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Take to the streets of Morg City to combat the undead.

Embrace the curse to uncover it's mysteries.

 

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Shadows of Evil Map Contents ~

 

Intel ~

Spoiler

Intel

 

ZOMBIES "SHADOWS OF EVIL" OVERVIEW

BLACK OPS 3 ZOMBIES IS THE MOST IMMERSIVE AND AMBITIOUS CALL OF DUTY ZOMBIES TO DATE. SHADOWS OF EVIL WILL BRING DARKNESS AND CHAOS LIKE NEVER BEFORE WHILE DELIVERING A TOTALLY UNIQUE AND HIGHLY CREATIVE GAMEPLAY SETTING, COMPLETE WITH A MIND-BLOWING EXPERIENCE WITH A CAPTIVATING STORYLINE, AS WELL AS ITS OWN XP PROGRESSION SYSTEM.

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THE WORLD
SET IN A FICTIONAL 1940S CITY, SHADOWS OF EVIL IS A FILM-NOIR-INSPIRED HORROR STORY CENTERED AROUND FOUR PARTICULARLY TROUBLED INDIVIDUALS – THE FEMME FATALE, THE MAGICIAN, THE COP AND THE BOXER – AND SPANS AN ENTIRE METROPOLIS SWATHED IN EVIL… WELCOME TO MORG CITY.
 
EACH OF THE FOUR CHARACTERS AWAKEN TO A NIGHTMARISH WORLD OVERRUN BY THE UNDEAD. EACH CHARACTER FIGHTS TO OVERCOME CONFUSION AND AMNESIA – IN THE HOPE THAT THEY MAY PIECE TOGETHER THE EVENTS THAT BROUGHT THEM TO THIS TWISTED WORLD.

 

MORG CITY

MORG CITY IS THE IDEAL BACKDROP FOR A NOIR HORROR STORY, FEATURING A THEATER DISTRICT, JAZZ CLUBS AND A SUSPENSION RAILWAY – ELEMENTS THAT ADD NEW DEPTH AND COMPLEXITY AS YOU FEND OFF THE UNDEAD.

 

 

THE CHARACTERS

Shadows of Evil introduces players to the Femme Fatal, the Magician, the Cop and the Boxer – and these are not nice people. Every one of them is a lying, conniving, manipulative and selfish individual with a long and sordid history of past misdeeds.

 

Femme Fatal

She belongs in motion pictures, but instead works as a burlesque dancer at the city’s most ”upscale” nightclub – where she inevitably attracts the attention of many powerful men, manipulating their weaknesses and desires for her own ends.

 

The Magician

BORN INTO ENORMOUS WEALTH, THE MAGICIAN GREW UP SURROUNDED BY LACKEYS AND SYCOPHANTS… AND A LIFETIME OF CONSTANT PRAISE AND ATTENTION HAS ONLY FUELED HIS DEEPLY MISPLACED ARROGANCE.

 

The Cop

After years of taking mob bribes and framing innocent men, the cop is a likely suspect in a department wide corruption investigation… The timing of which couldn’t be worse.

 

The Boxer

Besides removing the padding from his gloves, the boxer wore a pair of brass knuckles hidden beneath his hand wraps - he wasn’t just looking to win, he was looking to cause damage.

 

 

PROGRESSION
PERSONALIZE YOUR ZOMBIES EXPERIENCE WITH A FULL XP-BASED PROGRESSION SYSTEM THAT
ADDS DEPTH AND RE-PLAYABILITY THAT FANS HAVE COME TO EXPECT.

 

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Call of Duty: Black Ops III Pre-order Poster

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The City at the Bottom of the Poster is Chicago (which Morg City would be based on)

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On 4/29/2015 at 5:28 AM, Draz said:

I managed to (quite) perfectly overlay the zombie pic on top of this photo I found via Google (http://ralphbraseth.com/2014/03/18/chicago-sparkles-view-from-the-john-hancock-building/) and it says the photo was taken from "The John Hancock Building" http://en.wikipedia.org/wiki/John_Hancock_Center

In my opinion it's a very good fit, almost like they used the exactly same picture or took their photo from this building. What do you think?

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Shadows of Evil: The Ride

https://www.sixflags.com/magicmountain/special-events/festival/fright-fest-presented-by-snickers

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Six Flags Magic Mountain will raise the dead to celebrate it's 23rd annual Fright Fest.

In addition to the world-class line-up of thrill rides, the theme park will be transformed into a haunted "scream park" for six frightfully fun weekends.  

Fright Fest offers 17 days of terrifying haunted mazes, roaming zombies, the scariest clowns on the planet and spooky shows ... leaving no tombstone unturned to bring the ultimate sensory overload for every range of fear.  For the little monsters, a Trick or Treat Trail and Halloween Crafts round out the activities during the daylight hours ... but once the clock hits 7:00p.m., the ghouls come out to haunt the park.

September 26, 27, October 2-4, 9-11, 16-18, 23-25, 30, 31 and November 1.
Fright Fest activities not available on Monday, October 12.

Plan your Terror in advance. Check out our Fright Fest guide for times and attraction information.

- See more at: https://www.sixflags.com/magicmountain/special-events/festival/fright-fest-presented-by-snickers#sthash.LoH6RQVA.dpuf

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https://frightfest.sixflags.com/magicmountain/frights/#galleryModal88

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http://www.californiacoasterkings.com/six-flags-magic-mountain-update-september-20th-2015/

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https://www.sixflags.com/magicmountain/attractions/apocalypse

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All wood, sent from the future.

Head into the bunker and get ready to launch into the front line of battle on this blazingly fast drive into sci-fi combat. Future war has turned the world into a bleak, burned out wasteland and you are living the aftermath. Apocalypse is the all-wooden roller coaster that rips through this ominous desert on an ultra-fast track. You’ve gotta ride like the wind to escape.

 
You made it past the security checkpoint and high tech monitors explaining your assignment. Now pile into the industrial cars and launch onto a track that is all wood and all muscle. Get ready to dodge explosive wrecks and maneuver some of the most insane drops and swift turns the future will ever produce.
 
The first hill is a blisteringly steep 100 feet. Alright, one down, four more kamikaze drops to go. You’ll pummel that track at a staggering 52 miles per hour, facing plummets, gut-wrenching swerves, and adventurous obstacles.
 
You won’t believe how fast this wooden brute runs as it takes a series of daredevil pivots and shoots through mist-filled tunnels – just in time for more total mayhem on the track. But hey, it’s all in a day’s work for a soldier from the future.

- See more at: https://www.sixflags.com/magicmountain/attractions/apocalypse#sthash.mnD53S2u.dpuf

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Shadows of Evil: The Ride Official Video

 

From Call of Duty's Snap Chat

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Call of Duty: Black Ops III
Mountain Dew - Doritos Promotion

https://www.fuelupforbattle.com/#/

 

The Coming Dark

 

The Boxer

 

 

 

 

The Femme Fatale

 

 

The Detective

 

 

The Magician

 

 

 

Portrait Transformation

  

 

 

 

Zombies Tour Guide Book ~

Spoiler

Zombies Tour Guide Book

 

The City

A place of bright lights and dark shadows, Morg City looks like an urban environment from somewhere in America, sometime in the early 20th century. Brilliant streaks of neon color the city streets alongside braziers of burning mystical flames. Mystical flames with a power and a purpose that can be tapped into.  

Morg City is divided into three districts (Canal, Footlight, and Waterfront), and one central location that connect all three (the Junction).  

 

As in past zombies maps, simply getting around the map is a dangerous task, as the endless waves of increasingly dangerous zombies (and other foes) only relent in their onslaught for a spare few seconds between each wave.  

 

Stick together and move as a team while you explore. Splitting up is a bad idea until you know the lay of the land and your own capabilities (and, preferably, with some heavy firepower on hand).  

 

You begin the Shadows of Evil map in a narrow alley, with a few notable points of interest nearby.  

 

 

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The Beast

All of the unfortunate that make up your party have been branded, marked in some way by foul and dark magic. Which, all things considered, is pretty horrible. But, there are some benefits to the eldritch symbols burned into your skin.  

 

Approach the burning purple brazier and activate it; doing so transforms you into a terror of flailing tentacles and teeth. While in “Beast form,” you are fast, powerful, and can interact with the world with your new powers. Your time in this form is limited—when it expires, you immediately snap back to your human form and appear wherever you activated it.  

 

Alert your teammates when you plan to Become the Beast and have them guard your mortal fleshy form—when you return to your body, you trigger an explosive wave of force that knocks back any nearby enemies, but it won’t always be enough to save you if you’re alone in a four-player game.  

Zombies Basics

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Levels

Your profile gains levels in Zombies mode, completely separate from your Campaign or Multiplayer progress.  

 

Almost any action in Zombies mode helps you earn experience, and as your profile progresses, you unlock new beneficial bonuses, such as weapon kit attachment slots and Gobblegum flavors.  

 

Cash

Damaging and defeating enemies in the city earns you cash (and you get a small amount from repairing barricades). With cash, you can open new doors, activate certain objects and traps around the city, buy Gobblegum and Perk-a-cola upgrades, and purchase weapons from wall-buys and the Mystery Box.  

 

Barricades

Zombies pour in from alleys, doors, windows, jump out of murky water, and crawl out of any other dark hole they can squeeze through. No matter where you go in the city, expect zombies to emerge and attack you.  

 

Doors

Your progress through the city is barred by doors. Some are unlocked by spending cash at the door, while others require powering a device nearby by getting some electricity flowing.  

 

A few methods of transportation require mystical powers to access. Keep your eyes open! There are also a few ‘doors’ that are blocking debris. Just like a regular door, paying some cash can remove these obstacles, allowing some shortcuts for traversing the map.  

 

Some of these zombie approaches can be delayed, however: by building (and rebuilding) barricades, you can prevent at least some zombies from joining the party for a short time. Use time between rounds to rebuild barricades (unless you have other, more pressing tasks!).  

 

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Waves

Zombies mode is defined by waves of zombies (and other supernatural foes). Once all of the enemies are defeated (or if your team leaves an area with a few damaged enemies for too long), the wave advances to the next round. At the start of each wave, you are given a brief reprieve to catch your breath, before the zombies renew their attack.  

 

Every wave, the zombies get tougher, and more enemy types are introduced over time. This process never ends! How long can you survive?  

 

The Train

Getting around on foot from one district to another can be a bit of a drag (and carries some risk of losing a limb), but there’s another option. If you can reach the Train and have enough cash to pay for the ride, you can use it to travel between the three districts surrounding the Junction.  

 

This is very helpful when you need to reach a Perk machine located in another district quickly, or if you need to escape an overwhelming horde that has built up while defending the area. Of course, it’s not entirely safe on the Train—zombies and other horrors are perfectly happy to follow you en route, but it’s usually preferable to moving on foot.  

 

If the Train is not at your current location, you can call it to your district for a small fee—just be sure you can survive until it arrives!  

 

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Zombie Trains

Not that kind of train. The zombie kind! More specifically, leading a large group of zombies along behind you, preferably in a circular loop, so you can keep them following indefinitely at a safe distance.  

 

This has several benefits—it keeps your teammates safe, and lets you damage more zombies with penetrating shots or explosions.  

Not every area is suitable for creating a train, and in a four-player game, you must usually get a few players moving together to herd zombies properly.  

 

Headshots?

Headshots kill zombies fast. However, playing with your targets can generate more cash safely in the early rounds. If you use your melee attack very early on, then mix in body shots with your early weapons to milk extra cash from your undead adversaries. This gives you a considerable head start, and lets you pick up crucial perks and weapons quickly.  

As the wave count climbs, burning ammo on body shots becomes wasteful and dangerous—shoot to kill once you’ve got your loadout squared away.  

 

Last Zombie Standing

To buy yourself extra time, leave a few completely undamaged zombies alive at the end of a round. They can easily be herded around, giving your team time to safely explore, refresh ammo from wall weapons, experiment with Beast mode, grab Gobblegum, and so on.  

 

Shadows of Evil Foes

As you reach later waves, each of these new enemy types is introduced. Their appearance is presaged by a visual distortion that briefly blurs your screen.  

All three types of nightmare aberrations can make creating a safe zombie train difficult, as their movement patterns and attacks don’t mix well with keeping a tight horde of zombies moving where you want, when you want. Because of this, and the sheer danger these enemies present by themselves, they are priority targets when they appear.  

 

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Parasites

These flying nightmares are small, but dangerous. As small airborne enemies, Parasites can be difficult to hit with certain weapons, and dealing with their harassing attacks can lead to zombies mobbing you on the ground.  

 

When you’re playing in a group, it’s helpful to have a marksman designated to take down Parasites quickly while the rest of the group focuses on keeping other enemies at bay.  

 

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Insanity Elementals

Disgusting balls of flesh, Insanity Elementals roll toward their targets and then detonate in a cloud of blood and tissue. Yeah, they’re kinda gross.  

More importantly, they’re kinda dangerous. When you see clouds of flame descend from the sky, this is a warning of their imminent arrival. Be ready to destroy them quickly and from a distance. Seek out terrain that funnels them into an easy firing line, or elevated terrain that allows for a quick escape by jumping away.  

Do not engage packs of Insanity Elementals in open terrain. Doing so with zombies mixed in the fray all but guarantees getting struck from behind, which leads to a quick down in a dangerous location. 

 

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Margwa

Massive, three-headed horrors, these demonic creatures appear in a cloud of brimstone, their footsteps shaking the ground as they lumber and charge toward you.  

 

Margwa are durable, dangerous melee enemies. They can be damaged only by shooting the yellow glow inside their open mouths when their maw opens.  

Worse still, after destroying one of their toothy faces, the Margwa enrages and stampedes toward you. Avoiding this rush is critical for survival, so engage the creature from a safe distance whenever possible (and preferably, from another level entirely, so the Margwa can’t rampage directly at you).  

 

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Buildables

Scattered about the city are bits of esoterica—mysterious items that can be combined and assembled into more useful objects. Comb the city carefully, keeping your eyes open for anything that looks out of place. Once these objects are secured, look for likely work stations where they can be assembled properly.  

 

 

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Weaponry

Zombies mode has a huge host of weapons for you to find, buy, and acquire. And every weapon can be upgraded to pack a punch, should you navigate the mysteries of the city streets successfully.  

 

Weapon Kits

In the Zombies lobby, you can customize your weapons, similar to the way the Gunsmith loadouts work in Campaign  and  Multiplayer.  

 

As your profile gains levels, you unlock new weapon classes to customize and the ability to add more attachments to your weapons. Initially, you can place a sight and two attachments, but eventually you can add up to a full five attachments on any weapon.  

 

Customizing a weapon in the Weapon Kits menu causes that weapon to appear in-game with those customizations, which also includes any paint jobs and camo.  

 

To unlock new attachments, each weapon must be leveled individually, just as you would do in  Multiplayer. Because some weapons are comparatively rare (not being available as a fixed wall buy), leveling them could be challenging.  

 

As a general rule, it’s a good idea to invest in leveling the easily accessible wall weapons first. This provides a nicely customized weapon that can easily be reloaded, early in a new match.  

 

Work on leveling weapons from the Mystery Box later, you want a strong guaranteed weapon. Leveling rarer weapons for your loadout is a luxury.  

 

Wall Weapons

Scattered throughout the city are a variety of weapons that can be purchased from white weapon outlines painted on walls. These run the gamut of weapons, from Pistols to Assault Rifles, but do not include every weapon possible to acquire in Zombies.  

 

What they do offer is a reliable method of getting a solid weapon, and, once the weapon kit is unlocked for that weapon type, your personally customized version of that weapon will be acquired from that wall buy.  

 

Additionally, wall weapons allow you to purchase full ammo reloads. Weapons acquired via other means can only be reloaded by picking up a Max Ammo power-up, which is not always in ready supply.  

 

Mystery Box

The Mystery Box contains wondrous weapons, but you must find the box before you can use it, and you must pay a fee for each use.  

 

There are stone markers around the city for possible locations of the Mystery Box. The location is random, and after buying a few weapons from the box, it has a tendency to vanish and appear elsewhere.  

 

You can find weapons in the Mystery Box that can’t be acquired anywhere else, some of which are quite powerful. It’s even possible to find a special type of ‘grenade’ that can be extremely helpful when dealing with masses of zombies.  

 

Be careful about over-spending on the Mystery Box early. When you (and your weapons) are still low level, getting an easily accessible, early wall weapon leveled up is more important than burning cash on random weapons that can only be reloaded with a power-up.  

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Power

Power, juice, electricity. Always a constant in Zombies, and always important.  

There are electrical junction boxes located around the city. Most are tied to the Perk machines, while others power devices that serve other purposes. Once you discover how to electrify and activate the flow of power, you can use the attached machines for the remainder of the match.  

 

Perks

Perk-a-Cola machines provide a powerful pick-me-up. Activate the power to the machine and you can spend a small sum to guzzle down a new perk in liquid form.  

 

These perks are very important to your continued survival in the city, and figuring out how to efficiently activate and acquire them for your whole party is one of the first steps in progressing smoothly in Shadows of Evil.  

 

Once purchased, perks are permanent unless you perish prematurely by going down. You can carry only four perks at a time (barring Gobblegum intervention), so choose your perk loadout carefully!  

 

Quick Revive

Available immediately in the starting alleyway, this perk provides you with a free self-revive when you are downed by enemies in solo play, or much faster revives in Multiplayer.  

 

Mule Kick

Mule Kick allows you to carry three weapons. Useful for making use of an extra wall weapon so you can purchase ammo, and keeping two more powerful weapons with a punch in reserve.  

 

Widow’s Wine

Widow’s Wine transforms your regular Frag Grenades into web grenades that stick to targets like Semtex in Multiplayer, then detonate with an explosion of webbing, ensnaring all nearby zombies.   

 

This upgrade is very helpful to have on a team; if a few members have web grenades, they can make use of the slowing effect to stagger groups of enemies, keeping other teammates safe.  

 

Widow’s Wine also provides an additional layer of protection by trapping those zombies that strike you in sticky webbing. Though powerful, this ability consumes a grenade and can run out quickly if you’re not careful.   

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Double Tap Root Beer

Increases your rate of fire and shoots more bullets without increasing ammo consumption! It’s a powerful upgrade, greatly improving the power of your rare weapons that have scarce ammo to begin with.  

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Jugger-Nog

Jugger-Nog toughens you up, letting you sustain a bit more damage from the nasties that patrol the city streets. It won’t save you if you get mobbed, but it can absolutely keep you standing after a few grazing hits from a pack of zombies as you sprint past.  

 

Speed Cola

Reduces the reload times on your weapons.  

 

 

Stamin-Up

A delicious Stamin-Up extends your sprint duration, allowing you to run farther and move more quickly through the city, to avoid foes more easily.  

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Gobblegum

What better to go with your delicious and refreshing Perk-a-Cola than some tasty, chewable Gobblegum? 

 

New in Call of Duty: Black Ops III Zombies, Gobblegum is a special new type of power-up that provides potent but temporary benefits—in contrast with the permanent bonuses from Perk-a-Cola, or the fleeting and instant effects of regular power-ups.

 

Gobblegum comes in a few varieties—one type lasts a certain amount of real time, another lasts a certain number of rounds, and the last type is triggered when a specific event occurs (such as getting downed or buying a wall weapon).  

 

Gobblegum Packs

Before you enter a Zombies match, you can configure your Gobblegum Packs. These are sets of five different Gobblegum that you can choose from the Gobblegum menu. Initially, you can choose from just a few flavors. As your profile gains levels, however, new flavors with different effects become available.  

 

You can customize your Gobblegum pack to support your favorite playstyle, or if you’re working with a particularly coordinated team, you can even collaborate and pick flavors that work well together.  

 

You can save up to five Gobblegum Packs, so it’s worth it to set up a few different packs, both to experiment and to suit different situations depending on if you’re playing alone, with friends, or with other players online.  

 

Gobblegum Vending Machines

To actually acquire Gobblegum, you must spend a bit of cash at Gobblegum vending machines located around the city.  

 

Gobblegum vendors are fairly common, but you can purchase only one piece of random Gobblegum from you pack per round, and occasionally, the vending machine may take offense to your presence and become temporarily out of order.  

 

Gobblegum is a very useful addition to your perk powers, but the benefits are temporary, which can get expensive early in the game. Wait to stock up on Gobblegum until after you have a solid weapon (and possibly a few perks) already secured.  

 

 

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Power-ups

Randomly dropped from downed foes, power-ups are instantly activated—one-shot boosts that give you an edge against the hordes. Don’t pick up the powerful offensive power-ups at the end of rounds, or Max Ammo if you still have a healthy ammo supply! You also need to watch out for missing power-ups, as they despawn after a short time if not used.  

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Insta-Kill

Allows you to kill an enemy with a single shot or hit from any weapon, melee or explosive. You can clear out a horde of enemies in seconds, clearing an area for a fast revive or removing lethal threats.  

 

Nuke

Fry every active zombie on the map in one big blast! There’s a brief delay before it triggers and every zombie in the area goes down in flames.  

This is the ultimate one-shot answer for saving a downed teammate, so don’t use the Nuke when you’re not feeling threatened. The Nuke power-up despawns fast, so quickly decide if you want to use it or not.  

 

 

Max Ammo

Gives your team full ammo for all weapons they are currently carrying. Vital for refilling special weapons that cannot be reloaded.  

 

Carpenter

Instantly repair all barricades across the map. Not quite as powerful as the other power-ups, but still a useful bonus that can give you a little extra time when new zombies join the fray.  

 

Double Points

Does what it says—doubles the score awarded for all actions. Try to activate this at the start of a round, or delay it until a large zombie train has been gathered.  

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Fire Sale

Activates all the Mystery Box locations to spawn temporarily and reduces the price to 10 points for 30 seconds.  

 

No escape from this city

It isn’t a question of if you lose in Zombies, it’s simply a question of when. There’s no end to the waves of enemies, growing ever stronger and more numerous.  

Sooner or later your defenses will falter, or fatigue will set in, and then they will have their feast… but you can certainly make it tough for them.  

 

There are mysteries to explore and a story to uncover, so if there is any goal to be had in the city (beyond discovering the Pack-a-punch machine and unleashing some fury), you can call it a Win if you’ve scoured the city for every buildable, and reached the end to the Zombies story.   

 

Of course, there are always more weapon levels to unlock, and some new Gobblegum packs to try, and just how many waves can you survive?  

 

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Video Trailers ~

Spoiler

Video Trailers

 

Shadows of Evil” Zombies Reveal Trailer

 

 

"Shadows of Evil” Prologue

 

 

 

Loading Screens ~

Spoiler

 

Loading Screen

 

Map Selection Screen

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Loading Screen

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Location ~

Spoiler

Location

 

Set in a fictional 1940’s city. Shadows of Evil is a film-noir-inspired horror story centered around four particularly troubled individuals – The Femme Fatale, The Magician, The Cop and the Boxer – And spans an entire Metropolis swathed in evil… Welcome to Morg City.

 

Morg City is the ideal backdrop for a noir horror story, featuring a theater district, Jazz Clubs and a Suspension Railway – Elements that add new depth and complexity as you fend off the undead. 

 

 

 

Possible City inspirations are ~ Chicago, New York, Amsterdam

 

 

 

Morg City Map ~

Spoiler

Morg City Map

 

Ritual Sites 

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Morg City Transit Map

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Playable Characters ~

Spoiler

Playable Characters

The Boxer ~ Floyd Campbell

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The Femme Fatale ~ Jessica Rose

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The Detective ~ Jack Vincent

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The Magaician ~ Nero

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Character possibly inspired by ~ Harry Blackstone Snr

 

Spoiler

 

Harry Blackstone Snr.

https://en.wikipedia.org/wiki/Harry_Blackstone,_Sr.

Harry Blackstone (September 27, 1885 – November 16, 1965) was a famed stage magician and illusionist of the 20th century. Blackstone was born Harry Bouton in Chicago, Illinois. He was often billed as The Great Blackstone. His son Harry Blackstone, Jr. also became a famous magician.

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Beast

 

Quote

All of the unfortunate that make up your party have been branded, marked in some way by foul and dark magic. Which, all things considered, is pretty horrible. But, there are some benefits to the eldritch symbols burned into your skin.  

 

Approach the burning purple brazier and activate it; doing so transforms you into a terror of flailing tentacles and teeth. While in “Beast form,” you are fast, powerful, and can interact with the world with your new powers. Your time in this form is limited—when it expires, you immediately snap back to your human form and appear wherever you activated it.  

 

Alert your teammates when you plan to Become the Beast and have them guard your mortal fleshy form—when you return to your body, you trigger an explosive wave of force that knocks back any nearby enemies, but it won’t always be enough to save you if you’re alone in a four-player game.

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Zombie Characters ~

Spoiler

Zombie Characters

 

Zombie Types

 

 

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Margwa

Massive, three-headed horrors, these demonic creatures appear in a cloud of brimstone, their footsteps shaking the ground as they lumber and charge toward you.  

 

Margwa are durable, dangerous melee enemies. They can be damaged only by shooting the yellow glow inside their open mouths when their maw opens.  

Worse still, after destroying one of their toothy faces, the Margwa enrages and stampedes toward you. Avoiding this rush is critical for survival, so engage the creature from a safe distance whenever possible (and preferably, from another level entirely, so the Margwa can’t rampage directly at you).

 

margwa_zpsnkjrhh28.jpg

 

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Parasites

These flying nightmares are small, but dangerous. As small airborne enemies, Parasites can be difficult to hit with certain weapons, and dealing with their harassing attacks can lead to zombies mobbing you on the ground.  

 

When you’re playing in a group, it’s helpful to have a marksman designated to take down Parasites quickly while the rest of the group focuses on keeping other enemies at bay.

 

parasites_zpsuk9dw2js.jpg

 

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Insanity Elementals (Meatballs)

Disgusting balls of flesh, Insanity Elementals roll toward their targets and then detonate in a cloud of blood and tissue. Yeah, they’re kinda gross.  

More importantly, they’re kinda dangerous. When you see clouds of flame descend from the sky, this is a warning of their imminent arrival. Be ready to destroy them quickly and from a distance. Seek out terrain that funnels them into an easy firing line, or elevated terrain that allows for a quick escape by jumping away.  

Do not engage packs of Insanity Elementals in open terrain. Doing so with zombies mixed in the fray all but guarantees getting struck from behind, which leads to a quick down in a dangerous location.

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The Keepers

 

 

 

 

 

Perks-A-Cola ~

Spoiler

Perks-A-Cola

 

 

 

specialty_quickrevive_zombies_zpse2b3d26 - Quick Revive 

Available immediately in the starting alleyway, This perk provides you with a free self-revive if you are downed by enemies in solo play, or much faster revives in Multiplayer.

 

 

specialty_juggernaut_zombies_zps339ae9f0 - Jugger-Nog

Jugger-Nog toughens you up, letting you sustain more damage from the nasties that patrol the city streets. It won't save you if you get mobbed, but it can absolutely keep you standing after a few grazing hits from a pack of zombies as you sprint past.

 

 

specialty_fastreload_zombies_zps14878c90 - Speed Cola

Reduces the reload times on your weapons.

 

 

specialty_doubletap_zombies_zpsd1525d54. - Double-Tap Root Beer II

Increases your rate of fire and shoots more bullets without increasing ammo consumption! It's a powerful upgrade, greatly improving the power of your rare weapons that have ammo to begin with.

 

 

specialty_mulekick_zombies_zps46c260ac.p - Mule Kick

Mule Kick allows you to carry  three weapons. Useful for making use of an extra wall weapon so you can purchase ammo, and keeping two or more powerful weapons with a punch in reserve.

 

 

specialty_marathon_zombies_zps1d0e1e9f.p - Stamin-Up

A delicious Stamin-Up extends your sprint duration, allowing you to run farther and more quickly through the city, to avoid foes more easily.

 

 

 - Widows Wine

Widow's Wine transforms your regular Frag Grenades into web grenades that stick to targets like semtex in Multiplayer, then detonate with an explotion of webbing, ensnaring all nearby zombies.

 

This upgrade is very helpful to have on a team; if a few members have web grenades, they can make use of the slowing effect to stagger groups of enemies, keeping other teammates safe.

 

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Gobble Gum ~

Spoiler

Gobble Gum

 

Classic ~

Spoiler

Classic

 

Always Done Swiftly

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Arms Race

Arms%20Grace_zpsu2rljrji.png

 

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Coagulant

Coagulant_zpskuuicemv.png

 

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In Plain Sight

In%20Plain%20Sight_zps4sxscgzz.png

 

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Stock Option

Stock%20Option_zpswlhbs9oh.png

 

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Impatient

Unlocked at Foil II (Level 3)

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Sword Flay

Unlocked at Saber II (Level 6)

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Anywher But Here!

Unlocked at Lance III (Level 10)

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Danger Closest

Unlocked at Knight Defender II (Level 15)

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Armamental Accomplishment

Unlocked at Attuned II (Level 21)

Armamental%20Accomplishment_zpsdrsmulr4.

 

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Firing On All Cylinders

Unlocked at Purificent I (Level 26)

Firing%20On%20All%20Cylinders_zpshg3a8ez

 

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Arsenal Accelerator

Unlocked at Justicar II (Level 30)

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Lucky Crit

Unlocked at Scourge I (Level 32)

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Now You See Me

Unlocked at Scourge III (Level 34)

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Now You See Me

Unlocked at Deresurrectionist (Level 35)

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Mega ~

Spoiler

Mega

 

Aftertaste

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Burned Out

Burned%20Out_zpslrojsn9e.png

 

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Dead Nuclear of Winter

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Ephemeral Enhancement

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I’m Feeling Lucky

Im%20Feelin%20Lucky_zps6rwwnr3i.png

 

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Immolation Liquidation

Immolation%20Liquidation_zpsjxqswsua.png

 

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Licensed Contractor

Licensed%20Contractor_zpszq5lm825.png

 

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Pheonix Up

Phoenix%20Up_zpsw7ilrm8o.png

 

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Pop Shocks

Pop%20Shocks_zpsbcnxboqp.png

 

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Respin Cycle

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Unquenchable

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Who’s Keeping Score

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Cache Bank

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Kill Koy

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On the House

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Wall Power

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Killing Time

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Perkaholic

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GOBBLEGUM 101

 

Spoiler

 

GOBBLEGUM 101

 

In Call of Duty: Black Ops 3 Zombies, GobbleGums can be an invaluable tool for survival. Alongside the wealth of weapons that you can unlock and equip throughout the onslaught, GobbleGums can provide much-needed offensive and defensive abilities, such as boosts in speed, increased damage, and more. So, how do you earn them? What can you use them for? Read on as we deliver a crash course in the zombie-dispatching benefits of GobbleGums.

 

 

WHAT ARE GOBBLEGUMS?


GobbleGums are an all-new gameplay feature in Black Ops 3 Zombies. As mentioned, GobbleGums offer players consumable bonuses and abilities, which can be acquired through Dr. Monty’s GobbleGum Machines found in each map. As you defeat waves of zombies, you can use the points you’ve earned to randomly draw one of five default GobbleGums, each offering their own unique benefits for a limited time after they’re activated.

 

When you first start out in Zombies, you’ll be able to draw from five default GobbleGums within a match, but as you progress, you can unlock new variations and craft your own customizable GobbleGum Packs. Much like Create a Class in multiplayer, GobbleGum Packs let you personalize your Zombies kit to match your play style. Do you find yourself running straight into the fray? Create GobbleGum Packs that give you bonus melee damage or make you invisible to zombies for a brief window. Play more conservatively? Fill your pack with GobbleGums that make you recover faster or generate extra ammunition. You can also cater your GobbleGum Packs to offer an edge when playing solo or to complement the survival strategies of your group.

 

 

Gobblegum_Mega.jpg

 

 

CLASSIC GOBBLEGUMS VS. MEGA GOBBLEGUMS
 

There are two types of GobbleGums: Classic GobbleGums and Mega GobbleGums. Classic GobbleGums can be unlocked as you earn XP and rank up in Zombies and offer a variety of perks. Right off the bat, you have access to five Classic GobbleGums, including:

 

 

Always Done Swiftly: 
Walk faster while aiming. Raise and lower your weapon to aim more quickly. Activates immediately and lasts 3 full rounds.

 

Arms Grace: 
Respawn with the guns you had when you bled out. Activates immediately and lasts until next respawn.

 

Coagulent: 

Longer bleedout time. Activates immediately and lasts for 20 minutes.

 

In Plain Sight: 
You are ignored by zombies for 10 seconds. Player activated. Comes with two activations for 10 seconds each.

 

Stock Option: 
Ammo is taken from your stockpile instead of your weapon’s magazine. Activates immediately and lasts for three minutes.

 

 

Mega GobbleGums, on the other hand, offer more rare and powerful bonuses and can only be unlocked by using Vials of Liquid Divinium in Dr. Monty’s Factory—more on this in a moment. There are a wide array of Mega GobbleGums for you to discover, but here are a few examples:

 

Pop Shocks: 
Melee attacks trigger an electrostatic discharge, electrocuting nearby zombies. Auto-activates when meleeing attacking zombies, comes with five activations.

 

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Kill Joy: 
Spawns an Instakill power up. Player activated, comes with two activations.

 

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Killing Time: 
All zombies freeze in place for 20 seconds. If they are shot, they will be annihilated when the time is up. Player activated, comes with one activation.

 

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Dr. Monty's Factory

 

Spoiler

 

Dr. Monty's Factory

 

USING DR. MONTY’S FACTORY

Dr. Monty’s Factory is a new system within the Zombies menu that lets you craft Mega GobbleGums. To create a Mega GobbleGum, you must use Vials of Liquid Divinium, a new crafting material that can be earned by completing Zombies matches. Alternately, on PlayStation 4, Xbox One, and PC, Vials of Liquid Divinium can also be acquired with Call of Duty Points—a new in-game currency introduced earlier this month. Vials of Liquid Divinium are used to power three unique vats, each capable of producing Mega GobbleGums. For one Vial of Liquid Divinium, you can power up the first vat and create a Mega GobbleGum, meanwhile for two Vials you can use the second vat and get a better chance at receiving a rare Mega GobbleGum. For three Vials, however, the third vat will give you the best chance at receiving a rare Mega GobbleGum.

 

After unlocking Mega GobbleGums in Dr. Monty’s Factory, you can add them to one of your customizable GobbleGum packs and reap the benefits in Zombies.

 

 

 

Dr. Monty's Factory Tutorial

 

In Black Ops 3 Zombies, Dr. Monty's Factory is where you can create your own flavors of Gobblegum, one-time use perks that come in multiple rarities and abilities. The more vials of Liquid Divinium used at a time, the more Gobblegums and better odds at getting an Ultra Rare! See how Dr. Monty's Factory can help you survive even longer against the zombie horde.

 

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Kemaco Lion Peanut Machine (Possible Inspiration)

 

Spoiler

 

Kemaco Lion Peanut Machine

http://www.chadscoinop.com/picgallery/KEMACO.html

Known as a Lion Vendor by collectors due to the lion head on the front casting. Ornate legs add to the great look of this peanut machine. KEMACO stands for Kelley Manufacturing Company. It was manufactured in 1904. Other names are found on the coin entry plate such as LION and PIX.

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Power-Ups ~

Spoiler

Power-Ups

 

specialty_instakill_zombies_zps1pmtpyr0.Insta-Kill

 - Double Points

specialty_firesale_zombies_zps88y0wrsh.pFire Sale

Nuke

Max Ammo

Carpenter

 

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Weapons ~

Spoiler

Starting Weapons

  • Bloodhound
  • Knife
  • Fragmentation Grenades

 

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Wall Weapons

 

RK5

  • Cost ~ 500 points
  • Location ~ Easy Street

RK5_zpsxg9hdswg.png

Three-Round burst Pistol. Fast burst cycle rate.


A quick killing, quick firing burst Pistol, the RK5 can one-burst kill at very short range, or finish off a damaged target in one burst.  

 

However, it has the worst magazine capacity of the Pistols, so it can get you in trouble against more than one target!

 

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Sheiva

  • Cost ~ 500 points (also available in Mystery Box)
  • Location ~ Easy Street


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Semi-auto marksman Assault Rifle. Eliminates enemy infantry in two shots.  


A powerful marksman Assault Rifle, the Sheiva is a cut-down Sniper Rifle in many ways. With the High Caliber attachment, you can down enemy players with a single headshot at shorter distances.  

 

The Sheiva has worse handling characteristics than other Assault Rifles, with very slightly slower ADS times and slow reloads. Because of these traits and the low rate of fire, stay out of CQC.  

 

The Sheiva is a tack driver at any range, so its pinpoint accuracy serves you well if you can keep your enemies at range.

 

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L-CAR 9

  • Cost ~ 750 points (also available in Mystery Box)
  • Location ~

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Full-auto machine Pistol. Medium fire rate with modest damage.


The slowest ADS time of the Snipers, it also has commanding power, capable of one-shot kills anywhere above the hips.  

 

If you prefer staying at long range and picking your targets and lines of sight carefully, this is your best choice among the Sniper Rifles.

 

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KRM-262

  • Cost ~ 750 points (also available in Mystery Box)
  • Location ~

KRM-262_zps3or5v78m.png

Pump-action Shotgun. One-hit kill against enemies in close quarters.  


A reliable and powerful Shotgun, the KRM-262 is the easiest of the four to use up close and on the move, whether hipfired at very short range, or ADS at targets near the edge of its effective range.  

 

However, it pays for this ease of use with the lowest reliable range for one-shot kills, so always be ready for a follow up shot if you think they may be on the fringe of your effective range.  

 

Unlike the other Shotguns, the KRM-262 is reloaded one slug at a time, which can be beneficial if you need to cancel a reload and take a shot at a sudden surprise attacker, but you don’t have the ability to fully refresh your load in one go.

 

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Kuda

  • Cost ~ 1250 points (also available in Mystery Box)
  • Location ~


Kuda_zpsorryrtzb.png

Full-auto Submachine Gun. Steady fire rate with balanced recoil.


An all-around performer, the Kuda has the only three-shot kill potential of the SMGs (albiet at very short ranges), and maintains its four-shot kill potential out to the best range, as well.  

 

The Kuda has a moderate fire rate and recoil, making it a controllable weapon, but its range actually causes some awkward problems.  

 

At very close range, its killtime is good, but it’s then eclipsed by other SMGs until the tail end of its four-shot kill range. To perform best with this weapon, you must be very aware of distances on different maps, and control engagement ranges carefully. Using a Suppressor and a Long Barrel is a viable option to stay out of reach of the VMP, Vesper, and Weevil, and get in close off the radar for very short range kills.

 

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Vesper

  • Cost ~ 1250 points (also available in Mystery Box)
  • Location ~

Vesper_zpslll1ce5r.png

Full-auto Submachine Gun. Fastest fire rate in class.


A true bullet hose, the Vesper has the best kill times up close in the SMG class. It also boasts the highest potential to be customized into a hipfiring CQC beast. The Vesper suffers from intense recoil and rapid damage falloff, though, making it a very poor choice for engaging at a distance.  

 

Given its limited range to begin with, silencing it with a suppressor and forcing close range engagements is a good way to maximize its strengths.

 

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VMP

  • Cost ~ 1300 points (also available in Mystery Box)
  • Location ~

VMP_zpsgtwg07g9.png

Full-auto Submachine Gun. Strong damage output at the cost of a smaller magazine.


A slightly less intense cousin to the Vesper, the VMP has good killtimes up close, but maintains its damage slightly better at a distance.  

 

The VMP still has strong recoil, but it is predictably up and to the left, which you may find manageable with some practice.

 

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M8A7

  • Cost ~ 1500 points (also available in Mystery Box)
  • Location ~

M8A7_zpsqb81wzt4.png

Four-round burst rifle. High cycling rate of fire with minimal recoil.


A powerful burst weapon, the M8A7 has controllable and predictable vertical recoil, and can kill in a single burst out to long range.  

 

Because of the M8A7’s recoil pattern and high rate of fire, it is particularly lethal against stationary targets, making it a strong weapon against players camping behind cover or in windows at a distance.

 

The high cyclic rate does demand rapid trigger presses to fully utilize, which makes it slightly more challenging than the XR-2 to control while fighting on the move.

 

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KN-44

  • Cost ~ 1400 points (also available in Mystery Box)
  • Location ~

KN-44_zpsgmymrfbn.png

Full-auto Assault Rifle. Fast fire rate with moderate recoil.


A well rounded Assault Rifle, the KN-44 has three-shot kill potential at short ranges, never drops below four. With a fire rate second only to the HVK-30, it’s an effective weapon if you can control its moderate recoil, which kicks left and right.  

 

Customized with CQC attachments, the KN-44 performs well at short range. With ranged attachments, it works out to a medium distance as long as you can handle the recoil.

 

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HVK-30

  • Cost ~ 1600 points (also available in Mystery Box)
  • Location ~


HVK-30_zpsuo7amnvr.png

Full-auto Assault Rifle. Fastest fire rate in class.


The bullet hose of the Assault Rifle family, the HVK-30 has the best fire rate, which it pays for with the worst damage profile among its Assault Rifle siblings.  

 

You may wish to embrace its RoF advantage fully, and make use of Rapid Fire and High Caliber to boost its killtime. Just be aware of the cost to long range accuracy and use controlled bursts at a distance.

 

HVK-30_zpspps0efts.png

 

 

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Bootlegger

  • Cost ~ 2000 points (also available in Mystery Box)
  • Location ~

 

 

 

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Bowie Knife

  • Cost ~ 3000 points (also available in Mystery Box)
  • Location ~ Waterfront

 

 

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Trip Mine

  • Cost ~ 1000 points (also available in Mystery Box)
  • Location ~ Waterfront0 Points (Waterfront)

 

 

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Mystery Box Weapons

Bootlegger

 

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VMP

VMP_zpsgtwg07g9.png

Full-auto Submachine Gun. Strong damage output at the cost of a smaller magazine.


A slightly less intense cousin to the Vesper, the VMP has good killtimes up close, but maintains its damage slightly better at a distance.  

 

The VMP still has strong recoil, but it is predictably up and to the left, which you may find manageable with some practice.

 

VMP_zpskf0brkvt.png

 

 

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Weevil
Weevil_zpsqbvlnojv.png

Full-auto Submachine Gun. Large magazine capacity with modest damage.  


With middle of the road damage for the SMG class, the Weevil is also in the middle in terms of recoil, with strong vertical recoil, but less wildly out of control than the VMP or Vesper.  

 

It’s still more intense than either the Kuda or Razorback, so if you engage at a distance, make those extra bullets count and don’t let up until your target is down.  

The Weevil excels at engaging multiple targets in a row without needing to reload, make sure you don’t reload unnecessarily early when using the Weevil!

 

Weevil_zpsqitw9sch.png

 

 

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Pharo

Pharo_zpsnxtz59or.png

Four-round auto-burst SMG. Reliable damage and accuracy, cycles burst automatically by holding the trigger.  


A unique SMG, the Pharo fires auto-bursts like the XR-2 and the 48 Dredge.  

 

The Pharo has quite good killtimes, even at a distance, so if you can get used to its rhythmic cycling and up-left kick, the Pharo can perform quite well up close or at a distance.

 

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Man-O-War

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Full-auto Assault Rifle. Strong damage with a slow fire rate.


The high damage option, the Man-O-War can kill with three shots out to a great distance, at the cost of a slower rate of fire. Keep your enemies at arms-length with this weapon to make it perform well.  

 

The Man-O-War also has a distinctive kick up and to the left, which can be a benefit if you’re more comfortable compensating for predictable recoil in one direction (vs. the left/right bounce exhibited by the KN-44 and HVK).

 

Man-O-War_zpsd8feog4p.png

 

 

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HVK-30


HVK-30_zpsuo7amnvr.png

Full-auto Assault Rifle. Fastest fire rate in class.


The bullet hose of the Assault Rifle family, the HVK-30 has the best fire rate, which it pays for with the worst damage profile among its Assault Rifle siblings.  

 

You may wish to embrace its RoF advantage fully, and make use of Rapid Fire and High Caliber to boost its killtime. Just be aware of the cost to long range accuracy and use controlled bursts at a distance.

 

HVK-30_zpspps0efts.png

 

 

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Sheiva


Sheiva_zpspdejwp9x.png

Semi-auto marksman Assault Rifle. Eliminates enemy infantry in two shots.  


A powerful marksman Assault Rifle, the Sheiva is a cut-down Sniper Rifle in many ways. With the High Caliber attachment, you can down enemy players with a single headshot at shorter distances.  

 

The Sheiva has worse handling characteristics than other Assault Rifles, with very slightly slower ADS times and slow reloads. Because of these traits and the low rate of fire, stay out of CQC.  

 

The Sheiva is a tack driver at any range, so its pinpoint accuracy serves you well if you can keep your enemies at range.

 

Sheiva_zps8dpjwmmy.png

 

 

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ICR-1
ICR-1_zps0cwf05zg.png

Fully automatic Assault Rifle. Modest damage with minimal recoil.


The most accurate of the full auto Assault Rifles, the ICR-1 is surprisingly stable, and with a Grip attached, is competitive at long range.  

The ICR-1 has average damage for the class, starting at four and dropping five shots only at long range.

 

ICR-1_zpsvarmmu9w.png

 

 

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205 Brecci
205%20Brecci_zpscsqxxwre.png

Semi-automatic Shotgun. High damage and range, best used when aiming down the sight.


A mix between the KRM-262’s brute force and the Argus’ superior range, the 205 Brecci works best when ADS at targets that are outside the KRM’s easy hipfire kill range.

 

205%20Brecci_zpscfjfdtjm.png

 

 

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Argus
Argus_zpseg3ejdsi.png

Lever-action shotgun. Highly accurate buckshot spread, extremely effective when aiming down the sight.


A slug firing Shotgun, the Argus demands ADS usage and good accuracy.  

 

In exchange, you get the best range potential of any Shotgun, still capable of one shot kills up close, and with headshots, at an even greater distance.

 

Argus_zpsl88pf7co.png

 

 

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Haymaker 12
Haymaker%2012_zpsa4g8j8ff.png

Fully-automatic Shotgun. Fast fire rate with modest damage.  


A bullet hose of a Shotgun, the Haymaker 12 trades off instant lethality for extreme ease of use.  

 

Hold the trigger down and keep your crosshairs on target to drop an enemy very quickly. Don’t bother trying to line up for a perfect shot; just get the lead on target ASAP!

 

Haymaker%2012_zps3hm2huxu.png

 

 

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

 

Dingo
Dingo_zpsrikkp2ue.png

Full-auto Light Machine Gun. Fast fire rate with moderate recoil.


The Dingo has a higher rate of fire than the BRM, but it pays for this by requiring an extra shot to kill. It also has slightly more intense recoil and a smaller magazine.  

 

Make use of the Dingo at shorter ranges than the BRM to benefit from its slightly improved TTK, and avoid the difficulty of wrangling its recoil to score the extra hits at a distance.

 

Dingo_zpsfc8g6noq.png

 

 

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

 

BRM
BRM_zpsylfsuelh.png

Full-auto Light Machine Gun. Strong damage with balanced recoil.


A powerful weapon, the BRM can kill in three shots out to extremely long range. With only moderate recoil, it’s accurate enough to get those shots on target reliably.  

 

The BRM’s time to kill is eclipsed by CQC focused weaponry, but at the middle distances, it is dominant over all SMGs and most Assault Rifles, as well.

 

Take advantage of this weapons generous ammo and good penetration to keep the bullets raining on any target trying to hide behind, or duck in and out of cover.

 

BRM_zpsa0pjpx4q.png

 

 

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

 

48 Dredge
48%20Dredge_zpsaztn4kfc.png

Six-round auto-burst machine gun. Each burst fires at a rapid fire rate.


A six-round burst LMG that auto-cycles as you hold the trigger, the 48 Dredge has a very high rate of fire within the burst. If you can manage the vertical recoil, it can kill extremely quickly, on par with the burst Assault Rifles.

 

48%20Dredge_zpsd9pqyaoh.png

 

 

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

 

Gorgon
Gorgon_zpsrltyytsh.png

Full-auto Heavy Machine Gun. Two-hit kill at a slow fire rate.


The hardest hitting automatic in the game, the Gorgon can kill in two shots out to extreme range, and still manages pinpoint accuracy due to its low rate of fire.  

 

This power is reined in by that rate of fire, though, as you will find it cannot compete with dedicated CQC weapons up close. It also still loses to most Assault Rifles at a medium range if they are on point with their accuracy.  

 

However, customized with ranged attachments and a good optic, this is a deadly lane control weapon—only Sniper Rifles and marksman configured Assault Rifles have a chance of engaging you effectively if you keep your distance

 

Gorgon_zpszqvv4egx.png

 

 

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

 

Locus
Locus_zpsvvfo0r6n.png

Bolt-action Sniper Rifle. One-hit kill to the ribs and above.


The fastest handling of the four Snipers, the Locus has the best ADS time, making it the quickest of the four for rapid on the move shots.  

With good one-shot killing potential, if you are confident in your accuracy, the Locus works well for mobile combat, quickly scoping in to down targets and moving again.

 

Locus_zpshj4pboyv.png

 

 

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

 

Drakon
Drakon_zpsrx4rfde0.png

Semi-auto Sniper Rifle. One-hit kill to the upper chest and above.  


The fastest firing Sniper, it has the weakest damage profile, requiring an upper chest hit to score the one-hit kill.  

 

However, with its high rate of fire, it’s actually the best candidate of the Snipers for suppression—you trade off one-shot kills for the ability to silently take down targets at great range in two quick shots.

 

Drakon_zps0mbwysvd.png

 

 

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

 

SVG-100
SVG-100_zpsx5scl4xo.png

Bolt-action Sniper Rifle. High damage and zoom, with reduced handling speed.


The slowest ADS time of the Snipers, it also has commanding power, capable of one-shot kills anywhere above the hips.  

 

If you prefer staying at long range and picking your targets and lines of sight carefully, this is your best choice among the Sniper Rifles.

 

SVG-100_zpsc8vvr5ns.png

 

 

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

 

Ray Gun

Ray Gun Menu Icon BOII

 

 

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

 

Li'l Arnie

 

 

 

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

 

Special Weapon

See Apothicon Sword

 

 

 

Mystery Box ~

Spoiler

Mystery Box

 

The Mystery Box contains wondrous weapons, but you must find the box before you can use it, and you must pay a fee for each use.  

 

There are stone markers around the city for possible locations of the Mystery Box. The location is random, and after buying a few weapons from the box, it has a tendency to vanish and appear elsewhere.  

 

You can find weapons in the Mystery Box that can’t be acquired anywhere else, some of which are quite powerful. It’s even possible to find a special type of ‘grenade’ that can be extremely helpful when dealing with masses of zombies.

 

mystery_box_zpsutudau9z.jpg

 

 

 

Wünder Weapon ~

Spoiler

Wünder Weapon

Apothicon Servant

Pieces ~

  • Margwa Heart (Drop collected after Killing a Margwa)
  • Margwa Tenticle (Harvest a Purple POD)
  • Xenomatter (Drop collected from Parasite or Insanity Elemental)

 

 

Name Variants ~

  • Mar-Astagua
  • Nar-Ullaqua
  • Kor-Maroth
  • Lor-Zarozzor

 

 

.

 

 

Apothicon Swords ~

Spoiler

Apothicon Swords

Pieces ~

  • Apothicon Egg

 

 

Name Variants ~

  • Astanar Nethurgast
  • Maroth Zorguamat
  • Ullamargor Zortuk
  • Shubozzor Ullagua

 

wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

 

 

 

Reborn Swords (Upgraded)

 

Pieces ~

  • Arch-Ovum

 

wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

 

 

 

Lil' Arnie ~

Spoiler

Lil' Arnie

 

Items that can be Harvested from PODS ~

  • RK5
  • L-CAR 9
  • Locus
  • KRM-262
  • Bootlegger
  • Blood Money
  • Max Ammo
  • Double Points
  • Insta-Kill
  • Fire Sale
  • Nuke
  • Zombie
  • Ray Gun
  • Bloodhound

 

  • Parasite
  • Zombie
  • Grenade

 

  • Margwa Tenticle (Required to build the Apothicon Servant Wunder Weapon)

 

.

 

Rocket Shield ~

Spoiler

Rocket Shield

 

 

Goddard Apparatus - (Upgraded Shield)

 

 

Robert H. Goddard

rocket-apparatus-r.h.goddard-1914-transp

US1103503-0.pngUS1103503-1.png

 

 

PODS ~

Spoiler

PODS

Part Required ~

  • Fumigator

 

Items that can be Harvested from PODS ~

  • RK5
  • L-CAR 9
  • Locus
  • KRM-262
  • Bootlegger

 

  • Blood Money
  • Max Ammo
  • Double Points
  • Insta-Kill
  • Fire Sale
  • Nuke
  • Zombie
  • Ray Gun
  • Bloodhound

 

  • Parasite
  • Zombie
  • Grenade

 

  • Margwa Tenticle - Purple POD (Required to build the Apothicon Servant Wunder Weapon)

 

 

Ritual Parts & Sites ~

Spoiler

Ritual Parts

Parts & Locations ~

Summoning Key (Easy Street) [Required for all Rituals]

 

  Golden Fountain Pen (Junction)

 

 Championship Belt

[

 

  Badge (Canals District)

 

 Hair Piece (Footlight District)

 

 

 

Ritual Sites

Locations ~

  • Nero's Landing
  • The Anvil Boxing Gym (Waterfront District)
  • Ruby Rabbit (Canals District)
  • Black Lace Burlesque Club (Footlight District)

 

 

Pack-A-Punch

Spoiler

 

Pack-A-Punch

  • Complete the 4 Rituals
  • Open a Portal to the Subway
  • Place the 4 Worms in the Pedestals
  • Place Summoning Key on Ritual Table

 

How to Pack-A-Punch - Video Walkthrough

Video by Laggin24x

 

 

Pack-A-Punch on Round 1 (Co-Op) - Video Walkthrough

Video by RADAUSTIN27

 

 

Margwa Head ~

Spoiler

Margwa Head

Reduces Margwa damage to a Player

 

 

 

 

Ciphers ~

Spoiler

Ciphers

 

@LiamFTWinter thread ~ Secret Codes in Shadows Of Evil & The Giant

 

 

Junction & Canals Cipher

Credit to @MrRoflWaffles

 

Cipher Key ~

ONLYTHECURSEDSURVIVE

 

Cipher Text on Picture

MNWQUTTDIBRNZYEFJZDFYAJGNUSEFVYTOENLSQOXTBAHUUPRJPNOFFJPOLVPWXBTNIRODFFEENO

 

Plain Text (Decoded Message) ~

THE ELDERS WILL CONTINUE TO SEED SPACE AND TIME

I MUST LEAD THEM TO THE PLACE THEY CANNOT SEE

 

Junction%20amp%20Canals%20Cipher%20Text_

 

 

Location ~

Junction

Junction%20Cipher_zpskbqeogug.png

 

 

Location ~

Canals

Canals%20Cipher_zpsk7z6kbmq.png

 

 

Waterfront High Street Cipher Decoded

 

 

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

 

 

Waterfront High Street Cipher

Credit to @MrRoflWaffles

 

  • Press the Action Button on this Brick located in this Waterfront High Street room to reveal the cipher

 

Cipher Text on Picture ~

AOGNKZBCPSEWFMUHXDIRTLVYQ

HVWFCTGQMZPESYLANRBXOUIDK

MGIQMROXGXRFNMMRSWRWYEINZSGXXWNZWQHWEPPQXIWBBKZYWHKXMWFYGK

 

Plain Text (Decoded Message) ~

M IS INTERESTED IN THESE WORTHLESS BEINGS ALL HIS WORK WILL BE UNDONE X

 

 

Waterfront%20High%20Street%20Cipher%20Te

 

Waterfront%20High%20Street%20Cipher%20Br

 

Waterfront%20High%20Street%20Cipher_zpss

 

 

Waterfront High Street Cipher Decoded

 

 

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

 

 

The Anvil Cipher

Credit to @MrRoflWaffles

 

  • Damage (Shoot or Zap) the picture in the middle (Peter Livingstone) to reveal this Cipher

 

Cipher Text on Picture ~ HHGGGAVVGGFMIEAPQVNBBYVTNJICRUUGPYRELEOPK.ZHDC

 

The%20Anvil%20Cipher%20Text_zpsdt0h6bvk.

 

The%20Anvil%20Cipher_zpsupstzwqr.png

 

 

The Anvil Cipher Solved

 

 

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

 

 

Subway / Rift Cipher Formula

Credit to @LiamFTWinter

Tupper's Self-Referential Formula

Tuppers%20self%20referential%20Formula_z

 

Text on Picture ~

 

Decoded Message ~

QVXl5jb.png

 

 

 

 

Pack-a-Punch Ritual Table Cipher

Credit to @MrRoflWaffles

 

  • Located underneath the edge of the Pack-a-Punch Ritual Table

 

Cipher Text on Picture ~

 

Decoded Message ~

 

 

 

.

 

 

Paper Scraps Picture ~

Spoiler

Paper Scraps Picture

@DragonGJY Thread ~ Figuring out all scrap paper locations

 

On 11/23/2015 at 0:09 AM, DragonGJY said:
  1. Nero's: Second floor, near the exit, on the ground next to some other papers.
  2. Jessica's: Looking at the exit of the room, on the right of the ritual table, the first table.
  3. Vincent's: On the floor where the ritual table is, on a table.
  4. Campbell's: At the back of the room, second floor, next to a window, on a notice board of some sort.
  5. At the end of the junction, towards the location of the market, on a box.
  6. Very near to the previous one, in the market near the entrance of the canal, on a box left to another box where a broken perk bottle can be found.
  7. In the spawn room, left to the Quick Revive machine, on a crate, stuck to a bunch of paper.
  8. In the Waterfront train station. To see this one you will have to call in the train to open the entrance door, and the scrap is located within the gap between the platform and the train ( The one closest to the stairs )
  9. In the PAP room, DON'T put the gateworm to form the right wall, form the left one and run along to the opposite, and go to the right edge, the scrap is stuck on the rock above where you are about to fall into the deep. This note will be UNABLE to be seen once the right wall has formed.
  10. ?

 

Credit to @LiamFTWinter

 

.

 

 

Business Shop Names ~

Spoiler

Business Shop Names

 

Chang's Laundry

Yaw Chang - Senior Character Artist

 

Changs%20Laundry_zpsscvxdfmy.png

 

 

CJ's Printing Inc

CJ Connoy - Producer

 

CJsa%20Printing%20Inc_zpsm0uf66al.png

 

 

 

Zac's Hats

Zach Gonzalez -- Associate Producer

 

Zacs%20Hats_zpsr7v61t2o.png

 

 

 

Blundell's Baked Goods

Jason Blundell - Director, Campaign & Zombies / Senior Executive Producer

 

Blundells%20Baked%20Goods_zps20phvoex.pn

 

 

 

Schmidts

G. Henry Schmitt - Game Designer

 

Schmitts_zpsuxyx75hy.png

 

 

Harsha's Hotel

Ken Harsha - Art Director

 

Harshas%20Hotel_zpsyp4s6ohu.png

 

 

Harsha Cigerettte

Ken Harsha - Art Director

 

Harsha%20Cigarettes_zpszkmemlmp.png

 

 

 

Zazings

?

Zazings_zpsnbxdblnv.png

 

 

 

Zandi's Smoke Lounge

Ali Zandi -- Level Designer

 

Zandis%20Smoke%20Lounge_zpsnkyvktax.png

 

 

 

Goldfarb Fabrics

David Goldfarb - (ex) Lead Designer for DICE

 

This one is interesting as he is the only non-Treyarch Employee.

A few disagreements between Treyarch (Call of Duty) & DICE (Battlefield) make for this Easter Egg...

 

Goldfarb%20Fabrics_zpsrwmsjtxt.png

 

 

 

Nesbits Cafe

Justin Nesbit -- Level Designer

 

Nesbits%20Cafe_zpsfkanhdkt.png

 

 

 

Jade Coast Trading

?

Jade%20Coast%20Trading_zps2uhmjl2o.png

 

 

Hippos' Cafe

?

Hippos%20Cafe_zpsm6kvxwb7.png

 

 

JJ's Newsstand

?

JJs%20Newsstand_zps2irxok4g.png

 

 

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

 

 

Mob of the Dead Characters Names

 

Deluca Shipping

Sal Deluca

 

Deluca%20Shipping%20-%20Easy%20Street_zp

 

Delucs%20Shipping%20Co%20Est%201849_zpsu

 

 

 

Al's Barber Shop

Al "Weasel" Arlington

 

Als%20Barber%20Shop_zpsghonn1qu.png

 

 

 

O'Learys B & L

Finn O'Leary

 

OLearys%20BampL_zpspzrxf66b.png

 

 

 

Wall Writing ~

Spoiler

Wall Writing

 

 

.

 

 

Pictures & Posters ~

Spoiler

Boxing Posters

 

Bryce Houska – Environment Artist

VS

Peter Livingstone – Tech Lead of Zombies

 

Houska%20vs%20Livingston_zpszauxcuaa.png

 

 

 

Lee Souder – CG Artist

Versus

Anthony Saunders – Level Designer 

 

Souder%20verses%20Saunders_zpspqu2o6df.p

 

 

 

Justin Nesbit – Level Builder

VS

Ali Zandi – Level Designer/Artist

 

Nesbit%20vs%20Zandi_zpsfxqpspnt.png

 

.

 

 

Boxer Photos ~

Spoiler

 

Boxer Photos

 

  • The Heads on all of the Boxers are Treyarch Employees

 

Shadows%20of%20Evil%20Boxing%20Photos%20

 

 

Wall (Left Side)Shadows%20of%20Evil%20Boxing%20Photos%20

 

  1. Zach Gonzalez -- Associate Producer
  2. Ryan Higa -- Senior Engineer
  3. ?
  4. Henry Schmitt -- Game Designer
  5. Mike Anthony -- Senior Game Designer

 

 

     

    Wall (Right Side)

    Shadows%20of%20Evil%20Boxing%20Photos%20

     

    1. Peter Livingstone -- Tech Lead of Zombies
    2. Evan Olson -- Senior Engineer
    3. Darwin Dumlao -- Senior Artist
    4. Mark Maestas -- Senior Game Designer
    5. Wade-Hahn Chan -- Game Designer
    6. Ji Hye Lee -- Associate Artist

     

     

    Old Time Radio Table

    Shadows%20of%20Evil%20Boxing%20Photos%20

     

    1. ???
    2. Ali Zandi -- Level Designer
    3. Justin Nesbit -- Level Designer
    4. Anthony Saunders -- Level Designer
       

     

     

    Telephone Table

    Shadows%20of%20Evil%20Boxing%20Photos%20

     

    1. ?
    2. ?

     

    Credit to @SparkyMcsparks for his knowledge!

     

     

     

    Telephone Calls ~

    Spoiler

    Telephone Calls

     

    The Reporter & Mr. Rapt

    Located in each Train Station is a Telephone that rings once you have caught the train from one station to another. 
    They can be activated in any order & will always play the same consecutive message.

     

    They are all from a reporter who is gathering information on the 4 playable characters for a man known as "Mr Rapt" (Shadowman)

    Mr Rapt then contacts each of the playable characters colleagues, tricking them by making out they are in trouble, which causes the four playable characters to kill & also sacrifice their colleagues too.

     

    Transcripts taken from Tac's thread ~ Transcripts of Zombies Radios, Journals, Cinematics, and Letters

    Quote

    [Train Station Phone Call 1] Reporter: Hey Mr. Rapt, just checking in. So, I'm here, finally, taking in the sights, sounds and smells of Morg City. I know you sent me here to write a piece about the city's bustling nightlife and theater scene, and the characters that inhabit it, but things are gettin' kinda strange. Even though no one seems to wants to talk about it, something is definitely off about this city. Just last week there was a meteor shower, a freakin' meteor shower! And everybody acted like it was no big thing. Then, the mold showed up, all over the city. In the dark, damp alleys, there's a strange kind of fungus growing. It looks weird, and smells even weirder, but nobody's really said anything. Then people started getting sick. At first it just made them delirious... confused. Then they really got sick. It was like they were wasting away. People finally started talking about it. I spoke to one guy in his 80s, a fruit seller, at a local market. He said a similar thing happened in New England in 1882. When I tried to press him on it, he just lowered his head and ignored me. If you ask me, something definitely ain't right here.

    Quote

    [Train Station Phone Call 2] Reporter: Hey Mr. Rapt. So, I went by the market again today. For some reason, the fruit seller was much more talkative, even if what he said was more than a little crazy. He told me that when he was a boy, his uncle would get drunk and start talking about how a 'dark force' cast its shadow over the city. How good and evil were battling right on our doorstep, and that the only holding back the forces of the apocalypse was.. The Ancient Order of the Keepers. Well, even if what he said was more than a little crazy, I'm not sure he was. Even though they're scared, or maybe because they are, people are talking more. Asking around, I've heard more than a few whispers about this Ancient Order and the Keepers. I think it's some kind of cult. They say you can hear them chanting sometimes, from beneath the city. There's all these rumors about human sacrifice and freaky shit that even the police won't investigate. Because they've been paid off, or because they're too damn scared? I'm not sure what to believe anymore.

    Quote

    [Train Station Phone Call 3] Reporter: Hey Mr. Rapt. So I tracked down all the people you asked me to look into. I sent you a telegram of all their details, all their contact numbers. But I gotta be honest... I'm gettin' nervous. These last six months you've had me working like a *inaudible* private dick, when really I just wanna be a reporter. It's not that I'm ungrateful, I know the cheques you've given me are more than generous for services rendered. It's just.. all the stuff you've had me do - tracking down ancient artifacts in the South Pacific, finding all these strange metals and rocks in Russia - yet still, I haven't even met ya face-to-face! I'm sorry Mr. Rapt, I think maybe the mood in the city has given me a little... it's making me nervous, antsy. Anyway, I'm looking forward to you finally getting here.

     

     

     

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

     

     

    Nero's Lawyer & Mr. Rapt

    To play both of these Phone Calls, you must activate the Telephone in the Junction, Perform Nero's Ritual, then you can activate the phone in Nero's Landing.

     

    Nero's Lawyer receives a phone call from (presumably) Mr Rapt informing him that Nero's wife has taken out large loan agreements. 

    Nero then kills his wife & sacrifices his Lawyer, when in fact, Mr Rapt was the one who faked the loan documents.

     

    Transcripts taken from Tac's thread ~ Transcripts of Zombies Radios, Journals, Cinematics, and Letters

     

     

    Location ~ Junction

    Nero%20-%20Junction%20Telephone_zpsx6fqh

    Quote

    [Junction Phone Call]

    Mr. Rapt:  As you can see, these documents give some indication as to the considerable amounts of money we are talking about.
    Nero's Lawyer:  My client would never have signed the authorization on these loans!
    Mr. Rapt:  Nonetheless, there it is, in black and white, signed by the Mrs. herself.
    Nero's Lawyer:  Nero's family estate is not what it once was.  Even if these documents are genuine, we'll need some time to get our affairs in order.
    Mr. Rapt:  I would advise your client that our company intends to aggressively pursue settlement, within one week.  Fifteen days, at the most.
    Nero's Lawyer:  Look I need to make a call, my secretary will see you out.

     

     

    Location ~ Nero's Landing

    Neros%20Landing%20Telephone_zpsu2ju44nn.

    Quote

    [Nero's Landing Phone Call]

    Nero's Lawyer:  Nero, I have the most wonderful news!  The loan documents were fraudulent!  Well, your wife was fraudulent. She forged your signature on the loan agreements, and we can prove it!  The date on the forms says November 5th, last year.  Exactly the same time you were in the hospital following your performance of the Amphibious Man!  You couldn't possibly have signed those papers, you were in a coma for the entire month!

     

     

     

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

     

     

    Jack Vincent's Partner & Mr. Rapt

    To play both of these Phone Calls, you must activate the Telephone in Canal High Street, Perform Jack's Ritual, then you can activate the phone in the Ruby Rabbit.

     

    Jack's Partner receives a phone call from (presumably) Mr Rapt asking questions if Jack is taking bribes. 

    Jack then kills & sacrifices his partner, when in fact, Mr Rapt was the one who sold Jack out.

     

    Transcripts taken from Tac's thread ~ Transcripts of Zombies Radios, Journals, Cinematics, and Letters

     

     

    Location ~ Canal High Street

    Jack%20Vincent%20-%20Canal%20High%20Stre

    Quote

    [Canal High Street Phone Call]

    Mr. Rapt: Please understand that you yourself are not under any suspicion at this time.
    Jack's Partner: Yeah yeah, I know, can we just cut to the chase?
    Mr. Rapt: The chase? Excellent metaphor. Or is it an allegory, I can never remember the difference.
    Jack's Partner: You wanna know about my partner, Jack Vincent.
    Mr. Rapt: You're a good detective.
    Jack's Partner: So what do you want to know? That he's a loudmouth, a showoff, more than a little rough around the edges?  That he's a drinker, smoker?  How about the fact that he's got a wife that scares him more than any fucking criminal out there?  What do you want me to tell you?
    Mr. Rapt:: Is Jack Vincent on the take.
    Jack's Partner: Listen, the more I talk to you, the more I'll get a reputation around the precinct.  Can we maybe do this elsewhere?

     

     

    Location ~ Ruby Rabbit

    Jack%20Vincent%20-%20Ruby%20Rabbit%20Tel

    Quote

    [Ruby Rabbit Phone Call]

    Jack's Partner: Hey Jackie it's me.  Some suit came by from Internal Affairs today, asking a whole bunch of questions.  I didn't say shit, 'cause I don't know shit.  As far as I can tell, you're in the clear.  I trust you Jackie, you're my best friend.  You're like a brother.  I just want you to know I got your back.  Always.

     

     

     

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

     

     

    Floyd Campbell's Promoter & Mr. Rapt

    To play both of these Phone Calls, you must activate the Telephone in Waterfront High Street, Perform Floyd's Ritual, then you can activate the phone in the Anvil Boxing Gym.

     

    Floyd's Promoter receives a phone call from (presumably) Mr Rapt questioning why Floyd is fighting instead of the promoters #1 fighter, saying that he has a vested interest & trying to protect the #1 fighter from losing. Floyd was on good odds from the bookies if he won, so he uses knuckle dusters to win convincingly. 

    Floyd kills his opponent using knuckle dusters & sacrifices his Promoter, when in fact, Mr Rapt set up this fight. 
     

    Floyd already had a Title fight organised.

     

    Transcripts taken from Tac's thread ~ Transcripts of Zombies Radios, Journals, Cinematics, and Letters

     

     

    Location ~ Waterfront High Street

    Floyd%20Campbell%20-%20Waterfront%20High

    Quote

    [Waterfront High Street Phone Call]

    Mr. Rapt: Putting aside your enormous self-interest as a promoter, what would you like to say to boxing fans everywhere about the upcoming fight, particularly with regard to this last-minute substitution, uh, Floyd Campbell?
    Floyd's Promoter: I'd like to say that Floyd Campbell is a credible opponent, despite how the bookies may see it.
    Mr. Rapt: What about the fact that fans would much rather see the number one contender facing off with the champion, your champion, as opposed to this little heard of, journeyman fighter?
    Floyd's Promoter: Look, there's no doubt that Floyd Campbell is the underdog, nevertheless.
    Mr. Rapt: Are you using Campbell to keep your big moneymaker away from opponents who could be just a little too dangerous?
    Floyd's Promoter: The champ doesn't avoid anyone.
    Mr. Rapt: But-
    Floyd's Promoter: But nothin', this interview is over! No further questions!

     

     

    Location ~ The Anvil

    Floyd%20Campbell%20-%20Anvil%20Boxing%20

    Quote

    [The Anvil Boxing Gym Phone Call]

    Floyd's Promoter: Hey Floyd, you did good. You kept your word, deliver the knockout. I just wanted to tell you not to worry about any fucking journalists or commission investigations.  That shit is done.  Anyways, besides setting your mind at rest, I wanted to give you the good news.  It's all set, you got it Floyd.  You got your title shot.  January 15th.

     

     

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

     

     

    Jessica Rose's Producer & Mr. Rapt

    To play both of these Phone Calls, you must activate the Telephone on the Footlight High Street Balcony , Perform Jessica's Ritual, then you can activate the phone in the Black Lace Club.

    Jessica's Producer receives a phone call from (presumably) Mr Rapt offering Jessica a Movie Deal which she takes. A photographer takes revealing photos of her so she kills him. Jessica didn't know that she was also offered a role on Broadway. But she took the Movie Deal instead.

    It was set up by, Mr Rapt

     

    Transcripts taken from Tac's thread ~ Transcripts of Zombies Radios, Journals, Cinematics, and Letters

     

     

    Location ~ Footlight Hight Street

    Jessica%20Rose%20-%20Footlight%20High%20

    Quote

    [Footlight High Street Phone Call]

    Mr. Rapt: As you know, I'm looking to cast a female lead in my new picture, and I heard that you have quite the roster of up-and-coming talent in this town.
    Jessica's Producer: Can you maybe tell me a little more about what kind of woman you're lookin' for?
    Mr. Rapt: I'm looking for an All-American girl, a real beauty.  I heard you may know an aspiring actress by the name of Jessica Rose?
    Jessica's Producer: The Burlesque dancer? Haha, she ain't exactly peaches and cream.  More sugar and spice.
    Mr. Rapt: I heard she's a real firecracker, if you know what I mean.  I'd like to meet her, give her a... scream test.
    Jessica's Producer: Leave it with me, I'll get back to ya.

     

     

    Location ~ Black Lace Burlesque Club

    Jessica%20Rose%20-%20Black%20Lace%20Tele

    Quote

    [The Black Lace Burlesque Club Phone Call] 

    Jessica's Producer: Hey hey, Jessica!  A movie director came by to talk to me today, said he wanted to meet you.  I gotta be honest, I didn't get a good feeling from him.  I told him where to go, hahaha.  Well, not in so many words.  Listen, I'm glad you didn't sign that studio contract.  Truth is I'm not even much of a producer!  I'm more of a talent wrangler.  Here's the thing, my partner's written a musical that just got financing.  I know you're gonna be perfect for the lead!  This time next year, you're gonna be on Broadway baby!

     

    .

     

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

     

     

    All Telephone Calls [Audio Files]

     

     

     

     

    Songs ~

    Spoiler

    Songs

     

    Secret Song ~ Snakeskin Boots - Activation Walkthrough

     

     

     

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

     

    Secret Song ~ Cold Hard Cash - Activation Walkthrough

     

     

     

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

     

    Black Ops III Soundtrack

     

    Track Listing ~

     

    Spoiler
    1. I Live (Electronic Version)
    2. The Frozen Forest
    3. Prologue / Black Ops
    4. New World / From the Brink of Death
    5. Sarah Hall
    6. Chasing Secrets
    7. The 54 Immortals
    8. Shanty Town / Riding the Tempest
    9. Into the Q Zone
    10. In Darkness
    11. Cloud Mountain
    12. P.A.W.W.S.
    13. Ignition
    14. Coalescence
    15. Horrors at the Silo
    16. Diaz
    17. Vengeance
    18. Burn / Rescue
    19. Future Soldiers
    20. Retreat
    21. Ramses Station
    22. Interrogating Salim
    23. Safehouse
    24. Liberty Road
    25. Dreams (featuring Azam Ali)
    26. A World Upside Down
    27. Ego Vivo
    28. Therapy
    29. Sand Castle
    30. Lotus Towers
    31. What Has Taylor Become?
    32. Leviathan
    33. I Live (Orchestral Version)
    34. Cold Hard Cash (featuring Antonia Bennett)
    35. Snakeskin Boots
    36. Double-Tap Rootbeer
    37. Mulekick
    38. Revive Soda
    39. Jugger-Nog
    40. Widow's Wine
    41. Speed Cola

     

       

      BO3%20Soundtrack%20Cover_zps9ptnlflm.jpg

       

       

      Interview with Jack Wall

      http://www.forbes.com/sites/davidthier/2015/09/30/behind-the-scenes-of-call-of-duty-black-ops-3s-orchestral-soundtrack/

       

       

      .

       

       

      Character Quotes ~

      Spoiler

      Character Quotes

       

      Shadowman Quotes

       

       

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

       

      Nero - The Magician Quotes

       

       

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

       

      Floyd Campbell - The Boxer Quotes

       

       

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

       

      Jack Vincent - The Cop Quotes

       

       

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

       

      Jessica Rose - Femme Fatale Quotes

       

       

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

       

      The Civil Protector Quotes

       

       

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

       

      Rituals

       

       

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

       

      Morg City Transit Quotes

       

       

       

      • Like 10
      Posted

      Cheers @kea83

       

      I've added a bit more content and also found this Antique Peanut Vendor (Gobble Gum Machine)

       

      Spoiler

       

      Kemaco Lion Peanut Machine

      http://www.chadscoinop.com/picgallery/KEMACO.html

      Known as a Lion Vendor by collectors due to the lion head on the front casting. Ornate legs add to the great look of this peanut machine. KEMACO stands for Kelley Manufacturing Company. It was manufactured in 1904. Other names are found on the coin entry plate such as LION and PIX.

      KEMACO%20Lion%20Peanut%20Machine%202.jpg

      KEMACO%20Lion%20Peanut%20Machine.jpg_zps

       

       

      Posted

      (Sorry about the 3rd page being cut off, I was leaving work & in a rush. I didn't realise it scanned like that. I'll get better individual scans over the weekend & update)

       

      This is from the from the Official Strategy Guide.

      Zombies Tour Guide Book

      Spoiler

       

      Zombies%20Tour%20Guide%20P1-2_zpsueebrvh

      Zombies%20Tour%20Guide%20P3-4_zpsjzbszxw

      Zombies%20Tour%20Guide%20P5-6_zpsop3cjpi

      Zombies%20Tour%20Guide%20P7-8_zpsqi2zy9y

       

       

       

      • Like 1
      Posted

      OP Updated

       

      Added Character Quotes & Gumballs over the last few days. Going away for 2 days & never finished rendering the Telephone or Femme Fatale quotes. Some really interesting quotes in there.

       

      Lots more to come.

      Posted
      5 hours ago, PINNAZ said:

      @Nightmare Voyager or @Stop Mocking Me0 or @ anybody else.

       

      Could you guys compile a list of all the Shadows of Evil Guns & their Pack-a-Punched names into a reply? I know you guys like your Guns.

       

      That you save me quite a bit of time & help me out heaps. Cheers

       

      Already have one:

       

       

      Submachine Guns:

      Weevil- Barrage

      Pharo- Whispering Regurgitator

      Bootlegger- Ein Sten

      Kuda- Crocuta

      VMP- The Impaler

      Vesper- Infernus


      Assault Rifles:

      Sheiva- Cumulus Struggle

      ICR-1- Illuminated Deanimator

      Man-O-War- Dread Armada

      HVK-30- High Velocity Kicker

      M8A7- The Unspeakable

      KN-44- Anointed Avenger


      Shotguns:

      KRM-262- Dagon’s Glare [750 Points]

      205 Brecci- Stellar Screech

      Haymaker 12- Shoeshining 100

      Argus- Ancient Messenger


      Light Machine Guns:

      BRM- Blight Oblivion

      Dingo- Dire Wolf

      Gorgon- Athena's Spear

      48 Dredge- Trapezohedron Shard


      Sniper Rifles:

      Locus- Arrhythmic Dirge

      Drakon- Bahamut

      SVG-100- Ikken Hissatsu


      Pistols:

      MR6- Death and Taxes

      Bloodhound- Meat Wagon

      RK5- Rex-Kalibur 115

      L-CAR 9- Flux Collider 935


      Launchers:

      XM-53- Helical Incandescence

      • 3 weeks later...
      Posted

      Shadows%20of%20Evil%20Boxing%20Photos%20

      From left to right...

      • Zach Gonzalez -- Associate Producer
      • Ryan Higa -- Senior Engineer
      • ???
      • ???
      • Henry Schmitt -- Game Designer
      • Mike Anthony -- Senior Game Designer
      • Peter Livingstone -- Lead Engineer
      • Evan Olson -- Senior Engineer
      • Darwin Dumlao -- Senior Artist
      • Mark Maestas -- Senior Game Designer
      • Wade-Hahn Chan -- Game Designer
      • Daniel Cheng -- Art Specialist
      • Ji Hye Lee -- Associate Artist

      Shadows%20of%20Evil%20Boxing%20Photos%20

      From left to right...

      • ???
      • Ali Zandi -- Level Designer
      • Justin Nesbit -- Level Designer
      • Anthony Saunders -- Level Designer
      • Brains 1
      • Like 4
      Posted
      11 hours ago, SparkyMcsparks said:

      Shadows%20of%20Evil%20Boxing%20Photos%20

      From left to right...

      • Zach Gonzalez -- Associate Producer
      • Ryan Higa -- Senior Engineer
      • ???
      • ???
      • Henry Schmitt -- Game Designer
      • Mike Anthony -- Senior Game Designer
      • Peter Livingstone -- Lead Engineer
      • Evan Olson -- Senior Engineer
      • Darwin Dumlao -- Senior Artist
      • Mark Maestas -- Senior Game Designer
      • Wade-Hahn Chan -- Game Designer
      • Daniel Cheng -- Art Specialist
      • Ji Hye Lee -- Associate Artist

      Shadows%20of%20Evil%20Boxing%20Photos%20

      From left to right...

      • ???
      • Ali Zandi -- Level Designer
      • Justin Nesbit -- Level Designer
      • Anthony Saunders -- Level Designer

      Where's yours Sparky? :)

      • Like 1
      • 4 weeks later...
      Posted

      These threads are nice, Pinnaz, for someone like me who likes to just see the info without the theatrics.

      However, I have a question. Where does the game or promotional material say what Nero's last name is? I get the whole inspiration thing, but I just haven't seen any source that says the character's last name is that.

      Oh, also, know where I might find some info on when the level takes place? It'd just be nice to know.

      • 6 months later...
      Posted

      Correction: under both "PODS", and "Lil Arnie", you have pod contents listed. Both lists are different and are different than in-game currently.

       

      Maybe the game changed, or 360 is different, but I've never seen an L-CAR-9 in a pod (i won't rule it out,  but haven't seen it in 28+ days of playing).

       

      Pods frequently give Man-O-War, which is not listed above. It's not uncommon to search 4 pods in a row and get 4 MWR in a row. Tip: if you search pods a lot, unlock and pimp the MWR.

      • Like 1

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