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83457

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Everything posted by 83457

  1. They found that the 'invisible skulls' of DE are visible in 'zombie blood' (In Plain Sight GG). So there may be something here. Maybe now that 360 gets attachments, I can look around SoE with thermals and other sights, as well as the IPS GG. M envelope. Signs. Those things ↑. Gateworms. PaP. Ritual circles. ?Box (are those parasites?). Keepers. Keeper language by Swords... Back at square one.
  2. With the exception of points and their mode of travel, the keepers seem to act like regular zombies. I'm fairly certain I've used them for Trip Mine upgrades. Edit: tested. I did the Devil-O upgrade using only Keepers. The upgrade worked, no other noticeable effect. Not sure about statues... Edit: they work for statues.
  3. Yes, the trigger to begin the next step (cocoons, i think) is supposedly no longer removed. The real DF found that the trigger was missing. This was 'confirmed' by others that it wasn't there (we considered that maybe there was a different way put in instead). But now, supposedly that trigger was reinstated and the script can run past that point. The code miners didn't spoil what to do, simply that it can now be done. Theoretically; as l'll believe it when i see it at this point.
  4. Civil protector Margwa stomp. Another obvious one, but i saw it on Reddit, and many didn't seem to think of this, so I'll post it here. Call in Civil Protector, time it so that it lands on a Margwa. Results vary. I've had them simply move out of each other's way and I've had it kill him. It was suggested there that one uses a Lil Arnie to get the Margwa in place and then call in the CP.
  5. Rumor has it that decryptorfixer noticed that the removed trigger has been replaced. I have no proof to supply for this hearsay. By the time it hits 360*, the upgrade may be found. Oh well, as long as it's in there. Disclaimer: yes the Arbgwaoth isn't needed, but it's hella more fun. *2.11.2016, 360 just got an update.
  6. Theoretically, the 'removed trigger' has been replaced, according to decryptorfixer. Rumor has it. I have no proof.
  7. ... Before the Comm(unications) Room strategy. This is my strategy. This forum is dead, but i figured i would post this for anyone looking for something to try on an old favorite. Can work on bo1 reprint. Tweek to your taste. Round 1+2 stab zombies, fix windows. Personally, i save bullets for round 3+. Round 3, shoot and stab zombies. Buy Arisaka (a.k.a. the round 3 rifle) and headshot, if needed. (Open door if needed, not stairs, but door). Round 4, let zombies begin to break in. When surrounded, open the door (not steps). Head to box area, buy Bouncing Betties, buy Thompson (trade Arisaka if you have it) for a guaranteed decent weapon. Hit box for lmg eventually (and Wunderwaffe, of course). Bouncing Betties: alternately drop them in the alcove between Doctor's Quarters and Storage, or by the Comm Room door that is still closed. Fill the alcove, but only put a few by the Comm Room door and in that little area there. Drop one at the start of each round, and one at the end. If you get a Max Ammo, it will bring your count back to 2, but only if you are holding 1 still (this also works on Der Riese). Now camp at the bottom of the steps in the Comm Room door alcove. Face out, across the courtyard and headshot. A couple of BBs will be in the area for bad reload timing and for opening the Comm Room door without dying. When overwhelmed, open the Comm Room area and do that strategy. Usually by round 13-15 you get routed. ------- Dog rounds: first, drop a Bettie. fight dogs at the alcove. Slowly back into the mine field of BBs. After Max Ammo, drop both BBs. Drop 1 BB at start of next round. Do this for the whole game, kill the last zombies near the main building so you can run in and drop your 'end of round' and 'beginning of round' Betties. -------- Cheat, or no? If no, then simply open Fishing hut, then Doctor's Quarters (this keeps most traffic coming straight at you, not from the side), then Storage for perks. Cheating isn't available in bo1 reprint. If yes, then spam the box until it moves, use the perks for guns trick for extra guns and gunslots. Only 1 or 2 extra guns/slots are needed for fun. You can camp with 2, which also offers the ?Box extra guns method. In that case, for the long run 1 player runs Comm, 1 runs Fishing Hut. Fishing Hut Circle: walk in past the Flogger, go counter clockwise; walk straight at the hut, you may need to dodge a zombie or two. Go left at hut, walk down walkway, cut through zombie train (plenty of room for this) and repeat. Shoot when near hut, before going down wooden path, and as you near the end of the wooden path nearish to the Flogger, and repeat. Comm Room: do 2 counter clockwise circles, the second time that you come through the little building (heading toward main building), turn and headshot the crowd. If solo, you can alternate between the 2 areas and throw on the Flogger. Be sure to have the WW in hand as you go through the building, in case of emergency. Well, that's my fun little temporary camp strategy. Happy gaming!
  8. I've tried number 3, but haven't exhausted all possibilities. I've done number 1 in so many ways. I've never tried number 2. I've had no success finding anything new.
  9. Kor-Maroth, Lor-Zarozzor, Mar-Astagua, Nar-Ullagua. I've had similar thoughts before but I'm not sure if I've put them together this way: Taking the assumption of alphabetical order, combined with my barely supportable Kor=1, Mar=3, thesis, we have 1, 2, 3, 4: Kor, Lor, Mar, Nar. Nothing new so far. Taking my guess that Maroth (3thing) is Lil Arnie, due to the similarity of him to the hieroglyph, and the similarity of Margwa to the Margwa hieroglyph, and the similarity between the 2 creatures (both having 3 'eyes' for Mar). We have Kor-Maroth = 1-Lil Arnie (Upgrade?). Mar/a/Oth Lor-Zorozzor = 2-(?) Zor/Oth/Lor(zor?) Mar-Astagua = 3-Cursed. Ast/a/gua Nar-Ullagua = 4-Consume. Ulla/gua ---------- So, completely reaching here, maybe the second word is the other upgrades? This would put Maroth/Arnie as upgrade 1. Now, these often hide on me until round 50 something. But maybe that's because i always do the Trip Mine upgrade early. Maybe we should not do any upgrades until we do them in order. Okay, so how do we get Astagua or Zorozzor to be Shield or Trip Mines? Astagua/Cursed = MCC Purple (apothicon/Cursed color?) upgrade, or is it Devil-O = cursed? Leaving Zorozzor as Shield? Ullagua, or the 4th step is consume: that sounds like a job for Apothicon Servant. So, first upgrade Arnie, then get the Shield done, then get the MCC Trip Mine, then Consume with the Apothicon Servant. Alternately, LA, TM, RS, AS. Maybe try each Trip Mine in different games? This gives 4 options to try. I'll do what i can... 1. LA, TM (mcc), RS, AS. 2. LA, TM (devil-O), RS, AS. 3. LA, RS, TM (mcc), AS. 4. LA, RS, TM (devil-O), AS. Note that each upgrade may require kills or something, adding to the difficulty. Thanks for reading and happy gaming! Edit: 4th step could be swords/consume...
  10. His head and hands change, presumably to represent different forms that he takes in different realities/universes. Sometimes he looks like a human from our reality, sometimes he appears as a different species.
  11. Here's an odd one to test out: right as you enter Canal from Junction, there are plenty of nearby load spots for speed rounds, i think. Run tight circle there, by VMP steps/Fancy Grind. There may be an issue with zombies heading around junction from the beast-fire window though. I'm on 360, so really high rounds are kind of out of the question as it gets choppy. Maybe leaving the steps up (and $1000 barrier closed), and/or keeping the Junction-Canal door closed would increase the spawn rate. Just a thought, feel free to opine on how viable yous find it.
  12. The top of the...thing has an Egyptian Scarab (beetle) symbol. The smaller symbols don't really look like regular Egyptian hieroglyphics, but it may just be that they are too small to make out, or my lack of knowledge of hieroglyphics (I'm into languages and history of the world, but I'm no expert).
  13. Edit: this has changed slightly. CP will occasionally follow you through rifts now, but he tends to stop and be temporarily glitchy: Tip is still semi valid. Civil Protector (and mp zombies?) through the Rifts tip. Short version: leave Subway/Junction Beast Door closed and the CP will follow you through a Rift. Otherwise, he tries to go around and come through the door, which basically takes him out of the immediate equation. This may also work with mp zombies, who normally wouldn't follow a player through a Rift. (Solo, the zombies follow you through Rifts). --------------------- More words: i have often wondered why CP would sometimes follow me through a Rift and sometimes he would not. I suddenly realized why. I will test this CP bit to be positive*, but it is unlikely that i will test the mp zombie option as i really have no 360 players to team with. Feel free to test it and give feedback. *Tested 360, this is how it works. Re-edit: Changed slightly now, but still mostly correct. Happy gaming!
  14. Yeah Dave, it was bunk. I also don't understand the quotes: i only get the build quote like 1 of 10 builds. I can get a quote for killing in the pap area, or by the red circle in Canal. 90% of the time, it's zornash, na'orruja, zornash. Also, on 360, the quotes are on the music volume. So if i turn the music quiet, i can barely hear the words, which is why i turned the music down in the first place. Yesterday, i forced the worms, 1 at a time into the 'correct' holders (judged by the flag step keeper locations). I didn't notice anything different... Except that my character said 4 different quotes as they were set down, which is new to me. The sword counter leads nowhere either. If the upgrade is in here, i don't know where to even try to look anymore. I try to fight the negativity, but i just feel like Treyarch failed again. We know it's in there, we've seen it, played with it, and the leaderboards still show the people who used it. So what gives? It's glitched, we're blind, or Treyarch shit the bed again.
  15. Thanks again for knowledge. That would explain why one would possibly mod in MK. I checked recently, you can still get multiple guns on every WaW console map. Though NDU isn't particularly easy to do, solo or mp. Solo varies for each map, but with 2 or more players, you just do the BB/?Box revive trick for 3 extra guns/gunslots each time. I remember losing the first slot WW in Die Rise and Buried frequently, i don't recall how often it happened on other maps, but i assume it's the same issue through all of BO2. Obviously TranZit didn't have that issue, at least as far as the WW was concerned.
  16. I saw a Dec thread on another site, where they got these steps down, before claiming that the AS upgrade was confirmed to be impossible. I don't know what that confirmation was: the real DF's view that the step is locked, or an actual official Trollarch response. ---- They said that you kill 50 zombies by the pap, 50 each by the rift in canal, wf, then footlight, and the pap turns purple. I'm gonna see if any of that still flies.
  17. Hard to say. The game has so many glitches... They also patched ps3, and the highlighted part above wasn't there. So, either 1: The AS was broken on next gen and is now fixed and last gen players can't find the way to upgrade for some reason. Or 2: this simply means that they fixed the issue where the giant worm wouldn't show up sometimes on next gen. I think that it's option 2. Also, most of this was already hot patched, but now is in an actual full permanent patch. So the patch notes are mostly old news. Though I'm fairly sure they just fixed the 'no margwa' glitch with this patch.
  18. Thanks Stevie. Appreciated again. I guess you modded Mule Kick into WaW, that's what threw me off with your first statement. On 360, it's so easy to do multiple guns in every map without MK that i couldn't grasp that you modded it in. That's like modding in a perk to clone zombies in soe... Heh.
  19. Civil Protector Camping: The idea is new and only really tested in Junction, so some speculation follows.*More testing has been done. I've been trying some 'no beast' ideas and realized that one can get over 50 using mostly the CP (robot). Mid 50's, he starts making lots of crawlers and this method gets less desirable. But if you've never seen 50+, this may be your ticket. Obviously this is safer with perks and pap, but even just grabbing Juggernog would do, you could skip pap. Shield is recommended. I posted the idea in another thread, but i felt it should be mentioned here as a sort-of camp idea. ----- The basic gist is to call in CP, and then just run around him as he kills. Between/during robots, simply fire your guns into the crowd for points for the robot ($2000), plus ammo (or new gun). If you go down, CP picks you up. I've used this method to get over 50, just running circles in Junction, right in front of the Civil Protector's switch. Now, if you combine this with fast loads, like Ruby Rabbit, Nero's, and similar, it may even be fairly quick, if you can stay alive. (At least junction is real easy to do this, if not fast). Just try to stay near a CP switch as you go through rounds. --- No pap, in front of The Anvil with the beast door closed. But it's far from the switch. Maybe the box location by the WF CP switch? *By the CP switch is uncomfortable, but doable. Running by the Footlight cthulu statue/CP? Kind of tight. *Or up by the Perk. Very hectic at higher rounds. Canal, pap or not, keep the $1250 Doors by the CP switch closed (get to RR from Perk/Fuse area). Fight by the CP switch and $1250 Door. Edit: this last one requires you to do work as well. If too many are getting past him, open the $1250 door and run around by RR. *With Doors open, this was still rather effective and near the CP switch, circling by the M8A7 and workbench. --- Weird, but surprisingly effective. (Waits for Robot nerf to happen). --- Edit: obviously, margwas are your biggest issue (besides robot glitches), so have a margwa path figured out. But remember: the cp usually won't use the rifts*, so you may want to run margwas where the CP could help you in the higher rounds, depending on your skill at dealing with them. If you are good with margwa, then deal with them as you normally would and then return. *edit: i think that if you leave the junction beast door closed, CP will use the Rifts (this has been changed slightly, but still a good idea for this). If no pap, you will need a Ray Gun, or Wall Powered Krm-262 for margwa on later rounds (you don't really need the AS at all). As far as point guns go, use anything and spray the crowd, when it's out, simply grab another wallgun. Most guns will earn enough to pay for CP + another gun, or more ammo for the gun in hand. Obviously get guns near where you are playing so you don't run halfway across the map for ammo constantly. In the 50s the L-CAR-9 was fine for running Junction CP, so don't over think your bullet gun. 2+ players: One clearly does not need the AS for this, especially for Junction. So this could be a good 'second player' strategy in a 2 player game: one rocks the AS (and Blast Furnace), one rolls with the CP (Ray Gun [Margwa] and points gun-could have alternate ammo). It's something different to try. Have fun. ------- Edit again: trying to camp with the cp isn't anyways easy. He likes to look the wrong way at walls or sealed $doors. So, if not loping him, he tends to be stupid: besides facing away from zombies, he will also get zombies stuck on him, trying to path to me, and he can't lower his gun to shoot. Derp. I tried the waterfront camp by junction $door. He sucked. I tried by the footlight junction door and he did function adequately. Unfortunately, i was alone and had ignored pap, so i had only regular ammo and couldn't hit 20 in that spot, but with Turned, and other players, cp could be useful here.
  20. Thank you for clarifying that. Most appreciated. So, i guess i did understand what you said, but not why they would do that. Edit: In this example; i have MK, i replace my start pistol in bo2 with the Petrifier. I then go down, and lose slot 1, the petrifier. That's really annoying. I would think they would have put the Petrifier at the top of the precached list. Even better: just make the gun in the third slot (and the third slot) go away... So, since I've never lost the Apothicon Servant, in slot 1, or 2, according to what you are saying, AS is high on the Precached list, and theoretically shouldn't be lost even if i put it in slot 3, correct?
  21. Here's a true T-virus thought: the phone booth in junction, during the conversation, the loan guy says "it's right here in black and white". Look around there, or play that message while the noire filter is active? ----------- The phone calls are weird, because they are clearly talking in person, showing signed papers and such. But they're on the phone... &&&&&&&&&&&&&&&&&&&&&& Current t-virus thoughts that still linger: Trap sounds start. Why? Using both trip mine upgrade varieties at once on _____? Recreate glowing pods? Visual glitch? Red circles have changed, but still don't make sense for just the ovum step, given how they light and unlight. You can even do the ovum step while they are off. The red circle shows the circle twice in itself, it seems like there is another use for them. Worm placement keeps changing without a set pattern. I want to try manually setting one at a time in the supposed correct holders: altar right cop, pap right dancer, pap left illusionist, altar left boxer, but i always forget to try. All upgrades, TM, Shield, LA, then ____? Good luck to any still searching.
  22. Do you mean BO1, not WaW? WaW didn't have mule kick, but you could get multiple guns in every map. But you do not lose any gun slots when you go down in WaW. I'm not sure i understand what you are actually saying either: guns that are placed higher up take priority(?). What does higher up in precache mean? It should just take that third gun slot, regardless of what gun you've traded it for or if you never traded it at all. But if your saying that the game stacked the gun slots depending on how they are in the scripts, how would us players know which guns are higher in the script? And why do that so the wrong gun slot gets lost?
  23. I was fairly sure that was a glitch, because it never worked on 360, and it froze the shadowman. Welcome back to the margwa marathon...
  24. You cannot. Patched a day or 2 after the xbone patch. Thanks for the Beenox info, although i was aware of that, others may not have heard of them. But, they did patch ps3 at the same time as ps4, so i have hope for the 360. It's just odd that the patch notes were different concerning the quest. With the exception of freezing issues and a few out-of-map glitches, their patches hurt more than help the game. I'm hoping this next patch brings some light to the dark. Otherwise, us last-gen folk would be better off deleting the updates.
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