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Hollow: Map Concept


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Hollow

 

Hollow is the final map in the series of maps I have been doing. It follows the original group with from Origins, surviving the undead onslaught in the mythical Agartha where they must free Samantha from her imprisonment and save the world.

 

As always, I may have made mistakes. Especially since this post is so long. I have had issues with the document before as well so please tell me if I have made a mistake.

 

Time taken to create: February 2nd to June 5th

 

Note: (Hollow is a DLC map which is the final zombies map to a particular game. It comes with all previous maps from Nacht der Untoten to Nuketown Zombies (As Tranzit is set after Nuketown zombies, it is not included), except Kino der Toten which was already released earlier, all in their original incarnations just with graphical upgrades and some bug fixes.)

 

 

Loading screens:

 

In Hollow the loading screen has a lot of information in it to take in and understand. First there is the main part of the loading screen which is a poster for the map. It depicts four small silhouettes standing in the centre of the page, each with weapons facing to the sides. Around them are outlines of the undead with yellow eyes. In the background is imagery of a city made out of rocks and stone. In the centre of the page is a very large metal portal in the shape of an upside down triangle. Around it are glowing symbols much like a mix of Norse letters and alchemy symbols. Coming out of the colourful portal is a white outline of a large mechanical man which is covered by a twisted silhouette of a figure that has rabbit ears. Above the scene is a black sphere which if brightened you will see the symbol of the black sun. On each side of the page are two faces which are only barely visible. These faces are of Samantha who has red eyes and of Maxis who has purple eyes.

 

When the game is ending, an image will be shown of the portal exploding into a multitude of colours. In the final flash of light there is the symbol of an eye.

 

 

Map Layout and Mechanics:

 

Each area is labeled as a map in itself. But they are also named Chapters for ease.The first map is where you will spawn in. When a map is left, all perks, equipment, utilities and the mystery box will move over to the next map, but due to the time it takes to travel to the next map it seems as if they had always been there, when in fact only one set of each exist on a map. Locations for specific weapons will not be said though the order of wall weapons is seemingly the order you would find them in map.

 

 

Chapter 1: Daemons Mouth

 

Story: With no memories, the group awaken inside of a facility which holds many secrets. But everything is now in dismay and the building is slowly sinking into an entrance to Agartha. All that they can do is survive and bide their time until the inevitable happens.

 

When spawning, all that can be seen is a black sky which is filled with dark clouds and purple lightning. Meteors fly all over the sky and crash into areas outside the map. Rain falls from the sky and thunder crashes through the area. The area players are on is the top of a tower. This tower overlooks the whole facility that the players are in, along with four other inaccessible radio towers. A dark green hue covers the map along with a mist.

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The first locations players will be in is the top of a radio tower. It is a very small location, much like the workshop in Origins. Three floors exist in the tower which can be accessed without opening doors and are just extra parts of the spawn room. On the top floor, an assortment of objects can be found which belonged to the operator of the radio tower. Some of these items are a vinyl record which says La Source Noire and a fragment of element 115. Also there is the rune part which can be obtained. Zombies will climb up the walls and through the roof to get to players. The next floor holds most of the equipment used to make the tower work, in it is Medic Tonic. The last floor holds some weapons and lets people leave the facility.

 

Upon leaving, players will be able to access an open area which surrounds the facility. All around this outside area, players will be able to find buildings and entrances to other parts of the map. In the outside of the map, players will find a box location, a Der Wunderfizz machine and a crafting table.

 

By entering the left side of the map, players will find a maze like building which is filled with mining equipment. The ground of this building is completely flooded with water from broken pipes around the area. Within this building, players will be able to find Candoiler and a box location. These are next to each other and at the back of this main building. From here, players can either go back to where they came, access a vault which leads into the underground or they can venture to the station.

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On the right side of the map, players can find the beginning of a quarry which can be accessed and walked around. Next to it are two identical buildings which cannot be opened. They are on lockdown due to an element 115 leak. Out of the tops of the buildings, a green mist is spilling out which causes the mist in the map. In this area is Damage Aid and the cage part. From the quarry, players can enter the underground or they can travel to the station.

 

At the back of the map is a station. This station lets the outside of the map easily be seen. The area is a docking station for drilling machines which have a dieselpunk aesthetic. Also in this area are lights which are green. They will change to red when a vehicle which resembles a train passes by. This train travels around the map at a very fast speed. It can kill both players and zombies. But to gain access to the next portion of the facility, it is a hazard which must be encountered. There is a way to stop it by shooting a lever which changes the train tracks and delays its arrival but only for a few moments. This lever is also very hard to shoot. Also in this area is another Der Wunderfizz machine and the cage part.

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After leaving the station, the next areas that players will come across is a satellite. This satellite is surrounded by various types of machinery. In this area is Pronaide, the cage part and a crafting table. Though the satellite cannot be interacted with, it will transmit morse code which translates to some of Maxis’ quotes in Der Riese. Next to the satellite is a hole in the ground which will lead players down into the main part of this chapter, the Daemons Mouth.

 

The first section of the Daemons Mouth, which is accessed from all areas, is the entranceway to the main mouth of the cave. Here players will find many sharp and jagged rocks which make the area harder to traverse.  Within the cave opening, players will be able to find the Haphazard Honeydew machine and a crafting table. Eventually they will be able to descend even further below and have the choice to enter two different segments of the cave.

 

Going backwards from the cave entrance will bring players to the catacombs. This is located under the building that resembled a maze and unlike that building, it is an actual maze. Skulls can be seen on stone shelves all around the players. The area is very dark and they will have to traverse through the darkness with no light but the occasional candle. Within the catacombs, the Amm-O-Matic machine can be found along with a box location.

 

If players had gone forward, they would be brought to a big cave opening. This area is open and allows players to easily survive. But their are many hanging rocks which make the area hard to move around at times. In the centre of the cave opening is a pillar which is made out of many fragments of an Ununpentium meteor. In this area, players can find a Wunderfizz location, the Barbedwire Bandit machine and the barbedwire part.

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Finally is the main part of the cave, the true Daemons Mouth. Players can walk around a small stone path which surrounds a hole that leads into darkness. This hole is a mouth which is carved in rock. Teeth can be seen which are made of red crystals. On the bottom of the mouth, players can walk up and jump into the dark abyss which will kill them. The other side of the cave holds the Daemons eyes. These are red rocks which glow very brightly. Two sets of stairs on each side of the Daemons head lead up to its forehead. On here is the Pack-a-Punch machine. If players wish to travel to the next chapter, they must destroy the pillar in the cave opening with explosives. Once this is done, a portal made of green and white will open within the Daemons Mouth. Jumping in this allows players to travel to the Dreamscape. After this, players will begin to travel down a cliff slope and into the next chapter.

 

 

Chapter 2: Agartha

 

Story: The group have finally reached Agartha, now they must face the worst onslaught of the undead that they have ever seen in hopes of finding Samantha. As they delve deeper into this mystical realm, they may find that the future is not what they want it to be.

 

Following the players treacherous descent down the cliff, they will finally land on the ground. This will cause their ears to be ringing and for the screen to be blurred. A few moments will pass and they will reclaim their bearings. That is when they see where they are. Above the players are beautiful white clouds covering a spacious background. Some of these clouds shroud the most noticeable object in the sky which is the sun, it is a fiery mass of darkness but somehow still produces light.

 

As the undead begin spawning, players must traverse a city in Agartha (which may seem big when playing but is small compared to the actual city) which is situated seemingly underground even though the black sun and clouds can be seen. Many colourful crystals can be found around the map which match all eye colours of zombies that have been seen to date. The first area players can explore is where they had fell into. This is a stone building which is now in ruin. It was once a town hall but is now nothing but debris. In the centre of the room is a sundial. Hidden in some of the rocks is Medic Tonic. When leaving this area, players will find that they can only cross a small bridge over a lava river.

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Over the river, players will reach an entranceway to another section of the city. On the porch of this area is Pronaide. Players will pass through a building which has many statues of warriors reaching upwards. Glass covers the floor from the broken roof. When walking through this area, a crafting bench can be found as well as a box location. Further inside the building is a collection of melee weaponry which cannot be obtained. This room holds a crafting table and leads outwards to the main part of Agartha.

 

Agartha is a very big location and has many buildings around it that are just normal houses and are unimportant. Each building is a hut made of stone and wood, yet still look like houses. They are mostly empty apart from a few weapons. The outside area is a very twisted and difficult place to traverse due to lots of debris. Many things can be found in this area such as a crafting table, Damage Aid, Candoiler, a Der Wunderfizz machine and a box location. This area surrounds a mountain which reaches upwards towards the top of Agartha. There is also an entrance to the underground mines and also an area which is meant to be the main entranceway to Agartha.

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The entranceway that leads to Agartha from the outside is a giant fortress. This fortress is split up into two main buildings which can be accessed by doors on either side of the fortress. Covering the door of the fortress is a metal gate which cannot be opened. Both buildings are identical in their looks and resemble a castle. Lots of medieval weaponry exists within these fortresses as well. In the left fortress, players can find a box location and Haphazard Honeydew. In the right building there is a crafting table and the Amm-O-Matic Machine.

 

To get to the mountain, players have a number of options. They can either traverse the bottom of the mountain until they find a cave which eventually leads back out to middle of the mountain or players can travel over a bridge, which leads from the part of the building connecting the two fortresses, to the mountain side which is opposite the cave exit.

 

In the caves, everything will be dark and only a few sections will be lit up by flames. The caves span through the mountain and are very confusing to traverse. They surround a machine which goes through the centre of the mountain and to the top. This area is blocked due to stone walls and statues blocking the edge. Within the middle of the cave, a box location and Barbedwire Bandit. Eventually, the cave will lead out of an entrance and will reach the middle part of the outside of the mountain.

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The bridge is a very large area and is also very cramped, it leads from the connecting point between the two buildings which make up the fortress. It is made up of the same stone material that the fortress is made of. If players fall off of the bridge, they will risk the chance of dying without having Tufbrew. The Der Wunderfizz machine can be found on the bridge. Eventually this will lead to a door which opens up to the surrounding of the mountain. It is a very jagged path that can be hard to walk up at times. Along the way, players can find weapons and a crafting table. Halfway up the mountain, players will find the caves entrance. To finally get to the top of the mountain, players must buy yet another door.

 

When reaching the top of the mountain, players will find that most of it has been completely flattened so that a structure can exist on top of it. Four walls rise from the ground which used to be connected but are now separate. They surround a building which is floating. Everywhere on top of the mountain is very open and would be the place where most players would survive due to the convenience and safety of it. On the mountain is a crafting table, Der Wunderfizz machine and a box location. From here, players can slide down each edge of the hill and get to one of the four areas surrounding the mountain.

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The floating building can be accessed by climbing stairs connected to the walls. These stairs are very dangerous as they are small and can be falled off of easily. Eventually these will lead to a bridge which hangs over the structure and leads into it. When players enter they will have a lot of space, like when on the mountain. On the ground, players will find cracked stone. The centre of the building holds a large, obsidian pyramid which resembles the MPD in moon but it is a lot bigger. Four obelisks surround the pyramid at each corner. From the pyramid, purple energy flows into the roof and breaks through it to get to the sky.

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After traversing through the caves and mines, players will finally reach the surface again. Here they will find the only way to leave Agartha. Around the area are consoles and computers. On the left and right of this room are cylindrical beams of 115 energy which are contained in glass tubes. These are used to power the portal. At the back of the area is the portal, a large triangular gateway which is covered in different Norse symbols and even some alchemy symbols. Contained within this portal is a circle which is filled with many different colours. This portal holds the Pack-a-Punch machine at the bottom of it. To leave, players can open doors at both the left and the right of the area which lead back to the main part of Agartha. If players wish to progress to the next chapter, they must venture through the portal by simply walking through it and around the Pack-a-Punch machine. This will then bring them to the Dreamscape once more.

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Chapter 3: Nightspire

 

Story: Now at the epicentre of Agartha, the group must traverse the complex in which Samantha had been trapped, in hopes of freeing her and fixing the world. Nightspire, a prison said to hold the manifestation of darkness itself could be the end of the story. Or is it just the beginning?

 

When entering the Nightspire, players will be in a hexagonal chamber made up of cubes. These cubes are the same material as the MPD. Some blocks are floating around the area as well, they move when walked through due to their physics but whenever they touch the ground they immediately bounce back upwards. In this chamber is Medic Tonic and three exits that lead to other parts of the map.

 

The first area is a corridor which stretches down very far and twists around. On each side of this area are cells which contain monstrous beings which are just barely visible. The cells have bars which resemble the bars in Nacht der Untoten. A lot of this area is covered in fire, making most of the unlocked cells completely inaccessible due to debris and rubble covering them as well. One of the cells is open and contains a box location. A hole in the wall of this cell leads to the next area. Another level is accessible which holds even more tormented souls. This level is covered in a lot more blood. At the end of this corridor there is a rune with a Norse symbol on it which will allow players to obtain one of thee Runes.

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In the next area are many twisted buildings which reach up very high. Most of these buildings are accessible and have weapons in while one holds Damage Aid. Another also holds a crafting bench. All around the area outside of these buildings are spikes, making it hard to walk around the area. These spikes are the same as what can be found near the roof in Mob of the Dead. The top of each of these twisted buildings connect together to a platform which is accessible. This platform is only able to be accessed if players have powered the area. If they manage to get up here they will find the Amm-O-Matic machine and will be able to climb up to another area in the map.

 

At the third area, there are large square platforms which have to be jumped on to get too. If you do not jump to them you will fall in giant pools of lava, in which you will actually sink and die unless you have the Pyro Suit. If players have this they can simply walk down a set of stairs and move through the lava until reaching the other end which holds a set of stairs. Once players have managed to get across this dangerous room they will find Tufbrew and a box location as a reward. In this area is also a set of three cages which hold Denizens inside of them which cannot be killed but are just there for aesthetics.

 

Also at both the back, left and right of the map are very large pillars which are engulfed in lava. Chains span from them which dig into the ground. Within these pillars are more prisoners being tormented. The lava around each area can be travelled in with the use of the Pyro Suit. This will lead players to towards one of the three Der Wunderfizz locations which can exist within the map. In the lava is also a spawn for an item which is important in the main quest.

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After the buildings, players will find that the platform leads to the main body of the Nightspire. This stretches upwards and into the sky while also it descends below into the darkness of Agartha. Players will be able to venture to the top of the Nightspire and also to the bottom of it. Both the bottom and the top can be accessed by players if they walk around the edge of the shape surrounding the Nightspire and traversing various bridges which lead to the surroundings of the structure.

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Below, on the bottom level of the Nightspire, everything will be very dark and filled with blood. Only a few lights will exist near the Nightspire. Traveling around this area can be very difficult as spike traps constantly pierce through the floor and retract in this area. But both a box location and Haphazard Honeydew can be found in this area, making it an important spot for players to travel towards.

 

On the top level of the Nightspire, players will be able to find an area with lots of spikes and prison bars spanning from it. The outside of the structure can be seen, showing that Nightspire is above the Agartha area but cannot be seen from Agartha. As well as this, the map can be seen from a clear view which makes the box easy to locate. In this area, players will find the Pack-a-Punch machine which sits on top of a pile of the same cubes which are floating around the map. At the back of this area is a portal made of the same material which can be accessed to enter the Dreamscape.

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The Dreamscape:

 

Travelling through each chapter is not as simple as it seems. Once a portal is accessed, players will be brought to a realm known as the Dreamscape. In here they will find three portals which lead back out to the other chapters. Also the Nightmare Forge can be found here but can only be accessed if players have switched the mode of the Dreamscape. Two distinct versions of the Dreamscape exist. Both are the same and you will not move locations if you change the area but things will be drastically different due to perspective changes and such. When first entering the Dreamscape, players will not be able to enter the Nightspire until they enter it again through the big portal. Once players travel to a different chapter, they will be in the spawn of the map.

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When normally entering, players will be in the regular Dreamscape. This is a beautiful landscape filled with lots of plant life and rocks. Running through the centre of this area is a river which also has a stone pedestal at the edge of it. The Dreamscape is an area that is as big as the Crazy Place, it is situated on a giant stone hand which is outstretched. The area that players can access is only the edge of this hand, meaning they can fall off. At the back there is a wall, blocking off the rest of the Dreamscape. This wall holds the portal to the first chapter. Then on the right side, next to the thumb, the Agartha portal can be found. Lastly, on the left side of the Dreamscape and next to a group of rocks the Nightspire portal can be found.

 

To activate Nightmare mode, players must take damage to zombies when they are standing in the river. Eventually it will completely turn red and make players screens go dark. All around are eerie sounds which make things confusing. As well as this, dark shadows will pass around the screen. While in Nightmare mode, players will be able to go to the stone pedestal and find the Nightmare Forge. Also on the left of the back wall, a projector can be found sitting on a stone table. This projects images from the future and cuts through another realm known as the memoryscape. The images are of the moon, the stage in Kino der Toten, a lighthouse and a lake. Regular mode can be reactivated by players simply travelling out of the Dreamscape and back into it again.

 

 

Survival:

 

In survival, all chapters are segregated but are playable. When playing Daemons Mouth, the characters are a group of people who had been tested on by Maxis using his mind control techniques. He had been testing to see if they would damage humans before checking to see if they would hurt the undead. The characters are human variants of the four different Clockwork zombies. Each of their faces are also hard to see due to the specula used on them.

 

Agartha contains a group of people who had fell into Agartha many years ago and are still surviving there. They now wear cloaks and have their faces covered by simplistic, white masks. Each mask is different as they show different emotions. One is happy, one is sad, one is neutral and the final one does not contain a mouth at all. These characters speak various riddles which tell the underlying story of the map, except for the blank masked character. They also speak in the same emotions their masks portray.

 

Finally in Nightspire the characters will be prisoners who had their souls tormented within the confines of the building. They appeared at the Nightspire at the wrong time though as the apocalypse had already taken place. These characters wear very tattered rags, much like the zombies in the map. Around the ankles and wrists of these characters are chains. The only difference between the survival mode and the regular Nightspire mode is that the prison cell that could previously be accessed has to have a grenade thrown at it to open it. This is meant to be a very small hint that this survival map is set before the main map.

 

 

Features to make the “Mode” work:

 

Due to the size of the maps, it takes longer for them to load. Not by too much but only a minute or two more. While loading in the cutscene that you would see in solo will begin playing. You can either watch it or skip it by pressing a button. Upon skipping the comic book will just be shown with a bar to show the loading progress.

 

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/ 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.

 

These save mechanics only work with the main map not the segregated survival maps.

 

 

Characters:

 

In Hollow, there are five playable characters and one AI character. But only four characters are able to be in play at a time. Maxis is a character that can be swapped with any other character from partway through the Agartha Quest Easter Egg and onwards at any point. Samantha can be found in Agartha and must be safely escorted out of Agartha in the Quest Easter Egg.

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Edward Richtofen: Before he was the evil person he will one day become, Richtofen was an ingenious scientist caught in the middle of events that seem impossible. His panicked personality covers his cold and calculating side to the point that he can convince his group to trust him, even if what he does blurs the lines between good and bad. Disconnected from his group, Richtofen must make many hard choices that only he can make which will change his future forever. He wears his Origins. His favourite weapons are sniper rifles but he also likes to use the Daemon Automata when he can obtain it. Richtofen's favourite beverage is Medic Tonic.

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Tank Dempsey: Tank is the toughest of the tough, nothing will stop him from surviving against the undead. Now trapped in Agartha, nothing will stop Tank Dempsey from escaping even if he does not know how he got to where he is. For some reason he has already taken a liking to the group even though he does not know them or entirely trust them. He wears his Origins. His favourite weapons are light machine guns but he is a fan of the Sabertooth as well due to its brutal killing power. Tank’s favourite beverage is Tufbrew.

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Takeo Masaki: A calm, loyal and trustworthy companion. Takeo is an honourable warrior who still doubts his group but will help them as much as possible in order to survive. In this dark and twisted place, Takeo takes caution to be weary of all of his surroundings. Glimpses of a future to come tell him everything here is wrong but for now he must push them a side and do what he can to fight off the endless waves the dead. He wears his Origins. His favourite weapons are any types of rifle and sub machine guns, he also likes the Divinus Bionica due to its honourable way of defeating the undead. Takeo's favourite beverage is Damage Aid.

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Nikolai Belinski: Nikolai is a brave and intelligent soldier who uses and method possible to stop the blight that is the undead. His cheerful personality he will once possess is gone and all that is left is a brooding man who foresees a terrible future. In spite of this, Nikolai is happy to survive with his group and feels lucky he met them in the first place. He wears his Origins attire. His favourite weapons are shotguns and he likes using Deus Ex Machina as well. Nikolais favourite beverage is Candoiler.

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Samantha Maxis: While Samantha is scared of the events taking place, she still takes on a brave face and tries to aid players in any way possible. When found in the Nightspire she will tell the players that there is only one way of leaving. The group must escort her out of Agartha, protecting her from any monsters that attack, so that she can be reunited with her father. She wears her Moon attire. Though she is not a playable character, she has the ability to use the powers of Agartha to both stop the undead and transport herself to a different point in the map to keep her safe.

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Ludvig Maxis: Maxis is a mysterious, fatherly and powerful person who will do anything in his power to save his daughter from Agartha. He wears a green waistcoat and a white shirt underneath with his sleeves rolled up. His trousers are grey and shoes are black. His favourite weapons are the Deus Ex Machina, Divinus Bionica, Daemon Automata, Omni Celestial Engine and Model 1887. When spawning in he will keep all of the sleeping player's weapons.

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Zombies:

 

Zombies: In Hollow, the zombies have yellow eyes. Their clothing consists of tattered rags and cloaks. Some are dressed as Templars like in Origins which have blue eyes. In these zombie types are different coloured crystals piercing through their body. The Clockwork Zombies wear light military uniform and have what is known as a specula on their heads. This is like a metal cage that surrounds the area around their eyes. As a result, their eyes glow brighter much like the undead in Exo Zombies and are orange.

 

Nova Crawlers (Every chapter)

 

Hellhounds (Every chapter)

 

The Witch Doctor: Unlike other enemies, the Witch Doctor is not a zombie and is actually a human. His appearance is of a tribal leader holding a staff and wearing a large mask on his face. He is also tattooed with markings from an illegible language. He will spawn on his own on round 5 and chase down players. He will then try to either steal a perk, gun or utility. To defeat him he must be under heavy fire. Once he dies he will drop either a scroll or his mask. After dropping both of these he will drop a bonfire sale. If he manages to get your belongings he will try to leave Agartha by running around and summoning a portal. Killing him like this awards a fire sale, a max ammo and your stolen items but letting him escape rewards nothing. The Witch Doctor can only spawn in Agartha.

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Pyromonger: An evolutionary mech suit design which protected soldiers from the conditions of the war, the plans for the Pyromonger were lost long ago but now it has returned fully built and operational. But it is being controlled by a zombie which retains its mind but is bordering on insanity. The Pyromonger will spawn in the same pattern as the Panzer Soldat. When it spawns it will rush around the map, stomping heavily on the ground. To attack players it will try to punch them and shoot them with its arm cannon. Killing the Pyromonger is difficult as it is immune to explosives and has three different weak points which are hard to hit. First the Pyromonger must be shot in its back so that its equipment will be damaged. This will cause it to begin sparking. Then the equipment at the front must be shot to destroy the remainder of its equipment. It will then begin to spark even more. Lastly the casing on its face must be shot and destroyed, this will reveal two glowing yellow eyes shrouded by darkness and a cage. The face must be shot for the Pyromonger to fall to the ground. This is where players may be mistaken as the Pyromonger will begin to rebuild and must be put under normal fire to finally defeat it. As a reward for killing the Pyromonger, players will be given a perk drop and max ammo. This enemy can spawn in all chapters.

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Silhouetta: This new enemy only appears in Agartha. It is a shadow like figure which is tall, slender and has sharp claws. It is a humanoid shape but has longer legs. It also has two large ears, resembling that of a rabbit. On its face are white glowing eyes and a white smile which glow. When angered these glow purple. Silhouetta will eventually become Umbra, otherwise known as the Darkness or the Ancient Evil. Though you cannot kill Silhouetta, it can kill you. It will attack players by swiping at them with its claws if you either try to attack it or go anywhere near it. But avoiding it will not help. You must stop it from exiting Agartha or else it will take control of all of the undead giving them purple eyes and making them even more difficult. Upon spawning, a large shadow will cast over Agartha, you must turn on the flood lights in a set amount of time to stop it and send it to the darkness from which it came. If it manages to get out of Agartha, it will make zombies even more difficult and give them glowing purple eyes. When killed Silhouetta will give players an upgrade to the weapon they are currently holding. Silhouetta can only spawn in Agartha.

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Der Riese: The Giant is an enemy that appears in all chapters but can only be awakened in Agartha. It has the same appearance as the giants in Origins but on his chest is the symbol of what is known as an Engine insignia. When awakening the Giant will walk towards the portal and try to defend it from any players who wish to enter. It will do this by stomping in certain locations, bringing its hands down and crushing players and also shooting with missiles or bullets. These hazards are difficult to avoid. In this mode, the Giant is very dangerous. Players will have to go inside of the Giant by selecting the correct foot to defeat it. When inside they will find that the control room is much bigger due to the size of the Giant and has nobody inside of it. Also they will find that it is darker with purple lights inside of it. At the back of the Giants head is the Pack-a-Punch machine while in the centre on a pedestal under a spotlight is an item which can be picked up known as the Eye. When picking this item up the Giant will leave his stance in front of the portal and will begin to stride around certain areas of the map, attacking players if provoked. Der Riese cannot be killed by normal means but can be made to leave the map for a number of rounds if it is shot in some of the open machinery. Making it leave will reward players a perk drop and a weapon upgrade but this takes a long time to accomplish. Der Riese can only spawn in Agartha.

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Perks and Equipment:

 

Medic Tonic: When owning this perk, players will be able to go down and revive themselves with any amount of players in the game. As well as this, when they return their perks will have all been kept. Players can also revive those who do not own this perk a lot faster. The machine is a white circle with pink paint surrounding it. In the centre is another circle which holds the fridge where perks would be purchased from. The symbol on this perk is of a white syringe on a pink background.= 2000 Points

 

Damage Aid: When shooting your weapon, bullets will have a significant damage increase. Shooting will also be much faster and there is a chance that you will shoot multiple bullets at a time which will instantly kill a zombie. The machine of this perk is a rounded rectangle with a grey bottom layer and a blue top layer of paint. On the front there is the perk vending mechanism which gives players perks. Its symbol is located at the top of the perk machine but on the front, on it is the image of a grey bullet with a blue explosion around it on a grey background.= 2000 Points

 

Tufbrew: Combining two elements into one, this perk gives players the chance to regenerate health faster, take more hits to go down and to be unaffected by any hazards (such as fire, barbed wire and explosives) in the map. Also players will take significantly less fall damage but will still be able to be killed if they take enough consecutive fall damage.The machine is a tall but large orange box with a white strip running across it. In the centre is the perk symbol which shows a white arm holding up a perk bottle on an orange background.= 3000 Points

 

Candolier: This perk allows players to switch out weapons faster, reload faster, have a larger chance it finding max ammo drops and also the ability to find ammo on the floor when killing zombies. The machine is made up of a big box which is dark green. When buying the perk it will fall down a slot on the right and give you the perk. On the side there is a square which has the perk symbol on it. This depicts a green ammo box.= 3500 Points

 

Pronaide: Upon purchasing, players will be able to go in or out of prone faster and easier. Also they will take no damage when diving, they will keep guns out when prone diving and have the ability to gain 25 Points when proning next to perk machines. Its perk machine is made up of a trapezium machine with rounded edges, it stands on small legs. In the centre is a black circle which will let you buy the perk and on top is the sign with the perks symbol on it. The symbol of the perk is a white figure in prone and a black figure showing the first figure going into prone on a brown background.= 1500 Points

 

Haphazard Honeydew: When brought, you will be given the ability to not take explosive damage, be unaffected by the poison gases of Nova Crawlers, unaffected by the smoke and will grant players the ability to also recycle any breathed in Nova Gas, this will let it be released when you are hit meaning you can survive more hits if more Nova Crawlers are around. This feature was not meant to be added due to its effects on players too but 935 could not get around the process.The machine is a bulky grey box with wheels at the bottom. It has a dark green line running down it which has the insignia and the bottle vending place.On the perk symbol is a grey gas mask shrouded in a green cloud which is on a black background.= 3000 Points

 

Barbed Wire Bandit: Upon being hit, players will deal damage to zombies, killing them up until round 25 and damaging them there after. This perk does not always damage the undead though and can be temperamental. Also you will still be able to be hit when a zombie is injured by the barbed wire. The perk machine is that of a very broken down red rectangle that has a triangle on the front which shows the perk logo and lets you buy the perk. Around it is barbed wire, making players be injured when touching it for too long. This makes buying the perk dangerous as well. On this perk, the symbol is of a white fist covered in barbed wire on a crimson background.=2000 Points

 

Amm-O-Matic Machine: It is a dark blue machine with golden When buying this for 2000 points you will gain the ability of replenishing ammo, it will replenish over a certain amount of time, depending on how much ammo has been lost. It is reminiscent of the Stamin Up machine with a larger base.= 2000 Points

 

Der Wunderfizz: Der Wunderfizz returns in the same form that it appeared in Origins. It works the same way and contains all of the perks in the map, excluding the Amm-O-Matic Machine.

 

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

 

Nightmare Forge: When putting each weapon from the Celestial Weapon Series in this machine, they will begin to combine. It must then be given the Eye to create the Omni Celestial Engine. This machine takes the shape of a stone mechanism much like the Pack-a-Punch in Origins except there are wings protruding from the sides of the machines and there is a stone bat face where the skull would be. Putting each weapon into the machine costs 5000 Points

 

 

Utilities

 

Weapons Locker: Now in the shape of a safe, to store a weapon players must pay 5000 points to lock the weapon in and 2000 points to unlock it.

 

Runes: The Runes are a new utility which can be picked up one at a time and will appear next to your perks. There are three Runes which can only have one picked up at a time by a player and all are available for players. The Runes can be found on a main rune, somewhere in the map. They are able to cause new things to happen each round which are useful to players. Also if used right in a group, these runes can be a very useful asset. Runes can also be upgraded after round 20 as you will be able to go back to the main rune and place your runes in it. Feeding 115 zombies to each Rune will upgrade them.

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Ember: Every round you will gain incendiary ammo in all weapons except special weapons. You will also get an extra grenade slot. There is a chance that that zombies will light on fire and will explode upon being killed. Also when hitting you, fire will cover your screen. When upgraded players will gain even more damage and have less chance of creating a fire zombie.

 

Frost: If a player is hit a certain amount of times in a round, all zombies will be frozen and encased in ice for 30 seconds. But if they are shot the ice will instantly break and they will all attack. This freeze effect can only happen once every round. When upgraded the frost will activate when hit a bit less, it will last for 60 seconds and will make zombies slower when they first break out of the ice.

 

Aura: The Aura will give players a protection around a random perk for a round. This means that if you go down, you will be able to keep the perk that is surrounded by a pink aura. When upgraded it will surround two perks and protect them.

 

Blowtorch: For 1500 Points the Blowtorch can be obtained at any crafting bench. It makes crafting a lot faster and means that it will almost be done instantly. As well as this, crafted objects will take longer to break and will be more efficient.

 

Zombie Shield: Crafted out of the cage, barbed wire and rune. Schematic will be obtained when crafted to be taken to other chapters.

 

Primordial Mask: Obtained from the Witch Doctor, the Primordial Mask will allow players to activate it at any time using the D-Pad and hide in the mask. This mask will make zombies ignore players completely and even make them able to jump higher. This means players can escape from the undead when they are in a bad situation. After 10 seconds this mask will retract and have a 115 second cooldown until it can be used again.

 

IV Blood Transfuser: In Hollow, the only way to power perk machines is to use a blood sacrifice. In the spawn four blood vials can be found and acquired. They each have the cell number of one of the prisoners in Mob of the Dead on them. With these vials, players must find the perk or mystery box that they want to power. When here they will need to attach the blood vial to it. This will allow players to kill the undead near it and when the vial has been filled the perks will be powered. But, there are other uses for the transfusers as well. When placed down next to perks or equipment, they can be activated so that damage is taken from the players to power the equipment. Doing this will often reward a random drop to appear which has a very small chance of being a weapons upgrade or a perk drop.

 

Pyro Suit: Crafted out of the helmet, frame and armour which are dropped from the Pyromonger each time it is killed. The Pyro Suit allows players to travel through the lava in Nightspire without being harmed. Zombies will set on fire when travelling through and will die. The suit is very slow while also protecting players against some damage. Also any Pyromonger will be instantly killed when shot in this suit. But, after 30 seconds the suit will freeze and take 7 seconds to retract. Then players will have to wait 115 seconds before it can be in use again.

 

Backpack: The Backpack is a utility in Hollow which changes the inventory of a player. When spawning they will have a Mob of the Dead/ Origins type inventory but will still only be able to pick up one part at a time. On random tables around each chapter, the Backpack can be brought for 1500 Points. It will allow players to share their inventory with any other players who own a Backpack and will let them pick up as many parts as they want. Also, two utilities can be held on the D-Pad at the same time and two Runes.

 

 

Challenges:

 

In Hollow there are different forms of challenges, similar to what was seen in MotD and Origins. Since challenges are optional in Hollow 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 Hollow Challenge Tier 1 is to simply get 935 kills. This will make a tablet spawn in the spawn of Agartha. 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 The Afterburner, Spatz-447+, Reznov's Revenge or the Predator. 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 Hollow 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, Magna Collider, D00M 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. The Pack-a-Punch camo is like the Mob of the Dead camo but glows a dark purple colour.

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Spawn Weapons:

 

Mauser C96- Boomhilda

 

 

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

 

RX4 Storm- The Gathering Storm= 1300 Points

 

MP40- The Afterburner= 1300 Points

 

STG-44- Spatz-447+= 1500 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

 

AK12- Angelic Killer 1200= 2000 Points

 

PDW-57- Predictive Death Wish 57000= 1000 Points

 

M1927- Speakeasy= 1500 Points

 

 

Box Weapons:

 

PPSh- The Reaper

 

Bizon- The Byzantium

 

Tac 12- Tactical Advancement Cell 1200

 

Tac 19- Soundwave Pulse Cell 1900

 

KSG- Mist Maker

 

Spas 12- Saga Jett

 

Model 1887- Nightmare Voyager

 

Double Barrelled Pistol- The Dieselpunk

 

Flintlock Pistol- The Steampunk

 

M1 Irons- The Cyberpunk

 

AE4- The Widow Maker

 

Maverick- Loose Cannon

 

XPR-50- Xenon Prowler Revolutioniser-5000

 

The Ranger- The Punisher

 

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

 

MTS-255- The Midas Touch

 

SWAT-556- Stellar Wing 55600

 

AK47- Reznov's Revenge

 

Commando- Predator

 

Famas- G16 GL35

 

Uzi- Uncle Gal

 

Skorpion Evo- Evolved Death Stalker

 

The Ripper- The Shredder

 

MTAR X- Martyr Z

 

MG08/15- Magna Collider

 

M60- D00M

 

Ameli- Echo Walker

 

SCAR-H- Agarthan Reaper

 

XMG- XL Dual Shredders

 

LSAT- FSIRT

 

MK48- Melancholy Killer 4800

 

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

 

QBB LSW- Mayhem

 

Chainsaw- Buzz Saw

 

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

 

Storm PSR- Hurricane PWR

 

Manual Crossbow- Broken Arrow

 

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

 

Wunderwaffe DG-2- Wunderwaffe DG-3 JZ

 

The Sabertooth: This weapon is a chainsaw weapon which can be found in the mystery box. When using it players will be able to use triggers to use a normal attack or use the melee button to stab the chainsaw into a zombie. If this happens it will be stuck for a moment. To replenish ammo in this weapon, fuel tanks must be obtained in various areas around the map. These cost 3500 points and will not reappear until three rounds after. When upgraded the weapon becomes The Smilodon, this variant is able to kill faster, last longer without needing a refuel and can be released from its melee attack quicker. By using the Blowtorch the Sabertooth can be modified to a new mode known as The Sabertooth 360 which lets the front blade spin faster and has the ability to constantly cut through zombies until it stalls and reboots. When this is upgraded it is known as The Smilodon 360 which has less of chance to spawn and deals more damage.

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Clockwork Bomb: A new tactical grenade in these known as the Clockwork Bomb can be used to freeze zombies and turn them to dust. The Bomb is in the shape of an egg timer and is twisted before throwing. It is golden with green lights surrounding the body and an Aztec dial on top to twist it.

 

 

Celestial Weapon Series:

 

Deus Ex Machina: This weapon has many gold cogs and discs on it, the rest is made up of a golden and black rifle shape. When it is shot it will send out a white and gold beam which will turn any zombies in its path to dust. This weapon does this by manipulating the space around the zombie and dragging its essential life force out. This weapon cannot be upgraded as it is too powerful but can be put in the Nightmare Forge along with the other weapons of the series and the Eye to create the Omni Celestial Engine. Ammo count: 7/77.

 

Daemon Automata: This weapon has red energy flowing through it, the body is made up of cracked stone in the shape of a quintuple barrelled shotgun with a blade coming from the bottom. The the barrells surround a red crystal. When knifing, a zombie will be instantly killed up until round 25. When shot it will send out a red and black beam that will turn zombies to stone, causing them to break. It uses demonic forces to do this. This weapon cannot be upgraded as it is too powerful but can be put in the Nightmare Forge along with the other weapons of the series and the Eye to create the Omni Celestial Engine. Ammo count: 6/66.

 

Divinus Bionica: This weapon has blue energy running through it in circuits, it is made up of smooth grey metal that forms a two parted body of a shotgun. There are two mechanical white wings on the sides of the rifle which open when the weapon is shot, mimicking a crossbow. When shot it will send out a blue and grey beam which will make a zombie disperse into a blue storm of energy. There is a chance that this weapon creates a zombie which will attack other zombies in the same way it would attack you but these are weak. To do these things, the weapon uses energy that is left over from travelling between different realms. This weapon cannot be upgraded as it is too powerful but can be put in the Nightmare Forge along with the other weapons of the series and the Eye to create the Omni Celestial Engine. Ammo count: 9/99.

 

Omni Celestial Engine: When all Celestial weapons are combined into one weapon, with the addition of the Eye, this weapon will be created. It is the most powerful weapon that has ever been in the game to date. Not only does it grant you the powers of the weapon but it also allows players to have changes in how they play and opens up the ability to synergise with other Wunder Weapons. The Omni Celestial Engine was designed by the same person who created the Deus Ex Machina, the Daemon Automata and the Divinus Bionica to give the user the power of all of time, space and the different universes. This power is known as the Celestial Forge and gives the user control of the three concepts of existence. Its creator went missing when he tried to end the universe with its power and has not been seen since.


The Omni Celestial Engine has many different uses. Only one player can have this item until the last step of Hollow Earth. The only downside to the Engine is that it can only be used for eleven rounds before it can be obtained again, it will have to be brought from the Nightmare Forge for 10000 points. Another feature exists for the Omni Celestial Engine which is activated using the D-Pad. This feature lets players hold the Engine like a gauntlet on there arm. When shooting a different beam from each of the Celestial Weapons will be shot, depending on which triangle the Engine has rotated too. After chaining up enough kills, the eye can then be shot by aiming in and shooting which will shoot a purple beam which combines all of the other beams into one large beam and can decimate a large amount of zombies. As well as this, the Engine will spawn all drops at random times and will often teleport players to another chapter when they are about to be killed.

 

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Easter Eggs:

 

Titans of Agartha Quest:

 

Step 1.) Complete both tiers of challenges.

 

Step 2.) Obtain the Eye from the Giant and make it leave the portal.

 

Step 3.) Create the Omni Celestial Engine using the Deus Ex Machina, Daemon Automata, Divinus Bionica and the Eye in the Nightmare Forge.

 

Step 4.) The Engine must now be used to kill 50 zombies next to each obelisk next to the obsidian pyramid.

 

Step 5.) When doing this, the pyramid will open which reveals Maxis’ body floating. A player must swap places with him in order for this next step to be possible. Which player swaps with him does not matter as they keep all weapons and perks.

 

Step 6.) The player who is Maxis must now go to Agartha and use the Omni Celestial Engine in the correct modes to shoot the coloured stars in the sky. First the red star must be shot with the Automata mode. Then the blue star with the Bionica mode. Next the golden star must be shot with the Machina mode. Lastly, the Vision mode must be used to shoot the black sun. This will make the shadows surrounding the sun disperse and reveal a regular sun. This sun is coloured red, blue, golden and purple.

 

Step 7.) The sundial near the start of Agartha will point towards a random area in the map now. Whichever area it points to will have a map with a cross marked on it. This map must be activated by Maxis. He will tell the players that Samantha’s prison has been moved to that location in the Nightspire and that they will be able to access it if only they can create a key made of Ununpentium. This is when players need to craft a key.

 

Step 8.) To gain the first key part, players must use the Pyro Suit and search the lava pits in Nightspire. It will be glowing blue and very visible so that players can see it easily through all of the magma surrounding it.

 

Step 9.) The next key part must be acquired by having all players use the IV Blood Transfuser to overcharge the Nightmare Forge. As a result the next key part will be given.

 

Step 10.) Obtaining the final key part requires players to pick it up from a high point at the top of a structure. To do this players must be using the Primordial Mask.

 

Step 11.) With all three parts of the key, players must go to the crafting bench and use the Blowtorch to craft them together and create a key made of Ununpentium.

 

Step 12.) After doing this players must unlock the prison which holds Samantha. A cutscene will begin which instantly activates the pause option for all players. This cutscene will be located back at the obsidian pyramid and as it does not have dialogue from the group till the end it does not matter who Maxis replaced. But the cutscene will always show the correct players in it.

 

Maxis kneels down and hugs his daughter. The rest of the group defend them, understanding how important their reunion is. Due to being disconnected from the pyramid for too long, Maxis says goodbye to his daughter and tells her that they have to escape. Before any of the group disagree, Maxis swaps back with the person in the pyramid. Samantha begins to cry at the loss of Maxis. Takeo tells her that they will save her father once they have escaped Agartha, but for now they need to survive. She nods and the group stand together. Tank exclaims that they need to get out of Agartha as fast as possible. Everybody agrees, including Richtofen who looks up at Maxis with sorrow.

 

Hollow Earth Quest:

 

Step 1.) Complete the Titans of Agartha.

 

Step 2.) Samantha will not be harmed by zombies, they ignore her but she will be harmed by the enemies of the map. She will begin to sprint to the portal in Agartha. While doing this any of the enemies such as Silhouetta, the Witch Doctor and the Pyromonger must be destroyed so that they do not harm her. If they do she will return to where she first started. Once at the portal, Samantha will look towards three symbols located in the top corners and the bottom of the triangular portal. Samantha’s eyes will glow yellow and a shield made of golden energy will surround her, making the enemies not able to attack her.

 

Step 3.) The first symbol requires players to use the Sabertooth to kill 30 zombies to fuel it. Then they must use the 360 mode to kill another 30 zombies and completely fuel it.

 

Step 4.) Around the map will be three Navcards which can be found randomly scattered. All of these must be picked up, brought to the portal and thrown in it. They are connected to a time event it will activate the first symbol.

 

Step 5.) The second symbol requires players to purge Silhouetta from Agartha. As the shadow manifestation will have spawned after activating the first symbol, players must use their usual process to make Silhouetta disappear.

 

Step 6.) But Silhouetta will return and will try to attack Samantha. The only way get stop it attacking Samantha is to punch Samantha’s shield while in the Pyro Suit. The weakened form will leave Agartha and will begin to create a new body for itself at the end of time. This time event causes the activation of the second symbol.

 

Step 7.) The third symbol requires players to find a control panel which has raised out of the ground in the same location that Samantha’s prison was. It cannot be activated without using another sacrifice to turn it on.

 

Step 8.) Now the control panel must be activated. This will cause the rockets that were sent from Moon to detonate and destroy the planet. As this is a paradox it is a time event which can activate the third and final symbol.

 

Step 9.) The Giant will begin to defend the portal again. Players will need obtain the Clockwork Bombs and enter the Giant. Once in there, a bomb must be placed where the Eye once was. After being purged players will see Der Riese break down and fall into the portal. As it falls the Giant will fragment into four parts, one of which is an s which is almost destroyed completely. These parts correlate with the Norse symbols and represent the names of Norse gods.

 

Step 10.) In the commotion, Samantha's shield had broke so, using the last of his power, Maxis transported his daughter to the safest point in the Nightspire which cannot be accessed by the characters from within Agartha. Leaving Maxis behind, players each need to jump in the pools of magma in the Nightspire. They will respawn afterwards in the first chapter.

 

Step 11.) As a final step, players must destroy the obsidian pyramid holding Maxis. After being put under large amounts of firepower it will begin to crack and reveal a purple light. Maxis’ soul will now only be connected to his body when out of the pyramid. All perks will be awarded to players along with all weapons being upgraded and each of them being awarded an Omni Celestial Engine. Also they can play as Maxis whenever they want to by just simply switching with him.

 

Step 12.) If players wish to end the game, they must simply have one player walk into the portal that has had its navigation course been changed to their own timeline. Maxis cannot leave this place though, it must be one of the original players.

 

Finally the group leave Agartha. All of the anarchy is gone and the group believe they can continue with their lives. But as soon as they leave through the portal, their lives change forever. They awake in 1917 in the middle of the Great War. No memories of the events that have transpired exist in their minds, the only ones who remember are Maxis and his daughter. Eventually the group meet again at Excavation Site 64 and finally accomplish their goal of freeing Samantha from Agartha. After Hollow, there is Origins.

 

 

Achievements (250G in total):

 

Fallen Angel 5G: In Hollow, use all three Celestial weapons in one game.

 

Equipment Enhancement 5G: In Hollow, upgrade your inventory.

 

The Ludvig Maxis Technique 5G: In Hollow, discover a dark secret about an old friend.

 

Sacrifice 10G: In Hollow, transfuse your blood.

 

Hidden Liars 10G: In Hollow, defeat the Witch Doctor and keep your belongings.

 

Wild Bite 10G: In Hollow, change the Sabertooth to its 360 mode.

 

Pyromaniac 15G: In Hollow, wear a Pyro Suit for the first time.

 

Celestial Trinity 15G: In Hollow, forge the weapon of the gods.

 

Titans of Agartha 75G: In Hollow, reunite Samantha and Maxis.


Hollow Earth 100G: In Hollow, return to the beginning.

Edited by Nightmare Voyager
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If people recognize this map, then its because I used a lot of my ideas for it before on that collab map thing. I had already started making this before then though as you can see by the date I started working on it.

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