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Everything posted by 83457
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Dopp, i like that strat, but i always feel stressed at the death ray. I run the Parapet, closest to the clock tower. If solo, or nobody passes through from Bastion or the clock tower in mp, then all zombies come up the steps or out of the clock tower. Basically they all come from one spot. You can camp there early (stand against the clock tower wall and headshot). A curved figure 8 run and you rarely even get slapped. Ragnarok can completely close their only approach. If pinched, simply go to Bastion (as no zombies come from that way unless a player comes from there), go to WS above DT2, fling back to Parapet. Which now makes me realize that that workbench (dt2) would be the best for me for the shield. Thanks, i don't know why i never figured that. --- Koslans, that is a good reason to build the Shield above DT2. Excellent advice. Even if someone is doing the WS camp method there, you wouldn't really hurt them if you came in for a shield (to be fair, the WS camp method is not very common). ---- While I agree with both reasons for the DT2 shield location: In a counter argument to the 'folk getting a shield, drag a train through your area', I would say that pyramid room players shouldn't really be affected since there is so much room (speaking from experience of training with others passing through), and besides me, i never see anyone who wants to train in church. Camp the steps, yes, but only i run trains in the church in my experience. Heh. :)
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I'm on 360, when DE released, it came with round 2 runners and (on SoE and DE) even the slowest round 1 zombie could and would speed hit you 3 times if you were in arms reach. You still could do long games, but usually there would be a few games that ended in round 1-5 due to the hyperslapping zombies. They fixed that. ---- Round 1 BK on SoE involves zombie cloning. If they haven't patched it by now, I'm accepting it for the beautiful thing that it is. Solo Method (note that solo 360 can still transmogrify keepers into reg zombs by running far enough away, but not in mp zombies. It's fine if you can't as it is only 2 keepers): You almost must get x2 at start or as 1 of the 2 drops of round 1, otherwise, you may not get enough points (SoE has 2 drop per round limit, excluding margwa drops). Start, grab 100 QR points, open door -500, chang's for +500, fix window +40 (640), gather zombies by QR. Use beast: zap all zombies, qr, break open door, free s-key, zap crane and SU. Post beast, run to SU, get +100 from machine (740). Wait for 12ish zombies, zap them, open Nero's. Post beast, grab Pen, run up Nero's to transmogrify keepers. Drop down fire escape and run quickly to Waterfront door, press against door and jump up and down. That should make most zombies pour from the closest places to Waterfront. Stab the 2 furthest away zombies (1000 points now). Open waterfront. (Stab a third zombie if SU on next gen can't give points). Gather 24ish zombies, zap in Waterfront (quickly as time is limited) as you head down the Waterfront hall. If you are fast enough hit the Rift door (otherwise skip this), then grapple up to the box, then run (no jump) straight over to the farthest part of Waterfront and run down and beast open the Anvil (boxing gym). Then, A. (If x2 at start) Post beast, go to start, pool up zombies, hit x2, carefully avoid nuke drop (if applicable). You should get 6000+ points. A second x2 drop should get you to 9,000-10,000 points. Save a zombie. Or B. (If no x2 at start) Post beast, run up to Nero's, carefully stab and pray that the gaming gods give x2 and no Nuke. Stab carefully. Save a zombie. If you have 4250 or more, open Waterfront door, get the BK. If no x2 comes, you may get 3000+. You need to come up with 4250 to buy the Waterfront door and the BK. You can do the Nero ritual for 500 points, plus any keepers shot (10 points each hit). If you get enough to get the waterfront door open, you can do the Anvil ritual and kill the Margwa which should then get you the BK points. Happy gaming!
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In DE, there are 3 workbenches, and 2 craftable items. Bench 1: above Double Tap 2, wundersphere hallway. Bench 2: pyramid room (undercroft), straight across from dragon head. Bench 3: in the church (mission control), right of dragon head. Well, the Ragnarok location doesn't matter as long as it can be made and grabbed once. So it comes down to where to build the Shield. Generally, in random games, i get a mix of 'pyramid' and 'church', never above dt2. I find the pyramid room itself to be very safe, but often, getting there from the camping or training locale is harder than getting to the church location. Whereas the church is quite often the closer option, but getting in and out of the church is often slightly more dangerous. Solo, i usually run the clock tower parapet most, followed by the church courtyard, so church is my go to spot for shield. But if i were to decide to do the wundersphere camp, i might build it above dt2, and if i want to run pyramid or the area by the column down there, i would likely build the shield there as well. MP zombies; ask around what others like, or if you plan to team camp and place it accordingly. Let the terrible noobs have it their way; the more likely they are to have the shield, the less that you will be picking them up (unless you need the xp). I hear noobs who can't find the Shield or Ragnarok, so at least you know where they might be built now. Thoughts? Opinions? Strategies? Happy gaming!
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Training/pooling: church by fireplace or whole room, clock tower parapet, church courtyard by church or by demon bow room (especially with that debris closed still), column below dog bow wall run, pyramid by dog bow corner (and wall runs), the first courtyard (by DT2) at higher levels works well, rocket test site rocket pad or area in front of blast doors, demon bow room (especially with debris to courtyard intact), tp room (tight). Solo or more camp: church steps (window side, up left side). Balcony above wundersphere (by church debris-door, closed). Parapet by clock tower, stay by clock tower wall (circle/reverses when overrun). DT2 wundersphere (if drops are unreachable, use WS, run down to the WS below, use it to return quickly to the first WS and collect drops. 1000 point round trip). QR alcove. Steps of clock tower. 4 campers: (most of the above camp spots and) alcove between trams. TP room (main complex, not rocket pad): 1 on each window, 2 on main hall, tp escape if needed. Start room, 2 in qr alcove (door closed), 2 above tram control, facing towards DT2 direction. Camping, turned is recommened, cymbal monkeys (have a plan of where to throw them) are excellent, use Ragnarok for revives and emergencies. Phoenix up, death machine, nuke, instakill, abh!, in plain sight, undead man walking, cache back... keep appropriate GG for the camping experience. Juggernog, speed cola, quick revive, and double tap 2 should be your base 4 player camp perks. Have teh funz.
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Randomly added quote deleted...(?) One trick for that DT2 bonfire: carry the charged shot up to the death ray wundersphere, fling over to rocket test site, shoot from next to rocket pap. Very close, very easy to hit. If you miss, it's annoying, but it's hard to miss from that close.
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I love the Bowie, but much like bo1, the bowie is rough to include in the set up of DE. SoE, I get it on round 1, which makes sense game wise. But in DE, you can't get it at an appropriate level to make it viable. So sad. It should be in the start room really, in every zombie map. ------- Double points at start or during the first few rounds will speed things up, of course, otherwise; Round 1 solo: grab fuse, grab QR's 100 points, shoot panzer arm through QR door, activate lander pad, call tram, fix 4 boards, grab x2 or MA from tram (ignore IK drop if that). Make points, open to dragon past DT2 (grab 100 points from DT2 machine). Grab shield part in courtyard, activate second landing pad, shoot second panzer arm. Possibly start feeding dragon. (Buy VMP if points). Round 2: Feed dragon, buy VMP (occasionally hit box stupidly instead, usually if points under 1300 or if feeling frisky). Round 3-4: Open to power, shoot third panzer arm, tp pap parts by death ray, lander pad by clock tower, activate low-g, grab shield parts, build shield (church or pyramid locale). Feed dragon (either). Buy Jugger when able. After this, i basically just run with bow and unpap VMP. I may do storm and dog bows before panzer, but usually i start on the slower demon bow, then storm, dog, and eventually fire bows. Solo, i get the Ragnarok whenever i think of it. In mp zombies, i get it much faster for the revive assist. Eventually, i get a ray gun or shotgun for panzers (bows suck at killing him, at least on 360), pap it with BF (gets Ragnarok refilled quickest). In mp zombies, I'll try for cymbal monkeys. Then i usually use Storm or Demon bow and run reverses on the parapet by the clock tower (whatever bow in mp, though i hate Fire). I drop the Ragnarok at the top of the steps and they usually can't get through it until past round 40-50 something. Pick it up and use Shotgun w/BF to refill it. Other common run spots for me: pyramid, by dog bow corner. Column by dog bow wall run. Upper courtyard (with wundersphere) preferably with this demon bow room door closed. Church, by dragon. Occasionally camp church steps, or above wundersphere on balcony with the church debris-door intact, or camp wundershere above DT2. I mix it up to alleviate duldrums, but i do usually run the clock tower parapet. Best solo 56. Best mp 35ish(?) with randoms. I can do better, and now that the hyperactive zombies have been calmed down, i should get further soon. Happy gamage!
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Hey Ragdoll. Just guessing, was there a panzer thrown-charge there that you neared and triggered?
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I'm on 360. They're are bugs and glitches galore, but hopefully the bulk will get patched. Overall, it's a fun map. Currently Dog bow is useless by mid 30s, unlike next gen. Fire bow makes rocks, no fire, also pretty bad. Each bow upgrade string has glitches that can be mitigated (unless the Demon bow upgrade stops). Fire bow rocket pad start: yellow thing must be shot from front, not side or it fails to function correctly. Initially, hitting it correctly always made it pop, but no fireball flew up to deathray (this appears to have been hotpatched quickly). Dog bow: by DT2, with dog 10 feet away, he often howls and disappears as if you left him behind/didn't follow him. One game only; the shelf would break after 5 seconds or less of making it. I would shoot the thing, the shelf would form, I'd land on it, and then it would break. Every other game, once it formed it stayed there. Finally it unglitched. Demon bow: often stops working at various steps. Some remedies; 1. Never shoot your bow near that circle unless carefully shooting symbols on that step. 2. If you enter a symbol (of 3 Name symbols) and he doesn't say the symbol, shoot that one again as this often unglitches it (he'll say it), then shoot the others, he may hesitate, but it has worked each time that I've tried. 3. Don't use charged shots for symbols. 4. If he doesn't say the symbol at the statues, hit it again, don't go to the next symbol. Tips: you can hit statues out of order, but the symbols must match the order when input in the circle. So Door, Griffin, Stag give Ulla, Lor, Zor, you could hit Griffin, Stag, Door to get the symbols, but they must be entered in the circle as Door, Griffin, Stag (Ulla, then Lor, then Zor). Once the correct symbols are lit in the circle, you may enter them: not all 6 need to be lit, just (in our example) Ulla, Lor, Zor, need to be lit to finish this part. Void bow reforged arrow will form eventually in that light column, but act as if it's there and hold x to (usually) hurry it up (same with storm bow). Storm bow: reforged arrow: keep hitting/holding x at the weathervane and it will eventually show up. Be sure to stand back a foot or to from the weathervane or never registers. When shooting the bonfires, if you overshoot, the arrow will pass behind it, yet you can see the arrow through it which looks like your arrow feel short when it actually went past it. Round 1 zombies can triple hit from 10 feet behind you (there is clearly a hitbox error making your butt 10 feet long). Dragons eat inconsistant amounts. Changes constantly. Often Ragnarok piece or drop from panzer is in the air, unreachable. Often ragnarok parts simply can't be picked up (panzer and tp pieces). Every 'hold x' prompt in the game switches between 'instantly usable' and 'hold for several seconds with no effect'. If Rocket Pad is second PaP that you try to teleport, often it had no prompt and you must tp the other spot to Rocket Pad.
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Shadows of Evil: Tips, tricks and Points of Interest
83457 replied to Black Hand Smith's topic in Shadows of Evil
I needed to get the last GG challenges done, but then found myself enjoying dragging pathetic randoms up to 15-40 rounds (depending on their fail level). Something that i noticed is that most kids don't understand 'save the pods for AS (so i can save your butts easier)'. I don't mind, I expect the worst of Randy Skrubb. ------- Tip/strategy: What i realized though is that searching a couple of pods for an early gun isn't a bad idea. Usually a purple pod can still be found around the right time, and at least the terrible noobs might be armed. (I've always just bought wallguns in the early game). Now, if i could make them not suck... Edit: and whatever you do, never wear a headset in random lobbies! Only put one on if you determine that the lobby is players that aren't virgins. Talking with squeakers is worse than just hearing them squeak. -
Oh sure, Koslan. I always do it (but i usually make it to around 55 before the zombies stop pathing to me, so it's worth it for sure). "Saving tons of ammo" (my words) is a bit of a stretch. Usually I'm using blast furnace by then and hardly any ammo. But swords are still strong; they help when you've revived noobs 30 times by round 15, and it only gets harder as the rounds go up. And i love camping for as long as i can before I'm forced into boring circles, swords really help with that.
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Most lobbies, one cannot get past round 15. Forget doing EEs unless you have a crew. The EE is the only thing in SoE that i need to finish. I assume that will never happen. I'm torn, on one end, i do like SoE. But, to be honest, treyarch really sucked the life out of the entire community with all of this ass-backwardsness. They really need to get their shit together. They are so unprofessional for a company making AAA titles.
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The normal sword is lacking, but it can take down early margwa. One easy way to do swords is to just ignore the egg until you get the AS. Then the first part is ridiculously easy using the AS. The second part is just shooting margwa heads; shotgun, ray gun, or sword make that easy. As a general rule to all: if you don't normally get past 30 rounds, the sword probably isn't worth the time and effort to craft. If you do regularly get past 30, it will save you tons of ammo and protect you in emergencies.
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Either: "You will never have the Arbgwaoth in SoE, ever. But you will see the upgraded version in a later map". Or: "To access the SoE Arbgwaoth, you must upgrade it in map X. Then you can use it in SoE". Alternately, it could mean "there is no Apothicon Servant upgrade, but you can access the Arbgwaoth, but it does not require an upgrade. It requires a replacement". ------ The good thing about hating Treyarch is that i can't be disappointed by them anymore. They've already passed the threshold of tolerance. Treyarch is likened to the republican white house clown car. No matter how shitty they are, the shock value has worn off. Just shake your head, palm your face, and look away. :)
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Anyway to guarentee the wonder weapon parts to drop?
83457 replied to shirtlesservice's topic in Shadows of Evil
I've done a lot of testing on AS part order. It really seems random whether it holds back a part or not. Most likely, the xenomatter hides because some meatball, out of sight, drops it and it isn't seen. That being said, i have seen the xenomatter drop in the unreachable (due to zombie horde volume) distance, then immediately drop again a second later, only near me. Last night (first game in weeks), started on 15, on round 25, i searched a pod, it spit out the tentacle and a *flyer, the flyer dropped the xenomatter. *presumably the flyer was just one of the last zombies turning into a flyer at a coincidental moment of time and place.- 29 replies
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The upgraded sword gives the autonomous sword, which is beast. I always do them out of rote when i play.
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On the max ammo (video worked today): wierd. However, you can hear your partner shoot at that moment and he appears to be aligned with the doorway to pap at that moment, so i would guess stray bullet or stray thunderwall effect from having line-of-sight at that moment.
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Those are some nice fixes. Hunting down GG machines was annoying. The GG pack in inventory is nice too. More Licky-D is always welcome, though i somehow doubt that the old divinium run goodness has returned. But maybe. And now back to our thread...
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The video wouldn't play well. Good luck, i hope that you're onto something, but i don't agree on the max ammo only appearing at certain times. They do regulary appear at random intervals.
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You just need to get 1 zombie kill, with the tm, at each cart of one type. Don't mix the carts together, do devil-o, or do Molly's.
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Welcome bunnyblastt! Upgraded to donuts from the Molly's? I'm still curious why these are backwards. If you don't know: Upgrade tm at the 3 Molly's and you get a pink donut like the devil-o cart picture. Upgrade tm at the 4 devil-o carts and it looks like the Molly cream cake picture. Odd. Thought you should know, if you weren't aware.
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This is probably incorrect. Just so you know. Altar is cut off, it says zor/na and cuts off. Zor/na has been seen in a couple of words, not just 'altar'. The only example of the actual word "zornash" appears on next gen sword holder in the phrase; "(Feed) (zornash) (transform) (ast/an/arb?)". In context, it seems unlikely to mean "altar", though it may. More likely it means egg, sword, or statue. Picture is in the "zornash" thread.
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Edit: oh, you meant the Keeper language. We can't translate it currently, but the pics are in the language thread. I posted them myself. -----' Sword chamber is 4 symbols: (picture in post 2 of "Zornash" thread, page 3 of this forum currently). (Feed) (zornash) (transform) (unknown) What we know of the egg, it could be; (Feed souls transform egg). Which means later; "souls, Ap Servant, souls". Zornash na'orruja zornash. Or, as GQ suggested: (feed egg transform sword), which later leads to 'egg, AS, egg'. If you can make sense of that. If i waited to get the AS before finishing pap, i frequently got the 'zornash na'orruja zornash' (any AS version). It could be saying I'm on the right track; did first egg, now the as, then the arch ovum. But it never led anywhere at the time. But maybe it's fixed now. I'd like to buy a hint, Alex...
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360 Feedback. No symbols glow on the summoning key. At start, it is lit from below and so, the bottom symbols all light up a little from that. Where the light comes from below it is a mystery. No GW heartbeats, ever. I'll have to try getting the quote, then boxing the AS.
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I read all that, not sure where to look anymore in game. ---- Personal mysteries: i got a loud ding from a purple Bouncing Betty (trip mine mcc upgrade), thrown down by the CP switch in Canal that i had just activated as well. I got a loud 'confirmation' noise, similar to the Devil-O TM upgrade, while killing keepers in the black lace with the Servant (not sure which one that i had). ------- Community mysteries: Sword headshot counter does what? Red circles, light up after pap, act weird, show two circles in the 'instructions', like there is a second use for them. 4 AS names. Why? Only one in play at once. AS is nearly impossible to get back from the box. I've never seen it come back on 360. Noire mode: purpose? End? 2 languages that have been only extraneous so far. Why? ------------ Recent random mind-fuck: a flyer turned red yesterday in a random pub game (1st random pubs on bo3 for me). Maybe get 20+ revives to activate the cocoons (from red flyers), because clearly you need the arbgwaoth to carry pub plebes? Most likely one of the plethora of visual glitches. Maybe we need max prestige, or all challenges complete before it can trigger?
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Thanks Oldmate. Have no fear, there are plenty of mindless slaughters between the 'search' games. It's quite often some random thought that i have during a regular game that makes me check things out. The search can be fun. More fun than running in circles to 72, like i did the other day. I usually camp/train to 55ish and find it too tedious to go on. I've done my marathon games, now i play for fun and searches.
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