with charged Shield in hand. Masamune Part 3b. Underground Part: With charged Shield in hand, go to Lab B and Shock the Cage controls (like the Spider cage from Lab A, KT4 part above, but in Lab B). The cage will open, get in and it will take you below ground. Hold interact to aquire the part (in upright skeleton), the cage will raise back up. (Note that in a 2+ player game, another player must lower and raise the cage). Create the Masamune KT4 upgrade in the KT4 Lab at a table near the original KT4 build table. #######Skull of Nan Sapwe (Quick Reference: SoNS Altar = Open path B at start, open right door by perk location, white Altar. Match and carry Skulls to Pedestals in Start Room, Propellor Room, Docks, KT4 Labs, then kill greenish zombies at each, then return that Skull to Altar, grab the next until all 4 are white. Kill keepers underneath by SoNS on a pedestal, pick it up when done. End SoNS Quick Reference). -------SoNS Tutorial: Skull of Nan Sapwe is the Specialist Weapon of ZNS. Hold both Bumper/Shoulder buttons (grenade buttons) to activate it. Like all others, it recharges by killing things. Once active, left trigger mesmerizes zombies (they do the head shake, stand and stare) while you hold trigger and the right trigger wrecks them if you hold it for a couple of seconds. Its charge wears down fairly slowly but also recharges slowly. -------How and where to get SoNS, long version: In the Start Room, find the white Pedestal near the water and note the cuneiform-ish symbol. Then open path B. In that stone area, open the right-most door by the perk location (the other door is to Lab B). In this opened area you will see the SoNS Altar. SoNS Altar is a white cube with 4 small skulls that are dark. You can pick up or set down any one of these skulls, one at a time. Each has a cuneiform-ish symbol under it and there is a small white pedestal in 4 spots around the map with matching symbols. 4 Skulls on Altar, 4 Pedestals around map, got it? (1) Match the Start Pedestal Symbol to one Skull Symbol on the SoNS Altar. Pick up that Skull, take it to the Start Pedestal and place it there. Green spots will appear and green smoking zombies will come out and amble towards the pedestal and attack it. If they do too much damage to the Skull/Pedestal, the Skull will dissapear for several minutes before it can be found at the Altar again, still dark. The green zombies will cease to exist. You will need to start this individual ritual over. You must kill these green-smoke zombies and protect the Skull + Pedestal. After killing the green zombies it is done and all remaining greenies cease to exist, the Skull is now pale. In early rounds, I stab exactly 15 greenies with the Bowie to complete this, but if I wait and use the KT-4, I only need to kill about 10 at each pedestal, so I'm not sure what the exact guidelines are. So 10-15 greenies per ritual. When complete, pick up the newly whitened Skull, but go look at the Propellor Room Pedestal Symbol before returning the Skull to the main Altar. (2) Set that Skull in its spot, grab the (dark) Propellor Room Skull (match the symbol) and head to Propellor Room Pedestal. (From Start Room, open path A, open left-most door to Propellor Trap Room. GM part from above was here). Do Propellor Room ritual, return that whitened Skull to Altar. Now, you have a 50/50 chance of which last Skull to take where, unless you remembered the Bunker symbols at an earlier point in your game, depending on when you work on getting the SoNS' rituals done. So grab a skull and head to these 2 Bunker spots and match its symbol to one of the Pedestals, then do that ritual, then do the last ritual with the last dark Skull: (3) Bunker Pedestal by Docks: Enter Bunker, pass Juggernog into PaP, hard left (door), hard left (door). This is that tiny spot from Gas Mask above (with the zipline), the Pedestal should be obvious. (4) Bunker Pedestal by KT4 Labs: Enter Bunker, straight past PaP, straight into next room (door/yellow things), down double stairs. The pedestal is 2/3rds of the way across this room. (5) Completing the SoNS Ritual: When you return the fourth whitened Skull to the Altar, the tree next to it will leave, revealing a subterranean entrance. Go in and down to the Skull of Nan Sapwe on a pedestal in the center of this room, start ritual (interact). You must now kill several Keepers who are VERY CLOSE TO the Skull of Nan Sapwe Pedestal. You can not leave until this ritual is done, but it is easy; circle the Altar, turn and kill a couple who are passing the Altar and repeat. Once complete, pick up the SoNS and it will screech which will break the barrier and you may exit this room. -------SoNS Tips: The green zombies don't chase you, they go for the Pedestal, so just circle nearby with your last couple of regular zombs, only firing at greenies. The KT4 is perfect for this, but not necessary. Spiders do attack you, prioritize killing them if you don't have the KT-4. With KT-4, mostly just keep moving to the opposite side of the pedestal so they run through the goo. Many Spiders come on the second Skull ritual, you may wish to do the second one at the Start area for more wiggle room while dealing with them. The greenies smoke like Vulture Aide zombies (BO2's Buried map) only much less visible. Also similar to Turned. You may wish to do these green zombie rituals in a different order than I mention here. You must kill 10-15 of them, if you can do that and avoid fighting a ritual-spawned Thrasher, that can make it easier. I like to do one of the last rituals in the KT4 Lab because i usually can avoid the Thrasher (he'll die when ritual ends, along with the rest). The Keeper fight is simple and the overall acquisition of SoNS is quite easy given ZNS's overall difficulty level. It will give you trouble at first, but you should easily master this. #######Plant Watering Chart. (Borrowed from Lauren's post below, she copied it from reddit. Thanks to Lauren, and the original poster, whoever that may be. I've editted it slightly, mostly words that ran together or punctuation). Unwatered Plant Blue Water Plant Fertilized Blue Plant Green Plant Fertilized Green Plant Purple Plant Fertilized Purple Plant Fruit Plant Fertilized Fruit Plant Imprint Plant 83457's watering advice: I'd suggest focusing on a couple of Green Water Plants for zombie holding (grow them where you don't normally train/play). Then focus on Fruit and Imprint Plants when able. The busywork of planting and watering early on is mostly a waste of time, don't get caught up playing zombie farming simulator too much, as there is already a lot to do in ZNS and you end up getting interrupted often, which nets you lots of MR6s for your troubles. Do grow some Blue Reward Plants for the EE's AA Shell and possible Max Ammo, but only a few. ######################## Spider Bait Weapon: Be sure to see the stickied thread below titled "IT EXISTS! Spider Bait weapon!" for a video tutorial thanks to Stop Mocking Me0. ######################## Happy gaming!
  50. 2 points
    @Radzakpak you raise a good point with your note about that Schuster quote. Indeex, it seems like Schuster sees the yellow eyes for the first time, while Samantha already entered the MPD in 1945, with Shi No Numa and Der Riese (where zombies have yellow eyes) as a direct result. The zombies in the American lab have only glowing eyes after Layman's following action: Gaseous 115. The element is most likely inbibed into the blood through metabolism, eventually entering the brain and establishing a direct link between the undead's mind or soul and the Aether. In TranZit, when using an EMP grenade we see what happens when this link is broken. Whats interesting, though, is that the EMP-hitted zombies without connection and glowing eyes are completely passive, while it seems that in the radios of both Maxis's and Layman's experiments with ''unconnected'' undead the zombies are active and aggresive. The gaseous thing also applies on BO2. Remember what CDC's assistent director George Barkley said? Thats why Richthofen had control over the entire undead population of Earth. Everyone was breathing in the element. For some reason, only those who actually ate infected meat (the Flesh) were able to connect their minds more so they could hear the demonic occupant. Still not giving any explanation to your question though, @Undead Masses. Do the zombies in the beginning of comic 1, where Victis are still in Maxisland, also have no colour at all?

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