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InfestLithium

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Everything posted by InfestLithium

  1. Yes; Moon is happening, but so is Nuketown Zombies. After a few days to weeks, we end up in Green Run only to be teleported to Great Leap Forward after completing the Side Quest in Tranzit. We're dealing with a rather straightforward, yet confusing timeline here. We know this pattern exists, yet it's very hard to identify the true date. If we could assume that Great Leap Forward occurs in 2013, that would mean Moon took place in 2012 - it is plausible.
  2. There seems to be a screw or kind of bolt on the left-end of the object. Perhaps it is a wooden leg, but it stands out to me as some sort of gasket/machine that would play the film reel.
  3. So it could be possible that Great Leap Forward occurs in our reality timeframe, just as Call of the Dead did?
  4. The Trample Steam level and AN-94 hallway are really great points for bottlenecking and controlling the spawning system. If you have Trample Steams/Claymores, it'll make it easier to point whore and limit the barriers to only two potential entryways (given you did not open any barricades).
  5. Moon's time period falls under the same category as Nuketown Zombies. The calendars you posted make a great pinpoint of a potential date for Great Leap Forward. I had thought the same as well, but it's good to see some factual evidence go into the date & time. While this is true, I wouldn't create the "10-year established" concept into this. I've seen a variety of business say the same "since ______" even if it's only been a year since they've been established. Great discovery, friendo! :)
  6. Hm, nice visual perspective (in video) of how each NavCard will apply to the upcoming maps, friendo! It's funny how we have to create a small conclusion of the NavCards not being very effective until we've inserted all of them into the readers. It's intriguing - what will happen if we utilize them all? Is it needed to complete the final Easter Egg/Side Quest in the last DLC?
  7. If it's near an elevator, sometimes it can be stuck in mid-air or glitch itself into the wall/floor. Usually if the piece is forever lost (which is improbable in Die Rise), the pieces will respawn into one of several possible locations. Check around the area that it was dropped and have a Where's Waldo search for any action dialogue.
  8. Very nice find, Way! I seriously have to try this out - I'm always going down either near Pack-a-Punch when all I have is my SVU. Plus, I lose all my money buying Claymores every time I bleed out. :P
  9. Theater mode has shown that you cannot access the Phd Flopper hallway, regardless of what you do. The Shafted Achievement tells us to obtain every perk via machine while having a Pack-a-Punched weapon, yet Flopper is still excluded from this. I believe it's nothing more than Treyarch being the sadistic trolls they are. As for the four characters, I have not seen that yet. I assumed there were a total of four level starting from the spawn room with the final level (where you crash) being the "basement"? That's what I can think of the four characters being as floor buttons.
  10. I think you're spot on, Mix. The diagram seems to be a guide map for the Moon's orbiting cycle and location. Ascension's rockets are supposedly aimed directly at the Moon when the correct paths have been made. We know that the Ascension Group was involved in it, since we have space monkeys that seem to come down from the sky (considerably the Moon for an origin point).
  11. Hm, I have seen it happen before in-game with a simple dive. It only works if you leave the surface on the very edge of the doorway and manage to get at least your torso onto the ledge. I generally open the spawn room door, fall into the jewelry store (SVU-AS room) and make my way down the small ramp straight to the Mystery Box. It's nice to have another way of getting into that room, though. I must try it out when I get home. Thanks for the tip, friendo! :)
  12. Headshot persistent upgrade has three attributes to it. One of them makes a zombie's head disperse into nothingness, as if you pulled a headshot. No matter how you kill them, they will appear that way shooting or not. I'm quite sure you can obtain this after having so many headshots in a given game or busting two zombie heads with one bullet.
  13. From what I know and have been told, Perma Jugg lets you take four hits w/o the perk, and six with it. I believe that getting a down will snatch your persistent upgrade on the spot, and the Round 15 myth tends to be true.
  14. I've never had the slide glitch occur every time I play Die Rise. In fact, the worst scenario I was in happened to be my character stuck on some elevated corner right above the exit near the AN-94. Had I stayed there, I'd probably be in some kind of God mode. But I played fair that game, and slid down to see myself slip off the building due to the Sliquifier. I jump off the platform and onto the slide in any general area. I've taken the left, middle, and right spacing several times with no problems.
  15. It's because people generally stick to hoarding points in the early rounds. That's why so many of these types of guides tell you to slug x number of bullets into a zombie before knifing them. It can be quite useless if you are one to time power drops when you'll most need 'em, though. For most slayers, the more points you have in the beginning, the faster you'll get your weapons and perks (which isn't necessarily true every time).
  16. A nice little strategy, friendo! People must really love using the Buddha Room to holdout in game sessions, huh? When deciding how to create a nice setup, you should always buy weapons and perks suitable to your location. Here are some possible solutions to creating a perfect slaying environment given the locations:
  17. Now this is some grade-A work, friendo. Posts like these deserve as much attention as possible. Keep 'em coming - I love seeing your posts, they're always very informative, well structured, and have lots of visuals & sources to make it easier for us to understand. Top of the brains to you. :)
  18. Ah, another Kingdom Hearts fan on board! Welcome to the community, friendo! You'll find that there are tons and tons of fellow slayers who are willing to play some zombies with you. The best place to find them is inside this forum: viewforum.php?f=13 Hope to see you around often, and keep on slayin' freakbags. :)
  19. Sounds decent enough, but there are two slight problems with that. The first one is what Scoldon said; we already have three perks that are directly related to a player downing. The other is simply cheating the system. The reason why is because all you'd need to do it ride the spawn elevator at the beginning of the match, grab everything you need, utilize the said perk idea, and whammo - you're in the spawn room with only four barrier to look after. If all four players do this, the only thing holding you back is ammo (unless you use the Olympia Pack-a-Punched).
  20. It has been brought up that the chemical/burst from using the Sliquifier is awfully similar to the same cloud bursts that emit from Jumping Jacks. Perhaps it's coincidence and they are actually different shades of purple, but they do look relatively identical. I want to say that 115 is not so much involved in their genetic mutation as supposedly though, but they have indeed evolved without having to harness so much of the element. Someone posted a week or so ago that something else (other than 115) is creating these zombies and weird creatures (also note the Denizens in Tranzit).
  21. As useful as using the Sliquifier on the top platforms in the Buddha Room? But seriously, OP, great little startup strategy you have here. To be honest, I never thought once about using the Ak74u to my advantage. I've always either picked myself a B23R, or an AN-94 to get myself going. Now with your technique, I won't have to buy a door and can go straight to slaying some freakbags. Keep up the strategies and good work, friendo. :)
  22. It does nothing, from what experimentation has told us. The only effect you can achieve between the two doors is opening the Pack-a-Punch door via turbine near the power bunker's door.
  23. Very nice general solo guide, friendo. I feel that this is a very simplistic, yet sure-fire way to get a good start on any given map regardless if you're a professional slayer or newspawn. I strongly suggest that you stay near a wall, and not a corner. If you get overrun, there will be no escape since you've practically placed yourself into a two-wall barrier. While it may sound unreasonable, you can train on Boss Rounds if you are uncomfortable in cornering yourself. I generally stick with vast and open areas to allow for easy mobility, but that's just my personal preference.
  24. I think people just haven't fully grasped the concept that Treyarch is mainly pointing to. We're not dealing with intricate and broad Side Quests anymore. Now, we're focusing on simplistic yet mysterious Side Quests that obviously involve creating man-made mechanisms to distribute power and magnify/repel energy. Green Run has a small antenna structure, and Great Leap Forward has a satellite receptor. Sounds like a reasonable followup to me. I understand you're mainly referring to the in-game gameplay after you complete the Side Quest. The truth is, any map that cuts off after completing it basically yields a huge opportunity to simply do what we do best: survive infinite hordes of zombies. Like you said, we have concise proof of revisiting Green Run once more because there are so many discoveries that are still left unsolved. We're done with the Die Rise mode for the moment, that's it. Of course, there are outside things to still learn, such as strategies and little hidden routes that may be somehow accessible. ;)
  25. Then there are two possibilities that may be your problem: - You have already inserted the Tranzit NavCard before, in which case, the card reader will not give you dialogue because you already have it inserted. - The table is not 100% built; bear in mind that you need four items to complete the table: the wooden board (near the table area, under the ramp), the radio (on the right-hand side of the block straight ahead from the dragon ramp), the meteorite (on the pile of debris near the Claymore area next to the barrier in the back), and the card reader (on the isolated part of the rooftop [possible Mystery Box spawn], in a corner next to the barricade). The second option is the general cause of any NavCard troubles.
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