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PINNAZ

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  1. Element 115 Meteor Location ~ Storage Hut Area Dr. Edward Richtofen’s Quote “Oh that Rock! It must be where Element 115 comes from” ================================= ‘Tank’ Dempsey’s Quote “I wonder if that rock brought those Freak bags?” ================================= Nikolai Belinski’s Quote “I think the Red Menace would be interested in this Space Rock” ================================= Takeo Masaki’s Quote “This Rock; Is not of this place”
  2. Pictures, Notes & Posters Die Glock – Der Reise Location ~ Ground Floor of Starting Hut Die Glock Der Reise Note ~ Reise – The ‘e’ is before the ‘i’, which would translate to “The Travel” Glock – Should be spelt “Glocke” with an “e” on the end Die Glocke Die Glocke, German for "The Bell", was a purported top secret Nazi scientific technological device, secret weapon, or Wunderwaffe. First described by Polish journalist and author Igor Witkowski in Prawda o Wunderwaffe (2000), it was later popularized by military journalist and author Nick Cook as well as by writers such as Joseph P. Farrell and others who associate it with Nazi occultism and antigravity or free energy research. Project Riese Riese (German for "giant") is the code name for the construction project of Nazi Germany, started, and left unfinished, in the Owl Mountains and Książ Castle in 1943-45. It consists of seven complexes of the underground military facilities located in Lower Silesia, previously Germany, now territory of Poland. ================================= Send word to Berlin. The weapon causes Location ~ Comm Room Send wo to Berlin. The weapo causes ================================= Skull of the Homo Sapien Location ~ Doctor’s Quarters Skull of the Homo Sapien. This is a boney structure that is found in most animals ================================= The Arm is Attached to the Body by the Shoulder Location ~ Ground Floor of Starting Hut The Arm is attached to the body by the shoulder. Sometimes you can even rip them off with enough force ================================= Might Be Powering HAARP Location ~ Doctor’s Quarters might be powering HAARP, but it comes with a risk. may consider using High Frequency Active Auroral Research Program The High Frequency Active Auroral Research Program (HAARP) is an ionospheric research program jointly funded by the U.S. Air Force, the U.S. Navy, the University of Alaska, and the Defense Advanced Research Projects Agency (DARPA). Designed and built by BAE Advanced Technologies (BAEAT), its purpose is to analyze the ionosphere and investigate the potential for developing ionospheric enhancement technology for radio communications and surveillance. The HAARP program operates a major sub-arctic facility, named the HAARP Research Station, on an Air Force–owned site near Gakona, Alaska. The most prominent instrument at the HAARP Station is the Ionospheric Research Instrument (IRI), a high-power radio frequency transmitter facility operating in the high frequency (HF) band. The IRI is used to temporarily excite a limited area of the Ionosphere. Other instruments, such as a VHF and a UHF radar, a fluxgate magnetometer, a digisonde (an ionospheric sounding device), and an induction magnetometer, are used to study the physical processes that occur in the excited region. Pictures, Notes & Posters – Walkthrough
  3. Wall Writing “115” can be found on a box in the next room from the spawn area. Element 115 - Ununpentium Ununpentium is the temporary name of a synthetic superheavy element in the periodic table that has the temporary symbol Uup and has the atomic number 115. It was first observed in 2003 and about 50 atoms of ununpentium have been synthesized to date, with about 25 direct decays of the parent element having been detected. Four consecutive isotopes are currently known, 287–290Uup, with 289Uup having the longest measured half-life of ~200 ms. On August 27, 2013, researchers at GSI from Lund University in Sweden reported confirming the existence of the element. On September 10, 2013, researchers from the same research group working in Darmstadt, Germany reported synthesis as well. Ununpentium is historically known as eka-bismuth. Ununpentium is a temporary IUPAC systematic element name derived from the digits 115, where "un-" represents Latin unum. "Pent-" represents the Greek word for 5. ================================= The word "Tunguska" can be found in one of the two small huts connected to the balcony outside the spawn point Tunguska Event The Tunguska event was a large explosion caused by the impact of a small asteroid or comet, which occurred near the Podkamennaya Tunguska River in what is now Krasnoyarsk Krai, Russia, at about 07:14 KRAT (00:14 UT) on June 30 [O.S. June 17], 1908. It is the largest impact event on or near Earth in recorded history. It is classified as an impact even though the asteroid or comet is believed to have burst in the air rather than hitting the surface. It is estimated that the Tunguska explosion knocked down some 80 million trees over an area of 2,150 square kilometres (830 sq mi), and that the shock wave from the blast would have measured 5.0 on the Richter scale. An explosion of this magnitude would be capable of destroying a large metropolitan area, but due to the remoteness of the location few if any fatalities were documented. This event has helped to spark discussion of asteroid impact avoidance. ================================= “The Power Will Destroy Us All” is written on the back of a shed in the “Comm Room” area. (Not viewable inside the playing area) ================================= The Mystery Box in Shi No Numa now has a beam of light that indicates its location on the map. <-------------------Mystery Box Light Beam Screenshot------------------->
  4. The Hanging Man In the spawn area there is a man that is hanging by a rope. He has his left arm chopped off at the elbow, like the arm that is attached to the Power Lever in Verruckt. In the IOS version of World at War: Zombies, this man is not there, but there is an easter egg to find “Peter’s” grave. (See IOS Easter Egg Section) From the Spawn Area Radio & Black Ops Terminal Files, this man is assumed to be “Peter”. You can can knock him down by explosion, where if he is touched, will insta-down the player
  5. PINNAZ

    Traps

    Traps The Flogger The Flogger – Activation Walktrough ================================= Electric Traps <-------------------Electric Traps screenshot--------------------> <-------------------Electric Traps Video-------------------->
  6. Perks-a-Cola Perk Machines spawn randomly in each of the 4 huts. The Perk Machines also have a different texture skin in Shi No Numa. They show the points cost in $ on the machine rather than ‘10c’. Jugger-Nog Cost ~ 2500 Points ================================= Quick Revive Soda Cost ~ 1500 Points ================================= Double-Tap Root Beer Cost ~ 2000 Points ================================= Speed Cola Cost ~ 3000 Points
  7. Wunderwaffe DG-2 As the latest addition to the Zombie fighting arsenal, the Wunderwaffe DG-2 packs the biggest punch seen thus far. The weapon can help your team survive through the later rounds of Shi No Numa, but only when placed in the right hands. This gun is absolutely not for the light of heart or the lone wolf beginners. To make sure that you don't become the whipping boy of your team, here are some tips to make sure that you are prepared for it when the hefty responsibility of the Wunderwaffe lands in your hands. Tips for the Wunderwaffe DG-2 Let your teammates know that you are packing the Wunderwaffe. Strategies should be reworked around the gun to keep the team safe and to make sure that the one wielding the Wunderwaffe is kept alive. The Wunderwaffe is a great weapon to use while on the move. Play cat and mouse with the zombies and once they are all chasing you, run backwards and shoot the zombies that trail you. Their formation will turn into a conga line of death as the electricity jumps from one zombie to another. The Wunderwaffe's main weakness is its slow rate of fire. In battle, only one player, two max, should be using the weapon while fighting the undead. The gun is powerful, but tough to use when things get hectic, so it is always preferable to have two or more supporting players wielding HMGs or assault rifles. Keep a constant eye on your ammo supplies. The Wunderwaffe doesn't carry that much ammo when compared to other guns. Be prepared to swap to another heavy firearm once the gun's charge runs out. As soon as you get the Wunderwaffe, let your teammates know that you have it. Everyone needs to work together in order to utilize this weapon to the fullest. If your soldiers don't have your back, then you will quickly die while wielding this behemoth. And yes, this tip is important enough to state twice!
  8. PINNAZ

    Weapons

    Starting Weapons M1911 Stielhandgranate Knife ================================= Wall Weapons Weapons Arisaka Location ~ Starting Room Cost ~ Gewehr 43 Location ~ Starting Room Cost ~ Stielhandgranate Location ~ "Warning" room Cost ~ . M1 Carbine Location ~ "Warning" room Cost ~ Bouncing Betty Location ~ Courtyard Cost ~ M1 Garand Location ~ Doctor's Quarters entrance Cost ~ M1897 Trenchgun Location ~ Storage entrance Cost ~ Thompson Location ~ Ground Floor, Main Hut Cost ~ MP40 Location ~ Fishing Hut Cost ~ BAR Location ~ Doctor's Quarters Cost ~ Type 100 Location ~ Storage Cost ~ STG-44 Location ~ Comm's Room Cost ~ ================================= Mystery Box Weapons Arisaka Gewehr 43 MP40 Double-Barreled Shotgun Sawed-Off Double-Barreled Shotgun STG-44 Thompson M1897 Trench Gun BAR PPSh-41 MG42 Browning M1919 FG42 M1911 PTRS-41 M1 Garand w/ Grenade Launcher Panzerschreck .357 Magnum Molotov Cocktail M2 Flamethrower Ray Gun Wunderwaffe DG-2
  9. char_jap_impinf_body5z_1 char_jap_impinf_body5z_2 ================================= Hellhounds / Zombie_Wolf
  10. The Original Call of Duty: World at War Barracks / Blog had slight additions to the Character Bio's that appeared ingame. Text below is copied from the website & not transcribed from the ingame bio's. Character Profiles You're not going to believe this. Recon has picked up some very strange information. Until recently, I would have marked this zombie infestation as the most twisted turn of events our boys have yet encountered. However, it turns out that the men themselves are about as unlikely a group as the zombies attacking them. Intelligence reports reveal that it is not just our boys trapped in the Japanese swamplands. The fact that these four haven't killed each other alone speaks measures of the immense danger they must be facing. Below you'll find their profiles. Oh, how adversity affects us. ================================= ‘Tank’ Dempsey (USA) Tank Dempsey: American hero. Give him a loaded weapon, a good woman, and something to shoot at and he’s happy. Cross him and he’ll rip your guts out and use them as a bandolier. Dempsey was selected for this mission after he showed his true grit at the battle for Peleliu. His unit was captured during the early raids before the main invasion, and he spent 2 weeks in a rat infested bamboo cage submerged in malarial water. Eventually, he gnawed his way through the cage, and then gnawed his way through his captors armed only with a Bobby pin and his Medal of Honor which he keeps secreted in various body cavities. There is no before the war for Dempsey, there is no after. There is only the legend of Tank Dempsey, and how he won the war for the rest of us. Leaving behind a wake of destruction and meat sacks wherever he goes, Dempsey is the man to have on your side when faced with an undead apocalypse. ================================= Nikolai Belinski (RUS) Stalin himself cannot stare Nikolai in the eye, no one can. For in his eyes you see the soul of a man burning with a hatred of all things living. His closet is full of skeletons, many of them with the flesh still attached. Before the war, Nikolai quickly made his way up through the party ranks by killing the next man in line, and by marrying politically. His aspirations all came crashing down after his fifth wife mysteriously died while cleaning Nikolai’s axe with her neck. Little did he know that she had been sleeping with a high ranking party official on the side. After her tragic demise, Nikolai’s reputation spread quickly through the party, and it wasn’t long before Stalin himself had heard about the psychopathic politician who killed anything that came within 5 feet of him. As soon as the war started, Nikolai was dropped at the front line and forgotten about, where he wallowed in self pity and Vodka for several years. With many weapons in his arsenal, not least of which is his breath, Nikolai Belinski can look death in the eye and say “I know you”. ================================= Takeo Masaki (JPN) Tattooed on the inside of Takeo’s eyelids is the Japanese proverb “Life is light when compared to honor”. For Takeo, life has no meaning if not to perfect one’s discipline and to reveal a warrior’s true character and honor. He ponders this and other philosophical questions as his Katana slices through the flesh and sinew of his enemy. Takeo was born into wealth. His family dynasty dates back several centuries, and throughout that time they have been highly decorated Samurai and Bushi. Takeo is no exception to this celebrated bloodline. When the family first saw the young, life-filled 5 year old Takeo playing in the street with his Katana and slicing the tails off terrified kittens, they knew he was destined to bring honor to the Masaki name. The war was a perfect opportunity for Takeo to explore his bloodlust and study the nature of those less honorable than himself. If you fall victim to his swift action and might, know that you have helped a man better than you reach enlightenment. ================================= Doctor Richtofen (GER) Beware The Doc. This message was scrawled across walls of every town under Axis control. Starvation may cripple you, dysentery may wreck you, and gunfire may rip the flesh from your bones, but Beware The Doc. Meet Dr. Richtofen, known affectionately as The Butcher to his victims as they scream in agony moments before he snuffs out their light. Throughout his career, Richtofen has always been at the forefront of torture and information extraction research. Before the war he was a back alley plastic surgeon, who created an army of monstrous affluent Weimar socialites that would follow him around and laugh at every joke the genius doctor made. This all fell apart when the republic fell and the Nazi party took control. To Richtofen, their values were too moral, too liberal for his liking. He joined the army so he could satisfy his need to watch people die, slowly. An incurable sociopath, he sees no moral distinction between natural death and murder. The victim is the victim, regardless of how their demise manifests itself. He has a collection of stuffed animals, most of them posed in positions of terror at the instant of their death. ================================= Character Bio's Hidden Message Shi No Numa released in June 2009, this message found in January 2016! Props to those that found this. T H E D R W A N T S T H E U L T I M A T E P O W E R B A S T A R D T H E D R W A N T S T H E U L T I M A T E P O W E R B A S T A R D
  11. Shi No Numa Map Selection Screen Maggot ridden corpses. Bug infested swamp. Hundreds of undead Imperial Army. Choose your tactic and defend for your lives! Shi No Numa Loading Screen (World at War) ================================= Shi No Numa Comic Book Page (Black Ops) ================================= Shi No Numa Comic Book Page Loading Movie (Black Ops) ================================= Shi No Numa Loading Screen Music (Black Ops) This is the track from the Black Ops Shi No Numa loading screen written by James McCawley The track itself is an arrangement of The dead ops song "Voices in Your Head"
  12. World at War Map Pack 2 Trailer The Call of Duty: World at War Map Pack 2 trailer, featuring Banzai, Corrosion, Sub Pens, and Shi No Numa! ================================= Shi No Numa Trailer – "The One" The official music video for Call of Duty: World at War's Map Pack 2 Nazi Zombie DLC, Shi No Numa, titled "The One."
  13. PINNAZ

    Intel

    http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/ShiNoNuma_zpsc2f4b9a9.png Maggot ridden corpses. Bug infested swamp. Hundreds of undead Imperial Army. Choose your tactic and defend for your lives! http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/MapPack2Poster_zps0739e39a.jpg Call of Duty: World at War DLC Map Pack 2 Shi No Numa ~ June 11, 2009 Call of Duty: World at War Map Pack 2 continues to expand the addictive COD multiplayer experience with four new maps. Battle to control the river bridge in "Banzai" a bright jungle map featuring a waterfall and hidden caves. In "Corrosion" face down your enemy in a shattered train yard, and in "Sub Pens" wipe the monsoon rain from your eyes as you struggle over a bombed-out submarine base. The Zombies return in "Shi No Numa" (Zombie Swamp) featuring Perk machines, the deadly new Wunderwaffe DG-2, new Achievements/Trophies and flaming Hell Hounds. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/codwwdlc2_zps955c7593.jpg ================================= Shi No Numa Map Overhead Soldiers, We’ve got some bad news. The zombie infestation previously plaguing isolated areas within Germany has spread to the Pacific. Communication is shoddy at best, but we’ve pinned what sounds like an SOS signal to a remote jungle location in Japan. Heavy fog and impassible swamp terrain have left reconnaissance efforts near fruitless. However, we have secured intelligence supporting the survival of an Allied force in the area. The map below was found on the ground near the signal location, but evacuation became necessary as night began to fall. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/CoDWaW_MP2_ShiNoNuma_Map_zps2d39cdfa.png Our recon squad is made up of some of the toughest and meanest soldiers you’ll ever meet, but they’re smart enough to get out before the dogs start preying at night; those hounds of Hell make their living counterparts seem about as threatening as a bunch of kittens after dinner. With the war demanding every ounce of strength we can muster, there’s no telling when a full search and rescue operation will be conducted. For now we can only hope that our soldiers in the swamp can hold the zombies off. ================================= Shi No Numa Field Guide The situation is grim, my fellow soldiers. Every creaking floorboard, every splash of water, every rustled bush tears at our nerves. They never stop coming. These swamplands will be the death of us. Equipment Starting Equipment Colt M1911 Frag Grenades x2 Spawn Room Arisaka – 200 / 100 Gewehr 43 – 600 / 300 Warning Room Stielhandgranate x4 – 250 M1 Carbine – 600 / 300 Courtyard Bouncing Betties x2 – 1000 Downstairs Thompson – 1200 / 600 M1897 Trenchgun – 1500 / 750 M1 Garand – 600 / 300 Storage Hut Type 100 – 1000 / 500 Comm Room STG-44 – 1200 / 600 Fishing Hut MP40 – 1000 / 500 Doctor's Quarters M1918 Browning Automatic Rifle – 1800 / 900 Perks Juggernog – More health – 2500 Speed Cola – Quick reloads – 3000 Double Tap – Higher rate of fire (MG's only) – 2000 Quick Revive – Revive teammates more quickly – 1500 Pick-ups Ka-Boom – Instantly kill nearby zombies Max Ammo – Refills ammunition for all weapons Insta-Kill – One hit kills for a brief duration Double Points – Actions reward twice the points for a brief duration ================================= Essential Survival Tactics Due to its large size and multiple points of interest, Shi No Numa presents players with many options. There is no one single tactic that trumps all others. However, before outlining a few of our favored strategies, there are several key concepts that must be adhered to if you've got any hope for survival. Communication! Communication is absolutely essential. While this is key for all Nazi Zombies maps, Shi No Numa elevates the necessity to new heights. Different players prefer different strategies and if communication is lacking, your team will fall apart in the later rounds when people start running in separate directions. Plan your route early on so that your team doesn't disconnect when the zombies start pouring in. However, adaptability is key! Keep in mind that at times it may be necessary to adjust your plan on the fly. Vocalize these changes to your teammates! Disorganization and wasted time have been the downfall of many teams. If you're covering an area and the situation seems to be escalating out of your control, announce your troubles immediately, preferably before it's too late for your teammates to do something. You need to consider that everyone is busy keeping the zombies away at their post and may take a moment or two before help arrives. Holding out like a hero more often than not ends in a failed round. Talk to your teammates! Mobility! Shi No Numa requires rapid team mobility. Teams usually wait to move from one location to the next in between rounds, but this is not always ideal. When points allow these excursions, speed is key. Take advantage of the Insta-kill and Ka-Boom drops by utilizing the window of safety they provide to move to your new location during a round. This will allow you to pick up or reclaim a much-needed Perk, and at the end of the round provides another chance to either rush for another Perk or return to your favored camp point. Points! Without points, your time in Shi No Numa will be very, very brief. Yet at the same time this doesn't mean you should spend your points at every chance. While there are actions you can take to win more points in the crucial first rounds, some players become blind to anything but their own point score. This hinders your team! Your chances of survival are much lower if your teammates cannot afford to upgrade their arsenal appropriately throughout the rounds. When a door needs to be opened, generally the player with the most points should open it. However, if there's a player that's better equipped with a lower point pool, they should offer to open new pathways so the other players can equip themselves. In short, being courteous to your fellow soldiers will benefit you more in later rounds when survival is so dependent on strong communication and camaraderie. Weapon Choice! The process of upgrading weapons varies distinctly between two separate schools of thought. In one, the location of the Mystery Box determines the group's path throughout the match. Players will take turns opening the box throughout the rounds as points allow until the Teddy Bear appears and it moves to a new location. The team then follows the light to determine where the box has moved and when appropriate, high tails over to the new location, repeating the same process until the Teddy Bear again appears. With this tactic, the team is hoping to score a heavy hitting weapon in the early game. On the other side, some teams favor freedom of mobility and high point accumulation to the Mystery Box and its luck of the draw point drain. As Perks become more and more necessary throughout the rounds, some prefer to acquire those Perks more quickly than spending their early points on a game of chance. This can also free up money for the purchase of Bouncing Betties. Betties can prove invaluable if placed in locations outside of the zombies' normal path of attack. If you get caught in a tight spot with a group of zombies, simply run behind the Betties and watch as the zombies get torn to pieces. These are both strong options. Just know that if you decide to skip the Mystery Box in the beginning, you will still need to start searching it for more powerful guns (HMG, Ray Gun, WunderWaffe) later in the match, as your team will struggle immensely in the late game if nobody is equipped with them. This decision again comes down to preference, and the team together should decide on which tactic to adhere to. Dogs! Shi No Numa's loving addition to Nazi Zombies mode, these hellhounds will most often first appear between rounds 5 – 7, with some occasional leeway on either end. After that, there is a three round grace period between dog attacks, with further rounds having the chance of throwing either zombies or dogs your way. You can tell when a dog round is about to begin when the fog thickens, the music changes, and one of the four soldiers comments about it. When this happens, the first thing you should do is find a tight corner that the entire team can hunch into. Staying out in the open and separated will almost always end in defeat. Find a tight corner, with two soldiers standing in the back and two kneeling up front. When a ball of lightning and smoke appears, that means a dog is about to materialize and come after you. Tightly packed together, preferably using automatic weapons, there's usually enough combined firepower to defend against the vicious attacks. Don't hesitate to use grenades or lure them into Bouncing Betties if things get hectic. Just remember that grenades can hurt you, but Betties can't. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/CODWW_ZombieSwamp_2_zps4821d344.jpg Traps! Traps can be extremely helpful in tight situations. Unfortunately, they are often activated after chaos erupts. This is often due to each teammate's understandable unwillingness to spend their hard earned points on trap activation. Again, strong team communication can prevent this from happening. If the players guarding the front entrance to a hut find themselves overwhelmed, or similarly in the Courtyard, vocalize the situation before things get too hectic and quickly determine who can spare the points. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/rez-ps3-large_zpsd7c8daac.jpg ================================= Round Analysis Rounds I - IV While slow-paced, the first four rounds are fundamental for two reasons. First, your accumulation of points in the early game helps determine how quickly you'll be able to upgrade once unlocking the Downstairs area, either by stairs or the Warning Room. While shooting down the approaching zombies from a distance will gain you some points, there are better tactics. Taking down zombies with your knife and repairing window boards will earn you more points than simply shooting them down as they lumber toward your window. With some practice, you'll soon begin to get a feel for how many bullets each zombie can take from your pistol before hitting the ground (headshots excluded). Instead, weaken them with a few rounds, let them approach your window and yank off some boards, and then finish them off with your knife before they can enter the Spawn Room. You have now gained 10 points for each shot on their body, 130 for finishing them with a melee attack, and 10 for each board you repair. It's very important that you announce to your teammates your intent to use this tactic, otherwise they may think you're in trouble and try to help you out, losing you valuable points in the process. Additionally, if you begin to get overwhelmed, let the nearest teammate know so they can help get you back to a safe standing. Secondly, the early game presents the best opportunity to get to know your teammates. Find out what strategies they like to use and formulate a general plan right from the start to avoid confusion later in the match. Rounds V - IX Some players will tell you that opening the stairs is the best route toward the Downstairs area, while others will tell you that opening the Warning Room is right choice. This is really a matter of preference, and the best choice is the one that the team is most comfortable with. Opening the stairs gives you a bit more room to run around and spread out if the zombies become too concentrated, but a lack of awareness and/or communication can lead to attacks from the rear. On the other hand, opening the Warning Room allows you to back up by the stairs, lending a small corner that protects from attacks to the rear. While this allows the team to bunch up together for more focused firepower, it also means that the amount of zombies rushing in from the Courtyard will dramatically increase. These rounds will also provide your first real set of upgrades. I suggest when moving Downstairs to avoid throwing your money into the Mystery Box right away and instead picking up the Thompson or Trenchgun. The Thompson costs less and will net you points more quickly than the Trenchgun, but on the other hand the Trenchgun in the hands of a skilled player will outlast the Thompson's usefulness. Whichever choice you make, know that toward the end of the VII or VIII round you should consider moving toward one of the outer huts. The Teddy Bear should have popped up by now if your team has consciously been gambling in an attempt to move it. Additionally, before moving on, you should ideally have replaced your pistol and rifle (if you purchased one in the early rounds) with better options, either a combination of the Trenchgun and Thompson or one of the two with a Mystery Box upgrade. Rounds X - XVI These rounds should focus on collecting Perks from the Perks-a-Cola machines in the outer huts of Shi No Numa. As a team, select one of the four huts to visit and make your way through the swamps as quickly as possible. Have two soldiers looking forward as you progress while two others watch the rear for ambushing zombies. If you look in the sky, you can see a pillar of light that indicates which hut contains the Mystery Box; it's always a good idea to head towards the Mystery Box. Once inside a hut, have everyone buy a Perk and load up on new weapons if needed. Two soldiers should guard the back windows while the other two guard the front door. Plant some Bouncing Betties around the hut and wait for the next wave. If given a chance, use the Mystery Box to try and grab the Wunderwaffe or a Machine Gun. In the later rounds, these weapon advancements are vital for survival. If things get dicey in the hut, have one soldier switch on the electricity grid to block off the front doors from zombies. Retreat to the back of the hut and have all soldiers huddle together while the team recovers. If an Insta-Kill power-up appears, try to grab it and use its added effect to fight your way back to the main house. Once at the main house, try to find a secure location in the first floor and defend it with your upgraded weapons and Bouncing Betties. Keep on racking up the points while killing zombies and then when everyone thinks it's safe, venture to the other huts to collect more Perks. Also use this time to try and get everyone equipped with either Ray Guns or HMGs via the Mystery Box. In the upcoming rounds, everyone will need to be well equipped to survive the encroaching onslaught. Rounds XVI - Beyond If you have made it this far, we can assume that you have some pretty decent teamwork and communication between soldiers. That's good, because these later rounds will really test how well you perform as a team. Keep the communication lines going and remember that you are only as strong as your weakest link. Around this time, it is good to start designating classes to certain players. At least two soldiers should be heavy weapons specialist to mow down the hordes while another should be wielding either the Ray Gun or the Wunderwaffe. The last soldier's weapons can be up to you, but this soldier should definitely have the Quick Revive perk and be designated as team medic. Spend your time in these later rounds securing a corner in the Downstairs area with Bouncing Betties and then venturing out to the Huts only when needed. Lastly, don't forget to have fun. Congratulations, not many soldiers make it this far. http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/World%20at%20War/Shi%20No%20Numa/ShiNoNumaPoster_zps871fd318.jpg
  14. The Mob of the Dead Dog Heads were actually a very last minute inclusion. (I read that in an interview, I'll try to find it) It's probably us that relate it to something like Dante's Inferno & Cerberus more than it revolving around MotD.
  15. Character Quotes Unknown Soldier #1 Transcripts ~ =================================== Unknown Soldier #2 Transcripts ~ =================================== Unknown Soldier #3 Transcripts ~ =================================== Unknown Soldier #4 Transcripts ~
  16. PINNAZ

    Songs

    Secret Song Lullaby for a Deadman The Secret Song in Verrückt is called ‘Lullaby for a Deadman’ Lullaby for a Deadman is written by Kevin Sherwood & sung by Elena Siegman Toilet Location ~ Next to the Power Room is the restrooms where there are 3 Toilets, a Bathtub and a Shower. Pressing the action button 3 times on the toilet on the left will activate the song ‘Lullaby for a Deadman’ ‘Lullaby for a Deadman’ Activation Walkthrough ‘Lullaby for a Deadman’ Lyrics =================================== Secret Radio Songs (Black Ops) The Black Ops version of Verrückt features a Secret Radio which plays the same songs as the Radio in Nacht Der Untoten (Black Ops Version). In order of play ~ WTF – From Nacht Der Untoten Radio (World at War) Abre Macabre – From Dead Ops Arcade UHF – From Nacht Der Untoten Radio (Black Ops) Dusk – From Nacht Der Untoten Radio (World at War) Boatdeck – From World at War Campaign Mission “Redemption” & the Verruckt Loading Screen Music Slasher Flick – From Dead Ops Arcade Mask Walk – From Black Ops Campaign Mission "Rebirth" Areia – Originally called “Sand” on the Nacht Der Untoten Radio (World at War) Temple of Shroom – From Dead Ops Arcade Secret Radio Songs - Activation Walkthrough =================================== Game Over Song The Verrückt game over song is a preview of ‘The One’, The Secret Song in the next Map, Shi No Numa.
  17. Der Riese Datenbediensteter Samples (Black Ops Terminal) Update.txt Update.txt ***TOP SECRET*** ***LEVEL 1 CLEARANCE EYES ONLY*** ***UPDATE CWZGUTCT *** NAME: [REDACTED] DOB: [REDACTED] OPERATIONAL DURATION: [REDACTED] **Please use Agency standard cyphers for operative identity.** HANDLER'S NOTES: We successfully inserted CWZGUTCT into Group 935 as a research assistant based out of Munich. Current location is unknown, but his last transmission suggested he had been transferred from the Der Riese facility to a top secret location known only as Verruckt. Most recent communique indicates that the 935 experiments are barely under control. Attempts to secure all viable Group 935 research of Element 115 technology have been unsuccessful. We fear that CWZGUTCT identity has been compromised. Sending in a Marine Recon unit to extract CWZGUTCT from the asylum before it is too late. Operation leader will be one HVZJZQUZQTTYMPJMRTTQYM. The asylum must be contained at all costs. RGXZSTJMGQGZZQWZFUPTWZGPNGXZRUEGZPJMGCTWZGCNGPNT Cipher Decoded CWZGUTCT = PETER HVZJZQUZQTTYMPJMRTTQYM = TANK DEMPSEY RGXZSTJMGQGZZQWZFUPTWZGPNGXZRUEGZPJMGCTWZGCNGPNT = SIGNED CORNELIUS PERNELL Screenshot ~ Taken from the Black Ops Terminal Files =================================== John Banana Wed Oct 5 1955 TO: Bush, V. FROM: Oppen, R. SUBJECT: John Banana Dr. Bush, I was browsing the Verruckt archive and found an interesting scrap of paper. It was found in a small room with nothing inside but blood stains and an empty Browning. Wasn't there a "John" in the expedition to the asylum? Here is what the paper read: "My name is John. They call me Banana. I once worked at a Tex Mex cabana But now I am here As walking dead near With nothing on me but a bandana." It would seem this "John" fellow felt compelled to write a limerick in his final moments. Fascinating. Oppy Screenshot ~ Taken from the Black Ops Terminal Files =================================== RE: John Banana Wed Oct 5 1955 TO: R. Oppen. FROM: V. Bush SUBJECT: RE: John Banana What a coincidence. I, too, found one of these strange limericks in the Verruckt archive. Like this one: "I once knew a soldier named Smokey He slapped me on the head and awoke me Turns out he was dead I cut off his head Yet but headless he still tried to choke me." I fear this poor man "John" may have lost his mind in Verruckt. VB Screenshot ~ Taken from the Black Ops Terminal Files =================================== Another One Mon Oct 24 1955 TO: R. Oppen. FROM: V. Bush SUBJECT: Another one My friend, I found yet another of those limericks from the Verruckt archive. Here it goes: "Despite the scary, anxious feeling Killing walking dead is appealing My first kill felt great Felt like my first date Kicking their brains right up to the ceiling." I feel like the boy who wrote these was trying to tell us something. I look at the meter, the chosen words, but nothing comes to mind. Perhaps you will see something. Maybe it's the letters? DK-MFK. Do you think this means anything? And then there's this one: "Smokey and I were trapped in a room We accepted our impending doom 'Til we noticed a monkey Which seemed kind of funkey Until we threw it and it went boom." This John fellow must have been losing his mind. Monkeys that explode? Preposterous. We should discuss this over coffee. VB Screenshot ~ Taken from the Black Ops Terminal Files
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    Signs

    Signs Warnung! Unbeaufsichtigte kinder werden umgehend an den Zirkus verkauft Translation ~ Warning! "Unattended children will be sold immediately to the circus!" =================================== Küche Translation ~ K-I-T-C-H-E-N =================================== Elektrischer Betriebsraum Translation ~ Electrical Operating Room =================================== Leichenschauhaus Translation ~ Morgue =================================== Nur Angestellte Translation ~ Employees Only =================================== Toiletten Translation ~ Toilets
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    Corkboard

    Corkboard Durchhalten, Männer, wir machen sie fertig - Perseverance, Men, we get ready? Durch halten, Männer, wir machen sie fertig - Hold on, men, we make ready? "Ja, ja, sicher!" - Yes, yes, of course Verona, Italy
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    Wall Writing

    Wall Writing Brian Tuey Part of Zombie Mode is figuring out what is going on. Here are a few other examples... What relevance do the numbers have on the walls in Asylum? Is that a bible verse on the wall? Do those squiggles mean anything? Who is Teddy and why is he a liar? And who wrote that message? And who was it written for? And your very good question...who is this little girl? Wall Writing - Walkthrough =================================== HANZ Using the Coded Text found in the book ~ A History of Secret Societies by Arkon Daraul, we can decipher some of the Wall Writing Screenshot ~ Taken from “A History of Secret Societies” – Page 227 =================================== Living Dead This writing can be translated to “Living Dead” =================================== OHM 935 This writing can be translated to “OHM 935” =================================== Zombie Eating Human Arm Or Human Eating Zombie Arm (The Flesh?) =================================== Hanging Man =================================== Teddy is the biggest Liar =================================== Go Away Go Away Go Away =================================== Nerve impulses generated by the motor neuron activate the muscle to which the stretch receptor is attached =================================== My interpretation of this is incorrect If within the warning world Showered full and sullen tide From the panes torn over fish Legs be the weary cubside sun If some ----- time (???) I think this is some type of cryptography or riddle cipher, such as a Francis Bacon Cipher, which can make sense because of the limericks in the Black Ops Terminal titled ‘John Banana’. (See Der Riese Datenbediensteter Below) I don’t think this has ever been figured out. =================================== 1942.11.3 "Your enemy, despite his superiority, must also be at the end of his strength. It would not be the first time in history that a strong will has triumphed over the big battalions. As to your troops, you can show them no other road than that to victory or death." Screenshot ~ Taken from “The Rommel Papers” – Page 321 =================================== 19382406 Chicora Meteor On June 24, 1938 a meteorite fell in the vicinity of Chicora. Named the "Chicora Meteor", the 450+ tonne meteorite exploded approximately twelve miles above the Earth's surface. Only two fragments of the meteorite were found following initial investigations. They had masses 242g and 61g, and were discovered some miles short of the calculated point of impact of the main mass - which is yet to be found. Two more small fragments were found nearby in 1940. =================================== 9:21 =================================== Mathematical Symbols =================================== Shnell Translation ~ A lying or deceiving person =================================== No Teddy’s =================================== Saw =================================== HA HA =================================== HELP =================================== What Now I’m not talking to you
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    Electric Traps

    Electric Traps Verrückt is the first Map to feature Electric Traps. There are 2 traps in Verrückt. One on either Balcony. First you must turn the Power On. Press the Activate Button on the Red Box to pull the Lever. Electric Traps cost 1000 points each use. Electro Shock Therapy - Activation Walkthrough
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    Perks-A-Cola

    Perks-a-Cola Verrückt is the first map to feature ‘Perks-A-Cola’ You purchase Perks from a vending machine & drinking a perk will give you an added ability. Verrückt Perks-A-Cola ~ Quick Revive Soda ~ Cost: 1500 Points Juggernog ~ Cost: 2500 Points Double Tap Root Beer ~ Cost: 2000 Points Speed Cola ~ Cost: 3000 Points =================================== Double Tap Root Beer Double Tap Root Beer Jingle So, every once in awhile something like Nazi Zombies comes along to really challenge a sound designer. I'm not talking about gun sounds, or even zombie sounds...I'm talking about old school radio jingles! As soon as the idea for the Perks-a-Cola machines came up, the opportunity to do something fun was obvious. So, we licensed some cheesy sounding music, and our internal writer (Craig Houston) came up with the lyrics which we recorded and produced in house. Male vocals are sung by Craig Houston, with Elena Siegman doing the backup 'kid' vocals. Yeah, the same Elena that sings Lullaby for a Dead Man. Anyway, Double Tap Root Beer is our favorite, so I thought I'd share the high quality stereo version of it. Enjoy! Lyrics ~ Cowboys can't shoot slow Or they'll end up below When they need some help They reach for the root beer shelf Double-tap double-tap double-tap rootbeer (4x) Double Tap Root Beer Jingle =================================== Speed Cola Speed Cola Speeds up your Life! Ok...Jingle # 2. Speed Cola. This one was fun. Just before I headed out to Brazil earlier this year, I was listening to a lot of bossa nova (you know, to get in the mood). At the same time, we were having trouble coming up with a name for the Sleight of Hand machine. I mean...that doesn't really sound like a drink. But Speed Cola sure did :) So, given the trip to Brazil, and the newly named machine, we thought, lets do some Latin inspired music for this one, complete with Elena belting out the vocals. Well, she couldn't make it to the studio the day we recorded Craig (we were going to do a duet). Craig sounded so perfecly inspired that we ultimately just used Elena for the 'tag-line'. I've been asked to include the lyrics next time so here are the lyrics for Speed Cola! Lyrics Your hands are slow, your movements sluggish Your lack of speed, just brings you anguish Just take a sip, you will move faster Just try it now! And speed is mastered Press those lips against the only one that really moves you Speed Cola Speeds up your life! Speed Cola Jingle =================================== Revive Soda How about a little Revive? So, Revive Soda Poster. By the way...the guy in that picture is Kandarp. He's a kick ass programmer. And Revive Soda Model. Anyway...he looks revived to me. Same story as the others---all the lyrics were written and performed by Craig Houston, produced in house at our studio. Lyrics ~ When everything's been dragging you down Grabs you by the hair and pulls you to the ground If ya wanna get up you need a little Revive If you wanna get up you need a little Revive! Quick Revive Jingle =================================== Jugger-Nog Reach for Jugger-Nog Tonight So we're back again with our final Jingle. Jugga-Nog. This is actually the one that kicked off this whole 'lets do jingles' for the Perks machines. Something about the style of the machine and the name "Jugga-Nog" really said, "YOU NEED TO MAKE ME SING!" Lyrics - When you need some help to get by Something to make you feel strong Reach for jugga-nog tonight Sugar seduction delight! When you need to feel Big and Strong Reach for Jugga-Nog tonight! Jugger-Nog Jingle =================================== Original Concept Artwork by – Daniel Romeo Padilla
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    Power Switch

    Power Switch Verrückt is the first map to feature a ‘Power Switch’ The Power Switch has a detached Left Arm from the elbow to the hand which is grasping the lever Turning on the Power activates the ‘Perks-A-Cola’ Machines & the ‘Electric Traps’. Verruckt: Turning on the Power =================================== A Little Homage to ‘Lost’ After turning on the power, a voice will announce the numbers "4-8-15-16-23-42". These are the numbers from the TV show Lost. Verruckt Power Room - The Numbers from "Lost"
  24. Zombie Characters <-----------------------Zombie Characters------------------------->
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