Rissole25
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Everything posted by Rissole25
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XrfhS9q2tec Fairly simple, fairly easy achievement. All that's required is 1000 points, an open Trap, and a monkey that is following you. It can be done if a monkey is going for a perk, but it's hard to determine where a monkey has landed and what perk machine it's going for. Much easier if you know it's after you. :)
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2014. When you see the numbers, you realize just how long it's going to be till we see you again. You're going to miss out on Black Ops 2 and whatever the next Call of Duty may be. :/ I know we haven't really talked much Covert, but good luck on your quest! When you get back, you'll only have a couple of months to find out everything about Black Ops 2 Zombies before the next installment if there is going to be one! By that time, there's no denying CoDz will not be the same as you left it, though hopefully in a good way. Many users will come and go, some you may never get to interact with. Some of the community today, myself included, may be gone when you return. Hopefully that's not the case, but as you know, life has those unexpected twists and turns that challenge one's self and forces them to make decisions. As stated before, I wish you the best of luck on your journey, and hope you get the outcome you want! I'll say bye to you again before you leave on Sunday. :(
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Yeah it is. But I just found it odd that it only shows it during Split-Screen. I know some people were questioning what happened between CotD and Shangri-La because the gang had changed their clothes. But yeah, it's just basically confirming what we already knew. :)
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I put this in General because it can be done on any map I believe, not just Kino der Toten. Hey guys what's up! Today's achievement is The Collector, where you have to buy every wall weapon in one game! 2GUllgSqqc8 So I don't really have a guide to give really, as they will all vary depending on the map and whether you want to buy in bulk or along the way. However I will give some general tips! [*:1g8nbjkx]Betties/Claymores/Spikemores, Stiels/Frags/Semtex, and Bowie/Sickle count as a wall weapon, so they MUST be brought! [*:1g8nbjkx]Nacht der Untoten has 8 wall weapons (possibly 9 depending on the Sniper Cabinet). "Five", Ascension, Shangri-La and Moon have 11 weapons to collect, while Shi No Numa, Der Riese, Kino der Toten and Call of the Dead have 12. Verruckt has 10 different weapons, however because of repeating wall weapons, it may go up to a whopping 17, depending if you have to rebuy the same weapon again in a new spot. [*:1g8nbjkx]You can buy them in any order at any time, so long as you get them all in one game. You could save all your points, than spend them all on the weapons in one go, or buy them as you go along (as shown in the video). [*:1g8nbjkx]Quick Revive and Juggernog are a necessity, as it does take quite a while to get them all. The difficulty also changes depending on the map too. [*:1g8nbjkx]Nacht der Untoten is the easiest with 8, as long as you can get them quickly. Anyway that's it guys, hope this helps you if you're having trouble!
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Hey guys, sorry I took a couple of days to post this. Just been making drastic decisions about my life. Anywho, this is part 3 of the iOS Findings collection. If you haven't read the other two, than click them to go to Kino der Toten or Ascension! First things first! The menu and loading screens! The first thing that you'll probably focus on is the crew. Yes, we will be playing as Tank, Nikolai, Takeo and Edward in this edition! Further more, it is a special edition of it, called Call of the Dead: Directors Cut! You may have noticed the background behind them is a slightly edited version of the normal CotD loading screen. Taking parts of it, while also adding new elements to it such as the lightning. Also have a look at how it's folded. Unlike iOS Ascensions and Kino's loading screens (which were just the same as their consoles versions), this loading screen is new and unique to iOS. It's comic book style, but have a look at the folds in it. Not those of a book, but those of what a brochure would have. Not saying it's a brochure, but it's definitely odd to not have it straight down the middle as normal. Take note that their is no More Maps To Come section anymore. Hopefully this won't be the end. We still have Shangri-La, "Five" and possibly Moon to come! Before I get onto George, I want to show you guys the achievement screen. Three achievements state "Uber Zombie". Not George or Romero or anything. Now onto the director himself now. Meet your director. I am not calling him George, well because he looks nothing like George apart from the clothes. The hair is a dark black/brown as well as his beard. He does not have a pony-tail or glasses, giving the look of a youngish man, perhaps a young George you might think at first. However, he does not make a sound. At all. No screams, random laughs or quotes. He is as silent as the Moon death screen, even normal zombies are louder than this. Combined with the achievements calling him "Uber Zombie", he's completely different appearance, and the fact he has no sound quotes at all, I am going to say that this is NOT George, and is a completely different director altogether! I believe that Ideaworks (the developers of both iOS games) did not have the permission to use George in their game. This goes the same for Sarah, Robert, Danny and Michael, however they probably still wouldn't have included them even if they had their permission because they would have to create entirely new models for them. All ties to George are essentially cut, he isn't even in the loading screen. It's why he has a different appearance and no quotes at all, because they were voiced by George Romero, so they can't use them. So from now on, I will refer to this guy as Uber because he is an entirely new character/zombie (although obviously based on the Romero's character). Like George, Uber takes a ton of damage to take down. He does not have a glowing aura like George, with the only indication being the stagelight. That said, when the fog comes in, it is hard to see where Uber is amongst all the chaos. Once enraged, he runs at you. However, he matches your normal walking speed, so just keep moving and you won't get caught by him! Keep attacking him, and he'll eventually have his light dim, than finally defeat him! He'll walk (not run like George) to the nearest pool of water and go down into it, returning a couple of rounds later. Notice how they actually use a lightning power-up for the DG-2 power-up! I don't know why Treyarch didn't do what these guys did and borrow it from Dead Ops! There is no Death Machine symbol this time around, but that doesn't mean it doesn't have the characteristics of it. Like the console, you cannot PaP or switch to another weapon. And it is not a OHKO to Uber. However, one difference is that it DOES create power-ups when killing zombies. I've also noticed that zombies electrified by Uber seem to drop power-ups more often, just like the console version! Essentially, you can keep the DG-2 forever if you get the right power-ups! But the chaining is pretty awful I must say. Sometimes it won't link them together even if they're right close together. But that doesn't take away the Wunderwaffe's usefulness! So because we play as the crew, that obviously means that we won't have the easter egg to rescue them. The closet our gang was in has completely vanished. No door, tubes, fuse box, nothing! All elements related to it have been taken out as well, like the security nodes and radios! There is one radio... ...but it doesn't do anything sadly. Not even Morse code! The stairs are blocked now, so you can't go underneath them anymore. This little submerged/pool area is walled in now, instead of having it open. Large pillar in the middle of the lighthouse now, instead of it just being an open stairwell. The Ice Slide is still there, with the Sickle and Speed Cola at the bottom. This area has gained and lost some ground. While extending further towards the slides exit, it cuts of about 3 quarters around the rock, so you can't go around the rock perfectly anymore. This is probably the most drastic change. As you cannot jump in iOS, you must pass through it. The water works just like the rest though, so it can slow you down, freeze you, calm Uber, etc. There are no tables or chairs in the middle of the cafeteria area, so it allows training in this area now. Flinger works just the same, except it kills zombies now. If only they had that on the console Ziplines make an appearance, this time they have an animation for on the zip! The left hand you can see holding on, why the weapon held appears further from the screen. Definitely better than what the console does. The Element 115 rocks as they appear. "Not Ready To Die" by Avenged Sevenfold is the song as always. Deadshot Daiquiri. Sadly, just like PhD Flopper, it's use is limited in the iOS. So now we're up to the weapons! Firstly I'll show the Semtex, than the V-R11! Unfortunately, the Scavenger isn't available at this time, but hopefully they'll add it in a future update! The Semtex flashes green, though as much. It's sticks to everything, however aiming is pretty awkward in iOS, but I think it may be slightly higher in damage than Frags. The V-R11/V-R11 Lazarus. The 87 remains on the side, as well as the 115 chunk it uses. Works exactly the same as it's console counterpart. I haven't tried it on multiplayer, so I'm not sure what effects it would have on a teammate. However, it seems to be very good on Solo now! The attraction the guys has is way stronger than before. You can practically go right up to the horde and they will still follow him. Some stragglers may still follow you though if they're closer to you than him, so make they're all around the zombie your going to shoot! This is practically your Monkey Bomb for Call of the Dead now! It will calm Uber down like George and will send him into the water if used in water. Looks like his doing push-ups haha! What I found great about it though is what it does to crawlers. Usually once shot, they would regain legs and run to the water like normal. But that's only half true now. These guys will crawl to the water! The coding obviously still thinks they're crawlers, but it's pretty humorous, and helpful as well! You see, these guys are invulnerable to zombie attacks until they get to the water, being crawlers before, the changed ones will crawl to the water VERY slowly! And until they reach it, the zombies will stay with it and can't kill it, following it to the water! However, they can die out just like normal crawlers, and will turn back you as well as respawn the human crawler back into a zombie. But this gives you 5+ minute window to do whatever you want if you leave them in the right location! "WAIT GUYS! DON'T LEAVE MEEEE!!" YOU THERE! HELP ME! *Little did he know the zombie was right behind him about to eat him!* Haha okay guys that's it for now. Hope you enjoyed what was found so far. Don't take anything for canon in this level, as Directors Cut means extra content/alternate version. The alternate version is not canon to the main storyline, obviously with the gangs appearance and this Uber Zombie replacing George. Not much extra content though haha. Noticable things in this level were Uber, Human Crawlers, DG-2 changes and the small pool between the land and boardwalk. Stay tuned for more updates about Lazarus's effects and hopefully the Scavenger!
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It is general knowledge, but don't worry about bringing it up. If the other threads can be found, they'll be merged. I think there's multiple reasons that there's nothing but the laugh (albeit slower) in Moon's death screen. Some say it's because there is no sound on the Moon, and that is a homage to it. But I believe they just don't want to give it away, or they just plainly haven't come up with it yet. We don't know what map/s will get straight off the bat, and I'm sure Treyarch knew that as well. Whatever song is played in the death screen, will be included in some variation in the next map. That locks Treyarch, because each song also represents the map in many ways, from story to map structure to the intensity of the map. They may not have gotten the feel, or even the idea for the next map when they released Moon, so it's understandable why they wouldn't include. But your probably wondering why they put "115" in Der Riese's death screen. Well Kino der Toten was originally meant for World at War. So they included it into Der Riese thinking they'd be releasing Kino in another 2-3 months after it. But because of the timing of Modern Warfare 2, they decided against it, and instead put in into Black Ops. Had it stayed, I'm sure "Abracadavre" wouldn't have appeared, and it would've been like Moon's. Quiet and eery.
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It is general knowledge, but don't worry about bringing it up. If the other threads can be found, they'll be merged. I think there's multiple reasons that there's nothing but the laugh (albeit slower) in Moon's death screen. Some say it's because there is no sound on the Moon, and that is a homage to it. But I believe they just don't want to give it away, or they just plainly haven't come up with it yet. We don't know what map/s will get straight off the bat, and I'm sure Treyarch knew that as well. Whatever song is played in the death screen, will be included in some variation in the next map. That locks Treyarch, because each song also represents the map in many ways, from story to map structure to the intensity of the map. They may not have gotten the feel, or even the idea for the next map when they released Moon, so it's understandable why they wouldn't include. But your probably wondering why they put "115" in Der Riese's death screen. Well Kino der Toten was originally meant for World at War. So they included it into Der Riese thinking they'd be releasing Kino in another 2-3 months after it. But because of the timing of Modern Warfare 2, they decided against it, and instead put in into Black Ops. Had it stayed, I'm sure "Abracadavre" wouldn't have appeared, and it would've been like Moon's. Quiet and eery.
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Not at all Jay haha! Actually, the insta-kill clip was my first attempt. I was going to originally down myself with Quick Revive, along with setting the Claymore's up. I knew I'd picked up Insta-Kill, but I only just realized it affects him as I got Quick Revive. So I thought what the hell and just ended up going with that! It's not OHKO, but it does do some decent damage to him. I'd put that in option 2 if you have a quick trigger finger. :)
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Hey guys, I'm trying to do videos for each achievement/trophy involving Nazi Zombies. Achievement guides I haven't really seen much of in CoDz. I know there are some threads about getting the achievements, but some of them I can't find, and I'd like to have a stockpile of them so I can add them to the The Strategy Collection. I will try to add a written guide for the videos for those that don't/can't view them but I think the primary concern is just a video for an actual visual source. So this one revolves around the "Hands Off The Merchandise" Achievement, in which you have to kill the Pentagon Thief/Tech before he can steal your weapon. If he steals your weapon, you cannot get the achievement. I'm not sure if this can work if you've let him stolen it a first time, than defeat him before he steals it a second time, so always try it in the first encounter. I know Tac has a written guide on ways to defeat the Thief, but I just wanted to show the three most common/easiest ways to obtain the achievement. v-mf0r3aDqA 1) Downing yourself with Quick Revive, allowing M&S to appear. This one I think is by far the easiest way to do it, although it may seem a little cheap. But a Bon-fire Sale appears, so I like to think it's legit. This involves buying Quick Revive, and downing yourself when the Thief is about to come at you. Mustang & Sally should automatically appear (make sure you don't have a Pistol type weapon), allowing you to send some exploding bullets his way. It's best to be at a fair distance when you spot him, that way you'll have the time to kill him. This should effectively destroy him at the lower rounds, but if you just happen to try this later on for who knows why, buy Claymores. They are effective killing machines that can be laid in the path of the Thief to deal some more high damage against him along with M&S. This should definitely kill him and earn you the achievement. 2) Get a high powered weapon. While this is aimed at low-mid rounds, it is a bit harder to do. What you need is a high powered weapon, preferably a SPAS-12 or HS10, but a Ray Gun, M&S or Python would do as well. You just need to go all out on this one. Release all your ammo on him as quick as possible. The lower the round, the faster it will be to do. Spacing and distance is a key figure here, as you need to be close for the Shotguns, and in the right position when he appears. Some luck is involved, but you should be able to do it if you know a bit about the games mechanics. 3) Insta-kill/Death Machine Power-up weapons. Rare to have these drop right before the Thief round starts, but they will give you the achievement, although they won't give you the Bon-fire Sale. A shame, but hey, we're going for the achievement so it does not matter! Death Machine should get the job done at least till the VERY high rounds, when the Thief gets super high health. But Insta-kill is quick, easy and will always get the job done. 4) Traps Not in the video, but I felt I had to include this. Pretty much an insta-kill to him but the Thief is special here, so it is much harder. Timing is of the essence here. If you activate them to early, he will avoid them and run around into the other room to reach you. To late, and well you'll be taken by him. There's a small delay to the traps actually starting once activated. So activating it at the right time will cause him to keep running and not avoid them, but he'll be right in them when they go off. That's it guys! I hope the video helps those who need it! :)
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I think it's more just a case of being curious right? I mean, sure, it doesn't really help us at all. But it's just one of those things you're intrigued about, at least in my case it is. Okay I lie, I've never actually thought about this specific thing before, but I'm glad I know now though! Good find! I love the intrinsic mechanics this game has. Knowing the insides of it is pretty interesting!
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The Summer CoDz Fundraiser Challenges *PRIZES* ENTER NOW!
Rissole25 replied to Shooter's topic in General Zombies Discussion
Couldn't this be made a sticky, or an announcement even? It does concern CoDz and earning money for it, so I'm sure all members would want to see it. -
The Summer CoDz Fundraiser Challenges *PRIZES* ENTER NOW!
Rissole25 replied to Shooter's topic in General Zombies Discussion
Couldn't this be made a sticky, or an announcement even? It does concern CoDz and earning money for it, so I'm sure all members would want to see it. -
Regarding the downed lander, it's possible that it could've been traveling over Shangri-La (while it was on earth in the Himalayas), and than either landed or crashed there. Whatever it is, the lander could've easily been in Shangri-La when it was transported.
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Well I think this practically confirms involvement with Mars. Hell, the mountains were there when they teleported, so they technically did teleport to Mars. However it's true that it wasn't always there. Remember, the 31-79 JGb215 is actually co-ordinates for a place in the Himalayas. Along with supporting evidence, I believe it was originally there at some point. It's at this point Brock and Gary probably ventured into it. How, when or why it was put on Mars is a mystery though. Do we have confirmation that the mountains are still there during the Eclipse? That is something that needs to be found out.
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The Summer CoDz Fundraiser Challenges *PRIZES* ENTER NOW!
Rissole25 replied to Shooter's topic in General Zombies Discussion
Sign me up bro Ingenious idea Shooter! Will keep Black Ops alive, as well as help the CoDz community at the same time! I really admire your thought process and resolution for this. If you ever need help with the donation side or anything else, just hit me up Just some curious questions and thoughts. What if you choose Quick Revive as your other perk? If you go down, do you have to buy both those perks again? Might be better if you have a no QR rule. Is all 90 minutes required? Isn't there a limit to the amount of time you can upload to Youtube? I know this is fairly obvious, but you should also state NO RANDOM PERK BOTTLES. If you accidentally get it (which is highly unlikely), than you'll have to restart. If people are doing the PhD challenge, make sure they have some sort of timer with them so they know when to stop. Have them PM footage and captions to you. If it's posted here, it might make some people reluctant to participate, so it's better not knowing how your opposition is doing. That's actually a good idea. Because at any time, you might just accidentally hit the knife or shoot button. However, it would also be a bit of a time waster going to PaP both guns. But I wouldn't mind the rule. -
The Summer CoDz Fundraiser Challenges *PRIZES* ENTER NOW!
Rissole25 replied to Shooter's topic in General Zombies Discussion
Sign me up bro Ingenious idea Shooter! Will keep Black Ops alive, as well as help the CoDz community at the same time! I really admire your thought process and resolution for this. If you ever need help with the donation side or anything else, just hit me up Just some curious questions and thoughts. What if you choose Quick Revive as your other perk? If you go down, do you have to buy both those perks again? Might be better if you have a no QR rule. Is all 90 minutes required? Isn't there a limit to the amount of time you can upload to Youtube? I know this is fairly obvious, but you should also state NO RANDOM PERK BOTTLES. If you accidentally get it (which is highly unlikely), than you'll have to restart. If people are doing the PhD challenge, make sure they have some sort of timer with them so they know when to stop. Have them PM footage and captions to you. If it's posted here, it might make some people reluctant to participate, so it's better not knowing how your opposition is doing. That's actually a good idea. Because at any time, you might just accidentally hit the knife or shoot button. However, it would also be a bit of a time waster going to PaP both guns. But I wouldn't mind the rule. -
If there were 8 player EE's, than they probably wouldn't have anything to do with the story. More just a fun thing I guess. I'm not sure what the rewards could include, but it better be good if it's an 8 player one. Perhaps maybe everyone is given every wonder weapon. So P1 = DG-2 P2 = Thundergun P3 = 31-79 jGb235 P4 = Scavenger P5 = V-R11 P6 = Wave Gun/Zap Guns P7 = Winter's Howl P8 = Ray Gun That is all the Wonder Weapons so far in one map. Though I can see how people would complain if they didn't get one of the OHKO weapons. Perhaps maybe they could all get the Thundergun, or whatever the Wonder Weapon will be in that map? But honestly, I think it'll be something along the lines of the Nuketown EE. Popping all the heads off the mannikins within the first couple of seconds plays a hidden song. Which reminds me, I wonder if they'll keep that in Nuketown 2025, or change some aspects of it?
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Usually it's Campaign -> Multiplayer/Zombies. But I think I'll do Zombies first. I'm just too excited about it to just see the option to play it and not choose it. :)
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It's because Area 51 and Griffin Station are within the same map. If you watch the video in the link posted, you'll see that Griffin Station is diagonally upwards from where Area 51. They didn't just make a completely separate map for either of them, which is why they have the sky box flip over between each teleport. That said, imagine going back to Griffin Station halfway through the flash. Do you know hard it would be to only have the second half of the flash appear, only in Griffin Station? It is much easier for Treyarch to make it a universal thing, so it happens everywhere.
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It's because Area 51 and Griffin Station are within the same map. If you watch the video in the link posted, you'll see that Griffin Station is diagonally upwards from where Area 51. They didn't just make a completely separate map for either of them, which is why they have the sky box flip over between each teleport. That said, imagine going back to Griffin Station halfway through the flash. Do you know hard it would be to only have the second half of the flash appear, only in Griffin Station? It is much easier for Treyarch to make it a universal thing, so it happens everywhere.
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Moon's 2nd Earth Debunked That should explain it. If not, Treyarch tried to cover it up by placing the Hangar 18 building in front of it. Obviously it was poor mapping since we can still see it. Treyarch didn't remove it, because they probably couldn't without stuffing up the skybox. It shares the same one with Griffin Station, hence why we see the earth. So instead they tried to hide. Same thing with glitched Cosmonaut and excavators. They probably can't fix it without redoing ALL the coding again. And regarding the sky not changing, I don't think they really thought anyone would get to it in time, or just did not think about it. Yes it's possible for them to do it as seen in the Eclipse easter egg, but I just don't think they had the time. Remember, Treyarch rushed Moon. A lot of glitches were still in it, as well as a ton of re-used assets. It was originally going to be Paris. That could explain all reasons stated above. Because they developed it a little too quickly, and didn't take enough time to think about certain aspects. Anyway, that's my opinion on it.
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Moon's 2nd Earth Debunked That should explain it. If not, Treyarch tried to cover it up by placing the Hangar 18 building in front of it. Obviously it was poor mapping since we can still see it. Treyarch didn't remove it, because they probably couldn't without stuffing up the skybox. It shares the same one with Griffin Station, hence why we see the earth. So instead they tried to hide. Same thing with glitched Cosmonaut and excavators. They probably can't fix it without redoing ALL the coding again. And regarding the sky not changing, I don't think they really thought anyone would get to it in time, or just did not think about it. Yes it's possible for them to do it as seen in the Eclipse easter egg, but I just don't think they had the time. Remember, Treyarch rushed Moon. A lot of glitches were still in it, as well as a ton of re-used assets. It was originally going to be Paris. That could explain all reasons stated above. Because they developed it a little too quickly, and didn't take enough time to think about certain aspects. Anyway, that's my opinion on it.
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Have you earned your co-op records?
Rissole25 replied to Mr. Jay's topic in General Zombies Discussion
Most of them I feel like I have. My dream goals are 50 co-op each map, but I would honestly be rather happy and content with 30+ on each map. That being said, I've achieved that except on Nacht der Untoten and Shangri-La, those being 20 and 22 respectively. But I know I just want to hit at least one 50, for the Richtofen medal. 8-) -
There's something wrong with the Earth!
Rissole25 replied to Rissole25's topic in General Zombies Discussion
Yes I saw your thread before I posted it. I deliberated whether it would seem like I was copying yours or not. I didn't think I was, as yours is centered around discussion of where the nukes hit, while mine is just talking about how pre-nuked earth doesn't look like our earth, and that Treyarch have done it purposely. If you feel like I was stealing yours, I'm sorry. You only touched on it for about 2 lines, and I didn't think you were going to discuss it further since the main idea behind the thread was just to discuss what area the nukes hit. I did give thanks to you for asking about the textures, as well as linking your discussion thread if that helps. -
How to Cancel the Perk Drinking Animation in Zombies
Rissole25 replied to Jbird's topic in General Zombies Discussion
Did some small testing. Played Der Riese, had Jug, SC and DT. Did it with MK, and went to buy QR. Wouldn't allow me to buy it, but it wouldn't do that sound it would usually do if you were to have 4 perks. Dempsey kept shouting out no ammo quotes, so I went to switch. I couldn't. Not until I knifed anyway, but that brings the perk back up. Haven't tested with Random Perk Bottles. But it seems it's only use is canceling the animation, than knifing again. Since you can't switch weapons, a weapon with no ammo is fruitless. I guess you must get 'stuck' in the drinking animation. I wonder if this would allow you to open doors or do actions still? Will probably do some more testing some time later. :P
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