Wednesday, September 28, 2011

Der Riese Info and Strategy

If you think Verrukt was bad, and Shi No Numa really pushed you to your limit then embrace yourself with more  intense gameplay of Nazi Zombie Map “Der Riese” recently released by Treyarch. You can’t blame them for keep on working on the zombie part of the World at War because you are partly the reason for them doing that.

I mean, 1 million downloads on the first day of release of every freaking zombie map, wtf? And then people say “Enough Zombies FGS”. Well that’s not strange, as always critics and freaking gamers don’t go the same path, it has been proven many times, with  some games getting the poor rating and still becoming the most played games over the weekend.
Hilarious? anyhow “Der Riese” another zombie installation in the popular Call of Duty World at War zombie mode has been around for weeks now and has proven to be rather mysterious for everyone. Lot of gameplay changes, new machines, new guns, and storyline mysterious as ever.
Der Riese means Zombie factory, it’s a former secret Nazi research facility, now turned into zombie paradise. It features the Pack a Punch machine, a device capable of upgrading your weapon with a touch of a button. The map is connected by teleporters to move from one place to another and in times these teleporters will be very crucial for surviving zombies and hell hounds.
What’s New in Der Riese?
There are lot of new interesting things in Der Riese that were not present in previous zombie maps, Verrukt and Shi No Numa.
Carpenter 
Carpenter is new power up added in this map, it appears as a hammer and instantly repairs all the windows of Der Riese map, in turn slowing down the zombies and giving your team enough time to regroup.
Bowie Knife
Bowie knife is an all new weapon featured in Der Riese and does the one hit kill till round 19 with an ability to do much damage in the later rounds as well. It’s a bad ass weapon to survive in times when you are out of ammo. It is found after opening the door leading to Teleporter C and will cost you around 3000 points.
Monkey Bomb
Monkey bomb is a type of secondary weapon, a sort of toy mounted with grenade. It is alternative to your secondary grenade with 3 held at a time and refills with max ammo power ups. It is found in mystery box and attracts all zombies around him before detonating and destroying everything in its area of effect. But the most noticeable thing is that it requires several seconds to pull it out and throw it, making it a slow weapon so use it intelligently.
CODWW_PackAPunchPack a Punch Machine
Pack a Punch Machine is the new upgrade machine featured in Der Riese Zombie Map. The concept is the same as of Perk a Cola Machine or Mystery Box but Pack a Punch machine actually upgrades your weapon in hand and in a way enhance it but it doesn’t necessarily upgrades every weapon, the weapon should be compatible, meaning Pack a Punch machine supported weapon, but it allows majority upgrades of weapons found in Der Riese.
You can use  Pack a Punch machine if you have electricity on, all three teleporters are linked to the mainframe, a compatible gun and cost of upgrade which is 5000 points.
The upgrade effects of Pack a Punch machine on weapons are still questionable but here is the list of weapons that we know and the upgrade effect of Pack a Punch machine on them.
Pack a Punch Weapon List
.357 Magnum: Name changes to “.357 Plus 1 Kil-u”, and has increased damage.
M1 Garand W/launcher:Name changes to “The Imploder”, has 4 extra rounds in magazine, 3 more grenades to launch, so considerable increase in ammo capacity.
BAR: Name changes to “The Widow Maker”, has extra 10 carried ammo, 10 rounds per magazine, and increased ROF.
Browning M1919: Name changes to “B115 Accelerator”, has devastating fire rate with 250 extra carried ammo.
Double Barreled Shotgun: Name changes to “24 Bore Long Range” and has increased range.
Sawed-Off Double Barreled Shotgun With Grip: Name changes to “The Snuff Box” and the upgrade effects are still not known.
FG42: Name changes to “420 Impeller”, extra carried ammo with increased magazine size.
Gewehr 43: Name changes to”G115 Compressor”, and now has more ammo and increased damage.
Kar98k: Name changes to “Armageddon” increased magazine size and do more damage.
M1 Garand: Name changes to “M1000″ and has increased ammo.
M1 Thompson: Name change to “Gibs-o-matic” has increased ammo, magazine size, and damage.
M1911: Name changes to “C-3000 B1AT CH35″ and becomes a grenade launcher with 6 rounds per magazine.
M1A1 Carbine: Name changes to “Widdershins RC-1″ and becomes fully automated.
MG42: Name changes to “Barracuda FU-A11″ and has 250 more held ammo with an increased fire rate.
MP40: Name changes to “The Afterburner” and now has extra 32 rounds per magazine.
PPSh-41: Name changes to “The Reaper”, has increased magazine size with 345 extra carried ammo.
Ray Gun: Name changes to “Porter’s X2 Ray Gun”; magazine size is doubled with reduced splash damage, and now fire a red beam instead of green.
M2 Flamethrower: Name changes to “FIW Nitrogen Cooled”; allows quicker movement, increase damage, cools down faster and uses less heat initially.
Wunderwaffe DG-2: Name changes to “Wunderwaffe DG-3 JZ”; magazine size and stored ammo doubled, fire spread increased to 20 zombies, no longer requires direct hit, and can kill you.
Trench Gun: Name changes to “Gut Shot”; 10 shells in magazine, now reloads 2 shells at a time, and has tighter pellets spread.
Panzerschreck: Name changes to “Longinus”; has extra ammo, holds 3 rockets at time, and is semi automatic now.
PTRS-41: Name changes to “The Penetrator”; 8 rounds per magazine, more penetration, and increased range when scoped.
Type 100: Name changes to “1001 Samurais”; increased ammo, magazine size and fire rate.
STG-44: Name changes to “Spatz-447″; 30 more rounds in magazine, 120 extra carried ammo, and more damage.
Type 99: Name changes to “The Eviscersator”; upgrade effect not known but Fly Trap needs to be activated for it to be appeared in mystery box. No one has been able to get Type 99 yet.
Mystery Surrounding Type 99
Whether you have started Der Riese Nazi Zombie Map or have been playing non stop, it’s an annoying fact that Type 99 is still to be found. No one in the gaming community has got his hands on this mysterious weapon yet. Considering the seriousness of the situation, here are the few facts that we know about Type 99.
We all know that by triggering “Elevate your Senses” achievement, it starts a mini game where you have to find certain objects scattered all over the map. After you have successfully recovered all these objects, Type 99 should appear in the mystery box but that hasn’t happened yet.
Gathering data from all over the gaming community, it’s safe to say that the objects found by most of gamers were “Teddy bear holding a bowie knife” (located at the main frame on the window ledge to the left), “Teddy bear with juggernog bottle” (located inside the animal cage by the trench gun) and “The Monkey” (located inside the furnace by the Thompson).
There are two of these Monkeys that make the total hidden objects 4 (Teddy Bears x2, Monkeys x2).
Rumor has it that if you have recovered these objects then Type 99 should appear in the mystery box but that’s a big IF, you know. As far as Treyarch is concerned, they released this mysterious weapon in the Pack a Punch Machine Weapon List so there is no denying that it exists for sure.
It’s either as if there is another object to be found after activating “Elevate Your Senses” mini game or it’s an error in the game at Treyarch ends, either way it’s a mystery not resolved yet. Got something about Type 99? Share with us in Comments.
How to use Fly Trap to Activate “Elevate Your Senses”
Der Riese Achievements/ Trophies
Elevate Your Senses- To get this you must have a weapon that has been upgraded through pack a punch machine. It won’t work unless the gun is upgraded. Follow the video tutorial to find it. Anyway if you for some reason can’t find it, face the pack a punch machine, open the door on your right and it’s a window opening on the left.
Locksmith – There are total of 9 doors in the map, open all the doors to get this trophy. Well it isn’t that difficult. All of these will be open, once you have linked teleporters. If you have trouble finding all of them, search around a bit during early rounds along with your friends and you will be able to open them but only in early rounds so that you don’t meet much zombie resistance.
40 Knives – Get a Bowie Knife and kill 40 zombies with it and that’s it.
Der Electrician – To have this trophy, you need to link all the teleporters before round 7.
Frequent Flyer – This trophy is rather easy to get, just use teleporters atleast 8 times and you are done.
Wacker Packer – You will have this trophy when you upgrade your weapon with Pack a Punch machine for the first time.
The Might of the Monkey – You will achieve this trophy when you will use “The Monkey Bomb” for the first time.
Perkaholics Anonymous – Get this trophy by surviving till round 20 without buying any perk.
Acquire Waffle Weapons – Obtain the Ray Gun, Wunderwaffe DG-2 and the Monkey Bomb at the same time in a game to achieve this trophy.
Pack Addict - Upgrade 5 weapons at the Pack-a-Punch Machine to get this baby.
Few Notes
FG-42 is a weapon that now can be bought of the wall for 1500 points.
Zombies can now climb certain ledges and fences.
Mystery box once again is pointed by a trail of light from the sky. This time however the light is blue and comparatively harder to spot.
Der Riese Map Guide
Well layout of Der Riese is somewhat larger then the previous two zombie maps Verrukt and Shi No Numa, for the starter it may seem huge. Patience is recommended while playing this map, you will get used to it after several rounds of continuous gameplay.
The vast train will force you to focus on team work more then ever, relying on each other for watching your back is more then necessary now. Anyway we have a good enough Map guide to get you through the basics so read carefully comrade.
CODWW_MP3_DerRiese_Map
Der Riese Rooms
There are several rooms in der riese, the starting room is just outside the factory. There are barricades against the zombies, two either side of each, one to side of power generator and one down to the doorway. There are two rooms that lead outside the starting room and the pack a punch machine is just behind the main frame.
Right Factory Room
after opening the door on the right, you will see a barricade containing a double barreled shotgun and a door that leads to a different room. Watch out for the railing above, from where the ugly zombies can jump down from, there is also two brick walls in the room that should be taken care of. When you switch on the generator, this room gets connected to the left factory room as well as the Mystery box spawning room.
Right Hallway
after opening the door that leads out of the right factory room, you get in to the right hallway. This is where you will find a staircase leading towards a box, where you will find few barricades and Thompson.
Left Factory Room
after opening the door on the left, you will find a barricade guarding an ally and a locked door. When the power is turned on, this room gets connected to the right factory room and the mystery box spawning room.
Left Hallway
after opening the door that leads out of left factory room, you will end up in left hallway. It has trench gun and two barricades. There is a staircase leading to a box barricade and another locked door leading to teleporter 2 room.
Teleporter 1
You will find a locked door to the right balcony of mystery box spawning room that door leads to the room containing one of the teleporters as well as the mystery box spawning point. There is also barricade in this room.
Teleporter 2
Open the locked door in the left hallway, and you will enter a room with yet another teleporter. There is also a barricade here that requires our attention because zombies can access this one. If a player goes up to staircase in this room, he will be able to clearly see a balcony type wall, from where they can shoot down zombies entering first room. There is a barricade in this balcony type room which also contains a mystery box spawning point.
Mystery Box Spawning Room
Open either of the box barricade in either hallway and you will end up in a balcony, an area just outside the factory. You will find juggernog placed to the left of the boxes on the left side. Now if you jump off the roof, you will come across mystery box sitting next to the power generator.
You will find doors leading to teleporter 3 and teleporter 1. The double tap root beer can be found on the right side of the balcony. When the power is turned on, a bridge folds down connecting the two balconies and the room connects with the left and right factory rooms.
Teleporter 3 Room
Open the door in the mystery box spawning room and that will lead you to a building in the factory. You will find a bowie knife placed at entrance of that building and inside it, lays the final teleporter. You will find a set of stairs, mystery box spawning point, a cave and a balcony here.
The balcony in question is just outside the building and can be used to shoot down the approaching zombies. You will find a barricade behind the balcony. There is door here that leads to another room with quick revive.
Why Electricity? 
Der Riese just like Verrukt is electricity dependent, and there are lots of things that require electricity to be switched on. Let’s say to link teleporters, open certain doors, and to use Perk a Cola machines, and Pack a Punch Machine.
Use of Teleporters
To link the teleporter, you need to approach the teleporter, and hold action button. Once you do this, a timer will appear for 30s and within that time you need to return to the spawn room and link it to the mainframe. Pack a Punch machine requires all three teleporters to be linked to the mainframe. When they are linked you can teleport from one node to mainframe never vice versa or to another node.
After many teleports, sometimes an evil girl announcer will say “uh-oh” and no power up will be dropped. It is then possible for a hell hound to appear, it’s not yet confirmed whether you need to activate fly trap first before this can happen. If you know anything about that, share with us.
Der Riese Strategy
Der Riese is a large map as compared to its predecessors so sticking together as a team and communication is more then important now. Your success lies on these two factors which will decide the outcome of the game. The more cohesive and communicative you as a team, more chances of survival you have.
As the zombies are far more deadly then before, their attack power and high speed has forced us to prefer juggernog and speed cola to save our skins from the advancing hordes of zombies and upgraded hell hounds.
Now linking up teleporters before round 10 should be your top most priority or you won’t survive in the later rounds. Try to grab a decent weapon off the wall or mystery box and hopefully with juggernog, you will have more chances to survive when you connect all teleporters and move on.
Most important tip in surviving is to not to rush for perks or teleporters in the heat of rounds. Wait for the wave of zombies to slow down near the end of the round, either make them slow crawler by throwing a nade or trap a zombie behind a window with one member baby sitting the zombie while others getting all  the perks and whatever they want with ease.
Once you have linked up all the teleporters and have access to pack a punch machine, that’s where the game finally begins. You can either camp in the teleporter rooms to fend off oncoming zombies specifically the warehouse holding teleporter C can be used as a barricade against zombies.
Fetch some MG’s to cover the ground floor while others man the upper window and take care of the stragglers. Still with all these tips, you can only survive team work and good communication in the later rounds.

Monday, August 22, 2011

Dead Ops Arcade Tips






Tips.




1. To get far you will need to play with 3 people on a good connection.




2. You must work as a team and share the gold/Loot making sure each players goes up a single multiplier at a time.




3.Bonus rooms i have not found the perfect way on how bonus rooms work and there not that important until after round 40. But i always suggest that you take the first arrow that appears on the screen and if there are 3 arrows that pop up take the 2nd as that might be a armory.




4.Room of fate. Ok guys i must be honest there is a system on how the room of fate works when you get in the room of fate everyone must go into the middle of the screen and you will see 4 arrows appear. each one of these arrows mean something




1. Fortune ( long weps

2. Firepower ( mini gun perm

3. Friendship ( bird for life)

4. Feet ( quick feet perm




5. What room of fate perks to get




I would suggest this green player to get fortune for some reason the zombie run direct to you when in a helicopter. The other players Mini gun and Bird.




we have reached level 80 with these methods




6. How to kill the monkey faster. The monkeys are tough bosses and take a beating but its also a time where you can lose lots of lives and equipment. so i suggest this that the mini gun person takes the offensive and the other players stay away from trouble. the money is very weak against RPG fire so if one drops get your fortune guy to grab it and blast away. I also suggest that if you all have a plentiful stock of nukes that i would work out a method between your guys that one one guy will call in nukes and if a player needs one that shout nuke. Stops you guys from using all your nukes.




7. Power ups and picks ups. Lets say your playing with fate,fire-power and bird.you would make sure that fortune,fire-power and bird all have certain roles. fortune will be the person that takes all weapons and Birds. Mini-gun and bird do not take pick ups share nukes and speeds.




fire-power is always on the forward front taking down zombies and targeting dogs first and assisting other players.




Fortune( must play as green will also go on the offensive when they have picked up a weapons ( mini-gun ,shotgun,ray gun, Chinas and RPG's lake can be used to blast in spawns but never for general running around killing. Using tanks to block a spawn point and rolling over zombies and choppers for pure carnage. When you lose a your weapons go on the back and take zombies down without risk until good weapons appear to fight again.




Bird. The conservative roll only takes the front leads when fortune does not have any power ups as 2 pee shooters are better than 1. Only picks up weapons when fortune has a great ammo. Bird players to most important roll tho as some areas you need to hold a certain area and without bird this is not possible.




strategy For areas ( that some people find hard)




Creeps Crawlers. Keep moving as try not to get in the sides of the maps while moving the crawlers cant kill you. when seeing them spawn aim to take down the white zombies first then target the crawlers.




Down Pour. Each player needs to go the the top the stairs then straight on and hold the area. looks like a inverted L Firepower shoots down the alley and bird and fortune down the other way.




Suicide bomber round a simple round just keep your distance away from them and keep moving.




DOGS. sneaking dogs always seem to tag you. Everyone to the corner of the map where the are most electric polls. Fire power and bird take one side each and fortune in the middle assisting each player. Turrets are good for dogs and kill them easy so if you come across and easy to pick up go for it.








Shangri La Strategy, Easter Eggs, and stuff

Ok… so here it is… the 3rd map pack from Treyarch featuring a whole new Zombie level called “Shangri-La” and the scenery is beautiful,  the zombies are ugly, and the monkeys are back again, but does it live up to past zombie map experiences? Well, I’m not quite sure yet because it’s only around 8am and I’ve had a few rounds solo, but here’s what I’ve found out so far…
Monkeys are always around except this time they’re not wearing power ranger pajamas like in Ascension, instead, they blend in almost perfectly with the background and are extremely hard to see when you’re concentrating on shooting zombies faces off. I found that out the hard way when a monkey came running around a corner and all I could do was hear it’s screeching little yelp and then I got smacked, luckily I was able to get away that time but I can see these little bastards becoming quite a pain in the ass later on when you’re hurting and need to just get away for a second.
Zombies are still combo hitting, so don’t expect this level to be any easier than Call of the Dead, with the exception of not having a roaming zombie (at least in the beginning) like George Romero was in Call of the Dead. Now I’ve heard that a flaming zombie is going to show up at some point to take over George’s role but I have yet to see it, which means that all you have to do is take some time in the first few rounds to explore and do whatever it is you want to do before things get insane.
So, another question we all were wondering was if Treyarch was intending to make this map harder than the ones before since that seems to be their motivation these days. I am going to say that yes, this map does appear to be delivered without vaseline, so don’t expect to run around in a circle too easily as I’ve only identified a few places where that might be possible, and even in those places there are entrances all around you. Another thing is that there is a new kind of floor you have to walk on inside one of the temples you first go into, it’s made out of mud with stone floors that appear only when the walls come down from the ceiling in a trap kind of way, hard to explain but you’ll understand as soon as you play it (I’ll also try to get some video up here at some point). The same room is also apparently tied to an Easter egg since there are some huge wheel type things on the walls with symbols on them that you can turn by pressing the usual action button (X on Xbox360, I believe it’s the box button on PS3).
The 3 rocks are back again as expected and to find them you’re going to need some sharp eyes or a little help from someone else (I happen to be someone else so you got lucky there). Here are some screen shots and rough directions on how to find them:
Rock 1 – It’s in the area where you first start out, but on the other side of the area from where you initially spawn. It’s tucked into some plants between broken pillars but here is a screen shot to assist in your search
Rock 2 – Located right outside the “mud room” before you go across a little bridge (or right after you come across the one heading back into the “mud room”)
3rd Rock – This little bastard is hiding behind an opening that you can’t go through on the opposite side of the map from the mud room. It’s in a room that I will better describe later, but to get to it you have to open two doors to get in the room it’s hiding in.
As always, once we know the map a little better I’ll update this page with more precise information on how to get to them, but basically Treyarch put the first one in the middle area, the second one on the “east” side and the 3rd one on the “west” side. Balanced and such so you can’t get to all of them unless you’ve gone a few rounds and made some cash. Pretty much like the others and how we would have expected it.
Initial Strategy
Now, for the strategy part of this… this map is definitely one where you won’t be camping very much (real shocker there eh?), there are entrances all around you to all the areas you can hang out in. I have noticed already though that you can use the water spouts you’ll find on the map inside the caves to act as elevators to shoot you back up to the main starting area. The reason why this is important is because I can see in the future a bit of a “Figure 8″ style running game with zombies chasing behind. Basically we can try to start off in the beginning area, run to the “east” side of the map, go downstairs into the cave, ride a water spout back up to the main beginning area, then run to the “west” side, go downstairs into the west-side’s cave, take the water spout back up from that side to the main area, then run over to the east side again, rinse and repeat. (I have yet to try this but will report back later on it’s success or failure)
I do expect to see some videos popping up on YouTube of people finding ways to run in a small circle to get the zombies in a “train” behind them since that’s one of the major strategies a lot of people like to use to get into the higher rounds, but I personally just think that’s a cheap way to go about getting far in the game. I mean, what fun is running around in a circle the entire time? To me, I think there has to be a more fun way to do it, and a more legitimate experience to be had. With this map, I can see all 4 people getting stuck and trapped in all kinds of areas, so the perks are going to be critical, especially Quick Revive since this is a real close quarters map. You’ll be finding yourself able to get to your downed buddies easier than in Call of the Dead since Shangri-La is so small feeling, but…. so will the zombies.  That’s why it will be important to be able to revive them as soon as possible.
Little Monkeys
On to the little monkey guys, these little wise guys are part of the whole power-up changing situation and who knows if anything else… Basically, when you kill a zombie that drops a power-up like InstaKill, Max Ammo, etc… the little monkeys that watch you from the beginning start freaking out and call in other monkeys who come to take that perk away.
Lemme try to explain it a little differently so it makes more sense…
1) You kill a zombie that drops a power-up
2) Monkeys watching you start freaking out
3) Other monkeys show up and try to take that perk away and / or kill you if you pick up the power up.
4) If they pick up the power up, depending on where you are in the map, the monkey will start heading back to the temple in the beginning of the game and try to get up to the top of it so you lose the perk
5) The entire time the monkey is running away with your perk, it’s changing every few seconds, so you can try to wait and get the power up you want or risk losing it altogether
Also, you can kill the monkeys by either shooting them or getting a “Nuke” power-up (the power up that looks like a bomb and blows up all the zombies). If you kill these monkeys I think it may stop them from calling the power-up changing monkeys but I’m not positive about that just yet because we didn’t get any power-ups after those monkeys were gone. They also re-spawned after what we think was triggering something else (we’re not sure what we did just yet).
One last thing to point out before I get back into it… xO JEE Ox noticed he had the golden rod down in the lower right corner of his screen when he was playing as Richtofen, in the area that the vodka bottle would appear in Call of the Dead’s Easter Egg or where anything you pick up appears on the screen in the other maps. We’re pretty sure this has something to do with the Easter egg on this map too.
Easter Egg
(Special thanks to  xO JEE Ox – S IP i IK E – NotStaffed – CommanderBly501 – Deej601 for being part of figuring this out!) 
Speaking of “the” Easter Egg (assuming there’s only one), we think we’ve got it almost figured out but I don’t want to post about it yet until it’s complete. What we’ve found so far is that you’ll need 4 people to push some buttons that pop out in the starting area center ruin thing, then you’ll find yourself in an eclipsed Shangri-La, you need to make your way over to the “west” side and push a button that appears on a building with a statue on the side. Then you’ll hear some guys talking about being stuck in there  and they need help getting out (sound familiar?).  So, once you speak to them, you’ll notice some tiles appear on the floor with a bunch of symbols on them, one person needs to tell another person what symbol they’re looking at while the other person finds the same symbol on another tile at the other side of the map, with a little coordination, you can make the tiles disappear, but you’re timed during this.
It goes like this…
1) “John” stands on a tile and says “Ok, I have the Triangle” and then steps OFF the tile so it doesn’t change
2) “Peter” then runs around and tries to find the Triangle on the other set of tiles.
3) Once Peter finds the Triangle, he stays standing on it (you have to stand on them for the symbols to appear)
4) John then gets back on the same tile he originally saw the Triangle on and they both disappear.
After you do that, you’ll notice something starts to happen, a long pole with a silver ball comes out of the top of that building the guys are stuck inside of. If you go around and hit all the gongs on the map, (you’ll also notice some are duds that kill the “chord”), you’ll see a yellow glowing light and symbol on top of that building they’re in. You need to find the 4 gongs which make a sound (it takes a second for the sound to come in) and then when all 4 are ringing at the same time, the guys start saying the water is rising and could there be a way to open “the gates”. I think hitting the gongs comes after opening the gate they’re talking about since it seems to activate that bulb thing on top.
If you fall down the water spout elevator shaft right next to that temple building where the guys are stuck, you’ll end up downstairs in one of the box locations with a large trailer full of Element 115 meteors like the ones that start the hidden song. We’ve figured out up until this part when you have to stand on the pressure plate there and all the guys start saying they “need more weight” but you should just stand on the pressure plate.
3 people need to stand on that metal pressure plate while a 4th person comes down the water slide, when they hit the metal grate you’ll hear the guys saying it worked and they got free.
Then, hit the 4 buttons by Quick Revive again to make it eclipse and go find the box, hit the box and you should be able to get the new shrinking gun, head over to the top of the water slide and you should see a silver ball sitting in the pathway out there. Shoot it with the shrinking ray gun rifle (you need to make it eclipse and then hit the box to get this gun we think). This is where we keep getting stuck because we never get the damn gun out of the box (This is the part where we start cursing you Treyarch for once again introducing “luck” into a game. Seriously, this is f’ing stupid)
Also, we know people have finished the egg,  just sucks that the rest of us have jobs and school that prevent us from playing the game straight through because we had a great time figuring out what we did before anyone else had posted about it.
Speaking of people who apparently get to spend all day long on the Easter Egg (yes, I am slightly jealous of this!), credit goes to everyone who helped NextGenTactics figure it out and of course congrats to their crew on finishing it.  Here’s their video of the whole process they did and I’ll update the text part of this post with all the steps soon so it’s easier to just read and go do….

Sunday, August 21, 2011

Saturday, August 20, 2011

Call of the Dead Tips *UPDATED*

Easter Eggs / "The Vault":
________________________________________
There are only 2 secrets known to me so far. The hidden song, and the vault.
The hidden song is activated by holding 'X' on three element 115 meteors.
#1 At spawn on a barrel(near lighthouse path cavern)
#2 On a seat in the feeding hall(two stairs below power, closest to boat
path)
#3 Under the clock(opposite of PhD Flopper)
Ensemble Cast is the achievement for completing the "Old Character" Easter egg.
This is only the multiplayer version, solo is a bit different.
After completing this, you will get Ensemble Cast and a gamer picture.
Follow these instruction to complete the Easter egg.
First you must turn the power on. Open the path to the power room and activate
it. You CANNOT start the Easter egg without the power. Next, head to the PhD
Flopper perk machine. Head downstairs from their and turn right. Walk strait
until you reach the broken and barbed door that heads to the lighthouse(you
cannot open this door). Look left and you'll see the [VAULT]
#1 Knife the [VAULT]. After you knife the vault, a dialogue will start
where the "Original Characters" talk.
They ask you to find a power switch. Unfortunately it is broken. To fix
the power box, add a new fuse.
There are three places the [FUSE] can be. they are all in the same room
as PhD Flopper.
1: Left of the 115 Meteor. On a dresser without drawers.
2: Left of PhD Flopper. On an office desk.
3: Left of the Cabinet. On the floor.
After you obtain the [FUSE], place it in the power box. The power box
is located right of the [VAULT].
#2 Knife the [VAULT]. After that, another dialogue will begin. This time
the Original Characters have activated a defense system. They ask you
to deactivate it by destroying the [4 GENERATORS]. To destroy them, just
hurl a grenade above it(make sure it explodes over the red light).
1: In the same room as the [VAULT].
2: Pathway from the Lighthouse to the Tip of the Boat. When mid-
   way, turn right. Hiding in the water.
3: Right side of the Back of the Boat(where double tap is). Look
   from the side of the boat out towards the water.
4: Behind Stamina Up. Through the window left of Stamina Up.
After destroying the [4 GENERATORS], head back to the [VAULT].
#3 Knife the [VAULT]. After that, another dialogue will begin. Nikolai is
sober and need more [VODKA]. You'll have to find him some. This step
is best done with two players.
1: Head upstairs from PhD Flopper. Stop halfway up the stairs
   and look right on the steps.
2: Above PhD Flopper. Right from the box position on the rail.
3: Drop-off from the two boats where you can go to Quick Revive.
   On the top platform.
4: Right from the MPL, head up the stairs and go right into the
   dead-end. On the yellow rail right of the box in the corner.
After obtaining the [VODKA], head to the [VAULT]. Place the bottle into
the tube on the left of the [VAULT].
#4 Knife the [VAULT]. After that, another dialogue begins. They ask you to
find them a [GOLDEN ROD]. This step is daunting as it requires a lot
of time.
The first part of this step is the [DIALS] in the Lighthouse. There is
one on each floor. Open up every floor and follow these steps exactly
to get it as fast as possible.
1: Set the Bottom [DIAL] to         [6]
2: Set the Second floor [DIAL] to   [4]
3: Set the Top floor [DIAL] to      [2]
4: Check the Third floor [DIAL]
5: Count how many clicks it is from [7]
6: Turn the Bottom floor [DIAL] that many clicks(from step 5)
7: Set the Second floor [DIAL] to   [4]
This should get it on the dot. Recheck each floor to make sure you did
not make a mistake.
From Top to Bottom the numbers should read
[2] fourth floor
[7] third floor
[4] second floor
[6] first floor
After the [DIALS] are set, do the next step.
The second step is the [RADIOS]. They must be activated in a certain
order or it will not work. Just go up to each one and hold [X] until it
makes a beeping noise.
1: Go to the Power Room. Head downstairs, turn left and head to
   the doorway(do not go out). turn left again and look up on
   top of a computer thingy.
2: Head to Stamina Up. When you reach it, turn right and it
   will be on top of the barrel in the corner.
3: take the Zip line from the top of the lighthouse. Head to the
   MP40. Once you pass the whole in the side of the boat, look
   left and it will be inside the container.
4: Head downstairs from PhD Flopper. The last one is under the
   stairs you just took on top of a cabinet.
After the [RADIOS] are activated, you will hear a signal beep.
The third step is the [CAPTAINS ROOM]. Its just the Power Room. Head to
the Power Room and do these steps.
1: Hold [x] on the [WHEEL] to turn it. Turn it so that the brown
   handle is facing the Bottom Right.
2: Hold [x] on the [LEVER] to pull it. The levers are right of
   the captains wheel.
3: Pull the first [LEVER] one time.
4: Pull the third [LEVER] three times.
5: you CANNOT pull the middle [LEVER].
After those are complete, a green light will appear from the lighthouse
and beam to a submarine.
The last step is to get the [VR-11].
Hold the round by getting a crawler. Lead the crawler to the bottom
floor of the lighthouse. Shoot the zombie with the [VR-11]. When he
turns human he will go into the Green light.
While he is being abducted, you have to kill him before he reaches the
top.
Use Matryoshka Dolls, Scavenger, Ray gun or M72 Anarchy to kill him the
fastest.
When he dies he will lie down. This is to let you know he is dead.
After he is abducted to the submarine, he will send you the [GOLDEN ROD]
through the green light.
The [GOLDEN ROD] will be waiting at the bottom of the lighthouse when
you are ready.
Go to the [VAULT] and place the [GOLDEN ROD] in the tube. The same tube
you put the [VODKa] in.
#5 Knife the [VAULT]. Another dialogue will begin. They thank you for your
help and teleport away. Unfortunately the power breaks again. They ask
you to fix it again. This time it is easier.
Knife the Power Box that you put the [FUSE] in.
#6 Knife the [VAULT]. Another dialogue will begin. They thank you for your
help and teleport away. This time they actually teleport. They leave you
with a Death Machine pick-Up. BUT WAIT!!! It is not a Death Machine, it
is a WONDERWAFFE DG-2!!! It has 3/15 ammo. You only lose it if you die
or run out of ammo. You have unlimited time with it.