Jump to content

Anthem of the Dead: Map Concept


Guest

Recommended Posts

 

Anthem of the Dead

 

With this map, chapter gameplay is gone. It may return in the future but this map is just going to go back to the classic gameplay. This map is unconnected to the story I have been working on, it follows a strange group of people who have met at the start of the zombie apocalypse. The map deals with some themes in both the campaign and zombies while not being connected to either at all. In a rainy cityscape in the year 2025, a group of survivors will learn that they may already have lost the fight against the undead. Obviously I may have left some mistakes in this so if I did tell me, as I always say I am only human.

 

Anthem of the Dead is loosely based on Colossus from the Call of Duty Black Ops 2 campaign. Instead, it is set on an alternate location known as Sentinel. Instead of being in the middle of the ocean, the map is actually in the middle of a city. Outside their is no apocalypse, only inside the confinements of the map. As the characters continue to survive, they will begin to remember why they are here and discover the dark secrets surrounding the map. The map is not canon to the zombies story and is more closely related to the campaign on all other Treyarch Call of Duty games. It is self contained and no events in zombies are linked to it besides utilities and weapons which have come into existence due to the power of the Phantom bringing them into the map.

 

Time taken to create: March 10th to 1st May

 

Note: (The idea behind this is not meant to be for last gen consoles, I am sure a lot of the stuff in it already pushes the limits and I feel that being ported back to an old console would make it seem as if the map is going backwards not forwards. If this were to be in a Call of Duty, it would be the second DLC map.)

 

 

Loading Screens:

 

When loading the map in solo, you will be given a cutscene. At first it depicts somebody stumbling and groaning in the dark. Security are letting people inside of the club and just after letting a batch of people in, they hear the sound of a bin being knocked over. One of them shines his torch towards the disturbance and sees the man standing there. He begins to stumble over and the security guard looks as his tattered clothes. “Sorry man, you can't come in.” Just after finishing his sentence the zombie grabs him and bites his neck. The other guard beckons everyone away and tries to call help on his radio but is then bitten by what was once the guard. The people who are trying to run are then caught be a group of other zombies. Loudly, the music begins playing from the club and the zombies are drawn to it. They enter the building and begin to take over, causing a frenzy while music is still playing and drowning out their screams. After everyone is infected they stop. The light in their eyes turns off. A message sounds out across Sentinel. "La Source Noire will be playing their music live at Club Stellar with their new song: Anthem of the Dead next but first..." The voice turns more sinister and takes on a less happy tone. "It's time for my anthem." Panning away from the map, the anarchy is shown. Music begins to play again and the zombies look up. Their eyes glowing pink.

 

In co op the loading screen shows a concert poster for La Source Noire. It has the four characters with musical instruments in their hands. Above them is the Phantom and around them are shadows of zombies with bright pin eyes. Then below is the map name.

 

 

Map Layout:

 

Story: On a cold, rainy, dreary October night in 2025, the apocalypse came in full force. The undead flooded Sentinel and infected everyone there. Only four survivors are left. They do not understand how or why they have got into this situation but all they do know is that they must survive. The living dead are not the only things they have to watch out for. Somewhere deep in Sentinel lurks the stuff of nightmares. Once his anthem plays you will have nowhere to run.

WSf9QzvolYvP2gn3iNNU_GRgPuLoak17RE2rB7W8

 

The spawn of the map is different to others as you spawn already dead, this is explained further through hidden notes, radios and the Quest Easter Egg. The characters are unaware they are dead and will have disembodied voices. They will be asking where they are and why. Music will begin to play and the black screen will now be filled with a blue and white colour. This is the same as when you teleport in Origins. Not long after you will fade into darker colours again and will stand up with blurry vision. Each player will have a gun and round 1 will begin.

 

You do not actually spawn in Sentinel and in fact spawn inside some bodies study. On the desk of the study is the body of a man who has recently been killed, but his face cannot be seen due to him being face down on his desk. Everything is very cramped in the study but you may also walk out of it and into a foyer. The office itself is quite futuristic and instead of what would normally be books there are large containers holding computer disks in them. On a table is a preserved gramophone in a class box. It can simply be knifed to access. Inside of the gramophone is the standard record which can be picked up. The foyer shares a similar look but has light grey walls and projected images of the zombies on the wall. In the foyer is Quick Revive which is connected to microphone that has been dropped on the flood. No other area is accessible after this and you can now venture or of the building.

 

Leaving the building will bring you to a closed off street. Ambulances and police cars block of the road to get to the rest of the city and you cannot see over them as the vehicles are stacked up like a wall. But you can hear people talking and panicking just on the other side of the wall. The only place you can go is forward down a small road. At the end of this road you will be brought to an alleyway which redirects to Sentinel. Something you can see from here is different to the normal Sentinel though. There is a tall glass skyscraper reaching up from the middle of Sentinel.

A69r3HjfnpWzMlT16MncmLFUazLJ8H_0rEsGGE8N

 

 

The first area you can enter is the main plaza. This is exactly like the Black Ops 2 map and contains a box location, crafting bench, the clamp part, Speed Cola and Deadshot Daiquiri. The roof of a building can be accessed by debris which holds the blue record. Unlike in Plaza, everything is much more destroyed and covered in blood but the bright, vivid colours still exist. Also the club is not there and instead a large shutter door is as the club is located somewhere else. From this area there are two doors. These will both lead into the two first accessible complexes. For simplicity these will be titled complexes X, Y and Z.

wl7BwW4ZB7Tl8k4CyRATfWWiC3gd_wWr6cL_Ijzf

 

Complex X is on the left of the plaza. It is a three leveled complex with many different buildings. Straight away you will find that this area is like a garden except all the plants are machinery and are not natural. As a result the area is filled with monstrous looking, claw like mechanical trees. Three trees at the back of this area surround Double Tap and the wires part. This area then let's you do one of two things. You can either walk forwards and go to Complex Z or go up a flight of stairs to the next floor. These stairs also lead to the third floor but may not be needed.

 

The second level is the most destroyed area of Sentinel. There is debris everywhere, it is hard to traverse and there is a window that is smashed and shows the outside. This is the only part of the map where you can kill yourself by falling but what you are falling into is another story. Down below is flooded. The entire city you are I has started to flood but you are at the safest point. The water will never get to players in the map though. The area you are in used to be a normal office with cubicles and computers but that can barely be seen due to the destruction. All this area offers are weapons. There is a part of the roof above which has broken down as will let players mantle up it and in turn will let you just drop back down. This leads to the last floor of this complex.

 

The third floor is much tidier than the second besides the gap in the floor. It holds two sofas and a table but around the room are bodies. At the back of the room you will find a doorway which leads to the roof but this door is closed until the tower is first opened. On the third floor is a box location and the weapons locker.

 

If the roof is accessed, you will find that it has a box location, the rope part and either Juggernog, Electric Cherry or Stamin Up. The door to each roof is very expensive so it is a gamble when opening them as you do not know what is up there. Also the green record can be found here. This particular roof holds lots of red beams from scaffolding and even has a window cleaner which can bring you back down to the plaza.

 

Complex Y is on the right of the plaza. It is only a two leveled complex as the middle floor is blocked off and acts as a zombie spawn. On the ground floor is a barracks. It holds weapons on the wall which are in holographic and can't be obtained. Also there are models of soldiers which can be found. In this area is a crafting bench, the broken headset part and the yellow record. To get to the next area you will have to walk up the stairwell past the second floor and to the third floor of the building.

 

On the third floor everything is pitch black. You cannot see anything aside from the flash of bullets and the eyes of zombies. As the stairwell is cut off you are required to use this room to get to the roof through part of the roof that is caved in which must be walked up to get to. This area holds nothing, not even weapons, but it is an important area for the Quest Easter Egg. You will find that the room is very cramped even though you cannot see what is in it, it is blocked by lots of wooden crates marked with different countries on them.

 

If the roof is accessed, you will find that it has a box location, the battery part and either Juggernog, Electric Cherry or Stamin Up. The door to each roof is very expensive so it is a gamble when opening them as you do not know what is up there. Also the red record can be found here. Around this roof are trees and statues, it acted as a small art collection. There is also a window cleaner which can bring you back down to the plaza.

 

Complex Z is accessed by either entering through the left (from Complex X) or right (Complex Y). This complex is much different to others as the bottom floor is known as Club Stellar. Also it has all three floors accessible. It is essentially Club Solar/ Luna from the campaign and multiplayer map in Black Ops 2. The layout is exactly the same with the only difference being that everything is in much more dismay and has a lot of blood surrounding it. The only difference in this area is a previously inaccessible room. This leads into an older stage room with broken seats and a large stage. This rooms looks to be from long ago and had been closed off, meaning the undead never even got to it. To get to the next floor you must go up a stairwell which is right next to the entrance of the bar area.

CJkrmIuIzvYiHCVEvcviiwLMXpWur857rV6r1pGK

 

On the second floor is a second club level. There is yet again another bar here and also there are large amps on each side of the building. These can be used as traps which work like the Subsurface Resonator from Buried. Also lots of booths can be found surrounding this area. You can find the PHD Flopper perk machine next to an amp as well. Looking up will let you see the next level as the building is meant to have the third level surround a hole which would look down at where people are performing.

 

As soon as you get to the third floor you will find that it does surround a hole into the last area. You cannot fall into the last area as there are banisters blocking it. Lots of bodies can be found here, so much so that you can barely tell what the area was. It used to contain extra tables and be a more complex area of walking around. Here you can find another box location and yet another crafting bench.

 

If the roof is accessed, you will find that it has a box location, the car door part and either Juggernog, Electric Cherry or Stamin Up. The door to each roof is very expensive so it is a gamble when opening them as you do not know what is up there. Also the white record can be found here. On this roof is a helipad that is made for a small helicopter. It has a window cleaner which can bring you back down to in front of the skyscraper.

EWWXeUp_lv8HdGTFzk7uwC1Ut47Ai-4kpijGdAp0

 

The last are of the map is the skyscraper. This is a tall structure which is made of glass and twists upwards into the sky so much that it is out of view to players. Upon entering the lobby, you will find that there is blood everywhere. Straight away you will find. A crafting bench. After this floor there are five other accessible floors. All of the other floors are completely closed off. To get to the correct floor you want is difficult as the mechanism which gets you to each floor relies on playing certain musical notes. There will be a keyboard in the wall which must be shot in the correct way to bring you to each wall. Once you get to that floor you must use another keyboard to either return to the lobby or to another floor.

 

On the next floor is a box location and a large number of weapons on the wall. You will be able to find a box location here which is on top of a table. The whole area looks to be another type of barracks but instead of being holographic it is full of actual weapons. Due to the amount of weapons it is very hard to traverse this room and it is not ideal to stay in to survive.

 

After this is the laboratory section. In it are lots of diagrams and screens which explain things to do with Nova-6. There are even cages around the area. They are empty but used to hold Nova Crawlers. In this area you can find a crafting table.

 

Then you will get to the penultimate floor. This floor has the Lyrical Liquor perk machine in it. The area is a mix of stone and metal as the building was still being renovated. Around you will find pillars which hold up the building and make it difficult to run around the area. Also you will be able to find a blueprint for the building which will show that the top of the skyscraper, should not exist. It is not in the design plan for the building yet that is your next destination.

 

Finally is the top of the skyscraper. Up here is the Pack-a-Punch machine which sits on a pedestal made of metal. The roof is the most open area in the map and leaves a lot of space to run around and survive in. Everything at the top is made of stone as opposed to glass or metal like the rest of the architecture of the building. It is also the last area in the map and there is nowhere else to go from here except back down the tower and to the other levels again.

 

 

Features to make the “Mode” work:

 

Now, Public matches and Custom matches are changed a lot. Custom matches, where you load in with four friends, count towards the leaderboards. This is essentially the best way to play when you are aiming to do all of the new things in it and will come into play later. Public matches, still count towards leaderboards, but now there is a way to “find new lobby” by just selecting that option. Sometimes, the map will be hard to play with public match players if they refuse to help. That is a problem that cannot be rectified as you have to do quests to progress meaning that if they can't cooperate then, you are out of luck. But if they do and can talk to you, it may be much more enjoyable.

 

The key feature that makes playing this possible for regular players is the save function. It works in a number of ways. The host in a public match or custom match can go into the pause menu and press: Save and resume later. Upon pressing this they will be given a prompt to say that they are choosing this. Once they do this, the game will pause for all players and they will be given a screen that says: Do you want to save and resume later? If you say yes then it will say are you sure. If you say yes again all players will be put in the lobby, but there game will be saved. Much like saving a campaign level, it saves your stats, weapons and so on. If you are wondering whether it can be a way to ruin games when people don’t want to play and want to annoy people, it can’t really happen. If the save or resume is rejected, the host will not be able to initiate it for another ten minutes. I know there could be arguments in public match if you don't find people who want to play how you do, but that is why you can find a new lobby. This function needs to be in the game to make the expansion possible to keep playing in different sittings, rather than in one go. Longer games like these may mean higher rounds where things still can get boring, but there are challenges in the map that can only be unlocked after round 25 making players still have a reason to play.

 

Also, players can leave a custom match and then rejoin with all of their weapons and such that they left with. This can be good for one only one person needs to leave and then return shortly due to real life tasks. Another note is that in Solo, pressing pause means the game is paused. The idea to all of these things is to make it so that one match can last over a span of time as you won't be able to complete the map over a small amount of hours.

 

 

Characters:

 

Clarke: A scientist who had been investigating the events linked to Nova-6 and Project MKUltra, now caught in the middle of the apocalypse. This has caused him to become unstable and is making it difficult for him to deal with the apocalypse. Clarke wears a grey suit with a black jumper underneath. On him is a badge showing his identity but it is mostly cross out with permanent marker. He also wears glasses but the left lens is cracked. His hair is black and messy. The group do not trust him that much as he acts mysterious and he in turn does not trust them. His favourite weapons are pistols and sniper rifles. Also his favourite record is the Unknowns Shadow.

 

Lyra: An ex-assistant of Henry Arkham. Lyra is very intelligent and surprisingly skilled with weapons. She is good friends with Wyatt due to them knowing each other before hand but she also enjoys the company of the other two. Lyra wears a black vest and black jeans with a black jacket over them. The jacket has striped white and pink sleeves. Her hair is brown and long as well. Her attire is reminiscent of punk rock even though she used to be an assistant for a well respected scientist. Her favourite weapons are sniper rifles and rocket launchers. Also her favourite record is the Withered Hemlock.

 

Wyatt: Once a computer genius, Wyatt was able to hack his way into any government database. One day he found out a lot of information regarding mind control. In his free time he played the keyboard in a band with friends. Wyatt has messy brown hair. He wears a turquoise T-shirt and a backpack. His favourite weapons are SMGs. Also his favourite record is the Voltage Amplifier.

 

Tedd: A musical genius and expert, Tedd was Henry's brother and would often visit him due to their close family. His work even went as far as researching the adverse effects of music on the human mind. He admires Clarke’s expertise on the subject of Nova-6. Tedd has grey hair which is swept back. He wears a grey tweed jacket with pads on the shoulders and a waistcoat underneath. His favourite weapons are assault rifles and shotguns. Also his favourite record is the Demons Blood.

 

 

Zombies:

 

Zombies: This map is different from others as the zombies have pink eyes, though this does not mean they are particularly controlled by anyone as all that controls them is the Phantom. They are dressed in civilian clothes and look like they have only just been turned. Some of them have barbed wire around them as well. Soldier zombies are in the map, like in Die Rise.

 

Nova Crawlers: In Anthem of the Dead, Nova Crawlers now wear more rags and can also climb on walls or roofs after the player. A special variant exists with a red gas coming from it, this gas does more damage but does not kill zombies.

 

The Phantom: A ghost trapped between death and life, the Phantom was once known as Henry Arkham before his death. Henry was trapped in between life and death by the music of La Source Noire for reasons unknown. Now he lurks within the confines of Sentinel, taking his revenge on those who killed him. His appearance is a tall, dark slender figure with a long black coat and hat. His eyes pierce a reddish pink and his facial features are non existent. When he spawns, he will track down a certain player, take their weapon and try to get to the stage. If he makes it to the stage the player whose weapon was taken will be shot with however much ammo was in that weapon, so if you know you are not going to be able to keep a weapon you should waste its ammo. If killed he will drop a max ammo, but if killed without taking a weapon he will drop a perk bottle as well. He will always return the weapon to the player but will take all ammo out of it and only return it if they are revived. The Phantom spawns on a normal zombie round.

Gwx6YwJTMDf3l2Ryt1vSLtjw1eXRK6MdM3yKhGMf

 

 

Perks and Utilities:

 

Quick Revive (1500 Points)

 

Juggernog (2500 Points)

 

Double Tap (2000 Points)

 

Speed Cola (3000 Points)

 

PHD Flopper (2000 Points)

 

Stamin Up (2000 Points)

 

Deadshot Daiquiri (1500 Points)

 

Electric Cherry (2000 Points)

 

Lyrical Liquor (3000 Points): This perk will allow players to use the D-Pad and activate a screech which will kill any undead in their path. Between each screech is a 115 second cool down as it is very powerful and can kill large groups of zombies. The symbol is of a black musical note on a white background.

 

Pack-a-Punch: Weapons can now be double Pack-a-Punched to make them significantly stronger. But they cannot be upgraded to change attachments.= 5000 Points/ 10000 Points

 

Weapons Locker

 

 

Equipment:

 

Power: In this map, power is a lot more difficult to other maps. It is known as Phantom Power. Near each perk machine or utility is a microphone with a large battery attached to it. When the Phantom appears, getting him to be in the vicinity of the microphone and making him begin his anthem will power the perk or utility. Power will then stay in this area for the duration of the game.

 

Zombie Shield: Built from the car door, rope and clamp.

 

Headphones: Built from the wires, battery and broken headset. The headphones will give players the ability to drown out all sound in the map. This can be useful as it means the Phantom can damage you less. They can also be taken off as well.

 

 

Inventory System:

 

Like the previous maps, Anthem if the Dead has an inventory system based off of Mob of the Dead. There are two sections, grey and green. Green will hold the headphones parts and grey will hold the zombie shield parts.

 

 

Challenges:

 

In Anthem of the Dead there are different forms of challenges, similar to what was seen in MotD and Origins. Since challenges are optional in Anthem of the Dead and are by no means forced on the player, they aren't automatically activated. There will be a stone tablet that spawns when doing the first challenge which has a set of five symbols on. They will light up when the challenge is done and can be hovered over to choose the reward. There are two columns of these two symbols, each for the other tiers. All rewards can be obtained on any chapter.

 

Tier I.) 1.) The first challenge in Anthem of the Dead Challenge Tier 1 is to simply get 935 kills. This will make a tablet spawn in the entrance of Sentinel. You can hover over this tablet and obtain a free upgrade for the weapon you are holding.

 

2.) The next challenge that can be done is gaining 115 head shots. This will award players with a free Pack-a-Punched weapon, this can be Mystifier, Vector Kick, Angelic Killer 1200 or the Collision Course. This can be found on the tablet, the symbol must be hovered over to access.

 

3.) Spending 30000 Points. This will award players with a free Quick Revive bottle. Use this when most needed. This can be found on the tablet, the symbol must be hovered over to access.

 

4.) By getting 935 melee kills, players will be rewarded with being able to obtain the Brass Knuckles.

 

5.) By obtaining 115 grenade kills (monkey bombs do count) you will be able to go to the tablet and access an upgraded grenade which will act like a drone, following zombies and latching on to at least one to blow them up. This will create crawlers easily in later rounds.

 

 

Tier II.) 1.) The first challenge on Anthem of the Dead Challenge Tier 2 is to get 1115 kills. This will let you hover over the tablet symbol and get a free upgrade to the weapon you are holding.

 

2.) The next challenge that can be done is gaining 935 head shots. This will award players with a free Pack-a-Punched weapon, this can be the Agarthan Reaper, FSIRT, Echo Walker or Powerhouse. This can be found on the tablet, the symbol must be hovered over to access.

 

3.) Spending 60000 Points. This will award players with a free Juggernog bottle. Use this when most needed. This can be found on the tablet, the symbol must be hovered over to access.

 

4.) By getting 935 melee kills, players will be rewarded with being able to obtain the Galvaknuckles.

 

5.) Obtaining 935 grenade kills you will be able to go to the tablets and access extra slots for tacticals and lethals, while also giving them higher damage.

 

 

Weapons:

 

The weapons in this map are taken from many different Call of Duty’s with the edition of a couple of weapons that are new and are either based off of a game or not based off of a game. If they are based off of a game there will be two stars to signify it, if not there will be one star. Also weapons based off of a game will have the games name next to them.

 

Spawn Weapons:

 

Tac-45- Turbo and Nitro

 

 

Wall Weapons:

 

MK14- Mnesia Kinetic= 500 Points

 

Ballista- Infused Arbalest= 500 Points

 

Remington 870 MCS- Refitted-870 Mechanical Cranium Sequencer= 900 Points

 

Five Seven- Ultra= 900 Points

 

B23R- B34R= 900 Points

 

R11 Carbine- Relic Corrupter= 1500 Points** Based on the Titanfall R101C-Carbine

 

Model 1887- Nightmare Voyager= 1500 Points

 

Saiga 12- Synthetic Dozen= 1200 Points

 

MSMC- Collision Course= 1000 Points

 

Vector K10- Vector Kick 1200= 1200 Points

 

AK12- Angelic Killer 1200= 2000 Points

 

AN94- Actuated Neutralizer 94000= 1500 Points

 

PDW-57- Predictive Death Wish 5700= 1000 Points

 

SVU-AS- Shadowy Veil Utiliser= 1000 Points

 

 

Box Weapons:

 

Bizon- The Byzantium

 

M1216- Mesmerizer

 

Tac 12- Tactical Advancement Cell 1200

 

Tac 19- Soundwave Pulse Cell 1900

 

KSG- Mist Maker

 

Type 25- Strain 25

 

Ballistic Knife- Krauss Defibrillator

 

RPG- Rocket Propelled Grievance

 

RW1- Redux Weapon 115

 

SMR- SM1L3R

 

Peacekeeper- Anarchy Holder

 

AE4- The Widow Maker

 

Maverick- Loose Cannon

 

Maverick A2- LC Aimbot 2000

 

SVU-AS- Shadowy Veil Utiliser

 

DSR 50- Dead Specimen Reactor 5000

 

XPR-50- Xenon Prowler Revolutioniser-5000

 

EV8 Shotgun- Escalator 8000** Based on the Titanfall Eva-8 Shotgun

 

Show Stopper- Full House** Based on the Titanfall Smart Pistol

 

Desert Eagle- Battle Falcon

 

Executioner- Voice of Justice

 

Kap 40- Karmic Atom Perforator 4000

 

MTS-255- The Midas Touch

 

SWAT-556- Stellar Wing 55600

 

Chicom CQB- Chicom Cataclysmic Quadruple Burst

 

M8A1- Micro Aerator

 

M27- Mystifier

 

MP7- Molecular Purger 7000

 

Skorpion Evo- Evolved Death Stalker

 

Model 1887- Nightmare Voyager

 

The Ripper- The Shredder

 

MTAR X- Martyr Z

 

Pyatek- Magma Eruption

 

Ameli- Echo Walker

 

SCAR-H- Agarthan Reaper

 

LSAT- FSIRT

 

MK48- Melancholy Killer 4800

 

Overcharge LMG- Powerhouse** Based on the Titanfall Spitfire LMG

 

M27 IAR- Majestic 2700 KSY

 

CHB 180- The Black Death

 

Titus-6 (Explosive Flechette and Buckshot) *Non Upgradeable*

 

Storm PSR- Hurricane PWR

 

Ohm- The Werewolf

 

EM1- Electro Magnified 115

 

 

Wunder Weapons:

 

Ray Gun- Porter’s X2 Ray Gun

 

Ray Gun Mark II- Porter’s Mark II Ray Gun

 

Stereophonic Rifle- Standard Record: This new Wunder Weapon utilizes the power of sound to kill the undead. When shooting you will be able to shoot a burst of colourful energy and kill a zombie. You can either shoot it as a semi automatic weapon which will easily kill a single zombie or you can chain up kills when shooting it like an automatic rifle. The appearance of the Stereophonic Rifle has the main body of a rifle like the Stranger’s Rifle from Destiny, but at the end is the collar from a Gramophone. When reloading you will be made to crank a lever. There are three other versions of this weapon aside from the base one. To access them you must use the different vinyl discs around the map to change the mode of the Stereophonic Rifle. The records can be changed at will but the ammo will not be replenished unless you are holding the record. It does not carry over to the next version either.

 

Voltage Amplifier Rifle- Blue Record: This record will make the Stereophonic Rifle shoot a blue wave of energy at zombies and kill groups of them. It can only be fired like a semi-automatic weapon though. When shot it sounds like a blown out speaker.

 

Lunar Soul Rifle- White Record: This record will make the Stereophonic Rifle shoot a beam of white light. When shot the beam will go through zombies and reflect off of walls, creating a crescent pattern which kills any zombies it passes through. When shot it sounds like glass breaking.

 

Solar Ghost Rifle- Yellow Record: This record will make the Stereophonic Rifle shoot a beam of yellow light. It is a three burst weapon and can chain through multiple zombies. When shot it will make a sound similar to the EM1.

 

Demons Blood Rifle- Red Record: This record will make the Stereophonic Rifle shoot a burst of fire. This will only kill one zombie at a time. When shot it sounds like the Staff of Fire.

 

Withered Hemlock Rifle- Green Record: This record will make the Stereophonic Rifle shoot a bomb of green energy. Zombies will be attracted to this and will try to attack it. The green energy will explode and kill the zombies. When shot it sounds like leaves rustling.

 

Unknowns Shadow- Violet Record: This record will make the Stereophonic Rifle shoot a veil of black energy with purple lights in it. Zombies will disappear when coming into contact with the veil. When shot it sounds like a star twinkling.

 

 

Easter Eggs:

 

La Source Noire Quest:

 

Step 1.) Complete both tiers of challenges

 

Step 2.) On the stage will be a vinyl record. This cannot be put into the Stereophonic Rifle and must be brought to the gramophone in the spawn. Upon putting it in the music of La Source Noire will play. This will lead to the screen turning black and white with all sound being muffled aside from the music.

 

Step 3.) A blood trail will appear leading to a random part of Sentinel. Following it will bring you to a zombie in rags. This was the zombie that infected everyone in the map. It will deal more damage and be more resilient to attacks but up killing it you will obtain a light bulb.

 

Step 4.) You must bring this light bulb to the room with no light. Attaching it to the roof will result in the screen turning normal again and a message written in blood the wall. Next to it is the body of the first zombie.

 

Step 5.) Once the message is decoded it will tell you to go to a random location. At this location will be a wall which can be blown up. The wall will reveal a code.

 

Step 6.) The code is part of a set few numbers but will change each game. You can shoot the tiled ground outside of Sentinel to input this code, like a number pad.

 

Step 7.) Now you must wait for the Phantom to spawn. Depending on what location you found the zombie, you will have to bring the Phantom to the Lyrical Liquor perk machine and kill him with the right rifle variant. Doing this owl overcharge the perk and give your icon a pink aura around it.

 

Step 8.) With the perk overcharged, you now have no recharge time. You must kill 30 zombies (each depending on the player) with it on the stage until a big stone record from the floor. On this record are slots for all of the Stereophonic Rifles records and for the vinyl record in the spawn.

 

Step 9.) After putting all records in the stone record, it will begin to glow. You must shoot the records in the right order until they stop glowing. This will result in them all travelling to the centre of the stone record and stacking.

 

Step 10.) Now the Phantom will spawn and try to harness the energy of the records so that he can return to life. Much like in Ascension you must use a lot if weaponry to it attack him but the stone record.

 

Step 11.) Upon being destroyed the Phantom will disappear into a burst of light. Zombies will begin spawning again but you will have your achievement. Also as a reward you will have all weapons on you fully upgraded, be awarded all perks and never be plagued by the phantom again. As a bonus a jukebox will rise up from the ground and appear in the ice dark room. Every time it is pressed it will play one of the many songs that have been in zombies. This will cycle through all songs and even music such as Aether until stopping at Archangel.

 

Step 12.) To end the game, you can go to the remains of the stone record and find fragments of each record. You must talk these to a crafting bench to combine them into a makeshift record. Upon taking this to the gramophone in the spawn it will play Samantha's Lullaby and your characters will return back to the other realm they came from at the start of the map. Finally they can sleep. In life the group had known each other because their ancestors had been part of a band known as La Source Noire. Their music was not normal music though and was found to be able to manipulate life and death. After each being killed the group had used the music of La Source Noire to trap Henry Arkham between life and death. As he was still alive at the time he became the Phantom and was able to leave the constraints of his body (which can be found in the spawn). As the characters were ghosts when the music was played, they were put back into bodies and had to survive until the Phantom was actually dead again.

 

 

Conduit Easter Egg

 

A teddy bear can be found on the top of the tower in the centre of Sentinel. This teddy bear can be activated and will speak many famous quotes from Reznov, Hudson and Mason.

 

 

Heart of the Phantom Easter Egg

 

Inside the gramophone is a still beating heart. This belonged to Henry Arkham and must be activated to gain the achievement.

 

 

Note Easter Egg

 

There are multiple notes around the map which can be found on the walls. They have to be zoomed in with a sniper rifle to read them.

 

“In the year 1944, a scientist by the name of Henry Arkham committed a total of four murders. Mostly it is not known why he did it but what is known is that he was close to each person he killed whether they were close colleagues, friends or even family. He left memoirs about the murders he committed, in fact he died writing these memoirs and it seems they went unfinished.”

 

The infamous string of murders by Henry Arkham were interesting, though they were only known about long after the murders had happened. Each murder told a different story. A scientist whose identity was unknown had worked with Henry Arkham for over four years in the war. They were tasked with investigating the effects that Nova-6 had on the normal human body. On a cold October morning, the unknown scientist was fixing a pipe which would release the toxic Nova-6 into the room he was in if it were to be activated. Henry sealed the doors and activated the Nova-6 which killed the scientist. His body was never found but it is known that he killed a scientist due to Henry leaving it in a memoir.”

“Exactly four months later the next murder was committed. A young girl named Lyra had taken up the role of Henry’s assistant. He had already stopped working on Nova-6 by now and had begun dabbling with the effects of music and seeing if it could be used to change people's thoughts. Lyra was an expert in producing music that made people feel different things, hence why she was hired. It is thought that she came across some information about what his research had been for and that the government had cut his funding to the project due to his intentions. Though what he had been trying to do with this music was never discovered. Lyra was planning to sending what she had found to a friend but Henry had already figured out what she was doing. Before she was able to send the information he had shot her.”

“Possibly the most strangest of the murders happened only a few short weeks later. Henry had tracked down who Lyra was planning to send the information to. Wyatt was oblivious to the whole situation and continued to work his job as a computer technician. All Henry had to do was claim he was a friend of Lyra’s and said she had a message for him but she was too preoccupied to deliver. Henry and Wyatt were seen in a coffee shop together but how Wyatt died is still a mystery as Henry did not finish his memoirs. It is known he did die though as he went missing and in his memoirs Henry mentioned killing him.”

“Finally was the murder of Henry’s brother Tedd. Lately Tedd had gone into seclusion but decided to visit his brother. When he got to his house he found Henry covered in blood. Tedd tried to apprehend him but was stabbed and killed. Tedd had been a physician at a hospital in upstate New York.”

“Throughout these murders, Henry was never caught or thought of to be the murderer. In fact most of the time he was the one who called the police. On a cold October night, much like when the first murder was committed, Henry was working inside of his study writing his memoirs. By now he was quite old and had been kept working where he had by being friends with high ups in the company. Before he had finished his final memoir he was found dead on his desk by his secretary. No evidence to who killed him and why was found aside from a gramophone stuck on a loop on a small piece of music by La Source Noire.”

 

Achievements (250G in total):

 

Instrumental Medley 5G: In Anthem of the Dead, activate the guitar, drum and keyboard.

 

Drop the Bass 5G: In Anthem of the Dead, use both the Tac 12 and Tac 19 to kill 5 zombies each in under 30 seconds.

 

All Amped Up 5G: In Anthem of the Dead, activate the power for three perk machines in one game.

 

Phantoms Anthem 10G: In Anthem of the Dead, kill the Phantom with the Stereophonic Rifle.

 

Tastes like Burning 10G: In Anthem of the Dead, drink a new beverage and use it to kill 20 zombies at once.

 

Voices in my Head 10G: In Anthem of the Dead, speak to the the dead.

 

Heart of Darkness 15G: In Anthem of the Dead, find the heart of Henry Arkham.

 

Record Breaker 15G: In Anthem of the Dead, use all six records in one game.

 

Lullaby for a Deadman 75G: In Anthem of the Dead, find the Stone record.

 

La Source Noire 100G: In Anthem of the Dead, put the Phantom to rest.

Edited by Nightmare Voyager
Link to comment
  • Replies 2
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

Top Posters In This Topic

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, Code of Conduct, We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. .