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Everything posted by 83457

  1. 83457

    Grenade Talk

    Hey all! I'm trying to suss out the values of grenades and I would welcome any help. I've been doing some testing, but I'm usually dead before 40 on normal, so I don't know the staying power of some of these equipment. I'm also not in love with bo4 zombies, so I'm not doing as many tests or games as I normally would. Frag: What round will it start making crawlers? What round does it stop making crawlers? I really have not used this much and would welcome any knowledge of them. Wraith Fire: This seems to be the community favorite. 2 uses, it lasts a while, but by 20-something it is weakening zombies more than killing them. But Instakill + WF is always a win. A solid choice. Equip Mint can combo with it. Sentry Gun: 1 use, slow recharge. First impression is that it is poo. However, when using it while grouping them up, I quickly hit 100 kills with it, then 250, then 500. So this thing is actually a sleeper beast. Mid 30s, it clears the room. It only lasts 10-15 seconds and is a pain to run ahead of the train and set down, but once using it is mastered, this kicks more ass than it seems. What round does it become junk? Does it start making crawlers or anything stupid like that? Acid Grenade: 3 uses, very slow recharge. I thought these might be a hidden gem, but mostly they stick to zombies that I did not intend to hit, and damage me and my shield. The recharge is so slow that I'll just toss 2, then throw 1 whenever I have 2. Even Equip Mint can't save this in my opinion. Am I missing some great potential? Is it good in high rounds? I'll take facts or opinions. Please and thanks. Happy gaming!
  2. 83457

    Where to run?

    Not bad at all. There is so much room here. I can usually circle the zombs and rush past BF and then just concentrate on taking him down. Also, by basically circling, he doesn't barf on anything of value except that 1 perk machine.
  3. 83457

    Where to run?

    I'm posting my thoughts on running trains and opening the map. But, I suck at bo4, so I'd welcome any advice or better training strategies, if anyone has anything to offer. One can easily run the whole ship, but by playing it safe, one uses lots of ammo to kill 1 or a few zombies, so I usually play it up close and hectic and die mid 30s rounds while trying to merc whole crowds similar to the older zombie games played. (I usually run counter-clockwise due to giant hands and small controllers. It's just easier for me to push the 2 tiny sticks together). Stokers can fire homing missiles through any basic white walls of the ship (at least on xb1). The missiles seem to be stopped by any other surface, like pictures, railings, trim, any brown walls, et cetera. ####### Forecastle: I keep the 2 lower doors closed (to State Rooms). I open State Rooms from the Grand Staircase (only for the Shield Part), behind the Swordfish wallbuy. This also opens Millionaire Suites to State Rooms, 1 level down on the Staircase. With those Forecastle-to-State Rooms doors closed, Forecastle is fairly easy to run. Basically I group them up on the Perk deck, often going under the Starboard side steps (near State Rooms door), then I run up the other Starboard steps to the front of Forecastle, and wreck them on the steps as they group up to come up. I cross the top, and jump over the zombies coming up the other steps by the perk. Repeat as needed. ####### Dining Hall and Grand Staircase: I open from Grand Staircase to Dining Hall, and I leave the Galley steps closed (I'm not sure that that part matters). I group them in Dining Hall, then I enter the Staircase area and headshot at doorway, move around corner past Staircase (in front of steps), headshot more. Then I head towards Galley, headshot by perk. Repeat. This is fairly easy. (Stokers fire missiles through white central walls, be wary). ####### Poop Deck: After running several paths, I find the steps on either side of the Workbench to be fairly safe. I go up the starboard side, come down the port side (by Workbench). Then I'll either go across the lower deck of Poop Deck, or I'll cut into the top of Third Class Berths, and come back out heading to the starboard side steps again. I don't find the PaP area to be very safe, so I avoid that. (Stokers fire missiles through white walls of 3rd class berths, be wary). ####### Grand Staircase alone: Ive left the Dining Hall doors closed, and ran around (front and back) the Grand Staircase on this level. It is a bit hectic. Dining Hall alone: With the Grand Staircase door to Dining Hall closed, I have run the Dining hall with some success. Open from Galley/Mid Ships deck. Both of these are less than the Grand Staircase and Dining Hall together, in my opinion. ####### Mid Ships: This gets too hectic for me, I've not had much luck. Cargo Hold: This is terrifying. I can run real dangerous tight circles, but it is madness to attempt. This would probably be a decent 4 player camp spot as I think no zombs come from the portal side of the room. Engine Room: This stresses me out, yet does not seem to be too hard. The issue is turning to fire, only to catch on something or have a zombie appear behind you. I haven't given it too much attention because I don't feel comfortable with this. Camping near the portal (and PaP location) is not bad, with the portal as escape. Camping would be better with 2 or 4 players, so you can watch both sides. ####### Try these out, or offer me some pro tips, or just read and move on. Either way, happy gaming!
  4. 83457

    Grenade Talk

    About mid twenties they just burn for a bit and then go out (on normal difficulty). Nerfed maybe.
  5. 83457

    BO4 XB1 rating.

    Looking today at the xb1 store, 58% of reviewers gave BO4 a rating of 1 star out of a possible 5. Wow. I know BO4 sucks, but even I'm surprised it rated so low. I was going to rate it 2 stars...but I played it beforehand, so I only gave 1 star. I hope Acti/Trey get the message and do something. I'm not sure how they can unflush this turd, but I'd like to see it improve, rather than just go down.
  6. 83457

    Grenade Talk

    Hey anonymous, in bo4 they buffed grenades to be useful longer, which was one of the few upsides to bo4. Time bomb, I used this camping in the Buried courthouse. Every time you get a Max Ammo, just throw a new one. This way, you only go back a round or two, but you'll have all your perks and guns and whatnot. S mine? I'm drawing a blank. Did you mean Claymore? EMP gives you some box time, or revive time without killing the last zombie. It was worthy enough.
  7. 83457

    Where to run?

    Check out the Grand Staircase/Dining Hall combo. So much room there. I find Forecastle easier too. Both are further from the Shield though. Both are good spots for a key perk if you get downed too. Like Quick Revive for those faster heals.
  8. 83457

    The Ultimate Hades Weapon...

    Post the info that you find, please and thank you.
  9. 83457


    As Lenne said...the numbers of the Beast. Hey, I made it into SoE, and bo4 has The Pit in IX. So, they must read my mad scrawlings. 😮 haha.
  10. 83457


    All I can say is that Treyarch must be aware of this ubiquitous issue and will fix it soon...right after Gorod Krovi probably. (83457 runs and hides).
  11. Just a heads up: I DL'd bo2 for xb1 and many of the MP settings in custom games are gone. Like number of lives per game, number of rounds in tdm, and a few others. On 360, I made a great game of 5 2-man teams, 1 life, multiple rounds, with 2 point kills (+1 for headshot) and -1 point per death. 35 points to win. I'd play with a friend or a bot on my team. Xb1 saves the game mode, but with the rules missing, the game is wrecked. No issue, I can still 360 it, but fyi, it is changed. In zombies, Die Rise, "walking" 2 trample steam parts, the Bellows got stuck in the debris on the floor near the qr elevator (top floor). So don't walk pieces around together in bo2 zombies. Just carry 1 at a time.
  12. 83457

    Official Blackout Feedback Thread

    Agreed. Also, I discovered some xb1 fixes which improved the gameplay for me. I played it the next day and it was much better. But of course everyone I know had downloaded Apex Legends at that point...haha. 1. When searching for a game (especially as I'm a night owl), I let it search until the second time the upper left says "expanding search". Then I back out and retry so I get a lower ping game only instead of playing against European players (I'm East US). 2. DNS settings. I was informed to change primary and secondary DNS to and respectively. This halved (or better) the in-game lag for 90% of gunfights. I was going 15 feet into houses, dying, and seeing killcams where I was shot running up to the house before I got in. That crap went away with these settings changes. (Edit: Use these same numbers for ps4 also). As of now, I'm okay with the game. With the proper settings it isn't nearly as bad as it first seemed, thankfully.
  13. 83457

    The Ultimate Hades Weapon...

    Off the top of my head... (go to custom mutations if needed, all attachments are unlocked). Take the SAUG and put on dual wield and lots of attachments will become unavailable. They go dark or "greyed out" as I called it. Edit: this doesn't necessarily mean that I'm right about the hades hipfire. Maybe split screen 2 hades with different attachments on each screen, and compare the hipfire "reticle" size between the 2? What does laser sight 2 add over laser sight 1? I'm curious...does it hold steadier as you move, or are these laser sights shrinking the hipfire "reticle"? I'd love to know for sure, myself.
  14. 83457

    Official Blackout Feedback Thread

    My main feedback would be a common Treyarch issue: their lag compensation is sloppy, or everyone has 500 ping. I've got about 20 ping. So this means I need multiple seconds of lag added on for some reason. Often I'll shoot someone and get like 20 hitmarkers, and then they kill me and in the killcam, they took no damage. This is exactly why I stopped playing Treyarch CoD: terrible lag comp. For 2 years I played bf1 so I didn't have to deal with this CoD issue. Yesterday I tried Blackout for almost 8 hours. I had some fun but the super lag and stuttering players means I'll likely never play it again. I had no problems with the fact that I sucked, I expected that, but the game play quality is very low. BO3 and BO4 are very poorly made on xb1; constant crashes, missing graphics, and badly synced netcode. This code needs serious improvement. That's my feedback. I hope it improves for low ping players like myself.
  15. If I don't suddenly obsess and buy it. While it is fun to say "no" to the wanton obsessor in my head, I sometimes do lose these battles with myself. It is both entertaining and often confusing living in a constant state of flux. 🙂
  16. I think season pass is $50 in US. I've never minded paying for content if I'm going to play it. I'm so torn myself...I'd like to get the zombie maps but I'm just not in love with bo4 and find it hard to pay them for something I'm so disappointed in. BF1, I put in 1800+ hours, so the $ I paid was very much worth it. BO3's Arbgwaoth debacle stopped me from upgrading to xb1 at first, but when I eventually did, I got all of BO3 on xb1 for under $100 and it was well worth it, despite the bugs and crashes. Maybe I'll wait and buy all the bo4 content on sale in a year or two. That'll give me time to suss out if Treyarch will walk back some of the crap of BO4, or if they'll blindly stumble forward on this same ill-fated path that they've chosen.
  17. 83457

    The Ultimate Hades Weapon...

    I haven't seen technical stats for any of this, but I don't think that the lasers really effect hipfire so much as they make it theoretically easier to hipfire-aim due to the red line. I'd guess that steady grip and crossbar would work together. I may be wrong though, I've only tested them a small amount myself. Edit: I feel that the items that became superfluous would "grey out" and not be able to be used if they did not work together, since we see that with other attachments in game.
  18. I've had mixed opinions all along. Treyarch: I love these zombies most. I generally dislike Treyarch's way of thinking and doing things. I can't stand and never finish their poorly written, badly functioning Campaigns. WaW MP was meh, BO MP was among the worst cod MP ever made, BO2 MP was surprisingly fun, and I've not played BO3 or BO4 MP, because I'm not into it. My zombie rating: BO3 (buggy as hell, but lots of fun), WaW, BO2, BO1, and BO4's crappy knockoff zombies last. Treyarch MP maps are always trash and repeats of said trash. IW: Their Campaigns were fun and held you in captivity, worthy of replays. I've not played their zombies. I played MW2, MW3, and Ghosts MP, all of which were better, by far, than the Treyarch or Sludgehummer MP (though BO2 MP had enough toys to be fun). Extinction was worthy, but not as enjoyable to me as zombies. Sledgehammer: I had Advanced Wallbreach on 360. It still has wallbreeches in MP. The MP was literally unsynced and unplayable garbage. The campaign was forgettable. Exo zombies was just awful. Burgertown without survivors might have been something, but the flea suits and upgrade system were terrible. I feel like most non-little-children fps players left cod for Battlefield 1, which was much better than cod in every way except bugs (and DICE executives appear as blind and stupid as Treyarch when it comes to understanding their game and players). Children still want CoD's "shoebox formula" of tiny bad maps, gimmickery, and spawn kills; god forbid you go 15 seconds without action... So, in terms of CoD, the zombies were the key to holding the community together, but now Treyarch's new zombies just suck sess. So, who knows? Edit: I'm no "zombies story" guy at all. I have grown familiar with the og4 crew, but I was fine with Marlton, Tits, Russman, and Stuylinger. I am amused by the Chaos crew, except Diego and Bruno sound like the same voice actor, which is confusing. /my view and opinions.
  19. 83457

    Kraken Upgrade costs

    Preamble: You can upgrade Kraken with the distill table for 3000, then PaP for 5000, or you can PaP first (5000) and then do the upgrade for 6000. As far as I can tell from testing, the end result is the same. I posted this view in my VoD for Beginners thread, but I'd like to be informed if I'm mistaken about it. So, is there a good reason why one path costs 3000 more than the other? Thanks.
  20. 83457

    Voyage of Despair for Beginners.

    Kraken build and Kraken elemental upgrade steps added. I hope that it is all clear enough.
  21. Hello again. I'm back with another text walkthrough, this time for Voyage of Despair for new players. (Last updated 2.08.2019). 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. Kraken build and upgrade added at end. ----------------- 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 Kraken Upgrade. The Wonder Weapon, the Kraken, can be constructed or can simply be aquired from the ?Box. It can be upgraded once in the PaP machine (5000 points), and can also be given an elemental upgrade (3000 or 6000 points). -------Kraken Build: The first step is to aquire the Stoker's Key from killing a Stoker. Usually this is the first or second Stoker of the game (about round 10), but I've had it not show up until the 10th Stoker in a rare happenstance. Pick this up from the location that he died. Presumably it times out after a while, so grab it shortly after killing him. Once the Stoker's Key is in hand, 3 times you must fill a treasure chest with (10?) zombie souls by killing them near it. You may locate the first chest location even before you get the Stoker's Key, if you desire to. Go up to the first chest and hit (interact button) to open it (with Stoker's key), and then fill it with souls. Once it is full, it will close and disappear, only to reappear in one of the 5 locations. Note that it may return to the exact same location it was just at. After 3 times of filling the chest with souls, you may aquire the Kraken from the Deck of the ship. Nitty gritty: After the 3rd chest is full, the chest will appear at one of the 5 locations again, only now it will show a small object inside. This object will match an object along the outer perimeter of the top deck of the ship, which will be on a medium size crate. You can view this item in the chest and then look for it. However, this step is unnecessary, after the 3rd chest is full, you can simply go around the ship deck until you find the Kraken on one of the boxes on the ship deck where it spawns. Some items: Globe, compass, calipers, opera glasses (small binoculars). -------Treasure Chest Locations: These appear as a large Treasure Chest if there, and as a couple of small boxes and items, if not there. (Remember to open the first Chest found, with the key, before killing zombies. After that, the Stoker Key is pointless). 1. Forecastle: From Perk machine, walk down steps to Vapr wallbuy, make right down next steps, Chest Location 1 is next to these steps at the bottom. 2. State Rooms to Millionaire Suites: Chest Location 2 is at the opposite end of the hall with the Portal to Provisions. In the white State Rooms area. Near shotgun wallbuy from 3rd Shield part above. 3. Galley: On the left side from Zeus Perk in Dining Hall, pass the SMG wallbuy, and stay left to rear of Galley. Small area, Chest Location 3 should be easy to spot. 4. Provisions: Chest location 4 is in the butcher room with the animal carcasses. 5. Turbine Room: From Provisions, go down into Engine Room to Turbine Room. Chest Location 5 is to the right of the Portal (to Grand Staircase?) in Turbine Room. -------Kraken Deck Boxes: After filling the 3 Chests, simply walk the perimeter of the top deck, front to rear (or rear to front) and back along the other side, near the outer rails. As you approach the correct grey/brown crate with the matching Chest item, a Kraken tentacle should rise up and deposit the Kraken wonder weapon on the crate. But note that on occasion, the Kraken graphic does not load, so get up close to each crate and look for "Hold (interact button) for Kraken", as it may be invisible. -------Kraken Upgrade: To upgrade it, you must aquire 4 parts. Gather the first 3 parts and build the Distiller Table. Then pick up an elemental part from a random killed Catalyst. You may change this last part and re-upgrade as desired. 1. 1st Class Lounge. 2 spots, on tables. If you stand by the Bowie Knife wallbuy, face 180°, walk forward 2m, first location is a white table on your right. If not there, walk a couple meters further, look right, and it will be on another small white table by the entrance (entrance is a small window with ramps). Copper pot/kettle part. 2. Galley. 2 spots. This is behind the Zeus Perk machine. Find this Bowie Knife wallbuy. While facing BK wallbuy, one part location will be on the farthest right wall, in a cubby hole of a large brown cupboard, between 2 zombie entry points, on top of 3 white candles which are laying flat. If not there, it will be on the exact opposite side of Galley, just past the small table. Or, from the smg wallbuy (the other side's entrance from Bowie Knife) just stay hard left and you will find it. This is like a pipe and cap together. So, hard right from Bowie, or hard left from smg (mx9?), from Dining Hall entrances by perk machine. The Galley is quite small, you'll find it. 3. Cargo hold. 2 spots. 1 location is straight out from Titan wallbuy (which is next to the Portal). From wallbuy, stay left by the Valve that drained the water, and the part is on the boxes right behind the bicycle there. The other location is among the stacks of stuff in the center of the Cargo Hold, between Titan and the steps out of the lowest area. This is a compressor. 4. Kill a Catalyst zombie of 1 of the 4 types and grab the elemental piece, this dictates the upgrade that you will get. Not every Catalyst will drop a piece, watch for them or run over an area where you just killed a horde and watch for a prompt. Stokers also seem to drop elemental pieces. 5. Build at a special build table by Engine Room. From Provisions, enter the Engine Room and make immediate right by the HELP graffiti. The table is straight ahead. Or, from the Odin Perk machine, face away from the perk, walk left side of room, up left steps towards exit, table at top of steps. 6. If you do the Elemental Upgrade before PaPing the Kraken, the upgrade cost is 3000 points (PaP is 5000). If you PaP and then do the elemental upgrade, the upgrade cost is 6000 points. It seems to be the same upgrade regardless of amount of points spent or order of upgrade. ###### Happy gaming!
  22. 83457

    Voyage of Despair for Beginners.

    Thanks! I'd love pictures too. I'm almost 50, mostly blind, crippled, and poor, so I only have my phone to post on...so I'm not really adept nor informed at adding pics to posts in an efficient manner. 😕
  23. 83457

    83457's BO3 Zombie Camping Thread

    Moar of Zombie Chronicles. Making simple games simpler for short play times, and exploring weird game ideas. I've done every individual map except Gorod Krovi, so why not post my deranged ideas for ZC? ######################### All maps: Start Room only challenge: No need to type this for every map now. How long can you survive Start Room? I, candy: Only use Eye Candy GobbleGum. Box and Bottle revisited: If plausible, open to ?Box, shortest route possible, no other doors allowed afterwards. No power allowed. QR and Box until they leave your map. Anywhere But Here! GG: Ban this on small maps, or try to get put in an "ABH! Pit map" if it takes you out of the allowed map parameters. ######################### -------Nacht Der Untoten WaW III: No perks nor GG allowed. Back to basics. Whatthefuzz: You must take whatever the wunderfizz machine gives you. Random is fun or not. ?Boxed in: You must hit the box every round possible, and must exchange 1 gun. If you get Monkey Bomb, no exchange that round. May only hit box once per round. No wallbuys allowed. Wall Flower: No ?Box use allowed. ######################### -------Verrückt: (2 Start Rooms) Option, QR Side: Open Bootlegger Room only. Hall of the Dead: Open Juggs side to Kuda wallbuy, hold that hallway. Columns of Woe: QR side, open LCAR9 Room only. Short lived training session. Round Room: You must open 1 door per round, 1 door max per round. You must fight and stay only in that newly opened room that round. Once entire map is open, you win (go to bed, or may now play entire map). ########################## -------Shi No Numa: Bad Ops Shuns: Open Start Room steps, open Storage + Storage hut only. Camp by KRM or train. 5 perk options; QR, SU, W'sW, DD, and 1 random. Electric Trap option. Fishing Hurt: Open Start Room door, open Fishing Hut for perk. Camp under start Room steps or train. QR and random Perk. Flogger option, Electric Trap option. Doc Der Untoten: Open either Start exit, open DQ. Keep DQ Hut closed. Camp outside left of DQ Hut. No perks allowed. ######################### -------Kino Der Toten: Kino-sabe: No power switch allowed. Open map as desired otherwise. Half Fast: Pick a side, open only that side to power, no doors on the other side allowed. Round Room: You must open 1 door per round, 1 door max per round. You must fight and stay only in that newly opened room that round. Once entire map is open, you win (go to bed, or may now play entire map). ######################### -------Ascension: The Juggernogg's Bitch: Open Juggs room from Start, open above Juggs, open 1 door above to power and activate it. No other doors allowed. Wanderfizz (map build): Open Upper Start Room door. Open door by RK5/Kuda. Open (Fire Trap) door near KN44. Open either door to Power Switch and activate it. No other doors allowed. QR, W'sW, Wunderfizz perks, a few wallbuys. Trap option. (Option: open Jugger door for Juggernog). Wanderfizz 2: Open lower Start Room door, open door above Juggs. Open door above to power/Box. Open Kuda/RK5 door outside. Open door to Stamin Up. No other doors allowed. Juggs, QR, W'sW, SU, and Wunderfizz perks. Trap option. The Ascending Giant (map build): Open lower Start Room door. Open door above Juggs. Open door by Fire Trap. Open door to Speed Cola/Bowie Knife. Open door from above Jugger steps to Power. A high rise convoluted map of bad training, J, SC, and QR with Bowie Knife and temporary Box. Lander Pits (map builds): Open through Jugger and 1 door above to power. Buy Jugger (not QR). Ride Lander to random pad. No other door purchases allowed, no other Lander use allowed. 1. Jugger + Trip Mines. 2. Jugger, Speed Cola, Bowie Knife. 3. Jugger, W'sW, Wunderfizz perks. (Option: At Trip Mine pad, you may open door to Stamin Up and Trap). (Option: Allow unlimited Lander use. Still no PaP access. Add QR for long games. With this option, you could open to Power Switch through Fire Trap, and up past Mule Kick. This adds Fire Trap, Mule Kick, and PaP option). ######################### -------Shangri La: Shangri's Playground (map build): Open Start Room door near GGm. Open Start Room to Maze side door through to power, through KN44 Room, to the Waterspout Room (up to Mine Cart). No other doors allowed. Use cart, waterspouts, slide to get around map. You win the game when the Maze crashes the game, like any other bo3 SL game. PaP may be or become unavailable due to closed hallway. ######################### -------Moon: Pit 51: Get to Moon, get Power and Perks, come to Moon and fight in area 51. No QR allowed. No Power: See post above for details. Long game. Wrecked: You may not hack excavators. The Giant Moon: Get Juggernogg or Speed Cola at Start. Go to Moon. Open to Bowie Knife, and both tunnels allowed fully opened, no other doors allowed. QR option. (Option: Activate Power for DT2, and a shrinking map due to excavators. No Hacker allowed). Angri-la Moon: Get Start perk if able and desired. Get to Moon. Fully open both tunnels, nothing else. Activate Power Switch. Excavators eventually shrink map. QR option. Possible Box option. (Option: No Power, no excavators). ######################### -------Origins: Staved off: Activate generators, PaP, and train in Crazy Place (as above post). Long game. Shangorigins: Open both trenches from Start Room until they connect. No more doors allowed (nor ABH! GG). Speed Cola, QR options. Wanderfuzz: Open through Gen 3 (Speed Cola) to No-Man's-Land. Get SC, Jugger, and WF perks (until it leaves the map). No more doors allowed. QR option. ######################## Happy gaming wrongly!
  24. Hello fellow zombiers! Welcome to my fortress of text on early round camping spots. This fantastic site has always been a haven for top-skill zombiers, but most players (less than 3% by my reckoning) do not make it to round 30 on zombie maps. So I compiled some early strats, mostly involving easy camping to get anyone a round 20+ solo game on the leaderboard. Some will be good on high rounds, and some will definitely not. Some can be used for 2+ players. Some differences between old/new gen consoles are mentioned. This thread also has a later post about relatively easy high round strategies without camping. ####### Camping tips: For solo "stand in one place camping", I recommend Turned and Fireworks. Use an LMG with FW, only switching to Turned gun when your current "turned" zombie dies. Obviously many of these can be done with the map's wonder weapon as well. For most of these, I simply run Classic GGs (so you know Mega GG are not necessary, but you can enhance your game with Megas for sure). I usually chhoose between Sword Flay, Anywhere But Here!, In Plain Sight, Alchemical Antithesis, Stock Option, Armamental Accomplishment, or Eye Candy GGs solo. Remember Trip Mines can watch your furthest recesses of your camp spot, or can be used for higher movement rate (if carrying 2 lmgs) or to stab very quickly without hesitation between stabs (especially with an empty gun in hand, which "lags" your stabs), which is often important if you love stab kills. For straight up camping like this, I recommend Speed Cola, Double Tap 2, Juggernog, and Widow's Wine. If you plan to switch to a training strategy later, use Quick Revive instead of Juggernog; when downed at higher camping levels, reset to training perks instead. If you usually train to 50+, then try using some of these to camp until you're overrun for a shorter game if you have constrained time. Play offline to conserve stats if you desire. #######Maps: #######Shadows of Evil####### This is not a great camping map on NextGen. Mostly it is a training map. I put most of my efforts into the 360 version of this map, back in the day, which offers a camp spot: OldGen Canals camp: Leave barriers closed on walkway by Canals Perk machine (you can drop steps and open to Fuse). Walk into Canals from Junction, walk straight through first arch, stop directly under second arch. Face Junction, all zombies come from first arch or climb up from broken rail on your right. None will come from behind until you back up the steps by Molly cart. Once backed up, go to rift to Subway, then rift to Footlight, then make your way back to Canals. Good to 35ish with PaP'd guns, Turned and Fireworks. Ruby Rabbit: The top floor of the Ruby Rabbit works, by the drop off to the Train/workbench. But if you get too hurt first, the drop off can be lethal. (Edit new) Subway Camp and Loop: Decent for AS use, or for just thinning the crowd before moving around the map. (This will not work if you just came from Waterfront through the rift or ABH! GG, or if other players run through Waterfront near the WF/Subway rift). In Subway, head to the WF rift (the lone rift on balcony behind W'sW) and stand in front of it, face away from it, headshot or use AS. If overrun or hit too much, simply back into rift to WF, then shoot them as they enter WF from rift/Subway, before moving off. You could do a loop through the Canals or Footlight rift back to Subway, or simply loop down the Junction/Subway steps, just be sure to take long enough that no zombies are still in Waterfront, backing through the rift. Reset at Subway/WF rift and repeat. (End). With multiple players, lots of places in any map become campable, but I want to point out this spot for 3-4 players: Waterfront, by Rift to Subway. 1 guy watches window (AS player probably) by Rift, 2-3 players watch away from window. Keep the doors with the lone pod closed and the barriers on the walkway above closed. As long as nobody travels through the Rift during the current round, no zombies come out of the Rift (OldGen at least). You can use the Rift to escape, or to jump through, activate GG (IPS) and jump back to revive or grab drops. Footlight: Keep Junction-Footlight door closed, camp there in Footlight. Good for AS camping, or MP. Bad for a solo bullet camp. Waterfront: Keep Junction-Waterfront door closed, camp there in Waterfront. Good for MP, or AS Solo. Mediocre at best for solo bullet gun camping. Tram Stations are decent for 3-4 players. GGm and possibly Bootlegger. Especially WF and FL. #######Der Eisendrache####### There are quite a few and they vary between OldGen and NextGen. With the right bows, everywhere is campable, so I'll mostly point out "gun campable" spots if you want to skip bows and play like Der Riese. I recommend using Ragnarok, if you can get them. Start Room Quick Revive: Leave this door by QR closed. Decent length view for AATs or Bow use. No escape, bring ABH! or IPS for when trouble comes. Church: Up steps near Speed Cola, leave upstairs debris and barrier closed. Zombies only come up one side as long as you don't approach the other side. Stay on flat area up top as shooting zombs on the steps is less effective; just headshot as they round the corner, use Rags at top of steps. NextGen-they come up by Wunderfizz. OldGen-they come up the opposite side, you can open the barrier behind you as an escape and you can open the balcony debris, which will make zombies line up less well (harder solo, but okay with friends) but will funnel the Panzer in that debris-doorway for easy killing (drop Rags at top of steps when he arrives). Trip Mines can let you know when you have backed up too far and zombies come up the other way. OldGen Church: You can camp the other church steps fairly well on oldgen (doors up there closed), but I think the SC-side steps are better. OldGen Solo Clock Tower Parapet: Keep "Void Room" door closed to courtyard and Start room. Do not come from Bastion (electric arrow weathervane area) during this round or this gets messed up. Start in courtyard at round start, walk up steps to the open parapet next to Clock Tower (landing pad and Wunderfizz machine are there), stand in corner next to Clock Tower (wunderfizz to your right) All zombies will come up from the courtyard steps and out of Clock Tower. Easy headshots, Rags dropped at top of steps get all zombies (Ragnorok also lasts much longer on OldGen). None come from Bastion or from behind/over wall if Void room closed and if you did not just come from Bastion area (you can move through clock tower or courtyard area and return without issue). This will work with friends, but if they go to Bastion, you will likely get flanked by zombies. Does not work on NextGen. Jump room: By Pyramid is the jump room that throws you up to the courtyard above. You can stand here and face out and headshot. It is not amazing, but it works. If pushed back, you get flung up to courtyard. Panzer spawns in here, be wary. Wundersphere above Double Tap: another mediocre camp, it is fairly hectic and sometimes the WS will not activate if too many zombies are on you. #####Zetsubou No Shima##### (All newly added) Lab B to Bunker spot by vine door: Leave this door between Lab B and Bunker closed. Stand on the Lab B side. Be wary of the spore on the right path below. If backed against the vine-door, all Spiders spawn in the center of the path in front of you for easy kills. Lab B front steps: Early on, you can go up these steps (from vine door by Bunker) and leave the upstairs door closed. About 2 zombies per round fall from the roof, the rest come up the steps. (You could have a Spider web this door closed later in the game too. This would be the same set up as the HVK30 Lab B spider Camp below, but outside). Lab A by Zipline (to Docks): Best with door open to Lab A (so most zombies jump to catwalk between buildings and walk mostly straight at you). Drop off by ladder for escape. This is the rear steps of Lab A, between Kuda wallbuy and Blue Water. Juggerniche: Use Skull of NS to mesmerize the left-side wall of the Juggernog/GGm area (Elevator). (Front-left of room if looking at Juggs). Main Quest Elevator: After defeating the Main Quest/EE, stay at the long hall and camp there. Late game camp. Start Room: 2+ players. Get a Spider to close off the door(s) to Start. If you stay near the doors, zombies only come in the 2 windows. This can be used at game start of course, with doors closed. This could be a camp spot with the door to path B open if 2-4 players stand by the sp Lab A Workbench Camp with Spider web: Go to the workbench in Lab A with spiders. If they close off the rear entrance (by workbench, GGm, and zipline outside), you have a nice little camp spot by the workbench/GGm. Stand on the far back corner and watch for the occasional ceiling zombie. Zombies eventually break the webs, just move to the Zipline Camp spot outside when they do. Lab A HVK30 Camp with Spider web: If you get a Spider to close the front entrance of Lab A with a web (hvk30 room), then you can camp by the spider cage and they come from window and connecting bridge. Early Camp: Open path B, continue past Bunker to Lab A, then open the Propellor Trap Room from Lab A. Now fight by the Start Room door, but not in Start Room, but in the figure-8 shaped room with the perk machine. Stand and watch the window (very few zombies) and headshot the horde. None come from the left by the cliff. Good for when setting up and you need a spot over here before roughly R15. Spidergawd Camp? (KT-4 Required, clear the webs by Blue Water, kill the Boss Spider). After Boss fight, I find that the train tends to follow me in past the Boss Battle spot with very little Z spawn in the Fresh W'sW area, allowing for easy train wrecking. (Fresh Widow's Wine is Spider pee, isn't it)? #######Gorod Krovi####### (I'll get to this eventually). #######Revelations####### Verrückt Trap Camp Solo: Come out of NDU to the Corruption Engine of Verrückt, go left up steps, through 'trap' door directly to corner by window, face trap. All zombies come from trap or window on your right. No zombies come from your left. If 2+ players, zombies spawn in this room, avoid that. Kino Projector Camp: Enter the kino section from the Wunderfizz cavern (from Shangri La side) or from the blue jump pad from Verrückt, making sure to leave the door between the pyramid and kino projector room closed. Stand just outside of the Kino Projector room, aim past Widow's Wine toward the gradual incline. No zombies come from behind you up the steep hill from the stage. This is fairly slow and easy, camping to 40 with just PaP'd bullet guns is feasible. The zombies round the doorway oddly, be wary. It is best to stay back like 20 feet from the doorway. Be careful of shooting zombs too far away due to difficulty in grabbing 'drops' (x2, Max Ammo, etc). (Edit new) Kino Steep Steps: If you climb up the steep steps from the stage towards Widow's Wine, stop just above the drop off spot (zombies climb up here) and face the stage. This is much faster than the W'sW camp spot above, but it is brutish; you can't headshot the train. It is good for early stabs or brutalizing with an lmg (another good Turned spot). So you can't camp high rounds here, but you can burn through lower rounds quickly, then move up top for later rounds. I'd suggest using this spot just after buying the Bowie Knife. If you go up to the wall-light with vines under it, you may get an occasional zombie from the W'sW window from behind, so stay below that (end edit). Wonder Weapon Camp: Take the Squid Gun, Thundergun, Lil Arnie, and Ragnaroks to Origins. In Origins, head to the jump pad to start room. Stop just inside the door/short hall to the jump pad. As long as you stand by this doorway (away from the jump pad, in the first quarter of this 'room'), rarely will zombies come from the jump pad. GGm and Keeper Protector nearby. Drop Ragnarok, when it is done, toss LA, fire Thundergun to refill Rags. When LA depleted, use Squid Gun. I was holding this in the 60s with ease, just standing there, without upgraded Squid Gun. (New) MotD Section Pre-Corruption Camp: Enter the Corruption area of the MOTD section, do not do the Corruption Engine ritual here yet. Go to the closed "power door" (opens when corruption engine ritual is complete) by Al's Hat. Camp here. If you start a round standing here, all zombies come only from the right side. KN44 above the cafeteria room in the tunnels. If you leave this area (for ammo, for example) and return during a round, zombies will come from left and right while standing by Al's Hat. Good for racking up points before doing the CE. (New) Ritual locations. Most of these can be camped solo or mp. Just find the lone zombie entry point and camp that side. If the red door is active, you may get occasional zombies through it, but it is safe with the red door closed. Also, if you travel through NDU you will definitely get red door visitors. #######WaW Reprints####### #######Nacht Der Untoten####### Grenade Wallbuy Camp: Same as WaW, keep the steps in start room closed, go up steps near ?box/KN44, go to the grenade wallbuy. This is an easy camp, with the KN44 and Locus wallbuys you should get 20-30 rounds easily or 40 with Wall/Crate Powers and Bullet Boosts GGs. KN44 Camp: Not the best, but one can open the start room steps, leave the steps by the KN44 closed. Stand against debris by KN44, all zombies round the corner from your left for easy headshots for about 20 rounds. Unlimited KN44 ammo. Stupid Start Room Camp for Lulz: By the HELP door, go behind the small filing cabinet by the bright lantern, face the HELP door (you can open the HELP door or leave it closed). All zombies will come around to your front, despite being able to rear-attack you, until they get too numerous. If you open HELP door and leave start room steps closed, it will last a little longer. Start Room Camp and Move: Open start room steps, leave HELP door closed. Stay near the lone window but close to the HELP door. Keep checking window, headshot main room, fall back to "stupid start room camp" above if crowded or circle the horde and reset for headshots. With 2 players, 1 stays on lone window, 1 stands near bottom of steps, aimed near GG machine window, line up nice as zombies round the bend. #######Verrückt####### Tip: Anywhere But Here! GG will let you switch sides at start if no doors have been opened. Most spots involve opening Juggernog side to power first. Bootlegger Room (behind Quick Revive): No way out simple camp. Bring an escape GG and put Trip Mines in the back. In games of randoms, this is the fastest zombie spawn area, I'll usually hang in this back room (with window) until it gets hectic, then I'll squeeze into the Bootlegger room. Bootlegger reloads slow and there are no other decent wallbuys near, but you do have GGm access. Speed Cola Room: Open Jugg side to power, no further. Open Quick Revive side to Speed cola, no further. Buy HVK30 and ICR1 (wallbuys there for infinite ammo). Stand by grenade wallbuy, face out past Speed Cola. Good until near round 30. Prioritize the zombies that come from your left door. You can grab HVK30 ammo mid round easier than expected; go counterclockwise, get ammo, come out door by SC, reset. Fall back to Kitchen Camp if needed then to power (full map open). ICR1/Vesper Camp and Move: Possibly the easiest solo camp in Verrückt. Open Jugg side to Speed Cola. Open QR side to Trip Mine/ICR1/Vesper. Door between Trip Mines/Speed Cola is closed. Place Trip Mine by SC door, and one by ICR1 wallbuy (to protect as you grab mid round ammo). Early on you can use Vesper, but I'd trade it for Wunderwaffe or LMG later. Use ICR1 and buy ammo for it as needed. Stand along fence between Vesper and ICR1 wallbuys, no zombies come around the fence unless you go to the ICR1 wallbuy (so grab ammo fast, usually no zombies come, but Trip Mine will get them if they do). Your Widow's Wine will keep triggering on hits and affecting all zombies on stairs, slowing them and giving continuous spider drops. If forced out, you can run counter clockwise around the fence, usually without issue, run a zigzag by GGm and then reset to camp stance. About round 20, start hitting the balcony trap. Good to almost 30 with classic GG. Kitchen Camp: Open Jugg side to power. Open QR side to Kitchen. Stand by table, next to wall with window, aim towards speed Cola. If pushed back, go on balcony or open power. Wallbuys and GG are inconvenient here. Good room for multiple players though. L-CAR-Room: Open Jugg side around to L-CAR-9 (Door by QR is only closed door, except maybe Bootlegger room). There is no set spot, the zombies from the hole on the right make this spot a camp/train spot. Stay near the KRM wallbuy. Good for 2+ players. Multiplayer camps: Take the Speed Cola Camp above, 1 guy on window by SC, 1 Guy by Vesper. If 3 or 4 players, place one by Trip Mine, and 4th plays "shortstop", going where needed to help others. Always a good wallbuy near, and Speed Cola at least if you get downed. Multiplayer camp: 2+, open QR to power and no further. Open Juggs to WF/STG/Kuda, Camp by STG, 1+ guys on window, 2+ guys on hallway. Use balcony trap. Multiplayer Camp: Open QR side all tge way around to DT2. 1 guy on back wall opening, others on balcony. Use traps. The zombies will path through the trap and not head towards the wall-hole guy. Multiplayer WaW Strategy Revisited: Open QR side to Wunderfizz. Open Juggs to DT2, stay by DT2. 1 guy on balcony window, 3 on balcony. Use traps. MP Reverse Kitchen: At least 2P needed. Open to Kitchen from Juggs. Open QR side to Speed Cola. 1 on window, others watch balcony. If you use Megas, get Turned on a gun and he will wreck in this skinny balcony. With more players, open Juggs to Speed cola (door between SC and Trip Mines/ICR1/Vesper closed). 2 on windows, 2 watch balcony, HVK30 wallbuy in Camp. #######Shi No Numa####### Under Steps Camp: Just like WaW, open the start room door (not steps), go down into the alcove beneath the start room steps. Open Fishing hut first, and most zombies come straight across the courtyard. Once Doctor's Quarters and Storage are open, there will be lots of traffic from the right. You are temporarily cutting off the Comm(unications) Room and the perk, so you really want 2 of the 3 remaining huts to have Speed Cola and double Tap 2, get Widow's Wine from Storage's Wunderfizz machine (and maybe QR, then switch to training perks later). Best to have Mule Kick in Comm, but Jugger in Comm is okay too. Doctor's Quarters Camp: Go out to DQ, when you get to the hut, go left outside behind a few trees. If you stay near the hut and trees and not too close to the water, all zombies come only in front of the hut (if you go near the water an occasional lone zombie will come behind the trees: place a trip mine). It is not great due to uneven ground on the approaching zombies, but it is not terrible. You can fit several players. Trap in hut can be used. MP Camps: Any 2 window hut, with traps. MP Upstairs camp: Leave start via steps, go up other steps, 2 on windows 2 on steps. SlideNride might need to be unactivated in bo3. #######The Giant####### Catwalk: Let's just state this and move on: Go to Teleporter C (by Bowie Knife) get on the catwalk and headshot until bored. KN44, GGm near. TP C Camp and Move: Stand by KN44, face the tunnel. Headshot away. If needed, drop off and run up to catwalk or circle and reset by KN44. VMP Camp: (best on old gen. On next gen the zombies often juke to your left inconveniently as they get to you). Open Ramp side of start room to power. Open VMP room from stairs only (door with trap is closed). Walk down steps, turn right, stop and face VMP wallbuy. All zombies will come through the opening at the bottom of the steps, even the right window zombies. Run around the barrels and reset as needed, or open the door and activate the trap if needed. Fair on old gen, best with 2 on next gen. Slow Train Camping: Open Steps side of start room to power. Open TP A (M8A7 there) from upstairs (leaving 'trap' door by Flytrap/L-CAR-9/GGm closed). Stay in the dead end by closed 'trap' door (inside hallway). Many zombies and dogs will load outside in "aisle 4"/Flytrap/LCAR9 hallway and they end up respawning. You need to occasionally jump up at the door to shoot the stuck zombies through the little window with AAT effects. In a 2 or more person game, the game will start to stutter from too many stuck zombies, so kill them regularly. It is a slow camp spot with a chance to safely exit at the end of every round (due to stuck zombies). Kuda, GGm. Multiplayer camp spots: Bridge: Debris by Trip Mines closed, 2 on windows by perk/TM, 2 on Bridge. No easy escape for windows, no wallbuys though. KRM Hall: Open ramp side of Start room to power. Open VMP from top steps, leave 'trap' door closed. Camp by KRM. 2 window guys basically shoot same zombies (PaP KRM), 2 watch hallway to perk/Vesper (zombies drop off 5m away too). Escape door with electric trap. Any teleporter room, 2 on windows, 2 on approaches. Assault rifle wallbuy in camp. VMP room, steps closed. 2 on windows, trap option from start area. VMP, KRM, GGm. LCAR9/"Old Aisle 4" camp: Start room ramp side closed, LCAR9 'trap' door closed. 1 on window, 3 on hallway. 'Trap' door or start room emergency escape. GGm. No good wallbuys (LCAR9). #######Black Ops Reprints####### #######Kino Der Toten####### Start Room Steps Camp and Move: Just like BO1 but easier. Open to power from lower start room door. Keep upstairs door closed. Fight on steps near Quick Revive. No zombies come across the top balcony until you get on the balcony. Very easy 30+ rounds. Turned keeps them away and Fireworks clears the room. I hit 37 easily with a pap shotgun and spamming for Alchemical Antithesis between dog rounds. Have Trip mines on balcony, when pressed back, run across balcony, slide-jump down steps by Shieva, do a small circle, then reset on QR steps. (New) Start Room Balcony: Go up the Shieva-side steps in the start room, turn right, walk past ?box to column, stop, turn around and face the upstairs window. None will come up the Quick Revive steps unless you go behind the column. Headshot and watch for crawlers. I recommend getting Turned by 20. After that, it is quite easy to 30 or so. This is amusing with the crawlers coming down past you and on the wall, but don't shoot the column crawlers or they might leave an unreachable drop. You can shoot the dogs from this spot as well, aim under the bannister and shoot as they reach the bottom of the staircase. Let the last come up top for ammo delivery. Easy exit. GGm nearby. QR. No nearby wallbuys of value though, so plan accordingly. (End). Juggerniche: Stand by Juggernogg, headshot. Strangely difficult due to crawlers. Good for 2, 1 headshotting, 1 de-crawlering. Here are some ideas with multiple players or no power: No power: Using wall power, bullet boost, and perkaholic (or similar), one could leave the power off for no creepy crawlies. No Power Start Room, downstairs; Stay by unopened door, all zombies line up for headshots. No power open downstairs door of start room. In the next room, stand in the far corner by the door, headshot. One can use this with power on, but it is hard to deal with the crawlers, even with the fire trap. Multiplayer Speed Cola Room: Open from Stage/Dressing Room, top balcony door closed. Facing SC, 1 player goes up right steps to window. Other player(s) stay on those steps. No zombies come up other steps unless window guy backs up to corner. With 3+ players, have 1 on the top balcony watching towards the other steps. Power Switch/ICR1 MP: Have door here closed. 1 guy on window, 3 watch approaches. 4 man camp: Open top door at start to stage and the next door upstairs. Open lower start room door to DT2 only (Fence closed). Go upstairs from stage. 1 by fence window, 2 on upstairs windows, 1 on Stage entrance. Lots of room for each player to deal with his zombies, upstairs window players can help each other if needed. GGm in room. M8A7 wallbuy + ?box location. #######Ascension####### W'sW/GGm Landing Pad Camp and Move: Open start room from top, go right to landing pad. Stand behind GGm, almost all zombies line up for headshots. Eventually switch to training here. (Edit new) Start Room Camp: Camp by the lander in start room. Stay by the Yellow Pipe (+ yellow sign behind you) between the lander and the window beneath the steps, face towards the door to Juggernog. Open Start Room from upstairs, open Start Room door to Juggernog, leave door above Juggernog closed (for Monkey control). The actual camping and headshotting is very easy until at least round 30 with PaP'd headshotting guns. The pros are: All zombies approach in an easy to headshot manner. You have room to move left and do some zigzags if under pressure, and you can use the lander to escape. GGm is in sight. The cons are that there are no good wallbuys near. It is a long run for perk protecting or buying ammo and you need fast reloads. Additional info: You want headshot guns, preferrably with fast reloads in case you can't protect or recover Speed Cola. HVK30/KN44 are way over by Speed Cola but work well. It is difficult (solo) to keep a shotgun/raygun for monkeys as you need 2 headshot guns, and Mule kick is hard to protect for a third gun. The rounds are fairly quick which often means that you kill the last zombie in a crowd, so be prepared to keep a few alive for ammo runs. Monkeys will only come into start from above, so by 30ish, you may just want to protect Juggernog/(+ maybe Quick Revive, and just repurchase your other perks) by going up the steps to the catwalk above, lay down and face the Start Room entrance so each monkey has to run a straight path at you, which your headshot guns can easily deal with while prone. W'sW is okay here, but Stamin Up may serve you better due to running for ammo/perks/monkeys, but you could play barebones with Double Tap 2 (from Wunderfizz) and Juggernog/(Quick Revive) with wallguns with Fast Mags. Dead Wire may function well here with all of the zombies rounding the corner from the right, but I recommend Turned and Fireworks as usual. Blast Furnace just blinds you here and Thunder Wall is fairly pointless. Gersch Device can help (The Doll bomb arms slow and may blow you up). Besides standing in the corner by yellow pipe (+ yellow sign behind you), you can also move slightly forward and left to line up the heads of the zombies that fall from above, depending on how many are approaching from Juggernog at that moment. This is a surprisingly good spot if you can deal with monkeys and ammo/perk runs. (End edit). Power Steps Camp: Open Power room from Mule Kick Side, leave other door closed. Go under power from Kuda entrance, zombies come up steps and in 1 window. Power Room door or GG to escape. Good for MP. Before PaP Open Camp: Go to closed PaP door (rocket pad). Walk up small hill so that you are between main building wall and a support structure. All zombies come from in front of you. Simply back up and go right to escape. Good for sickle. MP camps: Door from start to Jugger closed. Go under Jugger, 1 on window, others watch steps. VMP, LCAR9. Jugger above: door above Juggernog closed, door to start room open. 2 on windows by jugger, 2 at bottom of steps. VMP, LCAR9. W'sW Lander: 2 on windows, 2 on steps. GGm but no good wallbuys. Lander escape option. Rocket Lander: 2 on windows, 2 on approach from Speed Cola. SC, HVK30 close, with KN44 and ?box starting location not far off. Lander escape option. Trip Mines Lander: 2-4 can camp the lander pad. Or 1 can watch the window (on Trip Mine wall) and others watch his back from that side of lander. ICR1 wallbuy at lander. Lander escape option. #######Shangri La####### Bowie Niche: Open non-maze side to power, leave other power room door closed. Stand in the space by the closed power room door, in power room. Headshot to 30ish, fire zombie is your trap. 4 Man Bridge: Go from start to Bridge through Maze. Open other side of start to waterfall. At Bridge, 1 on lone window, 1 watches the approach from the other window with the drop-down spot, 2 on Bridge. This can turn into 4 on Bridge, 2 facing each way. #######Moon####### Tunnel 6 Camp: Open T11 to power, open T6 from power only (door to LCAR9 closed from GGm/Kuda side). PaP and Hack Kuda for cheap AAT ammo. Stand near GGm and headshot. Turned does some serious work here. Lots of room for MP. Tunnel 11 Camp: Open T6 to power, Open T11 to Stamin Up. Stand near GGm/SU, next to center boxes so that window zombies walk in front of you, not behind. With 2+p, 1 watches window, others watch single line of zombies from door/ceiling spawn. Alternately, a solo player can stand behind the blue framework near the window and all zombies come in front of you that way, but it is erratic. Before Power, prelude to late game camp: If you open T6 and intend to camp T11 for high rounds in the 'as yet unmentioned T11 room', then you can do this: open T6, go to entrance to T11 by power switch, but don't open T11 door yet. Unlike BO1, no zombies spawn in the ceiling here. The zombies tend to get stuck in the entrance by power and Turned/AATs will wreck them handily. Long game: Open Tunnel 6, open Tunnel 11 from power. Leave door by Stamin Up closed. PaP Zap Guns, bring Gersch, Hacker, and 'power up' (drops) GGm to hack. Aim between window and ceiling spawn with melded gun to get all zombs. Hack drops for ammo. Gun with Deadwire for when Skippy drops by. #######Black Ops 2 Reprint####### #######Origins####### I really have not found any viable solo camp spots beyond the original "Camp by the Lightning Staff part above the mound" (or other Lightning Staff parts) by using the tank to get there. ############## Tips: RK5 pistol on round 3+4 is "fire 1 burst, stab" for points. Headshot round 5 (stab if they survived the headshot). And round 6+7 it is "fire 2 bursts, then stab". I leave the elo sight off so it appears to jump less. Quick draw (effects swap speed too) and Fast Mags recommended. This gun makes early round easy. I pair the Bowie Knife/Sickle with Trip Mine in hand for fast stabs and fast movement rate and much less chance of knife-lunge. By standing still and clicking the melee button, you can shred crowds quickly (some slight back ups required). If playing Classic GGs, later game hold Alchemical Antithesis if needed, or try to keep an In Plain Sight for reload/revive help. Happy Gaming! (1.25. 2019).
  25. 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. I've added the Trip Mine Upgrades. 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 Black Lace Burlesque (ritual area). 2. Waterfront, behind 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 the top 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 by this entrance. 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 gun 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 on left 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 this 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, it will drop a Heart, 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. Afterwards, if you lose the AS for any reason, it now becomes a ?Box weapon. ######################### Swords: -------Symbols; (Only 1 player is required to get the symbols and open the Egg Chamber). 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 box/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). All of the "Numbers" are 4, 10, 12, 14, 20, 21, 22, 40. Note that 21 and 22 can be easily confused due to the closeness of the "1"s. -------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 these "Number" 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 before trying again. 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; (Each player is now on their own upgrade quest). 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 an 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. Multiple players can fill souls at the same Statue, but each player's zombie souls only count towards their individual Egg. 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) from this Egg chamber (interact button). 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 a random Margwa spawn may occur at any round as well, which may cause mild confusion. Killing your ritual Margwa(s) will cause an Egg symbol to appear on screen, slowly changing color with each ritual 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. You may put the in-hand Sword away while the autonomous Sword flies around. ######################### Trip Mine Upgrades: There are 2 Trip Mine Upgrades. Presumably, there is more to this which has not been figured out. Molly's Cream Cakes make donut explosions, and Devil-O Donuts makes cream cake explosions. Puchase the Trip Mine from the side of The Anvil (ritual area, Waterfront) for 1000 points, or you may be able to get it from the ?Box (950 or 10-fire sale). ---Molly's Cream Cakes Upgrade: Get a Trip Mine kill by each of the 3 MCC's Carts; Canals, across from Ruby Rabbit. Junction, near Stamin Up. Footlight, by Perk. Each kill will have an audio and visual cue. Completion of the third will trigger a character quote and refill your Trip Mine inventory. It is now upgraded. ---Devil-O Donuts Upgrade: Get a Trip Mine kill by each of the 4 D-OD's Carts; Junction, between Footlight and Waterfront. Waterfront, near Rift to Subway. Footlight, go up steps left of perk machine, make left. Canals, by the GGm near Kuda wallbuy. Each kill will have an audio and visual cue. Completion of the fourth will trigger a character quote and refill your Trip Mine inventory. It is now upgraded. ######################### (1.23.2019) Happy gaming!

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