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Monkey Bomb Aquired from the Mystery Box Lastly is the Monkey Bomb. I'm not sure what sick psycho thought of this device, but I'd love to buy him a drink. Found in the Mystery Box, the Monkey Bomb attracts all the zombies in the vicinity with its incessant clapping and hypnotic song. Once the zombies have gotten close, the timer winds down and the Monkey Bomb detonates, bringing all those around him to hell in tiny, manageable bits. This weapon is mapped to your secondary grenades with a total of three held at a time, refilling with Max Ammo power-ups. Keep in mind that it takes several seconds to pull out the bomb and then throw it.
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Bowie Knife The Bowie Knife is an all-new weapon found after opening the door leading to Teleporter C. Running a total of 3,000 points, the Bowie Knife is capable of delivering one-hit kills to zombies up through the early teen rounds and still manages to put a hurt on the higher-level ones. A soldier would do well to pick up one of these bad boys for those times when ammo is running low. Location ~ Teleporter Z-C Points Cost ~ 3000
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Power-Ups Carpenter The Carpenter power-up appears as a hammer, and is a great tool in the early rounds that can easily buy your squad some breathing room to recoup and regroup. As soon as a soldier touches the Carpenter power-up, all windows within Der Riese are instantly patched up and the zombie onslaught is temporarily slowed down.
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Perks-A-Cola Quick Revive Soda - 500 / 1500 Points (Solo / Co-Op) Jugger-Nog - 2500 Points Speed Cola - 3000 Points Double-Tap Root Beer - 2000 Points
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Good job @Hells Warrrior. Nice background & header image too. Frustrating that it didn't go to plan for you. I appreciate the time you spend updating the site. (P.S. - Why is the shit editor back? The undo format & spoiler buttons are missing)
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Nice work @anonymous But you haven't included MOON? haha Shadows of Evil is set in a "Fictional' City (why Treyarch? Why?), but on the BO3 promo picture, the city in the background is Chicago. As for time & dates, Verruckt is the only map that has a confirmed date, as it says September 1945 (?) on screen when you spawn in. Though saying that, Dr. Richtofen's Diary radio messages do have actual days, months & years. Along with the BO2 letters from the field. (Can't think of anything else atm) I think that everything after a certain event, e.g - DG-2 in the Teleporter etc, caused the original dimension to no longer have an actual time frame (day/year). An event involving Element 115 cause time, space & dimensions to blend together. This event happened just after the Marines in Verruckt.
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I can finally obtain the "No Mans Land 300 Kills" Medal!!! Thanks for the privileges @Hells Warrrior
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Zombie Characters Honorguard 1 ================================= Honorguard 2 ================================= Hell Hound
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Playable Characters Dr. Edward Richtofen ================================= ‘Tank’ Dempsey ================================= Nikolai Belinski ================================= Takeo Masaki
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In the Cell Below The Waves Is Where Honor Suffers Chemical Element Atomic Number Cipher - "The Giant" With the new movement mechanics in Black Ops 3 such as Wall Running in Shadows of Evil & the Low Gravity effect in Der Eisendrache, I'm sure we will see 1 other movement system implemented that has never been seen in a Treyarch Zombies Map = Swimming Throughout the Campaign & Multiplayer modes, there are sections that incorporate swimming, but also during the first Nightmares mission - "Hypocenter" , you fight Zombies underwater. Nightmares Mission - "Hypocenter" Multiplayer "Leviathan" - One of the most rated World at War Custom Zombies to date World at War Custom Map - Leviathan "Aquatic underwater excavations, deep-Sea experiments, swarms of undead Scientists. Submarine rides and other types of action with so much more." After the success at the Rising Sun Facility, Division #9 is moving with phase #2. The Island Facility is now operational and initial testing underway Flag Semaphore Cipher - Der Eisendrache Shadows of Evil Paper Scrap Picture Co-ordinates - 158°10'50.31"E 6°53'12.07"N Pohnpei https://en.wikipedia.org/wiki/Pohnpei Pohnpei "upon (pohn) a stone altar (pei)" (formerly known as Ponape) is the name of an island of the Senyavin Islands which are part of the larger Caroline Islands group.It belongs to Pohnpei State, one of the four states in the Federated States of Micronesia Native Period - Before 1825 Pre-Spanish Period - 1825–1886 Spanish Period - 1886–1899 German Period - 1899–1914 Japanese Period - 1914–1945 US Period - 1945–1986 Independence Period - Since 1986 Nan Madol https://en.wikipedia.org/wiki/Nan_Madol Nan Madol is a ruined city adjacent to the eastern shore of the island of Pohnpei that was the capital of the Saudeleur Dynasty until about 1628. It is in the present day Madolenihmw district of Pohnpei state, in the Federated States of Micronesia in the western Pacific Ocean. The city, constructed in a lagoon, consists of a series of small artificial islands linked by a network of canals. The site core with its stone walls encloses an area approximately 1.5 km long by 0.5 km wide and it contains nearly 100 artificial islets—stone and coral fill platforms—bordered by tidal canals. The name Nan Madol means "spaces between" and is a reference to the canals that crisscross the ruins. The original name was Soun Nan-leng (Reef of Heaven), according to Gene Ashby in his book Pohnpei, An Island Argosy. It is often called the "Venice of the Pacific". Magnetized Temples of Nan Madol Nan Madol - Ancient Underwater City Ruins Ancient Aliens : Aliens and Forbidden Islands Nan Madol in Fiction ~ H. P. Lovecraft's - The Call of Cthulhu Lovecraft claims R'lyeh is located at 47°9′S 126°43′W Coordinates: 47°9′S 126°43′W in the southern Pacific Ocean. Writer August Derleth, a contemporary correspondent of Lovecraft and co-creator of the Cthulhu Mythos, placed R'lyeh at 49°51′S 128°34′W. The latter coordinates place the city approximately 5,100 nautical miles (9,400 km) from the actual island of Pohnpei (Ponape), the location of the fictional "Ponape Scripture". Both locations are close to the Pacific pole of inaccessibility (48°52.6′S 123°23.6′W), a point in the ocean farthest from any land mass. R'lyeh is a fictional lost city that first appeared in the H. P. Lovecraft short story "The Call of Cthulhu" The Moon Pool The Moon Pool is a fantasy novel by Abraham Merritt (1884–1943). It originally appeared as two short stories in All-Story Weekly: "The Moon Pool" (1918) and its sequel, "Conquest of the Moon Pool" (1919). These were then reworked into a novel released in 1919. The protagonist, Dr. Goodwin, would later appear in Merritt's second novel The Metal Monster (1920). Although Merritt did not invent the "lost world" novel—he followed in the footsteps of Bulwer-Lytton, Conan Doyle, Burroughs, and others—this work extended the tradition. The Moon Pool is sometimes cited as an influence on "The Call of Cthulhu" by H.P. Lovecraft, which may in turn have itself influenced Merritt's later story Dwellers in the Mirage (especially the monster Khalk'ru). In particular, The Moon Pool is partly set on Nan Madol, a location which would, some claim, later inspire Lovecraft's R'lyeh. Legends of Nan Madol ~ "House of the Dead" Herbert Rittlinger Herbert Rittlinger was a German writer, photographer, explorer and pioneer of canoeing. Herbert Rittlinger wrote travelogues, novels and nonfiction. He spent two years as a sailor, Koprapflanzer and prospectors traveling in Japan, the South Pacific, New Guinea and Australia. "South Seas journey" is the title of his book from this period. Erich von Däniken's - The Gold of The Gods Interesting Myth Reads ~ Herbert Rittlinger's - The Measureless Ocean (Never Published) Erich von Däniken's - The Gold of The Gods or full book HERE Frank Joseph - The Lost Civilization of Lemuria: Are There Ancient Platinum Coffins off Nan Madol? TLDC; I think that the swimming mechanic will only be a small part of "The Island" map, a means to get from land to an underwater cavern, much like how it is used in the "Hypocenter" mission from Nightmares. (Sorry for the length but I decided to combine 2 topics which I'd been reading up on over the last few weeks & finally got a chance to post it.)
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"House of the Dead" I have been reading about these myths of Nan Madol when it was under Japenese rule, divers found mass deposits of Platinum within these underwater Tombs known as the "House of The Dead" Also if there is any link to Lovecrafts Cthulu mythos, in particular - "House of Ryleh" being inspired by Nan Madol Also the Children being in "The House" But I really have no idea if "of the Dead" map name will continue. I can't see any other characters being used. I think they will continue the Origins Crew as they have their mission to complete.
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Bump & Good luck. Thanks for your contributions
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Der Riese Map Selection Screen Der Riese Loading Screen - 935 Logo (World at War) ================================= Der Riese Loading Screen - 601 Logo (World at War) ================================= Der Riese Comic Book Page (Black Ops) ================================= Der Riese Comic Book Page Loading Movie (Black Ops) ================================= Der Riese Loading Screen Music (Black Ops) The track itself is an arrangement of The dead ops song "Raining Teddybears"
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World at War Map Pack 3 Trailer The official CoD:WaW Map Pack 3 trailer, showcasing Breach, Battery, Revolution, and Der Riese! ================================= Der Riese Trailer - "Beauty of Annihilation" The official Call of Duty: World at War Map Pack 3 Nazi Zombie level, Der Riese, and its associated music video "Beauty of Annihilation."
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The Giant is rising. Face the might of the Nazi Zombies in their heartland. This is where it all began. This is where the master plan took shape. Is this where it all ends? Call of Duty: World at War DLC Map Pack 3 Der Riese ~ August 6, 2009 Call of Duty: World at War Map Pack 3 further expands the awesome COD multiplayer experience with four brand new maps. Fight for ocean territory in "Battery," an armored island surrounded by anti-ship mines and shore to ship cannons. Watch out for sniper fire as you defend Russia's most coveted resource in "Revolution," and keep a sharp eye out through the dense, overcast city streets in "Breach," set at Berlin's historic Brandenburg Gate. Zombies return in all their undead glory with "Der Riese" (Zombie Factory), a Nazi research facility featuring the weapon upgrading Pack A Punch Machine. Use the teleporters to escape in an instant and fight to the death in pursuit of the map's 10 new Achievements/Trophies. ================================= World at War Blog Intel Troops, We are digging deeper into the mystery of this zombie plague and we have uncovered shrouded intel detailing a hidden facility in the German country side. Trailing this conspiracy is one rabbit hole we fear to enter, but if we ever hope to eradicate this threat, we must pursue all leads. Intel is limited, but we have managed to recover blue prints of the structure. The facility is known as Der Riese, which translates to "The Giant" in English. What we can gather so far, leads us to believe the facility was used for the most gruesome and ghastly experiments. I tremble at the thoughts of what horrors await those who enter its bloodied doorways. Meanwhile, our engineers have been able to discover massive amounts of electricity being consumed within the facility's walls. Rumors suggest that the scientist within were able to create working prototypes of human teleporters. Initially, I would have shrugged this intel off as nonsense, but after transcribing the reports of Shi No Numa, I don't know what to believe. For anyone who finds themselves within the walls of this facility, I pray for your safe return. If this is the epicenter of the zombie infestation, may you find the courage to face this evil in its most unholy grounds and find the strength to send its inhabitants back to Hell. ================================= Initial Reports from the Field Time to gather round, soldiers! A new battle zone has opened up near Breslau, Germany, and this one is like nothing we've ever seen before. You may think of yourself as the ultimate zombie slayer, but once you enter Der Riese, you're nothing more than an entrée in flight. Take what you know about Shi No Numa and Verrückt and prepare to learn a few more lessons as you emerge yourself into this hellish death trap. The zombies in Der Riese are faster, fiercer, and just waiting for some fresh meat to chew on. Now that we've scared you half to death, it's time to listen up. We've got some tips for you recruits that we've managed to collect from the soldiers who've somehow managed to make it back home. Before discussing the specifics of Der Riese, we at HQ feel that we should first review the basics. Some of you out there seem to suffer from severe short-term memory or have simply chosen to ignore the sage wisdom of our Shi No Numa report; regardless, we'll repeat: COMMUNICATE! Without communication you can be sure that the ravenous zombies will be dining on your marrow in no time. When you think it's time to move, if you're getting overrun, even when you're reloading during a particularly heavy onslaught; communicate everything to avoid confusing your teammates and losing cohesion. Stick together at all times! You have a much better chance of keeping a zombie off your back if you have a comrade watching it. Don't try and be a hero. When moving to a new area, regardless of which direction you choose to take, find an easily defendable area and have the entire team hole up there until it's safe to move again. Take note that when defending an area, the tighter the formation of the group, the better. More often than not, greedy soldiers that try to attack too far ahead in hopes of gaining more points end up getting swarmed and dying. If you can at least remember these two basic principles, then maybe your squad can survive long enough to see Der Riese truly come to life Your first objective when starting Der Riese should be to rack up points to venture to the outer wings of the facility. In the beginning rounds, let the zombies come toward your assigned window and allow them to knock out some boards. Pelt them with a few bullets, finish them with the knife, and then repair your window before the next arrives. Repeat. This allows for maximum point allocation before the tide of zombies becomes too frantic. After going through a few rounds in the starter area comes your first decision. You can either go right (when facing the mainframe) to open a gate leading toward the Animal Testing Lab, or left to open a gate leading toward the Hanger. Keep in mind that either choice requires a second door to be opened to actually get into the Lab or Hanger. What this decision boils down to for most teams is where they feel comfortable, and whether they'd like to first grab the Thompson or the Trench Gun, the Thompson being in the Hanger and the Trench Gun waiting in the lab. From either of these locations, your next goal is to reach the street leading toward Teleporter C. Here your team will find several important items. But before discussing them, heed these words. Do not open the door leading toward Teleporter C! Until about round nine or ten, this is a great place to defend and rack up much needed points for the vital upgrading processes that will follow. On the back of the generator here, you will find the power, which when activated will lower the bridge above you and activate the level's Perks-a-Cola machines. The switch to the right of the archway midway through the street activates an electric barrier, a very handy tool for those times when the horde's numbers become too overwhelming. And lastly, but definitely not least, the Mystery Box. You know what to do. Back up to the end of the street and start shooting away at the onslaught of zombies, utilizing the same tactic when dogs appear and gambling the Mystery Box when points allow. Before signing off, we'd like to leave you with this special note of advice. Der Riese is a large map. For the uninitiated, it can seem downright enormous. However, after several matches you will begin to understand its layout, and in no time it will become much more manageable. Recruits, be patient and ask for help if you're unsure of where to go or what to do. Veterans, if you're grouped up with a new player, remember this and help guide them through the steps. Getting upset at the greens only frustrates them, and they'll be less likely to watch your back when you slip up and get mauled. We're still gathering intel, and reports of strange occurrences in the area are swarming in more and more every day. Keep posted for more details in the future. ================================= Der Riese New Additions By this point you may start to notice some new items not seen in your previous zombie adventures. The new tools to be found in Der Riese are the Carpenter power-up, Bowie Knife, and Monkey Bomb. Carpenter The Carpenter power-up appears as a hammer, and is a great tool in the early rounds that can easily buy your squad some breathing room to recoup and regroup. As soon as a soldier touches the Carpenter power-up, all windows within Der Riese are instantly patched up and the zombie onslaught is temporarily slowed down. ================================= Bowie Knife The Bowie Knife is an all-new weapon found after opening the door leading to Teleporter C. Running a total of 3,000 points, the Bowie Knife is capable of delivering one-hit kills to zombies up through the early teen rounds and still manages to put a hurt on the higher-level ones. A soldier would do well to pick up one of these bad boys for those times when ammo is running low. ================================= Monkey Bomb Lastly is the Monkey Bomb. I'm not sure what sick psycho thought of this device, but I'd love to buy him a drink. Found in the Mystery Box, the Monkey Bomb attracts all the zombies in the vicinity with its incessant clapping and hypnotic song. Once the zombies have gotten close, the timer winds down and the Monkey Bomb detonates, bringing all those around him to hell in tiny, manageable bits. This weapon is mapped to your secondary grenades with a total of three held at a time, refilling with Max Ammo power-ups. Keep in mind that it takes several seconds to pull out the bomb and then throw it. ================================= Der Riese Pt.2 – Advanced Tactics Listen up! By this time, the zombies in Der Riese have claimed countless lives, with more and more victims added to the list every day. But if you're here reading this, then we can at least feel assured that the next wave of soldiers might stand a better chance. Since relaying the basic information to you from our preliminary reports, we've started to receive documents detailing more advanced tactics, containing notes about powerful technology never before witnessed on the battlefield. First, as always, communication and team cohesion reign as the top priorities within Der Riese. All subsequent advice relies on the strength and consistency of these two factors. Now, as I hope and assume, your teams are comfortable to the point of at least turning on the power, as mentioned in our Initial Reports of the situation. At this point, you have yet other immediate needs to address. Located throughout the stage are three teleporters, each capable of linking back to the starting mainframe and spread throughout the area as seen on your map. It is absolutely essential that these teleporters be linked up before the hordes begin to overwhelm your team. Additionally, the four familiar Perks-a-Cola machines are also spread throughout the level, granting absolutely vital passive boosts to team members as the rounds move further. With the high attack power and high speed of some of the zombies out there, the necessity of Juggernog and Speed Cola in particular becomes top priority in order to keep you on your feet and dishing out damage with as little downtime as possible. This is where our next tip will save countless lives. As Der Riese is such a large map, it's impossible for a teammate to think they can 'really quickly' go grab a perk or activate a teleporter. As a team, you must work together to unlock the doors that lead to the three teleporters and then link them back to the mainframe. This is your main objective; without doing so, you won't be able to survive the later rounds. To succeed, you must first activate a teleporter (1500 points) and then get back to and activate the mainframe within thirty seconds. Any member of the team, not strictly the same person that initiated the link up, can activate the mainframe. Perks-a-Cola machines, well, you should know how they work by now. Ideally, you should have all three teleporters linked up by at least round X, hopefully with Juggernog and a decent weapon from the walls or Mystery Box, as well. Yet how this should be accomplished is the single greatest dilemma that destroys most teams. DO NOT RUN FOR PERKS OR TELEPORTERS DURING THE HEAT OF A ROUND! You may wonder how this can be practical advice when the duration between rounds is so short. The most efficient way of getting perks, along with the opening of doors and linking of teleporters with ease, is to wait for the wave of zombies in a round to slow down toward the end. When only a few remain, you can either toss a grenade to make a slow crawler or keep one trapped behind a window, keeping an eye out to avoid getting hit while repairing the boards and forcing him from intruding. While one soldier baby-sits the lone undead, others can race out and grab what they need without fear of attack. This is not a cheating tactic. In fact, it's nearly essential to perfect if you expect to consistently reach the later rounds. As mentioned before, many, many soldiers have died in their race to quickly pick up a perk or activate a teleporter, to the disadvantage of the downed team member and the entire squad. Gambling from the Mystery Box, getting perks, linking teleporters and opening the doorways between them all is an expensive endeavor, so accomplishing all will need to be spread throughout several rounds, and the tactic of leaving a lone straggler is far and away the safest way to ensure that team members can get what they need without the fear of getting killed. Once teleporters A and B are linked, it's time to finally open the door leading to C and activate the final link up. And that's when things start to get fun. Once all three teleporters are linked, the door of the mainframe drops and the Pack A Punch machine is available for use. ================================= Pack-A-Punch Upgrade any weapon for 5,000 points. Insert a weapon, wait a brief moment, then retrieve the upgraded version. Every weapon is affected differently, from gaining a higher maximum amount of rounds, faster reload speeds, more damage, explosive ammunition…basically turning into an incredibly powerful version of its former self. Experiment and have fun. Some soldiers who have made it to the later stages with Pack A Punch weapons have shared some valuable tips on how to stand your ground with them. We've heard that backing up into the teleporter rooms is a good way to fend off the oncoming waves. Specifically, the warehouse holding Teleporter C can be used as a barricade against the zombies. Have some MGs cover the ground floor from the stairs while others man the upper window and take care of the stragglers. Learn to work together and you might be able to form an impenetrable barrier. Just remember, whenever someone on your teams needs to get an upgrade, whether that's running to the Mystery Box (look for the blue light in the sky!), getting a perk, or upgrading their weapon, wait for the end of the round to do so! Stick together, don't get too anxious, adhere to these instructions, and you will thrive! Happy hunting, soldiers. ================================= Pack-A-Punch Full Weapons List There were just too many of them. A Hell Hound took out a huge chunk of my thigh and I’m losing blood fast. There’s not too much time left, so I’ll pass on what I know. The Pack A Punch machine. Apparently you can put in practically any weapon into this thing and out comes a super powerful version of your weapon. This is great news for us – I just hope you last long enough to use it. Pass this info on to HQ. It’s the full list of weapon upgrades. And good luck against the undead – I got a bad feeling you’ll need it… 30 Cal => B115 accelerator BAR => The Widow Maker Colt 45 => C-3000 b1at-ch35 Shotgun Double Barreled => 24 Bore long range Shotgun Double Barreled Sawed Grip => The Snuff Box FG42 => 420 Impeller Gewehr43 => G115 Compressor M1A1 Carbine => Widdershins RC-1 M1Garand => M1000 MG42 => Barracuda FU-A11 MP40 => The Afterburner .357 Magnum => .357 Plus 1 K1L-u PPSh-41 => The Reaper Shotgun => Gut Shot STG-44 => Spatz-447 + Thompson => Gibs-o-matic Type 100 => 1001 Samurais Type 99 => The Eviscerator Panzerschrek => Longinus PTRS-41 => The Penetrator M7 Launcher => The Imploder Kar98k => Armageddon Ray Gun => Porter’s X2 Ray Gun Wunderwaffe DG-2 => Wunderwaffe DG-3 JZ M2 Flamethrower => FIW Nitrogen cooled ================================= Mysterious Radio Transmissions Confidential Information / Security Level 5 Consider yourself lucky troops, because we're about to let you in on a little secret. Soldiers from the darkest reaches of our offensive are finding themselves facing the army of the damned, but that's not all they're discovering. Underneath this evil, we're guessing there is a Nazi spider web that connects all of these outbreaks and that out there, there are clues that can expose its gossamer threads. We are gathering reports of strange sightings and happenings, besides the undead rising from their graves that is, which seem to be creating trends within the field. What we're presenting to you today is one of these trends. Ever since the second outbreak at Nacht der Untoten, troops have been noticing strange radio transmissions and broadcasts taking place in the dead of the night. Back at HQ, we are hoping these rumors can help you soldiers come closer to unraveling the truth. Some of our men who've braved through the woods of Nacht der Untoten have dug up intel, which we found earlier to be irrelevant, but under recent circumstances, we now deem it vital to our growing case file. Our contacts say that there is a hidden radio, that for all rational reasons should not operate, but does. Those who've managed to activate the radio say that it plays an endless cycle of haunting songs and some of our Soviet allies have reported hearing their homeland's victory song through its cursed speakers. Of course, these phantom transmissions do not end in Nacht der Untoten. Shi No Numa holds it own fair share of mysteries. Within the walls of Shi No Numa, some have reported hearing not music, but radio calls from a rogue signal. We haven’t been able to get an accurate report on what is said within this radio call, but we are sure it is connected to this conspiracy. We can't be sure, but we are thinking that hidden transmissions can be found in the recently discovered Der Riese as well. That’s why we’re sharing this information with you troops. We need you to head out into the field and discover what we can't. You'll need to be smart and you'll need teamwork to survive, but if you can get past the hordes of the flesh-eating undead, you may find the truth behind the horror. Within the supplies section of the Call of Duty HQ, you'll find the only known transmissions we have. End of transmission. ================================= I included this because the PPSH-41 is a beast… Weapons Focus – PPSH-41 The PPSh-41 was one of the most mass produced weapons of its type in World War II. It operated with simple blowback action, used a box or drum magazine, and fired a 7.62x25mm pistol round. Made with metal stampings to ease production, its chrome-lined chamber and bore helped make the gun very low-maintenance in combat settings. The development of the PPSh-41 came partly from the Winter War against Finland, where it was discovered that submachine guns were a highly effective tool for close-quarters fighting in forests or built-up urban areas. The weapon was developed in mid-1941 and was produced in a network of factories in Moscow. A few hundred weapons were produced in November 1941 and by spring 1942, the PPSh factories were producing roughly 3,000 units a day. The PPSh-41 was a classic example of a design adapted for mass production. Its parts, (excluding the barrel) could be produced by a relatively unskilled workforce with simple equipment available in an auto-repair garage or tin shop thus freeing up more skilled workers for other tasks. In the field, the PPSh-41 was a durable, low-maintenance weapon that could fire 900 rounds per minute. The weapon had a crude compensator to lessen muzzle climb, and a hinged receiver that facilitated field-stripping and cleaning the bore in battle conditions. By the end of the war, over 6 million of these weapons had been produced. The Soviets would often equip whole regiments and entire divisions with the weapon, giving them unmatched short-range firepower. Tips for the PPSh-41 This is a great weapon for close quarters combat. Utilize its low recoil and shoot from the hip to neutralize enemies within a short range. Excellent for urban warfare and tight spaces, the PPSh-41 is an ideal weapon for Corrosion and Sub Pens. Utilizing a Round Drum, soldiers can hold tightly onto the trigger without the worry of running empty. For increased accuracy and ammo conservation, use the iron sight and fire short, controlled bursts. During Zombie matches, the PPSh-41 has a great advantage over the handgun or rifle. With high stopping power and a high rate of fire, the PPSh-41 is deadly toward any undead. Just remember to shoot 'em in the head. Now that you know how the Soviets handled this gun, it's time to see how you'll fair with it. Whether you are just picking it up for the first time or sharpening your already honed skills. ================================= Josh Olin – DLC 3 Interview
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About the Zombies Library ~ World at War: Zombies Index ~ Nacht Der Untoten Verrückt Shi No Numa Der Riese Interviews from the Creators ~ Jimmy Zielinski ~ Lead Animator Brian Tuey ~ Audio Director Kevin Sherwood ~ Sound Designer Elena Siegman ~ Vocalist Josh Olin ~ Community Manager Adam Gascoine ~ Designer Discovering – Call of Duty: Zombies This is the final mission for Call of Duty: World at War called "Downfall". After you complete the mission & watch the 15 minute credits roll, accompanied by the awesome soundtrack to World at War, a hidden game mode is unlocked called - "Nazi Zombies".
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Character Quotes 'Tank’ Dempsey Quotes Transcripts ~ ================================= Nikolai Belinski Quotes Transcripts ~ ================================= Takeo Masaki Quotes Transcripts ~ ================================= Dr. Edward Richtofen Quotes Transcripts ~ ================================= Announcer Quotes Transcripts ~
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Secret Song Brian Tuey, Treyarch Audio Director As many of you may or may not know, Treyarch Studios has been producing some awesome soundtrack work for each DLC release. The music is written, performed and produced in house at Treyarch Studios. Each track was written by Kevin Sherwood (sound designer) and performed by Elena Siegman (producer) and recorded/engineered in house. The music has been following a specific formula: the song that plays when you ‘die’ on each Zombie map has changed into a preview of the next map’s full (and hidden) song. This keeps the music fresh and interesting for each map, in addition to cluing you all in on what the next song is all about. Lyrically, the songs are most obviously about seeing the world from the Zombie’s point of view…but there may be other layers that come to light as the storyline develops. ================================= "The One" The Secret Song in Shi No Numa is called “The One” “The One” is written by Kevin Sherwood & sung by Elena Siegman To activate this song you must press the action button 4 times on the telephone located in the Comm Room. Telephone Location ~ Comm Room - "The One" Activation Walkthrough "The One" – Lyrics ================================= Game Over Song The “Shi No Numa” game over song is a preview of "Beauty of Annihilation", The Secret Song in the next Map "Der Riese". Shi No Numa Game Over Song
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IOS Easter Eggs The iPhone version also has an exclusive Easter Egg. By opening all areas, a quote will say "All areas unlocked! Now find the grave!", and the knife will become a shovel. The player will receive the Wunderwaffe DG-2 after digging the grave. The grave is marked "Peter," and the hanging man is also missing from the start room
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Radio Transmissions Shi No Numa Recording #1 In the starting room there are 3 radios Using the action button on each will play the following message The radio’s can be activated in any order Transcript – Taken from the Black Ops Terminal Files ***TOP SECRET*** ***LEVEL 1 CLEARANCE EYES ONLY*** ***SHI NO NUMA RECORDING #1*** SUMMARY: The following is a transcript of a recordings that originated from the Group 935 outpost dubbed "The Swamp." The voice heard in this recording belongs to the handler of the operative "CWZGUTCT" who went missing at an unknown time prior to the sending of this message. The operative is presumed dead and the location of Shi No Numa has yet to be resolved. **START** [Static.] AUTOMATED: R-408n 37 14 06 115 48 40. HANDLER: I hope that you are receiving this transmission [REDACTED], if you are not, then all is already lost. You must know by now that we failed to contain the asylum, that we had to move the experiment here. Location. The numbers will guide you. The giant must remain... [Static.] ...at all costs. Repeat. Der Riese must be contained at all costs. The DG-2 experiments continue. You're our only advantage now. Find Doctor... [Static.] and Doctor Maxis. They may know what's going on. The use of element 115 is dangerous at best. I'm not sure if we can continue here. We've lost most of our best... [Static.] ...team. I hope you get this. I hope it hasn't happened there too. But I'm almost out of hope. AUTOMATED: 60 54 06.96 101 55 44.94. **END** Radio Transmission Decoded “The Handler” = Cornelius Pernell "CWZGUTCT" = Peter R-408n = Groom Lake Restricted Airspace 37 14 06 115 48 40 = Co-ordinates of Groom Lake Air Force Base Der Riese = German for “The Giant” DG-2 = Die Glocke – German for “The Bell” Doctor...[Static.] = Doctor Edward Richtofen Doctor Maxis = Doctor Ludwig (or Ludvig) Maxis Element 115 = Synthetically produced heavy metal which was given the periodic number of 115 60 54 06.96 101 55 44.94 = Co-ordinates for a crater in Serbia, thought to be caused by a meteor, known as the Tunguska event. Radio Locations ~ All 3 are found in the Starting Area Shi No Numa Recording #1– Activation Walkthrough ================================= Verrückt Trailer Audio A radio in the storage hut plays the audio of the start of the Verrückt video trailer. Location ~ Storage Hut Verrückt Trailer Audio – Activation Walkthrough ================================= Element 115 – Find Dr. Richtofen – At Verrückt A radio in the Doctor's Quarters plays a voice which only the words “Element 115 – Find Doctor Richtofen – At Verrückt” can be understood. Location ~ Doctor’s Quarters 115 - Richtofen - Verrückt – Activation Walkthrough ================================= Shi No Numa Secret Radio Recording (Black Ops) In the Black Ops version of Shi No Numa, there is a new hidden radio message. Press the action button on 3 different Radio’s The radio’s can be activated in any order Best activating the Doctor’s Quarters Radio last as there is no background noise Radio Locations ~ Comm Room Storage Hut Doctor's Quarters Transcript ~ Tank Dempsey: Ugh.. where are we? Nikolai Belinski: A better question is... Dr. Edward Richtofen: When are we? Nikolai: NO! Where the hell is my Vodka?! Dr. Edward Richtofen: Yes of course! The DG-2 must have overloaded the teleporter, ripping space-time, back tracing us to the future! How Wunderbar! **Takeo throws up, dropping Nikolai's vodka** Nikolai Belinski: There's my vodka! Thank you, Takeo. Tank Dempsey: Oh come on Tak, suck it up and walk it off. Comm Room Radio Storage Hut Radio Doctor’s Quarters Radio "Backtracing to the Future" Radio Transmission – Activation Walkthrough (Black Ops)
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Mysterious Sounds Nursery Rhyme Around the Fishing hut children can be heard singing a nursery rhyme. Location ~ Fishing Hut ================================= Kookaburra’s Laugh Kookaburra Habitat Kookaburras (genus Dacelo) are terrestrial tree kingfishers native to Australia and New Guinea, which grow to between 28–42 cm (11–17 in) in length. The name is a loanword from Wiradjuri guuguubarra, onomatopoeic of its call. The kookaburra's loud call sounds like echoing human laughter. Kookaburras are not closely associated with water. They are found in habitats ranging from humid forest to arid savanna, as well as in suburban areas with tall trees or near running water. ================================= Hyenas Hyena Habitat Hyenas or hyaenas are the animals of the family Hyaenidae of the feliform suborder of the Carnivora. With only four species, it is the fourth-smallest biological family in the Carnivora, and one of the smallest in the class Mammalia. Despite their low diversity, hyenas are unique and vital components to most African and some Asian ecosystems. Hyenas first arose in Eurasia during the Miocene period from viverrid-like ancestors, and developed into two distinct branches; the lightly built dog-like hyenas and the robust bone-crushing hyenas. Although the dog-like hyenas thrived 15 million years ago (with one taxon having colonised North America), they died out after a change in climate along with the arrival of canids into Eurasia. Of the dog-like hyena lineage, only the insectivorous aardwolf survived, while the bone-crushing hyenas (whose extant members are the spotted, brown and striped hyenas) became the undisputed top scavengers of Eurasia and Africa.
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