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The%20Giant_zpsfdlltrjc.jpg

The%20Giant%20Poster_zpszrgiedej.jpg

 

 

 

The Giant Map Contents ~

 

Intel ~

Spoiler

Intel

 

THE GIANT BONUS MAP

 

Zombies returns in all of its undead glory with "The Giant," a Nazi research facility featuring the weapon-upgrading Pack-a-Punch Machine.   Re-live the chaos of Treyarch’s classic “Der Riese” Zombies map, picking up the Zombies story with Dempsey, Nikolai, Richtofen, and Takeo where Origins left off.

 

The%20Giant%20Zombies_zpsfqepgxla.png

 

 

 

Video trailers ~

Spoiler

Video Trailers

 

"The Giant" Zombies Bonus Map Trailer

 

 

"The Giant" Zombies Bonus Map Gameplay Trailer

 

 

Call of Duty: Black Ops III – Juggernog Edition Unboxing

 

 

 

Loading Screens ~

Spoiler

Loading Screens

 

Map Selection Screen

The%20Giant%20Map%20Selection%20Screen_z

 

 

Loading Screen

The%20Giant%20Loading%20Screen_zpsbyodxt

 

 

 

Location ~

Spoiler

Location

Waffenfabrik%20der%20Riese_zps2tx3tbvo.p

 

 

Der Riese Facility

Near Breslau, Germany

 

Der Riese

 

Project Riese

 

Museum Gross-Rosen

Subcamps of KL Gross- Rosen

Riese

 

 

 

 

Playable Characters ~

Spoiler

Playable Characters

Origins Character Model Images (Placeholder) ~

Dr. Edward Richtofen

c_zom_tomb_richtofen_fb_zps372ffaf1.png

 

=================================

 

'Tank' Dempsey

c_zom_tomb_dempsey_fb_zpsefdc2620.png

 

=================================

 

Nikolai Belinski

c_zom_tomb_nikolai_fb_zpsf02d9067.png

 

=================================

 

Takeo Masaki

c_zom_tomb_takeo_fb_zps1a0711a5.png

 

 

 

Zombie Characters ~

Spoiler

Zombie Characters

 

 

 

 

 

 

 

Perks-A-Cola ~

Spoiler

Perks-A-Cola

specialty_quickrevive_zombies_zpse2b3d26  Quick Revive Soda - 500 / 1500 Points (Solo / Co-Op)

specialty_juggernaut_zombies_zps339ae9f0  Jugger-Nog - 2500 Points

specialty_fastreload_zombies_zps14878c90  Speed Cola - 3000 Points

specialty_doubletap_zombies_zpsd1525d54.  Double-Tap Root Beer II - 2000 Points

    specialty_mulekick_zombies_zps46c260ac.p  Mule Kick - 4000 Points

     

     

    • Deadshot Daiquiri & Stamin-Up obtained by throwing a Monkey Bomb in each Teleporter & Teleporting before it explodes

    specialty_marathon_zombies_zps1d0e1e9f.p  Stamin-Up

                  Deadshot Daiquiri

     

     

    =================================

     

     

    Hidden Perk Machines

     

    • Throw a Monkey Bomb inside each Teleporter
    • Teleporting through each will activate a light on the control panel at the Mainframe
    • Either Deadshot Daiquiri or Stamin-Up will spawn from the snow pile at the outskirts of the starting area

     

     

    Step 1 ~ Turn on the Power

    No Power = No Lights on Control Panel

    0%20Start%20of%20Game%20-%20No%20Power_z

     

    Power turned on - 3 Red Lights

    Power%20On%20-%20Red%20Lights%20on%20Con

     

    3%20Red%20Lights%20Power%20On_zps29qzzsv

     

     

    Step 2 ~ Re-link the Teleporters / Aquire Monkey Bombs

    Monkey%20Bomb%20from%20Mystery%20Box_zps

     

     

    Step 3 ~ Throw a Monkey Bomb in each Teleporter & Teleport before it explodes

    Monkey%20Bomb%20in%20Teleporter_zpsvwxai

     

     

    Teleporter Z-C

    Monkey%20Bomb%20in%20ZA%20Teleporter_zps

     

    1 Green Light on Control Panel

    1%20Green%20Light_zpsyz29pbxk.png

     

    Teleporter Z-B

    Monkey%20Bomb%20in%20ZB%20Teleporter_zps

     

    2 Green Lights on Control Panel

    2%20Green%20Lights_zpsbhszyhqy.png

     

    Teleporter Z-C

    Monkey%20Bomb%20in%20ZC%20Teleporter_zps

     

    3 Green Lights on Control Panel

    3%20Green%20Lights_zpskymqr8pv.png

     

     

    Step 4 ~ Press the Action Button on the Control Panel

    The Control Panel now has a flashing Red light & Beeps

    Hidden%20Perk%20Machines%20Activating%20

     

    Hidden%20Perk%20Machines%20Activating%20

     

     

    Stamin-Up

    Stamin-Up%20Hidden%20Perk_zpsz2dlzwy8.pn

     

    Deadshot Daiquri

    Deadshot%20Daiquri%20Hidden%20Perk_zpsd9

     

     

    Hidden Perk Machines - Activation Walktrhough

     

     

     

    Gobble Gum ~

    Spoiler

    Gobble Gum

    Refer this thread by @Nightmare Voyager

    Dr%20Montys%20Gobble%20Gum%20Poster_zpsh

    .

     

     

    Power-Ups ~

    Spoiler

    Power-Ups

     

    • Max Ammo
    • Double Points
    • Insta-Kill
    • Nuke
    • Carpenter
    • Firesale
    • Perk Bottle (Drops randomly after using Teleporter)

    .

     

     

    Weapons ~

    Spoiler

    Starting Weapons

     

    MR6 / Death and Taxes

     

     

     

    Frag Grenade

     

     

    =================================

     

    Wall Weapons

     

    RK5

    • Cost ~ 500 points
    • Location ~ Starting Area

    RK5_zpsxg9hdswg.png

    Three-Round burst Pistol. Fast burst cycle rate.


    A quick killing, quick firing burst Pistol, the RK5 can one-burst kill at very short range, or finish off a damaged target in one burst.  

     

    However, it has the worst magazine capacity of the Pistols, so it can get you in trouble against more than one target!

     

    RK5_zpspjwabecz.png

     

     

    =================================

     

    Sheiva

    • Cost ~ 500 points (also available in Mystery Box)
    • Location ~ Starting Area


    Sheiva_zpspdejwp9x.png

    Semi-auto marksman Assault Rifle. Eliminates enemy infantry in two shots.  


    A powerful marksman Assault Rifle, the Sheiva is a cut-down Sniper Rifle in many ways. With the High Caliber attachment, you can down enemy players with a single headshot at shorter distances.  

     

    The Sheiva has worse handling characteristics than other Assault Rifles, with very slightly slower ADS times and slow reloads. Because of these traits and the low rate of fire, stay out of CQC.  

     

    The Sheiva is a tack driver at any range, so its pinpoint accuracy serves you well if you can keep your enemies at range.

     

    Sheiva_zps8dpjwmmy.png

     

     

    =================================

     

    L-CAR 9

    • Cost ~ 750 points (also available in Mystery Box)
    • Location ~ Starting Area Outer Perimeter (near Animal Testing Laboratory)

    L-CAR%209_zpsa11vjvde.png

    Full-auto machine Pistol. Medium fire rate with modest damage.


    The slowest ADS time of the Snipers, it also has commanding power, capable of one-shot kills anywhere above the hips.  

     

    If you prefer staying at long range and picking your targets and lines of sight carefully, this is your best choice among the Sniper Rifles.

     

    L-CAR%209_zpscuafvkuj.png

     

     

    =================================

     

    KRM-262

    • Cost ~ 750 points (also available in Mystery Box)
    • Location ~ Animal Testing Laboratory

    KRM-262_zps3or5v78m.png

    Pump-action Shotgun. One-hit kill against enemies in close quarters.  


    A reliable and powerful Shotgun, the KRM-262 is the easiest of the four to use up close and on the move, whether hipfired at very short range, or ADS at targets near the edge of its effective range.  

     

    However, it pays for this ease of use with the lowest reliable range for one-shot kills, so always be ready for a follow up shot if you think they may be on the fringe of your effective range.  

     

    Unlike the other Shotguns, the KRM-262 is reloaded one slug at a time, which can be beneficial if you need to cancel a reload and take a shot at a sudden surprise attacker, but you don’t have the ability to fully refresh your load in one go.

     

    KRM-262_zpsqnkdvs29.png

     

     

    =================================

     

    Kuda

    • Cost ~ 1250 points (also available in Mystery Box)
    • Location ~ Animal Testing Laboratory


    Kuda_zpsorryrtzb.png

    Full-auto Submachine Gun. Steady fire rate with balanced recoil.


    An all-around performer, the Kuda has the only three-shot kill potential of the SMGs (albiet at very short ranges), and maintains its four-shot kill potential out to the best range, as well.  

     

    The Kuda has a moderate fire rate and recoil, making it a controllable weapon, but its range actually causes some awkward problems.  

     

    At very close range, its killtime is good, but it’s then eclipsed by other SMGs until the tail end of its four-shot kill range. To perform best with this weapon, you must be very aware of distances on different maps, and control engagement ranges carefully. Using a Suppressor and a Long Barrel is a viable option to stay out of reach of the VMP, Vesper, and Weevil, and get in close off the radar for very short range kills.

     

    Kuda_zpsjwkqq7gu.png

     

     

    =================================

     

    Vesper

    • Cost ~ 1250 points (also available in Mystery Box)
    • Location ~ Starting Area Outer Perimeter (Teleporter Z-C)

    Vesper_zpslll1ce5r.png

    Full-auto Submachine Gun. Fastest fire rate in class.


    A true bullet hose, the Vesper has the best kill times up close in the SMG class. It also boasts the highest potential to be customized into a hipfiring CQC beast. The Vesper suffers from intense recoil and rapid damage falloff, though, making it a very poor choice for engaging at a distance.  

     

    Given its limited range to begin with, silencing it with a suppressor and forcing close range engagements is a good way to maximize its strengths.

     

    Vesper_zpsmssktssh.png

     

     

    =================================

     

     

    VMP

    • Cost ~ 1300 points (also available in Mystery Box)
    • Location ~ Automobile Garage

    VMP_zpsgtwg07g9.png

    Full-auto Submachine Gun. Strong damage output at the cost of a smaller magazine.


    A slightly less intense cousin to the Vesper, the VMP has good killtimes up close, but maintains its damage slightly better at a distance.  

     

    The VMP still has strong recoil, but it is predictably up and to the left, which you may find manageable with some practice.

     

    VMP_zpskf0brkvt.png

     

     

    =================================

     

    M8A7

    • Cost ~ 1500 points (also available in Mystery Box)
    • Location ~

    M8A7_zpsqb81wzt4.png

    Four-round burst rifle. High cycling rate of fire with minimal recoil.


    A powerful burst weapon, the M8A7 has controllable and predictable vertical recoil, and can kill in a single burst out to long range.  

     

    Because of the M8A7’s recoil pattern and high rate of fire, it is particularly lethal against stationary targets, making it a strong weapon against players camping behind cover or in windows at a distance.

     

    The high cyclic rate does demand rapid trigger presses to fully utilize, which makes it slightly more challenging than the XR-2 to control while fighting on the move.

     

    M8A7_zpsz0pzx41w.png

     

     

    =================================

     

    KN-44

    • Cost ~ 1400 points (also available in Mystery Box)
    • Location ~ Teleporter Z-C

    KN-44_zpsgmymrfbn.png

    Full-auto Assault Rifle. Fast fire rate with moderate recoil.


    A well rounded Assault Rifle, the KN-44 has three-shot kill potential at short ranges, never drops below four. With a fire rate second only to the HVK-30, it’s an effective weapon if you can control its moderate recoil, which kicks left and right.  

     

    Customized with CQC attachments, the KN-44 performs well at short range. With ranged attachments, it works out to a medium distance as long as you can handle the recoil.

     

    KN-44_zpsy9zatxm3.png

     

     

    =================================

     

    HVK-30

    • Cost ~ 1600 points (also available in Mystery Box)
    • Location ~


    HVK-30_zpsuo7amnvr.png

    Full-auto Assault Rifle. Fastest fire rate in class.


    The bullet hose of the Assault Rifle family, the HVK-30 has the best fire rate, which it pays for with the worst damage profile among its Assault Rifle siblings.  

     

    You may wish to embrace its RoF advantage fully, and make use of Rapid Fire and High Caliber to boost its killtime. Just be aware of the cost to long range accuracy and use controlled bursts at a distance.

     

    HVK-30_zpspps0efts.png

     

     

    =================================

     

    Bowie Knife

    • Cost ~ 3000 points
    • Location ~ Teleporter Z-C Courtyard

     

     

    =================================

     

    Trip Mine

    • Cost ~ 1000 points
    • Location ~ Bridge

     

     

    =================================

     

    Mystery Box Weapons

     

    VMP

    VMP_zpsgtwg07g9.png

    Full-auto Submachine Gun. Strong damage output at the cost of a smaller magazine.


    A slightly less intense cousin to the Vesper, the VMP has good killtimes up close, but maintains its damage slightly better at a distance.  

     

    The VMP still has strong recoil, but it is predictably up and to the left, which you may find manageable with some practice.

     

    VMP_zpskf0brkvt.png

     

     

    =================================

     

    Weevil
    Weevil_zpsqbvlnojv.png

    Full-auto Submachine Gun. Large magazine capacity with modest damage.  


    With middle of the road damage for the SMG class, the Weevil is also in the middle in terms of recoil, with strong vertical recoil, but less wildly out of control than the VMP or Vesper.  

     

    It’s still more intense than either the Kuda or Razorback, so if you engage at a distance, make those extra bullets count and don’t let up until your target is down.  

    The Weevil excels at engaging multiple targets in a row without needing to reload, make sure you don’t reload unnecessarily early when using the Weevil!

     

    Weevil_zpsqitw9sch.png

     

     

    =================================

     

    Pharo

    Pharo_zpsnxtz59or.png

    Four-round auto-burst SMG. Reliable damage and accuracy, cycles burst automatically by holding the trigger.  


    A unique SMG, the Pharo fires auto-bursts like the XR-2 and the 48 Dredge.  

     

    The Pharo has quite good killtimes, even at a distance, so if you can get used to its rhythmic cycling and up-left kick, the Pharo can perform quite well up close or at a distance.

     

    Pharo_zpscsagqeye.png

     

     

    =================================

     

    Man-O-War

    Man-O-War_zpsee67w3wp.png

    Full-auto Assault Rifle. Strong damage with a slow fire rate.


    The high damage option, the Man-O-War can kill with three shots out to a great distance, at the cost of a slower rate of fire. Keep your enemies at arms-length with this weapon to make it perform well.  

     

    The Man-O-War also has a distinctive kick up and to the left, which can be a benefit if you’re more comfortable compensating for predictable recoil in one direction (vs. the left/right bounce exhibited by the KN-44 and HVK).

     

    Man-O-War_zpsd8feog4p.png

     

     

    =================================

     

    HVK-30


    HVK-30_zpsuo7amnvr.png

    Full-auto Assault Rifle. Fastest fire rate in class.


    The bullet hose of the Assault Rifle family, the HVK-30 has the best fire rate, which it pays for with the worst damage profile among its Assault Rifle siblings.  

     

    You may wish to embrace its RoF advantage fully, and make use of Rapid Fire and High Caliber to boost its killtime. Just be aware of the cost to long range accuracy and use controlled bursts at a distance.

     

    HVK-30_zpspps0efts.png

     

     

    =================================

     

    Sheiva


    Sheiva_zpspdejwp9x.png

    Semi-auto marksman Assault Rifle. Eliminates enemy infantry in two shots.  


    A powerful marksman Assault Rifle, the Sheiva is a cut-down Sniper Rifle in many ways. With the High Caliber attachment, you can down enemy players with a single headshot at shorter distances.  

     

    The Sheiva has worse handling characteristics than other Assault Rifles, with very slightly slower ADS times and slow reloads. Because of these traits and the low rate of fire, stay out of CQC.  

     

    The Sheiva is a tack driver at any range, so its pinpoint accuracy serves you well if you can keep your enemies at range.

     

    Sheiva_zps8dpjwmmy.png

     

     

    =================================

     

    ICR-1
    ICR-1_zps0cwf05zg.png

    Fully automatic Assault Rifle. Modest damage with minimal recoil.


    The most accurate of the full auto Assault Rifles, the ICR-1 is surprisingly stable, and with a Grip attached, is competitive at long range.  

    The ICR-1 has average damage for the class, starting at four and dropping five shots only at long range.

     

    ICR-1_zpsvarmmu9w.png

     

     

    =================================

     

    205 Brecci
    205%20Brecci_zpscsqxxwre.png

    Semi-automatic Shotgun. High damage and range, best used when aiming down the sight.


    A mix between the KRM-262’s brute force and the Argus’ superior range, the 205 Brecci works best when ADS at targets that are outside the KRM’s easy hipfire kill range.

     

    205%20Brecci_zpscfjfdtjm.png

     

     

    =================================

     

    Argus
    Argus_zpseg3ejdsi.png

    Lever-action shotgun. Highly accurate buckshot spread, extremely effective when aiming down the sight.


    A slug firing Shotgun, the Argus demands ADS usage and good accuracy.  

     

    In exchange, you get the best range potential of any Shotgun, still capable of one shot kills up close, and with headshots, at an even greater distance.

     

    Argus_zpsl88pf7co.png

     

     

    =================================

     

    Haymaker 12
    Haymaker%2012_zpsa4g8j8ff.png

    Fully-automatic Shotgun. Fast fire rate with modest damage.  


    A bullet hose of a Shotgun, the Haymaker 12 trades off instant lethality for extreme ease of use.  

     

    Hold the trigger down and keep your crosshairs on target to drop an enemy very quickly. Don’t bother trying to line up for a perfect shot; just get the lead on target ASAP!

     

    Haymaker%2012_zps3hm2huxu.png

     

     

    =================================

     

    Dingo
    Dingo_zpsrikkp2ue.png

    Full-auto Light Machine Gun. Fast fire rate with moderate recoil.


    The Dingo has a higher rate of fire than the BRM, but it pays for this by requiring an extra shot to kill. It also has slightly more intense recoil and a smaller magazine.  

     

    Make use of the Dingo at shorter ranges than the BRM to benefit from its slightly improved TTK, and avoid the difficulty of wrangling its recoil to score the extra hits at a distance.

     

    Dingo_zpsfc8g6noq.png

     

     

    =================================

     

    BRM
    BRM_zpsylfsuelh.png

    Full-auto Light Machine Gun. Strong damage with balanced recoil.


    A powerful weapon, the BRM can kill in three shots out to extremely long range. With only moderate recoil, it’s accurate enough to get those shots on target reliably.  

     

    The BRM’s time to kill is eclipsed by CQC focused weaponry, but at the middle distances, it is dominant over all SMGs and most Assault Rifles, as well.

     

    Take advantage of this weapons generous ammo and good penetration to keep the bullets raining on any target trying to hide behind, or duck in and out of cover.

     

    BRM_zpsa0pjpx4q.png

     

     

    =================================

     

    48 Dredge
    48%20Dredge_zpsaztn4kfc.png

    Six-round auto-burst machine gun. Each burst fires at a rapid fire rate.


    A six-round burst LMG that auto-cycles as you hold the trigger, the 48 Dredge has a very high rate of fire within the burst. If you can manage the vertical recoil, it can kill extremely quickly, on par with the burst Assault Rifles.

     

    48%20Dredge_zpsd9pqyaoh.png

     

     

    =================================

     

    Gorgon
    Gorgon_zpsrltyytsh.png

    Full-auto Heavy Machine Gun. Two-hit kill at a slow fire rate.


    The hardest hitting automatic in the game, the Gorgon can kill in two shots out to extreme range, and still manages pinpoint accuracy due to its low rate of fire.  

     

    This power is reined in by that rate of fire, though, as you will find it cannot compete with dedicated CQC weapons up close. It also still loses to most Assault Rifles at a medium range if they are on point with their accuracy.  

     

    However, customized with ranged attachments and a good optic, this is a deadly lane control weapon—only Sniper Rifles and marksman configured Assault Rifles have a chance of engaging you effectively if you keep your distance

     

    Gorgon_zpszqvv4egx.png

     

     

    =================================

     

    Locus
    Locus_zpsvvfo0r6n.png

    Bolt-action Sniper Rifle. One-hit kill to the ribs and above.


    The fastest handling of the four Snipers, the Locus has the best ADS time, making it the quickest of the four for rapid on the move shots.  

    With good one-shot killing potential, if you are confident in your accuracy, the Locus works well for mobile combat, quickly scoping in to down targets and moving again.

     

    Locus_zpshj4pboyv.png

     

     

    =================================

     

    Drakon
    Drakon_zpsrx4rfde0.png

    Semi-auto Sniper Rifle. One-hit kill to the upper chest and above.  


    The fastest firing Sniper, it has the weakest damage profile, requiring an upper chest hit to score the one-hit kill.  

     

    However, with its high rate of fire, it’s actually the best candidate of the Snipers for suppression—you trade off one-shot kills for the ability to silently take down targets at great range in two quick shots.

     

    Drakon_zps0mbwysvd.png

     

     

    =================================

     

    SVG-100
    SVG-100_zpsx5scl4xo.png

    Bolt-action Sniper Rifle. High damage and zoom, with reduced handling speed.


    The slowest ADS time of the Snipers, it also has commanding power, capable of one-shot kills anywhere above the hips.  

     

    If you prefer staying at long range and picking your targets and lines of sight carefully, this is your best choice among the Sniper Rifles.

     

    SVG-100_zpsc8vvr5ns.png

     

     

    =================================

     

    Ray Gun

    Ray Gun Menu Icon BOII

     

    =================================

     

    Special Weapon

     

    Annihilator

    Annihilator_zpsnvxenaby.png

     

    Massive high-caliber revolver that fires devastating rounds with increased bullet penetration.

    An instantly lethal revolver, the Annihilator gives you a hand cannon that can kill targets in a single well placed shot. If you have a deft and steady hand, the Annihilator can be one of the strongest offensive abilities, as it allows you to instantly pick off multiple targets in the open as long as you can score a hit on any exposed limb.

     

    Annihilator  - Activation Walkthrough

     

     

     

     

    Wünder Weapon ~

    Spoiler

    Wünder Weapon

     

     

    .

     

     

     

    Pack-A-Punch ~

    Spoiler

    Pack-a-Punch

     

     

    Pack-a-Punch Camo

    Symbols on Camo ~

    • The Iron Cross
    • Nucleus symbol
    • Roman Numerals that = 9 3 5
    • Monkey Bomb Head?

     

    DC155_PS_Texture_9_zps91fpomlp.png

     

    DC155_PS_Texture_10_zpscw8ywthx.png

     

     

    CMXXXV = 9 3 5

    DG-3%20Pack-a-Punch%20Camo%20CMXXXV%2093

     

     

    Screenshots

    DG-3%20Pack-a-Punch%20Camo_zpscagrhjn5.p

     

    DG-3%20Butt%20Pack-a-Punch%20Camo_zpsxnq

     

    DG-3%20Takeo_zpslvz75krw.png

     

     

     

    Der Riese Pack-a-Punch Camo Texture Comparison

    DC155_PS_Texture_9_zps91fpomlp.png

    orniment_silver_dark_zpsaqc8cce7.png

     

     

     

    The Fly Trap  ~

    Spoiler

    The Fly Trap

     

    • Step 1 - Turn on the Power
    • Step 2 - Re-link the 3 Teleport Pads to the Mainframe
    • Step 3 - Pack-a-Punch any Gun
    • Step 4 - Shoot the Control Panel outside of the map behind the mainframe near Animal Testing Laboratory 
    • Step 5 - Shoot the Monkey & 2 Teddys (Teleporter Z-A Furnace, Teleporter Z-B Water Tank, Power Area Balcony) 
    • Collect & Equip the "Annihilator" from Automobile Garage Furnace

     

    The Fly Trap & Annihilator  - Activation Walkthrough

     

     

     

    Notes & Ciphers ~

    Spoiler

    Notes & Ciphers

     

    New Brick Cipher

    Location ~

    • Automobile Garage

     

    New%20Automobile%20Garage%20Cipher_zps9c

     

     

    Text on Note ~

    NMFU3DNILVAXTPPH9AYHRXUM3
    PDBVMHN/CANVGPYS+3HGQKH

     

     

    Decoded ~

    UNSOLVED

     

     

    =================================

     

    Original Der Riese Brick Note

    Location ~

    • Automobile Garage

     

    Side%20effects%20of%20using%20115_zpsdas

    Text on Note ~ (Same as Der Riese Versions)

      "side effects of using 115. The

      power is undeniable, but

      who can use such weapons

      without themselves turning"

       

      =================================

       

      Barcode Cipher

      Location ~

      • Inside Teleporter Z-B

      Teleporter%20ZB%20Barcode%20Cipher__zpsv

       

      Teleporter%20ZB%20Barcode%20Cipher_zpsu4

       

      Decodes to ~ 

      "The Mountain must be searched for the Frozen One"

       

      http://www.onlinebarcodereader.com/

        Teleporter%20ZB%20Barcode%20Cipher_Decod

         

         

         

        =================================

         

         

        "The Giant" Cipher

        Location ~

        • Through Window in hallway next to Power 

         

        The%20Giant%20Cipher_zpsww8hdqaa.png

         

        Text on Note ~

        TheGiant
        kCmlgFi6GUJNgkNl1Q41fbfyLoCFTCvlqkZilOKlAXAzP1U1uy1BE4U
        fPBfpKmmLObjYnQNRBaPtKiVWzc5A4vOw3xle8FOhAGJZ7g4inOwmn
        jJxMOvO3dc1M82at2T6935roTqyWDgtGD/hwwRF3oHqFM5Vcw1
        JtlNbsgWRm4o4/quEDkZ7x1B275bX3/Fo1

         

        Decoded ~

        UNSOLVED

         

        =================================

         

         

        Bridge Cipher

        Location ~

        • Through Window next to Perk Machine (Der Riese Jugger-Nog location)

         

        Bridge%20Cipher_zpsbv7kmnsb.png

         

        Bridge%20Cipher%20Scoped_zpsqtodkajx.png

         

         

        Text on Note ~

        VXFPNFSVOHBMJBOHYDPLBBR

        NDJWOWIWUUJJJHVYKAGZAIY

         

         

        Decoded ~

         

        ?

         

        =================================

         

         

        Living Dead 

        Location ~

        • Through fence on the wall opposite Perk Machine location (Der Riese Jugger-Nog location)

         

        ----Picture----

         

        Decoded ~

        LIVING DEAD

         

        Using the Coded Text found in the book “History of Secret Societies” by Arkon Daraul (written in 1961), the text can be Deciphered to read “Living Dead”

        History of Secret Societies – Arkon Daraul

        Daraul%20Arkon%20-%20A%20History%20of%20 

        A%20History%20of%20Secret%20Societies%20

         

         

         

        Paper Scrap Blueprint Picture ~

        Spoiler

        Paper Scrap Blueprint Picture

        Location ~

        • Starting Area

        Starting%20Area%20Paper%20Scrap%20Bluepr

        Starting%20Area%20Paper%20Scrap%20Bluepr

         

         

        =================================

         

         

        Location ~

        • Starting Area

        Starting%20Area%20Radio%20Paper%20Scrap%

        Starting%20Area%20Radio%20Paper%20Scrap%

         

         

        =================================

         

         

        Location ~

        • Starting Area

        Starting%20Area%20Down%20Stairs%20Paper%

        Starting%20Area%20Down%20Stairs%20Paper%

         

         

        =================================

         

         

        Location ~

        • Automobile Garage

        Automobile%20Garage%20Paper%20Scrap%20Bl

        Automobile%20Garage%20Paper%20Scrap%20Bl

         

         

        =================================

         

         

        Location ~

        • Teleporter Z-B Door

        Teleporter%20ZB%20Door%20Paper%20Scrap%2

        Teleporter%20ZB%20Door%20Paper%20Scrap%2

         

         

        =================================

         

         

        Location ~

        • Teleporter Z-B

        Teleporter%20ZB%20Paper%20Scrap%20Bluepr

        Teleporter%20ZB%20Paper%20Scrap%20Bluepr

         

         

        =================================

         

         

        Location ~

        • Bridge

        Bridge%20Paper%20Scrap%20Blueprint%20Pic

        Bridge%20Paper%20Scrap%20Blueprint%20Pic

         

         

        =================================

         

         

        Location ~

        • Animal Testing Laboratory

        Animal%20Test%20Labs%20Paper%20Scrap%20B

        Animal%20Testing%20Labs%20Paper%20Scrap%

         

         

        =================================

         

         

        Location ~

        • Power Room Hallway

        Power%20Room%20Hallway%20Paper%20Scrap%2

        Power%20Room%20Hallway%20Paper%20Scrap%2

         

         

        =================================

         

         

        Location ~

        • Teleporter Z-C

        Teleporter%20ZC%20Paper%20Scrap%20Bluepr

        Teleporter%20ZC%20Paper%20Scrap%20Bluepr

         

         

        =================================

        Complete Paper Scrap Blueprint Picture

        The%20Giant%20Paper%20Scrap%20Blueprint%

         

        Paper Scrap Blueprint Picture - All Locations Walkthrough

         

         

         

        The Gold Train ~

        Spoiler

        Der Riese Gold Train

        https://en.wikipedia.org/wiki/Nazi_gold_train

         

        The Giant Gold Train

        Found through the window in the tunnel next to Teleporter Z-C is a recently discovered (Allegedly in real life) Nazi Gold Train

         

        Der%20Riese%20The%20Giant%20Gold%20Train

         

        The so-called Nazi gold train and Wałbrzych gold train concerns a local legend of up to three Nazi German-era trains buried underground in Lower Silesia in January 1945 toward the end of World War II. The area is now part of southwest Poland, but was then part of southeast Germany. The train(s) are believed to be near the Polish city of Wałbrzych, which until 1945 was the German city of Waldenburg.

         

        According to local legend, the train or trains left Breslau (now Wrocław) laden with gold and other treasures. They were driven into a system of tunnels under the Owl Mountains that were part of an unfinished Nazi secret Project Riese (German for "giant") near Wałbrzych. There they were buried in a warren of tunnels and mines created by the Nazis. The train(s) are rumored to hold up to 300 tons of gold, jewels, weapons, and masterpieces.

         

        According to historians, it has never been proven the train(s) ever existed. In Poland's Communist era, the Polish army carried out fruitless searches.

         

        gold%20train%20map_0.jpg

         

         

         

        Hungarian Gold Train

        https://en.wikipedia.org/wiki/Hungarian_Gold_Train

        The Hungarian Gold Train was the German-operated train during World War II that carried stolen valuables, mostly Hungarian Jewish persons' property, from Hungary towards Berlin in 1945. After American forces seized the train in Austria, almost none of the valuables were returned to Hungary, their rightful owners, or their surviving family members.

         

        In late 1944, the Soviet Army was advancing on the Hungarian capital of Budapest. A government official appointed by the Schutzstaffel (SS), Árpád Toldi, concocted a plan to evacuate much of the Jewish loot out of Hungary. Toldi ordered large amounts of the valuables onto a 42-car freight train that was to head for Germany.

         

        As the train meandered throughout Hungary and Austria, it stopped occasionally to transfer a great amount of the gold to trucks. The fate of the gold on those trucks remains unknown.

         

        In Austria, the train was eventually seized by Allied troops, first by the French Army and then finally by the United States Army near the town of Werfen in May, 1945.

        German_WWII_Frieght_Train.jpg

         

         

         

        Wall Writing ~

        Spoiler

        Wall Writing

         

         

         

        .

         

         

        Pictures & Posters ~

        Spoiler

        Pictures & Posters

         

         

        .

         

         

        Radio Transmissions ~

        Spoiler

        Radio Transmissions

         

        Maxis Radios

        These Radio's can be Activated by All Players

         

        Starting Area

        Quote

        Dr. Ludvig Maxis: Whoever you are, wherever you are, I have one message.  One message that must be remembered at all costs.  The child must be protected.

        Maxis%20Radio%20Starting%20Area_zpsgg0vw

         

        =================================

         

        Automobile Garage Furnace

        Quote

        Dr. Ludvig Maxis: Day 66. The children are gone and the house still feels empty.  I miss their laughter, their games.  The sirens have not sounded for several months.  I do believe that we may have turned the tide on the battle, but at what cost?  The radiation levels from the fallout remain dangerously high.  I can only pray I live long enough to confirm that my plan was indeed successful and the dark presence that has haunted our dreams, that infected every facet of our existence, has finally been vanquished.

        Maxis%20Radio%20Automobile%20Garage%20Fu

         

        =================================

         

        Bridge

        Quote

        Dr. Ludvig Maxis: In these dark days, I find myself clinging to the belief that there may still be a way to set things right.  Though my understanding of the ethereal realm remains limited, I am convinced that the manipulation of the energy fields within all matter is vital to uncovering the dimensional gateway itself.  It is my sincerest hope that somewhere in the realm beyond my beloved Samantha still lives.  I can only pray that Edward will have the courage to fulfill the vow he made all those years ago.

        Maxis%20Radio%20Bridge_zpsbkdfhpze.png

         

        =================================

         

        Animal Testing Laboratory

        Quote

        Dr. Ludvig Maxis: She may have been returned to me, but I fear she is not as she was... In recent months, she has barely said a word.  When she did, it was only to cry out for him; to call his name.  What have I done.

        Maxis%20Radio%20Teleporter%20Z-A%20Door_

         

        =================================

         

        Teleporter Z-C Balcony

        Quote

        Dr. Ludvig Maxis: Though our matter transference tests at the new site have been largely unsuccessful, the teleporters malfunction has nonetheless yielded some interesting data.  The fact that the test subjects depart from their original point of origin is undeniable; what is uncertain is what became of them. Richtofen is insistent in his belief that they have been transported not through space, but through time.  In the absence of empirical evidence, I myself cannot entertain such... madness.  I fear Richtofen's irrationality may soon prove a liability to our endeavors.

        Maxis%20Radio%20Teleporter%20Z-C%20Balco

         

        =================================

         

        The Audio for these 3 Radio's can only be Activated by Dr. Edward Richtofen

         

        Teleporter Z-A

        Quote

        Dr. Ludvig Maxis: I thank you for your sacrifice Edward.  Your courageous actions have opened new avenues of opportunity.  It is my dearest hope that we may some day set things right and prevent these terrible events from ever unfolding.

        Maxis%20Dempsey%20Radio%20Teleporter%20Z

         

        =================================

         

        Teleporter Z-B

        Quote

        Dr. Ludvig Maxis: Look around you Edward, the giant sleeps.  This facility was once alive with activity, now it is a graveyard.  Group 935 are no more.  What remains of their work has been scattered to the four winds, only echoes and shadows remain.  The test subject can never be allowed to awaken, the havoc that could be wrecked upon the future by such simple-minded individuals would be catastrophic.  Heed my warning.

        Maxis%20Nikolai%20Radio%20Teleporter%20Z

         

        =================================

         

        Teleporter Z-C

        Quote

        Dr. Ludvig Maxis: Remember what I told you Edward, the scars left by Samantha's past actions allow us to communicate across the rift.  Follow my words: I will find you.  When you release the beacon, I will secure your extraction and destroy the site.  Remember, the burden is yours to carry Edward.  The others must never know the truth.

        Maxis%20Takeo%20Radio%20Teleporter%20Z-C

         

        =================================

         

        The Audio for these 3 Radio's can only be Activated by Dempsey, Nikolai & Takeo

         

        Teleporter Z-A - 'Tank' Dempsey Radio

        Quote

        Tank Dempsey: Hey other me, if you're hearing this, then it means something's gone fubar. We're going to Plan B. Stick to that kraut bastard like glue. We need to find out what the hell he has been doing, what he's going to do. We may be able to get a fix on your location if you can trigger one of the paradox visualizations. Good luck, we're all counting on you. Oh, wait, what ever you do, don't get too close to the radioactive beacon. Makes your hair fall out.

        Maxis%20Dempsey%20Radio%20Teleporter%20Z

         

        =================================

         

        Teleporter Z-B - Nikolai Belinski Radio

        Quote

        Nikolai Belinski: It's not all bad news, Nikolai.  We may have failed in our mission, but at least there is one less Richtofen to deal with.  If it is any consolation, tell him that the first one was the hardest.  I should know, I've killed at least three Richtofen's.  There was the one in the fire, the one with the boat hook, and the one - what?  No one told me.  Sorry, forget what I just said.  Everything will be fine.

        Maxis%20Nikolai%20Radio%20Teleporter%20Z

         

        =================================

         

        Teleporter Z-B - Takeo Masaki Radio

        Quote

        Takeo Masaki: Takeo.. Takeo.. Brave upholder of the dying samurai spirit.  It feels almost as though I am speaking to my ancestors; instead, I speak to a reflection of myself.  The man in the mirror, in another place, another time, our allies are filled with confidence and bravado.  But I am troubled.  My dreams are haunted by a man in shadow.  I fear this vision may be important of our destruction.

        Maxis%20Takeo%20Radio%20Teleporter%20Z-C

         

        =================================

         

        Radio Transmissions - Activation Walkthrough

         

         

        =================================

         

        All Radio Transmissions  [Audio Files]

         

        .

         

         

         

        Songs ~

        Spoiler

        Songs

        To activate the Secret Song titled "Beauty of Annihilation (Remix)", you must press the Action Button on 3 Cannisters located around the Map.

         

        Locations ~

        • Teleporter Room Z-B
        • Animal Test Laboratory (2 cannisters)

         

        The%20Giant%20-%20Secret%20Song%20Jar_zp

         

        Teleporter Z-B

        Secret%20Song%20Activation%20Jar%20-%20%

         

        Animal Testing Laboratory #1

        Secret%20Song%20Activation%20Jar%20-%20%

         

        Animal Testing Laboratory #2

        Secret%20Song%20Activation%20Jar%20-%20%

         

         

        Secret Song - Beauty of Annihilation (Remix)

        Activation Walkthrough

         

         

        =================================

         

        Secret Song - Beauty of Annihilation (Remix)

         

        =================================

         

         

        Game Over Song

         

         

         

        .

         

         

         

        Character Quotes ~

        Spoiler

        Character Quotes

         

        Dr. Edward Richtofen

         

         

        =================================

         

        'Tank' Dempsey

         

         

        =================================

         

        Nikolai Belinski

         

         

        =================================

         

        Takeo Masaki

        .

         

         

        Link to comment
        • Replies 7
        • Created
        • Last Reply
        • 5 weeks later...

        Found this playing outside of the map in theater mode. Couldn't find it on here, or in your ciphers. Looks cropped at the top poorly, like the lettering in the hanged man room, so it could be nothing. It's on a window near the power switch, in the area under the bears location during the fly trap.

         

         

        1449211862146.jpg

        Link to comment
        5 hours ago, Tattoo247 said:

        Found this playing outside of the map in theater mode. Couldn't find it on here, or in your ciphers. Looks cropped at the top poorly, like the lettering in the hanged man room, so it could be nothing. It's on a window near the power switch, in the area under the bears location during the fly trap.

         

         

        1449211862146.jpg

         

        Its Illuminati code for "LIVING DEAD", that was in the first Der Riese too.

        Link to comment

        Have you got the one that is like the onlythecursed survive one that has thegiant instead and is upside, in a window near the Vesper location. Say the Vesper is in front of you, next to it is a little doorway place you go through and see a window, then after going past that you get to the power. If you are facing the help door, this room is on the left.

        If it has been found @MrRoflWaffles Do you think it might have the same solution as the other one?

        Link to comment
        • 2 months later...
        On 7 December 2015 at 2:02 PM, MrRoflWaffles said:

        The ciphers are all different; we aren't going to be able to use the same method from one to solve another unfortunately. If only! :P

        People have noticed a set of ciphers that could be the same. 1 per map. Black Ops had the do all main Easter eggs to fully do the moon's. Black Ops 2 had nav cards. What if Black Ops 3 has 1 cipher that spans all maps?

        Link to comment
        • 7 months later...

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