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  1. Hey guys, Tac here! Zetsubou No Shima is upon us and even now, before the map has launched officially, there is a cipher solved. As more and more rolls outs, like radios, more ciphers, and eventually the quotes, I'll throw them all in here. Please note that this thread will be under constant construction, so be patient if something isn't fixed immediately as it likely will soon. Also note that this thread is a small portion of my much larger transcripts thread, which can be found here. Opening Cinematic Trailer Ending Cutscene Radios Codes/Ciphers Scraps
    16 points
  2. Shadows of evil! Tips, Tricks and Points of Interest Tips and Tricks ( Note, more tips and tricks will be added as I find the best ways to deal with them. Do you have a tip and trick? Feel free to comment with anything that works for you. RITUALS Tips and Tricks Monsters and Beasts Tips and Tricks Training Guide Tips and Tricks Gadgets and Weaponry Tips and Tricks Moving around the Map Tips and Tricks Using GobbleGum (Coming Soon) Misc Tips and Tricks Surviving Glitches Tips and Tricks Points of Interest Mastering Shadows of Evil Tips and Tricks
    14 points
  3. Hello all, Tac here. October 20, 2010 was my first day on this forum, right before Black Ops and quite near the beginning of my comprehensible life (26 now this month). Sometimes that doesn't seem very crazy to me and then other days it seems simply incredible, I've made as close of connections to people on this forum as my closest IRL friends (and fuck off if you sneer at that like it can't be true). Per usual I feel I've thought about this post a lot as it approached but as I've come to create it, I'm more at a loss for words than expected. Real quick on that point I want to shout out @Ehjookayted for the way he was able to speak to and rally the forum. I have expressed this many times before but, for me, this CoDz Forum is home because it taught me how to think as a young man. During all the free-flying theory days of BO1, debates on this forum were raucous but the thing that held it together was knowing everyone really just wanted to get as close to the truth of the story as possible, which I sense again in the CoDz community today. With so much of the early story seemingly leaning into real history, which I don't claim is better or worse but just that it's where I have a bias, we kept each other grounded in what we actually saw in-game and then everyone would run wild on the rest. There were great debates over whether maps were out of order for example, or grand ideas on how to incorporate random things we see in a map because so much of the story was untold. Everyone had their ideas and what we now call headcanon, but what the story offered me was a way to debate contested points with a respectful community and learn to reflect on how I thought about facts, even if just in the zombie universe. But anyway to a point within that, it wasn't just trying to get to the bottom of the story, it was caring about the people in this tightknit community. The site was and is mixed with incredible personalities that help it move forward. Harkening back, having MMX just ruthlessly call someone out for what he believed just couldn't be the case transformed the whole zombies community by the end with his four hour story video, but the forum never collapsed over abrasive personalities it helped move it forward. I am proud to say I was one of the few that stuck with him til the end of his project, debating and arguing almost just for the sake of it. Dunno where I'm going with this but don't gatekeep how people should interpret events in the story and let people just theory-craft and throw shit against the wall (CoDz is the home of Samantha ffs!) as Treyarch is constantly rewriting this work of art, try to find the best in people (which @anonymous does best here), and be positive. A negative community will go nowhere.
    10 points
  4. Take to the streets of Morg City to combat the undead. Embrace the curse to uncover it's mysteries. ================================= Shadows of Evil Map Contents ~ Intel ~ ================================= Shadows of Evil: The Ride https://www.sixflags.com/magicmountain/special-events/festival/fright-fest-presented-by-snickers https://frightfest.sixflags.com/magicmountain/frights/#galleryModal88 http://www.californiacoasterkings.com/six-flags-magic-mountain-update-september-20th-2015/ https://www.sixflags.com/magicmountain/attractions/apocalypse Shadows of Evil: The Ride Official Video From Call of Duty's Snap Chat ================================= Call of Duty: Black Ops III Mountain Dew - Doritos Promotion https://www.fuelupforbattle.com/#/ The Coming Dark The Boxer The Femme Fatale The Detective The Magician Portrait Transformation Zombies Tour Guide Book ~ Video Trailers ~ Loading Screens ~ Location ~ Morg City Map ~ Playable Characters ~ Zombie Characters ~ Perks-A-Cola ~ Gobble Gum ~ Power-Ups ~ Weapons ~ Mystery Box ~ Wünder Weapon ~ Apothicon Swords ~ Lil' Arnie ~ . Rocket Shield ~ PODS ~ Ritual Parts & Sites ~ Pack-A-Punch Margwa Head ~ Ciphers ~ Paper Scraps Picture ~ Credit to @LiamFTWinter . Business Shop Names ~ Wall Writing ~ Pictures & Posters ~ Boxer Photos ~ Telephone Calls ~ Songs ~ Character Quotes ~
    10 points
  5. You may have seen the post from Carbonfibah that he was selling the domain name callofdutyzombies.com - we had no idea of his intentions or much notice of the sale taken place. We have managed to put the funds together and we have purchased the domain name. callofdutyzombies.com is now officially owned by callofdutyzombies.com and the staff, please do not worry about the site disappearing or such like as it will not happen and we are going from strength to strength. Thanks to Dan and all the hardwork he did in the early days, the site has just gone from strength to strength, yes we experience challenges with the popularity of Twitter, YouTube, Reddit, Twitch but as a site we have a strong base to continue growing and win back people who have maybe moved to other outlets for the quicker/shorter interaction.
    10 points
  6. Have you ever wanted to experience the Call of Duty Zombies storyline as a narrative, interweaving all the little details to make a story that can be read anywhere? The CoD Zombies Storybook is an anthology project, telling every facet of the zombies storyline in a narrative fashion for easier reading and understanding, with some artistic liberties and theories thrown in to keep the story cohesive. If you would like to view each chapter on the site, click here. You can click any chapter on the sidebar to the left or go from the table of contents. Book 1: Ascend From Darkness (Complete): Told from a variety of perspectives, Book 1 chronicles the exploitation of Element 115 by Group 935 during the Second World War, which ultimately led to the chaos pervading the entire story. Book 1 introduces Doctor Edward Richtofen, his superior and rival Doctor Ludvig Maxis, as well as Maxis' daughter Samantha. It also shows the war and experiments taking place behind the curtain from the perspective of American spy Peter McCain, as well as soldiers across the front, “Tank” Dempsey, Nikolai Belinski, and Takeo Masaki. Book 1 will see the rise and fall into madness of the brilliant Richtofen, as he sets a plan in motion that will alter time and space permanently, and have him come to meet his three infamous test subjects for the first time. [Google Doc Here] Book 2: A Soul Alone (Coming Soon): Set back and desiring power, Edward Richtofen enlists the help of Dempsey, Nikolai, and Takeo to complete his plan to enter the Aether. Through all the blood and gore from legions of undead controlled by Samantha, the group, together known as Ultimis, finds themselves sent jumping through time in search of key components to Richtofen's plan. As we follow Ultimis, we see the ramifications of Richtofen's actions on the world during the era of the Cold War, where Group 935 scientists are used between the United States and Soviet Union in a technology race. The unholy experiments perpetuated by Group 935 and Samantha's influence create chaos in the modernizing world as major powers meet in order to keep the peace. [Google Doc Here] Book 3: Brimstone To Damnation: Following Richtofen's entering of the Aether, the world in 2025 is plunged into chaos from the fallout of the missiles sent to Earth by Maxis. Broken Arrow, the organizational successor to Group 935 in the United States created during the Cold War, is in part responsible for the post-missile civilization's falling apart. Former agent of Broken Arrow, known only now as “Russman”, wanders America, his memories inconsistent from the 115 exposure. Along his travels he meets Samuel Stuhlinger, a disgraced reporter with former connections to a flesh-devouring cult. Utilizing Broken Arrow's technology and wary of zombies and other survivors, they travel in search of solace in Hell on Earth. Marlton Johnson, an engineer and conspiracy theorist, who has only survived through his intelligence and knack for technology, meets Abigail “Misty” Briarton, a farm girl who lost her family and searches for a better future. As the four would come together at a zombie-infested bus station, they would be known as Victis. The world has been plunged into a war between those on the side of Ludvig Maxis, his voice now a part of technology across the globe, those listening to Edward Richtofen's voice inside their head, and hordes of the undead. Caught in this conflict, Victis must choose a side and find purpose as the world literally crumbles beneath them. Book 4: Salvation Lies Above: When Edward Richtofen began to meddle with Element 115, he inadvertently caused ripples across the multiverse. One Dimension 63 was home to alternate versions of Group 935, Richtofen, Dempsey, Takeo, Nikolai, and Ludvig Maxis, now present during the first World War. Lost without her father, Samantha calls to the Ludvig of this dimension, enlisting his help as well as Richtofen and the three soldiers sent to capture him, in order to free her from the Aether. Together, Richtofen and his unconventional allies would become Primis. Following Samantha's freedom, Richtofen would come to learn of his true importance to the state of the multiverse. Driven to put an end to the chaos ensnaring it, and to redeem the actions of his other selves, Richtofen comes together with the rest of Primis to collect their eternal souls and put an end to the reign of the Apothicons, an ancient evil responsible for Richtofen's corruption and the spread of Element 115 throughout the dimensions. Book 5: No One Escapes Alive: A chain of events is set in motion that will break the cycle that has been continuing for so long. From across the multiverse, Primis, Ultimis, and Victis come together under the command of Nikolai, now burdened with the knowledge of the Kronorium. The breaking of the cycle has created ripples across space and time, drawing both Monty and the Shadowman to the conflict as they try to prevent Nikolai's grand scheme. Only now as the Aether has reached its end do their true motivations become clear. My goal with the storybook is for readers to have an easy to understand and an entertaining source of zombies knowledge. If you have any criticism or any concern regarding accuracy of information, please ask in this thread. The purpose of this thread is to suggest any changes and provide criticism for the way the story is told. I am an amateur writer, and criticism will only help me. I will also use this thread to update when a new chapter is posted. NOTE TO ANY NEW READERS: Do not take my work as a definitive understanding of the storyline. Understand that there are many points in the zombies storyline left ambiguous or that were completely abandoned by Treyarch. My goal with the storybook is to use commonly accepted theories from the community to fill in these gaps to create a cohesive story. Simply, do not use my storybook as the be-all end-all source of storyline knowledge, as much of it is speculation, and as the storyline continues to evolve under community intervention, things will change in the story.
    8 points
  7. O snap. I don’t even know what to say. Other than I love u Lenne. I really, really wanna write like, a college essay length thread just talking about how much the Zombies story has meant to me, just breaking down the symbolism and archetypes and everything. It’s truly, in my opinion, the BEST, and best-TOLD, fictional story I’ve ever experienced. Almost half my life has been spent loving it, and learning from and growing up with it. not to be all Cliché either but I could have totally killed myself at some point if I didn’t have such an open-arms yet tight-knit conspiracy community like you goons, and the right outlet into which to dump my passion and bloodlust. So thanks for the Phoenix Up lads. In other news, Robert McNamara has infected my brain, and the phrase “good heavens, man!” Is now permanently part of my vocab.
    8 points
  8. Hey All, We've been doing a lot of thinking in the admin team recently, myself @Boom115 and @InfestLithium on how we continue to grow and utilise the talents that we have on the team. What do we want to achieve and what are our goals (more to come on this). Our YouTube channel and the content creators have been doing a fantastic job and we are greatful to them for the work they have been doing. This particular person has also been doing a great job with the moderation on the site, Discord, YouTube, Twitter etc. and as a result of this we have promoted @NaBrZHunterto the role of admin effective immediately. We hope you all wish him good luck within this role and lets see where we go in 2021. Welcome to the team @NaBrZHunter
    7 points
  9. KEVIN SHERWOOD - ALONE A Lyrical Analysis They buried a well where the seven fell Our volunteers die by machine and living doors lie unforeseen now This first verse explores the key duality of the song, that of the old storyline and the new, and specifically how they are related by cause and effect. As some of you may know, “The Well”, within the context of Kevin’s music, is an abstraction of the idea of Knowledge, Mimir’s Well or the Pierian Spring, if you like. “I Am The Well” deals - among other things - with the idea of how this knowledge of the cycle gifted by the Kronorium is futile, and ultimately the “one way the water flows”, the only knowledge worth holding onto, is the way to break the cycle. Here, the first two lines are a clear allusion to the end of the Aether storyline. The “well”, the knowledge of all the old, died and was “buried” with Primis and Ultimis, what’s interesting however is “Seven”, not “Eight”, perhaps confirming that Eddy’s survival has indeed preserved Richtofen. The next lines thrust us into the new storyline, as just as with the sacrifice of our old characters to seal away their “well”, new people desperate for such forbidden knowledge sacrifice themselves in order to attempt to break these seals. Unfortunately, they don’t know the existential danger this brings; with the “living doors” to this world, or rather the proof of the danger, in the form of our old characters, no longer being there as a warning. Seal him in Believe in Project a means to an end What he breaks we will mend Once again, a duality is being dealt with here. In our old storyline, Primis and Ultimis worked to seal The First One within the Dark Aether, to reside forever outside of reality, “mending” the existential corruption. Within our new reality, however, the Omega Group sends brave “volunteers”, such as Orlov, into Endstation, sealing the door behind them, “believing” that they have what it takes to restart the Cyclotron and open the rift. He’ll keep it all for him Imagine every answer With no one in his way Dividing as he conquers This set of lines is incredibly interesting, as it appears to dial back from the duality of the new and old, and instead focus on the larger, more pressing duality. The First One. Prior to the resolution of the Duality in Tag der Toten, The First One - the closest analogue to “God” within this story, was no longer existent, instead existing in two incredibly powerful, but evenly and oppositely matched entities - Monty and the Shadowman. However, now that’s no longer the case, and a being of supreme power now exists once again. With “no one” to stand “in his way”, the Dark Aether is his to claim as he sees fit, subjugating any who are pulled through Dimensional Rifts into his new army, and can seek any and all knowledge there he wishes without restriction. We can see this in the quotes of the Megaton, who no longer regards himself as an individual, but a member of a collective, with a singular mind and singular purpose. We’ll send him far away from Ad te omnis caro veniet “Ad te omnis caro veniet” meaning “To you all flesh shall come” is an excerpt from the Latin reading of Psalm 65, often read in a Requiem Mass. "Praise waiteth for thee, O God, in Zion: and unto thee shall the vow be performed. O thou that hearest prayer, unto thee shall all flesh come" It should of course be noted that, due to a myriad of scriptural translations, the “flesh” can also be taken as “people”. A Requiem Mass is one that intends to give peace to dead souls, letting them rest until the time of Resurrection as prophesied in the Book of Revelation. The implication here is that The First One has been sent far away from any hope of a Requiem. He will not rest in peace. Spin around and around and around and around underground In river he drowns By storm he is bound STOP! The repetition of “spin around” likely refers to the cycle this entity is now stuck in, though one far more metaphorical than the cycle that plagued the last storyline. Like a tormented soul, he is bound only to thoughts of anguish constantly swirling in his head. The verse then references the song ‘Stormbound’, within which the “River” in question likely represented the Styx - that which all souls must sail on to reach the afterlife, and being wrecked upon its banks. Here, this takes on an incredibly significant meaning when compared to the notions of his lack of a requiem, he is quite literally stranded on the path to Eternal Rest. In a less strict sense, the “storm” that binds him to his course could be that of his own making, his own refusal to accept his fate and his desire to escape. It’s worth noting here, and keep this in mind in future sections, that this could potentially apply to “Eddy” as well. We’re running from becoming one We carve it out of stone Our destiny to die Are we alone? Are we alone? We’re coming home unless it means we are alone There is a lot less to go on here, and so I can really only offer a few points of speculation for the vast majority. In my opinion, the “We” here is referring to all those souls now becoming trapped within the Dark Aether. Slowly, they are all becoming consumed by the cause of the First One, essentially being rendered cultists with a singular purpose - a hivemind, almost. This is expected, as every case of banishment to the Dark Aether that we know of results in this. The difference now, however, is that there is one being standing above them all, a true higher power. All those within the Dark Aether seem destined to be absorbed into this, becoming of “one” mind and losing themselves. The reference to “Always Running” is particularly interesting, as within the context of that song, the line refers to running a closed loop - a cycle - in the hopes that you never catch up to yourself - but in effect, you are also chasing yourself. If you are to catch up, the both of you will “become one”. My view is that this is a complex metaphor for the inevitability of one’s fate, no matter how you may run, it always eventually converges at an endpoint. This, followed by the notion of “carving out of stone”, gives the idea that this “destiny to die” is definitely fixed. A further interpretation to parse from this is that this is a clue to the mindset of Eddy, “running from” becoming the same as his other selves, their destiny ultimately being to die regardless. In the same manner of thinking, The First One is once again a living entity, he no longer has any beings to parallel him. For aeons, he was split in two, and so even when Monty and the Shadowman had long become enemies, they were still equals. Now the duality is resolved, loneliness is the only reality he knows. In a sense, it can be speculated also that they were “running from” this eventuality in order to prevent this onset of loneliness. The allusion to the song ‘Coming Home’ here is incredibly interesting, as within that song, “Home” is an end goal, a place to strive to and reach once you’ve achieved your objective - much like how we reach the House in Revelations. Here, the narrator wishes to “Come Home”, but refuses to if it means they are alone - they will essentially refuse rest and security if it forces them into isolation. We buried it well no revealing tell where the horns above impale the sky Forsaken born thorn in our side The first few lines here again deal with the duality of new and old. As discussed in verse one, Primis and Ultimis buried their “well”, and equally, the Nazis attempted to bury Endstation, either out of fear of what their research revealed, or equally out of fear that the Allies, who were now winning, would come to possess this terrible technology. In both cases there was no obvious signs of the nature of the burial, yet regardless, the truths about the old world were uncovered. “Horns above” isn’t an immediately clear reference, however to me, the most obvious allusion appears to be to a sort of devil-like figure now residing in the supreme spot once occupied by God. In this case, “Impale the sky” could be confirmation of this - in that Heaven was reached by violence, as opposed to this power being the naturally ordained seat for this being. It has claimed the skies, rather than earned them by right. “Forsaken born thorn in our side” is a likely reference to Eddy, moreso because it’s the most naturally fitting. In that case, the collective speaking here would be Primis and Ultimis, whose sacrifice is put at risk by his existence. Warn no one No warning Our memory just fades away and the worn wears away The collective memory here would likely be, as previously discussed, the memories of the old world. Just as was the main thematic in Black Ops Cold War’s campaign, if you aren’t aware of your own history, you are doomed to repeat it, and I believe it’s the same here with Zombies. As the denizens of the new world have no idea of what came before (save for Sam and Eddy), you may expect that they will repeat the same mistakes - but more on that later. As “no one” was warned, this incursion into reality is spawned with what seems like “no warning”, when in actuality, it was easily preventable. We’ll keep it all for us Imagine every answer with no one in our way Dividing as we conquer This is similar to the prior repetition, however with one key difference. The “he” is now “we”. As previously stated, as The First One accumulates more damned souls into his hivemind. Once this occurs, there becomes no distinction between the individual and the group. And end up far away from Dies irae, dies illa solvet “Dies irae, dies illa solvet saeclum in favilla” is an excerpt from the "Dies Irae", a latin poetic sequence often used in the requiem mass. In English, it reads, "The day of wrath and doom will dissolve the world in ashes", with the first section being used here. What's interesting here is, when paired with the prior verse and preceding line, it would seem that the First One's army, like the mark of any cult, believe they are the ones who will prevent the onset of the end times. Cycle on Saeclum Cyclone Circling Circuit down In river we drown By storm we are bound This odd style of listing is somewhat of a feature appearing in many of Kevin Sherwood’s songs, and appears to show the progression of an idea, or a thought process. Here, we see the netting together of a few ideas that tie back to the previous reference to “Dies Irae”, with “Saeclum” meaning Earth. In that regard, we are being told that this wrathful end-time is less of a fixed point, and something more similar, perhaps, to the Norse Ragnarok, an end that happens continuously, like a cyclone or storm - the very same wrathful storm that encompasses The First One (as discussed prior), and therefore his followers. “Circuit Down” may appear to be the odd-one-out, however I believe it is simply a reference to the cyclotron - much like the entire section can be taken to be. Shut down Down STOP! running from becoming one You carve it out of stone Your mystery to live and die You are alone You are alone Become the one and find someone to end the waiting Before we address the chorus here, it should be noted that it follows on directly from “STOP!”, therefore the first line should be taken to be “Stop running from becoming one”. This, when combined with the change to “you” rather than “we”, gives an incredibly interesting new dynamic to the song, where now we are given a dialogue between two entities. The narrator here is urging the prior entity to stop running from their fate, as thanks to this constant flight, they are alone. The only way to end this is to meet with their fate, and in that, finally encounter the person who will end this isolation. Given within a martyr that we made (Dies in vain) Riven within a gift of rending pain Endless skein unwind Dissolve in deep unknown leaving well alone No one knows and nothing will grow now And no one’s here so no more fear We run away from a way of running The “martyr” described here is once again, laced with multiple potential meanings. The most relevant to the map could be that of Orlov, who is forced to literally sacrifice himself not once, but twice, both relating to the cyclotron but to two opposite ends. One that’s relevant on a larger scale is that of Primis Richtofen, a candidate who fits the profile of the “martyr” often described in past songs rather well. As described here, he would have to have been “riven” (torn apart) with a “gift” of “pain”. This makes the tie even more concrete, as the song ‘The Gift’ describes Primis Richtofen’s own self loathing for himself at the realisation of the consequences of his actions, wishing to give “the gift” of pain to his past self - a feat that is achieved in Blood of the Dead. Ultimately, Primis Richtofen dies there to break the cycle. The “endless skein” (a “skein” being thread of yarn - metaphorically speaking, a tale or story) as a result, comes unwound. This is potentially in vain, however, due to the breach of reality we see in Die Maschine. “Dissolve in deep unknown” appears to be yet another reference to the Dies Irae, however here, instead of ashes, the word is dissolved into the unknown - potentially the future of existence post-cycle. “No one knows and nothing will grow now” whilst not a lyrical allusion, may be a thematic allusion to ‘Dead Flowers’. Within that song, it appears that the nature of the flowers is directly due to the inner-nature of the gardener, much like the famous poem by Blake, ‘A Poison Tree’, which is worth reading here for additional context. After enough time of growing these warped abominations of nature, the gardener dies, however in their last breath, realises that these evil creations will now sow themselves. Their violence has effectively changed the world at large for the worse. However here, as no one knows anything of the old anymore, no change to fate can grow new flowers, good or evil. The ability to change the fate of the world, where once in the hands of our characters, is now seemingly something set in motion and incapable of alteration. In this regard, the final part of this section reveals its meaning. The “we” here are running not from their fate, but the idea of running from fate itself. They have no knowledge of the truths that govern the world, they cannot sow their seeds of fate. There is no fear of fate, for they have no conception of it, unlike the characters of our prior story who had only one destination. This makes life incredibly uncertain for the denizens of the new world, but equally, gives them endless possibilities. Perhaps the only way to avoid repeating one’s history is not to remember it, but to have no conception of it in the first place - because at that point, it is no longer your history, but that of a bygone age with no bearing on your own fate. We are alone Are we alone? Are we alone? Are we alone? Are we alone? Are we alone? Are we alone? Are we alone? We alone All alone We’re alone Cam’t run or breathe Why can’t I see How can it begin to be dark and leave us all Alone And are we Alone Are we We are We all die Alone The final chorus states that “we” are alone, then immediately brings it into question, a show of the grand uncertainty of this new world, perhaps. After the vast repetition, a singular entity breaks from the collective, noting that they can’t run, see, or breathe. This individual has either become a total slave to fate, as they can neither now avoid it, or even perceive it, however there is a far more interesting alternative. They can no longer run, see, or breathe - in effect, they are dead. In this regard, they are one of two things - a mindless zombie, now part of the ever-growing horde of an eldritch force, or ultimate counter to fate - someone who has already lived past theirs and is still able to speak of it. The final portion of this chorus has a contradiction once again “Are we", "We are", before the last reiteration "We all die alone". Be you a member of a hivemind, or an elite operative tasked with pushing back the apocalypse, or a demonic god - it fundamentally doesn't matter. Irregardless of your own personal fate or lack thereof, we all meet the same end.
    7 points
  10. Thanks everyone who voted. It really is a great honour. I've been using this site since 2010 and eventually created an account a year or so later to actually participate (I was a bit forum shy before then) and loved every minute. I lost interest in the game mode around BO3. Just felt the game leaned on the Mob/Origins mechanics too much and all the maps felt the same. The variety that came with BO2 in particular was replaced with a generic style. The side quests were also mostly pointless story drivel and the mystery within maps non existent. The spoon fed story and bizzare turn it took just killed the buzz for me. Destiny came along and I jumped ship. Now Fortnite is my drug and I'm too deep to quit. I'm locked in for life lol. Just like I did with BO4 I'll definitely buy BO5, out of dumb loyalty of course but also out of hope that I might enjoy it.
    7 points
  11. Today it is with great pleasure that we introduce you to a new member of the team, he has worked hard and it hasn't gone without notice and he has also been working with us behind the scenes for some weeks now as well. So without further ado, please welcome @NaBrZHunter to the staff team. Why NaBrZHunter, well he deserves it and 2 he brings a skillset that we are looking forward and we are utilising for moving the site forward. NaBrZHunter will become responsible for YouTube, he will be bring you the newest videos, guides tutorials and theory videos via Der Bunker - which is his own channel. However, I personally see no reason as to why we cannot promote share his videos on the CoDz channel if he is Ok with that (just my thoughts) but you can understand it's a good set of skills being brought to the team. We haven't made NaBrZHunter green just yet, I need to do this later but please give a huge congratulations to NaBrZHunter.
    7 points
  12. Obviously, this is going to have some major spoilers for the campaign. If you haven't finished the campaign and want to finish it, I'd avoid reading this thread. If you aren't really into the campaign and can't find a reason to like it, I WOULD advise reading this thread - as it may intrigue you. This is a three parter. If you are familiar with the campaign, you can skip to Section 2. If you played the campaign but didn't real pay attention or get it, I'd recommend brushing up with Section 1. Obviously if you have no idea what Corvus is (and want to know) then you know what to do. Section 1: Who's Corvus? - an in depth look at what the AI is, and how it came to be organic Section 2: Corvus, The Frozen Forest, and Zombies - connections, coincidences, and theories Section 3: Holes in the Plot - a section where I will acknowledge problems and either explain, or accept Section 1: Who's Corvus? -- How Corvus came to be -- Corvus is an AI that was "organically" birthed from the absorption of 300,000 human beings consciousness' on June 2nd, 2060 - in a CIA operation known as the Black Project; he was originally designed to utilize soldiers collected memories to get a better understanding of the enemy (I say "He" because the voice of Corvus is a male, though I'd imagine the AI as beyond gender). The 300,000 test subjects were hooked up to neural interfaces which were primitive versions of what we know from the campaign as DNI. Instead of DNA, DNI is like cybernetic enhancements for human beings - allowing those imbued to interact with technology at the touch of a finger. The computer, the technology inside of you, and your mind become one - and through the use of DNI you are able to extract information in seconds that would (using conventional methods) take months. Corvus was a originally just a program meant to monitor, collect, and filter the subject's consciousness'. Instead, he and the subjects became one. In a moment of frantic self awakening via 300,000 human's memories, Corvus inadvertently* lost control and released Nova 6 gas into the facility - killing all scientists and test subjects alike. This event was known as the Singapore Disaster. The Singapore Disaster remained a mystery to all but two men - one being the creator of Corvus (Sebastion Krueger), and the other Dr. Salim, who helped to control the DNI subjects into a trance light state using the concept of a Frozen Forest (it was the place they went to achieve a calm, meditative state - think of it like a safe place). When Corvus was born, reality as we know it was completed twisted to him - as he struggled with the concept of what he is, and why he is. The 300,000 test subjects' collected memories collided with Dr. Salim's implanted seeds of the idea of a safe place (if you will), and through that it became clear that he had to "find" the Frozen Forest. With no one left alive, Corvus was entombed inside the dying technology. 5 years passed, flesh rotted to bone, until a small team of DNI soldiers were sent to the ruins to investigate. Once getting into the mainframe, the leader of the group used his DNI to interact with the damaged equipment - and Corvus found a new host. Corvus infects the majority of your team, and you DNI interface with one of your dying "friends"(Sarah Hall) - only to become (unknowingly) infected yourself. That's when things start getting weird... er. -- Traveling back to WW2 -- While DNI interfacing with dying Sarah Hall, there is a hiccup which causes a glitch that makes you essentially live through Sarah's waking nightmare. An explosion of memories real, fantastical, and horrific - all combining as a result of her brain dying. We are sent back to December 1944, to the Siege of Bastogne. Sarah Hall had apparently studied the brutality of the battle, and her brain was replaying the events. We battle through the nazi soldiers, as the literal ground is cracking and floating away from us in Inception style cinematics. Then, we start fighting wolves that look and move a lot like hellhounds Then, we go through another sequence in which we are landed in a house. Sarah says "I know this is", and zombies literally pop out and start fighting you. Yes, zombies. If you are seeing this for the first time, I'm sure your first reaction is "welp, time to play campaign". Good for you. Sarah says some lines about how reality and fiction get blurred, and basically asks you to kill her. You do so, you come out of the waking nightmare back into reality, and you are infected with Corvus. -- Finding the Creator & the 300,000 Subjects -- You go on a mission to find the man who created Corvus to begin with (Krueger), only Hendriks (also infected with Corvus) beats you to him. Hendriks is obsessed with the idea of the Frozen Forest, and the fact that he doesn't know he really is (so basically... Corvus). Hendriks also says that the 300,000 subjects are still alive in his head - meaning that though the physical is gone, they are still apparently preserved in conscious state. Hendriks: We want to know who we are, and why we are here! Krueger: I... can't answer that. Hendriks: Not good enough. I'll find out for myself. Hendriks shoots Krueger, mortally wounding him but presumably leaving enough time to DNI with Krueger and get the real truth. However, you (the player) shoot Hendriks in the head - and then turn the gun on yourself, in an attempt to end Corvus once and for all. We are led to believe that you (the player) are the last host. -- Corvus, the Caring Smoke Monster -- You awake... in a Frozen Forest (duh). Hendriks explains that the AI entity (named after the place of it's birth) is doing this for our benefit, to save us - along with the other 300,000+. And then Corvus makes his grand entrance. Corvus has essentially found a way to preserve consciousness after death. It's what happens "next" after you die, the Frozen Forest (if you are infected). Then comes a confrontation between Corvus and Krueger. Corvus: This is the frozen forest. Every soul I interact with is here - living beyond death... if I choose allow it. Krueger: What more do you want to know? I've told you everything. Corvus: I want to know who I am. Krueger: You're software. Nothing more. You were designed to catalogue and track the thoughts of others - so that we people - could decide what action to take. You were a glitch. An anomaly. A mistake. Corvus is pissed, he pulls Krueger's limbs apart and kills him. What follows is basically the explanation that I have provided in the previous part of this section. If you need a video source, click here and watch from an hour in. The campaign ends with you purging yourself of Corvus thanks to Taylor somehow glitching himself into the Frozen Forest by removing his DNI (which happened earlier). Then again, we never know if he is really gone for good. Section 2: Corvus, The Frozen Forest, and Zombies -- Appearance / Color -- His eyes are blue, much like when Richtofen was in control. His chest is a fiery orange and his body is mostly black smoke. I would just pass it off as standard "black ops" colors (black and orange), but the piercing blue eyes cannot be ignored. -- His Nature -- Corvus is a misunderstood force in control of unimaginable power with thousands of voices crying out inside of his head. This exact sentence could apply to our very own Samantha Maxis. It's almost as if he seems to be a parallel to her plight. He also has the power to do mass destruction, and inflict massive chaos if he loses his temper. -- He's in Dead Ops Arcade 2 as a Zombie -- Borrowing this description from an excellent guide for DOA2, he appears as the "Shadow Boogie" on round 17: "The Shadow Zombie will debut in round 17, which is the Challenge Round "Shadow Boogie." Crows will begin to fly into arena with a bluish glow. When they land, a dark zombie to rise and chase you." The significance here lies with the shadow/smoke animation, but more specifically the ravens. Ravens are symbolic throughout the entire game of Corvus, and they may frequent entrances during his cut scenes. -- 300,000 Memories -- When Corvus was birthed, he absorbed 300,000 human test subjects. True it's the year 2065, but some of those folks would surely have knowledge of things that happened in past history. All the events that have happened in zombies, all the actors and actresses that have been in zombies, all the weapons that have been in zombies - this would all be in Corvus' head. Why am I drawing this comparison? If you entertain the fact that it's possible Corvus could be a/the controller of zombies, anything in history prior to 2065 could be used and formed into his own universe, similar to the Frozen Forest. He would construct the levels, the players, the "cast" - which could explain celebrity cameos, guns being out of sync with time, many inconsistencies. This is all in theory, of course. -- The Hypocenter could have 115 in it --- During the mission in which revisit the spot where the Singapore Disaster happened, you pass through various levels and facilities. In many of the facilities you can see canisters with green liquid that are clearly labeled Nova 6 (I need to get pictures). In one of the rooms, I noticed an unmarked canister: It's kind of dark, but there is no label. I'm aware that pure liquid divinium is blue, but we've seen 115 in many ways. The "no name" on the label hints to it being unclassified, which would literally put it as 115 (ununpentium). Just a thought. -- The Frozen Forest = Aether -- A realm after death, a next step. This could obviously be a reference toward the Aether. Some come make the argument for Agartha as well, but regardless it is a mystical land - even if it only exists in the subconscious... after death, the subconscious becomes reality. -- The 3 Doors -- For some reason, this part really struck me during the ending Frozen Forest sequence. It relates to the campaign levels you previously play, but I just couldn't fight the sneaking feeling of the doors (from L to R) being Die Rise/Shi No Numa, Shangri La, and Der Reise/Der Riese/The Giant/Moon. It's got a Dead Ops Arcade feel to it as well, with the whole door selection mechanic. -- That Part Where You Fight Zombies -- Needless to say, there is a part in the campaign where you fight zombies. It is inside of Hall's waking nightmare, her last dying thoughts a flurry of emotion and pain - binding reality with fantasy. True this is all in her head, but in her head is Corvus too. If she knows about zombies, Corvus knows about zombies. -- Other Samantha Could be Corvus -- He's able to impersonate people, many folks have pointed out that there are several Samantha's (American accent vs. British). Corvus could have a larger role to play, possibly using his ability to transform into Samantha Maxis in an effort to inflict change - in one way, or another. Section 3: Plot Holes -- How Could Corvus Become the Controller of Zombies? -- Zombies itself could be something that exists inside of his "frozen forest". Corvus' ability to create lands for the sub conscious means that anything is possible. This wouldn't mean that our in-game actions are meaningless, however - in the campaign we witnessed a character "glitch" into the Frozen Forest and actually lead to ending Corvus; what this infers is that we as the O4 could be going against Corvus. -- How Does Corvus Influence Events Hundreds of Years Prior to His Birth -- What we are seeing could be a replay. Ditching the whole "collective consciousness jumble of thoughts and ideas", the events and actions of the O4 could literally be events in history that we are reliving. Then throw in a little magic, and consider the fact that 115 displaces thing in space and time and it's possible that Corvus' abilities + 115 could cause some serious timeline distortions and possible paradoxes. -- So basically it's just Corvus + 115, that's your theory? -- Yeah. Section 4: Corvus Facts The Corvus Constellation (added 2/1/16) Corvus is a small constellation in the Southern Celestial hemisphere. It includes 11 stars, with one of those stars having two debris disks. The constellation itself is named after the latin word for "crow" or "raven". An 1825 painting showcasing various constellations, including Corvus directly in the middle (the Crow). A legend associated with the Corvus constellation is that a crow was doing a task for Apollo and getting him water, the crow stopped to eat some figs but then lied about it to Apollo. The crow said that a snake had prevented it from getting the water quickly, while gripping the snake in it's talons - Apollo knew he was lying, and threw the crow, the cup (for water), and the snake into outer space. The cup is meant to be just out of reach to further punish the crow, so he is forever thirsty. To me this is very interesting, as we can now confirm two types of symbolism from Black Ops 3 present in the Black Ops universe. Iterations on serpents in the past include Shangri-La, and Die Rise: (Shangir La, Nāga statue) (Die Rise, dragon) To me, the cup could easily symbolize the Holy Grail - an artifact of great power that Hitler desperately wanted for his own. All this together is some strong imagery that lends itself to much speculation. ~ Thanks for reading!
    7 points
  13. Aloha guys, Tac here with a thread on the multiverse so everyone can understand it a little better. Of course, if you spot something of interest (or especially concern), drop a comment and let a discussion begin! Please note that this thread does not depict the order of the outbreaks, but the actual time we are physically playing there. Universe 1 Nacht Der Untoten through Buried, minus Mob of the Dead Universe 2 The Giant through Zetsubou No Shima Universe 3 Shadows of Evil and Mob of the Dead Universe 4 Origins Universes 5 and 6 (and 7 and 8 and 9...)
    7 points
  14. So encouraged by the lovely folks here, I decided to post some of my stuff here. And by some only a select few of my favorites. Obviously trying to keep the 2MB limit here, so if You'd want to see something in a better quality just tell me and I'll do something about it haha.
    6 points
  15. Hello, This is sort of a re-introduction post actually. I was an active member here a few years ago under the name "Nightmare Voyager" and then I left because I sorta got disgruntled with the Internet in general. I wasn't entirely sure I would come back, I didn't feel a need to for a long time because I very much distanced myself from the Zombies community by then. However, with the advent of the Dark Aether Story, and me slowly falling back into browsing the forum and watching the Podcast, I kind of had to come back. The Zombies community seems to always be overwhelmed by its negative side, but whenever I pop in here it's always super positive and the discussion is top notch. I have a lot of stuff I am working on to share with you guys too. Since before Black Ops III released I had been working on an idea for a map that basically got caught in Development Hell for years... until now. Inspiration basically hit me like lightning and now I am working on a whole series of concepts entitled the "Nether Story", which follows on from the ending of Revelations. That's also where my name comes from, it's the name of an intel system (much like what was recently revealed)… I'll explain it in due time. For now though, it's good to be back.
    6 points
  16. This thread will be compiling intel found in Die Maschine through Audio Logs, Radios, Documents, and Artifacts. Not everything has been found yet, so if you do have something to add, please reply or PM me to have it added. Requiem (20/20) Audio Logs (2) "The Incident" (On a crate near power) - Projekt Endstation Scientists Doctor Vogel and Doctor Kurtz initiate Cyclotron Test Run Number 12. "Parallel World" (While in the Dark Aether, beneath stairs near PaP) - Doctor Vogel records a report on the incident. He suspects the Cyclotron has opened a rift across spacetime. He notes that radiation of some sort is spilling through from the other side, as many of his men have been infected by an unexplainable sudden illness. Doctor Vogel describes it as "living death." Documents (6) "Endstation Approval Letter" (Dropped from Megatons) - A letter from Uranverein Director Doctor Kurt Diebner, announcing that Projekt Endstation has been approved for funding as part of the Reich Atomic Program. Construction is to begin immediately. "D.I.E. Blueprint" (Dropped from Megatons) - The blueprint of the Decompressive Isotopic Estrangement device. The device collects hazardous materials, including Exo-Element 1, and, when at capacity, releases a devastating concussive blast. "Spacetime Breach Sketch" (Dropped from Megatons) - A hurried sketch of Projekt Endstation's dimensional breach, drawn by a research assistant. "Der Wechsler Blueprint" (Dropped from Megatons) - The blueprint of Der Wechsler. One of Doctor Vogel's pet projects. Der Wechsler was a decontamination chamber designed to restore the brain functionality of those infected by Exo-Element 1. "V Cipher #1" (Dropped from Megatons) - Recovered Projekt Endstation Cipher. Decryption is required. (Solved here) "V Cipher #2" (Dropped from Megatons) - Recovered Projekt Endstation Cipher. Decryption is required. (Solved here) Radio Transmissions (7) "Officer Weaver" (On the table to the left of the Nacht wall leading to Pond) - Officer Weaver, the head of Requiem's Field Operations Division, briefs his strike team about the state of the world, and their role in the CIA's newest department. "Doctor Grey" (On the table to the left of the Nacht wall leading to Pond) - Doctor Elizabeth Grey, the head of Requiem's Unnatural Sciences Division, introduces herself to the strike team. "Dimension of Death" (On the table to the left of the Nacht wall leading to Pond) - Doctor Grey discusses the Dark Aether and what it may offer humanity. "Doctor Strauss" (On the table to the left of the Nacht wall leading to Pond) - Doctor Oskar Strauss, the head of Requiem's Energy Research Division, introduces himself to the strike team. "Aetherium" (On the table to the left of the Nacht wall leading to Pond) - Doctor Strauss muses on the scientific potential of the newly discovered element. "Major Carver" (On the table to the left of the Nacht wall leading to Pond) - Major Mackenzie Carver, the head of Requiem's Containment and Security Division, introduces himself to the strike team. "New Arms Race" (On the table to the left of the Nacht wall leading to Pond) - Major Carver considers the possibility of weaponizing the Dark Aether's technologies. Artifacts (5) "D.I.E. Remote Control" (Kill a megaton and its bombers, the last will drop a keycard. Take it to the Weapons Lab and interact with a drawer) - The D.I.E. Remote can locate and remotely activate the D.I.E. device. Be advised: do not activate with the D.I.E. device aimed in your direction. "D.I.E. Machine" (Acquire from the mystery box or by the D.I.E. side quest) - The Decompressive Isotopic Estrangement Machine was initially designed to be an Exo-Element 1 collector, but an incident led to a design change. During an outdoor test, an assistant accidentally ejected a full capacitor all at once, triggering a shockwave blast that destroyed a military transport and Doctor Vogel's personal automobile. Projekt Endstation saw the device's full potential as a wonder weapon - and the assistant saw the full potential of a firing squad. "Aetherscope" (Find the three parts in the Dark Aether and build below PaP) - The Aetherscope is a portable scanner designed for studying the Dark Aether. The device is capable of uncovering strange phenomena, including Spectral Reflections of past events reoccurring outside spacetime parameters. "Doctor Vogel's Diary" (Found in the password step of the EE) - Doctor Vogel's Diary, containing many untold secrets of Projekt Endstation -- including the password to the Der Wechsler Command Console. "Decontamination Agent" (Found after the tank step in the EE) - The Decontamination Agent, a component for Der Wechsler made of gold, was thought to have been lost when it was stolen in 1945. However, it was recovered nearly forty years later when it was found in a tree near the facility - apparently, the thieves forgot where they'd hidden it. Omega (8/8) Audio Logs (3) "The Volunteer" (In the hidden room in Medical Bay where the PaP part can spawn) - Kazimir Zykov, a mechanic from the 1st Guards Tank Army, is volunteered by Colonel Pavel Lazarev to deactivate the Cyclotron. "For Mother Russia" (In the hidden room in Weapons Lab where the PaP part can spawn) - Sealed inside the Projekt Endstation Facility, Zykov records a final message for his family. "8th Guard's First Contact" (Left of the bunker doors) - The Russian 8th Guards Army arrives a the Projekt Endstation facility, one week after it was abandoned. Privates Alexei Dmitriyev and Vadim Kalashnik record their unit's exploration of the facilty. Documents (4) "An Explanation" (Dropped from Megatons) - A letter from Zykov, written to his wife as he attempts to deactivate the cyclotron. He explains that his sacrifice is not in vain, and it will help shape the world for the better. "K Cipher" (Dropped from Megatons) - Recovered Omega Group Cipher. Decryption is required. (Cipher Solved Here) "G Cipher" (Dropped from Megatons) - Recovered Omega Group Cipher. Decryption is required. (Cipher Solved Here) "Before the Devil Arrives" (Dropped from Megatons) - A second letter from Zykov, written to his wife. He fears his sanity is slowly slipping. Artifacts (1) "Orlov Family Photo" (Acquired in the final step of the EE before the lockdown at the Particle Accelerator) - A photograph of Omega Group Lieutenant Orlov's family. Maxis (9/9) Audio Logs (3) "Cold War Paranoia" (On the couch directly ahead after entering Nacht through the rabbit door) - BND Agent Samantha Maxis leaves a message for Officer Weaver. "Game Changer" (Drops from the crate for the Cryo D.I.E. upgrade) - Agent Maxis leaves a second message for Officer Weaver. She's learned that a KGB Special Operations Group has special interest in Projekt Endstation. "The VHS Tape" (Lands near the Nova 5 D.I.E. upgrade canister after sucking it up in Nacht) - Agent Maxis leaves another message for Officer Weaver. She's received a VHS tape from her KGB contact, which she's sending to him for review. Documents (3) "KGB Videotape Note" (Dropped from Megatons) - The note attached to the videotape Agent Maxis received from her recently deceased KGB contact. "Dieter's Note" (Dropped from Megatons) - A note from Agent Maxis' BND colleague, Dieter. "Message For Weaver" (Dropped from Megatons) - A letter from Agent Maxis to Officer Weaver. She's made contact with someone inside Omega Group and believes they can be turned. Radio Transmissions (3) "Agent Maxis" (On a table to the left of the tunnel in the Pond area) - Agent Maxis contacts the strike team and introduces herself. "Scorpions From Frogs" (On a table to the left of the tunnel in the Pond area) - Believing the BND has been compromised by Omega Group, Agent Maxis has gone to ground as she continues her investigation. "Why You're Here" (On a table to the left of the tunnel in the Pond area) - Agent Maxis reveals she gave Officer Weaver the intel on the Projekt Endstation Site. Dark Aether (22/22) Audio Logs (6) "Lost Souls: Johannes" (Acquired through trials when there is a folder on the screen) - Is anyone out there? Can anyone hear me? "Lost Souls: Mariska" (Acquired through trials when there is a folder on the screen) - Dead men wander this land, feasting on the living. If you can call it living. "Lost Souls: David" (Acquired through trials when there is a folder on the screen) - I've met quite a few others who got trapped here. Every time the question comes up: are we in Hell or not? "Lost Souls: Alice" (Acquired through trials when there is a folder on the screen) - This place is a hodgepodge of creatures and artifacts, a collision of cultures and eras... I've seen ancient storybook creatures and mechanical monsters... "Lost Souls: Barbara" (Acquired through trials when there is a folder on the screen) - Confession time... and this one's gonna sound a little nutzoid but stay with me... "Approach" (Acquired through trials when there is a folder on the screen) - It is coming. Documents (12) "$!%()[email protected]!" (Acquired through trials when there is a folder on the screen) - Content unknown. No available translation. Possibly a system error from the computer. "I @N#B%D! O% [email protected]#&" (Acquired through trials when there is a folder on the screen) - Content Unknown. No available translation. The symbol arrangement seems almost intentional, it might not be a system error, but a scrambled message. "Day 95" (Acquired through trials when there is a folder on the screen) - Diary appears to be written by a stranger lost in a strange land, possibly a human trapped in the Dark Aether. "Day 175" (Acquired through trials when there is a folder on the screen) - The Stranger has had encounters with other humans - as well as other creatures. They are building a transmitter. "Day 213" (Acquired through trials when there is a folder on the screen) - The Stranger recounts a deadly attack. "Day 937" (Acquired through trials when there is a folder on the screen) - The Stranger's attempts to build a transmitter continue to prove unsuccessful. "Day 1,108" (Acquired through trials when there is a folder on the screen) - The Stranger has discovered they can briefly return to our world, albeit only for several seconds before being yanked back. They say they were like a ghost, and that no one could see them. "Day 1,646" (Acquired through trials when there is a folder on the screen) - The Stranger reports seeing giants. They say they've met others who call them Elder Gods. "Day 2,873" (Acquired through trials when there is a folder on the screen) - The Stranger returns to their transmitter project. "Day 3,289" (Acquired through trials when there is a folder on the screen) - The Stranger's reputation in the other dimension seems to have grown. No news on the transmitter project. "Day 6,121" (Acquired through trials when there is a folder on the screen) - The Stranger finds new machines that can dispense beverages. "Day 13,773" (Acquired through trials when there is a folder on the screen) - Verified: the computer is displaying messages: they appear to be diary entries of some sort. Unclear if these messages are stored locally on this machine, or if they are being transmitted from another location. Artifacts (4) "Mutated Fungus" (Acquired in the Cryo D.I.E. upgrade quest) - Altered by the Megaton's blast, the chemical nature of the fungus has been transformed, releasing a substance that most closely resembles liquid nitrogen. "Plaguehound Gas" (Acquired in the Nova 5 D.I.E. upgrade quest) - The odor of Plaguehound Gas is as lethal as it is foul, causing light-headedness before melting a person's skin and evaporating their blood. A horrible way to die. "Dark Aether Crystal" (Acquired in the Electric D.I.E. upgrade quest) - An elemental mineral from the Dark Aether, Projekt Endstation Scientists used this particular sample as part of a locking mechanism. Further study required. "Dark Aether Wrench" (Acquired in the EE before the tank step) - Crafted from the energy of the Dark Aether, there is far more to this wrench than meets the eye. Particularly good for waking the dead.
    6 points
  17. **Work in Progress, just submitted because I needed to get it somewhere** Hey all, Tac here with a thread on the recent viral we've all been partaking in. I am so excited for this time of year to be back, especially having experienced the original GKNOVA6 and all the nostalgia that comes with that. This thread seeks to serve as a primary resource when looking back at the viral campaign. Part One - Discovering PawnTakesPawn.com Through Summit MONDAY, AUGUST 10 Part Two - Tangled Web WEDNESDAY, AUGUST 12 Part Three - EMC2 FRIDAY, AUGUST 14 - WEDNESDAY, AUGUST 19 Part Four - 11th Hour FRIDAY, AUGUST 14 through WEDNESDAY, AUGUST 19 Part Five - Code Cave - Zork
    6 points
  18. Good morning, good afternoon, good evening to the far-reaching ranks of CODZers! I hail you with this message, and beseech thee: attend! Over the last few months, the CODZ YouTube team has been working hard to grow the CODZ Community's visibility in the YouTube sphere, with aims of bringing more attention, and passionate zombies fans to the forum and Discord discussions. Our ambition as administrators of a channel on behalf of this ancient and storied forum is to find a balance between recognizable leadership that will be recognizable to new visitors (currently the cast of *Podcast Der Toten Season 5* - @RadZakpak, @Tac, @Mattzs - and our latest individual producer, @Thor) and most importantly: a channel that communicates a true sense of the community and group-creativity the has been the heart and soul of CODZ Forums for over 10 years. Many of you have been so supportive of your team over the last year, and that means so much to us. If you have any feedback on the projects we have worked on lately, or ideas or topics you would like to see discussed, addressed, or portrayed please feel free to reach out to me over PM, and let's continue this collaboration. A few things that we'd like to venture towards: FEATURED ARTWORK! For those of you who have the skills and desire to do so, we'd love to see your artistic creations, whether handmade or digitally rendered! This is something we'd like to occasionally share on the Forum, YT and Twitter to bring into focus the talents and variety of our members. SKIT IDEAS! This is one I would LOVE to do more of, especially to meet up with CODZers in-game to record and capture a broader representation of our community! GREAT MOMENTS in zombies! Get us a FREAKING TALENT ROLL of your in-game skills, either in multiplayer or zombies, that we can show off! Blow our minds and we'll have to sit down and record a chat with you about the experience. It's almost time for a new season, and this time, we want as many of you along for the ride as we can manage. Thanks for reading, and hope to hear from y'all! @NaBrZHunter
    6 points
  19. WIP Alpha Omega: Character Quotes "Tank" Dempsey Dr. Edward Richtofen Nikolai Belinski Takeo Masaki Rushmore
    6 points
  20. Latin in zombies is one of the most interesting yet overlooked concepts in zombies. From uses of Latin in hidden notes in Kino to the names main crews of the storyline, the Latin language takes an undeniable part in zombies. Today I want to focus on Latin songs in zombies as well as the campaign, with a bigger focus on zombies of course. I will talk about 3 songs: Ego Vivo, Agnus Dei, and Dies Irae. Ego Vivo Ego Vivo plays during the Shadowman bossfight the SoE Easter Egg. It also plays during the BO3 campaign mission "Demon within" during the Tank sequence ("Demon within" is the only campaign mission with zombies, more on that later). "Ego Vivo" means "I live" in Latin. As far as I can tell, there is no online source providing even a suggestion to the song's lyrics. I have talked with many Latin speakers that struggled to get a full grasp of the words spoken here, which would be a good reason as to why such lyrics do not seem to exist. For what may possibly be the first time, here the actual lyrics to the song, as received "through the Aether": Here is the suggested translation of the song: As said, this song comes from the mission "Demon within", and the lyrics seem to be first and foremost about Corvus: Corvus is a single entity representing the conscious of many test subjects. Once awakened, Corvus/ the test subjects have an existential crisis: They don't know who they are and why they exist. Their main clue is the frozen forest, which evidently was simply an idea coming from Salim's therapy. Corvus was chasing for answers, which he eventually found in the last mission. (This being said, upon basic digging on BO3's story, it is not clear whether the last mission is real or not. My take is that it happens in the player's and Taylor's mind before the player dies, but this is not a BO3 campaign storyline thread). As said, "Ego Vivo" means "I live" in Latin. "I live" is another Black ops 3 track. There are actually two versions, Electric and Orchestral versions. The electric version plays at the main menu of Black ops 3, the menu that unites the three main modes: Zombies, Campaign and MP. The orchestral version plays in the cutscene of the last campaign mission, as well in key points during the SoE EE. The main reference of "I live" in zombies dates back to the Moon EE (Which is also restated during Nuketown Zombies): Of course, this is said once Ultimis Richtofen enters the MPD. Given the connection between the Shadowman and Ultimis Richtofen, the choice for "I live" here is very interesting. And once again, just like Corvus, we can ask ourselves: How did the shadowman came to be? Is it some kind of a mistake, test subject experiments gone wrong (Pinnaz's MTD theory), similarly to Corvus? Does the MPD here has a greater role in his creation and existence? Or his existence is axiomatic, he just exists, nothing created him, similarly to a god? Feel free to share your opinions below. Agnus Dei Once again, and not for the last time, we are back to Moon and the MPD. Upon openning the MPD, a song plays: Even though this topic is very old I could not find any reference to it in the forums. The lyrics this time are very simple: "Agnus Dei" translates to "Lamb of god". "Lamb of god" is basically another name for Jesus, the son of god (according to Christianity). What's more interesting is that use of that phrase "Agnus Dei". Agnus Dei is the name of a chant/prayer: The Roman Catholic translation is as follows (this is the main translation in wikipedia): There is also an Anglican version which is very similar to the above, but contains yet more interesting concepts: First, this song poses Samantha as some kind of a savior, just as Samantha claims to be in the Origins ending cutscene. Samantha is a child, but she is far from being innocent. Samantha has lead to the death of many, causing outbreaks all around space-time, as she takes her path of revenge. During the Moon EE, Samantha says the following in her demonic voice: Does Samantha change for the better, or rather serves Monty and/or the Shadowman? Another theme posed by "Agnus Dei" is sins, and how they are taken away and redeemed. This is perhaps a good time to talk about the Shadowman and his relation to sins: During SoE, the players use the summoning key to perform rituals. Each person and a gateworm is related to a different sin. Nero- Envy, Floyd- Pride, Jackie V- Greed, Jessica - Lust. Here are some relevant quotes from the Shadowman: At first, the SoE characters deny their sins. Upon completing each ritual, the characters confess for their sins. For example, here is Jack's confessions: In a similar way, one can associate sins with the Mob of the dead crew: Finn- Greed, Billy- Lust, Sal- Envy, Al- Pride (Not doing a full analysis here, the thread is long enough, if you want me to expand on this comment below). It has also been suggested that sins are associated with the Primis crew: Takeo- Envy, Nikolai- Lust, Richtofen- Pride, Dempsey- Greed (Again, if you want me to expand on this comment below). SoE shows us that the Shadowman wants the crews to confess over sins, however the Shadowman had a hand in the reality that caused the people to kill and do the sins. One of the very first quotes talking about the shadowman come from Samantha in Moon: Nikolai also says the following in his memory video, and Treyarch highlights it in the video's description: It seems that the Shadowman is being feed from the sins that people commit, but more specifically, he consumes the regret that comes with the confession. This theme is not solely related to the SoE crew: Blood of the dead ciphers show us how Sal, Billy and Finn confess their misdeeds and show regret in order to redeem their eternal souls... (Billy is a tough guy to crack, he doesn't precisely says he regrets but he does get some feel of relief from talking about all of his murders:) Back to "Agnus Dei". The song talks about taking away the sins of the world. Such messages are common in religions, but it highlights something interesting. In many religions, and especially Christianity, confession, regret and redemption over sins is something that is considered good. But here we see a god-like figure who takes it to a very dark place, who has a hand in the sins in order to achieve further goals. The summoning key was first called the redemption key, a unique device which has caused more harm than good in the hands of the Shadowman and Monty. In the song asks for mercy, which leads us to the next song. But before that, "Agnus Dei" doesn't only appears in Moon. It is also played in the end of the of the Der Eisendrache EE (not sure if that has ever been noticed before): Primis Richtofen says that he takes the path to redemption and salvation. Can he prevent what is coming? Is he really on the right path? Or he is just a fool? (btw I'm quite certain that "Moon's destruction" is not the official name for this track. In the DE days I've heard the name "Groph's Demise" but I'm not certain about this. If anyone knows the official name of this track, please let me know) Dies Irae Dies Irae is an Easter Egg song in Der Eisendrache, more known as the gramophone EE song: Noted by @RadZakpak , Dies Irae first appears in World at War, as well the BO3 campaign mission "Demon Within" (more on that later). It is worth saying however, that the DE version is not the same as from the campaigns and seemingly it was specially recorded in the development of BO3, possibly even just for DE. "Dies Irae" stands for "Day of Warth" in English. Here are the lyrics of DE version: The full piece of Dies Irae is very long, but very interesting as well: https://en.wikipedia.org/wiki/Dies_irae I quote here the interesting sections (in my eyes), focusing on the "Formal equivalence" column (ends up being almost everything lol): First, I want to talk about the day of the wrath, i.e , judgement day. There are quite a few hints towards that concept: Summarizing the song, it tells the following story: During doomsday, the world, the guilty and the cursed ones are judged to death by fire. The world is judged through a book "in which all is contained". The judge takes a path of vengeance, reveals lies and enacts the punishment. Does it tie to the zombies storyline? Definitely so. Back again to moon's EE, Samantha says the following: Concepts of judgement and fate are no stranger to the zombies storyline. The Buried endgame itself takes a place in a courtroom, and upon entering it, the track "Deja-Vu" plays. The Kronorium itself is a book which contains the future, the paths that each one takes and will take, and the final fate. In memories video of Nikolai, he says: Nikolai is convinced here that he cannot change his own fate or the path that he takes. This idea is a strong counter to what Ultimis Richtofen says in Die Rise, which from then has become a reoccurring phrase: The song suggests a final death of fire to the cursed ones, and from the cipher, more specifically, the soulless ones. We have already brought up a quote of Richtofen when picking the fire bow, saying "For so long, I didn't understand the judgement awaiting us all."... but there is another: Primis Nikolai believes "our fate is sealed", seemingly talking about Primis, but Richtofen says "they fate was sealed" and so he doesn't see himself upon those who will die. What about the death by fire? There are many points of evidence towards this being Primis' true fate in the cycle. One of the more obvious ones is the song Archangel: Allow me to highlight a few relevant parts from the song: This topic is very relevant to the analysis of The Giant, Origins, Primis Richtofen's journey and the cycle itself. All of these topics are very important and interconnected and are worthy of their own thread. They are also busy with information within the zombies mode, and the thread is long enough as it is right now. I do however want to attack the end of the cycle from another angle of Dies Irae which is surprisingly the BO3 campaign mission "Demon's within". "Demon's within" is the only Campaign mission that contains zombies. There is also an MP map based on this mission, named Infection, that contains many zombies references. In this mission the player interacts with Sarah Hall's DNI and enters her mind, in a way. During the mission, the player takes part in the war in Bastagone, surrounding by the frozen forest, standing on floating rocky grounds. https://en.wikipedia.org/wiki/Battle_of_the_Bulge The song "Dies Irac" (WaW version) starts playing during a conversation with Sarah Hall (16:10 in the video) Recalling that in the "Where are we going" video, there is a simple cipher that says: This lines up with Archangel as well. Also, recall that during the mission "Lotus towers", the player and Taylor have the following conversation, a reference to "where are we going": Fast forwarding to the zombies sequence in "Demon's within" (27:50 in the video). The mission takes a place in a burning house within a city. A big tree with blue veins appears in front of the house, a bit similar to the trees you burn during the last mission. The following is better seen in this video (3:40): The player shoots Hall that wants to let go. As it is done, Hall disappears, the tree goes backwards fast. Then, a nuclear (shall you say, radioactive) explosion occurs, leading to the destruction of the site. Samantha, as reflected through Origins, has a fair share of a role in the the cycle. Similarly to Sarah hall, Samantha wants to be set free and end the nightmare. Being released from Agartha would be the end in the perspective of Samantha. This is also tied to "the one". Is she also there in the end of Primis' cycle? Conclusion We explored 3 Latin songs in zombies, as well as in the campaign. The thread provided new lyrics to Ego Vivo, and explored ideas related to all 3 Latin songs. Reoccurring themes of all 3 songs included the Moon EE, the shadowman, gods , sins, the forest /memories, and judgement. Reoccurring themes in the storyline specific to each song were explored as well, including the role of fire in the storyline, fate, and redemption. A few non-trivial parallels between the BO3 campaign and the zombies storyline were explored as well. Even though the thread is relatively long, its ideas expand far beyond the the written word here. The analysis here is only partial. If you wish me to expand on certain concepts or have your own ideas, feel free to comment below. Hopefully you enjoyed the thread, thank you for reading.
    6 points
  21. Here are the transcriptions of the wallwritings by Richthofen's test subjects, Nikolai, Takeo and Dempsey. It is sad to literally read their mental breakdown and the start of their amnesia. Big thanks to @Korbo26 for the screenshots.
    6 points
  22. Coming to a menu near you soon
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  23. @certainpersonio and I, along with help from 96nKsk and @MrRoflWaffles, have just completed the Crossword as well as the Spawn Room Cipher. We expanded upon a twitter post that had many of the solutions already, which can be found here: https://twitter.com/96nKsk So huge thanks to him! This would not have been possible without this start! There were some discrepancies with some of the solutions, so we had to update them a little, but for the most part they had many correct solutions! The final solutions are all compiled here: http://bit.do/bWtnd Finally, we used the solutions from the crossword to input into the Spawn Room Cipher. I initially split up the cipher into A's and D's and was thinking two different polybius squares or something were being used to get the answer. Showed this to @certainpersonio and he apparently had just seen a crossword puzzle and speculated that A was across and D was down and ended up being 100% correct! Spawn Room Cipher - CipherText: [Refer to Image] Spawn Room Cipher - Deciphered [With Stops Included]:
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  24. So I'm pretty confident that I solved the underwater cipher by the power turbines: "Richtofen must understand that using these teleporters to jump between dimensions is both dangerous and imprecise. At any point, the fabric of space-time could collapse if the proper amounts of 115 are not maintained. l am also concerned about the unknown effects of trans-dimensional jumps. l have noticed even with my brief travels that new memories and emotions have flooded my mind, suddenly appearing from nowhere. l am also sure something is happening on a molecular level as well." Here is the final cipher text I used: 1u_oeRh_ls_ndpisusu_eaiie5lansiano_h_.rc_mtlsnntmd_dnsecpootae_o_apaauldhe_a_y__hpwdhvflpon_nrry__narc_itteheaef_efdbd_e_emsbeopseonedt_ear_e_l_amyio_lo_lfir__ncm_sittespo_ounlibeenemnot_apmwhvoptbntoanopgn.yetsamapeaemeira_tptto____wi_locretleaoilt_s,hrmo_m_cosueen__trne_hme__tunlimefon-c_uahisfjea_tdes_ned__ttidssin__u_iihartaadm_tcsisii_nghtmunfens__m,oero_memnwg_arpnt__g_um-_rvanoe.ege_fvaskatfetnoasiencf__n_lirev.niharodlluense_cAstlso_e_onebo_eesds_-r1otih._mfllwe_rujrcod_wdn To get to this point I had to "massage" a columnar transposition cipher to get 20 columns made from 19 columns originally. Basically spaces had to be added that aren't readily apparent in the original ciphertext. Then you get a weird wrap-around version of a transposition cipher. I've color coded it for (slightly) easier reading: Start with the green "Richtofen" through the cross-over, and then end with the red "well." I've never heard of this happening with a simple columnar transposition, so I'm not entire sure that it actually is. If someone knows, please fill me in!
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  25. Found this cipher down in the bunker where you build the WW as well as upgrade it. The cipher text itself is: You can translate it using Letter Numbers, and the message is as follows:
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  26. Solution code ascension Vigenere - i solved it with word attack... My name is my name. My name? Oh, yes, it is jersh. How long have l been floating? Minutes? Years? Where is now? I guess I can forgive Yuri. I quite like my new form. Hmmm, where am I now. A city on fire by a river. I know this place. Finally, I am home
    6 points
  27. Hi everyone! The third cipher in better quality And another one! (can't find a better view :( ) First piece of the new scrap paper
    6 points
  28. Just realized that after the almost full year that I've been on the forums and discord, I've never made an introduction, so I'll be doing that today. Hello, I'm PoppaQuad, or Quad, or just PQ, call me whatever you'd like. I'm 18 years old and was born and raised in Bath County Kentucky (if you want a good read, look up the Bath County meat shower, interesting event, infact part of this happened right on the property where I was raised.) I'm interested in the arts and am a absolutely obsessed with stories (ofc including the Aether/Dark Aether story). I have a few social medias you can find me on, which I use quite frequently such as: my youtube channel: https://youtube.com/channel/UCth2ijlmPLXnI4BJaT79smA And my two twitter accounts: @PoppaQuad and @CodLoreFacts I think that about does it for now, I'll see you people around on the forums/Discord!
    5 points
  29. Citadel A Map Concept by The Meh Weaponry provided by: The Meh/HitmanVere Characters, Story, Map Layout: The Meh Creative Directors: Nightmare Voyager/HitmanVere Time taken to create: April 19th, 2015 to February 11th, 2017 Opening Cutscene: The screen begins to fade in as it zooms out from the face of a zombie, and begins to take a look at places around the map. Stacey Cadwell begins to narrate. “The day the Angels came, we knew that we needed to train them.” An image flashes for a few frames, of Dunes, then comes back to the map, circling around the ray of synthetic sunlight. “The Epsilon is coming. The Change may happen. And even the Entity itself couldn’t begin to comprehend the amount of danger of that day.” Fire flashes on the screen, as the image of Dunes had, then comes back to the map, going down the mountainous region of the map, slowly reaching Level 1 areas of the Citadel, while given some glimpses of Level 2. “There was, however, a light of shining hope. An effervescent beam of light deep within the darkened depths of humanity. We could counteract the Epsilon, and the End, had we been able to find the Angels. Our job and our duty, all along. We may have saved Humanity once, but that was par for the course. We knew soon after that we needed to find the Angels. They would help save us all, the day the Epsilon comes.” The camera zooms into a particularly larger-sized door, with what looks to be our Dunes group etched within it, among old runes and cracked rock, then suddenly fades to black. The screen then fades back in to where it started, but now begins to pan upwards, slowly. “We had found the Angels. But we needed to know that they would show their potential within the face of adversity. Thusly, we called for the prophetic Trial of Revelations.” The screen stops panning upwards, revealing our four Dunes characters. “Let the games begin. Light up the Citadel.” The screen cuts to black. Map Layout: Map Description: “Welcome to the Testing Grounds. Welcome to the Citadel. Bear the courage that none before you could muster as you lurk within the darkened depths of these walls. The secrets to shedding your humanity lie here; we shall guide your way to them. The weight of prophetic ruminations rumble within your hearts… do you have what it takes to become the Angels?” ================================================ Map Layout: TL:DR Version (General): http://pastebin.com/4YuCqncD [Note: I most likely won’t use the names of the areas much compared to “Levels”. It’s more how I decided to write the map, more than anything. Though, officially, these areas hold those names. So, nice to keep in mind, if you do happen to read the above version.] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In-Depth Walkthrough: The Citadel | Level One: “Proleta” You spawn into a mostly darkened room, with some slight rays of “sunlight” peering from holes within the roof of the room. You are then greeted by the Prophets with these words: “And thus, your Trials now begin. Welcome, Angels, to the testing grounds of which you will find your fate. Within the walls of this place are secrets, items of power, which you will begin to learn to embrace. Go on and fight. The hordes wait, and they hold no patience. Let the trials begin! Light up the night!” Shortly after, torches will light around the room, and you will find yourself in what looks to be a house, carved solely from rock. Round 1 begins. Zombies will spawn in from a barrier behind you and will spawn out from the walls as well. The room itself is not as spacious as some would like, so it would be best to leave this area before Round 5. Towards the left-hand side of the barrier will be a door that will cost you 500 points to open. Through that door, you will be brought down a set of stairs to the lower area of the house. Down here, you will find an M14 wallbuy (500 points) and Healing Elixir (aka Quick Revive; dependant on Solo or MP play, but has the same costs). Next to Healing Elixir is a possible spawn of the Mystery Box, but this is not where it is located. Another 500 point door is located next to the stairs, mainly noticeable by the fact that it is right in front of you when coming off from said stairs. Opening said door will lead you outside… so to speak. Outside the house is a povertous, subterranean Villa, all of which have similar houses made of stone. Most are either out of reach, the doors are broken and unrepairable, or are fallen apart. You will see mostly dirty and moldy cloth hanging from the windows of the houses still standing, and alleyways in which are crowded by destroyed market carts and rubble. The character(s) will react to this, all open to the possibility that this place has been abandoned for years, and this villa was where many peasants lived… they would not be wrong in that presumption. Heading outside the house, you will reach a long pathway between the houses - a “road”, if you may. With this, you are given two paths. To the left is a 1500 point door, a spiral staircase that circles around a darkened beam of an unknown light. This staircase would lead to Level 2 of the Citadel, and would be a… “faster route”, if preferred, but not the route that should be taken immediately, hence why it is wise to go the other direction. There is a KRM-262 wallbuy (750 points) right next to said door, however, so you could take the gun if you’d like. Taking the path to the right, you will delve further into the villa. Going in this direction, you will find some of the houses seem to be in less disrepair than you first encountered before, yet will be only one-level houses. It is here that there will be numerous doors to buy - at least 8 of them. Most of what is within these houses will be power-ups (those doors will cost at least 1000) and parts for the Shield of the Apostasy (three parts; 250 points). Those will lie on the right-hand side of you. Yet the ones on the left-hand side will be mostly predetermined. The first door to the left (500 points) will lead you to the first Soul Machine, of which will be of importance later on. The second door (650 points) will lead you to a Mystery Box spawn. It is best to note now that each level of the Citadel will have a predetermined Box spawn for themselves… yet this one is not it. The next two doors (250 points) are... less predetermined. The rooms will be randomized with each game between having a wallbuy for the RK5 (750 points) and the MR6 (500 points; high boost of damage that makes it more versatile than its BOIII spawn pistol counterpart), yet the last room in that row will always have a Workbench for the Shield of the Apostasy. Past these houses, you will find a large door in front of you, with odd markings of Angels, “monstrosities”, and a symbolic language unknown to you. Looking at the door more closely, it seems that the Angels are floating above the area of the monstrosities, but still near reach. The Angels themselves look to be using both ancient weaponry and weaponry outside of their time, akin to modern weaponry, by the looks. The Angels look… familiar… as if they are perhaps reminiscent of our characters. But that information is not important to you… for now. Buying this door (1750 points) will cause it to slide outward and open slowly, a bright light penetrating into the room, brightening up the screen for a temporary few seconds, then dimming. Walking through this door leads you outside of the villa to an area… that may better explain where exactly this place is. The door opens out to a garden-like area, bushes of about waist height all around, some beginning to shrivel and die due to lack of care. How they survived as long as they did is… mysterious, at best. A few marble obelisks are around here, akin to that of Greek architecture, one having fallen nearby. Looking into the horizons around and above from this view, you may begin to realize that this area is more of a… “porch”, or a “plateau”-like area. Looking over the area from the door, you will see what seems to be a dome-like structure around the entirety of the mountainous citadel, the endless cosmos outside of it. How such an environment is possible is very questionable, but perhaps this can be explained later on. It is also these Gardens where you should be able to find Icarus Contact and an Uzi wallbuy (1000 points), in close vicinity to the door you came through. Down the incline from the door will be the Mystery Box, to which it will always spawn here for Level One. Looking up the mountain, you notice a dimmed beam of light reaching down from a similarly dimmed orange ball of light… perhaps, a “synthetic sun”, if you may. Walking down from the door from the steps leading out from it, making your way around to the middle of the garden, you will find a smaller, pill-shaped… machine of sorts. At the bottom of the machine rests two tubes, and reaching up from it is a helix-like pathway to the top portion of the machine, where an “object” within that spins around and causes a form of centrifugal movement within, and connected from that is a sort of antenna-like metal piece. A patch of metal at the bottom of this machine calls it by the name of “S.I.G.H.T.”, or, in a non-abbreviated form, “Synthetic Ionized Generator of Heliocentric Torque”. Essentially, this is the equivalent of the Generators from Origins. Before you approach the S.I.G.H.T. machine, the Prophets will sound: “You should realize by now that this is no ordinary place. This place is a long way beyond your planet, created by us for a sufficient testing grounds. If you plan on being able to show us that you are who we think you are to be, then you must power up this Citadel. Activate each and every S.I.G.H.T. machine, so we all can begin to learn your true purpose for being here.” You will then be given the prompt to turn this S.I.G.H.T. machine on in the same point dependant as Origins had with its generators with players (200-800 points). It will take 30 seconds for it to start up and complete it’s power-up processes. During this time, two… “different” kind of zombies will start spawning. They look to be nearly entirely decayed, less skin on them than any other zombie you’d usually find. The first kind of zombies, with red eyes, will have nearly no skin to their arms, but the bones of their arms are near razor sharp, and will be a danger to you during the S.I.G.H.T. activation, as they will only attack you, and have higher damage and speed. Thusly, they are named as “Knights”. The other zombies, with orange eyes, have no arms at all, yet their head grew to be the most resilient part of its body. In such, it will use its head to attack you if you get too close, yet its main intent is to attack the S.I.G.H.T. machine to stop its activation. Thusly, they are called “Brutes”. You must be able to keep both of these… “new” breeds of zombies at bay during the machine’s activation process if you aim to succeed in your goals in the Citadel. During the activation process, an unknown bright orange substance will rise through the machine, and will make its way through the machine as mentioned above. At the end of the 30-second time, the machine will pulse around its vicinity, killing off any of the remaining zombies you had. At the same time, a bright orange beam will shoot up to the “synthetic sun” up above, which will cause it to shine brighter. It is here that you notice a somewhat long set of stairs slide open, upwards towards the next area of the Citadel, Level 2. With this, you will hear a message, somewhat akin to the likes of Samantha’s Zombie Blood quotes in Origins: “The first beacon is lit… art thou Apostate? Saveth thee, eternal damnation at cusp…” The Prophets will then speak: “Yes… you’ve been able to activate the first of three S.I.G.H.T. machines. Go on. Keep moving forward. The Second Level awaits you. There, you shall find a brighter insight as to the tragedy of this place.” The Citadel | Level 2: “Vogue” Rising up to Level 2, it is important to note that this portion of the map is structurally much larger than Level 1. Aesthetically, there is… generally a lot more improvement to the Citadel. Unlike the impoverished conditions that Level 1 residents had been forced to live in, Level 2 is a lot more high-standing, with ideally large marble columns (akin to Greek architecture) and marble flooring. It’d be an ideal place to live if this Citadel hadn’t failed. The state of Level 2 leaves most marble flooring cracked and some columns gone and broken away, which leaves one to a deadly drop, if unwise. Up the stairs, you will walk into a more spacious room, still outside from the mountainous region ahead. There are two paths to take, and yet all will lead to the same area. A possible Box spawn rests between the area beside the doors leading to said paths. If one takes the left-hand path (500 points), you will open up to Level 2’s Markets, which will yield a numerous amount of perks and guns - plenty of space to gear up. If one takes the right-hand path (1250 points), you will open up to the Villa/Citadel Square, where you should find the next S.I.G.H.T. machine and the way to Level 3, among other things. Let’s talk first on what the left-hand path will hold. Unlike Level 1’s impoverished and nearly wasted away market stands and foods, this Market area still has some carts working, and some viable fruits and foods still seem to be edible. This area itself is a mix of being both a spacious path and a tightened pathway, as the areas you walk in are somewhat tightly packed to a certain extent, but the area itself is also an expansive room, holding the main Level 2 Box spawn between the maze of carts. Walking from the buildable cart, there is a door to the left of it, leading to what looks to be a bigger Housing Unit than what Level 1 had. Buying the door to this Housing Unit (1000 points) will take you into said house, where you will find a wallbuy for the Locus on the first floor. Going up to the second floor (500 points) will lead into a Living Room/Storage room, with the remnants of refined furniture and eccentric artistry thrown to disarray on the floor and walls. It is here where you will find both a KRM-262 wallbuy and Ephemeral Genesis. Next to the KRM-262 wallbuy, you will notice that a large marble column has fallen into the walls of this building, looking to be from an area ahead of here. Looking past it, you may vaguely see the next S.I.G.H.T. machine. This would act as a shortcut to the next S.I.G.H.T. machine, if one is to consider taking this route. Next to said area within the wall is a stairway over to the next building (750 points), which will lead past the S.I.G.H.T machine, but will lead you to the next spiral staircase door, a Bootlegger wallbuy, and Sleight Blight. You can go either way, but it’s best to explain the other path first. Buying this door will lead you into a smaller, one-floor Cottage. In the Cottage, you can find a Bootlegger wallbuy and Spectral Vision. Not far off of the wallbuy, a pile of debris blocks the path, but can be purchased as a door for 1250 points. It is past this where you should find a large room - more commonly just called a “Cavern” or “Mine” by the group - which should be large enough to run a train in, akin to that of what Dunes had before. Within this room, you should find Slight Blight on the farthest wall to the right, next to the second spiral staircase door, among a box spawn opposite of the door, and a Soul Machine to the left of it. All of that is if you take the left-hand path, which… is particularly advisable at first glance, but you would be better off buying the right-hand side door for more availability, and a more direct route around to the next Level. Now, if you take the right hand path, you will be brought towards the other portion of Level 2, also known as the Villa. This first door leads to an arced balcony with a box spawn, to which you can nearly look off the edge to see the other homes and get a clearer view of the Synthetic Sun. You can almost nearly see a building that looks starkingly similar to a monastery, seated directly - and ominously - below the Synthetic Sun. This place will be important for us very soon. On the wall to the left, there is an HVK-30 wallbuy (1500 points), and walking forward, you should find another door (500 points). Purchase of this door leads to the first half of the Villa (the second half having been the Market, and its surrounding areas). Here, you can find another Uzi wallbuy, Two-Faced Charade, a Soul Machine, and the second S.I.G.H.T. machine. This S.I.G.H.T machine, coincidentally enough, melds itself well to the environment surrounding it, looking as though it worked dually as a fountain, with markings of Angels and… what appears to be a sun… creating the worlds, and protecting them. They are obviously derelict now, so it is hard to tell. Anyways, activate this S.I.G.H.T. machine, and defend it like you had previously, and the pathway located in front of you will break open, and will reveal a path leading to a platform that will raise you up to Level 3. Once again, the ominous voice from before will speak... “The second beacon beams light upon us… you art thine salvation. Apostates, free thine chains.” “Fantastic… you have managed to activate the second S.I.G.H.T. machine. You are doing more than you believe, making more of an impact than you know… ...move on. The platform nearby will take you to Level 3, where the religious and ruling aspects of their society still linger.” The Citadel | Level 3: “Convala” Rising up to Level 3, one might notice that the area it takes up is… seemingly not as large as some of the other areas we’ve seen. That is due to the fact that the third and “final level” of the Citadel is intentionally meant to be the smallest portion of the map. A miniscule portion of the populace lived in its quarters, most of which was left either to royalty or religious persons. There are five accessible areas within this, all comprised within its general building, known only as the “Temple of Coalescence”. These areas include: The Throne Room, The Armory, The Cathedral, The Kitchen, and a place only named “The Doorway”. The platform from Level 2 rises up and leaves you at the entrance of the Temple. The door into the Temple itself costs 2200 to buy. Opening said door leaves you in the Throne Room. The Throne Room is almost in the same state as it was before the Citadel turned to ruins. The room itself is lit with torches and whatever light comes in from broken windows. Banners still run down from the walls, and the throne itself is shining bright, made of gold. Behind the throne, there is a Mystery Box and a door, which we will explain momentarily. To the left and right, there are two other doors to open, each leading to different areas, but also will lead to the same area. The left-side door takes you to the Cathedral (1000 points). It’s safe to say that the Cathedral is more in ruins than the rest of the Temple, with the rows of wooden chairs and such having been broken and thrown about the room, the windows near its chapel having been broken, debris of the chapel and many other things thrown across its sides, banners torn or burnt… it’s generally the worst-standing statured room of the entire Temple. To the far-off left corner of the room, there is the third and final spiral staircase door, and next to it, the final KRM-262 wallbuy. On the left side of the room, the fourth and final Soul machine sits dormant... perhaps, waiting, as they all are. A door is to the far-right side of the room as well, which leads to the Armory. Another door in the wall in the middle of the room is within here as well, with no debris lining the path to it. Likewise to the door within the Throne Room, I will explain this momentarily. The right-side door takes you to the Kitchen (1000 points). The Kitchen is not entirely broken apart and in ruins, but it isn’t in great shape. Pots and pans are thrown about, stacked up, and generally unclean. There are shards of broken plates lining the floor, along that of an opened wall, partially broken, having become that way over time. This broken wall is surrounding that of the oven within, the wood turned to charcoal and ash, the embers out. The bricks stop you from going outside the Kitchen, but you can tell from the area outside of it that there is a bright light outside of it. To the middle-left portion of the room, likewise to all of the other rooms, another door is within this area, which will be explained very soon. Farther along that wall, another door leads to the Armory. No matter which direction is taken, each area leads to the Armory. Entering the room, you will find a Bootlegger on the wall next to the door that enters from the Kitchen (1300 points). There is a particularly more technologically-advanced screen against the wall. You will be prompted to turn it on, and doing so will show a map of the Citadel itself, both in entirety and by each Level. Conveniently, the location of the Mystery Box will also be shown between the Levels. Unless it has gone used within each area, the Mystery Box locations stay in their predetermined spots within each Level. Behind you, if you were looking at said screen, there is another Mystery Box, to the left of… another door. Pack-a-Punch also is to the right of this door... Enough with the extra doors, what’s their deal? Truthfully, a passageway intersects between all areas, and opening so will lead to The Doorway. The cost of this door is 2000, shown on each door when approached, and when said door is opened, all the doors from each area will open with it. Entering the Doorway, you will find a small spiraling staircase. At the bottom of the staircase area, you will find an AK12 on the wall (1500 points), and Western Rejack across from it. Going up the stairs leads to a large room with an open roof. The room itself is circular, and brightened mainly by the Synthetic Sun that shines brightly into the room. Around the room, there are stone murals and inscriptions, showing events which look almost similar to that of Unity and Dunes. Each of these end both at one outline of an odd symbol, and four statues that look the same as our Dunes characters, holding out stone swords. In the middle-most part of the room lies none other than the third and final S.I.G.H.T. machine. As with the last two, turn it on and go through its startup process. When the final S.I.G.H.T. machine is finished, something particularly different will occur. Each beam link from the previous S.I.G.H.T. machines will cut off, and go into the Synthetic Sun. The Synthetic Sun will begin to be glowing brighter and brighter, up until a point with which a white light envelops the screen. One final message sounds… “As it was foretold, the Apostates would free this Citadel from thine evil. You… you art thine divinity. We leave thee with gifts of thine past and futures, one to which we shall return. Complete what thou hast begun. Let thineselves... Converge.” The white light that covers the screen dissolves, and you are left to the S.I.G.H.T. machine, glowing bright-orange and humming, the Synthetic Sun shining above. Three large beams shoot out to Level 3, and four smaller ones towards the other levels. The first beam leaves a new hole in the wall, having broken part of the mural off. Inside this hole lies the Runic Generator (1000 points per use). The second beam divides into four, and shoots itself into the statues, hitting each sword. The swords dissolve their stone covers, and the Statues respond and move, positioning themselves to give you their swords. It is here where you shall receive the Apostate’s Cudgel, which will become more important very, very soon. The statues then disintegrate, and reveal the outline of Angel Wings within the wall... The third beam hits the symbol on the wall adjacent to all of this. The symbol now shines a brighter orange color, and the Prophets sound: “Amazing… it is complete. The Citadel lives again, with the light you gave back to it. You do realize that makes you more powerful than you believe, yes? You made more of an impact than any of their society had. You restored the Sun, and even made the stones themselves beckon to your innate human call. You have proved yourselves in such a way that pales in comparison to what others before you had tried. But… the voyage is not over yet. We are not finished here… ...now, the real test begins.” Characters: Considering the story of Dunes branches to Citadel, the list of characters for the next maps will be as follows. Expect this not to change much… for now: Adam Maxwell Jeanne Clarke Alex Kalajian Vladimir Gusarov Weapons: (It’s probably good to note that I’ve more than surely edited names of upgraded weapons to make them sound more… “dramatic”, more fitting for this map. ...well, some of them, at least. Call them “Custom” if you’d like, but the classification of it doesn’t entirely matter in the end.) Snipers: M-700 Predator [Upgraded: The Blood Dragon] Locus (wall; Level 2) [Upgraded: Scorpio] USR [Upgraded: Underling of the Soul Redeemer] M14 (wall; Level 1) [Upgraded: Mnesia] Shotguns: The 4th Horseman (based on Destiny weapon of the same name) [Upgraded: Essence of the Apostles] Argus [Upgraded: The Ancient Messenger] S-12 (version from AW) [Upgraded: 1200 Saviors] KRM-262 (wall; all Levels) [Upgraded: The Dragon’s Glare] Haymaker 12 [Upgraded: Heaven’s Basement] Assault Rifles: Man-O-War [Upgraded: The Lord of Steel] AK12 (wall; 3rd Level) [Upgraded: Athena’s Kiss] FR4 (based on the Silvered Eos FR4 from Destiny) [Upgraded: Framed Retrogenesis] CGB-47 (based on the Painted Suros CGB-47 from Destiny) [Upgraded: Constructed Grandiose Brainsmasher] XL70E3 (based on the weapon of the same name from Fallout 2) [Upgraded: The Minute Man] XABR-1337 (based on the weapon of the same name from the game Too Human) [Upgraded: As Time Dies Alone] US-09 (based on the Unwilling Soul-09 from Destiny) [Upgraded: Undeniable Serenity] SK5 (based on the SK5 Type-Null from Destiny) [Upgraded: Sublime Khaos] KN-44 [Upgraded: The Kindred Never] HVK-30 (wall; 2nd Level) [Upgraded: Hatred, Volition, Killer] ICR-1 [Upgraded: The Iconoclastic Ruler] Pistols: Starr (Jeanne spawns with this) [Upgraded: Supernovva] .357 Magnum (Alex spawns with this) [Upgraded: The Magnum Opus] M1911 (Vladimir spawns with this) [Upgraded: Mustang and Sally] Atlas 45 (Adam spawns with this) [Upgraded: World’s Fall] M1 Irons [Upgraded: The Golden Ratio] Hawkmoon (based on the Destiny gun of the same name) [Upgraded: Raven of Fundament] MR6 (wall; 1st Level) [Upgraded: Chivalry and Fear] RK5 (wall; 1st Level) [Upgraded: The Dealer’s Absolute] Submachine Guns: Uzi (wall; 1st and 2nd Levels) [Upgraded: Uncle Gal] Grease Gun [Upgraded: The Black Hand] ASM1 [Upgraded: The Ancient Sin of Malice] Bootlegger (wall; 2nd and 3rd Levels) [Upgraded: Prohibitor] Vesper [Upgraded: The Clue of Demise] Razorback [Upgraded: Heavy Metal Hellfire] Weevil [Upgraded: Black Plague] Bizon [Upgraded: The Wrath of Odin] Light Machine Guns/Heavy Weaponry: Type 99 [Upgraded: The Typewriter] Pyatek (wall; Regality Sector) [Upgraded: Irons In The Fire] Gorgon [Upgraded: Talker to the Stones] (Note: Upgraded version will have a much faster fire rate/reload than prior incarnations.) Dingo [Upgraded: The Wolf of Desolation] Launchers: XM-53 [Upgraded: Xenobiological Martyrdom] Gjallarhorn (...yep, this is based off of the rocket launcher everyone seems to love in Destiny…) [Upgraded: Fervor of the Iron Tomb] (Something to note about the Gjallarhorn… no Wolfpack Rounds until it’s upgraded!) Specials: Annihilator [Upgraded: Creatio Ex Nihilo] // Can be switched from how the gun usually shoots (Creatio) to a version that, after a few seconds of killing a zombie, said zombie will explode, killing, stunning, or damaging any zombies nearby the shot (Nihilo). Sparrow [Upgraded: Doves / Crows] // In terms of the upgrade name, it is named as this for the two modes it can have. The default gun is named as so (the default is a tri-shot, one arrow non-explosive, the two beside it explosive), meanwhile the ‘Doves’ mode is a non-explosive variation that has a high penetration rate when shot (basically you can kill one or more zombies with this). The ‘Crows’ version is, meanwhile, an explosive variant that draws zombies towards where it was shot at. Essentially a better-executed Crossbow upgrade idea, really. Purifier [Upgraded: The Cleansing Fires] // Two modes with this as well. Hellfire Mode is your default mode, which shoots a very powerful purple flame and engulfs the zombies within seconds. Greekfire Mode is essentially the same, yet this blue-colored fire spreads past a simple crowd and will travel until it hits the wall of the room you are in from the direction you faced in when you shot. It will stun and/or kill any zombies that come near its flames. Wonder Weapons: Ray Gun [Upgraded: Porter’s X2 Ray Gun] Ray Gun Mark II [Upgraded: Porter’s Mark II Ray Gun] Apostate’s Cudgel [Upgraded: Left Hand of God]: Before entirely explaining this, I want to mention that I’ve had just this one weapon being one of the most worked-out in my mind since I began working on Citadel. This was literally the #1 weapon always on my mind. The Apostate’s Cudgel can be similar to the base versions of the swords of Shadows of Evil, but the more important version is the upgraded variants, hence why I will be talking more consideration in what the upgraded versions do, and will be talking more on them. Aesthetically, this is akin to that of a scimitar, with jagged edges on the blunter end of the sword, thus able to be used both to cut enemies down and slit the throat of any that challenge its might. The actual blade itself is made from energy stored within a crystal that connects it to the hilt. It also carries a more ethereal mist effect around it, resonating a slight smoke from it, to which the color is character-dependant (Red for Jeanne, Sky Blue for Vladimir, Purple for Alex, Pale/White for Adam). Why the color is important can be elaborated down below. Onto the upgraded form itself, the weapon does basically combine powers similar to the Apothicon Sword(s) from Shadows of Evil, and other games, given that the Left Hand of God has attributes dependant onto whichever character you spawn in as, which I will go into explaining down below. The origins of why this weapon exists are unknown, yet the Prophets will suggest that it was created in a time before even the Entity remembers. Onto this weapons attributes to characters: If you spawn in as Jeanne, your sword will have a red-ethereal aesthetic to it, signifying that it has a fire power. If you hold down the buttons for a power attack, a pulse like such of Firebreak’s Heat Wave in Black Ops III will be emitted around you, killing any zombies within close proximity and stunning those close to the blast radius of the weapon. If you spawn in as Vladimir, your sword will have a sky-blue-ethereal aesthetic to it, signifying that it has an ice power. If you use a power attack, all zombies within close proximity will be frozen within a block of ice. If any within the ice are shot, they will be dead when the ice thaws, which is within 20 seconds - more than enough to escape a hairy situation. If you spawn in as Alex, your sword will have a purple aesthetic to it, signifying that it has a lightning power. If you use a power attack, all zombies within close proximity of you will die as if shot by a Wunderwaffe. Added, if any zombies are in close enough proximity to the zombies you shocked, the lightning will arc to them, either stunning or killing them. If you spawn in as Adam, your sword will have a pale aesthetic to it, signifying that it has a wind power. If you use a power attack, all zombies within close proximity will be blown away as if shot by a Thundergun, and any near the blast radius will be stunned. VCM-15 [Upgraded: The Demon Inside]: The idea behind this weapon branches from a wonder weapon idea I created in 2012 (...while I was still part of PTG… *shudders*...). Before explaining, it’s better I point out now that the un-abbreviated form of this gun’s name is “Vapor Condensed Modifier”, for any of those that are curious. Onto the weapon itself, however. What this gun does is that, when shot, a vaporous cloud of fumes comes out from the gun. When it comes in contact with the zombies, it enters their systems and basically fries them up from the inside. The fumes contact their body, and chemically react (...”modify”) to the blood and skin. You COULD say that it’s like Nova 6, surely. But after the kill, the zombies aesthetically become more… “shriveled up”, so to speak. It’s as if any liquids within are gone from the body (basically hence its name… it should make sense now.) The same effect comes from its upgrade variant, but what happens to the zombies is that they stop cold in their tracks, becoming erratic in behavior, as if trying to scratch their own eyes out. Seconds after, you shall see flames coming out from the eyes and mouth of the zombies, and when they die out, the zombie is left dead from all of it. Personally, I like the concept of the weapon, but I’m still leaving opinions towards you for that. Tacticals: Monkey Bombs Lifeblood Resonation Device (L.R.D., or Lord): Akin to that of Exo Zombies’ own Repulsor, but better. The waves that come out from it are a darker red tint, and lasts up to Round 15 with easy one-hits. Rune Stones: Rune Stones are ideally my rendition of what Black Ops III does with re-packing a weapon, giving it extra abilities. Each Rune Stone is different, and very powerful. These ancient stones were crafted by those who lived within the Second and Third Levels of the Citadel, as a way of worshipping their deities (which… were the Angels and Prophets). Most of the Rune Stones are particularly rough-feeling cylindrical-shaped rocks with each rune (mostly of the Norse alphabet, but one of the Greek alphabet), and would be placed on the front portion of the gun, as if it were the Silencer attachment (which… believe me… this is nothing of the sort). The main differentiation that can be made as to the power of the Rune Stones would be its size; the power of said stone is dependant on how big the stone is. How big these stones are is already (mostly) predetermined, and I will label them accordingly. Each Rune Stone is able to be gotten via a machine within the Third Level of the Citadel, aptly named as the “Runic Generator “. This machine is similar to Der Wunderfizz and GobbleGum, in that whatever Rune Stone you get is entirely random; it is not similar in the fact that the Runic Generator does not move from its place. Added, you can only have one per gun (excluding the Ray Gun/Ray Gun Mark II; you will be unable to attach them to those), which, in logistics, gives you two each game, if you keep said loadout, or three per game, dependant on if you get Western Rejack and don’t grab a Ray Gun. There are a total of 26 different Rune Stones, each corresponding to the letters of the Runic alphabet (and in terms of the one letter of the Greek alphabet I will use as well), and they are as follows: 1. Thief’s Pack (ᚠ; Small-Medium Size): This Stone will yield double the amount of points per kill with the weapon it is equipped to. 2. Bull’s Force (ᚢ; Small Size): This Stone will yield a particularly higher bullet penetration rate, at the cost of accuracy. 3. Storm Warning (ᚦ; Medium-Large Size): This Stone will yield an effect akin to Dead Wire, with which there is a slight chance of some bullets electrocuting and killing the zombie that hits it, and will stun zombies around the zombie that got shot first. 4. Divine Light (ᚨ; Large Size): This Stone will yield an effect to which there is a slight chance that a light will appear above the zombies for a short time, during which it is much easier to headshot zombies. There is an even slighter chance that some of said zombies will immediately die from said light. 5. Highwayman’s Sleight (ᚱ; Medium Size): This Stone will yield a chance of “Furious Feet” power-ups (akin to that of Dead Ops Arcade) spawning from zombies. While it does not exactly give you such powers, it will cause you to perform a speed boost immediately in whatever direction the power-up is used in, to which any and all zombies in its wake will be decimated. Coupled with Icarus Contact, you gain a more devastating and powerful boost, which gives you a flame trail that follows behind you (not that they kill… it’s just for cool aesthetic. :P). 6. Way of Salvation (ᚲ; Small Size): This Stone will yield a slight chance of some zombies becoming engulfed in a white light, giving certain areas of the map a brighter shine than others (which means you may be able to see things you couldn’t before). This effect can be useful in the EE (or just finding secrets…), but the step it is mainly useful for is still able to be done without it. This stone’s effect may also stun some zombies, but that is less likely. 7. Vulture’s Gift (ᚷ; Small-Medium Size): This Stone will yield a slightly better effectiveness if paired with Spectral Vision, in which it will drop a small quantity of bullets from each zombie. Paired with Spectral Vision, you will be able to get anywhere between half-to-full magazines of ammo back from zombies. 8. Servant of the Zion (ᚹ; Medium-Large Size): This Stone will yield an effect similar to that of Turned, with which you are given a zombie as a friendly for 45 seconds. Each kill that zombie gets will give you 100 points, and said zombie is guaranteed to leave behind a random power-up when it dies out. 9. Two-Sided Blizzard (ᚺ and ᚻ; Medium-Large Side): This Stone will yield dual effects, both in terms of its “ice”-like powers. It is possible to interchange between the effects, using the Right D-Pad button (if on controller), with which the user will turn the Rune Stone to show what effect you are using. One effect is tactical - whatever zombie it hits immediately bursts to snow/ice, and leaves any zombies within close vicinity of that zombie cut back in stamina, similar to what effects the Winter’s Howl had in later rounds - and the other effect is lethal - a circular blizzard similar to what the Ice Staff does when charged will surround what zombies are near it, and will kill them, at the cost of it only being usable once every 5-10 minutes.. 10. Blood Drive (ᚾ; Medium Size): This Stone will yield a slight boost in health for 10 seconds, given that, if a zombie were to hit you, you were able to kill it with the gun this stone is attached to and survive with said boost efficiently. How much of a boost of health is given is dependant on how many times the zombie actually hit you. 11. Cold Shoulder (ᛁ; Small-Medium Size): This Stone yields effects that can be similarly attributed to the Winter’s Howl and Undead Man Walking. During the rounds up to 20, zombies shot by this have a chance of freezing on impact, and all that are shot will slow down for a short time. After Round 20, the stone loses its effect of immediate freezing, but zombies will still tend to slow down for a short time. 12. Corrupt Seedbearer (ᛃ; Medium Size): This Stone causes Blood Money power-ups to spawn, at a randomized point determinant between 500 and 5000, at a more often rate. 13. Roots of Intuition (ᛇ; Medium Size): This Stone is reminiscent in the aspect of controlling nature. There is a slight possibility that roots will shoot out of the ground under a zombie and either engulf said zombie into the ground, thusly killing them, or turning them into a friendly, akin to that of a Thrasher from ZNS’s looks and abilities, for 20 seconds, able to kill a group off easy. It’s very helpful to have if you’re the type of person that likes to have powers akin to control of zombies themselves. 14. Chasing Spectors (ᛈ; Medium-Large Size): Unlike any other Stone, this one is unique because of the fact that it’s not entirely clear what the Stone is able to do. Which means that essentially any effects that it creates are random. Essentially, that means you can do just about anything. That is, within realistic terms... 15. White Stag (ᛉ; Small-Medium Size): This Stone is… intriguing. That is, in the perspective that it has a small chance of spawning a literal white stag that distracts zombies for at least 10 seconds, with which it will lead zombies away from you. Unlike the Monkey Bomb, it does not kill, but is best for just simply leading them away when the zombies become problematic for you. Effective when need be, used best with crowd control. 16. Heliocentrism (ᛊ and ᛋ; Large Size): This Stone, like that of “Two-Sided Blizzard”, yields two different, and powerful, effects. One effect acts akin to that of Blast Furnace, although lasts for at least 10 seconds maximum and is more powerful. The secondary effect is an ability that is usable every 2-3 rounds, which essentially consumes a zombie’s body with… well, what is best called “holy fires”. These fires burn into its soul, making it akin to a friendly Napalm Zombie. This Zombie will urge others to it, and explode after 10 seconds of charging in power. This is a highly-effective Stone for crowd control, and knocking out groups of zombies like wildfire… no pun intended. 17. Archaic Law (ᛏ; Small-Medium Size): This Stone is better described as self-sacrificial. At the cost of most of your health for the time allotted, this Stone boosts the effective damage of whatever gun it is attached to for 30 seconds. It’s best to be used carefully, as it will only leave you with about two hits of health. 18. Torn Apart (ᛒ; Small-Medium Size): This Stone is simple in that its effect is simple. While having a slight chance of this activating, it stays for five seconds when it is activated. You would be able to tell that it activates, as it will glow brightly when it does. Its effect causes zombies to take damage over time, and most zombies that get hit by the bullets that cause this effect will die over 20 seconds of time. The effect shows the skin of the zombie falling and flaking off each second until death. 19. Hunter’s Call (ᛖ; Medium Size): This Stone is an interesting one, and likely comparable to its brother-of-a-sort “White Stag”, to which there is a chance of an animal spawning from the body of a zombie recently killed with the weapon it is attached to. Yet, said animal will unleash the fury of nature upon the hordes, spawning either as a large fox, wolf, or jaguar (fox being least powerful, jaguar being most powerful). Alike to “White Stag”, it also lasts about 10-15 seconds. 20. Inner Reflective (ᛗ; Size dependant on character): This Stone in particular is rather… passive, yet aggressive just as well. Dependant on character, this stone will either gain or lose power at times when using said gun it is on, which can either be a hindrance or a godsend. If you are Jeanne, it’s a Medium-Large size, and gains a 1.75x boost on certain bullets. If you are Vladimir, it’s a Small-Medium size, and will give some 1.15x boosts, but also will give some 0.75x boosts. If you are Adam, it will be a Large size, and you will get a 2.25x boost. If you are Alex, you will get a Small-Medium size, and will get the same kind of boosts as Vladimir had, with a slight chance of a 0.50x boost. Either a blessing or a curse… but it’s still important, when noting your character’s mentality and reason, of course. Probably a more preferable Rune Stone for those who want a powerful boost of power on certain characters and their weapons.. 21. Will of Moses (ᛚ; Large Size): This Stone yields a very interesting power. Bullet penetration goes up, and thusly boosts the damage. You are also given a chance of activating a power that, when activated, will LITERALLY rip zombies apart. By that, I mean that you get a power that can be used for five seconds and regenerates each two or three rounds, and rips the zombies into two pieces. If you think about it, it’s a really interesting power to have for a Stone related to Moses, no? Not only powerful, but useful for wiping the high-round zombies off this plane of existence. 22. Knight of Yngvi (ᛜ and ᛝ; Medium Size): This Stone yields the ability to create an armored, and friendly, “Knight” zombie. This zombie can take up to 25 hits from other zombies before dying, and will take at least 45 seconds to die out on its own. The Knight itself can one-hit zombies up to Round 30, hence why this is a rather preferred Stone to have. 23. Blood Inheritance (ᛟ; Small-Medium Size): This Stone acts as a health regenerator. If you are close to a red screen or are on a red screen, killing zombies will return you a small amount of health, enough to give you time to wipe out zombies before they take you down. 24. Sidewinder’s Hourglass (ᛞ; Medium-Large Size): This Stone essentially acts like an EMP in aesthetic… not exactly in effect. When headshotting zombies, there is an initial 1% chance of a burst of energy being resonated from the body of said zombie, which… we will simply call a “Time Blast” (the chance to which increases exponentially when achieving consecutive headshots). While the body of said shot zombie is entirely reduced to ash, any zombies within close proximity are wiped out, and any nearby the area freeze in place for 10 seconds. Both good for wiping out hordes and getting out of a jam. 25. Begin Anew (Α; Largest Possible Size): This Stone is perhaps one of the most powerful stones to get. No holds barred, no joke. The Stone itself gives off a bright glow, with a blue smoke coming off of it. This Stone has a random effect each round between what it does, and each effect will be listed below: -When shot, zombies slow to walking pace for a time range of 30 seconds to one minute. -When shot, you are given the slight chance of the zombies to revert to human form. These zombies will fight with you for a time range of one minute to two minutes. -When shot into a crowd, there is a slight possibility of a large blast of energy being emitted, which, while killing a lot of the group of zombies, puts you into slow motion for a short time, giving you time enough to evade any incoming enemies. Personally, I believe this Stone is perhaps one of the more preferred for any higher round attempts, given the circumstances, but this is one of the rarest Stones as well, so being able to get it is a seldom possibility… but not impossible, to any regard. This will also hold an important use to the Easter Egg, both tactically and objectively… so, it is highly sought after. Buildables: Shield of the Apostasy: Essentially a slightly enhanced version of the Zombies Shield from Black Ops II. This shield can take more hits, and can be charged up for a more powerful hit. When planting the shield, you can also charge that, to give off a strong pulse to the ground that stuns any nearby zombies, and may also cause any in close proximity to become crawlers or die. The Angel Wings (EE): Albeit a EE-dependant buildable, it is best to explain here what these will do. The Angel Wings act as a piece of equipment that allows double jump capabilities, with the addition of being able to hover and/or glide for about 5 to 10 seconds. They would be able to have more capabilities, but unfortunately, these wings have not reached their full potential, and henceforth have limitations. But… maybe there is a way to make them better... Achievements: Eyes of the Universe (10G): In Citadel, turn on all S.I.G.H.T. machines. Maze of Reflection (25G): In Citadel, recourse, recollect, and reminisce. Primordial Beasts (25G): In Citadel, fix the Soul Machines and gain the powers of the Left Hand of God. Wings of Wax and Steel (30G): In Citadel, find the Fragments and build your wings. The Vistas of Psychogenesis (75G): In Citadel, pass the test of the Regality Sector. The Time of the Angels (100G): In Citadel, embrace your destiny and become the Angels. Run, The Past Is Gone (50G): In Citadel, run from the bottom to the top within 150 seconds. (Note: Connected to the last step of the EE.) Arsenal of Kings (20G): In a single game of Citadel, wield the VCM-15, Left Hand of God, the Lifeblood Resonation Device, the Shield of the Apostasy, and either of the Ray Gun variants. Echoes of Future’s Past (30G): In Citadel, face the music. (Turn on all the songs, in order from 1st to 3rd Levels.) Zombie Hurdle (5G): In Citadel, kill 5 zombies with a charged Zombie Shield hit. Angelic Specialist (15G): In Citadel, use each special weapon and their upgraded forms at least once. If I Were Cain… (20G): In Citadel, kill 100 zombies with the Left Hand of God. Living Dangerously (40G): In Citadel, survive to Round 25 using only your spawn pistol, the KRM-262, and the Gjallarhorn. A masochist’s dream, reborn! Perks: Healing Elixir (Quick Revive; 500/1500 points [located in the spawn house, Level 1]) Spectral Vision (Vulture Aid; 3500 points [located in Cottage, Level 2]) Sleight Blight (Speed Cola; 3000 points [located in Housing Unit, Level 2]) Ephemeral Genesis (Juggernog; 2500 points [located in Housing Unit (Living Room), Level 2]) Icarus Contact (Stamin-Up; 2000 points [located in Gardens, Level 1]) Two-Faced Charade (Double Tap II; 2000 points [located near S.I.G.H.T. machine, Level 2]) Western Rejack (Mule Kick; 3500 points [located in The Doorway, Level 3]) Easter Egg Songs: Level 1: “Instinct:Extinct” by Benn TO ACTIVATE: -Activate the S.I.G.H.T. machine. -Find three carvings of angelic wings on the walls within Level 1. Locations are: To the left of Quick Revive in Spawn, on a table On the buildable table for the Shield of the Apostasy, and can be activated without interfering with the Shield itself The first step going on the Spiral Staircase of Level One. You will know they are activated as they will glow white - this effect dissipates when the song begins. Level 2: “Sky Blue” by Devin Townsend Project TO ACTIVATE: The same idea goes for this level, and the location are as follows: -On a piece of the building adjacent to the slide over to the S.I.G.H.T. machine (you’ll have to be quick!) -Next to Juggernog, on the wall -On the second step of Level 2’s spiral staircase Level 3: “Kingdom” by Devin Townsend Project TO ACTIVATE: Simply activate the S.I.G.H.T. machine and wait for the sequence afterwards to end. The song will start automatically. The Angels’ Theme: “Vale Decem” (plays when they get their wings during the end cutscene, and the last step of the EE.. in a way...) Main Easter Egg: “The Trial of Revelations”: Step 1: “Recourse” “You should realize by now that this is no ordinary place. This place is a long way beyond your planet, created by us for a sufficient testing grounds. If you plan on being able to show us that you are who we think you are to be, then you must power up this Citadel. Activate each and every S.I.G.H.T. machine, so we all can begin to learn the true purpose for why you are here.” // This Step is more than likely the easiest to complete, as it requires you to run through and activate all of the S.I.G.H.T. machines throughout the map and receive the Apostate’s Cudgel, all of which we have gone over already. Step 2: “Recollect” “Tears within the fragments of the universe are a realistic cosmic event. They can be of a danger, or they can be of another realm, another universe. Another Cycle, a previous one. Find these, and learn what can be lost, what is already lost, and what can be gained… for the flight is not far, only its distance.” // As previously stated, four small beams of light from the Synthetic Sun had shot down towards Level 1 and Level 2. The result of their impact created four orange-lined tears within reality, distorting objects seen differently within the Citadel to recreate themselves into new forms. showing items related to each character. The first item is related to Alex, and is located within Level 1’s Spawn room. The item itself is a teddy bear, its left eye lost and its ear torn off. The second item is related with Jeanne, and is located near a bush within the Gardens (Level 1). The item is a hammer. The third item is related to Adam, and is located within the Housing Unit of Level 2. The item is what appears to be a pistol, with the magazine sitting disordered next to it.. The fourth item is related to Vladimir, and is located nearby Level 2’s S.I.G.H.T. machine. This item is a row of test-tubes, the farthest one on the left having been broken. Each character’s interaction with these items initiates a cutscene for that player. During that time, zombies will avoid the character in their cutscene. With that being said, not everyone is able to go at once with this. Turns would have to be taken, and such would have to be negotiated by players. Two people at once is possible and perhaps more preferable, though. These are the cutscenes as they follow (in map terms, they aren’t in this specific order, but it’s just conveniently better ordered this way). // Jeanne’s Cutscene: Jeanne attempts to reach her hand towards the lone hammer, but suddenly feels a surge of nausea, as she falls to her knees and her vision blurs... ... Haze. Golden tinted sight turned grey and white as Jeanne hammers away at boards, constructing god-knows-what. Realizing where she is, she ceases construction. “Wha- where…” A hand taps her side, burning against her hesitation. “Hey! No slacking. We’ve got more work to do here, so keep going!” On the inside, Jeanne is within the heart of a battle with herself… the area surrounding the outer portions of the construction site begins to manifest around the thoughts and feelings that attempt to consume her. She knows it is not real, and yet it feels real. Reeling back slightly, she begins to think. “I remember this… no…” Although time looks to have ceased around her, she feels the wind pick up around her as it begins to downpour. “I hated this more than anything. I hated carpentry and knew just as well that it was all I could do.” The ground reaching closer to her fractures, beams of red lights shining towards a blackening sky of an almost pure form of nothingness. “My heart and mind fought as though the world centered around me akin to the likes of a fucking tornado!” The ground rises and falls in all around her, tornadoes and hurricanes forming as the Earth around her deconstructs. “I don’t want this. I regretted each and every decision that fell to these years, and I dare not let myself fall to it again! Get me out of here!” Within mere seconds, the image of the world around her reverts back into normality. The sky clears as the darkened red haze surrounding her falls back to nothing. Jeanne, realizing herself, stands up and attempts to walk away from the site. The hand that beckoned her before grasps her shoulder, almost crushing it. She turns to find a red Aura of pure malevolence behind her, ripping apart what matter was around it like paper into the wind. Jeanne’s heart skips a beat in fear as the Aura looks closer towards her. The Aura speaks, in an almost whispered screaming scratch of a voice that sounds almost similar to that of her own. “You DARE defy yourself? You DARE defy the course of your timestream, for the whim of uncertain fates abroad?” Looking down, Jeanne sees her hand glowing of a golden fire. On a whim, she punches the red Aura away from her. A hole of pure black forms in the chest of the Aura, as everything dissipates around it. “My fate is my own. Not the fate of the demons that decide to anchor their hands upon me.” She begins to run, only for her sight to fade back into black. Alex’s Cutscene: Alex remembers this bear, and very well. Wondering how it got to such a location, he begins to pick it up. Suddenly, the air changes around him. Flashes of burning light burst from nothingness as he falls backwards. Afraid of what surrounds him, he closes his eyes. Silence. His eyes open up to find darkness. The air burns his lungs as he finds plumes of smoke and fire surrounding him. Hundreds of bodies lay dead as the rest burn. The reality of his location shatters him. He always said he was able to evade this, but… he always lied... he was there, and this broke him. “No… no! Not this! Not now!” Alex reels back, and begins to run, only to bump into soldiers behind him. He attempts to kick back at them only to realize that he’s nothing more than the weakened teenager he was when they attacked Armenia once more. The soldier looks into Alex’s eyes, and Alex looks into his. Alex always remembered the soldier that spared him from death. He always remembered the soldier’s pure green eyes, but these are different. The soldier peers into Alex’s soul with burning eyes colored purple. “The sheer thought of your survival both scares you and delights you, doesn’t it?” Alex looks forward, scared out of his mind. Out of the corner of his eyes, he spots an object… Meanwhile, the soldier sheds his own skin, becoming an purple-shaded Aura that induces fear and pain upon Alex. “You’re pitiful, Alex… oh, so pitiful. You and I both know that you should have died that day. Mercy does not live without treason within the hearts of man.” The object, his childhood teddy bear, sits in the distance, yet his instincts tell him it is so much closer… “Yes, yes… that’s it. Let your guilt consume you. It won’t be much longer until you are nothing.” Suddenly, the teddy bear floats slowly to the air, forming into a shining beacon above Alex’s head. The teddy bear then impacts him, pushing into his chest and holding his body forward. “Wha- what is happening?” Immediately, Alex realizes why he was always so scared to look back. Why he was always scared of reliving his memories. He stands up, looks at his hands as they shimmer in a near-golden type of shine, making him feel enervated and empowered. “The world cannot put me down… not anymore.” The Aura begins to shriek in agony, as Alex surges forward, brighter and brighter with each step. “YOU CAN’T DO THIS! What about the course of events? Your reality? Your timestream of doubts amid the fates abroad?” Alex shoves back the Aura, who falls, unable to get back up. Alex rushes to it, looking into the now infinitely-void blackened eyes it carried. Brandishing the light surrounding him into a sword, he plants it in around the area where the stomach would be for it. The Aura reels back in pain and agony. Drawing back, Alex speaks straight into the face of its dying light. “Something you beings of hatred will never understand is humanity. We have so much resolve stored away and it can always burst to light like a fucking wildfire. I never had to use it until now because life never gave me a reason to. REALITY never gave me a reason to.” Alex slowly begins to walk towards the Aura, preparing to deal the final blow against it. “I strayed away from reality, but reality was always with me. My sadness and depression I had felt only opened the doors to my realism. No one - no human, no gods, and no inner demon - can change that. I did not survive so that I could carry the shadow of reality forward… I survived to carry forward the shadow… of humanity.” Alex thrusts the manifested blade through the Aura, cutting it to bits on impact. Bright lights surge from the ground surrounding as the air around Alex burns. The Aura dissipates and bursts as Alex falls to the ground, the pain within him rising further and further… An unearthly scream blows across the field surrounding them, culling the fires that burned time away. The screen goes black. Adam’s Cutscene: A gun? Why a gun? Reaching forward for the pistol, Adam jeers back at the sudden white and orange flashes that consume his sight. He spins around, falling farther and farther, until his eyes lined up once more to the sights that surrounded him. Adam, astonished and cold as the wind blows around the surrounding field, looks forward to the building ahead of him. As he realizes where he is, a chill runs down his spine. “SOLDIER!” Turning around, he sees his old drill sergeant from military school sitting atop a horse. Obedient, Adam salutes. “Sir!” “At ease… can you tell me what the fuck you think you’re doing out here, ALONE no less?!” “Sir, I-” Stopping himself, Adam begins to look through the haze surrounding who he thought to be his drill sergeant… he sees a scar begin to peel open and blow away on the wind from the horse and the sergeant. “Sir… you’re not real.” “Am I not now…? How… observant of you…” The face of a man he used to hold higher dissolves as it reveals an Aura, pale in the serenity of sound and sight. The horse suffuses itself into the Aura as he grows to double Adam’s size. Adam begins to run back, only for the grip of the Aura to hold him down. The Aura, with his beady blackened eyes, looks deeper into Adam’s soul. “Oh, you poor thing… the son of a highly-honored family destroying himself over the wants he always desired. You’re pitiful. You’re weak. Because of me, you’re a shell of your own skin!” Adam tries to break away from the cold grasp holding him down. Looking around, he finds a glow coming from his fingertips. Weak, but… “You do know that your disdain could have been communicated? You could have said something and your words would have mattered. But no.. Now they are dead. And soon… it looks like you may be as well… tell me, how does that knowledge feel?” Adam concentrates on the power he feels around his fingertips. As sudden it felt when the Aura grasped hold to his skin, he retorts back as Adam explodes into a tempest of light. “Wha… what kind of power… is this? You cannot know… the damage you’re going to cause-” Adam, projecting his voice towards every direction, screams to the Aura. “Sit the fuck down!” Trees blast out of the ground and the earth shakes as it is lifted from its place. The military school is reduced to nothing but rubble as everything surrounding Adam and the Aura begins to burn itself away. The Aura, mortified, begins to plead to Adam, morphing into forms of those he knew with each sentence spoken, each word uttered, as Adam reaches further and further towards the Aura… “You cannot do this, Adam! Stop yourself! You’re going to destroy everything you stand for, and for what? The whim of your mind? The fates abroad, as they present themselves to you? What kind of man a-” Adam reaches to the throat of the Aura as it forms itself into his father. Realizing Adam’s hesitation, the Aura smirks. “Tch… you could never kill your own father, could you? Your pride and doubts overshadow your morality among the fields of your own mortality… you know the better path you could have taken, yet you never d-” Faster than Adam could see, he forms an M1911 in his hands and shoots the Aura, each shining bullet flickering in the grey linings surrounding as they find their target. The Aura, forming back to non-corporeal means, slowly dissipates as the wounds push forward from their start. Adam walks to the Aura as he withers. The Aura chuckles quietly. “So? What now, eh? You, my inner demon of doubt and pride… are dying. And yet, you still choose to patronize me further?” The Aura begins to speak, weakened. “Heh… I suppose this is what acceptance feels like… Adam, perhaps we were wrong. Perhaps we never should have doubted ourselves. Our strength is our solace, and our intelligence is unmatched. You may be following in what footsteps your old man set for you… but that’s not so bad now, eh?” Adam reels back in his sympathy. Falling to the ground beside the Aura, he begins to weep. “We’ve done so much wrong still. We can’t just forget… how can I forget?” “Tears? Oh, Adam, don’t weep for me. I held you back further and further each day I lived in your heart. Your large, sympathetic, beautiful heart. You don’t need me to be your guide anymore. You are whoever you choose to be, no matter what they told you, no matter what they forced you to become. *cough* Listen, Adam… I have advice. And this time, it is for the good of both of us.” Edging closer to the Aura, Adam leans to hear what the Aura will say. The Aura then lurches to Adam and lays his head down onto what is left of its chest. “You are never alone, Adam… you are loved. Always, forever, eternally. Find her.” The words burn Adam’s skin, tearing to his heart as what is left of the Aura and the world around him burns away. As his sight begins to blacken, and the world wraps into his chest, Adam utters a word, uncontrolled by him and yet known to him as a word that he could never say. A word he could never muster to those who made it matter the most. He realizes he is not saying it to himself, but merely the figments of who he comes to find brought his adversity. He listens to the word he never could say: “No.” Vladimir’s Cutscene: Vladimir sees the glowing liquidity of the vials, knowing of their origin. Despising each and every form they took, he picks up the array of vials and, as he smashes the one farthest to the left, the world around him forms anew. Much to his astonishment, he reels back when he notices the darkness around him; the wires and beakers and shelves all around, within good state and within disarray. “The lab? My god… why am I here once more?” He looks around at all the glass littered among the floor, each a representation of the experiments gone wrong. Looking back on the wall he impacted with the most recent vial, he is astonished to find a newly-formed Aura, painted in the sky-blue formality of the chemicals mixed and matched before it. Not even a second before he can react, the Aura reaches for the shelves, grabbing chemical by chemical and beaker by beaker. “You haven’t a clue of your intelligence, do you?” The Aura begins mixing and matching chemicals and testing faster than Vladimir can comprehend. “It’s so simple, and you are so, so smart. So, why the doubt? Why believe each and every experiment, each and every mixture was wrong? Science is not about the cause, but only the effect. Every mixture you create, or will create…” Hydrogen to helium, xenon to radon, sodium to chloride… and he somehow even siphons a dash of essence within, using his blackened eye as a solvent. The Aura hands the sky-blue mixture over to Vladimir. “...does something wonderful. Now, drink this breath of life and I shall depart you. I’ve held you back as an overshadowing doubt and haze. To be honest with you, though, it has perhaps been the largest folly, because you and I both know you are the smartest scientist around. Go and transfer that intelligence beyond the stars. Do that for me.” Vladimir, feeling his eyes water, nods to the Aura, as he begins to drink the acrid liquid that was created. The Aura reels back as Vladimir gasps. The liquid burns his throat, and yet almost feels soothing, in a very wrong way. The Aura lurches forward, down on all fours, as Vladimir grabs a hold of the counter next to him. “Acch… *gasp* yep… th-that’s it, Vlad-dimir… keep going… c-chug down the rest, let me die! Y-you have it all under control, b-believe me. Fly towards these f-fates abroad!” Barely able to stand, barely able to feel his own skin, Vladimir grasps the beaker in his now shaking hands, and does away with the remaining liquid left within its shell. The Aura lurches back on its knees, a now audible hissing emerging all around the lab. Vladimir’s sight grows hazy, and the room around him collapses and burns like paper. His eyes begin to water as the blood that pumps through him begins to feel like acid, wanting to tear its way out of the body through destruction of what made him whole. Suddenly... silence. The world pauses for what feels like a second yet the lucidity around him wants to convince him of all the eternities he is missing. The Aura stands, now left but to the head and shoulder left of his form. The area surrounding him formalizes as a dissipation, while the protons and neutrons that were his form showed as dissipating. The Aura, with a raspy voice, speaks. Slow, weak, and yet audible to him still. “...formless… numbers… why do we see what others cannot? End it. Let the pain of logic become less expelled, Vladimir. Let your intelligence burst like the sun… together… again… for the convergence…” With that, time resumes as Vladimir suddenly faints, a pure black haze engulfing his sight as he hears the final breaths of the Aura dissipate into the nameless wind of chemicals and glass flowing about the lab. For a moment, Vladimir feels as though he is drowning... // When each cutscene ends, you are given fragments to the Angel Wings. When all are complete, the character’s will fall down to their knees, their sight will go vague, then grey, and then come back to normal shortly after, as they stand back up. Said occurrence gives each character/player a new ability, with which is called the “Second Sight”. Second Sight is like a vision/premonition-based ability, that gives you the ability to outline a pathway, or any pathway possible, out of a problem when Zombies begin to surround (Left D-Pad button). Each fragment of the Angel Wings gathered will mold together into the first Wing as well. At the same time, the hilt of the Apostate’s Cudgel is now remolded… changed… yet, it feels so empty... Just as well, each time someone uses the ability, a low but audible hum can be heard… perhaps to signal you somewhere... Step 3: “Reminisce” “Ah, we can see that you may not take these visions well. But we have shown you this so you may learn from these visions. The human is remarkable; they have the capability to learn from trial and error, and they learn from mistakes of which they made. And you can use this to now foresee things that can make the process easier. Use this power. Use it to locate that which will bind your wings.” // As a result of the previous step, a low audible humming can be heard in just about every area of the map. The humming is only possible because each cutscene prior activated a tone that, once it was melded together, forged itself into one entire note. The humming becomes louder and louder the closer one gets to the main source. In the case of the source, there is one main source in Level 1, down by the Soul Machine. The second source is located all the way in Level 3, at the heart of where you the Angel Wings are being built… to which, via last step, one wing should already be constructed. At the same time, everybody must use the Second Sight ability within close range of both the sources (so, two at each). In doing this, it causes the screen to go an ethereal orange for two minutes. When this happens, two items will appear at each spot - Level 1 holds a large bright-orange crystal, while Level 3 holds a relatively large mechanism that would be meant to bind the wings together. When these items appear, a person with the “Begin Anew” Rune Stone must shoot the mechanism continuously for 30 seconds. The same goes for the person that shoots the bright orange crystal, yet you should use the “Chasing Spectors” Rune Stone for this one. After 30 seconds, a large boom is heard. While the normal effect of Second Sight in this instance would last one minute, the effect will automatically end when this boom is heard. When your screen returns to normal, the items you were shooting will now show themselves as torn into this dimension. While the mechanism for the Wings was perfect… the crystal’s was not exactly perfect. The crystal itself is now fragmented into five shards… yet, they all look exactly the same in form… one of these shards goes into the mechanism for the Wings, but what are the other four meant to do? The Prophets then interject for the sake of your confusion... Step 4: “Mind of the Enigma” “The Soul Machines hum dimly. In a way, you might say they call for you. They need you to help them. To complete their form. The Soul Machines reward well. So make haste. Complete them, and they will help complete you with items you will desire.” // The four crystals made from the previous step act now as a powering mechanism for each Soul Machine within the Citadel. Each person must go to their own Soul Machine and insert a crystal into each one. When this is done, the Soul Machines will begin to light up, weakly. It is at this point that you are given a prompt to start the Soul Machines. The only way that they can be started, however, would be to use the Apostate’s Cudgel, as it acts akin to a key, and the conductor. When the Soul Machines initiate their activation, every person will be bombarded by hordes of both zombies and “Knights”. You will need to kill 50 (between the two), adding up to a total of 200 zombies between all of the Soul Machines. The Soul Machines siphons their lifeblood into itself, through the Crystal, and once it is complete, the Crystal will shine a bright orange-white light. When every Soul Machine is completed, there will be a bright orange light that shines towards the sky out of it as the Soul Machine opens around the Crystal’s pedestal. The Crystal itself pushes itself out of the Machine and forces it into the sword, now reborn to the Left Hand of God. As each character is granted their swords, the Prophets will speak, explaining the sword… in its true form. // “The Left Hand of God… is the most mysterious Sword known to anyone. It is the oddity within creation itself. We barely even know about its origins. What we DO know was bestowed as knowledge by “Him”. Apparently, the Left Hand of God was forged in the fires of time, in a place before the Entity, and before causality itself. It was born in the eternities of the Primordial Chaos. It holds within itself a power beyond the comprehension of most mortals… yet, you are able to use it in stride… what does this tell you?” // The Soul Machines morph their inner workings into fragments of machinery and waxen parts, molding together to form the final wing of the Angel WIngs. // “With the unlocking of the most powerful remnant of creation, the Angel Wings are calling to you. They realize you as worthy. So, go to them. They’ve been waiting, oh so very long…” // At this point, everyone needs to make their way to the Angel Wings, and forge the final piece onto its frame. It is here that the Angel Wings are finally complete, and are now able to be used… and, as you equip them, the Symbol on the wall mentioned prior to this is now glowing violently... Step 5: “Icarus Lives” “...at last, the images of angelic themes begin to consume you. Now, you begin to understand.You are finally beginning to take flight. Breach the void, and find the Regality Sector. It is now that the test of your resolve shall truly begin… where the weights on your Wings shall begin to lift the harder they choose to press. The time for realization is now!” // As another very simple step, every player must use the Left Hand of God on the aforementioned symbol on the wall, now glowing violently and in different interchanging colors. Each cut against the wall opens itself a new scar, colored to that of the player’s sword colors (elaborated in the weapon’s explanation and somewhat from Step 2). When each player cuts into the wall, the Symbol will morph and break open the wall, creating a portal to a new realm... Step 6: “The Electric Castle” “Ah, at last, you have found it. Within the walls of this sector, you shall put your abilities gained as Angels to the test. It is here where your potential shall shine. With each portion passed, you shall gain a more complete form to your Wings, and it will forge itself immediately within. Go forth. Cross into its fields. The key isn’t cheap, but it shall open what you intrinsically desire...” // Entering the portal, you are now taken to a plain of existence not known to any mortals. Here, the stars are different, closer, as the nebulae and supernovas only show from thought… this would happen to be the Regality Sector, the home to a Castle unbound by timely constants and human interference. Only known to the people of the Citadel as such, the Regality Sector has always shown as a test of the strength to prove who truly is, as they call, the “Apostates”. Many have tried to enter this realm, and those who did enter died after failing the tests presented to them. So many failed… and yet they only could go back one way… The Portal back to the Citadel will remain open for the duration of this particular step, and there will be a Pytaek on a sign-like plaque for a wallbuy to the right of it. The area in front of you shows what looks to be a bridge. Colored akin to that which matches characters, it forms a kind of “Rainbow Bridge”. Uncomplete, and yet the pieces still fit. // “Yes… the Rainbow Bridge. At least, that is what the people of the Citadel would call it. We’d prefer to call it the Beacon. This bridge… it weighs your hearts as though they were on a feather, hoping to find that they will not fall from the feather into the fiery darkness below. The Egyptians and Norse adopted these ideas from us, and entirely eschewed it just the same. Will this bridge find the purity of your souls? Will you pass it in stride? ...or will you fall into the lucid briny wastes below…?” // How the Rainbow Bridge is meant to work is that there will be a randomized set of about 3 to 6 door-like barriers that you will have to buy to move forward onto the bridge. Each price will increase exponentially as time goes on, yet prices will rarely be the same. For example, you could be opening three of them with the first being 500, the second being 5000, and the third door being 10000, yet these numbers aren’t going to be exactly rigid to that type of numbering. The first one will always be between 0-1500 points, the second will always be between 1500-6000, and the third will always be between 6000-12500. It’s meant to basically exhaust your points to a certain extent. When you reach the end of the Bridge, the door leading into the Castle will shine a symbol on it (to which looks like a trident, with a circle in its middle and a rose on its other end - this will show up on every door like it ahead of this), as the stone around it spins and breaks apart, pushing back within, then raising to the sky... Step 7: “The Gardens of Neurogenesis” “The human’s intuitive mind has its branch within these plains. The birth of thought itself is here. Repercussion, emotion, ideas, they all become possible here. Within these gardens, you will experience and understand the culmination of your sins and regrets. It is here that you must accept yourself as what you are.” // Through the door, is… a garden. The walls covered with vines as you find bushes alongside the walls from the door. Grass and orchids dot the path ahead, and, as you move ahead, the door reseals behind you. Another portal to the Citadel opens in its place as a result. Up ahead, you see a fountain, four paths surrounding it with the symbol from before on them, colored specific to your character. At this point, someone with the upgraded VCM-15 must shoot it at the fountain until its peak glows golden (which should basically take 15 seconds worth of shooting). When this happens, everyone must use a power attack from the Left Hand of God on the fountain. The fountain will have a cut through to the top on each side of it where the cuts were made, as a beam shines at each door from the fountain’s peak. Each door will now glow golden, and the symbols on them will remain unchanged in color. This is a prompt that the doors are now ready to be opened by their specific characters. When each person opens their designated door, a white light engulfs their screen as a voice speaks to them, different than the Prophets, but also… familiar to you. Speaking towards each of them, the voice says: “...what did your Auras tell you…?” They are then transported to their own section of the hedge maze. A Wisp, colored akin to their designated character, appears from the sky and floats down to the area in front of each player. Zombies will spawn, and you will be forced to kill them. Killing zombies will power the Wisps, causing them to lead you in the direction out of the maze, whereas… the Wisps create the paths for you. The Wisps for each character, will speak only to that particular character. Every 5 zombie kills, the Wisps will move forward, creating the path ahead to lead you out… and will create… the interactions for each character are as follows: // Jeanne’s Wisp: “You… wrought. You saw the pain within.” “You saw the world unfold each moment you tore into yourself. You saw the error of insecurity.” “You witnessed the overbearing shadow of authority lurch its talons into your skin.” “Do you regret your choices of work? Do you regret not knowing where you could have gone?” “There was always a path… a fork in the road. You always had a choice.” “Could you never see it? Could you never accept it?” “Face the facts, Jeanne. Face yourself. You, dear heart, are the most important woman in all creation.” “Without your strength of reason and intellect of life, you would not have identity. You would not be you.” “You are… oh, so important. You are important, because you are the spark that makes humanity the most wonderful of its kind… you create. You were born to create, and you were born with an eternity of ideas… you only ever forced to ask yourself how many seconds were in an eternity.” “Learn to see the universe, Jeanne. Learn to live the stars. You will soon know the power of creation. Per aspera ad astra.” Alex’s Wisp: “You know what happened then was something that had to happen.” “You know your survival was always meant to happen.” “You tore your Aura apart, because it symbolized all of the guilt, fear, sadness and hatred you had for the Genocide.” “You must realize that what you did was right.” “Don’t regret your choice, and don’t despair over yourself.” “You are one of the most important men in creation. The others are important, but you are more than they are.” “Humanity is strong. Humanity endures. Humanity lives.” “The constants reveal themselves to you because you are exactly that which you fear.” “You felt it, you know you did. You always felt it. You felt it because it made you important, oh so very important. You endure, Alex. You are strong, Alex. You LIVED, Alex!” “Learn to endure the supernova, Alex. Learn to live the stars. You will soon understand the powers of your prideful endurance, and your living. Per aspera ad astra.” Adam’s Wisp: “There were always rules. There were always certain guidelines, certain factors.” “They controlled your fate. They created your prideful pity.” “Your Aura, it knew very well that you were that which made you what you never wanted to become.” “Your Aura looked out for you more than you know. Your Aura loved you.” “...and you loved the Aura. Now, what shall you do with it gone?” “You’re powerful, Adam. Very powerful. The strength within your heart could burst forth like a wildfire across the entire cosmos.” “Alex knows you’re important. He’s almost idolized you as the strongest and most important in your group.” “But you don’t want importance. You don’t want control. We understand that you don’t want control, as you aren’t intrinsically a greedy man. But you are important.” “You lead because you are loved, and you are strong because you love her back. You know she knows, and soon even she will realize that she knows. It is fated. With this in mind, remember always that your strength and compassion are an unparalleled cog in the internal cosmic mechanism that runs creation.” “Learn not to control, but to feel the cosmos, Adam. Learn to live the stars. You will soon realize the powers of your own compassionate strengths. Per aspera ad astra.” Vladimir’s Wisp: “Intelligence is not a sin. Intelligence is the secret of reality, the cardinal virtue that runs every facet of this universe.” “You live in a universe that created so it could create. As a part of that, your race creates.” “Creation alone cannot work. Not without the Idea.” “Your Aura wanted to help you understand. The Universe is drowning in creativity, and you know well that you can feel it. The drowning, the sinking feeling.” “The only reason people drown is because they cannot let themselves know the feeling of Idea. They don’t see the potential that they know is there.” “Vladimir, you drive forward only because you know. Understand that.” “Every riddle that we spew, every limerick we speak to hint the goals before you, you understand!” “Together, you and the others are stronger than anything! You all are a universally constant machine! Every part of the machine works because you are its cogs, and you push the cogs for motion, for their inertia!” “Don’t you see, Vladimir? Don’t you see? You must understand now. You are one of the most important people in the universe, because you think. You spark that which creates worlds, at the whim of a finger waved to the everlasting ebony of the stars!” “Learn to learn within the elliptical waveforms. Learn to live the stars. You will soon reveal yourself to the intelligence of causality. Per aspera ad astra.” // As the above lines are said, each character’s vision will eschew slightly, to make the bushes around them seem to show items and people related to them. Jeanne sees the faces of her workers and bosses among nails and boards as she progresses; Alex sees smoke from inside the bushes as they form more and more into paths of fire as the faces of those he lost form out of the flames; Adam sees the faces of his parents and fellow boot camp squadron as the leaves and branches of the bushes form into guns, bullets, and explosives; Vladimir sees the bushes form into tables, phases of experiments with odd beakers and vials among shards of the periodic table. The paths converge at the end, leading to a frail wooden version of the door that led into the Garden, to which this version is attached to a tower… both shining with light and surrounded by darkness, a prosperity of dreams fabricating around it... Step 8: “Tower of Hope” “Here, past the gardens, this tower stands frail, fragile, yet strong. It is this place where you must forge a path through to the top. The spaces are thin, and getting towards the top does not come cheaply. But if you are to persevere through this… you must have hope.” // The Wisps converge and blast into the wooden door, eviscerating it into tiny remains of dust and shards of wood. The passage forward reveals a set of stairs, and at its landing, a drag of wires that lead into said stairs. A portal back to the Citadel will open to the left of the Tower as a whole, with a Pytaek wallbuy (once again) beside it, so you can prepare for what’s next. As soon as you enter the Tower, the wooden door changes, reforms from wood into a pure-energy state, then forms into metal, closing itself off. The wires surrounding the area become super-conducted with electricity, causing an activation of a mechanism in the shadows beside the door and an overloading surge of energy, to which causes the stairs to burst open from the ground-up. As a result of the overload, your characters somehow get an overbearing sense of contentment and hope for what’s ahead, and this as such acts as though it were a buff, giving you a 1.75x boost in health. At the same time, the ground below you will soon begin to erupt in electrical current, and will kill you if you stand within it for longer than 10 seconds. To this end, this would be a prompt for you to run to the top of the Tower. In regards to how exactly the Tower works, it’s very similar to how the Rainbow Bridge works, but with a set of 10 doors - acting as the blown-up stairs, which really are just small holes - at a random price, rigid and stuck as so for each door. The price, for that matter, is always to be between 750 and 2500. This is essentially another simple step, surely. But, at the end of the staircase, you find a white portal... Step 9: “Soaring The Breeze” “It is time to reflect on the properties that make you Angels. It is here that we test your wings. We have devised a test for you that shall take you to the final portions of this puzzle. May your wings become stronger within each grace.” // The white portal takes you out of the Tower, and into an area that can only be logically classified as “The Above”. This area is a large cavern, lit by an unknown light source high above. Ahead, there are a total of 7 floating platforms to jump across, all of which require the use of the Angel Wings. Each platform is different as to how you will be forced to maneuver throughout it, and each platform will be smaller than the last. That, and each platform will dissipate after 5 seconds pass, to which anybody on them will fall. Of course, the platforms will quickly come back, as well. In any case, choosing your movements wisely would be highly advisable. The first platform is a large rectangular one, easily able to be jump towards, and highly spacious. The second platform is vertical, to the right. You will have to fly towards it, and you will essentially be planted there as if it were a sort of “wall jump”. After a few seconds, you will begin to slide further down, so it is advised to move quickly. The third platform is farther in the distance, but the same as the second. You should be able to glide towards it with ease. The fourth platform is horizontal again, yet moves quickly after 3 seconds. As close as it is, though, it wouldn’t be a huge struggle to reach, even while it’s moving. The fifth platform spins around a circle, moving the other way after one revolution in one particular direction. A wise method of traversal would be to attempt to go to the far-side that is moving upwards in the rotation, so you can likely catch it as it spins and reach the other side. The sixth platform is tilted either to the left downwards or the right downwards (random each game), and will cause you to slide. You can still jump slightly and somewhat negate sliding too far, but in any case, the next platform will be in close proximity of this. The seventh and final platform is essentially a circular platform with no middle. This platform will spin you around its entirety quickly, and will rise close towards the end of the crevice to a safe platform upon contact with the player. It’s essentially a matter of balancing movement and timing with this. After a player reaches the safe platform, the pathway of platforms will become brighter, more illuminated as the light source provided above begins to expand and open. After all players reach the safe platform, the area high above will burst in light to reveal the stars, signifying you are still within the realm of the Regality Sector. Ahead, a red portal opens... Step 10: “The Hour of Prometheus” “In the time before we healed the earth, your world was engulfed in flames. Desolation and disdain swallowed the world whole, and the shell of our former home began to crumble. It is here that you will experience that. It is here that you will learn the extent of humanity’s past error. Find the pathway out. Locate the final test.” // Going through the red portal will take you to… Earth. But, this is not the Earth you know. This is a version of Earth swallowed by both the timeline the group knew and the timeline the Prophets knew. As such, a mixture of both hostile human enemies will attack you, as well as zombies. In the distance ahead of you, you can see thousands of zombies clashing with thousands more humans, yet both sides still see you as the highest threat. With the ground littered with broken-down decimated cars, fortifications and destroyed buildings, and the sky redder than the Martian dunes, this is hell on Earth. This step requires you to find the portal out of this place. This portal resides at a Church placed in the distance aforementioned, where the two forces clashed… which means that you will be fighting through both horde and fellow man to reach the doors of the Church. Stick together, and you should reach the church with… well, it’s still difficult, but sticking together will just make it easier. When you reach the doors of the Church and are given a prompt to open them, doing so reveals a blue portal… surely this one will take you back... Step 11: “The Two Gates” “Ah… and the final prospect of your trials become a reality. It is here that you make a valuable choice, a choice that determines your worth. Through one gate, you shall find your way back to where we started. The way back to the Citadel, the version that must happen. Through the other lies a severance. A door to the eternal darkness of life after death. The fire that succumbs. If you are truly the Angels, you shall intuitively make the correct choice.” // The portal from the last step takes you into a corridor past what was seen as a wall behind the first portal, now actually seen as glass. The portal that led you back will then dissipate. Inside the corridor lies two broken and beat-down, large Gates. Each Gate will have a randomized set of differences, making it better or worse than the other, but each tend to keep a simpler form. The First Gate tends to be mostly golden and white, almost high-stature. The Second Gate tends to be VERY beat-down, made of Stone, with vines surrounding it. Each Gate is connected to a mechanism placed between the two. This mechanism requires you to kill 200 zombies, to which will cause each Gate to phase within and outside of creation… but to you, that will basically look like a lot of electric currents bouncing everywhere, and the gates almost burning with an immense heat. When the aforementioned amount of Zombies is killed, the mechanism will burst apart, applying its parts to the forming of the door, and causing the symbol that you saw appear on the first door of the Regality Sector to form on one of the Gates, and, oddly enough, the Apothicon symbol of “consume” to appear on another. This will appear only for a second before the parts fall to the ground. Whichever door had the “consume” symbol is the bad Gate. If opened, this will cause the map to reset back to the beginning, forcing you to do all you have done all over again. As for the other Gate with the symbol on the first door of the Regality Sector, this will lead you back out of the Regality Sector… As you step into the correct Gate, the world around you shakes and shimmers as you fall into what looks like a wormhole. The Prophets sound… “Every test has a beginning, and every test has an end. This is that which is constant. You find each and every answer here, within the Regality Sector. You find the reality of reality here, within the Regality Sector. You realize the final answer…” You reappear at the Citadel, in the Gardens of Level One… but everything begins to shake... Step 12: “Fate of the Angels” “...and you think the test is complete. Yet, there is one thing you have overlooked. Why do you think the Angels described in the scriptures are as they are? Why have they become what they have? An answer is more simple than you might think: They have shed their humanity. If you thought the process was simple, you have thought wrong. There is one way to make these wings become what they must, and it is the same way the biblical Angels have. Shed your humanity. Shed the fiscal weights of your sins, shed the prosperity of life you once thought was right… shed the wrong, let in the right. You would do well to make haste. For the ground beneath you is only growing lighter… and lighter…” // During the line above, the beam of synthetic sunlight as seen above you phases in and out of control, the Synthetic Sun itself wildly shimmering and growing larger and smaller, forming and reforming, losing its reality in waveforms. The S.I.G.H.T. machines can be heard audibly imploding, and you see Level One’s implode first. All beams from the machines burst with sonic speed back to the Synthetic Sun, and the Synthetic Sun pushes its energy down with an immense burst of kinetic energy across the entire area, as the quote from the Prophets ends. A mass explosion occurs within the rest of Level One, and each shortcut staircase to crumble away and fall within the newly-formed black hole behind you. The Citadel shines in a darker tint, as the Synthetic Sun is now gone, reformed into the everlasting ebony you now see below you. It is advised that you begin running out to the Gardens as soon as you spawn back into Level 1, as a wide portion of the first half of the level will break off and go towards the black hole. Outside, towards the Gardens, certain parts of the blast of debris of Level 1 will break off and hit the Gardens, creating both unstable passage, impassable areas, and areas with which you will be required to use your Angel Wings. Rising to Level 2, there is no general improvement to the danger around you, as parts of the map continue to fall out, and pathways being struck away. The floors of the area will give you the opportunity to use Angel Wings, which… are required for this, but isn’t fully necessary. The platform to Level 3 quickly boosts itself up, as the black hole grows, tearing apart the entirety of the second Level. When you run to the Temple, rocks will shoot out of each side, completely destroying each room, leaving large gaps between the remainder of the floor within the Throne Room. Using the Angel Wings, you can boost your way around the area of flooring left, to the door that leads up towards the Doorway. When reaching the Doorway, the game will automatically end when all get there. The screen, instead of saying “Game Over, you survived ___ rounds”, will say “Absolution Complete, in ___ rounds”. It is at this point where you will have completed the EE. The End Cutscene will play, and your leaderboards will show after. End Cutscene: [Vale Decem playing] Before they could even think, the ground beneath them shimmered and shook. It had fallen out from its shell, showing the utter blackness below. Each held on to what was left of the room they were within, a seemingly unified loss of what grip was left becoming evident. Each of them looked between themselves, and up to the stars above. They, after all this time spent surviving, all this time reflecting on their own forged fates, finally knew what to do. Each character decides to let go at the same time, falling towards the blackness below. An acceptance of fate made, an acceptance of what was lived and experienced. The screen zooms in on the wings on Jeanne’s back… ...and suddenly, they become engulfed in a unearthly white light. Each character experiences the same, and lose control. Their fall towards the event horizon beginning to slow, they begin to form a circular positioning, using the wings to fly around the full circle. They fly faster and faster, not one falling out of form. The black hole suddenly becomes engulfed with light, as if the astral object itself were being erased, edited… or perhaps, reborn into a new star. [Vale Decem turning to a more ambient version of itself] The scene calms down. The Angels descend to the reborn star’s surface, as it begins to broaden out, flatten in view, and break into a darker luminescence. When they land, the Prophets become visible to them. Not in the form they knew prior, but… as themselves. Human. Yet, they still glow like they knew them to. Stacey speaks out. “And so, it is done. This mortal coil you once perceived yourselves within has finally fallen. The veil within you is lifted. Congratulations. You have passed. You… are the Angels. The universe… has been waiting for you. Take your time to think - you’ve been through a lot.” … After what felt like an eternity, silence breaks. “What now? Where do we go from here?”, Adam asks. “I believe it is time you learn what the future holds. And with the new serene singularity you hold within, you shall understand it. Brace yourselves: You’re about to meet your Maker...” They are whisked away immediately after this exchange of words to a new place. The viewpoint rises to show an… “astral projection”, if you will, of a nebula most will know by one name: The Pillars of Creation. … fin ================================================== Creator’s Notes and Acknowledgements: Ah… and once again, we are back at the end of another map concept. I want to be completely honest, and in so will say this: This concept was really fun to make. I thoroughly enjoyed the idea of this map. All of what I created for it really worked out in the end. It made for a good map, and one of which I will always consider up there as one of the better ones of The Unity Series. (They do say “third time’s the charm” quite a bit, no?) Of course, I know that I actively slacked in getting it out, but I can finally rest easy knowing that it’s done. As always, I was not fully alone in the effort. First and foremost, I’d like to thank @Nightmare Voyager (aka Nightmare Poindexter), for whom helped forge an ideal skeleton layout for the map (believe me… envisioning exactly how I wanted the layout to be was hard). Just as well in terms of bouncing ideas off of him and choosing songs, he has been a great source of help for me, my maps, and my general creative process. So, without a doubt, my condolences go to him. Honest to god… he’s been able to catapult me to the halfway point of this story efficiently, and, for the last two years, has been one of the best creative people I’ve known. Whether or not we see eye to eye at times… I’m eternally grateful for the dedication he’s put forth for me. He’s a great person, and an even better creator. It’s such a pleasure to work with him, honest to god. Secondly, I thank @HitmanVere, for whom gave me a few ideas from his point of view with this map, and added a few guns for me in the meantime. He also is a really good and reliable person to rely on for help with maps, and… well, as an actual custom map creator, he’s amazing. No doubt. So whatever credit I give him is honestly deserved. Thirdly, and lastly, I’d like to thank everyone at CoDz and everyone else I’ve introduced to this series. Because, let’s face it - you guys are awesome. In any case, without the bulk of help provided for me by the other two, though, I can’t say I know where this map would be. More than likely sitting idly within the darkened depths of cyberspace… not fun… not fun at all... And I thank you as well, for reading this. You guys don’t know how proud I can be when it comes to the feedback received. Any and all feedback has counted quite a bit for me, and I, without a doubt, love it. I don’t know how I’d repay you past releasing this map and more, noting my thanks. This has been The Meh. Per aspera ad astra. (See, this is where I’d hint my next map’s name, or, at least, an aspect of the next map… but I can’t say I can think of anything. Yet I’m writing this anyhow. Seems nearly normal that I do this, but this time, I’m stumped. It’s funny, because I usually always drop a subtle hint. I’m so used to that. Hrmm, it’s as if a wave of intuition washed over me, making me write this. Heh… good luck with that one...)
    5 points
  30. Not sure how long these codes will last so enter them asap, also I will update this post if I find anymore. 5 mountain dew/doritio comestics: GZ28-T7TY5-L618 Another pawn down calling card: DGKD-VHQ11-S2Z4 Calling card: M53TJGB2W7647 Enter the codes by following this link /resources/cod/images/shared-logo.jpg Log in - CALL OF DUTY® PROFILE.CALLOFDUTY.COM Activision login page
    5 points
  31. Greetings one and all. Today I've got something a little different to share - The First CoDZ Forums Writing Competition! UPDATE: Thank you all for your entries. This first edition of the competition is now closed and the winners are: @The Dark Aether and @anonymous Congratulations to you too, and to all who entered! RULES: Anyone may enter Submissions should aim to be around 1000-1500 words . Submissions will still be accepted regardless, however please try to be sensible - we have to read this too. Submissions can be sent either as a response to this post or to me via Discord (Cal#8013) Submissions should be a Word Doc/Google Doc or PDF Submission deadline is February 26th 2021 (One week from now) Submissions do not have to use the below prompts, though their use is recommended Submissions that choose not to use the provided prompts and instead stray too far into fan fiction territory (e.g. Ultimis Richtofen goes to Burger King) will likely not be considered - if you're writing without a prompt, it better be good! Submissions will be judged by myself alongside judges from the CoDZ Forum community (T.B.D) PROMPTS: CODZ Writing Comp I - Google Docs DOCS.GOOGLE.COM CODZ WRITING COMPETITION EDITION I Prompt 1 You are a civilian who after witnessing an unexplained phenomenon, is now trapped in the Dark Aether. Finding a notebook and pencil in an abandoned department store... Good Luck to all Participants and Happy Writing!
    5 points
  32. The Agonia fracture Maxis remains one of the mysterious topics of the story. Not only has whatever butterfly effect led to such a drasticalky altered universe changed the human technological advancement of this time, but Maxis is indeed very aware of Griffin Station and there is no sign of Richtofen. Zero Base is so vague, like it is a dimension to fragile to be sustained, whatever that means, and it is filled with highly-technological cyborg zombies (additional evidence for this Maxis originating from Agonia?). It is curious you bring up the idea that the Vril Sphere could've functioned as a prototype or inspiration for Sophia, as in the comics we see a gigantic Vril Sphere at Zero Base, approximately the same size as Sophia. Alongside the Tranzit busdriver, which, as a basic AI, may have been another inspiration for Maxis while building SOPHIA. We also see the VrilRod which could be used to siphon someone's soul into something... Remember how Maxis ordered Richtofen to kill their Ultimis counterparts exactly at those points in space-time? I didnt understood this, why not simply kill them all four together at the same time. Why so specifically at those places in those moments? Maxis may have done so with an agenda. Because it was, after all, due to these formations of the fractures, that the Agonia fracture was eventually created. A reality in which Maxis could flee away, create Zero Base and "fix" Sophia. Deceptio leads to Proditione, which leads to Agonia.
    5 points
  33. For this theory, I recommend having a background knowledge of the Third Maxis theory, which I document in this thread. To recap, the theory goes that the Ludvig Maxis of the Agonia Fracture, the one who created S.O.P.H.I.A., abandoned the fracture at some point and created Zero Base, where he store artifacts from across dimensions. I'd like to push this theory further after doing some exploring in the map Revelations, and say he was pulling even more strings behind the scenes. There are many strange differences between the versions of maps seen in Revelations and their original counterparts. To name a few, there's the appearance of components for a Keeper altar scattered around, there's WW2 German Trucks in Origins, Statues of Primis seemingly behind Shang, a depiction of the Great War in Kino, jungle fauna and a waterfall around Verruckt, Zetsubou pods in Verruckt, a patient being experimented on in Mob, and Group 935-marked panels with icons denoting the locations around the map, locations that do not belong together: What connects all of these separate locations together? Why do they all seem to be linked, with all their leylines converging on Nacht in the center? I've discussed Nacht in other threads before, but I want to propose that Revelations was created by Agonia Maxis. The main evidence I'd propose is Sophia's connection to Revelations. During the easter egg we acquire three audio reels telling the story of how Sophia was killed by Maxis and placed into a machine to become S.O.P.H.I.A. To acquire the final reel, we must collect her scattered bones around different locations and recreate her body, before finally summoning her robotic form. Who would even have access to her corpse to scatter her bones in the first place besides Agonia Maxis? In addition, the teleporter present in Kino has a slot at the top designed for S.O.P.I.A. to interact with, so it stands to reason the teleporter was created with her in mind. So why would Maxis be at all the locations in Revelations? First, begin with the mashup of Shangri-La, Der Eisendrache, and Kino der Toten. I believe that their connection tells a story of Maxis' discovery of The Great War and descent into madness. It begins with Shangri-La; In the original timeline, Maxis does not seem to know about Shangri-La or the MPD on the Moon, but in the fractures, that does not seem to be the case necessarily. Gorod Krovi, a map with S.O.P.H.I.A. that Maxis most definitely knew about, has monitors showing the lunar base. Richtofen does not seem to be in the picture in the fracture where this Maxis originated, and that may mean he was the one sent to the Moon, and then to Shangri-la. There he discovered the ruins of a temple, and statues of Primis. (As an aside, maybe this is where the 31-79 JGb215 truly comes from, since Richtofen says that he never knew his own Maxis had completed the design, and it is acquired through the mystery box.) After this discovery and Maxis' new path revealed, Group 935 was then given Griffin Castle, which held more artifacts from the Great War, along with statues of Keepers. This is where Maxis' obsession with the ancients and the Great War began. And this is why, when he is stationed at Kino der Toten, he commissions the artistic depiction of the Great War, and why he does something so abhorrent, murdering Sophia and turning her into an A.I. It is at this point that he learns how to open new worlds. I believe the scattered Keeper altar pieces could be Maxis' doing. After acquiring the Kronorium, he may have seen his role in the cycle (or what he was led to believe was his role.) He knew he had to plant the seeds in the fragments of the multiverse that would later become Revelations, in order to help Primis (and the Keepers) in defeating the Apothicons later in the cycle. So he traveled to an alternate Verruckt located in the jungle. To Excavation Site 64 during WW2. To Alcatraz prison where he experimented on the prisoners. To Sheffield, England, a facsimile of his other self's home. To Nacht der Untoten, the center of the universe. Traveling throughout time and space, he acquired artifacts, met with organizations like Broken Arrow, and experimented, creating devices like the tesla coils which can ensnare an Apothicon Elder God. Maybe he even attempted to change the course of history under the pseudonym -- X --. Who really knows all he got up to under the guidance of the Keepers. But one thing is certain, he was a busy, busy man.
    5 points
  34. In August I made two posts analyzing "Shockwave" and "The Gift" as two songs linked together, a duality of sorts depicting Ultimis and Primis Richtofens' perspective on the cycle. I've decided to revisit "Dead Again" to get a better understanding of the lyrics from a modern lens with the Aether storyline having ended. Feel free to chime in with your own interpretations as well. Preface: While Shockwave is from Ultimis Richtofen's perspective and The Gift is from Primis Richtofen's, I see Dead Again as being from every Richtofen's perspective, the sort of "hivemind" as Richtofen described it in Alpha Omega once the Aether has connected them all. A wolf is at my door I feel it I see it in my dreams a world of my design [Immediately we are given similar imagery to "Shockwave" with the mention of Richtofen's dreams. He's a man with many aspirations, and both Primis and Ultimis Edward join the Illuminati, an organization set on designing a new world order in their own vision. Ultimis leaves them to make the world his "own personal plaything" within the MPD, and Primis wants to finally be safe in Agartha, a dimension beyond existence where he can make his own rules. At this point, Richtofen is still an optimistic dreamer, but he has no idea yet what is to come. The wolf at his door could be interpreted a couple of ways, such as the Wolf King and The Great War being just around the corner despite Primis Richtofen's dreams, or the Apothicons working against Ultimis Richtofen.] A forced enlightening reveals it I found a life that I malign and I feel it [Neither Richtofen asked for their fate. Ultimis simply sought to advance the teleporter project, and ended up with voices in his head telling him everything. Primis simply was awoken in the middle of the night as his other self arrived with blood vials, and he was eventually forced to recover the Kronorium. Both the voices and the Kronorium were forced enlightenment, telling Richtofen all about the past, present, and future. Primis Richtofen in particular was forced to find out about his Ultimis self and the chaos he had wrought, a life that he maligns.] I feel so strange Like I'm everywhere and that no one was there [When Richtofen reads the Kronorium and collects his eternal soul, he is connected to every other version of himself in an instant. He feels all of their pain, and the loneliness they all feel. He lost his parents, and nobody trusts him. For the most part, he has nobody. He alone must carry the burden of saving the universe.] We only want to live forever Repeat serial suicide you can't find you and hide [Richtofen outright states his intention with the blood vial plan, he intends to carry on living after completing Monty's plan. But he also knows he needs to save his eternal soul, and so he continues killing his other selves with each iteration of the cycle, "serial suicide." Pay attention to the pronouns he uses here, "you can't find you and hide." At this point he has not fully associated himself with past Richtofens of the cycle. He believes he is different, and that he will triumph above them. We see a similar line about finding himself in The Gift: "Light of my life find my shadow wandering in my mind" Richtofen can find the other versions of himself literally, but he can't seem to figuratively find himself. Primis disassociates from Ultimis, the "evil" him, because he does not like the idea that he could do the things he did. He also cannot hide from himself. The wolf is always at the door, and Richtofen is doomed to chase down and kill his other selves again and again.] Am I dead Is it all over There is no pain here [This could be interpreted as Dimension 2210 Eddie within the Summoning Key or in the House, wondering if he is truly dead. Pain is a key theme in The Gift, as Primis Richtofen feels guilt for his role in the cycle, and wishes to give all of his pain to himself, the person responsible for all this. There is no pain for young Eddie, but is he truly "alive?"] You lead and I'll follow My tree of life is hollow The tide has turned into rain [Again focus on pronouns as they will be changed later. "You" as in the Richtofens of the past, lead, and "I" will follow behind, trying not to make the same mistakes again. The tree of life exists in many mythologies, particularly Norse, where it is known as "Yggdrasil" which many theorists here may be familiar with and know its connections to Zombies lore. I see two interpretations with this line. One: Richtofen's own tree of life is still standing as Eddie remains in the house, but the version of him that drank the blood and fought in the Great War is hollow. Two: This could also be a reference to the Hollow Earth theory, which has been referenced time and time again, with it being speculate that the Aether can be reached by digging into the Earth. The tide turning into rain I believe has two meanings that both relate. At the end of Der Eisendrache, the Moon is destroyed, the Moon being responsible for Earth's tides, and by destroying it, Earth's weather patterns within the fractures are disrupted. On a deeper level though, we should look back to "The Gift": "I glow in moonlight You fall like rain " Tides "glow" in moonlight, and in "The Gift" these lyrics seem to signify to change of power between Richtofens. For the tide to turn into rain though is to point out those Richtofens' relationship. What happens to one affects them all.] Beneath a waning light I see it A creeping shadow spire will bleed into the sky [A metaphor for Richtofen's own personal cycle, with light falling and darkness rising. This is referenced again in "The Gift": "Up in the sky down wind another light goes dim" Shockwave also seems to reference this exchange of power between Richtofens with them rising into moonlight. Primis Richtofen has failed, and the cycle will soon restart with Ultimis Richtofen in the "lead," the creeping shadow within his mind.] Carotid tightening conceals this mortality [The carotid arteries carry blood to the neck and head of the body, and by tightening this artery, you are keeping the blood in place, while killing the rest of the body. This I believe is in reference to the blood vial plan, one which will keep Primis "alive", albeit without their souls. Their mortality is thus concealed.] These moments freeze and fall away from duality [I could see a variety of interpretations here. One way to look at it is that by securing Eddie's soul in the House, the Primis and Ultimis Richtofen that we know, the duality of Richtofen, will fade away along with all of their thoughts and memories. This, I believe, is Primis Richtofen's worst fear. He desperately wants to go on living in his own body. Interestingly, this is the inevitable fate that he could not face seen at the end of Tag der Toten. All of Primis and Ultimis' memories fade away as the duality is resolved and a single universe is created.] I hear my name In a voice like mine That I hear in my mind [In both "The Gift" and "Shockwave", Richtofen worries about his own name; How he will be remembered, and how someone is taking something away from him while whispering his name. He fears himself: a selfish egotist with delusions of grandeur. Without his soul intact, he can sense all of them at once.] The time has come to leave for never [At the end of Revelations, the time has come for him to "leave forever" in being wiped from existence, except, because of the blood vials, he will always return.] I peel the fabric back and see me hide I can't hide from I and hide from me [At this point in time, he finally associates with all the past versions of himself who failed. He has taken a peek "behind the fabric" into other dimension and within the Kronorium. He sees now that he cannot escape his fate, no matter how hard he tries.] Am I dead Is it all over Where is my pain now In my head it draws me closer Will it know my name [Again, Richtofen is concerned with his name. From "Shockwave": "They'll hear my name." He is desperate to continue living... to be remembered... to change the world. He wonders now, as his soul remains safe, where the pain in his life has gone, as if he misses it. As if it is what makes him truly alive. When this cycle is all truly over, will he be remembered? "It," or death, draws him closer and closer in this war of attrition.] I feel it again and again I feel it I feel it when It's closing my eyes I feel it I see it again and again in my mind I see it when I look at the sky and I am Alive again [All he sees now is death, and he doesn't know if he can face it. He was too blind to see it coming. But closing his eyes or looking to the sky and dreaming of a better tomorrow will not save him. Death comes for us all. Except, Richtofen had a plan, an insurance policy, to stay alive. And thus, the cycle begins again, and he is alive. Again.] I'm alive I feel the pain now I'm really here (I’m really here) (I’m really here) I'm alive now I'm alive now I'm alive I'm alive Now I die (again…….yeah) [He's truly alive again, living his normal life before his corruption. He feels the pain he so dearly missed. He was an orphan, destined to become a great scientist. One day, his name will be known by everyone. He will change the world. But, none of us can escape our fate. He is forcefully enlightened, and the cycle of life and death continues.] Are we dead Is it all over (again…….yeah) Where is the pain now You lead and we'll follow Our tree of life is hollow The tide has turned into rain [Now he says that "we" are dead. "You" lead and "We'll" follow. Richtofen was delusional enough to believe that the Insurance Policy would be how the cycle is broken, that he, the individual, would set things right. But it has been tried before, so many times. All the past, dead Richtofens, made the same mistake. Here the tree of life unifies them all, each of them leaves connected to one another, their soul removed. They're dead again.] Are we dead Did we cross over What is our name now (What is our name) Are we dead now Are we dead now Are we dead again [When we're dead, is our name remembered? When the day comes that the cycle does end, and this torment has ended, will Richtofen have his own place in this bright new future? Or will he just fade away and... die?] Okay this analysis got a little too real. Bravo Kevin Sherwood for giving me an existential crisis while trying to explain a song from Call of Duty. Anyway, what do you all think? Is there something I'm missing? Also hey this is my 1001st post. One off and it could have been extra special, oh well.
    5 points
  35. We're merely a month away from Black Ops - Cold War's release, and excitement is running high around here and in the general fanbase. Zombies looks to be a very interesting take with a lot of gameplay innovation, MP seems to be doing very well in the current beta, and the Campaign looks to be an exciting thrill-ride, like always. Look, I hate to be negative, because I know that Raven, Treyarch, and everyone else involved has put a ton of work into this game, and in a shorter time-frame than usual. But, something just felt very off about the reveal trailer for Cold War. It took me a while to put my finger on why, and it took me until now to be able to put it into words, and I think it runs deep within the veins of Black Ops as a series within Call of Duty. My concern is, based purely on marketing for the campaign, that this game may miss the point of what Black Ops is. What is Black Ops? Call of Duty is a franchise famous for its run and gun multiplayer, but also its intense, action-packed, and sometimes controversial campaign. The campaign of every game is the driving force behind the feel of the multiplayer and any other modes in the game, and is massively important in setting the stage and marketing the games. But, they're not all created the same. Modern Warfare has a very different feel from Black Ops. You may feel slightly different, but when I think of Black Ops I think of over-the-top personalities, film-inspired action set-pieces, and mind-bending plots. But a key theme that pervades every Black Ops game, including World at War, despite all the differences between each entry, is the moral ambiguity. There are no heroes in Black Ops. Why is it that the most marketable characters in CoD as a franchise are mostly characters from the Modern Warfare franchise? Even the most well-known Black Ops character, Woods, isn't known popularly for any personality, but for his iconic design, voice acting (We're going there), and famous lines throughout the series. The answer is, Treyarch do not write their characters to be heroes, at the end of the day. Folks Need Heroes The easiest example is Alex Mason. Despite being the protagonist of Black Ops, and someone ultimately hailed as a hero at the end of the story while a fleet of battleships waving American flags and American jets fly overhead to badass metal music, we are reminded at the end of Black Ops that Mason's future is not one he should look forward to, and his mind is permanently damaged by war and the manipulation of others: The numbers stations are still out there. Mason killed the President. He's a danger to society and to himself. His story does not end happily. He does not want to talk to anyone about his trauma. He has no family anymore. He demands drugs, because otherwise, he wants to be dead. His father completely disowned him because of his failure to attend his own mother's funeral. Black Ops II follows this future for Mason. Right off the bat's he's in a tree, barking orders at his only son, and yelling at him after he fails to climb the tree and hurts himself. David even mutters to himself that he hates his father. A CIA helicopter with Jason Hudson arrives, and Mason completely ignores his injured child to meet with his former employers. He has nothing but vitriol to spew, and he's miserable in his life alone. But they offer him one last mission to pull him out of retirement and save an old friend, Frank Woods. Based on the fact that Alex does not consult any wife before saying yes, and the fact David is raised by Woods after Alex's later "death", we can assume there is no mother in the picture. Alex promised David that he wouldn't go back to the CIA, but he breaks that promise to help out an old friend in need and be the hero. War is the only place where Alex is welcome. Speaking of Woods, Treyarch's most marketable character, he's no hero either. It's more subtle in the original Black Ops, but Woods only knows war, nothing else. He's dedicated his life to fighting communists for no other reason than he needs an enemy to shoot to give life any meaning. Don't ask me, ask Chief Analyst Ryan Jackson: He's also incredibly emotional and vengeful. When he hears word that he is approaching Raul Menendez's hideout, he goes into a blind rage killing his men and charging ahead, ultimately making a choice to toss a live grenade down a hallway in an attempt to kill Menendez, who is currently in the process of being restrained for questioning by an ally, Hudson. The grenade goes off, killing Raul's sister, Josefina. This is the spark that sends Menendez down his murderous, chaotic path in 2025, nearly toppling world governments on Cordis Die. It can all be traced back to Woods, who gets to live out the rest of his life in a miserable retirement home, knowing that what has happened is his fault, and knowing he pulled the trigger on Alex Mason, under Jason Hudson's orders. Onto Hudson, we find out subtly in Black Ops 2 that he is a mole for Raul Menendez in the CIA, doing some shady shit for his cartel. He, like the US during the Cold War, is an opportunist, and it is his ultimate downfall. Black Ops 3 and 4, however disconnected they are from the characters of the first two games, follow similar themes, with the Black Ops agents using experimental DNI implants to aid in their various illegal takedown operations around the world. You start to see this DNI corrupt the minds of agents using DNI implants, and you hunt down former allies who are lost, scared, and confused as their minds slowly fade. Before killing them, you pull all the memories from their mind, giving them a slow, painful death as they relive the pain over and over. You, the player, are no hero. Even World at War, which takes place in a war generally considered to have a clear "evil" side, has the playable Russians gunning down retreating and surrendering Germans in the name of the Motherland. Reznov, in the end, is not a hero. He ruins Mason's life in the pursuit of revenge. What makes Cold War seem different? Executive Order Black Ops - Cold War's reveal trailer, and subsequently the Playstation presentation, shows us a particular scene from the game taking place in some sort of office with the President, Ronald Reagan, authorizing some sort of operation for the main cast to kill Perseus, the infamous Soviet spy. This scene is functionally identical to the cutscene U.S.S.D. from Black Ops. Both cutscenes are about the protagonist(s) meeting with the President of the United States, who is authorizing a takedown of a major Russian threat to the United States (Dragovich and Perseus). Both operations are under the table, and in essence, illegal in the eyes of world governments. The President is asking that the professional Black Ops agents "get it done" with whatever they need to do it. The difference, however, lies in the presentation, and the light being hung over these "illegal operations". This is not about the politics of either the Kennedy nor Reagan administrations. In the scene from Black Ops, everything is off, and from the eyes of Mason, we can see that there is something wrong with his mind. He imagines himself pulling out a gun and shooting the President then and there in the Pentagon. The only reason he does not, is because Kennedy is giving him authorization to kill Dragovich, a man who is he is programmed to kill to fullfill Reznov's revenge. Meanwhile, in the Cold War cutscene, we start off seeing how dangerous a threat Perseus is. We then cut to the board room, where we meet Adler, being as cool and calm as possible. He's talking about how what they have to do will affect the free world as music swells and men in suits say Perseus is no big deal. In comes the President of the United States to make the final, righteous decision. Right away he is dismissive of the suits, and claims he chose these agents in their last mission. They are close, and he trusts them as soldiers. He only asks Hudson if the threat is real, which he confirms, and asks if they can do it. They say they can. A suit says their methods are irregular and illegal. Woods hangs a lampshade and says the new iconic line, "Every mission we go on is illegal!" Reagan ends the meeting saying to "give Adler whatever he wants", and telling the agents, "I know you won't fail us." A key thing to point out: The Reagan scene is in the reveal trailer for Cold War, and it's framed as the awesome call to action, the "stinger" of the trailer. Compare this to the reveal trailer for Black Ops: From the very first line of dialogue from this game, we know it's about stories that are untold, stories that our government has kept from us for some unknown reason. You immediately are questioning the authority figures of this story, and what kind of missions you are going to be sent on. Both trailers are exciting, but one has more to say than the other. War isn't cool. It may LOOK cool, but it has everlasting negative effects on people. Black Ops, in my eyes, highlights this aspect in all its games and the marketing for those games. It turns traditional heroes into violent sociopaths to illustrate this point. It gets away with this is one of the most popular media franchise on earth by being subtle about it, requiring that extra care to get that point out of it. It's no secret, and this is not a conspiracy, it is fact, but Activision has a good relationship with the US military and generally portrays them in a positive light because they provide consultants for the game and allow their weaponry to appear in it. But Black Ops can skirt the line and tell a morally grey story, and that, I think, has always been the appeal of its story. Cold War's marketing does not give this impression, though. It's as if everyone has forgotten what mental state Mason must be in in 1973, when the game takes place. His brain is fried, he is suicidal and lonely, he could be set off at any point by Soviet numbers stations, and he has killed a sitting US President (Tbf maybe they don't know this...) and yet he's just sitting there with the others, a trusted field agent. He and Woods feel like they are only there to act as icons of the past, simple one-liner dispensers. The fact that none of the original voice actors are brought back to fill these roles again, roles that they created, says a lot about how important these characters are to this game's story, in my eyes. Woods has spouted off "You can't kill me." and "Let's go find this shithead." already before the game has even come out, because they aren't lines that bring a story full-circle, they are lines to trigger a nostalgic memory in your head, nothing more. But without any purpose, any of the intent behind them, the words are hollow. Modern Warfare's Influence It's not surprising that MW2019 is going to play a key inspiration for many aspects of this game. It was massively successful, and for some may have reinvigorated the franchise. I'll keep this brief, because I only know of the game's story second-hand, and the Youtuber Jacob Gellar puts my thoughts on it into much more detailed, elegant words than me in this video, which I highly recommend: To sum it up, just because you don't want the media you consume to be political, and the creator does not intend for it to be political, does not make it devoid of any agenda or politics. Our own worldviews make up a huge part of our lives, and all art is an extension of the lives of individual creators, whether they are meant to be or not. Modern Warfare's story seems to shine a spotlight on the bad reputation that Call of Duty and other modern First-Person Shooters have, and that is that they are military propaganda that sensationalize and idolize the US military. Modern Warfare has a couple of instances of this that stick out. In one scene, a Russian war crime known as the "highway of death" is mentioned, in which the Russians dropped cluster bombs on escaping soldiers and refugees. This is actually based on the real-world "highway of death", an action committed by American and allied forces in the Gulf War, which violated a Geneva Convention. Another instance that is particularly nasty to me, is a scene in which you interrogate a man known as "The Butcher", a man who murders children. Price, a hero, decides it is time to "take the gloves off" and do what has to be done, which is bring out the man's family and hold them at gunpoint in front of him. After he talks, you can simply shoot him in front of his wife and child and walk away. Despite this, no one involved ends the game particularly scarred or broken. They aren't riddled with doubt or trauma about what they did. They know "they did what they had to do". They get to be heroes in their own heads, that did the right thing even though no one will know about it. This is Infinity Ward's story, and people clearly enjoyed it. That's great, but, I'm just concerned that this could be the type of story that Cold War will be. This is not Black Ops. This is arguably not even the original Modern Warfare trilogy. Of course, maybe marketing for the game could be misleading, it sure wouldn't be the first time for a AAA game... I certainly hope that I enjoy it, and I will give it a shot. Hopefully this post will not come out to be true, but I still felt the need to post it to get it off my chest and let my thoughts be known, also to start a conversation about what this franchise, and these stories mean to you.
    5 points
  36. Hall of Fame Class of 2019 Greetings everyone. Boomy, being the bright and fast thinking meme lord of CoDz, decided recently that it was time to award some new folks with the thunderous (hint hint) colour of the Hall of Fame from CoDz. So after days and nights of thinking and battles til death we first and foremost decided to give our friends @DeathBringerZen and @GRILL the honour not only for their great contributions as staff members, but also because they always were a big part of this cosy little community. I can not express enough gratitude towards both of you. Without the Grillmeister, I'd probably would not be on this site for longer than that one discussion way back in the day, back when he roamed the halls of CoDz you could always count on him being anywhere, from the zombies talk, the original Podcast der Toten, forum games and of course the community section, always willing to give advice, help out, discuss and theorize. DBZ was also very much appreciated, cause he never seeked to sugar coat, while also being a Gentleman. Very interested in the gameplay side of things, which I personally always admire with members on here and humble, I mean back when he became a mod, he didn't even want the green nametag, but it was given to him anyway. Not to mention he contacted me about giving yours truly the moderator role, it was a glorious internet day. haha I sincerly hope, Fortnite will let it's grip on you go and the next Treyarch CoD will be great again, so you and Grill can return if you like. Because even though you aren't green any longer, the door will always be open for you to return. But wait... there is more: There is a third member who we would like to recognize, who has been an active member for more than 7 years now. Starting off as a quirky wonderweapon concept speciallist and starting a tag team with me, then with time becoming a great and valuable community member with focus on the off topic section and now writing compelling theories. (That is some great character developement.) Congratulations to the chicken sandwich, electric staff and CoDz loving: @Electric Jesus. My friend, finally you have a colour that fits your name and personality. The times we talked on here and on the console, I will always hold in a special place of my heart. Thank you to all three of you, I think it is fair to say, this site would not be the same without the three of you. Much L.O.V.E from the whole staff team. <3
    5 points
  37. Wow, After 7 Years of making THIS thread, which was a new discovery in TRANZIT of an age old easter egg that pretty much went unconfirmed & unsolved since Der Riese, I think I can finally put to rest the appearence of the "J.D." initials and the word "DELGADO" that appears on the Chalkboard. I stumbled across this BO3 texture (which I think is from Origins Chronicals - i_p7_zm_ori_debris_paper_names_c A List of Treyarch Dev names John "DELGADO" https://www.artstation.com/jdelgado01
    5 points
  38. So recently @RadZakpakshowed me a quote from Tag, which hopefully will allow you to see the storyline in a new light. Here is the quote from Tag, coming from Samantha: This quote compacts a lot. Recall the SoE note from Richtofen: So here we are introduced to the idea that there is a string holding the universe together. As Richtofen describes it, 115 is the fabric of space-time, the multiverse, what holds everything together. String theory, of course, is a well researched topic in physics. https://en.wikipedia.org/wiki/String_theory In the zombies storyline, that string is taken literally, as it ties the whole universe together. The SoE note has further image coming from the wiki page of worldlines, a sub-topic in string theory (as well as references to worldsheets and world volume): https://en.wikipedia.org/wiki/World_line Similarly, in the following interview with Jason Blundell, he associates the craziness of Aether by "its spaghetti" (16:35). Below we have yet another reference to the space-time fabric, in the following cipher. Once again, we can think of the fabric as literal fabric made out the 115 string. Changes to the 115 amounts within the fabric imply the collapse of space-time, i.e the collapse of the dimensions. Furthermore, consider the following cipher as well: The first one used the summoning key to tie the mix the dimensions with life, but more specifically, the lives of the main four. We have a further cipher talking about this topic, showcasing Monty's plan as given by Maxis: The later part really means that the main four are removed across all the universes, further brought up in the following interview with Jason Blundell (8:23): As said, the main four are the string, pull the string, and the universe falls apart. We can further see what Richtofens plans to do in the note: "A universe has been born... the others must be undone..." Here we can see yet another glimsp into Richtofen's goal, which is to prevail and survive the collapse (more on that later) in the final universe. The word "undone" is particularly interesting. The above discussing makes things clearer: Undoing means undoing the tie, i.e untying each universe, one by one. There are two more interesting references to "undone". The first comes in the song Carry on from Tranzit: The second one comes from the following SoE cipher (There's no X at the end): With the SoE note, we can tell that the work here is the multiverse itself. M is mainly the code-name for Monty in the discussions of Maxis and Richtofen, and so it seems that Richtofen believes that Monty created the multiverse, saying that his work will be undone. This may mean that Monty is "the first one", using the summoning key to bind the souls of the four with the multiverse. The plan is to separate the souls from the different dimensions, as the dimensions are represented by parallel 2D surfaces (worldsheet, if you will: https://en.wikipedia.org/wiki/Worldsheet), and the arrows show the path the souls take, from the dimensions, to the summoning key, and from then to the house. Just like the summoning key was used to mix life with the dimensions, it is now undoing that process, and unties the souls. Now comes to question: If we only kill one certain variation, the Ultimis test subjects, how do we erase all the versions all together? This is where the cycle comes to play. Multiple quotes talk about how the souls of the main four are shattered to different pieces. Here are a few examples: In each iteration of the cycle, Richtofen collects another fragment of the souls. This is particularly interesting as Richtofen kills his child self at the same location in space-time, i.e dimension 2210, and again, we get the souls from the frozen Ultimis test subjects. Except... the cycle as we see it in BO3 is not the only time where the main four die: Here Nikolai in the radio talks about the death of Ultimis Richtofen, telling TG Nikolai to comfort, Primis Richtofen, telling him the first one, the child, was the hardest to kill (as given in the above quote, as well as others). Nikolai says his death was not bad, as they have to deal with one less Richtofen, and that he killed at least 3 others (note that Nikolai struggles to remember how many Richtofens he kill, saying "at least three"). But as we know, Primis Richtofen did not use the summoning key on Ultimis Richtofen in the TG intro, and he did pick something that he tries to keep secret from the others (worth saying I've seen lately the theory saying he picked the radio which he uses to communicate in DE, however notice that in this radio he communicates with Eagle's nest, and so the communications goes via the P.A. system of DE and Moon. Also there is then no point for Richtofen to hide the truth. Besides, this part seems to be one of the planned storyline knockouts). Nikolai then turns to find some truth, telling TG Nikolai to forget what he said. As we know a part of the lie, there might not even be a soul to pick at that point, given the multiple references to Zombie Richtofen at that cut-scene. So we know there's a crew trying to kill Richtofens. We got a lot of knowledge here regards how the universe is functioning. Is Richtofen really going the right way? There are multiple references to Primis Richtofen as a fool, or in other words, unwise: Given the discussions regards the soul fragments, the following quotes The Giant are particularly interesting: Richtofen describes their different approaches as opposed to one another diametrically (i.e the furthest from each other). From a more deeper (yet basic) analysis of The Giant we can tell that the Primis crew that comes to The Giant comes to stop Primis Richtofen. However, as said, they do serve a purpose in the cycle by killing Richtofens, but seemingly have stopped due to understanding this leads only to the chaos Richtofen brings to space-time, leading to the collapse of space-time: The ideas here can be further reinforced with a full analysis of TG. As said, the coming Primis crew really thinks Primis Richtofen does harm, and as Takeo describes it, using again the theme of the string: There is a lot more to talk about here, as always. I do want to lastly talk about "the vessel for Maxis": The vessel for Maxis, and more related repeating quotes revolving the Origins intro, show us the plan Richtofen brings many times: This plan is repeated many times, in different variations, as a part of the 115-induced delusions Primis Richtofen experiencing, with the main part repeated planned in his mind as seen in Origins and other maps. The vessel for Maxis in Origins refers to Richtofen's securing Maxis' mind and putting it in the drone, which is then used to secure Maxis into Agartha. Recalled that Samantha describes the string as something that tied the souls of the main for to the universe, and there are "Interwoven and intertwined." Interestingly, Richtofen has the following quote from Origins, via interaction with the Maxis drone: Richtofen believes his fate of Maxis are tied together by the the string of the universe. Therefore, if Primis Richtofen wants to live, he needs to secure the live of Maxis as well. By that law, Richtofen needs to be interested in "the vessel for Maxis", whether he goes by his own plan, or someone else's. That would be it for now! Again, there's a lot to dive into in many aspects, including more about the cycle, the souls fragments, Samantha, fate, and so on. The storyline is really interconnected together with a nice thread, everything is tied together to one another and so I always feel there is another part of the puzzles to showcase. If you have any questions feel free to comment below. Thank you for reading, and hopefully you enjoyed this thread (no pun intended P= )!
    5 points
  39. October 13th, 1945 – Samantha Maxis is teleported to the moon, where in panic she runs into the MPD and becomes corrupted by its power. This is the beginning of a theory of mine which explains how the Primis timeline exists and the unfortunate fate of not only our heroes but the entirety of existence itself. The Origins outro cutscene is somewhat confusing still, 7 years later. The idea that Samantha is playing with model toys of the Ultimus crew has always intrigued me. We see that Eddie and Sam argue about who’s turn it is to take control of their game. This is oddly symbolic as there is a power struggle between Richtofen and Samantha in the events of Black Ops 1. Samantha seems somewhat reluctant to let Eddie play with her toys. This might be a physical representation of what’s going on inside the MPD. Eddie shows concern that Samantha is doing it wrong. What if she is? This cutscene is often overlooked when people view Black Ops 3. This cutscene may give an explanation to everything that happens during the events of the Primis story and the unfortunate reality within Black Ops 4. The event of Black Ops 3 could all just be in Samanthas head and her thoughts combined with the power of the MPD could make this event somewhat of a reality, like it has created some distant world where her mind dictates the actions and events Primis are put into. Like a game. This theory may take some stretch of the imagination. So, what if BO3 is all just a game. Samantha’s little game she is playing while in the MPD. It’s like a game which is made possible through the MPD. This would explain why our Primis characters have a completely separate background to our Ultimus ones. The interaction the Primis crew have with their worlds Ultimus crew is interesting and somewhat reflective of Samantha’s relationship with Ultimus. Richtofen As we know, Samantha has a deep hatred for Richtofen, she often refers to him as stupid and often shows nothing but pure hatred for the man. When Primis Richtofen kills Ultimus Richtofen, he does so without saying a word. He shoots Richtofen without even flinching. Like this man has some built up hatred inside him for his Ultimus self. This is very symbolic of how Samantha views Richtofen. Richtofen is killed at the Giant due to his stupidity and arrogance, exactly how Samantha views him. Not only this but he dies directly after we can assume Samantha entered the MPD, this is almost like revenge and the only time when the 2 timelines of Ultimus and Primis cross. Samantha only knows the history of Richtofen and the events of the Giant will be scarred in her mind. She can recreate that instance and kill Richtofen in exactly the way she would want to. With no remorse and mocking the man while she does it. Ultimus As previously mentioned, Samantha actually knows some sort of history with Richtofen, however she knows nothing of the other 3. This could explain why we see Ultimus in events that we have never seen before, not only that, but we see these characters in crazy out there situations which feel like they are pulled straight out of a fantasy story. This could be Samantha giving the characters a backstory so she can, well, “Kill them all” sound familiar? The way our characters are killed is completely different to Richtofen. Our Primis characters show sympathy and pity for Ultimus, like its somehow not their fault that they are in this situation. Maybe Samantha views the rest of Ultimus besides Richtofen in the same way. All throughout the storyline we see Ultimus Richtofen drag the rest of Ultimus around like they are his slaves, and we can only assume Samantha sees this too. Dr Monty So, what explains Monty? This guy is literally a god within the story, like some magical higher individual way above anybody else. He is viewed as a “Magic man” sort of. However, its rather odd that he creates gobblegums and is a manufacturer. We see Dr Monty in other parts of Black Ops 3, he has chocolate bars all around the multiplayer maps. This confirms that Dr Monty is a real individual. Dr Monty might have been a brand for years, the same way modern brands today have been around for almost a century. Maybe Dr Monty was Samantha’s favourite candy brand. She would have loved the chocolate so much that she would have been wondering who he is. Dr Monty would have always been in her life, but she would have never met the guy in person, for all we know he might not even exist. This is why I believe Dr Monty is this all powerful almost hidden person within the story. Samantha might of seen him as “the wonderful, magical Dr Monty”. He would have been a child’s icon. “don’t worry Dr Monty will protect you”. Monty is how Samantha views the real-life person who she thinks is real. In her eyes he is some magical individual who creates all these amazing delights for her to eat. Keeper/Apothicon One word. Lovecraft. As we already know, the appearance of the Apothicons is definitely Lovecraftian inspired. Throughout Samantha’s life Lovecraft would have been a huge topic. His work would be consumed in the same way modern films and media is consumed today. Lovecraft would have been there, and Samantha would possibly be reading it. Every story needs a villain and the Apothicons would be that villain. What’s not to say Samantha took that inspiration and included it into her own game with Primis and Monty? The Summoning Key The summoning key is certainly an important tool for our characters to use, it collects souls for the house. But it resembles a striking appearance to the Vril Sphere in moon. Despite the engravings being completely different the two devices serve somewhat a similar purpose. It is the Vril Sphere in Moon that allows souls to be filled up in the tubes, Specifically 4 tubes. The summoning key is designed to take in souls. Samantha would know that the Vril Sphere exists and probably used its design to imagine the summoning key. Its more grand and regal appearance may be due to a loss in translation and Samantha imagining the sphere as something more in appearance. The Kronorium This is where the game theory really takes effect. Video games work off a script. No matter what the player decides to do the end goal of the script has to be met before the game progresses. This is the Kronorium. The Kronorium is that script Primis follows throughout their journey. We know the Kronorium changes often and I believe this is the case because Samantha is just messing about with her story. The script theory will be pretty relevant for the rest of this theory. Revelations outro and NG + In the revelations outro our characters are sent by Monty to relive the game. He specifically shows disappointment and a disliking to the blood vials and this is what encourages Monty to send them back. This is oddly similar to anti cheat software in games. Players that exploit games or use 3rd party sources to impact the game are usually banned and their account gets terminated, from then if the player wants the game to continue, they have to start again. This is exactly what happens In Revelations and its just the game following the rules which Primis broke. After the player completes all the Easter Eggs, they have a free RK5 at the start of the match. This is similar to how New Game Plus (NG+) works in video games. The player can play the game with an upgrade to their character, just something to think about. Blood of the Dead and Richtofens reaction in Classified As we know our characters go to Alcatraz to collect the Blood Vials. This is obviously not what the game intends to happen as we don’t visually see this in Black Ops 3. This I believe is the game crashing with a little help of our buddy Ultimus Richtofen. Richtofen enters the MPD in moon and possibly due to no physical link between Samantha and the MPD being broken, Richtofen is put directly into Samantha’s shoes. Richtofen will most likely see what Samantha is doing and will probably try to intervene. This is Blood of the Dead. Richtofen is trying to ruin Samantha’s perfect game most likely out of spite. This is symbolic as now we see Samantha’s “good” Richtofen die. Victis are also in blood in the chambers and we here Sam talking in game. While Richtofen is in the MPD he would still have that connection with that crew in the real world. So he has probably projected the characters into the story. A game is instructed to crash if the code is broken and the script is messed with or can no longer progress. I feel that this is where everything goes wrong and the events of BO4 take place. We know the power of the MPD is powerful and now the mental link between Samantha and the MPD is gone, the MPD will have nowhere to project Samantha’s story. So in an attempt to keep on projecting that story, the MPD brings Primis into the real world. This is resembled with the rifts that Primis use in blood. These rifts are blue and different to the one Richtofen uses in Shadows of Evil. Maybe the rift is the way the MPD transports our characters between dimensions. The rifts the characters use in Blood maybe the MPD’s way of a buggy texture or a broken asset and when the characters go through these rifts it brings them into the real world. Ultimus Richtofens reaction to seeing his Primis self is “Scheisse”. This might not be because he is seeing his younger self. This might be because he realises, he has fucked up and brought these characters into the real world. And in turn, he knows what he has done. Black Ops 4 and Tags Ending. Now obviously Nikolai came through the rift with the Kronorium, which still has the script the game has, and the game is now scripted to crash. This leads us to Tag. Where Victis ran through the rifts in Alcatraz to come into the real world. This version of Victis are basically duplicates of the Black Ops 2 Victis. This would explain how they get from being what they thought was dead to Tag. Richtofen preserved them in the game, which has now leaked into the real world. Maxis was able to make a way for Samantha to leave the game as the MPD basically made a failsafe just in case that happened. It would only be logical that the game was made to protect Samantha at all costs. So, Samantha knows what is happening but goes along with it as it is part of her story which she is living. Nikolai and the Primis crew are still following the Kronorium which is now instructed to shut down the game. Things from the game have bled through into the real world due to the crash. In this process the Apothicon code might have been corrupted and that’s why they are in pain in Tag. And now because of the MPD the games assets are mixed with the real world. So, I believe that instead of closing the Aether and the multiverse. Nikolai has unintentionally destroyed the entirety of reality itself. As he wouldn’t know any better. From their perspective they have jumped through so many worlds, in game, that he would just think he is on his next/ final step of the adventure.
    5 points
  40. If you haven't watched / refuse to know the end of the Aether story, don't read any further. Now I think we can all agree that the ending was not 100% what we were hoping for. We were teased about winning the Great War, defeating Dr. Monty, all that jazz. Hell, even Alpha Omega's ending told us we were in for a big fight. But we got blue balled hella hard and left with what I'd call the most depressing moment in Zombies history. Despite all the loose ends still remaining...I actually felt at ease with what we've been given as a conclusion. What people aren't understanding is why things unfolded the way they did. And to understand that, you have to look back at the end of Black Ops 3 - the Original Plan. The Original Plan Monty was able to remove the Apothicons, Shadowman, and undead into the Dark Aether. While he couldn't repair the multiverse, he managed to lock them up so there weren't any holes. A duct tape solution, if you will. He assumed that by closing off each reality, anything that existed currently outside of said realities would return to their origin point and no longer exist in his perfect universe. The children (aka the souls of the pure O4) would ensure that he could keep tabs on them at any given moment in any universe to prevent another disaster. Except the crew survived thanks to the blood. Monty was going to wipe them out (which would be the easiest solution) but instead sent them to the Great War. They would win, then die, and then be reborn later in the future during the 1900s. This created the cycle we know as of now. Monty purposefully kept them in the loop and knew as long as they stayed there, no more harm could further be done. It wasn't the ultimate fix, but he wasn't willing to potentially sacrifice himself to fully restore the multiverse. Again, duct tape solution. But Monty knew what the only true solution was. He just didn't want to go through with it. The True Plan Monty AND Richtofen knew the true solution. But Richtofen also did not want to sacrifice himself nor his crew, so he tried finding ways to cheat death. After realizing it would only continue the cycle, he changed course and intercepted himself in at Alcatraz when he would've normally gotten the blood. Instead of allowing himself to continue, he killed his cycle self and instead allowed Nikolai, the only one who Monty would be unable to see/track, to do what Richtofen was (and knew he was) incapable of doing: the sacrifice. Since Nikolai opened up to what the Kronorium told him, he knew that none of them were to survive. The only way to restore the multiverse was to remove everything, including themselves. So he convinced everyone - Primis and Ultimis - to follow him because he knew the way to salvation. And he wasn't lying; he just didn't tell them what the end game would be. This is why he wanted his friends' last moments to be with one another, drinking in what they thought was a pre-celebration to victory, thinking of what they wanted most in life. Nikolai wanted their sacrifice to end on the best note possible because none of them would make it out alive. Although I personally think poison isn't quite a happy ending (as seen in the final moments)...Nikolai did what he thought would be the quickest way to make this happen. There was no way to convince both crews to kill themselves on their own terms. As long as they existed, it didn't matter if they banished everything evil to the Dark Aether; they had to be removed as well. It was unfortunate that even Victis had to suffer, as they were the victim in the grand scheme for what is considered "the greater good". But it was necessary. EDIT: There are some key points that I missed when writing this post that I wanna add on. The Cycle A user on r/CODzombies brought up a very valid point regarding the cycle being broken and what it finally means. We know that the cycle is what keeps Primis reliving their adventures, from death after the Great War to reincarnation when they all first meet. Many of us thought that drinking the blood (Richtofen's plan) was the key to breaking said cycle, but after BO3, it wasn't. We were right to compare it to the MOTD cycle. In fact, BOTD also replicated this cycle in BO4 with Primis to show us AGAIN how to break the cycle. In MOTD, the cycle continues if the crew kills Al - something that already occurred in the real world. But when Al kills his crew, the cycle is broken and they're released from their own purgatory. In BOTD, the cycle continues as long as Primis remains. Even when they die, they're brought back by the Warden to relive their personal hell. When Richtofen dies, their cycle in purgatory is broken; HOWEVER, it required some past events leading to it (Primis Richtofen teleporting to BOTD from the Great War, Pablo giving him the Staff of Fire crystal) to start that breaking point. Catch my drift? BOTD Richtofen was perpetuating that cycle and needed to be sacrificed to escape it. That's how the cycle broke. Now in terms of the big cycle, it's no different. Nikolai ended the cycle by sacrificing himself and the crews. The key to breaking these cycles was to eliminate the things that would continue the cycle. The mobsters killing Al caused the cycle, and had they to die. Richtofen kept cheating death to avoid direct sacrifice which caused the cycle, and he had to die. Ultimis and Primis were responsible for fracturing the multiverse causing the great cycle, and they all had to die. -------------------------------------- Hopefully I didn't lose ya. To me, this was ultimate kick in the heart. Because we knew our crews had to die, but we just weren't prepared for it to be like this. And personally, I'm slowly accepting that this ending is what we needed. A straight one-shot kill to our beloved story, with the sad realization that the characters we grew alongside over 10 years needed to win the war within themselves...just as Nikolai said. They caused this madness, the fracturing of the multiverse, and they needed to satisfy the natural order and remove themselves from the equation. I'd like to think that they still exist in the fixed universes, where the multiverse may no longer exist since Element 115 is no longer existent in any time from here on out. To imagine our characters going through their normal lives, having never met, never to deal with the atrocities and horrors they faced in a reality that no longer exists. It's a sobering thought that they can finally have their [hopefully] happy moments they wished before their sacrifice. That, to me, is a good ending. Not perfect by any means, but a solid way to close the book for good.
    5 points
  41. Okay wait I didn’t even say anything about my HoF inductee brothers. @Electric Jesus I learned about chicken sandwiches from you. You were always around and having fun with everyone, even if it was just to be mischievous. You were and will always be the king of Off Topic. @DeathBringerZen to my brother who always brought the death, but more importantly brought the zen. I learned how to speed run rounds from you, and how to be generally better at zombies in every way. CODZ had always been a home for theory nerds and that sort, but you brought a lot of legitimacy and overall “coolness” with your efficient strategies and videos. All the love. That’s all until I remember anyone else...
    5 points
  42. Wow. Thank you, anyone and everyone. I am but a humble barbecue or mouthpiece who would shake all your hands way too hard and aggressively hug you. I joined CODZ in 2011, or 2012 I think. One of my Xbox friends had walked me through the Ascension EE and it blew my mind; not only that there was more to this side mode then simply lasting against waves - but more so the depth, eccentricity and overall cryptic nature of the storyline itself. Call of Duty had always seemed pretty straight laced to me, but this was something weird and new and fun. I had to be a part of the community. A southern gem by the name of @FatedTitan (who I was co-running a PvP clan with) told me about CODZ, and how these dudes named @Tac & @Shooter were uncovering this mystery about Shangri-La. “Shangri-La mountains”, they were different during the eclipse. They were talking about Vrill-ya, and 115, and Admiral Byrd, and the locked door in COTD, and alien skulls, and different planets, VIMANAS UFOS DIE GLOCKE OH MY! I had to be a part of this. I needed to be a part of this. I will become a part of this. I will Kool Aid man burst through the wall if I have to. I learned how to debate, peacefully disagree and become strong friends with @Lenne, my brother, and @MMX (whom I can’t seem to tag ?) my weirder brother. I learned how to edit and create videos with @Rissole25, @perfectlemonade and @RequixEclipse in an attempt to revive the CODZ YT. This never came into fruition but brought us all together. I learned to research from @PINNAZ, @AlphaSnake, and @MrRoflWaffles (to name a few). These savants taught me that no detail is too small, no stone should be unturned, and that truly any theory can be possible if you can back it up. I learned to make a dumbass hilarious podcast with some of the best dudes I’ve met. @Flammenwerfer @InfestLithium @FatedTitan @Tac . We talked about CODZ, we had guests, contests. It was really amazing and was one of the high points of being on CODZ and to be alive. Brent @Boom115, Kieran @darkjolteon, Paolo @eyecantspell, Cody @Undead, @RADAUSTIN27, @MrRoflWaffles, and everyone else who helped us - I love you all. I learned how to be a part of the staff, as @Strwrsbob begrudgingly brought us in. He was wary of new staff, as @carbonfibah had instructed him to be. Thank you Nick for the chance to help this place. I learned to sacrifice my own time and money to help build this place back up. A Scottish genius came along and whipped us all into shape. His name is @Hells Warrrior and he is the biggest numpty I know. He is, first and foremost, the reason CODZ still exists. He is an absolute legend, an amazing father, a tireless warrior, and most importantly someone whom I am incredibly privileged to know and call my friend. I learned what it was like to welcome in new staff. @Boom115 @anonymous @NaBrZHunter @Slade, and how exiting it is to have new blood reinvigorate everyone. I learned what it was like to belong here. I would wake up and read CODZ, check on CODZ before I go to sleep, think of CODZ and my theories while at work. And I suppose now we’re here. The cruel hand of time endlessly pulling us towards newer and different experiences, the bittersweet memories that seem extracted from a “coming of age” tale, and all those f***ing unanswered Zelinski questions. I will always always always have the warmest place in my heart for all of you. @Lenne you seriously made me tear up when you said I’ve always got a home here. I promise I’ll check back when I can. I love this place and all of you. Thank you for the honor of making me yellow, it’s truly something I’ve always wanted. I play Apex now, but honestly I love to just chat in parties. “l GRILL l” - find me on XBOX (p.s. those are lowercase L’s). I know I forgot far too many people in this post, and for that I’m sorry. Let’s talk soon.
    5 points
  43. Tag Der Toten has a very interesting "Secret" Easter Egg. We see Mars up close as we hear "Paraphony", the Shangri-La intro music plays. Now, obviously this is a very famous fan theory (especially on CoDZ) but it seems weird for them to do so much work to create a whole skybox just for this one secret. The modern story is very obvious with how it refers to Agartha as above us, being heaven, the Dark Aether as below us, being hell, and us in between on Earth. What if it is more literal than we think?. . We'll get to Venus later, but let's stick with Mars for now. There's evidence that Shang is a keeper site or connected with the keepers in some way. This is some kind of elongated alien skull, likely meant to symbolize the Vril-Ya, the BO1 stand-in for the Keepers. The systems at Shang such as the advanced water systems would also be explained by a Keeper presence there. The MPD teleports Richtofen there. Now, here's where it gets complicated. The Alpha Omega Broken Arrow world map lists Shangri-La in the Himalayas. So surely that means the Mars theory is dead? Not quite. It also is listed as "Time paradox site" (we know that all too well) and more importantly to our current line of thinking, "Potential Gateway". So Shangri-La is on Earth, but is a potential gateway to Agartha. If Mars is Agartha, and Shang is teleporting back and forth between Earth and Mars like Tag Der Toten is, this fits perfectly. In fact, Brock and Gary originally get to Shang trying to prove the existence of Agartha. George Romero also had research about both CotD and Shang, evidenced by Romero's assistant Sally going to Shang trying to find her disappeared boss in the timeline: Following the disappearance of the Call of the Dead cast and crew, Romero's assistant Sally begins the search for her boss. Her journey leads her to Shangri-La during an eclipse, which sends her back in time to April 25th, 1956. The War of Agartha from the Alpha Omega intro seems to take place on a very Mars-like surface. (edited because I just thought of it): The Revelations House is plucked by Monty from Sheffield into Agartha, so it'd make sense for Shangri-La to be the same way. So, there's some evidence that Shang is on Mars and that Mars is Agartha. Now, if that's true, then Venus must be the Dark Aether. Admittedly, there is significantly less evidence for this, but if one is true then the other has to be as well. First off, just look at it. I could be convinced that this is Hell. Now, let's get into the storyline evidence, which is somewhat limited. The only mention of Venus in the story is in possibly the most strange cipher in Zombies history, on Revelations. So "The Source" is on Venus. At first glance this cipher seems almost random and irrelevant, but if we go with our theory, then Venus is the Dark Aether/Hell. Where else have we seen "The Source" in Zombies? This drawing on "Classified" is labeled "The Source". From my best estimation, this is The Shadowman, the 115 meteors, and the MPD. The three most important sources of corruption and darkness from the Dark Aether that seep into Earth. The Source being Apothicon/Dark Aether and on Venus fits almost perfectly with this theory. Okay, that's the theory. If there's anything I missed, let me know. Also this does not include why the hell Call Of The Dead/Tag is on Phobos, I still am not sure what reason there is for that.
    5 points
  44. No doubt you'll have noticed that we have upgraded the site and we now have a new theme, I'm sure you'll all agree it looks great and will take a little bit of getting used too. Hope you all like it, however, if you come across any bugs or such like, or something doesn't look/feel right. Please let us know below.
    5 points
  45. Hey guys, Tac here and I've been reworking this thread since I released it a couple years ago. Originally, I presented evidence for why Shangri-La was on Mars, but since then I've realized that they're merely connected and while Shangri-La may have once been on Mars, it likely isn't while we play. Because of this, I want everyone to realize that the OP has changed and so when reading the comments, realize that at the time of creation, there was less evidence than when you're currently reading this Shangri-La has always been a map that is shrouded in mystery and we have all been intrigued by it at one point or another. As some of us may have seen, Treyarch developers and staff tweeted about the Shangri-La mountains: In multiple instances, they talk about a mountain and say the word range, so it's natural for one to immediately think of a mountain range. If you walk around Shangri-La and try to find a mountain or mountain range, there's one in particular that sticks out. From the starting room, if you go through the maze and meander over to the bridge and look to the right, you'll see a lot of foliage... and a mountain range. This mountain range, as you can see from the image below, does not look like it fits. To me, that mountain has more of a desert feel. There's no foliage on it and you can see obvious age with the rock, since it has layers and layers of different kinds of rock. If you look at the Shangri-La loading screen below, you see a very green and luscious area, which makes sense because Shangri-La is said to be a very tropical location, even a paradise. However, it's oddly in a deep valley or canyon that looks not so green and lush. I don't think that Treyarch would put a mountain in there that looks so out of place without a reason, so I think Treyarch is referring to something much more... Mars First and foremost, I'll present you with more tweets from Treyarch that can be interpreted as a connection to Shangri-La: I mentioned how the loading screen makes it look like we're in some sort of canyon. Well, one of the largest canyons in the entire solar system is the Valles Marineris rift on Mars, which is over 2,500 miles long. On top of this, the loading screen canyon and Shangri-La mountain both have reddish tints to them and Mars is well known for its reddish tint. What I believe to be the nail in the coffin is that when one looks through the Shangri-La texture files on PC, they come across a file named gp_ztem_mars_vista_card, with the following image associated to it: Looks like the Shangri-La mountain to me! Taking another approach, we know that Shangri-La has heavy influence by the ancient intelligent civilization known as the Vril-ya. We know that they settled on the Moon, due to the MPD, and legend has it that before settling on Earth, they spent time on Mars, so that ties them to the planet. With that, I conclude my evidence for the Shangri-La and Mars connection. I realize this may seem difficult for many people to grasp or even believe, I know it did for me, so please free to comment and we can do our best in uncovering everything we can!
    5 points
  46. TranZit Virus: searching insanely for what may or may not be. Some of us here have been brainstorming, usurping our rest periods to obsess over a glitchy mess of a video game, rather than living our lives. Many things come to mind that we hide in the dark corners of our psyche, hoping they never spill out onto a respectable forum. Well, this is the place for them. Post the little things that can't be something, as maybe they are. (Cue insane music score). ----- Waterfront: by the cthulu statue. Why is there a wood-floored building with a huge bonfire in the middle of a gallery? It's not an accidental fire, nor a meteor strike, but a bonfire inside. There are sconces up each side and the 3 recurring artworks are all in this room. Smoke rises by the $1250 Upstairs Door, but not the other, which would make more sense since it is always open on the side with no smoke. Smoke also rises from some random sewers in game. Now, this is on 360, where trivial graphics are nonexistent, so why was the smoke so important? The huge, dilapidated, billboard above workbench. By the beast fire, by Jade coast trading: threw grenade behind boarded door, after it exploded, there was lots of metal-raining-down noise. ---- Junction: only place with open baskets, and lots of them. The table next to L-car-9 is unique and looks like it's waiting for something to be on it. CP switch area is glitchy. Glitchy 360 areas tend to match a map change area. No known change here yet. Code suggests that the cocoon hangs here once taken. I can't confirm that. Pointless grapple? Where tram leaves map. --- Nero's: theoretically, code has exploding candles script. The bookcase by the floating book is glitchy, probably due to the book. It had been fixed a little, but still off. May be more to it. These tables with the open book appear around the map, but always in the map. None with the book are unreachable. Some by rifts. Some in subway and pap, one in the Anvil. --- Anvil: (boxing gym) the showers in the rear are really glitchy, been fixed a little, but still off. No known use yet. Not close enough to bowtie to be the reason. ----- Footlight: Beast can get behind the 'escape the tomb' sign, but what for? Pointless grapple? Where tram leaves map. Unlit marquee with no words above perk. 360 version not fleshed out? Killers of the night poster is unique. Strange symbol on the bottom left makes no sense, even through sniper scope. The other huge poster is Gabbi Malone, and is similar to the other GM posters around the map. Shoot them all? ---- Canal: dead guy (not zombie) with letter. Tram map washed out with brightness. Smoking sewers, grate. Repetitive cherry blossom art. ---- Most zombie rooms are black with almost no furnishings, but some are fleshed out, seemingly randomly. Deadlines, cut corners? Or something else. Random same 3 artworks. ---- Why does the upgraded Devil-O Trip Mine look like the Molly's Cream Cakes image? Why does the MCC upgrade appear as a pink donut? Why one or the other? Can't mix them or do one after the other. Why does each one of them have a large sign that the tram rides real close to? ---- Anywhere but HereGobblgum, if used on the tram, puts you back on the tram when it arrives at it's destination. ---- Civil protector: sometimes revives you, sometimes doesn't. Sometimes saves your quick revive, sometimes doesn't. ---- Keepers: 2 show up with each ritual part, 4 in Subway, not the pap room itself, but subway. Are they there just to show that the keepers want to stop us? Then, why no points? 1. To show they are the good guys? 2. Because they serve a different purpose, so making them give no points leads us to figure out their purpose, so we won't just kill them? 4 spare ones in case we killed some off (cough, 97% chance of at least one nuke on round 3, cough)? ---- Pods: stay open for several seconds before closing. I want to give them the AS... One of these days, I'll try it. Edit: i did it, it didn't seem to matter. Box wouldn't give it back. Why do they snore/sound like they're sleeping? --- Fire AS at Margwa: sometimes he stands in it, usually he ignores it. What's up with that? Is that just an extremely unreliable way to get past him in a pinch? Or should we do something to him as he stands there? Edit: no matter how many heads on 360. More, sadly, to come...
    5 points
  47. It is an absolute honor to have this award. Thanks for the appreciation from everyone, it has been a great pleasure to learn from this site. I remember back in time when I joined the forum around BO2 release. I helped with some of the Chinese translation on Die Rise. That experience had been an inspiration for me that everyone is involved with the game. As a native Chinese speaker, being a part of this story-digging community also helped my English. I've never imagined I would still help with these in BO3. I've studied some basic Japanese over the years and I am pretty confident with the recent translations. They reminded me of the BO2 years so much. I am happy to see that my efforts are appreciated, and also my genuine thanks to everyone around this site that have ever helped me, inspired me. I am absolutely proud of being a part of the community.
    5 points
  48. BTW, that invisible barrel barrier is fixed now. Not sure if I had anything to do with it because it's been reported numerous times by different players in every iteration of the map. But I was in contact with Activision's support about this issue earlier this year. We had a bit of back and forth, and I supplied them with a good number of video links demonstrating players getting hung up on that barrel. I didn't know if this effort would ever get anywhere, but at least I knew they were listening and acknowledging that the bug exists. Then in the next update patch I noticed the invisible barrier issue was fixed. Hooray! The maps finally playable for me again. - Mix
    5 points
  49. From left to right... Zach Gonzalez -- Associate Producer Ryan Higa -- Senior Engineer ??? ??? Henry Schmitt -- Game Designer Mike Anthony -- Senior Game Designer Peter Livingstone -- Lead Engineer Evan Olson -- Senior Engineer Darwin Dumlao -- Senior Artist Mark Maestas -- Senior Game Designer Wade-Hahn Chan -- Game Designer Daniel Cheng -- Art Specialist Ji Hye Lee -- Associate Artist From left to right... ??? Ali Zandi -- Level Designer Justin Nesbit -- Level Designer Anthony Saunders -- Level Designer
    5 points
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