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  1. 6 points
    These are temporary placeholder videos as they do not contain file names Some files may be missing and/or mixed up All Character Quotes are now posted (excludes End Cinematic Quotes) Black Ops IIII Zombies: Classified Intel (Radios etc) Black Ops IIII Zombies: Classified - Dr. Edward Richtofen Radio's Black Ops IIII Zombies: Classified - Samantha Maxis Black Ops IIII Zombies: Classified - Dr. Ludvig Maxis Black Ops IIII Zombies: Classified - Samuel J. Stuhlinger Black Ops IIII Zombies: Classified - Dr. Edward Richtofen Character Quotes Black Ops IIII Zombies: Classified - 'Tank' Dempsey Character Quotes Black Ops IIII Zombies: Classified - Nikolai Belinski Character Quotes Black Ops IIII Zombies: Classified - Takeo Masaki Character Quotes Black Ops IIII Zombies: Classified - Pentagon P.A.
  2. 5 points
    Happy new year everyone! Hope everyone out there has a nice time and if not, no worries, things will get better. You know what they say: Its always the darkest before the dawn. Personally I find myself in a dip of life at the moment. Never thought ending a relationship and losing your beloved one would be so painful. Frankly, last month I couldnt think of anything else which kinda ruïned my Christmas etc. The thing that's keeps me rollin' is the idea that she has a good life now and well, as I said, for me too things will het better. But I think right now I would prefer hard physic pain than this psychological/emotional pain. This year.... Last year I became a blood and stem cell donor (though that last one I have never donated yet) and continuing this medical aid to people around me this year I would like to master First Aid. The Netherlands have a shameful small amount of people mastering this, compared with our neighbouring countries, so I figured out I could help. So far this is my only New Year's good intention. Along with forgetting the emoticons and picking life again. Love you all, and keep doing that fam
  3. 5 points
    I’m coming into this late and I’m going to apologise for the lack of help I’ve supplied (visibly). I took the decision to take a step back. I was leaving as I had no interest in the game but @InfestLithium @Boom115 amongst other showed me it was the people rather than the game ghat was important. You have no idea the friendships I’ve struck up here, purely based on a game. To the extent I will be making a visit to the states to see @Boom115and his family and I’ve invited them here to stay. I wan’t to meet up with @InfestLithiumand @GRILL and others. It’s strange how you strike up a relatiobship with people you have never met. However, I have always been about taken care of the backend (server) and helping when i was needed and always in converse with the team. If anyone has ideas that can be implemented and things fixed which are broken, I’m only to happy to fix. If we need to implement or remove things, then we should. How do we get better, how do we get people onboard? Our SEO needs to be addressed but maybe we should make a “site” rather than just a forum? Maybe we need constant news feeds updated all the time. We did try but we can’t do ut ourseves and the help was/is limited. Maybe we need toreach out to the big YouTubers for link backs and mentions that started their careers here. Maybe we need to eat some humble pie and accept that we are just not that important within the community anymore? Maybe all that people want / need is on YouTube. I for one think we need a custom page built with every single easter egg, from every game/map as walkthroughs and videos. I’m not extremely active but I’m not far away and we can all make this work with some hardwork and help from our members.
  4. 4 points
    Hey everyone, I wanted to start a bracket tournament for Call of Duty Zombies Maps to get everyone's opinion! I've included every map from WaW to BO4, and put them into a bracket tournament pictured here: So, time to vote on who proceeds through round 1! Just reply in this format: 1. [Your Pick] 2. [Your Pick] 3. [Your Pick] ... 15. [Your Pick] Once I have a sufficient number of votes, I will move on to round 2! For those that can't view the image, here are the options: 1. Nacht der Untoten or Shi No Numa 2. Die Rise or Ancient Evil 3. IX or Nuketown 4. Revelations or Shadows of Evil 5. Voyage of Despair or Buried 6. Der Eisendrache or Moon 7. Bus Depot or TranZit 8. Kino der Toten or Mob of the Dead 9. "Five" or Verruckt 10. Blood of the Dead or Ascension 11. Zetsubou No Shima or Shangri La 12. Classified or Gorod Krovi 13. Der Riese or Dead of the Night 14. Town or Call of the Dead 15. Farm or Origins Feel free to discuss your picks!
  5. 4 points
    Heyo, CoDz family. I am 4 days late, but you know what they say: If life gives you a delay make lemon juice. Just wanted to check in with you fine folks and read what life has in store for you folks in 2019. Of course more zombies content, but if you feel like it, then you can also write about your life. The past six months have been very quiet for me, which was a nice change of pace cause 2014 til 17 have been very grueling for me. From what it looks like I will be able to properly start to work this year, though I am scared as hell about that. More specifically about not being able to deal with the people around me and setting the bar too high for myself which only leads into disappointment, but I will try my best. Other than that I became a two time uncle this past year, cause my brother got a baby girl and seing both little children experience Christmas is truly something beautiful. I am looking forward to KH3 and the new Star Wars episode this year and Sekiro. Other than that I have no expectations for 2019, cause it will be shit anyway. haha Unless BO IIII keeps geting good maps. haha I don't have much more to say other than thanks for sticking with us. ily xoxo
  6. 4 points
    Hello again. I'm back with another text walkthrough, this time for Voyage of Despair for new players. (Last updated 2.08.2019). I'll cover basic map opening, getting Shield Parts and the Workbench, Perk Locations, the Sentinel Artifact, the 4 PaP locations, and the 2 Valves to drain water. Kraken build and upgrade added at end. ----------------- Quick reference: Shield Part through first lower door at start, Shield Part through first upper door at start, Shield Part under Poop Deck after Sentinel Artifact. Workbench on Poop Deck. PaP: 1. Below Forecastle, 2. at bottom of Grand Staircase, 3. top of Poop Deck, 4. below Poop Deck. Valves: Under Forecastle (submerged), under Poop Deck (submerged). -------------------- Follow along on a simple walkthrough with these Custom Mutations: Pick the VoD map. Select Custom Mutations, then select EDIT GAME RULES, then change these: ENEMIES, BASIC ZOMBIES, Max Speed = Walk. Then SPECIAL ZOMBIES, turn Heavy, Mini-boss, and Catalyst zombies to Off. Then PLAYER tab, POINTS, Starting Points; raise starting points to 50,000. Do not kill zombies if possible, just follow along and we'll find everything. The basic layout is 2 upper decks across the midship, a Grand Staircase (1/4 from front) that goes down several floors, a Cargo Hold under Forecastle (bow/front) and the Engine Room under Poop Deck (aft/rear). Much of the 2 sides of the ship mirror each other. There are Blue doors that open from points, and Red doors that open from getting the Sentinel Artifact. I will walk you along my basic path for opening, your eventual strategy of opening may vary from this. I choose this path for the training areas it leaves on the lower deck. We will basically stay along the right side (from start, facing rear of ship) of the ship to the Poop Deck. --------------------- Start the Custom Mutation game now. You can pause the game as needed. Start Room (Forecastle): You start at the front (bow) of the ship called Forecastle. You are up top. Across the open area, see the 2 upper and lower doors (blue symbol). both uppers open together, both lowers open together. (Danu Perk Machine 1) The first Perk Machine in this Start area. Danu. Walk down stairs to Danu Perk Machine, stand 4m in front of it, and note the red door behind you (it leads to PaP location after Sentinel Artifact is aquired). Face away from the red door. From Perk Machine, walk up steps on right, open blue door (750), go up top. $Shield Part 1a (Window part): At top of steps, stop and turn 180°. Looking over the steps, you will see a white border 'wall'. If the part is on that wall, you will see it clearly from here. If no part there, face (180° again) the burning lifeboat by the open door. $SP1b. Go in the doorway by the burning half-lifeboat, go through the next doorway immediately ahead. There is a dresser with a hammer, string, and a green tackle box on it to your left. SP1b may be on that dresser. If not... $SP1c. ...walk forward to hallway, make a right. Walk past first short connecting hallway on right (rk7 wallbuy here) to second short connecting hallway on right (very bright). SP1c will be on the bannister of that tiny connecting hallway. Walk past it to blue door (1000 points). (Backtracking for clarity after SP1 part is aquired: From Start, up right steps, into door by lifeboat, hard right, follow to 1000 point door. Upper corner says "bridge"). Open the 1000 point door (into Upper Grand Staircase). Immediately turn left, then right as you go down steps. You will see a ?box location, a map with your location, and a blue door (1250). (Note that a PaP location is at the bottom of the Grand Staircase, but it is currently locked behind a red barrier. We'll be back after the Sentinel Artifact is aquired). (Zeus Perk Machine 3). Open the 1250 door (to 1st Class Lounge). Stay left through 'window'. Walk past Bowie Knife, see Zeus Perk Machine, walk past Perk Machine on right side to blue door (1500). Open 1500 point door (still 1st Class Lounge), walk down short hallway to deck on right (Promenade Port Deck), stay right at edge of ship and walk up the path at the edge to the area with GK5 wallbuy, 1750 point blue door, and a red door. (Note that the side path lifeboat will drop after aquiring Sentinel Artifact, allowing access up on the way back). This is Aft Deck. Open the 1750 blue Aft Deck door by GK5. Walk down 'ramp' and the 2 stairs on right to lower area of Poop Deck. Immediately on your left is the Workbench to build the Shield. From Workbench, walk up the right steps, under the (glowing blue) Sentinel Artifact, to the steps behind it. Go up the steps and activate the Sentinel Artifact. This opens all red doors and allows the 4 PaP locations to be activated. (Note that the last PaP location activated will be the PaP machine. It will then move occasionally, so do not activate the last PaP location until ready to PaP. I suggest doing Poop Deck or Lower Grand Staircase last). (PaP location 1). Sentinel Artifact activated, drop down, note the KN57 wallbuy and PaP location 1; Poop Deck. Hold X/xb1 (interact button) to activate PaP (or save this one for last). $Shield Part 2: Now go down the steps to Workbench. From WB, look under the PaP location, the red doors there are now gone (open). Go in, down steps to Maddox gun wallbuy, turn right and follow hall to end (3rd Class Berths). At brown stairs, go down. SP2a is at the bottom of the stairs, on your left. It is a rectangle on the bannister of a white wall. It should be quite easy to see, but if not there... $SP2b. Head down next steps to Provisions, take the hardest left and walk straight to the burning doorway and boxes ahead. SP2b may be on the boxes, leaning against the white wall on your left. It is easy to see. If not here, then... $SP2c. ...turn right (lights through grates on floor), turn right again and walk that hallway. The lighting is orange-y and SP2c is on the boxes on the right mid-hallway. (If you turn right again, through carcass room, you are at the bottom of the steps where you first entered Provisions). (Odin Perk Machine 4. Valve. PaP 2). With the second Shield Part in hand, open the blue door down here in Provisions (2000). Now in the Engine Room, walk forward to 2 reddish lights, go slightly right, then left. Walk to Odin Perk Machine. Face out from Perk Machine in Engine Room. You are facing water. You can hold your breath Indefinitely, it seems. 1. Valve from Odin Perk Machine: jump into water, turn to the left 180° so you see the Koshka wallbuy. Swim to the right of the Koshka through the opening, to the spotlights shining to the right. Go into the alcove on the right and hit X/xb1 (interact button. There will be a text prompt on screen) to turn the Valve. Continue through this area by swimming counter clockwise to avoid the zombies, go back to the steps by the Perk machine. 2. PaP location from the Odin Perk Machine, walk or swim straight out from the Machine, past the mid-room obstacles, through an opening to the easily visible PaP location. Hit X/xb1 (Interact button. Prompt on screen). Make your way back up to the Poop Deck and Workbench. (Ra Perk Machine 3. PaP location 3). From the Workbench on Poop Deck, face towards the front/bow of the ship. The Sentinel Artifact location is behind you. Go up both stairs on the left side, go up the ramp to the gk5. Head left to the path at the edge of the ship, but stay left and walk the (now open) path back up to the top of the ship by a blue door (1500). Option 1. Open the (1500) door, go in and left/down, stay left, (in Galley) you will pass a Bowie Knife location, then enter the Dining Hall with the Ra Perk Machine. You may open the door (1250) to the Grand Staircase, or you can leave this closed for training on either side of these doors. If you open it, the PaP3 machine location is at the bottom of the Grand Staircase which I'll describe below again from another way. Option 2. From next to the unopened (1500) door, stay left along the Boat Deck until you reach the Upper Grand Staircase (the first inside area, it is brownish). Head down 2 full flights of stairs until you see the blue doors (1250) to the Dining Hall with Ra Perk Machine (from Option 1 above). This is called Lower Grand Staircase. You may open to ot or not, depending on your choice above. (PaP 3) At this point both options converge again. Head down the Lower Grand Staircase to the very bottom, activate the PaP3. Head back up to the top of the Grand Staircase, head through Bridge back to Forecastle/Start (the stairs can be tricky to see, near steering wheel). $Shield Part 3a: From Danu Perk Machine 1 at Forecastle, open the lower blue door on the right (750). Walk in past the first side hallway to the open door (bright light) on the left, stop and look in. SP3a may be in the bottom right alcove of the cubby holes directly across from the door that you are looking into. If not there... $Shield Part 3b. ...continue straight down this initial indoor hallway towards the (1000) shotgun wallbuy ahead, but turn (30° right) into the giant hole in the wall on your right and walk in. You should see a chair ahead of you that may hold SP3b. If not, turn left to (1000) shotgun wallbuy. $Shield Part 3c. Facing (1000) shotgun wallbuy in State Rooms, turn and walk left to corner, then turn left at corner, then take the first right which has one open door. Go in this room and SP3c may be on the chair immediately on your left. Head through the room, make a right back to Forecastle. (Be sure to build your Shield at the Workbench on the Poop Deck). (PaP4. Valve 2). From the Forecastle/Start area Danu Perk Machine, face the (now open) red doorway under your spawn area. Go in, turn right at the Vapr wallbuy, and get to the door (2000) at the bottom of the steps. Open that door. Go into the water and turn left and 180° just like we did under the Poop Deck. Very similarly again, stay along the right side and interact with the Valve, it has a light 1m above it and a bright spotlight shining towards it to help spot it. You will see the PaP4 location to your left, and a Titan wallbuy. Extra clarity: If you see the bright blue Titan wallbuy, PaP4 is on that same wall, left of the Titan by a few meters/yards. Looking at the Titan wallbuy, turn 180° and swim past the brown boxes on your left and the Valve will be on your left. #####End Walkthrough ######Kraken and Kraken Upgrade. The Wonder Weapon, the Kraken, can be constructed or can simply be aquired from the ?Box. It can be upgraded once in the PaP machine (5000 points), and can also be given an elemental upgrade (3000 or 6000 points). -------Kraken Build: The first step is to aquire the Stoker's Key from killing a Stoker. Usually this is the first or second Stoker of the game (about round 10), but I've had it not show up until the 10th Stoker in a rare happenstance. Pick this up from the location that he died. Presumably it times out after a while, so grab it shortly after killing him. Once the Stoker's Key is in hand, 3 times you must fill a treasure chest with (10?) zombie souls by killing them near it. You may locate the first chest location even before you get the Stoker's Key, if you desire to. Go up to the first chest and hit (interact button) to open it (with Stoker's key), and then fill it with souls. Once it is full, it will close and disappear, only to reappear in one of the 5 locations. Note that it may return to the exact same location it was just at. After 3 times of filling the chest with souls, you may aquire the Kraken from the Deck of the ship. Nitty gritty: After the 3rd chest is full, the chest will appear at one of the 5 locations again, only now it will show a small object inside. This object will match an object along the outer perimeter of the top deck of the ship, which will be on a medium size crate. You can view this item in the chest and then look for it. However, this step is unnecessary, after the 3rd chest is full, you can simply go around the ship deck until you find the Kraken on one of the boxes on the ship deck where it spawns. Some items: Globe, compass, calipers, opera glasses (small binoculars). -------Treasure Chest Locations: These appear as a large Treasure Chest if there, and as a couple of small boxes and items, if not there. (Remember to open the first Chest found, with the key, before killing zombies. After that, the Stoker Key is pointless). 1. Forecastle: From Perk machine, walk down steps to Vapr wallbuy, make right down next steps, Chest Location 1 is next to these steps at the bottom. 2. State Rooms to Millionaire Suites: Chest Location 2 is at the opposite end of the hall with the Portal to Provisions. In the white State Rooms area. Near shotgun wallbuy from 3rd Shield part above. 3. Galley: On the left side from Zeus Perk in Dining Hall, pass the SMG wallbuy, and stay left to rear of Galley. Small area, Chest Location 3 should be easy to spot. 4. Provisions: Chest location 4 is in the butcher room with the animal carcasses. 5. Turbine Room: From Provisions, go down into Engine Room to Turbine Room. Chest Location 5 is to the right of the Portal (to Grand Staircase?) in Turbine Room. -------Kraken Deck Boxes: After filling the 3 Chests, simply walk the perimeter of the top deck, front to rear (or rear to front) and back along the other side, near the outer rails. As you approach the correct grey/brown crate with the matching Chest item, a Kraken tentacle should rise up and deposit the Kraken wonder weapon on the crate. But note that on occasion, the Kraken graphic does not load, so get up close to each crate and look for "Hold (interact button) for Kraken", as it may be invisible. -------Kraken Upgrade: To upgrade it, you must aquire 4 parts. Gather the first 3 parts and build the Distiller Table. Then pick up an elemental part from a random killed Catalyst. You may change this last part and re-upgrade as desired. 1. 1st Class Lounge. 2 spots, on tables. If you stand by the Bowie Knife wallbuy, face 180°, walk forward 2m, first location is a white table on your right. If not there, walk a couple meters further, look right, and it will be on another small white table by the entrance (entrance is a small window with ramps). Copper pot/kettle part. 2. Galley. 2 spots. This is behind the Zeus Perk machine. Find this Bowie Knife wallbuy. While facing BK wallbuy, one part location will be on the farthest right wall, in a cubby hole of a large brown cupboard, between 2 zombie entry points, on top of 3 white candles which are laying flat. If not there, it will be on the exact opposite side of Galley, just past the small table. Or, from the smg wallbuy (the other side's entrance from Bowie Knife) just stay hard left and you will find it. This is like a pipe and cap together. So, hard right from Bowie, or hard left from smg (mx9?), from Dining Hall entrances by perk machine. The Galley is quite small, you'll find it. 3. Cargo hold. 2 spots. 1 location is straight out from Titan wallbuy (which is next to the Portal). From wallbuy, stay left by the Valve that drained the water, and the part is on the boxes right behind the bicycle there. The other location is among the stacks of stuff in the center of the Cargo Hold, between Titan and the steps out of the lowest area. This is a compressor. 4. Kill a Catalyst zombie of 1 of the 4 types and grab the elemental piece, this dictates the upgrade that you will get. Not every Catalyst will drop a piece, watch for them or run over an area where you just killed a horde and watch for a prompt. Stokers also seem to drop elemental pieces. 5. Build at a special build table by Engine Room. From Provisions, enter the Engine Room and make immediate right by the HELP graffiti. The table is straight ahead. Or, from the Odin Perk machine, face away from the perk, walk left side of room, up left steps towards exit, table at top of steps. 6. If you do the Elemental Upgrade before PaPing the Kraken, the upgrade cost is 3000 points (PaP is 5000). If you PaP and then do the elemental upgrade, the upgrade cost is 6000 points. It seems to be the same upgrade regardless of amount of points spent or order of upgrade. ###### Happy gaming!
  7. 4 points
    Chaos Theory Chaos Theory is a branch of mathematics focusing on the behavior of dynamical systems that are highly sensitive to initial conditions. "Chaos" is an interdisciplinary theory stating that within the apparent randomness of chaotic complex systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, self-organization, and reliance on programming at the initial point known as sensitive dependence on initial conditions. The butterfly effect describes how a small change in one state of a deterministic nonlinear system can result in large differences in a later state. Unlike fixed-point attractors and limit cycles, the attractors that arise from chaotic systems, known as strange attractors, have great detail and complexity. Strange attractors occur in both continuous dynamical systems (such as the Lorenz system) and in some discrete systems (such as the Hénon map). Other discrete dynamical systems have a repelling structure called a Julia set, which forms at the boundary between basins of attraction of fixed points. Julia sets can be thought of as strange repellers. Both strange attractors and Julia sets typically have a fractal structure, and the fractal dimension can be calculated for them. Aristotle believed the four physical elements (Fire, Water, Earth, Air) were changeable, and Alchemist ran it from there. The belief was that metals were living, growing beings and could change into other substances. Metals were all composed of the four elements, but were in opposite stages of maturity during their journey to Spiritual Perfection. The theory, then, was that by distilling a substance down to its elemental form and creating the perfect balance and proportions of the different elements, you could purify matter and transmute one substance into another. The ultimate goal was to turn immature base metals like lead into higher metals like gold by releasing their perfect state, or Quintessence. :PAUSE: Breathe. :RESUME: One of the best-known European alchemists, the 16th-century Swiss physician Philippus Aureolus Paracelsus, called the aether element “the substance of stars and souls.” Isaac Newton, a passionate Alchemist, described it as “the perfect Elixir ... our gold ... red virginal milk most fragrant and healthy.” In essence, it was a pure and perfect spirit concealed in all things—both chemically and spiritually. The Alchemists’ quest for gold wasn’t just a technique of metal science. This was Christian Europe, and Alchemy became more than chemical it sought after the spiritual. Metals and Mortals.. Purification was an alchemists representation of humans striving to perfect the soul. Achieving gold was like knowing God. The Holy Grail of alchemy was the legendary Philosophers Stone, which wasn’t a Stone at all. It was a misunderstood substance that could isolate the pure essence of a material and change it into something else, namely gold. In the medicinal corners of alchemy, it was also known as the Elixir of Life, a universal cure that could bring eternal life. the Stone was the physical representation of the concept of perfection, or Quintessence itself. In fact it was sometimes called the lapis aethereus, Latin for “Æthereal Stone.” Let me tie in our lastest bit of story line material given to us from Dead of The Night. “Prima Materia” Prima Materia, materia prima or first matter, is the omnipresent starting material required for the alchemical magnum opus and the creation of the philosopher's stone. It is the primitive formless base of all matter similar to chaos, the Quintessence, or Æther. Prima Materia is sometimes attributed to Aristotle. It in fact was also an earlier idea that can be found in the philosophy of Anaxagoras, who described the nous in relation to Chaos. (Pedophiles' cosmogony is also relevant.) According to Anaxagoras All things have existed in some way from the beginning, but originally they existed in infinitesimally small fragments of themselves, endless in number and inextricably combined throughout the universe. All things existed in this mass, but in a confused and indistinguishable form. There was an infinite number of homogeneous parts (ὁμοιομερῆ) as well as heterogeneous ones. The work of arrangement, the segregation of like from unlike and the summation of the whole into totals of the same name, was the work of Mind or Reason (νοῦς). Mind is no less unlimited than the Chaotic mass, but it stood pure and independent, a thing of finer texture, alike in all its manifestations and everywhere the same. This subtle agent, possessed of all knowledge and power, is especially seen ruling in all the forms of life. Its first appearance, and the only manifestation of it which Anaxagoras describes, is Motion. It gave distinctness and reality to the aggregates of like parts. Decease and growth represent a new aggregation (σὐγκρισις) and disruption (διάκρισις). However, the original intermixture of things is never wholly overcome. Each thing contains in itself parts of other things or heterogeneous elements, and is what it is, only on account of the preponderance of certain homogeneous parts which constitute its character. Out of this process arise the things we see in this world. Arcane Alchemists describe the prima materia using simile, and compare it to concepts like the Anima Mundi. Anima Mundi: according to several systems of thought, an intrinsic connection between all living things on the planet, which relates to our world in much the same way as the soul is connected to the human body. Plato adhered to this idea and it was an important component of most Neoplatonic systems: Dead of The Nights Official Song includes our beloved story vocalist Elena Sigman. I want to bring attention to this portion of the song as it is not coincidence. 1. Who is looking at the Earth? I’M waiting for some one to come here and kill me and become apart of me break them and make them me. Where was it you were before. (Where are you) Who are you and Where are you now? Show me someone who will never die Die like me. Ill show you something that is always alive and dying to find.... And mine is a Mystery. *De Profundis Clamavi* "Out of the depths I cry out" Sol and Luna most frequently symbolize consciousness and the unconscious, respectively. Fiery Sol, the Sun, whose corresponding metal is gold (or sulphur), is the source of warmth and light (gold was often called "the sun in the earth"). Watery Luna, the Moon, whose corresponding metal is silver (or salt), is dark and cold (water and spirit are often identical; water also holds death-rebirth symbolism). Sol and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. and Luna are equivalent to the Yang (positive, male, assertive) and the Yin (negative, female, receptive) in Taoist philosophy, whose reciprocity is the reason for all events of the universe. Luna and Sol often appear as White Queen and Red King; the symbol of this relationship is a rose. This relates to their symbolism as the anima, the female principle within a male personality, and the animus, the male principle within a female personality, respectively. Jung called this aspect a "medium between the ego and the unconscious. This is reminiscent of Rubedo, in which Luna becomes a man, whereas Sol becomes a woman. According to Jung, both aspects are crucial to their corresponding Self, and their realization is achieved through relationships with people of the opposite sex. The alchemical concepts of Sol and Luna seem to be the unconscious projections of the animus and the anima Luna is often called Anima Mundi, the World Soul which surrounds cosmos, half-human half-animal Melusina, or even Lilith. As Melusina, she is similar to Virgo, who is often associated with the Mercurial Serpent. As the Moon, Melusina is also compared to Venus or Aphrodite, not unlike Mercurius. Similarly, Melusina as Lilith, is the first wife of Adam in Paradise, (Shangri-La*) whereas Mercurius is often associated with Adam before the Fall. It is only natural to represent Mercurius as the anima, which alchemists often did. The sun represents the masculine principle and the logical or reasonable aspect of the mind; the moon represents the feminine principle, the realm of dreams and the subconscious. The two united offer the means of magical transformation — a combination of conscious desire and subconscious activation. To become magically adept, the male and female aspects of the self must be fully recognized and integrated. The balanced individual, fully acknowledging the anima or animus within, is thus the HermAphrodite. This is the true goal of the alchemist It has been used to describe personal and spiritual transmutation in the Hermetic tradition, attached to laboratory processes and chemical color changes, used as a model for the individuation process, and as a device in art and literature. The magnum opus has been carried forward in New Age and neo-Hermetic movements which sometimes attached new symbolism and significance to the processes. It originally had four stages More to come today don't worry.. One must grasp the Great Work Fellow survivors! this post will update with juiciness shortly
  8. 4 points
    I've been scouring for little story details and oddities from past maps that have been been abandoned/not addressed yet, and decided to make a thread compiling some of them, with my best guess at the answers. World at War Nacht der Untoten - The Second Outbreak: In 2009 through the Treyarch website a mysterious radio transmission could be found that stated, "Ever since the second outbreak at Nacht der Untoten, troops have been noticing strange radio transmissions and broadcasts taking place in the dead of the night” Apart from the fact that the area is referred to as "Nacht der Untoten" (Night of the Undead) in-universe, the biggest thing to take away from this is that there were multiple outbreaks at the airfield. @anonymous actually had a thread discussing it here. Possible Answers: This could be referring to the Black Ops version with Ultimis as canon, or it could simply be referring to the incident of the WaW version being the second outbreak, and the first being the reason it appears abandoned in the first place. - The Writing on the Wall: This is a question I've had in every map in the early days with chalk writing on the wall. Who is the one writing "Ascend from Darkness" on the walls? I can understand "Help" as someone was probably hiding out in that room from the outbreak. But the chalk drawings throughout the maps have served as cryptic directions for the player to traverse the map. "Beware the Six!", "Ascend from Darkness", "Look Up To See The Light" to name a few. Possible Answers: Knowing now that Monty has been the one meddling with the past to help us for as of yet unknown reasons puts many things such as this into perspective. He has confirmed himself as the reason for Perk-a-Cola creation, power-ups, and gobblegum machines. I think it is very possible that he is the reason for not only the chalk writing in the maps that guide the characters, but also the chalk weapon drawings. It would make sense as everything else he does subtly lends a hand to the characters without directly intervening. Rather, the chalk drawings, the powerups, the perks, all would allow Monty to place tools for Ultimis and the marines to use if they choose. - The Black Ops Loading Screen: This image has perplexed us for a long time, and frankly I'm still unsure of its meaning. Possible Answers: I'm unsure who the mysterious man travelling through time is meant to be. If not for the time travel element with the years, the image could easily fit in with the campaign of Black Ops, which centered around the Cold War and mind control. Verruckt - The Ultimis Dolls: In the Zombies Chronicles version, near a radiator on an upper floor, there is a light casting the shadow of a Richtofen doll, and on top of the radiator one can see dolls of Dempsey and Nikolai. These are the same dolls we see in Samantha's Room in Kino. Possible Answers: I struggle to find a logical reason these dolls would be here. A possible answer could be simply temporal displacement, while another could be that Samantha put them there. It is likely insignificant, but a little strange. Shi No Numa - HAARP Connection: In the Doctor's Quarters there is a note that reads, "It could be used to power HAARP...". HAARP is an American research program established in 1993 often associated in theories with Green Run. First of all, what is it doing in Japan? And how can it be here if in 1945 if it was not established until 1993? Possible Answers: This is an interesting one. I think it is possible in canon that HAARP was possibly established earlier, or was not publicly established until 1993, working in secret before that. As for it being in Japan, it being in the Doctor's Quarters, where Richtofen's supposed diary is found, I believe it may have been written by Richtofen around the time he made the deal with the Americans that we know of from Classified, as a sort of selling point for sharing research and 115 with them. Of course, Treyarch had no plans for Classified this early on, so I am not sure of their original intentions. Der Riese - Question Marks on the Loading Screen: For many years people have wondered what the question marks on the loading screen signify on the actual map, and why the layout is so different from the actual map. Some of the question marks are areas where paper scraps are located, others are not. Possible Answers: I think the answer is simple: This art is based on an early version of the map with a slightly different layout and playable area, and the question marks lead to where easter eggs such as paper scraps were going to be located. Another theory I have is these were perk locations, as there are five and early on there was a perk meant for Der Riese called Ammo-Matic. The art was already done when they changed the layout and they decided it was close enough to ship. - Creation of 115?: A note can be found reading roughly: "...is produced by bombarding an Americium-243 nucleus with a Calcium 48 nucleus. It then decays (writing is blurred)... after further decay a metastable isotope is formed. This leads us to believe that transference of matter is indeed possible, and even the re-animation of b... (faded, but it is presumed to be bodies)" Possible Answers: Though we have known since Shi No Numa about 115 originating from space in the form of meteors, this note seems to suggest that the element must go through this process of metastasis to have the effects we know of. That, or the note is referring to an artificial recreation of the element as supply was running short. I think this is more likely, as Americium was not produced until 1944, and info about it was not released to the public until November 1945, and 115 was being used to create zombies and teleport well before that. - Bees? Beads?: A torn note in German translates to, "The bees disappeared from Ludwigsdorf." Ludwigsdorf is a small village in Germany. Possible Answers: As far as I know, bees have not been a part of the storyline at any point. This leads me to believe that bees is either a translation of a mistranslation on Treyarch's part, or bees is meant to be code for zombies, which disappeared from this small town. Not much else to say about this. - Other Hidden Messages: A sign near the trench gun has three bullet points on a board with only one being readable: "Did not resist in Paris". A board near the C Teleporter reads "die glocke ist jetzt Mobile" (translated to "the bell is now mobile") pinned on the upper left, and "folgen Sie dem Gesamtplan" (translated to "follow the entire plan") pinned on the bottom right. There are four codes written using Illuminati symbols. Reading "Living Dead", "Edward is Alive", "Treyarch", and "To community, the fans, and our families. Thank You. We Shall Return." In Animal Testing on a board, "H. Yena, Edward I know it was you". Possible Answers: I have a good feeling these relate to story threads that were simply never explored and dropped. The Paris one as well as the image of the Eiffel Tower refer to the Paris map we did not get that was meant to be in Moon's place. The H. Yena one is interesting and could be referring to any number of things. We know now that Harvey Yena was a 935 scientist who went on to establish the Ascension Group in the Soviet Union after Group 935 disbanded. We also know that along with Peter McCain, Richtofen believed Harvey was a spy. The two may have had a rivalry, and this writing was about something petty. It's also possible this writing is Yena taunting Richtofen about something he knows that is far more serious, such as his dealings with the Americans. - Faithful Servant: A note reads, " To faithful servant, the seed has been planted, observe and report, Maxis must not know." Possible Answers: I have very little in the ways of answers for this one, and I feel it may be the most significant note, or it may have been back in the day before the story was developed. I don't know of many characters who could be referred to as "servants" besides Takeo to the Emperor, and Arthur to the Wolf King which have nothing to do with Der Riese. It's possible Richtofen has a servant who he was plotting with against Maxis, or maybe even more interesting Richtofen was a servant to someone, maybe even the Shadowman, and this message is to Richtofen. Black Ops Kino der Toten - The Utterly Confusing Loading Screen Audio: In the loading screen for the map, Richtofen is heard making an audio log: "Entry 741021! Perhaps the station will hold the key to the real goals of Group 935. I still do not trust my unconventional allies, but they are of great use to me. But, I digress. Who would have thought the MDT was capable of time travel? How many stations does this group have? Where did that little girl disappear to? Only time will tell what new questions awaits us in this... THEATER OF THE DAMNED! (static)" There is a lot very wrong here knowing what we know about the story. Firstly, he speaks of the theater as if he did not know it was a Group 935 station and he speaks as if he does not know what Group 935's goals were despite being a member. He clearly knew about Maxis wanting an undead army as he says as much in Call of the Dead's radios. He refers to the Matter Transference Device as the MDT. He asks where Samantha disappeared to, despite knowing she is inside the MPD on the Moon since in the Moon radios he tells Schuster and Groph to get her out and then they fail. Possible Answers: The obvious answer is this was written early on when Treyarch was not sure what direction they wanted to go with the story and was not sure how closely associated Richtofen was meant to be with Group 935. In-universe, it is possible Maxis kept this facility a secret from Richtofen, and now he is questioning what Group 935's true purpose was to Maxis and how many stations he actually established that Richtofen did not know about. MDT is likely just a typo in the script and a flub by Edward. As for Samantha, perhaps he is referring to her voice, which may have been calling to him but has not contacted him in some time. - Great Leap Forward: In the Wii version of Kino der Toten, audio can be heard from the project screen with accompanying video: "(Singing) These villagers were portrayed and propaganda'd films as happy and highly motivated, although in fact they were soon to suffer a terrible moral and physical collapse. Tens of thousands of people died as a result of industrial accidents in the hazardous conditions they were made to work in. The Communist party came up with a crude calculation; every worker will build one meter of canal and the project will end in three months. It actually took more than 10 years to finish the canal. During the Great Leap Forward, factory worker's hours were doubled and machines began to work non-stop. They were not even allowed to stop for maintenance and repairs, and so soon began to fall apart. Factories were ruined. At the same time, Mao announced another target for the Great Leap Forward. Steel production was to be doubled within one year. That production (static) only from heavy industry complexes, but also from small furnaces in villages. As a result of Communist ideology, Mao believed that workers power held a magical force. With that decision, tens of millions of Chinese set out to produce steel by amateur methods. Everything made of iron they could find, from door knobs to saucepans, was melted down in primitive furnaces in an effort to produce steel. Women cut off their hair and mixed it with the clay in the furnaces." Possible Answers: This is one of the strangest oddities in zombies ever. The Great Leap Forward's only connection to zombies is in the name of Die Rise's upper map which takes place in China. But what is it doing in an abandoned theater/Group 935 facility in Germany in 1963? The Great Leap Forward ended around 1962, and as the audio states, was a horrible era in Chinese history where people were worked to death in factories due to many food shortages as a result. The audio puts an emphasis on steel production. It's possible that the tower in Die Rise is built using steel from this era, and this was meant as a sort of hint towards a future map set in a Chinese tower. But it seems strange to plan that far ahead, and to only put it in the Wii version of the map. It's also possible it was just simply meant as a way to show the map takes place after the Great Leap Forward in the 60s. I am unsure if the audio is taken from an actual public domain documentary about the Great Leap Forward, or if it was recorded by someone at Treyarch. - Strange Writings: In the dressing room the names Samantha, Emilia, and Abigail are written surrounded by hearts. In the Pack-a-Punch room, there is writing on a bulletin board that reads "Durchhalten Männer, wir machen sie fertig" which translates to "Hold on men, we'll finish them." Underneath that a message reads "Ja, ja, sicher!" which translates to "Yes, yes, sure!" Also written, "Experiment 935 was successful", "Everything can be based off this model", "Schwarze sonne (German for "black sun")","114 Uuq","115 Uup", "Tomorrow the project will move into full production", "Why (sic) is up? Why won't it work?", "I know it was you Richtofen", "Help", "Energy Momentum" Possible Answers: The writing seems to imply Emilia and Abigail were friends of Samantha's. The two messages on the bulletin board seem to have no importance, and maybe they were simply lines from a film or a stage production, given that this is a theater? "Experiment 935", no idea. "Schwarze sonne" The Black Sun symbol is heavily related to the occult and Neo-Nazis. Referring to elements 114 Uuq and 115 Uup doesn't make a whole lot of sense, but for my own sanity I will not totally go into it and will chock it up to some overlooking on Treyarch's part. But perhaps Element 114 was meant to appear at some point as important. "I know it was you Richtofen" is very similar to the writing in Der Riese from H. Yena. However, this is at the Kino facility, which Richtofen apparently doesn't know about according to the loading screen, so Richtofen could have never seen this writing anyway. - Manhattan Down: In one of the upstairs rooms, letters are scrawled out on the floor stating, "Manhattan Down". This same message is in one of the intel pieces that pops up while a map is loading in Black Ops. But what does it mean? Possible Answers: Treyarch may have wanted to have a map in Manhattan at some point, or this is meant to imply that there are outbreaks occurring all around the world at this point. In Classified, we found out that the US knows about several outbreaks that have occurred since Ultimis came together, and there were multiple outbreaks at the Pentagon. It's possible there was one at an American facility in Manhattan as well. - Strange Pods: Around the stage area are some strange metal pods with organic beings inside. Possible Answers: The beings in these pods have been theorized by many people to be monkeys, early versions of nova crawlers, zombies, and even aliens. With the Zombies Chronicles version, however, the beings in the pods appear more like normal zombies. I think it is possible these were meant to store them safely while being tested on. Ascension - Gersh? When?: The poster for Ascension has always perplexed us, and Jason Blundell went on to confirm the bald man on the poster is not Richtofen, and the radio added in Zombies Chronicles implies that the man is Gersh and that Nikolai, Dempsey, and Takeo fought with Gersh at some point while Richtofen was away. Possible Answers: This event may have taken place in an alternate timeline where Richtofen abandoned Ultimis, as there is no hint anywhere that this ever took place in the original timeline. Gersh lost his body to the void and became an orb of light in Gorod Krovi. Shangri-La - Alien Skulls: On the altar near pack-a-punch, there are two skulls, one of what appears to be an early human or a monkey, and the other seems completely alien. Possible Answers: The skull may very well be the skull of a Vril-Ya, an ancient race associated with the MPD, which is what corrupted Richtofen and sent him to Shangri-La. It's possible they are the reason for the temple's intricate water system and time travelling ability. Black Ops 2 TranZit - Nacht: In the cornfield there is a more run-down version of Nacht der Untoten. Possible Answers: While intended as a little easter egg, I'm curious if this building is meant to be the actual Nacht der Untoten, sent through time and space similar to the western town sent to Africa in Buried. Or is it just a simple buidling that happens to look like it? - T.E.D.D.'s Quotes: There are many quotes that the bus driver will not say in-game that reference real life locations that the driver would take its passengers. Here is a full list. Possible Answers: We know now that T.E.D.D. was designed as a driver for Broken Arrow scientists to move around the Green Run facility. Some of the locations now make much more sense given this context, such as Groom Lake, HAARP, Fast Flux Test Facility, and Tehacapi Range. TEDD specifically mentions gathering top secret files and putting on special suits for some of these locations. We also know from the comics that there are multiple TEDD units as one is seen in the background, and these built-in quotes indicate there were many being used by Broken Arrow around the country. Many of the quotes also refer to popular vacation areas such as the Grand Canyon, also implying TEDD units must have been used by civilians. Most interesting of all might by "Put on your hoods and disembark at Bohemian Grove" which is a campsite used by an exclusive club that holds events with major world leaders, and is often associated with the free-masons and the Illuminati. Die Rise - Wanted Poster: As pointed out by @anonymous in this thread, we still do not know a whole lot about the purpose and history behind much of anything on the map. One particular mystery is a Wanted Poster of Tian Zhou, a prominent character in the Black Ops II campaign, with Chinese text that translates to: “WANTED This is a wanted man. XXXXXXX (7 words i cant figure out, i infer that its about where the man usually appears) He did everything evil. He carries weapon(s) of mass destruction. He is a dangerous man carrying weapon(s) of mass destruction, and he is suspected to be a zombie. For anyone who give us clues or help us capture this man will be rewarded 50000 Yuan.” Possible Answers: As anonymous points out in the linked thread, the building in Die Rise appears to be an SDC-occupied building that used to be or still currently is a sweatshop with sleeping cages and sewing machines, due to all of the SDC soldier zombies present. In the actual Black Ops II campaign, it is possible to reach a scenario where you must kill Tian Zhou, and by doing so he is replaced by someone less tyrannical and the SDC helps you in fighting Cordis Die. In the zombies timeline, the rockets from Moon are launched in October of 2025, while the events of the campaign ended in June, so most likely in the zombies canon Tian Zhou and the SDC were involved in scientific research into zombies research, and he was infected and turned. The Wanted poster refers to him as if he is intelligent enough to carry weapons of mass destruction. He may have been turned in the same way George Romero was in Call of the Dead, where he can still talk and make more intelligent decisions. Mob of the Dead - Jumpscare: On the roof of the prison, when you look towards the fireworks with a sniper rifle, an jumpscare will appear with the face of a man with a mustache. So far, he is unidentified. Possible Answers: Personally I am fine with the theory that he is meant to be Nero before Treyarch had chosen the celebrity cast and likenesses of the Shadows of Evil crew. Blundell states that he had thought through to the end of Black Ops 3 all the way back in Mob of the Dead, and there is a good possibility this was meant as some future reference to the mustached Nero Blackstone. Mob and Shadows are linked pretty heavily as well. Other theories include Russman, which doesn't really resemble the man that much, and also possibly the Warden but we have no idea what the Warden looked like before becoming Brutus, so no verifying. Another theory I do quite like connects with the Blood of the Dead Jumpscare, and that is that both of these are meant to be the Shadowman, with the Mob one being him in his human form before they had finalized his design. Origins -StG-44 in WW1?: In the opening cutscene, the German soldiers present at the dig site are using StG-44s, which were produced during World War 2. Possible Answers: A simple explanation could be that they were simply developed earlier in Dimension 63, but unlike the MG08, they are not stylized to fit the dieselpunk aesthetic of Origins and the time period, they are simply STG-44s as they appeared in real life. It's also possible that during the excavation, Group 935 uncovered the chalk drawing of it and/or the ancient mystery box and armed their soldiers that way. This same issue appears in Zetsubou No Shima, where soldiers on the WW2 Japanese boat are equipped with KN-44s. Black Ops 3 The Giant - The Plane: On top of the building near the power there is a plane very similar to the one used in Mob of the Dead. This same plane also appears in the sky sometimes in Shadows of Evil and Zetsubou No Shima. Possible Answers: We may see an answer to this mystery soon as the Aether story is not quite done yet. But there are many possibilities to discuss. One is that Primis minus Richtofen have been travelling through time and space while Richtofen was acquiring the Kronorium, and we have no idea what they were doing. They've been to many places such as Brazil and the Moon. We don't get to see how they arrive at Der Riese in the opening cutscene, and its possible they acquired this plane from Mob of the Dead, and have somehow used it to travel through dimensions, landing it there to try and stop Richtofen. This brings lots of questions up about how they acquired this plane, why they don't bring it up or use it again, and just what they were using it for all this time. This is obviously not all of the unfound secrets, just a lot of them that I could list before getting exhausted. I will continue to add more. Post any that I missed and discuss some of these in the comments!
  9. 4 points
    I had my first new year's eve at my own place, and it was amazing. I live right in the heart of town, so there were fireworks all around! Apparently there was a fight too right in front of the door (the house I rent my rooms in is owned by the owner of the cafe/restaurant that becomes a nightclub in the weekends next door so sometimes fights happen), but I didn't notice any of it, and neither did the friend I had over. I had a terrific new year's, and it was the first one since the past years. I've been through really dark times in 2016, used nearly all of 2017 for therapy and recovery (all mental stuff, nothing physical). For the rest of 2017 and all of 2018 I just spent time recovering more. And in september last year I moved out, and (finally!) graduated, so I'm in this weird but refreshing positive momentum. So to have such a good time in my own place was pretty moving, actually. Just thinking about how far I've come, and all with my own strength. That also goes for the friend I had celebrating with me. I'm proud of her and of myself! The only goals I have for now is to keep going with the recovery process, and to keep the good momentum going! I also want to go to college to get a bachelor's degree in game art, and keep learning how to design things properly, how to design characters and props and areas, the whole kit 'n' kaboodle. I want to learn more, and keep learning. I hope work will be going smoothly for you Lenne, and congrats on becoming an uncle again! And I hope that things will be looking up for you soon, Anonymous. Heartbreak is the worst feeling. Good luck to you both!
  10. 4 points
    New ciphers in the map Classified have been solved, showing some interesting new intelligence. The First one is about Richthofen's so-called "Demand List" to the Americans in 1946. It seems like Doctor Richthofen requisted these items in exchange for information about Group 935's work in the Second World War. We now know that this was called Operation Stapler. An interesting side fact: Operation Paperclip was a secret program by the American government to in which more than 1,600 German scientists, engineers, and technicians were taken from (Nazi-)Germany and employed in the US. I guess the name Operation Stapler was not used just because it sounds neat.....it has definately ties with Operation Paperclip. Anyway, here we go: First of all, it explains the portrait of Richthofen in the Panic Room. What's more important, it explains the Global Polarization Device in the Hanford Site. Let's go a bit into the TranZit story now (since I like that map so much). Tranzit, as all of you might know, takes place in Hanford, Washington State, USA. This exact location was discovered by no one else then good ol’ @PINNAZ, who connected the bus map and timetable in Bus Depot with the actual Google Earth view of Hanford and the surrounding areas. The shape of the Columbia river, the roads and the railway are astonishing corresponding: Hanford was, and actually still is, an American scientific-military facility? But what terrible things could have happened here that could led to the events we see in Tranzit? For that, we go back to the origins of the Hanford Works. In 1943, in the midst of World War II, the United States launched the construction of nuclear facilities in the area of the small town of Hanford. For the sake of winning the war, Hanford’s citizens were relocated to new living areas and the area became fully restricted to enter. Huge concrete constructions raised from the ground, miles of road and railway were created, and four electrical substation were built. So-called ‘tank farms’ appeared, which had a function in storing radioactive waste: Large, partly underground, waste cylinders. In case it wasn’t clear yet: Hanford became a massive top-secret nuclear research facility, mainly focussed on forming plutonium. Remember: This was in a time in which compared with these days very little was known about the effects of radioactive waste on humans. You can imagine relatively few safety measurements were taken. Subsequently, the area became extremely polluted with many types of hazardous elements and chemicals. It was in the drinking water of not only the workers, but also the citizens who lived some miles away. In their blood. In their cells. And many of them died not old. It was 1945: Germany capitulated, and after the dropping of two atomic bombs (of which as a matter of fact, one was created in the Hanford Works) Japan as well. After the Greek Civil War in 1946, the era of the Cold War had started. An era of military competition between the United States and the Soviet Union, coincidentally both possessing the remnants of Group 935. Three months later, March 23th, 1946, Richthofen sends his demand list to the US government and begins to collaborate with them. It is unknown is Operation Stapler is only the cooperation with Doctor Richthofen or with the former Group 935 scientists in general. Anyways... By the way, I don’t believe this process was so date-specific. I think it was part of Operation Paperclip and Operation Osoaviakhim, operations during for multiple days, multiple months, even multiple years. But anyway, we continue: Now in the Cold War, the United States faced a new strategic threat in the rise of the Soviet nuclear weapon program, and expanded the Hanford Site. By 1963, the Hanford Site was home to nine nuclear reactors along the Columbia River, five reprocessing plants on the central plateau, and more than 900 support buildings and radiological laboratories around and underneath the site. Since the early 1900s, the area had developed from a small farming community to a booming "Atomic Frontier". Hurray! Green Run was a secret US Government release of radioactive fission products in the populated area around Hanford, starting in 1946 and continued till at least 1962, when more experiments commenced. The purpose of Green Run was to test methods of detecting radiation from the Soviet Union’s nuclear weapons programs, since the released radioisotopes were supposed to be detected by the US Air Force reconnaissance. This unethical human experimentation led to the death of many more local civilians. But the experimentation didn’t stop at “merely” releasing the radioactive isotopes of iodine, plutonium, uranium and xenon in the area. Or maybe it would stop there, if only not a certain top-secret American operation was behind the Green Run: Broken Arrow. Isotopes used in Nazi-Germany’s ‘Project Riese’ would follow, isotopes used in the creation of Die Glocke, or The Bell. The isotopes Xerum-525 and Ununpentium. Elements of the Ancients, not belonging to our world. Now this was the information we knew. Now with the new cipher we know that Richthofen wanted the US to built a Global Polarization Device. And they obeyed: The Hanford Site was the place. Was this the reason for all the radioactive pollution in the area? Did so many citizens died for Richthofen's Pylon? The zombies in TranZit wearing hospital gowns or sleeves titled Hanford Sanitarium... was there a hospital threating the sick patients? Could this be the place where this new zombie apocalypse began? It wouldn't be merely Broken Arrow's fault. It would be Richthofen's as well. After all, his demand led to the sickening of Hanford's citizens. I could go on about this for a very long time. Thing is, time I do not have right now so I have to move on: Cipher number 2: Now this one clears up even more loose ends: Richthofen's space suit, the Lunar Lander in Kino der Toten...it sums it all up. It looks like Richthofen really forsaw everything that would happen in his Grand Scheme. But if that would be, why would he for example plan to visit Kino der Toten? This was believed to be an incident of overloading the MTD in Der Riese, right? Could be possibly be contacted by his future self, warning and instructing him for everything that the future would bring. But the most interesting thing I haven't even mentioned: The Global Polarization Device. So the Doctor made a deal with the Soviet Union as well, who built the Global Polarization Device in Die Rise, Shang-Hai. This radiation would lead to the same result as it did in the United States: sick people eventually turning into the undead. Did the apocalypse in East Asia start here? Is this the "International Zombie Centre"? And what about Buried, who built the Polarization Device there? Sorry for ending this so bungle and short, I really have to go now. But this intel is so juicy. See ya later!
  11. 4 points
    I've been combing through the Classified radios and ciphers trying to find any subtle hints or details that may have been missed. And I have not seen anyone mention the significance of this radio: Something of note about how this radio fits with the others in context: firstly, it is meant to be roughly two weeks after one of the reels in Classified in which Schuster and George Sawyer are arguing about building a teleporter to Griffin Station like the one previously used by Richtofen. Sawyer is rushing Schuster's work, demanding they must complete the teleporter, while Schuster says that it takes time due to the fact that if calibrations are not correct, the subject may be teleported through time rather than space. In the audio reel I've posted above, Schuster believes he has sent Private Hastings, along with four other men before him, through not only space but time as well. I firmly believe Treyarch is meaning to imply that the subjects Schuster is testing with are being sent to the Moon in October 13th, 2025, when the map Moon actually takes place, and that they are the Cosmonaut zombies we face in the map. This assumption is based on three key points from the radio: 1. Dr. Schuster seems to be confident that the subjects are being sent to Griffin Station, but that WHEN they are being sent is uncertain. 2. The reel makes it a point to include the detail that Schuster can't understand the Private in his space suit, as it sounds muffled. Much like the cosmonaut in Moon with his muffled radio chatter you hear when you get close. 3. Schuster jokes that Private Hastings and the others are, "just dancing around on the Moon somewhere in the far future having a grand old time!" Who else do we know who does that? Now, I obviously don't mean to imply that Dr. Schuster knows about the glitch in Black Ops that causes astronaut zombies to do a dance-like animation in place. However, that sentence is very specific and I would not put it past Treyarch to write specific lines like that as a nod to the player and a nudge to let us know the implications. It just seems like a very odd line considering how relevant it is to this theory. Also let's not forget the unique way that the cosmonaut spawns in, in a flash of light like it was just teleported, and its suit is in pristine condition, meant to trick players into thinking they are another player. Now, why is it a zombie when Private Hastings was alive before going into the teleporter? Simple, we already know a miscalibrated teleporter can turn a living creature into a zombie. Think of the initial testing on the MTD that created the first zombies. Or think of Fluffy who transformed into a zombie when she went through the teleporter. So, simply put, the cosmonaut zombies that spawn in the map Moon are freshly teleported Privates from 1963 being tested on by Dr. Schuster. This radio was a great, subtle way to give us the origin of this strange enemy that has never been explained.
  12. 4 points
    Black Ops IV is finally in full swing: You’re stocked up on Monster, G-Fuel, and Pizza, and you’ve got your stream up and running. Pro tip: for optimal bandwidth usage, don’t watch “Man In the High Castle” while streaming, monitoring your own stream, other streams, and the chat. In the meantime, here are some basic things to keep in mind as you hit the grind running: 1. Get Rest I know, it’s almost impossible to sleep. And I say this after pulling and almost complete all-nighter before a 10-hour workday! I promise: I will try harder. For sleep we must - we'll be better off for it! A well-rested mind is more alert, your reactions are quicker and more accurate, and your thoughts are more thoroughly processed. 2. Stay Hydrated You’ll perform better and longer in all you endeavor it do! Water is the best option for this - yes, that precious H2O. At a very minimum, remember that you are best hydrated when your drinks DO NOT contain caffeine. 3. Use Caffeine Strategically Don’t waste your Trauma Kits, your perks, or your caffeinated drinks. Space them out strategically for both your own health’s sake as well as for maximum effectiveness. 4. Eat Well Your brain needs food. Recharge with a solid meal. It only takes 8-10 minutes at a minimum 5. Take Breaks (yeah right) Stretch; breathe; and focus on objects at farther distances. a) Stretching is good for your muscles. Good posture is important, but sitting for hours straight is never good. b) Breathing is important for cognition and muscle and everything else. Relax and breathe. c) Focusing on objects at a distance helps relax your eyes. Don’t underestimate the strain you’re putting them through. 6. Be Careful on the Road If you drive to work, school, or anywhere else...be aware of your state. Don’t drive exhausted. It can be as dangerous as driving badly drunk. Take care of yourself, don’t be narrow minded about the importance of your destination. Your life is more valuable. Also, such awareness is considerate of others. And last but oh never ever least: 7. Be Kind We’re all here to win; but most of all we’re here to have fun. In a world of very different people, we all share at least one unique thing: we LOVE Call of Duty - especially when Treyarch is running the show (as much as I have loved the works from Sledgehammer and Infinity Ward, I must be honest). So just remember, we ARE a global community. Win magnanimously, lose graciously, and play for the love of the game. Dangerous alone. Unstoppable as a team. Let’s go start a war, people! NaBrZHunter
  13. 3 points
    Staying in the background for what seems like 2 years now, I've not had much dealings with the site apart from the occassional intervention. Will be good to see how things move for the community, forum software is forum software. Be that vBulletin, phpBB, Invision suite (which we run) or others such as Xenforo. Some have different activity functionality and "slightly" different layouts but in essence they are the same. Reddits not a forum in the traditional sense, it's more complicated and less intuitive in my view - although I'm pretty oldskool when it comes to forums. I started running forums with Ikonboard back in 2001 and ventured to YaBB and others. I've always preferred the service and the options supplied by Invision & I've been with them on several forums now for over 15 years. Occasionally involved in sites such as CoDz, that had phpBB/vBulletin/myBB/. CoDz was running phpBB and tried to migrate to vBulletin which failed spectacularly, we still had the licence for it but attempted migrations was a nightmare, they kept failing on the test setup, no matter what. It was pretty messed up, so we switched to Invision pretty much straight after I got involved and we have been using Invision for over 4 years now. Change is not always appreciated, not always seen as a requirement or having a need for change other than when someone comes in that is used to a different forum software (such as myself a few years back). Bottom line, change can be good, it can open up new avenues, times change and that's OK. Embrace changes that occur, remember CoDz is about it's members and not one individual. We're all still here in some guise and we're all happy to help. My only concern is losing features on this site, which we had custom built (LFG). However, having 4 kids ranging from 16 to 1.5, running the business, travelling up and down the UK on a nearly weekly basis and travelling to places like Germany, Austria, Lithuiana. Time for the family, myself & CoDz has become near impossible. So the admins with the time and dedication & with more time on their hands than me. Is a good thing for the site and the community. Here's to the future.
  14. 3 points
    Wandering this forum for some time new (though I still feel a bit like a newbie), I've come across of one of the greatest folks ever met. People who are caring, humourous, assiduous and intelligent. People I could call friends, though never seen their real faces or heard their real voices. People I could relate myself to, even, alot. With Zombies being the #1 talk subject, I have actually got an idea of each of one of yours character. While online forum discussions might affect your way of talk a bit, I think I know how you all are. I wonder, however, if that vision is true and more importantly, how you look to your character yourself? I'll start with writing down how I see myself. Notice: Ive never done this before and it feels quite odd actually. - One characterism of my self I am very aware of is that I am kinda...talk-y. I have a talent in talking about the cows and the calves (or whatever that expression is) with everyone, which makes me good in getting along with strangers and making contacts. I got a kinda open character too, which makes me talking about deep and personal stuff with anyone, even those I dont really know well or dont stand close to my heart. The disadvantage of that is that I have hardly any secret, and am have not a mysterious personality in any way. I know alot of people (including myself) like talking about personal stuff with lesser open people, perhaps feel flattered in a way, and so create a special band with them. People dont have that with me. Because I am open to everyone no one feels special when having a deep/personal converstation with me. I hate this characterism for that. - I am kinda naive, optimistic and idealistic about humans. I really think the best of other people, while in many cases they act egoistic, money-focussed and not right (including myself). While I can be easily victimized by this, I also see the world as a less dark place because of this. So while I would like to have this characterism a bit less, I like it as well. -I dunno if this is something common to feel...but sometimes I feel a bit like a narcist. While this is a characterism I despise the most among other people, I notice that when I have done something good I feel like I really want to tell it other people. Also got the feeling very quickly a girl I can get along with likes me, even while I know for sure that is not the case (for example when she already is in love on someone else). I think this is caused by a few cases a couple of years back this feeling got comfirmed, and now I got this feeling very quickly. I hate this fucking characterism the most. I hate it when others have it so can you imagine how much I hate it when I self have it. - I can really sit with something. Right now its the heartbreak but it can be anything really. There was a time it were topics of the zombies story. Just things that occupy my mind the entire time. Cant really concentrate on other things, then. Of course I got way more characterisms, milions of neurons all connected to my brain each one of them turning an effector on or off, creating my spirit. The one I am. Though these items are sone things typically me, when I compare myself to my friends/others.
  15. 3 points
    Oh man this was posted a while ago, but reading the things you guys wrote actually made me cry, both because I recognize it myself a lot, and out of sympathy for all your stories. The whole yes-man thing, bending over backwards to please people, and shoving yourself into the background as a result, selfhatred. At the same time it also makes me relieved to a point, because when you've faced the world alone (or felt that you did) you never stop and realize that a lot of people deal or have been dealing with the same issues. I'm also still dealing and struggling with that, among other things. Those other things take kinda long to talk about, but I can kinda summarize it using two words, namely depression and trauma. The other main thing with me just has been not to be a bother to anyone. And I still have a LOT of trouble with this. I used to be so scared of being a bother to people that I just... never really started to develop my personality until about two years ago thanks to therapy, and started to avoid people. This eventually turned into a bad, bad case of selfhatred and... low points. It's not as bad as it has been, and I've made a lot of progress over the last two years!!! But I'm... still scared of people. I'm mostly terrified of angry people, if they're angry at me it's worse. Another "bonus" if it's a man (sorry to all the guys ;^;). ...And if they're drunk it's the worst (to the point of panicking, there's the trauma). But it doesn't even have to be when they're angry. but even still I often just... kinda avoid people??? It's been something that has been ingrained in well, my character I guess. Reading back what I wrote just now kinda makes me feel like I'm sounding edgy or pretentious, oh man. But at the same time that's a good example of the stuff I'm still struggling with. Just thinking those kinds of things, being scared that I'll be told (or that others will even think) that I'm trying to sound edgy or that I'm cringy or whatever else bad, it's something I'll probably never get rid of, as well as the whole being a bother thing, be it directly or indirectly thinking it. But I have also accepted this (for the most part). I have learned that while I probably can't get rid of it, I CAN learn to live with it. Of course I have my bad days, the days where I fall back into the old ways of thinking and doing, but I'm starting to learn how to deal with it, and to channel it into something better, and to work around it. Step by step. Fumbling steps. But steps nontheless! One step is admitting it (the beginning of this paragraph I mean), for example. It's still hard, but that's what the road to recovery is, right? It's very hard, with many ups and downs. But that's okay. I do hope I'm not unnessecarily tearing open old stuff, but this topic has really moved me. I also want to say thanks to everyone for talking about their problems which might sound weird I guess? But I know how hard it is, and I still think it's brave as hell. Hats off to everyone! I've probably never said it before, I don't think I have, but I'm always astounded by how nice and cool everyone is. Hell, I've never even thanked @anonymous properly for having nominated me to be user of the month once. It still means so much, and I feel like an ass. At the moment I was just really blown away by it, still am. I never really found the right moment to say it until now, and I'm sorry for that. But I still remember it, and it still makes me feel very warm and fuzzy inside. So again, thank you ;v; And well, sorry for being so late with that (I've actually been sitting on it for a very long time).
  16. 3 points
    Hi all, First of all, I would like to start with a quote by @Steelie, almost two years ago (jeh man, we're getting old): Not sure if that thought still goes for you, my friend, but I still have an everlasting curiousity to the Unknown. Which is why I felt I wanted to share my, if I can call it like that, 'personal adventure' of last sunday... I knew the place from a friend of mine, who practised mountain biking in a nearby forest (10 km from my village). He talked about seeing large concrete complexes in the middle of the woods, bunkers of some sort. When I felt like walking with my dog in the forests, I thought 'why not there?'. The drive to the location was an adventure itself, with the fat little one next to me on a chair, sitting relatively relaxed for a car ride with Green Day way too loud on the music box. Anyways, we arrived at a parking ground at a pancake restaurant, near the bunkers. From here, we found a muddy way, not that much used (understatement) in the direction where the bunkers had to be. As the road turned into a river more and more, I eventually stumbled upon a fence, among with a sign saying NO ENTRY. The fence seemed to end my little journey, but when I walked a bit further I discovered a tree, blown over by the wind fallen exactly over the fence. As I climbed over this unforeseen helper, whilst carrying my little one, I saw my destination: A row of grey, grim structures that was hidden in a seemingly artificial planted coniferious forest. There was still an asphalt road connecting them, although overgrown by all sorts of grasses. The bunkers almost seemed to be Vaults of 'Fallout', with opened doors of at least 30 cm thick. They were buried under hills of sand, complete with trees and plants, probably to camouflage them for enemy sattelites. Most of the once military highly guarded complexes were now fallen victim to vandalism and graffiti. One of the bunkers had a large white, almost fluorescent text writting on the backwall, eerily saying 'NO END'. Gotta admit, that one almost send shivers down my spine. The bunkers in this row were numbered 101 up untill 118, 115 not being excluded. At the end of the row was a small, brick building, consisting of a hallway with tree rooms. I ignored this building, as it looked like a stinky by junkies used house, looking not nearly as interesting as the bunkers. When I had seen enough, and exited the terrain, however, I heard a loud 'BANG' coming out of the little brick building. Probably the wind smashing a door, but the idea someone was there, watching me all the time, creeped me. Once exited, I used internet to investigate the structures I had investigated. Apparently, the area was an enormous military ammo depot for the German Bundeswehr, used from 1962 till 1997, to store bullets and bombs. This would explain the thick steel doors. The trees overgrowing the bunkers indeed used to function as camouflage, due to fear for Soviet sattelites. Apparently after the Cold War, the Bundeswehr sold it to the Belgium ministry of defense (I was in belgium the entire time!), which demilitarised the area and gave it to nature, as it connected the wildlife of tree large forests. Another interesting thing I found out was that the terrain was 100 hectares big, containing 80 bunkers. I merely saw the tip of the iceberg! The area was still lightly guarded weekly by a soldier with a German shephart, and apparently some folks organized an illegal technoparty in one of the bunkers some years ago. Much more I couldnt find on internet. When I came back to the living world from this real life Zombie map, I went to the pancake restaurant to get some sort of 'pancake calzone'. The little one had to wait till we were back home to get her slobby food.
  17. 3 points
    Hey, guys. I didn't really expect to make a "Part Two" just yet for this, but... I've come to some interesting revelations regarding the series that I feel are important to share. That... and, I suppose this post will serve as a worthwhile update to the progress I'm on. So, with that said, I think I'm going to just jump into it. I grew up with Call of Duty being a large part of my life. It seems like a "typical" thing to say, and it really is, but... these games have affected me on a certain, deeper level. I have vivid memories of me and my brother loading up Big Red One, or Call of Duty 3, on our PS2, and I recall being absolutely enamored with the games to the point of near obsession. It was... that level of enjoyment, for me. Of course, this was around the time I was in First Grade, and... admittedly, I didn't really know anything about taste in games or whatever. I still sat around playing stuff like Crash Bandicoot (specifically Wrath of Cortex, and I like that game to this day), and both Battle for Bikini Bottom and the Spongebob Movie Game (both are pure fun to this day as well). But it was something else, y'know? Just... that different type of feeling. I grew up with the changes as they came, and... y'know, by the time World at War came around and I had heard of a Zombies mode, you could not imagine my level of jealousy. I had a Wii, so we were very much barred from the oh-so-precious Nacht der Untoten. I didn't end up playing a single bit of Zombies until Black Ops 1 came to the Wii two years later. (I should probably mention for the sake of the story: Our PS2 overheated and the Wii was a Christmas gift.) Playing Zombies for the first time kind of lit a spark in me, in a way not a lot of games would do. I feel like I forget how much the mode has impacted my life at times, and I should be humbled by what it's done, and where I came to with it, but... that first game that I played, and my first noob-level death at round 3 was... almost surreal enough for me. I didn't really care for much else than the experience of the game. I grew to be good at it within the span of a year's time. Hell, I think my first Round 30 was on the Wii. Then, y'know, times change and shift, I find myself on an Xbox and Black Ops II came out... and, just... I dunno. I like the barebones difficulty of Black Ops 1 Zombies. I cannot possibly keep a secret like that dug down in this brain of mine forever. Black Ops 1 is perhaps the best iteration of Zombies. Black Ops II is indeed an incredible evolution of the mode, and adds perhaps some of the best mechanics to come out of the mode in quite some time, but... the base game was changing. By Origins, it was more about power to the player. Which, yes, is a perfectly fine thing, and can be incredibly entertaining. But... too much power makes a poor man ill-spirited. By Black Ops III, it was all a bit too much. I think, at the core of it, the point I'm trying to get across is something like this: I want to, in creating a series of maps like this, be able to create it in a way that, while giving the player power, is still rooted in a barebones system. Like a mesh of the past three games in the series, perhaps, but a large chunk of Black Ops 1. I want to design something I would like to play. I want to actualize these maps in a way that, in my head, I can see myself sitting down and enjoying every second of it. I guess that's what this whole series is, most of the time, though. A self-actualization trip. With a lot of mechanics scattered and questioned, meshed like putty until I find a way to make it feel like art. ...good lord, that sounds conceited now that I say it. Though, that's essentially the essence of the matter. Probably the reason I feel ever so passionately about this series, actually. Because it's my canvas. I'm the "Monty" of my own world. A cosmic painter, creating a portrait in a vast canvas, scrutinizing the little details I find... and fixing the ones that aren't working. But, that's just my thoughts on it. I kind of needed to find a way to get that off my chest, so... apologies if this all sounds conceited. Or... something like that. I'm working on getting towards an acceptable pace/percentage of completion on this series, believe me. All the elements are coming together! Just... need to let all that paint dry, so to speak. With that said, though. Per aspera ad astra. -The Meh
  18. 3 points
    I have to say, the new mix of Where Are We Going is becoming one of my favorite songs in the series. Today I took a look at the lyrics to find some meaning, and I kind of realized that the song is not just about the cycle, like the original was, but about Primis Richtofen's journey. Here's the lyrics with explanations thrown in: Where are we going from here? Where do we go? Are we all blinded by fear? Where do we go? How do we know? Need for survival is clear We persevere without an end Into forever, we fall And wander on and on and on The first half of this verse is recycled from the original, and is essentially the confusion of the survivors trapped in the cycle, wondering where they have to go next to end it, and how they will know how to find an end. Are we being so blinded by our fear, we cannot see a way out? The second half is new, and offers some form of answer to the first half. Where are we going? Well, into forever, we will fall, we will persevere, we will survive, and we will wander... on and on and on... quite depressing. Dust of a thousand years thrown on your path And in the aftermath, you'll stumble forward Mouth full of air resuscitating life And you'll ascend and carry on and on This verse is what really set me on the path of believing this is all about Richtofen. The "Dust of a thousand years thrown on your path" is the dig site in Origins, the location of the Great War, left to gather dust and be buried before Group 935 came upon it and dug up that "dust". "in the aftermath" of the the dig site, Richtofen and Group 935 "stumble forward" into an ancient evil buried for a thousand years. "Mouth full of air", the living in Group 935 uncover the dead, and they are brought back into living. With the help of Primis, Richtofen "ascends" from darkness, and so they will "carry on and on" through their journey, eventually restarting the cycle again. Where are we going from here? Where do we go? Are we all blinded by fear? How do we know? How do we know? In the depths, easy steps Water flows Fire burns, all returns Ashes cleanse the ordinary woe The theme of this verse is building up, beginning with easy steps, before water flows and fire burns and all is returned to how it was. Ashes cleanse any woe that Richtofen or anyone else may have, because in the end, there will always be another should the cycle continue. From the Richtofen memories trailer: "I do not regret the pain that I have caused, because none of it really matters. This moment. This... me. All of it will soon be gone." Followed up by imagery of fire burning. Where are we going from here? Do we let go of all we know? Are we all blinded by fear? Where do we go when we let go? Where are we going? Where are we going? Where are we going? Where are we going? Are we all blinded by fear? Where do we go when we let go? At this point, the chorus has repeated again and again. Richtofen believes he knows where things are going. Like he has a master plan that will set things right without having to die permanently. But in truth, he does not know of a way out that involves him surviving. He is blinded by his fear of death, so he has perpetuated the cycle. I feel I'm falling from here, don't let me go Is it the calling we hear, we hear? How do, how do we know? In Blood of the Dead, the new Richtofen once again fears death, and he begs for his life. "Don't let me go." "Is it the calling we hear?" is the dying Richtofen, speaking to the one who has broken the cycle as his life fades away with the song. "How do, how do we know?" How does Richtofen know this plan will work? To let himself die, and let the others lead. To bring in Ultimis. For so long, Richtofen has followed the Kronorium's knowledge and taken it as a burden upon himself. It is the safe way to know the future. But now, the future has changed, and with it, the Kronorium. How can we know? Where do we go? It is time Richtofen make the sacrifice and take the risk, for a better tomorrow.
  19. 3 points
    (Black Ops 4, Zombies, PS4) I've noticed a scary trend in gaming over the last decade... First time I noticed this trend was when I couldn't play the Battlefield (3 or 4, can't remember) SINGLE PLAYER campaign because I wasn't connected to EA servers... Unfortunetly, it seems Activision has followed the trend. I really wish we could play zombies single player while offline and still earn and unlock things, and progress in levels. I can't imagine any reason why the game can't, at the very least, store our progress from offline games to be uploaded later when we connect! I got the game a few months after launch, so it seems I was spared the worst of the bugs and glitches. (i've only ever "blue screened" once since buying the game on Christmas) but I fear what may eventually happen: I am in round 65, i've maxed out many weapons and gotten thousands of headshots...suddenly I see: "Internet Connection Lost" some potential issue with Activision, PSN, or simply my own WIFI or electricity! What happens then? Do I just lose my hours of work from my current game?? This has not happened so far, but I chalk that up to "lucky me..."
  20. 3 points
    In what regards? But you are right, the suply drop stream or whatever it is called is a joke and the Black Ops pass almost costing as much as a new game is dumb, but all things considered I happily pay more to get more and never expect to get new content for free. I just don't get it for the Black Ops season we had to pay 60 bucks for the game and additional 4x 15 bucks. It is just insane how map packs got sold for 15 $/€ and almost nobody seemed to care. Activision just handles this whole show in a really bad manner and they always have been doing that. I just think it is strange that it took folks almost 10 years to notice that.
  21. 3 points
    It's December. It's cold. It's almost the end of the year.... So as today is Christmas Eve, I just thought I would leave everyone a little message wishing you all a Merry Christmas and Happy Holidays! Another year spent here at CODZ and I have enjoyed it just as much as the others. BO4 is keeping me busy and so is this place so I couldn't be happier. A big thank you also to everyone here for keeping the community alive and for being such great friends. There isn't that many of us left and our little tight community here is humbling to be part of. So from me Merry Christmas when it comes everyone and All the best for 2019!
  22. 3 points
    I have two theories but before that, I would like to post this quote from Maxis himself in Classified. Maxis is referring to Ultimis, and this Maxis is clearly the one trapped in the Moon (Griffin Station) after being killed and his soul being transported to the electronic devices on the station. 1- My first theory is that it's a simple side effect due to his exposure to 115, Maxis in the House did talk about how he obtained new memories that appeared out of nowhere. As explained by this cipher 2- We all know Monty isn't the good guy that he claims to be, it was obvious from the start. However, we know what Monty wants. A perfect world free from 115 and all the time-travel bs. In order to achieve that world, he needs the souls of Ultimis. It's possible that Monty wanted to obtain them without Primis help, because for him Primis is like his last resort. I think he knew that by enlisting Primis, there's the possibility that they might betray him. Original Maxis could have been a toy for Monty to ensure he captures Ultimis and teleport them to the House.
  23. 3 points
    After the ending to Blood of the Dead, I've seen a lot of people across Twitter and Reddit with confusion about the timeline. It doesn't help that we've seen a total of three Richtofens at in one map; however, it's not as bad as it seems. There are a few loose ends (which we'll get into shortly) that give us different ideas to what's going on. First, let's look over the path of the major Richtofens in play. Red path signifies Primis Richtofen and blue path signifies Post-Revelations Richtofen. Note that these pathways include different dimensions and universes in one flow for the sake of understanding where we stand at the end of BOTD. In the BO3 finale, we came to the conclusion that the Great War - battle between the humans and the Apothicans - was initially fought by the ancestors of Primis, but after Revelations, were replaced by the Primis group themselves due to Dr. Monty having sent them there. The reason was simple; by ingesting the blood of the mobsters from MOTD (which also took place in Dimension 63 and was supposedly closed off), the risk of another paradox came into mind and thus Monty placed Primis in the Great War as their ancestors right after winning the war. Ideally, to have them live our their days in the past so they couldn't much anything else up that may cause said paradox to happen. Unfortunately, Monty may not have seen that doing so would not stop that predicament from happening. And thus, a cycle was born. The red path shows this. The blue path, however, shows us that post-Revelations Richtofen somehow survived long enough to be in a cryogenic chamber in Blood of the Dead. He knew about said cycle, and that collecting the blood samples as his insurance policy to keep Primis alive wouldn't solve the problem nor stop the cycle. Now...what was that insurance policy again? Oddly enough, a similar radio from Maxis talks of a backup plan that is seemingly different than the insurance policy. Using the mobster's blood only serves as protection for crossing dimensions and space itself. But this backup plan Maxis mentions claims it can eliminate "a threat of Alcatraz for good". In the ending of BOTD, we see Revelations Richtofen using what's presumably the fire gem of the Staff of Fire. But you can decide what it really is. vs. Back to the main point. Revelations Richtofen knew securing the blood vials was not longer a wise plan and instead made focus on keeping their souls. People were quick to jump at Nikolai being the savior of the group, but bear in mind one small fact: at this point, he is the only one with his soul in tact by the end of BOTD. Dempsey and Takeo had their souls still within the Summoning Key, with Richtofen's presumably still in the House as that event may not have changed. Why is this important to what Revelations Richtofen said? If you haven't put two and two together by now, this is a suicide mission for Richtofen. Why? As previously stated, we have 3 souls on hand, 2 of which are still within the Summoning Key and 1 in BOTD Nikolai. Richtofen's soul has already been purified and resides with Monty at the House. Seeing as we're to defeat the now-bad-guy Monty, there's very little chance of reclaiming Richtofen's innocent soul. How the souls play a crucial part in the storyline are still to be determined...hopefully being revealed at the true end of the Aether story. This sets us on a new course where Gorod Krovi never happens, and neither does Revelations. Whatever lies ahead, is to prepare for war against Monty. But there's still someone else within the Summoning Key we have yet to see again - the Shadowman. Oddly enough, the Warden claims that opening the gateway by using Primis' blood would allow him and the Apothicans to return...but we have his soul already in the Key? Interesting. As an additional and semi-related note, I will say this: we also know that the bodies of Victis are still inside their cryogenic chambers. Primis Richtofen actually spoke to Samuel Stuhlinger in BOTD, assuring their safety with his blood sacrifice. At some point, we will see Victis again. Considering that the lighthouse in BOTD is what enabled both characters to speak to one another, we know at minimum that Samuel is connected through the Aether. Total dimensional collapse of BOTD may or may not have happened given this predicament, but at least we know Samuel can also be reached out to regardless where his body is. ----------------------------- In a nutshell, the cycle entails the events within the Zombies storyline, but after Revelations, Richtofen understands this has become a cycle now and the only way to break it is by surviving long enough to stop his Primis self from collecting and ingesting the blood vials, thus changing their fates per the Kronorium and breaking the cycle to defeat Dr. Monty.
  24. 3 points
    Hey all, today I will be attempting to be the first to solve the IX Easter Egg. Let me tell you guys what I have so far and then I will be adding to this guide periodically. If you want to track my findings, you can watch me try on twitch.tv/GrenadaMD and help me out all tips that end up working will of course receive proper credit. As seen in the solo cutscene, this scepter-like item is the key to this quest: You can see this on the bottom left as the quest tracker which has 5 main steps and then a center piece revealing what is presumed to be the final boss fight. Step 1: Blood Must Flow This step is super simple in that this refers to activating pack a punch. The Blood Must Flow comes from the blood from the 4 heads of the 4 champions that you must summon to unlock it. When complete, you'll see the very top of the scepter fill in which you can see on the next step. If you need further help with this step, you can refer to this awesome guide made by our very own @Blurryface Step 2: Purge the Blight In order to purge the blight, one must create fertilizer and place it on the bottom level, in between the two main trees in Danu's Temple. Here are the steps for "Purging the Blight": 1. There is a skull in the PaP area with a blue symbol on its forehead. Using this awesome picture a user on reddit made plus two new spawns for the skull that I ended up finding in my games, find your skull and what you'll want to do is basically barrel stuff it with your gun (get right up on it) and activate your specialist weapon. It should drop to the floor where you can pick it up. At this point, you're going to need the Wonder Weapon - Death of Orion. If you do not know how to obtain this, you can find a video guide of it in my YouTube channel linked above. With your skull, walk over to the grinder in the Flooded Crypt. There are three possible spawn locations in the flooded crypts for the grinder and they are shown below. When you find the grinder, hold your interaction button to place the skull inside and with your Death of Orion/Serket's Kiss shoot about 2-3 fully charged shots at the grinder to keep it going. You'll know it's done when the skull disappeared and then all you have to do is hold your interaction on the collection tray to the left of it to collect the grinded up skull bits. 2. The next ingredient to our magic fertilizer are the coals (purified wood). This step is super simple, in the arena there are two flaming pyres with bodies attached to them. You'll require the axe throwing gladiator to throw an axe at one of these pyres and you'll see this stake-like piece of wood fall. The easiest way to do this is have the gladiator be the last zombie on the map and once he is about to throw an axe, quickly stand on the other side of the pyre so that is between you and the axe guy. If you stand in front of the pyre with just the axe guy throwing it, the axe will most likely just hit you and not the pyre itself. Take the wood and place it into the chain coupling thing in the cauldron located at the bottom floor of Odin's Tower. After a round or two, you'll see the wood look a lot more charred which indicates it is ready to be picked up. 3. The final ingredient for Danu's Magic Fertilizer is probably the meme of the Easter Egg: Poop! This step is super simple, all you need to do is make sure your affinity is all the way thumbs down with the red smoke coming out of the hand. Things that lower your affinity are as follows: - Throwing Grenades at the crowd - Shooting the crowd - Having zombies break your shield - Tigers hitting you - Running into the fire - Generally not killing zombies but this is only a slight effect, the ones above are much more substantial as well as easier to perform Once you are at the negative most affinity, the crowd will throw the poop at you, all you have to do is hold your interaction on it and you will collect it at a penalty of 250 points (jerks). 4. With all of your ingredients, head to Zeus' Bath House and along the edges of his blood bath you'll see a few bowls. All you have to do is place your mixture into the bowl and leave it for a couple of rounds. You'll know it's ready when green gas starts to emit from it. 5. Take your ready Fertilizer to the bottom floor of the Danu Tree and place in between the two trees. You'll have to leave it there for a couple rounds until it is ready. It will look like this. 6. The Fertilizer should now be ready and you will require a Pack-a-Punched weapon with the Firebomb Modification on it. All you have to do is activate the Firebomb modification by walking a couple of zombies over the Fertilizer and shooting them. Your screen will flash white indicating that it was done correctly and you will also see blue cracks on the ground all around where your Fertilizer is. 7. Before you proceed, make sure your shield is fully repaired, your specialist is full, and that you have all the perks and weapons you'll need to slay out. Whether you are playing solo or with friends, I would advise to get the Homonculous out of the box, it will make this step a breeze. For the solo players, it's actually a lot easier because they will only spawn a couple of zombies at a time which give plenty of opportunity to shoot the corruption in between. I also recommend an LMG due to the large magazine size and depending on which one you are using, you may not have to reload at all during this step because max ammo's fill your magazine too. The scepter of Ra is also amazing on this step because you can just plant it and unload on the red blobs. So in the image above, you are now ready to enter the dark Danu Temple (it's the same temple, just a darker version of it). All you have to do to trigger this step is to stand on top of your blue crack Fertilizer for roughly 6-8 seconds. You can easily do this by waiting for a round to end/start or by standing your ground with the scepter of Ra + your weapon. After about 6-8 seconds you'll teleport to the dark room and it is very simple. On each of the three floors, there is a red blob on the main tree that you need to unload your bullets on. You get a max ammo after your first two floors so don't hold back in terms of ammo and Homonculous. When finish, you'll get the quote saying "Danu has been appeased" and you would have purged the blight. Step 3: Answer the Dawn 1. This Easter Egg will now begin to move quickly. There are two parts to this step. First, you must find and shoot with your shields the hidden bulls around the map. Four Bulls spawn within 9 possible locations. I borrowed some of the images from Reddit as every game the spawns change. Below are all the possible locations for the Bulls. Flooded Crypt Temple Danu Tunnel Bridge in Between Odin Tower and Zeus Tower Odin/Zeus Tunnel Entrance The Pit Ra Tower - Burial Chamber (look inside the zombie spawn) The Arena Danu Altar Room 2. Each bull you shoot spawns a Gladiator that you must kill. Each time you kill one, you can see its soul leave the body and head toward the Ra temple as a sacrifice. Please note that people have gotten their games glitched by killing all four at the same exact time. It's safer to just kill them one at a time. 3. Once all four gladiators are dead, go to the top floor of the Ra temple and you will see the obelisk lit up and a blue symbol on it. Before you proceed double check that you have your shield, it is the single most important part because you're going to be fighting in tight quarters here. On top of that, get your perks, make sure your specialist is charged up and that you have a good gun that can slay out because Serket's kiss is only good for the very last target because if you use it too early, you can risk killing the wrong zombie. Killing the wrong zombie at the wrong time will result in you having to try again a round later. As a solo player I recommend if you get swarmed and there is no other way to escape or you're legit about to die because dying wish is on cool down, kill any of the zombies out of order and just try again as it will basically activate a nuke and respawn all the zombies for that round. 4. When ready, all players must go to the Obelisk and hold the interaction button around the blue symbol here. When this happens, you will see the pillar begin to flash 4 symbols. Each symbol will tell you in what order to kill what zombie. The symbol order goes from bottom to top. Below is a full chart of every type of zombie you can get. 5. Remember that the order in which the four symbols appeared is the order in which you must kill these zombie types. The scepter of Ra is incredible on this step because the Ray of Life can isolate a target with its stopping power so that it can be killed easily; it is also good for killing gladiators/brawlers. The Brazen Bull is also good for gladiators and brawlers as it is a one shot to them but you want to save your Brazen Bull ammo in the event that you get a Blight Father spawn because he is a pain in the hindquarters. If you happen to kill a zombie out of order, you must wait one round until you can try again. For your knowledge, I believe the Blight Father only spawns on the second iteration of this step (yes you have to do this twice). If you really want to avoid the Blight Father, fail on purpose and get a brand new order of symbols next round and you have a good chance of him not spawning. Once complete your screen will glow bright. Check the obelisk to confirm that you succeeded, you should see the four symbols that you just got stay lit on the Obelisk. 6. Now you must do this one more time. Again, check your shields, specialists, perks, etc. Reactivate the Obelisk and do this once more. Once complete, your obelisk will look like this and you will hear "Ra has been appeased" and you have Awakened the Dawn. Step 4: Summon the Storm 1. There are four lightening rods that have now spawned in the underground. All you have to do is shoot them with your gun. As your shooting it, you'll see it spin upward. You'll know it is done if you keep shooting and it doesn't spin anymore. Below are the locations of the four rods. Odin Tunnel The Collapsed Tunnel Danu Tunnel The Cursed Room 2. Go to the podium with your team and interact on the center piece which will teleport you underground. Simply walk back up to the arena and you'll find these four rods have just went up. Before you can proceed, you will need the Kill-o-Watt modification on your Pack-a-Punched weapon. You'll see these four circles of lightening on the ground beneath each rod in the Arena. What you'll have to do is with your Kill-o-Watt weapon, activate it on a group of zombies and you must kill the zombies that are electrified. Even though technically once they are zapped they will drop dead, you'll have to kill the zombie twice for it to count towards filling the rods. This step is easy with friends but for the solo players I have a special trick for you guys. This technique is demonstrated better in my video guide but what I do is I bring the horde into the radius of the rod (you can see this radius on the floor) I activate Kill-o-Watt and while they are electrified I immediately pull out my specialist weapon. The action of pulling out the specialist weapon should wipe out the whole horde so that you don't have to worry about getting swarmed and if the electrified zombies are still alive, you can quickly melee them with your specialist. You'll have to be pretty close to the horde of zombies for this to work so having a shield, the "Anywhere But Here" gobblegum, and dying wish are HIGHLY recommended in case you make a wrong move and get stuck. 3. Once completed, you'll see these four Orbs appear on the challenge pyres the podium. Before you proceed, make sure you have your shield, perks and ammo. Homonculous is HIGHLY recommended for this part. The scepter of Ra is the best specialist weapon for this step so if you don't have it, then make sure you have the Homonculous. Hold your interaction button on the blue orb and you will begin the Arena challenge and you will have to face a ton of Gladiators, Brawlers, and Tigers. It starts off pretty easy only spawning a couple at a time. But either way, the best Strategy in my opinion is to set up two spawn camps (one if your solo for obvious reasons). Only use your Homonculous in emergencies or when they start spawning a crazy amount of the mini boss zombies (Glads, Brawlers, Tigers) and when you use it, make sure you throw it within the radius of the Ra scepter so it gets the effect of the scepter + the Homonculous damage. If you are playing with friends, have one or two people camp each door. Place your scepter right outside the door like in the image below to start the spawn camp and it will immediately give the stopping power effect on the mini bosses as they spawn in. With your scepter planted, you are free to use your gun or Serket's Kiss which is amazing for this step. Once complete, the screen will return to normal and you will hear "Zeus has been Appeased" and you have summoned the storm. This technique is very close quarters but it is worth it because during this step the fire grates are constantly open so it makes it hard to run around the arena anyway. Step 5: Channel the Flood 1. This part of the Easter Egg is pretty short but it is very easy to mess it up. There are three blue symbols underground that you have to shoot with Death of Orion (you're probably going to want to have it Pack-a-Punched by now) at very specific angles. Note the position that I am standing and where in the symbol I am aiming for, I took these at the exact time I fired the weapon. For the Danu Tunnel symbol, that shot is hit mid air by the way so be mindful of that. The Pit Danu Temple (This one is the hardest, if you need more help check out my video guide) The Crypts 2. The final step is to head towards the workbench of the Brazen Bull. Before you proceed, if you don't have the Homonculous please for the sake of your valuable time get it from the box. You have come too far to die here. In my opinion, this is the hardest step of the Easter Egg IF you are unprepared. Have all your perks, shields, ammos, maxed out weapons, Homonculous, etc. When ready, head toward the Brazen Bull workbench in The Pit. On the Floor you'll see a large metal grate and then a platform right behind it. Stand on that platform until you the gear locking noise occurs. When finished, keep standing on it and press your interaction button until your screen flashes white and you hear "ENDURE". 3. You are now confined to The Pit. There is a spawn to your left, straight ahead, and to your right. You'll have to fight off multiple waves of zombies in this small space so you must be smart with your load out. You get one max ammo at the halfway point and that's it. The plus side is that you have unlimited shield because if it breaks you can get a new one. Note that this also means you have access to unlimited Brazen Bull ammo as well which pretty much one shots anything you shoot it at. The strategy here is simple. You'll want to try and stay right where you activated the step so you can see all three spawns. I recommend a maxed out LMG for this and just shoot at everything as it comes in. You can get through most of the step just killing them before they even come in. There will be points where you'll feel the pressure with all the gladiators, brawlers, tigers and zombies all at once but don't panic. The most important thing to remember is to use your specialist ONLY AS A LAST RESORT or once the Blight Father spawns (multiple if you aren't playing solo) because killing him means the end of this step. You'll get a total of four homonculous if you include the max ammo here so use them to your advantage when the horde builds up. When you get swarmed, try and train them around a bit while throwing your Homonculous and using Serket's Kiss on everybody while also using Brazen Bull ammo to one shot the problematic mini bosses . When the Blight Father spawns, wait until he gets a little closer and then plant your Scepter down on the ground and give everything you got to finish him out. Serket's Kiss + Brazen Bull will make quick work of this entire step especially when the Blight Father spawns. Once everything is dead, walk up to the grate and hold the interaction button to pick up the key. Your screen will flash white, "Odin has been appeased" and you have channeled the flood. This step is also covered in my solo video guide. Step 6: Fury and Wrath 1. At the Arena, the door to the final boss will now be available. You'll get a crap ton of max ammos in there so don't worry about that if you are low from the Odin step. Just make sure you have all of your weapons, perks, shield, and specialist. You will not be able to return to the map once you enter start the fight. Once you are ready, hold your interaction button on the door in the image above. There are three waves: Mini Bosses, Fury, and Wrath. Wave One: Mini-bosses Your Specialist and Serket's Kiss will make quick work of these guys. Mind the tigers as well. Wave Two: Fury 1. To kill Fury, you first must shoot off the sides that have the glowing red gem. After that has fallen off, aim for its heart which is near where you shot the saddle. 2. You'll get a ton of Max ammo's so don't hold back on your Homonculous, use them to steer the zombies so you can focus on shooting Fury 3. ALWAYS STAY MOVING. When Fury has no saddle in solo, she CAN one shot you with her charged fire ability. You'll see it approach from the ground instead of her usual aerial attack. Holding shield in front is the only way to avoid getting downed when this attacks comes. Wave Three: Wrath 1. Killing Wrath is the same process as killing Fury. First shoot the saddle off marked by the blue gems on the side. 2. Wrath is a little stronger than Fury in that her charged ability is MORE LIKELY to one shot you. Again, having a shield in front is how I have avoided death and be left with low HP. 3. Wrath also has a larger radius when she stomps. Anyways, shoot the saddle and then the heart which is also revealed on her side and that's it. Easter Egg Done!
  25. 3 points
    Put this together in my spare time. Song is The Chain by Fleetwood Mac. Trailer is based on the Guardians of the Galaxy Vol 2 trailer. Hope everyone enjoys.
  26. 3 points
    Blood of the Dead Pack A Punch Guide This is a step by step guide on how to reach pack a punch. As the game has just released, some steps may be slightly out of place in my list below but the thread will be updated if so. Also, guide pictures/videos will be added to the thread as time goes on for locations of certain steps etc. Lets get to the steps! STEP 1 Build the Zombie Shield. ( Here is my guide on that ) STEP 2 Next you will have to charge the shield up by zapping zombies with the key that can be used with the shield. It is roughly around 5 kills and you will know this step is complete when the key starts to glisten. STEP 3 Head to the roof and you will see a uncharged volts power box beside the "NO ONE ESCAPES ALIVE" sign. Simply walk up to it with the shield and aim in and bash the box and doing this will send the power that you charged with the key through it. STEP 4 Now all you have to do is sit back and watch Pack A Punch fall from the sky and now you will be able to use it! Congrats! You now know how to unlock Pack A Punch for Blood of the Dead!
  27. 3 points
    What Are The Best Possible Playable Areas? I am extremely excited about being able to step up onto the RMS Titanic for the first time. In this post, I will attempt to highlight the best possible places for Call Of Duty to give us access to explore. I hope you enjoy this detailed analysis of the ship and my views on playable areas and story. Theories are highlighted in Red. Boat Deck - This is the top of the ship and has the most visible space, besides the bow and the stern. It is on this level that you will find the first class entrance staircase and elevators. There is plenty of room to run the first and second class promenade with the restricted access "Officers Promenade" and Wheel House near the front. The boat deck is an obvious choice. Notable sleeping areas include Captain Edward John Smith's quarters and William McMaster Murdoch's sleeping area, which is the ships first officer. We will more than likely have to get to the Wheel House at some point. I think getting up to this restricted area may be a major plot point. A Deck (Promenade) - Deck A has by far the best room for running within an indoor environment. A Deck hosts the First Class Lounge, Reading and Writing Room, the First Class Smoke Room, and large Promenade that has plenty of room to get around those newly turned passengers. In the bow of the ship's A Deck is more sleeping quarters with a square hallway servicing them. Notable passengers of this deck included Washington Augustus Roebling II, who was an engineer and the overseer of the construction of the Brooklyn Bridge and served in the American Civil War. He was present during the Battle of Gettysburg. This deck has plenty of space for Treyarch to work with. I can see zombie spawn points inside windows and lifeboats as well as in other rooms on the inside. As a popular place to go and get fresh air, this will be great for hordes of zombies and could be the starting point for our characters. As far as ship decks go, this is the most open and manageable. We will more than likely be able to explore most of this deck as it will be the majority of the time we spend fighting zombies. B Deck - There is nothing notable about B Deck, other than it hosts the second class smoke room. I cannot see having access to the whole deck, but this floor has open space to offer. With plenty of dining spaces on the floor above, I believe B Deck will be significantly blocked off in the middle. What it does have is the 3rd Class Promenade (Poop Deck) and the Forecastle (where the crow's nest is) and these two areas may have room for concern. "ICEBERG"!!!!!! I am anxious to see how much of these theories hit the mark. This deck has great potential to place must get items in order to build Shields, Wonder Weapons, and the sort. I see Pack-a-Punch being on the Poop Deck or Forecastle and needing to unlock in a particular kind of way. C Deck - More rooms and cramped spaces. Coming down this far would mean locating something specific. I will leave it up to you to decide if this deck is even used. D Deck - Now this is where it gets a little interesting. Remember the First Class entrance staircase from the Boat Deck. When it reaches D Deck, the infamous Grand Staircase opens up to the Reception Room which then leads to the Dining Saloon. This one deck is probably the most famous deck due to its lavish design and first class appeal. Here you will also find the Galley (Kitchen) and the Second Class Dining Saloon. All of which would make great areas for the game, but one stands out to me the most. Left of center, butted up to the Second Class Saloon, on the right side of the ship you will find the Hospital and Infectious Disease Room. OH JOY! Besides B Deck, Deck D is the other deck we will be frequenting most often. I can see a sort of back and forth in the near future as well as some "Timed Team Effort" Puzzles. Get your Mic's ready because communication is definitely going to be a must here. E F G Decks - Decks E F & G host more rooms, Baggage, a swimming pool, Racquet Court, and Third Class Dinning. It has nothing else notable than these amenities. Deck EDeck F Deck G Orlop Deck - This last deck hosts a Refrigerated Cargo, First & Second Class Cargo, Boiler Rooms, Champagne and Wine Storage (Oh Nicolai Belinski), and Mailroom. Below the Orlop Deck, you will find the Reciprocating Engine Room, Coal Storage, Boilers, Turbine Engine Room, and all 16 water tight bulkheads labeled A-P. The Mail Room is of importance. Since the Telegrapher had a HUGE part in the ships sinking, coming back to the mailroom is likely. Mail left by others may tell how next to proceed. I am not suggesting a full replica by no means, but the Titanic has massive potential in the Black Ops Zombies Epic. Lots of narrow corridors and training rooms for crawler keepers gives me hope that this map will live up to the legend of the RMS Titanic. With The Call of Duty brand getting an overhaul, and the concentration on large multiplayer, I am sure that all the extra attention that BLOPS Zombies is getting is sure to impress. Comment on your theories as to possible story and playable areas. Let's give this the full on treatment
  28. 3 points
    On the West Side and Docks area power stations, there are 12 total drawings, 6 each station. Let's call them Station A and Station B respectively. Thanks to @WaterKH, he's found that Station A uses Hobo symbols and Station B uses logic gate symbols. Station A There's no going this way Authorities alert here Doctor here Hit the road Dangerous neighborhood Keep quiet Station B We believe that each logic gate corresponds to a Hobo symbol, and each Hobo symbol has a red lever right next to it. At the moment, these levers can't be activated but we understand that they only have an ON and OFF function. When sequencing the logic gates together, there is a possibility that a solution can be made - which symbols get which levers pulled. Not sure what else from here.
  29. 3 points
    IX Pack A Punch Guide Welcome to IX This is a step by step guide on how to reach pack a punch. As the game has just released, some steps may be slightly out of place in my list below but the thread will be updated if so. Also, guide pictures/videos will be added to the thread as time goes on for locations of certain steps etc. Lets get to the steps! STEP 1 Around the map there is 4 god statues. These can be seen from the starting arena where you spawn. In each area where a god statue stands, there will be a gong. When you find the gong interact with it. STEP 2 When you have successfully interacted with the gong, the champion of the specific god will spawn in on the map. You will have to kill the champion who will take a conciderable amount of extra damage than a normal zombie. When you have killed it, a head will drop. Pick up this head as you will need it for later. STEP 3 Simply repeat this step for the further 3 remaining god statues around the map. STEP 4 Now that you have all 4 champion heads, you must go down to the altar which you will find as you are completing step 3. When you arrive at the altar, you will be able to place the heads around the altar that are in front of you, doing so will unlock pack a punch for IX. Congratulations! You now have access to pack a punch and will now be able to upgrade your guns. Happy Killing!
  30. 3 points
    Voyage of Despair Pack A Punch Guide This is a step by step guide on how to reach pack a punch. As the game has just released, some steps may be slightly out of place in my list below but the thread will be updated if so. Also, guide pictures/videos will be added to the thread as time goes on for locations of certain steps etc. Lets get to the steps! STEP 1 Open up all of the map and head to the Poop Deck (funny name I know) and head up stairs. Walk over to the ships wheel and interact with the Sentinel Artifact. STEP 2 By activating the Sentinel Artifact, you will now have floating orbs above the Pack A Punch Pedestal. You now have to go around and interact with each Pedestal. I will list each Pedestal location below. (pictures to follow) You can find a Pedestal on the Poop Deck, just below where you interacted with the Artifact. You can finder another under the water in the Cargo Hold. Another can be found at the very bottom of the Lower Grand Staircase. Finally the last one can be found in the Engine Room (You will need to take the teleporter thats on the wall in the Millionaire Suites) STEP 3 Once you have activated the last Pedestal, the one you do last will transform into Pack A Punch and it will move after so many uses. Congrats you have now unlocked Pack A Punch on Voyage of Despair.
  31. 3 points
    Blood of the Dead Shield Guide To build the shield on Blood of the Dead you are going to be collecting 3 shield parts around the map. Below are the steps and locations of them. This shield is needed in order to open PAP too. You can find me guide for that here for a shortcut! Step 1 - For this first part, you are going to find it on one of the old MOTD afterlife shock boxes. There is 1 of 3 locations that I will list with images to go with them below. Times Square Library Michigan Avenue You will know when you have found it as it glows blue. Simply go up and collect the part. Step 2 - You can find this part lying around the Citadel Tunnels. There are many locations, when I have them all I will post them below linked images to go with them aswell. Location 1 Step 3 - The final part is a key. You can get the by killing the warden mini boss the very first time he spawns in on the map. When killed, he will drop the key glowing in blue. Simply collect this and you almost done! Key Image Final Step - Gead out to the docks where you will find the crafting table. Go up and craft all the parts and there you go, zombie shield in Blood of the Dead has now been built. Congrats, go have fun with your new shield!
  32. 3 points
    So you may or may not have noticed that we relaunched the CoDZ Youtube channel. After many attempts to recover the password on the old one we just gave in and are starting fresh. Anyway I'm looking for folks who would like to contribute to the channel either through submissions, joining in playthroughs , coming up with challenges, etc. So if you are interested in getting involved in any fashion, let me know down below or through DM. https://www.youtube.com/channel/UCtx80X_TyHatsyzke12s2DA -Uncle Boom
  33. 3 points
    Not sure where to post this but hope it is alright here So I must convince that I have a weakness for maps. I can have fun browsing through an Atlas for hours. I remember I made two maps on this site prior: One "Where are the CoDZ members from" map and one ma with pictures of zombie mas. The following is something I always wanted to create one day: An interactive map including all zombie story related things. It is fast from done yet and I need the help of the community. First of all, here's the link: https://maphub.net/Anonymous/CoDZ-Forum-World-Map Light blue dots means exact map location, darker blue dots mean that the map must lay around that area, and a red dot means something story-related. While I am done with the blue dots, I wish to add way more red dots (maybe things like real existing Hollow-Earth-related ancient temples, the locations of the busdriver quotes, etc), so perhaps the community can help me out? Updates follow soon. Oh, and don't mind the silly descriptions of the locations. It's all WIP, folks, and if any native English speaker here knows beatifull Meh, Rad or Infest-like written location descriptions (I know those three are masters in writing), please post it in the comment box. And don't skip the links in the location names, I've found some golden threads out there
  34. 3 points
    Credit/ https://www.youtube.com/user/mountainbikingrulz Glitching Queen used computer magic to get a better look at the tattoos on Shaw's arms (visible in VoD, IX, and Black Out). When we saw these intially it was assumed these were just scribbles from some sort of formula he was working on as a master chemist*, but it seems there is just a bit more. TEXT PATER OMNIS TELESMI TOTIUS MUNDI EST HLC "THE FATHER OF ALL PERFECTION IN THE WORLD IS HERE" Aside from becoming my new motto. The origin of this phrase comes from the Emerald Tablet. It is a fabled to be a compact and cryptic text that contains the secret to prime meteria (first matter) and its transmutation. The tablet has also been associated with the creation of the philosopher's stone. The philosopher's stone is a legendary alchemical substance capable of turning base metals such as mercury into gold (chrysopoeia, from the Greek χρυσός khrusos, "gold", and ποιεῖν poiēin, "to make") or silver. It is also called the elixir of life, useful for rejuvenation and for achieving immortality; for many centuries, it was the most sought goal in alchemy. The philosopher's stone was the central symbol of the mystical terminology of alchemy, symbolizing perfection at its finest, enlightenment, and heavenly bliss. Formulas Sulfur Mustard, , commonly known as mustard gas, is the prototypical substance of the sulfur-based family of cytotoxic and vesicant chemical warfare agents known as the sulfur mustards which have the ability to form large blisters on exposed skin and in the lungs.[2] They have a long history of use as a blister-agent in warfare and along with organoarsenic compounds are the most well-studied such agents. Related chemical compounds with similar chemical structure and similar properties form a class of compounds known collectively as sulfur mustards or mustard agents. Pure sulfur mustards are colorless, viscous liquids at room temperature. When used in impure form, such as warfare agents, they are usually yellow-brown and have an odor resembling mustard plants, garlic, or horseradish, hence the name. The common name of "mustard gas" is considered inaccurate because the sulfur mustard is not actually vaporized, but dispersed as a fine mist of liquid droplets. Sulfur mustard was originally assigned the name LOST, after the scientists Wilhelm Lommel and Wilhelm Steinkopf, who developed a method of large-scale production for the Imperial German Army in 1916. Ethylene glycol, (IUPAC name: ethane-1,2-diol) is an organic compound with the formula (CH2OH)2. It is mainly used for two purposes, as a raw material in the manufacture of polyester fibers and for antifreeze formulations. It is an odorless, colorless, sweet-tasting, viscous liquid. Ethylene glycol is highly toxic. Household pets are especially susceptible to ethylene glycol poisoning from vehicle antifreeze leaks. I couldn't find any historical significance to this compound. Very interesting lore just on the character models. Looking forward to more to come! *"If you have the cash, master chemist Stanton Shaw has whatever mystical brew you can think of. And he’s tried them all. Multiple times. So his grasp on reality is loose at best. Now that an old friend has gone missing under strange circumstances, his warped psyche may be the perfect asset."- Character Bio
  35. 3 points
    Hey dudes! Touching words, meh. Reminds me of a lot of the posts i made before I was staff (in a good way). I was the producer of PDT while trying to revamp the YouTube. The #1 issue was always getting the community’s to participate. Considering the community is so small here now, I’d reckon it would be difficult to attempt to get new active members through a medium that has essentially surpassed ours (YouTube/Reddit). that being said I’m all for fostering the remaining kick ass community. I like the idea of catering to those that stuck around, rather then catering to some jerk who thinks we are JUST an old dusty museum.
  36. 3 points
    <3 Jeez man I joined the site like 6 years ago, time flies hey. Miss the good old days haha
  37. 3 points
    Bit of a closing remark here, that I wanted to make. I know there's other people that want to leave their remarks - I believe Hells still intended to address it - in my case, however... I felt it right I say something here. I didn't really feel right making this post, at first, y'know. Even with what little a group we've had sticking around recently, I believed that... in a way, it could have resulted in the exact opposite reaction than it got. Honesty brings forth that fear, I suppose. That, even when you feel the most right, it could still be made to be wrong. It was an uneasy time writing this down, but I felt that it was right enough to pursue. Having said that... seeing the support that I feel this got was something of a good, reassuring notion. Seeing discussion overall was something that made me quite happy. Seeing a commentary from other Mods and Admins... was amazing. As was their insights and actual showing over certain aspects. Hell, seeing some of the auth return in general was great too! But... I think actually seeing that some of these changes have actually affected this forum in such a way... it's the most joyous of ways to break the heart of a man like myself. I couldn't be more excited to see that such a commentary has been undertaken, and that these changes are even happening at all, and perhaps even proving effective. As a member of four years... it just proves to me that my time here is worth it. The front page hasn't looked this good in quite some time... hell, most pages are looking so good, lately. I couldn't be more happy and excited of the path that the forums have taken... all from this post. (...I know it's not all me... vanity, sorry. Just giving myself that happiness.) So, if anything... thank you. All of you. Whether it's just been through viewing it, or commenting, or through you auth taking action on the things I've thrown about. Thank you. You've made this man prouder than he could ever be. I know that there's a lot of work that the auth are undertaking with making this site look good again, and I know there's a lot of pages still around the forums that need to be fixed. If anything, I know that it's a certainty that I would wish to help in whatever way I can in regards to those pages. It's the best I can do. But... having seen everything else that's been done so far... ...yeah. I'm happier than I could ever be about that. Y'know, I say "Per aspera ad astra" at the end of a lot of my posts, and I've never openly stressed why. It's a mantra for me, certainly... and it means "through hardships to the stars". In a way, though, I've always wanted it to end with "...we will prosper". In that same way... I'd love to say that that conglomeration is fair for this post. So... "per aspera ad astra... we will prosper". Love you guys. Stay golden for me. [P.S.: Yeah, I know, I'm a gushy soppy son of a bitch of a teddy bear sometimes. Can't help it. I'm too good for my own good. My shining positivity could blind a man.]
  38. 2 points
    Richtofen Cosplay in Progress. Grey east-german military parade jacket + a lot of fake blood. more updates coming. it’s coming together marvelously.
  39. 2 points
    1. Shi no numa. At the end of the day Nacht was the prototype map, and we love it for what it was. 2. Gimme 48 hours to update. Been in an Xbox mood lately. Probably gonna be AE. 3. IX. Probably in my top 5 maps of all time. 4. Shadows. Kinda uninviting for an on-disc map, but still a masterpiece in its own regard. 5. Buried. Voyage is great, but it looks like they finished making IX and were like “alright now lets make the harder / bigger IX.” Like it could be the “same map” but with just a different layout. Buried is just radically different. Hella buildables, unique mechanics, etc. 6. Der Eisendrache. Potentially my favorite map of all time honestly. Like the “story” of that map was so compelling. You saw the consequences for every step along the way in the easter egg, and it made sense and had a progression. Some easter eggs are just a bunch of disjointed steps that have nothing to do with anything, like why am I shooting this lantern? But Eisendrache was like, oh we gotta get into the safe, but we don’t know the combo, so lets go back in time and peep over the shoulder of the last guy to lock it, etc. it was like an actual story unfolding. Moon had a very compelling EE as well in the same way, but DE brought the first real boss fight, 4 elemental weapons, great contributions to lore, just tons done right. Some of my favorite cyphers. 7. TranZit. Screw the haters, it might not be the best, but I’ve had fun on TranZit. Denizens and lava suck, pack a punch sucks, jet gun sucks, but I prefer that over bootleg nacht. The map with the greatest potential room for improvement if they remaster. 8. Mob of the dead. Kino has a special place in my heart, but sorry, I have a tattoo of the afterlife eye, ez pick. 9. Verruckt. I’ve probably got way more play time on “five” than verruckt, but frankly, verruckt is just so nice. The first “real” map imo, atmospheric as hell, definitely comparable to five in terms of close-quarters-ness, but there ain’t no trench gun on five. Plus Classified just blows five out of the water regardless. 10. Ascension. I love Blood for its contribution to the story obviously, it’s just a really well done map narratively / thematically, but gameplay wise it kinda pales in comparison to IX for example. I’ve put an ungodly amount of hours into ascension, splitscreen, solo or otherwise. It really blew my mind coming out of kino, when the whole aesthetic up until then was nazi / axis stuff, then suddenly it’s a cold-war cosmodrome. From then on every map after that had a wildly different aesthetic. I think that’s where they really caught their stride and realized they could go anywhere. It’s also like the perfect example of how the zombies story is told in like a vignette format, like each map is a brief snapshot of a large timeline that we aren’t privy to. You spawn in on a lunar lander like “how the hell did we get here?” and just immediately have to start deducing stuff based on dialogue and surroundings. Nice. 11. Shangri-la. Zetsubou was a good map, glitches aside, but there wasn’t really anything there storywise. We knew we were coming for Takeo’s soul. Shangri-la was also a kinda “filler-map” in terms of it being a small step in richtofen’s grand scheme, but they wove it into the story of Brock and Gary, which was really interesting and set up major themes for the series. Zetsubou didn’t really feel like its “own” map in the same way. 12. Classified. Weird choice maybe, but i dunno man, Classified is like the “The Giant” of BO4, and I think I can’t help but favor it just by virtue of the fact that it’s in BO4. I just love the specialists, perks, elixir systems and such, and it feels really good. Perfect example of the Takeo Effect: take something disliked, shelve it for a few years, then bring it back in a more badass form and it instantly becomes everyone’s favorite. Some combination of nostalgia and the realization of potential that you always saw there. Classified doesn’t compare to Gorod in terms of its epic scale story wise and emotionally, but Classified is so OG with the radios and the storyline developments, and the aesthetic is killer. Winter’s howl ate its wheaties this time around. Just so much to love. Ultimis Cast. 13. Der Riese. No contest. 14. Call of the Dead. Hell yea. I really reeeeally hope they remaster Town though. I love the minimalistic maps like nuketown, and with bo4 mechanics it would be lit. 15. Origins. Everybody likes Oranges.
  40. 2 points
    I only do the poop deck pap area. I don't feel comfortable anywhere else.
  41. 2 points
    Hello fellow zombiers! Welcome to my fortress of text on early round camping spots. This fantastic site has always been a haven for top-skill zombiers, but most players (less than 3% by my reckoning) do not make it to round 30 on zombie maps. So I compiled some early strats, mostly involving easy camping to get anyone a round 20+ solo game on the leaderboard. Some will be good on high rounds, and some will definitely not. Some can be used for 2+ players. Some differences between old/new gen consoles are mentioned. This thread also has a later post about relatively easy high round strategies without camping. ####### Camping tips: For solo "stand in one place camping", I recommend Turned and Fireworks. Use an LMG with FW, only switching to Turned gun when your current "turned" zombie dies. Obviously many of these can be done with the map's wonder weapon as well. For most of these, I simply run Classic GGs (so you know Mega GG are not necessary, but you can enhance your game with Megas for sure). I usually chhoose between Sword Flay, Anywhere But Here!, In Plain Sight, Alchemical Antithesis, Stock Option, Armamental Accomplishment, or Eye Candy GGs solo. Remember Trip Mines can watch your furthest recesses of your camp spot, or can be used for higher movement rate (if carrying 2 lmgs) or to stab very quickly without hesitation between stabs (especially with an empty gun in hand, which "lags" your stabs), which is often important if you love stab kills. For straight up camping like this, I recommend Speed Cola, Double Tap 2, Juggernog, and Widow's Wine. If you plan to switch to a training strategy later, use Quick Revive instead of Juggernog; when downed at higher camping levels, reset to training perks instead. If you usually train to 50+, then try using some of these to camp until you're overrun for a shorter game if you have constrained time. Play offline to conserve stats if you desire. #######Maps: #######Shadows of Evil####### This is not a great camping map on NextGen. Mostly it is a training map. I put most of my efforts into the 360 version of this map, back in the day, which offers a camp spot: OldGen Canals camp: Leave barriers closed on walkway by Canals Perk machine (you can drop steps and open to Fuse). Walk into Canals from Junction, walk straight through first arch, stop directly under second arch. Face Junction, all zombies come from first arch or climb up from broken rail on your right. None will come from behind until you back up the steps by Molly cart. Once backed up, go to rift to Subway, then rift to Footlight, then make your way back to Canals. Good to 35ish with PaP'd guns, Turned and Fireworks. Ruby Rabbit: The top floor of the Ruby Rabbit works, by the drop off to the Train/workbench. But if you get too hurt first, the drop off can be lethal. (Edit new) Subway Camp and Loop: Decent for AS use, or for just thinning the crowd before moving around the map. (This will not work if you just came from Waterfront through the rift or ABH! GG, or if other players run through Waterfront near the WF/Subway rift). In Subway, head to the WF rift (the lone rift on balcony behind W'sW) and stand in front of it, face away from it, headshot or use AS. If overrun or hit too much, simply back into rift to WF, then shoot them as they enter WF from rift/Subway, before moving off. You could do a loop through the Canals or Footlight rift back to Subway, or simply loop down the Junction/Subway steps, just be sure to take long enough that no zombies are still in Waterfront, backing through the rift. Reset at Subway/WF rift and repeat. (End). With multiple players, lots of places in any map become campable, but I want to point out this spot for 3-4 players: Waterfront, by Rift to Subway. 1 guy watches window (AS player probably) by Rift, 2-3 players watch away from window. Keep the doors with the lone pod closed and the barriers on the walkway above closed. As long as nobody travels through the Rift during the current round, no zombies come out of the Rift (OldGen at least). You can use the Rift to escape, or to jump through, activate GG (IPS) and jump back to revive or grab drops. Footlight: Keep Junction-Footlight door closed, camp there in Footlight. Good for AS camping, or MP. Bad for a solo bullet camp. Waterfront: Keep Junction-Waterfront door closed, camp there in Waterfront. Good for MP, or AS Solo. Mediocre at best for solo bullet gun camping. Tram Stations are decent for 3-4 players. GGm and possibly Bootlegger. Especially WF and FL. #######Der Eisendrache####### There are quite a few and they vary between OldGen and NextGen. With the right bows, everywhere is campable, so I'll mostly point out "gun campable" spots if you want to skip bows and play like Der Riese. I recommend using Ragnarok, if you can get them. Start Room Quick Revive: Leave this door by QR closed. Decent length view for AATs or Bow use. No escape, bring ABH! or IPS for when trouble comes. Church: Up steps near Speed Cola, leave upstairs debris and barrier closed. Zombies only come up one side as long as you don't approach the other side. Stay on flat area up top as shooting zombs on the steps is less effective; just headshot as they round the corner, use Rags at top of steps. NextGen-they come up by Wunderfizz. OldGen-they come up the opposite side, you can open the barrier behind you as an escape and you can open the balcony debris, which will make zombies line up less well (harder solo, but okay with friends) but will funnel the Panzer in that debris-doorway for easy killing (drop Rags at top of steps when he arrives). Trip Mines can let you know when you have backed up too far and zombies come up the other way. OldGen Church: You can camp the other church steps fairly well on oldgen (doors up there closed), but I think the SC-side steps are better. OldGen Solo Clock Tower Parapet: Keep "Void Room" door closed to courtyard and Start room. Do not come from Bastion (electric arrow weathervane area) during this round or this gets messed up. Start in courtyard at round start, walk up steps to the open parapet next to Clock Tower (landing pad and Wunderfizz machine are there), stand in corner next to Clock Tower (wunderfizz to your right) All zombies will come up from the courtyard steps and out of Clock Tower. Easy headshots, Rags dropped at top of steps get all zombies (Ragnorok also lasts much longer on OldGen). None come from Bastion or from behind/over wall if Void room closed and if you did not just come from Bastion area (you can move through clock tower or courtyard area and return without issue). This will work with friends, but if they go to Bastion, you will likely get flanked by zombies. Does not work on NextGen. Jump room: By Pyramid is the jump room that throws you up to the courtyard above. You can stand here and face out and headshot. It is not amazing, but it works. If pushed back, you get flung up to courtyard. Panzer spawns in here, be wary. Wundersphere above Double Tap: another mediocre camp, it is fairly hectic and sometimes the WS will not activate if too many zombies are on you. #####Zetsubou No Shima##### (All newly added) Lab B to Bunker spot by vine door: Leave this door between Lab B and Bunker closed. Stand on the Lab B side. Be wary of the spore on the right path below. If backed against the vine-door, all Spiders spawn in the center of the path in front of you for easy kills. Lab B front steps: Early on, you can go up these steps (from vine door by Bunker) and leave the upstairs door closed. About 2 zombies per round fall from the roof, the rest come up the steps. (You could have a Spider web this door closed later in the game too. This would be the same set up as the HVK30 Lab B spider Camp below, but outside). Lab A by Zipline (to Docks): Best with door open to Lab A (so most zombies jump to catwalk between buildings and walk mostly straight at you). Drop off by ladder for escape. This is the rear steps of Lab A, between Kuda wallbuy and Blue Water. Juggerniche: Use Skull of NS to mesmerize the left-side wall of the Juggernog/GGm area (Elevator). (Front-left of room if looking at Juggs). Main Quest Elevator: After defeating the Main Quest/EE, stay at the long hall and camp there. Late game camp. Start Room: 2+ players. Get a Spider to close off the door(s) to Start. If you stay near the doors, zombies only come in the 2 windows. This can be used at game start of course, with doors closed. This could be a camp spot with the door to path B open if 2-4 players stand by the sp Lab A Workbench Camp with Spider web: Go to the workbench in Lab A with spiders. If they close off the rear entrance (by workbench, GGm, and zipline outside), you have a nice little camp spot by the workbench/GGm. Stand on the far back corner and watch for the occasional ceiling zombie. Zombies eventually break the webs, just move to the Zipline Camp spot outside when they do. Lab A HVK30 Camp with Spider web: If you get a Spider to close the front entrance of Lab A with a web (hvk30 room), then you can camp by the spider cage and they come from window and connecting bridge. Early Camp: Open path B, continue past Bunker to Lab A, then open the Propellor Trap Room from Lab A. Now fight by the Start Room door, but not in Start Room, but in the figure-8 shaped room with the perk machine. Stand and watch the window (very few zombies) and headshot the horde. None come from the left by the cliff. Good for when setting up and you need a spot over here before roughly R15. Spidergawd Camp? (KT-4 Required, clear the webs by Blue Water, kill the Boss Spider). After Boss fight, I find that the train tends to follow me in past the Boss Battle spot with very little Z spawn in the Fresh W'sW area, allowing for easy train wrecking. (Fresh Widow's Wine is Spider pee, isn't it)? #######Gorod Krovi####### (I'll get to this eventually). #######Revelations####### Verrückt Trap Camp Solo: Come out of NDU to the Corruption Engine of Verrückt, go left up steps, through 'trap' door directly to corner by window, face trap. All zombies come from trap or window on your right. No zombies come from your left. If 2+ players, zombies spawn in this room, avoid that. Kino Projector Camp: Enter the kino section from the Wunderfizz cavern (from Shangri La side) or from the blue jump pad from Verrückt, making sure to leave the door between the pyramid and kino projector room closed. Stand just outside of the Kino Projector room, aim past Widow's Wine toward the gradual incline. No zombies come from behind you up the steep hill from the stage. This is fairly slow and easy, camping to 40 with just PaP'd bullet guns is feasible. The zombies round the doorway oddly, be wary. It is best to stay back like 20 feet from the doorway. Be careful of shooting zombs too far away due to difficulty in grabbing 'drops' (x2, Max Ammo, etc). (Edit new) Kino Steep Steps: If you climb up the steep steps from the stage towards Widow's Wine, stop just above the drop off spot (zombies climb up here) and face the stage. This is much faster than the W'sW camp spot above, but it is brutish; you can't headshot the train. It is good for early stabs or brutalizing with an lmg (another good Turned spot). So you can't camp high rounds here, but you can burn through lower rounds quickly, then move up top for later rounds. I'd suggest using this spot just after buying the Bowie Knife. If you go up to the wall-light with vines under it, you may get an occasional zombie from the W'sW window from behind, so stay below that (end edit). Wonder Weapon Camp: Take the Squid Gun, Thundergun, Lil Arnie, and Ragnaroks to Origins. In Origins, head to the jump pad to start room. Stop just inside the door/short hall to the jump pad. As long as you stand by this doorway (away from the jump pad, in the first quarter of this 'room'), rarely will zombies come from the jump pad. GGm and Keeper Protector nearby. Drop Ragnarok, when it is done, toss LA, fire Thundergun to refill Rags. When LA depleted, use Squid Gun. I was holding this in the 60s with ease, just standing there, without upgraded Squid Gun. (New) MotD Section Pre-Corruption Camp: Enter the Corruption area of the MOTD section, do not do the Corruption Engine ritual here yet. Go to the closed "power door" (opens when corruption engine ritual is complete) by Al's Hat. Camp here. If you start a round standing here, all zombies come only from the right side. KN44 above the cafeteria room in the tunnels. If you leave this area (for ammo, for example) and return during a round, zombies will come from left and right while standing by Al's Hat. Good for racking up points before doing the CE. (New) Ritual locations. Most of these can be camped solo or mp. Just find the lone zombie entry point and camp that side. If the red door is active, you may get occasional zombies through it, but it is safe with the red door closed. Also, if you travel through NDU you will definitely get red door visitors. #######WaW Reprints####### #######Nacht Der Untoten####### Grenade Wallbuy Camp: Same as WaW, keep the steps in start room closed, go up steps near ?box/KN44, go to the grenade wallbuy. This is an easy camp, with the KN44 and Locus wallbuys you should get 20-30 rounds easily or 40 with Wall/Crate Powers and Bullet Boosts GGs. KN44 Camp: Not the best, but one can open the start room steps, leave the steps by the KN44 closed. Stand against debris by KN44, all zombies round the corner from your left for easy headshots for about 20 rounds. Unlimited KN44 ammo. Stupid Start Room Camp for Lulz: By the HELP door, go behind the small filing cabinet by the bright lantern, face the HELP door (you can open the HELP door or leave it closed). All zombies will come around to your front, despite being able to rear-attack you, until they get too numerous. If you open HELP door and leave start room steps closed, it will last a little longer. Start Room Camp and Move: Open start room steps, leave HELP door closed. Stay near the lone window but close to the HELP door. Keep checking window, headshot main room, fall back to "stupid start room camp" above if crowded or circle the horde and reset for headshots. With 2 players, 1 stays on lone window, 1 stands near bottom of steps, aimed near GG machine window, line up nice as zombies round the bend. #######Verrückt####### Tip: Anywhere But Here! GG will let you switch sides at start if no doors have been opened. Most spots involve opening Juggernog side to power first. Bootlegger Room (behind Quick Revive): No way out simple camp. Bring an escape GG and put Trip Mines in the back. In games of randoms, this is the fastest zombie spawn area, I'll usually hang in this back room (with window) until it gets hectic, then I'll squeeze into the Bootlegger room. Bootlegger reloads slow and there are no other decent wallbuys near, but you do have GGm access. Speed Cola Room: Open Jugg side to power, no further. Open Quick Revive side to Speed cola, no further. Buy HVK30 and ICR1 (wallbuys there for infinite ammo). Stand by grenade wallbuy, face out past Speed Cola. Good until near round 30. Prioritize the zombies that come from your left door. You can grab HVK30 ammo mid round easier than expected; go counterclockwise, get ammo, come out door by SC, reset. Fall back to Kitchen Camp if needed then to power (full map open). ICR1/Vesper Camp and Move: Possibly the easiest solo camp in Verrückt. Open Jugg side to Speed Cola. Open QR side to Trip Mine/ICR1/Vesper. Door between Trip Mines/Speed Cola is closed. Place Trip Mine by SC door, and one by ICR1 wallbuy (to protect as you grab mid round ammo). Early on you can use Vesper, but I'd trade it for Wunderwaffe or LMG later. Use ICR1 and buy ammo for it as needed. Stand along fence between Vesper and ICR1 wallbuys, no zombies come around the fence unless you go to the ICR1 wallbuy (so grab ammo fast, usually no zombies come, but Trip Mine will get them if they do). Your Widow's Wine will keep triggering on hits and affecting all zombies on stairs, slowing them and giving continuous spider drops. If forced out, you can run counter clockwise around the fence, usually without issue, run a zigzag by GGm and then reset to camp stance. About round 20, start hitting the balcony trap. Good to almost 30 with classic GG. Kitchen Camp: Open Jugg side to power. Open QR side to Kitchen. Stand by table, next to wall with window, aim towards speed Cola. If pushed back, go on balcony or open power. Wallbuys and GG are inconvenient here. Good room for multiple players though. L-CAR-Room: Open Jugg side around to L-CAR-9 (Door by QR is only closed door, except maybe Bootlegger room). There is no set spot, the zombies from the hole on the right make this spot a camp/train spot. Stay near the KRM wallbuy. Good for 2+ players. Multiplayer camps: Take the Speed Cola Camp above, 1 guy on window by SC, 1 Guy by Vesper. If 3 or 4 players, place one by Trip Mine, and 4th plays "shortstop", going where needed to help others. Always a good wallbuy near, and Speed Cola at least if you get downed. Multiplayer camp: 2+, open QR to power and no further. Open Juggs to WF/STG/Kuda, Camp by STG, 1+ guys on window, 2+ guys on hallway. Use balcony trap. Multiplayer Camp: Open QR side all tge way around to DT2. 1 guy on back wall opening, others on balcony. Use traps. The zombies will path through the trap and not head towards the wall-hole guy. Multiplayer WaW Strategy Revisited: Open QR side to Wunderfizz. Open Juggs to DT2, stay by DT2. 1 guy on balcony window, 3 on balcony. Use traps. MP Reverse Kitchen: At least 2P needed. Open to Kitchen from Juggs. Open QR side to Speed Cola. 1 on window, others watch balcony. If you use Megas, get Turned on a gun and he will wreck in this skinny balcony. With more players, open Juggs to Speed cola (door between SC and Trip Mines/ICR1/Vesper closed). 2 on windows, 2 watch balcony, HVK30 wallbuy in Camp. #######Shi No Numa####### Under Steps Camp: Just like WaW, open the start room door (not steps), go down into the alcove beneath the start room steps. Open Fishing hut first, and most zombies come straight across the courtyard. Once Doctor's Quarters and Storage are open, there will be lots of traffic from the right. You are temporarily cutting off the Comm(unications) Room and the perk, so you really want 2 of the 3 remaining huts to have Speed Cola and double Tap 2, get Widow's Wine from Storage's Wunderfizz machine (and maybe QR, then switch to training perks later). Best to have Mule Kick in Comm, but Jugger in Comm is okay too. Doctor's Quarters Camp: Go out to DQ, when you get to the hut, go left outside behind a few trees. If you stay near the hut and trees and not too close to the water, all zombies come only in front of the hut (if you go near the water an occasional lone zombie will come behind the trees: place a trip mine). It is not great due to uneven ground on the approaching zombies, but it is not terrible. You can fit several players. Trap in hut can be used. MP Camps: Any 2 window hut, with traps. MP Upstairs camp: Leave start via steps, go up other steps, 2 on windows 2 on steps. SlideNride might need to be unactivated in bo3. #######The Giant####### Catwalk: Let's just state this and move on: Go to Teleporter C (by Bowie Knife) get on the catwalk and headshot until bored. KN44, GGm near. TP C Camp and Move: Stand by KN44, face the tunnel. Headshot away. If needed, drop off and run up to catwalk or circle and reset by KN44. VMP Camp: (best on old gen. On next gen the zombies often juke to your left inconveniently as they get to you). Open Ramp side of start room to power. Open VMP room from stairs only (door with trap is closed). Walk down steps, turn right, stop and face VMP wallbuy. All zombies will come through the opening at the bottom of the steps, even the right window zombies. Run around the barrels and reset as needed, or open the door and activate the trap if needed. Fair on old gen, best with 2 on next gen. Slow Train Camping: Open Steps side of start room to power. Open TP A (M8A7 there) from upstairs (leaving 'trap' door by Flytrap/L-CAR-9/GGm closed). Stay in the dead end by closed 'trap' door (inside hallway). Many zombies and dogs will load outside in "aisle 4"/Flytrap/LCAR9 hallway and they end up respawning. You need to occasionally jump up at the door to shoot the stuck zombies through the little window with AAT effects. In a 2 or more person game, the game will start to stutter from too many stuck zombies, so kill them regularly. It is a slow camp spot with a chance to safely exit at the end of every round (due to stuck zombies). Kuda, GGm. Multiplayer camp spots: Bridge: Debris by Trip Mines closed, 2 on windows by perk/TM, 2 on Bridge. No easy escape for windows, no wallbuys though. KRM Hall: Open ramp side of Start room to power. Open VMP from top steps, leave 'trap' door closed. Camp by KRM. 2 window guys basically shoot same zombies (PaP KRM), 2 watch hallway to perk/Vesper (zombies drop off 5m away too). Escape door with electric trap. Any teleporter room, 2 on windows, 2 on approaches. Assault rifle wallbuy in camp. VMP room, steps closed. 2 on windows, trap option from start area. VMP, KRM, GGm. LCAR9/"Old Aisle 4" camp: Start room ramp side closed, LCAR9 'trap' door closed. 1 on window, 3 on hallway. 'Trap' door or start room emergency escape. GGm. No good wallbuys (LCAR9). #######Black Ops Reprints####### #######Kino Der Toten####### Start Room Steps Camp and Move: Just like BO1 but easier. Open to power from lower start room door. Keep upstairs door closed. Fight on steps near Quick Revive. No zombies come across the top balcony until you get on the balcony. Very easy 30+ rounds. Turned keeps them away and Fireworks clears the room. I hit 37 easily with a pap shotgun and spamming for Alchemical Antithesis between dog rounds. Have Trip mines on balcony, when pressed back, run across balcony, slide-jump down steps by Shieva, do a small circle, then reset on QR steps. (New) Start Room Balcony: Go up the Shieva-side steps in the start room, turn right, walk past ?box to column, stop, turn around and face the upstairs window. None will come up the Quick Revive steps unless you go behind the column. Headshot and watch for crawlers. I recommend getting Turned by 20. After that, it is quite easy to 30 or so. This is amusing with the crawlers coming down past you and on the wall, but don't shoot the column crawlers or they might leave an unreachable drop. You can shoot the dogs from this spot as well, aim under the bannister and shoot as they reach the bottom of the staircase. Let the last come up top for ammo delivery. Easy exit. GGm nearby. QR. No nearby wallbuys of value though, so plan accordingly. (End). Juggerniche: Stand by Juggernogg, headshot. Strangely difficult due to crawlers. Good for 2, 1 headshotting, 1 de-crawlering. Here are some ideas with multiple players or no power: No power: Using wall power, bullet boost, and perkaholic (or similar), one could leave the power off for no creepy crawlies. No Power Start Room, downstairs; Stay by unopened door, all zombies line up for headshots. No power open downstairs door of start room. In the next room, stand in the far corner by the door, headshot. One can use this with power on, but it is hard to deal with the crawlers, even with the fire trap. Multiplayer Speed Cola Room: Open from Stage/Dressing Room, top balcony door closed. Facing SC, 1 player goes up right steps to window. Other player(s) stay on those steps. No zombies come up other steps unless window guy backs up to corner. With 3+ players, have 1 on the top balcony watching towards the other steps. Power Switch/ICR1 MP: Have door here closed. 1 guy on window, 3 watch approaches. 4 man camp: Open top door at start to stage and the next door upstairs. Open lower start room door to DT2 only (Fence closed). Go upstairs from stage. 1 by fence window, 2 on upstairs windows, 1 on Stage entrance. Lots of room for each player to deal with his zombies, upstairs window players can help each other if needed. GGm in room. M8A7 wallbuy + ?box location. #######Ascension####### W'sW/GGm Landing Pad Camp and Move: Open start room from top, go right to landing pad. Stand behind GGm, almost all zombies line up for headshots. Eventually switch to training here. (Edit new) Start Room Camp: Camp by the lander in start room. Stay by the Yellow Pipe (+ yellow sign behind you) between the lander and the window beneath the steps, face towards the door to Juggernog. Open Start Room from upstairs, open Start Room door to Juggernog, leave door above Juggernog closed (for Monkey control). The actual camping and headshotting is very easy until at least round 30 with PaP'd headshotting guns. The pros are: All zombies approach in an easy to headshot manner. You have room to move left and do some zigzags if under pressure, and you can use the lander to escape. GGm is in sight. The cons are that there are no good wallbuys near. It is a long run for perk protecting or buying ammo and you need fast reloads. Additional info: You want headshot guns, preferrably with fast reloads in case you can't protect or recover Speed Cola. HVK30/KN44 are way over by Speed Cola but work well. It is difficult (solo) to keep a shotgun/raygun for monkeys as you need 2 headshot guns, and Mule kick is hard to protect for a third gun. The rounds are fairly quick which often means that you kill the last zombie in a crowd, so be prepared to keep a few alive for ammo runs. Monkeys will only come into start from above, so by 30ish, you may just want to protect Juggernog/(+ maybe Quick Revive, and just repurchase your other perks) by going up the steps to the catwalk above, lay down and face the Start Room entrance so each monkey has to run a straight path at you, which your headshot guns can easily deal with while prone. W'sW is okay here, but Stamin Up may serve you better due to running for ammo/perks/monkeys, but you could play barebones with Double Tap 2 (from Wunderfizz) and Juggernog/(Quick Revive) with wallguns with Fast Mags. Dead Wire may function well here with all of the zombies rounding the corner from the right, but I recommend Turned and Fireworks as usual. Blast Furnace just blinds you here and Thunder Wall is fairly pointless. Gersch Device can help (The Doll bomb arms slow and may blow you up). Besides standing in the corner by yellow pipe (+ yellow sign behind you), you can also move slightly forward and left to line up the heads of the zombies that fall from above, depending on how many are approaching from Juggernog at that moment. This is a surprisingly good spot if you can deal with monkeys and ammo/perk runs. (End edit). Power Steps Camp: Open Power room from Mule Kick Side, leave other door closed. Go under power from Kuda entrance, zombies come up steps and in 1 window. Power Room door or GG to escape. Good for MP. Before PaP Open Camp: Go to closed PaP door (rocket pad). Walk up small hill so that you are between main building wall and a support structure. All zombies come from in front of you. Simply back up and go right to escape. Good for sickle. MP camps: Door from start to Jugger closed. Go under Jugger, 1 on window, others watch steps. VMP, LCAR9. Jugger above: door above Juggernog closed, door to start room open. 2 on windows by jugger, 2 at bottom of steps. VMP, LCAR9. W'sW Lander: 2 on windows, 2 on steps. GGm but no good wallbuys. Lander escape option. Rocket Lander: 2 on windows, 2 on approach from Speed Cola. SC, HVK30 close, with KN44 and ?box starting location not far off. Lander escape option. Trip Mines Lander: 2-4 can camp the lander pad. Or 1 can watch the window (on Trip Mine wall) and others watch his back from that side of lander. ICR1 wallbuy at lander. Lander escape option. #######Shangri La####### Bowie Niche: Open non-maze side to power, leave other power room door closed. Stand in the space by the closed power room door, in power room. Headshot to 30ish, fire zombie is your trap. 4 Man Bridge: Go from start to Bridge through Maze. Open other side of start to waterfall. At Bridge, 1 on lone window, 1 watches the approach from the other window with the drop-down spot, 2 on Bridge. This can turn into 4 on Bridge, 2 facing each way. #######Moon####### Tunnel 6 Camp: Open T11 to power, open T6 from power only (door to LCAR9 closed from GGm/Kuda side). PaP and Hack Kuda for cheap AAT ammo. Stand near GGm and headshot. Turned does some serious work here. Lots of room for MP. Tunnel 11 Camp: Open T6 to power, Open T11 to Stamin Up. Stand near GGm/SU, next to center boxes so that window zombies walk in front of you, not behind. With 2+p, 1 watches window, others watch single line of zombies from door/ceiling spawn. Alternately, a solo player can stand behind the blue framework near the window and all zombies come in front of you that way, but it is erratic. Before Power, prelude to late game camp: If you open T6 and intend to camp T11 for high rounds in the 'as yet unmentioned T11 room', then you can do this: open T6, go to entrance to T11 by power switch, but don't open T11 door yet. Unlike BO1, no zombies spawn in the ceiling here. The zombies tend to get stuck in the entrance by power and Turned/AATs will wreck them handily. Long game: Open Tunnel 6, open Tunnel 11 from power. Leave door by Stamin Up closed. PaP Zap Guns, bring Gersch, Hacker, and 'power up' (drops) GGm to hack. Aim between window and ceiling spawn with melded gun to get all zombs. Hack drops for ammo. Gun with Deadwire for when Skippy drops by. #######Black Ops 2 Reprint####### #######Origins####### I really have not found any viable solo camp spots beyond the original "Camp by the Lightning Staff part above the mound" (or other Lightning Staff parts) by using the tank to get there. ############## Tips: RK5 pistol on round 3+4 is "fire 1 burst, stab" for points. Headshot round 5 (stab if they survived the headshot). And round 6+7 it is "fire 2 bursts, then stab". I leave the elo sight off so it appears to jump less. Quick draw (effects swap speed too) and Fast Mags recommended. This gun makes early round easy. I pair the Bowie Knife/Sickle with Trip Mine in hand for fast stabs and fast movement rate and much less chance of knife-lunge. By standing still and clicking the melee button, you can shred crowds quickly (some slight back ups required). If playing Classic GGs, later game hold Alchemical Antithesis if needed, or try to keep an In Plain Sight for reload/revive help. Happy Gaming! (1.25. 2019).
  42. 2 points
    (Last edit 2.08.2019) This is a text format post on Zetsubou No Shima's buildables, the various part locations, Power Switch activation (out of necessity), PaP Valves, and Skull rituals for the Specialist Weapon; Skull of Nan Sapwe. I've recently added the Masamune (KT4 upgrade), and a watering guide at the end. Mostly I will explain the part locations, but some map basics will be included so any new players can get started here. All of these require opening the Bunker in the center of the map for parts and such, so I will address that. You will be gathering pieces of each as you go along, including doing 2 Skull rituals early. No easter eggs described here. All parts can be gathered in any order unless otherwise stated. #######Parts and info: (Quick Reference Chart, long versions afterwards: Workbenches: Labs A+B, Bunker. Shield Parts: Under Lab A, Trees of Lab B, AA Room in Bunker. Gas Mask Parts: Propellor Trap Room, Green Water Area, Docks (through Bunker). PaP Valve Parts: (All in Bunker) Power Room (submerged), Underwater Tunnels by KT4 Lab (submerged), Hanging Corpse Room random cocoon. KT4 Parts: Green zombie from Lab B general area, Spider Extract at Lab A, Plant from tunnels under KT4 Lab (Bunker). KT4 Upgrade/Masamune: Spider tooth from Boss fight, Lab B cage part which requires challenges and electric Shield, thrice Rainbow-watered plant from deep hole beneath KT4 labs by Mule Kick. Build at other KT4 Lab table. See Skull of Nan Sapwe Quick Reference below in SoNS section). #######Bucket+Bunker####### Bucket: To open the Bunker, a Bucket must be located, 115 water must be gathered, and 6 doors minimum must be opened (roughly 6000 points). A lone Bucket spawns in Start Room, (Buckets also load near the 115 water and in the labs for multiple players). The bucket appears as a metal pail with bright, light blue around the rim and light blue inside (regardless of water colors, which are Dark Blue, Green, Purple, or Rainbow). The Generator fill spots in Lab A/B also have this light blue rim for easy location. The actual water color in your Bucket can be seen in inventory, or upper left screen when you change water volume (refill or watering). Bucket Start Room spawn will be within 5m of the little cliff. Multiple locations at Start Room: Behind mound near water, below cliff, above cliff, by ZNS map + boulder. 1 Bucket, easy to locate. Bunker opening example: Open door towards Lab A at top of spawn (sign with large A next to it), stay right and open door to Lab A, stay left and go to Blue Water, hold (interact button) to fill Bucket (this is quick and simple). Continue around Lab A path to the Kuda Wallbuy (shield part here), make left into dark steps, stay left and open door. You will see the bunker with 2 red lights above it (Bowie knife behind tree). Pass the tree/Bowie and open door to Lab B. Go up long steps, open up Lab B, pour water into generator (5m from door, blue rim like Bucket). Head back down steps, past Bunker, to Lab A area, stay right past Kuda, fill Bucket in same water as before, continue along path to Lab A steps (near Start), go up steps, open Lab A, pour water into generator, head out opposite side of room and drop off of the wide catwalk between Lab A's 2 buildings. You will land near Kuda. Go to Bunker (both lights green), hold (interact button). The doors will open and there will be 3 zombies, 1 will become a Thrasher though you can possibly kill him before he changes. Bunker is now open permanently. (This does not activate main power). Often players open Path B first, to get a view of the challenges at the SoNS Altar. #######Shield####### I recommend building this in Lab B due to the workbench's easy access location, or down in Bunker in the Hanging Corpse Room, which is adecent training spot and more of a central location. Shield Part 1: By Lab A, Kuda Wallbuy. Face Kuda. It may be on same column as Kuda, on left, otherwise turn 180° and it has 2 spots on wall corners (columns) right in front of you. All locations are within about 5 meters. It is Black and square-ish. Shield Part 2: Go past Bowie to Lab B area, make right. This piece is on 1 of 3 trees; tree on immediate right (from Bunker) by zombie window, the next tree on right by path between Start and Lab B, or pass that tree, pass the next tree, then go through a small wet area and up the hill to a tree at edge of map (by drop off from Path B SoNS Altar, near Trip Mine wallbuy). This last tree piece is harder to see, just walk up to this tree and a prompt will come up. The piece is black. There are not many trees, you'll find it. Shield Part 3: Enter Bunker to first area (GGm, Juggernog area before PaP Room). Open door on right to AA gun. Go up steps, stay left and pass KN44 wallbuy, check corner on left by seed spot (while going clockwise in this rectangle area), then check corner (across from Spore) on a rubble pile, then check the next clockwise corner on a rubble pile. The piece is black and visible on rubble, less visible at the first spot by greenery, look for prompt. #######Gas Mask####### This keeps you from choking on Spore clouds, reduces chances of nearby spores exploding, greatly increases underwater time, and reduces overall Thrasher lethality. If you're new to ZNS, I recommend that you get this before Power Switch and KT4/PaP parts which require swimming. I suggest building GM in Lab A at the most dangerous workbench as you rarely need to replace this. Lab A, go up rear steps (between Kuda and Blue Water), the workbench is on the right in a corner as you enter the actual building. Gas Mask Part 1: This piece is in the Propellor Trap Room (abbreviated as Propellor Room often) which is between Start Room and Lab A. Open this door, head right to plane wreckage. This hose coil is on the right as you get to the wreckage, it hangs on some grassy strands (visible enough, or look for prompt on screen), or it hangs on the left side of the exit as you pass through the plane section (easy to see or find prompt), or it is to the left of the ?box location on a rock (easy to see), by a light pole, straight ahead after you exit the plane, past the Pharo wallbuy. Gas Mask Part 2: By Green Water behind Lab B. From Bunker, entering Lab B area, make left, open door behind Lab B, go up steps by perk machine. By the railing of this catwalk, straight out from the perk is the first location on an open wooden box flanked by air tanks (easy to see but part is small), if not there then head towards the green water to the right side of the green water, on the boxes. This location is hard to spot, look for the prompt (right next to water fill prompt. It is right by the waterside facing Lab B. It is on the edge of the lower of 2 stacked boxes). If not there, continue clockwise (turn right from GW) past seed spot, along the outer edge of this area, you will see a medium size box by a mound (on your right along the left path, in sight of vine-door from Trip mine area), it will be on the box (easy to see but small). Gas Mask Part 3: Go to Bunker. Enter Bunker, pass Jugger/GGm into PaP Room (this room is flooded in center). Open first door on left to Power Room (Flooded middle, Dead Power Switch on far wall). Open first door (in Power Room) on left again. This comes out to an area named Docks, it is tiny, has a zipline and a ritual spot for Skull of NS (we'll get to that). The 3 GM spots are in this tiny area. First look at either pile of boxes; on the 'near zipline' boxes, or on the 'center' boxes. It is easy to spot on the boxes/crates as a small cylinder. If not there, it is to the left of the wallbuy against the outer edge (this prompt is iffy, get close). #######Power####### This describes the water task that must be accomplished before activating the Power Switch. Activate Power: Go into Bunker, straight past Juggernog into the flooded PaP Room, make left into Power Room, get to opposite end of room by Power Switch. Turn 180°, walk down steps in center into water, swim left side to cobwebs (blocked turbine), clear webs (interact button). This will close the entrance and spawn 10 zombies that you must kill to re-open the entrance. Note there are open air spaces on the right side of this pool (if facing out from Power Switch), and a Spore that can be shot for air. Once complete, activate the Power Switch (interact button). Tips: With Gas Mask, you might need to come up for air into the open-for-air sections once or twice during this task, without GM, you need to come up about every 10 seconds which is less convenient and dangerous. But with practice, GM won't be necessary. Make sure that you can kill these zombies and stay safe; Bowie Knife (round 9 or earlier) and swim like a shark around the perimeter (rectangular area with middle section), or a hard hitting gun (bullets seem weaker under water), aim headshots or spam shotgun shots, and consider defense like 'In Plain Sight' GG on your first attempts. When complete, you'll hear a loud sound of the door mechanism and active turbine, quickly get to the entrance as it opens. When you leave the water, you may have zombies right there, so get out quick, and head right to stay safe if needed, then come back and activate the Power Switch when you have control over the remaining zombies. If you go straight from the water task to Power Switch when learning this, you often get Trollarched by a couple zombies and getting killed right then is a frustrating thing I'd suggest you avoid. Pap Valve Part 1 spawns underwater by unblocked Turbine when water task is complete and you've exited the water or poked your head up for air. Go back in and grab it while here. I've edited this paragraph due to confusion, as the part sometimes spawns while I'm in the water and sometimes I need to leave the water to spawn it. It may simply require that I come up for air, for it to spawn, after the task is complete. Now you can buy Juggernog. #######Access P-a-P####### To open and drain the PaP area, you must predictably aquire 3 parts, then use them on the 3 positions surrounding the flooded PaP area to drain it and open the door. Each individual part will be through a different door, of the 3 doors, in the PaP room. (Note that KT4 Part 3 will be near PaP Valve Part 2). Each PaP valve faces the door its part is behind. PaP Valve Part 1: This spawns next to where you cleared Turbine cobwebs in the Power Room, under water, just after the water zombies are killed, the gate opens, and you leave the water (or just come up for air?). You can immeditately go back in and take it. With PaP Valve Part 1 in hand, head to PaP Room and activate the PaP Valve facing the Power Room. PaP Valve Part 2 (and KT4 Part 3): Now go to the opposite end of PaP Room from Juggernog entrance, open door, go to opposite end of new room (yellow things), down either stairs, make right, open door to Mule Kick. (Have Gas Mask for easiest success, or shoot spores for air). Go into water, search upper loop (with brownish stone) for PaP Valve Part 2 that looks like a circular valve handle. The underwater tunnel loop is not that long, with 2 breathing holes, watch for zombies. Spiders run around as if on dry land, be wary of them. (KT4 part 3 is in deep bluish hole. Before diving, breath air in the airhole with the ceiling text cipher (bright area), head quickly down, KT4 Part 3 appears as an obvious plant at bottom of this blue shaft. Grab it, turn around and head up. Zombies don't seem to enter the bluish tunnels, just the brownish tunnels above). Return to PaP room and activate the next PaP Valve. PaP Valve Part 3: From entrance of PaP Room, now open the door on the right (the last door, facing the last Valve spot). Go into the room of cocooned hanging corpses and stab them down, they become zombies (hard to reach cocoons are just background, all relevant cocoons are hanging in reach, but some will be on the catwalk above). One of these cocoons will drop PaP Valve Part 3. It is a small yellowish part. I've had it set by a wall and it was slightly hard to find, so if it doesn't seem to be dropping, look around real carefully. Grab the PaP Valve Part 3 and return to flooded PaP Room and activate the last PaP Valve. The PaP area will now drain and the door will open. PaP is a small area and you can loop behind the machine. You can now PaP and rePaP. #######KT4####### This is the Wonder Weapon of ZNS. It fires a single shot (1 zombie) or charged shots (up to 10 zombies) of 2 or 3 bullets. It has a slow 1, 2, or 3 sound shot charge and slow reload. This slowly kills zombies and charged shots effect the ground area, making it harmful to zombies for several seconds. It takes up a gun slot. It is built in the room before the underwater tunnels (KT Part 3 and PaP Valve Part 2). Once built, it will appear in the box for everyone else. It can be upgraded but not by the PaP machine. It can also fertilize plants (See Watering Chart at end of this post). KT4 Part 1: Go to Lab B area and fight zombies. You will see a light green glowing zombie (it is the part on him). Kill him, pick it up. This zombie may inadvertently follow you elsewhere and drop the piece wherever, so keep an eye out for him/it. It will despawn and reappear on a new zombie though, so don't search outside of Green Water for it as it won't last long. KT4 Part 2: Any Spider round (or random Spider after second Spider round). Go upstairs Lab A, interact with cage (power required), it will drop. Go below to cage, it will be smoking purple on the bottom which should immediately attract a nearby spider into it. When that occurs, quickly head upstairs and interact with the control again. The spider will be raised and venom extracted, a pink vial can be grabbed from the cage-arm. Pick it up. KT4 Part 3 (By PaP Valve Part 2): (With Gas Mask for best results) Enter Bunker, straight past Jugger and PaP, straight into next room (yellow things), down stairs, hard right, into brownish underwater tunnels, (grab air) then deep into bluish tunnel to bottom, grab KT4 Part 3 (looks like a plant and is easy to find), turn around and head back to air and out of water. This room just out of the water (below yellow things room) contains the place to build the KT4 (and later upgrade it). #######Masamune (KT4 Upgrade) This requires Power, Shield, KT4, Skull of Nan Sapwe, and that the 3 challenges at the SoNS Altar are complete. Recommend a PaP'd gun. These parts can also be gathered in any order, build at a second table in the KT4 labs. (Bunker, straight through PaP room, into yellow things room, below yellow things room. Mule Kick nearby). Masamune Part 1a. Prior to collecting this Part, first test the Skull of Nan Sapwe by trying to 'mesmerize' open the hidden wall by Juggernogg and the GGm (front-left side of room if looking at juggs), if it does not work, your SoNS is glitched and it is difficult to unglitch (I'm not sure how I've unglitched it previously, but it can be unglitched. Downed?), so you are most likely stuck if SoNS won't remove the Jugg wall (it is a known bug). If SoNS works, then go to the Purple Water in the Corpse Room (turn right in PaP room) and use the 'mesmerize' feature while standing in the Purple Water small area, on a piece of a building schematic on the broken piece of wall next to the Workbench. You'll see the full schematic appear and you'll hear an audio cue. Now, go to the KT4 Lab, and use the Sewer towards Green Water (500 points). After passing 2 bluish lit areas in the water tunnel, there will be 3 tiny blue stones floating on the right side, hit interact button just before you pass them to get Rainbow Water in your bucket. You pass through a metal ring just before the blue stones and the water speed ebbs slightly, hit interact then. Masamune Part 1b. Rainbow-watered Plant. Get seed, get Rainbow Water, go down to the bottom of the blue underwater tunnel where you got KT4 Part 3, use SoNS on the grey rock on the right side (opposite spore) to make it vanish, plant the Seed, water it (Rainbow Water). Water it again for the next 2 rounds as well (RW). Then, the following round there will be a Plant, take it. If you screw up or miss a round, you get a dead stick and must start over after the stick goes away. Masamune Part 2. Spider Tooth. Use the KT4 to clear the blue webs from behind the Blue Water behind Lab A. Kill the Spidergawd by shooting it in the mouth. Go up to its dead face, hit interact button to take the Spider Tooth. This battle could take a little while, but is only 30 seconds with the right gear. Tips: The leg-stomp is the feared attack, but there are spots in this little area where you can basically stand in one spot for the whole battle with minimal damage (I go right, near tallest stalagtite and barely get scratched). The KT4 is not a good choice for this, one PaP LMG will take him down very quick. Baby Spiders often drop max ammo here. Masamune Part 3a. Before getting this part, you must complete the 3 SoNS Altar Challenges which are seen by looking at the 3 yellow rings of symbols on the column by the SoNS Altar. When completed, come to the SoNS Altar and have the Shield out and wait for a lightning strike which will charge your Shield. The sky will be stormy, stay by the Altar with your Shield out, be patient. If you hit a zombie with the charged Shield, or one hits the Shield on your back, the charge will be used up, so head carefully to Lab B with charged Shield in hand. Masamune Part 3b. Underground Part: With charged Shield in hand, go to Lab B and Shock the Cage controls (like the Spider cage from Lab A, KT4 part above, but in Lab B). The cage will open, get in and it will take you below ground. Hold interact to aquire the part (in upright skeleton), the cage will raise back up. (Note that in a 2+ player game, another player must lower and raise the cage). Create the Masamune KT4 upgrade in the KT4 Lab at a table near the original KT4 build table. #######Skull of Nan Sapwe (Quick Reference: SoNS Altar = Open path B at start, open right door by perk location, white Altar. Match and carry Skulls to Pedestals in Start Room, Propellor Room, Docks, KT4 Labs, then kill greenish zombies at each, then return that Skull to Altar, grab the next until all 4 are white. Kill keepers underneath by SoNS on a pedestal, pick it up when done. End SoNS Quick Reference). -------SoNS Tutorial: Skull of Nan Sapwe is the Specialist Weapon of ZNS. Hold both Bumper/Shoulder buttons (grenade buttons) to activate it. Like all others, it recharges by killing things. Once active, left trigger mesmerizes zombies (they do the head shake, stand and stare) while you hold trigger and the right trigger wrecks them if you hold it for a couple of seconds. Its charge wears down fairly slowly but also recharges slowly. -------How and where to get SoNS, long version: In the Start Room, find the white Pedestal near the water and note the cuneiform-ish symbol. Then open path B. In that stone area, open the right-most door by the perk location (the other door is to Lab B). In this opened area you will see the SoNS Altar. SoNS Altar is a white cube with 4 small skulls that are dark. You can pick up or set down any one of these skulls, one at a time. Each has a cuneiform-ish symbol under it and there is a small white pedestal in 4 spots around the map with matching symbols. 4 Skulls on Altar, 4 Pedestals around map, got it? (1) Match the Start Pedestal Symbol to one Skull Symbol on the SoNS Altar. Pick up that Skull, take it to the Start Pedestal and place it there. Green spots will appear and green smoking zombies will come out and amble towards the pedestal and attack it. If they do too much damage to the Skull/Pedestal, the Skull will dissapear for several minutes before it can be found at the Altar again, still dark. The green zombies will cease to exist. You will need to start this individual ritual over. You must kill these green-smoke zombies and protect the Skull + Pedestal. After killing the green zombies it is done and all remaining greenies cease to exist, the Skull is now pale. In early rounds, I stab exactly 15 greenies with the Bowie to complete this, but if I wait and use the KT-4, I only need to kill about 10 at each pedestal, so I'm not sure what the exact guidelines are. So 10-15 greenies per ritual. When complete, pick up the newly whitened Skull, but go look at the Propellor Room Pedestal Symbol before returning the Skull to the main Altar. (2) Set that Skull in its spot, grab the (dark) Propellor Room Skull (match the symbol) and head to Propellor Room Pedestal. (From Start Room, open path A, open left-most door to Propellor Trap Room. GM part from above was here). Do Propellor Room ritual, return that whitened Skull to Altar. Now, you have a 50/50 chance of which last Skull to take where, unless you remembered the Bunker symbols at an earlier point in your game, depending on when you work on getting the SoNS' rituals done. So grab a skull and head to these 2 Bunker spots and match its symbol to one of the Pedestals, then do that ritual, then do the last ritual with the last dark Skull: (3) Bunker Pedestal by Docks: Enter Bunker, pass Juggernog into PaP, hard left (door), hard left (door). This is that tiny spot from Gas Mask above (with the zipline), the Pedestal should be obvious. (4) Bunker Pedestal by KT4 Labs: Enter Bunker, straight past PaP, straight into next room (door/yellow things), down double stairs. The pedestal is 2/3rds of the way across this room. (5) Completing the SoNS Ritual: When you return the fourth whitened Skull to the Altar, the tree next to it will leave, revealing a subterranean entrance. Go in and down to the Skull of Nan Sapwe on a pedestal in the center of this room, start ritual (interact). You must now kill several Keepers who are VERY CLOSE TO the Skull of Nan Sapwe Pedestal. You can not leave until this ritual is done, but it is easy; circle the Altar, turn and kill a couple who are passing the Altar and repeat. Once complete, pick up the SoNS and it will screech which will break the barrier and you may exit this room. -------SoNS Tips: The green zombies don't chase you, they go for the Pedestal, so just circle nearby with your last couple of regular zombs, only firing at greenies. The KT4 is perfect for this, but not necessary. Spiders do attack you, prioritize killing them if you don't have the KT-4. With KT-4, mostly just keep moving to the opposite side of the pedestal so they run through the goo. Many Spiders come on the second Skull ritual, you may wish to do the second one at the Start area for more wiggle room while dealing with them. The greenies smoke like Vulture Aide zombies (BO2's Buried map) only much less visible. Also similar to Turned. You may wish to do these green zombie rituals in a different order than I mention here. You must kill 10-15 of them, if you can do that and avoid fighting a ritual-spawned Thrasher, that can make it easier. I like to do one of the last rituals in the KT4 Lab because i usually can avoid the Thrasher (he'll die when ritual ends, along with the rest). The Keeper fight is simple and the overall acquisition of SoNS is quite easy given ZNS's overall difficulty level. It will give you trouble at first, but you should easily master this. #######Plant Watering Chart. (Borrowed from Lauren's post below, she copied it from reddit. Thanks to Lauren, and the original poster, whoever that may be. I've editted it slightly, mostly words that ran together or punctuation). Unwatered Plant Blue Water Plant Fertilized Blue Plant Green Plant Fertilized Green Plant Purple Plant Fertilized Purple Plant Fruit Plant Fertilized Fruit Plant Imprint Plant 83457's watering advice: I'd suggest focusing on a couple of Green Water Plants for zombie holding (grow them where you don't normally train/play). Then focus on Fruit and Imprint Plants when able. The busywork of planting and watering early on is mostly a waste of time, don't get caught up playing zombie farming simulator too much, as there is already a lot to do in ZNS and you end up getting interrupted often, which nets you lots of MR6s for your troubles. Do grow some Blue Reward Plants for the EE's AA Shell and possible Max Ammo, but only a few. ######################## Spider Bait Weapon: Be sure to see the stickied thread below titled "IT EXISTS! Spider Bait weapon!" for a video tutorial thanks to Stop Mocking Me0. ######################## Happy gaming!
  43. 2 points
    While I ventured through Blood of The Dead’s Easter Egg this board caught my eye. It’s located to on the wall to the right of where the Wardens body is sitting. I utilized Kronorium.com and have found a few of the matching Apothicon symbols. The symbols I provide are 100% and I hope as a community we can find them all. If we get at least 90% we can probably figure out the entire message. Until then I will continue to update our progress here. Wardens Board (Apothicon Symbol Gallery) Preview: I’ve started with the bottom left corner.
  44. 2 points
    Classified Project Skadi Easter Egg Guide STEP 1 You are going to need to collect 4 codes around the map. Here aare the 4 locations for them. Behind the George Washington name plate just outside the spawn room - (this step is a little weird so the best thing to do is spam all of the pictures with the PAP starting pistol) doing so will reveal a hidden door within a name plate giving you the code. Get the key outside the panic room and head back upstairs to the main offices to open drawer upstairs in middle of main office to obtain second code. Outside of the target practice room in the labs throw a grenade into the window over the teleporter piece to spawn the third code on the wall just beside the window. Activate the defcon switches in this specific order - Upstairs across elevator, Server Room, Upstairs near elevator, Downstairs. Enter teleporter to panic room and interact with static tv near old PAP to receive fourth and final code STEP 2 Enter your numbers into the machine in this order George Washington name plate code Main Offices Drawer code Lab Window code Panic Room TV code STEP 3 Survive 3 waves inside of Area 51 ( Pack a Punch ) until the barricade beside the PAP unlocks revealing a breifcase that you can open to get a free Winters Howl and the achievement(only the person that picks up the winters howl will get this achievement, you will need to do this again for multiple people. You will also be given a Max Ammo and Bondfire Sale! Congrats and well done on completing the Project Skadi EE! Shoutout to everyone on reddit who came together to solve this!
  45. 2 points
    Long time no see folks. What I really hope to see this year is a return to a mode that is accessible to everyone, from those who play for 30 minutes while waiting for their friends to get on MP, to those like us here who are hard core fans. Blundell so far has completely alienated all of my friends who i used to binge zombies with in the BO1 days. Now part of that is us getting older and gaining more responsibilities. But much of it is that every map is so complex that you need to spend 3 hours studying youtube videos just to succeed on the map. Used to be you had to do that for the EE, but you could play the map without any real complex instructions. Now you end up doing 40% of the EE just to unlock the Pap machine. That's dumb as hell Now also i have seen some of the leaks of these "mutations". Dude starts a game of Voyage with 50,000 pts. WTF is that shit? fuck why even make doors or points at all? that is some big time bull shit. I think Jason Blundell is a decent story teller, sucks ass at making maps, and also should be a pariah for bastardizing the great story we had originally in zombies from WaW to BO2 Buried. He should have just started a brand new story when they had him to origins I know my opinions are not popular, but it isn't just 1 or 2 people I know who quit around the time of Origins. It's like 15 of my friends who I played zombies for hours and hours over the years with, and they all quit trying because it had lost the simple fun gameplay that made the mode so fun in the beginning.
  46. 2 points
    Sure, here it is: https://blog.activision.com/t5/Call-of-Duty/Treyarch-Zombies-Director-Jason-Blundell-on-Call-of-Duty-Black/ba-p/10775346 “as time went on, we had to solve the question of where did that sit in the big story? And to do so we had to write a lot of assumptions. "Okay, this is what happened." And we've been using that to educate the decisions we've made in the storyline, but we've never actually told the story of, "Why were the zombies in the Pentagon? What did that have to do with the major storyline of the game?"
  47. 2 points
    Oh yeah think you ur better than me!? Let the Dwelling begin..
  48. 2 points
    Yer still around like most of us but just not as active, does that say something about the site, the game or us as individuals? For me it's the game, the site is great and so are the people but the site can't be the saviour but will hold fond memories for folk. Stick around though - you are missed along with others.
  49. 2 points
    Thanks for posting this thread! I normally lurk or twitter and post oh so spicy memes. However I had been reading posts for sometime, but hadn't bothered to log in because it was typically related to WW2 of IW (both of which I didn't buy) and because I was locked out of my account. When I tried to recover my account we encountered a software bug, which we later discovered had impacted most of the staff and I'm sure many other members. So the good news is that some of us should be returning! Danny hit on a few things and I would like to shed some light on a few more. I still remember when you joined the forum, you brought a lot of new a different ideas to an otherwise like minded community (I like a pot stirrer In my opinion, I think where we fall flat is accessibility. Specifically when it comes to the navigating the the site on a mobile device. We live in a generation where its instant gratification or nothing. Unfortunately our efforts to branch to a mobile app platform were squashed by activision and the app store due a frequent use of their IP (even though we are a non profit site). We see approximately 10% of the traffic that the codzombies reddit has seen in the last 90 days. The larger issue with this activity is that 90% of the users are guests and are unable to contribute to the site. I think with the exception of Twitter, we have tried and failed to launch anything substantial from these other platforms. @NaBrZHunter, @Rissole25, and several other banged out some great vids back in the day. Myself and Craig had a modest following on the Twitch channel (which I think I lost the login info for...). I think with the exception of Danny the PodcastDerToten team are mostly retired (I miss those dudes!). Unfortunately in all of these circumstances consistency has been our downfall. Personal lives always seem to overtake us one way or another and to be honest I think trying to tackle to much wears us thin. I think we need to get really good at just one thing and roll from there. However, to your point we could definitely help to facilitate more community driven initiatives. I think Danny already called it out that the featured streams plug in might just need to be updated, but I'm all in! Unfortunately that are not looking to collaborate. I spoke with them some time ago, and they did not want to muddy the waters by directing to multiple access points for the same information. I think that is a fair call out and I respect their decision. Funny enough this used to frustrate the shit out of me before I joined the staff in 2012. I would see all these folks on the staff and see problems not being fixed. At the time I spent more time on the forum than any every other users combined (it was a weird time for me). However, once I joined and saw all the activity logs of all the random back end shit that folks owned I gained a new respect for the team. Many actions are taken through the admin control panel and you would not see the activity reflected on the site. Our moderators with the exception of a few items have totally unrestricted access to the site and own many other responsibilities outside of typical moderator role. However full transparency, many have moved on or are just on a long break. Please keep in mind that everyone who works on the site is a volunteer and no one means to intentionally upset anyone by not maintaining aspects of the forum. Danny and I will be regrouping the team and determining if we have any coverage gaps as we approach BO4. This could mean some new opportunities to join the team could be on the horizon :). I'm blanking on the full logic behind this decision and it would have to be revisited. I think it was somewhere along the line of a ton of spamming which drove post counts, which unintentionally devalued more thoughtful posts in other sections of the forum. It could also be a factor of posts driving the divinium system (which I believe came some time after). I'll need to get a pulse on the section and get back to you, but I'm open to the suggestion. Thanks for all of the feedback and driving me log in. It helped us a fix a much larger issue! Best, Brent
  50. 2 points
    There are many, many changes that need to be made not only to the software we use, but to CoDZ as a whole. I agree that we are a non-competitive community that has been hit by lack of activity due to rising platforms like Reddit and YouTube continuously gaining traction for quick info instead of lengthy discussion. This is very apparent. I agree that we need to strengthen the brand of CoDZ by establishing one universal identity instead of multiple names. I agree that changes regarding active staff may need to come into play. We have a new team of Dwellers that still float around but due to lack of activity, makes their roles much harder. These will also be expanded to give them more training ground and pave way to potential new staff. I agree that reviving the Wiki and making adjustments to the flow and structure of this site for BO4 is crucial to coming back into the light. The big one that struck me was @Lenne's comment. People want the sense of community, but the majority are not willing to contribute for it. Comments get tossed around, and larger discussions have gone under. I was glazing over Twitter a month or two ago and someone mentioned us while talking about storyline to another user and the person said, "I'd visit their site since they got a lot of info but it's like an old library". And that's what I realized - we're a library of Zombies intel. We may not having a pulsating and over-saturated community like we used to, but we have archived topics and threads that literally show the very foundation and beginning of Zombies as a whole. If a library is what we are to be people, I have no problem with that. But change to stay afloat is absolutely necessary. I'm taking all these comments in as good criticism. Thank you.

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