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Disclaimer: All screenshots / images are re-purposed from videos form public channels. Source links will be provided at the end of this text guide for credit and reference. ----------------------------------------- Easter Egg Guide Recommendations, tips and tricks for completing this Easter Egg as easy as possible are available at the end of this post. STEP 1: Turn on AMP Generators (power) across 3 locations/modules: Location 1: Guard Station, near exit heading outside Location 2: Juggernog room, near tentacle trap switch Location 3: Bio-Lab, center 2nd floor of entire lab Note: These locations will always be marked by a yellow start icon in the match. Step 2: Activate the Pack-a-Punch machine underwater in the Bio Lab. Step 3: Obtain the Beamsmasher Wonder Weapon. Note: There are two ways to get the Beamsmasher: via the Mystery Box, or by completing the side quest. If you intend on doing the sidequest, expand the spoiler below. Step 4: Obtain the hard drive from a Tentacle Trap by shooting the trap tentacles with the Beamsmasher and give to Peck/Strauss. There are 4 possible locations where this hard drive can drop (see list below); however, you can tell which is the right one by finding the trap that has a broken upper grate and a Project Janus keycard on the floor. Make sure you are using the primary beam of the Beamsmasher on the tentacles, and not the alternate beam. Juggernog room Spawn / Guard Station Bio Lab (entering Speed Cola tunnel) Bio Lab (entering PhD Flopper tunnel) Step 5: Find and enter the 3-digit passcode for the Bio Lab chamber. After completing Step 4, you can actually begin doing this step and location the digits needed to unlock the Bio Lab chamber. The locations for the digits can be found: First digit is in the Quick Revive room. Look at the clock in the zombie spawn barricade and note what hour the short hand falls on. Second digit is in the Mess Hall (cafeteria). Look at the bulletin and note what number is on the playing card tucked on the board. Third digit is in Engineering (workbench, outside of Juggernog building). Look at the "Days Since Last Injury" sign and note the number. Once you have all the digits, go back to the Bio Lab chamber (center of the entire lab) and enter the digits on the keypad. Step 6: Turn the Bio Lab chamber dials to release Nathan. If you are doing this Quest with multiple people, a majority of the squad needs to turn these dials simultaneously. For instance, a 4-person squad only need 3 people to turn the dials. Note: After Step 6, you will enter the mid-Quest boss fight against Nathan. Be warned that this will lock you in the Bio Lab with infinitely spawning zombies until Nathan is defeated. Step 7: Obtain the key card in the bottom of the Bio Lab water. Bonus tip: while you are down here, go to the left where the Pack-a-Punch lift originally was underwater and find a lightly-shaded rock. If you throw/shoot an explosive at it, you will be able to retrieve an oxygen tank. This will be very helpful for the final boss fight. Step 8: Travel to the bottom of the Ship, climb up the ladder, and obtain the nodes. Note; Similar to the Nathan boss fight, you will be locked in the Ship room but only have to deal with 3 waves of zombies spawning in. After completing these waves, the hatch where you entered the room from will re-open and you can exit. Note that while you have the node on you, you will be unable to sprint. Step 9: Take and reconnect the node to 2 of 3 locations that may have a missing pipe connection. Repeat the same for the next node. There are 3 possible locations these incomplete connections can be: Crab Island, opposite of the workbench near the shore Under the Sea Tower (see image below) Speed Cola Sea Caves, right side path Note: It will take a couple of seconds to connect each node, which means you'll be susceptible to zombies while completing this step. Step 10: Return to the Guard Station and obtain the hacking device from Peck/Strauss. Note: Some players have reported a slight delay with getting the hacker device. Make sure the dialog with S.A.M. and the crew finished, then long-interact with Peck at the Guard Station window until the dialogue reactivates again. Step 11: Travel to 3 buoys outside the island water and hack each one within the time limit. Each buoy will flash a yellow light and have satellites on top of them, so you'll know which ones to hack. You will need to jump into the water and interact-hold with the buoy to hack it. Once you hack the first buoy, the timer will begin to hack the others. During this time while you are hacking, you'll be swarmed by Parasites. Step 12: Upon the final buoy hack, immediately go back to the Bio Lab and defuse 3 bombs within the time limit. When you enter the Bio Lab for this step, you will be locked in, similar to the Nathan boss fight. 3 bombs will slow appear in a few windows that you'll need to de-activate. Their locations are always the same: Ground floor (floor where Melee Macchiato is at), left window before left stairway begins Ground floor (floor where Melee Macchiato is at), right window before right stairway begins 2nd floor directly under the 3rd floor De-activating the bombs take a LONG time, and you will absolutely be susceptible to zombies. If you are doing this with a 2 or more squad, the bomb progress will SLOW RESET if you do not complete it all the way (bomb progress is halted in Solo). I highly recommend throwing down Decoys/Monkey Bombs and using Aether Shroud to get through them all. Note: Failure to complete this step will immediately end the game. It's important to be well-prepared before attempting Steps 11-12. Step 13: Enter the Bio Lab door near Melee Machiatto where the boats spawn for the final boss fight. Note: Once you enter the boss fight, the next round will "start" but you will be locked in the docks area. It is widely and strongly recommended to have a Chopper Gunner scorestreak, Tier 3 armor, full equipment, mid-level upgraded guns and at least 10k essence before starting this fight. THIS BOSS IS LONG AND DIFFICULT. But still do-able. Round number does not change the boss health or damage. There are 3 phases to this boss, with an intermittent "break" between each phase. Infinite zombies will be spawning all throughout this fight. Phase 1 is basic - shoot the red tumors on the boss's arms, as these are the critical spots for damage. Boss will occasionally slam and sweep the field, so hide behind the boxes in the corners to avoid this attack. Interim Phase 1 begins after you get Phase 1 ends (33% health gone). The boss will disappear and multiple zombies will appear including a couple Manglers, which you will want to defeat. You'll get a max ammo after surviving for a while. Phase 2 is the same as Phase 1, except the critical spot is now the mouth. Same attacks as before. Eventually, the critical point will move to the boss's tentacles (where you'll see yellow tumors). Interim Phase 2 begins after Phase 2 ends (66% health gone). Same as previous interim phase, but now Amagalms are in the mix. You'll get a Max Ammo from this as well. Phase 3 is the most difficult. Besides the previous attacks, the Boss will now slowly charge a blue energy ball above its head. Right before it unleashes it (which is a ONE-HIT-KILL), jump into the outside water and let the attack finish, then resurface and climb back up onto the docks. Critical spot will be its head while it's blue. When it turns red, it will get red tumors in the same spots as Phase 1. Rinse a repeat until the boss is defeated. Alternatively, shortly after this phase begins, go behind one of the corner boxes and activate the Chopper Gunner scorestreak. Shoot the head and you should be able to almost if not completely defeat the boss with this alone. Completing the Quest will allow you to exit the match with Exfil-like rewards or continue playing. If you choose to continue, round-based zombies will return and you will be presented with several rewards such as Wonder Weapons, all perks obtained, rarity upgrade tools, and scorestreaks. -------------------------------------------------------- Image/video sources: https://www.youtube.com/watch?v=VvsvyH3h-xk https://www.youtube.com/watch?v=W2AKsf1IH8M -------------------------------------------------------- Recommendations The Terminus Easter Egg has a sharp learning curve to it for most players. Here are some weapon and equipment setups that will help you further succeed in completing this Easter Egg. WEAPON LOADOUT Primary: GS45 (akimbo) or ASG-89 The GS45 akimbos are basically Mustang & Sally. Not only will they keep you alive for most of the quest, but they are highlight effective against the final boss, allowing you to hit ANY part of its body and do damage. Not to mention, they will melt the Nathan boss fight as well. For the final boss fight: Rarity 3 and Pack-a-Punch 2 will do just fine. The ASG is a heavy-damage gun that shreds Manglers and does good damage on the crit spots of the final boss. Paired with Dead Wire, it can also take down Amagalms easier and still do big damage against manglers. For the final boss fight: Rarity 3 and Pack-a-Punch 2 will do just fine. EQUIPMENT LOADOUT Tactical: Decoy/Smoke Lethal: any (preference: Combat Axe) Field Upgrade: Aether Shroud You absolutely will need some kind of decoy tactical to do a couple of steps that involve turning your back on zombies, especially the bomb step. While you can also craft these and Monkey Bombs at the workbench, I highly recommend starting out with some to stack a couple ahead of time before wasting your salvage. I do recommend the Combat Axe as a lethal simply because it's retrievable and One-Hit-Kills normal zombies. You can stack up to 5 (from my experience), and works very well when trying to conserve ammo during the final boss fight. Aether Shroud will absolutely help in some of those time-sensitivity steps and help you deliver some nearly-uninterrupted damage on the final boss. Overall a very solid field upgrade to stay alive with. GOBBLEGUM LOADOUT Cache Back (spawn Max Ammo) Shields Up (replenish all shields) Idle Eyes (ignore zombies for 30 seconds) Hidden Power (upgrade current gun to Legendary rarity) Wonderbar! (next Mystery Box roll will yield a Wonder Weapon) Most people would run with Cache Back and Idle Eyes, simply because ammo and time is so precious in BO6. If you're looking to min/max the Quest, however, nothing beats saving salvage and essence like Hidden Power and Wonderbar to skip the tediously-long Beamsmasher side quest or get your primary weapon ready for the boss fight early on. It's up to you what you value most when doing the Quest. PERK SETUP Quick Revive (+Equivalent Exchange augment a major plus) (preferably with squad) PhD Flopper Stamin-Up Quick Revive is always a must. And with Equivalent Exchange during a squad Easter Egg hunt, you can get back into the fight quicker. PhD Flopper is also a must if you're going to use the GS45's Pack-a-Punched versions, Sally & Forth. Stamin-Up will help you escape tight moments easier, which for a map like Terminus, is going to be very handy for you. In reality, however, you don't need to prioritize much on perks (aside Quick Revive), as you can get free perks by doing some of the side quests in Terminus. The real need for them arrives when it's time for the final boss fight. OTHER TIPS If you are not high enough level to craft a Chopper Gunner for the final boss fight, then do your best to get one from a drop by a Mangler or Amagalm and hold onto it tightly. You can do without it for the final fight but it would be insanely easier with one. You can avoid doing an armor upgrade up until you're ready to start the boss fight. It's a good way to save another 6k essence by skipping Tier 2 armor early on. Do the basketball side Easter Egg for several thousand free essence. If you have the Who's Keeping Score Gobblegum, you can double those earnings, making Pack-a-Punch earlier on totally possible. S.A.M. trials are very 50/50 while doing the Quest, so I'd personally recommend avoiding them unless you feel very confident you can manage your resources wisely. Open/dig as many chests and bone piles as you can every round. That's easy essence, salvage, and sometimes a Ray Gun or Perk-a-Cola!
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What happened to the games and forum I love?
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I find this topic really interesting, thanks for sharing!
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I also hope BO6 will be really good
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Really hoping good things for BO6. Terminus looks like the traditional Zombies we've been wanting with a more modern system/feel. It's refreshing. Liberty Falls...I'm worried will be another MWZ. Based on the recent media we got, it looks like 3arc listened about the poor UI and design elements, but kinda thinking it'll still pale in comparison to Terminus. Probably meant that way to appease large-environment players (those who enjoyed Outbreak in CW) and old-school players with Terminus. As far as Gobblegums go, I really hope they get more artistic liberty with them like the Whimsical GGs we saw in BO3. Might not mean much but it was playful and brought fresh blood to super long matches. At least IMO.
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Gosh darn it, seems like the previous Black Ops 6 forum section has been erased so all of my past posts have been lost, quite a shame. I will try to put similar thoughts into this new one. Black Ops 6 releases in around 1 week, yesterday Treyarch dropped a huge blog post, we basically know everything about the game by now, and I've seen mixed reactions from fans. Personally I'm glad that they have addressed some of the feedback given by the community. I never thought that what we saw previously was horrible, but Liberty Falls did look a little too bland , and the Hud seemed almost unfinished. Yesterdays blog post showed off the new and improved Liberty Falls, and I think it looks fine now, and the HUD is great! Even ignoring the fact that BO6 allows players to fully customize the HUD, the default zombies one might just be the best since Black Ops 3. 2 maps at launch, and a third before 2025. I think that 2 has always been the perfect number of launch maps, especially when they contrast each other in their difficulty. Examples of this are KINO and FIVE in BO1, also Shadows and The Giant in BO3. Black Ops 6 is bringing this idea back with Terminus and Liberty Falls, the latter being the easier, more casual map as confirmed by the devs. I've always enjoyed a challenge in zombies, but theres a fine balance to it, in games like cold war anyone can reach the high rounds with minimal effort, in games like black ops 1 and 2 reaching the 30s is a notable achievement for the average player. I see the value in having the games be easier, I sometimes enjoy maps where I can practically play LIKE a zombie, but it's never as rewarding to reach the higher rounds on those maps/games. From what we saw at COD NEXT Liberty Falls high rounds were laughably easy with wonder weapons like the Jetgun. Treyarch did mention that they were looking into ways to make the game harder, and I hope they went through some of those ideas. I think that Liberty Falls remaining easy is totally fine, even good as long as Terminus provides a noticeably harder challenge. And yes, visually Terminus is beautiful, BEST looking map since BLACK OPS 4 no doubt. The Augments system has the potential to be the best form of out of game progression zombies has ever seen. I used to think that any gameplay related out of game progression is harmful to the barebones start from scratch every time zombies feel, we've seen plenty of attempts in the past some less offensive than others (the worst being cold war)... BUT this new augment system has won me over completely, they combine the good aspects of what cold war did, and made it less overpowered by only allowing you to have some boosts of your choice. Some of the augments are really interesting and I can really see how this has the potential to bring true variety to the mode. I don't want to go in depth explaining all the systems so you should totally read the blog post or watch a mrroflwaffles video, take your pick. The cherry on top is the magnificent return of gobblegums, my favorite form of out of game progression from the prior games if you can even call them that. The new gobblegum system is similar to BO3 but improves on it! I seriously has little to no complaints about these systems which seems crazy. People have a problem with BO6 zombies keeping most of cold wars features and it feeling like a cold war 2 despite it being just that. I don't mind the cold war features returning as long as Treyarch improves on them which they definitely have in countless ways. Cold wars many systems allowed for more replay-ability but the quality of the maps suffered. I'm hoping that BO6 can strike a better balance. After long wait the least I expect is a game better than cold war, surely that ain't to much to ask. Bo6, please be good. Thanks for reading!
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it took me nearly 5 hours password: cod2 turns out op uploaded the file by mistake, its just cod2 cracked...
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The Cycle and the Broken Cycle - Resolving the Paradox
anonymous replied to anonymous's topic in Story Discussion
"Hello? *Coughing* Excuse me, just getting used to the Aether. Plays havoc on the pipes. Ah, right." Hey there! Last night I had a chat with a friend on the ending of Interstellar, you know, a regular subject one has a conversation about every once in a while. And he gave me a perspective that reminded me very much about the topic of the Cycle having happened and not happened simultaneously. So I thought about sharing this idea here, logged into my account again, and realized how fun it is to read through some old posts on this website again On topic: In the movie Interstellar, the daughter of Cooper is called Murphy, a reference to Murphy's Law. In popular culture, Murphy's Law refers to the idea that anything that can go wrong, goes wrong. In an early scene, Murph asks Cooper, "Why did you and mom name me after something that's bad?" to which he replies, "Murphy's Law doesn't mean that something bad will happen. It means that whatever can happen, will happen. This takes into account the infinity of the universe, and that every potential outcome of everything has happened in some universe. In the movie, more highly evolved life forms that originated from humanity created the wormhole through which Cooper & his crew could save mankind. How could they have done so while their very act was essential for them to exist at all? These life forms were said to have been able to see things in five dimensions. Humans (in the present day) could only perceive three dimensions. If we consider what the fourth and fifth dimensions would look like if we could perceive them (think of a tesseract), we recognize that the fourth dimension is time, on a sort of timeline originating from a singularity (I.e. our birth). Time is now spatial. Now think of the fifth dimension. Turn the fourth-dimensional timeline on it's side and when you do, you will see that it is only one timeline of many, stemming from the singularity. The fifth dimension allows us to perceive every single hypothetical and possible outcome stemming from a singularity. Everything that can happen, will happen. Cooper failed almost infinitely. But in one possibility, he succeeded, allowing the 5-dimensional life forms to exist. Could this be the deal with the Cycle as well, and why the Paradox is possible to exist? Since every possibility is able to exist, there is one where a Broken Cycle is possible, with its effects (like Icarus) spilling over into the Cycle as well. -
Pre Alpha Tranzit + Other BO2 Concept Art!
Intelligent Guy replied to Ducky Shocks Of Nixes's topic in TranZit
This is crazy to see. Love how this looks! Especially that main menu. -
There's been a pastebin leak floating around that showed the Black Ops 4 intentional lifecycle. HOWEVER, it's best to take a grain of salt of this anonymous pastebin leak. So... here's the Pastebin Leak. Defiantly taking reads from this... As what I'm getting from this, it actually appears that Tranzit would've made it's full grand return, if we got that Year 2.
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What do you think about SERMs and hair buy cialis pro If you want to work with technical sparing or open sparing work with our trained coaches to can help you grow as a fighter
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Wow, i like. It, that's right
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Group 601 has been well heard of by now. But through resources I was provided, I feel like I can piece the puzzle together. The current theory is that group 601 supports Richthofen, and that they create weapons and conduct experiments for him. I believe this is wrong. Group 935 was created by Dr. Maxis, and Richthofen joined in hopes of providing information to the Illuminati. When Dr. Maxis first saw Richthofen’s behavior change, he created a second group. This group is the very mysterious and strange Group 601. While Maxis was on his own agenda, he instructed this group to create devices that he could communicate through, had he met his end before they could achieve their goal. These devices are the towers in the group 601 photo with the nuke going off in the background. When Richthofen betrayed him and teleported him away, he then learned how to merge himself with technology from group 601’s studies. This led him to find Samantha on Moon and tell her to kill everyone there. He believe that group 935 was completely under Richtofens control. So when he offed himself, he knew he could still communicate with group 601. Fast forward to BO 2 with the Victis crew. Throughout every map, Maxis communicates with them through what? Towers. The same towers that were shown in the group 601 photo mentioned previously. The nuke going off represents Nuketown, because this is technically where the Victis storyline begins. This is why the BO 2 Victis storyline is the most important out of the entire franchise. The 601 slogan, “Strength through Order”, is shown when Dr. Maxis is trying to “help” the Victis crew stay alive. In the chaotic events happening to them, his steps, or directions, are providing them order. With this order, they are able to complete tasks and stay alive, albeit overcoming the zombies. This is until the map Buried. They complete the final step for Maxis, leading him to defeat Richthofen in the Aether. He sends Richthofen back into the physical realm where he inherits the already decaying bodies of the undead. In conclusion, Group 601 is responsible for Maxis’ knowledge and ability to communicate through electricity, ultimately leading to him providing hope and order to a group of unsuspecting survivors, and taking control of the aether from Richthofen. This is just a theory, but with some highly confidential tips and fills in plots holes. Hope you guys found this interesting and shedding some light on the subject
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I like zombie games a lot too, I've played a lot of zombie games in the past years, I think the most exciting games are zombie games.
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I know, it's awesome, I sometimes think about how awesome it would be to make a film out of this, specifically this adaptation (I really like the Peter McCain story in this book), I mean, imagine Jason Blundel directing. Would it be better if it was a live-action or a 3d animated film lime the games? I would rather 3d but Takeo's voice actor can't act anymore so...
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Pre Alpha Tranzit + Other BO2 Concept Art!
ProjectKMR replied to Ducky Shocks Of Nixes's topic in TranZit
Finally being able to see an in-game pre-alpha screenshot of Tranzit is wonderful. This entire dump really does emphasize the sheer ambition that Treyarch had going into Tranzit. Such a damn shame that the technology of the time limited them. -
Yes, you read the title! Word about concept art and supposed Pre-Alpha screenshots of Tranzit and BO2 Zbies concept art has been shown to the public by an ex-Treyarch artist. I’ll show more, but here’s the link to more of the concept arts of Tranzit and other concept content of BO2! Here’s a slew with Tranzit concepts + pre-alpha scree
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Hello, I need the carpenter, instakill and double points loop sounds I already tried to find them in the waw assets but they are well hidden can someone tell me where I can find them?
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