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Fully interactive map: 81


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I won't charge you for it because you want to go to floor 61, but I really don't want to have to traverse ALL the way back here to get to level 60. You get access to none of it's features unless you pay 500. 

 

 

-Double tap machine. 

 

 

61: Another boring floor with a fire escape on the outside of the building.  This allows you to access any floor between 61 and 68. Which one do you chose? Any are free. 

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62: Due to the room above, this room contains some nasty spores and mushrooms, be careful. Zombies that spawn IN this room can be covered in them, should the zombie explode, they'll leave behind  a cloud of spores that when stepped in can cause the player to get sick. While sick, the player's movement is hindered and the screen can get a bit green and fuzzy. This normally last for either a few minutes or until one is sanitized: There are two solutions: 

-Don't run on floors near this. 

-Buy the new perk which is located on the far side of the room: Nausi-ale: Being sick can now be your ally! When you're sick you no longer feel hindering of movement or fuzziness of screen. It also makes it so you can spread the disease to zombies. When a zombie makes contact with you while you're sick, it will turn orange and slow down, eventually dropping dead. Works less and less as rounds progress. There are other effects to this perk we'll see later. 

 

63: An aquarium habitat that's leaked out, now there's fish and things everywhere. Aside from that there's a console unit for the "radar scanner" build here. 

 

64: An average chemistry lab, here you can cleanse your self in the showers to remove the effects of being sick. Not much else is here. 250 to use the showers. 

 

65: A sort of electrical core of the building. There's no power switch to this map (too hard to move from floor to floor at the start). However there is a different switch: The master controller. Pushing it will enable the most effective way of travel: Five-style teleporters.

 

There is a total of 8 teleporters in all. It's free to use but can be put in un-pleasent places. 

These floors include: 

80

65

54

42

31

18

10 

and the area under the building. 

 

66: This floor in particular is......... Boring. Not much here. 

 

67: Finally! Jug is on THIS floor! You purchase it for 2500. (Now at stable point) 

 

68: The top of the fire escape. It's an emergency broadcast station with it's own satellite. You find a wingged-exoskelleton part here. 

 

 

 

-750 (total 1730)

 

69: There' s a sniper wall buy here, but not much else. 

-750

70:  You find a stamina-up perk machine here. 

-750 (total 230) 

71:  A freezer room. There appear to be frozen bodies here... One looks awfully familiar.... 

 

 

You run another few rounds, gather 5300, what to do with it... 

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-Clocking in: In 81, complete his shift. 

-Ok we were wrong: Die before round 1. 

-Inspecter: Vist every floor in the hotel in one game. 

-Houdini: In 81, disappear. 

-Mozart aint got nothing: Kill 50 zombies with the Brass note. 

-You should update your browser: Connect to the world wide web. 

-Have I been here before?- Fully revisit your past. 

-Abandoned: In 81, get left behind and survive for 4 rounds. 

Edited by Stop mocking me0
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You know what, this will drag on forever If I keep making points a factor.... Here's levels 72-80: 

 

72: Some sort of criminal intelligence floor, a few lines of red string connect pieces of an investigation on this floor. They appear to be fallowing a path across america, only to end in washington with a big ? next to it. 

 

73: Some sort of meeting room. You find a wire part here. 

 

74: A relaxing, reflection pool sits here. It for some reason seems undisturbed compared to the rest  of the building. 

 

75: Heli-pad access: This is where things get cool! Here, you can build the "wing suit". An epic piece of equipment. After running and jumping out a window, this wing suit will deploy and slow one's descent. You can use this to access just about every level below you. However, you need to be on the helipad to activate the shut, otherwise you just plummet to your death. Also, after use, your suit falls off. 

 

76: A blocked off floor. 

 

77: A boring **** please report this topic, post **** floor. Bowie can be bought here. 

 

78: A hallway of rooms which can't be opened. Box location at the end. 

 

79: The highest level the elevator will take you. You will need to ascend the outer stairs of this pent-house to reach the roof. Other then that this massive room looks good for running trains. 

 

80: The roof floor. One has the greatest view of chaos bellow of a burning city. Meanwhile astroids hover above the earth. There's a small hut which contains the teleporter here. Likewise, there's also Pack-A-Punch too! 

 

You teleport in the machine. You land on level 10. Do you move up or down now? 

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I've decided to ditch the whole point section, just move a reasonable amount of floors. 

 

We have jug, and  a decent LMG and Double barrel sniper from the box. Round 15-ish. 

 

 

 

Level 10 seems to be where most of the teleporter technology is. 

 

You move down a floor to  level 9

Here is more of the teleporter technology. In fact there' a small set of numbers with all the floors on can land on available. 42 is lit up. Nothing else seems important here. 

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Well... Given we've only explored 45 of the 80 floors. Everything bellow is still a mystery. 

If I'm right, we're still missing: 

-The new perk

- 2 buildables

-A FANCY new trap.

-The wonder weapon

- 5 more different rooms of interest 

-The 7 "grid" floors 

 

 

We won't start the easter egg until the whole ordeal is finished. Otherwise I'd have to go into explaining how Russman, Marelton, Misty, and Stulenger are either working together, or either marelton and misty, or Samule and Russman are working with 2 random people to accomplish their goals. 

 

So, without further adu: Here's floors 41-31 (where the next teleporter is) 

 

41: A simple floor, one can find Mule kick here in a maze of cubicles. 

 

40: A weird room, its' completely empty and fully metallic on the sides. What could it's purpose be? 

 

39: Another work table: For the radar scanner! With this, you can now tell what level the box and wonderfiz are on, as well as detect where there are secret passages, such as the vent in the same room, to pass between floors. 

 

38: A whole crazy bunch of machines hooked up to a big reactor-like machine in the middle. Should one be playing as marelton or russman, they will say: It's best if we just stayed away from that. The radiation can actually make one sick (for the use of the perk "nausiale" mentioned earlier). 

 

37: A mail room with a bunch of pneumatic pipes connecting through the whole building. 

 

36: This level is actually at ground level. You can step outside here and enjoy the limited distance and the beauty of the MASSIVE building. Also the box is here, but we'll ignore it for now. 

 

35: Here there are quite a few chambers with the giganitc sleeper zombies in it. Beware of any loud noises that could wake them up, gunshots are fine, but other things... 

 

34: Some sort of massive centrifuge for the creatures. You can acitvate it from just outside the elevator, any zombie that steps in it will be flu against the wall and shredded to bits. 

 

33: Another odd empty room. 

 

32: This room has 7 different pieces here, which you can only carry one of at a time it seems. They're all hard-drives. 

 

31: Another room designed for teleporters. It appears you could activate the teleporters on all floors from this level too. 

 

 

Now what do we do? 

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The next teleporter is at level 18. 

 

Level 30: Another freezer room like the one from the near top of the building. Another familiar frozen body. 

 

Level 29: Yet another empty room. 

 

Level 28: This room has a great concept. On the screen is a picture of a drop, it could be a max amo, nuke, carpenter, double points, or insta-kill. By spending 3000 dollars one can change the picture of that drop to either a fire-sale, lava-sale, zombie blood, or blood money.  Lava-sale is like fire sale but depicts a volcano with a $ on it. It works by making the wonder fizzes appear on every location of the map and offer any perk for 300 a pop, useful for trying to acquire juggernog but spawning on a far away level with little points.

 

Should one use this machine, anyways, the original drop shown will swap out for the new drop. So lets say you had a carpenter shown. You could then trade it out for a fire sale, and every time a carpenter would spawn, it would instead be a fire sale. To trade it back you'll need to roll it at 3000 points a pop. This can be useful with less desirable drops like nukes or carpenters, but it can be annoying if max amos or double points is what you're swapping for. The perk randomized varies each game. 

 

27: This level is weird, it is just a bunch of computers. There are 8 in total marked: 

-4600

-30855

-3335

-19635

-1725

-575

-935

 

 

And one weird one marked with multiple numbers: 

405-324-324-2025 729-1539 81 972-729-81-1458

 

26: Nothing special here, just another empty room. There's a passageway down to the next one though. 

 

25: This room's only purpose it to offer yet another new perk: Blink-decaf. Unlike normal perks, this perk has 5 different slices of it's symbol. Once all 5 slices has been used up the perk slot empties. What this does is allow one to blink jump. By attempting to slide (or dolphin dive) one bursts forward and becomes transparent. This allows one to literally teleport right through a set of zombies! Useful when one is in a pinch. But remember you only get 5 uses! (it costs 2000) 

 

24: Another freezer level. Another familiar face... 

 

23: This is the observation floor, a camera on multiple levels flashes through, showing certain angles of each floor, useful for finding sleeper monstrosities. 

 

22: Holds a part for the silencers you didn't build earlier. 

 

21: Another odd metallic room. 

 

20: This seems to be some sort of holding sell, there's blood on the walls saying "let me out!" "I'm fine!" "What voices?" and a big illuminati eye with an ER carved in the pupil. 

 

19: Has a part for the final build-able. 

 

18: The next teleporter floor! Where to now? 

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An excellent choice sir. 

 

 

I actually figured we'd do it this way and likely should have just moved on to begin with but I felt like taking a break partway through. 

 

Here are the rest of the floors: 

 

floors 17-9: 

17:  A single room, that appears undisturbed with a single computer sitting in the middle with a black screen with the infamous green line blinking telling you to input letters. 

 

16: A sort of dooms-day shelter. It's sealed in iron like a nuke shelter. Marelton will shudder in his distain of these things. 

 

15: Yet another empty room. That's 5 now. 

 

14: A sort of command room with many dead bodies bleed out over computers. In the center is a large red button... What does pushing it do? (We'll find out when we start the easter egg) 

 

13: Now, this room is filled to the brim with TNT barrels, above them is a metal cylinder that protects the floor above. Should one light the fuse with a bullet or grenade, the whole floor bellow goes BOOM! And allows for easy access down to floor 11. 

 

12: A room filled with TNT. You can get galvaknuckles here unless you blow up the room. 

 

11: A sort of super-advanced boiler room. Somewhat useless. There is a part in here. 

 

10: There is a fire escape in this empty room which allows one to enter a pipe system. Should one have a source of light (available on the last build able) They can traverse these pipes and fall out in the area beneath the building or even back on level 35. This is bad for reasons we'll discuss later. 

 

9: A teleport room. 

 

8: This room contains a zombie trapped on a treadmill chasing a brain. (Like the one from the "zombie labs" moon trailer.) You can't actually enter the small glass room he's in, but you can push the button which will deploy the wave gun to zap it open anyways. The wave gun is not obtainable through this though. 

 

7: This room's gone dark. Enter at your own risk, there's a good chance of sleeping monsters here too! 

 

6: A sort of red-light photo development room. On some of the picture's drying you can zoom in to see an origins robot, but after looking at it for 5 seconds strait, it will dis-appear like a tear in bioshock infinite. 

 

5: Yet another empty room. 

 

4: This appears to be a completely normal floor, however if one blows up the right wall with enough grenades, they find a shrine to Samantha. -The mole in the base. There's a journal here with a single page readable with a sniper: "Maxis spoke with me again today. I think we are making great strides. No one has suspected I'd fallow maxis, but I must remain loyal to him. The voices demand it. I must save her... Them... -Dr. Kreizenburg" 

 

3: The final build is here!: The classic zombie shield! 

 

All builds: 

-Silencers 

-Zombie shield

-Radar 

-Wingsuit

But you still are able to carry one of the hard drives. Where do they go? 

 

Other then that this room's blocked off by the bench... Pity. 

 

2: An odd room, it is explorable, but the building's physique is too heavy for this ONE room which has amounted most of the presure of the falling building. Due to this, one must crouch to survive in here. Welcome: To the first room in zombies designed for training crawlers: The only type of zombie which can enter this room. You can't sprint, so be careful of the fast ones. 

 

1: The final empty room. 

 

Bellow the building: It appears this building sank into the ground as the lower tunnels were destroyed by dynamite, which now blocks your path out. Other then that there's a single sign post which sells the player C4. 

 

 

 

 

 

WELL, that's it.. Now to explain how this easter egg works. 

 

 

 

The easter egg works like this: 

Whichever side you chose, the host must have completed the "Mist" easter egg in the correct way. Otherwise it results to the "non-ending" what's listed below varies from starting dialogue. 

 

 

Easter egg story 1: The tranzit crew discovered nothing in Mist, but were led here by marelton. They search the building in cluelessness to find information. The easter egg here WILL produce the in-game easter egg rewards, but won't maintain to one's account to tell others that they chose an ending. 

 

Story 2: Russman and Samuel killed marelton and Misty: Only russman and samuel are here, the other two players are portrayed by their custom-made characters they would typically use for grief, survival, and turned game modes. They have no dialogue and were found by the two on the way here, they say "they're quiet". 

 

Story 3: Marelton and Misty killed samule and russman: On orders from maxis, marelton and misty end up here with custom characters like before. 

 

Story 4: (True ending) After the map begins, the two sets of enemy players will be against one another, but when they try to shoot one another, the guns are found to not be loaded in both parties. Both richtofen will possess samuel and maxis will talk with marelton, both parties claim that neither side should kill the other. (The ability to kill the other players is taken away now) Both maxis and richtofen will explain that inside the building is something of greater importance then they can imagine. It is said to be located on the 81st floor. Russman will state there is no 81st floor.  Maxis will tell him he's correct, however, the 81st floor does not exist in THEIR reality and they must cross to their next domain to obtain the precious "Throne of Wan Hu". 

 

 

 

 

Now, all 4 easter eggs are performed the same way and produce the same results. The only difference is they each give a different ending. 

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You may realize where we are... But you have NO idea what this place is... 

 

We do! Want to travel back there? Course you do, although you find that it's just a way of entering any door with an open area. 

 

 

 

Also I just realized I forgot the ground floor! Well, just mix it in with the floor beneath the building!

 

There's far too much to point out here reasonably right now. I should direct you to the items on floor 14. That's where the hunt begins!

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