Stop Mocking Me0
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Everything posted by Stop Mocking Me0
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In origins one of the audio files says: maxis had no idea he even had a "daughter", so there was no Sam. Before ww1....
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It seems to me that the wunder fizz is a GREAT implication to future games... But i can't promise anything.. Likewise. It seems most of the BO2 perks are not re-usable... With the exception of eletric cherry... Tombstone and who's-who are kinda non-reusable, and vulture aid is VERY map specific... All the BO1 perks are reusable, as well as the O4 perks... Which gives us a grand total of 9 re-usable perks... That happen to be the 9 perks seen in origins... ^_^
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Oh god, do NOT get me started: Ey caw da Lightnin stick^*^&(*&^$##-aff! NOOOOOO I WAN IT! OK Ok heres, here's what we need to do! To do to survive! Kilw it! Kiwl IT! OH MY GOD I WENT DOWN! WAT DA FAWK!?!?! WAT DA FAWK! (crying) Buh i dont want da fire stick... I DONT WANT THE FIRE STAFF!!!!
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You are calling me an unintelligent, sad, and lonely person.... I have had a girlfriend, about 3 months ago, no need to go into detail with that... Also where the bloody hell are you pulling this sick twisted fantasy of yours from anyways? A gun to my head? Your perception of this is terrible... YOU see a game that gave us an ending and don't care about the quality of any of it, you couldn't care at all how much this site's people have gone into research, analysis, and revolutionary theory after theory. You're just being that little shit kid who said: "Oh my god grampa SHUT UP! You survived the war GET OVER IT!" I'm sitting over here because I feel cheated, not out of money, but out of a game... I couldn't care less about the 125 I sunk into the game, I wanted something to theorize and build upon for the next two years... I can hardly pull off theorizing things here for another month... I wanted something that while it was NEVER going to be as good as BO1, but just to be ACCEPTABLE! Now no one can have that... No one... Not for another two years at least, and then what? They'll just keep pulling this exact same bit again... Less someone says: No we don't approve of this, we demand, and deserve better! I care more because I KNOW they can be better but they choose not to be... You care less because you don't know anything... ANYTHING about what COULD be and what HAS been... Please refrain from attempting to insult my personal life, I've got it pretty good, a honor student, mid-attractive, funny, who works to become a writer... And what are you? A sad little imp who insults people's sexual life over the internet? I can see why you can sleep easy... Enjoy your hand...
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Is it me or is the shield useless in this map?
Stop Mocking Me0 replied to Tridalo's topic in Origins
Hmm... Holding rt normally does it for me... You sure your controls haven't been set awry? A few updates ago my controls mysteriously reset... Set me back to 4 sensitivity on these random controls... But yeah, rt has always done it... given you can't place it in small passageways anymore for some reason, but it still works at the ENTRANCE to a small passage, which is just as good... -
FIVE HOUR DOWNLOAD MY FOOT!
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Ok, I'm only putting this here due to the fact it is ALL about origins, concidering this is the map it started happening... It's weird, I can play origins for like, 30 minutes, then i get disconnected from the servers, then Xbox live it's self... This only started happening after i downloaded origins.... Doesn't happen in minecraft or portal 2 co-op, JUST origins... Is the amount of memory taken up by the map effecting how long I can play? Or is it just my internet provider being a jerk? I looked up some answers online and they said to change the dns server name manually to 8.8.8.8 secondary: 8.8.4.4...... While this DID help with internet connection in general, it did NOT help with the main issue.... Is origins too big of a map to play on?
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Do not get me STARTED on drawn to life... Damn that game... Creeped me the hell out then killed everyone... It was a CHILD'S game for Pete sakes....
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This has nothing to do with us being racist towards no-mics it's just the simple fact things are infinitely harder to do when no one can lead... Noone saying: Leave a zombie, and sure that's ok in die rise or survival, but in origins you NEED to save a zombie to build and upgrade staffs.... In buried you NEED to save a zombie or something to get Leroy to one things and/or lock down the box... In MOTD I can not TELL you how many times some ass hat left me behind or stole all MY hard work for the free Blundergat...
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Is it me or is the shield useless in this map?
Stop Mocking Me0 replied to Tridalo's topic in Origins
You kidding? The sheild in ths map is almost more important then jug... You NEED it for running circles in the footprints with the chests, it is SO helpfull with the Panser soldat, and most of all, it acts a temporary barrier between you and the zombie, PERFECT for keeping the final zombie alive when one wants to enter the robot.... TBH this map needs the sheild 100 times more then any other map! -
Air Strike Monkeys w/o Thunder Fists by Round 5
Stop Mocking Me0 replied to yourmapper's topic in Origins
What kinda ticks me off is you need BOTH for the EE and ive only tried to do this solo... Here's my bet advice: By round 10 have jug, all areas open, the sheild, at least a chest, and the disks all compleated, then spend the remainder of the round collecting peices, make sure you use ALL your advantages: When collecting the lightning peices, fallow behind the tank so the zombie doesn't annoy you on top of it: Makes getting that first peice 1000 times easier- also, if you "call" the tank from the church, then you can run across the mud back and hop on it before it even gets to the first peice, essentially making it so you can collect 2 peices in one go (the first one and on of the other two) Using the sheild is supper helpfull in the air staff peices: Simply, find out which foot is open, lead the zombie out of the foot print, place sheild, and run back and shoot the foot: The zombie will be busy occupied breaking the sheild to get inside the foot print... Makes saving a zombie 4X easier... The fire staff is fairly strait forward... And the ice staff should be easy... Just collect digs whenever you can (this is helpfull in getting the gold shovel too!) especially durring snow-rounds.., Once you've got this do ALL that you can: Ie: Build all staffs, place the lightning, ice, and wind staffs in the crazy place, and then head back to the chests: Fill these up with the right skill and you can imediantly use the remainder of your zombies on the holy-water and punching... Once done (arround 12-16 depending on chests) take the simple rought strait to the tank station, then start getting punch-kills there until you get grenades! I say do the air strikes first because powering up the fire-couldrons/staffs can be done on round 17 the same difficulty as round 15, where as the punching bits NEED to be punched and thus would be easier at a lower round... Once the 3 staffs are charged, and the fire staff is fueled, compleate the fire challenge and fuel up the fire staff with your choice of other ultimate staff... Speed cola is almost as important as jug. here... Now that you have all that (and a good headache after about 2 hours worth of just running arround) you can compleate the steps: See spiderbite's video on the red-button step: Rain fire Throw in a maxis drone (make sure you got the upgraded fire staff) Kill all the ps's, it may also be helpfull to use that free zombie-blood at this time... And so on and so forth... Now this is all a theory/plan, none of it is confirmed to work at all! Infact I've never even weilded an ultimate staff... Every game I play I do in Solo, and when I do, I can compleate the challenges, but the SECOND I try to survive in the crazy place... BAM! Instant death... Even with a fire staff... Other bits: - The sheild is your BEST FREIND! It is SO helpfull in maintaining ground and keeping that last zombie out of your way! - Don't let that PS intimidate you: You have one advantage: He is slow, you are not, one can easilly out-run him in the mud. If he grabs you (which the sheild can help with) consentrated fire on IMEDIANT zombies and of course, the red button, if your using a single-fire weapon... I can't help you... Also don't try to use shotguns against him... They don't work without by-passing his fire-wall (lol nerd humor) -
Spot on! Thank you, that clears so much up!
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Well... Why it does not make sense, I did enjoy the small task one had to perform to open the box... Gave more reason to keeping the Templars off your back...
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To be honest, why people even try to play hardcore maps like MOON, buried, and Origins without mics is ridiculous, the lack of coordination is poor making all kinds of hell for every one, Ghost randomly appearing, No one has powered up the 4th gen. by round 8, there's only one hacker because the noob doesn't know you can share it and refuses to put it down. AND OF COURSE saving a full zombie... You can't "save" a crawler anymore, crawlers are borderline useless now... Not like in moon... You need a FULL living, non-damaged zombie... Given in origins this is easier with the whole dig thing, but people STILL insist on killing the last zombie despite EVERYONE needs it alive...
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So, i was playing origins and I noticed the robots were stomping around ALL the time, almost consecutively, making it VERY hard to acquire the bro fist, but REALLY easy to build the air staff.... Then I played another game and the robots (other then Oiden) would NEVER come making it easier to fill the chests but harder (and more tedious) to build the air staff... SO, my question: is there a way to slow the process of robot traversal or something of the sorts? Is it like Super Mario 64 where if you enter the map at a specific time the speed of things change? Or is it more of a weeping angel type thing, because I have noticed, your presence in an area does seem to make it so the robots don't come... Meaning being near the spawn, you see freya and Odin, but no thor, in the middle of the map it's all about the same and near the church theres more thor and odin but VERY little freya... I also can almost NEVER see the robots spawn in... they're always hidden by a wall or I'm under ground... I can catch them almost IMMEDIATELY after they spawn, but not the actual spawn...
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Really? The blown away part about this, not the more important stuff, I've been subject to that too, but this ending was a huge downer for me and honestly has very little reason as to why they did it too... Mater of opinion i guess....
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PLEASE READ: THis isn't your average map-idea thread, no this is a GAME idea thread which trayarch has EVERY OUNCE of my consent to use if you read this by some means... It will consist of not, 1, not 2, but 10 whole maps in total, 2 disk maps, 4 DLC-main, and 4DLC extra as a part of the final zombies-only DLC. I may also include a camp. mode on a linked thread later on. I have included my own system of create-a-box abilities along with a unique set of guns, achievements, storyline, Ranking system, Bank system, and Perks, including a challenging but possible new way to upgrade some of your perks! (Ie Double tap--->Double tap 2.0) Please scroll down to the section you wish to read and prepare for the ride of horrors and amazement! -Mocking The game will start out with two main maps: One available already, one available after completion of the camp. The first map: Middle island, Distant future america Matsaki High ReZolution This is the map everyone will be playing, that's why it must be the most relatable map: A simple waisted house, a simple theater, a simple country side town. So, sense this game mainly is bought by 15-35 year olds, why not on a school campus? Specifically, one in a post-apocaliptic, recovering earth... This story fallows the events of four brand new characters, but only briefly. Three teenage geniuses are learning about history from a slightly-balding but strong teacher. The kids names are "Gray Onine" (the emo), "Lucus triton" (the tough), "Jeal funford" (the party animal) and the teacher "lue. steinford" Personalities: Gray Nineon: Dark and emotional, lost both of his parents to the flesh, a cult of humans who wished to be zombies, thriving on the flesh of human beings, similar to gangs in this future. Constantly blames himself for the twisted turn of events and is surprised when good comes his way. Lucus Triton: A tough and cruel child who shows NO sympathy to the undead... Surprisingly he is a bit weasy when it comes to killing. Supposedly he has slept with many women, as if he is completely unaware he attends an all-boy school.... LOW intelligence... Jeal Funford: The party animal who is constantly drunk and/or high. In this future, new perks are sold as injectable drugs from back-ally thugs, causing all kinds of new, weird effects. He is addicted to these and enjoys their company. Lue. Steinferd: The history teacher who for some reason or another almost KNOWS what's going on here... constant breaking of the fourth wall, and is the go-to guy for the easter egg step. In addition to history, he is also the island's chief of fortification, meaning he is in charge of keeping the island safe from opposing forces. The opening cutscene: Lue: SO! Why was 97% of the earth's population whiped out? Gray: Let me guess: Nuclear warfare? L: Precisely! WAY back over 100 years ago, the world fell subject to imposing nuclear threat. 90% of the world was killed on impact of these missiles. Can anyone tell me what happened to the other 7%? Lucus: Ha! The zawmbies came! L: Very good mr. Triton, zombies came and ravaged the earth, killing nearly everyone via a communicable virus, somehow connected to... Jeal: Element 115 baby! WOOO! L: Yes... The famed and useful 115... Which was used by the germans to re-juvinate the world... Now can anyone please tell me: What happened to the zombies?,,, Anyone? Ok... No one knows... Just randomly one day, the great flash shook the earth, killing almost every last zombie world wide and 90% of the humans still living.... No one of course can explain these occurrences... But we never look a gift horse in the mou.... (looks at back of classroom) L:That chalk outline... Where did it come from? Others: ? L: kids... come with me... Zombies: RAWR!!!! J: HOLY SHIT! They're REAL? L: Real as they could ever be... Kids just work with me now... It's likely everyone you know is dead, take these (hands out m1911 pistols)... Lets lock and load... Upon the multiplayer entrance to the game a player will simply see a screen with a picture of the school and a few drops of blood... NOT a comic book page... The map: REZOLUTION You start off in the main building, around you there is quick revive, the m-14 and the balista, open your first door and you'll reach a long corridor, with three open-able rooms: the cafeteria, the stairwell, and the library: The cafeteria is just a room with double tap (Normal not 2.0), a massive explosion seems to have de-formed the tables into an odd crater with the table legs pointing in an arch towards it... Making a sort of "portal" out of tables... Also the box (normal crate) spawns here... The library is very tight cornered, but one can access the outside passage through this door. (opens for free but then shuts again automatically) Outside is falling apart, sitting on a raised peninsula, the school stretches over the whole town, beneath them is a rushing river. It's afternoon but the clouds block all of the sun and a storm rains down... Crossing a narrow bridge will bring one to the second building: the gymnasium: here one can find stamin up, as well as the first build-able: the walking furnace. By using a metal bottom, a giant vat, and a few long poles, one can build a moving furnace. This furnace will help against the snow that would normally slow you down like mud outside. It also has the added function of making things really hot when zombies are killed near it. If you bring it to the furnace in the bottom of the laboratory building, one can plug it into the stove to simply pour zombie blood into it until it pops out and gives you a free drop, but be careful, the kettle is very hot and will occasionally BURST with fire. It also takes a few (30-40) of kills to get a drop and it also all have to be above the kettle on the grate.... Back to the gym: By leaving that and returning to the snow covered street, one can walk along and find the student building, filled with bedrooms, each bedroom can be opened for 100 points, in some you may find a drop, or another zombie! At the end of the hall is a new injectable-perk: Test-o-strength-lerone by injecting this perk into the body of the player they instantly gain three advantages: 1: Zombies that are too far away will now loose total interest in you, as your smell now pushes them away. 2: One can now climb up things even faster, as well as gain natural-damage resistance (will protect you slightly from frostbite and fall damage, but not from zombies) 3: If the player stays completely still for a period of time, their eyes will become red and veiny, when ready, they can charge forward, knocking over any zombies in the way... (Achievement: In ReZolution, open up all 25 student-hall doors) Next area: The commons, in the center of here is a massive generator, linked to a massive radio tower. Turning it on will power up the whole thing (don't worry, towers aren't the main story this time). Turning on the power will power the helicopter on top of the hospital, which will allow one to reach the mainland: East New-Rome. More on that later... Right now lets go visit the labs building. In here on can find a building bench for chemical bombs- a type of C-4 that works a bit like the seliquifier. Head down into the basement to find the heating system: A massive furnace with a metal grate a floor above it. Making it easy to fill with blood: (Achievement: Blood blisters: In ReZolution, fill a furnace with blood) There is also a buildable here for the maz-bot: a tiny robot who when placed down will explode into a swarm of micro-bots that will devour zombies, you can only have one at a time and these can also be used near doors to open them (not the student doors). The next building is the bank and it works as such: BANK CHANGES The bank in this map is not like the bank in BO1, here this bank charges you nothing for withdraws, and nothing for transactions... the catch? The bank isn't used for points, NOPE... way too big of an advantage.. Instead, one can store a perk, and points can be added to the bank for profile use. Which brings me to the next feature of zombies: Customizable load outs : The actual zombies mode will now feature a new section called: Class set up: This allows players to use the points they put in the bank in-game to effect what: -weapons are in the box -what starter pistol you begin with (mauser, m1911, and the new one: The pellet riffle) - What 3 (Max) perma-perks you can have in a game -Which attachments can be put on you favorite gun (one per game) - What this does is allows the player to attach ONE attachment to ONE gun in their game, so say you want ext. clip on your b23r, DONE! Now when you hold the b23r, it's ext. clip! NEW attachments: NOTE these attachments are NOT available in multiplayer and are ONLY available from PAPing a gun, you can't have this on the NORMAL weapon! Mini-Flamethrower: A short rechargable-blast of fire to burn through a small chain of zombies. 20k Mini-Raygun: A small ray-gun attachment consisting of 20 blasts (only placed on pistols) 2.5k Blast-canon: Melee-ing a zombie with this attachment launches them 40 feet away! (Only placed on LMGs and Snipers) Needs a 5 sec. recharge between blasts. 3k Mini-Thrust: Sucks in a zombie and grinds them to shreds, NOT FOR TRAIN USE (only placed on pistols and LMGs also causes an increase in weight. ) CAN be used to draw drops that are out of reach to you!2k X-Scope: Allows one to see the radiation of zombies through a single wall. (only placed on snipers and the BOOMHILDA) 3k Perma-perk list: Type A perks: 1:Perma-quick revive: Allows one to revive a player slightly faster then normal.-cost: 10,000 2: Perma-phd: Allows one to dolphin dive to create explosion when dropped from high enough area, cost: 15,000 3: perma-tombstone: Allows a player to keep all but one perk after going down, MUST have bought at least 4 perks for this to work. cost: 20,000 4 :perma-vultureaid: Allows random mini-drops from zombies, cost: 15,000 5: perma-stamin up: allows faster running, cost 20,000 Type B perks 6: perma-double points: allows half-off on all items half-cash-back during double points (meaning you pay 3000 and get 1500 back, but you still need the 3000), cost: 20,000 7: perma-instakill: allows the red insta-kill thing to appear for 10 seconds during insta kill. 8: perma-carpender: Iron boards: 15000 9: perma-fire sale: Allows better weapons from the box during fire sales: (Wonder weapons, tacticals, ballistic knifes, mgs, and high-power weapons) cost: 15000 10: perma teddybear: Allows better weapons from the box until the teddy bear on top disappears, then you need to keep hitting it until it comes back or else you will receive bad guns: Shotguns, pistols, launchers, ect. once the teddy is gone you can NOT change the Type B perk until it returns... cost 20,000 Type C perks: 11:Duel weild: works on your starter only. cost 25,000 12:Return to sender: When one respawns, they maintain one gun they had when they bled out. 20,000 13:Party time: All zombies will wear hats, this does not effect gameplay and is only available on holidays. 14:Starter attachment: allows a second attachment to be placed on ONLY launchers, pistols, or "others" along side your normal gun's accessory. 15: Le miserable: Makes it easier to rank up, however your damage is reduced by half, making it so zombies take 2X as much to die... Good for skilled players, who deserve the highest rank, but have too many downs otherwise to fix this...(from doing easter eggs and stuff) This pp only works in solo mode. Here's the new ranking system: Bone: 1-5 slashes Duel bone: 1-5 slashes skull: 1-5 slashes -upon receiving your 5th slash you are then given the option of being: a maxis (orange eyed), richtofen (blue eyed), demonic (red eyed), or Samantha (yellow eyed), which is changeable via profile. Knife-skull Gun skull: Given your choice of weapon, one can have either: A pair of shot guns-shotguns a pair of pistols- pistols a pair of hands clawing over it's head: wonder weapons a pair of snipers: snipers a pair of bombs: explosives a pair of rifles: rifles ect. Also there is now a easter-egg system in which one can see the easter eggs one's completed by the stars under the skull: the first slot is for the first EE, the second is for the second, and so on until one reaches the final "fifth" star and one BIG star signifying you've done ALL of it! As for the weapons locker, that works the same way as it did in BO2. BACK to the MAP! The next area through the bank is the docks, a creepy dank, scary dock with speed cola available here.... One can now spawn the boss zombie now by ringing the bell on one of the two ships (Semtex can be found on the other) ... A horrible creature... A tall, dark, figure in a coat with glowing white eyes... It will spawn in the cafeteria. This is a very strange boss... It will actually stalk you... constantly watch you... and you'll just randomly see him above you or behind a barrier of some sort... The key is to NOT look at him... By looking at him directly will cause him to move closer to you, and if he get's close enough he'll steel your weapon like the pentagon thief! He has about Brutus or Panzer soldat health, so he's not that strong... And he never actually gets any stronger, and once he takes your weapon he'll run back to his portal in the cafeteria to escape.... To kill him properly, you should either use claymores or simply shoot him and kill him before he can take your stuff. One super useful advice: An attachment to some of the new weapons includes a small purple nozzle beneath the gun that when activated will blast all the zombies with a brilliant light, stunning them and forcing them to fall, but wont damage them, this is great for gaining some distance from him. Upgrading perks: When you kill him you get a VERY special reward! A new drop: A Glowing Silver W. By collecting this the player that grabbed it will gain a yellow-glow to their name next to their points. This doesn't effect gameplay until one accesses the Wonder fizz machine! (Yes, there is one at every box location: In the gym, the commons, the cafeteria, the docks, the hospital, and the roof of the school) When you purchase the wonder fizz, a yellow light will travel from the player, into the machine, and thus you gain ONE spin at getting an upgraded perk! COOL RIGHT? Recap: Kill boss--> Get drop---> Buy wonder fizz--->Get an upgraded perk Different upgraded perks there are at this point 6 upgraded perks: 1: Double tap 2.0 You didn't really believe that would be put to waist did you? 2: Speedier cola: Now also allows you to switch between weapons faster. 3: Quick revive+: In multiplayer it gives the same effects as if you were in solo, reviving yourself, as well as multiplayer's effects. 4: Sprint it up: Now also increases actual speed along with run-time. 5: Electric cherry bomb: Increases shock-charge and stun-time. 6: Deadshot: Collateral damage now also returns bullets to gun. 7: Teddybear---> Empty perk bottle: a bit of a middle finger, but it does increase your max number of perks to 5, however you can only get one per game per player... NOTE: You only receive this award if you manage to kill him before he takes your weapons! Also here's the perk line up FOR THIS MAP: Juggernog: Available in map Quick revive: Available in map -Upgradable via fizz Double tap: Available in map -Upgradable via fizz Speed cola: available in map -Upgradable via fizz Electric cherry: Wunder fizz only -Upgradable via fizz Stamin up: Wunder fizz only -Upgradable via fizz Test-o-strength-larone: Available in map Back to map! The last non-school area is the hospital, and it's honestly one of the nicest places here, it costs 2000 to enter the front door and there's a buyable elevator to the roof. Jugg can be found here! Also there's a build-able here as well: A voltage meter, a battery-backpack, and a pair of needles. By combining these one can build the "Revitalizer" which can: 1: Bring a single zombie back to full health 2: Revive downed team-mates instantly 3: When used on the stalker, will cause him to run away back to his portal, or to another teammate in fear. Elevator: The elevator is a bit hazardous, it ascends slowly and while it does give you a good bit more then the bus room, zombies can come in from a hole in the ceiling. On the roof of the building is a helicopter, it's simple enough: hop on and it will fly you, zombie-free from the hospital to the main-land... On the mainland, you land on a cliff, one can find Pack-a-punch on the edge, careful not to fall off! The helicopter requires a 30-sec. wait between flights, and will bring you back when you're ready. Back on the roof, one can find a zip-line that can be repaired from the hosbital's end. Fixing it will bring the player back to the roof of the school. On the roof of the school there's the last build-able: The chainsaw :twisted: Yep, it's about time we had a classic zombie-killing weapon, it's built using a chain found in the maintenance building, a motor found in the cafeteria, a battery found in the hospital, and a handle found on the mainland. It's an equipment that works like a melee weapon! Infinite amo, however it does overheat and need to be cooled off. Weapon wise here's the line up : Wall weapons: -M14 -Kar98kn (Like kar 98 but more futuristic) -Mp5 -Ak47 -B23r -Bowie knife -Galvaknuckles (can be used to share points) -Semtex -Testla mines- Like claymores or bouncing betties but act more like shock-charges that electrocute the zombies powerfully when they step on them. -Double barrel automatic (DBA): An impressive self-reloading shotgun that holds a total of 18 rounds BOX weapons (BTW the box in this map is the classic box, however it is clearly NOT in good shape and looks slightly broken... ) - Ray gun - Monkeys -W. Booth: A powerful blunderbuss-steam-punk type weapon that replaces the executioner. -The 309-12.7c: A powerful portible-cannon that is VERY heavy... It replaces the war machine here...:roll: - The reflector: An odd weapon that fires a beam that will then bounce off the wall a total of 3 times before hitting a zombie with a powerful blast. -The DPS: Like a dinner plate, but a shotgun where one twists the plate every round and replaces the plate to reload- replaces the m1215 shotgun thing... Not sure on it's name... -The hatchcrosser: a pistol that replaces the 5-7, duel wieldable -B23r extended clip -Balistics knife -Gilbert's fall: Replaces galil but works the EXACT same. -The punchline: The new MG from the box everyone wants, mid-reload time, high power, and replaces the RPD. -I.T. 2: Replaces the hammer, jokes will be made ("Oh hey I got the ray gun!" "Cool I got IT 2!" (sounds like it too) A1ic3: A small box-like weapon that when fired shoots bulits out it's front... As all weapons do... replaces type 25 The Umbrella: New sniper, By firing it, it not only shoots a shot out it's end but the sides from the recoil actually fly up and act as a shield for a breif 1.2 seconds, holds 4 shots, replaces DSR. The Politician: The other sniper: Talks all kinds of mess from far away but is USELESS in the person's actual face... Holds 6 rounds in chamber.... Crossbow: Bout time we saw this little baby return! Explosive rounds as per usual! WONDER WEAPON: For this map only: The Storm: A SUPER high powered sniper, like in BO2 camp., it can fire through solid walls at close range! That's all I have right now, be sure to check back later! Note all Blue weapons can be interchanged with these weapons via custom class, there may be more weapons allowed later on or unlocked... Interchangeable weapons : Daluka12: A horrible weapon, 1 shot in the chamber, 80 extra, and horribly nerfed... However once upgraded to the "Moral Fiber" it holds 99 shots in the chamber and 200 shots extra, it becomes incredibly accurate and the strongest normal gun in the game. Tomahawk: Not the hell's redeemer but its a nice change instead of the balistics knife... You can hold 5 tomahawks at a time and retrieve them, when you have 1 left you loose the ability to throw it, making it a melee-only weapon. When upgraded it revives teammates hit with it. Can only be swapped with the ballistics knife! fluara: A normal sniper... BOREING! Tommy gun: The real tommy gun from the WAW days! About time we got that back... Peace keeper: Unlocked as a part of A: the hardcore version of the game, or B: Micro transaction, same as multiplayer version! The ray gun M2: Note: This weapon is, again, not available to anyone unless they: A: Have the hardcore version, or B: Have purchased the 2nd DLC: Missionary. The wunder waffe: Not available to anyone until one has completed the "As WE know it" easter egg... The thunder gun: Not available to anyone until one has completed the "Old Friend" Easter egg... The Matrushka Dolls: LOL these things.... Not available until one has completed the "The boys are Back" easter egg. The Gersh devices: Who wouldn't want to see these things return? Not available until one has completed the "Ancient Secrets" Easter egg. For those who believe there just isn't enough work and code to make these work on every map: Just forget it... It's very likely it could... And that's weapons! Of course with each map more and more things appear, some new weapons are introduced.. some old ones... And maybe even some you can unlock from the get-go that I haven't stated Moving back to the final area of the map: Second floor school building... Here one can find teleporter blueprints, half-built wonder waffes, and other science things, other then that tough there isn't much here. That's the Map! Comes with a grief and Survival map along the streets and a grief and survival map in the school. Now for achievements: School's Out!: In Rezolution, escape the school. Intruder on campus: In Rezolution take down the stalker before he gets away. Science Experiment: In resolution, fill the heater. (Mobile furnace plugged into the Labs) Social Study: In Rezolution open all the student's hall doors. Woodshop: In Rezolution take down 20 zombies with a chain saw. Laws of motion: Travel on all three modes of transport in Rezolution. (The Helicopter, the zip line, and elevator) Hipster Load-out: Alter everything in your class from it's original option for one game. Perk-Zero: Obtain four upgraded perks in one game. (Secret) Can you find me? - In Rezolution construct the secret build. Now this secret build is SUPER hard to find! Why? Because it consists of tiny little parts of paper! Each obtained in a secret way and built on the cliff next to pack-a-punch on the alter. The first page is easy, you wont see a notification, but in the student hall you'll find an odd room that has nothing in it, behind a desk will be a page that will show up in your item-carrying slot when you hold X on it. The second is in the gym, you'll need to use a correctly aimed high-power STORM shot to knock a zombie's head into the basket ball goal 2-4 times, this will eventually drop a piece of paper. The third page can be found by shooting objects outside, this will cause the page to blow right down into a mailbox, pick it up after it's blown this way. The last page is made from the school building, on the second floor. You need to mash X on the computer over and over until it turns red, you will then need to find the flash drive.. This can be anywhere where there are computers. Plug that into the computer and mash X again. It will now print the page you need. By combining all of these pages in the alter one receives the message written in the pages (Visible clearest with scope of normal sniper): " The process is nearly complete, by bringing them here we can move to stage two: Your FULL resurrection master... We can only hope Jack and Mr. Shuster don't fail us... The Manhattan Project's progress is moving along swimmingly... Call forth the hordes and bring the boys here to the machine. I'm sure you don't need to be aware of HOW important it is they don't know what they are! I await your arrival soon, we will rule this world as it should be soon my master... Omnes inclinant! Omnes succendam! Omnes paenitebit!" Moving on to the easter egg : It starts off simply: turn on the power (Commons), then you will need to begin "Trinomigalization" an apparently advanced course, but still known to Mr. Stifer, Gray, and vaguely by Jeal. To do this simply mash X to use the terminals in the labs, hospital, and Spawn. Step 3! What you need to do now is harness the power of the stalker (who happens to be a being from the MPD FYI, that comes to play later on) Now, you will need a friend for this step... One person must stand in the gateway while the other dings the bell on the boat... This will cause the player who was in the gate see a flash of triangles and ONLY through the triangle that stays on the player's face can one fallow the swarm of numbers that have appeared around the map. NOTE: the triangle vision only lasts as long as the stalker is on the map! Step 4: Using the shock-charge of the hospital-buildable and the triangle-vision, you will need to fire a shot into the cloud to unscramble it. By doing this the three terminals will start flashing red. Step 5: You will now need the mobile-furnace, by killing zombies with it by the terminal it automatically "cools" the terminal... do this at all three until they're all normal! Step 6: You will now need to "Unbind" the beast as Mr. S puts it, you will need the chainsaw... By hacking at six chains attached to the main radio-tower throughout the map they will break and a blue wisp-thing will fall from the tower... 7: You will need to knife this thing all the way up to the hospital roof via school building and zip-line. It will then flow into the helicopter. Now, the helicopter is going to become a hud for kills, you need enough for the propellers to turn bright with light. 8:Once this happens, get off the chopper and allow it to fly on its own to the middle of the map. The light in the blades will break off and scatter, making energy traverse to three satellites that project energy under the radio tower to the well. 9: No, there is no "ending" for this easter egg... Simply have all players stand on the seal now covering the well. Continue to kill until you receive the notification: Crud! The energy's depleted! We will need a way to supercharge the conduit! 10: Throw a testla mine into the well and it will detonate, sending a beam of yellow light up from the well, here is the final notification: Lucus: Uh cool... Now when do we teleport to the safe zone? Gray: Moron... We've already been teleported, we're at the site now.. Jeal: ... But we're still here... Lue: Children this is crude teleportation, we only have enough resources and time to teleport a make-shift set of bodies to the next site... But not enough to bring these bodies there... We will need to dispose of them and then the teleport will do the rest... Lucus: So we are in two places at once now? Gray: Exactly.. Kinda... Our minds arn't there yet... Jeal: Trippy... Lue: Guess we might as well take out a few more of these before we go! (Achievement get: School's out!) As a reward for doing this easter egg you get a star under your rank, but no other rewards Sorry... Hope you liked the first map! But hold on! I still have the sub-map and given to how you answer this poll I'll do the rest of the whole dang game! DLC and all! Second Disk Map: The maxis residence, Unspecified time Samantha's room Doll House This map take's place after the events of Origins's ending... And is unlocked after completing the campaign mode of the game on any difficulty! Reporter: The world is safe from terrorism once more (assuming that's what the camp. is about.. Children return to their families and joy fills every american house hold! (actual cutscene) Dad? Where are you? Maxis: Sam! You and Edward get down to the basement now! Quickly it's not safe up there! Why dad? The war is.. Maxis: Samantha you get down here RIGHT NOW! Richtofen(boy): You better do what he says! Sam: Hold on just let me grab my.. AHHHH! Zombie: RAWR! Sam: DADDY! EDWARD! HELP! Edward's eyes have turned bright blue... "Oh Come now Samantha(now german voice) everything is normal... Sam: No... no it's not... (german voice) Where... WHERE IS DADDY?!?! DADDY! HELP ME! MAxis: GET TO THE CELLER DEAR! NOW! (After a brief fight, Edward stops sam and by touching her, makes her drop to the floor.... draining her of her aether energy) Who can stop me now? AHAHAH! WHO?! I CONTROL ALL! AHAHAH! Sam: Erg.... ME! And crashes into richtofen in a bright light... (Map starts) Samule: Wha... Where am I? WHat's going on? Richtofen: Keep calm samule, everything is normal...ish... Er... To be quite honest sammy I really don't know how or why you're here... But as long as you are I need your help banishing this little brat from my... er... Mansion... You help me do that and I'll get you out of here! Samuel: Seems like a plan! You play as the N4 characters, dressed exactly as they were in buried... Occasionally, richtofen will enter stu's head, in which his eyes turn blue. A new feature to this map is sleep, yes you heard me, sleep... it happens to all characters randomly, while asleep, you basically have the effects of who's who... You can wander around the map in a weird hypnotic techno-colored version of the map and interact with things... While in sleep mode, all zombies will not give out points and the rounds are endless (as in it stays the same round forever), however, they are all round 1 zombies and can be taken out easily... Until you pass back in... Every time your team goes to sleep, the zombies get one round harder... Now you're not expected to be stuck with a starter pistol EVERY time you re-enter sleep mode, you keep your sleep-load out... It's like this: If you have a m-14 in the real world, but then go to sleep, you'll then have a m1911. Buy an olyimpia and then wake up, this will give you back the m14. Go to sleep again and you'll get your olyimpia back! There are two ways to get to sleep, and two ways to get up... To get to sleep you can either wait until you hear the chime of bells and your character falls out, or you can purposely activate a grandfather clock, which will put everyone to sleep. While asleep a small clock will appear in the upper right hand of the screen. SImply wait the 2 minutes to let that run out to wake up... or... If you want to get out faster you simply need to find the boss: The sandman.. A tall shadow-figure that hunches over in reflections and stands behind doorways... Simply find him and run into him... He's a neutral boss, he won't harm you in the dream world, but he will occasionally "leak" into the real world, in which place, you would need to kill him the old fashioned way! Going down in dream mode isn't that bad... Although you will lose your load-out the next time you enter dream mode and will be instantly transported back to where your body was... When you enter the dream world, you simply spawn in next to your conscious body, which then sits on the floor like it's "down" . When you exit the dream world you awake from where your BODY was, not where your dream-self was... The map: Perks: Juggernog Quick revive Double tap Der wonderfizz Der wonderfizz perks: Speedcola (Upgradable Double tap (upgradable) Quick revive (upgradable) Deadshot daquiri (upgradable) Weapons: Wall: B23r Olympia kar98kn mp5 ak47 -Bowie --Galvas ---Semtex ----Claymores -----DBA Box: - Ray gun - Monkeys -W. Booth: A powerful blunderbuss-steam-punk type weapon that replaces the executioner. -The 309-12.7c: A powerful portible-cannon that is VERY heavy... It replaces the war machine here...:roll: - The reflector: An odd weapon that fires a beam that will then bounce off the wall a total of 3 times before hitting a zombie with a powerful blast. -The DPS: Like a dinner plate, but a shotgun where one twists the plate every round and replaces the plate to reload- replaces the m1215 shotgun thing... Not sure on it's name... -The hatchcrosser: a pistol that replaces the 5-7, duel wieldable -B23r extended clip -Balistics knife -Gilbert's fall: Replaces galil but works the EXACT same. -The punchline: The new MG from the box everyone wants, mid-reload time, high power, and replaces the RPD. -I.T. 2: Replaces the hammer, jokes will be made ("Oh hey I got the ray gun!" "Cool I got IT 2!" (sounds like it too) A1ic3: A small box-like weapon that when fired shoots bulits out it's front... As all weapons do... replaces type 25 The Umbrella: New sniper, By firing it, it not only shoots a shot out it's end but the sides from the recoil actually fly up and act as a shield for a breif 1.2 seconds, holds 4 shots, replaces DSR. The Politician: The other sniper: Talks all kinds of mess from far away but is USELESS in the person's actual face... Holds 6 rounds in chamber.... Crossbow: Bout time we saw this little baby return! Wonder weapon: This map only: Real world: The "TYPE-depressor-pr.3" : A C-4 tactical that looks like a book, that when thrown and detonated will bind all the zombies around it in either red or black ink. Red ink will melt them all to smithers and black ink will simply drag them into a shadowy-ink-hole generated under the zombie. One detonated the bomb can be used again once the player picks the book back up and the ink returns (seen in vile on side of book). Does infinite damage and never runs out of amo. But can't be upgraded... When thrown and detonated directly on teammates it revives them! Dream world: The Super monkey: It's like a monkey but it literally SUCKS in zombies to the front of it and then explodes like a thunder-gun blast! Now that the hindsight is done, here's the LAYOUT of the map: Layout: -You start in sam's bedroom, zombies come in from the main window and from the hole in the ceiling. Olyimpia off wall, kar98kn as well. This house is very-much still in-tact but zombies can still invade from the outside once they break down some doors in the hall, where you'll find quick revive, an-untuned clock and a locked door. Wait until the second round is over, then you move into sleep-mode. This will allow you to enter a secret path un-acheivable by the conscious, at the end of which is a key, when you return to the land of the awake, use the key to unlock the door and move on. -Sam's room, aka spawn, is located at the top of the maxis mansion, which has no accessible stairs. Instead the main form of transportation here is the one elevator, done five-style. There are four panels in the elevator: Red, green,yellow, and blue, the blue one is accessible strait away, and will bring you to the ground floor. To return to spawn, one either needs to call the elevator there FROM the third floor, or locate the yellow key to get there by any means. Keys: Blue: Ground floor: Always accessible Green: First floor: Found in garden Yellow: Second floor (spawn): Found in basement Red: Roof access: Found in SUPER secret lab's safe. -Ground floor: Very elegant household with an excellent foyer (an exact remake of the kino starting room, but not destroyed) A main hallway going around the square building consisting of a ball room, a lab where one can find speedcola, a study, and a stairwell to the basement. Also there is an indoor-leading-outdoor garden complete with an impossible hedge maze leading only to the box spawn location (which is a win). In sleep mode, one can access different paths in the maze leading to pack a punch, there will also be a switch which will temporarily open the correct way in the maze to pack a punch in normal world. When you're done, one can simply exit the PAP area by taking the back exit-one way only- leads to the lab. -The basement is all KINDS of messed up argartha-fied madness, consisting of a single cavern the size of the whole floor where in the center is a sort of make-shift teleporter which one can build using four pieces: A tire-found on roof-held by Misty, a button panel-found in normal lab-held by Stulinger, and an old revolver-found in the Super secret lab's safe-held by Russman can be picked up by any character in the dream world, but only Marelton can pick up the nuclear substance- found behind the pack-a-punch. (Meaning Stu can pick up misty's object and any other combination, but Marelton MUST pick up the nuclear substance!) Each of these representing a memory of their travels, however a player can't be in the basement in dream-world, so the easter egg revolves around bringing the dream-objects to reality. More on that later... There isn't much else in the labs or ball-room besides the crafting bench in the labs, but in the study, if one finds a certain book by Dr. Edward Richtofen and holds X on it... BAM opens a pathway down to the SUPER secret lab! The SS Lab is more modernized then the rest of the house, being quite white and chrome, and the whole thing is surrounded by water in the walls, there is a hall of 5 chambers in one chamber one can see an adult richtofen performing experiments on samantha. In another chamber there is possibly the most useful thing known to zombies-gaming: The holding trap, at 1000 points a pop it'll hold one zombie and keep it from dying in an electro-magnetic field until the player kills it. Cell #3 can be closed from the outside, making it so players inside are completely cut off from the zombie horde until either the player that closed the door dies, or any player outside opens the door, great for bathroom breaks! Cell #4 can be used to add points to your account like the bank in ReZolution and gain access to the weapon's locker. And Cell #5 is a very special cell, as it's not a test chamber at all, it's a SAFE! By crafting a code, constructed by building three slips of paper and a code book (found in library-1st floor) one can open the giant safe, inside will be a ton of argarthian writing, and a picture of all four of the O4 characters, with big red letters saying:Where did they GO?!? Then a checklist: Earth, Aether, ARGARTHA All of this and maxis will speak: At last, at least I found YOU four!... Why are you here... This is beyond your existence in the universe it's self... How you managed to cross not only the diminutional border but the psychological membrane of the aether's combined consciousness it's self is no doubt Richtofen's doing... I have no need for your help here.... But I warn you, whatever it is Richtofen has, or will, scheme, it isn't good, and will likely kill us all! He's a madman! Perhaps I am too... Protect Samantha, she is your ticket out of here! You can find the key and the dream-world piece in here... -Moving on: FIrst floor: The first floor is much less complex then the ground floor, only consisting of two bedrooms and a library, the library does contain juggernog. There is a path up to the second floor however, accessible by shooting the fallen gas-cans and burning a hole in the roof. -This hole will take you to the previously in-accessable area of the second floor: The pipe works, a simple area with not much to offer apart from the wunderfizz's original spawn (it only has 3 spawn areas on this map!) While we're here lets talk about upgrading perks on this map: It's simple, first hit the fizz in it's original spawn location, the other two WILL NOT WORK! Then hold X on a valve nearby, this will suck the perk up a pipe and will transport it elsewhere in the house, the next step is to kill a few zombies next to the "CLANK" noise found somewhere in the house with an exposed pipe... This will take it to the next area, and after 4 spots, it will shoot out of a sprinkler next to PAP, where it will sit until one is there to pick it up, which it will be upgraded. -and moving on we have the final floor: The roof! A large area with two exposed chimneys, and a satellite- lightning rod. There are ladders leading up the chimneys. If you approach the top of one chimney you'll find Double tap, which you can grab, but if you approach the other you'll find PHD flopper! But the second you step on the top of the chimney to grab it... WHAM! The chimney falls in and you're taken to the secret room: The **** please report this topic, post ****. You can't find much here gameplay wise, but you can exit by crawling on top of the service window and making your way outside to the hallway outside sam's room! That's the map! AND now for the SHORT little ester egg! EASTER EGG: For this easter egg you will need to have all the missing parts in your inventories (you will need 4 players), then head to the roof. Using upgraded deadshot (the only thing accurate enough to hit this) and a sniper of your choice, you will need to shoot the moon, specifically a small red dot on the moon.. You'll know you've done this because glowing green aether-text will begin emerging from the basement. You now need to energize this text by getting TYPE depressor kills near it, until it stretches to a clock... There are 4 clocks around the mansion: -Roof -Samantha's hallway -Library -Super Secret Lab In each of these places an item will open in the dream world: An oven, the room with richtofen and Samantha in it, the bace of the satellite, and a small pensive behind a stack of books... Return to the real world and you will need to complete each of these tasks: -Oven: You will NEED the new flame-thrower attachment on a PAP'ed gun, use it to cook the inside, rewarding you with the piece you put in. -Pensive: Using the same method as upgrading the perks, send water from the garden WF location to here to open up the books rewarding you with another piece. -Satellite: You will need to anger sam to get her to strike the building with laughter! You can do this by shooting all 10 of her teddybears hidden in the house, (the EE song would have been activated by other means) Once this happens the satellite bace will open giving you the 3rd piece! -SSLab room: You will need to bring richtofen equipment: A few wrenches, a pair of pliers, a rock, and the demonic teddybear. The wrenches, pliers, and 115rock can be found anywhere on the map, but the demonic bear will need to be gotten in the dream world, where it will appear beside the super monkey bomb, and given to him that way. This will reward you with the 4th and final part... Now simply build these parts into the teleport device in the real world basement... Samantha and richtofen will both start wondering from the aether: Wha.. What are you doing? What is that device? It's LIKE my teleporter... But different... What on earth could it be used for... The LAST step you've got to do is throw the TYPE depressor into the teleporter... A red-black entity will then laugh maniacally and disappear into the device... The screen will flash white and EVERYTHING will go quiet... The demonic announcer is still richtofen... But he's now almost forcing the words out... If you die, WHEN you die, a maxis recording will play saying beginning aetheric ejection sequence.... And a light will flash around the map, awarding you with the achievement: Nightmare: In Doll house, escape the mansion. And for the other achievements: Rude awakening: In doll house, have a teammate wake you up early. The pen is mightier...: Using the type depressor, get 30 kills. Primitive fun!: In Doll house, obtain the SUPER monkey bomb! Back up plan!: In Doll house, have a zombie down you in sleep mode, then kill the same zombie after you wake up! Dream load-out!: In Doll house, obtain four perks, a wonder weapon, a PAP'ed weapon, and a melee weapon for both dream and real world modes. And that's the mock-versions of the default maps of Cod 12! NOW FOR THE D-L-C!!!!!!! DLC1: Protagonist "The boys are Back" DLC2: Missionary "Ancient Secrets" DLC3: Martyr "Old Friend" DLC4: Anti-hero (All zombies) "As WE know it" DLC changes: This would be a fantastic change for both PS3/pc players AND Xbox players! If this isn't violation of contract, what if when the dlc is released for Xbox, Xbox players get Multiplayer maps A, B, C and the zombies map (Z) BUT! They can't access the final map (d) until the PLAYSTATION/PC release! Then not only do the later guys get a map new to EVERYONE, but the Xbox fans have something to look forward to between DLCs! Personally I wouldn't mind this... Next topic before the dlc: The new map selection screens ! The whole earth-thing is a no... That's just NOT cutting it... REALLY boring IMO.. But how about this: the comic book! Ok so the first area is actually like the hidden area in BO1 where you could get out of the chair, but here it's automatic and you can choose either a computer for options, a massive monitor for campaign, an area called "field deployment" where one can access multi-player via teleport station. And if one sits down in the chair in the back they enter the ZOMBIE version of the room! The options computer now does it's thing, the camp. monitor now is a workbench with a book on it. And the multi-player teleport still works, taking players to the multiplayer section still (for easy access) but now in the back a door now opens into a file room, this functions as the "file cabinet": for zombies, storing info such as hidden radios, a few tidbits about the characters, and the dlc-hint filled coded writing from a reporter known only as 19,15,14,0,15,6,0,16,5,1,20,5,18 Points to whoever can decode that first! The cover: Zombies... RETURNS! The first page is the table of contents: Online, System link, Local, Options. (Options just opens up the menu) But the other three will actually turn the page to another picture: Public match Solo Create a class--->(actually sends you to the workbench) Private/Custom match----> Now counts towards highest round as long as A: Someone doesn't leave/join B: None of the settings are changed. Theater----->(Brings up theater menu) Options---->(same as before) Leaderboards---> No longer includes "Global", simply the maps, you're highest rounds solo and co-op, and symbols for your 3 permaperks as well as your rank and favorite weapon (chosen from list) and playable character. Choosing public match will take you to the little see-through blood-stained-popup-menu: Where all the maps will be listed. Once you choose a map, you will be taken to the map which is an actual page in the book: There will be select able pictures of all the available modes for that map, clicking on one will take you to the lobby (which of course will have LOBBY leader boards) where you can wait to ready up. Hope you all like that! Now for DLC 3: Protogonist! (Vonderhar's voice) And if you can't wait for that wait until you see what we've pulled out this time in the brand new zombie's experience we call: Historian massacre! This map takes place in the abandoned simsonian FAR after the world has been rebuilt, but still filled with artifacts from our pasts, their pasts, and possibly their futures as well! Unlike most zombies games we went a diffrent rought this time, setting off our story with a BANG! We have all these brand new types of zombies from all new eras all together in this location-specific map! (Zelinski) Players will enjoy the return of the Latest characters from Rezolution, as well as multiple camos and linked to passed maps.. Nestalgia will fly and heads will roll! (Some designer) I think all the great zombies fans will be just, huge fans of this map. And who wouldn't be, the amount of new gameplay elements added is fantastic and purhapsm just maybe, we'll get to see some little unlock able fun-sys as well! HISTORIAN MASSACRE: As stated in the gameplay trailer: You're going to be fighting zombies inside the smisonian museum, from the bace floor, all the way down to the deepest pit you'll travel... So! Let's get right to it! Historian Massacre Smisonian museum, abandon, unrecoverable rift-zone 12 America Guns: Same as before, here are some new additions: MS-D: A new sniper fitted with iron sights and automatic reload, practically a carbine but for longer distance... P.s.K: New pistol, fires twelve weak shots before reload, the last bulit in the chamber though is super tough, upgraded, the first 11 shots are stronger and the 12ths shot is weaker. Chains of the pharaoh: The wonder weapon here, a melee weapon obtained from the box. By using these on a horde of zombies it A: Blocks any attack from the front for as long as theres amo, and B: Acts as a gravity gun, lifting zombies and tossing them back at other zombies. Upgraded it becomes the shackles of Set and gains the ability to take the damage inflicted upon a zombie from an eternal source (burning from a flame thrower, melting from a ray gun blast, freezing from the winter's howl chamber) and throw THAT onto any zombie it comes into contact with. Unlocked: The shot gun from black ops you were always OK with getting from the box... Sorry I can't remember the name... -Unlocked by Compleating one of the acheivements Dragenov: 1 acheivement Bar-511: awarded for simple Compleation of the Easter egg :It's a. Fun MG that actually is a TRI-cannoned riffle with auto-reloading mechanical arms out the side, REALLY powerful and shoots in 3 round pauses (Bam bam bam... Bam bam... Bam.,. Bam bam bam...) shaped a bit like the MG08... Perks in the wonder fizz: Juggernog (also on map: AOM) Speed cola (AOM) (Upgradable: U) Double tap (AOM-U) Quick revive (AOM-U) Vulture aid (U- awards bigger prizes and will actually inform you wich zombies will drop drops by giving off a green-glow) PHD Flopper: (AOM) Now for the map: Loading screen: A massive black-fire smoke-swirl keeps appearing in three sections in the page, one showing them pulling on four astronauts, one showing them pulling four hands from what appears to be a western town, and one showing hands being released from an evil-looking book and grabbing three zombies: One of yellow eyes, one of blue, and one of Orange.... On the second page one sees the three teens and the teacher walking towards the smisonian's ruins, above the ruins is a beacon and a dome surrounding the building with a rift-like feild similar to the ones the hands are dragging the diffrent groups through on the previous page... The map layout: You start in the washington monument, top floor, each of you will flash in in a blast of fire and electricity. The characters will say at this point: Jeal: Wha... where are we? Steinferd: Washington monument, the perfect spire to link to our little school.... Lucious: Hmm... What are we doing here again? Gray: We're looking for some kind of alarm am I right? Something to tell the world that the zombies are back in New Germany? Steinferd: Close, but we're actually here for a different purpose: We need to get help! Jeal: Then why don't we go to the air-force bace that ISN'T under type-7 quarantine? S: All will be explained soon... Get in the elevator... You'll then ride the elevator all the way down (all players must be in elevator for it to move) S: We need to reach the bottom of the museam, deep within the tunnels underneath... Only way to do that is to traverse through the museums... G: Should be easy.. L: Should be, I mean what's going to stop us? A little harmless cross dimensional radiation? J: Uh guys... G: Bah, I'm more worried about the threat of the Solders... If they catch us.... J: Guys.... L: Bah, nothing too difficult, I mean what could POSSIBLY go wrong (door opens) Zombies; RAWWR! J: THAT! THAT CAN GO WRONG! You're now on the top floor AKA-The battle ground, tons of debris and wrecked cars prevent you from traveling far, but you can find the starting weapons and quick revive around here.. There are two ways to progress from this point: Either through the museam of (un)Natural history or the Museam of Air and Space... Both offer their own unique rewards, buildables, perks, and the choice between going in the one with the box spawn or the one with the wunderfizz spawn... Lets say there are two groups of two: Group Fizz (History) and Group Box(Air and Space) Group box: You show up in the air and space center and have immediate access to the top two floors and the ground floor. On which there isn't much more then the broken escalator to go up to the second floor, on which one can find juggernog in one of the fighting planes, most other areas will be blocked off. The third floor will have a space exhibit with a broken globe and a few other bits and pieces, one of which will be a stand with a 115 meteor in it (like from kino). Outside, it is actually possible to climb on-top of the planes scattered about up here, some of which will fall under your weight. If you can manage to reach the other side, PHD flopper will be there along with a build-able piece: The thrustodine aeronotics model from tranzit (Don't worry, we won't be seeing THAT in place of the wonder weapon again...) Somewhere up here you will find the access card, which can be used to access a small stairwell down into the lower corridors... You're still separated from the Fizz group at this point, and by coming down the stairs they crumble, leaving one to stay stuck in the lower exhibits... Here a few pilot guys will attempt to kill you, as well as the fighter pilot zombies from die rise with slightly higher defense against melee attacks... Keep working your way around until you find an carrier space ship, attached to a holding line... Get in to be temporarily free from zombie attack like the plane or the giant robots. It will fall off the brig and smash it's way ALL the way down to the restricted storage section, where one can reunite with the fizz guys. Fizz guys: Entering into this building is a bit harder, but worth it, as you must scale it to the top floor from top ground. It's still quite simple however, just use the debris of fallen collums, crashed cars, and the fighter jet to drop down from the roof. You'll end up in the history building where you'll fallow era after era of exhibits... Starting with the modern exhibit, where one can find the wonderfizz and a buildable table. From there you can find a few radios that will tell you of the old things before the apocalypse... Moving on you'll enter a slightly less recent exhibit: The 90s and 80s arround the first two rooms, and if one chooses the middle door they can find a stairway that will lead them down... All room themes: Modern 90s 80s 70s 60s -Assension/five/kino nods... 50s- nazi references here, aka a few nods towards WAW days... 30s: Mob of the dead nod... Early 1900s: 1800s:Vulture aid 1700s Prehistoric And the last room which is labeled "Private" (In blood) "?-?-?" - Arround this last area you'll find the body's of normal un-zombied body's, one of which is the man from the secret letter in Rezolution! There's stands which can actually be activated to turn on traps in the form of older-weapons (Staffs-Wave gun-wonder waffe- thunder gun ect. Depends on the era...) Super helpful in high rounds. As well in the center of these areas is a new trap: The VMP: a pyramid with the properties of an EMP of all that come within it's range. The "Private" chamber is a hallway where one can meet back up with the Box group before they enter the final area: The Violis chamber. It looks like a massive gyroscope-astrolabe with pack a punch in the middle, suspended in mid air, to retrieve it one must activate the fluxification process by turning on all 4 power boxes in the chamber, which sends you all back up to the top of the washington monument, where you find the pack a punch with you. To upgrade perks here, you simply need to activate the power boxes found in all the corridors, there are 3, then activate the four in the Violis chamber to start the gyro-astrolabe. By killing zombies near this, the blood will fall in and churn and churn into the pack-a-punch machine turning it red, once the chamber is completely filled with blood the crew will be pulled into the blood mess, teleported back to the monument and will lose one of their perks that they can't get back. They then have a limited amount of time to return to the Violis chamber to collect their upgraded perk! Does not work with juggernog. Easter Egg! This is this group's final and shining hour! To begin, you will need to activate the chamber at least once, but once you have you will need the upgraded chains. Head to the private exhibit and fire a blast at the keyboards on the front, hands will appear and begin typing for you, setting the dials and every code in the entire map to: 666. Once done the numbers will vaporize and glass will break on a nearby room. Inside the room is the bodies of the N4 character, Samule, Russman, Misty, and Marelton, all strapped to tables. Clearly dead, yet somehow their bodies have survived the flow of time... You will now need to "mark" the "transference grid" as Lou puts it. Meaning you must connect the five 115 esque elements around the map. Each one has one part and one placement. Top level: There will be one small green light on the floor, knife that and it will float and begin spinning in a circle. You will need to kill zombies near it until it's multiplied into a vortex that will seap into the ground leaving a green symbol of a skull. Air and space museum: You will need to, not kill, but get enough zombies behind you and lead them onto the planes. When they've all fallen an invincible red zombie will appear from the cockpit of one of the fallen planes. Bring him to the upper space museum where he will be sucked into the meteor producing a green shooting star symbol from the meteor. History Museum: You will need to activate the traps with the denser 115 related wonder weapons. Meaning: Prototype thunder canon (wind) -Prototype DG2 (lightning)- Half-finished ray-gun canon (fire)- the suped-up winter's howl chamber (ice) and the VMP: A pyramid in the center of the room... It will confuse zombies and make them stumble around until they're shot or hit something, or it wears off. (Aetheric properties) Doing so will cause the ground around the VMP to form a green hourglass symbol. The Violis chamber: You will need to form a paradox here. Do so by using the chains. Pick up a frozen zombie from the higher floors and toss that into the furnace beneath the gyroscope. The flames will become blue and the machine will freeze over, making it impossible to access PAP or get out... But gives you the green symbol marked with a Yin-yang symbol. To restart the chamber again you will need to break the ice around the room with any explosives you have. It will unstick the gears and the room will thaw. Once you've done all four tasks, you will need to attend to the linking systems: Four Cubes of 115 hidden around the map. One will be a WAYS out of the map that you will have to retrieve with a sniper, one will be in the washington monument in a small crevice only visible through a pistol or small rifle with , one will be inside of another cube of iron you will need a shotgun to get at, and one will be in a rift between dimensions, only retrievable with a wonder weapon, such as the ray gun, the chains, or a monkey. Once you've shot all of them three chambers will appear in the top area each with a glowing light coming from it leading to a number. One will lead to five, one will lead, to nine, and one will lead to three... Dialogue will preach forth once you put Jeal in five, Gray in Nine, and Triton in 3... Lue: At last my efforts may bring forth results! Gray: Uh sir... What's happening? L: Thank you loyal minions, all will be explained soon.... Simply let the extraction sequence commence... T: Extra-wha...?!?! ARRRRRRRRGGGGGGG!!!!! J: WHA....WHAT THE HELL?!?!? (all 3 in extraction): ARRRRRRGGGGG! Lue will now need to simply hold X on the now-exposed big red button on the control panel near the Violis chamber... The doors will shut and lue will crackle with energy. MUAHAAHHA! Freedom... At LAST! Gray: You bastard... What... what have you done.... Lucifer: SILENCE GUILT! Your usefulness ends here.... Guilt: Damn you... DAMN YOU! ARRRRRRGGGG!!! Jeal,ousy: What the hell... You were our HISTORY TEACHER! Lue: I WAS NEVER A TEACH ANYMORE THEN YOU THREE ARE STUDENTS SLAVES! YOU WERE BORN FROM THE THREE WRONGS THAT BIND ME TO THE EARTH! YOU EXIST AS CONDUITS FOR MY POWER! NOW THAT I NO LONGER NEED A LINK TO THIS REALM, YOUR EXESS ENERGY WILL BE USED TO POWER MY RETURN! Lust ious: wha.... you mean we were never.... Lue: REAL?!? NO! WHAT FIGURE BROUGHT YOU TO BELIEVE THAT WOULD BE FACT? YOU"RE ALL MY PUPPETS AND NOW YOU WILL SIMPLY SEASE TO BE! Guilt 9, Lust 3, Jealousy 5: AARRRRRRGGGGGgggggggaahahhhhhhhh........ NOW FOR THE EARTH TO KNEEL BE FORE.... ARG! What ... ARG! What is this? (As of right now the 3 "wrongs" are in ghost-mode on the map, unaffected by zombies but able to move freely. ) They get to see the rifts open op... L: No... No no... NO NO! NOT THEM! AARRRRRRAAAAHHHHH!!!! WHY ARE THEY HERE?! Richtofen: Oh my metaphorical head.... Samantha: What.... What is going on.... Samule: HEy... HEY! HELLO! ANYONE OUT THERE? I WOULD LIKE MY BODY BACK! MAxis: WHere... Are we... NO! NO NO NO! I WILL NOT HAVE THESE CRACKS ALONG MY NEW DOMAIN! BEGON YOU INFERNAL PESTS! (a parade of lights break free from lue's body (he's in ghost mode as well)) Three lights escape into the room you saw earlier with the N4 fallowed by a purple flash behind the disappearance of their bodes. Meanwhile the remaining three lights escape elsewhere... To finish the easter egg, simply return to the chambers and remove your body from the respected chamber, the ghosts gain all perks and zombies return to their instincts of killing you. The characters are lifeless shells of their selves being piloted by Maxis, Richtofen, Samantha, and Samule. They won't say very many quotes aside from the occasional: Oh thats ok this body won't last much longer anyway... You also get the achievement: The boys are back: In historian massacre, use the past to shape the future.- Unlocks Bar 511 Other achievements: And if you look to your left: Visit all the exhibits in one game of Historian massacre Hands off: In Historian massacre, survive one round past round 10 without firing a single shot. -Rewards Black ops Shotgun Law of Space and Time: In Historian massacre destroy 20 zombies with the chains of the pharaoh Drop the Base: In historian massacre, take down the USS Obama: In the air and space museum there will be a module of the USS Obama, take it down by sniping the chains holding it up -awards dragonov sniper Secret 2:Locks and keys: IN Historian massacre, find the hidden research notes (hidden achievement) -To get you WILL need the Three awarded guns for this... Arround the map there will be iron sealings allong walls, you will need to blast these open, and the only gun that allows this is the shotgun from black ops 1. Once you've opened these. Chambers there will be a small microchip on each one... Next from the monument, you will need to shoot the anomaly in the sky through that small rectangular window... This is best done with an LMG... Doing so will drop a glowing orb onto the top of the air and space center, you will need a sniper with a X-on scope to see it, which at this time is only available on the Mauser and the dragonov, you won't be able to hit it with the mauser (easily) so the dragonov is your best hope,,. Now you just need to fallow the orb until it makes it's way into the violis chamber, blasting it with a normal gun of your choice. Once it's in, simply install the chips into the control panel and you'll hear demonic laughter... You will be locked in the room with all your guns will be taken away and replaced with an upgraded Bar 511 (The Pub 539) IF you have unlocked it. You are then forced to fight a horde of 20 level-10 zombies no mater what round you're on... Making it so shooting them would be easy... But knifing them or gernading them... Not so much... (Bowie and Galvas are also taken durring this period) Survive this and the research files are yours, also as an added bonus, the OTHER side of the wall breaks revealing the chamber of more test subjects.... Beside one table is an empty bottle of vodka .... Also your guns will be given back to you at the end of this period as well... Recap: After escaping from their zombie infested school, Jeal Funford, Gray Nineon, Luscious Triton, and Lue Stifer escape into the sealed-off rift-radiation zone of the washington monument area. Through battles of hardship and odd little Easter eggs the group manages to fallows Lue's plan, leading to their discovery that Lue is actually the grand evil in the world... And the three "teenagers" are actually chains, used by Lucifer to bind himself to this world. In the process of fully resurrecting himself the three teenagers, angry at him, use the last of their power to pull forth the ten monsters of the past, known to us as the 3 Anouncers: Richtofen, Samantha, and Maxis, as well as the N4: Samule, Misty, Marelton, and Russman, and for those who haven't figured this out yet, the remaining three are Nikolai, Tank, and Takeo.... MAP PACK 2!: Missionary: Vonderhar: This map pack is by far a revolution in Call of Duty, and just wait until you see the brand new zombies map: Dead Heist You play as a unique set of characters, including: Saul Rubenik: Christopher Eccleston: Troy Baker: and Jude law: These characters are portraying these four Powerful, futuristic robbers, pulling off the Heist of the century in the middle of a small english town. Unlike most of our previous games, these four don't fallow the same sets of rules... For starters there are zero wall weapons... (Oh yeah, NONE! Not-a-one!) Nor are there points to be used in this game for anything other then score! SO! How does one obtain the weapons they need to survive? Two words: Looting Bodies! In this version of the game, characters have a new ability (activated by left on the Dpad) where they now have a special move of robbing the zombies straight out of their pockets! USing a special melee-lunge attack the player can loot coins, keys, weapons, tokens, Lose grenades, all KINDS of cool things! Obviously the more one improves their thieving skills the better weapons and what-not they can find... It's sure to be one hell of a catch! Characters: Jude Law: Adam Rand- Heist Leader and main operative, he's here for the pull, not for the money but for the fame of achieving the heist. Saul R.: Stanley, "The professor", Jackson- The brains behind the heist. Knows just about every detail of the history of this place and about the ways around traps and "guards" Eccleston: Dr. Howard William Oswald- A doctor (lol) who studied Psychology. He recently had his license revoked for wrongful accusations in the recent murder case. Baker: Officer Huge Downing- Officer of the law turned rogue after the police lost his wife and kids in a trade off with a terrorist. Huge help to getting the crew in the building... Intro : Black screen---> Blow it... BAM! *Shows all four of the conspirators entering the vault. Look at it... Would you look at it.... Six billion tons of raw data, just 1 gig of that would make every one of us rich beyond our wildest dreams... Dr. H: This is wrong... (everyone looks at him) Too easy... Nobody just WALKS into the biggest bank in the world without some kind of issue... Not even officer Dip-shit over there.... A: Your too wound up Doc. Ain't no one gona get in the way of... Prof. : No he's right.... Something's REALLY off.... TIme! Officer downing : 6:26 It says... Prof: What? We Should have been out of here.... No.. We should have been Caught three minutes ago, something is WAY off Adam! Adam: Calm down, all ah yal! Just stick to the plan! We only need three more minutes to ... (pewwwwww) DR. H: Power's out.... Adam: DAMN IT! Fuck! We can't extract shit from a computer that aint on... Officer: Uh... yal have a whole lot more to worry about then extra-cating shit.... (zombies rawr) Prof: Holy hell.... Doc: Adam what do we do? Adam: We get the power on, we download that file, and we don't leave this tower until it is! Take out any freaks in the way! Officer: Sounds like a plan! (epic killing fallowed by introductions to the actors and their characters) More and more killing until the tower's defense computer says: Unidentified intruders, beginning lockdown. Officers deployed.... Officer: What the hell..... (robot officers begins shooting at you, forcing the crew to jump away (off the catwalk onto the ground of the ground floor (they weren't up high enough to die.) End cutscene You still start the game with your starter pistol choice, a knife, and a few grenades. But now you have the ability to 'pick-pocket" a zombie by pushing left and meleeing the target, it will inflict melee damage as well as cause a weapons drop to fall: There are six stages of thieving: 1: Starter: frags, M-14s, oympias, maybe a B23 r if your lucky, live grenades. In solo everyone gets one perk token. 2: Rounds 4-5ish: Box tokens are rare, B23rs, Semtex, Remington, Mp5 if your lucky, (as well as older weapons) 3: OK: Box tokens are almost common, perk tokens are rare, guns stay the same. 4: Good: Claymores added, AK47, perk tokens common, box tokens common. 5: Great: DBA added, EMP charges added, Drops added (Double points, nukes, insta-kills, and carpenters) 6: Easter egg award: Upgraded thieving strength, new drops (max amos), Upgraded guns from loot. Perks from loot Box tokens: each one allows one hit at the box, pretty simple. Perk tokens: Allow you to purchase one perk for one token, this applys to the wonder fizz, which is now a slot machine BTW. Box weapons (aside from the ones you choose) -Uzi -Silenced FAL -Commando -Peper-grinder: A special mini-gun, nuff said. -Emp gel gun: Fires electro-magnetic goo all over an are, turning off security devices as well as perks and moving parts of machinery... EMP grenades can be found on bodies.... Wonder weapon: This is a very special weapon, not gotten from the box, but built. You will need three parts and a schematic, the parts are simple, one is found on the body of a guard-zombie, one is found inside the vault, one is found in the garage. The schematic is a part of the information-loot and can be picked up from the safe zone. Build entirely out of robotic parts,this robo-arm fires blasts of electro-gas into hordes corroding their bodies into dust. It also can be used to set off traps from a distance. Map layout: This map is very simple: You take control of the four robbers in their atempts to accomplish their goals: -Get the power ON! -Re-infiltrate Vault -Obtain information -Escape using the big brother to get to the safe zone -Don't fall under control of cops -OrZoMbIeS! You start in the main lobby, where you gain the choice of taking the blunt and difficult way and coming at the zombies and robots face-first, or you can take the tactical way and press towards getting to the defense tower, a block south of the place, (These are two different towers) once the defense is down the only issue will be the zombies until the circuits re-wire the machines, meaning once we hold the take, the shit hits the fan! Assuming you take the smart way, you will need to find the access card to the garage, aka steel a key to the door on your left... Inside will be four motorcycles: Take one and the controls turn into "inroad mode" meaning :(for Xbox) RT--Accelerate Lt---Break RB--: Fire side weapon: Shotgun,gel gun, or robot arm. Lt: Drop grenade Y: Get off, not available at high speeds or in air. B: QUick turn around A: Hop X: Reload RCT: View, press to melee zombies off your bike. LCT: Control bike There isn't much on the roads between the two towers aside from the zombie hordes. Use destroyed road and road work to perform mad jumps (no tricks sorry) and avoid rifts and cracks in the earth when entering the "rift zone" where the world is slowly being pulled apart. Massive cracks in the earth will kill you, and destroy your bike, and considering zombies on the road run as fast as turned zombies, the bike is your best friend! Also white rifts in the air are a bit of a pain as well, they teleport you to other rifts, some underground, some on rooftops, but normally a hassle to escape from. Also hitting buildings or cars will cause an explosion for you, PHD flopper will protect you from crashes but not falls! After a few seconds of driving you'll reach the deffence tower. This tower isn't as elaborate as the other one... Simply come in, find a few keys to unlock the systems and hack it, once completed drive back to the first tower. You will have to jump a train every once in a while, but normally it won't be passing. Now get to the tower,same means as before if you went to the defense tower, then the robot security guards won't be a hassle for you yet, but either way the building WILL be in lockdown. Find a way up the fallen catwalks to the second floor, there are eleven floors total. The Vault is on the ninth floor. All floors will have a pair of robots ready to clip you on every floor, you can stun them with the goo-gun or the EMP grenades, or even severely damage them with a weapon of some sort, but all of these are temporary, the most effective way is the tower. On floor two you can find a bit of collapsed roof leading you to floor 3. On floor three one can find the mystery box spawn in one of the offices. In a diffrent office one can find an open window... Yep its THAT kind of heist.... Outside the window you can edge along the side of the ZOMBIE INFESTED building to a ladder up to a maintenance door on floor 5. Unfortunately floor 5's way up is blocked by rubble. To get around it you'll need to take the stairs back down to floor 4, which is just a giant pool (still water in it). There will be a hole in the roof which you'll need a ladder, from floor 5, to climb up to the OTHER side of floor 5 where another set of stairs can take you one floor up to the gym. In the gym there isn't much other then a giant treadmill, used for exercising large amounts of people at a time. Seeing zombies trip over it is kinda funny and an excellent mini-trap ( You can build a portable tread mill here which works like a trample steam almost) Continue up the stairs to floor 7: Maintenance, here is where you can find the power switch, once that's on make your way to another office with a window, then break the glass on it to find the classic window-washer box, once you have the key for that, ride it all the way up to the 10th floor inside which the characters begin mapping out exactly how they should accomplish the goal (Btw this is the banking floor, there's an elevator as well as the actual bank. The elevator will take you to the 9th floor: The vault... Here's where it gets interesting. Hack the big vault door to enter it, in solo it will happen swiftly, but in co-op someone must protect the person making the hacking process. Nothing will happen until the door is open and someone grabs the T-Y (Tactical-Yellow) drive... Then the sirens go off, the robots wake up (if they were off) and EVERYONE starts moving to your position! The plan WAS to take the elevator down, but unfortunately: Whoah, Woah, WOAH! Why is this thing going UPWARDS?! I was afraid of this, the cyber system KNOWS we're using this elevator. We'll have to find a different way to get out of this building... Big brother was our best shot out of here, it took us WEEKS to get it moved so close to the vault, Getting to floor 8 is our only option, we've been over this! I KNOW THIS! Let me think! MAn theres gona be A S-- TON of robots, not to mention zombies out there! Quiet! The only way we're getting out of here alive is if we keep our heads strait and our guns forward! Guns for... That's it! Ha! Quick! We need to get to the 11th floor, NOW! When you get to the 11th floor AKA the roof, there will be three helicopters, but sadly we do not get to drive them. In solo, the process will be quick, but in co op, three players will have to protect the hacker, aka the professor. After a bit the helicopter's guns will fall off! (Now for even MORE fun!) every player will be given a death machine drop, allowing 1 full death machine, once those clips hit zero, no more death machine. You now need to make your way down the stairs and exterior of the building to floor 8 against HUGE amounts of zombies and robots! Should be easy enough with the death machine. Once you get to floor 8 this dialogue will play: Alright quickly! Everyone in! This part's fun as you get to drive around in "big brother" a massive, sturdy, re-inforced super car dressed up like one of a 1950's mobster car. (also a bit of an easter egg, the license plate says: 6i11y Han5om About this time the missiles will attack the tower (as with protocol according to the characters)... Opening up the wall you need to escape. Get in the car, first person to enter the car drives. Others shoot. While falling out the window the player will be prompted to press the LCS in causing the car to enter the same sequence as one of the rifts. Popping the four out in the lobby. What the hell was that? Temporal displacement, we're using the run off energy of the rifts to save our asses, i had it built into the car's under layer. Speaking of which, we need to go, we got a train to catch! What are the side effects of this! Surely teleportation should cause some kind of nasty... HEY! Stanley got us out of that mess alive, you got any issues take it up at some time we ARN't running for our lives! Final stretch: The zombies are viscous, the robots ain't any nicer, and everything relies on getting to that train. If you make it to the train, you'll need to jump to it's roof, and the player playing as The professor will fall off into the road to fall to his death in one of the cracks, the player playing as Officer Downing will become strapped to the car throwing him into a wall to die, the player playing as Dr. H. will be thrown under the train and only the player playing as adam will survive the jump... Adam attempts to leave but before he can he starts glowing white and is pulled back, with his accomplices to the lobby. What.. What the hell... What happened? OH BLESSED JESUS I'm alive! I was afraid of that, and grateful as well... The temporal shift we used to escape the fall apparently works a bit diffrently then how I expected... How different? It appears that once our psychological entities that passed through the field were, ah, cut short, the "band" that we traveled through snapped back, tossing us back to before we even attacked the drive.... We're getting that T-Y drive Jackson! One way or another! Ok OK! Theoretically if we didn't lose enough of our mental linking, meaning less, and hopefully none, of us die the field would become stable and we could get out of here.... Achievement get 50gs: Four T-Y Thieves In Dead heist, complete the heist Now if you complete this mission again, Adam and The professor survive, and a third time results in Adam, Doctor H., and The professor living, the fourth time results in everyone living and the easter egg comes forth. Perks: Juggernog: Found in gym Speed cola: Found inside defense tower Double tap: Found in garage Quick revive: Found in lobby PHD Flopper: Found on floor 11 behind helicopter pad. Electric cherry: Wonderfizz only Deadshot Daiquiri: Wonderfizz only Athena's Flask: Found on floor 4, reveals special objects and traps triggered by shooting certain areas. Like vultures aid, but points out ANYTHING helpful or harmful, performing thefts with this helps upgrade your thieving better as well. Exposes week spots in floor, good for dropping zombies or making quick escapes, also improves driving skill. Non-upgrable on this map. Pack a punch: In this map while on the motor bikes, one can hit certain rifts which will take them to challenging driving areas where they can fallow a series of more rifts until they're spat out on the 12th floor where they can find pack a punch. To escape, simply drive into the rift, to be put back in the garage zombies CAN get you here. Achievement get: 10gs: But there is no floor 12.... : In dead heist, discover the 12th floor. Wonderfizz Upgrading: TO upgrade on this map you will need to successfully rob a robot of it's battery, to do this you will first need the robots active, then without their knowledge entirely (meaning EMPS orEMP gel from behind, walk up and steel their essence, you will need post-easter egg thieving to do this and once you do that you need to get to the train tracks, when you get there you need to kill 7 zombies while standing on a symbol, once done, a golden wonderfizz machine will rise from a panel beneath the tracks, insert your token and take your perk... You can only have 1 token per player at a time and you NEED to get out of there before the train comes back destroying the machine.... Easter Egg: After your fourth trip down (which should be quite easy, the doors remain open and you can re-do the mission every round.) Everyone will survive the heist but still get pulled back HOWEVER there is change: Fun change! What the FUCK Stan! You said survival would help us escape! I... I don't know... There should be no reason we've been pulled back! (Voice) Aint much you can do about that kid. (Voice 2) The wheel of missfortune has become attached to you, and now flings you back and forth along it's self... (Voice 3) We (burp) would like to help but we are, eh, simple voices. (Voice 4) Nonsence! We can help them! (Voice 1) Oh look who came CRAWLING back to us! (Voice 3) We should crush you for how you left us! (V4) Nein, we can argue our own issues later... Right now it would behoove us ALL to return to our physical states... Hello Mortals? You still there? This goes against every ounce of science I've ever learned that these voices are real... how can we rust you? (V4) You people were SO much more fun all those years ago... Look, you want to escape your fate, and we wish to escape ours, surely we can reach some kind of deal ya? (V1) Believe me kid, this guy never lies, he's a sick twisted fiend, but if he says we both can win from this, he ain't lying.. (V2) While rotten to the core, the german rairly lies (V3) I may be drunk but ... Screw it Im drunk... (V4) I will never figure out how you STILL manage to maintain an anti-sobric state even between dimensions... Looks like we don't have a choice... Steps: 1: Hack the protection field 2: Disrupt rift field 3: Decrypt file information 4: Separate link 5: Reroute power to central rift field. 6: Reach floor 13 7: Commence transfer 1: To hack the field you'll need to head to the security building where you can now super-hack the device by EMPing the four stations exposed in the room and hacking the bace. 2: When you leave the rifts outside will be emitting green sparks. As well on floor 12 there will be a massive rift where the helicopter was, close that by blasting it with the robot-arm. 3: Head down to the vault and grab the key, the building will still be in lockdown, and the zombies will be going berserk, but the robots won't be an issue due to the rifts. To continue you need to take that key to the office floor, and decode it via mashing X. You'll know when it's done because a secret door will open, revealing a reactor inside the building. 4: To separate the link, you need to drain the energy emitting from the crystal in the reactor to the zombies by running them near and then once they glow, kill them. Once completed voice 4 will say that there is an enormous amount of energy being sent to the aether via zombies, so, to help with this, the crystal becomes an invincible zombie, the only way to defeat it is to drain it's energy kinetically via the treadmill. Once the crystal-zombie is all tired out, rob him of his crystal to end his reign. 5: The player with the crystal must now make kills while on the motor bike at high speeds, if one does the crystal charges and once THAT's fully charged you will need to run through as many rifts as you can. This will create a massive rift alongside the moving train, you will need to all run through that! 6: You've reached a completely white room, along the walls are four tiles that you can hold X on to release the voices in the forms of wisps. I should mention that in the camp. of this game the gist of holding left on the D-pad and shifting the LCST in a specific direction changes your character between character (like in GTA V ), you will be prompted to do that here, swapping places with a wisp. The wisp will then need to rob your own player... 7: Commence transfer. You are now back in the lobby, no characters speak, no robots chase, there are no zombies... Complete the process of escaping, all four characters will die. This will stick them in back in floor 13. Where you will be instructed again to swap characters for the second and final time... You return to the over world like this: (V4) OH it feels so good to be PHYSICAL again! (V1) You're telling me... But what the hell just happened? (V2) Richtofen! Where are the souls of the men who inhabited these bodies? (V4) Calm yourself Takeo, we simply sent them on their way, although it appears the process is enough to make your skin crawl! AHAHAHAHAHA!... (V1) Holy shit.. We just hijacked bodies? (V3) Uggg UGGG! I am SOBER and UNCLEAN! (V2) I have much shame for this... This... DEFILEMENT of these bodies! (V4) Takeo if we had not take these bodies these four would have just continued to slam their rocks together and constantly reset their lives... We measly broke their cycle in a way that benefited us... The Dark Ruler would never allow any of those who attempted to use his abilities to cheat death live in peace. (V1) So what are we to do about these bodies? This one's a bit SCRAWNY for me... (V4) Ah... As we speak the 115 in our DNA slowly begins to corrode and twist our bodies back to the way they were decades ago! We are being reborn my companions! (V3) Screw this, I want vodka. (V4) There will be plenty of time for reward Nikolai, all that remains now is waiting and progression... I can only hope the others are completing THEIR sides of the bargain... From here on out the character's voices are replaced by that of Nikolai, Takeo, Dempsey, and Richtofen, as these Robber's doomed bodies are now hosts to the four heroes, who's bodies were not recovered back in DC. The robbers are now at peace according to richtofen, meaning they're dead on floor 13 (the aether)... Achievement get: "Ancient Secrets" : In Dead heist, become the heroes. Other Achievements: igun os 20: In Dead heist take down twenty zombies with the robot arm Died to be WILD: In dead heist, take down 30 zombies on a bike Thief's guild: In dead heist, acquire all 6 of the normal thieving tiers Something in the wifi-secret achievement- In dead heist, acquire the data files through wireless communication. TO obtain this you need to simply fire a glop of emp-goo into all the terminals throughout the map. Once done, one of the shops along the outside of the map will open allowing one to, after completing the easter egg, download the thoughts of the characters back and forth from the wifi simply by using the unlocked GERSH DEVICE! (hell yeah! glad to see that return!) There isn't much difficulty with this side MiniEE simply because of all the new features being added for this map only. Also for clarification: ALL the unlocked weapons and tactical can be placed in your box-loadout and gotten from the box on any map. So you can have a mark-two, gersh device, PARTY in rezolution. Also, your load-out can only be acquired by you,but there can be 4 per normal game and 8 per grief so it is also possible to have a gersh-mark2, mark1- thundergun- wunderwaffe super party at anytime, on any map, just know you can only hold 1 WW at a time (less its the ray gun or mark 2), and WW are not allowed in grief, however tacticals are. DLC 3: MARTYR (trailer:) (Black screen, Samantha's voice) Yo ho, Yo ho.... There is no life for me.... (begin's showing ships and rain, fallowed by zombies) Epic killing scene with Samuel and Co., fallowed by a vortex appearing in odd places sucking in zombies and then, the characters jump through.... (black screen again, radio voice) "You aren't safe... ANYWHERE..." (Shows the vortex fallowed by the characters coming out of it in a space station) Samuel and Co. continue killing in zero-grav environments. The vortex returns and the four jump through again... (Black screen again, ghostly voice) "Runnn... They're rigght behind yoouuuuu.." Bam, lightning, rain, destruction, zombies on a massive hovercraft hovering over a sea of clouds, planes fly, lots of death, more killing scenes. Bam----> Mix of all three areas with zombie killing, a few blasts of the new wonder weapon: the Snapshot, a camara-type weapon that flashes zombies into non-existance. All ending with an a 3-way split screen showing of the mutant round monsters. Lets get these things out of the way: Perks: Juggernog-Held on the ship, atop the mast. Double tap: Held on the hovercraft, among the cargo bay. Quick revive: In the spawn room, AKA ship's hold. Speed cola: In the branch area of the space station. PHD: Wonder fizz only Stamin up: Floating among space wreckage. Mule kick: Found bellow station Athena's Flask: Wonderfizz only Flail ail: Assists in multiple ways unique to this map: More control over space-walk, slowed flying, as well as reduces recoil in your gun. When upgraded your gun (given it's not a shotgun, or launcher) has zero recoil and you get the added bonus of being able to save yourself from large movements in the ship. Wonderfizz only i'm afraid... No new perk jingle for you .... New guns: Crossbow is replaced by the sling-shot, a relatively shorter firing distance, but much grander explosion and epicness! No other new guns then that, however there is a brand new device called the elemental-binder, which when a specific type of weapon is inserted, the gun gains a special attachment of an elemental blast: Sand: Takes: -Snipers Gives: -The added ability to blow sand out the nozzle, eroding zombies SUPER quickly. Holds 999 extra sand-amo, goes down at 10 shots a second. Water: Takes: -Shotguns Gives: -A pressure washer type weapon meant to work like a thunder gun, but in a thin line. Amo works the same as the sand, but only has 200 amo. Time: Takes: - Launchers Gives: A FUN little knick-knack! One blast from this helpful little tool weakens a zombie to that of a zombie from half as many rounds there are: (Round 40-->20 zombies),, works only on the zombies caught in the blast, holds 10 time shots. Earth: Takes: -Pistols Gives: - A seismograph arm-band-tablet thing which can be used to cause earthquakes to stun zombies (doesn't do much else) can be used infinitely, but recharge takes 2 minutes and takes away from 10-1000 points in the process. You can only hold one elemental attachment at a time, however. Moving on, the only other build-able would be the elevator, which isn't actually an elevator, but rather a small ring used to travel between levels after the vortexes are closed. And thus we get to the loading screen: A comic book page Samule and co. have escaped, there are red-eyed zombies everywhere reeking havoc. It shows a dark shadow with the four, pointing towards a boat that zombies are shoving equipment on to. After sneaking into the hull, in the last square there's a picture of a boot over the top of the hull hiding the four.... The map: You start off by surprising the ship's horde of zombies.... continue to kill zombies until you've successfully pushed them all back. Typically, round one zombies attack in the hull, round two on the bridge, and round three the rest of the ship. I should note that after round 3 there are no more zombies on the boat, and you'll be given the option to drive it, (one player) Scout the see (seen by the driver via LB/RB), man the sails, (Speeds ship) or simply admiring the ship. I should note: Any obstacle you hit will result in round 4 zombies... to be the most efficient, have one player guard the driver and other assistants! Eventually your ship will be struck by lightning, powering a small circle-chamber on the bow of the ship, a bit like the star-gate... Note: The gate will not open until the peice for the elevator has been found (should look like a large green crystal), this map also fallows the MOTD and Origins type buildables, so once you have a peice, it maters not if the person who picked it up dies... Hopping through the portal will bring you to the inside of a plane... Don't worry, it's not moving... Get outside to find your on a massive air-craft hovercraft, suspended miles above the earth (sea). Zombies return here for the rest of round 4 and then continue their normal pattern... You can actually find all the parts you would need for the sand-attachment here... Also, on round 6 there's a boss round, and it's all diffrent depending where you are... On the boat: It's the pirate round, in which pirates board the ship, ready for plundering your souls, their swords hit twice as hard, so you red-screen without jug and one hit, same with jug and 2 hits... So don't take these guys lightly! On the aircraft you'll actually be prompted to board an aircraft before the platform gets bombarded! There, you'll be taking the position of taking out pilot zombies... (In solo you have a turret, in 2 player, one man mans the gun, the other e wheel, in three player, one has a turret, the other two share a plane, in four players, two have the wheel, two have the gun... Once the round's over, you'll be put auto-piloted back to the ground... Again, you can't leave again until the part for the elevator is obtained... Once it is, lightning will activate another gate and you can hop through that.... Now here's the coolest place yet: Space station Macnera 12, suspended in orbit by Americans and Russians after the zombie era... It's a zero Grav. Zone so the controls are a bit like how they are in ghosts... Claymore-types work here, but not tacticals or leathels... So their buttons are used to Assend/ desend... Marelton will explain how there is an oxygen feild and small gravity feild arround much of the station, but parts of the gracity system seem to be broken... You can fix them to gain small pockets of regular gravity arround the bace... The boss round here involves the return of the novas :shock: ... NOT something to be taken lightly in a zero-Grav environment! Using the parts you've collected and the last part here, you can A: Turn on the power conduit and B: Build the elevator so one can now enter the portal here, and come out on the ship, enter the ship portal, come out on the airship, and enter the airship portal to get to the space station... Now ther are some other obsticals I should point out: Other obsticals: The boat: while idle and in motion, the boat has a huge tendency to shift back and forth, making it hard to stay on board, if you fall in you will be eaten by the radioactive shark! :twisted: The island: Ever so often, when you're done sailing, the ship will stop near an island, one can then dispatch a raft, after the power is on, and ride the raft into the island to find PAP! The catch? Oh just the radioactive shark you'll have to fight... :shock: but hey! PAP! The hovercraft: After the power is on, the hovercraft will occasionally loose ballence, in which it may become slightly lopsided and wobbly like the ship... Careful not to fall off... The air-feild: In space, there is a very clear, blueish-air feild in a bubble arround the ship and the destroyed outside areas of it... Do NOT go near these areas, as you can step out, loose all your oxygen almost imediantly, and will die from lack of protection! Simple way to avoid this: Stay away from the air-feild! Now that that's out of the way we can move on to: PERK UPGRADING!: Perk Upgrading: You'll need to start in space, where you'll find the eletric chamber: Sourse of power for the lightning storm and where the power switch is held. Durring a mutant round, you will need to find the hidden buttons (like in Assension). There is one per player, once they've all been pushed, each player will loose all perks, they will then be unable to purchase any perks either. Make your way back to the hover craft, where you'll need to survive until another mutant round (or the same one if your skilled) and fly arround in the storm, hitting the 0-3 perk drops, giving back the lost perks, once done and the plane lands, it's your job to retreive your final perk (the one that's upgraded) by sailing into the "light" which it drops from on the boat. This process can be repeated until all perks are upgraded (asside from athena's flask and juggernog). Now for the focus of the map: The Easter egg! Easter egg! At the begining of the map maxis will instruct you: Excelent work making it this far children! Your effort is irreplaceable. But I need you help now more then ever. This triad within this sector of the planet is a huge conduit, forming portals between the stars and the sea! I'm i ntrusting you four to discover all you can of this link, with any hope we may be able to twist the abilitys of this portal to serve our own means... My consciousness is tied DIRRECTLY to this ship... It is the strongest aether conduit I can reach... Above me, my daughter may instruct you better... (Once you reach the space ship): Samantha: Hello, your the naughty people that were inside my head! Do you KNOW the consiqueinces of what you unleashed? Repent now or die in pain and suffering! Help my father! For he is your only hope at redemption! Step one: In the space ship there will be a massive telescope, missing a lense, you will need to find the glass shard parts scattered throughout the map. Once found, build them into the telescope and apply sand and time blasts to the lens! Sam: Excellent! You have begun the path of enlightenment! But it's not enough, we must aline the planets, only with all may we hope to survive,,, Note: At this point when a player enters the hovercraft area they can hear the voice of a weak man in pain... This doesn't really mean much till later however... Step two: Alining Pluto: It only makes sense to start at the end an work your way back. Maxis: To bring Pluto forward you must establish a voodoo connection with the planet. I suggest using some kind of astrolabe to connect to it..." the astrolabe can be found at the bow of the ship, and to connect to it you must destroy the light-beacons on the airship with the water blasts. This will open up a few symbols on the floor with the astrolabe's pedistol. Kill a few zombies here and the astrolabe will freeze over. Take it and place it on the table in the captain's cabin. Return to the lense to see (on a screen) that where the was once nothing, there is now a glowing blue dot. Step 3: Sam: Excellent! Pluto Is now in link! Next you must appeal to the god of the sea!" here all you have to do is fire a few zombies out of the air-feild using the water attachment! Once done a small blue orb will fire out of deep space, right into the center of the bubble. Take that to the captain's table as well and it will glow green! Step4: Maxis: Wonderful! Even more so, the vaccumous distrubance in the orbit has pushed Uranus inline as well! Saddly it is my incline to tell you, the only way to move Saturn was destroyed centuries ago... Theoretically we could just wait for the planet to line up, but that would take decades... Time we appear to not have..." Little does maxis know, we have a time-gun! To do this step, simply fire a few blasts of time through the telescope until Samantha says: Against all odds you have helped me! You are well on your way! But there is much to do! You must pull forth the giant planet! At this time a yellow atom-like object with spinning electrons will appear on the table... Step 5: Now you need to summon jupiter, to do so you will need help from "the voice of the door" in maxis terms... This voice is your old freind (hense the name) gersh! Release him by using the earth-quake in the vacuum of space 3 times. This will gift you a thunder gun on the aircraft carrier... Step 6: Using the thundergun, fire at the storm, seen from the PAP island, until a small little star appears. Then simply shoot that with a ray gun shot and it will explode. Jupiter is a gas planet, much of it is appearantly super flammable to ray gun shots... It will push the planet in orbit... A orange flame will appear on the table... Step 7: Gersh: Excellent! Only the red planet remains! It's red haze is made from dust, it's possible that a magnetic pulse from the correct position, will suck the planet into the correct quadrant! We will need the propertys of this telescope for that, please shatter it now! (Doing so by the earthquake ability) Sam: What are you doing! We can not see the stars now! YOU HAVE DOOMED US ALL YOU TWIT! RRRAAAAHHHH! At this point all the zombies go HAYWIRE and become twice as hard to kill! (round 10 zombies---> round 20!) they will remain like this until one is able to construct the crystal sphere via shooting blasts on a meteorite recently lodged in the air-bubble, it will then fall to earth onto the island with PAP, where one can shoot it with water too cool down into a crystal. By pushing this crystal into the PAP machine maxis will say: WHAT ARE YOU FOOLS DOING?!?... What is.... Oh... OF COURSE! QUICKLY BACK TO THE OBSERVATION CHAMBER! (zombies revert to normal) Step 8: Sam: Sorry for the mishap earlier... Tell me the next time you just want to build a tractor beam for a whole planet! All we need now is energy! And we all know where THAT comes from! Ahahaha! Guns she means, you will need one of each attachment, the thunder gun, a ray gun, and the snapshot... Fire all that at the small black-hole in space (can't miss it it's the dark purple-y dot) and then pick up the picture... Place that into the scanner near the telescope... A red flux will appear on the table Step9: Maxis and Samantha: Excellent! The planets are aligned! All that's left is to summon the hordes! Thank you freinds! But we ask only of this final task! Sam: For the survival of our world! We need to physically open the shard splitting time and space. Maxis: We beg of you... Hurry time is of the essence.., There should be a huge beam coming down now right near the ship, simply pilot the ship into the beam... Hell hounds will pop up all around the ship and will actually attack the zombies, ripping their throats open... Until they all disappear... Samantha: We have unleashed the army! We have our soilders! Maxis: Excelent... Let's only hope richtofen hasn't betrayed us... Samantha: Richtofen is evil daddy... But he never lies.... ???: Unlike me.... Maxis: What is the meaning of this? Gersh: Oh, Remeber me child? You tried to kill me years ago? The Assension project? Sam: GERSH! Gersh: Silence! You arnt worth my time, NOR my effort to dispose of either of you.., but know this... This army is under MY command, and I WILL have my finger on the trigger the whole time! One wrong move and both of you are ... Poof... Maxis: Gersh! You have no idea what you are doing! We need control now! Gersh: You speak of a man known as richtofen? He is one of the men who saved me for your daughters wrath... I will fallow his orders... But not yours... For now... Let us focus on the upcoming battle... We have much to plan for to skirmish with the dark army... Thank you, as well, my freinds.. You are the second group of mortals to unbind me from my chains of Doom... I am in your debt... Here...accept this as reward... Here you'll be rewarded all perks and gain the acheivement: "Old freind": In voyage, release the mystery man... Other acheivements: Star trek: In voyage, become a pilot, a captain, and an astronaut all in one game! Monsters of air and sea: In voyage, defeat all 4 boss zombie's in one game! Picture perfect: In voyage, capture a photograph of all types of zombies. Natural improvement: In voyage, kill one zombie with each of the elemental upgrades in one game! Don't rocket the boat!: In voyage, knock a zombie off the ship using a launcher. Special acheivement: If you notice, there is one orb for each color: Red:Mars, orange: Jupiter, Yellow: Saturn, Green: Neptune, Blue: Pluto, but there is no purple, well... Guess again... The final peice of the puzzle, can only be done when the moon is in orbit, when it is visible from the space station gersh will speak again: Humans... I don't have long to converse with you... The voices are being shielded by something inside the moon... I don't have long left in this world... If you wish me to help you, you must bring the moon into correct orbit as well... From that I may become physical... You need to simply head to the aircraft area and kill zombies with the thunder gun, releasing purple mist, that when snap-shotted, will crystallize into a purple sphere... The last step is to bring it to the table and throw a gersh device... It will result in all of them forming into one white light, that will fly over to a far away, in-Accessible cliff. Where one can now see a man in a coat of they have a sniper.... Secret acheivement: Come sail away: In voyage, save the lost soul... And that is DLC3! Hope you all enjoyed! For a little extra fun, I'm going to start DLC 4: Anti-hero now: DLC4: Anti hero! Trailer: Come join the ZDD! (Like an army ad, but ment to attract zombie killers to protect the diffrent community's)(can't REALLY go into detail on this, nor do I care to) Four all new zombies maps, and including the brand new zombies epic: Empire. Vonderharr: We start off with this brand new zombies map collection with a sure to be fantastic map: Cavern. Taking place in an abandon gold mine, players will love avoiding not only zombies, but falling stalagmites, cracks in the earth, and all other types of hell and nonsense! This is a relatively small map, only consisting of four rooms, the spawn, a door to the north containing several weapons, a door to the east containing the box and 3 of the 5 perks. And a door to the south west, which can be crawled under to reach the Pack a punch area... The guns on this map are similar to the selections in Rezolution, The perks include: Athena's flask, juggernog, Speed cola, Test-o-strength-larone, And quick revive Unfortunately there is no way to upgrade your perks here... Meaning no upgraded speed or quick revive... Which isn't that bad TBH... No buildables in any of these because they're survival... No wonder weapons... However each map does hold on to one gun, unavailable in any other map, but is avaible in MP, like the m-27 in nuketown zombies... In this map it's the P0-7K: An assault shotgun with lots of amo, and relatively high power... Upgraded it becomes the 9Un-c4... Also that test-o-strength-larone you may remember had the ability to protect from frost bite? Yeah that comes into play on this map, as it constantly freezes over, which slows down the player, and zombies, just like the ice water in COTD.... But yeah, this should be a fantastic survival map, great for just killing zombies in a cave. No extra modes, just survival! Also there is a lift in the PAP room that takes you to PAP... But there isn't any protection from the zombies and you will end up jumping back down a slide to the main area eventually.... ------------------------------------------ Map 2: Warehouse: In this map, there's no telling where your going, what is up, what is down, what is wher you've been or where your going! A very demonic map: Red eyed zombies... Same guns as other maps New gun: Kings pistol: A fancy weapon, awarding double the points, other then that it's just as normal as a crosshatcher... This map consists of a large warehouse, where boxes are super weird and everywhere... They teleport you randomly to other boxes and places. You'll be easily seperated and lost... Everywhere looks the same, and every box is openable that you can reach! Each costing 1000! Some may contain perks, others the PAP, others portals, others zombies! And in one: The lost arc! (lol) even the mystery box is disguised inside boxes... There is literally NO way to tell what you're opening... It's all about luck and chance... Perks: Juggernog Speed cola Double tap Quick revive Deadshot Mule kick Vultures aid (super helpful!) Asside from zombies the only other obsticals are walls, which you can't jump over, however it is possible to gain access to the top of the rows and dictate where you are from there! I should also mention these boxes are randomized in every game... Little Easter egg: If you do find the arc, you can open it after you've open every box in the game... It will reward you with an extra (non-upgraded) perk... And the acheivement: top men.....: In warehouse open the secret... ------------------------ Map 3: Royal: The richtofen map: Takes place in a sunken palace, also I should mention, the palace has the same structor as Der reise... As it is a re-make of this map... This map does come with both a survival mode, and a greif mode.. The greif mode doesn't stray far from the normal mode, in any way other then the fact the survival mode has the added bonus of the drops that spawn from teleporter use... The teleporters btw are now eletric coral patches that for some reason or another Fuffill the same propertys of teleporting... New gun: The undertaker: Mix of a launcher and a shotgun: Firing a plethora of tiny missiles that dont do much damage, but the shear amount of them takes out a lot of a zombies health... The only other diffrent feature of this map is the perks: Wonderfizz Perks : Phd Stamin up Eletric cherry Mule kick Vultures aid Deadshot Test o strength larone There are no main perks on this map... Kinda disappointing, but the lack of juggernog and QR should present a new kind of challenge for players... Easter egg: You know this one, activate all teleporters and then upgrade your gun, shoot the fly trap and then the bears... Results in an extra perk for your team... And the acheivement: De'ja vu: Have we done this before? ----------------- And map 4:
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Character Stories. Will we be creating them?
Stop Mocking Me0 replied to F-artmuncher's topic in Origins
But is it RELEVANT to our story in any way? -
No no, this is right, everything you've said so far is the generally accepted theory at this point: That THIS is a world where everyone was born early, maxis became insane, Samantha was never born and thus was "created" when the leaks in the universe via 115 bound part of her soul to this world. The O4 never received their madnesses from the 115 treatment or the MPD, and this ENTIRE universe is just a plaything of sam's, while richtofen is controlling the REAL universe. Basically the entire event of origins has no point other then highlighting how 115 can cross dimensions and how the O4 would be if they weren't driven to their social disorders... There are two outcomes to this: 1: Origins has zero point at all storyline-wise 2: We're beginning a whole new storyline which is MORE dreadful IMO, Or 3: A little of both: This universe and the "real" universe will link together and combine in some way... I have no idea HOW or WHY but... Meh... I actually would be OK with this idea of linking worlds... Normally I would oppose but it would do MANY things to the storyline: Could bring the O4 back into the main story, the say O4 Mark 2, in the future. It could also bring into play a duel-diminsion thing where half the map is in "world Original" and the other in "world 2". EVERYTHING in the "World 1" could be in some way, in the "world 2" which would explain the return to nact, and verruct in BO1... This may also mean key elements like the towers, the button, and the MPD could exist in this new world as well.... We should be able to tell which world we're in by the perk machines and the box... so far there are 3 worlds... 1: The normal world: Crate box, Normal perks 2: The second world: Tomb box, rock pack-a-punch 3: The hell world: Chest box, flashy-interdimintionated-perks
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Yes I did, and it fit in there wondrously... And I'm not going to stop playing a game because ONE map's ending was shit, that'd be the outlook like the kind of guy who DOES need a flipping tissue box... I'm pissed about the ending I have the right, and reason to Complain about this, you know what not complaining does? NOTHING! And who learns from it? NOT TRAYARCH! Not anyone! They'll keep spitting out this shit if people keep "accepting" the poor excuse for a story, they won't if people don't like it! "Don't get angry because it's not the ending YOU wanted" -I don't give a crap what ending we would have been given, just as long as it wasn't as complete shit as that! "Some of you get so bent out of shape because people don't agree with you"- I don't bat an eye when HUNDREDS of both stupid and logical posts full up my topics and thoughts with disagreement, but the SECOND I feel offended because multiple different new people who care nothing for the storyline, tell me to "shut up" and "stop being a baby" when this is a FORUM FOR THE EXACT PURPOSE OF EXPRESSING ONE'S OPINION, I get just a bit TICKED! So let me line this up for you VERY clearly! :evil: 1: THE ENDING IS A COP-OUT, ANYONE WITH BASIC KNOWLEGE OF TRAYARCH KNOWS THEY ARE CAPIBLE OF SOOOO MUCH MORE THEN THAT! 2: THERE WAS NO TWIST! There was no dynamics in the plot of that... It was just...pointless... And kind of a waist... 3: THIS IS A FORUM WHERE I CAN EXPRESS MY OPINION ABOUT THIS SUBJECT AS I LIKE, this isn't a meeting or some group that my comment takes up time. There is no reason for me to not post as I want, it is my opinion, my opinion was asked of me, and I gave it, plain-and-simple, you don't like it, either support a valid argument against it or don't bother! 4: I CARE ABOUT THIS STORYLINE, his may come as a shock to you, but I for one, think this storyline used to be the most interesting and amazing thing I've ever seen... when someone butchers it like this I feel offended, THAT IS THE KIND OF PERSON YOU FIND ON A CODZ FORUM! 5: THIS IS NOT THE TIME TO PUSH ME OF ALL PEOPLE! Especially after that horrid ending... If there is ONE thing I can honestly say, is that I have an ENORMOUS care about plot and storyline, ask anyone, I am OBVIOUSLY very pissed at trayarch, and the camp. Team, and PTGC, and now, YOU too! I can't be bothered to attend a pointless argument with you anylonger for the courteous act of NOT having this thread locked, SO: Farewell, see you later, allons-y, adios, good bye, sincerely yours, all the best, roleing out, hasta la vista, And furthermore: S H O V E O F F !
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Yes, but the effect ware off if you don't hit the zombies dead on, the ultimate staffs fix this issue.. On topic, I love everything gameplay wise about this map, it's all great, But everyone here knows I HATE the storyline of this map.... But about that robot bit: How? I've waited like... Ten whole minutes on flipping freya, NEVER came... Started building the lightning staff and the zombie was burned by the tank...
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Character Stories. Will we be creating them?
Stop Mocking Me0 replied to F-artmuncher's topic in Origins
Doesn't matter, the origins storyline is a game made up by Samantha... Nothing in it's entire timeline is canon to the storyline Fallowed by nact. Verrućt, shi no Numa, der reise, kino, five, Assension, call of the dead, shangri la, moon, nuketown, tranzit, die rise, mob of the dead, or buried... It is seperate entirely... -
And thus we reach an era of "sub-tweeting" on forums... Sad... But at the point, there was no answer... There wasn't anything... Honestly nothing about the whole Easter egg made any sense! I have a damn good reason to blow up like this! If there is EVER a reason to blow up on a zombie forum, IT IS THIS! What trayarch has done is SAD, PATHETIC, and downright MORONIC! I'm sick of the people who have been on these forums for like, four months, telling me to "Except it", you have NO idea how much of a kick to the balls this is, and telling me to shut up about it won't HELP ANYTHING! (Polar express conductor's "Thank you" face) Thank you...
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I love the wonder weapons, aside from that DAMN air staff... the hardest staff to build in solo is the LEAST helpful.... The panser soldat is a real pain... But when you get right down to it, once you know when he's coming, you can prepare for it... I normally start at jug and run towards the trenches via tank-path mud. It's quite the simple process... The main thing that ticks me off about him is when you're reloading and you get caught, this is almost INSTANT death, as he will either A: Crush you himself or B: Have the other zombies swarm you like mad... IF you have a MG you should be fine though... I HATE THE GOD DAMN ENDING, no, I HATE THE DAMN STORYLINE of the whole map! It fits NOWHERE into the storyline.... It's not even significant... Nothing was answered about that DAMN button and NOTHING was answered about jack-else! I HATE IT I HATE IT I HATE IT! The staffs were a nice touch though, everyone gets a staff and once upgraded, even allow even more gifts! The staffs are plenty powerful before upgrading, both the fire and the ice staff slow the zombies, allowing a second blast to finish them off, the lightning staff is also useful, and i GUESS the air staff could be good if you're cornered... The maxis drone was NOT something I enjoyed... you activated it... It helped NOTHING, and then it came down and destroyed the zombie you were trying to save. Then it just goes back to it's charging post like a little cleaning vacuum.... The robots are a bit of a pain, and I'll tell you why: Supposedly one of each of their feet is "enterable" at one time... However, these feet can switch positions! They can also give an almost clear illusion of being the "openable" foot, but in reality... It's not... The digging feature was AMAZING! I do hope we see that again! Guns for free, extra zombies, blood money! AWSOME! The empty-perk bottle is my preference too, I would take an extra perk slot over a free perk any-day! The challenges were a nice touch too! Especially the ones that awarded small prizes like drops... Over all, I believe that origins is a GREAT map for gameplay, but the WORST map storyline wise... And when you look at it: if the so-called campaign team, made this map too, it's VERY unoriginal... Hey guys!! Lets make a map with new characters to black ops two, an evil stormy atmosphere, and a tricked-out box! We should also make it so you need to supply power in a different way then a power switch! We should also put in some old-timing weapons not available in multiplayer! One of which should be like a weapon we all knew and loved, but is now completely nerfed! There should be special zombies that walk arround bigger and stronger then the others! ANd maybe they can cut off access to some things as well! OOOH! AND we should make the wonder weapon upgradable in a way other then pack-a-punching! And while we're at it, lets throw in a cool textured PAP camp too! You think there should be an area where players could temporarily be out of zombies reach for a brief period of time? OH YEAH! We also should make it so all the build-ables can be seen from the score-board! GENIUS! Let's see PTGC make a comment about THAT!
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Air Strike Monkeys w/o Thunder Fists by Round 5
Stop Mocking Me0 replied to yourmapper's topic in Origins
I've honestly never cared too much about the fists... I learned early on in tranzit NOT to rely on melee weapons! Although I do fill the chests when I can, after getting jug., a weapon to kill the PS and the shield, I've found with or without jug, early round-box training is impossibly hard without that shield. Given you have at best the b23r and a dug up weapon... But with the shield you could do it EASY with a Remington from the ground...
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