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Default

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  1. So I was in the shower just a moment ago ( i think best in the shower ). Idk who is willing to risk doing this but i will. What if everybody goes down... Not just the host or a certain character but EVERYBODY. You are sacrificing still but instead of one person it's everyone. Im willin to try this with people msg and add on xbl GT: xi MaGiCxx
  2. LOL idk...but i think we just wait until march 3rd for the map pack to come out on ps3. I hate it when ps3 users get all the glory for finding the easter egg when it was us who did most of the work
  3. LOL i have 2 xbox's My xbox arcade that i bought myself and xbox slim i got for christmas. Plus 3 mw2, 1 Waw, 2 Black ops and 4 Controllers. All bought myself (except for slim) and im 14 with no job. I also have one hand [brains] to me
  4. Ah true true, uhmm... Honestly this is like a reset button on all theories guess we have to star [brains] storming all over btw, im getting my map pack tomo ill do it with you i usually listen and am good at zombies
  5. Im in, id love to be apart of a podcast, and yeah im usually free anytime on thhe weekend but my school ends at 2:40p.m est, usually home at 3:15 p.m est
  6. #15 When a zombies running out you STOP DROP AND DO A BARRELL ROLL This is how you dodge them (:
  7. Hmm, i have a few ideas, 1.When you are shooting the door, all aim for the actual "lock" 2. When shooting moon, wait for it to be black and white? 3. Try this more then once idk just a few ideas to see if it works more then once to confirm if glitched or not. also could it be the host thats the cause of this (maybe) glitch?
  8. So basicly I read a post awile back talking about the "BEWARE OF THE 6" and how it's the 6th dimension. Well building on that in the PaP room if you look at the clock it is moving counter clockwise. Does this mean that as we progress in the rounds we are really going back in time?
  9. Undead xP can i add you o:? my gt is xi MaGiCxx
  10. Yeah im thinking sacrifice, remember that dempsey went down in the der riese trailer awile back? well spiderbite was dempey so whoever is dempsey try going down?
  11. well in the chat me and mallen were talking and in the coding it says (0,0,0) and its co ordinates so basicly 4 people = 4 sets or (0,0,0) co ordinates. Im thinking you have to stand in the general location of those co ordinates and shoot the centerfuse
  12. THIS MAKES SENSE! i have been thinking about this one for a long time and it just hit me now... So lets start with this.. We get DM in swamp Signs actually are leading from swamp to centerfuge THE CENTERFUGE IS THE KEY!?
  13. Its really creepy how REAL PEOPLE are tied into this story of samantha and maxis...just..creepy
  14. Sparky batteries don't work it has been debunked and confirmed.
  15. Yeah that makes sense, i'm only 14 so all programming makes no sense to me jss. But anyway re visiting your points. The code that i have given is obviously not the whole code yes. But really it's the only code that is out there for ascension (until pc version comes out). So really it's just a sitting game to see whats going to happen in the future. But i know somebody is going to discover on the pc because its easier to hack and no clip etc. Also is there anyway that you could just run through the code and just highlight some of the key things that most people would miss. For example a small step or a specific something to do. btw... [brains] to you :)
  16. Hey everybody. So as everybody knows there is the big easter egg where you follow the 8 steps and get the death machine bla bla bla. Anyway I have been searching, watching videos, watching live streams, just overall people trying theories and im going to be honest here. NONE OF THEM WORK! The only problem i have is how anti climactic this is. It makes sense that there is more but sadly i don't think there is. I think we are going to have to wait until the next map pack and then more information will be released or new easter egg etc. What also we have to wait for is for josh olin or tre arch to confirm anything. Josh Olin has said that the landers take you to a secret place, or when interviewed he smiled when asked about ascension zombies (sorry don't have the video). Now what i'm going to do is show you the COMPLETE easter egg code and going to highlight the key things that are most discussed about. ----------------------------------------------------------------------------------------- include animscripts\zombie_utility; #include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include maps\_ambientpackage; #include maps\_music; #include maps\_busing; #include maps\_zombiemode_audio; init() { PreCacheModel( "p_glo_electrical_transformer" ); PreCacheModel( "p_zom_monitor_csm_screen_on" ); PreCacheModel( "p_zom_monitor_csm_screen_logo" ); PreCacheModel( "p_rus_electric_switch_stop" ); PreCacheModel( "p_rus_clock_lrg" ); flag_init( "target_teleported" ); flag_init( "rerouted_power" ); flag_init( "switches_synced" ); flag_init( "pressure_sustained" ); flag_init( "passkey_confirmed" ); flag_init( "weapons_combined" ); level.casimir_lights = []; level.lander_letters[ "a" ] = GetEnt( "letter_a", "targetname" ); level.lander_letters[ "e" ] = GetEnt( "letter_e", "targetname" ); level.lander_letters[ "h" ] = GetEnt( "letter_h", "targetname" ); level.lander_letters[ "i" ] = GetEnt( "letter_i", "targetname" ); level.lander_letters[ "l" ] = GetEnt( "letter_l", "targetname" ); level.lander_letters[ "m" ] = GetEnt( "letter_m", "targetname" ); level.lander_letters[ "n" ] = GetEnt( "letter_n", "targetname" ); level.lander_letters[ "r" ] = GetEnt( "letter_r", "targetname" ); level.lander_letters[ "s" ] = GetEnt( "letter_s", "targetname" ); level.lander_letters[ "t" ] = GetEnt( "letter_t", "targetname" ); level.lander_letters[ "u" ] = GetEnt( "letter_u", "targetname" ); level.lander_letters[ "y" ] = GetEnt( "letter_y", "targetname" ); keys = GetArrayKeys( level.lander_letters ); for ( i=0; i { level.lander_letters[ keys ] Hide(); } teleport_target_event(); reroute_power_event(); sync_switch_event(); pressure_plate_event(); lander_passkey_event(); weapon_combo_event(); level notify( "help_found" ); monitor = GetEnt( "casimir_monitor", "targetname" ); monitor SetModel( "p_zom_monitor_csm_screen_off" ); } play_easter_egg_audio( alias, sound_ent, text ) { if( alias == undefined ) { return; } sound_ent PlaySound( alias, "sounddone" ); sound_ent waittill( "sounddone" ); } activate_casimir_light( num ) { spot = GetStruct( "casimir_light_"+num, "targetname" ); if ( IsDefined( spot ) ) { light = Spawn( "script_model", spot.origin ); light SetModel( "tag_origin" ); light.angles = spot.angles; fx = PlayFXOnTag( level._effect["fx_zmb_light_floodlight_bright"], light, "tag_origin" ); level.casimir_lights[ level.casimir_lights.size ] = light; } } teleport_target_event() { teleport_target_start = getstruct( "teleport_target_start", "targetname" ); teleport_target_spark = getstruct( "teleport_target_spark", "targetname" ); level.teleport_target = Spawn( "script_model", teleport_target_start.origin ); level.teleport_target SetModel( "p_glo_electrical_transformer" ); level.teleport_target.angles = teleport_target_start.angles; level.teleport_target PlayLoopSound( "zmb_egg_notifier", 1 ); teleport_target_spark = Spawn( "script_model", teleport_target_spark.origin ); teleport_target_spark SetModel( "tag_origin" ); PlayFXOnTag( level._effect["switch_sparks"], teleport_target_spark, "tag_origin" ); level.teleport_target_trigger = Spawn( "trigger_radius", teleport_target_start.origin + (0,0,-70), 0, 125, 100 ); level.black_hole_bomb_loc_check_func = ::bhb_teleport_loc_check; flag_wait( "target_teleported" ); teleport_target_spark Delete(); level.black_hole_bomb_loc_check_func = undefined; level thread play_egg_vox( "vox_ann_egg1_success", "vox_gersh_egg1", 1 ); } bhb_teleport_loc_check( grenade, model, info ) { if( IsDefined( level.teleport_target_trigger ) && grenade IsTouching( level.teleport_target_trigger ) ) { model SetClientFlag( level._SCRIPTMOVER_CLIENT_FLAG_BLACKHOLE ); grenade thread maps\_zombiemode_weap_black_hole_bomb::do_black_hole_bomb_sound( model, info ); level thread teleport_target( grenade, model ); return true; } return false; } teleport_target( grenade, model ) { level.teleport_target_trigger Delete(); level.teleport_target_trigger = undefined; wait( 1.0 ); time = 3.0; level.teleport_target MoveTo( grenade.origin + (0,0,50), time, time - 0.05 ); wait( time ); teleport_target_end = getstruct( "teleport_target_end", "targetname" ); level.teleport_target Hide(); playsoundatposition( "zmb_gersh_teleporter_out", grenade.origin + (0,0,50) ); wait( 0.5 ); level.teleport_target.angles = teleport_target_end.angles; level.teleport_target MoveTo( teleport_target_end.origin, 0.05 ); level.teleport_target StopLoopSound( 1 ); wait( 0.5 ); level.teleport_target Show(); PlayFXOnTag( level._effect[ "black_hole_bomb_event_horizon" ], level.teleport_target, "tag_origin" ); level.teleport_target PlaySound( "zmb_gersh_teleporter_go" ); wait( 2.0 ); model Delete(); flag_set( "target_teleported" ); } reroute_power_event() { monitor = GetEnt( "casimir_monitor", "targetname" ); location = GetStruct( "casimir_monitor_struct", "targetname" ); monitor PlayLoopSound( "zmb_egg_notifier", 1 ); monitor SetModel( "p_zom_monitor_csm_screen_on" ); trig = Spawn( "trigger_radius", location.origin, 0, 32, 60 ); trig wait_for_use( monitor ); trig delete(); flag_set( "rerouted_power" ); monitor SetModel( "p_zom_monitor_csm_screen_logo" ); monitor StopLoopSound( 1 ); level thread play_egg_vox( "vox_ann_egg2_success", "vox_gersh_egg2", 2 ); level thread activate_casimir_light( 1 ); } wait_for_use( monitor ) { while(1) { self waittill( "trigger", who ); while( IsPlayer(who) && who IsTouching( self ) ) { if( who UseButtonPressed() ) { flag_set( "rerouted_power" ); monitor PlaySound( "zmb_comp_activate" ); return; } wait(.05); } } } sync_switch_event() { switches = GetStructArray( "sync_switch_start", "targetname" ); success = false; while ( !flag( "switches_synced" ) ) { flag_wait( "monkey_round" ); array_thread( switches, ::reveal_switch ); self thread switch_watcher(); level waittill_either( "between_round_over", "switches_synced" ); } level thread play_egg_vox( "vox_ann_egg3_success", "vox_gersh_egg3", 3 ); level thread activate_casimir_light( 2 ); } reveal_switch() { button = Spawn( "script_model", self.origin ); button SetModel( "p_rus_electric_switch_stop" ); button.angles = self.angles + (0,90,0); button PlayLoopSound( "zmb_egg_notifier", 1 ); offset = AnglesToForward(self.angles) * 8; time = 1; button MoveTo( button.origin + offset, 1 ); wait( 1 ); if ( flag( "monkey_round" ) ) { trig = Spawn( "trigger_radius", button.origin, 0, 32, 72 ); trig thread wait_for_sync_use( self ); level waittill_either( "between_round_over", "switches_synced" ); trig delete(); } button StopLoopSound( 1 ); button MoveTo( self.origin, time ); wait( time ); button delete(); } wait_for_sync_use( ss ) { level endon( "between_round_over" ); level endon( "switches_synced" ); ss.pressed = 0; while(1) { self waittill( "trigger", who ); while( IsPlayer(who) && who IsTouching( self ) ) { if( who UseButtonPressed() ) { level notify( "sync_button_pressed" ); playsoundatposition( "zmb_push_button", ss.origin ); ss.pressed = 1; } wait(.05); } } } switch_watcher() { level endon( "between_round_over" ); pressed = 0; switches = GetStructArray( "sync_switch_start", "targetname" ); while (1) { level waittill( "sync_button_pressed" ); timeout = GetTime() + 500; while ( GetTime() { pressed = 0; for ( i=0; i { if ( IsDefined( switches.pressed ) && switches.pressed ) { pressed++; } } if ( pressed == 4 ) { flag_set( "switches_synced" ); for ( i=0; i { playsoundatposition( "zmb_misc_activate", switches.origin ); } return; } wait( 0.05 ); } switch( pressed ) { case 1: case 2: case 3: for ( i=0; i { playsoundatposition( "zmb_deny", switches.origin ); } break; } for ( i=0; i { switches.pressed = 0; } } } pressure_plate_event() { area = GetStruct( "pressure_pad", "targetname" ); trig = Spawn( "trigger_radius", area.origin, 0, 300, 100 ); trig area_timer( 120 ); trig Delete(); level thread play_egg_vox( "vox_ann_egg4_success", "vox_gersh_egg4", 4 ); level thread activate_casimir_light( 3 ); } area_timer( time ) { clock_loc = GetStruct( "pressure_timer", "targetname" ); clock = Spawn( "script_model", clock_loc.origin ); clock SetModel( "p_rus_clock_lrg" ); clock.angles = clock_loc.angles; clock PlayLoopSound( "zmb_egg_notifier", 1 ); timer_hand_angles_init = ( 270, 90, 0 ); timer_hand = Spawn( "script_model", clock_loc.origin + ( -1, 0, 12 ) ); timer_hand SetModel( "t5_weapon_ballistic_knife_blade" ); timer_hand.angles = timer_hand_angles_init; step = 1.0; while ( !flag( "pressure_sustained" ) ) { self waittill( "trigger" ); stop_timer = false; players = get_players(); for ( i=0; i { if ( !players IsTouching( self ) ) { wait( step ); stop_timer = true; } } if ( stop_timer ) { continue; } self PlaySound( "zmb_pressure_plate_trigger" ); time_remaining = time; timer_hand RotatePitch( 360, time ); while ( time_remaining ) { players = get_players(); for ( i=0; i { if ( !players IsTouching( self ) ) { wait( step ); time_remaining = time; stop_timer = true; timer_hand RotateTo( timer_hand_angles_init, 0.5 ); timer_hand PlaySound( "zmb_deny" ); wait( 0.5 ); break; } } if ( stop_timer ) { break; } wait( step ); time_remaining -= step; timer_hand PlaySound( "zmb_egg_timer_oneshot" ); } if ( time_remaining { flag_set( "pressure_sustained" ); players = get_players(); temp_fx = undefined; if ( IsDefined( players[0].fx ) ) { temp_fx = players[0].fx; } timer_hand playsound( "zmb_perks_packa_ready" ); players[0].fx = level.zombie_powerups[ "nuke" ].fx; level thread maps\_zombiemode_powerups::nuke_powerup( players[0] ); clock StopLoopSound( 1 ); wait( 1.0 ); if ( IsDefined( temp_fx ) ) { players[0].fx = temp_fx; } else { players[0].fx = undefined; } clock Delete(); timer_hand Delete(); return; } } } lander_passkey_event() { flag_init( "letter_acquired" ); level.lander_key = []; level.lander_key[ "lander_station1" ][ "lander_station3" ] = "s"; level.lander_key[ "lander_station1" ][ "lander_station4" ] = "r"; level.lander_key[ "lander_station1" ][ "lander_station5" ] = "e"; level.lander_key[ "lander_station3" ][ "lander_station1" ] = "y"; level.lander_key[ "lander_station3" ][ "lander_station4" ] = "a"; level.lander_key[ "lander_station3" ][ "lander_station5" ] = "i"; level.lander_key[ "lander_station4" ][ "lander_station1" ] = "m"; level.lander_key[ "lander_station4" ][ "lander_station3" ] = "h"; level.lander_key[ "lander_station4" ][ "lander_station5" ] = "u"; level.lander_key[ "lander_station5" ][ "lander_station1" ] = "t"; level.lander_key[ "lander_station5" ][ "lander_station3" ] = "n"; level.lander_key[ "lander_station5" ][ "lander_station4" ] = "l"; level.passkey = array( "l", "u", "n", "a" ); level.passkey_progress = 0; level.secret1 = array( "h", "i", "t", "s", "a", "m" ); level.secret1_progress = 0; level.secret2 = array( "h", "y", "e", "n", "a" ); level.secret2_progress = 0; thread lander_monitor(); flag_wait( "passkey_confirmed" ); level.lander_audio_ent StopLoopSound( 1 ); level thread play_egg_vox( "vox_ann_egg5_success", "vox_gersh_egg5", 5 ); level thread activate_casimir_light( 4 ); wait(1); level.lander_audio_ent Delete(); } lander_monitor() { lander = getent( "lander", "targetname" ); level.lander_audio_ent = Spawn( "script_origin", lander.origin ); level.lander_audio_ent LinkTo( lander ); level.lander_audio_ent PlayLoopSound( "zmb_egg_notifier", 1 ); while ( !flag( "passkey_confirmed" ) ) { level waittill("lander_launched"); if ( lander.called ) { start = lander.depart_station; dest = lander.station; letter = level.lander_key[ start ][ dest ]; model = level.lander_letters[ letter ]; model Show(); model PlaySound( "zmb_spawn_powerup" ); model thread spin_letter(); model PlayLoopSound( "zmb_spawn_powerup_loop", .5 ); trig = Spawn( "trigger_radius", model.origin, 0, 200, 150 ); trig thread letter_grab( letter, model ); flag_wait("lander_grounded"); if ( !flag( "letter_acquired" ) ) { level.passkey_progress = 0; level.secret1_progress = 0; level.secret2_progress = 0; } else { flag_clear( "letter_acquired" ); } trig delete(); model Hide(); model StopLoopSound( .5 ); } else { level.passkey_progress = 0; level.secret1_progress = 0; level.secret2_progress = 0; } } } spin_letter() { level endon( "lander_grounded" ); level endon( "letter_acquired" ); while (1) { self RotateYaw( 90, 5 ); wait( 5 ); } } letter_grab( letter, model ) { level endon("lander_grounded"); self waittill( "trigger" ); flag_set( "letter_acquired" ); playsoundatposition("zmb_powerup_grabbed", model.origin); model Hide(); if ( letter == level.passkey[ level.passkey_progress ] ) { level.passkey_progress++; if ( level.passkey_progress == level.passkey.size ) { flag_set( "passkey_confirmed" ); } } else { level.passkey_progress = 0; } if ( letter == level.secret1[ level.secret1_progress ] ) { level.secret1_progress++; if ( level.secret1_progress == level.secret1.size ) { } } else { level.secret1_progress = 0; } if ( letter == level.secret2[ level.secret2_progress ] ) { level.secret2_progress++; if ( level.secret2_progress == level.secret2.size ) { } } else { level.secret2_progress = 0; } } weapon_combo_event() { flag_init( "thundergun_hit" ); weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" ); focal_point = Spawn( "script_model", weapon_combo_spot.origin ); focal_point SetModel( "tag_origin" ); focal_point PlayLoopSound( "zmb_egg_notifier", 1 ); fx = PlayFXOnTag( level._effect["gersh_spark"], focal_point, "tag_origin" ); level.black_hold_bomb_target_trig = Spawn( "trigger_radius", weapon_combo_spot.origin, 0, 50, 72 ); level.black_hole_bomb_loc_check_func = ::bhb_combo_loc_check; flag_wait( "weapons_combined" ); level.black_hold_bomb_target_trig Delete(); level.black_hole_bomb_loc_check_func = undefined; focal_point Delete(); for ( i=0; i { level.casimir_lights Delete(); } } bhb_combo_loc_check( grenade, model, info ) { if ( IsDefined( level.black_hold_bomb_target_trig ) && grenade IsTouching( level.black_hold_bomb_target_trig ) ) { trig = Spawn( "trigger_damage", grenade.origin, 0, 15, 72 ); grenade thread wait_for_combo( trig ); } return false; } wait_for_combo( trig ) { self endon( "death" ); self thread kill_trig_on_death( trig ); weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" ); ray_gun_hit = false; doll_hit = false; crossbow_hit = false; players = get_players(); array_thread( players, ::thundergun_check, self, trig, weapon_combo_spot ); while ( 1 ) { trig waittill( "damage", amount, attacker, dir, org, mod ); if ( isDefined( attacker ) ) { if ( mod == "MOD_PROJECTILE_SPLASH" && (attacker GetCurrentWeapon() == "ray_gun_upgraded_zm" ) ) { ray_gun_hit = true; } else if ( mod == "MOD_GRENADE_SPLASH" ) { if ( amount >= 90000 ) { doll_hit = true; } else if ( attacker GetCurrentWeapon() == "crossbow_explosive_upgraded_zm" ) { crossbow_hit = true; } } if ( ray_gun_hit && doll_hit && flag( "thundergun_hit" ) ) { flag_set( "weapons_combined" ); level thread soul_release( self, trig.origin ); return; } } } } thundergun_check( model, trig, weapon_combo_spot ) { model endon( "death" ); while (1) { self waittill( "weapon_fired" ); if ( self GetCurrentWeapon() == "thundergun_upgraded_zm" ) { if ( DistanceSquared( self.origin, weapon_combo_spot.origin ) { vector_to_spot = VectorNormalize( weapon_combo_spot.origin - self GetWeaponMuzzlePoint() ); vector_player_facing = self GetWeaponForwardDir(); angle_diff = acos( VectorDot( vector_to_spot, vector_player_facing ) ); if ( angle_diff { flag_set( "thundergun_hit" ); RadiusDamage( trig.origin, 5, 1, 1, self ); } } } } } kill_trig_on_death( trig ) { self waittill( "death" ); trig delete(); if( flag( "thundergun_hit" ) && !flag( "weapons_combined" ) ) { level thread play_egg_vox( "vox_ann_egg6p1_success", "vox_gersh_egg6_fail2", 7 ); } else if( !flag( "weapons_combined" ) ) { level thread play_egg_vox( undefined, "vox_gersh_egg6_fail1", 6 ); } flag_clear( "thundergun_hit" ); } soul_release( model, origin ) { soul = Spawn( "script_model", origin ); soul SetModel( "tag_origin" ); soul PlayLoopSound( "zmb_egg_soul" ); fx = PlayFXOnTag( level._effect["gersh_spark"], soul, "tag_origin" ); time = 20; model waittill( "death" ); level thread play_egg_vox( "vox_ann_egg6_success", "vox_gersh_egg6_success", 9 ); level thread wait_for_gersh_vox(); soul MoveZ( 2500, time, time - 1 ); wait( time ); soul Delete(); wait(2); level thread samantha_is_angry(); } wait_for_gersh_vox() { wait(12.5); players = GetPlayers(); for ( i=0; i { players thread reward_wait(); } } reward_wait() { while ( !is_player_valid( self ) || ( self UseButtonPressed() && self in_revive_trigger() ) ) { wait( 1.0 ); } level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 ); } play_egg_vox( ann_alias, gersh_alias, plr_num ) { if( IsDefined( ann_alias ) ) { level maps\zombie_cosmodrome_amb::play_cosmo_announcer_vox( ann_alias ); } if( IsDefined( gersh_alias ) ) { level maps\zombie_cosmodrome_amb::play_gersh_vox( gersh_alias ); } if( IsDefined( plr_num ) ) { players = get_players(); rand = RandomIntRange( 0, players.size ); players[rand] maps\_zombiemode_audio::create_and_play_dialog( "eggs", "gersh_response", undefined, plr_num ); } } samantha_is_angry() { playsoundatposition( "zmb_samantha_earthquake", (0,0,0) ); playsoundatposition( "zmb_samantha_whispers", (0,0,0) ); wait(6); level clientnotify( "sia" ); playsoundatposition( "zmb_samantha_scream", (0,0,0) ): ----------------------------------------------------------------------------------------- Ok! So now if you read all of that then here you go [brains] Anyway down to buisness. First is " H.I.T.S.A.M " and " H.Y.E.N.A " . What could these mean, is it possible that they are there as alternate ideas for initiating the next step and tre arch had left them in the code accidently or just to lazy to do it. Who knows but anyway I think this is the key (if there is one) to doing the easter egg and COMPLETING IT. I have seen a live stream where the 4 of them had gotten hitsam and hyena then luna. Sadly luna was the only trigger. What else. THE DEATH MACHINE ! We all know that we get 90 seconds with those godly zombie killing MO*H** F**KERS! . But what everybody had thought is that you go to the pack a punch machine or shoot the genrator on the wall but all of these don't work and have been confirmed. So don't waste your time and don't look like an idiot saying you gotta do those. So if you read in the code at the end it does say something about the code word " death " which is death machine obviously. Finnaly at the end it says samantha screams bla bla bla. THIS IS WHAT HAPPENS. AS I WAS WATCHING LIVESTREAM I WAS LOOKING AT CODE AND WATCHED/LISTENED AND CONFIRMED THAT ALL OF THIS DOES HAPPEN WATCH ANY VIDEO ON IT. So i guess this is the end of the easter egg! Please give your responses to this and I may sound like I want all this commotion to end but i don't! I love seeing different theories but what i don't like is people re posting the same thing about going to pack a punch OVER 9000 times. Anyway I hope that this clears up soon because i am VERY anxious to see what happens. Thanks! Default (Gamertag) xi MaGiCxx
  17. So then what exactly are you saying?
  18. This has been looked upon, People have no cliped to this building and went on top and looked inside. Nothing. So it has been confirmed but also there was a side story to this. People have said you need to do something (one of the steps maybe?) and then u see stuff inside or w.e anyway just a quick update on this post so people arn't confused
  19. ^^ Someone please try this it makes a lot of sense and i think its a good lead
  20. I took a look at the sign and it says something in russian, so nvm on what i said but still why not shooting fire trap or starting the trap running through it/ shooting it?
  21. I just thought of a really good theory! After you get the death machines run outside to the fire trap and theres a red diamond, try unloading onto that red diamond because the trap raises fire (raises hell)? and that diamond isnt just randomly there for no reason ?
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