Login with Discord. Horrible Der Riese Glitch. Followers 0. Recommended Posts. ZombicidalManiac Posted June 7, Posted June 7, Link to comment.
Replies 13 Created 10 yr Last Reply 10 yr. Top Posters In This Topic 1 7 1 4. Popular Days Jun 8 8 Jun 7 6. Popular Days Jun 8 8 posts Jun 7 6 posts. Doggy II Posted June 7, Wow, round 16 and you already had all that stuff, lucky you. Posted June 8, KillerBkild Posted June 8, The JZ at the end when you PaP it supposedly stands for juggernog zapper? ZombicidalManiac Posted June 8, AlphaSnake Posted June 8, Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.
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Staff Contact Us Code of Conduct. There are also electric traps players can activate for points. Linking the teleporters requires power.
To link, the player has to hold down the action button and a 30 second timer will appear. The players have to run to the Mainframe , which is at the spawn, and hold the action button down on top of the mainframe. Doing this will cause the Pack-a-Punch Machine 's doors to lower slightly depending on how many teleporters have been linked, and a power-up will appear. After linking a teleporter, the player can now teleport directly to the mainframe, with each teleport costing points.
Teleporting can sometimes give random power-ups, but past round 25, the player will stop getting power-ups as frequently, and sometimes Hellhounds will spawn in, with a maximum of eight Hellhounds at one time. The teleporters can also be used as a trap, as zombies die upon their activation. There is a delay between using the teleporters as they need to recharge. Returning from Shi No Numa , Hellhound rounds will happen every four to five rounds, with a descending guitar riff, the map turning foggy and as the first Hellhound spawns, the Demonic Announcer will say "Fetch me their souls!
They walk around the map, either with a limp or in a wolf hunting fashion until they spot players, at which point they will ignite if they are flaming Hellhounds and attack. Monkey Bombs will not work on Hellhounds, although the explosion can still damage them. During a Hellhound round, the last Hellhound will drop a Max Ammo power-up. After the third Hellhound round, they will start spawning with the zombies, without the Max Ammo power-up.
Also, if one repeatedly uses the teleporters, Samantha will occasionally say something and then up to eight Hellhounds will spawn in. After the fourth hellhound round, their health will stop increasing, meaning that two Bowie Knife slashes will always kill a Hellhound. All of the power-ups from the earlier Zombies maps appear in this map, along with Carpenter , which makes its debut on this map.
The Illuminati Codes are codes can be found in various areas in Der Riese, all written on wooden boards. There are four Illuminati Codes.
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User Info: basia This door will lead to Teleporter A. Teleporter A is a small room connected to the Animal Testings Lab. This is one of the three teleporters that must be connected with the mainframe to gain access to the Pack-A-Punch machine. However, the power must first be enabled. An assault rifle can be purchased from the wall to the left of the telport pad, and a set of frag grenades can be purchased from the wall to the right of the teleport pad.
Generators 2nd Floor is the area above the hangar and near the animal testing labs. Both sides will connect by bridge after the power has been enabled. Open the door to teleporter B with points. The south side can be accessed from the animal testing labs. This area holds an explosive that fills the special grenades spot. Further ahead is another Perk-A-Cola Machine at a dead end. Teleporter B can be accessed from the north end of Generators 2nd Floor. It is a small room with another teleport pad.
An assault rifle can be purchased from the right wall. Further right is a chalk board with a set of frag grenades. The western courtyard is connected to the other courtyards once the power has been enabled.
The power switch is located on the electric generator on the left side of this area. Another trap can be activated with points after the power has been enabled and the bridge drops into place.
The wall leading to the teleporter room has a Bowie Knife buy spot. This will replace the original knife melee attack with a one-hit kill bowie knife up to round The small room to the right of the teleporter entrance is Dr. Maxis' office. This room holds another Perk-A-Cola Machine. A few steps to the left is a hole down to a small tunnel. The teleporter in the back of the room is teleport pad C. To the left of the teleport pad is an assault rifle wall buy.
To the right of the teleport pad is a small tunnel. This is the same tunnel that can be accessed from Dr. A set of grenades can be purchased here. A long catwalk extends over the entrance to teleporter C. Players can use this to escape from zombies coming through the front door. Last Edited: 16 Mar pm.
Map Details The layout is unchanged from the previous two iterations of the map. While being revived, the player will be given two upgraded handguns. Quick Revive can only be used three times when playing alone. If playing with at least one other player, Quick Revive is used to revive a downed teammate quicker than usual.
Jugger-Nog This Perk multiplies a player's health by two, allowing players to go down after six hits instead of three. Speed Cola This Perk increases reload speed. In addition, two shots are fired for the price of a single bullet, essentially doubling weapon damage.
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