Jump to content


Popular Content

Showing content with the highest reputation since 12/30/2013 in all areas

  1. 14 points
    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
  2. 14 points
    The following is a chronological timeline of the events that take place within the Nazi Zombies storyline. We never thought we’d give ourselves the time to do this, but here it goes. We’ll try to place everything on the table with this. While the exact start of the story can be debated, we begin with the legend that started it all. It’s important to note that the Prologue is critical for understanding the different forms of energies in the story and how everything fits together. In its current stage, the story is going to be missing a few things, in terms of content and sheer formatting. I wanted to ensure I got the story out by Black Ops III release for those who weren’t familiar, though it’ll be heavily updated in the coming days. As of now, please only critique this thread for pre-Black Ops III information, as much is going to be learned over time and I want a base to go off of for the time being. I want to give special thanks to @InfestLithium, @Monopoly Mac, @BlindBusDrivr, and everyone else on the CoDz forums that have helped produce such wonderful content and allowed me to bounce ideas off of. Without further ado, I present the zombies story. Prologue There were two inhabitable planets revolving around a star, Aldebaran, and the population of the Aldebaran system was divided into the master race, known as the Aryans, and subservient lower races. However, as their sun expanded and the planets became uninhabitable, they left. They visited many places in the Universe, with their first stop at planet named Marduk, in what is now the asteroid belt, followed by Mars, and shortly after that, they came to Earth and settled in Sumeria. They split into two factions, some migrating towards the Gobi Desert and the other heading north, landing in the mythical Hyperborea, which some say is modern day Siberia. Eventually, they created the subterranean world known as Agartha, with the capital city of Shambhala, in the Earth’s Core, Hollow Earth. As the center of intellectual progress and enlightenment, and is powered by the Black Sun, or Schwarze Sonne, a black star located within the Earth itself said to contain and radiate immense power, called Vril Energy. It’s been said that there many entrances to Agartha, including Antarctica, the Pyramids of Gaza, and the city of Shangri-La in the Himalayas. Over time, evidence began to show that this Vril was the very lifeblood of the Aryans; the source of powerful psychic and technological advancements among their race. When employing this energy source via Vril rods, they could achieve great telekinetic abilities and through great acts of medicine, could live up to the age of one thousand years. However, if used the wrong way, those rods could be used for great destruction. 115: The Zombies Story In the 1600s, a man named J. Frank, born April 14, 1639, founded a very small Western town in Monument Valley along the Utah and Arizona border in the United States. There were only a few things for the inhabitants, such as a church, candy shop, bank, town square, saloon, and even a jail. One of the inhabitants, Bob, was hanged in April 1888, and another, a churchgoer named William, died on October 25, 1887. However, the most notable inhabitant was the famous scientist, Michael Faraday, the father of electromagnetism, and his wife Sarah. Faraday was often considered the father of electromagnetism, creating the electrical grid for this town. However, he always believed there was something more. Through reading books like The Coming Race and his subject expertise, he believed that the forces of matter all must have had one common origin, and that origin was Vril. With this newfound knowledge, he used this power to create two devices, the first being the Paralyzer. It was a weapon that, when fired, slowed zombies down, almost as if paralyzing them, until they disintegrated altogether. The second device was known as the Time Bomb, which allowed the user plant the device at a particular reference point in time and space and when activated, certain things would reverse back to that same reference point. The town was somehow transported into an empty cavern under a diamond mine in Angola, Africa (and over time the shifting of tectonic plates started to squeeze the town until it was ingrained in the walls of the cavern and the mansion began to get crushed). Sarah, Faraday’s wife, had died before this event and her soul bounded within the house as it traveled across the globe, haunting the mansion from that point forward. Faraday, however, hadn’t been the only one doing research on progressive technologies. As Germany was on the eve of war, a brilliant European scientist by the name of Doctor Ludvig Maxis created an elite, top secret research team known as “Group 935”. The purpose of the group was simple: To Improve the Human Condition. It had become evident that great advancements in technology would be the key to ensuring a safer, more prosperous world for all. Needing an assistant that could withstand the pressures of such great science, Dr. Maxis chose a long time friend and genius doctor, Edward Richtofen. World War II came upon the human race and no one had ever seen anything like it. To aid the German military, Group 935 began creating Wonder Weapons, or Wunderwaffe, in the Der Riese Waffenfabrik factory near Breslau in Lower Silesia, Germany. While the factory was commonly known as simply "Der Riese", meaning "The Giant", the full title translated to “The Giant Weapons Factory.” As the world around the Der Riese Waffenfabrik operated regardless of the research, the scientists were sworn to secrecy, fully knowing they’d never see their families again in the name of the greater good. Inside Group 935, Dr. Richtofen and Dr. Schuster, a research assistant from England, began work on a prototype teleporter they called the Matter Transference Device, or M.T.D., implementing Element 115 to provide a massive amount of energy. On December 4th, 1939, they conducted their 151st test by moving a 10 gram walnut three feet away by energizing a microgram of Element 115. Upon its success, it became the first working man made teleporter in history. The process of teleportation looked somewhat like an hourglass, where there was a full object at the beginning and as the energy broke the object down to a molecular level, it became more and more compact before it passed through the point at the center of the glass, the absolute zero point, and began to reconstruct on the other side. The absolute zero point turned out to actually be another dimension, known as Aether. Dr. Richtofen went to Dr. Maxis with the news of a working teleporter, but he was not pleased, insisting that Dr. Richtofen continue with the crucial experiment he was to be working on: the Wunderwaffe DG-2. Dr. Richtofen remained unconvinced, expressing his concern with the experiment, asking what business it was of theirs to produce very powerful weapons if they are trying to “improve the human condition.” Dr. Maxis's patience grew thinner and he revealed a great secret. Group 935 had struck a backdoor deal with the Nazi Party to produce new weapons for them while they provided Group 935 with funding and equipment for various projects, including the specified weapons. Dr. Maxis knew that if other Group 935 members were to find out about this, they’d be inclined to defect to their countries of origin, so he insisted that no one was to know of this proposition, believing that the war would end shortly. However, Dr. Richtofen believed that Dr. Maxis was a fool for creating such a deal with the German government. Despite mounting pressure from Dr. Maxis to desist their tests, Dr. Richtofen and Dr. Schuster continued their work on the M.T.D. They felt that they should stick together and complete this project on their own, due to the belief that Dr. Maxis would steal their findings and technology to perfect and publish for himself. Later, on January 4th, 1940, they felt the machine was capable of testing on a human subject. Despite Dr. Schuster's hesitations, Dr. Richtofen persisted in attempting to transfer himself to a receptacle station thirty yards away, behind a cinder-block wall. However, when the machine was activated, instead of landing at the mainframe they had set up, Dr. Richtofen was cast into space and found himself in a circular pressurized cavern within the moon’s crust. In the center of the chamber was a black, obsidian-like pyramid that was using an unknown energy. Without Dr. Richtofen knowing it, he had stumbled upon an ancient artifact from the Vril-ya, long before they had come to settle on Earth, and the name for it became the Moon Pyramid Device, or the M.P.D. Attempting to get a better understanding of the object, Dr. Richtofen touched the device, causing it to violently shock him. While he did not know it at the time, that touch formed a connection to the ancient artifact, allowing the evil stored within to crawl into his mind. As Dr. Richtofen continued to study the pyramid, he noticed that whispers began to grow in his mind. Just as Dr. Richtofen discovered that the pyramid had a hollow interior, the power from the artifact teleported him to Earth once again. Rather than ending up back in his lab, he was sent to a hidden jungle in the Himalayas. Upon teleportation, he heard odd sounds, almost like a mob, and ran for his life, stumbling upon a village protected by massive traps. Perplexed by how the Doctor was able to reach the village, the inhabitants treated him more or less as a god. Richtofen had stumbled across the mythical Shangri-La, doing what the Nazi government had failed to do a year earlier when they funded an SS trip to Tibet to study the geography, climate, and general culture of the region. However, some who knew of the trip, such as Heinrich Himmler, knew that the real purpose was to determine whether the region had once housed the Aryan race, taking cranial measurements and making facial casts to help determine this. However, after many tests, they weren’t able to find anything conclusive and were forced to return to Germany with very little. During Dr. Richtofen’s lavish stay, he discovered that Shangri-La was one of the few places on Earth containing a supply of Element 115 and within the caverns that lead to the former underground homes of the Vril-ya, an immense amount of it was ripe to be harvested. While there, the villagers also constructed a ziggurat, or a massive temple outfitted with a shrine at the very top, dedicated to the Doctor. With this position of power, he got the inhabitants to mine this element for him. However, some the greatest things he learned during his time at Shangri-La were unknown. To return to Group 935’s German headquarters nineteen days after his arrival, he used the teleporter housed inside the temple. By January 23rd, 1940, Dr. Schuster was confident that Dr. Richtofen had been destroyed in the teleportation process and was about to announce the project a failure. In the nick of time, an enthused Dr. Richtofen rushed into the facility raving about his adventure, only to fall on the confused ears of Dr. Schuster. Rather than sit and fully explain the events, Dr. Richtofen told Dr. Schuster to get in the prototype teleporter to show him the Moon Pyramid Device, though he conveniently left out the events of Shangri-La in his description. From that point forward, the two of them and select others began the creation of a moon facility, based around this MPD. During all this, there was an increase in demand for better and more powerful weapons. Although this placed mounting pressure on Dr. Maxis, he was beginning to realize that he had struck gold with the deal Group 935 made with the Nazi Party. Many different scientific groups were created to begin the new Wunderwaffe Program. The Nazi scientists created the Uranium Club, which was a nuclear project with the purpose of weaponizing nuclear fission technology. They worked on the DFS 228 & 346, which were rocket-propelled aircraft that would culminate in the development of a supersonic reconnaissance planes. They were also working on the revolutionary Rocket U-Boat, which would carry and shoot ballistic missiles. These missiles were known as A4 rockets, later reclassified as V-2 Rockets, which were designed to transport satellites into low Earth orbit but also doubled as military missiles. One of their largest feats, physically at least, was the Extreme Tank. It focused on the pre-prototype super-heavy Landkreuzer P 1500 Monster, a 1,000-ton tank that would act as a transport for the 800mm Schwerer Gustav artillery gun. Previously, after the heartbreaking German defeat in World War I, inspiration to rediscover ancient technologies resulted in the emerging of Germany’s three main secret occult societies: Vril, Thule, and Black Sun Societies. In 1919, and for decades to come, a few female mediums met with the three secret societies and told them that they were receiving telepathic messages. After translating the communications, they found it was in the ancient language from extraterrestrial beings from a distant star known as Aldebaran. As the communications were translated, it was discovered that they were in fact instructions for building a flight craft. This flying craft would run on these ancient technologies and by 1922, these three societies began development of what they hoped would be a working prototype. Inspired by these tests, Group 935's largest project represented the very pinnacle of Kammler’s occult and super-secret SS Wunderwaffe empire. Dr. Maxis initiated the tests under the title Die Glocke, or, “The Bell,” which consisted of a teleporter/time machine and an anti-gravity propulsion system. The teleportation device was 9 feet in diameter and 12-15 feet tall, shaped like a bell. In 1941, development of the Die Glocke/Vril anti-gravity propulsion system began, which was one of many successors to the Vril, Thule, and Black Sun Societies's 1922 project. It was an all-new spacecraft, known as the Vril-1, where two 3cm lead cylinders counter-rotated Element 115, which they code-named “Xerum 525”. Unfortunately, it quickly became apparent that a conduit was needed to channel the energy that was being produced. For this, they began construction on the Fly Trap, which was fed by high-voltage underground cables running to the heart of the structure and doubled as the test ring for the Vril-1. On January 20th, 1942, Dr. Maxis put another project into effect. Named “Datenbedjensteter,” translated to Data Servant, he kept recorded files regarding his personal life and existing experiments. In the first file he ever created, he mentioned his daughter, Samantha Maxis, who was born between 1932-1936 to a mother who died of unknown reasons. Due to this, Dr. Maxis took her with him everywhere and intended to keep a close eye on her while working. However, being the leader of Group 935 and being so absorbed in his research, he unintentionally neglected Samantha. This neglect led to Dr. Richtofen running tests on her through sadistic games he would force her to play, while Dr. Maxis had no idea. In an attempt to regain ties with his daughter, Dr. Maxis bought Samantha a puppy named Fluffy. He explained to her that Fluffy was actually pregnant, but was hesitant in allowing her to keep the puppies as having even just one took great responsibility. Simultaneously, with experimentation, Dr. Maxis and Dr. Richtofen created a ghoulish monster they’d never encountered before. It was a zombie; half dead, but half alive. They came to the conclusion that Element 115 was able to partially revive dead human beings, and this sparked an idea inside Dr. Maxis. He wanted to engineer an undead army that he could unleash anywhere necessary in the world, so through more experimentation, the two scientists incorporated these zombies into their work on the Die Glocke teleporters. Seeing as Dr. Richtofen had already completed a teleporter, he began sabotaging the experiments to keep Dr. Maxis from doing the same. One test subject had exploded when they kick started the machine and after some progress, multiple had successfully vanished, but failed to reappear at the preset mainframe. Dr. Maxis’s end goal was for these zombies to reappear at the mainframe and be capable of adhering to demands. After more attempts, the former part of his wish came true: the test subjects managed to survive teleportation. However, when they came out the other side, the subjects would only listen to Maxis for a short period of time before their instincts took over and they attempted to kill the scientists, resulting in the handlers shooting them dead right where they stood. Shortly thereafter, Dr. Maxis made another entry to the Data Servant detailing all the known locations of meteoric Element 115. One of the obvious locations that was listed was Der Riese, though there were also a few non-Group 935 locations. One place was Area 51, or Groom Lake, in Nevada. Group 935 Operatives in the United States informed Dr. Maxis that the Americans obtained Element 115 through the Chicora Meteor Event in Pennsylvania in 1930, giving them their primary cache to experiment with. Additionally, Dr. Maxis had somehow come to know that the Moon held Element 115, though he wasn’t aware that Dr. Richtofen and the others had been creating a facility on the lunar surface. To keep Dr. Maxis ignorant, he set up a Group 935 outpost on a Siberian island so he could easily navigate to the Moon and back. However, there was something very special about this Siberian island, and he knew it. It was the original Hyperborea, where the Vril-ya once resided, and he would spend time here to research the origins of the voices in his head. Another location with meteoric 115, and perhaps the most famous, was known as Tunguska. Occurring in the early 1900s, central Siberia was struck by a cataclysmic meteor that was one-thousand times greater than the atomic bomb that hit Hiroshima. Known as the Tunguska Event, it left the surrounding area of Tunguska charred and burnt to cinders. While the largest portion of the Tunguska meteor was the one that ravaged the wilderness around the Siberian tundra, fragments supposedly landed across the globe, including the final location on Dr. Maxis’s list, known as Shi No Numa. Upon discovery of this meteor in Pingfan, Manchuria, the Japanese had set up a similar organization to Group 935, named Unit 731. Construction of their facility around the meteor began, eventually naming it the Rising Sun Facility, or to some, Shi No Numa. For secrecy and security, the facility's official cover story was that it was actually a lumber mill, and because Unit 731 was also running experiments on humans, they continued with the cover story and referred to their human test subjects as "logs". Working at Shi No Numa was a Captain of the Imperial Japanese Army, named Takeo Masaki. He was born into wealth. His family dynasty dated back several centuries, and throughout that time they had been highly decorated Samurai and Bushi, and Takeo was no exception. On the inside of Takeo’s eyelids was the Japanese proverb “Life is light when compared to honor,” because for Takeo, life had no meaning if not to perfect one’s discipline and to reveal a warrior’s true character and honor. Finally fed up with his entire family for their insolence, he slaughtered them to further his own enlightenment, making him a perfect fit for the task of human experimentation. The Japanese contacted the Reichstag High Command and explained to them a meteor similar to the one at Der Riese had fallen and using the power of this meteor, they were beginning their newest weapon. Before anything, in case of an infiltration, Group 935 had convinced them to build what was known as The Flogger. To help create the weapon mentioned by the Japanese, Dr. Maxis brought a few scientists with him and during work, secretly took the blueprints and brought them back to Der Riese, where Dr. Maxis completed the weapon and named it the Ray Gun. Dr. Maxis made a Data Servant file detailing all the information regarding the new weapon, stating that it had been designed to work on microwave technology releasing plasma between 220V and 230V. Being far too busy to fix up some issues with the Ray Gun, he brought in a scientist, Dr. H. Porter, to create the second generation Ray Gun that would fix a few flaws, including excessive peripheral damage. With the Dr. Maxis’s approval, Dr. Richtofen began development of a weapon of his own. Named the Wunderwaffe DG-2, which stood for Die Glocke second generation, it used the same technology as the original Die Glocke, being powered by Element 115. It turned the element into a chain of electrical energy at 220 volts, killing up to ten zombies with one pull of the trigger. Once completed, they moved on to the third generation, the DG-3 JZ, and Dr. Richtofen began writing books about them. Concerned with the lack of funding, Dr. Maxis sent a letter to the Reichstag High Command. He said that the early tests in Der Riese had been beyond expectations and it would be foolish to cut their funding. One of those tests included the Wunderwaffe DG-2, which was supposed to be mass produced and placed in the hands of the German Army, in the attempts to end the war as quickly as possible. Dr. Maxis also mentioned the recent complications with the zombies, and due to lack of Element 115, teleporter testing had come to a halt and these problems couldn’t be solved. He informed them of the American’s Element 115 supply and reiterated the importance of staying ahead of the United States, which would require not only funding, but finding a regular supply of Element 115. After the completion of the Moon facility in 1943, which they called Griffin Station, Dr. Richtofen revealed to the scientists of Griffin Station that he decoded ancient hieroglyphics on various alien artifacts and objects, including the pyramid, all pointing to the origins as the Vril-ya. Dr. Richtofen knew that the pyramid was a stable gateway to Aether, so he appointed Dr. Groph as head scientist to discover how the device worked. He announced that Dr. Maxis and Group 935 no longer controlled them, repurposing them for his own agenda while he kept up appearances at inside the organization. With thunderous applause, the fate of Group 935, and consequently the world, was sealed. While there, Dr. Richtofen began production on a new weapon known as the Quantum Entanglement Device, which was a weapon capable of manipulating space-time and causing different events to occur. Another weapon being produced was the Wave Gun, which could be split into two weapons. When used as a single weapon, it caused zombies to cough blood and slowly expand until they explode, while the dual version shot electric balls. After completion, Dr. Richtofen sent it to the same scientist that upgraded the Ray Gun, Dr. H. Porter, in order to become even more effective. By 1943, Germany had invited Dr. Freidrich Steiner to join Group 925. Dr. Steiner, a scientific genius, had earned a collection of degree by the age of twenty, and even caught the eye of the SS. Throughout the war, he was to be involved in multiple projects in order to find unconventional solutions to win the war. One of these projects was to pick up where Dr. Maxis had failed and investigate various techniques of mind control on zombies, including breaking into their subconscious by playing film for them containing subliminal messages, at Kino der Toten, a theater in Berlin. It was all in an attempt to take control of the zombies to create the undead army that Dr. Maxis, and the Reichstag High Command, desired. In the same year, Dr. Blome had experimented plague vaccines on concentration camp prisoners, and had Group 935 looking his way. With the help of Dr. Blome, Dr. Steiner’s other project was to create chemical weapons in Der Riese, which they did through the highly volatile nerve agents known as Tabun and Sarin, the latter of which can even cause death as soon as one minute after ingestion of a lethal dose. To help fund their chemical endeavors, Group 935 turned to a chemical manufacturing company by the name of GK. The name of the chemical they were creating was to be GKNOVA; GK for the funding corporation involving compound NOVA. Dr. Steiner and others in the tests had created three versions of the chemical. Stability was a rather large issue for them, as they they were still attempting to achieve it when tests on version 4 were ran. That did not deter them though, as they still had hopes for the fourth version. The dispersion techniques also had to be tweaked slightly, but the results had come back positive and encouraging. They tested the toxin on chimpanzees, but believed that the next step was to experiment on humans, in order to speed their research. They began heavy genetic modification and infused Nova-6 into humans, putting them in containers and shipping them off to Group 935 locations around the world to be tested in the environments and see if they can withstand nature’s fury, such as Shangri-La in the Himalayas, Eagle’s Nest in Siberia, and the very work site of the theatre in Berlin. Though they had originally been working at the Der Riese research compound, Group 935 had restationed Project NOVA to the abandoned Berlin movie theater by September of 1944, allowing for Dr. Steiner to stay in one place for his research. On August 9, 1945, Operation August Storm began. The 700,000-strong Manchurian army were invaded by one million Soviet soldiers, one of which being Nikolai Belinski. As a child, Nikolai wanted to become a Cosmonaut, but instead became a carpenter and owned a pig farm, afterwards giving it up to become a politician with an unorthodox way of doing things. He increased his rank in the Bolshevik Party by marrying politically and killing the next man in line. However, when he killed his fifth wife with an axe to the neck, the high ranking official she was having an affair with knew of his violent tendencies with women and made it public. His reputation spread quickly through the party and it wasn’t long before Stalin himself heard about the psychopathic politician. Being as paranoid as Stalin was, he immediately got nervous and ordered Nikolai to the front line. Nikolai got severely depressed and tried to forget his troubles with bottle after bottle of vodka. While in the invasion of Manchuria, he wandered off on his own and stumbled upon the Rising Sun Facility, or Shi No Numa. The soldiers in Manchuria hadn’t expected a Soviet offensive until spring of 1946, so they were utterly shocked to see this soldier. Nikolai was so drunk that he didn’t try and put up a fight, so he was captured right then and there. Nikolai told Dr. Richtofen and Takeo Masaki that he was in Manchuria to secure all their facilities, so Dr. Richtofen knew he had to act fast. To ensure he had a broad range of test subjects, he subdued Takeo and Nikolai and left Manchuria for good and went back to Eagle’s Nest. By September 2, 1945, Dr. Richtofen had acquired three of his test subjects to experiment on; a Mexican who had died because their spleen fell out from an especially violent experiment, Nikolai Belinski, and Takeo Masaki, who was given the subject name N3WB. By September 10, however, Dr. Richtofen wasn’t having much luck on either of them. Meanwhile, sometime earlier, an American spy named Peter McKay infiltrated Group 935, posing as a research assistant out of Munich. He was originally stationed at Der Riese but was eventually transferred to Verruckt, or the Wittenau Sanitorium in Pankow, Berlin, Germany, which was the spiritual predecessor to Kino der Toten, except using much more primitive tacts like electroshock therapy. While in Der Riese, he originally had the job of securing all visible research on Element 115 technology, but by the time he was transferred, all previous attempts at securing this research had failed. Overseeing his stay in Group 935 was his handler, Cornelius Pernell, who Peter was supposed to be in regular contact with. However, when Peter was transferred and became unresponsive, Pernell and the American Office of Strategic Studies believed his cover was blown and sent in an extraction team led by a Marine recon soldier, Tank Dempsey. Tank Dempsey was part of an elite infantry unit of the Marines, known as the Marine Raiders. Back in the day, during the early raids before the main invasion in the Battle of Peleliu, his unit was captured and he spent 2 weeks in a rat infested bamboo cage submerged in malarial water. Eventually, he gnawed his way through the cage, and then gnawed his way through his captors armed only with a bobby pin and his Medal of Honor which he keeps secreted in various body cavities. He laid low for a bit in normal civilian life, just to be sent back into covert missions again. He, along with at least two other Marine Raiders, John and Smokey, were selected for this top secret mission of extracting Peter from Verruckt. The extraction team arrived and on September 10, 1945, Dempsey went on what was to be a quick solo mission to scout out the area. However, during the operation, he was spotted and captured by the German holdouts defending the facility, and the rest of the extraction team awaited his return. When Dempsey didn’t return that same day, the extraction team continued to push forward and decided to enter the facility and retrieve Peter. However, as they entered, they found that Peter had left and zombies were upon them. As they tried to fight their way through the asylum, Smokey became infected and John was forced to kill him, and by September 17, 1945, everyone had been killed by the first batch zombies. That same day, Tank Dempsey had been delivered Dr. Richtofen for experimentation to replace a Mexican test subject that Dr. Richtofen killed. By September 20, Dr. Richtofen began noticing how Dempsey, Takeo, and Nikolai had changed through experimentation. They each showed unique side effects compared to previous test subjects. Their baseline mental and psychological state was intact, but all of their specific memories were erased. Dempsey kept yelling and breaking the restraints; Takeo was mentally shattered by his own attempts to block out the commands issued by the brainwashing; and Nikolai seemed to respond well to a stimuli made primarily of vodka. While Nikolai was no stranger to the substance, the increased testing on him from this substance generated his dependency on the alcohol. During the chaos of the Der Riese experiments, Dr. Maxis began to form new opinions about those around him, creating two near-simultaneous data servant entries between 1942 and 1945 related to these. He saw that his assistant, Sophia, was beginning to get increasingly attached to him. He admitted to finding her attractive, but due to his wandering thoughts, she was becoming too much of a distraction and Dr. Maxis knew he should send her away. In the other entry, Dr. Maxis began expressing regret over re-inviting Dr. Richtofen to be part of Group 935. He openly cited two different reasons for this regret, the first being limited amounts of the element and Dr. Richtofen’s insistence on accelerating the project timelines. The second mentioned Dr. Richtofen watching Dr. Maxis, Samantha, and Sophia, even creating an unorthodox explosive weapon known as the Monkey Bomb, that screams when set aflame. However, despite all this, it became clear to Dr. Maxis that his long history of working on Element 115 was beginning to catch up with him, which is what likely contributed to the paranoia with Sophia. He noted the increasing levels of delusion in his mind but decided to continue his work, dismissing the unfavorable acts by Dr. Richtofen as flawed beliefs. In a clear example of Dr. Richtofen’s yearning to accelerate the projects, between September 20th and October 1st, 1945, he learns that Dr. Maxis had not been mass-producing the Wunderwaffe DG-2 as he had promised he would. For Dr. Richtofen, this is the final straw. Now, for at least the second time, Dr. Maxis had undermined Dr. Richtofen’s work for his own personal gain. Dr. Richtofen then informs Dr. Groph, the head scientist at Griffin Station, of the update to his plan on what to do with Dr. Maxis and Samantha (Security Protocol 935): personally dispose of them. To unknowingly demonstrate this new delusion that Dr. Maxis had, he began to use his own daughter’s companion, Fluffy, as a test subject for the teleporter. He and Dr. Richtofen put her into the test chamber and activated the teleporter, only to find that something had gone awry. Dr. Maxis suspected that Dr. Richtofen had incorrectly calibrated the teleporters, but Edward lied and said it was calibrated to Dr. Maxis’s specifications. All they could see was some sort of electrical force inside the test chamber, so Dr. Maxis demanded the chamber door be opened immediately. Within the chamber, Fluffy had been transformed into a ghoulish monstrosity that resonated with energy, becoming the first hellhound. At that same moment, Samantha entered the labs, wondering what her father was doing with her dog. When she saw what had become of Fluffy, Samantha immediately ran towards her. Dr. Maxis was able to grab and calm her, and when they attempted to exit, Dr. Richtofen slammed the doors shut. Seizing the opportunity, Dr. Richtofen activates the teleporter and thrusts Dr. Maxis and his daughter into space-time. At Griffin Station, as Dr. Groph and Dr. Schuster awaited Dr. Richtofen’s return, Griffin Station’s computer system alerted them of an immediate threat. It seemed that rather than being destroyed by the teleportation process, Samantha had been teleported to the Moon. In a flurry of action, Samantha began roaming the facility. She ran towards the M.P.D., open from when the two Griffin Station scientists had gathered the required souls, and placed herself inside it, which swallowed her whole and shut her within. When they alert Dr. Richtofen of this, he merely saw this as a minor setback, assured that they will not be held back by the actions of a child. Moreover, he concluded that if Samantha had survived, then so too had Dr. Maxis. While they knew that Samantha was sent to Griffin Station, they had no idea that Dr. Maxis been sent to an unknown and mysterious tunnel. Given some time, Dr. Groph and Dr. Schuster used Griffin Station’s teleportation system, and a sample of Dr. Maxis’s DNA, to locate him and bring him to the receiving bay. Dr. Maxis, was bewildered and enraged, yet not surprised that Dr. Richtofen, Dr. Groph, and Dr. Schuster had been operating in secret. Given only the time to ask how he got to where he was, the facility’s guards drug him to the pyramid as Dr. Groph explained exactly what had happened at the facility. Dr. Maxis, however, was no fool. In the time he had spent fending for his life in those tunnels, the dream to “improve the human condition” was dead, and Dr. Maxis’s creation had to be destroyed. While the three doctors at Griffin Station had brought Dr. Maxis back in hoped of him coaxing Samantha out of the pyramid, he had different plans. The one thing he asked his daughter to do was to kill them all, and as Samantha giggled in demonic glee from within the pyramid, one of the scientists shot Dr. Maxis dead for what he told her to do. However, instead of truly dying, Dr. Maxis’s soul was released and uploaded into the Griffin Station mainframe, allowing him to control the entire facility without anyone knowing. With thinking Samantha churned in a tide of rage and power and with the fate of the world in the hands of this girl, Dr. Groph spoke his last known words: “We are all doomed.” With Samantha now securely in the M.P.D., she became the newest ruler of Aether. With her newfound ability to raise and control the dead, she had the zombies overrun the Der Riese facility in hopes of dealing with her decided target, Dr. Richtofen. Himself, Tank, Takeo, and Nikolai were all able to escape the outbreak, but the doctor somehow informed the other three to go to Shi No Numa at a later time than himself, though the reason he did this is also unknown. In the immediate aftermath of the outbreak, a massacre ensued between two entities, one of which was likely the Russians and the other being unknown. Once the massacre was complete, it was followed by a standoff with American forces, which the Russians are assumed to have won. The purpose of the massacre, though, was to gain knowledge on Dr. Steiner’s whereabouts. However, many months before the massacre and standoff,, Dr. Friedrich Steiner had actually left Der Riese and was sent by freighter to deliver NOVA 6 gas that would be used against command and control centers around the world, like Washington D.C. and Moscow. To complete this objective, he was required to travel north up the Elbe River in Germany and into the North Sea, eventually making his way to the Arctic Circle. An individual involved with the massacre and standoff, though, was a man named Pavel Gorki, the likely owner of the company that provided funding for Germany’s Nova 6 research, GK. He contacted his cousin, Colonel Lev Kravchenko, and informed him of Dr. Steiner’s movements. Kravchenko then reported this to his mentor, General Nikita Dragovich, and they began making plans to retrieve Dr. Steiner. As Dr. Steiner traveled through the Arctic Circle, British aircraft began bombing his location and trapped him in the ice. He and his men attempted to salvage what they could, but their efforts were futile, as Germany still surrendered and failed to win World War II. The freighter was left alone in the Arctic Circle and realizing the inevitability of being captured or killed, Dr. Steiner switched allegiances and agreed to fight for the Russian cause so that he may live. The Russian extraction of Dr. Steiner and all the NOVA 6 they could get their hands on was dubbed Operation Olympus, carried out by the 3rd Shock Army Special Operation Unit and their leader, Dragovich. However, after arrival, it soon became clear that the Russians were not the only one’s seeking the German weapons. When American and Russian forces battled after the massacre at Der Riese, the Americans had too learned of what was housed in the motionless freighter in the Arctic. They contacted the British government and soon thereafter, they also began making plans regarding Dr. Steiner and the ship. Upon arrival by the British, the ship and all of its contents were destroyed on direct orders from Winston Churchill, though Dragovich and Kravchenko were able to escape not only with samples of the gas, but the very creator of it: Dr. Steiner. From there, the Ascension Group was born. Headed by Dr. Steiner himself, but organized by Dragovich, the Ascension Group’s main purpose was working with NOVA 6. Colonel Kravchenko’s cousin, Pavel Gorki, would later start Gorki-Korolev Medical (GKM) as a front company to move this NOVA 6 to sleeper agents in the United States. Out of the rocketry scientists, a handful of them included Dr. Mikhail Ivanov, a Computer Systems Engineer; Dr. Gavril Petrov, a Launch Facilitator; Dr. Stefan Fedorov, the future Chief ICBM Weapon Directive Executive; and Dr. Boris Titov, a Nuclear Fission Engineer. Through Operation Osoaviakhim, the Ascension Group was also able to harness some of the great Nazi minds and put them to work for the Russians. This was the Soviet resurrection of the German NOVA6 Program. Between the time that had Peter left Verruckt and Der Riese had suffered from an outbreak, his handler, Cornelius Pernell, his handler, managed to get him a message. Pernell told Peter to find Dr. Richtofen and Dr. Maxis and that Der Riese must be contained, though for an unknown reason, Peter did not travel to Der Riese, but instead to Shi No Numa. Dr. Richtofen, having fled the Der Riese outbreak to Shi No Numa, knew that his time was short before Tank, Takeo, and Nikolai would show up. Somehow, he knew that Peter would go to Shi No Numa and after arrival, he killed Peter and hung his body to make it look like a suicide. By the time that Tank, Nikolai, and Takeo had arrived and located Dr. Richtofen inside the facility, they became quickly surrounded by zombies. Because they could not remember anything about their past lives, they were forced to stick with Dr. Richtofen and attempt to stay alive. They held out as long as they could and when Dr. Richtofen deemed the time to be right, they began their trek back to Der Riese in an attempt to salvage what they could and aid their fight against the zombies. Once they arrived, they again fought for their lives, holding off zombies, to get what they needed and leave. They all jumped into the teleporter and a shot from the Wunderwaffe DG-2 overloaded the teleporter and sent them decades into the future. In the length of time that our heroes weren’t able to experience the world, it had become a much different place. Global affairs quickly dwindled from an Axis vs. Allies perspective to a war between the Eastern and Western powers. Once the United States had dropped the atomic bomb on Japan to end World War II, it became the new must-have weapon around the world. The two superpowers at the time, America and the Soviet Union, began their struggle for dominance across the globe and both Germany and its capital, Berlin, had been split up among the World War II victors. By the early 1960s, the Soviet Union began building a wall around their sector of Berlin and when the four time-travelers had arrived in the late 1960s, they found themselves at an abandoned theater in West Berlin; the same theater as Dr. Steiner’s former workplace, Kino der Toten. However, while there, they encountered strange creatures they’d never seen before. These creatures were the human experiments engineered by Dr. Maxis and Dr. Steiner, infused with NOVA6 gas and crawling around on all fours. After a long battle within Kino, Dr. Richtofen was able to recuperate and create a plan that would allow him to gain power in the Moon Pyramid Device and finally end Samantha’s reign of terror. Dr. Richtofen however, had his own plans of finding some method of reaching the M.P.D. to gain the power for himself. To carry out this plan, the four managed to somehow go back in time and arrive at somewhere rather peculiar. In at least the latter half of 1962, Dr. Gersh and his assistant, Dr. Yuri, began making a hovercraft to rival what the Americans and Canadians were producing. Additionally, the Ascension group had also been busy on Project Thunder, a weapon known as the Thundergun that shot enough air to kill someone, though changes still needed to be made to the power cells and range. Finally, they were also working a portable teleporter by official title of Project Mercury, though many just called it the Gersh Device. During the testing of this device, a miscalculation on Yuri’s part resulted in the Casimir Mechanism exploding, rendering it unusable. As punishment, Yuri was moved to Russian spacecraft development, blasting monkeys into space. With his rage, Samantha found her golden opportunity to fulfill her father's wishes of killing all the Group 935 scientists that remained within the Ascension Group. Through her ethereal ability to manipulate time and space, she retrieved Dr. Richtofen’s journal and placed it in Ascension for Yuri to find. All went to plan, and Yuri wanted to keep the information about Element 115 away from Gersh’s destructive hands, just as Richtofen had done with Maxis. All the while, Samantha began driving the scientist to insanity and eventually going so far as to torment him by placing her voice within his head and insisting that he take revenge on Gersh. Eventually, when his plan to take out his superior was complete, he approached Dr. Gersh and asked him to do the honors of activating the Gersh Device. When the portal was opened, Gersh was sucked into the vortex and joined Samantha in Aether. It was at this point that the undead rose and overcame Dr. Yuri, infecting the facility before Dr. Richtofen arrived. Before Dr. Richtofen entered the facility, he fully expected the station to be able to transport him directly to the Moon. He donned a cosmonaut suit from one of the facilities lockers and entered the station, though he quickly found it far too overrun to complete his objective. The team used one of the stations lander test utilities to escape the horde, subsequently pulling them into the center of the facility. While the team took a moment to prepare themselves for the coming wave of undead, it became apparent that while Gersh was in Aether, he had also connected himself to the facility itself and was able to communicate through the station’s electronics. He pleaded with the four of them to free him from the terrible place he was in but rebuilding the Casimir Mechanism, and once they had done so, Gersh’s soul was free from Samantha’s wrath in Aether. Around the same time as Ascension, a secret meeting was held between President John Fitzgerald Kennedy and Fidel Castro, with Robert McNamara and Richard Nixon acting as President Kennedy’s political advisers during the talk. With materials housed below in the Pentagon’s laboratories, acquired from Group 935, it was clear to Samantha that the United States was going to use these materials to at least partially recreate what Group 935 had done. She got the undead to rise, and the fighting continued for a prolonged amount of time before it began to take its toll. In addition to the zombies, a new threat was faced within the pentagon; a zombified intruder from an unknown origin collecting any and all 935 technology the Americans had hoped to recreate. Using the intricate system of teleporters the Department of Defence saw fit to install, the Thief ran rampant and snatched up all the weapons he could get, returning them to Aether so they could never be used again. By the end of the conflict, the four politicians were able to fend off the undead and the United States government successfully hid the event from the public. It was early 2011, and Sarah Michelle Gellar, Robert Englund, Danny Trejo, and Michael Rooker were on their way to unravel the true origins of Element 115 with their director, George A. Romero. However, their boat crashed into a mysterious Siberian island during a terrible snowstorm and upon arrival, Romero encountered some interesting documents about Group 935 experiments that took place on the island. He had stumbled upon Dr. Richtofen’s Eagle’s Nest. Inspired, George Romero and his cast decided to work on location to produce a film, which began March 17th of that year. While the crew was filming the four characters slaying fake zombies, a real one came out of a window, but no one believed that it was real, actually thinking it was too fake. The Zombie throws a producer into the rocky wall and jumps at Romero, taking him into sea below. From the ocean depths, Romero emerged undead and powered with Vril energy resonating throughout his body. With their director turned, the four movie stars take on their roles and begin to slay the incoming real zombies while searching for a way to put an end to the nightmare they found themselves in. At that time, Tank, Takeo, Nikolai, and Dr. Richtofen arrived in Siberia via teleportation. While they were trapped within the test chamber of a teleporter, Edward Richtofen concludes that they were sent past their target date, they were too far into the future. Dempsey realizes that Richtofen knows where they are and begins to get suspicious. But they're distracted when they hear some strangers outside, and Dr. Richtofen asked them if they could help him retrieve some things. Little did he know, it was the four characters that shipwrecked on the same island. Dr. Richtofen knew exactly what he was looking for, and made everyone think it was to fix the teleporter. In reality, he needed a particular piece to advance his ambitions of ruling the world. Under his instructions, the four actors used the Vril energy inside of a weapon, the V-R11, to turn a Zombie back into a human and sacrifice him in return for the Vril Generator; one of the fabled golden rods of Agartha. The submarine created a green beam and transferred the rod from within to without, floating it down the lighthouse, waiting for the actors to retrieve it. Once the golden rod was given to Dr. Richtofen, he hid it in his pocket, keeping its purpose to himself and away from the suspicious Dempsey and others. Before repairing the teleporter and leaving, Dr. Richtofen gifted the actors with the Wunderwaffe DG-2, to help survive the best they could against the zombies, including George. Once the team teleported, they arrived in a mystical place, and only Dr. Richtofen understood the true meaning of their location. Once again, he was in Shangri-La, an entrance to the underground world of the Hollow Earth, home to Agartha. However, the area had changed greatly from how he remembered it. Rather than the abandoned burnt-out tunnels of old as he left it, the hidden city had undergone a massive shift in mining capabilities. Like Germany had done in the late 1930s, the Soviet Union, China, and Vietnam performed expeditions into the Himalayas, and while they were likely searching for something mysterious, what they found was something they never thought would happen. They had discovered what was left of Shangri-La and shortly after arrival, the allied countries found that the underground tunnels held massive amounts of Element 115, ripe for the harvest. Along with what the tunnels contained, there was also something very noticeable that wasn’t around: life. The entire complex had been abandoned and life no longer wandered these tunnels, thanks to Dr. Richtofen’s earlier genocide of the Vril-ya. With nothing standing in their way, the three countries began working and experimenting in the area, including things like rocket testing. However, given time, this hidden city would eventually prove to be far too dangerous for the Russians and Chinese. Also during the time that Dr. Richtofen was away, two explorers named Brock and Gary entered Shangri-La in search of the land of Agartha. Out of curiosity, Brock pressed an interesting button, and they were teleported back in time to a point during a solar eclipse. Upon their arrival in this new time, encountered by zombies, Gary was completely shaken and yet Brock seemed to have knowledge on the topic, likely due to his research into myths and legends (like Shangri-La). Later in time, when Richtofen et al. were fighting for their lives, the group saw four buttons near them and simultaneously pressed them, being launched years into the past. Shortly after each had been in the same past, they discovered that they weren’t alone. Dr. Richtofen heard Brock and Gary and decided it best to help them. As they went through the steps of trying to retrieve them from the tunnel system they were in, Brock noticed that the architecture was not what he had expected, stating that the temple was an “interpretation” and there were unfinished carvings. Noticing their presence, an unknown creature killed Gary while he was in the water. The group rectified the death and brought the explorer back to life, then proceeding to find the altar Dr. Richtofen had set up long ago. To Dr. Richtofen’s surprise, he found a massive meteor sitting at the very top of the temple and understood that needed it. After Dr. Richtofen located the shrink ray that Dr. Maxis was involved in, he managed to concentrate the Element 115 meteor into a small, Vril energy stone, fully knowing he could combine it with the Vril Generator and complete his master plan. When the explorers found this strange stone sitting on the altar, they attempted to move it, resetting all that was done. Brock and Gary were thrust into a paradox, where they constantly had to relive the events of that day. While the rest of the group failed to understand the time loop they had just created in freeing Gary and Brock, Dr. Richtofen urged them to leave the temple. Using the teleportation device housed within the temple, Dr. Richtofen once again escaped, this time with the rest of the crew. At a test site in Nevada, following the Black Ops and Spetsnaz fighting each other and the nuclear bomb test that was happening, a group of radiation scientists went in to investigate the remains. To their surprise, the nuclear test being performed in Nuketown was a bomb filled with Element 115, which was retrieved from Area 51 for usage. They discover the newly arisen soldiers and are subsequently attacked, and after sending a distress signal, they are also turned into Zombies. The CIA and CDC receive the distress signal while at Area 51 and go to investigate, but they mysteriously lose all communication with Hangar 18. With Richtofen’s master plan drawing to a close, the group sent themselves from Shangri-La to Area 51. However, it’d become apparent to them that the Americans had grown an intense interest in the programs Group 935 was involved with. Within the largest hanger, Hanger 18, sat a teleporter so similar to Group 935’s, one couldn’t tell the difference. At this moment, Samantha began to raise hell across Paradise Ranch, ravaging Area 51. Fighting as long as possible, the four of them stepped onto the teleporter and suddenly found themselves gasping for air. After they donned pressurized suits, the team realized they were in Griffin Station on the Moon. From there, Dr. Richtofen began the process of inserting himself into the M.P.D. to control the Aether and subsequently, the world. After activating the terminal, Dr. Richtofen encountered what became of Dr. Maxis. Dr. Maxis pleaded with Richtofen to end the madness before it was too late, but it all fell on deaf ears. Edward fused the Vril Generator and Focusing Stone to create the Vril Device, which he inserts into the M.P.D., preparing to switch souls with Samantha. Enraged at Richtofen, she attempts to warn him of the power within the pyramid. It was far greater than Edward could have ever imagined, and far more ancient. He could never possibly hope to control it. What hadn’t been understood was that as the Vril-ya had come to Earth many moons ago, they’d split into factions and went their separate ways. The group considered to be evil by many were the ones in control of the the pyramid on the Moon. When God cast Lucifer out of Heaven and the fallen angels made their way to Earth, he found himself inside the M.P.D. and his followers back on Earth, the Nephilim, became known as the Illuminati. Unaware of what was happening in space, a team of CIA and CDC agents discovered the absence of radiation scientists that went to investigate a nuclear testing facility, Nuketown in Nevada. Both teams, unknowing of each other’s objectives, sought after Nuketown to find it destroyed and littered with the rising dead of the Black Ops squad, Spetsnaz team, and radiation scientists. The CIA and CDC agents fought their way through hordes of Zombies, failing to recognize that in the back corner of where they were fighting, there was a small fallout shelter which held a young man by the name of Marlton Johnson. As a child, however, Marlton always felt he had a target on his back, and that showed up again. He was a younger, but very intellectual, electrical engineer and chemical scientist. Shortly before finding himself in the shelter, the organization he worked for had asked him to accompany a team of radiation scientists, but for an unknown reason. While in the shelter, he appeared to be unhappy about the nuclear detonation, as the resulting EMP seems to have destroyed his electronics. Meanwhile on Moon, Edward had come too far and worked too hard to be told how to act by a child. He swapped bodies with Samantha, acquiring her powers while imprisoning her soul in his old, frail form. Maxis acted hastily, knowing that Richtofen inside the pyramid was a very terrible event. He told Dempsey and the others that he wants to “minimize the damage” that Richtofen was capable of inflicting, with his plan for this being to be launch the missiles at Earth, decimating the entire human race, which he says is the “last chance to sever Edwards link with Earth” and save them from a life under Richtofen’s tyrannical rule. Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Samantha Maxis watched from the lunar surface as three rockets crashed into the Earth and lava began seeping from within. Takeo Masaki had realized what just happened, vowing to “get revenge on all of Group 935,” just as Samantha vowed years ago. As decades passed on the ruins of Earth, some of survivors surfaced. Marlton Johnson found that the shelter he was in ran almost 1,000 miles North, to the Hanford Site in the United States. The Hanford Site, established in 1943, was a nuclear production site for the Manhattan Project, housing the first full-scale plutonium production reactor in the world. Upon arrival, he walked out of the shelter and noticed himself in a tunnel, immediately running straight for any exit, finding an abandoned Diner, but continuing on to the Town nearby. However, he also found something else entirely when he arrives; Abigail “Misty” Briarton. When she was younger, she lived on a farm, filled with a clothesline and all sorts of good memories. She was a six-time knife-fighting champion and had many piercings. She went through the teenage runaway days, perhaps as a result of her mother dying as she can’t remember her face any longer. While her mother died at an unknown time under unknown circumstances, her father was killed by the Zombies, which still enraged her to think about. Prior to this, however, a company named Broken Arrow had let go of an employee for unknown reasons, and barely able to remember his name, or what his past entailed, he then began to walk the Earth. He goes by Russman, and dabbled in Element 115 while working for an unknown organization at the Broken Arrow site, before he was let go for unknown reasons. But afterwards, the facility was burned down to remove any evidence of their implications regarding an outbreak. They were the Group 935 of the United States, dabbling in Element 115. When Misty and Marlton met for the first time, Zombies began to swarm them and they were forced to start a murderous rampage in an attempt to stay alive. Behind them, a bus had pulled up with an automated, artificial robot driver driving two men they’d never met before, Samuel J. Stuhlinger and Russman, but would soon start working with. Suddenly, as the four of them begin to maneuver between the locations of the Hanford Site, the bus’s navigation system malfunctioned and caused the bus to take a different route, which would endlessly loop around the entire Hanford Site, starting with the Consolidated Coach Corporation Bus Depot. Because Dr. Richtofen had accessed Aether via the MPD, he had gained the ability to speak to anyone anywhere, so when the crew was in the Bus Depot, they could all hear him speaking for the first time, and Samuel began hearing him inside his head. Richtofen wanted them to help him, but he wasn’t the only one. While crafting a small wind turbine inside the depot, Maxis’s distorted voice came over the P.A. system, demanding the crew to complete the device. Upon completion, they took the turbine, hopped onto the bus that Samuel and Russman originally arrived in, and made their way around the Hanford Site. Passing by a diner and a farm, they eventually made a stop at the power station to turned on the electrical grid. Once the electrical grid became activated, something strange started happening inside the main power core, where the crew witnessed an electrical being arise. Named “Him”, he would electrocute them until they put a stop to him, either by temporarily killing him via EMP or turning the power off so he had no energy to feed from. That moment was when the crew had a difficult decision to make on what to do next, for they had to either assist Maxis or Richtofen and help one of them further their goals. Disregarding who they follow, both deities need what’s known as the NavCard Reader, which is a table consisting of a card reader, radio, and a small meteorite of Element 115 meteorite. When attempting to put the NavCard they had found in the Bus Depot into the NavCard Reader, the reader refused to accept it and they were informed it was an incorrect NavCard. Dr. Richtofen told the crew to not worry about the NavCard at the moment, as it would only become of importance later down the line, but did mention that the Element 115 meteorite was of importance now. After the new crew successfully converted the pylon in Hanford to be an energy transmitter for either Richtofen or Maxis, Richtofen teleported Stuhlinger and company to a new location, with another tower that would need to be converted: Province 22, in Shanghai, China. Inside the tower, there was also a section reserved for the International Zombie Center, where not much is known, but they began to release reports that after the United States killed the leader of the Strike Defense Coalition and China, Tian Zhao, in 2025, he became infected with Element 115 and was turned into a zombie. As a confused and distraught Stuhlinger stood on the edge of the destroyed tower, looking down the dizzying heights, Dr. Richtofen tried telling him about preparing the next set of plans, which was to mend the Rift, which Stuhlinger has no clue about. Dr. Richtofen threatens that if Stuhlinger were to not comply, he’d expose his secret about The Flesh to the other three and Stuhlinger caves. Just at that moment, as zombies crept up on Stuhlinger, Russman dove in the way to kill some and was subsequently killed by a Jumping Jack. The remaining survivors - Samuel, Marlton, and Misty - momentarily escape Russman’s fate by hopping onto a working elevator, while Dr. Richtofen is trying to tell Samuel something that he can’t make out. After the three get off the elevator, they found themselves swarmed by the undead and Richtofen’s words became audible: “accept your fate, begin anew”. The three of them then met their demise, but suddenly, the entire crew, Russman included, were revived back to the spot that Richtofen originally teleported them, but having the memories of their deaths erased. As the crew moved along the debris of the massive tower, both Dr. Maxis and Dr. Richtofen began talking about their plans. Each deity told the crew to help them by standing on several chinese symbols across the tower to link them. When one of the survivors picked up a sniper rifle along the way, the deities made it clear that it would be valuable, but not how, and when the crew moved to a tower across from the one they were on, it became clear. They noticed two orbs in the mouths of two different dragon signs on the rooftops and to get ahold of them, they would have to shoot each orb out of the dragon's mouth with the sniper, where they floated to the original tower and settled under the paws of lion statues. The crew is also able to build another NavCard table and insert the card they have from Green Run, which it accepts this time around. From here, depending on who they helped in Hanford, they’d continue to do so, hoping their judgement was correct. With neither of the two deities communicating with the crew after energizing the radio tower in Shanghai, the four of them had no idea where to go, so Russman informed them on as much of his life as he could remember and the things he had learned, including that he was an operative from Broken Arrow and had to leave because of something they called “the incident”. Because of this, he had known about the Rift and laid out a plan that would take them from Shanghai past the Pyramids of Giza in Egypt, Africa, and to the Rift, all while they fought against the undead and helped one another survive along the way. During travel, Stuhlinger informed them of the German voice in his head and when they decided to stop for the last night in Angola, Africa, less than a day’s travel from the Rift, Russman began criticizing him for the voices. Immediately, Marlton alluded back to Russman’s own problems and they stressed the importance of working together to survive. When they awoke, they finished the journey to the Rift, where they found to be an extremely deep crater with what appeared to be a red portal at the bottom, accompanied by a very large, abandoned diamond mining site near the edge of the Rift. As the group of survivors entered the mining site, they surveyed the area and followed a dirt tunnel, which led to the top of a barn. When they exited the barn, much to their surprise, they found themselves in a buried American western town that, little did they know, had actually come from the United States. The town had become intertwined with the rocks themselves but to a certain extent, the town was still intact, with several shops and buildings present but closed off, via debris or doors. However, the greatest shock came when they spotted a large, thin, male figure in a nearby jail cell. They found the cell key, unlocked the prisoner’s door, and when he seemed to be terrified, they gave him some alcohol from the desk nearby and he immediately ran out of his cell and knocked down debris in front of the jailhouse, allowing the crew to access more of the town. Later on, when given alcohol again, the giant crushed a fountain in front of a church, so it appeared that whenever he got alcohol in him, he felt the urge to destroy something. In addition to the booze, the crew also found bowls of candy within the candy shop. When given to the giant, he offered services such as attacking zombies, crafting nearby buildables when partially completed, and even locking the Mystery Box into place. That wasn’t the only peculiar thing the crew noticed about him, but also that the zombies ignored the giant and the giant them, unless prompted, so he wandered alone through the town. It seemed that the crew had found a new ally. During their trek through the town, the crew noticed familiar parts that belonged to the NavCard Reader tables in Hanford and Shanghai, including a NavCard itself, and began looking for a place to set it up. They eventually gain access to an old Victorian mansion and when they step foot inside, they were greeted by what appeared to be a ghost of its former inhabitant, Sarah Faraday. The crew shot the spectral down, thinking they’d gotten rid of her, but this was quite the opposite. As more and more appeared, the crew quickly escaped the mansion via the back of the house, and entered the garden maze. While traveling in the maze, they noticed a fountain very similar to one the giant had destroyed near the church a while back, so they used an explosive to destroy this fountain and found a swirling, green portal in the hole where the fountain had stood. They dove into it and found themselves back at the mining site where they dropped into the barn, but now there was a floor. They decided to set up the NavCard table here, and recalling how the reader in Shanghai took Hanford’s NavCard, they inserted Shanghai’s NavCard into the reader and the machine accepted it, so they continued back to the town to investigate further. Also upon entrance, they begin to hear the familiar voices of Maxis and Richtofen speaking to them and again, pleading for their help. Maxis addressed the group and told them that they must stop Richtofen at whatever costs. He mentions that his plan was the final step to healing the Earth and that this particular location was key because there was a foreign source of energy that was thriving and at its strongest at this location, and that energy was coming from Agartha. However, along with Maxis, Richtofen also greeted Samuel, and when Richtofen saw that Samuel wasn’t happy to hear from him, Richtofen attempted to appease Samuel by calling him a friend, and that the final plan must be set into motion or else Maxis would manipulate the crew through his lies. Like in Shanghai, they hoped their judgement was sound and continued helping whichever deity they were helping. With all the crystal balls taken care of, either through shattering them for Maxis or powering them up for Richtofen, they each urged the crew to find a floating lantern. The goal was to obtain and harness its energy, even through brute force, as its power was necessary to further their plans. As the crew began wandering through town, a ghostly, lit lantern began to float and only when explosives were sent its way could the crew retrieve the fallen lantern. During this, Richtofen suggested the lantern may have a poltergeist residing within, while Maxis described it as a vessel for a type of energy that is contained in all matter. It became clear that each deity required a particular kind of essence to fuel it. Richtofen mentioned that it needed the energy of departed souls to fuel it, since they leave residual energy when they go, so the crew traveled into the eerie mansion and collected the source of energy from the widow’s ghosts until the lantern was full. Maxis mentioned that the lantern needed the energy of undead souls to fuel it, so the crew began to slay zombies until the lantern was full of undead energy. Once the lanterns were full of either undead or departed energy, the group went back into the town and found a glowing depiction of a lantern in the Gunsmith store, where they placed the ghostly lantern. Suddenly, a Masonic Pigpen cipher appear on the wall in front of them. The cipher, which consisted of three rows for three different messages, was decoded and each row revealed the name of a different mine. It was then that Maxis and Richtofen commented, saying that those before the crew had failed their tasks, but left these messages behind for others to follow, with Richtofen adding that he felt Samuel was his favorite. The crew traveled throughout the hidden tunnels of the town, searching for the mines, and eventually came across the three specified mine signs, each bound with the energy of Agartha. Both deities mention that the energy could be released through brute, electrical force, so the crew punched the signs with their Galvaknuckles in the order specified by the cipher. Upon punching them, they noticed glowing auras surrounding the signs, so they continued to punch the signs, when suddenly a spectral wisp appeared. Once the switchboard had been activated for Maxis, or the crew escaped the maze for Richtofen, they each insisted that the crew visit the fountain in order to finalize their plan. Once the crew reached the fountain outside the church, targets displaying Western gunslingers began to show up across the map. There, they had to destroy 84 targets total - 23 in the windows of the mansion, 19 in the saloon, 20 outside the candy store, and 22 around the jail cell. Once all the targets were destroyed, each survivor was given permanent perks by the deity as a reward for setting up the tower in his favor. Regardless what side the crew chose to help, they were required to insert all the appropriate NavCards into their respective readers, and once accomplished, the crew wandered aimlessly until they came across a strange box in the back of the courthouse. That contraption had 12 lights that were lit either red for Maxis or blue for Richtofen, depending on who they helped, and once it was fully lit with the same color, the front of the mechanism opened up to reveal a large, red “push” button. When the crew pushed it, the entire Earth began to shake. When the crew ultimately decided to help Dr. Maxis take control and pass into Agartha, it somehow caused time and space to essentially rupture and allowed for history to be rewritten. Regardless of who Marlton, Stu, Misty, and Russman had chosen to help, though, it all amounted to nothing. There were much larger forces at play than anything in the control of those four survivors. The Earth that Dr. Ludvig Maxis had blown up and subsequently guided the survivors through was merely one of many, many Earths, across many different realities. The Universe was not just the singular Earth and reality, but actually consisted of infinitely more realities. In one of these realities, Group 935 was not started by Dr. Maxis on the eve of World War II in order to improve the condition, but by an entirely unknown person right before World War I, in order to make weaponry. Instead, Dr. Maxis was an educator at Germany's Heidelberg University and one of his students was a young man named Edward Richtofen. He showed intellect and maturity well beyond his years, but when his parents died, it affected him deeply. Dr. Maxis attempted to be a father figure to him, but with Edward being so troubled, he opted to join Group 935. It is unknown when Dr. Maxis joined Group 935, but by January 5th, 1915, he had begun work creating a prototype of an upgraded Mauser C96. It was named the M1916CXS, and he planned on releasing it to soldiers across the battlefield the following year. By September, 1917, however, all of he and Edward's research had payed off and at an unknown Excavation Site in Europe, they discovered a new periodic element: Element 115, which they name Divinium. Not long after, however, the prolonged exposure to Element 115 had caused changes to appear in Dr. Maxis, and Dr. Richtofen began to notice. While Dr. Richtofen agreed that the potential benefits of this research outweighed any associated risks, it was only hesitantly, as he feared for what would come of his old friend. Group 935 continued to work in order to achieve these potential benefits, which included strange lights and one-thousand-foot-tall giant robots, as to achieve the Wonder Weapon program any military might could possibly want. Shortly before October 6th, 1917, the Emperor of Japan, Taishō, recognized a Captain in the Imperial Japanese Army for his leadership and past victories, including the Battle of Mukden in Manchuria during the Russo-Japanese War in 1905. The warrior's name was Takeo Masaki, who was ordered to secure any of Germany’s new mechanized weapons for the benefit of Japan. By the middle of the same month, the United States stock market was dropping quickly and Wall Street was in a panic. The United States government wanted to end the war as quickly as possible, so they attempted to gain an edge by sending air reconnaissance teams into Northern France, becoming aware of prototype advanced weaponry. They began training a special operations Marine, Tank Dempsey, to prepare him for what was happening. Before reaching Bar-le-Duc, he first fought in the Battle at Belleau Wood, near Paris, France, in 1918, even earning the Marines the nickname Devil Dogs. As for the Russians, they sent the exiled Nikolai Belinski on a military journey from the motherland to see what was happening in Northern France, where the French treated him very nicely, offering food, shelter, and other worldly comforts, such as the company of a woman now and again. By April of 1918, however, the United States had intercepted communications that revealed Russia and Japan also knew Germany was making odd war plans. As they all made their way to Northern France, they had no idea what they’d find behind the rumors they'd been hearing. It was at this time that Group 935 caught their lucky break. Ever since they first discovered Element 115, they searched elsewhere and set up more Excavation Sites. However, after performing a survey of an area inside Bar-le-Duc, Northern France, they found their largest single source of Element 115. They established it as Excavation Site Number 64 and began setting up and installing the Element 115 excavation generators in order to extract the Divinium from the site. Once they found a valuable source of information in the journal of one Pablo Marinus, the Germans were well on their way to fully realizing the potential benefits that Dr. Maxis had discussed, propelling their insatiable desire for yet more devastating weaponry. However, as they performed their work, they found that they had created localized energy fields that acted like portals, making random objects appear for seemingly no reason. Dr. Maxis hypothesized that Element 115 was disrupting the space-time continuum itself, bringing these objects through time and space. Though Dr. Maxis noted his theory was outlandish, he believed that the key to knowing for certain was located at the Pack-a-Punch machine, though he only knew it as the broken rune stones atop a mound. When he channeled Divinium towards the stones, he noticed that they brought forth weapons from different eras, even the future. He would further study these forces to advance the growing Wonder Weapon program, and even the weapon of his own creation, the M1916CXS, was included in this. During all of this, however, the changes in Dr. Maxis that Edward had originally noticed became much more apparent. Dr. Maxis began hearing the voice of a young girl named Samantha, or something claiming to be her, who asserted she was his daughter and was trapped in the mythical realm known as Agartha. At first, Dr. Maxis refuted such claims, as he knew he had no child, but the voice intrigued him so continued his research. However, this research was slightly different. From reading ancient texts, he learned of the Elemental stones of fire, wind, ice, and lightning, as well as the artifact that was instrumental to harnessing these energies, known as the Amplification Rod. However, when neither the rod, nor the stones could be recovered from any of their sites, he instructed Dr. Richtofen to create replicas. In the meantime, however, he was able to reflect, and expressed that the Ancients' knowledge was humbling. While he previously thought he understood the scientific world, he began second guessing himself and what he thought to be the true nature of the universe itself, including the very possibility of a higher power. However, the true secrets of the site, and potentially the answers to some of the mysteries, began showing themselves just underneath the mound. There, the men who set up and installed the 115 generators claimed to have seen ancient figures emerge, and Dr. Maxis would have dismissed their stories had the men not ended up dead or missing shortly thereafter. Even with this, Group 935 ventured into the mound and found a main chamber they weren’t able to access. As much as they attempted to open it through brute force, it wasn’t useful and only left the men tired and frustrated. When a gramophone was brought down to relieve tension, the workers played music by a group known as La Source Noire, which translated to Black Source. Upon its activation, it surprisingly caused the main chamber to open, so Dr. Maxis ordered for excavation to continue. It was then that a fatal mistake occurred, as the excavation workers opened a chamber in a cave that they were mining. Due to the Element 115 dispersed throughout the site, it caused the dead underneath to turn into zombies and escape through the opened chamber. Dr. Richtofen realized he had very little time and needed to save his friend and colleague form the illness he had succumbed to, so he performed surgery to preserve what was left of Maxis - his brain. As Dr. Richtofen had finished the lobotomy, he found himself in a room with the Japanese, American, and Russian soldiers, who had all arrived separately at the site in the middle of the zombie outbreak. Years later, in various United States metropoles, including Chicago and Morg City, a mob boss named Salvatore DeLuca created a gang that dealt with alcohol distribution, prostitution, and gambling. To do his dirty work, he hired Billy Handsome, a man who had developed mental issues at a young age and became very violent due to absent parents, murdering over one hundred people while in the gang. However, DeLuca’s most prominent hire was the man who worked directly beneath him, named Albert Arlington, or Al as most called him. Nicknamed “The Weasel”, he was a con man through and through, reportedly being able to “con people out of their souls”. Another mobster during the era was a gambling man named Michael “Finn” O’Leary. Finn had fallen head over heels for an actress named Angelina Bow, but when he realized he needed to lavish her to keep her, he decided to join the gang. As time went on, though, things started getting dangerous. Finn began committing more fraudulent acts for Angelina in the name of love and she testified against him in court, saying it was just to get away from him. Al and Billy were caught trying to pull a large heist, followed by Sal after being linked, and by the beginning of the 1930s, all four of them were sitting in prison on Alcatraz Island for crimes they had committed. Al had always been passionate about writing and drawing. Before entering Sal’s gang, he became injured and while in the hospital, he spent his time drawing comic books and sending them to a man only known as The Editor. Upon receiving Al’s art, The Editor only defaced it, but it didn’t stop Al from continuing. While at Alcatraz, Al kept a journal and eventually devised a plan to escape The Rock with the co-conspirators. He told the others he had created a makeshift plane that they’d take to the sky with from the roof, and being the con man that he was, the others believed him. However, during the implementation of the plan, the co-conspirators found out that no such plane existed and lured Al to the rooftops. It was right then that the three of them, Sal, Finn, and Billy, killed Albert Arlington with improvised weapons and let him die on the cold concrete roof. The date of this brutal murder was New Year’s Eve, 1933, and by January 19, 1934, the murderers were executed via the electric chair. Once they had passed on, all four mobsters entered into a Hellish purgatory with one another, forced to unknowingly relive their demise over and over until something changed and they broke the cycle. In one of the purgatory loops, however, the Weasel lured Stanley Ferguson, a night guard who patrolled the prison at the time the mobsters were still alive, into his cell and killed him. Ferguson inched out of the cell as a zombie and when the mobsters thought they’d finally killed him and were about to attempt their escape from Alcatraz, all hell broke loose in the prison, where Satanic artifacts appeared and zombies killed each of the mobsters. It is unknown why the killing of Stanley Ferguson brought about the Satanic nature of the prison, but the owner of these artifacts became clear. What the prisoners hadn’t known in their previous purgatory loops was that as the prison Warden had become thirsty for more power, he had made deals with Lucifer. If he performed satanic rituals, he was rewarded with power and control. At the hands of the Devil plucking these objects from their respective time, it allowed for the Warden to implement machines that dispersed perks, which were special abilities bottled up in a beverage and activated upon ingestion. He used this as a means to exercise his power, seeing as when the inmates were given these, it allowed them to better perform their duties and be more useful to the Warden. As the four mobsters began their next purgatory loop, they earned something for killing Stanley Ferguson. For an unknown reason, the Devil decided that that event had earned them the understanding that they weren’t attempting the escape for the first time like they continuously thought they were. They saw their bodies as lifeless shells lying on the ground, unmarked from their deaths at the hands of zombies, and realized that they were actually spirits in the Afterlife, able to see Alcatraz as it was past their death date and in the “present” 1934. They then inserted themselves into each of their own bodies, thus reviving themselves. One zombie in particular had extra significance, bearing an awfully close resemblance to Stanley Ferguson, the night guard that Al had killed, as if the Devil brought him back to simply torment those that killed him. As in their previous purgatory loops, the mobsters began their original plan of collecting plane parts. However, during this, they discovered something else that the Devil awarded them: the ability to re-enter the Afterlife. If they were to die while in their revived bodies, the Devil allowed them only one re-do, sending them back into the Afterlife until they’d find their bodies and again resurrect themselves. While building the plane wasn’t actually going to happen in real life and was only planned in their purgatory loops, the mobsters managed to complete it and as they soared off into the night sky, they were under the impression that their escape had succeeded. However, when a storm hit, the mobsters crashed onto the unfinished Golden Gate Bridge and encountered more zombies and several incarnations of Brutus. Their only option upon reaching the bridge was to die, but the manner in which that happened was entirely up to the mobsters, having to choose between being voluntarily executed via electric chairs set up on the bridge or dying through defeat to zombies. Regardless of how they lost their life, the four of them had to then repeat their actions as they’d been doing for so long, due to the very nature of purgatory. However, as with the previous time they began in Afterlife, they were shown their lifeless corpses and were allowed to revive themselves. Getting deja vu, they knew they needed to try again. After three more failed attempts, they again revived themselves and ventured through the prison to collect plane parts. As part of this process, they were required to punch in numbers at the stairwell to unlock, but this time around, they did something different. They entered into the Afterlife and punched in their inmate numbers (101, 386, 872, and 481, with 386 being Sal and 481 being Finn). Upon entry, Brutus asked the mobsters if they wanted to know the truth behind their deaths. The prison went black and white as Stanley Ferguson narrated the events that fell before the mobsters, where he started from their induction into Alcatraz and guided them to the rooftops to show the killing of Al and the conspirators. While the mobsters had previously understood that something happened to them, it was at this point they realized they were dead, and Finn, Billy, and Sal wanted revenge against Arlington. Afraid, Al jumped into Afterlife via electrical box and hopped onto the plane to escape, which didn’t appear to the regular human eye. The others did the same and they all took off back to the Golden Gate Bridge. Still in Afterlife, they ran to the electric chairs to see their bodies sitting on them. They entered their bodies. There, the zombies and Brutus appeared, but did not seem to attack Al. The other three claimed that Al was behind all of it and began to attack him. If they killed Al, the cycle would continue, forever looping their disparaging demise. If Al killed his murderers, however, the cycle would become broken.
  3. 12 points
    Hey guys, Tac here! This thread is really meant to be a compilation of just about everything that can be scripted. It's a work in progress, but I intend on including all the radios, quotes, journal entries, cinematics/cutscenes, letters, and ciphers. As a friendly tip, you can CTRL+F any map name to jump straight there! If you guys can think of anything you want me to add or fix, please comment! nacht der untoten verruckt shi no numa der riese kino der toten five ascension call of the dead shangri-la moon
  4. 10 points
    UPDATE: The Apothicon language is consistent in it's use of certain symbols with prefixes, suffixes, roots, etc. in the Apothicon words. I have broken them down and into what symbols go with what phrases. Treyarch has actually come up with their own language which can be deciphered from this given information. Now that we have the symbols matched with the parts of the words, we have to find the grammar of the Apothicon language. We may possibly be able to translate it into English once we know the rules the language follows and the what the different roots mean. I have added notes at the bottom of patterns I have noticed with the structure of the language, and will add more as I go on. The symbols usually go from top to bottom or left to right in the order which their corresponding word-part occurs. Also, 'na' and 'n' appear to be a roots/have some sort of meaning, but it also seems like they may be used in the language to prevent repeating vowels, such as in gwanash, it separates 'gwa' and 'ash'. I assume the parts of speech maybe also be related to which symbol is used when a word-part has several symbols used with it in different circumstances. Note that the words roots do have consistent relation to english counter parts, as 'orruja' is the word for 'gun' and is also in word for 'shoot', 'orrujatar'. I assume we will figure more of these out over time, but this is what I have for now. _____________________________________________________________ Hey guys, the new trailer for the Der Eisendrache map was released, and in it they revealed computer screens showing the language of the Apothicons and The Keepers. Thanks to @PINNAZ for pointing out that some of the reticles have Apothicon symbols in them, and the name of the reticle is the translated word. Since the head reticle and symbol match the ones on the list Treyarch showed, I am assuming they all are correct. Here is an updated version of the chart with the other symbols added: The Keepers' language is unfortunately too out of focus to be readible, but we at least have the distinction between the two established and know it will be revealed eventually. We do have a good portion of the Apothicon language though, and I have started trying to translate things on the map. _____________________________________________________________ So here's pics and translations (if possible) of everything so far: Summoning Key _____________________________________________________________ Cult Statues _____________________________________________________________ Mystery Box/Magic Box _____________________________________________________________ Mark of the Cursed (character hands) _____________________________________________________________ Apothicon Swords _____________________________________________________________ Pack a Punch _____________________________________________________________ Sacrifice Ritual Circles Here's the imgur album with all of the pictures for whoever's interested: http://imgur.com/a/3Lg59
  5. 10 points
    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 ~
  6. 10 points
    Hey guys, Tac here with another thread! I want to immediately note that this thread was a compilation effort between myself, @MrRoflWaffles, @NaBrZHunter, @BlindBusDrivr, @MixMasterNut, and @Monopoly Mac, and I was just the one fortunate enough to post it. This thread goes over the Ancient Order of the Keepers, the cult mentioned in the radios, and the Shadow Man and his associates. Lines are then drawn between these three things and the conclusion is yours to decide until we learn more! The Journalist begins his correspondence with Mr. Rapt by expressing feelings of uneasiness caused by strange happenings within Morg City. From an unidentifiable mold, to a devastating sickness, he heavily implies that something is not right. He tells the tale of a fruit seller, who is unwilling to talk at first, but eventually reveals the history of the city. When the fruit seller was young, his uncle would tell stories of a dark force which cast its shadow over the metropolis. He elaborates; good and evil were engaged in battle, and the only thing holding back the forces of the apocalypse was the Ancient Order of the Keepers. This is not our first encounter with the Keepers. First present on the battlefields of the Great War, and now too in the dimly lit streets of Morg City, they are an interdimensional race of beings devoted to preserving the status quo. The fruit seller isn’t the only person to eventually become more talkative in the Journalist’s presence. Rumors abound concerning chanting heard emanating from beneath the city. Furthermore, the Journalist asserts that the Ancient Order of the Keepers, who we presume to be a force of good combating the nefarious motives of the Shadow Man and Overlords, is actually some kind of cult. Crates belonging to the cult can be found in Morg City’s various districts. Within, statues of squid-like monsters lie, waiting to be used by the player as required. It is important to note that it is fairly likely that the Overlords are Apothicons. Due to the fact that the Keepers have the same mouths as Margwas and tentacle-like suckers on their tongues, it’s also very likely that the Keepers are Apothicons. This puts the Shadow Man, the Apothicons, and the Keepers in the same race/species/etc. Across the map, there are various sets of symbols. The first set of symbols can be seen on the Pack-a-Punch, a broken stone disc from which upgraded weapons are delivered by an uncoiling tentacle. The origins and implications of the symbols on the disc are, as of yet, unknown. A second set of symbols, which we will refer to as CONA (‘con Alphabet), can be seen inscribed on the mystery box, the Apothicon Rift Stone, the swords, the hands of our sinners, and the cultist statues. These are the marks of the Cursed and are related to the Shadow Man and his associates, likely meaning that the statues are representations of the Overlords that they worship. The final, and most noticeable, set of symbols, is cuneiform. Cuneiform appears in several places around Morg City, one of which is on the Keepers themselves. The text is also printed on their robes, and drifts around the portal they enter through. It can also be seen on the chained doors leading into the subway and on all the chained crates that hold the sacrifice items, cult statues, and the Apothicon Rift Stone. This implies that the cuneiform is strongly related to the Keepers, as if they employ it to serve as a warning to avoid that which they hide behind it. Following his discussion of the Order, the journalist pauses, before beginning to discuss rumors of human sacrifice (his pause is indicative that it is not likely the Ancient Order or the Keepers are performing these sacrifices) in Morg City. Additionally, the history of the subway and Sacred Place presents an interesting conundrum; which of the aforementioned groups is it associated with? The Ancient Order can be ruled out as they chain shut all subway entrances in order to prevent us from entering (note that this does not apply to the Sacred Place). In regards to the Sacred Place, the only sacrifices we have knowledge of are done for the benefit of the Overlords, and seeing as the room is described as sacred by The Shadow Man, it is likely fairly significant for those sympathetic to his cause. So now that all background information has been presented, let’s dive into the details. Who exactly is this chanting cult? The options are as follows: 1. The Ancient Order of the Keepers is an organization, consisting of Keepers as members. This Ancient Order itself, as an organization, is the cult, and the Keepers chant beneath the city. 2. The Ancient Order of the Keepers is an organization, consisting of Keepers as members. There is a separate cult that worships the Keepers, and they chant beneath the city. 3. The Ancient Order of the Keepers is an organization, consisting of Keepers are members. There is a separate cult that worships the Shadow Man and company, and they chant beneath the city. For option one, an explanation must be presented for why the statues and artifacts inside the crates belong to the ‘bad’ force while the crates are listed as belonging to the cult, which option one says is the Keepers (not the ‘bad’ force). One potential explanation is to take the “cultists crate” literally and say that the artifacts didn’t belong to the cultists and only the crates did, as if the Keepers seized the artifacts, put them in crates, and chained them up. The question of why they put them in crates and hid them in plain sight then needs to be addressed. In regards to subway, seeing as the only feasible options are that it either belongs to the cult or the Shadow Man and company, it must belong to the Shadow Man and company, since the Keepers are the cult and it doesn’t belong to the Keepers. For option two, an explanation must be presented for why the cult mentioned is not either the Ancient Order of the Keepers or the Keepers themselves arises, as the journalist very clearly says that one of them is the cult. Additionally, one would have to explain how this cult was able to seize the artifacts and statues. From there, they would have to explain whether the Keepers themselves then took the crates from their cult and locked them, or if the cult themselves were somehow able to lock them. As for subway, we said it either belonged to the cult or the Shadow Man, and if the Keepers attempted for people to not access it, it’s unlikely that it belonged to the cult that worshiped them, meaning it belonged to The Shadow Man and company. For option three, similar to option two, an explanation must be given for why the cult is not either the Ancient Order of the Keepers or the Keepers themselves, as heavily implied by the journalist. Also similar to option two, one would need to explain how this cult got hold of the artifacts and statues inside the crates. While they belonged to those they worshiped, they are still enormously powerful objects. At that point, after the cult had managed to acquire the artifacts and statues, option three’ers would say that the Keepers then locked these crates in hopes of preventing us to get to them. In regards to the subway, it is undecided whether it belonged to the Shadow Man and company themselves, or simply the cult that worshiped them. A conundrum that is wrapped up in each of the three options is that, if the ‘good’ force chained the crates that held the statues and artifacts belonging to the ‘bad’ force, and being the Curse is the only way to break these chains, why did the ‘good’ force make it so the only way to unlock these artifacts is by essentially being their enemy? It’s been said that the Shadow Man and other relevant ‘bad’ forces can’t open the crates themselves and need humans, but then it would need to be explained why the cult in question could not anticipate the Shadow Man having the ability to make humans cursed. If anyone has any ideas on how to fix some of the issues, or simply want to weigh in on one of the options, feel free to do so and I'll catch ya in the comments!
  7. 10 points
    Chopper's Solo guide to SOE Rough video covering the first 8 rounds for @MixMasterNut Mix I'm sorry this is the best I could do! I've had to do it all over Teamviewer and it's not much fun editing a 30 minute video like that! Hope you enjoy the music, I was testing most of it for later videos. Hey guys, long time since I've had a chance to do this. I've been loving Shadow's of Evil. It's like a cross between Origins and MOTD, and working out Origins was one of my favourite things in the whole of zombies. Most of what you see in here might be common knowledge or parts can be found elsewhere, but I have a very particular way of starting this map after working out the best possible way to avoid too much tracking back and to have something repeatably consistent. Goals - round 20 (maybe 25) Completed and upgraded sword. Completed wonderweapon. Completed shield. Jugg, Quick Revive, Stamina, Mule Kick. Wonder Weapon, Ray Gun, Inferno + Blast Furnace. Setup for round 50 and above attempt. Repeatable strategy minimising backtracking and aimless wandering around. Everything you do has a clear goal and order. This might be anal, but on a map like this getting distracted can cost 15 minutes. That's all well and good when you are playing casually, but if you want to do a serious run there's a lot to do first and I find frustration leads to mistakes, which leads to game overs. Excluded Civil Protector. Activating Speed Cola and Double Tap perk. These things are easy to get later, getting the civil protector messes up a brilliant early round camping spot and the perks are completely useless for my strategy. Problems Everything on this map is a problem. No map prior to this has been as easy to go down on. Truly, I have never gone down as much as at the start of this one to single zombies. They are brutally fast once they start hitting you, and the stun affect you get from being hit seems to have been tweaked to really slow you down, and makes escaping sometimes almost impossible. I've gone down to Witches doing rituals, walking zombies whilst trying to kill Margwa; it's tough. Terms I don't know the correct names for most things, so I call them what makes sense to me. Witches - the keepers where you perform the rituals, and the guys that spawn after you pick something up. Margwa - pretty sure this is right. Balls - self explanatory. Flies - as above. Possibilities and limits You start with 3 beast modes, and get one additional per round. Unless I have missed something stupid, you can't hold more than 4. This is somewhat unfortunate as you can't stay in the spawn until round 3, taking advantage of the free double points and the drop that comes at the start of round 3. A lot of my time was spent messing around with this, and trying to decide what's best overall. There is a clear best location for Jugg, and for any serious attempt to get to 50 or above, it's incredibly important that it's in that spot. It makes a down on 50 a simple recover, compared to a shitfuck no jugg hoard up, in a damn tight area. 6 minimum beast modes required to get PAP open and the sword able to be started. Jugg would be included if it spawns at Waterworks. 7/8 beast modes required to guarantee Jugg in my location. Depends on skill level in beast, I need 8 but am working on the last one :) 9 beast modes required to access everything on the map. Locations It's hard to describe some of the areas on the map, and took me a while to get my head around. I class the map as having 10 distinct areas. 6 of those areas are the 3 districts split into 2. Each district has 2 loops within it, 1 loop per area. 1 area is spawn, 1 area is the rift and 1 area is PAP. The last is the junction. Spawn and ritual area 1. Junction - the area outside of spawn which leads to the 3 districts and down to the rift by stamina. Canals - Sewers. From Junction door, to doors leading to Hotel and train station. Canals - Hotel. Footlight - Drop off. Area from Junction to door leading to Parking Lot. Called Drop off as the perk machine has a brilliant drop off. Footlight - Garage. Area past the Drop off, cars everywhere. Waterfront - Red Room. I named this due to the red room which is behind the perk machine. This room also contains a statue. Waterfront - Gym. Once past the gate and heading down from the Beast mode on a table, I call it the gym. Rift - the rift. PAP - where PAP is. I'll cover these in more detail later. The gist is that the 3 districts are split by doors that can be opened and define the areas. Junction, spawn, The Rift and PAP are self explanatory. The guide This guide assumes some basic knowledge of the map, the beast locations and things to get done. You really need to maximise beast modes where possible. The downfall to not doing this is losing rounds and things becoming harder to do. The first 3 rounds are pretty much stab only. As they are all walking on these rounds it's not a problem. You also have perma Jugg. With the new knifing improvements you can avoid all drops by pulling back as you knife. You should do this ;) Round 1 The only way I start is by restarting until Jugg is in the Footlight district. As soon as the round starts I sprint to see if that location is Red after opening the spawn door. In an ideal world a max ammo would also be the hidden drop in the spawn room. For 100 I'd say that's essential too. Knife 5 zombies, leaving one. Beast mode 1 - Take the beast mode in the spawn and activate the following. Drop in spawn. Quick Revive. Ball in Spawn. Electricity meter straight ahead out of spawn for the pen. Grapple up above spawn, and sprint round to activate the first ritual door Pick up ball and pen, knife the keepers that appear. Pay attention to these! Perform ritual behind/above spawn. This gets you 500 points, which are important. You should have 1150 points now, open to first door to Footlight district. Beast mode 2 - Take the beast mode just as you enter the area and go round the first corner. Smash the crate holding the statue. Grapple above just past the crate. Run to the drop off and jump across to smash the little crate holding the ritual item. Jump back across and activate the Jugg machine. Activate the Jugg door. End the round standing by Jugg machine. Collect Ritual part. Collect Shield part. That's a lot to do in round 1. In the early rounds the more you can do, the better in beast modes. It can be very easy to end rounds by accident, and quickly you can waste beast modes and be getting on higher rounds than you are strictly comfortable on with the current setup. This leads to mistakes, which lead to GAME OVERS! I find a lot of this map is managing frustration, especially when you are learning it. Round 2/3 (sometimes round 4) At the start of round 2, you are going to have around 300 points or so, plus 2 beast modes. I am lumping these 2/3 rounds together because what you do is dependent on what drops you get, and how you feel. I lump it potentially to round 4 because you can play 2, 3 and 4 however you like and not waste any beast modes. Goals by end of round 4 Jugg and Vesper. Rift open from Footlight - Drop Off. 2 rituals completed and first Margwa defeated with Margwa Heart. 1 shield part. Stamina available (and possibly purchased) How I've been kinda doing it :) Round 2 Stab 7 zombies Open door to Footlight - Garage Beast mode 3 - Activate Beast Mode in middle of the cars. Grabble above Burlesque lounge Electric box to open lounge Jump off and sprint towards spawn Smash open Rift door in Footlight - Dropoff Shock and activate Stamina Tips Practise these 2 beast modes. They aren't too hard and make things much easier. There are 3 so far, and all can be attempted or trialed on round 2 (first 2) or round 3 (lounge and stamina) if necessary. To try the 3rd one you need to have completed the first ritual or used a *2 - you need to have gained 2750 points total to access the last one. If you stab all zombies on 1 and 2, plus board all windows you will have 2540 points. Some shooting in legs can take care of the extras but the starting pistol is damn powerful and easy to kill them with. If having trouble with stamina one, don't worry about it, same for the rift. Round 3/4 There are a few ways to chill in the Footlight district - I like by the perk machine and by the statue. Round 3 are all walkers, so stab away like crazy. Round 4 you will want either Jugg or the Vesper first. Are you more confident in your shooting or movement and 'zombie awareness'? I personally take Jugg first, as I'm comfortable shooting a few bullets in the head, and stabbing the runners on round 4. I prefer getting the Vesper 2nd too as the more ammo you have in it, the better. Before ending round 4 you need to have gained 3750 points over rounds 3 and 4 to have both of these. It shouldn't be too much of a problem, just make sure when you stab zombies to pull away from the drop. End round 4 Keep a zombie or 2, preferably undamaged entirely. It makes the next part easier. Go to the lounge and perform the ritual. Be prepared as a Margwa is going to rock up now. The reason I like buying the Vesper after Jugg, is then I will likely have more ammo in it which is nice for the next part. When you finish the ritual the zombies will respawn - it's great to get a crawler before Margwa arrives. Sometimes the zombies are slow enough that you can take out an eye before they appear. The idea is to have him sprinting around so you can gain distance from him, and he can get distance from zombies. With a crawler, this isn't such a problem but with a runner it's more difficult. What I tend to do is run around the lounge, using the stairs to create a basic loop. Eventually you will have a clear shot at him with the zombie behind you, get that first eye done when you can and then he is sprinting. Once he gets his jog on, basically run away from him towards spawn. Keep turning around with some distance to him and using patience he really is no problem. I like to take out the flies immediately on destroying an eye, as they are a nuisance. You will be on 3 beasts at the end of round 4 doing it this way. Extra for round 4 If after doing this you have 1000 points to spare, open the Waterfront. All the next steps are planned to be in the PAP area at the end of round 7. Depending on games they maybe done at slightly different times or rounds, but with careful consideration they can all be done by then. Round 5/6/7 One of these rounds will be a flying boss round. I don't like doing things with the flies, as they tend to die when you perform rituals. I also find them incredibly irritating, without being dangerous. If I do things on these rounds, it's generally going to be at the start of the round. Goals by end of round 7 PAP open Sword rituals made ready - Egg collected Entire map open excluding train station areas from perk locations I'll list an example of what I do on what rounds, but it maybe different depending on points, your preference and when the fly rounds is. Round 5 You need to use a beast mode to not waste one. Have opened Waterfront - red room - 1000. Beast mode 4 - Enter beast mode at entrance. Grapple above perk machine area. Zap perk machine. Sprint past perk machine and smash open crate in red room containing statue. 180 turn, sprint back past the perk machine and go straight ahead and zap gate opening the perk machine. End the round if it's flies, try to perform some of the round 6 stuff if it's not. Pick up shield part. Round 6 Open Waterfront - Gym - 1250. Beast mode 5 - use beast mode on table above that gate you just opened. Grapple straight opposite Beast mode. Grapple again opposite where you land. Knock the crate off containing the belt. Jump from this location back to the table where you got beast mode. Sprint past this table, and down towards the gym Turn left at the bottom and smash the door to the gym open. Perform gym ritual. You now need to consider where you are at. If round 6 was the flies, consider leaving the Gym ritual until round 7. Doing the ritual with flies can end rounds, which is really bad :) Next steps - some during 6 if possible, otherwise during 7 Take train from Waterfront to Footlight (have left 1 zombie!) Look out of the right hand window, you will collect the first 2 red symbols. I've been pausing and writing them down. Arrive at Footlight, the majority of the time there will be a zombie spawning behind a window. Keep him there to wait for the train to recharge. Take the train towards canal when ready. Look out of the right hand window and towards the end of the journey you will get a 3rd symbol. Arrive at canals, in an enclosed area. If you have the money, open the 1250 door too. Beast mode 6 - go into beast mode by the big crate containing the statue. Smash the crate Run around to the front of the Hotel (the pink room area, think it's a hotel?) Grabble above the hotel, drop down, turn left, down the stairs, zap the gate open. If you are a hero, and have opened the 1250 gate it's possible to open the next perk location and activate the machine. I always get the machine, almost never get the door open. You only need it for the shield playing my way, and you can buy your way to it from the train station anyway. Open the 1250 door from Canals - Hotel to Canals - Sewer. Beast mode 7 - Take beast mode right next to the entrance to the Sewers from Spawn. Run towards the hotel and when you go through the arch drop down to the left. Smash open grate/crate for the ritual key. Smash open rift area Continue forward and head to the right on the fork. Past the stairs, there is the electric box to open the grate to access the ritual key. Collect key from sewer and go to the hotel to perform ritual. Defeat Margwa in the same way you did earlier. Enter the rift from the sewers. Beast mode 8 - take beast mode in the rift right next to the wall with the sword symbols. Smash crate. Enter symbols. Zap Widow's Wine. Zap Mule Kick. Zap open door above Mule Kick leading to Stamina. Open PAP door. Place all 4 worms. Start PAP ritual. Kill Margwa. Good to disco! So we could in theory have a very good game from here. PAP is available as is the rift for training. What I now tend to do is just chill in the rift for 4 or 5 rounds, building some points, waiting for the pods to bloom and preparing for what's next. To complete the swords it's ideal to have the wonder weapon with you. Training the rift It's tough to describe what to do in here tbh. When you have lots of zombie experience, it's a fairly straightforward area with 2 ways to run. My preferred method is to just circle infront of the eggs. I'm comfortable doing this but there is definitely some more advanced hoarding required. There are some blindish turns required, and a lot of direction changes. The idea is to get an entire hoard and then take them out with the trusty Vesper. Once this gun is PAPed, it becomes ridiculous. The alternate method which is used when the Margwa is around is to run a clockwise circle around the entire rift area, excluding PAP. Again, this does require a bit of dodging and has some tight spots through some of the tubes but with a little practise it's manageable. For right now I'm going to leave this guide as it is. I have been working on later gameplay and am still tweaking parts of it. I will include a video of me playing to round 12 or so for anyone interested in wasting 25 minutes or so of your life. I wish I was better at formatting so this looked a little nicer. I believe all the information is pretty concise, and lays out a map and path to be able to get to PAP without too much hassle. I'm 99% certain that that is the majority of people's issues, how to actually get going on the map! When it takes a good 20 minutes to get going, it's incredibly frustrating to either waste time or keep going down trying to do things at the wrong time. I hope this helps. Cheers, Chopper
  8. 9 points
    Okay guys so I haven't seen anybody talking this new note from Shadows of Evil that was recently assembled. In case you didn't know, there are several little pieces of it scattered across the map, and the YouTubers finally managed to put it all together, and this is what it looks like: Photo courtesy of @MrRoflWaffles http://i.imgur.com/1aCyvSv.jpg Obviously, there's quite a lot of stuff going on here to discuss. Some of it has already been discussed, but I'm going to talk about the four coordinates in each of the corners of the paper. Coordinates: 44°29'53.73"E 48°41’18.11"N Location: Volgograd (Stalingrad), Russia This city (previously Stalingrad), is the location of the Battle of Stalingrad from World War II, when the Nazis were trying to invade the Soviet Union. This video gets far more in depth about this coordinate that I will be able to right here: https://www.youtube.com/watch?v=mrtzaW4S3KU _________________________________________________________________________________________ Next Coordinate: 51°4'28.33"N 17°2'27.57"E These are the coordinates to Wroclaw, Poland. Wroclaw is the capital of Silesia and Lower Silesia in Poland, which is where Der Riese/The Giant is located. The coordinates fall almost exactly on the location of the Project Riese Complexes from World War II: https://en.wikipedia.org/wiki/Project_Riese Not really much to say, as it's just a nod towards Der Riese, perhaps meaning it is related to the other locations. _________________________________________________________________________________________ Now, these next couple of coordinates are where things start to get really interesting. Coordinates: 13°12'49.48"E 47°30'26.51"N Location: Eishohlenstr, Austria => The Eisriesenwelt A couple of interesting things about this place: Thanks to @PINNAZ for pointing out this other bit to me: https://en.wikipedia.org/wiki/Eisriesenwelt So, that note gives us the coordinates to a gigantic ice cave, that's inside of a mountain, with mysterious folklore surrounding it. Meanwhile, the barcode easter egg on The Giant when decrypted reads, "The Mountain Must be Searched For The Frozen One". I'd find it very hard to believe that these things are not related, and this may just be the location of the next zombies map. __________________________________________________________________________________________ Now for the last Coordinate, we have: 158°10'50.31"E 6°53'12.07"N Location: Pohnpei, Federated States of Micronesia https://en.wikipedia.org/wiki/Pohnpei The last coordinates are of a small island in the South Pacific, which is a part of the Federated States of Micronesia. Recall that the Island is in the South Pacific, one of the places where Mr.Rapt has the Reporter go to track down "Ancient Artifacts" : ( Thanks to @Monopoly Mac for pointing out this next part to me) Now if you go to the wiki page for Pohnpei, there is a section which lists it's references in fiction, and one of them is none other than H.P. Lovecraft's Call of Cthulhu. Here's a little bit about the city of Nan Madol in Pohnpei: The City was used as an inspiration to Lovecraft's city of R'lyeh: Here's some background info about the city of R'yleh from the Lovecraft Wiki page: Considering the blatant Lovecraftian imagery and influence on Shadows of Evil I think that it's clear that those coordinates and that location ties in more to this Lovecraftian/Cthulhu Mythos theme, and I think it would be awesome if we had a new zombies map at Nan Madol/R'yleh. Just imagine waking up Cthulhu on the next zombies map.... So there's a lot to look into here just with the coordinates alone, the zombies team sure knows how to keep us busy! This is everything I've found looking into it so far, and I will be doing some more research on the other stuff in the note later on. Now let's get some more discussion going on about this note!
  9. 9 points
    Ok, I'll rant. I love Zombies. I am an older guy in his 30's with a kid. Hard to find 3 hours and a team that isn't retarded to do these EEs. This particular map pissing me off alot about taking a solo player all the way to the end and not letting them take part in the final step solo. Its just dumb. Its ok to have to upgrade your sword using all 4 players ritual spots when you are playing solo, but another step (the last one) can't be done on solo. This could have been as simple as letting a solo player have more time to shock everything etc... I am just tired of not having the same oppurtunity as a 4 player game does. You already have a team based environment, it called multiplayer. I just don't feel the need to give a multi player game in Zombies more access to a storyline then a solo player. If they made it equal, it would draw so many more people to Zombies.
  10. 8 points
    A Zombie Trilogy v.III Explaining the Entire Call of Duty Zombies Storyline 12-Part Series After many years of hard work with so many of you on this site, I've finally completed the video series based on the storyline of Treyarch's Zombies. The links to the videos are below, but feel free to leave comments or discussions here. I hope you guys enjoy, and thank you so much. Part 1: The Beginning The First One creates the 63 Universes and life. The Great War is fought between the Keepers and Apothicons. Mankind begins to inhabit the majority of the Earth. Group 935 forms prior to World War II. Maxis and Richtofen fracture Group 935 into factions. Part 2: Cold War Era Samantha rises to power and wipes out Group 935. Zombies unleash shortly after World War II. CIA and DOD experiments with Group 935 technology. Ascension Group has Casimir accident. The Test Subjects travel into the future. Part 3: World's End Actors star in the movie, Call of the Dead. Famous explorers rediscover Shangri-La and die. Richtofen rises to power in Samantha's place. Maxis rises to oppose Richtofen's schemes. Griffin Station blows up the Earth. Part 4: Post-Apocalypse The Survivors fight in a post-apocalyptic world. Broken Arrow incriminates itself. Richtofen and Maxis vie for control. Three global polarization devices are sought out. Maxis fractures the 63rd Universe. Part 5: World War I Group 935 forms early prior to World War I. Maxis befriends Richtofen as a father figure. Samantha reaches through to this world. The Heroes meet upon the dig site. The Heroes destabilize the millions of alternate realms. Part 6: Campaigns Group 935 fails, but the Kronorium is found. USA and USSR victorious in World War II. Mason brainwashed by Dragovich in the Cold War. Cordis Die uprising leads to drone attacks. DNI technology leads to AI during the Second Cold War. Part 7: Other Worlds Part 8: Ancient Evil Part 9: A New World Part 10: World War III Part 11: Worlds' Ends Part 12: Finale Credits The End? ~~~~~~~~~~ Credits: Forum Support: www.callofdutyzombies.com Video Support: MrDalekJD Dedicated Contributors: BlindBusDrivr Caddyman Delta Ehjookayted FatedTitan GRILL InfestLithium Lenne Matuzz MegaAfroMan Monopoly Mac MrEvakin1 nayrcraig Rhyujin of Fire Rissole Shooter Tac Whiskey Zelkova ZombieOfTheDead Contributors: Adopter of Knowledge aegisknight AlphaMarkII AlphaSnake anonymous BasketballHawk BlackOpsTiger BoomByeYeah Cameron Hay Colin Reinhart Darkesttimes DeathBringerZen Dylan Ames Electric Jesus EpicMonkeySlayer Flammenwerfer Funkwalrus IVyroniQ Jack Tanner Jew Feeds jopopo K1lsteelr Kira Marshiku Louis Stevenson MexicanIlluminati Miss Tacobag MixMasterNut MLG Bonny Mr. Jay MrFrenzyBox MyLittleH*llhound Naitrax Nightmare Poindexter oM Blitz PANDAmoneum316 PINNAZ Robert szyszko Schrödinger Scoldon SeaboundSlayer Sebastian M. Siemen Bos Stop Mocking Me0 Tanner Phillips T-Doug TakedownCHAMP97 TehGoombaStomper The Meh TheBSZombie TheNathanNS TheRealMistyBriarton trevbo Troy Beaudoin Undead undeadarcademachine WarMachineSMK Wizardmanguy xXExpertCoahXx XxJasonLivesxX גולן ברלין Codebreakers: /r/translator /u/darkmegahot Berries BinSys certainpersonio DCRevolutionGaming Doppelgänger DragonGJY I4mThoR Kalinine Lizizadolphin MrChillax6 MrJoseTrocious MrRoflWaffles Nieno69 oxin8 WaterKH Audio Sources: cjdog23 Jr. Rizzo NoahJ456 PINNAZ Resortified Tasha WeezyIsTactiic Youtube Community: Call of Duty Call of Duty Zombies Library Gamer's Little Playground Magixcal MrDalekJD MrRoflWaffles NGTZombies RADAUSTIN27 Rissole Talam Treyarch Yoteslaya
  11. 8 points
    I find the lack of EE discussion, most disturbing. But anyways, I figured I'd post up the steps to the EE this far. 1) Collect the summoning key in spawn by breaking the marked box while in Curse mode. It is on the back of the truck next to the power meter. 2) Retrieve each special item and perform a ritual in areas closed off by the electrical staircases. The item locations are as follows: - Lawyer pen in the middle section of the map How to obtain: - Deputy badge in the Canals How to obtain: - Hairpiece in the Footlight District alley How to obtain: - Boxing belt in the Docks alley How to obtain: * Practice this step several times. The goal is to open up every single thing you can, namely the Cthulhu statues. You thank me later for doing this early on. The ritual sites are at the furthest section of each area. You must go into Beast mode, find a place to grapple somewhere, and follow each unique path until you can charge the volt meter to open the staircase. [Note: the only section that does not require grappling to access the ritual area is the boxing gym, as it only requires you break the door.] 3) Activate the rituals with the correct item and survive long enough until the sacrifice is done. You do not need to kill the Gatekeepers. 4) Take the gateworm. Once all four have been obtained, use the rift (portal inside marked walls) to go into the subway. A wall should be opened up opposite of the Mystery Box spawn and lead you to an open, red room. This is the Pack-a-Punch room. 5) Place two gateworms on the front sides of the room. Then wall run on the sides of the room to get across, placing the last two worms on the newly formed ledge. 6) Activate the table in front of the room and survive until the event is complete. Much like the ritual step, just run around avoiding enemy contact. Once completed, you will see the Shadow Man in his true form. * All of this can be completed as early as Round 3. You will want to act efficiently and quickly to make the Easter Egg significantly easier as you progress. Obtaining the Ancient Swords 7) To progress further into the Easter Egg, you will need the ancient swords. Start by taking the train from the Docks to the Footlight District. If you are facing the direction of which the train is going, go to the right windows and look out them the ENTIRE train ride. You will see two glimpses of cuneiform code glowing red inside the building windows. These can easily be missed so be sure to jot them down (as the images change per game, but not the locations). There are a total of 2 on this ride. After you found those, take the train from the Footlight District to the Canals, following the same procedure. This time, only one cuneiform symbol will be seen. You should have all three symbols in the correct order. 8) Go down into the subway and activate Beast Mode right next to the Mystery Box spawn. Here you will see the blank arced door now displaying several red cuneiform symbols. Accurately zap each character you found in the correct order to access the hidden sword room. 9) In regular form, take the egg from the sword holsters. You must now charge the egg four times in four different locations by killing zombies. Remember those Cthulhu statues? There's a reason why you broke them; the egg must be placed on each statue and obtain 10 zombies per section. The locations for the statues are in the same areas where you obtained the ritual items. The egg will glow once it's done on each statue. 10) Once the egg has been charged fully, take the egg back to the sword holster in the subway. Obtain your sword. 11) But we're not done yet - now you need to upgrade your sword. In order to do that, you must go to your character's ritual table. Here you will see a spectral Gatekeeper who offers you another egg. There are four glittering red circles around the map that you probably saw after completing the previous Shadow Man step. Simple drop the egg on the red circle and kill the Margwas that spawn. You must do this once per round at each location. 12) Once each spot has been handled, go back to your character's ritual table and the spectral will finally give you the upgraded ancient sword. Enjoy. Finishing the Easter Egg 13) Go into Nero's apartment and along the front left-side bookcase you will see a book on the floor. Hold the action button and you should see it begin floating in air. 14) Back into the subway, you will see a misty flag. Pick it up and the round will suddenly change into a meatball/insect round. With the flag, you must go to each area of the map and place down the flag a total of two times. When placed, the Shadow Man will appear three times as the other enemies [no zombies] try to destroy the flag. The best solution to making this step easy as cake is to call out the Civil Protector. It will do a hella dank job protecting the flag while you focus on stopping Shadow Man from putting a spell on it. The flag will stop charging when a "ding" is heard and it starts pulsating red. Do this an additional time at the nearest location while collecting a Max Ammo for each successful charge. When fully charged, take the flag back to each character's ritual spawn and the spectral will take the flag, thus becoming a full-fledged Gatekeeper. Repeat this a total of four times, once per round. I strongly suggest doing this step at the end of every round to avoid spawning in too many zombies. Additionally, let the Civil Protector break down before you take the flag back or else it will destroy the leftover zombies. The Margwa gun helps greatly during this step, and the Ray Gun is a must-have to get rid of the Shadow Man here and later on. 15) With all four Gatekeepers finally active, make your way back into the subway. Before heading into the Pack-a-Punch room, make sure you're heavily equipped with a good arsenal, the Zombie Shield, and something from the Gobblegum machine to further protect you (invisibility for 10 seconds is such a lifesaver). Awake all four Gatekeepers as quickly as possible to begin the next step. (If you don't do this quick enough, Shadow Man will lay a spell and put all the Gatekeepers back to sleep.) 16) If all four Gatekeepers are awake in time, they will destroy the Shadow Man's shield, making him vulnerable. If you have the Ray Gun, it will make this following process easier. Shoot the Shadow Man, and keep an eye out where he will spawn next. He tends to zip side to side, with each teleportation giving you less time to shoot him. Eventually he will back into the front of the room and above the ritual table. Activate the ritual, which kills Shadow Man and absorbs him into the Summoning Orb. 17) At this point, a giant gateworm will appear on top of the ritual table before vanishing. Here you will find yourself in unlimited Beast mode [note: if you are not then you must continuously pass through white mists scattered across the map to stay alive]. In the Junction - which is the middle of the map - you will see the giant gateworm hovering where the crane is alongside four Keppers. Each player must go to the three stain stations and shock the power box that may be located at the top of the roof before entering the rail car. If done correctly, you will notice the track glowing blue meaning it's been electrified. Do this for all three stations at the Waterfront, Footlight, and Canal Districts. Once all three are power, active the train to pass through the Junction. Either run back to the Junction or have someone there ready to shock the 3 Keepers who seem to be in a sleeping state. Once the rail car hits the giant gateworm (or immediately prior to it) the Keepers must be shocked. After they have awakened they will do their ever-so-popular magic trick and the Easter Egg will be completed.
  12. 8 points
    Hey guys, Tac here with a thread that I hope will help shed some more light on the Shadows of Evil note that we see. This thread was inspired by @MixMasterNut and all of his loading screen analyses that he’s done over the years (Moon and Nuketown), seeing how helpful they were to the community. Additionally, shoutout to @BlindBusDrivr for making the ‘Note Discussion’ thread and breaking down the coordinates, so I’ll essentially be putting what he said about those into their respective sections. Hopefully you all enjoy the thread and if you'd like anything added or clarified, please comment! Coordinates Solar Systems Blue Shards Fabric of Spacetime Infinity Apothicon Rift Stone Multiple Earths This has all happened before... A universe has been born... String Worldsheet WE ALL MUST DIE! House Vortex/Wormhole I must connect Maxis to Universe Membranes How many years...
  13. 8 points
    Early in the World at War development Jesse Synder and Jason McCord were trying to come up with a cool extra to the game like the airplane level on Call of Duty: Modern Warfare. At the time they didn't have anything planned besides a "competitive co-op" similar to the arcade mode of CoD 4 but in co-op. They had planned an end sequence for World at War where you would be playing a German soldier defending a bunker fitted with MG-42 machine guns in the Normandy beach. In the end there would be so many enemies that the player couldn't defend the bunker anymore and U.S soldiers would blast trough the bunker door and in a cinematic a soldier would then shot the player in the head and the game would fade black and end credits would be rolled. Even how cool the idea was there was a problem. Playing as a German got a lot of resistance even though in the end US would "win". In result the idea was ditched. Later during the project they added AI to the level "Little Resistance" which had Japanese soldiers looking dazed after a rockets strike to their defensive structure. Everyone who saw those stumbling animations always mentioned that they looked like zombies. Months get passed and one of the producers Dan Bunting came to ask Jesse Synder that they should do as they want some extra content to the game. Jesse still liked the concept of being over run and not really being able to win. One of the common things in Call of Duty has always been the feeling that you are invincible, that when things go wrong you'll be okay in the end. The first thing Jesse asked Dan was if he had ever played tower defense games. He hadn't so Jesse explained him the simple mechanics where after each round you use your points to make your defenses better against next wave of enemies. Repeat that until you die. Tower defense games had always been popular flash games so their own Call of Duty version could be massive hit. The model for the extra content Jesse wanted to follow that of Geometry Wars. "Geometry Wars was a game that started as a mini-game in Project Gotham Racing 2. Eventually, the game became so popular that Bizarre split Geometry Wars out into a separate game, available on Xbox Live. This model for extra game content is ingenious for two major reasons: one, players get a really fun bit of extra content with a high replay value, and two, the development team can use this opportunity to explore and test new ideas and projects. If everything works out, the fans are happy and you have a prototype for another game." After a few hours of talking to Dan about doing extra content Jesse talked to one of the designers, Sean Slayback, about tower defense games and the proposal to make one. He mentioned a game called The Last Stand. It's a flash game where you defend yourself against waves of zombies and buy better guns and defenses. Jesse played a few rounds of the game and had a huge epiphany: "Zombie Nazis!" In World at War you could do many of the same things but it would be much more interactive. Buying barricades in real time and fighting in first person would be very intensive. You could be able to possibly unlock new areas and change strategy and the flow of enemies. And to top it all of you could play in co-op. They already had "zombie" animations from the map Little Resistance" so making a prototype was a no-brainer for Jesse. The engine would support all the needed features and Jesse saw immediately how they could be implemented. Jesse rushed to Dan's office. “Hey, so I have this idea, I think it’s going to be awesome. Let’s do a tower defense game where zombies are attacking a building you're holed up in!” Dan was not sold on the idea. Jesse gave his pitch anyway but Dan wasn't impressed even after he was shown "The Last Stand". Dan said there would be not enough time to make it. Doing such a game would have required all new assets.. It would be huge risk, it wouldn't fit the theme of the game at all and there was no time and the mode would be too "campy". In normal situations the idea would have been put to rest and that would have been it. Jesse still decide to pitch the idea to few of the other devs in the studio. Others seemed to love the idea. Especially the devs who had been playing WoW and StarCraft and knew about the tower defense games fell in love with the idea. Jesse sat on the idea for a while and learned that Dan had grabbed a scripter and a programmer to implement his concept of what a tower defense game should be. The mode was named "Bunker Defense" and included sections of levels from the single player campaign. The player would run trough the levels and guys would be spawn in waves and you'd encounter flame guys and some dogs. The mode however basically lacked all the fundamentals of a tower defense games. You were not defending anything or buying new weapons or upgrades. You would be just running trough the levels in "Bunker Defense" with no strategy. Weeks went by and work got put on the Bunker Defense mode. Jesse kept saying that they should drop the mode and start work on "Zombie Nazis". However he was always met with the same answers: "Too risky," "Too much work", and so on. After few months Jesse decided to take things on his own hands and just start making prototype for "Zombie Nazis" himself over a weekend. He took one scary looking Russian building from campaign map and put boards on the outside of it and made some contrast-y lighting. At first he just used the dazed guy animations for locomotion and had them "melee" trough the boards outside of the house in order to make their way in. There was doors you needed to buy open to get a flamethrower and a couch that you could buy away to get into upstairs. There were guns in the walls that you could buy to get into further rounds. The prototype was rough but it had all the core elements. Jesse showed the prototype to a few people and the initial reaction was far better than he expected. Other people could immediately see the potential even though it lacked script work and had temp animations and limited geometry. Most of all the prototype was fun and got positive reactions. The Creative Director Corky Lehmkuhl, gave Jesse the go-ahead to continue work on the mode. Dan wanted to have both his "Bunker Defense" and Jesse's "Nazi Zombies" be in production the same time but after just a week Bunker Defense got cut as it wasn't just working and it had only one programmer, Austin Krauss, assigned to make it work. Despite the potential in the mode. Asutin and Jesse were asked to work on Nazi Zombies on their spare time and on weekends since Treyarch was in full crunch for the main game. Jesse and Austin ended up doing just that and sacrificed their own time to bring Nazi Zombies to the game. Jesse had planned in the prototype to make the boards available to be bought back on the windows but never got that done but Austin made it so you could buy them all back in one shot, and later had it so you would buy them back individually. Treyarch's lead animator at the time Jimmy Zilenski, finally got around to playing the prototype and his head gibbed with excitement. "If you need any animations for this, just let me know." Jesse whipped up a wishlist for different animations and gave it to Jimmy. The animators had a mo-cap session coming up soon, so Jimmy promised to get bunch of zombie animations on the side. By the time the mo-cap session came, one of the luckiest possible things happened. One of the actors they had for the day actually played a zombie at Universal City Walk. So they were working on this side project and just by chance they got one of the best possible actors for the zombie animations. As a result the prototype got million times better. One of the artists, Cameron Petty, wanted to get involved on this side project and wanted to make special characters for Nazi Zombies. He zombied up the SS Honor Guard characters, made glowy eyes for them, and so on. Treyarch had gibbing system set up from the main game, so they got special gibs made just for the zombies. Some of the zombies were also burned in script to give them more gritty and rotten look. Eventually a head gibbing was implemented to the zombies. This feature was not in the main game as exploding U.S Marine heads would have been offensive to many but Jesse found a way to make it for zombies all in one script. There was however one bug, sometimes a zombie with out his head would just charge at the players and attack them every now and then. People though it was just awesome and decided not to fix it but add a system that would kill the zombie after a while. So one of the iconic zombie things was originally just a bug. By this time Jesse had moved the level from the Russian house into one of the bunkers from the Pacific campaign. Lead Multiplayer Designer, Chrish Dionne, fixed up a bunch of geometry issues with it and made it not suck so much, Jesse went in and adjusted all the doors and windows so that it fit with the game play better. A few more weeks had passed, and Austina and Jesse were still trying to put everything together on Saturdays and Sundays, even though they were already working on 12+ hours days Monday trough Friday in addition to working on stuff for the main game on the weekends as well. Regardless they were super motivated to work on Nazi Zombies. Jesse had also idea for "Magic Chest" during the prototype phase but never got time to implement it. It wasn't until they got the mode moved to the new bunker map that Jesse started working on new interactive objects like the rifle cabinet, the treasure box and so on. Jesse knew in order to keep the game interesting there needed to be some randomness as well as strategy. People loved going to the box and seeing what weapons they would get. The chalk outlines used to buy weapons of the wall were added to the game much later. Jesse had always wanted chalk outlines since day one. He imaged it like in the Hitman series where there is outlines for weapons in your hideout and as you progress they start showing up. Once Lead Artist, Brian Anderson, started playing some Zombies, he whipped up the chalk outlines, re-did the lighting and generally made it look pretty. He also fixed up the box with question marks on it, which was a nice polish touch. So by now on their spare time they had a full functional and fun prototype of the mode with rounds and all made up. It had actual zombie animations, near complete geometry, lighting and a prototype intro screen and so on. However, at this point the mode was still very buggy and unbalanced. First round would last like 30 zombies and it was very slow. Jesse and Austin hadn't had a day off for months. They hit the point where they couldn't work on the mode anymore as the main game took too much attention. There were multiple times they though the mode would be cut off because lack of manpower including when Austin was pulled of to work elsewhere in the game. The upper management however decided to put Lead Scripter, Mike Denny, as fully dedicated on Nazi Zombies, which it was now officially called. He fixed up a lot of remaining issues, polished up a lot of features for example the couch which would just disappear would now fly up in the air with FX. They and Jimmy and another animator, Phillip Lozano, went back and fourth and played ton of the game mode every night balancing it on the fly to make sure Nazi Zombies played right. Early you could get to round 35+ with ease. They wanted 10 to be the tipping point, with 20 being the point at which if anyone makes a mistake the game ends. With only a week or two before submission, Jesse was satisfied with the game play but there was still something missing. Power-ups! Jesse was heavily advised against it, but as the creator of the mode he decided to go ahead and add four power-ups in a "day of mad scripting". At first he just grabbed what ever models he could find that were kooky enough to be power-up models. Point doubler was a tea kettle, the Insta-Kill was a crow model, Max Ammo was a rat and the bomb was... well, a bomb. Some people hated the drops at first. They had been playing a lot of Nazi Zombies, and thought it took away from the "survival horror aspect" of the game. But that wasn't the direction they were going with the Nazi Zombies anyway. Most fun part of Nazi Zombies was to play with friends and see how far you could go. While the atmosphere is somewhat freaky, the game isn't meant to be a serious survival horror game. It's meant to be more arcadey and fun. After the power-ups made it into the game you could hear all around the office: "Get the bird, oh tea kettle double points!". At this point in the project the team was mainly bug fixing and content was locked so everywhere you went in the office you'd see people playing Nazi Zombies. You could hear them across the office, yelling at each other for revives, talking trash about how far they had made it and what strategies they had used. Nazi Zombies became the buzz around the office and people especially loved the Ray Gun. The Ray Gun is another awesome, semi-accident that fit perfectly with Nazi Zombies. One of the weapon artist, Max Porter, did the Ray Gun as total fun, side project for himself. One day he walked by Jesse and said "Hey, want to see something cool?" That was pretty unlike him, so he brings Jesse over his desk and shows the Ray Gun model in first person. It was pretty finished minus the animations. The Zombies had only been guys in olive green running around with WWII weaponry so Ray Gun looked awesome addition. Audio Director, Brian Tuey, was also amazed b the gun and said he'd do the sound for it. Particle FX Lead, Barry Whitney, said he'd do custom particles and Jimmy said he'd do animations for the gun. After all was done the Ray Gun became the ultimate Nazi Zombie killer. Meanwhile, Denny was still working full time on Nazi Zombies and adding ton of polish to the power-ups for example making the guys heads gib on insta-kill, catch zombies on fire when the bomb goes off and so on. Brian eventually make new shiny gold models you see today for the power-ups. Kevin Sherwood wrote riff that plays in the mode when the camera fly trough the environment as a quick fix to the mode. Brian Tuey liked it so much that he challenged Kevin Sherwood to make it into a full song that would be played after the players die in the map. So Kevin was playing guitar and Elene Siegman was doing vocal for the song that was completely produced inside Treyarch Studio's. The song became known as "Lullaby of a Dead Man". The sound team also added a radio to the map that played random songs from the campaign maps when it was damaged. Jesse could see that Nazi Zombies would become an even bigger hit when people in the office started playing and making competitions. Almost everyone around the office were playing the game and sending emails with screenshots of their highest rounds. As result on of the programmers added leaderboards for the mode. Denny kept polishing the game and fixing bugs and exploits people found out. For example people were going down on purpose with the Ray Guns as that gave their full ammo when they were revived. After what seemed almost impossible task during a very strict development of the biggest game in the industry by a chance and luck Nazi Zombies were created. After Jesse Synder got people behind his idea the mode grew into a passion project for the whole team. The Nazi Zombies also became an instant fan success and fans became a very big part of the future development process of the zombies. Treyarch uses many of the ideas that fans have come up with in addition to their own to push the zombies forward and make each map better than the previous while trying to keep the mode fun and true to it's core gameplay that Jesse designed. One of the additions of fans was how they heard one of the zombies screaming "Sam!" so Treyarch tied that to the game by making a character called Samanta Maxis. The zombies team had free hands on the development of the mode and the mode became also a platform for Treyarch to test different things that they wouldn't want to risk in the main game. This included voiced playable characters in Verruckt which paved a way for Black Ops single player campaign having voice for the main character. Also first playable female character in Call of Duty was introduced in Call of the Dead. Voices added to the characters was also the first step in creating backstory for the Nazi Zombies mode in Verruckt. In Shi No Numa four very stereotypical characters were added to the game so players would not have trouble understanding who they are playing with, as zombies didn't have any cut-scenes to introduce the players to the story or characters. The man behind the idea of Nazi Zombies Jesse Synder left Treyarch during the pre-production of Black Ops, and is now working in Infinity Ward his latest game being CoD: Ghosts. After being massive success in World at War zombies became the essential part of Treyarch games and with Black Ops many developers were dedicated for zombies. Previosly Lead Animator, Jimmy Zilenski, became Creative/Desing Director of Call of Duty Zombies and Reza Elghazi, Zombies Producer. Idea for the zombies map "FIVE" came from Dave Anthony, Director and writer, he got the idea for a map set inside a Pentagon while being on treadmill on morning. He squirreled the idea away on his iPhone for later. Months later he was brainstorming with Corky Lehmkuhl, Creative Director, about using the Pentagon as the setting for the co-op mode in Black Ops, where the players would be playing with political figures. Anthony later noticed his boss Mark Lamia reacting to the idea with concern. Anthony said: "I call it the Rule of Fear," "If I'm pitching an idea to somebody with any sort of authority and influence on the things we can do, and they look scared, I know I'm on to something." The idea was later approved and players could kill zombies as, JFK, Fidel Castro, Richard Nixon and Robert McNamara. Jimmy Zilenski wanted "FIVE" to be sort of a new Nacht Der Untoten where they would now use assets they never had during the development of the first map. That's why the map has a lot of dead ends and very narrow hallways. If Zombies mode hadn't shown how big of a success it was for Treyarch and Activision with World at War then Black Ops' final DLC, a zombies only DLC called Rezurrection did it as it became the most sold DLC pack in the history of Call of Duty showing that zombies is just as big as single player and multi player are. After the Black Ops II Jason Blundel took Jimmy Zilenski's place as the Director, Campaing & Zombies / Sr. Executive Producer. He has already worked as director for some zombies maps like Call of the Dead and Mob of the Dead, It's unknown as of yet if also Jimmy has completely left Treyarch like Jesse did from the original minds behind the Zombies mode. SOURCES: Worth the watch:
  14. 8 points
    It is apparent that the Black Ops III: DLC 1 Awakening - Zombies map is influenced & takes place at an Austrian Castle known as Hohenwerfen Fortress The Shadows of Evil Paper Scrap picture has map Co-Ordinates that land almost on this location. Check out this thread by @BlindBusDrivr for further illustration ~ http://www.callofdutyzombies.com/topic/180589-der-eisendrachen-location-hohenwerfen-castle/ OR Hohenwerfen Fortress
  15. 8 points
    Dr. Kurt Blome and Dr. Friedrich Steiner Before World War II, Dr. Friedrich Steiner did meticulous and frustrating work in chemical weapons, earning several degrees and was thus sought out by the Waffen-SS to work in the Wunderwaffen program. The Führer, Adolf Hitler, realized that the Allies could not be held back much longer, so they called upon Steiner in 1943 to look for more "unconventional" solutions. In that same year, Dr. Kurt Blome, a high-ranking and respected Nazi scientist, was working with the gas known as Sarin. Dr. Friedrich Steiner focused on chemical weapons with the help of Dr. Kurt Blome, the result being the creation of NOVA 6, a deadly toxin that the creator himself, Steiner, was horrified about. In 1947, Dr. Blome was sent to the Nuremburg Trials under the evidence that he was practicing euthanasia and conducting experiments on humans, eventually being acquitted, with both men ending up in peculiar situations. But let's back up. The year is 1943 and the main headquarters for Group 935 is Der Riese. The Nazi's are getting into the chemicals business via GK, a German front company who manufactures the chemical weapons. By September 5th, 1944, the Germans were beginning on version 4 of the 'NOVA project' (as they called it) and the biggest issue with it was "still" stability, but they were also looking into new dispersion methods, using containers for long term storage, switching to human testing as opposed to chimpanzees, and getting a new facility. The chemicals working inside Germany's Nova-6 were Tabun and Sarin, evidenced by this note from Kino Der Toten and GKNOVA6 documents stating the exact symptoms of Sarin. You might be saying that all this is circumstantial, and asking, "Where is Blome ever mentioned in Zombies, did you just pull his name out of thin air?" The answer is no due to a few pieces of evidence. Dr. Blome and Dr. Steiner both started working with chemical weapons in 1943 for the Germans, with Dr. Blome's emphasis on Sarin, which is in the chemical compound that Steiner created. On top of that, in all of the GKNOVA6 documents sent out, Blome's name was on about 10 of them, but I'll get into that in a bit. The largest piece of his evidence comes from a poster in Der Riese (view-able below) that many used to think said Dr. K Blondi, but it actually says Dr. K Blome. Take a look in the bottom left-hand corner: The poster above is in Der Riese and Kino der Toten. Since Blome worked on Sarin, it is understandable why the poster is in the map with crawlers, but why Der Riese you ask? Let us not forget that in the teleporter in Der Riese, images are shown to us of many different things, like a lighthouse and Dr. Richtofen. However, let's take a look in the third row, fourth column. It appears to be an early version of a crawler, which we know weren't around in Der Riese, but it seem they were certainly thought about. Here's an excerpt from the Project Nova intel, followed by an excerpt from another thread: Dr. Steiner realized that Germany was in their final moments of the war, so he gathered his scientists and research to initiate Germany's NOVA6 strike ahead of schedule. They transport everything from Der Riese to the Elbe River and onto a freighter, getting through the North Sea and heading northbound into the Arctic Circle. On October 29, 1945, Kravchenko and Dragovich led the 3rd Shock Army Special Operation Unit in Operation Olympus to get Steiner and NOVA6 from the Arctic Circle and Steiner showed how much of a coward he really was by selling out his men to join the Soviets. In the first paragraph, I mentioned how each man ended up in peculiar situations, so now I'll go back into detail. After selling himself to the Russians to save his life, Dr. Friedrich Steiner was now the lead in the Ascension Group, which had the purpose of pushing Soviet weapons development forward. It was the Soviet resurrection of the German NOVA6 program, organized by Dragovich and housed former Group 935 scientists. While Dr. Steiner fled to the Russians, Dr. Kurt Blome was acquitted in the Nuremburg Trails most likely due to America's intervention, and two months later he was a part of Operation Paperclip as a consult for America's germ warfare program. From there, he likely tells America everything there is to know about the experiments and they eventually begin to work on their own concoction. How do we know that Dr. Blome is the reason the United States knows about NOVA6? In the GKNOVA viral, one document in particular is telling: When translated, notice the sixth sentence (the one regarding Blome): This is the conclusion of my revamped theory showing that Der Riese is located in Ludwigsdorf and was the original NOVA6 test site and the lives behind two of the men that made it happen. I hope you all enjoyed it and learned something and if you believe I made a mistake, or you have something to add, please comment!
  16. 7 points
    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!
  17. 7 points
    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...)
  18. 7 points
    Hey everyone! I know many of you have been asking us "What happened to Podcast Der Toten?" Well here it is, back and better than ever! We hope you enjoy the episode and encourage you to comment and give us all the feedback you'd like! Thanks for the support of Season 1 (back in Black Ops 2 days), and I hope to see the amazing level of support again! This week, we discuss what we like and dislike about Shadows of Evil and The Giant, investigate possibilities for Der Eisendrache, and let you know what questions we hope are answered during the upcoming season of content. Thanks again and keep slaying those zombies! Links on discussed topics: X1 vs 360 SoE Mr. Rofl Waffles Dempsey Video
  19. 7 points
    There's a new 'The Replacer' trailer that dropped today for the Awakening DLC There's some cool zombies footage in here. I just wanted to point out some of the new stuff I noticed that was not available to see in the previous map trailers.... Some interesting graffiti written in red on the wall seen here. Three distorted frames here show an underground area. Some kind of wall weapon is seen in the background Hell Hounds are making a return The Razerback SMG is making an appearance in this map. (Credit goes to chromastone10 on the Reddit forums for being the first to post this find.) Not sure why the new Panzer Soldat has two different colors of light emitting from inside it's helmet? Green... ... Blue Then at the very end of the trailer we see these 5 distorted frames. Are these images of the Castle blowing up? Could this be part of the EE? If it is the castle exploding, then I'm guessing it might be this section of the map in these frames... Hopefully I showed you guys some new info. Feel free to share anything else you guys find. - Mix
  20. 7 points
    I haven't seen many people in the Zombs community talk about this & it's an awesome Easter Egg that Treyarch put into The Giant. This probably won't be story related at all but it also has a connection to Der Eisendrache (Watch the 3 minute video) The Der Riese Gold Train https://en.wikipedia.org/wiki/Nazi_gold_train Found through the window in the tunnel next to Teleporter Z-C is a recently discovered (Allegedly in real life) Nazi Gold Train The so-called Nazi gold train and Wałbrzych gold train concerns a local legend of up to three Nazi German-era trains buried underground in Lower Silesia in January 1945 toward the end of World War II. The area is now part of southwest Poland, but was then part of southeast Germany. The train(s) are believed to be near the Polish city of Wałbrzych, which until 1945 was the German city of Waldenburg. According to local legend, the train or trains left Breslau (now Wrocław) laden with gold and other treasures. They were driven into a system of tunnels under the Owl Mountains that were part of an unfinished Nazi secret Project Riese (German for "giant") near Wałbrzych. There they were buried in a warren of tunnels and mines created by the Nazis. The train(s) are rumored to hold up to 300 tons of gold, jewels, weapons, and masterpieces. According to historians, it has never been proven the train(s) ever existed. In Poland's Communist era, the Polish army carried out fruitless searches. And this thread isn't finished, because here is a freakin' cool link to Der Eisendrache Hungarian Gold Train https://en.wikipedia.org/wiki/Hungarian_Gold_Train The Hungarian Gold Train was the German-operated train during World War II that carried stolen valuables, mostly Hungarian Jewish persons' property, from Hungary towards Berlin in 1945. After American forces seized the train in Austria, almost none of the valuables were returned to Hungary, their rightful owners, or their surviving family members. In late 1944, the Soviet Army was advancing on the Hungarian capital of Budapest. A government official appointed by the Schutzstaffel (SS), Árpád Toldi, concocted a plan to evacuate much of the Jewish loot out of Hungary. Toldi ordered large amounts of the valuables onto a 42-car freight train that was to head for Germany. As the train meandered throughout Hungary and Austria, it stopped occasionally to transfer a great amount of the gold to trucks. The fate of the gold on those trucks remains unknown. In Austria, the train was eventually seized by Allied troops, first by the French Army and then finally by the United States Army near the town of Werfen in May, 1945. This train was seized in the Austrian town of Werfen. The town where Hohenwerfen Castle is, the location for Der Eisendrache Treasure Trains in both Breslau (The Giant) & Werfen (Der Eisendrache)!!!
  21. 7 points
    The year is 2016, the final Black Ops III DLC is upon us. We've stuck by the series for years, hammering hours into Verruckt and Shi No Numa, the only zombies maps World at War produced. We gladly paid another $15 for the 3 classic maps that came with Moon on Black Ops. While many played Shadows of Evil on the launch day of Black Ops III, many dedicated fans spent hours on Asylum, a remastering of the fan-favorite Verruckt. Today, Treyarch releases a brand new map loaded with incredible new features; Der Riese. Loading up single player, a cutscene featuring 4 new guest starring characters plays. I think I've heard of one of them from that one movie that looked kinda good but nobody saw. I am forced to watch the first 3 minutes before it can be skipped. The game loads, I am equipped with a new pistol that is pretty much the same as the other six starting pistols. 5 minutes of intense dialogue ensue, the characters spout enthralling lines such as, "Where am I?" and "What is going on"? The fourth demonic announcer of the game, played by Peter Dinklage, tells me to do something for the good of all something. It is round 3, I have yet to kill a zombie. Cyborgs come from the ground. The barriers are pretty much just a decoration at this point. There are two doors, each priced at 1250 points. They lead to the same place. I look to find the power switch, which must be assembled out of 15 parts at 5 different crafting tables. In one hour of playtime I have successfully turned on the power and bought a gun. It is round 5. However, my job is not yet done. In order to buy a perk, I must kill enemies around the machine to collect their souls. I look for Juggernog, but see that it has been put in the graveyard along with PhD Flopper, Speed Cola, and Double Tap for making the game too fun easy. I opt to purchase Deadshot Daiquiri instead. The power switch breaks and must be repaired. I come across three teleporters which must be linked to the mainframe. In order to do this, I must use a beacon to transform me into "This is totally new guys I swear" mode, which allows me to shoot electricity and jump kinda high. Using the electricity I zap 12 of 37 randomized symbols, linking the first teleporter. Unfortunately for me I did not write down the other set of 12 symbols and make a mistake, locking me out of the ability to link the teleporters for the rest of the game. Oh well, at least I can pack a punch. I follow a 14 step process using a YouTube tutorial that unlocks the machine. I put my starting pistol in, and am prompted to type a 2 page essay to Treyarch detailing how the new map is fresh, innovative, and fun. For my efforts I receive the Rofl and Waffle, a set of pistols identical to Mustang and Sally. This weapon is shortly removed from the game via patch. I purchase a Gobblegum and receive a Liquid Divinium. I must wait for the weekly reset in order to obtain another. In my haste to chew my candy, I do not see the set of rockets fired at me by the new miniboss. I am downed, and am congratulated for reaching round six. Thanks for reading this silly wall of text, I just come off of a game on Shadows of Evil and decided to vent my frustrations in a more fun way. I hope I'm not alone when I say that zombies has grown to be a little ridiculous with all of the side ventures we are forced to go on for every little thing. I just want a cool sword, not an hour of boredom!
  22. 7 points
    Greetings CoDz! A little over one week ago we got our first plays in of Black Ops 3, and boy were we excited. It had been an extra year longer in waiting than normal and the map director was confirmed to be the same as the mind behind Origins and Mob of the Dead, which in my opinion are the best playing map and the best feeling map respectively. Now one week later, with the Easter Egg believed to have been completed (finally) and most of the little things now surfacing I'd like to share how I feel about the map, and I'd love to hear how you guys feel yourselves. I'll break this down into a few sections starting with the Easter Egg itself. I very much enjoy the feel to it, and the implied connections to our main storyline, and I think it starts off really well. But then suddenly it gets pretty quiet after you unlock pack a punch, which is rather disappointing. If you never notice the swords, you might not even proceed from this point, and if you do, well the final step is purely trial and error. It seems like there is really is no rhyme or reason for what they make us do nor is any good explanation given for all the weird quirks around the map present at and after that point. The final reward is a short cutscene, which although the "I don't have time to explain" line is one of the most annoying things to be on the receiving end of, I actually think it is okay here, because the reason why Ricky needs the key is implied with the whole damage to dimensions and having a universe to set right and whatnot. It is stupid that there is no ingame reward of value, it is stupid that the last step and only the last step requires 4 players. All in all I was rather underwhelmed too when it was finally discovere dthat the only step people were stuck on was the last one. I'd also like to second that killing zombies for EE steps is a little dry and it only really worked on Origins because that map was full of wide open spaces. With staminup you could survive almost anywhere as long as you didn't have the full brunt of the zombies on you. All in all that EE was underwhelming. The little features as far as I know are: cosmetic masks, swords and upgrading them (which is forced for the EE), and the currently unknown upgrade method for the buildable wondergun. Oh and donut mines. Unlocking Packapunch is a bitch. It's not hard persay, but it is honestly very annoying. It is better than Mob, in my opinion which had you rebuild the plan all the damn time, but the only still takes too much effort early game which slows down the action. I think they really tried to make it like the Origins Generators, but forcing players to have to unlock ANYTHING in an 'alternate form' which is only available a limited number of uses per round is stupid in my opinion. It slows down the game play. The generators in origins were not a problem because you didn't have to enter 'power the generator forme' which you can only do once per round... Okay. Now to talk about the little things briefly. The swords, are cool enough but they aren't as amazing as the hells retriever/redeemer. The upgraded sword is okay and when you let it do its own thing it can be used without dooming yourself but the process to get that upgraded or even just to get the swords is so tough if you don't plan your game around it from the beginning that it isn't really worth it. The masks, what is the point? The donut mine is cute, I have no complaints. The buildable wondergun, I think they should hotfix the packapunch glitch and just let it be packapunched normally. I don't really want to have to deal with some short trail probably involving killing zombies just to upgrade it. In other news, what is up with the eye color change in the Margwa? Why does the train have a hitbox? What are those blinking eyes stuck to billboards that you can shoot? Why are there grapple points in pack a punch? Why is there that completely unnecessary grapple in the junction? Maybe there is more to see, but they really haven't given us any logical paths to follow. Alright so the map. I love the atmosphere. I think it feels great. The music is downright sexy. The visuals are a great mix of colors. However looking good doesn't always equal playing good. I loved the vibe of Mob, but it was a tough map to survive on and I'm getting a similar feel here. This is a fair bit mor spacious but not by much. I've been spoiled by origins, which besides the drab color scheme was a rich map with content and space to survive in without it being too spacious like TranZit or any of the Exo maps. This map is tough, and in my opinion it is just a little tough for the tasks they want you to complete. Because of the limited uses per round of beast mode, and the tight spaces where most of the challenges (swords mostly) need to be completed in you have to rush and budget extremely carefully. I've yet to play with randoms, but something make me feel like opening Packapunch is going to be a bit of a nightmare. However I like the flow of the map. It isn't impossible like Mob is when you have 3 or 4 casual players, and it has very nice weapon and perk placement. It is challenging, but still acheivable. It could be better as I feel like getting the ideal first 5 rounds is too heavily emphasized, but it isn't bad. All in all, I'd put this map on par with maps like Shangri-La and Mob of the Dead in terms of my personal rating. I spend much more time playing the Giant because it is quicker, more forgiving if your first 5 rounds don't happen perfectly, and honestly the only features that Shadows has over The Giant is Widows Wine, the sheild, and the Wonder Gun. I hope they do better and go more Origins-esque myself, but that's just me. I'd be okay with seeing things around the Ascension to Moon level of complicated and map size popping up again honestly. Feel free to share your thoughts, I'd like to read em.
  23. 7 points
    I know I'm probably in the minority that thought that upgrading the staves in Origins was fun and less tedipus than the rituals and swords in Shadows, but I think they had it pretty close to spot on in Origins. Pack-a-punch was fairly simple to unlock with the generators, which I hold to be infinitely better than the rituals because they aren't in hidden areas only opened through a limited use alternate form. I could have a pack-a-punch set up and round 20 game going on Origins with 1 ultimate staff within about 1-2 hours, which isn't ridiculously bad, it's only when you insist on doing all four staves, getting the airstrike beacon and the fists that the set up took ungodly amounts of time. But yes, I do like how quick and easy The Giant is. I think Pack-a-punch, perks (at least the basic 4 and maybe two accessory perks), the base form wondergun, and the the tactical grenade should all be accessible without doing any quests. Tell ya what Treyarch. If you want to hide the new perks or cameos of old perks away (PHD FLOPPER *cough*) through hidden subway stations only found through quest steps, or bury the alternate acid based form of the wonder weapon in an Easter Egg, or give us an additional tactical or special weapon througn a questline, then go for it. But leave Pack-a-punch, the basic perks, and wondergun out of it so people who want a quick and easy game can have a game with no specific objectives other than survive.
  24. 7 points
    What if I said that a Call of Duty game will be based on Iraq? Crazy? Treyarch may be subliminally teaching us a history of Iraq. (Die-hards like me) Not modern day Iraq, but Ancient Iraq - Mesopotamia Origins Ancients picture I’ll start with the Black Ops III teaser Trailer & a hidden image found within ~ Hidden image in Black Ops III Teaser Trailer This same text is then found in a screenshot for “Shadows of Evil” Shadows of Evil Screenshot https://www.callofduty.com/blackops3/zombies It seems to be some type of Cuneiform script. But modified or fictitious? I have not decoded it. It resembles ~ SumerianEastern Semitic, including Akkadian, Assyrian, and BabylonianElamiteEblaiteHittiteHurrianUtartianUgaritic, in fact an alphabetic system unrelated to other cuneiform scripts except in outward appearance.Old Persian This is Ugaritic script (which is Iranian?) Cuneiform https://en.wikipedia.org/wiki/Cuneiform http://www.ancient.eu/cuneiform/ Cuneiform script is one of the earliest known systems of writing, distinguished by its wedge-shaped marks on clay tablets, made by means of a blunt reed for a stylus. The name cuneiform itself simply means "wedge shaped", from the Latin cuneus "wedge" and forma "shape," and came into English usage probably from Old French cunéiforme. Emerging in Sumer in the late 4th millennium B.C.E. (the Uruk IV period), cuneiform writing began as a system of pictographs. In the third millennium, the pictorial representations became simplified and more abstract as the number of characters in use grew smaller, from about 1,000 in the Early Bronze Age to about 400 in Late Bronze Age (Hittite cuneiform). The system consists of a combination of logophonetic, consonantal alphabetic and syllabic signs. The original Sumerian script was adapted for the writing of the Akkadian, Eblaite, Elamite, Hittite, Luwian, Hattic, Hurrian, and Urartian languages, and it inspired the Ugaritic and Old Persian alphabets. Cuneiform writing was gradually replaced by the Phoenician alphabet during the Neo-Assyrian Empire. By the 2nd century C.E., the script had become extinct, and all knowledge of how to read it was lost until it began to be deciphered in the 19th century. First Civilizations / Cradle of Civilization https://en.wikipedia.org/wiki/Cradle_of_civilization The cradle of civilization is a term referring to locations where, according to current archeological date, civilization is understood to have emerged independently. Scholars have defined civilization using various criteria such as the use of writing, a class-based society, public buildings, metallurgy, and monumental architecture. Current thinking is that there was no single "cradle", but several civilizations that developed independently, of which the Near Eastern Neolithic (Mesopotamia and Egypt) was the first. Historically, the ancient city states of Mesopotamia in the fertile crescent are most cited by Western and Middle Eastern scholars as the cradle of civilization. The convergence of the Tigris and Euphrates rivers produced rich fertile soil and a supply of water for irrigation. The civilizations that emerged around these rivers are among the earliest known non-nomadic agrarian societies. Because Ubaid, Sumer, Akkad, Assyria and Babylon civilizations all emerged around the Tigris-Euphrates, the theory that Mesopotamia is the cradle of civilization is widely accepted. The Mesopotamian civilization of Sumer emerges in the Ubaid period (6500-3800 BC) and Uruk period (ca. 4000 to 3100 BC), culminating in the mid-3rd millennium before giving rise to the Akkadian Empire in the 24th century BC. This is often identified as the first empire in history. Eridu was the oldest Sumerian site, settled during the proto-civilized Ubaid period. Situated several miles southwest of Ur, Eridu was the southernmost of a conglomeration of early temple-cities, in Sumer, southern Mesopotamia, with the earliest of these settlements dating to around 5000 BC. By the 4th millennium BC in Nippur — in connection with a sort of ziggurat and shrine — a conduit built of bricks in the form of an arch. Sumerian inscriptions written on clay also appear in Nippur. By 4000 BC an ancient Elamite city of Susa, in Mesopotamia, also seems to emerge from earlier villages. Whilst the Elamites originally had their own script, from an early age they adapted the Sumerian cuneiform script to their own language. The earliest recognizable cuneiform dates to no later than about 3500 BC. Other villages that began to spring up around this time in the Ancient Near East (Middle East) were greatly impacted and shifted rapidly from a proto-civilized to a fully civilized state Mesopotamia https://en.wikipedia.org/wiki/Mesopotamia Mesopotamia - "land of rivers" - is a name for the area of the Tigris–Euphrates river system, corresponding to modern-day Iraq, Kuwait, the northeastern section of Syria and to a much lesser extent southeastern Turkey and smaller parts of southwestern Iran. Widely considered to be the cradle of civilization by the Western world, Bronze Age Mesopotamia included Sumer and the Akkadian, Babylonian, and Assyrian empires, all native to the territory of modern-day Iraq. In the Iron Age, it was controlled by the Neo-Assyrian and Neo-Babylonian Empires. The indigenous Sumerians and Akkadians (including Assyrians and Babylonians) dominated Mesopotamia from the beginning of written history (c. 3100 BC) to the fall of Babylon in 539 BC, when it was conquered by the Achaemenid Empire. It fell to Alexander the Great in 332 BC, and after his death, it became part of the Greek Seleucid Empire. Sumerian Secrets - Babel - Anunnaki Babylon https://en.wikipedia.org/wiki/Babylon Babylon was a significant city in ancient Mesopotamia, in the fertile plain between the Tigris and Euphrates rivers. The city was built upon the Euphrates, and divided in equal parts along its left and right banks, with steep embankments to contain the river's seasonal floods. Babylon was originally a small Semitic Akkadian city dating from the period of the Akkadian Empire c. 2300 BC. The town attained independence as part of a small city state with the rise of the First Amorite Babylonian Dynasty in 1894 BC. Claiming to be the successor of the more ancient Sumero-Akkadian city of Eridu, Babylon eclipsed Nippur as the "holy city" of Mesopotamia around the time Amorite king Hammurabi created the first short lived Babylonian Empire in the 18th century BC. Babylon grew and South Mesopotamia came to be known as Babylonia. Babylon Ruins – Modern day Iraq The Hanging Gardens of Babylon https://en.wikipedia.org/wiki/Hanging_Gardens_of_Babylon The Hanging Gardens of Babylon were one of the Seven Wonders of the Ancient World, and the only one whose location has not been definitely established. The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people, and were often described in accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable feat of engineering: an ascending series of tiered gardens containing all manner of trees, shrubs, and vines. The gardens were said to have looked like a large green mountain constructed of mud bricks, rising from the center of the city. Traditionally they were said to have been built in the ancient city of Babylon, near present-day Hillah, Babil province, in Iraq. Hanging Gardens of Babylon with the Tower of Babel in the Background Tower of Babel https://en.wikipedia.org/wiki/Tower_of_Babel The Tower of Babel is a story told in the Book of Genesis of the Tanakh (also referred to as the Hebrew Bible) meant to explain the origin of different languages. According to the story, a united humanity of the generations following the Great Flood, speaking a single language and migrating from the east, came to the land of Shinar. [The name Shinar occurs eight times in the Hebrew Bible, in which it refers to Babylonia. This location of Shinar is evident from its description as encompassing both Babel (Babylon) (in northern Babylonia) and Erech (Uruk) (in southern Babylonia)]. The Tower of Babel has been associated with known structures according to some modern scholars, notably the Etemenanki, a ziggurat dedicated to the Mesopotamian god Marduk by Nabopolassar, king of Babylonia (c. 610 BC). The Great Ziggurat of Babylon was 91 metres (300 ft) in height. Alexander the Great ordered it demolished circa 331 BCE in preparation for a reconstruction that his death forestalled. Tower of Babel – Tranzit in-game picture Tower of Babel – Original Painting by Pieter Bruegel the Elder https://en.wikipedia.org/wiki/The_Tower_of_Babel_(Bruegel) Marduk https://en.wikipedia.org/wiki/Marduk Marduk was a late-generation god from ancient Mesopotamia and patron deity of the city of Babylon. When Babylon became the political center of the Euphrates valley in the time of Hammurabi (18th century BC), he slowly started to rise to the position of the head of the Babylonian pantheon, a position he fully acquired by the second half of the second millennium BC. In the city of Babylon, he resided in the temple Esagila. "Marduk" is the Babylonian form of his name. Marduk's original character is obscure but he was later associated with water, vegetation, judgment, and magic. Etemenanki https://en.wikipedia.org/wiki/Etemenanki Etemenanki "temple of the foundation of heaven and earth") was the name of a ziggurat dedicated to Marduk in the city of Babylon of the 6th century BCE Neo-Babylonian dynasty. Originally 91 meters in height, little remains of it now except ruins. The city of Babylon had been destroyed in 689 BCE by Sennacherib, who claims to have destroyed the Etemenanki. The city was restored by Nabopolassar and his son Nebuchadnezzar II. It took 88 years to rebuild the city; its central feature was the temple of Marduk (Esagila), with which the Etemenanki ziggurat was associated. The ziggurat was rebuilt by Nebuchadnezzar II. The seven stories of the ziggurat reached a height of 91 meters, according to a tablet from Uruk (see below), and contained a temple shrine at the top. In Nebuchadnezzar's own words: The tower, the eternal house, which I founded and built. I have completed its magnificence with silver, gold, other metals, stone, enameled bricks, fir and pine. The first which is the house of the earth’s base, the most ancient monument of Babylon; I built and finished it. I have highly exalted its head with bricks covered with copper. We say for the other, that is, this edifice, the house of the seven lights of the earth the most ancient monument of Borsippa. A former king built it, (they reckon 42 ages) but he did not complete its head. Since a remote time, people had abandoned it, without order expressing their words. Since that time the earthquake and the thunder had dispersed the sun-dried clay. The bricks of the casing had been split, and the earth of the interior had been scattered in heaps. Merodach, the great god, excited my mind to repair this building. I did not change the site nor did I take away the foundation. In a fortunate month, in an auspicious day, I undertook to build porticoes around the crude brick masses, and the casing of burnt bricks. I adapted the circuits, I put the inscription of my name in the Kitir of the portico. I set my hand to finish it. And to exalt its head. As it had been done in ancient days, so I exalted its summit. Ziggurat of Ur https://en.wikipedia.org/wiki/Ziggurat_of_Ur The Ziggurat of Ur meaning "house whose foundation creates terror") is a Neo-Sumerian ziggurat in what was the city of Ur near Nasiriyah, in present-day Dhi Qar Province, Iraq. The structure was built during the Early Bronze Age (21st century BC), but had crumbled to ruins by the 6th century BC of the Neo-Babylonian period when it was restored by King Nabonidus. The remains of the ziggurat consist of a three-layered solid mass of mud brick faced with burnt bricks set in bitumen. The lowest layer corresponds to the original construction of Ur-Nammu, while the two upper layers are part of the Neo-Babylonian restorations. The façade of the lowest level and the monumental staircase were rebuilt under the orders of Saddam Hussein. The ziggurat was damaged in the First Gulf War in 1991 by small arms fire and the structure was shaken by explosions. Four bomb craters can be seen nearby and the walls of the ziggurat are marred by over 400 bullet holes. Nebuchadnezzar II https://en.wikipedia.org/wiki/Nebuchadnezzar_II Nebuchadnezzar II was an Assyrian king of the Neo-Babylonian Empire, who reigned c. 605 BC – 562 BC. Both the construction of the Hanging Gardens of Babylon and the destruction of Jerusalem's temple are ascribed to him. After the fall of Jerusalem, the Babylonian general Nebuzaraddan was sent to complete its destruction. Jerusalem was plundered and Solomon's Temple was destroyed. Most of the elite were taken into captivity in Babylon. The city was razed to the ground. Nebuchadnezzar is credited by Berossus with the construction of the Hanging Gardens, for his homesick wife Amyitis (or Amytis) to remind her of her homeland, Medis (Media) in Persia. He is also credited for the construction of the Ishtar Gate, one of the eight gates leading into the city of Babylon. Ishtar Gate https://en.wikipedia.org/wiki/Ishtar_Gate =================================== Interesting links ~ Enûma Eliš - Babylonian Creation Myth https://en.wikipedia.org/wiki/En%C3%BBma_Eli%C5%A1 Gilgamesh flood myth https://en.wikipedia.org/wiki/Gilgamesh_flood_myth Flood Myth https://en.wikipedia.org/wiki/Flood_myth Noah's Ark https://en.wikipedia.org/wiki/Noah%27s_Ark =================================== Now, cue the Aliens (just google Ancient Astronauts. Sumerians are all over it)~ Ancient Astronaut hypothesis https://en.wikipedia.org/wiki/Ancient_astronaut_hypothesis The ancient astronaut or ancient alien hypothesis is a pseudoscientific hypothesis that posits that intelligent extraterrestrial beings have visited Earth and made contact with humans in antiquity and prehistory. Proponents suggest that this contact influenced the development of human cultures, technologies, and religions. A common claim is that deities from most, if not all, religions are actually extraterrestrial in nature, and that such visitors' advanced technologies were interpreted by early humans as evidence of divine status. Anunnaki https://en.wikipedia.org/wiki/Anunnaki The Anunnaki are a group of deities in ancient Mesopotamian cultures (i.e., Sumerian, Akkadian, Assyrian, and Babylonian). The Anunnaki appear in the Babylonian creation myth, Enuma Elish. In the late version magnifying Marduk, after the creation of mankind, Marduk divides the Anunnaki and assigns them to their proper stations, three hundred in heaven, three hundred on the earth. The Anunnaki are mentioned in The Epic of Gilgamesh when Utnapishtim tells the story of the flood. The seven judges of hell are called the Anunnaki, and they set the land aflame as the storm is approaching. If you read about the Ancient Astronaut hypothesis, you will come across this guy ~ Zecharia Sitchin’s – Anunnaki http://www.sitchin.com https://en.wikipedia.org/wiki/Zecharia_Sitchin Zecharia Sitchin (July 11, 1920 – October 9, 2010) was a Soviet-born American author of books proposing an explanation for human origins involving ancient astronauts. Sitchin attributes the creation of the ancient Sumerian culture to the Anunnaki, which he states was a race of extraterrestrials from a planet beyond Neptune called Nibiru. He believed this hypothetical planet of Nibiru to be in an elongated, elliptical orbit in the Earth's own Solar System, asserting that Sumerian mythology reflects this view. According to Sitchin's interpretation of Mesopotamian iconography and symbolism, outlined in his 1976 book The 12th Planet and its sequels, there is an undiscovered planet beyond Neptune that follows a long, elliptical orbit, reaching the inner solar system roughly every 3,600 years. This planet is called Nibiru (although Jupiter was the planet associated with the god Marduk in Babylonian cosmology). According to Sitchin, Nibiru (whose name was replaced with MARDUK in original legends by the Babylonian ruler of the same name in an attempt to co-opt the creation for himself, leading to some confusion among readers) collided catastrophically with Tiamat (a goddess in the Babylonian creation myth the Enûma Eliš), which he considers to be another planet once located between Mars and Jupiter. This collision supposedly formed the planet Earth, the asteroid belt, and the comets. Sitchin states that when struck by one of planet Nibiru's moons, Tiamat split in two, and then on a second pass Nibiru itself struck the broken fragments and one half of Tiamat became the asteroid belt. The second half, struck again by one of Nibiru's moons, was pushed into a new orbit and became today's planet Earth. According to Sitchin, Nibiru (called "the twelfth planet" because, Sitchin claimed, the Sumerians' gods-given conception of the Solar System counted all eight planets, plus Pluto, the Sun and the Moon) was the home of a technologically advanced human-like extraterrestrial race called the Anunnaki in Sumerian myth, who Sitchin states are called the Nephilim in Genesis. He wrote that they evolved after Nibiru entered the solar system and first arrived on Earth probably 450,000 years ago, looking for minerals, especially gold, which they found and mined in Africa. Sitchin states that these "gods" were the rank-and-file workers of the colonial expedition to Earth from planet Nibiru. Sitchin wrote that Enki suggested that to relieve the Anunnaki, who had mutinied over their dissatisfaction with their working conditions, that primitive workers (Homo sapiens) be created by genetic engineering as slaves to replace them in the gold mines by crossing extraterrestrial genes with those of Homo erectus. According to Sitchin, ancient inscriptions report that the human civilization in Sumer, Mesopotamia, was set up under the guidance of these "gods", and human kingship was inaugurated to provide intermediaries between mankind and the Anunnaki (creating the "divine right of kings" doctrine). Sitchin believes that fallout from nuclear weapons, used during a war between factions of the extraterrestrials, is the "evil wind" described in the Lament for Ur that destroyed Ur around 2000 BC. Sitchin states the exact year is 2024 BC. Sitchin says that his research coincides with many biblical texts, and that biblical texts come originally from Sumerian writings. (Sitchin's ideas have been rejected by scientists and academics, who dismiss his work as pseudoscience and pseudohistory. His work has been criticized for flawed methodology and mistranslations of ancient texts as well as for incorrect astronomical and scientific claims) =================================== Now, cue the fictitious Mythos ~ Thank you Faust & E.J. for showing me some of H.P. Lovecraft’s characters, as I am not very educated on his work. Interesting stories that may relate to this Zombies storline are “The Call of Cthulhu”. It mentioned voodoo in New Orleans (if that still relates at all?) & the story “The Nameless City”. @Faust - The Mi Go and the Outer Gods :: Critical Information for Shadows of Evil @Electric Jesus - Lovecraftian Influence + Syndicate's TEASE! (Ancient Astronauts) H. P. Lovecraft http://www.hplovecraft.com https://en.wikipedia.org/wiki/H._P._Lovecraft Cthulhu https://en.wikipedia.org/wiki/Cthulhu Cthulhu is a deity created by writer H. P. Lovecraft and first introduced in the short story "The Call of Cthulhu", published in the pulp magazine Weird Tales in 1928. Considered a Great Old One within the pantheon of Lovecraftian cosmic entities, the creature has since been featured in numerous popular culture references. Lovecraft depicts Cthulhu as a gigantic entity worshiped by cultists. Cthulhu's anatomy is described as part octopus, part man, and part dragon. A sketch of Cthulhu by H. P. Lovecraft in 1934. Screenshot from “Shadows of Evil” The Nameless City https://en.wikipedia.org/wiki/The_Nameless_City "The Nameless City" is a horror story written by H. P. Lovecraft in January 1921 and first published in the November 1921 issue of the amateur press journal The Wolverine. It is often considered the first Cthulhu Mythos story. The Nameless City of the story's title is an ancient ruin located somewhere in the deserts of the Arabian Peninsula and is older than any human civilization. In ancient times, the Nameless City was built and inhabited by an unnamed race of reptiles with a body shaped like a cross between a crocodile and a seal with a strange head common to neither, involving a protruding forehead, horns, lack of a nose and an alligator-like jaw. These beings moved by crawling; thus, the architecture of the city has very low ceilings and some places are too low for a human being to stand upright. Their city was originally coastal, but when the seas receded it was left in the depths of a desert. This resulted in the decline and eventual ruin of the city. Indeed, the reptilians still maintain some form of life in a vast, luminous paradise in a cavern beneath the Nameless City, preserved and placed along the walls in a subterranean chamber. Also within this chamber are hieroglyphs and reliefs that tell to the protagonist the story of the city's heyday of prosperity and its fall, as well as their eventual hatred of humanity. The protagonist of "The Nameless City" states: It was of this place that Abdul Alhazred the mad poet [author of the Necronomicon] dreamed on the night before he sang his unexplainable couplet: "That is not dead which can eternal lie, And with strange aeons even death may die." =================================== Conclusion ~ Now, this seems wacked & completely irrelevant on how it relates to what we've been shown with Shadows of Evil & The Giant, but something within this wall of text is possible. What I would really like to see & have as a map would be "The Hanging Gardens on Babylon", something to do with "Noah's Ark" & 'The Great Flood". How to fix the world & end Zombies? - Wipe it all out with the Great Flood, just like the Biblical stories of the Tower of Babel.
  25. 7 points
    The last panel with Sam is from Shangri La. If you can't see what's going on, that's water coming out of the mountain cracks. Shang Remake when?

Call of Duty Zombies Code of Conduct

The Code of Conduct (CoC for short) for using the website can be found here

Our Privacy / Cookie Policy

Call of Duty Zombies privacy policy / cookie information can be found here

Our Terms of Use

The terms of use can be found here


Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .