About the Zombies Library ~
SpoilerWelcome 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 ~
SpoilerPost 1 ~ From the Creators – Interviews
SpoilerFrom the Creators
- Zombies 101
- Jimmy Zielinski Interview
- Arnie Swekel Interview ~ Principle Artist for Raven Software
GK Nova Viral
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Campaign Intel
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Terminal Files
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Kino der Toten
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- 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
“FIVE”
Spoiler
· 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
Ascension
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Call of the Dead
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Shangri-La
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Moon
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Call of Duty XP 2011
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· 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 ~
Spoiler
Zombies 101
Spoiler
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
Spoiler
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
SpoilerArnie 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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