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Everything posted by anonymous
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Does anyone know that feeling when you suddenly have multiple new theories in your head, but you have to study for exams soon though you are constantly distracted by the theories you wanna write?
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"Beware of the beast man. For he is the devils pawn. Alone among gods primates. He kills for sport,or lust,or greed. Yay he will murder his brother to posses his brothers land. Let him not breed in great numbers, For he will make a desert of his home,and yours. Shun him, drive him back into his jungle layer. For he is the harbinger of death." Damnit, the Shadowman was already there around the time of GkNova-6!
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I wonder how the HAARP and DUGA towers correlate with the ones we have to activate for MPD Richthofen to get full control...
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I like it how Pernell's character is so much different than the sort-of prototype of this chapter (the one that is deleted now). While for sure, this version is closer to how Pernell's character appears to be according to the Alpha Omega radios, I actually liked your own, initial, clumsy version of him. Anyway, good chapter! Like the McCain-Dempsey-Gale thing
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Never knew this either, definately gonna try it!
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Great thread, brains! I heavily recommend this to anyone interested in the Apothicans. I find it interesting that the Mi Go originate from Fungus, as we see that growing in all dark, humid corners of Morg City. Furthermore, I found this in Wikipedia: "The Mi-Go can transport humans from Earth to Pluto (and beyond) and back again by removing the subject's living brain and placing it into a "brain cylinder", which can be attached to external devices to allow it to see, hear, and speak."
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The difference about the original fate of Sophia and the fate in the Agonia fracture is interesting. You really play with the suspence for the readers, and it shows how close she was to death. Also quite ironic how she leaves Group 935, in oposition to how she stayed and kept loving Maxis when she was a robot, in an alternative reality
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Step 1: Kill mannequins around the APD Control area to fill up the empty soul canister. Once full, the door of the APD will open, revealing the Avogadro. Step 2: Once the Nuke has landed, leave the APD Control area and find the backup soul canisters around the bunker, located in the following areas: Beds, Storage, Diner and Lounge. When you find a canister you must have every player in your game go in that area and have 1 person interact with the canister to allow it to be filled with souls, by killing A.D.A.M. Units. While you are attempting to fill the canisters the Avogadro will attack you. Once you have filled it with enough souls you will hear a quote and electricity will fill that room, blocking you access to it. Step 3: Once all 4 canisters have been filled head back to APD Control and shooting the Avogadro will make him move in the direction you are shooting. You must shoot him so that he gets in front of the APD door. Once he is in front he will be sucked into the APD. After all the audio quotes from the facility overseer the APD door will open and you are able to obtain the Elemental Shard. When you obtain the shard the cutscene will play and your game will end.
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The mannequin should have been revived in the previous step and Rushmore will now tell you to find an Elemental Orb around the map. Find the orb and escort it through the map and bring it to the mannequin in APD Interrogation. After you have fully prepared with your preferred loadout, head down to the computers in the APD Control area and have every player interact with them to start the boss fight. Hint: go to the next step and read it first so you know what you're up to
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Mannequins will rise out of the ground around the map. There are three mannequins that are glowing blue. Find one and interact with it. You will need to defend the area against the attacking undead. Once completed, you will be able to pick up a mannequin piece. You will need to repeat this step for each of the three blue mannequins. Eventually, the player will have three blue mannequin parts. Place all of them on the broken mannequin in front of the APD.
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Power will go out. There are 6 switches around the map that need to be flipped in a specific order. If flipped in the correct order, all lights will turn green. Diner - Up Beds - Up Generators - Up Solitary - Down Storage - Down Lounge - Down Once all lights are green, reactivate the main power switch and interact with Rushmore to complete the step.
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Around the map there are pictures with Nova-6 gas coming from behind: one at Beds, one at Lounge and one at the 2nd floor of the Green House. You need to guide a 'brain rot zombie' near the pictures to knock them down. Such zombie can be created by using the alternative ammo weapon upgrade of the Pack-a-Punch, or by using the CTRL Z Elixir. Behind the pictures, you will find three codes that will need to be entered into Rushmore.
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Get a Jolting Jack in the Power Building to electrocute the server core. This will allow the core to be removable and you can place it in the open slot in the Operations Building. But do this as quick as possible! Hint: This step is timed, so the best way to complete is place a Telepad in powerhouse and another in prisoner holding. Having the Katana Specialist enabled also allows you to move faster.
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Activate Sergeant A.D.AM.: Navigate to Operations and interact with Rushmore. Locate the following codes in the listed order, as Rushmore commands. Enter each code into Rushmore in quick succession or else you will fail. Operation Toy Soldier: This code is always 7626 Sawyer: APD Interrogation - Top of desk behind a TV Peter McCain: APD Control - Shoot or Melee this stack of papers to reveal the code Pernell: Solitary - Obtain key in key box in Solitary, use the key to open the desk drawer in Yellow House Upstairs. A.D.A.M. can now be found in the Storage Room, ready to activate, he will follow you for 3 rounds and it costs a total of 3000 Points to activate him after your first activation. Now guide him to the bunker stairwell between the Green House and Diner. Get him near the greed door and Marlton will open the door and give you a 115 canister. Return the 115 canister to a shelf in the Transfusion Facility. Once the canister is returned report to Operations and interact with Rushmore.
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So the format of the three codes is [letter, number, number, number, number]. The letter indicates which house you need to go to and the number is the time that you need to set on the clock in each hours. (Example: If one of the codes that you got was A0115, you must enter the Yellow House and place the time 1:15 on the clock within that house). Make sure to input the times correctly or you will fail and have to interact with the TV next round again. The letters can be found on the mailboxes, however, the list is provided below: Letter to House List: A - Yellow House B - Green House C - Prisoner Holding D - Transfusion Facility E - Operations F - APD Interrogation After setting all the clocks, find that house that was not included in the code. Interact with the clock and it will give you a time. The time is a code that you need to place into Rushmore. (Example: The time the clock gives you is 6:15. This means that you must input 0615 into Rushmore). After that, interact with Rushmore to complete the step.
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Next, purchase Galvaknuckles for 6000 points within the bus at the central Cul-de-sac. Go back to the bunker and find a TV with static. The exact location changes each game but it is located somewhere within the bunker. For this part having your subtitles on is recommended! Once you've found the TV, kill a zombies with the Galvaknuckles in front of it, and listen closely. You will hear a recording of 3 codes in the format [letter, number, number, number, number].
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First, activate the Pack-a-Punch machine following these three steps: 1. After you've turned on the power, head to the generators room in the bunker and interact with the red computer screen. A lock-down will be activated, spawning a horde of zombies and Nova-6 crawlers. Survive this horde for one minute and the lock down will be over. 2. Go to the Center Street and find the four houses with this green Nova gas leaking out of them. 3. Find the ventilation units and press the interact button to repair After following these steps, the blast shield will open up and you will be able to Pack-a-Punch in the bunker. Now head back to the Rushmore AI for the next step
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There are two stages to the boss battle. Be warned this can be a timely step. The first stage is just you and your team killing Zombies until Brutus appears. The second stage involves Brutus charging up an attack. Red zones will appear on the ground. Step into the zones and shoot glowing red orbs floating above Brutus. After removing the orbs, shield blast Brutus. An orb will now float above the Blood Machine in the center of the stage. Shield blast the orb. Repeat Steps 1-3 a total of three times. After the third time, have the Player who is Richtofen interact with the Blood Machine (A bot may spawn if the quest is being done in Solo/no Richtofen is available). Take control of Primis Richtofen after a brief cutscene and make your way back to the Boss Fight entrance (where #4 of Step 6 took place). The ending cutscene will occur after your character enters the stage.
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After being released from the jail cells, grab your arsenel from a sack found right before exiting the Cell Block 2nd floor (going into the Library). Make sure you also have your shield! Follow the bird from Step 3 slowly. After Brutus is alerted, head back to Richtofen's Laboratory, being careful of the infinite dog spawns. After watching the Mob of the Dead ghosts fend of Brutus, a red orb will appear like before. Collect it and head inside to the Laboratory, placing the final orb on the map as before. A door will open in the corner of the Laboratory. Enter through and have each player stand on a small pad with yellow lights on the floor at the top of the stairs. You will now enter the Boss Fight.
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Go back to the Warden's Ritual Room at the top floor of the Warden's house and put the Kronorium on the Warden's corpse. Use the shield to look at the Kronorium, which will give you three numbers. Place these three numbers into the number generator down in the Citadel Tunnels and the lighthouse will show you the location of a portal. Look at and blast the portal using the shield to begin the portal's challenge. There are 5 challenges, and if you mess up any challenge, you will have to repeat the beginning of this step with new numbers. Collect a red orb from each portal, which you will need to collect all of them to progress to Step 5. Here's an excerpt from r/codzombies pertaining to this step for each portal challenge:
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