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83457

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About 83457

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  • Birthday 07/11/1969

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  1. I've got a real something this time... Revelations, solo start scene. Who, with the black fingerless gloves, pushes open the door to the kids? It is not Tank and co. Takeo comes closest with the brown leather bracers that cover the back of his hand. But no. Doc Monty? Dressed as a proper English gentlebeing but with black fingerless gloves? No. Shadowman has black full gloves. The only one that I can recall, iirc, is SMG from CotD. She had black fingerless gloves, no? Is this interesting, or old news? Any feedback on this?
  2. 83457

    Moar of Revelations

    Just like my other "Moar of..." threads, the idea here is to suss out some viable survival maps for short games in Revelations. I attempt to find areas that are fun to play or have interesting ideas, which is not always successful. Some ideas may create longer games as well, but most ideas will avoid PaP, Keeper, and Shield as they require too much of the map to be open for the purpose of quick survival maps. ########################## #Start Room: Start Room Challenge option. Running this small area with RK5 and Shieva should be a relatively short game, depending on skill and GGs. QR option available. Start Room Options: Opening either Start Room door for a little more space is not really a good idea. But if you do the Corruption Engine ritual, you can add Juggernogg and NDU to your Start Room map. LCAR9 and Vesper in NDU. ######################### ##Knife to Meat You. Easy and quick camping or training with Bowie Knife (or similar). Open Stairs door in Start Room. Jump over to Shangri section. Open Stairs in Shangri section, open 'wunderfizz cavern' door to Kino section. Buy Bowie Knife and ICR1 in Kino, camp the steep steps early, move up by Widow's Wine camp spot later, or simply train the Stage. Possible ?Box locations. QR option. Option: Add Jugger by doing Start Room Corruption Engine. Option: Open Eisendrache section, do that Corruption Engine, Allow W'sW to be bought, and Wunderfizz is allowed if in this cavern. Jugger allowed. Stamin Up allowed. QR option. Option: Do speed runs to aquire the speed run melee weapons from the top of the Shangri steps. Shangri section has KRM and LCAR9. First section of Eisendrache, by Wunderfizz cavern has Kuda and VMP. ######################### ##Camp until Crash. Open Start Room Steps, jump to Shangri, go through Kino, jump to Verrücktish island. Do that Corruption Engine. Go up long steps from CE through 'trap' doorway, stop and camp in corner. Buy Juggernog and Speed Cola. Buy whatever guns and Bowie Knife on way. Trap option. QR option. Speed Runs for melee option. ########################## ###Apothicon Pit: Activate all Corruption Engines, enter and stay in the Apothicon Belly. Come prepared and never leave. Long game. ######################### #Sh Angri Pit: Open Start Room Steps to jump pad, jump to Shangri section. Do not open doors nor leave. How much you set up first is up to you. ######################### #Origins Pit: Open the GG door from Start Room. Jump to Origins area, never leave nor open doors. How prepared you are for this is up to you; go in all pimped out, or head there straight from Start like a Start Room Challenge. KRM and Pharo. ######################### (Work in progress...) Happy surviving!
  3. Yes. To be honest, I was being a bit facetious. I'm fairly sure the quote is meant to be "Get back in the dirt, devil-scum". But I purposefully misinterpretted it. Like Jackie V in SoE: he says "you've got a lot of nerve, creep" and I often purposefully take it as "you've got a lot of nerve-creep", as if nerve-creep is a disease of the undead where their nerves start to protrude from their skin. I even named a GG pack "nerve creep". Maybe it could be a social description of uptight people? "He's got nerve creep, for sure". Yeah, I'm a bit odd. Haha.
  4. 83457

    Camping Spot by Lab B

    Pics are dead. Were you camping by the door (by Lab B) to Bowie/Bunker area? It sounds like that from your description, but I'm curious if that's right. I can't find many early camp spots here, it seems like they are all available after SoNS is aquired or the EE is complete.
  5. Great stuff to ponder! ------- I've always wondered about Tank in BO3 commanding zombies; "Get back in the Dirt Devil, scum". How did Tank know of a late 20th century vacuum cleaner and why were the zombies in one previously? The vacuums were originally red, maybe the red eyed zombies were controlled by the old guy from the vacuum ads? What about WaW Tank's baby obsession in SNN and Der Riese? Creepy.
  6. 83457

    Voyage of Despair for Beginners.

    I never get too far in BO4 myself. Train on poop deck. PaP can start there. Shield there. KN57 there. Easy enough paths into the top of 3rd Class Berths and up/down the steps by Workbench. Running either side of the Dining Hall/Grand Staircase 1250 point door works with it closed, or open it for a bigger loop. Forecastle, on the Perk level, is decent. I'm sure there are some high round strategies out there.
  7. 83457

    115 Day

    As easy and cheesy as it is, my buddy and I just love running through Point of Contact. We just like outdoors, greenery, trees, and such. Online, I have 5555 extra teeth. Offline, I'm at 950 extra teeth, and my ss buddy just bought the last teeth upgrade himself. "Ah nostalgia. It really isn't what it used to be". -Richtofen
  8. Hello again. I'm back with another text walkthrough, this time for Voyage of Despair for new players. (Last updated 1.16.2019). 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. ----------------- 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 Upgrades (in progress). The Wonder Weapon, the Kraken, can be constructed (tutorial to be added) or can simply be aquired from the ?Box. To upgrade it, you must aquire 4 parts. (In progress, errors may exists yet). 1. 1st Class Lounge. 2 spots, on tables. 2. Galley. 2 spots. 3. Cargo hold. 2 spots. 4. Kill a Catalyst zombie of 1 of the 4 types and grab the elemental piece, this dictates the upgrade that you will get. 5. Build at a special build table by Engine Room. 6. Upgrade for 6000 points. ###### (Edits, additions, and fixes to be had).
  9. 83457

    115 Day

    Ah yes, happy 115 day. I was split-screening zombies (and Extinction) with an old friend, so I guess we were doing the day right. It was also M:TG card night, but I digress. Games aplenty it was.
  10. 83457

    2019

    Thanks guys... @Anonymous, remember the good and hold onto the fond memories. Do not let it turn your heart dark. After 19 years, my precious and I split up (4.5 years ago). She and I are great friends and there is no enmity. While conversely, 1 woman from 25+ years ago absolutely shit on my soul and that black stain still burns my heart every morning to this day. So...love's a fickle bitch. Hold the good bits dear and avoid the burning black stain of unforgive-ness. 🙂 If your life was subject to only 1 love, it would get boring and you would die an ignoble death. Embrace the love, smile through the life lessons.
  11. 83457

    Custom Mutation Thread.

    Thanks Lenne. No xp. You do get the pre-elixir vials only (liquid divinium type vials, I forget the name). But the CM adds some more fun to BO4 zombies. With BO3, I hit master prestige in 5 weeks, with BO4 being generally less fun (and currently only 3 maps for me as compared to the 14 I got at the end of BO3), I think I'll just sit at L55 without prestiging for a while, and spend some time on both regular games and CMs, to maximize the joy. There are some good toggles in CM, but I feel that they missed lots of obvious options, like: last zombies don't run, wall/box guns come PaP'd, start with perks in inventory (don't have to buy perks), start with gun X, shuffle or place gun wall buys on walls (placing them might need too much code work, but maybe randomize the wall guns),...others. The bots in zombies are super human. If I don't start with 50k points and get PaP'd early, they'll leave me in the dust: they instakill groups of zombies at round 30 when my gun is taking seconds to kill 1 zombie. I'm quitting games with 400 kills and each bot has over 1000 (I've barely used bots due to their overzealousness). Maybe I'm not be the best, but these bots are too good and aggressive, they could use some difficulty options to tone them down (there are much worse players than me that will have more trouble). On the flip side, the Multiplayer bots need to be set on Veteran (toughest) and they are still easy to beat, they need a difficulty increase. I'll play tdm 1 versus 6 enemy bots and they are scrubs. Hopefully these difficulty levels get tweeked over time. What the CM is really, really good for: cutting out busywork. Take VoD, if I start with 50k and all ?Boxes on, all PaP on, I can just play the game. I, personally, don't get joy searching a giant ship for the current PaP location, nor do I enjoy chasing the box around. I feel that some of these changes to zombies have only been negatives, and CM let's me turn these negatives off. I'm really hoping for some "back to basics zombies"; ?box never moves, 1 PaP with simple activation, simple camping and training. BO4 is a large move in the wrong direction for zombies and we are seeing the predicted results. Hopefully Treyarch can turn this around with better DLC. Happy gaming!
  12. 83457

    2019

    It's refreshing to know that we all face trials in life...misery loves company, maybe? Ha. I was going to post all my troubles, to make you all feel better, but it was way too depressing. Live, love, and be wise! Think for yourself, question authority. Happy 2019 zombones!
  13. 83457

    Which map will you play first?

    Funny and interesting responses. I'm not positive which I tried first, but I think it was VoD, because it was first. Then I tried IX, but I left BotD untouched (the Ghosting stuff of MotD killed the replay value for me because I forget where to go as ghost after not playing it for a while. The well-known curse of zombie busywork; memory lag. So, I feared excessive busywork in BotD that wasn't actually an issue). So then I focused on VoD and it sucked. Then I moved on to IX and it sucked...but then I began to get the hang of IX. Then I tried BotD and did fairly well by comparison. At this point, I was acclimated enough to BO4 to tackle the tight torture of VoD and do...well enough. I'm doing fair solo games on each, but nothing worth bragging about. I also have spent a fair amount of time messing with Custom Mutations since BO4 is clearly not the most fun zombies for replay value. I don't have Classified or Blood. I'm not sure that I'll get the season pass, given BO4's yawn factor.
  14. 83457

    Custom Mutation Thread.

    Well, my fellow poster, this is BO4 general, not BO3... Or did you mean zombie cloning? That still works on 360: Round 1-3, gather up zombies, Use beast, zap all zombies then do the usual beast stuff. After you are human again, each zapped zombie will respawn as twins. I think you can just wound them and run away and they would spawn a twin too.
  15. 83457

    IX For Beginners

    Hi, and welcome to icks....er, I mean Nine. The main purpose of this post is to describe the basic layout of the BO4 Zombie Map "IX", to alleviate newbie confusion and keep you from blowing early cash on unecessary doors and running in circles, lost. IX is a fairly simple design though it does not seem like it when being chased around on your first attempt at it. Start Room: You start in a hallway connected to a large round arena, the center of a coliseum (head out to center, hallway closes behind you). Around you, if you look up, are 4 Towers (temples) around this inner arena. Each Tower represents one of the God Perk/Idols from your Chaos Character's Create a Class link. There are even matching statues and a flag triangle symbol on each. Each of these Towers contains a perk that matches the one that you set in Create a Class. Each Tower has an upper section (Perk and Champion for PaP unlock), a middle section (door to center arena), and a lower section (door to circular tunnels under map). The Start Arena doors to Danu and Ra Towers' middle section can be opened from the Start Arena. The middle doors of Odin and Zeus must be opened from inside the Odin/Zeus Tower that it connects to (can't be opened from Start Arena), so basically you go through Ra or Danu, through the underground tunnel, then up to Zeus and/or Odin Tower. At the bottom of Danu(or)Ra, you open to the tunnel. There are 2 doors which will allow you access to the rest of the circular tunnel to the bottom doors of Zeus/Odin, as well as the underground center arena called Temple (PaP), and the Pit, where the Shield is built. You only need to open 1 of these 2 doors in the circular tunnel, it is a circle, just go back the other way. (0)Sample opening (Use Custom Mutations, have 50,000 points to start, set Zombie Max Speed at WALK if you want to follow along with my text descriptor here. Leave all zombies alive to keep them calm for as long as possible). 1. Open Danu (left door), go upstairs to Perk/Champion Gong, check out middle, check out lower, check out gun wallbuys. This is vine-y and overgrown and green. Danu has a door upstairs (perk/gong), this bridges to Ra, which is real close to Danu. Opening this destroys easy early running in the top of both Towers, so leave this closed in all Towers for now. The middle area (just like each Tower) goes to Start Arena (it is open, you came in here), and the bottom door opens to the tunnel (leave it closed for now). 2. Go back to Start Arena, take right door to Ra (yellowish stonework inside). Upstairs has perk/gong, door/bridge to Danu (leave it closed, this is the other end), middle area has door to arena (open, you came in here), and the lowest floor door can open to the tunnel. Open this bottom level door (next to Bowie wallbuy). Note: 1 shield part, 3 locations, should be on the upper floor of Ra (large, easy to spot). (Shield has 3 pieces, 3 spots each, in Ra, Odin, and Zeus Towers). Go fetch that piece and come down here and out to the tunnel. 3a. In the Tunnel now, look left and right and up. The Ra door that you just exited has a flag with some sort of triangle on it. The tunnel around Ra looks like the Ra motif; yellowish stonework, same as in Ra Tower. Very close by on the right is another triangle flag (different triangle), with vines and greenery. Look by there to see the other side of the Danu lower door (from 1, above. Leave it closed). Just past the lower Danu door, you hit a tunnel door (leave it closed). (This is a good little mp camp spot). Okay, for now, this is your "Danu/Ra side indicator"; seeing the green and leafy motif in the tunnel means that you are approaching the dead end by Danu/closed tunnel door, and closed Danu lower door. Here, you either want to go up Ra, or turn around in the tunnel. Playing like this will help you learn the tunnels quicker. So this half of the circle is Dead End, Closed Danu, Open Ra. 3b. Turn away from the Dead End/Danu, head past lower Ra door (in tunnel still), you pass through a 90° bend and you will reach a buried large statue, the ?box, and the second in-tunnel door, open this one. You are now in a larger circular room called "the pit". Here is the Shield Workbench and one of the side entrances into "temple" where PaP will be. Go in temple, check it out, but come back out this same entrance. 3c. Continue around the tunnel in the same direction you were headed. Soon you will encounter an area with 2 more Triangle Flags hanging from the ceiling (2 different triangles than Ra and Danu) near the opposite side of the "temple" (another entrance). One tunnel section will have round shields by a door (Odin Tower lower door), next to it will be Whitish Stone tunnel section (Zeus Tower lower door). If you continue on in the tunnel, you'll hit the closed tunnel door near Danu Tower lower door (tunnel full circle), leave it closed for this walkthrough. 4. Head back to Odin/Zeus flags, open Odin. You are on the lower level. The middle level opens to Start Arena (no need to open it), the upper area has perk/champion gong, and the door/bridge to Zues that destroys the training here (leave it closed). Odin flag part has 1 location on upper floor, 1 on middle (shield rack), and 1 lower area spot. Head down to tunnel, eyeball the Zeus flag and head to the Zeus Tower lower door, open it. 5. You are in the lower Zeus Tower area, by a bath (1 shield location on wall opposite this newly opened door. It is tiny, look carefully), head up to middle area (door to Start Arena here, leave it closed) There is a shield part location, by a statue. Head upstairs to Perk/Gong (door/bridge to Odin here, leave it closed), there is a Shield part up here, look carefully as it is small. Your map is now completely open without unnecessary doors. You may of course open it much differently, or you may eventually open more, or all doors, but I wanted to walk you through with minimal doors to save your hard earned points in a real match. By keeping the triangle flags, tower motifs and general tower design in mind, the map is actually simple to keep track of or visually recognise where you are at any given time. I usually open Ra, get Bowie and Shield Part, open tunnel to Odin + Zeus, get Shield parts, then build shield with Danu unopened. If I want an early perk, I set it in Ra, with last perk in Danu maybe. (But I usually pass on perks early). If you buy a wallbuy gun, say "gun name, tower name" or "ammo, tower name" (or "tunnel near location X") a couple times, so you remember where to buy ammo for it. 6. Shield: Take the 3 shield parts (1 part each, in 3 locations, in Ra, Odin, Zeus Towers) to The Pit in the tunnel, build at workbench. It comes with sword and pistol. 7. Pack a Punch: Top floor of each Tower, ring the Gong. You will fight 1 or more champions. (I suggest just fighting them during a round including round beginnings. Have a decent gun for this). Trying to keep a few zombies alive while you do this is harder than just fighting all at once. Champions may be several tigers, Giant Axe man, Useless Hyper guy, or a pair of Useless and Axe. (You may get random spawn of these on the same round too, just fyi). Each champion or set of champions will drop an item for you to collect once they are killed, simply move through it to collect it. Tigers, you'll see them on regular rounds too, just avoid the run-pounce-swipe and shoot them. Prioritize tigers because they block you and are just dangerous to have mixed with or running around the horde. Axe man. He takes lots of headshot damage, he loses his helmet, then you headshot him easily. He is mostly a joke. He'll often axe-throw at you as you headshot him, or he'll slap you pretty good if you actually let him get close. It is not even worth avoiding the axe-throw (normal difficulty), just headshot him and keep your distance. Useless hyper guy. This smaller boss also must be "helmet then headshot". If he lands next to you for a couple of seconds, he will take most of your health in a brutal beating with his blade-hands, but just stay away and headshot him. Parasites are more threatening than this guy. Once all 4 champions are defeated (often in same round, they are so easy), go to tunnels, then to center temple. Give the center thingy of Temple the Champion Blood (things that the champions dropped), and in several seconds, you'll have PaP. (It is this center stone, it does not look like Aether PaP, it looks wierd and red). This concludes the basics of IX, I hope this makes IX easier to understand and traverse for some new players. ########################## Some alternate openings of note: The Pit: If you open Ra to the tunnel, but go right, past Danu, and open that door then head (through Cursed room, Crypts) to Flooded Crypt, go between columns into Temple, and across and up the other steps, you end up with "The Pit" area being closed off except for the Temple entrance. This then allows a camping spot in Pit by an unopened door, as well as easy circular training near the shield. Some higher round strategies involve the bridges between Towers, which I suggested you leave closed in my basic tutorial above. I just want to reiterate that my basics were just to inform you of the general map layout, not necessarily a plan on the best way to open the map. Some Tower lower rooms are good for training, check them out for yourself. At start, you can stay in the spawn hallway until you have enough to open several doors. Use Knife, Wraith's Fire, and your Special Weapon, with your improved starting gun, if you have one. With multiple players, can one stay in here to hold it as a camp spot (switch off players as each gets perks/guns, et cetera)? Happy gaming!

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Call of Duty Zombies (CODZ) is a fan-made gaming community centered around the popular Call of Duty franchise with central focus on the beloved Zombies mode. Created in 2009, CODZ is the ultimate platform for discussing Zombies theories, sharing strategies, player networking, and more.

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The Code of Conduct - regarding all site regulations and guidelines as a user of the website - can be found here. Failure to comply with the CoC will result in account disciplinary action.

Our Privacy / Cookie Policy / Terms of Use

Call of Duty Zombies privacy policy / cookie information can be found here. We heavily enforce COPPA and anti-spam laws.

The terms of use can be found here for user agreement purposes.

Legal Information

Activision, Call of Duty, Call of Duty: Black Ops titles, Call of Duty: Infinite Warfare titles, Call of Duty: WWII are trademarks of Activision Publishing, Inc.

We are not affiliated with Activision nor its developers Treyarch, Sledgehammer, or Infinity Ward.

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