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Everything posted by InfestLithium
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Welcome to the community, friendo! You don't have any of the games with Zombies on them? Well then, you ought to give yourself some time to buy them! I'd suggest starting off at World at War since it's relatively cheap ($5!) and will get you right into the beginning of the zombie trilogy. But I'm glad that you love zombies, and are even paying close attention to it despite you not owning any of the games. I am very impressed! I hope to see you around often, and enjoy your stay. :)
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A spanish team has finished Richtofens side...
InfestLithium replied to TubbiPack's topic in Die Rise
Well my word - looks like the zombie world has witnessed the first half of the Side Quest completed. Three whole days is not a bad timeframe for a given quest. Now all that's left is to solve the Maxis side and we'll bet set to go. Kudos to them. :) -
Any possibility that they could've time traveled via teleportation from Richtofen? I understand there is no logical reason behind such a power, but if he has the power to rewind time (like you previously mentioned in your "Richtofen Taking/Giving Life" thread), I'm fairly certain they could have gone into the future. Great Leap Forward has a few technological advances that we have never seen in any of the maps before.
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I can fairly believe that having a whole team insert their Tranzit NavCard into Die Rise's reader would possibly trigger something, but I'm certain it has already been done with no spontaneous reaction. Perhaps it unlocks more of the Side Quest. I see the table as some kind of additional energy source or micro chip that will bypass certain functions in an event. For instance, say that the Side Quest contains a step in which we must allow/disallow a receptor or satellite to transmit/recieve energy signals. Hence, the there seems to be a NavCard table near a pylon/energy device.
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Good observation! I was under the assumption that projectors typically have a jittery display, especially when doom is imposed on Earth. It won't hurt to try it out - we need all the hidden messages we need. Keep 'em coming, friendo!
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I haven't experienced any of the said side-effects from using the Who's Who perk, but I hope I don't come across them. I'll agree - the perk is absolutely wonderful and really gives the player a second chance to fight for their lives or begin anew (hehe, see what I did there?). It's great if you feel uncomfortable relying on other teammates due to the formation of each level and tower, yet it doesn't make it extremely easy to have unlimited lives. There is one minor glitch I came across while using it: the good ol' infinite Who's Who mode. I'm not sure what exactly triggered it, but apparently my original body was on top of an elevator when I was downed by a zombie. I went into WW mode, only to discover that it was too late to save my original self because it was about to be squished against the ceiling. Usually, the game would automatically place you back in regular form, but with whatever you've obtained in the perk mode. This instance, however, kept the same colorful scheme and I was seeing light distortion throughout the whole game as if I were still using Who's Who. It was very exciting, but I went down 10 minutes later due to the Steam Tramp. :?
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If you canceled out of the hotfix dialogue, I'm pretty sure the glitch will still remain. I refused to accept the hotfix because the last time I agreed to it, I couldn't connect to Live for the life of me. I'm pretty sure that if you try to join a lobby with a person who has the hotfix, it'll say that the settings are not the same and you need to accept the hotfix. Goodbye four-man Sliquifier lobbies, hello race for the Wonder Weapon.
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I'm assuming there is a set number of zombies you must kill in order to activate Maxis' quote. Perhaps you do have to kill around 100 zombies in order for it to be triggered. The same happened with the 115 collection spree on Tranzit; however, the number was about 30-ish.
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Film reel/some kind of saucer anyone? Colorado/Ducle Base to China via teleportation. The Earth in its state before arriving in China. Silhouette of Samuel and some zombies alongside the satellite tower. Upside-down post card from Tranzit/Bus Depot (credit to Flammen). Those are each individual areas that you guys will want to identify crucially. Here is the image of the tear-shape you see when looking at the whole image: Similarities?
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Supposedly, you get it when you go down while not killing any zombies as you're being revived. The fact that you go this on Solo is quite interesting (unless you didn't have Quick Revive); perhaps you died right as you killed a zombie?
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Maxis speaks of searching for decades via television broadcast found in Green Run's Farm. Nobody will argue with you about the fridge and bank; more than likely it's just a game mechanic made to enhance the desirability to play. Their memory may essentially be wiped out. But if it is wiped out and it's not due to time travel, then what cause it?
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Great little theory, friendo! I'm glad you find that Richtofen does not have some time travel power. I'm not saying that it's not possible, it's just that...well, the power has never been brought up or displayed before even when Samantha was in power. The events that occurred in Green Run are presumably debatable regarding to the timeline. For what we know, Green Run is just a small town with the basic locations of any typical area. Before arriving in Hanford, they could have visited various other locations similar to the town. China is a bit different story. I personally believed that the ending of the cutscene was actually the beginning of the actual event, and vice versa for the intro. Deja-vu seems to be the controversial concept at hand, and should be considered in every theory like this accordingly. If I recalled correctly, the N4 still has their weapons from the introduction cutscene (Marlton has the SVU, Misty with an SMG[?]). Keep up the ideas/concepts friendo! :)
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Glith or not, the Sliquifier is a death trap. It's nice for everyone to have and is all fun and games until you begin to experience some serious side effects. Let me put up a little scenario for you all: You and your team get your hands on the Sliquifier. Laughing can be heard through the headsets/TV, shouts of joy shortly after followed by a "Oh dude/dudette, we should all go into one room and spray all across the floor!" Your team heads into, say, the Steam Tramp/PDW room to begin your experiments. The first few rounds of having the weapon, everyone is having a blast, shooting some purple goo here and some more goo there, as if Barney the Dinosaur himself came in and rolled around the room leaving his magic purple color to infest the flooring as Mr. Clean adds some bubbles for effects. Suddenly, hordes of zombies come rolling in faster than a freight train. You grab your Sliquifier adamantly, thinking that this will be cake walk. Upon shooting the floor, you and your team realize that there are more zombies than 12 year-old squeakers on Multiplayer. There's a shooting frenzy with goo covering every inch of the area, and everyone (including your team) begins to slide back and forth with only the walls halting your movement. One teammate slides into a horde who was sliding at the same moment, and they go down. Another teammate tries to save the day and revive them, but they can't stand still because the goo keeps them sliding like a penguin, thus preventing no revival. The other is acting defensively and shoots even more goo at the zombies and floor, almost creating a second layer of goo so the sliding fun doesn't stop. In all the excitement, you try to make an escape, only to slide right down the elevator shaft. While falling to your eminent demise, you begin to wonder if having the whole team equipped with the Sliquifier was such a great idea. Friendos, think wisely before you make a bad decision. Even if this scenario has never happened to you, it's only one of the many freak scenarios that can occur. Also, say no to drugs.
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Traveling BACK to Green Run, hence it being where we first begin our adventure and then return to China to redo everything? I actually think that's a unique and rather plausible concept. I know I was one of the few that did not believe Richtofen has the supernatural power to suddenly reverse the flow of time just so the crew could successfully accomplish his set of tasks, but it makes the best sense at the moment. Although, isn't it Samuel that only speaks of déjà-vu? As for the broadcasts, the CDC member accurately describes the symptoms of those who survived the outbreak, to which Samuel (if you play as him) counters rather weakly to defend himself. Something along the lines of the symptoms possibly happening to anyone really rather than a prime suspect like him. Al the characteristics listed perfectly describe Samuel J. Stuhlinger. Remember: they should not be trusted. ;)
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It seems rather interesting, though it's a bit confusing. I'm not talking about your description of it, but the fact that there's so many tiles to consider in Die Rise. I've seen the tiles myself, and it's pretty odd why they'd be there. Even so, I'm fairly certain the lion tiles are for Maxis and the zombie ones for Richtofen. Because they haven't been brought up in the light of most recent steps, it could be one of the finalizing steps to the Side Quests. I am, unfortunately, siding with Richtofen since I chose his side in Tranzit, so I need to conure that pattern. I'll let you know as well if Inget any reaction to the the lion/zombie tiles. Thank you for posting to find, friendo. :)
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I think it'll be one of those "come and go" modes, where people will love it, become bored, then love it again. The mode itself is very unique and differs greatly from the average zombie-slaying style we've become attached to. I agree that there ought to be a bit more options to customize the match from. Essentially, you are repeating the same procedure of th and seek every time with no differences every match you play. Nevertheless, it's still a great mode to pass the time. Everyone's strategy is slightly varied, so it keeps you on your toes the whole time - especially if you become the human. ;)
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@PINNAZ: And that is where we are located, correct? This should mean that we ought to see the tower some distance away. I never noticed it when on top of the sweatshop, unless it was destroyed in the process. I apologize if this is the wrong area to discuss it, but I'm only saying this because some fragment of me wants to believe that the image was actually what was to become of the area in the future, yet it hasn't been built yet. I could just be losing my marbles, though.
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Die Rise Easter Egg - Progress Thread (Unsolved)
InfestLithium replied to AydeeBubz's topic in Die Rise
It's relatively easy if you have three players with the Steam Tramp and somebody with the Sliquifier covering the off-ramp next to the dragon. It'll be smooth sailing from there, considering that you are doing all this before Round 17 (otherwise, normal guns will not be very effective unless everyone had an AN-91 or some kind of heave assault rifle/LMG). -
I felt that Treyarch made a very great map as well. I'm not the least bit discourage about there being no transportation, fridge or bank; feels just like the good old' Black ops maps with the unique buildables and addition weaponry. You're given the best equipment in extremely tight corridors with maybe a 40% chance of surviving if you know your way around. Die Rise forces you to work as a team moreso than playing it Solo. It's very easy to dig into the fight, and there are so many opportunities for blazing through rounds, yet becomes more difficult once you realize that spot may no longer be suitable for the amount of zombies you'll be facing. If you like to train, there are a few spots that allow the process to happen without making the location too small or too large. Find a spot, and start slaying. The whole layout itself is amazing! Vertical maps is not any of our specialties, and Great Leap Forward certainly proves this. You can skip one or two floors simply by dropping down to get "x" weapon or object, but you'll be sacrificing points and a new escape route if you try to settle time against proficiency. The two towers really make a divide and conquer setting for new surroundings. For instance, two players could settle on the top of the hotel while the other two make home to the top floor of the sweatshop. Use the Steam Tramp, and BAM - easy access to both towers and it can even perform as an emergency defense tool. Getting to the buildables, this map certainly satisfies our needs and wants. No more useless weaponry; with the Steam Tramp and Sliquifier, you'll be having massive fun while slaying zombies. Just think about it - a gun that can spray the floor with soapy goo to make zombies slip & slide while they are a OHK off direct contact is made, and a flipper tool that acts as a launch pad for players and zombies. What other excitement could you possibly be missing here? Overall, the Die Rise mode works beautifully, and should have been the major mode concept when Black Ops II was in the making. Great Leap Forward is a very unique map with an assortment of challenges and obstacles that will test your ability as a true zombie slayer
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Die Rise Easter Egg - Progress Thread (Unsolved)
InfestLithium replied to AydeeBubz's topic in Die Rise
Alright, so I'm going to make a simple layout of the Side Quest steps so far based on the videos we've seen. 1) Spawn. Pretty simple, and Maxis will speak. 2) Grab the SVU or any sniper. Maxis/Richtofen speaks. 3) Turn power on. Richtofen will tell Samuel to manipulate everyone. 4) Stand on all four golden cirles on top of the elevators at the same time. Maxis/Richtofen compliments you to do the same. 5) Stand on the four golden circles on the ground. There is no particular order, and you only need to step on it once to activate it. 6) Using the Pap'ed SVU (preferred), knock down the balls in the dragons' mouths at the top of the hotel. They will disappear. -
I'm assuming you mean the one on top of the hotel, where you can actually build the NavCard table? Up at the very top are satellites and receivers.
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I understand that there are many threads revolving around this new find, especially now that we've been looking heavily into how the plates themselves integrate into the Side Quest/"High Maintenance" Achievement. Let me give you a brief synapse of what I encountered myself. Here's something interesting: I was playing with a random on the 2nd boss round of the game when the last Crawler went missing. Basically, nobody came out to attack us, and we could venture all around the map without having to worry about any form of zombie. Unfortunately, we were limited on points, but I did managed to make a few observations before "accidentally" plummeting to my death. Here are the four plates that I found: I'm certain there is another elevator plate inside the power room, but I failed to capture the shot since I died upon entering the building (curse you Steam Flipper!). What interests me is that all of these plates don't look similar to the one I'm sure you've all seen. Notice this one has a glow to it, yet the sreenshots above don't have the same effect. Something needs to be activated in order to make them "responsive". If there are actually four and not five, then suppose having all four players stand on them will trigger an event.
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Die Rise Easter Egg - Progress Thread (Unsolved)
InfestLithium replied to AydeeBubz's topic in Die Rise
About these balls...considering that there are two from what we know, they are located inside the mouths of the dragon signs. One seems fairly reachable, but not obtainable. How would one go about the other, given it is actually off the map? Even if you manage to shoot it down, you wouldn't be able to get to it. People have tried the Trample Steam, Sliquifier, Snipers (Pap'ed too), Ray Gun, Semtex, Knife, all the works. I don't think these balls are exactly the things we are looking for. It doesn't budge whatsoever, nor does it have any effect. -
Which one(s)? There are tons of holes in the walls that don't make any particular sense.
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