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Everything posted by InfestLithium
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The reason why Nacht Der Untoten is in Greenrun!
InfestLithium replied to HypeRedemption's topic in TranZit
It's a good theory indeed, friendo. I'm still at the conclusion of claiming the "Nacht der Untoten" in Green Run is non-canon though. Why would the Americans want a replica of the building? The area was not Group 935-related at all. It's a small prison that a group of Marines were somehow in some time after (or even during) the cargo which held an abundance of 115 crashed. I can't fathom why the U.S. would want something that they actually have never acknowledged since we assume that the Marines fought to their death. Besides, the structure is more of an allusion for the players to reminisce the first zombie map and see how far we've come in the trilogy. You are pretty correct on the teleporters in Five. The Americans wanted to replicate the technology manufactured by the Germans. As MMX had said before in his Zombie Trilogy thread (which you should really check - it's a fantastic read), the Americans wanted to be up to part with the Germans in technological warfare, so they got their hands on the blueprints and began to re-create the MTD. The only problem is, the U.S. was not capable of perfecting such technology. As a result, the teleporters were far below the level in which the Group 935 teleporters were stabilized. Even up to Moon, the teleporters are still wacky and did not fully match the capability of the originals. I'm not too keen on transporting Him to Green Run. It's been discussed that the Americans most likely created a genetically-altered being. In other words, it was lab-created by the Americans. Maxis and Richtofen know about Him because...well, they're entities; they can oversee pretty much everything whether they know about it or not. It's fairly simple to assume that a being with an overcharged amount of electricity that arrives and departs from lightning storms would have some kind of electrical prowess. In fact, Maxis is the only one that needs His energy to amplify his own power (hence why he can only communicate via electronics). I don't even think Richtofen mentions Him even once. But I like this theory - easy to see where things lead up to the discoveries in Green Run. Keep 'em coming friendo! :) -
I'm not sure if it's on topic of zombies or just out of pure randomness (though I'm willing to bet my money it has to do with the zombie community). From how I see it, it seems like another approach of saying "We aren't going to give any additional info more than we are allowed to, including anything that is not even secret." Basically, they won't be answering any of our questions of any zombie-related matter nor will they give us further information. More of a context to remain silent and keep us guessing things. I guess they got tired of us complaining when they didn't assist us, yet became angry at them for giving us nothing but riddles and confusing tweets. If this is the approach, I honestly don't blame them. Let the us, the community, figure out things for ourselves. Even if that means going insane when we arrive at multiple yet short dead-ends.
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Wow...I have never heard that before. It's strange too, because the audio files have been endlessly searched through but nothing has been brought to light of said announcement. If this is true, then the next location would be someplace that has a bus depot as well similar to Green Run's. Interestingly great find friendo! The only thing is, he doesn't explain how it happened. He is unsure of it himself, but all he knows is that it occurred and caught him off guard. But new route to where? It couldn't have been Die Rise; there doesn't seem to be any bus depot of the sort anywhere in the sneak preview. Even if there were, remember that we'll be dealing with a vertical map this time instead of an expanded horizontal landscape. If we knew what triggered the Bus Driver's quote, I think we'll be set until the new DLC arrives.
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[Q] Obtaining, Keeping and Losing Persistent Upgrades
InfestLithium replied to Tom852's topic in TranZit
I always assumed that the different puffs of green smoke were to signify that you completed a particular tier for the skill. We know there are different ways to obtaining the skill, so perhaps completing those "objectives" is signaled by the puffs? From what I have encountered, I lose my headshot skill when I stop performing headshots and start shooting elsewhere. I tend to use the M14 and FAL myself, so getting the skill is not a problem. In a game with Jew Feedz last night, him and his buddy were consistently getting the skill then suddenly lost them in game. They worked hard to get it back after reaching somewhere near 400-500 headshots. The matter is, though, that you can lost is very easily yet gain it back with the same easy. I believe it's all based on what you consistently do. - If you revive your team often, you get the quick-revive skill. Let them down and un-revived too many times, you lose it. - Repair enough barriers in one game and earn the metal barriers skill. Ignore repairing said barriers, then you go back to wooden slabs. - Pull off some crazy headshots in multiple ways. Failure to continue shooting the freaksacks' heads will result in you losing your multiplier. -
Thank you for translating the trigonometric description of the tertiary node. It gives us a better insight as to what Maxis is talking about exactly. It's better we know what shape(s) he is trying to convey to us rather than going about it in the dark. If I recall correctly, the system could be completed if you powered up the streetlights at the Bus Depot and Diner. I'm assuming that's already one of the many possibilities. Given that we are supposed to complete a scalene, that's what we want to focus on. There is one misconception that (from what I am reading in your post) there are two obtuse vertices. As you know, a triangle consists of three points. Just because it is called the trichotomous system does not qualify it to be a triangle. Yes, we are given three locations to set our Turbines down (under pylon, depot, diner) so that would essentially form a triangle according to our standards. There are three points, but any parallelogram can have at least three points. For instance, a scalene parallelogram can have two obtuse vertices with unequal side lengths. That would make an ideal shape for what Maxis is wanting us to create; however, we don't know for certain what shape it will exactly make. We just know that two obtuse vertices (which is plural, so two angles are being considered here) are in the coordinates of the shape. The closest shape that I could think of is a diamond. Of course, you can't exactly have a scalene diamond (as that would be like saying you have a scalene square). The circumcenter is the pylon itself, no doubt about that. Honestly, I want to just say it doesn't matter what we know about shapes and geometry, but what if this kind of ordeal happens again in later maps in which we need to find precise points to power said systems. Gah, screw you Maxis.
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The great thing about Green Run is that there are so many spots to train. I have quite a few favorites, but I guess I have to stay content with my top three: Farm Ever wanted an extremely easy, yet beautiful spot to run your circles? Using the truck as a center pillar will be the perfect plan to making trains. Like perfectlemonade said, the power door to the farm will remain closed so you only have to worry about the four outside barriers around the area and the ground near the entrance [considering that you did not open up the house]. There's a Remington inside the lower level of the barn in case you worry about a nearby weapon. Sure, shotguns aren't exactly the greatest guns to work with. But if you consider PaPing it, I promise that clearing out hoards will be a cinch. The placement of the gun is perfect and will not mess up your train given you know how to run a circle with some skill. Even if you don't like the farm, you can even utilize the empty space near the entrance where the bus generally parks in front of (lots of area to complete all sorts of train styles). Diner If you're not exactly in the mood to stay at the Farm, you can head over to the dinner and run laps in various sections. My favorite one is between the gas pumps and the mechanic's shed. Obtain your zombie shield and the MP5 inside the Diner to maximize the fun level. Did you know that around the mid 20's, you can blow pack a whole horde with two bumps of your shield? It's great for saving ammo or getting yourself out of a tight spot. The best aspect about using the shield is the unlimited supply of it. The location of the MP5 is a bit off unlike Farm; however, it's relatively easy to grab some ammo for it, then run around all the trucks or jump across the small lava pools. There's enough space for at least 3 people to train together. Tunnel If you're playing solo or with a buddy, the Tunnel is the most optimal choice for training. Lots of space to work with, and you can use the lava cracks to your advantage for easy obliteration. You have a longer and somewhat wider range to run around, and the Denizens won't touch you unless you hit the fog (which is easy to tell once you reach the middle of the tunnel). An M16 is located along the right-hand side of the wall (coming from Bus Depot > Diner). All it takes is running to the side to grab some ammo and leaving asap. If you know how to perform headshots proficiently, then you'll have no problem being good buddies with the gun. If you're not too keen on it, that's okay - PaPing it into the Skullcrusher will make up for any desires in a gun. The Diner is only a short distance away, so picking up the zombie shield won't be a problem whenever you get the chance. The same goes for the Bus Depot if you'd rather have an Olympia or m14 [Pap'ed I suppose]. One little aspect will rule the Tunnel as unique over the other stops: the bus. If you were smart enough to complete the cow catcher on it, that run-down tank will demolish any zombies in its path. With careful timing and decent conga lines, you can wipe out the whole horde very easily. Sure, the bus comes only once every run so you can't fully expect it to be there for you whenever you need it; however, it can be a life saver in some instances. These are ridiculously crude layouts, but perhaps I'll enhance them 9001% more when I get the chance to. Of course, there are other area such as Town and the Bus Depot that could make great train spots, but these three are my favorite whenever I play TranZit. Note: blue = gun location red = lava green = potential routes yellow = workbenches purple = emergency holdout
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I never said that the table is not for the Easter Egg. I believe you may have confused my words. An Achievement and Easter Egg are two complete separate things; especially in zombies. The Achievements have always been signified as the official completion of the Easter Eggs. In Black Ops II, however, we can apparently skip through one or two steps and still get the achievement. That NavCard is the key to completing it. As of the moment, we have met a certain quota to completing the Easter Egg, and will soon be fully finished once we [supposedly] return to the map.
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"We share so much with nothing to others, as the seal of secrecy - which, together with what's underneath." That's a very rough translation of what he said.
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I'm pretty sure he is talking about the cash registers as well. Given the locations he has presented, there are cash registers. You can see broken lines along the outside and inside of the buildings, yes; however, they are more of an aesthetic display of broken electrical wires from the poles we see throughout the map. They don't really mean anything more that that since the cash registers are in logical places where the everyday Joe would see them (a bar, a diner, a book store, a mechanic shop, etc.).
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_uBfSJMz_I4 At 1:50, Maxis confronts the player about the completing of the table (the control mechanism) and asks for you to seek the NavCard to be inserted into the reader. Of course, the table's completing is not necessary to complete to Achievement; however, it does not mean that it is not needed for the Easter Egg itself.
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Trinity & Latchkey multiple theories
InfestLithium replied to iplay2slay's topic in General Zombies Discussion
I'm not terribly sure about the possibility of three nukes in any given game; I too have gotten as much as two of the same drop (whether it be any of the power drops). I don't exactly have the Nuketown DLC, but I don't particular believe it can be done either way. It's a good try though, so I recommend at least giving it a shot if you can. What we know about Marlton is that he was removed from a certain group. You can hear him talk about his anger towards his disqualification when near the fallout shelter. I think coining him as a "latchkey kid" is not a bad idea at all. He is there for some reason we are not sure of yet. Perhaps he went on his own to discover what had become of Nuketown after the zombie uprising yet right before the arrival of the CIA/CDC. This being said, the idea of him going solo meant he was no longer part of any group/organization at that very specific time frame. He did, however, become frightened and locked himself inside the shelter until the bus came along to pick him up. Keep up the theories, friendo - ideas like this keeps fresh perspectives rolling in. :) -
Hey friendo, welcome to the community! A rather interesting gamertag, it is honestly. Never thought I'd come across something as creative as that. You'll find lots of slayers who share the same zombie-lovin' as you, don't worry about that. You're welcome into the family anytime. Hope to see you around more! :)
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Don't get me wrong - it's a great thing to have you use your mind for configuring the NavCard in regards to the bus. The idea, however, has been brought up multiple times. The card can only be accepted via NavCard reader under the pylon anyways. As far as "reviving" the bus driver goes, many have speculated that EMPing him would reset his system. Some say to use a turbine, others (like yourself) predict that inserting the NavCard would help him recognize a new route and leave Green Run. We know that they will get out of that area, but with what we're given so far, we are looking at forms of teleportation just to stray away from the bus ideas. But keep bringing up some nice ideas, friendo. :)
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Hey friendo, it's finally nice to officially meet you! Sorry to hear about your account; I wish your new one the best, and I will definitely see what you got going on. You have quite an abundance of fantastic videos from what you've shown us on here before. :)
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Treyarch's Pro Tips - Zombies Grief Tactics (Revive Denial)
InfestLithium replied to way2g00d's topic in Grief
But you can't revive the opposing team? Maybe it's because I haven't tried it yet, but I have never seen anyone else do it before alongside myself. -
This is a very nice theory you have going on! I like the connections you make between Marlton and his absence in Die Rise; it's relieving to escape the whole possibility of him "dying off". I'm not too keen on the pylon being a teleporter, since the whole purpose of its existence was to channel energy to either entity (Maxis/Richtofen) via whatever was used as an energy source (electricity/115). But I do thoroughly admire your observation of Marlton's characteristics; he does some like the kind of person to be knowledgeable of creating/modifying a teleporter. We know that teleportation is a key factor here with the appearance of Denizen portals and MTD blueprints at the workbenches. I understand the survivor in Die Rise, however, I don't exactly think he has a pilot. Maybe that person arrived in Die Rise via that helicopter and it settled down in Die Rise but doesn't have enough juice to really go further...that could possibly be a way to access it. You have a lot of great points though. I admire your creativity; keep these theories comin'!
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Is Black Ops 2 the end of zombies?
InfestLithium replied to JuggerWicho's topic in General Zombies Discussion
You read my mind. I enjoy the aspect of some small mode containing such a large, creative, yet exhilarating story while slayin' some zombies. To be quite honest, I love the zombie storyline more so than the campaign from Bo and BO II combined. That really says something when zombies only started as a fun little mode to pass the time. When you create a standalone zombies game, you force the story to be obvious. The marketing for the game would simply fail unless you are a die-hard fan for slaying zombies and nothing more. We can find the story if Treyarch decides to hide it, however, the average player who is not akin to looking for Easter Eggs will not enjoy the game on the same level we do. -
Essentially, yes; the game can render whether or not someone leaves the bus. I'm fairly certain that using the hatch though can bypass it. All the system needs to recognize is whether or not the bus doors open upon reaching a new location. I say this because in all the games I've ever played, getting off the bus causes the bus to leave around 3-5 minutes, whereas staying on the bus without opening the doors causes it to move onto the next stop. I'm pretty sure that I'm wrong in this scenario, but this is all just by evidence I picked up. It may differ from what you've played, or what anyone else has played. Tonight, I will see if this is exactly true or not.
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I understand you are upset, zombo. In fact, I don't think a single person on this forum can say that they love not knowing anything else to do in regards to the story/"Easter Egg". Even if you are pretty aggravated, attempting to file a petition against Jimmy will only full his inner troll. He's clasping his hands somewhere, with a little smirk on his face.
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This is a very good question. It seems that the objects that are attached to playing the song are different. For instance: Nacht der Untoten: Flammable barrels Verrückt: Toilets Shi No Numa: Radios [?] Der Riese: Specimen/organ containers Kino der Toten: Meteor rocks Five: Red Telephones Ascension: Teddy Bears w/ sickles Call of the Dead: Meteor rocks Shangri-La: Meteor rocks Moon: Teddy Bears w/ astronaut helmets Green Run: Teddy Bears Nuketown: Mannequins [if I recall correctly] It may be Treyarch just switching them up a bit, however, it is rather suspicious to suddenly have Samantha's teddy bears. Why not something else, since it was a brand new game? OP: I believe you're spot on. It's more of a nod/allusion to our every-so-beloved World at War zombie maps. Think of it as a "oh my God I remember that map, good times". It could have some storyline purpose, it may not. If Shi No Numa really is in Die Rise, then we only have more explaining to do. Black Ops received four DLCs. If we have already taken down two (NDU and the possible SNN), then what are the other three [excluding Nuketown as DLC]? Nice observation, friendo. :)
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There's where knifing comes in. Keep meleeing him until he gets angry around 3-4 times, and he'll lock the doors on you a take a five minute non-stop drive through the map. I tend to stay near the door when this happens so I know if he's still pissed off or not. But I have heard that you can manually relieve the bus driver's anger by doing what seems to be called "paying the fare". I'm going to also test this right now; I mainly heard this from a friend who too played zombies with me and said he got out with that method. As far as Him goes, I just shot/knifed him until he grows tired of being pounded into. Edit: Theory is invalid. I've done the process a little over 10 times, and no positive results followed. Estimating how long the doors remain locked, it is precisely 35-37 seconds. It's easy to attempt the procedure and assume that you can break free from the locked bus if you don't pay attention to time. Also, the bus will being to leave quickly as long as nobody had gotten out the bus. When it reaches a stop, the bus driver waits a bit to see if a player has gotten out (this means staying inside the bus at all times, no squatting at the top). Then it leaves because the system recognizes that the players don't wish to get off.
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Guess I'll toss my lucky penny into this one. I apologize if I make any similar achievements or repeats. Nacht der Untoten Just a Bad Dream - Complete the first round. Kaboom! - Kill at least three zombies with one grenade. Juiced Up - Be revived by a teammate. Nice Shot, Bro - Kill a zombie with a ricocheted grenade. Music Sounds Good Right About Now - Blow up all the explosive barrels outside the map. Making Bank - Earn at least 5,000 points. Zombies, Zombies Everywhere - Slay at least 100 zombies in a game. Get Some Head - Earn 75 headshots in one game. It's Hell Out There - Survive in the starting room until round 10. Mr. Fantastic - Obtain every weapon from the Mystery Box.
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I guess I'll post by what category, since I really have no preferred style of playing. Frontrunner - MP5 - Voice of Justice - Juggernog, Speed Cola, Stamin-Up, Double Tap II - Semtex - EMP - Jet Turbine Medic - Ak74fu2 - Mustang & Sally - Juggernog, Speed Cola, Stamin-Up, Quick Revive - Frags - Monkey Bombs - Zombie Shield
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It doesn't matter when you're posting and you reference him to create a much larger picture. But keep in mind that there are some serious theorists and members on here who propose amazing threads regarding the storyline and/or aspects of the game in great detail. When you post in detail, it's best to use all the factual information you can obtain in order to make your theory more presentable and well-established. Yes, it may seem idiotic at times because it looks to be more of a chore than interest; however, sometimes it's only professional to use the correct terms. You don't call the ocean "bluey" just because it's blue and simple to remember.
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Hey friendo, welcome to the community! I'm glad you got back into zombies; it's pretty easy to stray away from it. But once you get a taste of it, you'll only want to come back for seconds. It's finally great to have you on board. :)
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