Games

Sunday, June 12, 2011

Call of the Dead!

It's anchors away for mayhem! In this epic tale of survival inspired by legendary writer and director George A. Romero, a group of four fearless explorers fight for their lives amidst an army of bloodthirsty Russian zombies. The story begins with our heroes stranded in the frozen wastelands of a forgotten Siberian outpost. On the hunt for the origins of the enigmatic Element 115, they head for the site of an ancient meteorite impact crater but their ship mysteriously runs aground. In the midst of a horrific snowstorm, our intrepid adventurers inadvertently unleash an unearthly horde of ravenous Zombies. From the island's deserted lighthouse to a shipwrecked ocean liner and a precarious zip-line in between, it's kill or be killed. And with shiploads of zombie Russian soldiers, scuba divers and sailors that rise out of the frozen ground and icy waters it's not going to be easy, especially considering the deadly surprise that one particular (and somewhat notable) Zombie has in mind."Call of the Dead is the largest zombie map yet, with multiple areas. Players spawn on the shore with up to three other teammates, as soon as the players spawn George Romero spawns out of a lightning bolt in a nearby pool. There are two chalk weapon outlines there, as with the last three Black Ops zombie maps, the Olympia and theM14. Players can open either one of two different boats. One leads to the lighthouse, and the other leads to the ship. The Power switch is located at the top of the ship, which has the Flinger on its side.
A new perk, Deadshot Daiquiri, is located at the very top of the lighthouse, with a price of 1500 points. It causes the aim-assist when entering ADS to auto-focus on the head as opposed to center-of-mass, as well as having the effects of Steady Aim and its pro version. Also, when using a sniper rifle, there is no sway. The Matryoshka Dollreturns. The new Wonder Weapon, the V-R11 makes its debut in this map, with the ability to transform Zombiesback into humans, them running away in fear and getting killed afterward by other zombies. Another new weapon is a Scavenger that shoots explosive bolts, shares its bolt-action trait and its reload with the Intervention. There are five radios which feature Richtofen discussing various experiments. There are also 4 radios that if used in the correct order, once the controls next to the power switch are set correctly as well, will cause a submarine to rise out of the water between speed cola and the boat across from it.
When George A. Romero appears at the first round he appears in a "Calm State", him slowly walking towards the player while shouting threats. He also appears to have extremely high amount of health (as he can withstand a very high amount of Ray Gun or Scavenger shots), damage triggering his "Berserk Mode", causing him to run at the nearest person and wildly attacking and spontaneously roaring and growling. Note the fact that the player can only get points for shooting him in his "Calm State", and only outside of the water. Contrary to popular belief, the V-R11 does not turn George A. Romero back into a human, only managing to turn him back into his "Calm State". Luring him into the icy waters also "calms" him down. Killing George A. Romero in his calm state with something other than the V-R11 will give the player a Random Perk Bottle and a Death Machine. However, if the Stand-in/Ensemble Cast achievements have been completed, he will instead drop the Lightning Bolt perk rather than a Death Machine. The most effective weapons to kill him are the Death Machine, upgraded M1911, upgraded Ray Gun and the Scavenger. An interesting note is that his spotlight indicates how much health he has left: blue means approximately full health, flickering orange approximately half and orange telling he is about to die.
The map also features the Original Characters Trapped in a small dark room, after an overdose of Element 115apparently influenced the Kassimir Mechanism and caused the four of them to teleport to the future. Freeing them serves as the map's major Easter egg and gives the Lightning Bolt Power-up, granting the player a Wunderwaffe DG-2. However, it is a Power-up, meaning it cannot be Pack-a-Punched, and disappears when the player runs out of ammo. Additionally, the player cannot switch his weapons, buy another one or revive teammates while equipping it. Max Ammo's replenish the Wunderwaffe DG-2's ammo

Starting Weapons

Off-Wall Weapons

  • AK74u - Near the lighthouse entrance on the bottom floor, across from the door that leads to the slide.
  • Claymore - In the room near Double Tap, on the wall.
  • M14 - On the bridge near the spawn area.
  • M16 - On the wall right where the Flinger is.
  • MP5K - On a wooden board on the way to the lighthouse from the spawn, right before the first staircase.
  • MP40 - Near stairs down to Juggernog on side of a cargo container, just after the player jumps off the boat with the power switch.
  • MPL - On the first level on the boat, right next to the first barrier leading to the power room.
  • Olympia - On the bridge in the spawn area.
  • PM63 - On the wall leading toward the bottom entrance to Juggernog.
  • Stakeout - Behind the lighthouse near Stamin-Up.
  • Sickle - On the wall down the ice slide, across from Speed Cola
  • Semtex - Near the bow of the ship on a cargo crate.

Mystery Box Weapons

Power-Up Weapons

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