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  1. 2 points
    You drove them deep into the heart of the Reich. You thought they were dead. You were wrong. Intel Call of Duty: World at War Nacht Der Untoten ~ November 11, 2008 Call of Duty: World at War completely changes the rules of engagement by redefining WWII gaming and thrusting players into the final tension-filled, unforgiving battles against a new ferocious enemy in the most dangerous and suspenseful action ever seen in WWII. Powered by Call of Duty 4: Modern Warfare technology, Call of Duty: World at War brings an uncensored edge to combat, as soldiers face the most harrowing and climatic European and Pacific battles in which an enemy, who knows no surrender and no retreat, will fight to the last breath, unleashing an arsenal of lethal surprising tactics. Peril and danger lurk throughout the battlefield as players combat the unknown risk of the new chaos of battle. From the remains of Russia and the ruins of Berlin, to the beach and jungles of the deadly Pacific Theater, the volatile action takes on added depth as players employ new features that previously were only-available in multiplayer, including perks, rankings and online stats in up-to full four-player cooperative gameplay. New infantry and vehicle-based weapons, like the potent flamethrower, bring the battlefield ablaze ================================= Mysterious Radio Transmissions Confidential Information / Security Level 5 Consider yourself lucky troops, because we're about to let you in on a little secret. Soldiers from the darkest reaches of our offensive are finding themselves facing the army of the damned, but that's not all they're discovering. Underneath this evil, we're guessing there is a Nazi spider web that connects all of these outbreaks and that out there, there are clues that can expose its gossamer threads. We are gathering reports of strange sightings and happenings, besides the undead rising from their graves that is, which seem to be creating trends within the field. What we're presenting to you today is one of these trends. 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. Back at HQ, we are hoping these rumors can help you soldiers come closer to unraveling the truth. Some of our men who've braved through the woods of Nacht der Untoten have dug up intel, which we found earlier to be irrelevant, but under recent circumstances, we now deem it vital to our growing case file. Our contacts say that there is a hidden radio, that for all rational reasons should not operate, but does. Those who've managed to activate the radio say that it plays an endless cycle of haunting songs and some of our Soviet allies have reported hearing their homeland's victory song through its cursed speakers. Of course, these phantom transmissions do not end in Nacht der Untoten. Shi No Numa holds its own fair share of mysteries. Within the walls of Shi No Numa, some have reported hearing not music, but radio calls from a rogue signal. We haven’t been able to get an accurate report on what is said within this radio call, but we are sure it is connected to this conspiracy. We can't be sure, but we are thinking that hidden transmissions can be found in the recently discovered Der Riese as well. That’s why we’re sharing this information with you troops. We need you to head out into the field and discover what we can't. You'll need to be smart and you'll need teamwork to survive, but if you can get past the hordes of the flesh-eating undead, you may find the truth behind the horror. Within the supplies section of the Call of Duty HQ, you'll find the only known transmissions we have. End of transmission. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Nacht%20Der%20Untoten/NachtDerUntotenPoster_zps3482f36c.jpg[/IMG]
  2. 1 point
    Giant Robots http://en.wikipedia.org/wiki/Odin http://en.wikipedia.org/wiki/Thor http://en.wikipedia.org/wiki/Freyja
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    Nuketown Location – Nevada, USA http://en.wikipedia.org/wiki/Mass%E2%80%93energy_equivalence Nevada Nuclear Test Site The Nevada National Security Site (NNSS), previously the Nevada Test Site (NTS), is a United States Department of Energy reservation located in southeastern Nye County, Nevada, about 65 miles (105 km) northwest of the city of Las Vegas. Formerly known as the Nevada Proving Grounds, the site was established on 11 January 1951 for the testing of nuclear devices, covering approximately 1,360 square miles (3,500 km2) of desert and mountainous terrain. Nuclear testing at the Nevada Test Site began with a 1-kilotonne-of-TNT (4.2 TJ) bomb dropped on Frenchman Flat on 27 January 1951. Many of the iconic images of the nuclear era come from the NTS. During the 1950s, the mushroom clouds from atmospheric tests could be seen for almost 100 mi (160 km). The city of Las Vegas experienced noticeable seismic effects, and the distant mushroom clouds, which could be seen from the downtown hotels, became tourist attractions. St. George, Utah, received the brunt of the fallout of above-ground nuclear testing in the Yucca Flats/Nevada Test Site. Winds routinely carried the fallout of these tests directly through St. George and southern Utah. Marked increases in cancers, such as leukemia, lymphoma, thyroid cancer, breast cancer, melanoma, bone cancer, brain tumors, and gastrointestinal tract cancers, were reported from the mid-1950s through 1980. The Nevada Test Site contains 28 areas, 1,100 buildings, 400 miles (640 km) of paved roads, 300 miles of unpaved roads, ten heliports, and two airstrips. The most-recent test was a sub-critical test of the properties of plutonium, conducted underground on December 7, 2012. Storax Sedan Nuclear Test Storax Sedan was a shallow underground nuclear test conducted in Area 10 of Yucca Flat at the Nevada National Security Site on 6 July 1962 as part of Operation Plowshare, a program to investigate the use of nuclear weapons for mining, cratering, and other civilian purposes. The radioactive fallout from the test contaminated more US residents than any other nuclear test. The Sedan Crater is the largest man-made crater in the United States, and is listed on the National Register of Historic Places. Sedan was a thermonuclear device with a fission yield less than 30% and a fusion yield about 70%. The explosive device was lowered into a shaft drilled into the desert alluvium 194 m (636 ft) deep. The fusion-fission blast had a yield equivalent to 104 kilotons of TNT (435 terajoules) and lifted a dome of earth 90 m (300 ft) above the desert floor before it vented at three seconds after detonation, exploding upward and outward displacing more than 11,000,000 t (11,000,000 long tons; 12,000,000 short tons) of soil. The resulting crater is 100 m (330 ft) deep with a diameter of about 390 m (1,280 ft). A circular area of the desert floor five miles across was obscured by fast-expanding dust clouds moving out horizontally from the base surge, akin to pyroclastic surge. The blast caused seismic waves equivalent to an earthquake of 4.75 on the Richter scale. The radiation level on the crater lip at 1 hour after burst was 500 R per hour (130 mC/(kg·h)). Within 7 months of the excavation, the bottom of the crater could be safely walked upon with no protective clothing and photographs were taken. Nuketown Loading Screen Aerial View of the Sedan Crater Sedan Crater Sedan Crater is the result of the Sedan nuclear test and is located within the Nevada Test Site, just 12 miles (19 km) southwest of Groom Lake, Nevada (Area 51). The crater was listed on the National Register of Historic Places on March 21, 1994. The crater is a man-made object that can be seen from earth orbit with the unaided eye. The crater is the result of the displacement of 12,000,000 short tons (11,000,000 t) of earth. Over 10,000 visitors per year visit the crater through free monthly tours offered by the U.S. Department of Energy, National Nuclear Security Administration Nevada Site Office. Because the craters at the Nevada Test Site (NTS) have features similar to the topography of Moon craters all of the 12 American Astronauts who have walked on the moon trained at the Nevada Test Site before their missions. Sedan Crater
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    Maggot ridden corpses. Bug infested swamp. Hundreds of undead Imperial Army. Choose your tactic and defend for your lives! Call of Duty: World at War DLC Map Pack 2 Shi No Numa ~ June 11, 2009 Call of Duty: World at War Map Pack 2 continues to expand the addictive COD multiplayer experience with four new maps. Battle to control the river bridge in "Banzai" a bright jungle map featuring a waterfall and hidden caves. In "Corrosion" face down your enemy in a shattered train yard, and in "Sub Pens" wipe the monsoon rain from your eyes as you struggle over a bombed-out submarine base. The Zombies return in "Shi No Numa" (Zombie Swamp) featuring Perk machines, the deadly new Wunderwaffe DG-2, new Achievements/Trophies and flaming Hell Hounds. ================================= Shi No Numa Map Overhead Soldiers, We’ve got some bad news. The zombie infestation previously plaguing isolated areas within Germany has spread to the Pacific. Communication is shoddy at best, but we’ve pinned what sounds like an SOS signal to a remote jungle location in Japan. Heavy fog and impassible swamp terrain have left reconnaissance efforts near fruitless. However, we have secured intelligence supporting the survival of an Allied force in the area. The map below was found on the ground near the signal location, but evacuation became necessary as night began to fall. Our recon squad is made up of some of the toughest and meanest soldiers you’ll ever meet, but they’re smart enough to get out before the dogs start preying at night; those hounds of Hell make their living counterparts seem about as threatening as a bunch of kittens after dinner. With the war demanding every ounce of strength we can muster, there’s no telling when a full search and rescue operation will be conducted. For now we can only hope that our soldiers in the swamp can hold the zombies off. ================================= Shi No Numa Field Guide The situation is grim, my fellow soldiers. Every creaking floorboard, every splash of water, every rustled bush tears at our nerves. They never stop coming. These swamplands will be the death of us. Equipment Starting Equipment Colt M1911 Frag Grenades x2 Spawn Room Arisaka – 200 / 100 Gewehr 43 – 600 / 300 Warning Room Stielhandgranate x4 – 250 M1 Carbine – 600 / 300 Courtyard Bouncing Betties x2 – 1000 Downstairs Thompson – 1200 / 600 M1897 Trenchgun – 1500 / 750 M1 Garand – 600 / 300 Storage Hut Type 100 – 1000 / 500 Comm Room STG-44 – 1200 / 600 Fishing Hut MP40 – 1000 / 500 Doctor's Quarters M1918 Browning Automatic Rifle – 1800 / 900 Perks Juggernog – More health – 2500 Speed Cola – Quick reloads – 3000 Double Tap – Higher rate of fire (MG's only) – 2000 Quick Revive – Revive teammates more quickly – 1500 Pick-ups Ka-Boom – Instantly kill nearby zombies Max Ammo – Refills ammunition for all weapons Insta-Kill – One hit kills for a brief duration Double Points – Actions reward twice the points for a brief duration ================================= Essential Survival Tactics Due to its large size and multiple points of interest, Shi No Numa presents players with many options. There is no one single tactic that trumps all others. However, before outlining a few of our favored strategies, there are several key concepts that must be adhered to if you've got any hope for survival. Communication! Communication is absolutely essential. While this is key for all Nazi Zombies maps, Shi No Numa elevates the necessity to new heights. Different players prefer different strategies and if communication is lacking, your team will fall apart in the later rounds when people start running in separate directions. Plan your route early on so that your team doesn't disconnect when the zombies start pouring in. However, adaptability is key! Keep in mind that at times it may be necessary to adjust your plan on the fly. Vocalize these changes to your teammates! Disorganization and wasted time have been the downfall of many teams. If you're covering an area and the situation seems to be escalating out of your control, announce your troubles immediately, preferably before it's too late for your teammates to do something. You need to consider that everyone is busy keeping the zombies away at their post and may take a moment or two before help arrives. Holding out like a hero more often than not ends in a failed round. Talk to your teammates! Mobility! Shi No Numa requires rapid team mobility. Teams usually wait to move from one location to the next in between rounds, but this is not always ideal. When points allow these excursions, speed is key. Take advantage of the Insta-kill and Ka-Boom drops by utilizing the window of safety they provide to move to your new location during a round. This will allow you to pick up or reclaim a much-needed Perk, and at the end of the round provides another chance to either rush for another Perk or return to your favored camp point. Points! Without points, your time in Shi No Numa will be very, very brief. Yet at the same time this doesn't mean you should spend your points at every chance. While there are actions you can take to win more points in the crucial first rounds, some players become blind to anything but their own point score. This hinders your team! Your chances of survival are much lower if your teammates cannot afford to upgrade their arsenal appropriately throughout the rounds. When a door needs to be opened, generally the player with the most points should open it. However, if there's a player that's better equipped with a lower point pool, they should offer to open new pathways so the other players can equip themselves. In short, being courteous to your fellow soldiers will benefit you more in later rounds when survival is so dependent on strong communication and camaraderie. Weapon Choice! The process of upgrading weapons varies distinctly between two separate schools of thought. In one, the location of the Mystery Box determines the group's path throughout the match. Players will take turns opening the box throughout the rounds as points allow until the Teddy Bear appears and it moves to a new location. The team then follows the light to determine where the box has moved and when appropriate, high tails over to the new location, repeating the same process until the Teddy Bear again appears. With this tactic, the team is hoping to score a heavy hitting weapon in the early game. On the other side, some teams favor freedom of mobility and high point accumulation to the Mystery Box and its luck of the draw point drain. As Perks become more and more necessary throughout the rounds, some prefer to acquire those Perks more quickly than spending their early points on a game of chance. This can also free up money for the purchase of Bouncing Betties. Betties can prove invaluable if placed in locations outside of the zombies' normal path of attack. If you get caught in a tight spot with a group of zombies, simply run behind the Betties and watch as the zombies get torn to pieces. These are both strong options. Just know that if you decide to skip the Mystery Box in the beginning, you will still need to start searching it for more powerful guns (HMG, Ray Gun, WunderWaffe) later in the match, as your team will struggle immensely in the late game if nobody is equipped with them. This decision again comes down to preference, and the team together should decide on which tactic to adhere to. Dogs! Shi No Numa's loving addition to Nazi Zombies mode, these hellhounds will most often first appear between rounds 5 – 7, with some occasional leeway on either end. After that, there is a three round grace period between dog attacks, with further rounds having the chance of throwing either zombies or dogs your way. You can tell when a dog round is about to begin when the fog thickens, the music changes, and one of the four soldiers comments about it. When this happens, the first thing you should do is find a tight corner that the entire team can hunch into. Staying out in the open and separated will almost always end in defeat. Find a tight corner, with two soldiers standing in the back and two kneeling up front. When a ball of lightning and smoke appears, that means a dog is about to materialize and come after you. Tightly packed together, preferably using automatic weapons, there's usually enough combined firepower to defend against the vicious attacks. Don't hesitate to use grenades or lure them into Bouncing Betties if things get hectic. Just remember that grenades can hurt you, but Betties can't. Traps! Traps can be extremely helpful in tight situations. Unfortunately, they are often activated after chaos erupts. This is often due to each teammate's understandable unwillingness to spend their hard earned points on trap activation. Again, strong team communication can prevent this from happening. If the players guarding the front entrance to a hut find themselves overwhelmed, or similarly in the Courtyard, vocalize the situation before things get too hectic and quickly determine who can spare the points. ================================= Round Analysis Rounds I - IV While slow-paced, the first four rounds are fundamental for two reasons. First, your accumulation of points in the early game helps determine how quickly you'll be able to upgrade once unlocking the Downstairs area, either by stairs or the Warning Room. While shooting down the approaching zombies from a distance will gain you some points, there are better tactics. Taking down zombies with your knife and repairing window boards will earn you more points than simply shooting them down as they lumber toward your window. With some practice, you'll soon begin to get a feel for how many bullets each zombie can take from your pistol before hitting the ground (headshots excluded). Instead, weaken them with a few rounds, let them approach your window and yank off some boards, and then finish them off with your knife before they can enter the Spawn Room. You have now gained 10 points for each shot on their body, 130 for finishing them with a melee attack, and 10 for each board you repair. It's very important that you announce to your teammates your intent to use this tactic, otherwise they may think you're in trouble and try to help you out, losing you valuable points in the process. Additionally, if you begin to get overwhelmed, let the nearest teammate know so they can help get you back to a safe standing. Secondly, the early game presents the best opportunity to get to know your teammates. Find out what strategies they like to use and formulate a general plan right from the start to avoid confusion later in the match. Rounds V - IX Some players will tell you that opening the stairs is the best route toward the Downstairs area, while others will tell you that opening the Warning Room is right choice. This is really a matter of preference, and the best choice is the one that the team is most comfortable with. Opening the stairs gives you a bit more room to run around and spread out if the zombies become too concentrated, but a lack of awareness and/or communication can lead to attacks from the rear. On the other hand, opening the Warning Room allows you to back up by the stairs, lending a small corner that protects from attacks to the rear. While this allows the team to bunch up together for more focused firepower, it also means that the amount of zombies rushing in from the Courtyard will dramatically increase. These rounds will also provide your first real set of upgrades. I suggest when moving Downstairs to avoid throwing your money into the Mystery Box right away and instead picking up the Thompson or Trenchgun. The Thompson costs less and will net you points more quickly than the Trenchgun, but on the other hand the Trenchgun in the hands of a skilled player will outlast the Thompson's usefulness. Whichever choice you make, know that toward the end of the VII or VIII round you should consider moving toward one of the outer huts. The Teddy Bear should have popped up by now if your team has consciously been gambling in an attempt to move it. Additionally, before moving on, you should ideally have replaced your pistol and rifle (if you purchased one in the early rounds) with better options, either a combination of the Trenchgun and Thompson or one of the two with a Mystery Box upgrade. Rounds X - XVI These rounds should focus on collecting Perks from the Perks-a-Cola machines in the outer huts of Shi No Numa. As a team, select one of the four huts to visit and make your way through the swamps as quickly as possible. Have two soldiers looking forward as you progress while two others watch the rear for ambushing zombies. If you look in the sky, you can see a pillar of light that indicates which hut contains the Mystery Box; it's always a good idea to head towards the Mystery Box. Once inside a hut, have everyone buy a Perk and load up on new weapons if needed. Two soldiers should guard the back windows while the other two guard the front door. Plant some Bouncing Betties around the hut and wait for the next wave. If given a chance, use the Mystery Box to try and grab the Wunderwaffe or a Machine Gun. In the later rounds, these weapon advancements are vital for survival. If things get dicey in the hut, have one soldier switch on the electricity grid to block off the front doors from zombies. Retreat to the back of the hut and have all soldiers huddle together while the team recovers. If an Insta-Kill power-up appears, try to grab it and use its added effect to fight your way back to the main house. Once at the main house, try to find a secure location in the first floor and defend it with your upgraded weapons and Bouncing Betties. Keep on racking up the points while killing zombies and then when everyone thinks it's safe, venture to the other huts to collect more Perks. Also use this time to try and get everyone equipped with either Ray Guns or HMGs via the Mystery Box. In the upcoming rounds, everyone will need to be well equipped to survive the encroaching onslaught. Rounds XVI - Beyond If you have made it this far, we can assume that you have some pretty decent teamwork and communication between soldiers. That's good, because these later rounds will really test how well you perform as a team. Keep the communication lines going and remember that you are only as strong as your weakest link. Around this time, it is good to start designating classes to certain players. At least two soldiers should be heavy weapons specialist to mow down the hordes while another should be wielding either the Ray Gun or the Wunderwaffe. The last soldier's weapons can be up to you, but this soldier should definitely have the Quick Revive perk and be designated as team medic. Spend your time in these later rounds securing a corner in the Downstairs area with Bouncing Betties and then venturing out to the Huts only when needed. Lastly, don't forget to have fun. Congratulations, not many soldiers make it this far.
  7. 1 point
    Perks-a-Cola Verrückt is the first map to feature ‘Perks-A-Cola’ You purchase Perks from a vending machine & drinking a perk will give you an added ability. Verrückt Perks-A-Cola ~ Quick Revive Soda ~ Cost: 1500 Points Juggernog ~ Cost: 2500 Points Double Tap Root Beer ~ Cost: 2000 Points Speed Cola ~ Cost: 3000 Points =================================== Double Tap Root Beer Double Tap Root Beer Jingle So, every once in awhile something like Nazi Zombies comes along to really challenge a sound designer. I'm not talking about gun sounds, or even zombie sounds...I'm talking about old school radio jingles! As soon as the idea for the Perks-a-Cola machines came up, the opportunity to do something fun was obvious. So, we licensed some cheesy sounding music, and our internal writer (Craig Houston) came up with the lyrics which we recorded and produced in house. Male vocals are sung by Craig Houston, with Elena Siegman doing the backup 'kid' vocals. Yeah, the same Elena that sings Lullaby for a Dead Man. Anyway, Double Tap Root Beer is our favorite, so I thought I'd share the high quality stereo version of it. Enjoy! Lyrics ~ Cowboys can't shoot slow Or they'll end up below When they need some help They reach for the root beer shelf Double-tap double-tap double-tap rootbeer (4x) Double Tap Root Beer Jingle =================================== Speed Cola Speed Cola Speeds up your Life! Ok...Jingle # 2. Speed Cola. This one was fun. Just before I headed out to Brazil earlier this year, I was listening to a lot of bossa nova (you know, to get in the mood). At the same time, we were having trouble coming up with a name for the Sleight of Hand machine. I mean...that doesn't really sound like a drink. But Speed Cola sure did :) So, given the trip to Brazil, and the newly named machine, we thought, lets do some Latin inspired music for this one, complete with Elena belting out the vocals. Well, she couldn't make it to the studio the day we recorded Craig (we were going to do a duet). Craig sounded so perfecly inspired that we ultimately just used Elena for the 'tag-line'. I've been asked to include the lyrics next time so here are the lyrics for Speed Cola! Lyrics Your hands are slow, your movements sluggish Your lack of speed, just brings you anguish Just take a sip, you will move faster Just try it now! And speed is mastered Press those lips against the only one that really moves you Speed Cola Speeds up your life! Speed Cola Jingle =================================== Revive Soda How about a little Revive? So, Revive Soda Poster. By the way...the guy in that picture is Kandarp. He's a kick ass programmer. And Revive Soda Model. Anyway...he looks revived to me. Same story as the others---all the lyrics were written and performed by Craig Houston, produced in house at our studio. Lyrics ~ When everything's been dragging you down Grabs you by the hair and pulls you to the ground If ya wanna get up you need a little Revive If you wanna get up you need a little Revive! Quick Revive Jingle =================================== Jugger-Nog Reach for Jugger-Nog Tonight So we're back again with our final Jingle. Jugga-Nog. This is actually the one that kicked off this whole 'lets do jingles' for the Perks machines. Something about the style of the machine and the name "Jugga-Nog" really said, "YOU NEED TO MAKE ME SING!" Lyrics - When you need some help to get by Something to make you feel strong Reach for jugga-nog tonight Sugar seduction delight! When you need to feel Big and Strong Reach for Jugga-Nog tonight! Jugger-Nog Jingle =================================== Original Concept Artwork by – Daniel Romeo Padilla

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