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Zombies Library Links ~       

~~~ UNDER CONSTRUCTION ~~~

Please Contribute

 

 

 

About the Zombies Library ~

 

Welcome to the Call of Duty: Zombies Library.

 

This is the second in a series of threads;

 

 

 

 

Have you ever wanted to know everything about COD: Zombies?

Have you ever wanted to find it all in 1 place?

 

 

Within these 3 threads you will find almost everything about this great game called Call of Duty: Zombies.

 

From Map Trailer Video’s, Blog Intel, Wall Writing’s, Pictures, Characters, Perks-a-Cola, Wunder Weapons, Easter Eggs, Side Quest information, Secret Songs through to Character Quotes. I have tried to include everything that would be of interest to help us understand, figure out & explain this complicated game of Run, Shoot & fend for your life!

 

Most sections and header titles will include links to the original source, as-well as links to possible references for which I think the in-game article draws from. I have tried to limit my theorizing as I want all of the information in here to be as accurate & factual as possible. Let’s try to figure out & explain as much content as we can.

 

 

Topics are contained in spoiler tabs to limit major scrolling.

 

 

I hope you enjoy our Call of Duty: Zombies Library

 

 

 

Black Ops: Zombies Index ~

 

Post 1 ~ From the Creators – Interviews

From the Creators

 

·         Zombies 101

·         Jimmy Zielinski Interview

·         Arnie Swekel Interview ~ Principle Artist for Raven Software

·        

 

 

Post 2 – GK Nova Viral

 

·         Mysterious Delivery

·         GKNova6.com Transmissions

·         Live Drop Videos

 

 

Post 3 – Campaign Intel

 

·         Intel Preview Screen

·         Operation 40

·         Vorkuta

·         Executive Order

·         S.O.G.

·         The Defector

·         Numbers

·         Project Nova

·         Victor Charlie

·         Crash Site

·         WMD

·         Payback

·         Rebirth

·         Revelations

·         Redemption

 

 

Post 4 – Terminal Files

 

·        

 

 

Post 5 – Kino der Toten

http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/Black%20Ops/Kino%20der%20Toten/KinoderToten_zps94d41d72.png" />

 

·         Intel

·         Video Trailers

·         Loading Screens

·         Character Profiles

·         Zombie Characters

·         Weapons

·         Wunder Weapon

·         Wall Writing

·         Posters

·         Portraits

·         GK Nova 6

·         Nova 6 Crawlers

·         Mind Control

·         Hidden Notes

·         Manhattan Down

·         Kino der Toten Radio - Wii

·         Teleporter Rooms

·         Black Ops Terminal Files

·         Radios and Film Reels

·         Songs

·         Character Quotes

 

Post 6 – “FIVE”

http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/Black%20Ops/FIVE/FIVE_zpse44c9256.png" />

 

·         Intel

·         Video Trailers

·         Loading Screens

·         Playable Characters

·         Zombie Characters

·         Pentagon Thief

·         Weapons

·         Wunder Weapon

·         Perks-a-Cola

·         Power-Ups

·         Electric Trap

·         Red Telephone

·         Pictures and Posters

·         Weapon Recreation

·         GK Nova 6

·         MK Ultra

·         Songs

·         Character Quotes

 

Post 7 – Ascension

 

·         Intel

·         Video Trailers

·         Loading Screens

·         Playable Characters

·         Character Matryoshka Dolls

·         Zombie Characters

·         Weapons

·         Wunder Weapons

·         Perks-a-Cola

·         Black Ops Terminal File

·         Side Quest - The Cassimere Mechanism

·         Radio Transmissions

·         Songs

·         Character Quotes

 

Post 8 – Call of the Dead

 

·         Intel

·         Video Trailers

·         Loading Screens

·         Playable Characters

·         Zombie Characters

·         Weapons

·         Wunder Weapons

·         Perks-a-Cola

·         Corkboard

·         Pictures and Posters

·         Radio Transmissions

·         Side Quest - Ensemble Cast and Stand In

·         Songs

·         Character Quotes

 

Post 9 – Shangri-La

 

·         Intel

·         Video Trailers

·         Loading Screens

·         Location

·         Playable Characters

·         Zombie Characters

·         Weapons

·         Wunder Weapon

·         Perks-a-Cola

·         Temples

·         Statues

·         Gong

·         Wheel Dial Glyphs

·         Radio Recordings

·         Side Quest - Time Travel Will Tell

·         Songs

·         Character Quotes

 

Post 10 – Moon

 

·         Intel

·         Video Trailers

·         Loading Screens

·         Playable Characters

·         Zombie Characters

·         Weapons

·         Wunder Weapons

·         Perks-a-Cola

·         No Mans Land

·         Hacker

·         Quantum Entanglement Device

·         Side Quest - Cryogenic Slumber Party

·         Side Quest - Big Bang Theory

·         Songs

·         Character Quotes

 

Post 11 – Call of Duty XP 2011

http://i856.photobucket.com/albums/ab125/callofdutyzombieslibrary/Black%20Ops/Call%20of%20Duty%20XP/CodXP2011_zps9bc5b6fa.png" />

 

·         Call of Duty XP: Zombie Activity

·         Zombies Infest Call of Duty XP

·         Call of Duty: Zombies - Origins & Evolutions

·         Call of Duty XP Panel: Zombies

 

 

 

Interviews from the Creators ~

 

Zombies 101

Zombies 101

 

 

You may not sweat under heavy fire, but a lot of recruits have been freezing up under the gaze of the undead. It's time we shake the panic from your head with some valuable advice every soldier should know before encountering the waves of brain-eating zombies.

 

First off, the point of Zombies is to stay alive as long as possible. You're not getting out alive, so the goal's to go down fighting, and fighting hard. In order to do that, you need better weapons. Weapons cost points, and you accumulate points by killing zombies and fixing barriers. Not too difficult, right?

 

 

 

 

The zombies come in waves, with a short breather between rounds. There are four possible zombie entrances in the first area of both Kino der Toten and “Five”, as well as two possible weapon pickups - a single shot rifle or double-barreled shotgun. To purchase one, approach the weapon's wall mural and pay up 500 points.

 

 

In a co-op game, each person should cover an entryway, and communicate at all times! Let your teammates know if you start getting overwhelmed. You never know which way they'll come from, so one person might get swarmed while the others are just waiting around. Once the zombies are clear, go up to the barrier and repair. This earns you points and holds back the next set of approaching zombies, in turn giving you more time to shoot and stab.

 

 

 

 

Every hit rewards you 10 points, but the reward earned for the killing blow depends on how it's delivered:

 

Body – 50 points

Headshot – 100 points

Knife – 130 points

Grenade – 50 points

 

Knife kills clearly earn you the most points, so take advantage of the zombies' low health in the starting rounds to knife them down. Just don't try to keep it up for long - they can take more damage every round. As for grenades, while they net you the lowest number of points, they can be a lifesaver when a mass of zombies is headed your way. Use them freely. You get 2 every round and a full load with Max Ammo.

 

And that brings us to drops. Every time you kill a zombie, there's a chance that a pickup will appear:

 

Insta-Kill – Just like it sounds. One hit, one kill. Lasts 30 seconds.

Bomb – Pick up this bad boy to instantly incinerate all the zombies around you.

Double Points – All point rewards are doubled. Lasts 30 seconds.

Max Ammo – Completely refill all of your ammunition, including grenades - except for your current clip, so make sure everyone reloads before activating it.

Hammer – Instantly repair all barriers.

 

 

Eventually, you'll want to move from your starting location. We'll get into more details with that later, including perks, upgraded weapons, and route choice.

For now, concentrate on the basics. Communicate with your teammates, rack up kills, and don't go down without one hell of a fight.

 

 

Jimmy Zielinski Interview

Jimmy Zielinski Interview

                                                                                                                                             

 

Jimmy Zielinski sheds a bit more light on the mystery behind Zombies, but may provide just as many questions as answers for all you Zombie fans...

 

 

Q:What has your role been in the development of Call of Duty: Black Ops?

 

I am the lead animator for Black Ops and the creative lead for our "Zombies" mode. As lead animator I get to work with experts in warfare (Major John Plaster and Sonny Puzikas), designers and programmers to come up with various new enemy types and AI behaviors (which I truly had a blast doing this time around) as well as manage a team of extremely talented animators who create all the assets needed to flesh these ideas out and bring the game to life as something the fans can play. As creative lead on Zombies, I (and many others) really get crazy with ideas and game play…I mean really crazy…come on, Zombies? Nothing is out of reach for this mode.

 

 

 

Q: There are few foes in this world that are as universally loved as Zombies. How has the development of this mode been different from the Black Ops campaign and multiplayer modes?

 

There really are no limits that we impose on ourselves while coming up with ideas for Zombies, aside from preserving the core Zombies game play experience. There is no "reality" aspect that we have to uphold in any way. The sky, and perhaps multiple dimensions are up for grabs.

 

 

 

Q: What new surprises can Zombie vets expect from the return of the undead?

 

As always, Zombies is a mode about discovery and survival, so certainly people can expect more of this. Existing fans and new converts can also expect the unexpected when it comes to Zombies, like new boss enemies that can take out the whole team, and map design that can entrap you. There are lots of other surprises we don't want spoil for you...

 

 

 

Q: What's been your most memorable experience in the months leading to launch?

 

One of our programmers, who scripted a certain boss enemy in zombies ran from what he thought was his own monster…but it was not even a powerful boss but rather a standard zombie during a typical, fairly early, round…it was just a zombie…but he exclaimed with great excitement "He's on me! He's on me!!…I have him, everyone else run!!!" to which we all (the rest of the team playing) replied "dude…calm down its round 5 and it's just a zombie" Lots of laughs were had by all.

 

 

 

Q: What about the Call of Duty series and Black Ops in particular appeals to you, and how did you become a member of the team?

 

I have been a part of the "Call of Duty" franchise since I joined the team responsible for "Finest hour" back in '04. The opportunity to work on Black Ops, and have it set during the Cold War era was exciting.  It was a very creative environment for all of us. With "Black Ops" we got to create a new fiction in a new era for our studio. It was quite a change from the WW2 history books that were our guidelines for so many years.

 

 

 

Q: Anything in particular you'd like to say to all the Black Ops fans out there?

 

I would actually like to ask them a question. Can someone please explain to me where the zombies come from? And who is Samantha? I am so confused...

 

 

 

 

 

Arnie Swekel Interview ~ Principle Artist for Raven Software

 

Meet Arnie Swekel; a principle artist for Raven Software. See how this video game veteran works and hear his advice to young artists looking to break into the industry.

 

Shangri-La Concept Art from 0:55

 

 

 

 

 

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Posted

CalloftheDead_zpsb87c14c6.png

 

 

A shipwrecked crew of fearless explorers is hopelessly stranded in an abandoned Siberian outpost. Their dream of discovering the true origins of the mysterious Element 115 unravels into a Hellish nightmare.

 

 

Escalation-KeyArt-horizontal_zps60172246

 

 

===================================

 

Contents ~

 

Intel -

Intel

 

 

Welcome to the Set - Pro Tips

 

Quiet on the set! We don't have all day here, and our shooting budget is tight. From the looks of it, this is the first time a lot of you have stepped foot on set. We can't have you running around aimlessly, so let's cover some basics and then get back in there and finish this thing.

 

 

The Director

 

Lugging a bunch of actors and equipment to a frozen tundra isn't an easy process, and it's gotten George a little on edge. He's real testy if you get too close - shoot him and he'll go into a rage. So keep your eye on him. The more you understand his tantrums, the better off you are dealing with him. Whether you decide to steer clear or open fire, watch that light!

 

 

CalloftheDead_4_zps69e5a631.jpg

 

 

 

The Shore

 

Shooting starts on the shore. Zombies climb out of the ground on either side of the bridge, and through the wooden barrier. It's integral to maximize your income in the beginning rounds, so plug a full 8 shots into a zombie's leg, and then finish it off with the knife. Get used to the area, and don't be afraid to retreat into the water if you start to get overwhelmed. Try not to freeze yourself in the process.

 

 

CalloftheDead_1_zps3692adb9.jpg

 

 

 

The Ship

 

It's no wonder someone ran ashore in this weather, especially with the lighthouse out of commission. There's a lot of room to move around, but you just might be able to find some juice to get this place back up and running. Watch yourself when navigating the tight corridors. If you really get in a bind, rush to the top and jump up to the zipline for quick access to shore. Or, if you've already opened up access toward the lighthouse, you can always hop on over there instead.

 

 

CalloftheDead_3_zps7bc28c2f.jpg

 

 

 

The Lighthouse

 

There's some racket coming from below, and once that beam starts shining, it just can't seem to keep a steady rotation. Rumors have leaked in concerning access to an underground passage, but as of yet they're unconfirmed. A zipline runs from the top of the building, but the crew just can't seem to get it up and running. This will definitely need some more exploring.

 

 

CalloftheDead_2_zps86025729.jpg

 

 

===================================

 

 

Exploration

 

It's not every day you get a set like this, and we want you to make the most of it. We're not giving away all our secrets, so it's up to you to take these tips and see what's out there!

 

 

Pro Tips

 

Once the horde starts coming, you won't have much time to think. You've got to react reflexively and carefully balance attack and evasion. If you want to remain a threat as the rounds go on, you need a plan, some idea of what you're striving for and how you're going to get there.

 

We've put together two setups, the Run 'n Gunner and Gatherer. Because of the randomness of the Mystery Box, we're setting up with mural weapons, a good way to perfect your chops without having to rely on luck. Once you get comfortable and figure out what you like, start gambling to mix things up a bit.

 

 

Zombies02_large_zps36e085f1.jpg

 

 

 

Run 'n Gunner

 

Weapons of Choice: The Afterburner (upgraded MP40), AK74fu2 (upgraded AK74u)

Suggested Perks: Juggernog, Stamin-Up, Speed Cola, Deadshot Daquiri/Quick Revive

 

Light weapons and Stamin-Up give you the speed to rush ahead of the pack and spin around for a devastating attack before turning heel and continuing the race. Deadshot ensures that your shots inflict maximum damage, and Speed Cola keeps you from getting caught unprepared. Juggernog is, of course, essential.

 

To save money, open up the path to the MP40 right away, take it as your first weapon, and then work on getting the power up. Once the lights are on, build up points and head back to the MP40, refill if needed, and then rush down and pick up Juggernog.

 

The AK74u can be picked up after opening up the Lighthouse, giving you a weapon reload on both sides of the map. Due to its large 64 bullet magazine size after upgrading, throw the MP40 in the Pack-a-Punch first, and start going to town.

 

Lastly, if accuracy isn't an issue, grab Quick Revive instead of Deadshot. The quicker revive timer plus Stamin-Up lets you rush to downed teammates and pick them up before getting overwhelmed from all directions. Once they're back on their feet, put some distance between you and the pack and whittle them down while your ally re-equips.

 

 

Gatherer

 

Weapons of Choice: Raid (upgraded Stakeout), Mustang & Sally (upgraded M1911)

Suggested Perks: Juggernog, PhD Flopper, Speed Cola, Stamin-Up

 

Go big or go home. Each shot counts, and your goal is to inflict as much damage as possible with every blast. The Stakeout can take out zombies in one hit through all the single digit rounds, and remains powerful shortly afterward. Mustang & Sally give you the firepower to blast back zombies when getting crowded, making PhD Flopper a necessity to avoid taking yourself out in the process.

 

The Stakeout is lodged in the shed behind the lighthouse, so you'll have to pick up another weapon to defend yourself while working your way to its location. Grab the MP40 on your way to Jug for a strong starter weapon, or gamble the Mystery Box if it starts off in the ship.

 

With Juggernog, the MP40, and the M1911 in hand, head for the PhD Flopper and then upgrade to Mustang & Sally. That should give you the power needed to handle the horde until the time is right to replace the MP40 with the Stakeout and grab Speed Cola to reduce painful reload times.

 

The Gatherer takes a little more time to get going, but with solid teamwork and quick reflexes, it more than pays off for the slow start in later rounds. Equipped with Mustang & Sally and Raid, you'll have the firepower to round the horde in circles and blast them into oblivion.

 

What tactics have you been using? Do you prefer to gamble it all on the Mystery Box, make decisions on the fly, or do you have set builds you strive for at every play?

 

 

Zombies03_large_zps0a215daf.jpg

 

 

===================================

 

 

Movie Poster

 

226029_213083672045968_3930840_n_zpsb3ab

 

 

 

Video Trailers -

Video Trailers

 

 

Taste of Escalation

 

"Escalation", the second Call of Duty: Black Ops map pack, contains 5 all-new exceptionally varied maps; featuring 4 Multiplayer maps and an epic Black Ops Zombies experience with all-new playable characters.

 

 

 

 

===================================

 

 

Call of the Dead Trailer

 

The zombie-killing dream-team of Sarah Michelle Gellar, Robert Englund, Michael Rooker, and Danny Trejo against a new and unnerving zombie menace. Set in a mysterious, ice-covered, remote Siberian island and inspired by legendary writer and director George A. Romero, a group of four fearless explorers fight for their lives amidst an army of bloodthirsty Soviet zombies.

 

 

 

 

===================================

 

 

Inside Xbox Escalation Preview - Featuring Call of the Dead

 

Inside Xbox Escalation Preview with an extended look at Call of the Dead.

The Inside Xbox team goes behind-the-scenes with Jimmy Zelinksi (Treyarch Creative Lead / Zombies) to get an insider look at how the team at Treyarch found the creative spark that led to Call of the Dead. Don't miss Jimmy's developer tips for Call of the Dead and some great gameplay footage of the new Black Ops multiplayer maps.

 

 

 

 

Loading Screens & Cinematics -

Loading Screens & Cinematics

 

zombie_coast_zpse92c6090.png

 

 

Call of the Dead Comic Book Page

 

loadscreen_zombie_coast_zps21827214.png

 

 

===================================

 

 

Call of the Dead Intro Cinematic

 

 

 

 

Call of the Dead Outro Cinematic

 

 

 

 

 

Playable Characters -

Playable Characters

 

 

Danny Trejo

<-------------------Character Models Images-------------------->

 

 

===================================

 

 

Michael Rooker

<-------------------Character Models Images-------------------->

 

 

===================================

 

 

Robert Englund

<-------------------Character Models Images-------------------->

 

 

===================================

 

 

Sarah Michelle Gellar

<-------------------Character Models Images-------------------->

 

                                                                                                                                             

 

Zombie Characters -

Zombie Characters

 

 

George Romero

<-------------------George Models Images-------------------->

 

 

===================================

 

Zombie Character Types

<-------------------Zombie Models Images-------------------->

 

                                                                                                                                             

Weapons -

Weapons

 

 

Wall Weapons

 

 

===================================

 

 

Mystery Box Weapons

 

Wunder Weapon -

Wunder Weapon

                                                                        

 

VR-11

<------------------- -------------------->

 

 

===================================

 

 

The Scavenenger

<------------------- -------------------->

 

                                                                                                                                             

 

Perks-A-Cola -

Deadshot Daiquiri

 

<-------------------Deadshot Daiquiri Screenshot-------------------->

 

 

Deadshot Daiquiri Jingle

<-------------------[soundcloud][/soundcloud]-------------------->

 

Lyrics

 

 

 

Corkboard -

Corkboard

 

 

Corkboard

<------------------- -------------------->

 

                                                                                                                                             

Posters & Pictures -

Morse Code Radio Location Pictures

 

 

These pictures are hints/helpers for the Side-quest. They show the locations of the Morse Code Radios.

 

 

Lighthouse

<-------------------Lighthouse-------------------->

                                          

 

 

Ship

<-------------------Ship-------------------->

 

 

 

Ship Container

<-------------------Ship Container-------------------->

 

                                                                                                                                             

 

Dock Building

<-------------------Dock Building-------------------->

 

 

===================================

 

 

Aztec Calendar

 

 

Scattered around the map are 4 pieces that are part of the larger Aztec Calendar Picture.

These pieces of paper are coloured & have a number on each of them.

These are hints to the Light-house dial step for the Side-Quest.

 

 

Aztec Calendar

 

Aztec52yearCalendar_zps43eba102.png

 

AztecCalendar_zps26be834c.png

 

 

===================================

 

 

Blue # 4

 

Blue4_zps40a216b6.png

 

 

 

Blue4_zps9f9e82b9.png

 

 

===================================

 

 

Yellow # 2

 

Yellow2_zps5dac1256.png

 

Yellow2_zpsf0e5a10b.png

 

Yellow2_zps2b56cdc8.png

 

 

===================================

 

 

Purple # 6

 

Purple6_zps77a7d05a.png

 

Purple6_zpsc28862b1.png

 

Purple6_zpsf179ee0e.png

 

 

===================================

 

 

Orange # 7

 

Orange7_zps2e49bd8f.png

 

 

 

Orange7_zpsc737fa2f.png

 

 

===================================

 

 

Russian Poster

 

 

Russian Poster

<------------------- -------------------->

 

 

 

Radio Transmissions -

Radio Transmissions

http://www.callofdutyzombies.com/forum/viewtopic.php?f=100&t=11929

 

 

There are 5 radios around the map which play an audio recording from Dr. Edward Richtofen.

To active the radio you must press the “use” button with the cross hairs pointed at the radio in close proximity

 

 

Radio Transmission # 1

 

Location

 

1. In the building with Stamin-Up, behind the lighthouse. Under the roller door

 

CalloftheDeadRadio1_zps08e60a68.png

 

 

Transcript ~

 

Log entry 1471

Date: September 2nd, Nineteen Hundred Forty Five:

 

Deeeear diary,

 

Another day. Another failure. This time subject N3WB just slightly improved. The Russian subject still smells like urine. Even after he was given a bath and deloused TWICE. I think I might have killed the specimen from Mexico. His spleen is on the floor and he's not moving anymore. I can verify with certainty that the barrier is not located in the spleen. Dr Maxis must continue no matter the cost. I wonder what he might think of the experiments on the little girl.

 

*Richtofen laughs and monkey screeches*

 

NIEN!!! Drop that! That's my Spleen! MINE!

 

 

 

 

Radio Transmission # 2

 

Location

 

2. At the top of the lighthouse, outside, near a Mystery Box spawn & Deadshot Daiquiri

 

CalloftheDeadRadio2_zpsb056b578.png

 

 

Transcript ~

 

Log Entry 1472

Date: September 10th, Nineteen Hundred Forty Five:

 

Deeeear diary,

 

Today was a good day. The swelling has subsided, the ice helps.

They made liverwurst for lunch. It was *static*. I still have not had any luck reprogramming any of the live specimens. Dr. Maxis says the key to unlocking the human mind will be more easily discovered of someone who isn't dead yet. I am not convinced. The army is stored until I can fix this, this trust barrier. Oh. Apparently someone in security found a spy today, they are delivering him from Verruckt, to replace the one that I broke.

 

 

 

 

===================================

 

 

Radio Transmission # 3

 

Location

 

3. In the water of the lower section of the ship, near the trail that leads to the lighthouse

 

CalloftheDeadRadio3_zpsd59cd36d.png

 

 

Transcript ~

 

Log Entry 1473

Date: September 17th, Nineteen Hundred Forty Five:

 

Deeear diary,

 

Dr. Edward Richtofen: Today-

 

Tank Dempsey: Get your hands of me you damn dirty Nazi.

 

Dr. Edward Richtofen: Oh ho! Get *inaudible*.

 

Tank Dempsey: Yeah that's right, you want some of this? I'm talking you home in bags, freaks!

 

*scuffle occurs*

 

Dr. Edward Richtofen: Nien *static* little Americans!

 

Tank Dempsey: Ok now I'm mad!

 

Dr. Edward Richtofen: I suppose this must be the replacement specimen. Time to get to work!

 

Tank Dempsey: I can still hear you*

 

Dr. Edward Richtofen: HIT HIM AGAIN WITH THE SCHTICK!!

 

 

 

 

===================================

 

 

Radio Transmission # 4

 

Location

 

4. At the front of the Ship on a crate, near Double-Tap Root Beer

 

CalloftheDeadRadio4_zps6ef08ab8.png

 

 

Transcript ~

 

Log Entry 1474

Date: September 20th, Nineteen Hundred Forty Five:

 

Deeear diary,

 

It would seem that the O.S.S realized that we have captured one of their spies. They tried to send a rescue team into Verruckt that was (static) the first batch of test subjects. I suspect that there are other moles in the organization, Dr. Harvey Yena, or Doctor Peter McKay to be precise. Dr. Maxis doesn't *inaudible* any Americans at Group 935, no matter how much genius they have. Stupid Americans with their... Apple pies and baseball and children, but I digress. The new American test subject is interesting, and muscly. His intellect seems low but his will is strong, like the others he doesn't seem to know who he is anymore. Unlike the others, he keeps breaking the restraints and yelling at me. Test Subject N3WB is still staring at the floor, muttering what sounds like some kind of proverb over and over again. I think his mind may have been destroyed by the *inaudible*... Oh well. The Russian subject recently begun responding to stimuli, but only after injecting him with a new serum made primarily from vodka. Perhaps this is the break through we've been waiting for.

 

 

 

 

===================================

 

 

Radio Transmission # 5

 

Location

 

5. On a rock in the area between the Ice slide & the drop-off. (past Speed Cola)

 

CalloftheDeadRadio5_zpsb4b2f690.png

 

 

 

Transcript ~

 

Log Entry 1475

Date: October 1st, Nineteen Hundred Forty Five:

 

Deeeear diary,

 

As for the control group tests, they have been put on hold. Recently I discovered that Dr. Maxis has not been mass producing the DG-2 as he swore he would. If he won’t move those plans forward, then I won’t continue following his dream of an undead army! He doesn't deserve his perch of power. He doesn’t know what to do with it! I know just what to do with him, but I'll take care of that little brat when I get the chance to.

 

 

 

 

Side Quest – Ensemble Cast & Stand-In -

Ensemble Cast & Stand-In

           

 

Songs -

Songs

 

 

Avenged Sevenfold Contributes to Call of the Dead!

 

A7X_NotDeadYet_large_zpsfae57bf2.jpg

 

 

Avenged Sevenfold, in collaboration with Treyarch, has created an original music track titled “Not Ready to Die” for Call of the Dead - Escalation's Zombie experience that assembles a zombie-carnage dream team to fight against a new and undefeatable zombie horde menace.

 

"Being able to collaborate with such talented artists and musicians was an absolute honor and thrill for everyone involved," said Treyarch Studio Head, Mark Lamia. "We think the fans are going to go crazy over it!”

 

“We're all huge fans of each other's work and have been talking with Mark and his team at Treyarch about creating something special,” said Avenged Sevenfold’s M. Shadows.  “So when the opportunity came together to do ‘Not Ready to Die,' it was a natural fit.  We're stoked to be part of ‘Call of the Dead'.”

 

 

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”Not Ready to Die”

 

The Secret Song in Call of the Dead is called “Not Ready to Die” by Avenged Sevenfold

To activate the song you must press the action button on 3 meteors hidden around the map.

 

 

Meteor Locations

 

1.      Starting Area - On top of a barrel, opposite a mystery box spawn

 

CalloftheDeadSecretSongMeteor1_zpsdc384f

 

 

 

 

2.      Ship – Inside the ship on a bench seat, the floor below the power room

 

CalloftheDeadSecretSongMeteor2_zps692853

 

 

 

 

3.      Lighthouse - In the PHD Flopper Room, underneath a table which has a clock on top of it

 

CalloftheDeadSecretSongMeteor3_zpsf18b9c

 

 

 

“Not Ready to Die” Activation Walkthrough

 

 

 

“Not Ready to Die” – Lyrics

 

Avenged Sevenfold Soundcloud

 

 

 

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Game Over Song

 

The game over song is a preview of "", The Secret Song in the next Map "".

 

Game Over Song

 

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Character Quotes -

Character Quotes

 

 

Danny Trejo Quotes

 

Transcripts ~

 

 

 

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Michael Rooker Quotes

 

Transcripts ~

 

 

 

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Robert Englund Quotes

 

Transcripts ~

 

 

 

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Sarah Michelle Gellar Quotes

 

Transcripts ~

 

 

  • 3 weeks later...
Posted

Shangri-La_zps6f5dcf14.png

 

 

A legendary shrine lost in an exotic jungle, where the undead lurk within a treacherous labyrinth of underground caverns, deadly traps and dark secrets.

 

 

COD_DLC3_KeyArt_large_zps91464bdd.jpg

 

 

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Contents ~

 

Intel -

Intel

 

 

Zombies return with vengeance in the mysterious land of "Shangri-La," a legendary shrine lost in an exotic jungle. Never before seen undead creatures lurk within a treacherous labyrinth of underground caverns. Step carefully through deadly traps and solve the dark secrets buried within the shifting walls of a long last land.

 

Turns out Shangri-La isn't quite the paradise we expected it to be. We're taking heavy casualties and it's time to send in more troops. While your survival is paramount, we need you to take care of a few secondary objectives. If we can't contain the horde here, there's no telling what will happen next.

 

 

Zombies1_large_zps56d5c6f9.jpg

 

 

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Achievements

 

 

Time Travel Will Tell (75G) In Shangri-La, acquire the focusing stone.

Blinded By the Fright (30G) In Shangri-La, kill a Shrieker zombie while blinded by it.

Zomb Disposal (30G) In Shangri-La, dispose of a Napalm zombie without it harming any players.

Monkey See, Monkey Don't (5G) In Shangri-La, get something from the monkeys.

Small Consolation (10G) In Shangri-La, use the 31-79 JGb215 on each type of zombie.

 

 

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Pro Tips

 

 

Unlike Call of the Dead's open terrain, Shangri-La's narrow passageways don't give much room to maneuver, and dodging and weaving won't do you much good when the undead are rushing in from all sides.

Luckily, the map is littered with tools that, when used tactically, can help keep the horde at bay and give you the time needed to catch your breath and return to the offensive without getting overrun.

 

 

dlc3_screenshots_Zombies07_large_zpsacec

 

 

Punji Spikes

 

Lodged in the flooring of the starting area's two exits, these spikes shoot up whenever a player crosses the threshold, stopping anything in their path, living or dead. Luckily, they're not difficult to avoid. As long as you keep moving forward, the spikes won't shoot up in time to trap you. Each of the three rows activates and retracts three times before settling back in the ground, stopping zombies in their tracks and giving you time to create some distance from the pack.

 

 

 

Mud Maze

 

Leading to the bridge from the starting area, the mud maze forces you to choose between random pathing or a slow, plodding move speed through the muck. You can sprint and leap for a faster crossing, but prepare to move like a sloth upon landing. To avoid the trudge, step on one of the raised brick platforms sitting at each of the three entrances. Step on one and gates drop to either side, forcing you through a guided path.

 

Be cautious when traveling through here with zombies in the area, as the path directs you randomly, taking you to either of the two opposite ends, or even turning around and forcing you back the way you came. You can also just cut across in the mud, but your mobility will take a huge hit.

 

 

Fortunately, zombies get bumped down one move speed. While sprinters are merely reduced to a run, still outpacing your own speed, the combination of the nearby spikes and the mud can be used to slow down overwhelming numbers.

 

 

dlc3_screenshots_Zombies01_large_zpse445

 

 

Shortcuts

 

 

Geysers

 

Hidden geysers spread through Shangri-La's cave network offer a quick ride to the surface. Step on one, wait a brief moment, and water shoots up, carrying you up and out of the cave. Any zombies on your trail will follow, but it can give you enough time to launch up and hightail away before they reach you en masse.

 

When water's not spraying up, you can also drop down the geyser holes from the surface, as long as you've already opened up the way below. One geyser sits next to the AK74u accessed from the dense jungle, the other near the pool of water spilling in from the waterfall.

 

 

 

Mine Cart

 

When you've got to lose the zombies on your trail, the mine cart offers an escape route that the undead can't follow you through. Located in the dense jungle, 250 points earns you a ride down and out by the waterfall. You have to already have opened access to the waterfall, reached through the cave entrance near the bridge.

 

 

 

Water Slide

 

Found on the outer ledge above the bridge, the water slide drops you near the geyser underneath the dense jungle, creating a rapid shortcut across the map, all for the price of zero points. Zombies can and will follow you through the slide, so you've got to be fast on your feet once you reach the other side. To activate the water slide, the power must be on, and you must have already opened access to the dense jungle's geyser.

 

 

 

Staying Alive

 

Using Shangri-La's tools to your advantage is essential to surviving into the later rounds, where areas can easily become over congested. Slowing down the horde or getting ahead gives you time to race to your next attacking position, recover health, and re-coordinate your thoughts for the next move.

 

When playing with other people, it's vital that you communicate your location as well as where you're headed. Leaving behind zombies with the mine cart won't help if you just land into the middle of another bunch, and shooting up Punji spikes only to block the ally behind leads to an unnecessary takedown.

 

 

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Pack-a-Punch Pro Tips

 

They just won't go down! It's feeding time, and the damn zombies won't let up until they get their serving. As the weak fall to your hail of bullets, the more resilient push forward, shrugging off your meager attacks. We need stronger firepower, and the Pack-A-Punch is our gateway.

 

For those of you that haven't yet had the pleasure of wielding a powered up firearm, it's time you do something about it.

 

Shangri_La_Pro_Tips8-8_large_zps61c5ea23

 

 

 

Turn On the Power

 

It has to be done. Without power, you can't get Perks, and you can't access the Pack-A-Punch. Without those, you're dead meat.

 

First, let's get you to the power room. Open up either path from the starting area, as the total point cost required to reach the power equals out to the same amount from both sides. The first opening runs 750 points. Whether moving toward the bridge or the ruins, the next available opening costs 1000 points and takes you into the underground tunnel system. Watch your timing when traveling underground, especially in the early rounds when you only have partial access. Your chance of surviving a mob in these tight corridors is slim.

 

By this time, it's a good idea to upgrade to a new weapon if you haven't already. Holding out for the AK74u/MP5k grants more lasting power in comparison to the MPL and PM63, but it's all down to the points you've earned. Upgrade, pull in more kills, and then push farther into the tunnels, opening up the next available opening for another 1000 points. From there (again on either side), simply follow the power symbol to the final, 1250-point access needed to reach the power wheels. Once you're there, pull both levers to get the water running and generating electricity.

 

 

 

Grab a Drink

 

It doesn't take long for the zombies to start pouring in. After purchasing your first weapon and turning on the power, you should seriously consider saving up for Juggernog as your next upgrade. The increased health prevents instant takedowns from combination attacks and gives you the extra second needed to escape bad situations. If you didn't see it in the second area, you'll have to open up the other side of the starting room to get to it.

 

Coordinate with your team to ensure that everyone gets the upgrade. The less you have to worry about your teammate's safety, the better you can concentrate on shooting down zombies and racking up points.

 

 

 

Pack-A-Punch

 

After grabbing Juggernog, it's time to start working your way to the first Pack-A-Punch upgrade. Depending on your preference and the match situation, now's a good time to pick up the weapon you'd like to upgrade, whether it's a wall weapon or a gamble from the Mystery Box. Of course, if you plan on going the explosive route by upgrading the M1911 to Mustang & Sally, you should definitely consider grabbing PhD Flopper first to avoid blasting yourself to pieces.

 

Talk with your teammates so you know when one or more players are ready to make the upgrade. Use a grenade to make some crawlers and seek out the raised platforms activated after turning on the power. Remember: the number of platforms you need to step on equals the number of players in your party.

 

When each player is in position, step on the separate platforms in unison to open up the staircase in the starting area and access the Pack-A-Punch machine above. You have until the spinning wheel reaches the top of the staircase until access is again closed off. Take your chosen weapon and 5000 points, switch to the upgrade, and start blasting away.

 

Those zombies aren't so tough, anymore, are they?

 

 

 

Video trailers -

Video Trailers

 

           

Annihilation Behind the Scenes Preview

 

The developers at Treyarch give a behind-the-scenes look at Hangar 18, Drive-In, Silo, Hazard and Zombies.

 

Obliterate the competition with "Annihilation," the newest downloadable content pack for "Call of Duty: Black Ops", with 4 unique Multiplayer Maps and a wild new locale for the latest in unrelenting Zombies action.

 

 

 

 

 

Shangri-La Trailer "In the Jungle"

 

Zombies are back in "Annihilation", as players unearth the mysteries of "Shangri-La," a legendary shrine lost in an exotic jungle, where new undead species lurk within a treacherous labyrinth of underground caverns. Navigate through deadly traps and solve the dark secrets buried within the shifting walls of this zombie infested temple.

 

 

 

 

 

Loading Screens -

Loading Screens

 

zombie_temple_zpsf6c1e530.png

 

 

 

Shangri-La Comic Book Page

 

loadscreen_zombie_temple_zps76d85a8e.png

 

 

 

 

Shangri-La Comic Book Page Loading Movie

 

 

 

 

 

Shangri-La Loading Screen Music

 

This is the track from the Black Ops Shangri-La loading screen

It's based on the Pareidolia theme

 

 

 

Location -

Location

 

 

Shangri-La

 

http://en.wikipedia.org/wiki/Shangri-La

 

http://en.wikipedia.org/wiki/Shambhala

 

http://en.wikipedia.org/wiki/Tibetan_Buddhism

 

http://en.wikipedia.org/wiki/Lost_Horizon

 

http://en.wikipedia.org/wiki/1939_German_expedition_to_Tibet

 

http://info-buddhism.com/Nazis-of-Tibet-A-Twentieth-Century-Myth_Engelhardt.html#Legends

 

 

 

Playable Characters -

Playable Characters

 

 

Dr. Edward Richtofen

 

 

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‘Tank’ Dempsey

 

 

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Nikolai Belinski

 

 

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Takeo Masaki

 

 

 

Zombie Characters -

Zombie Characters

 

 

Zombies

<------------------- -------------------->

 

 

Sak Yant Tattoo’s

 

SakYant-Back_zps6c616f40.jpg

 

 

Yantra tattooing, also called sak yant (Thai: สักยันต์, Khmer: សាក់យ័ន្ត), is a form of tattooing practiced in Southeast Asian countries including Cambodia, Laos, and Thailand. The practice has also begun to grow in popularity among Chinese Buddhists in Singapore. Sak means "to tap [tattoo]", and yant is Thai for the Sanskrit word yantra. Sak yant designs are normally tattooed by wicha (magic) practitioners and Buddhist monks, traditionally with a long bamboo stick sharpened to a point (called a mai sak) or alternatively with a long metal spike (called a khem sak).

 

 

Yantra tattoos are believed to be magic and bestow mystical powers, protection, or good luck. In Cambodia, the tattoo is used for self-protection. Cambodians believe a yantra has magical powers that ward off evil and hardship. The tattoo is particularly popular amongst military personnel. The tattoo supposedly guarantees that the person cannot receive any physical harm as long as they observe certain rules.

 

 

Yantra tattooing originated in Cambodia with the use of ancient Khmer script writing. During the Khmer empire all the Khmer Warriors were covered up with tattoos from head to toe, including their chest, arms and even fingers. King Jayavarman VII, tested this out with his own body, being struck by arrows, all hits bounced off his chest. Proof was written in the diary of Zhou Daguan. Chinese chronicles describe yantra tattooing among the Thai cultures of southwestern China and northwestern Vietnam at least 2000 years ago. Over the centuries the tradition spread to what is now Thailand, Laos, Cambodia and parts of Myanmar. Today it is most popular in Thailand, whereas in Cambodia and Laos the tradition has almost completely vanished.

 

 

 

Round - mean the face of Buddha or Brahma

Triangle - mean the Triple Gem of Buddhism or the three Lords of Brahminism; Shiva, Brahma and Narayana.

Square - mean the four elements; Earth, Air, Fire, Water.

Drawing - The meaning of this kind of Yant depends on the portrait of each Yant.

 

 

 

Front & Back Tattoo

 

viet_zombie_vcgrunt-BackTattoo_zps33d0c4

 

 

Gao Yord Yant

 

The Gao Yord Yant or 9 Spires Yant is a sacred tattoo with magical powers which will protect and bring good luck to the bearer and has a similar meaning to another Sak Yant design, the Hah Taew Yant.

 

The Gao Yord Yant is usually tattooed on the nape of the neck but may also be placed elsewhere. The 9 Spires Yant is a geometric design and represents the 9 Sacred Peaks of Mt. Meru and also contains 9 symbolic images of the Lord Buddha, demonstrating just how important the number 9 is in Buddhism. The Buddhas are the 3 ovals, in diminishing sizes, placed one above each other.

 

YantKaoYod_zps8dd12b90.jpg

 

 

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Arm Tattoo

 

viet_zombie_vcgrunt-RightArmTattoo_zpsc1

 

 

Hah Taew Yant

 

Each of the 5 lines of the Hah Taew Yant can carry a different meaning bestowing various benefits depending on the Sak Yant Master and the wishes of the recipient, making the 5 Sacred Lines Yant the most comprehensive and versatile of all the Yant designs. The Hah Taew Yant is not just a pretty design but is a powerful and sacred blessing bestowed on the wearer and therefore to receive its full powers the Yant should only be given by a Buddhist Monk or a Brahmin Priest.

 

 

Yant5Taew5Rows_zps58d1eb60.jpg

 

 

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Head Tattoo

 

HeadTattoo_zps30f4e7a9.png

 

 

Paed Tidt

 

The Sak Yant design ‘Paed Tidt’ or Eight Direction Yant is a sacred Geometric Yant containing eight Mantras written in 2 concentric circles in the centre of the design. The design of the Paed Tidt Yant also incorporates eight representations of the Buddha. These are the groups of 3 ovals each increasing in size from the top.

 

The Paed Tidt Yant will give you protection in whichever direction you are traveling and ward off evil spirits. The script used on the Paed Tidt Yant is an ancient Khmer script known as Khom. The Mantras written in the Paed Tidt Yant and which should be chanted when going out to give further protection are as follows.

 

 

YantPadTid_zps2803cd72.png

 

 

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Monkeys

<------------------- -------------------->

 

 

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Screecher Zombie

<------------------- -------------------->

 

 

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Napalm Zombie

<------------------- -------------------->

 

                                                                                                                                             

 

Weapons -

Starting Weapons

 

 

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Wall Weapons

 

 

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Mystery Box Weapons

 

 

 

Wunder Weapon -

Wunder Weapon

                                                                        

31-79 JGB215

 

31-79JGb215-SideView_zps69a370a0.png

 

31-79JGb215-AngleView_zps75c3d879.png

 

31-79JGb215_zps1d731183.png

 

 

Perks-A-Cola -

Perks-A-Cola

 

specialty_quickrevive_zombies_zps9141c32~ Quick Revive Soda

 

specialty_three_guns_zombies_zps5f6a4399~ Mule Kick

 

specialty_fastreload_zombies_zpsd67611d6~ Speed Cola

 

specialty_juggernaut_zombies_zpsfba5ad12~ Juggernog

 

specialty_doubletap_zombies_zps68aba6fe.~ Double Tap Root Beer

 

specialty_ads_zombies_zps0cf6f678.png~ Deadshot Daiquiri

 

specialty_marathon_zombies_zpse73da03e.p~ Stamin-Up Soda

 

specialty_divetonuke_zombies_zps8b2cf2f2~ PHD Flopper

 

 

 

Temples -

Temples

 

 

Statues -

Statues

 

 

Gong -

Gong

 

-gp_ztem_gong_s-rgbamp-rp_zt318b04f1_zps

 

 

Wheel Dial Glyph -

Wheel Dial Glyph

 

 

Radio Transmissions -

Radio Transmissions

 

Transcripts ~ Taken from Tac’s Thread Transcripts of Zombies Radios

 

 

~ All Radios appear in the present time

~ Radios will not appear during an Eclipse

~ If you complete certain steps in the side-quest, the previous radio will disappear

 

 

Radio # 1

 

 

·        This radio is located around the corner from the MPL near the tunnel entrance

·        This radio appears from the start of the game, & will disappear after the first step of the side-quest is completed

 

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

 

Brock: The heat and humidity is just excruciating! According to the locals, the temple should be in this mountain range just up this river. Gary, do you hear that? A waterfall! We must be close, hand me the binoculars! There is a structure up ahead. If this is truly a gateway to Agartha, my work with finally be validated!

Gary: Uh, Brock? I don't think this place is abandoned.

Brock: Don't be silly! This place has to be thousands of years old.

 

*Brock starts recording*

 

Brock: I have found some unfinished carvings around the structures I can't make out. They do not look like... wait... what is this?

 

*presses button, activating Eclipse*

 

Gary: What the hell was that? Why is the sky dark?

Brock: It's an eclipse, we must have-

Gary: RUN!

 

*Zombies moaning and characters running*

 

Gary: What are those things?

Brock: Zombies. We have to find another way.

Gary: ZOMBIES?! What are you talking about?

Brock: The writings must have been right, th- NO! DON'T TOUCH THAT!

 

*hear moving stone*

 

Brock: Damn, take a look around and try to find a way out.

Gary: I got nothin'.

Brock: We will have to conserve our supplies. Take your shoes off and hand me your socks.

 

*Brock starts another recording, and zombie moans in the background*

 

Brock: I have been trapped in the temple structure for days. Gary is dead, and I don't see a way out of here. I can still hear the zombies outside. I fear this is my last recording, as the battery's about to die, and I will soon follow. One thing I can be certain of is that blood-

 

*recording device runs out of battery*

 

 

 

 

===================================

 

 

Radio # 2

 

·        This radio is located in the tunnel near Radio # 1

·        This Radio appears after you have completed the waterfall slide step

 

<-------------------Screenshot-------------------->

 

 

 

Transcript ~

 

Brock: We're moving through a small network of tunnels. This appears to be some sort of aqueduct system. Unless this was carved out of a much later-

 

*meteorite hits*

 

Gary: Holy crap!?

Brock: We need to start digging and get past this cave-in!

 

*digging can be heard, and rocks fall*

 

Brock: Well, we lucked out on that!

Gary: I wouldn't classify any of this as 'lucky'.

Brock: Well we are still alive.

Gary: Shhh! Do you hear that?

 

*Zombie moaning*

 

Brock: Quickly, under there!

Gary: Great, another dead end.

Brock: Well at least were safe for now.

Gary: Really?

 

*choking can be heard*

 

Brock: Gary! Get up, let's go!

 

 

 

 

===================================

 

 

Radio # 3

 

·        This radio is located on the path to the right of the waterfall slide

·        This radio appears after you have shrunk the crystal

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

 

Brock: That did it! His leg is free and the way is clear. Let's get moving.

 

*Brock starts recording*

 

Brock: We're moving through a small network of tunnels. This appears to be some sort of aqueduct system. Unless this was carved out of a much later-

 

*meteorite hits*

 

Gary: Holy crap!

 

 

 

 

===================================

 

 

Radio # 4

 

·        This radio is located under the waterfall at the end of the tunnel

·        This radio appears after you have used the Napalm Zombie to light the gas leaks in the tunnels

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

 

Gary: Let's get out of here before spikes shoot out of the walls and the floors opens up to a pit of lava!

Brock: This place is massive! The architecture is NOT what I expected to see. It's more of an interpretation of-

Gary: Oh what the hell's wrong with you?! If this place doesn't kill us the freaking undead will! We are stuck in some kind of trap-filled temple of death surrounded by a horde of undead and you were talking about the rugs not matching the curtains! If you don't...

 

*weird liquid goo sound*

 

Brock: Well, this is unfortunate.

Gary: Yeah! I rest my case.

Brock: The walls are too slippery to climb. I can see a chute about halfway up the side of the well, but we can't reach it.

Gary: What the? I think something just swam past my leg!

Brock: Where?!

Gary: I don't know?!

 

*Gary is pulled underwater. Screams and gurgles are heard*

 

 

 

 

===================================

 

 

Radio # 5

 

·        This radio is located on a crate next to the Mincecart

·        This radio appears after you have plugged the holes in the tunnel with spikemores

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

 

Brock: Yes! We can reach the top!

Gary: I can see the outside!

Brock: Thank heavens we are finally out of the wretched catacombs.

Gary: It's still a full eclipse!

Brock: Yes, it's very strange. I've been thinking about those unfinished carvings we saw before the eclipse occurred, and can't help but think they hold some sort of key in all of this. We should investigate the stepped pyramid for some clues.

Gary: I think we should get the hell out of here while we have the chance!

Brock: But were so close to proving the existence of-

 

*More liquid goo and an arrow bouncing, as if thrown at them*

 

 

 

 

===================================

 

 

Radio # 6

 

·        This radio is also located on a crate next to the Mincecart

·        This Radio appears after you have knifed the 12 panels & exploded the snare trap

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

 

Gary: I can see the outside!

Brock: Thank heavens we're finally out of the wretched catacombs.

Gary: It's still a full eclipse!

Brock: Yes, it's very strange. I've been thinking about those carvings we saw before the eclipse, give me a moment. Hmmm....

Gary: Ah jeez man, do we really need to do this now?

Brock: YES! They DO match the pictures from the tattoo. It's a code! 16, 1, 3, 4. This doesn't mean much, perhaps the answer lies inside that stepped Pyramid-

 

 

 

 

===================================

 

 

Radio # 7

 

This radio is located at the base of the temple that leads to the Pack-a-Punch

This radio appears after you have completed the Mud Pit wheels

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

*Zombie groans and stone moves*

 

Brock: We have made it inside the top of the temple, I can see an antechamber through a crack in the wall, but there is no way to get inside. It's completely enclosed.

Gary: If we had a stick of dynamite, I could get us in there.

Brock: Well unless you brought some, I think we’re not getting any further.

Gary: I had some in my bag but dropped it when we were attacked by that horde of zombies.

 

*Zombies still groaning*

 

Gary: By the look of it out there, we're not gonna be able to stroll around looking for it.

Brock: So close to the answers...

Gary: We need to get the hell outta here before it's too late.

 

 

 

 

===================================

 

 

Radio # 8

 

This radio is also located at the base of the temple that leads to the Pack-a-Punch

This radio appears after you have “Acquired the Focusing Stone”

 

<-------------------Screenshot-------------------->

 

 

Transcript ~

 

Brock: I am now entering the antechamber. I see... some sort of alter, and there is a rock suspended above it. This is just wonderful! An inscription! Rich-to-fen. Richtofen. Gary, take an etching. The rock above the alter seems to be suspended in thin air! I'm going to remove it now.

 

*Teleporter sounds occurs*

 

Gary: We've been in this jungle for days and haven't seen any sign of this hidden temple.

Brock: We cannot give up! It has to be here.

Gary: I can't shake this feeling that we're going in circles.

Brock: We should get to higher ground and take a look.

 

*climbing can be heard*

 

Brock: The heat and humidity is just excruciating! According to the locals, the temple should be in this mountain range just up this river. Gary, do you hear that? A waterfall! We must be close, hand me the binoculars! There is a structure up ahead. If this is truly a gateway to Agartha, my work with finally be validated!

 

 

                                                                                                                                             

 

Songs -

Songs

 

 

“Pareidolia”

 

The Secret Song in Shangri-La is called “Pareidolia”

Pareidolia is performed & written by --------------------

 

To activate the song you must press the action button on 3 meteors hidden around the map.

 

 

Meteor Locations

 

1. Starting Area - Behind a pillar that has fallen over

 

Shangri-laSongMeteor1_zpsc8abc0c0.png

 

 

 

2. Rope Bridge - In front of a brick wall before the rope bridge (coming from the starting area)

 

Shangri-laSongMeteor2_zps7a1eb0ba.png

 

 

 

3. Mine Cart Turntable Cave - In the caves where the Mine Cart Turntable is, near the semtex grenades

 

Shangri-laSongMeteor3_zps297f1ed6.png

 

 

===================================

 

 

“Pareidolia” Activation Walkthrough

 

 

 

 

“Pareidolia” Lyrics

 

 

 

===================================

 

 

Game Over Song

 

The game over song is a preview of "", The Secret Song in the next Map "".

 

Game Over Song

 

 

 

                                                                                                                                             

 

Character Quotes -

Character Quotes

 

 

Dr. Edward Richtofen

 

Transcripts ~

 

 

 

 

 

===================================

 

 

‘Tank’ Dempsey

 

Transcripts ~

 

 

 

 

 

===================================

 

 

Nikolai Belinski

 

Transcripts ~

 

 

 

 

===================================

 

 

Takeo Masaki

 

Transcripts ~

 

 

 

Posted

 

 

I believe that this nation should commit itself to achieving the goal, before this decade is out, of landing a man on the moon and returning him safely to the Earth. (JFK, 1961)

 

 

 

           

=================================

 

 

Map Contents ~

 

Intel ~

Intel

 

 

Moon / Rezurrection Contents

 

Lift off into the ultimate Zombies epic with Call of Duty: Black Ops Rezurrection, and be the first to launch into space for a new dimension of undead action!

 

 

 

This all-Zombies content pack hurls players into orbit with "Moon," the climax to the Zombies saga, as well as the most challenging and thrilling adventure yet. The undead shift in and out of sight, waiting for the perfect opportunity to strike. Undead astronauts easily shamble toward their next meal, unaffected by the base's fluctuating gravity.

 

 

Arm yourself with a space-age arsenal of epic proportions, including the Wave Gun, capable of cooking zombies from the inside out, as well as the Quantum Entanglement Device, which taps into the theories of quantum mechanics to bless (or curse!) your battle against the undead. Along with new equipment and an all-new Perk for thrice the zombie-slaying fun, you'll have the tools you need to turn back the undead tide once and for all.

 

 

=================================

 

 

Classic Maps Zombies

 

 

In addition to the final chapter, Rezurrection also includes:

·         Four re-mastered levels from Call of Duty: World at War: "Nacht der Untöten," "Verrückt," "Shi No Numa," and "Der Riese," where it all began.

·         An enhanced Zombies soundtrack including, three tracks never before available for purchase.

·         A new Zombies "Moon" theme.

 

Those of you that purchased the Black Ops Hardened or Prestige Editions and already own the four re-mastered maps, the other contents in the Rezurrection content pack will be free, including Moon, the soundtrack and the theme.

 

 

https://community.callofduty.com/community/call_of_duty/english/blackops/blog/2011/10/24/rezurrection-for-pcps3-september-22nd

 

The walking dead have infiltrated our combat grounds in four different locations, amassing in the classic maps that started it all: Nacht der Untoten, Verrückt, Shi No Numa and Der Riese. Once those areas are secure, we blast off to the fifth and final confrontation - the Moon. Let's hope you're ready for this.

 

 

https://community.callofduty.com/community/call_of_duty/english/blackops/blog/2011/10/24/rezurrection-available-now-pc-and-ps3

 

The final confrontation against the undead horde starts now. First we'll clear them from Earth, using a brand new arsenal of weapons in the four classic maps that started it all: Nacht der Untoten, Verrückt, Shi No Numa and Der Riese. But it's not over then. Zombies have infiltrated the Moon, and it's up to us to put a stop to the menace once and for all.

 

 

 

 

=================================

 

 

Moon Achievements

 

This is it, soldiers! We've finally landed on the Moon, but those aren't Martians running at us. We'll have to put this grey rock to good use and take full advantage of the weapons and items at our disposal if we're to make it out alive. And while we're here, there are some things that need to be taken care of once and for all.

 

 

Cryogenic Slumber Party (75G) – In Moon, complete Richtofen's grand scheme.

One Small Hack for Man (5G) – In Moon, hack something.

One Giant Leap (5G) – In Moon, become trapped in the Receiving Area and free yourself through resurrection in co-op.

Perks in Spaaaaace (30G) – In Moon, purchase every Perk in one game.

Fully Armed and Operational (25G) – In Moon, acquire 3 Pack-A-Punched weapons at the same time.

Ground Control (10G) – In Moon, prevent each excavator from breaching the base in one game.

 

Do you have what it takes to collect a smooth 150G in this final frontier?

 

 

 

 

=================================

 

 

Hacking Moon Pro Tips

 

Once you hit the labs, check the various office desks for Hacker. New to Moon, the hacking device has a variety of uses around the space station. First and foremost, only one player can pick up Hacker, taking the place of their P.E.S. Hence, it's vital to be aware of your current environment. Stay in pressurized areas, and only go outside for brief periods of time to avoid choking.

 

 

Windows

 

Hack broken down windows to repair all pieces at once for 100 points. Just don't get greedy – hack the same window more than twice in a round and you're instead penalized 300 points. For max points, repair all but one piece and then hack.

 

 

Mystery Box

 

If you're not happy with the first weapon, you can hack for a second spin for only 600 points. If you don't like the second, hacking it refunds 950 points, as well as making the weapon available to your other teammates for a short period of time. Additionally, inactive Mystery Box locations can be hacked for a single spin at the cost of 1200 points.

 

 

Perks

 

Double Tap not turning out to be as useful as you thought? Hack any Perk machine that you've accessed (and you still own the Perk from) to return it for a full refund.

 

 

Wall Weapons

 

Hacking wall weapons causes the ammo refill costs to switch. Refilling ammo for the normal version of the weapon now costs 4,500 points, while refilling the Pack-A-Punch version is only as costly as the weapon's pre-hacked default ammo. This is incredibly useful, and obviously should only be used after Pack-A-Punching the chosen weapon.

 

 

Pack-A-Punch

 

Hack the Pack-A-Punch to gain 1,000 points and close the gates surrounding the machine for a short period of time. Warning: this is extremely dangerous if you don't have a way out when the gates re-open about 30 seconds later!

 

 

Power Ups

 

Don't like the power up that just dropped? Hack any dropped power up for 5,000 points to transform it into Max Ammo. Hack Max Ammo to create Fire Sale. Very useful in later rounds when ammunitions can become scarce at a moment's notice.

 

 

Doors

 

Open doors at only a fraction of the original cost. Hacking doors takes a very long time, and therefore requires that the player only hacks in pressurized locations, and has ample cover from teammates. Best done at the end of a round with crawlers holding off the next wave.

 

 

Teammates

 

Sharing truly is caring. Hack another player to hand over 500 points. While the idea of giving up points might not sit well, consider that unprepared and ill-equipped teammates struggle in the later rounds, making it more difficult for the whole team to succeed.

 

 

And More…

 

These are but a few of the known uses and effects for Hacker. We're not going to give everything away, so get out there and experiment. You might just get blown away with what you discover.

 

 

=================================

 

 

Classic Zombies Mystery Box Pro Tips

 

You've fought through them time and time again. You know the layout, the fastest route to the power, and the best spots to hole up and defend when things start getting out of hand. With the arrival of Call of Duty: Black Ops Rezurrection, prepare to wield more power against the horde than you ever thought possible. In addition to the aesthetic improvements the Black Ops engine brings to the classic maps, the Mystery Box is now filled with new heavy-hitting weapons.

 

Mystery Box Weapons Cache

 

Assault Rifles

Launchers

FN FAL

China Lake

Famas

M72 LAW

AUG w/ ACOG Scope

 

Commando

Pistols

Galil

  CZ75 (Single and Dual Wield)

G11 w/ Low Power Scope

Python

M16

 
 

Sniper Rifles

SMGs

  Dragunov

Spectre

L96A1

   

LMGs

  Shotguns

HK21

HS10

RPK

SPAS-12

   

 

 

Special Weapons

 

Thunder Gun (Nacht der Untoten only)

Winter's Howl (Verrückt only)

Wunderwaffe DG-2 (Shi No Numa/Der Riese only)

Ray Gun

Monkey Bomb

Ballistic Knife

Crossbow w/ Explosive Tip

 

 

 

With the firepower behind Black Ops weapons, the box has become more important than ever before. The Famas and Commando in Nacht der Untoten, the HK21 in Verrückt, Calamity and Jane in Der Riese; the list goes on, and the potential to reach the high rounds is greater than ever before.

Work with your teammates to ensure that everyone gets access to the box. Especially in Shi No Numa and Der Riese where its location changes drastically, be sure to clear access and follow its path until everyone's up and ready to go. From that point, start piling up those meat bags so they'll never rise up again.

 

 

=================================

 

 

The Legend of Tanbor Fudgely

 

According to Vahn, Tanbor Fudgely is the fictional creator of FPSes and now part of Treyarch culture – “a reminder to all of us that making games are supposed to be fun. Tanbor keeps us grounded and reminds us that we are just making a game – and he should remind you that you are just playing one.” Among Tanbor’s wisdom, according to Vahn: “Tanbor said ‘I don’t know the path to success, but I know the path to failure is trying to please everybody. Failure is a microevent; it’s not a person.”

 

 

=================================

 

 

Mule Kick + Kino Der Toten Music Video

 

Things are about to get a whole lot messier on the Zombies front, soldiers. After receiving positive reports from our Moon team regarding the new Mule Kick, we've decided to start manufacturing the drink here on Earth.

 

Starting now on PS3 and Xbox 360, Mule Kick is available for purchase in every Zombies map, in addition to the other Perk-A-Colas. For the uninitiated, Mule Kick allows you to hold three weapons at a time for a truly aggressive and varied attack.

 

To commemorate this awesome addition, we're also releasing the Kino der Toten music video shown at the Call of Duty XP Zombies panel, featuring our four heroes in a montage of brutal survival action.

 

 

 

 

=================================

 

 

Rezurrection Zombie Art Book

 

 

After countless uprisings and the constant battle for survival, the Zombies saga finally reaches its epic conclusion in Call of Duty: Black Ops Rezurrection. Start preparing with this concept art for "Moon," the final stage of undead confrontation!

 

 

 

 

 

 

 

 

=================================

 

 

Behind the Scenes: Zombie Lab Photos

 

Happy Halloween! Courtesy of Zombie Labs, we're offering an extensive behind-the-scenes look at the latest in undead development. With us to watch your back, you won't have to worry about any unfortunate outbreaks during your trick or treat excursions. Stay safe and have fun!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Video trailers ~

Video Trailers

 

 

Rezurrection Behind the Scenes Preview

 

The developers at Treyarch give a behind-the-scenes look at Rezurrection. 

Lift off into the latest Zombies epic with "Rezurrection," the new downloadable content pack for "Call of Duty: Black Ops," and the first to launch players into space for a new dimension of undead action!

 

 

 

 

 

=================================

 

 

Zombie Labs 1

 

Lift off into the latest Zombies epic with "Rezurrection," the new downloadable content pack for "Call of Duty: Black Ops," and the first to launch players into space for a new dimension of undead action! Old school Zombie strategies get blown out of the airlock in "Moon," where armed with new perks and a space-age arsenal of weapons, our heroes must overcome undead astronauts and fluctuating gravity as they unearth conspiracies that began in 1943.

 

 

 

 

=================================

 

 

Zombie Labs 2

 

The great minds at the Call of Duty Zombie Labs invite you to take a look at phase 2 of their low gravity undead research. They're probing deeper than ever before, all in search of the answers needed to survive when Call of Duty: Rezurrection launches for PC and PS3 on September 22nd. Because you're not truly alive, until you're out killing the undead.

 

 

 

 

=================================

 

 

Inside Xbox: Rezurrection Insider Moves

 

The Inside Xbox team gets a behind-the-scenes perspective from Zombies Creative Lead Jimmy Zelinski on what made Rezurrection possible, as well as some of the unique design elements behind Moon.

 

 

 

Loading Screens ~

Loading Screens

 

 

 

Moon Comic Book Page

 

 

 

Playable Characters ~

Playable Characters

 

Dr. Edward Richtofen

 

 

=================================

 

 

'Tank' Dempsey

 

 

=================================

 

 

Nikolai Belinski

 

 

=================================

 

 

Takeo Masaki

 

 

Zombie Characters ~

Zombie Characters

 

 

 

 

Weapons ~

Starting Weapons

 

 

=================================

 

 

Wall Weapons

 

 

=================================

 

 

Mystery Box Weapons

 

 

 

Wünder Weapon ~

Wünder Weapon

 

 

The Wave Gun

 

 

Quantum Entanglement Device

 

 

Perks-A-Cola ~

Perks-A-Cola

 

 

Mule Kick

 

Lyrics ~

Legend tells us of a man, a hero in a tortured land, where Senoritas lived in fear.

Their lonely nights in deep despair, he was -

El Burro!

Across the fields, across the plains. He ran so fast he dodged the rain. He was -

El Burro!

He hurried in to save the day, gun in hand, and thrice they say.

He was strong like a Mule, he was stubborn like a Mule, he even kicked like a Mule,

El Burro! (El Burro!).

A man not equal, so they say. But some and more, it's just the way!

He was El Burro!

He was El Burro!

EL BURRO!

 

 

Mule Kick Jingle

 

[sc][/sc]

 

 

Power-Ups ~

Power-Ups

 

 

 

No-Man’s Land ~

No-Man’s Land

 

 

 

No Man’s Land (Hanger 18)

 

Level names change all the time.

Hangar 18 was originally Area 51, until the lawyers stepped in and said that name couldn’t be used. Other times, names change because their themes change (as with Havana) or they simply have too many levels that start with the same letter, and they want to make it easier to tell them apart. A few working titles of interest: Convoy was Gridlock, Summit was called Mountain, Jungle was once Havoc, and Launch was originally Cosmodrome – a name Alex said the team particularly liked.

 

 

=================================

 

 

Greetings from Groom Lake Banner

 

"Greetings From

Groom Lake

Nevada

Detachment 1, 1129th Division Special Activities Squadron"

 

 

 

Here is an Epic thread from @Shooter

 

Greetings folks!

 

Today I decided to play a game of Zombies on Moon, and of course ended up getting caught up thinking about the story. That Moon loading screen draws me in every time!

 

Anywho, I got about 30 seconds into my game before spotting this all too familiar image. I don't believe this has been discussed before, as the time of No Man's Land has remained a mystery. Until now. Sorry for the crappy pics guys, brains for anyone with some better ones!:

"Greetings From

Groom Lake

Nevada

Detachment 1, 1129th Division Special Activities Squadron"

 

 

Detachment 1, 1129th Divison SAS was a group of Air Force pilots chosen to be the test pilots of new military aircrafts being researched and produced by the US government. These tests were done under complete secrecy at Groom Lake from 1962 to 1968. These 1129th Division SAS pilots were apart of a bigger project, titled Project OXCORT. Here is a summary of the program:

 

     "In a ceremony at Groom Lake on 26 June 1968, Vice Admiral Rufus L. Taylor, Deputy Director of Central Intelligence, presented the CIA Intelligence Star for valor to pilots Kenneth S. Collins, Ronald L. Layton, Francis J. Murray, Dennis B. Sullivan, and Mele Vojvodich for participation in the BLACK SHIELD operation. The posthumous award to pilot Jack W. Weeks was accepted by his widow. The United States Air Force Legion of Merit was presented to Colonel Slater and his Deputy, Colonel Maynard N. Amundson. The Air Force Outstanding Unit Award was presented to the members of the OXCART Detachment (1129th Special Activities Squadron, Detachment 1) and the USAF supporting units."

 

Why would they put up a banner in a classified government hangar that no one is suppose to see? Well they put it up for the ceremony to celebrate the success of the flight program. The ceremony was held on June 26, 1968.

The last part is of course theory as to the exact year or date. It's also possible that the banner was hung for a ceremony to celebrate the 1129th Division SAS pilot's 500th flight, occuring on October 3rd, 1966 .

 

 

The only thing we can confirm from the information is that the initial outbreak occurs sometime from 1962-1968. When we actually visit during the Moon map is still questionable. There's nothing saying it couldn't have occured 40 or so years later, and the zombies are still there (and still dressed in their 60's uniform when we visit. Whether the zombies would just survive there for 40 years is questionable too, but I'd doubt Treyarch we get that far into it. It's really hard to say without a full confirmation.

 

There's also evidence to support the theory that it takes place in the 60s as well. The clothings match that of the zombies. The intial outbreaks might explain why the NML zombies just keep coming out. You're getting there right when the outbreak begins. You have an entire base of zombies coming after you. The siren's are going off because the base has been overrun. The timeframe may be before or after the events of Five, occuring in 1963. First the Pentagon comes under attack then Area 51, or the other way as well.

 

 

Shooter

 

 

http://area51specialprojects.com/groomlake.html

http://roadrunnersinternationale.com/1129thsas.html

http://www.dreamlandresort.com/

 

 

The Hacker ~

The Hacker

 

 

 

Uses of the Hacker

 

The following is information from Duckcall00’s Post

 

Note ~

Having Speed Cola gives you a 0.66x Hack Time multiplier (Speeds up Hacking by 33%)

 

 

Another Player - Costs 500 pts. and takes 10s. The player being hacked is awarded 500 pts.

Window - Awarded 100 pts. Takes 2s. If more than 3 windows are hacked in a single round it will cost 300 pts.

Door - Costs 200 pts. and takes 32.7s.

Pack-A-Punch Gates - Awarded 1000 pts. and takes 5s. The gates will close for 30s.

Wall Weapon - Costs 3000 pts. Takes 2s. The ammo prices will flip.

Perk Machine - Awarded the Perk's cost and takes 5s. You loose the Perk.

Power-up - Costs 5000 pts. Takes 5s. All power-ups become a Max Ammo, except Max Ammo will become a Fire Sale.

Mystery Box Weapon - Cost 600 pts. Takes 1.5s. Weapon is rerolled.

Mystery Box Reroll - Awarded 950 pts. and takes 1.5s.

Mystery Box Location - Cost 1200 pts. Takes 5s. Summon the box for a 1-time roll. Fire Sales will not spawn the box in the hacked location. Box will not spawn in the hacked location when moving to a new location.

 

 

=================================

 

 

Hacker Bonuses

 

Hacker Bonus - is awarded at the end of a round if completed without dropping the Hacker. You earn 500 points for each round completed without dropping the Hacker. It caps after 5 rounds, with a max of 2500 points as the bonus for every following round.

 

Example – Round Ending

Round 1 - 500 Points

Round 2 - 1000 Points

Round 3 - 1500 Points

Round 4 - 2000 Points

Round 5 - 2500 Points

 

 

No Man’s Land Double Bonus - If you teleport to No Man’s Land (at least) once per round whilst carry the Hacker, you double the “End Round Bonus”.

 

Example – Round Ending

Round 1 - 1000 points

Round 2 - 2000 points

Round 3 - 3000 points

Round 4 - 4000 points

Round 5 or more rounds: 5000 points

 

 

Quantum Entanglement Device ~

Quantum Entanglement Device

 

 

 

The following is information from this thread ~ Quantum Entanglement Device: Discussion & All Known Effects

 

 

Spawns a turret of a random weapon that will turn 360 degrees, shooting throughout, then disappear.

Weapons seen so far are ~

·         Ray Gun

·         M72 LAW

·         China Lake

·         SPAS-12

·         Python

 

 

Spawns a random type of explosion/other Tactical Grenade effect. Explosions/Effects seen so far are ~

·         Explosion identical to that of a killed Astronaut Zombie

·         Frag Explosion

·         Several medium sized explosions with Punji Stakes flying out of the center

·         Gersch Device effect

·         Explosion similar to a rocket from the Scavenger

 

Spawns a power-up ~

·         Random weapon (and randomly Pack-a-Punched)

·         Points (may give all players points or will deduct their points to 0

·         Perk Bottle

·         Gersch Device that other players may pick up to replace their Tactical Grenade slot with Gersch Devices/refill the player's Gersch Devices

·         Red Perk Bottle (if a player or zombie touch it, every player loses a perk)

·         Red Max Ammo (if a player or zombie touch it, every player loses all of their ammo)

 

Effects players in a certain radius ~

·         Revives player(s)

·         Teleports players to another area

·         Pack-a-Punch a player(s) current weapon

·         Downs player(s)

 

 

Other effects ~

·         Makes Astronaut Zombies become on your side and charge at Zombies

·         Opens a door

·         Spawns more zombies if thrown at the last zombie of a round

·         Absolutely nothing

 

 

Side Quest – Cryogenic Slumber Party ~

Side Quest – Cryogenic Slumber Party

 

Perquisites ~

 

Vril Generator – received by completing Call of the Dead’s Side Quest – “Stand-in” (Solo) or Ensemble Cast (Co-op)

Focusing Stone – received by completing Shangri-La’s Side Quest - Time Travel Will Tell

 

 

Items required ~

 

·         Hacker

·         Quantum Entanglement Device

·         Wave Gun

·         Gersch Device

 

 

The required weapons do not have to be obtained at one time, and can be used individually.

 

Not all of the following steps below have to follow the order in which they are listed and may be done as soon as the opportunity to complete them is available

 

 

=================================

 

 

Step # 1 – Samantha Says

 

Turn ON the Power

 

----------------Screenshot----------------

 

Go to the 4 computer terminals outside of the receiving bay at the entrance to Tunnel 6.

 

----------------Screenshot----------------

 

Computer - "Main system offline. Please perform system integrity check."

 

Each computer screen will show a different coloured screen ~ Red, Green, Blue & Yellow.

 

----------------Screenshot----------------

 

You have to press the activate button with your cross-hair pointed at the corresponding colours screen. Watch & remember the sequence of colours for each of the screens & repeat their sequence

 

----------------Screenshot----------------

 

Continue the correct sequence until ALL screens flash GREEN & the audio below is heard.

Transcript ~

 

"Integrity check complete. Main systems online. Performing internal routine check."

 

----------------Audio----------------

 

=================================

 

 

Step # 2 - Hacking Griffin Station

 

Item required ~

·         Hacker

 

Go the second floor of the laboratory

On the wall at the bottom of the stairs to the third floor, there are 4 switches.

You should hear this Griffin Station Announcer quote "Security system activated. Access denied."

 

The switch on the right needs to be hacked (Cost of 500 points)

 

----------------Screenshot----------------

 

 

You then have 60 seconds to find 4 computer panels within the 3 floors of the laboratory that have a GREEN light.

(there are a total of seven of these panels,

·         Two on the top floor

·         Two on the middle floor

·         Three on the lower floor

 

(Only 4 will be lit GREEN these will always change per game/attempt)

Hack the 4 GREEN panels in any order

 

----------------Screenshot----------------

 

Computer: "Security systems breached. Reinitalizing: system reboot initiated. Reboot in T-minus 60 seconds...50 seconds...40 seconds...30 seconds...20 seconds...10 seconds...5, 4, 3, 2- reboot complete. Security systems online.

 

Go back to the 4 switches on the wall and hack each one in quick succession. (Left-to-Right or Right-to-Left would be the fastest)

 

----------------Screenshot----------------

 

 

Additionally, the center of the Vril Interface on the front of the pyramid will now be indented.

 

 

=================================

 

 

Step # 3 - Egg of the Devil

 

Item required ~

·         Hacker

·         Wave Gun

·         Explosive Weapon (Grenades/Ray Gun etc)

 

You must now wait for excavator Pi breach tunnel 6. When this has occurred, return to the receiving bay & hack the terminal that is lit GREEN

 

----------------Screenshot----------------

 

Go back through tunnel 6

On the floor near the door next to the M16, you will find the “Black Egg”

 

----------------Screenshot----------------

 

Either Knife or use an explosive to start moving the egg (i.e. grenade, ray gun, etc)

Keep moving the egg by knifing it when it stops. You will have to open the doors for it to continue.

It will travel back outside & position itself in a satellite dish on the roof of the Receiving bay building

 

----------------Screenshot----------------

 

 

Using the Wave Gun, shoot down the egg from the Satellite Dish

The egg must now travel through tunnel 11

The egg will stop multiple times through tunnel 11, use explosive items (Ray Gun/Grenades) to dislodge the egg

You will also have to open the doors for it to continue

Once the egg travels through tunnel 11, The egg will now position itself near the Vril device at the front of the MPD (Pyramid) and a glass tube will rise up at the front corner of the Pyramid

 

----------------Screenshot----------------

 

 

=================================

 

 

Step # 4 - Killing Freakbags

 

 

You must now kill approximately 25 Zombies in close proximity to the glass tube.

When zombies are killed, a RED mist will start filling the glass tube

When the tube is full, you will hear a sound queue

You can now pull the switch (looks the same as the power switch) on the wall next to the glass tube

 

----------------Screenshot----------------

 

This will release Samantha Maxis! – Your reward is a Death Machine for 90-seconds

 

----------------Screenshot----------------

 

 

Achievement Unlocked - Cryogenic Slumber Party

 

 

Side Quest – Big Bang Theory ~

Side Quest – Big Bang Theory

 

 

Step # 5

 

 

 

=================================

 

 

Step # 6

 

 

 

=================================

 

 

Step # 7

 

 

 

=================================

 

 

Step # 8

 

 

 

=================================

 

 

Step # 9

 

 

 

 

Radio Transmissions ~

Radio Transmissions

 

Transcripts ~ Taken from Tac’s Thread ~ All Zombie Radios Transcripts

 

Radio Transmission # 1

 

Dr. Edward Richtofen: Log entry 38. Date: December 4, 1939. The matter transferring prototype is prepared for test run number 151. We have now reduced our test subject's mass to prove that this is possible. Dr. Schuster, please give an overview.

 

Dr. Schuster: Yes Dr. Richtofen. We have a new test subject, a walnut, weighing in at a 10 grams. The target platform is now at three feet with no obstructions. We have one microgram of the element which, according to our calculations, will be entirely used up during the test.

 

Dr. Edward Richtofen: Excellent, Dr Schuster. Commence test number 151.

 

Dr. Schuster: Yes Doctor. Uh, please insert your earplugs.

 

*Buzzing, whizzing, clanging, propelling, and a metal clanging on the ground are heard*

 

Dr. Schuster: Good God! We've done it! We have powered up the prototype, and it moved a walnut directly from the prototype device into the receiving device. It moved instantly. It... it-

 

Dr. Edward Richtofen: Teleported. Get me Dr. Maxis immediately!

 

 

 

 

=================================

 

 

Radio Transmission # 2

 

Dr. Ludvig Maxis: But this is not the crucial experiments that you were supposed to be working on!

 

Dr. Edward Richtofen: With all due respect, Dr. Maxis, this is a breakthrough of unimaginable proportions.

 

Dr. Ludvig Maxis: What? That you moved a walnut a few feet? Yes Edward, we will improve the human condition by revolutionizing the walnut industry. I can see it now: 'Edward's Walnut Delivery'.

 

Dr. Edward Richtofen: Don't be obtuse.

 

Dr. Ludvig Maxis: How dare you call me that! We are at war, Edward! I will admit that there is promise here, but until this war is won-

 

Dr. Edward Richtofen: Correct me if I'm wrong, Dr Maxis, but Group 935 is a research organization. What was the motto? To improve the human condition? What business of ours is this for?

 

Dr. Ludvig Maxis: Fine Dr. Richtofen, I will let you in on a little administrative secret. We are finalizing a deal with the Nazi party. We need funding, we need equipment, they need new weapons. Chances are this war will end soon with a treaty or two and we will be in a much better position to help the world.

 

Dr. Edward Richtofen: Are you certain this won't cause massive defections? We have scientists from all over the world working with us.

 

Dr. Ludvig Maxis: That is why it is with the utmost confidence that I share this with you. No one will know of this. This is simply the breaking of an egg to make an omelette.

 

Dr. Edward Richtofen: Think of the tactical advantage we would have...

 

Dr. Ludvig Maxis: Think of the cost, think of the time! We can provide the Nazis tactical expertise in various areas without putting all our eggs in your walnut basket. Good day, Edward, and get back to your real work.

 

*Dr. Ludvig Maxis walks out the door*

 

Dr. Schuster: Bloody jerk.

 

Dr. Edward Richtofen: I think Dr. Maxis has lost his perspective. No matter. We will do this on our own and publish the findings before he has a chance to.

 

Dr. Schuster: You're not suggesting that Dr. Maxis would steal this technology and perfect it without us, are you?

 

Dr. Edward Richtofen: I would by no means discourage that thought. Great scientists must stick together and achieve great science.

 

 

 

 

 

 

=================================

 

 

Radio Transmission # 3

 

Dr. Edward Richtofen: Entry 42. Date: January 4th, 1940. Dr. Schuster and I, despite mounting pressure from Dr. Maxis, have continued working on the matter transference prototype. We have made great strides in the last thirty days and are ready for our first human subject. If our calculations are correct, we will send a test subject to the receptacle station sitting thirty yards away and behind a cinder-block wall.

 

Dr. Schuster: Are you certain you want to do this, Dr. Richtofen?

 

Dr. Edward Richtofen: Nein, Dr. Schuster, this must be done. Quickly, put in your earplugs and power up the machine.

 

*Teleporting noise is heard*

 

Dr. Edward Richtofen: Is there a power outage? Why is it so dark? I feel almost... weightless. How very unexpected.

Dr. Schuster? Hello?

 

*Clicking can be heard*

 

Dr. Edward Richtofen: Ah, I can see now. Oh my god. I am standing in a circular cave, surrounded by some kind of machine like, it's like nothing I've ever seen before. It looks almost alien in nature. There's a pyramid structure at the centre of the room. I'm going to try and carefully touch it.

 

*Shock is heard as Richtofen touches it*

 

Dr. Edward Richtofen: Ahhh! Static electricity. It's sharp to the touch. Very cold. Not a speck of dust.

 

*Dr. Edward Richtofen bangs on pyramid structure*

 

Dr. Edward Richtofen: Hmm, might be hollow. The chamber's quite large. I see what looks like capacitors at the ceiling of the chamber. There are no obvious connections to anything electrical. What is this place? Dr. Schuster, is that you?

 

Dr. Schuster! Look at this. It appears to be covered in some kind of hieroglyphic language. I've not seen anything like it before. Why are you whispering to me? There's no need for that.

 

*Odd noise is heard*

 

Dr. Edward Richtofen: Was it lost? Do you hear that? It sounds like...

 

*Loud static and noise is heard*

 

Dr. Edward Richtofen: My god, what happened? I seem to be in some kind of jungle. I can't be certain of where I am.

 

*Jungle noises are heard, presumably teleported to Shangri-La*

 

Dr. Edward Richtofen: Oh no!

 

 

 

 

 

 

=================================

 

 

Radio Transmission # 4

 

Dr. Schuster: Log Entry 43. Date: January 23rd, 1940. I cannot be certain what happened to Dr. Richtofen. Once the test was commenced, he just disappeared from the machine into thin air. I have searched the area for days and have no evidence that he is anywhere. I am afraid I might have to scrap the-

 

*Banging is heard*

 

Dr. Edward Richtofen: Don't scrap anything! We have done something, something wondrous. Shhh. Do you hear them?

 

Dr. Schuster: Dr. Richtofen, you're alive!

 

Dr. Edward Richtofen: I'm more than alive, Mr. Schuster. Is the device still intact?

 

Dr. Schuster: Yes, but, what happened to you?

 

Dr. Edward Richtofen: Aaah, something wonderful! That chamber was incredible, the wonders we could learn!

 

Dr. Schuster: What are you talking about? Are you alright?

 

Dr. Edward Richtofen: Get in the matter transference prototype, Dr. Schuster. We have work to-

 

 

 

 

 

 

=================================

 

 

Radio Transmission # 5

 

Dr. Edward Richtofen: Gentlemen, for two long years we have toiled here and at Eagle's Nest to build up fortifications. For two long years we have taken equipment to build up our labs. For two long years we have worked under Group 935, believing that Dr. Maxis truly wants to help the world. For two long years we've led a double life. Today, that all ends.

 

*Inaudible conversing is heard from crowd and continues through Richtofen's speaking*

 

Dr. Edward Richtofen: I bring to you what this project is all about. What I have worked to keep from my enemy.

 

Dr. Groph: What is it Dr. Richtofen? It looks alien.

 

Dr. Edward Richtofen: It is an ancient VRIL machine. And you, Dr. Groph, are now the lead scientist here at Griffin Station.

 

*Applause for Dr. Groph is heard*

 

Dr. Edward Richtofen: You will be the one to discover how it works.

 

*Applause ends*

 

Dr. Groph: We first must discover what it does.

 

Dr. Edward Richtofen: Nein, Dr. Groph, I know what it does. It is a direct connection to another dimension.

 

*Crowd begins conversing again*

 

Dr. Groph: Preposterous!

 

Dr. Edward Richtofen: No more preposterous than teleporting all of you to (Static) Griffin Station.

 

Dr. Groph: Is it (*Static*) How do you know what it does?

 

Dr. Edward Richtofen: I found many interesting vril artifacts here. I have decoded them and all signs point to this device being a stable gateway to the Aether.

 

*Loud conversing again*

 

Dr. Schuster: Dr. Richtofen, I am aware of a project being run by Dr. Maxis at Der Riese concerning VRIL.

 

Dr. Edward Richtofen: As am I. I am going back to my port at Group 935 to continue the charade. I will be figuring out just how much information Dr. Maxis has (*Static*) Once the machine is operational, I will enact my plan and return. Gentlemen, let the games begin.

 

*Applause is heard*

 

Dr. Edward Richtofen: Shhhh, the voices are so loud!

 

 

 

 

 

 

=================================

 

Radio Transmission # 6

 

Dr. Groph: Log 1075. Dr. Schuster and I have spent countless hours with the pyramid device in an attempt to understand how it functions. We have made little progress... until now. Today we uncovered what appears to be some kind of tank with a glass-like front. The glass itself seems-

 

Dr. Schuster: I've got you now rat!

 

Dr. Groph: Kill it Schuster!

 

*Squishing sound followed by a whooshing sound*

 

Dr. Schuster: Did you see that?

 

Dr. Groph: Look! The capacitor is illuminated, the tank is filling-

 

Dr. Schuster: The machine. It seems to be activated! What did you do?

 

Dr. Groph: I think we just discovered what powers this machine.

 

 

 

 

 

 

=================================

 

 

Radio Transmission # 7

 

Dr. Edward Richtofen: Griffin station. This is Eagle’s Nest. Status update. Over.

 

Dr. Groph: Hello Doctor. We have the shipment, and are carrying out your orders.

 

*Gunshot, grunting, and a whooshing sound are heard*

 

Dr. Groph: It is grim work Doctor.

 

Dr. Edward Richtofen: All in the name of science Dr. Groph. Continue until the tanks are full.

 

Dr. Groph: Yes... Doctor.

 

*Gunshot, grunting and a whooshing sound are heard*

 

Dr. Groph: May God have mercy on us all.

 

 

 

 

 

=================================

 

 

Radio Transmission # 8

 

Dr. Groph: Eagle’s Nest. This is Griffin Station. We have an update. Over.

 

Dr. Edward Richtofen: Dr. Groph, have you made any progress?

 

Dr. Groph: Yes Doctor. The machine is ready. Awaiting the conduit.

 

Dr. Edward Richtofen: Very good, I will proceed with Operation Shield and join you shortly.

 

Dr. Groph: Security Protocol 935.

 

Dr. Edward Richtofen: Yes, I will dispose of Dr. Maxis and that little brat personally. Do not... touch... Anyth-

 

 

 

 

 

 

=================================

 

 

Radio Transmission # 9

 

Dr. Groph: -tor Schuster, Report.

 

Dr. Schuster: The tanks are full and the shields are down. The machine is humming nicely.

 

Dr. Groph: Good, but what of the shipment?

 

Dr. Schuster: Most are buried outside of the base, the live ones we’ve sent back to Kustover Posten.

 

Dr. Groph: Excellent, then there is nothing left but to wait for Dr. Richtofen’s return.

 

Dr. Schuster: Perhaps this is a good time to work on my low gravity putting in the bio-dome.

 

Dr. Groph: Yes, I did believe that time would-

 

*Alarm sounds: “Intruder Detected - Receiving Bay”*

 

Dr. Groph: Security, Report.

 

*Static*

 

Dr. Groph: Can you repeat?

 

Dr. Schuster: She’s coming right towards the-

 

*A girl’s scream heard*

 

Dr. Groph: Get her!

 

Dr. Schuster: Get back here!

 

*Girl’s screams are retreating, running footsteps heard*

 

Dr. Groph: Nein! Do not let her-

 

*A loud bang, smashing glass and hissing gas sounds are heard*

 

Dr. Groph: Dammit, Dr. Schuster, find a way to get her out of the pyramid, I will contact Edward, let him know there’s been an incident.

 

 

 

 

 

=================================

 

 

Radio Transmission # 10

 

Dr. Edward Richtofen: How did she end up there? No matter, I know what must be done, in the meantime see if you can find Dr. Maxis, perhaps he can talk some sense into her.

 

Dr Groph: Did you not deal with him already?

 

Dr. Edward Richtofen: Yes, but if the child ended up here, then Maxis must be somewhere too. Find him.

 

Dr Groph: How do you propose-?

 

Dr. Edward Richtofen: Dr. Groph I cannot do everything for you. I leave this in your capable hands. There is much to be done.

 

Dr. Groph: Yes Doctor.

 

Dr. Edward Richtofen: Oh and Groph?

 

Dr. Groph: Yes?

 

Dr. Edward Richtofen: I'd keep an eye out for an evil looking dog while you're at it.

 

 

 

 

 

 

=================================

 

 

Radio Transmission # 11

 

Dr. Groph: Hope this works. Schuster, power it up.

 

*Hissing gas and a loud bang are heard*

 

*Computerized voice: “Systems Nominal. Accessing Pyramid Device. Interface via M.P.D. active. Accessing M.P.D. M.P.D. integrity check nominal. Awaiting input."*

 

Dr. Groph: Excellent, bring the sample.

 

*Loud bangs heard*

 

*Computerized voice: “Analysing M.P.D. Creating profile. Profile Created.”*

 

Dr. Groph: Excellent. Now, scan for target.

 

Dr. Schuster: Yes Doctor.

 

*Gas hissing and bangs are heard once again*

 

*Computerized voice: “Target located.”*

 

Dr. Groph: Bring him here, immediately.

 

*Gas hissing and bangs are heard followed by the sound of a teleporter. The thumping of someone landing is heard afterwards*

 

Dr. Schuster: Greetings, Dr. Maxis.

 

Dr. Maxis: Schuster! I should’ve known. Where is that rat Edward? Where are we? And how did you get me out of that wretched tunnel?

 

Dr. Groph: None of that is important right now. Allow me to fill you in.

 

*Static*

 

Dr. Ludvig Maxis: Samantha. Honey? Daddy is here. Come dear, please. Open the machine. Daddy will not let them hurt you anymore. Honey? Daddy knows he’s made some mistakes, I am truly sorry that you were put through so much. When your mother died I could not bear the thought of losing you too, that’s why I kept you so close. I did not mean to neglect you, I just wanted to know you were safe from harm-

 

*Sam opens the pyramid & a girl crying is heard crying.*

 

Samantha Maxis: Daddy!

 

Dr. Ludvig Maxis: I love you, Samantha.

 

Samantha Maxis: I love you too Daddy.

 

Dr. Ludvig Maxis: Can you do something for me? Something very important.

 

Samantha Maxis: Yes.

 

Dr. Ludvig Maxis: Kill them... all.

 

*A gunshot is heard and something falls to the ground*

 

No!

 

*Gas hisses*

 

Samantha Maxis: (Demonic Laughter) Hahahaha

 

Dr. Groph: We are doomed.

 

 

 

 

 

 

Songs ~

“Coming Home”

 

The 1st Secret Song in Moon is called “Coming Home”

Coming Home is written and performed by ----------------------

This song is activated by pressing the action button on the 3 Teddy Bears wearing the Cosmo naught suits.

 

 

Teddy Bear Locations ~

 

 

1.     Outside the Receiving Bay (Starting Room) – Outside of the starting room just to the right of the "Samantha Says" computers.

 

 

 

 

2.     Tunnel 6 – Opening the door next to the M16, the Teddy is above the locker with the P.E.S suits.

 

 

 

 

3.     Tunnel 11 - The third one can be found close to the Stamin-Up/Semtex in a hole in the wall ().

 

 

 

 

“Coming Home” Activation Walkthrough

 

 

 

 

“Coming Home - 8-bit version” – Music

 

 

 

 

“Re-Damned” – Music

 

 

 

 

“Pareidolia 8-bit version” – Music

 

 

 

 

 

“Nightmare” - Avenged Sevenfold – Music

 

[ytfull][/ytfull]

 

 

=================================

 

 

Moon Music

 

 

“Samantha's Reveal”

 

Samantha's Reveal is written by Brian Tuey

Samantha's Reveal is played when the pyramid is opened.

 

 

 

=================================

 

 

“Samantha's Lullaby”

 

Samantha's Lullaby is written by Brian Tuey

Samantha's Lullaby is the Moon loading screen music.

 

 

 

 

=================================

 

 

Game Over Song

 

This is the “Game Over” Music for the Map Moon.

 

[sc5][/sc5]

 

 

Character Quotes ~

Character Quotes

 

 

Dr. Edward Richtofen’s Quotes

 

Transcripts ~

 

 

 

 

 

Dr. Edward Richtofen’s Quotes (As Announcer)

 

Transcripts ~

 

 

 

 

=================================

 

 

'Tank' Dempsey's Quotes

 

Transcripts ~

 

 

 

 

=================================

 

 

Nikolai Belinski's Quotes

 

Transcripts ~

 

 

 

 

=================================

 

 

Takeo Masaki's Quotes

 

Transcripts ~

 

 

 

           

=================================

 

 

Samantha Maxis' Quotes

 

Transcripts ~

 

 

 

 

Samantha Maxis' Quotes (As Announcer)

 

Transcripts ~

 

 

 

 

=================================

 

 

Dr. Ludvig Maxis' Quotes

 

Transcripts ~

 

 

 

 

=================================

 

 

Griffin Station P.A.

 

Transcripts ~

 

 

 

  • 4 months later...
Posted

Here are all -If Im not missing one- the Der Riese Data Servant Files.
I don't know how to use the spoiler function, lol, but as soon as I find out, I'll edit this post. 

 

***TOP SECRET***
 
***LEVEL 1 CLEARANCE EYES ONLY***
 
***DER RIESE “SERVANT” SAMPLE A00115
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT). 
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below:
 
***SERVANT ENTRY A00115***
 
*Element 115 overview:
 
*Sources in clued meteors found in
 
*Shi No Numa
 
*Tunguska
 
*Groom Lake
 
*Der Riese
 
*Moon (confirmed via astronomical team)
 
*Applications include”
 
*Transporter teachnology
 
*Power source for DG-2
 
*General weapon upgrades via CWZIMQJZDUMIMMPJZEHWZQJZEXZ
 
*Side effects include:
 
*Reanimation of dead cells
 
*Via inherit electrical properties.
 
 
***END FILE***

 

***TOP SECRET***
 
***LEVEL 1 CLEARENCE EYES ONLY***
 
***DER RIESE “SERVANT’ SAMPLE A00359***
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT). 
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below:
 
***SERVANT ENTRY A00359***
 
*Ray Gun summary:
 
*Prototype developed by
 
*Doctor Ludwig Maxis,
 
*Origin Der Riese facility
 
*Based on designs seized from
 
*Rising Sun facility at SNN
 
*Ray Gun works on microwave technology
 
*Plasma energy between 220 and 230V
 
*Second generation currently under
 
*Development by M. Porter
 
*To reduce excessive peripheral
 
*Damage
 
***END FILE***

 

***TOP SECRET***
 
***LEVEL 1 CLEARANCE EYES ONLY***
 
***DER RIESE “SERVANT” SAMPLE A02977***
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT). 
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below:
 
***SERVANT ENTRY A02977***
 
*Wunderwaffe DG-2 summary
 
*Developed by
 
*Doctor Edward Richtofen,
 
*Origin Der Riese Facility.
 
*Powered by Element 115
 
*The DG-2 carries out 200K amperes
 
*Of chained electrical energy.
 
*Effects consist of:
 
*Electrical current output
 
*That creates a chain reaction
 
*From initial target up to
 
*10 subsequent within a
 
*5 yards radius.
 
*Minimal loss of power with use.
 
*8 second reload time
 
*Next generation DG-3 JZ
 
*Currently under development.
 
***END FILE***
 

 

***TOP SECRET***
 
***LEVEL 1 CLEARANCE EYES ONLY***
 
***DER RIESE “SERVANT” SAMPLE B67129***
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT). 
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below:
 
***SERVANT ENTRY B67129***
 
*Experiments ongoing
 
*Observed a new effect
 
*As a result of experiments.
 
*Dr. Edward Richtofen as witness.
 
*Outliers as follows:
 
*Tank Dempsey
 
*Nikolai Belinski
 
*Takeo Masaki
 
*Subjects display unique
 
*side effects
 
*Compared to previous
 
*Subjects.
 
*Baseline psych remains
 
*Intact,
 
*But all specific memories
 
*Have been lost.
 
*Dr. Richtofen will continue
 
*Observations.
 
***END FILE***

 

***TOP SECRET***
 
***LEVEL 1 CLEARANCE EYES ONLY***
 
***DER RIESE “SERVANT” SAMPLE B70326***
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT).
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below.
 
***SERVANT ENTRY B70326***
 
*Ludwig Maxis
 
*Personal file
 
*Edward has grown impatient
 
*He insists on accelerating
 
*Our projects.
 
*Regardless of the fact that
 
*The 115 is limited.
 
*He grows angry. Short.
 
*It was a mistake to invite him,
 
*He cannot be trusted.
 
*He watches me.
 
*He watches Samanthat.
 
*He watches Sophia.
 
*And his latest creation
 
*The monkey.
 
*It screams when set aflame.
 
*Then again
 
*Perhaps it is the 115
 
*Affecting my mind
 
*I can no longer discern.
 
***END FILE***

 

***TOP SECRET***
 
***LEVEL 1 CLEARANCE EYES ONLY***
 
***DER RIESE “SERVANT” SAMPLE A91374***
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT). 
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below:
 
*DATA SERVENT ENTRY A91374***
 
*Ludwig Maxis
 
*Personal file.
 
*The experiments continue
 
*And the Reichstag call it
 
*A success.
 
*But these creatures
 
*Cannot be controlled.
 
*Their minds are lost.
 
*They are automatons.
 
*This is what the Reichstag
 
*Wanted.
 
*Between the teleporters
 
*And our Armeeuntoten
 
*They believe the world
 
*Will be theirs.
 
*But the untoten cannot
 
*Be contained.
 
*It spreads far worse than
 
*Ever imagined.
 
*It will be the death
 
*Of us all.
 
***END FILE***

 

***TOP SECRET***
 
***LEVEL 1 CLEARANCE EYES ONLY***
 
***DER RIESE “SERVANT” SAMPLE B70001***
 
What follows is the chronological primary sample from the Der Riese project “Datenbediensteter” (translated: DATA SERVANT). 
 
Sample was aquired from CIA asset based out of Vorrozhdeniya in the Soviet Union and is translated from its original German below.
 
***SERVANT ENTRY B70001***
 
*Ludwig Maxis
 
*Personal file.
 
*I feel Sophia
 
*Has grown unnecessarily
 
*Attached to me.
 
*I catch her looking
 
*In my direction
 
*But she quickly looks away
 
*I admit
 
*She is an attractive
 
*Specimen.
 
*I should send her away
 
*She is a distraction
 
*From my work.
 
*My mind wanders to thoughts
 
*Of her.
 
***END FILE***
 

 

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