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Arkaden: Map Concept


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Arkaden

 

After the Spark was corrupted, element 115 became a lot more unstable. The group thought that they had managed to stop the zombie plague from spreading, but they were wrong. Now they must venture into Arkaden. A game made for the survivors of the apocalypse to entertain those who are more fortunate. But the group have started to learn of things, secrets that not even the Voice knows.

 

Time taken to create: April 3rd to July 17th

 

Note: (Arkaden is the first map of a new Call of Duty game. This map would be shipped on its own, along with the addition of Grief and Turned, though they are revamped. These come in the same locations as in all previous maps they were in along with the castle area of this map. What I also want to mention is that this is the first map to a series that won’t happen. This map was needed to resolve the story that I had set out in some fashion, then I would have gone about fixing up the original story and set a path for a new one but instead I shall keep the trilogy I had planned for a more important date. So for now, this is a standalone map which may be considered as a DLC 5 for the last set of maps I made, so that players get more back from their games.)

 

 

Loading Screens:

 

When loading in the map with other players, the comic book will show one main page. In it, the four characters are reading the comic book, then in the comic book that they are reading is another scene of a comic book. As well, around the comic are hands which indicate that what is happening in the comic book is happening outside as well. This comic book panel is known as an infinity panel. Lots of annotations have been made in red pen around the page.

 

When ending the game, a scene is shown of the castle. It is calm and still compared to in the map, as well as being in the night time.

 

 

Hazards

 

Due to the state of the world, many hazards can come about which make this map very dangerous to survive in. Three major hazards are present in the map and while each can be combated in a particular few ways, they still can pose a problem. All hazards can happen at the same time as another hazard.

 

The first hazard that you can come across are time winds. Due to the walls of reality being so thin because of so many paradoxes and time events, the sky is filled with space in some empty areas where it is not cloudy and grey. If the stars become brighter this will mean that the time winds are starting. Time windows are essentially winds made of a golden dust. When hitting a player they will buffet them, covering their screen and progressively hurting them until they either die or get indoors. Though the characters wear masks and armour, this is not enough to protect against the winds.

 

The next hazard you will come across is the storm. A round before this happens, the sky will make loud thunder noises. The storm will come in full force and will cause lightning to strike random areas around the maps outside. This can damage players a lot, nearly almost killing them and can knock out the power of perks or utilities for four rounds. But, some advantages come out of the storm. When hitting a zombie it will kill up to three other surrounding zombies, much like the Wunderwaffe. Also the storm will be more attracted to downed players and can actually revive them. This will cancel out a Quick Revive meaning you can keep it.

 

The last hazard is the shift. The shift is caused by the continents having to move themselves as whatever event originally caused the apocalypse has caused an early supercontinent reformation. When the shift occurs, areas of the map will be blocked off by chunks of the ground. This means you will not be able to access some areas or, if you are unlucky, may be trapped somewhere. This can be very bad as if time winds are occurring at the same time then you can't escape. There is warning before hand. If you are in the area where stud shift is happening, you will feel a tremor a round before. The shift lasts for a few rounds after the tremors.

 

 

Map Layout and Mechanics:

 

Story: Following the Spark, the group had nowhere else to go. The Voice then guided them to Arkaden where they would begin to discover the truth about what they were.

 

The spawn of Arkaden is a small field. Around this field are stone pillars which reach high into the sky, towering above players. On each of them are Norse symbols, like what can be found on the ground of the Spark. Leaning next to one of the closet pillars when spawning is Quick Revive and on other pillars are weapons. The ground will also be covered in stones which hide the rune part. From here players can either walk up a stone path or walk along the rocks which border the sea.

 

The rocky border spans around the sea, this area is more open than some other areas in the map. A box location and Speed Cola can be found at the back of the rocks. There are stepping stones across the sea which will be able to be accessed later but one stone is missing which makes it impossible to get to for now. There are two ways to leave this area. The two exits are next to each other but work differently. The first is a gondola like in Mob of the Dead which leads up the hill. Zombies cannot attack players while they are in this but they can chase players up it. Next to this is a twisted stone path which has banisters around it, meaning that players will be in a tight space and it will take reasonably longer for them to get to the top of the hill.

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When walking up the stone path, players will pass a forest. A group of rocks can be seen behind all of the trees. Sitting in the rocks is a the statue of a stone giant. Once players are up the hill, they will be at the castle entrance. A small moat surrounds the castle which means it is difficult to get into. A drawbridge can be accessed but it is expensive and means that there is a large area for zombies to leave from.

 

The castle entrance leads to the courtyard. This area of the map is strange as it is not like what a normal castle would be expected to be like. All of the castle can be seen from here but it is evident that it is not like other castles. On top of each tower are claw shaped pylons with green energy orbs on top of them. These will send out green lights of energy into the sky and create a small lightning strike at the start of every round. At the back of the courtyard is Double Tap and at the right is a box location. From the courtyard there are two accessible areas. These are the main part of the castle and an accessible tower at the left.

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Going to the left towers will bring players upwards towards the top floor of the castle. While venturing up the tower, players will be able to access three floors. The bottom floor holds a set of weapons which can be obtained and are surrounded by axes. Then the second floor holds PHD Flopper, this floor holds a table which has a fragment of element 115 on it. On the final floor which leads out to the top floor to the castle is a box location and the broken shield part.

 

When going through the front entrance of the castle, players will be brought to a place which has the same type of layout as the spawn of Kino der Toten. The stairs will be more twisted though and there will be less zombie spawns. Statues of knights can be seen around the area, guarding each entrance. In the front of the castle is the Amm-O-Matic Machine and a crafting table. From this area, players can venture up to the next level of the castle, they can go back outside to the right and go to the edge of the hill the castle sits on, another option is for players to go through either of the doors next to the stairs which lead into the same room.

 

At the edge of the hill will let players see the outside of the map. There is grass and rocks spanning down the hill but what is most noticeable is an element 115 meteor which has the Mecha-Lock Blade inside of it. A shape can also be seen in the ocean as well. In this area is another box location. From this area players can go up a set of stairs which lead to the roof area.

 

If players had gone forward, they would be brought to the dining room of the castle. A long table stretches across this room and doors lead outwards on each side. This room has no food on the tables and is very destroyed. There is a hole in the wall which shows the outside, from which the same shape in the ocean can be seen. Behind the largest chair is a box location and to the right of that is the main Rune.

 

On the second floor to the castle, players will get to three separate rooms. On the left is the library, on the right is a scientists quarters and forward is the master bedroom. The library is a large, twisted maze like area with different levels to it. It is very hard to traverse as at random times, the bookcases will shift and move which changes the area's layout. Within the library is a box location and Juggernog, although their positions will constantly change and are never guaranteed to be in the same place.

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Within the scientist quarters, it is very cramped. There is scientists equipment all over which makes it very difficult to survive in. The scientist quarters has some weapons in it, Electric Cherry and the chains part. In the centre of the room is a hole which will lead back into the edge of the hill.

 

The master bedroom is the last area of the castle. It is very big and open. There is a broken bed in the middle of the room but all around it is decorations on the wall. Inside of the bedroom is the weapons locker. On top of the bed is the Pack-a-Punch machine, to get to it players will need to climb up the debris of the bed like they are stairs. This is similar to how the Pack-a-Punch looks in Shangri-La.

 

 

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 a 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 ask “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 cannot 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 essentially give an incentive to keep playing.

 

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:

 

Sol: Sol is the scout for the group. Though he is not very bright, he tries to be a useful asset to the group by using what intelligence he has of events to their advantage. Sol wears an Aether Hazard suit, keeping time winds from hurting him. On his back is a backpack with a gear in it, this connects to a breathing apparatus on his side. His face is covered by a gold mask with blue eyes that can flip up to reveal his face. Also he is slightly shorter than the others but his backpack gives him the same weight that a normal player would have. Sol is British and has an easy to distinguish voice, in spite of his mask. His favourite weapons are Sniper Rifles and Wunder Weapons. Also his melee weapon is the wrench.

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Enoch: The leader of the group, Enoch is a skilled fighter against the undead. He has the most skill with a range of weapons and combat. Enoch is fierce, intelligent and tenacious. Leading the group is difficult but as he is the most knowledgeable he is the best candidate for leadership. Enoch wears a generals coat, combat boots and gloves. On his belt is a sword with a sharp, rough blade. His head is covered by a hat. Covering his face is a gold mask which glows turquoise from the eyes and mouth. Under his mask is a gravelly, deep voice with a British accent. His favourite weapons are Rifles and Shotguns. Also his melee weapon is the key edged blade.

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Ascal: More machine than man, Ascal is a tough, courageous warrior trained to use his sword to fight the undead. He wears a long, leather duster jacket and armour underneath. On his face is an upgraded gas mask with red eyes and on his head is a helmet. One of his hands is robotic and is an indicator of who you are playing as besides the player name. The sword he carries was found on the body of a skeleton, he says he has a connection with it that comes from the afterlife and helps him be the skilled fighter he is. Ascal has a very robotic voice but behind it is a voice that is like a Boston accent. He is brave, daring and is the first to fight the undead which often gets him injured. Alse he is very skilled with many types of weaponry. His favourite weapons are Pistols and any type of machine gun. Also his melee weapon is the katana.

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Nova: A Plague Doctor, Nova enjoys the destruction of the undead and cleansing of the world from the blight of the dead. He wears a mask along with a hood, robes and armour. Nova is Russian, though his accent is not strong and the mask muffles it slightly. He is very mysterious but also knowledgeable of the science surrounding Ununpentium and time travel, though he compares this to more mystical explanations most of the time. His favourite weapons are heavy weapons and special weapons. Also his melee weapon is the wrist blade.

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Voice: Throughout the map you will be contacted by a disembodied voice which communicates through a relic which is owned by one of the players. The Voice has no name and it would be thought that the community would coin a name for him. He will act as a guide for the map, as there are lots of new concepts and strange things in it both gameplay wise and story wise that he will explain. While doing this he breaks the fourth wall and is fully aware of doing this but the characters themselves do not react to this at all as if it is a known thing that they are in the confines of a story. The Voice is very calm and at times satirical when talking to the group. He has a normal American accent of a middle aged man. He is essentially a tutorial for players so that they can not only learn how to survive, but can also be told tips on what they need to do.

 

 

Zombies:

 

Zombies: In this map, the zombies primarily wear the same clothing as the Templars. Though their are multiple colours of clothes such as red, blue, green, grey and black. Their eyes glow purple. As well their are waving armoured knight zombies which wear training armour. Their eye also glow purple. They are the equivalent to the soldiers in Die Rise.

 

The Vision Beast: Dwelling the castle is a being of horror. The Vision Beast is a large monstrous being with a blindfold covering his eyes. But this does not mean he cannot find players. He walks around the castle, mostly staying to the walls so he is out of sight. He will drag a ball and chain, alerting players of his presence. If he hears the sound of a player shooting or throwing grenades, he will run towards them and will punch players. Once he is killed, he will leave a random drop behind.

 

The Fragment Knight: In the entrance of the castle is an orange flame. One round after the castle has been opened, a fragment of stone will fly and attach itself to the flame. This will continue until 11 fragments have attached themselves to the flame and then the Fragment Knight will spawn. This being floats around the map and stabs players with sharp stones. Sometimes it can create a fire burst and set players on fire for a short duration. To kill it the being must be shot in the flame that is in the chest of the Knight. Once it is killed, the Fragment Knight will split up again and try to join itself back together throughout the rounds. It will leave behind a perk drop and a random drop as a reward.

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Perks and Utilities:

 

Quick Revive (1500 Points)

 

Juggernog (2500 Points)

 

Double Tap (2000 Points)

 

Speed Cola (3000 Points)

 

PHD Flopper (2000 Points)

 

Electric Cherry (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

 

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 the castle is a large wooden wheel which has four bars protruding from it. To create power in a certain area, one player is required to activate the wheel and slowly push it around until it locks in place. The power will then be retained for 7 rounds before the wheel begins to turn backwards again. It can be pushed at any time to put it back into place at any time but unless it is being pushed from the starting position, it will not lock in place. As the wheel turns back, random utilities will go offline until all are gone. This will constantly change with each time the wheel turns back.

 

Zombie Shield: Built from the rune, chains and broken shield.

 

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: Players will have protection around a random perk for one 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.

 

 

Inventory System:

 

Like the previous maps, Arkaden has an inventory system based off of Mob of the Dead. There are two sections, grey, green and blue.Grey will hold the zombie shield parts and blue will hold the Rune that you have obtained.

 

 

Challenges:

 

In Arkaden there are different forms of challenges, similar to what was seen in MotD and Origins. Since challenges are optional in Arkaden 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 three columns of these two symbols, each for the other chapters. All rewards can be obtained on any chapter.

 

Tier I.) 1.) The first challenge in Arkaden Challenge Tier 1 is to simply get 935 kills. This will make a tablet spawn near where you first start the map. 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 Lunar melee. This is an upgraded melee which is more effective and makes the weapon glow white. This can be found on the tablet, the symbol must be hovered over to access.

 

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 Arkaden 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. 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 Solar melee. This is an upgraded melee which is more effective and makes the weapon glow gold.

 

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:

 

Plasma Revolver- Order and Chaos

 

 

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

 

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

 

Stakeout- Raid= 1200 Points

 

PDW-57- Predictive Death Wish 57000= 1000 Points

 

AN94- Actuated Neutralizer 94000= 1500 Points

 

M1927- Speakeasy= 1500 Points

 

 

Box Weapons:

 

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

 

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

 

The Ripper- The Shredder

 

MTAR X- Martyr Z

 

MG08/15- Magna Collider

 

M60- D00M

 

SCAR-H- Agarthan Reaper

 

XMG- XL Dual Shredders

 

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

 

M27 IAR- Majestic 2700 KSY

 

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

 

 

Celestial Weapon Series:

 

Mecha-Lock Blade: This Weapon is a melee weapon which is used like a normal gun. This sword can be used for a full attack using the triggers to swing in different ways or can be used in melee which deals less damage than the full attack. On the sword are pistons attached to the hilt which help the sword function. The main hilt is held by a grey rubber material. When the weapon has been used for 20 kills, the blade will need to be replenished. This will cause the weapon to go into fire mode, in which you will be able to shoot the blade like a projectile and release it from the hilt using piston pump technology. This counts as a reload for the weapon and can be done whenever a player pleases. Due to the complexity and power of the blade, it cannot be upgraded but can be switched to another mode using the D-Pad. This mode is known as the Wunder-Lock Blade this allows players to freely fire blades from their sword like a gun. This deals less damage than the actual sword but is still a useful utility. Crawlers have a higher chance of spawning when using this.

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Paradigm Obelisk: This weapon is a new gun which has two functionalities. The main use for the weapon is firing a tri-beam through groups of zombies. This is done by holding down the trigger which will lead to the weapon rapidly spinning and creating a vortex which will cut through the undead. The other functionality for the weapon is to activate overdrive, using the D-Pad, which will make the weapon shoot out orbs of blue energy that will travel through zombies and progressively damage them the longer they are exposed to this. This can only be done after the weapon has recharged to 115% as it does not work on ammo. When upgraded the weapon is called the Origin Conduit. It will have a faster recharge time and will deal more damage when using both utilities.

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Easter Eggs:

 

Destiny and Despair Quest:

 

Step 1.) Complete all challenges.

 

Step 2.) Find the notes around the map. They spell out a random word each game which can be translated from Norse lettering. If the correct pillars are knifed with the Solar Melee they will glow white.

 

Step 3.) The stone giant outside of the map will now have his eyes open. He is striding around the rocks as if he is lost. Players will need to use the Paradigm Obelisk to shoot the stone giant when it is standing in the centre of the rock formation.

 

Step 4.) Now the meteor which holds the Mecha-Lock Blade will have moved to the pathway up to the castle. Players will need to use the gondola to try and grab it while travelling but there is no guarantee that a player will be able to pick it up first time.

 

Step 5.) Two metal hands will reach out of the sand on the beach. The player with the Mecha-Lock Blade will have to kill zombies with it and feed 100 zombies to the hands. As a result, a building will rise up from the ocean which needs to be accessed.

 

Step 6.) There is still a stepping stone missing which would allow players to get to the building. The only way to access this is by pressing four buttons in the correct order. This will correspond with the pillars in the spawn and if it is done incorrectly then players will have to wait another round to attempt the step. Once players are able to cross the water, they will be brought to a monument building which has the same look as the castle.

 

Step 7.) Within the monument there will be six boxes, each will have a beacon on them. The Voice will tell players that to open two of the boxes they need to make a sacrifice. As a result the player with the Mecha-Lock Blade will have to go to a glowing patch of the ocean along the stepping stones. A white hand will softly take the weapon and will disappear into the water. Now two boxes will be unlocked which hold robotic legs for the Voice.

 

Step 8.) To open the next pair of boxes, players will need to shoot the pylons on top of each castle spire. This may take a moment to destroy but players will be able to eventually accomplish this which will open up the boxes and reveal robotic arms for the Voice.

 

Step 9.) Opening the last two boxes will require players to find the correct book in the library which is called “Everlast”. Once they have ventured through the library and found the correct book, it will disappear into golden flames and the last two boxes will be open. Inside of them will be the mechanical head and body for the Voice.

 

Step 10.) The body must be built in the scientists quarters of the castle. The player building the body will be unaffected by zombies but if they stop building the body at any time then they will have to start over.

 

Step 11.) Finally players must go to the body and release the Voice so that it can control it. Purple energy will begin shrouding the body as it rises into the sky. The eyes light up orange and it looks down at the group. As a reward players will obtain all perks, have all of their weapons upgraded, they will be able to hold all three runes, all hazards will be disabled and in the monument there will be a floating sword. Any player can obtain this for free and they will have the Mecha-Lock Blade as an extra weapon compared to the other two weapons they will have.

 

Step 12.) Now that the Voice finally has a built body known as the Prototype, he will begin to taunt the players and tell them the truth of the world they live in. Throughout the rounds, he will tell them a story about people who watch four unsuspecting survivors as they struggle to fight the undead for entertainment. Once players want to end the game they can go to the spawn of the map and go up to a pillar with a glowing blue symbol. Activating this ends the game.

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That is when the characters realise where they are and what they have been told the whole time. They are in Arkaden, the arcade. Somebody has been toying with their lives and has created a whole comic book about the adventures that they have been in. Survivors are watching them from the sky above in the 115 Extraction Drill. There is no way to get to it but it sits above them, taunting them with what could be their safety. Now that the players understand that they were leading a false life and that they had just been entertainment for other survivors, they make a choice. As the Prototype hovers above them they look up at him. He begins to laugh at their foolishness. Each of the characters look at each other and nod.

 

Sol, Enoch, Ascal and Nova begin running. The Prototype sends swarms of the undead after them but they continue running. They travel up the hill, outrunning the undead. Eventually they reach the castle. Angrily the Prototype releases a hold of the undead and begins to attack the characters as they stand in the castle. Each of them stand in the corners of the building and switch places. The Prototype tries to attack them but misses each time. The castle begins to crumble and the characters stand around the Prototype. Unable to abandon his body, he stands in the middle of the four as the structure collapses in on the group and sinks into the ground beneath it.

 

 

Achievements (250G in total):

 

Pillars of Structure 5G: In Arkaden, make a melody by meleeing the pillars.

 

Mad Scientist 5G: In Arkaden, kill 30 zombies in the scientist quarters by using Electric Cherry within 10 rounds.

 

Going Up 5G: In Arkaden, travel up and down the lift 15 times in one game.

 

A New Generation 10G: In Arkaden, use the Paradigm Obelisk to kill 30 zombies with one relic.

 

Stealth Operations 10G: In Arkaden, survive a whole round without the Vision Beast being aware of your presence.

 

Guardian 10G: In Arkaden, destroy the Fragment Knight with the Mecha-Lock Blade and the Zombie Shield.

 

Bookcase Barricade 15G: In Arkaden, traverse through the library and find the window without the room moving.

 

Fortified 15G: In Arkaden, open up every area of the map before round 11.

 

The Sword in the Meteor 75G: In Arkaden, uncover the monument.


Destiny and Despair 100G: In Arkaden, build a body for the Voice.

Edited by Nightmare Voyager
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