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Stop Mocking Me0

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Everything posted by Stop Mocking Me0

  1. Interesting considering shi no Numa hasnt happened yet... Purhaps this hell Alcatraz is suspended in time and although it's actually 2015+ outside of hell, Arlington and co, see the map as if it was still in 1939...
  2. Its simple as long as you have communication... If you can comunicate you can EASILY accomplish anything on this map... Oh and people Listen to you...
  3. Not the right place to post this but... The sheild can be built with: The clamp ALWAYS found in the room with the generators behind the dog at the docks, The trolly somewhere around the docks And the cage somewhere between the top of the spiral and before the generator room, All these peices can be found in corners and against walls... Search there...
  4. Ok you spawn in normal MOTD in what is known as the sunset corridors I think... (look at map screen Xbox users) It's a short line of cells with no raftors, there's also the library attached where in greif mode, phd Flopper spawns, and in MOTD there is and afterlife switch a song bottle. On either side of the hallway there is a 1000 door, the one in the library leads to the center bit of the cells, where the dog is, the way you came up there are more stairs that lead you to a 2000 door that accesses the highest raftors, here you have eletric cherry above the dog room and if you continue forward you'll reach the gondola, in greif eletric cherry is where double tap is, and the gondola is pack a punch... Going back to the electric cherry room behind the perk machine is a workbench that can be used for the zombie sheild or acid upgrade. Keep going and you'll be above the mp5 room you'll learn about later and enter the infirmary, In the infirmary there are stairs down and a path in a box-like-circle as well, on the opposet side of this box is another dog and deadshot daquiri in a little room... Go into the after life (there are switches everywhere on the map) and you can then find a hole to access the roof and power the door there... There is also a plane peice in a cabinet locked by the warden's key here but you can't get it now... On the roof there isn't much besides the plane ramp, so if you head back downstairs and down the staircase I told you about earlier you'll enter the cafeteria... The cafeteria is one of the two places the box-chest spawns imediantly and has claymores on the back wall... DIRRECTLY where you came in there is the acid trap, and on the other side of this trap is the mp5 room (the infirmary door is on the side of the acid trap, the cafeteria and mp5 room are the connected ones) like this: ...................|| door to stairs to infermory||................ Mp5 room.......................Acid trap center.....................Cafeteria ...................………………........................................ Hopefully that looks right... Moving on the mp5 room, from the cafeteria the mp5 is DIRRECTLY north west from you as well as stairs to the lower rafters, but NOT the upper rafters, on the ground there sometimes spawns a wardens key hanging from an electrified wire, if you pop into the after life you can enter a previously un-accesable hole in the grating above your head, and eletrify the circuit board behind the wire. The wire should drop and allow a player to grab the key now and use it on the warden's lock... There is an exact replica of this scenario that sometimes spawns above the wardens office's fan trap... Moving on backin the mp5 room there is another hole in the wall that when stepped through, shows a jumping puzzle, solve it and the door Beneith where the key would be will open into the shower-room... Backtrack to the lower raftors in the mp5 room and there is a way to loop back to the spawn hall (from the door you didn't go through)... Also there is a way to open a small door opposet side of the room from the key on the raftors that can be opened... Halfway down theres a door to the first dog again, keep going and you'll reach the wardens office, if you go into the afterlife you can use the same hole-shocky-dead thing to open the wardens door... The door it's self is the fan trap... Inside there is a room to your left and a cell to your right, the cell is eletrocuted and inaccessible now... In the room to your left there is the other place the box can sometimes spawn.... As well there is the wardens office and speed cola too... Now If you head back to the shower room it's basicly an oval, on one side there's a Remington and on the other there is a locked door, open it with the key, then go into the afterlife and shock the laundry'mats power supply... Then activate the washing machine in the locked area with you... This will make smoke that blinds the players view of zombies as well as lock the characters in the shower room... But only last for a minute or so... Opposet the stairs back up, there is a corridor, which if Fallowed will lead you to an intersection: One way will bring you to doubletap and a staircase back up Infront of the warden's office and the other brings you to "the bird cage" which is basicly a Cage suspended above a pit and a spring staircase going down it... At the bottom of the spiral is a warden-key locked 3 number key code box, that can be used to activate the "Maluka" song by changing the numbers to: 935 Also at the bottom is a door to an even lower level that lets you access the cage when it drops (you need the code, which is writing on the walls of the spiral in afterlife mode.. And changes each game...) on the other end of the hallway there is an intersection where your given a choise: 1 2000 door or a 1000 door and a 1500 door, your going to want to open the 1000 and the 1500, inside are more circut boards that can be shocked like the key's in afterlife mode, electrocuting them all will unlock the eletric cell in the warden's office... Outside this room is the docks, the last dog head is hear as well with a workbench... You can fallow the docks in a kind of hook shaped path that ends by the water under the tower... You can activate the tower which is a trap BTW, once activated a player in afterlife mode can "upgrade" the tower by shocking the meter above the switch and will cause the snipers to use RPGs instead (surprisingly not as effective...) Also on an inaccessible boat one can see the PHD troll and mule kick... In the "crest" of the hook one can find a warden-locked-door with another door and a meter behind it: In solo you can activate the meter in after life and both doors stay open, you can revive yourself, grab the part, alls easy... But in co-op activating the switch will close the first door as well as open the second... So you need an alive person to grab the part while someone else opens and closes the doors with electricity... Back at the bace of the hook, near the last dog, there is a white staircase that ascends to the gondola station and the 2000 "other path", which right Infront of in (da-da-da-DA) juggernog! Now: The gondala DOES need to be powered at least once, and cost 750 per trip! (you can call the gondala for free though...) NOW! The good stuff: Dogs: one in the center of the cells, one in the infirmary, and one at the docks... Killing a zombie Infront of a dog will activate it and it will eat the zombie corpse... Feed it enough corpses and you can unlock the hell's retriever tomahawk from the corridor near the showers! Note-the dogs can only eat one zombie at a time and need a 20-second period of time before their next meal, killing a zombie pre-maturely will not be feasted on by the dogs... The tomahawk can be charged up by holding tactical gernade and released to throw. It doesn't need amo as it can be replenished over time (cool down time) Plane: One peice is in the cage, one peice is in the eletrified cell, one peice is in the washing machine, one peice is in the 1-way door at the docks, and the last is in the case upstairs near deadshot... Take these peices, either 1 at a time in co-op or all together in solo, to the ramp and build it... While on the plane you do not take damage, and after a short "cutscene"-not REALLY bit, you'll land on the golden gate bridge, which acts similarly to no mans land,.. It's easy to run trains and zombies spawn in like crazy... Also pack a punch is here! The only thing you need to look out for is Brutus: the large guard that appears who will chase after you and shake your whole screen! Multiple brutuses can spawn and REALLY mess up your screen... When your done you can sit in the chairs under the "one one escapes Alive" sighn, in which you character is thrown back into the after life and back to spawn... Weapons and perks are kept, and it does NOT count as a down... Greif: Greif mode has the upper raftors, the spawn becomes the first dog, the spawn hallway becomes the area with phd and mule kick, the cafeteria holds deadshot daquiri, the wardens office holds speedcola, the upper rafters hold double tap and pack a punch. You play as a cop or a prisoner, when you knife someone it produces a shock of electrisity instead of butterflys.., The dog can still be fead and will reward the player when enough zombies are fed to it a tainted flesh drop... The box DOES spawn in either the cafeteria or the w. office... The traps work as well on ALL entity's: Cops, criminals, or corpses... Use them wisely... Other buildables: The sheild can be built with a trolly found in the dock area, a clamp found in the power-eletric circut filled area (1000 and 1500 doors) and a fence found in the caverns Beneith the spiral... You can build it on any workbench: The one in the cafe. The one in the docks, or the one behind eletric cherry.., The acid upgrade can be used to upgrade the Blundergat to the acid gat or the sweeper (upgrade Blundergat) to the v. Withering! It needs a breifcase from the mp5 room or outside the warden's office, an acid veil from the infermory, and a pump from in the warden's office, again it can be built anywhere that the sheild is not... Hope this helps!
  5. The dog's head is 100% cerberus, what other dog from hell has the exact same 3 heads that constantly need feeding?
  6. Well arnt your mr, cocky-know it all... :roll: FYI this is the only map with phd Flopper so it's going to be at least somewhat popular for a time, it also introduces new character models and traps to greif, I think it will be PLENTY fun to play.. The key is to use the maps two halfs: If you spread yourself out right you can revive your team easily when you go down, phd also helps player's on the top floor reach players on the bottom floor easier... Also have balistic knives been confirmed for greif?
  7. Notice all the maps with fire sales have no Carpender... But the maps without carpenters have fire sales..
  8. Or purhaps "mend the rift" didn't mean patch the hole up, but fix the hole so things could move through it...
  9. I think you also give out an eletric shock for going down... That may be the prob.... You may have to down yourself in a large horde on a low round...
  10. Alright mob of the dead: I've personally thought its been a grand map so far! Not too big, not too small, seceret song Easter egg I LOVE! but there are a few bits and bobs that don't add up! For instance: Why? The whole map has almost nothing to do with the story line of Samule, richtofen, or even with Nikolai and their companys... 2: Perks: Phd, and deadshot did NOT exist in this time period, as did any other perk that shakes black and white... And 3: Why does the Weasle Easter egg end two ways? One "continuing the cycle" and one "breaking the cycle" ... Well to REALLY begin we have to not look at mob of the dead, but at GREIF cell block: We know greif comes after MOTD because of a little imprint left by our favorite nazi anouncer: Richtofen... Anyone who's played bioshock infinite will understand the term: Tear... Well substitute "tear" with rift! Now imagine your at a table with a bowl of water and some salt, and a rubber duck! The bowl of water represents the rift, the bottom of the bowl represents what I call "the afterlife conduit" and the top of the bowl is the current time you exist in... Now say your a poor soul who's recently received an RPG and SMr from the box on round 20... Your dead now yes? Well your soul is now sucked strait into the bottom of the bowl and rest there, where ever this "afterlife conduit" is... Now take your salt... Your salt is 115.. Sprinkle a bit on that soul and it rises like certain objects do in salt water! Now you have undead amung the living, and thats not good... Now if richtofen has the ability to apply salt where he wishes BUT he can not do much else (this explains why he can bring samule and co. back from the dead). Next! We move to the perk machines: They are your rubber ducks! You can put them wherever you want on the surface all you want... But if you try to put one under the water... It's gona bob back up... That is what the perks are doing in MOTD! Look at them! All of them: Jugg, speed cola, deadshot, phd, mule kick, even pack a punch! All EXEPT one perk: Eletric cherry! BECAUSE its not a duck! Eletric cherry is from this time period so it doesn't bob back! It's something that was actually there, all the time in this hellish form of Alcatraz... Now: Alcatraz: Its not Alcatraz... Well it was... It's the Alcatraz Arlington remembers: Like the black box on a plane: It remembers everything and puts it on repeat for eternity... The constant escape from the island, and then his own murder... The other four remember the eletric chair, and so their memorys of the bridge-crash are sort of flashed into arlington's... But back to the point, THIS Alcatraz is actually "hell"... A hell where in the mind of al arlington, he constantly keeps letting himself get killed by zombies, Until the rift came... The bridge was never a part of Al's memory and only came apart of it when the perks arived... See when richtofen pushed the perks back into the 1930s he caused 3 MAJOR changes: 1: Reality was different now... Now they don't have to loop, they're different outcomes to the normal cycle... All because you added perks! 2: Memory's from Al's associates were leaked into Al's head creating the bridge... 3: While souls may come and go between the gates of hell as they please, physical objects are NOT soposed to enter hell, let alone change one's nightmare-reality... This angers the guard of, not alcatraz, but of hell: Brutus.. Who then attempts to keep the cycle on track again... Now imagine Al's cycle is a record player stuck on repeat... You keep hearing the same thing over and over, but put a crack in it... And it falls off... Ending the sound but destroying the endless process... But that crack must be placed in the perfect spot so it jumps the disk: The perk's point of entry: The bridge... Normally when a cycle is made, lightning strikes the Golden gate bridge... Balanced by the living souls of the 3 memory's of al's co-workers, and al himself... When the lightning strikes the tower normally nothing happens... But if there's a crack it creates a reaction... However small... That effects richtofen and maxis in some way, 100 years down the line... Likely killing Arlington has a different effect on the balance of eletrisity then killing the other 3 one being preferred by maxis.. The other by richtofen... So yeah... That's my basic thought on the map, and how it DOES infact relate somewhat to our current zombies conundrum.... What do you all think?
  11. Well now we know the entire map is all some sort of prison (both literally and metaphorically) that will constantly spin through cycles of breaking out, crashing, and waking up again and again... Noticeably, the entire bridge gets electrocuted when your in the chairs... It's possible the very existance of Arlington or the other three balances the electrisity and forces the power of the golden gate's structure into a spire that will activate 100(ish) years later... Killing arlington is said to continue the cycle, keeping it on track, presumably with a lower supply of energy... This seems to be a theme with richtofen: He relys on the normal power to power the town and then emps the lamps, which we all know, scatters eletric waves, and weakens electricity, in die rise, we avoided using the sphere-conduit things, and simply went the blood sacrafice rought... As for maxis, he wants to over load the system entirely: Turbines, connected lamps, an Avogadro, LOTSof power in tranzit, and in die rise he used the spheres that seem to bring more power then just a normal blood sacrifice... So if I'm guessing correctly... There IS a tower in MOTD... Just not an obvious one... In the POP goes the Weasle acheivement, if you kill Arlington and keep things on track your likely choosing richtofen's side... Where as if Arlington kills the other three.. Your power balance is thrown compleatly in the opposet dirrection... Overpowering the spire and in century's time, will help maxis... The nav card table does not apear on this map, as you can't link a tower that rest in hell based on the tower 100 years ago... As that would require backwards time travel which to this date is only seen by perk machines!...
  12. May want to move this to the teammate finder section...
  13. Well if you have the upgraded Blundergat (double upgraded), juggernog, speed cola, and the tomahawks, I found its easy to hold off at the bridge in solo.... Survived rounds 17-22 there before I ran out of amo in my other gun (you NEVER run out of Blundergat amo if you use your tomahawks right)
  14. I just thought Brutus was hell's gate-keeper... It's his job to keep damned souls in hell, such as the mobsters and satan....
  15. Your a police man or a cop, that's different.. And you can pap the death machine Ive been told..
  16. I have the FUNNIEST feeling that maxis wants us to pick one ending, and richtofen the other.. Also I heard a rumor about the golden rod on this map, not obtainable... But here... Could it be possible the events here may do something to the rod that will foil or help richtofen?
  17. Is this weapon stronger then a normal knife?
  18. Wow! If anyone has a fully upgraded Blundergat, a tomahawk, jug and speed cola, surviving at the bridge is SO much fun! And easy! Here's how it works: Stay away from the chairs, those cement stacks are your freinds! Basicly run around the cement bars anyway you like, but note: Brutus is going to be chasing after you: Use your tomahawk to deal with them easy, charged of course works better, when too many zombies get out of hand, fire your blunder acid-upgraded gun into the center of your circle, and continue to train around it, you have PLENTY of amo to use here, use your other gun or the tomahawk to kill left over zombies... Note: After a while drops do stop spawning here... So... Yeah.... You may have to return to the island to gain some amo back... Also: I'm not sure if anybody's noticed this, but in solo when you return from the bridge, all the perks are turned on. I never even set foot in the double tap room, I walk in, and BAM perk! How fun! :D
  19. Which Uzi? There's ...
  20. It's like the moon Easter egg, where you could do the smaller one for 75gs (or was it 50gs) but then do the full one for 100gs more, but instead of 100 more it's just 30 as we've already been awarded the large, yet easy, task of building the plane... However we arnt done with the Easter egg when we compleat this, so we do a bit more, we earn a bit more..
  21. Nope... Just another troll... You CAN get these perks in greif mode Alcatraz however!
  22. Well it did have phd, mule kick, death machines, and no Brutus...
  23. Ok so I was playing solo... And I found this tower in the docks (you know the one...) and at the bottom was a trap switch that activated a sniper-like thing from the tower... BUT more importantly there was a power meter IN the tower when I activated it! Any thoughts?
  24. Is there another one? There should be... Imd did say what's her face was apart of this...
  25. Anyone else realize you can get a FUDGING death machine from the box?!? (Chest?)
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