
Johnny Reklaw
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Everything posted by Johnny Reklaw
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bump because its updated
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Right wait what? you got a ak74?? ive played on kino hundreds of times and never got that weapon?? ''five'' has it though, and it must have been kino if you where in sam's room?? its in the alleyway
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been there, done that, got the T-Shirt, and tore it up in Fire Extinguisher bits.....
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New Info On Easter Egg!! Straight From 3Arc! READ!
Johnny Reklaw replied to jacob404's topic in Ascension
okay....I'm always the skeptic.... This page just doesn't look great to me. Both are the same thing... 1) Company description is generic and taken from JOB HUNTING WEBSITES word for word. Any technical writing staff (which Treyarch has) would tell you how you sell a place to Potential employees vs. potential customers is VERY different. 2) The supposed picture of Mark Lamia is a cropped image found on the first page of a google search. 3) For the studio head of Treyarch...he sure does comment A LOT! I have a do-nothing job that I can get away with it...something tells me his job wouldn't allow it. 3b) Treyarch is always silent on easter eggs...why is he just now coming out? 4) This is the Treyarch organization page...that you can like... http://www.facebook.com/pages/Treyarch/ ... 3712523671 I call foul! (and I'm usually the optimist). -
Anyone know the Mystery man easter egg next step?
Johnny Reklaw replied to elite378's topic in Ascension
*sneezeBULLSHITsneeze* you can hit that negative brain button all you want...it doesn't change what you are. -
DUDE!!! I was playing the other day with some guys and I saw a guy with a Samurai Sword!!! Really!!! unfortunately, it was Takeo's uniform...and you can't use that sword. Oh well......
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I borrowed an xbox so I could play ascension!
Johnny Reklaw replied to FRONTROW-KILLA's topic in Ascension
Try the teammate finder thread. Often times if you post something there, non-members who ghost around the forum may find your info there as they may as well be looking for a game as well. I found out from experience that some people simply watch for players...and may not be looking here. -
Five Easter Eggs, most finds so far. [Non-Official]
Johnny Reklaw replied to Graffiti Skys's topic in Five
under closer inspection it actually says 8 must survive, but that's a really interesting find. I tried a couple things out to see if there was anything to it but have yet to find anything. first: getting the power on before round 5, ended up as a pentagon thief round... fail second: getting the power on during round five, and reaching def con 5 with 8 zombies tailing me... got to the packapunch room, when the doors opened, only 7 zombies were left... fail due to no clipping? any thoughts? also I have a bunch of random images from no clipping around five if anyone wants to host the images. There are free image hosting sites to sign up with... -
Really? I never have issues killing the thief... If he gets a gun...its only 1 of our guns before we finish him off..
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HITSAM and Continuation to the Nodes Confirmed (VIDEO)
Johnny Reklaw replied to xStopDropNKillx's topic in Ascension
I love how they attempted to kiss ass with spiderbite and ngt....really impressive -
Well, the initial step is rather difficult to find, but the rest are marked with the howling wind. The original generator howling can only be heard from one spot on the map...but the rest are much more obvious to seeing. The computer terminal howls...noticing that there Is something there, the monkey rounds starts again...anyone looking around could find the buttons. 4 buttons, 4 players. The pressure switch could feasibly be accidentally be activated or again, the howling.... Gersch screams LUNA for the lander letters. This just leaves the final step. Honestly, the amount of hits doesn't matter, as I've seen several combos...only the weapon set is the question...Gersch says more things as you add various weapons, trial and error would lead to a solution. I am an optimist, and i love mysteries, even if I am searching in vain. Btw: is it just me or do the stadium lights in this level look like a crossbow?
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I feel like less of a jerk now!
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I hate people who incorrectly correct others English.... The appropriate correction would have been Subject/Verb agreement. Its a plurality issue, not a tense issue.
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There's too much detail for what to be coincidence see the post "Raw data and intel"... it goes into the details...especially the part about the solid test I run in-game. EDIT* I'll even provide a link viewtopic.php?f=60&t=7273
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I've done my best over the past few weeks to gather as much data on Ascension as possible. I am an optimist and I do believe there is something we are missing on Ascension and the overall way of looking at things on the map. Before I begin hashing out everything I have, I owe a big amount of thanks to LunchBox (sorry dude, don't know your Forum name) and Undead XP. I have had 2 very interesting games of searching on Ascenion, one with each of them and awesome randoms who played along with our experiments. I have a lot of data, and have been attempting to put it together. The purpose of these little excursions into the map was to notice a few things: 1) Changes in the map Before and After the Easter Egg. 2) Odd design specs put into the game by Treyarch as "clues." 3) Anything and everything that looks good, bad, or indifferent about the map. Here is what we found (will have MY theories at the bottom): 1) Red light. From the start of the game (definitely from the power, but I'm going to safely say from the beginning of the map as the lights look on) there are some red lights in various locations. A) Juggernog room, Lower window of Centrifuge room C) The entrance to the PAP room (from the pressure switch INTO the PAP room) D) The exit from the PAP room. E) Between Stamin-up and the Junkyard area. F) In the Centrifuge room above the stairwell. All in all some of you are probably saying, "so what?" And I answer, there is one red light turned off. That mysterious door outside the PAP area by the box spawn has a red light that isn't lit. What makes this more interesting is that every occurrence of the red light listed above (except in the lower window of centrifuge room) there is a singular bell next to it. In essence, it uses the EXACT same design in the red lights in most occurrences...but this one is not lit. 2) The ladder to nowhere?!? Okay, so the whole ladder in Kino Der Toten was overplayed and I can't tell you how many times people tried to get me to find the rocket launcher in the conference room in the 3 seconds I was in the room...but I have a different ladder with a little more feasibility attached to it. In the PAP area, before entering the PAP room (in the area where the pressure switch is) look above the door and you will see a small platform with a ladder (just out of reach) leading up to it. Here is what is odd, however: Unlike Kino, this is an Extend-able ladder (think fire escapes on New York apartments). Unlike Kino's ladder which is bolted to the wall, this one HONESTLY looks like it could drop down. Undead and Lunchbox agreed with me on this fact. The ladder also passes what I call the "solid test." I will take a paragraph to explain what I mean. Often times in Video Games, you have 2 kinds of design elements (what I will call Objects and Decorations). Objects are solid items that you interact with. Things like Landers are physical objects that can affect the player. If you shoot the lander, it will stop your bullet. Other objects are decorations. Decorations items are often there for aesthetic purposes only, and the player cannot interact with said items. Decorations are often used exclusively in out-of-map areas (including behind zombie windows)...thus why glitching out of the map players can walk through most items out of the map. The Difference in these two items is one thing: their ability to stop bullets. non-solid items cannot stop bullets. I tested the ladder, and the platform above using this test, and both stopped a raygun (the easiest gun to test with). If we have a resident no-clipper...this area might be of some kind of interest to you. Shooting the ladder with the DM's does nothing. Is there a way to drop this ladder? I don't know. 3) Secret access above Speed Cola? There is a trap door directly above the speed cola machine. Why? I don't know. Does it open? I don't know. There is a similar door in the Centrifuge that is partially open with wires hanging out. But why is this here? Decoration is a maybe. What interests me more is stepping back toward the lander and looking up, there is a blue door. Looking up from the Box area below (by the non-red-light door) you can see a permanent ladder that only goes half way up the building...why? Tried shooting the door, tried using the sickle to grab the handle...no success. 4) Not quite full power? From the Flopper Lander, look up at the power switch area. There are electrical nodes that are not lit. Is there a second power switch to help us with something? Just an interesting note. 5) 5th lander So we all know about that building with the potential 5th lander. I tested parts of the building using the "Solid test" mentioned above. A majority of items in this area are solid, including the crane holding what looks like a second casimir mechanism. However, the backdrop of the crane is not solid...however (assuming this is playable area) this part would be "out of the map." What is really odd is that there seems to be a boundary surrounding the front of this building making it a closed section of map (so it doesn't run on forever). There is a LOT of detail for just a backdrop building. What is also interesting to note is another red light. Its on a high tower like an airplane light would be. Why is there a red light in the distance? This area, however, looks under powered. Using data # 4...could this area need power to be accessed? I don't know. 6. BFD This is the translation of the Russian letters printed on the lander pads. Speed Cola's pad is called "B", Flopper is, "D", and Stamin-up is "F". The home lander has no letter, but a symbol that many think is a target?!? I think this is the home location of the Lander. So, you say, "Big F*cking deal...its russian letters." Okay you have a point...but why BFD? BDF? FBD? FDB? DFB? DBF? Well, I don't know, There seems to be a lot of Tie-ins to letters and the landers. There is no B, F, or D in the sky. But what if the lander letters came back...say after finding a 5th lunar lander? That would make 20 letters in the sky, with 3-5 on the landers (figuring out whether the lander in centrifuge has a letter...if the "5th" lander would have a letter)... Almost a full alphabet. Weak argument, but again this is raw data. Just for research value. The Russian alphabet has 33. The landers use the 2nd, 5th, and 22nd letters. These letters do not directly correlate to English alphabet, but are phonological equivalents. 7. Signage ***EDITED 2/27/11*** Alright, so I have taken down several signs and put them through a free online translator. I am having issues with a few words....so you might be able to help out here. On Fire Alarm (See item 9 if you are confused) ПРИ ПОЖАРЕ РА ЭЅЕЙТЕ СТЕКАО Translated to: FIRE RA EЅEYTE dripped NOTE: This one is hard to read...Something is off in that middle line of text.... What is really weird is that Russian's discontinued the use of the character "S" in the 18th century... Those white signs with the weird monkey symbol... ПОСТОРОННИМ ВХОД ЗАПРЕЩЁН! Translation: Chantier DENIED! Quite literally, Entrance prohibited (took some extra research here). Green lit sign at Speed Cola/ Random Green sign by window in Stamin-Up ВЫХОД Translation: Exit (Here's where it gets interesting) White signs (like the one outside the non-red-lit door... СТОП ХИМИЧеСКИЙ Опасность Translation: STOP! Chemical Danger Red signs (in swamp, found by hoses in centrifute, etc) ВНИМаНИе Не ВВОДИТе БеЭ раЭрешенИя Translation: WARNING Do not INTRODUCE BeE raEreshenIya Okay...something is off in that last word set...It sounds like you shouldn't introduce or mix something with something in the area? Perhaps that gooey green liquid in the swamp? whatever is siphoned in the hoses? Sparky ( Forgot to C&P the exact letters from the batteries) Translation:3Arch ***END EDIT*** 8. Door to nowhere? Looking below the Stamin-up Machine area (stand where the 6th radio is and look over the barb wire) there is a door. Interestingly enough...this door has one of the white signs seen outside many of the doors in the playable area of the map. It would come out below the junkyard. ***EDIT 2/27/11*** Thank you Heavy Hitter for your help today! You get credit for this find! 9. There is one single Fire alarm panel by the Sickle lander right next to the door that bridges next to the *supposed* fifth lander position. It is the only one I can find on the map. See above for the translation on it ( and the translation helped me figure out what exactly it was). Also interesting to note is that there are a few more regular lights not working in this area. This corner is dark and the hallway/bridge is poorly lit (with more non-working lights). ***END EDIT*** So, that's my intel of consequence collected thus far. But what does it all mean? I have no clue...otherwise I would simply tell you instead of wall-texting a post full of raw data. I have my thoughts...but many are crazy and ludicrous. Before I end...here is what I have tried to eliminate them from the list: 1) Shooting the trap door beneath Speed Cola 2) Shooting the crane holding a Second Casimir device? 3) Shooting the ladder in the PAP area 4) Using the Sickle to hit the trap door above Speed Cola 5) Shooting all 13 Sparky batteries 6) Shooting the Door beneath the Centrifuge. 7) Capturing the 2 downed landers in the junkyard. The one over the railing fails the solid test (and the Gersch is stolen), the one behind the box spawn is hinky, as the gersch slides under it, but it goes nowhere. 8) Ballistic knifing the lander....PAP or unPAP. From the top, bottom, side, while in air, while not in the air, etc. Reviving a person on the lander in air and landed (you try hitting someone mid-air on a lander with a ballistic knife!!!) 9) 4 people on the lander with DM's 10) Shooting the moon 11) Hyena, then Luna 12) Hitsam, then Luna 13) Hyena, Hitsam, Then Luna 14) Hitsam, Hyena, then Luna 15. Gersch on the door under the centrifuge 16. Step 15 only diving through the Gersch 17) Gersch on the door outside PAP 18) Step 17 only diving through the Gersch. 19) Getting DM's on monkey rounds...even ran around with a monkey chasing me long after getting the DM's to see if I could hear a hint somewhere as to the next step..... 20) PAP the DM 21) Getting 4 people in the PAP area with the DM's ***EDIT 2/27/11*** 22) Riding the lander at speed cola 23) Shooting the door/ bridge from speed cola. 24) Shooting the Fire Alarm panel by Speed Cola. ***END 2/27/11 Edit*** I will continue to test, theorize, and try this map with any theories I can come up with. I welcome any input and thought
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:shock: [brains]
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Yesterday, Every game I was in had 1-2 players kicked due to timeout...Their systems told them it was a random update and made them update mid game....probably fixing some errors. I'm going to be an optimist and say this: I think they're going to fix the migrating host bug! I have no evidence of this...but like I said, I'm an optimist.
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I dunno....there are a lot of dead bodies piling up around our heroes...
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I believe in santa clause...and the next step. Why? 1) I got coal for christmas the year I punched Garrett Hawkins in the nose. 2) There is just too much detail in ascension for this to be coincidence....
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that should say Gersch device....my damn ipad has the worst spellchecking autocorrector in the world...
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HITSAM and Continuation to the Nodes Confirmed (VIDEO)
Johnny Reklaw replied to xStopDropNKillx's topic in Ascension
I don't believe there is much about that red spot. I tried a lot earlier today...or yesterday (sorry, working graveyards screws with my in brain timing) and there is no red spot...NO characters could see it. Tried Hitsam and Hyena...still no redspot..anywhere. Had a game with randoms where one guy's screen stayed reddish from monkeys till next monkey round. I agree with above, a left over red spot from lag due to monkeys. -
What would satisfy you guys as far as the node puzzle
Johnny Reklaw replied to Xieon's topic in Ascension
A miniboss like cosmic silverbacks.... -
The Code and post any questions you have about it
Johnny Reklaw replied to baltostar's topic in Ascension
lol....some of the remarks and names of programs within these files are hilarious.... There is a falesafe called "Hack Shit" Another programmer noted when making the leaderboard programming, "this has gotta be the dumbest way of doing this, but at 1:33am in the morning my brain is fried!" the same guy remarks that there needs to be a one a day cap on part of the code because, "cap it at like 1 day, need to cap cause you know some muppet is gonna end up trying it" -
To show my point....they DO have some hack fail safes built into the code. There is one inbuilt within zombies which programs the timeout function when you don't move within a timed parameter, you can time out. In code, they call the following failsafe "Hack shit" (literal words taken from the code) ////////////////////////////////////////////////////////////// //FAILSAFE "hack shit" DT#33203 ////////////////////////////////////////////////////////////// prevorigin = self.origin; while(1) { if( !level.zombie_vars["zombie_use_failsafe"] ) { return; } wait( 30 ); //if i've torn a board down in the last 5 seconds, just //wait 30 again. if ( isDefined(self.lastchunk_destroy_time) ) { if ( (GetTime() - self.lastchunk_destroy_time) continue; } //fell out of world if ( self.origin[2] { self dodamage( self.health + 100, (0,0,0) ); break; } //hasnt moved 24 inches in 30 seconds? if ( DistanceSquared( self.origin, prevorigin ) { // DEBUG HACK self dodamage( self.health + 100, (0,0,0) ); break; } prevorigin = self.origin; } ////////////////////////////////////////////////////////////// //END OF FAILSAFE "hack shit" ////////////////////////////////////////////////////////////// }
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