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83457

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Everything posted by 83457

  1. Hello and welcome to my SoE Parts text tutorial. I'll cover the Shield, Apothicon Servant (A.K.A. AS or Squid Gun wonder weapon), and the location of the Civil Protector Fuses, Fuse Box, and his Summoning Switches. I'll also walk you through the Sword and Sword Upgrade. A Quick Reference Guide will be followed by a longer text description after. ######################### ------Quick References for parts: Fumigator: A fumigator is needed to open the Pod Plants. 1 Fumigator will be at Start (back of truck, or on wall near closed Steps up, or by Beast Fire on boxes). You can find 3(?) locations in Junction and each district as well, if playing 2 or more players. It stays with you all game. You can open pods with this for guns, drops, or Rocket Shield Recharge Tanks, and one Purple Pod will eventually give the Apothicon Servant Part. I will not discuss the Fumigator after this except to mention it for getting the AS Part later. -------- 3 Shield Parts: Each part has 3 locations, each of these 3 locations will be in the small upstairs Perk area of Each of these Districts: Waterfront, Footlight, and Canals. ------- 3 Civil Protector Fuses: Each CP Fuse has 3 locations, each of these locations will be in the section between the Perk area and the Tram/Train Station of these Districts: Waterfront, Footlight, and Canals. Fuse Box: in Subway near Rift to Footlight (right of FL Rift if looking at Rift). Put fuses in here, 1, 2, or all 3 at once. Once all 3 are in place, CP Summoning Switches are Live. CP Summoning Switches: 1. Junction: Between Easy Street and Waterfront. 2. Footlight, near Statue. 3. Waterfront, near GGm near Rift to Subway. 4. Canals, across canal from Ruby Rabbit. Note that each location is in the first area when you open the door from Junction to a District, (except the Junction Summoning Switch of course). Call in a CP here for 3000 points. He will kill, revive, and pick up 'drops' (x2, max ammo, et cetera). ------- Apothicon Servant: 1. Heart from first dead Margwa. 2. Tentacle from Purple Pod (round 12 or higher). 3. "Xenomatter" (bright green part) dropped by Parasite (flyer) or Meatball. (Round 7 to much higher rounds). ------- Workbenches: 1. Footlight, on walkway above, across from Burlesque (ritual area). 2. Waterfront, behind Gym (The Anvil, ritual area), near HVK30. 3. Canals, by Ruby Rabbit (ritual area), Tram Station, and M8A7. Build Shield and Apothicon Servant at the Workbenches. ########################## Longer text descriptions: Shield Parts: Drop Steps to Perk area with Beast (or backtrack from steps if you opened from Tram Station). S1. Shield Part Footlight: Go up steps to perk machine. SPFa is straight out from perk, against railing. SPFb is 2m left of perk if looking at perk, by railing. SPFc is further left of perk if looking at perk machine, in the doorway by the steps, on a comfy chair. S2. Shield Part Waterfront: Go up steps towards perk machine, but at the top of the steps, make the left bend close to the left side SPWa may be at thevtop of the steps (a Fumigator location may be here too). Continue towards the perk, SPWb may be on the wall to the right, if facing the perk machine (directly right of perk). Continue into room with Statue (Large box if not Beasted open yet) and on the right side wall, left of the 1250 door, may be SPWc on the floor by debris. S3. Shield Part Canals: Go up steps toward the perk, as you enter the "4 Lions" room, SPCa may be immediately on your right. Continue towards perk, SPCb may be against the left rail of the connecting bridge (outside, walkway). Get to perk machine, SPCc may be directly across from the perk machine (right of 1250 door). With all 3 parts, build the Shield at a workbench. ########################## Civil Protector Fuses: Each is between perk area and Tram Station in Footlight, Waterfront, and Canals. 3 locations each in this area, for each Fuse. Each Fuse glows bright blue and should be easy to spot. CP Fuse Box: Take all 3 Fuses to Subway near the Footlight Rift. Looking at FL Rift, Fuse Box is to your Right near steps (Vesper up steps). Put the Fuses in the Fuse Box. After this, you may call in CP from the CP Summoning Switches in Junction, Footlight, Waterfront, and Canals for 3000 points. ------- CP1. CP Fuse Footlight: From perk, go left up short steps, make left on top, go by Devil-O Donuts Cart. CPFFa may be on the corner of the rail by the walkway here. Continue along walkway towards the Workbench, CPFFb may be on railing of walkway on right before the workbench. Make right at Workbench, CPFFc may be on ground on the left. CP2. Civil Protector Fuse Waterfront: From Perk area, head out door by Pod Plant to overhead walkway. CPFWa may be on your left as you come up the first steps. Continue across the walkway towards the wallbuy, make left. CPFWb may be on a railing corner on your left. Continue towards Tram and CPFWc will be on boxes on your right just before the door to Tram steps. CP3. Civil Protector Fuse Canals: From the perk machine room head towards the Tram through the 1250 doorway. CPFCa may be immediately on your right outside of thus door, continue on, CPFCb may be on your left on the cart by the window, CPFCc should be visible right by this window also. This is a tiny area, it should be quite easy to spot. ######################### Apothicon Servant Parts: ASP1: Kill the first Margwa, take the Heart before it fades away. ASP2: Search Purple Pods with Fumigator (just hold 'interact' if you have Fumigator in inventory) after round 12 at the earliest (recommend round 14+) for a Tentacle Part. Take it before it fades away. ASP3: Sometime after round 7 (earliest I've had it) a Parasite flyer or Meatball will drop ASP3 which is a bright green mass called "xenomatter". Pick it up before it fades away. With these 3 parts, build the AS at any workbench. If you lose the AS for any reason, it now becomes a ?Box weapon. ######################### Swords: -------Symbols; Step 1: Go to Waterfront to Tram Station. Call Tram. Ride Tram to Footlight, then ride it to Canals. Using this Tram route, always look right out of the Tram window and in each District (WF, FL, and Canals) you will see a red symbol in a window. Memorize these 3 different symbols. Symbol memory trick: Count any large Triangle as a 10, count any small Triangle as a 1. Then call the symbol by its cardinal number (like 10, 14, 40, 22). You can view the symbols, in Beast Mode, in Subway, under the balcony (near brown bix/statue), to have an idea what these look like before you ride the tram. (40, or 4 large triangles, is the highest number, next is 22, 2 large, 2 small triangles, as an example). -------Egg; Subway Egg Chamber: Take these memorized symbols/numbers to Subway, activate Beast Mode and look under the balcony (between GGm and the Beast Fire) for the arched door with Symbols. Using Left Trigger (console), zap the 3 symbols that you saw on your Tram ride. If you mess it up, you must wait a round. If done correctly, this doorway will disappear and reveal 4 Swords and 4 Eggs. Holding 'interact' will pick up an Egg. Only 1 player needs to open this, then each player may grab their own Egg. -------Egg Statues; 4 Statues to place Egg on: Expose these 4 Statues, then place the Egg on 1 Statue and charge it with 10(?) Zombie Souls, listen for audio cue at finish, you can also see the souls, so you can see when this ends. Then repeat for the other 3 Statues. Each player must do this separately, each with their own Egg, at each Statue. 1. Subway Statue: Straight out from this Egg/Sword alcove is a large Crate. In Beast Mode, it appears to be on fire. In Beast Mode, hit the Crate (Right Trigger console) to break it and reveal the Statue inside. Set Egg on it, charge it with zombie souls, repeat for each other Statue. 2. Footlight Statue: Under Perk Machine area. 3. Waterfront Statue: Upstairs, behind Perk Machine area. 4. Canals Statue: Corner of map on right side of Ruby Rabbit. -------Egg to Sword; After the 4 Statues, go back to the Subway Egg chamber. Place the charged Egg back in this chamber. Wait a few seconds, then you can draw your Sword (Egg in Sword). Sword is a Special Weapon. Hold LB+RB to activate it. The charge wears down, once gone, kill zombies to charge it. -------Upgrade the Sword: -------Arch Ovum; Take the Sword to your character's ritual location and a Ghost Keeper will be at the Altar. Take the "Arch Ovum" from this Ghost Keeper. Cop = Ruby Rabbit Canals location. Boxer = The Anvil Waterfront location. Dancer = The Black Lace Burlesque Footlight location. Magician = Easy Street location above Junction. -------Margwa Ovum Rituals; Near each ritual location will be a red circle on the ground. Hold 'interact' button while in the circle to begin. Only 1 circle can be done per round. If it goes beyond 1 round, then you must wait for the current round to end and start a circle ritual the following round after. The glowing red circle will recharge your sword if you enter it (but headshotting is usually better than using the Sword to kill Margwas). Each player must do all 4 circle rituals. The first circle ritual has 1 Margwa, the other 3 have 2 Margwa each. Note that random Margwa soawn may occur at any round as well. Killing your ritual margwa(s) will cause an Egg symbol to appear on screen, slowly changing color with each rituak completion. -------Complete Sword Upgrade: After the 4 circle rituals, return to your character's Altar. Hand the Sword to the Ghost Keeper. In a couple of Seconds, take the upgraded Sword from the Ghost Keeper. It is finished. Now you may launch an autonomous Sword that will fly around and kill zombies until the charge wears down. ######################### I'll need to proofread and clarify and likely fix errors. I'll likely add PaP rituals too. But for now, I must go. (1.21.2019) Happy gaming!
  2. Hello and welcome to a text tutorial on DE's Buildables: the Shield, Ragnaroks and the basic Bow (Quick Reference only for Wrath of the Ancients). I won't cover the bow upgrades here (yet), as that would be a fortress of text to attempt. I'll do a quick reference chart followed by longer text descriptions. ######################### Quick Reference: Workbenches: 1. Above Double Tap 2, 2. In the Church, and 3. Opposite the dragon head by the pyramid underground. ----------Shield Parts: Shield Part 1: Dragon Courtyard, all near Double Tap 2. 2 in courtyard, 1 on steps by 'power door' above that blocks the steps. Shield Part 2: Church Courtyard: 2 in courtyard, 1 in clock tower. Shield Part 3: All 3 locations on the walls around the pyramid. Requires low gravity and wall running. -----------Ragnarok Parts: Ragnarok Part 1: From Panzer Soldat upon his demise. Ragnarok Part 2: From activating the Bastion Electric Trap, then use Wundersphere to grab part from up in the air. (WS in Church courtyard, or WS above DT2). Ragnarok Part 3: Teleport to (Rocket Test) Launch Pad, activate LP switch during rocket test, activate switch inside by TP after rocket test. Part on TP pad. ----------Wrath of the Ancients (Basic Bow): Feed zombies to 3 dragon heads until they leave; 1. Courtyard past Double Tap 2, 2. In Church, 3. By Pyramid underground. Then, go up steps from Pyramid towards Church, halfway up, by the knight's tomb, you will find the Bow. It takes up a gun slot. There won't be a longer description of this, as it is pretty straightforward. ########################## Shield Longer Description: You may open Start Room from 2 sides, so I'll describe Parts 1+2 from both Start, and from the Power Switch, so that you can follow either way. ---------Shield Part 1: Shield Part 1 from Start Room: Open the Start Room door near the GobbleGum Machine (GGm). Go up and left by Double Tap 2 Perk Machine (DT2) to the iron gate door. Open it to the "Dragon Courtyard". 1. On your immediate right is a zombie window with boxes. SP1 may be on those boxes. 2. From door by DT2, go left to the base of the steps in the courtyard. SP1 may be against the base of these steps. 3. From door by DT2, go left, go up steps (from 2, above), make hardest right up more steps. SP1 is on the left of the steps by the 'power door' which opens with the Power Switch. Shield Part 1 from Power Switch: (Facing Power Switch, go left to 'Power Door' which opens to Bastion (Electric Trap, PaP location here). Stay left, go down steps: 1. SP1 may be on your right, just after the place where the 'power door' on these steps lowered (you can see the location even when open). 2. Continue down to the landing pad on the balcony, turn hard left down steps towards the window. SP1 may be at the base of these steps. 3. At bottom of steps, go right to window by the gate door by DT2. SP1 may be on the boxes by that window (a couple of meters from the GGm). -------------Shield Part 2: Shield Part 2 from Start: Open Start Room door by Quick Revive (QR), go in and right to round "void bow room", open door to courtyard. 1. Turn right, walk to steps by Clock Tower, SP2 may be at the base of these steps, by the zombie window. 2. Go up Clock Tower steps and into the CT. SP2 may be by the desk across from the entrance. 3. Walk back down the same steps to the courtyard, and walk across and stop in front of the Church entrance. SP2 may be to the right of the Church door, in the courtyard, against the boxes there. Shield Part 2 from Power Switch: (Facing Power Switch, go left to 'power door' and out). Stay right and head down steps to Clock Tower (Wunderfizz and Landing Pad just before the CT), go in CT. SP2 may be by desks, across from entrance. 2. Come back out of CT by WF/LP again, head left down steps to courtyard. SP2 may be at the base of these steps on your right (by zombie window). 3. Head across courtyard and stop in front of Church. SP2 may be to the right of the Church entrance, in the courtyard, by the boxes there. ----------Shield Part 3: All 3 SP3 locations are by the Pyramid in 'the undercroft' below the Church. Once power is on, enter from "dragon courtyard", Start Room (upstairs by Jugger), or head down from the Church by Speed Cola. Activate the 4 square panels on the floor around the pyramid by standing on each for 4 seconds (it turns blue, audio cue). Once all 4 are active, low gravity will start, and then it will oscillate between on and off over time. During low gravity, jump at and push towards a wall in this area and run forward to wall run. Wall run or jump to these locations: SP3a: Above workbench on fancy metalwork that surrounds the Pyramid (but up on ceiling). It faces the workbench, but towards the "church steps" side (left and up if facing away from the workbench). SP3b: Above PaP location on reverse side of structure from dragon head. SP3c: Above door to the Teleporter to the Landing Pad. ------------Workbenches: Build at Pyramid, or above DT2, or in Church at Workbenches. This depends on where you train or camp. I find the Pyramid bench to be generally easiest to get to during rounds. ########################## --------Ragnarok Parts: (Just touch these to aquire them). Note that you can use the Bastion electric trap to ensnare the Panzer Soldat (to shoot him easily) and get 2 parts almost simultaneously. Ragnarok Part 1: Kill the first Panzer Soldat. He drops RP1. If you miss the part somehow, the next PS should drop it. Ragnarok Part 2: Activate the Bastion Electric Trap. Then look up when it is done to see the part in the air. Use the Church Courtyard Wundersphere, or the Wundersphere above Double Tap 2 to retrieve it. (The Church WS takes you almost to the DT2 WS, that is a good path to take if you don't know which to try). If you miss it somehow, simply activate the trap later. Ragnarok Part 3: Go down by Pyramid and locate the door to the Launch Pad. This door is near the PaP location (facing PaP, look right). Go in and teleport to the Launch Pad. At the Launch Pad teleporter, turn right and head out to the actual LP, stay left, you will pass the Trip Mine wallbuy, continue along the left and you will see a red switch (below the PaP location on the pad above). When the Rocket Test begins, throw that switch ASAP, and hurry in by the Teleporter before the doors close and the Rocket Engine fires (it will kill you if outside). Now you will fight or avoid the burning zombies as well as the current round's zombies. I suggest simply circling them near the closed LP doors, between the 2 zombie windows until the Rocket Test is complete. When you hear the audio cue that the Rocket Test is complete, hurry to the Teleporter in here and activate the green-light switch to the left of the teleporter AS SOON AS THE 3 LIGHTS TURN GREEN. Pull the switch, then RP3 will be on the TP. 360 (last gen) note: This last step, it is very hard to activate the switch at the end. When the 3 green lights come on, you often cannot activate the switch until the last milliseconds before it turns red again. This is a very frustrating bug. I suggest In Plain Sight or Idle Eyes GG so that you are not being pressured by zombies at this tiny window of opportunity. Next gen works fine. Note: While at the LP, remember to activate the landing pad by VMP, and the PaP location on the Launch Pad. ######################## Happy gaming!
  3. 83457

    IX Public Matchmaking Issues...

    Ps4 in general on bo4, not just IX.
  4. 83457

    IX Public Matchmaking Issues...

    I just read up on this, you are not alone. It seems to be a ps issue. Some players are getting it fixed by changing their clan tag to anything other than what it currently is. Try that. I'm on XB, which has its own bugs. I'm not sure if this translates to PS or not, but it helps in buggy situations on XB to HARD RESET (by holding power button until off), then pull the plug for 30 seconds to clear the cache (ps may have settings options for clearing cache instead). Also, clearing our "local saved games" (save game files) can help (they re-sync with bo4 when we go online). Lastly, when you get to the first zombie page after the main MP/Blackout/Zombies screen, stay there for a minute without proceeding. This gives the game time to sync to the current "build" number. Good luck!
  5. Ah, so it is Doctor Monty? I see. I actually wasn't joking. But that makes perfect sense as well. I never caught a glimpse of his fingers but I didn't see him as the fingerless gloves type. Thanks for clearing that up for me.
  6. 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. Edit: Maxis has the big lab gloves. 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?
  7. 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. (Having 4 perks in this build makes the map feel complete). 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. ######################### #MotD Cafeteria Pit: Jump from Verrücktish island to MotD cafeteria. Never leave this space. Come prepared, or race there with bare-bones loadout. ######################### ###I Love the Mystery Box: ASAP, get to the box. You may only buy ?Box guns. You may only play on the "island" that currently has the ?Box. You must move the ?Box to be allowed on other "islands". If you must move through an 'illegal' space to get to the ?Box, you can not buy anything in that illegal space unless door opening is required, then you may only buy those required doors. At any time, you may do the Corruption Engine of the current ?Box island, but you can not enter NDU unless the ?Box goes there. (You could pop into NDU to check for the ?Box location, if unsure of its current location after it moves, but don't buy anything or do anything else in NDU unless the ?Box goes there). Longer game if you survive it. ########################## (Work in progress...) Happy surviving!
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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).
  13. 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
  14. 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.
  15. 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.
  16. 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!
  17. 83457

    Custom Mutation Thread.

    Various games and ideas using Custom Mutations. Each various topic or game separated by #####...more or less. New ideas will be at the end... ########################## 1###Custom Mode: "Voyage of Clones". (Updated full rules). In Voyage of Clones, I aim to recreate a more dangerous feel to the SoE zombie cloning (now patched on next gen) where you could be fighting 40+ walkers on round 1. Only now they are much tougher to kill and get more numerous as rounds progress. Class Set Up: Put the machine pistol on your class. No Stamin Up, Victorious Tortoise, or Secret Sauce allowed. Stone Cold Stronghold recommended. Dying Wish could be turned off or used as 1+ bonus lives. The rest is up to you. (For new players, start with 50k points and on Round 1, use this mode to suss out where things are on the map, while having silly fun. A great way to explore). I chose the Voyage map for its close quarters for this mode. ----------------- Full edited rules: Enter Custom Mutations, then Edit Game Rules link. If I don't mention a specific toggle, leave it at default setting. #General: Starting Round = 25, Special Rounds = off. #Systems: Mystery Box = all on, Perks = Secret Sauce, Stamin Up, and Victorious Tortoise are off. Powerups; Allow x2, Carpenter, Fire Sale, Instakill, Max Ammo, Nuke = off (Allow Special Weapon and Allow Bonus Points are still on). Allow Wall Buys = off. #Weapons: Allow Shield = off. #Enemies: Basic Zombies; Crawlers = off, Zombie Spread = loose, Max Speed = walk, Damage Multiplyer = half, Health Multiplier = half. Special Zombies; Heavy = off, Mini-Boss = off, Catalyst = off, Vermon = off. (Tigers still spawn in IX on regular rounds). #Player: Health; Starting Health = -3 bars, Regen Delay = short, Regen Speed = short. Points; Starting Points = 2500 (50,000 to explore). Last Stand; Last Stand Duration = off (1 life). ------------------------ It seems impossible to die, but then you are suddenly surrounded. I found this quite entertaining. Tweek the rules to make it harder or easier, like no Special Weapon + higher rounds, or use Shield + VT, or whatever twists that you desire. I know that I'll keep tinkering with it. ######################### 2###"Start Room Challenge": Any map, lock the doors for no escape from the Start Room. If applicable (VoD), set a useful perk at Start, or spam Secret Sauce for what might help at your current round. Set start weapon. 2a###Voyage of Despair Start Room Tweeks: If you go to Edit Rules, you can lock all doors, but then power on all power doors in the Power toggles. This will open the "red door" of the Start Room while leaving "blue doors" locked. This allows access to a small running area below the Forecastle, with the Vapr wallbuy to give you a better wallbuy gun (you may put ?box to "All on" for a ?box down here too). But turning power doors on also powers the Portal on the Forecastle (and others on the ship), so you can portal to the Poop Deck and back, you can drop off mid-ship (coming from either direction) and then take another portal (millionaire suites?) to Provisions, which is below and accessable to the Poop Deck, so you end up playing in 3 large areas, but still only have the Start Room Perk available. If you power on the PaP (in rules edit), you can PaP guns. An odd little game mode, or just a few better gun choices if you stay in Start Room. ######################### 3###Moar of Ix: "Special Tower". (in progress...) Rules: Set Special weapon recharge to fast. Never leave your Tower. Perk in 2 Towers allowed (entry tower and chosen tower). Last Stand = off. Starting Points = 10000. Starting round 15. Map: Pick a Tower. Go through either Danu (left door from center arena) or Ra (right door) to your Tower through the underground tunnels. Do not open any other doors. Go nuts with special weapons. (Opening Ra to underground doors of both Zues and Odin means that you could add Shield to some map builds, and even grab the perk, but then we are getting real close to just playing a full Ix game instead of a quick survival map). (Yes, I call this map "icks" instead of "9", hence the small x in Ix. I'm just unsane). ------- #More of Moar of Ix: "Nine" offers no real great treats or strange ways of playing beyond simply opening small sections for a short game or changing enemy types. So I'll not go into complex map thoughts, but I'll suggest these; (ignore perks, use good perks, or goof around with odd perks). A. Ix "Lone Temple": Open 1 door from start to Danu or Ra, no other doors. 1 perk, limited guns, limited map space of upper, middle and lower Tower, and the Start Arena. B. Ix "Double Trouble"; Open both Start Doors: 2 Perks, limited guns. C. Ix "Pick a Loop"; Open 1 Tower, go underground through another Tower to Start Arena for a loop. Could be Danu to Ra for a short loop, or Danu (or Ra) through Zues (or Odin) for a longer loop, including the pit, the PaP room and more guns. If you do Ra first to Odin/Zues, just 1 more door (Zues or Odin) means that you can add the Shield to your loop (built in pit in tunnels). ######################### Enemies Toggles Games (in progress): I'm trying to suss out what ONLY toggles in the ENEMIES section of RULES EDIT do. Playing versus big zombies only is amusing. With Catalyst Only on VoD, the blue guys have no regular zombies to taint so they only come after you. VoD: Heavy = Large Fire zombie. Miniboss = Blightfather. Catalyst (4 types) = 1. Blue water guys, 2. Gas zombies, 3. Lightning (SL Shrieker) zombies, and 4. small Fire zombies. Vermin = none (you will get regular zombies if you set this toggle to ONLY). So Catalyst Only means you will fight 4 types at once, making for a new game altogether. Mini boss only on VoD is creepy: being on a sinking ship followed by those things. IX: Heavy is Axe Man and Useless guy. Miniboss = Blightfather. Catalysts = 4 zombie types. Vermin = nothing(?). (Where are Tigers? Maybe Tigers are vermin, but can't be Only?). IX or VoD. Miniboss only. "I am your Blightfather". I suggest starting with some points if not 50k to get a good gun set up as they give little points. The BF pukes on everything, making it cost 500 more to unlock. As rounds progress, you fight more and more of these per round, but not quite on a 1 extra BF per round rate. The Sentry Gun equipment actually helps more than most equipment, but that's not saying much. BotD: "Blood of the Doge". Vermin = Dogs. I have not sussed out a great game mode yet, but I tried "Vermin only" (dogs) "quadruple spawn rate" (round 5-6 feel like a high round with so many dogs spawning). I had Doors "all open", "power on", "power doors open", "50,000 points at start", "PaP always on". Getting caught in the open is a quick death, but some camp spots make this easy (PaP LMG in Warden's House, camp by it). I'll work on making a viable game mode out of it, but this is where I started. No Shield due to no Warden (maybe put "Special Rounds" to on, turn "Heavy on"?), no Hells Retriever (can't feed dogs), but Wraith Fire melts dogs better anyway. ########################## ###VoD "Titanic Camper": This mode is a zombie camping mode, to headshot zombies until round 30+. Spot that I used: From Start, go up steps on right to top, turn 180°, go into corner (little window house on corner of ship, there is one on either side of the ship, which is not how the real Titanic was, but I digress). You can enter State Rooms from the Grand Staircase and camp the inside of the (750) lower Start Room doors. Best with 2 or 4 players, 1 or 2 in each little dead end. You can camp at the bottom of the Grand Staircase. CM Rules edit: All special zombies off. All Doors open, PaP = all on, ?box = all on. Simply grab the Artifact to open power doors (or set Power doors to all open, but this combo of doors has glitched the side 'lifeboat path' so that the lifeboat appears there, but you can walk through it, but there is an invisible wall at bottom edge. You can still go to the other side of the ship and get to the poop deck though, instead. If you simply grab the Artifact to open 'power doors', you get no glitch, so I recommend that method). Variable rules: Make this as hard or easy as you like. High health, but no regen or low health, fast regen. Use crappy or great Special Weapons, or turn them off, or alter the rate of recharge. Shield could be on or off. You could just start with 50,000 and open doors instead, this could create some 2+ player camping spots. Basically, you want to just grab guns, PaP them, get perks, and camp and headshot. It takes a while to roam to each perk, get and PaP guns, but then it is just "old's cool" camping until 30+. Claymores can help. Alternate 2+ players camp: Using 50k points method (doors not open in rules edit), open to and get the Sentinel Artifact. From there, drop down by KN57 wallbuy, walk past Workbench, up steps, go up wooden ramp, cut across ship to Starboard side and keep heading forward on that side. You will pass (assault rifle) wallbuy (a good gun choice for this camp spot due to location). Shortly after, go down the steps which bring you under this wallbuy. Head back towards the Poop deck until you are at a dead end in a small room (you will pass the GKS wallbuy down here). There will be a "points door" here, leave it closed. Some zombies come in the window, the rest through the door. Some zombies have a long walk and so the camping is fairly easy, but it gets a little rough solo so I suggest at least 2 people. There are a few good 2+ player camp spots for zombies only, but it's hard to describe all locations off of the top of my head. By the Perk in the dining area, with the 2 doors to the grand staircase closed is nice. In IX, you could hold down a few spots with a friend or 3 with these settings, like the Danu Dead End: Keep tunnel door near Danu closed, and keep tunnel door of Danu closed. 1 on (spiral staircase out of map) 'window' and the rest look past Danu (enter through Ra to tunnels from start). ########################## ###BotD: "Box and Bottle II". Here is a quick start game mode for BotD. Map Rules: You may not open "The Catwalk". You must open the Dog Room/?Box Room by Start. You must open the Power/Perk area by Start. You may open the tunnel between ?box and Perk/Power. (How you open this is up to you; make a loop through all rooms, or come around 1 way or the other with a door still closed, or open the perk area, open the ?box area while leaving the tunnel closed. You must be able to reach both the ?box and the perk is all). Rules edit: Under "Enemies", Heavy = off, Miniboss = off, Catalysts = off, Vermin (dogs) = on (double or quadruple spawn rate if desired). "Systems", Mystery Box = all on, PaP = all on. "Weapons", Special Weapon = off. "Player", Last Stand = off. You have a small running map, 1 ?Box, 1 perk, 1 life, and 1 trap, with a few wallbuys (or not). A quick and easy "old's cool" game. #Variations and ideas: Secret Sauce perk to add randomness, buy until you get what you like. Set Victorious Tortoise, Mule Kick, and Dying Wish as your other 3 perks, so that these can't be produced by Secret Sauce (for example). Deadshot Dealer + Start Room Rifle for quickscope headshots. Time Slip for faster PaP and ?Box. PHD Slider practice. Dying Wish for an extra life (good grab from Secret Sauce, if you want it). Maybe you want Catalysts only, or Dogs only, or Heavies only, or a mix of all enemies. Maybe turn off wallbuy guns for a ?box-only adventure. This and the Secret Sauce perk for a very random game. Maybe add Special Weapon. Maybe remove PaP. You can ban individual guns so that you can't get them from the ?Box. Tweek the rules until satisfied. ######################### ##Shield Fun on VoD: PaP always on. Doors open. 50k points. (Victorious Tortoise). (Adjust rules to taste, I like Last Stand off, maybe use Dying Wish). Get Artifact. Get shield parts and buy perks (Victorious Tortoise Required). Build Shield. Put start gun in PaP and leave it there. Kill with shield, use Specials on bigger enemies. Shield pistol for instakill. Perk suggestion: VT, Stamin Up, Death Perception, Timeslip. With Timeslip or Death Perception as Modifier. ########################## Fun zombies settings: Not loving BO4? Tired of some bad design decisions constantly hurting your zombie fun? Well, try these; Systems, ?Box = Always on. In WaW Zombie Verrückt, the box began to move. Mildly amusing, not a big deal, it never went to an unopened area. Shi No Numa, 4 man camping the box hut was normal. But since then, the box moving just became a stale happening whose time has past. It does not need to move on every map. Given the large size of some maps, save yourself from this unecessary busywork. Enemies, Special Zombies = off (or reduced spawn). Knock off zombies are a huge detraction from the fun. Make them go away or adjust as desired. Systems, Pack a Punch = always on. Mostly for VoD. Hunting PaP machine, given its necessity in BO4, is dumb. This fixes that. Player, Health: Adjust up or down, or adjust the rate of health returning. Health takes a long time to come back, fix that with this. Too easy? Then tweak it the other way. Player, Starting Points: To get used to the map or jump start your game, increase starting points. You could put a set amount of total points that you can spend, for an entirely different game. ####################### The long and winding IX: 1 long, continuous path around IX. Rules: Open these doors only; Open Ra from start, open upstairs bridge (by perk) to Danu, open bottom door of Danu to tunnels, turn left and continue to Fallen Hero (?Box here) and open the door, head to the furthest Tower (Zeus, iirc) and open the bottom door, head upstairs and open the bridge between Zeus and Odin, then head down this last tower (Odin?) to the middle and open the door to Start. You may not open any other doors. No other rules restrictions. ######################### More to come...
  18. 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!
  19. 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.
  20. 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.
  21. 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!
  22. 83457

    Overpowered specialist weapons

    I think Electric Jesus really said it. I feel like this is a new zombie game, not Nazi Zombies. While I'm enjoying it, the fun factor is very limited in BO4 zombies, especially after playing BO3. BO4 is a zombies running game from the very earliest rounds and that's all. (Yawn). Despite the really great tweeks to game mechanics, the actual gameplay and replay value is fairly low. They pretty much deleted solo camping, and made it very noob unfriendly...so toss them kiddies some super powerful wonder weapons from start and everything is fine, right? (Facepalm). In the end, is BO4 fun like this? I'd say minimally yes, but in a BO1 kind of way; You will strive to best the maps, then you'll likely shelve BO4 due to low replay value (just like BO1) and go play WaW or BO3 or some other reliably fun zombies with replay value. Right now, I have the 3 start maps and they all feel almost exactly alike while playing (though VotD seems to be able to piss me off more than the others). That's not cool. So, I think Treyarch well...Treyarched. They built a version of zombies that only resonates with a small faction of the zombie community, then tried to backtrack by giving super weapons at start and boosting health. They should just go back to what originally worked so well and weed out the designers that think like BO1/BO4. 'Simple but fun' will grow the zombie community, 'annoying instead of fun' is not a good design track to take, and it looks bad when you have to try to throw bones to your waning audience to keep them (which then pisses off the tiny microcosm that you actually did build the game for). My advice to them would be to keep the change in mechanics, but go back to camp spots and small maps where randoms can just 'click' in a match without mics. Stop hiding paths around corners, making little (below sight line) objects to get stuck on, refuse to add annoyances to the map (like Skippy on Moon, George on CotD, stupid shit like that that only detracts from the fun for normal humans). Maybe, each DLC, 1 big "youtuber" map with too much busywork and annoyance and everyone runs circles to 100 or they vomit, whichever comes first, and 1 or 2 small maps with camp areas, a couple perks, few doors, a couple training areas, and a ?box location that never moves. I can tell you right now that those small maps will be loved more than the next amalgamated monster Trollarch troll map would be. /my opinion, and listening to countless randoms and friends in games speak theirs. Everyone wants WaW 2.0, so why did we end up with BO4? That's the question that Treyarch needs to ask themselves. Don't build zombies for youtubers, listen to the bulk of players if you want a product that really sells. That's just good business sense.
  23. 83457

    Moar of Zetsubou

    Similar to my other "Moar..." posts, this post is mostly about breaking the marathon busywork ZNS map into small survival maps for quicker games, but also with a few long-game options. ########################## Things to consider: GobbleGum: Maybe you want to bring power to your survival map. Maybe you wish to play offline to not sully your stats, but maybe you want those Liquid Divinium too badly. Or you could skip GG altogether (or bring the whimsical Eye Candy, turn zombies into green army men and just play the game like that since EC never runs out; the monogreen spiders and thrashers amuse me). Mystery Box (?box): This spawns by Propellor Trap Room or by the SoNS Altar. By leaving these doors closed, you could force reliance on wallbuys and Blue Water Reward Plants, which becomes its own new mode. Or you could use the ?box for your best guns should you so desire, especially on a tiny map. Power, Shield, Gas Mask, PaP, KT4/Masamune: If you open the Bunker for these, you are essentially just playing ZNS, so I'll mostly be pointing out games/maps that never open the bunker, but there may be a few eventually as I suss out whether or not they are worthy. Example: Get GM, Shield, Power on, build Shield in Hanging Corpse (cocoon/Purple Water) Room, and just run that room with Jugger and Bowie and guns until dead. Perks: Quick Revive is live for solo, and powering Lab A and/or Lab B lets you buy Stamin Up, Speed Cola, and/or Double Tap 2 (this is your survival map PaP perk). This post is a work in progress, more will come as I playtest them for worthiness. But I'm so verbose that I'll need to work on a little at a time, so let's get started; Each new map basic design starts with "#(Map name)". One "#" means "real short", "##" means "short", and "###" means an hour or longer game. ####### Survival Maps ####### #Start Room: Everyone loves the Start Room challenges (yes, you do. Shut up and like it): No doors allowed. RK5, Shieva, GGm, 1 Plant which can be watered once, 1 Spore. Short games. Option: Open whichever Room Quick Revive falls in for bonus lives. 1. Path B door for that Stone Room running area, another plant, LCAR9, and Spores. Or 2. Path A door for that Drop Room (power up room) KRM, Plant, and Spores. Option: Fight only while swimming. Option: Can't go past Shieva (no RK5, GGm, or Plant). Horrible loads and Shieva for you tough guys. ######################### ##Box and Bottle: In B+B, open to the ?box. When QR falls (first room, either side of Start Room), if it is not in your map currently, open the Start Room door to it. Random guns, some unwatered Plants, Spores, GGm, and 4 lives. 1 box and 1 bottle, until box moves and perk leaves. Best scenario, I feel is; Box by Propellor Trap, QR in Stony Room (but it is random, of course). This makes a nice tiny map with a few Spores of concern, but fair training. Option: You can open both sides to each ?box location, even open Lab B area and Lab B upstairs without encountering water. You will add training areas, better guns, spores, plants, Trip Mine, GGm locations, all while still avoiding busywork of buildables and water, for a fairly short game still. ######################### ###Lab A, Powerless: (This is quite fun and changes up the normal zombie playstyle by utilizing Plants as your ?box. Some planting and watering is involved, but it is minimal). Open Path A at start, stay right, open Lab A area (Lab A upstairs is closed). ?Box locations are closed (Propellor Trap and SoNS Altar areas). A few wall buys, with your best guns coming from Plants. No ?box. You water about 3 plants per round max, very little busywork. GGm is at start, along your Plant-path, and water is in back, forcing you to utilize this whole map. Train around Lab A or camp the back steps of Lab A. Option: Open Stony Room for a cul-de-sac near Start (and a possible QR) for easier flow at this end. (Recommended). Option: Open door between Lab A and the Bunker for VMP and Bowie Knife, and a decent training area. (Recommended). Option: Open Lab A upstairs. This adds GGm, and M8A7. Improves the camping of rear steps by zipline. Option: Open Stony Room and front of Lab B (training, Trip Mines, Vesper), even open upstairs of Lab B (HVK30?, GGm), and/or open this end of the Bunker area to make the map a loop, all without changing the basic game of "farm for guns, have no perks". Option: Open upstairs Lab A and fill the generator. This will power the Lab A perks. Best scenario would be QR in Stony Room, 2 perks by Lab A (2 random of; Speed Cola, Double Tap 2, Stamin Up). DT2 and SC with assault rifle improves rear steps camp and lengthens game. ########################## ###Green Water Pit (Power on): Just like other "Pit" maps of mine, the idea is to enter a closed off area and never leave nor open a way out. Map rules: never open either (vine) door to Green Water behind Lab B. Get power on, get what you can on your class before entering. Then head to the KT4 Labs, and ride the sewer to the Green Water area. Don't leave. (You cannot build nor upgrade the KT4, nor the Gas Mask due to part locations unless you plan ahead and use Anywhere But Here! GG to get the green KT4 part, Gas Mask Part, then return again for 1 bucket of rainbow water. This could be done with 2 uses of 1 ABH!). Once ready, enter the Green Water Pit and stay until dead. Honestly, this offers no real great fun. You can get weird zombie spawns by climbing the hill to the vine door at the highest point. The training is tough, but I know that some of you love challenge, so I posted this tidbit. ####################### Spider Pit: You may attempt to close yourself off in any small area by having a Spider wall off the entrance. Results may vary, but you could theoretically create a "pit" map with Spiders for an odd game. This can also close off areas to camp. See "83457's Zombie Camping Thread" for some ideas. ####################### (Untested so far) "Docks Pit": Turn on Power Switch, take Lab A zipline to Docks with Docks door closed. If this is possible, this would be a very tiny "pit" map. (I keep forgetting to test this, or I open Docks from power foolishly, or I die stupidly...). ######################### Lab B thoughts; You can open and run this area as your training map, but I haven't found any real worthy builds of interest beyond "open some areas, kill zombies" so here are some thoughts on Lab B: Vine Door to Bunker (from Lab B): Opening this gets you the Bowie and VMP, if desired, but leaving it closed is a good camp spot on the Lab B side (be wary of spore on right path), and if you stay backed up during a spider round, each spider will spawn in the center of this path, you literally shoot the ground until all spiders die, making them even easier than usual. Lab B Steps: If you go up the long front steps and leave the actual Lab B door closed, 1-2 zombies spawn on the roof, but the rest all walk up the steps. This can be used in a survival map, or in a full game. Good for after buying Bowie knife, for early camping. With the Green Water area closed, most zombies walk up from beneath you, around and up the stairs, this is kind of cool to see and hear. (You could "spider web" this closed too). Training Lab B front area: Running under the Lab B works, but don't stay under the Lab, run around by the tree hill, and the wet area, and past the rear steps (mind that spore there), only passing under the lab. This is best with Green Water closed, but not necessary. Watch out if you plant a plant by the water as it can block your path. Green Water: Using Green Water in a survival build nets you lots of zombie-holding plants, which are unnecessary in this type of survival play. Much less intriguing than Blue Water for survival quick maps, but maybe it will amuse you enough to be worthy. ######################### Purple and Rainbow waters: You could quickly power both labs and open the Bunker to toy with Purple and Rainbow watered Plants. Purple: in Bunker, go to PaP room, open right side door. Purple water is in here. This can create the "Monkey Bomb Flytrap" Plants. Rainbow: in Bunker, go to PaP room. Go to opposite door from entrance, go below 'yellow things' room. There is a flooded part. Go in, spend points to activate sewer to Green Water (behind B). Rushing through the tunnel you will pass 2 blue-lit areas, then after the second blue-lit area 3 tiny blue stones are floating on your right, hold X/xb1 (interact button) exactly as you pass them for rainbow water. What are the effects beyond growing KT4 Upgrade plant? I don't know... ######## More to come...Happy Gaming and Happy New Year! (Always a work in progress).
  24. That's because you never camp. LMGs and some snipers are good for camping, but running bo4 with an lmg or sniper is tough. Heck, aiming down sights is tough sometimes, I've never hipfired so much in zombies. I've finally played a small amount of BO4. I think I spent more time fooling around with custom mutations than regular matches, so I can't review too deeply, but I'll say this: Lots of pros: Many zombie issues have been addressed nicely. Most of these have been mentioned above. Equipment auto refill, zombie feet make noise again and loudly (though it sounds really silly, which is a negative), a rocket launcher killed zombies on round 30 (surprising). Too many good things to recall. The perk system is fresh and untied to Jugger (though Speed Cola is missed). Custom mutations are a blast. Way less graphical issues than bo3, though some did show up. Very tight controls and gameplay. Very little "catches foot on nothing" of previous maps, even pushing past zombies is possible (unlike BO3 where 1 zombie can hold you by himself in the open somehow. I guess that you clip into him?). The big negatives: BO4 is the ultimate zombie running simulator. Run, run, and run some more. It is as if Trollarch has been trying to systematically eliminate solo camping. In WaW, you could game with no-mic randoms and still group up in a camp spot, by BO1, even when playing with 4 friends, you basically ran your own trains by yourself as if playing solo, that sucked. This has a BO2 multiplayer feel: lots of camping gear but nowhere to camp. The last several zombies running after you is also a mechanic that has needed to be removed since BO1 introduced it (at least for solo). I'm often leaving 5+ zombies alive as I do shit. Why is this simple concept so hard for Trollarch to grasp? Last zombies being tougher than the whole round is a failed idea whose time should have passed years ago after Bad Ops. Overall, I see more positives than negatives, but the negatives feel (in my first impressions, which may be wrong) like they steal the replayability of the matches. If "run and gun" is the only playstyle, that is a major drawback that will shorten my enjoyment of the game by a lot. I've been running trains since WaW SNN, frankly it gets boring way faster than camping or 'camping then training' does. I recently got BO3, and for all of its bugs and issues and totally unbalanced mechanics...it has been crazy fun. The reprints of Zombie Chronicles are one of the best things in zombies in years because of simple mechanics and simple designs, which Trolarch keeps failing to notice. I just don't feel this joy when playing BO4's zombie running simulator. But of course my views may change dramatically in the days ahead. (Fingers crossed). Happy gaming! #################### Okay, I've had this for a few weeks, near the first prestige (but there is no point in prestiging in this iteration), and I find myself echoing most of the internet: "waah, BO4 Zombies are terrible". This is a poorly thought out, cringe-worthy zombie knock off game like AW's mecha zombies were. Despite some positive changes, there is too much that went sour, making the replayability of BO4 pseudozombies very low. Perks: Machine recognition is gone, just random so-so perks that mostly are a 10k point Speed Cola. Most are too expensive for a game that ramps up too fast. They built in Juggs, which is fine. But you can't improve the terribly slow reloads unless you get all 4 perks, which is quite bad. Double Tap 2 in previous titles carried us to near round 30 before needing PaP (sometimes there was no PaP), and this is gone, which is bad. The old system simply needed the "max of 4 perks" removed, instead of this poorly done overhaul. Pack a Punch: Continuing from the last thought, PaP needs to be activated in some way by round 10 to early teens due to how weak guns are/strong zombies are. Then, it only goes up incrementally, so you need to PaP 5 total times before even considering which pointless AAT to even bother keeping. This has been a complete fail of an overhaul and feels like AW's mecha zombies upgrades. Auto Revive: Having 1 life games is the most fun for me. I'll use QR to learn the map, then run 1 life games after for best rounds. Having revives forced on me to balance out the ridiculously bad zombie changes...is just another bad decision. Lower the difficulty, remove most fake zombies, remove auto revive, please. Elixirs: A few of the best Clasic GG are now disposable Elixirs to fuel this micro transaction garbage. IPS and Alchemical Antithesis need to return to "unconsumable". Adding a rarity system to this micro trash is even more insulting. This shit needs to be removed from all games, not just BO4. Terrible pathing of zombies: Zombies now path all willy nilly, did they fail to playtest, or was this just another surprisingly stupid choice? Music: BO3 music is stunningly beautiful. BO4 music is absolute trash, almost nauseating to fall so far from BO3's score. Special Weapons: While the necessity to throw a bone to players since the game is so bad seems like a good idea, in practice it steals away from the joy of the actual wonder weapon, which may not even be as good as the SW is. Maps: Almost no camping and even less early camping. Just delete a huge reason to buy the game, why don't you? VoD is a nightmare to new players and just annoying once you master it. IX and BotD are quickly forgettable. Very little reason to replay if every match is the same gameplay without variety. Last zombies: They super sprint, they die off. Treyarch is deaf and dumb on this topic. This is not even addressed in Custom Mutations. Surprisingly heavy fail on their part. The last zombies, with reduced 115 around, should just wander around and shake their heads (at least in solo). Knock off zombies: Nobody wants this crap. This really shits on zombies and creates the major "cheap knock off" feeling. By round 10 on VoD, at least 1 Stoker appears ever single round and throws homing fire missiles through walls. Catalysts pop up all over. Are they a fun addition? Not at all. Did it improve the gameplay? Nope. Do we know why Treyarch failed so badly? No. Is chasing the blue Catalyst fun? Of course not. This was the second largest blunder after map design fail. At the very least, dramatically reduce this detractive nonsense and be sure to make some upcoming maps without this garbage. Bowie Knife: Always been too weak too soon, now less viable as catalysts jack up zombie health. MotD showed that having a 1 hit stab past 30 was fun, it was not unbalanced because you can't realistically stab your way through to 30 anyway, but it helped if stuck. "Hold X (xb1)". Same issue as BO3. Why is the "hold X" feature so tiny? I'm too far, now I'm too close. I love dying because basic ammo-buying is ridiculously difficult. /s Create a class: Minor, but if I go to "CaC" and change up my class, it should be automatically picked as my class. I should not have to remember to also go to "select a class", written in a small block away from all other options (like CaC, map choice, CM, et cetera). Too many times, I set up a class, start a match and have to back out to change my class. Sure, I can learn myself to do it right, but the current set up is unintuitive. Negatives conclusive thoughts: Reading the webs, playing this game, seeing that nobody on my friends lists even plays this game anymore, and none have prestiged even once, BO4 definitely comes across as a "cheap zombies knock off". I'm okay with change and I get that Treyarch caters to a tiny portion of their fan base only, but as the Grateful Dead said "if you plant ice, you're gonna harvest wind" and this game blows. Please revert some of these changes in some real survival maps (Chronicles 2, if made, will be the best part of this game, I predict). #################### Positives: Exciting at first (but the newness wears off while the shit smell stays). Equipment is more useful, longer. Explosives in general are more useful. Custom Mutations. This is the only thing giving any replayability to this fake zombies game. Perk mix: I tinker, so having a mix of perks gives some slight replayability to me, but really, I just want Speed Cola and DT2 more than this underwhelming mix. Special Weapon: It is fun at first to have and play with. There are a few different ones, which adds a slight replayability for me, the tinkerer. Various grenades: This may get balanced. Right now Wraith Fire is the only real viable action. But a buff to the useless turret and some better camping map designs for Claymore use could fix this. Drops: Having drops appear a few seconds late does help to avoid those unwanted bombs. If only the graphics would always show up (but it is less crash-prone than BO3). Class set up: Having premade classes is a good idea. Being able to start with different guns, grenades, or Special Weapons is good. (But changing classes, should auto-pick the last class changed instead of having to go to "select a class" also). Happy gaming!
  25. 83457

    Blackout Zombies

    If Nuke Town returns to zombies, I hope it is either changed so that I enjoy it, or I hope that it really brings great joy to those who liked the original. I know the joy that ZC brought me in BO3 (I did not like the BO1 remakes). Heck, I even enjoyed Moon on BO3! If they can make me have fun on Moon, then maybe TranZit and NTZ can find new life in BO4. I did not hate TranZit, but it was half-baked at best.

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