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Everything posted by Doppelgänger
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Foiled again, thanks to the bugs in this game.
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IT EXISTS! Spider Bait weapon!
Doppelgänger replied to Stop Mocking Me0's topic in Zetsubou No Shima
I'm not so sure about the Monkey Bombs, but there was a fair amount of theories that suggested there was some way to bring the ladder down that was found in the power room on Kino Der Toten. As for the Jet Gun, there were people that believed the Jet Gun could be upgraded via the Pack a Punch or by Easter Egg steps. All of these claims were false. Merely people hoping to find 5 minutes of fame by discovering an unknown Easter Egg. -
The zombies definitely spawn in much different ways than in the previous installments of this map. Yet all of the old training spots are still able to be run. Running trains in the Courtyard, the lower floor of the Lab C room, the Garage and the Pack-a-Punch Courtyard is still possible, you just need to play extremely safe. However I advise to not use the latter of those examples when you reach the higher rounds. Your loadout should consist of a high-powered weapon such as the Brecci or the Haymaker. Light Machine Guns, although powerful, lack the fast reloads of the shotguns as well as the base movement speed. Either of these should use Blast Furnace as the Re-Packed attachment. Also, obviously the Ray Gun should be your secondary weapon. The only real problem this brings is the splash damage, which shouldn't be a problem unless you get cornered, in which case you should spam your Re-Packed weapon and hope for an Alternate Ammo Type. The WunderWaffe is practically useless this time around as the arcing electricity takes a long time to take effect which lets the zombies still hit you so it is terrible if you get cornered. Basically, timing is key, as it has been in all zombies modes. If for example you are in the main courtyard and wanting to cross over, keep an eye out for the larger gaps between the zombies. If there isn't a gap, make one. Also remember sliding is available in zombies. Stampin’ Up would make sliding through trains easy, but it isn't a necessity. At the end of the day, a careful eye will let you slip right past the zombies and live another day.
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Mod tools: FIRST LOOK
Doppelgänger replied to Stop Mocking Me0's topic in BOIII News & Announcements
This actually looks so awesome. If the basics look this good, I can't wait to see what stuff the modding community can bring us. Hopefully in the future, Activision will let us download and play these maps on the current generation of consoles. Being on console and not being able to get any other maps outside of the Season Pass really makes me wish I had a PC. -
Are all the Thunder references leading to something?
Doppelgänger replied to Tac's topic in Zetsubou No Shima
Lightning or electricity has always been present in zombies. Going all the way back to the original maps, electricity was a very present element and even theme to the storyline and the game. For starters, the 115 asteroid on Shi No Numa has electricity sparking out from about it. The very element that aided in the creation of zombies themselves is also used to power things. Weapons. Perks. Now possibly GobbleGums. I don't think it's a mistake that we see so much of this natural element within this game. However it does also seem like Treyarch or rather the zombies crew love messing around with lightning and electricity because it's so easy to use. I hope it's all just a reminder about where all of this has come from. Electricity is a power source. One that has been controlled to such an extent where it seems to have pulled past our reach, much like the experiments the scientists in this story have done. -
Good read. I'd really like to be able to properly analyse the blood vials we find on the other characters. Considering we only found this out after reading the numbers written on Richtofen's vials, finding out any inscription on these new vials would most definitely yield answers. As for them teleporting back to the island, remember what kind of teleporters or portals we are using. The MTD's we have seen in the past seem to be able to be interconnected. Remember, the reason they are stuck behind the wall is because of the presence of a mainframe. They wouldn't be able to travel outside of the room because the mainframe, where they teleport to and from, is inside the room. Now, to these portals: These can appear anywhere, but much like the MDT's, you cannot travel through one and expect to be transported elsewhere when you travel through the same portal. In Shadows of Evil, we have to open the rifts to teleport to the underground parts of the city. So, it could be possible that Richtofen teleported the crew through the portal into another dimension and back to Zetsubou No Shima. Where exactly he went is up for debate. However, considering the only other time we see these kinds of portals is in Shadows of Evil, perhaps the crew travel back to Shadows of Evil and gather blood from Jessica, Nero, Jackie and Floyd. EDIT: After I discussed this with a friend, I realised that I'm wrong. It couldn't be the Shadows crew as there are now 6 vials, not 4.
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I'm stuck between wanting to watch and learn everything about this map and wanting to go completely dark.
It just looks so damn good.
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Are all the Thunder references leading to something?
Doppelgänger replied to Tac's topic in Zetsubou No Shima
The elements have been a major theme in this installment of Zombies. Shadows of Evil seemed incredibly influenced by fire and even earth, mainly from the Pack a Punch camo, the fire-filled basins, the firey pit at the bottom of the pit in the underground ritual chamber. Der Eisendrache has themes of ice, obviously, and electricity. With the Death Ray, the electric traps, the Ragnarok DG-4's and the electricity bow. I know there are other bows, but it is one that seems to match all of the other "electricity theme" items. Zetsubou No Shima also seems to be heavily influenced by the elements of earth, plants and water. Examples include the fact that is a tropical, forest-covered island as well as the KT-4. I'm grasping at straws here, but I can't ignore that there are elemental themes in each of the maps. -
Are all the Thunder references leading to something?
Doppelgänger replied to Tac's topic in Zetsubou No Shima
Another storm or thunder related item in the map is the KT-4. In actuality, the name of the weapon in game is the Kusanagi-no-Tsurugi. The kusanagi-no-Tsurugi, is a legendary Japanese sword. Originallyit was known as Ame-no-Murakumo-no-Tsurugi, or, the "Sword of the Gathering Clouds of Heaven", however the name of the sword was changed to the now more popular Kusanagi-no-Tsurugi or, "Sword Cutting Grass". What strikes me is the original name of the sword and it's English translation. The "Sword of the Gathering Clouds of Heaven." Gathering always represent the coming of a storm. Thoughts? -
Eclipse DLC: New GobbleGum Flavours
Doppelgänger replied to Doppelgänger's topic in Zetsubou No Shima
I believe the Fear in Headlights GobbleGum with use the same mechanic that we saw in one of the Nuk3town mannequin Easter Egg, where they only stopped if you looked at them. When they leave your field of view, they begin moving. -
Ah damn, beat me to it! Great job though.
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Transcript: Mq pezw qg zy fcqr. Eg bnmw? Ql, lwa, wg ik liekp. Vbw dqrt zijr l tgia xtcntapk? Zavigek? Ainja? Kuejg mf fwk? V gmgwf A koa fgtkvnm Mhra. K uhabs yicg ql fmk sojo. Lzeu, kuejg ez A vcj. A ukxl gv tvrw dc n jqjrr. A mrbo bvvs hnepw. Nwaadnc, V su vbmw.
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After a few hours of intense brute-forcing this cypher, I have been left with a mountain of crumpled paper and the decrypted message. +81 638433687387-7825328744445444833- 46737678-44-6636384327684377- 4273433233673-932685373224446- 46843228853-843684374778455- 285274346843-2489 First off, this is what is known as a T9 Cypher. I reached this conclusion by noticing the +81 at the beginning of the message. At first I was unsure what this meant, until I realised that is was a dialing code. For example, the dialing code for Australia is +61. When I researched this, I found that the dialing code at the start of the cypher was actually, coincidentally, the dialing code for Japan. Now, the cypher works much like old phone keypads did. Where the numbers also acted as letters. The '2' key gave you the letters; A, B and C, the '3' key gave you the letters; D, E and F, and so on. Now, to the cypher. In the first line of numbers we have, 6384336878378. This means the first letter is either; M, N or O. The second, being 3, with gives up the possibility of D, E or F being the second letter. Continuing on, checking each and every number for their respective letters yields; Of the four test-. It was at this point where I assumed, by context, what the next set of letters would come together to form. Which I thought was 'subjects'. After checking, I found I was correct, and was able to remove a huge bit of work out of the way, and was able to continue on. Also interesting to note, is that I could block words from crossing over from their respective number groups by looking at the dashes throughout the message. This meant that every group of numbers HAD to be either an entire word, or a group or words that fit into that line. Now, I did get stuck when I reached the number 44. Taking the rule I mentioned in the previous paragraph, this meant that these two numbers had to be two letters. Considering the dashes mean we can't carry words over, I could only get GG, GH, GI, HG, HH, HI, IG, IH and II. Of course these would make no sense if put into the message as 'HI' is the only word we can pull from this. It was then when I realised that on the old phone keypads, if one wished to use a number in their text message, they would had to keep skipping through the letters until they reached the numbers. So, seeing that the word prior to the 44 was 'report' it made sense that it was indeed, "Report 44". I went through the rest, checking nearly every single possible combination and finally managed to pull the entire message from the cypher, which reads: Of the four test subjects highlighted in Report 44, one of the brothers has died before we could reach him in the battle. The other is still at large in the city.
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@Hells Warrrior I've been seeing some posts duplicating when users post them. I've seen this happen before, but I'm unsure if you ever managed to sort them out. If you did, they're back. Just letting you know, friendo.
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Eclipse DLC: New GobbleGum Flavours
Doppelgänger replied to Doppelgänger's topic in Zetsubou No Shima
I really like Fear in Headlights. It lets you back yourself into a corner and free yourself up for 2 minutes. However it would be far less useful in a Solo game that in Co-Op. -
With the new Eclipse DLC we have been brought 4 brand new GobbleGum flavours awaiting us in Dr. Monty's Factory. Here are their names and uses, as well as how they are activated and how long they will last for. Unbearable: Mega - Auto-activates when a teddy bear appears in the magic box. Magic box re-spins automatially. Magic box will not move for several uses. Fear in Headlights: Mega Rare - Zombies seen by players will not move [Activated (1x Activation, 2 minutes)] Temporal Gift: Rare Mega - Power ups last longer [Activates Immediately (Lasts 1 full round)] Secret Shopper: Ultra-Rare Mega - Any wall-buy can be used to buy ammo for any gun [Activates immediately (Lasts 10 minutes)]
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[REMINDER]
The Zetsubou No Shima thread will be filled with spoilers. If you wish to avoid them, don't enter that topic.
Also to people who will be playing it early, make sure you keep everything related to that map in there, so we don't have peoples' first experience being ruined.
Thanks!
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How to take no damage in electric trap
Doppelgänger replied to Josh Keatley's topic in Der Eisendrache
Or just slide through it with Juggernog equipped. Would save you the chance of getting immediately downed by the Panzer. -
My main problem with this perk is that, because we have Seraph's Combat Focus, it becomes nearly useless. The boost it gives is good, but is real underpar when out up against other perks. Does anyone else think it might be a good idea for Treyarch to either completely rework the perk or remove it and add something like Toughness into the game?
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What is interesting to note is that they were all primed for launch. It wasn't as if Group 935 were stockpiling them on the side "just incase". They must have had some plan that involved them being launched.
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Here are clearer pictures of the boat from Call of the Dead. These screenshots were from this video by RADAUSTIN27: https://www.youtube.com/watch?v=89GMu7ZPcK0
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Give it a 25% - 50% penalty when re-spawning.
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Opinions of Zombie multiplayer maps?
Doppelgänger replied to Stop Mocking Me0's topic in Multiplayer
I could jump on this idea. Perhaps if it was "boots on the ground" only and we had no enhanced movement, the maps are really not meant to be played with jumping around in mind. -
I only say this because I can tell there is clearly not enough evidence for this to become a 'thing'. Some people don't seem to consider that there can be more of one thing in this universe. A Japanese boat that clearly sunk offshore this island could never become a wreck on the icy shores of the Siberian outpost we visit in Call of the Dead. It's a lot like the theory that many have mentioned about the orb on Moon being the Summoning Key. I apologise for coming off as rude, however if I see something ridiculous I will try to fix it. All I ask is that a little more thought goes toward posting a theory. Keep in mind that that doesn't just adhere to yourself. The entire zombies community, myself included, should always endeavor to put at much thought to a thread or theory before we post it.
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