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** All Codes|Zombie Easter Eggs|Pack-A-Punch Weapon names **
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** All Codes|Zombie Easter Eggs|Pack-A-Punch Weapon names **Posted:
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Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Status: Offline
Joined: Jun 02, 201014Year Member
Posts: 3,528
Reputation Power: 3854
Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Ok i have found every code that works on the Main Menu computer
Here are the codes enjoy =)
If you know anymore codes please tell me i will give you credit for it in this post
All Usernames And Passwords (for computer)
Login as Bruce Harris - Username: bharris, Password: goskins
Login as D. King - Username: dking, Password: mfk
Login as Adrienne Smith - Username: asmith, Password: roxy
Login as Vannevar Bush - Username: vbush, Password: manhattan
Login as Frank Woods - Username: fwoods, Password: philly
Login as Grigori "Greg" Weaver - Username: gweaver, Password: gedeon
Login as J. Turner - Username: Jturner, Password: condor75
Login as Jason Hudson - Username: jhudson, Password: bryant1950
Login as John McCone - Username: jmccone, Password: berkley22
Login as Joseph Bowman - Username: jbowman, Password: uwd
Login as John F. Kennedy - Username: jfkennedy, Password: lancer
Login as Lyndon B. Johnson - Username: lbjohnson, Password: ladybird
Login as Richard Nixon - Username: rnixon, Password: checkers
Login as Richard Helms - Username: rhelms, Password: lerosey
Login as Richard Kain - Username: rkain, Password: sunwu
Login as Ryan Jackson - Username: rjackson, Password: saintbridget
Login as T. Walker - Username: twalker, Password: radi0
Login as Terrance Brooks - Username: tbrooks, Password: lauren
Login as William Raborn - Username: wraborn, Password: bromlow
Rlogin to Dreamland as Robert Oppen: Username: roppen, Password: trinity
Rlogin to Dreamland as Vannevar Bush: Username: vbush, Password: majestic1
Zombie Map "Kino Der Toten" secret music
I do not own this video
Zombie map "FIVE" secret music
I do not own this video
Zombie map "Ascension" secret music
I do not own this video
Zombie map "Call of the Dead" secret music
I do not own this video
Zombie map "Shangri La" secret music
I do not own this video (skip to 0:17)
Here are the codes enjoy =)
- Enter "3ARC UNLOCK" to unlock zombie map "Five"
Enter "3ARC INTEL" then "YES"as a code to unlock all Intel NOTE: when enabled you cannot earn the achievement for finding all intel in Campaign
Enter "DOA" to unlock the "DEAD OPS ARCADE" after unlocked it can be selected in the "choose map" in zombie menu
Enter "ZORK" as a code to unlock the Zork (The Great Underground Empire) text-based adventure game
Enter "HELLO SAILOR" as a code and it unlocks Zork I: The Great Underground Empire (an incredibly great text adventure from 1980)
Enter "HELP" as a code to display a list of system commands in the terminal and Pentagon user e-mail access
Enter "CAT [filename]" as a code to open the corresponding file
Enter "DIR" as a code to display a list of audio files and pictures for use with "CAT" command
Enter "WHO" as a code to display a list of login names for use with the "RLOGIN" command (requires passwords)
Enter "FOOBAR" as a code and it gives a strange message ("Fee Fie Foe Foo!")
Enter "ALICIA" as a code and it loads "Alicia", a virtual therapist
Enter "RLOGIN DREAMLAND" as a code to Remote login to Dreamland server using username/passwords (see below)
If you know anymore codes please tell me i will give you credit for it in this post
All Usernames And Passwords (for computer)
Login as Bruce Harris - Username: bharris, Password: goskins
Login as D. King - Username: dking, Password: mfk
Login as Adrienne Smith - Username: asmith, Password: roxy
Login as Vannevar Bush - Username: vbush, Password: manhattan
Login as Frank Woods - Username: fwoods, Password: philly
Login as Grigori "Greg" Weaver - Username: gweaver, Password: gedeon
Login as J. Turner - Username: Jturner, Password: condor75
Login as Jason Hudson - Username: jhudson, Password: bryant1950
Login as John McCone - Username: jmccone, Password: berkley22
Login as Joseph Bowman - Username: jbowman, Password: uwd
Login as John F. Kennedy - Username: jfkennedy, Password: lancer
Login as Lyndon B. Johnson - Username: lbjohnson, Password: ladybird
Login as Richard Nixon - Username: rnixon, Password: checkers
Login as Richard Helms - Username: rhelms, Password: lerosey
Login as Richard Kain - Username: rkain, Password: sunwu
Login as Ryan Jackson - Username: rjackson, Password: saintbridget
Login as T. Walker - Username: twalker, Password: radi0
Login as Terrance Brooks - Username: tbrooks, Password: lauren
Login as William Raborn - Username: wraborn, Password: bromlow
Rlogin to Dreamland as Robert Oppen: Username: roppen, Password: trinity
Rlogin to Dreamland as Vannevar Bush: Username: vbush, Password: majestic1
Zombie Map "Kino Der Toten" secret music
I do not own this video
Zombie map "FIVE" secret music
I do not own this video
Zombie map "Ascension" secret music
I do not own this video
Zombie map "Call of the Dead" secret music
I do not own this video
Zombie map "Shangri La" secret music
I do not own this video (skip to 0:17)
List of Pack-a-Punched Weapons
Pistols
M1911 = Mustang & Sally- Becomes dual pistols that fire grenades semi-automatically.
Python = Cobra- Increased damage, recoil settles more quickly, each cylinder holds twice as many rounds.
CZ75 = Calamity- Increased damage, becomes full automatic, each mag holds an extra 5 rounds.
CZ75 Dual Wield = Calamity & Jane- Increased damage, both fire full-auto, both have 20 round mags, 0.5x more spare ammo.
Sub-Machine Guns
MPK5 = MP115 Kollider- Bigger Magazine, More Damage.
AK47u = AK74fu2- Custom Red Dot, Bigger Magazine, More Damage.
PM63 = Tokyo & Rose- Dual Wield.
Spectre = Phantom- Increased damage, gets a custom reflex sight, 1.5x mag size, holds more spare ammo.
MPL = MPL-LF- Bigger Magazine, Custom Red Dot.
MP40 = The Afterburner- 64 Round Magazine, Slight rate of fire increase, Increased damage.
Light Machine Guns
HK21 = H115 Oscillator- Increased damage, each mag holds 25 more rounds, extra 100 spare ammo.
RPK = R115 Resonator- Increased damage, increased rate of fire, 0.25x extra rounds per mag, 0.25x extra spare rounds.
Assault Rifles
M16 = SkullCrusher- Increased damage, gets an underbarrel grenade launcher (has 9 grenades), becomes full-auto.
M14 = Mnesia- Doubled Magazine, Higher Damage, gains grip.
Famas = G16-GL35- Gets a custom red dot sight, increased damage, each mag holds 1.5x more ammo.
Galil = Lemantation- Increased damage, gets a custom red dot sight, almost double spare ammo.
AUG = AUG-50M3- Increased damage, adds a Masterkey attachment (shotgun, with 6 shells loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.
Commando = Predator- 40 Round magazine, 320 Carried ammo, Dual Mags, Damage Increase.
FN FAL = EPC WN- Gets a custom red dot sight, increased damage, fires in 3-round bursts, each mag holds 1.5x more ammo, double spare ammo.
G11 = G115 Generator- Increased damage, fully automatic, scope has no sway any more.
Shotguns
Olympia = Hades- Higher Power, Longer Range, Incendiary Rounds.
SPAZ-12 = SPAZ-24- Increased damage, increased rate of fire, faster reload speed (the reload animation loads all 24 shells by only putting in one), holds 3x as many shells, holds 3x more spare ammo.
HS10 = Typhoid & Mary- Increased damage, becomes dual HS-10s, both reload faster, each holds a couple more rounds than the regular HS-10 and spare ammo becomes a little more than doubled.
Stakeout = Raid- Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip.
Sniper Rifles
Dragunov = D115 Disassembler- Increased damage, scope now has variable zoom.
L96A1 = L115 Isolator- Increased damage, scope now has variable zoom.
Launchers
China Lake = China Beach- Increased damage, faster reload speed (the reload animation only requires reloading one grenade and 5 will be loaded), holds 5 rounds, double spare ammo.
M72 LAW = M72 Anarchy- Increased damage, now holds 10 rockets at once firing semi-auto with 2x spare ammo.
Special Weapons
Winters Howl ("Five") = Winters Fury- Bigger Magazine, Longer Freeze Time, Increased damage.
Ray Gun = Porters X2 Ray Gun- Damage doubled, Spare ammo increased, Magazine capacity doubled.
Thundergun (Kino Der Toten & Ascension) = Zeus Cannon- Doubled Magazine, Can Kill More Zombies with One Shot.
Ballistic Knife = The Krause Refibrillator- Increased damage, now holds 9 spare blades, shooting a downed ally with it will revive them (instant revival upon being hit).
Crossbow = Awful Lawton- Increased damage, now the rounds fired will attract zombies (just like Monkeys, though these explosive bolts explode a little sooner).
V-R11 = V-R11 Lazarus (Call of the Dead) The V-R11 has the capability of turning zombies back into humans. The newly "de-zombified" character will be chased by zombies, effectively becoming cannon fodder, giving the player some breathing space, similar to a Monkey Bomb. This living being will always run to the closest pool of water using the shortest route possible, where he will freeze and die
Scavenger = Hyena Infra-Dead (Call of the Dead) The Scavenger is an explosive sniper rifle. When Pack-a-Punched, it is renamed the Hyena Infra-Dead and gains a Variable Zoom with an Infrared Scope, larger magazine, and more damage to zombies. After the player shoots, it takes two seconds for the bullet to explode which has a fairly large radius and high damage, enough to usually kill large clustered groups. It can and will down players if they are close enough to the bullet when it explodes if they do not have Jugger-Nog or PhD Flopper.
31-79 JGb215 = The Fractalizer (Shangri La) It causes zombies to shrink, having big heads but small bodies. Once they are shrunk the player can run into them to kick them and send them flying and kill them. Otherwise, small zombies can be killed with one shot or knife hit. The shrink effects wear off after a few seconds
Equipment
Monkey Bombs = (Kino Der Toten & Five & Shangri La) The Monkey Bomb's ability to distract zombies can make it one of the most useful tools in zombie mode. It is most commonly used to avoid a horde of zombies or to avoid getting cornered.
Matryoshka Doll = (Ascension & CotD) When thrown, they act as a cluster bomb, exploding four times. Most often, one doll will explode into three dolls that fly out in a random direction. Matryoshka Dolls are always an instant kill.
Gersch Device Black Hole Bomb = (Ascension) It creates a small singularity event sucking any nearby zombies in, awarding the player 50 points per zombie.A player can dive or jump (but not walk or sprint) into the black hole which will teleport them to a random location.
Claymores = ($1000) Land mine that explodes after a zombie walks in front on it
Frag Grenades = ($250) Refill of frag grenades.
Semtex Grenades = ($250) (Call of the Dead & Shangri La) A grenade that sticks wherever it lands
Spikemore = ($1000) (Shangri La) The Spikemore is a special variant of the Claymore featured in the Zombies map Shangri-La. It costs 1,000 points and can be bought multiple times (although the player gets two new ones each round). It functions similarly to the Claymore, but it has Punji Stakes attached with fireworks when tripped. The punji stakes seem to bounce around a bit after being fired.
Perk Machines
Pack-A-Punch = ($5000) Upgrade your Weapon.
Speed Cola = ($3000) Increase the speed of the reload reloading time decrease more like sleight of hand.
Jugger-Nog = ($2500) Increased health, takes 4-5 hits to get knocked down
Double Tap = ($2000) Increases fire rate, similar to double tap perk in Call of Duty 4.
Quick Revive = ($500 Solo/$1500 Co-Op) Rewards you the ability to quickly revive yourself, or your partner in the game. In Solo, you get revived automatically thrice, while you have to revive your downed partner.
PhD Flopper = ($2000) (Ascension & CotD & Shangri La) located outside near the Lunar Lander launch pad that has the Fragm Grenades. This perk makes the player drop a small 'nuke' when diving to prone (almost anything above flat ground). The 'nuke' kills all nearby zombies. In addition, the player absorbs any explosive damage done to the player, including Ray Gun's splash damage, frag grenades and Matryoshka Dolls.
Stamin-Up = ($2000) (Ascension & CotD & Shangri La) located near the AK-74u, towards another Lunar Lander launch pad. This perk gives the player increased movement speed and sprint duration, similar to Marathon or Lightweight. Since Ascension is a rather large map, it is more useful than one might think, especially during Space Monkey rounds where a player may have to get to a Perk machine that is being attacked.
Deadshot Daiquiri = ($1500) (Call of the Dead & Shangri La) The perk is the Zombies version of Steady Aim. It moves the auto-aim from the torso to the head, makes the reticle smaller, removes recoil and removes the need to hold one's breath when sniping.
Traps
You can buy traps and set them off to kill incoming zombies.
Very important in later rounds in order to survive but, dont waste
money on them before you reach round 15 or round 20.
Power Ups
Nuke = Floating Bomb, glowing. If you pick it up, it blows all zombies in the map but, doesnt end the round. Good for the breather though. Use it at the end of the round, or when you are in trouble like stranded in the cluster of zombies, then run and grab the bomb to blow them.
Carpenter = It repairs all the the broken barricades in a one go. Its a big golden hammer floating in the air. Use it when you are in trouble or have no one to repair the broken barricades. Or you to revive a downed team mate. Repairing barricades manually is more fruitful then 200 points awarded for using Carpenter power up.
Insta Kill = Golden Skull floating in the air, one-hit-kill power up. Use your knife or pistol, save ammo of your primary weapon with insta kill activated as it makes every lame weapon lethal anyway.
Double Points = Floating X2 symbol, grab it to earn double points. If you were to earn 10 points for hitting a zombie, now you will earn 20. You can accumulate points faster. Good power up to have when you have while fighting the horde of zombies.
Max Ammo = Ammo refill. If you have your mystery box weapon, its the only have to have ammo refill and luckily, its the most commonly found power up in the game.
Death Machine = Giant Mini gun you can use to wreck havoc for a limited time only.
Grim Reaper = (PC codes only)
Fire Sale = Opens every mystery box, and costs only 10$ but, lasts for very short period of time (30 seconds).
Free Perk = A bottle shaped power up that gives every player in the game a random perk
Wunderwaffe DG-2 = (Call of the Dead) A highly effective weapon given after defeating George Romero. Seen in Call of Duty World at War
Melee
Bowie Knife = (Kino Der Toten, Five & Shangri La) Replaces regular knife. Very useful & powerful up until level 30
Sickle = (Ascension & Call of the Dead) Replaces regular knife. Very useful & powerful up until level 30. And its used on the Ballistic Knife[/size]
Pistols
M1911 = Mustang & Sally- Becomes dual pistols that fire grenades semi-automatically.
Python = Cobra- Increased damage, recoil settles more quickly, each cylinder holds twice as many rounds.
CZ75 = Calamity- Increased damage, becomes full automatic, each mag holds an extra 5 rounds.
CZ75 Dual Wield = Calamity & Jane- Increased damage, both fire full-auto, both have 20 round mags, 0.5x more spare ammo.
Sub-Machine Guns
MPK5 = MP115 Kollider- Bigger Magazine, More Damage.
AK47u = AK74fu2- Custom Red Dot, Bigger Magazine, More Damage.
PM63 = Tokyo & Rose- Dual Wield.
Spectre = Phantom- Increased damage, gets a custom reflex sight, 1.5x mag size, holds more spare ammo.
MPL = MPL-LF- Bigger Magazine, Custom Red Dot.
MP40 = The Afterburner- 64 Round Magazine, Slight rate of fire increase, Increased damage.
Light Machine Guns
HK21 = H115 Oscillator- Increased damage, each mag holds 25 more rounds, extra 100 spare ammo.
RPK = R115 Resonator- Increased damage, increased rate of fire, 0.25x extra rounds per mag, 0.25x extra spare rounds.
Assault Rifles
M16 = SkullCrusher- Increased damage, gets an underbarrel grenade launcher (has 9 grenades), becomes full-auto.
M14 = Mnesia- Doubled Magazine, Higher Damage, gains grip.
Famas = G16-GL35- Gets a custom red dot sight, increased damage, each mag holds 1.5x more ammo.
Galil = Lemantation- Increased damage, gets a custom red dot sight, almost double spare ammo.
AUG = AUG-50M3- Increased damage, adds a Masterkey attachment (shotgun, with 6 shells loaded and 30 spare), increased rate of fire, about 1.4x extra spare ammo.
Commando = Predator- 40 Round magazine, 320 Carried ammo, Dual Mags, Damage Increase.
FN FAL = EPC WN- Gets a custom red dot sight, increased damage, fires in 3-round bursts, each mag holds 1.5x more ammo, double spare ammo.
G11 = G115 Generator- Increased damage, fully automatic, scope has no sway any more.
Shotguns
Olympia = Hades- Higher Power, Longer Range, Incendiary Rounds.
SPAZ-12 = SPAZ-24- Increased damage, increased rate of fire, faster reload speed (the reload animation loads all 24 shells by only putting in one), holds 3x as many shells, holds 3x more spare ammo.
HS10 = Typhoid & Mary- Increased damage, becomes dual HS-10s, both reload faster, each holds a couple more rounds than the regular HS-10 and spare ammo becomes a little more than doubled.
Stakeout = Raid- Bigger Magazine, Reloads 2 Shells at a time, Longer Range, Higher Damage with grip.
Sniper Rifles
Dragunov = D115 Disassembler- Increased damage, scope now has variable zoom.
L96A1 = L115 Isolator- Increased damage, scope now has variable zoom.
Launchers
China Lake = China Beach- Increased damage, faster reload speed (the reload animation only requires reloading one grenade and 5 will be loaded), holds 5 rounds, double spare ammo.
M72 LAW = M72 Anarchy- Increased damage, now holds 10 rockets at once firing semi-auto with 2x spare ammo.
Special Weapons
Winters Howl ("Five") = Winters Fury- Bigger Magazine, Longer Freeze Time, Increased damage.
Ray Gun = Porters X2 Ray Gun- Damage doubled, Spare ammo increased, Magazine capacity doubled.
Thundergun (Kino Der Toten & Ascension) = Zeus Cannon- Doubled Magazine, Can Kill More Zombies with One Shot.
Ballistic Knife = The Krause Refibrillator- Increased damage, now holds 9 spare blades, shooting a downed ally with it will revive them (instant revival upon being hit).
Crossbow = Awful Lawton- Increased damage, now the rounds fired will attract zombies (just like Monkeys, though these explosive bolts explode a little sooner).
V-R11 = V-R11 Lazarus (Call of the Dead) The V-R11 has the capability of turning zombies back into humans. The newly "de-zombified" character will be chased by zombies, effectively becoming cannon fodder, giving the player some breathing space, similar to a Monkey Bomb. This living being will always run to the closest pool of water using the shortest route possible, where he will freeze and die
Scavenger = Hyena Infra-Dead (Call of the Dead) The Scavenger is an explosive sniper rifle. When Pack-a-Punched, it is renamed the Hyena Infra-Dead and gains a Variable Zoom with an Infrared Scope, larger magazine, and more damage to zombies. After the player shoots, it takes two seconds for the bullet to explode which has a fairly large radius and high damage, enough to usually kill large clustered groups. It can and will down players if they are close enough to the bullet when it explodes if they do not have Jugger-Nog or PhD Flopper.
31-79 JGb215 = The Fractalizer (Shangri La) It causes zombies to shrink, having big heads but small bodies. Once they are shrunk the player can run into them to kick them and send them flying and kill them. Otherwise, small zombies can be killed with one shot or knife hit. The shrink effects wear off after a few seconds
Equipment
Monkey Bombs = (Kino Der Toten & Five & Shangri La) The Monkey Bomb's ability to distract zombies can make it one of the most useful tools in zombie mode. It is most commonly used to avoid a horde of zombies or to avoid getting cornered.
Matryoshka Doll = (Ascension & CotD) When thrown, they act as a cluster bomb, exploding four times. Most often, one doll will explode into three dolls that fly out in a random direction. Matryoshka Dolls are always an instant kill.
Gersch Device Black Hole Bomb = (Ascension) It creates a small singularity event sucking any nearby zombies in, awarding the player 50 points per zombie.A player can dive or jump (but not walk or sprint) into the black hole which will teleport them to a random location.
Claymores = ($1000) Land mine that explodes after a zombie walks in front on it
Frag Grenades = ($250) Refill of frag grenades.
Semtex Grenades = ($250) (Call of the Dead & Shangri La) A grenade that sticks wherever it lands
Spikemore = ($1000) (Shangri La) The Spikemore is a special variant of the Claymore featured in the Zombies map Shangri-La. It costs 1,000 points and can be bought multiple times (although the player gets two new ones each round). It functions similarly to the Claymore, but it has Punji Stakes attached with fireworks when tripped. The punji stakes seem to bounce around a bit after being fired.
Perk Machines
Pack-A-Punch = ($5000) Upgrade your Weapon.
Speed Cola = ($3000) Increase the speed of the reload reloading time decrease more like sleight of hand.
Jugger-Nog = ($2500) Increased health, takes 4-5 hits to get knocked down
Double Tap = ($2000) Increases fire rate, similar to double tap perk in Call of Duty 4.
Quick Revive = ($500 Solo/$1500 Co-Op) Rewards you the ability to quickly revive yourself, or your partner in the game. In Solo, you get revived automatically thrice, while you have to revive your downed partner.
PhD Flopper = ($2000) (Ascension & CotD & Shangri La) located outside near the Lunar Lander launch pad that has the Fragm Grenades. This perk makes the player drop a small 'nuke' when diving to prone (almost anything above flat ground). The 'nuke' kills all nearby zombies. In addition, the player absorbs any explosive damage done to the player, including Ray Gun's splash damage, frag grenades and Matryoshka Dolls.
Stamin-Up = ($2000) (Ascension & CotD & Shangri La) located near the AK-74u, towards another Lunar Lander launch pad. This perk gives the player increased movement speed and sprint duration, similar to Marathon or Lightweight. Since Ascension is a rather large map, it is more useful than one might think, especially during Space Monkey rounds where a player may have to get to a Perk machine that is being attacked.
Deadshot Daiquiri = ($1500) (Call of the Dead & Shangri La) The perk is the Zombies version of Steady Aim. It moves the auto-aim from the torso to the head, makes the reticle smaller, removes recoil and removes the need to hold one's breath when sniping.
Traps
You can buy traps and set them off to kill incoming zombies.
Very important in later rounds in order to survive but, dont waste
money on them before you reach round 15 or round 20.
Power Ups
Nuke = Floating Bomb, glowing. If you pick it up, it blows all zombies in the map but, doesnt end the round. Good for the breather though. Use it at the end of the round, or when you are in trouble like stranded in the cluster of zombies, then run and grab the bomb to blow them.
Carpenter = It repairs all the the broken barricades in a one go. Its a big golden hammer floating in the air. Use it when you are in trouble or have no one to repair the broken barricades. Or you to revive a downed team mate. Repairing barricades manually is more fruitful then 200 points awarded for using Carpenter power up.
Insta Kill = Golden Skull floating in the air, one-hit-kill power up. Use your knife or pistol, save ammo of your primary weapon with insta kill activated as it makes every lame weapon lethal anyway.
Double Points = Floating X2 symbol, grab it to earn double points. If you were to earn 10 points for hitting a zombie, now you will earn 20. You can accumulate points faster. Good power up to have when you have while fighting the horde of zombies.
Max Ammo = Ammo refill. If you have your mystery box weapon, its the only have to have ammo refill and luckily, its the most commonly found power up in the game.
Death Machine = Giant Mini gun you can use to wreck havoc for a limited time only.
Grim Reaper = (PC codes only)
Fire Sale = Opens every mystery box, and costs only 10$ but, lasts for very short period of time (30 seconds).
Free Perk = A bottle shaped power up that gives every player in the game a random perk
Wunderwaffe DG-2 = (Call of the Dead) A highly effective weapon given after defeating George Romero. Seen in Call of Duty World at War
Melee
Bowie Knife = (Kino Der Toten, Five & Shangri La) Replaces regular knife. Very useful & powerful up until level 30
Sickle = (Ascension & Call of the Dead) Replaces regular knife. Very useful & powerful up until level 30. And its used on the Ballistic Knife[/size]
All Zombie Easter Eggs
Ascension
Call of the Dead
Shangri La
Credit go's to TTG_Gawley for the Ascension easter egg tutorial.
Credit go's to TTG_PACK-a-PUNCH for the Call of the Dead tutorial.
Credit go's to the Call of Duty Black Ops Zombies WiKi website for the Shangri La tutorial.
Ascension
1. Anyway to help him for the first step you need to get a Gersh device, make your way to PhD flopper. Go down the steps and look to your left out the map, there should be a flashing box there. Throw the Gersh device at it and make sure you hit the box or it wont work, the man will then start talking and tell you it needs power.
2. Go to stammin up Lunar Lander and look in the corner with the stairs above it, there should be a screen that is on. Press X on that and he will tell you it needs more power.
3. To do this step wait until the monkey round and keep a monkey left alive at the end of the round. There are 4 buttons at 4 of the perks so you need to get 1 player at each perk and there should be a little red button next to Juggernog, speed cola, stammin up and PhD flopper, it's these perks all the time. Press the buttons all at the same time as your team mates (All buttons need to be pressed simultaneously). He will then speak to you again.
4. To do this step head your way down to the PaP machine and next to the clock there should be a pressure plate. I don't know if this has to be a monkey round or not. Stand on this and he will speak to you again. I think the next step maybe the clock next to juggernog but the host timed out and we havent got 4 people to do it with at the moment. The clock has been put up wrongly so I think this may be something to do with it or it might be something to do with blowing up the PaP rocket (to do this you need to spray at it with a ray gun). It might also be something to do with the little dolls of the characters like activate your own character at the same time.
5. Also after you done all that there will be Letters that start floating in the sky you must use the launcher pads to get them,
Sickle to stamina up- A
Home to sickle- N
Stamina to Home- U
Home to Stamina- L
stamina to Sickle- H
Sickle to Home- I
ph to home- E
Home to ph- T
stamina to ph- M
Ph to stamina- R
Sickle to Ph- Y
ph to sickle- S
Make them Go in the order to spell "LUNA"
(when calling these have one person go to the area you want and call it DONT BUY IT)
once there all collected there will be something glowing in the construction yard and the scientist with keep saying we need more power..
Find the rest of the "car battery's" soo i wonder there that thing that glow's takes you.
6. So now if you go back to the place were i told you about with the computer... once again follow the little path around the bend and instead of turning to the left and goin under the stairs, stop and look forward, there should be a big object with lights on it, every time you succesfuly do a easter egg a light comes on and when all 4 are on it projects a small ball of light on the floor which makes the screaching sound if you look at it.
7. To do this you have to go to the orb then throw a gersch device at hit. Then all players have to simutaniosly shoot at it with the upgraded thundergun, ray gun, crossbow and the dolls!
8. You will now get the death machine for 90 seconds!
2. Go to stammin up Lunar Lander and look in the corner with the stairs above it, there should be a screen that is on. Press X on that and he will tell you it needs more power.
3. To do this step wait until the monkey round and keep a monkey left alive at the end of the round. There are 4 buttons at 4 of the perks so you need to get 1 player at each perk and there should be a little red button next to Juggernog, speed cola, stammin up and PhD flopper, it's these perks all the time. Press the buttons all at the same time as your team mates (All buttons need to be pressed simultaneously). He will then speak to you again.
4. To do this step head your way down to the PaP machine and next to the clock there should be a pressure plate. I don't know if this has to be a monkey round or not. Stand on this and he will speak to you again. I think the next step maybe the clock next to juggernog but the host timed out and we havent got 4 people to do it with at the moment. The clock has been put up wrongly so I think this may be something to do with it or it might be something to do with blowing up the PaP rocket (to do this you need to spray at it with a ray gun). It might also be something to do with the little dolls of the characters like activate your own character at the same time.
5. Also after you done all that there will be Letters that start floating in the sky you must use the launcher pads to get them,
Sickle to stamina up- A
Home to sickle- N
Stamina to Home- U
Home to Stamina- L
stamina to Sickle- H
Sickle to Home- I
ph to home- E
Home to ph- T
stamina to ph- M
Ph to stamina- R
Sickle to Ph- Y
ph to sickle- S
Make them Go in the order to spell "LUNA"
(when calling these have one person go to the area you want and call it DONT BUY IT)
once there all collected there will be something glowing in the construction yard and the scientist with keep saying we need more power..
Find the rest of the "car battery's" soo i wonder there that thing that glow's takes you.
6. So now if you go back to the place were i told you about with the computer... once again follow the little path around the bend and instead of turning to the left and goin under the stairs, stop and look forward, there should be a big object with lights on it, every time you succesfuly do a easter egg a light comes on and when all 4 are on it projects a small ball of light on the floor which makes the screaching sound if you look at it.
7. To do this you have to go to the orb then throw a gersch device at hit. Then all players have to simutaniosly shoot at it with the upgraded thundergun, ray gun, crossbow and the dolls!
8. You will now get the death machine for 90 seconds!
Call of the Dead
1. Knife the Door and find the power fuse and take it back to the door.
2. Blow up all 4 generators around the map in any order.
3. Go back to the Door and knife it, then a vodka bottle will appear and you have one person knife it and the other person stand under it and catch it, take it back to the door put it up the pipe and knife the door.
4. Now you have to set the dials in the light house to the correct numbers, look at these steps and you should be able to get it very easy.
Orange=7
Purple=6
Blue=4
Yellow=2
A. Press PURPLE until PURPLE is at the correct number.
B. Press ORANGE untill BLUE is at the correct number. (ORANGE does not effect PURPLE)
C. Press YELLOW until ORANGE is at the correct number. (YELLOW does not effect BLUE or PURPLE)
D. You now have the bottom 3 numbers at the correct ratio from one another.
E. Press YELLOW until YELLOW is at the correct number, COUNT THE NUMBER OF TIMES YOU PRESS YELLOW.
F. Press PURPLE the same number of times as you pressed YELLOW in step 5.
G. Press BLUE until it is back at the correct number, PURPLE and ORANGE should now also be at the correct numbers.
5. Now you need to activate all 4 radios around the map in the order that I showed them in. It goes the one under the power room is 1st. The one out by stamin up is 2nd. The one at the broken end of the boat is 3rd. And the one in the same room as the door is 4th. Then you should hear Morris code playing across the map.
6. Now you need to have the rest of your friends in place to press the fog horns. After they are in place you go to the power room and turn the wheel 2 times to the right. Then you go to the 3 leavers and you turn the first one once, and the third one three times.
7. After you hear the playback of the fog horns from the sub that appears you are going to press the fog horns in this order. One close to the water on the lighthouse side, one in the water on speed cola side, one right next to light house on light house side, one on land on speed cola side. If you did it right a green light should be in the middle of the light house.
8. To go one of your crawlers and shoot him with the V-R11 and he will turn into a human and run into the middle of the light and you shoot him as soon as he goes up and he will drop the golden rod! Once you have that you take it back to the door just like the vodka bottle and they will have you knife the power right next to the door one more time and then you get your wonderwaffle DG-2!
2. Blow up all 4 generators around the map in any order.
3. Go back to the Door and knife it, then a vodka bottle will appear and you have one person knife it and the other person stand under it and catch it, take it back to the door put it up the pipe and knife the door.
4. Now you have to set the dials in the light house to the correct numbers, look at these steps and you should be able to get it very easy.
Orange=7
Purple=6
Blue=4
Yellow=2
A. Press PURPLE until PURPLE is at the correct number.
B. Press ORANGE untill BLUE is at the correct number. (ORANGE does not effect PURPLE)
C. Press YELLOW until ORANGE is at the correct number. (YELLOW does not effect BLUE or PURPLE)
D. You now have the bottom 3 numbers at the correct ratio from one another.
E. Press YELLOW until YELLOW is at the correct number, COUNT THE NUMBER OF TIMES YOU PRESS YELLOW.
F. Press PURPLE the same number of times as you pressed YELLOW in step 5.
G. Press BLUE until it is back at the correct number, PURPLE and ORANGE should now also be at the correct numbers.
5. Now you need to activate all 4 radios around the map in the order that I showed them in. It goes the one under the power room is 1st. The one out by stamin up is 2nd. The one at the broken end of the boat is 3rd. And the one in the same room as the door is 4th. Then you should hear Morris code playing across the map.
6. Now you need to have the rest of your friends in place to press the fog horns. After they are in place you go to the power room and turn the wheel 2 times to the right. Then you go to the 3 leavers and you turn the first one once, and the third one three times.
7. After you hear the playback of the fog horns from the sub that appears you are going to press the fog horns in this order. One close to the water on the lighthouse side, one in the water on speed cola side, one right next to light house on light house side, one on land on speed cola side. If you did it right a green light should be in the middle of the light house.
8. To go one of your crawlers and shoot him with the V-R11 and he will turn into a human and run into the middle of the light and you shoot him as soon as he goes up and he will drop the golden rod! Once you have that you take it back to the door just like the vodka bottle and they will have you knife the power right next to the door one more time and then you get your wonderwaffle DG-2!
Shangri La
1. In the starting room once the power is turned on, there will be four dials each on their own wall by Quick Revive. When all four players press 'X' at the same time, time will distort, causing the players to be sent into the past (proven by some of the things the character says), the moon to eclipse the sun, and a giant 115 meteor to rest above the temple in the spawn area.
2. Near the MPL, there appear to be two characters locked in the locked area behind the weapon. A button must be pressed, similar to those near Quick Revive, in order to get them talking. They want the players to set them free, similar to Gersch in Kassimir Mechanism and the four characters in Original Characters Trapped easter eggs. After they finish their dialogue, magical plates can be found scattered on the floor around the areas outside the spawn, 12 on each side.
3. After activating the switch from the previous step, several panels will appear along the area on the bridge, near the rotating statue and the area which contains the MPL, somewhat perpendicular to each other. The players have to make them all disappear to complete this step of the easter egg. At first it seems confusing but the method is simple. On one side, one player stands on a plate and tells another player what the symbol is. That player then steps off the tile whilst the player in the other area searches for the matching plate. Once the pair are found both players step on and those plates disappear. Then simply repeat for every other one until all plates are gone. If a pair is incorrectly matched all plates will re appear and have to be paired up again. Also note that if a player stands on a plate whilst the other checks for a match, all symbols will change to a different plate. Note that this must be completed in 4-5 minutes or players will return to the present and will have to start over again. The following are known symbols to appear on the tiles:
A Female gender symbol.
3 Short straight lines intersected by a long straight line.
A Diamond outline.
A star that looks like a asterisk (*)
A crescent moon
A Circle with a straight line cutting it in half.
A Circle with a small dot in the middle.
3 Dots arranged in a triangle.
A Triangle outline.
A "D" shape
A "T" like shape that has a line through it.
2 arcs crossing
If done correctly you will hear a sound and a Focusing Crystal will appear on top of the MPL boulder.
4. Go down to the Water Slide, but do not move from the bottom. With three players standing on the pressure plate, have the fourth take the slide while holding the action button (X, square). He will activate a switch on the way, which will send the players back to the present if done correctly.
5. Go to the waterfall, there should be a diamond on top of the waterfall. It can be knocked down with an explosive or a Ray Gun. When it's on the ground, shoot it with the 31-79 JGb215, it should shrink. Knife it and it goes into the slide to the water sprout. The players must launch the diamond with the water spout and it should land on a tower. A new diamond should spawn, indicating that the step was completed successfully.
6. The players now have to go to the tunnel that has a pressure plate in a crevice. Next to the pressure plate needed to access Pack-a-Punch, there is a gas pipe. The wheel has to be turned 4 times, until the characters can be heard talking about the spikes receding. If done correctly, along the walls and ceilings there should be several gas leaks, starting from the MPL entrance all the way to the power room. And when your character passes through there, you can hear them coughing.
7. To complete this step, there must be a calm Napalm Zombie present. The players have to walk through the tunnel, luring the Napalm Zombie from the MPL entrance through the cave and setting the gas leaks from the previous step on fire. There are several leaks clustered about: at the entrance to the cave, near the spout launcher, and just before the power room. If done correctly, when the players return to the crevice and the tube, the lever next to it will be raised. Press the action button (X, square) to lower it. This part MUST be done during the same eclipse as lighting the gas. When the characters start talking about the floor being covered in lava, this signifies that the step was successful.
8. The players must travel back to the past for this step. In the tunnel with the MP5k on a board, there are now 4 holes on the side of the tunnel. The holes must be plugged with Spikemores. The best way is to lure crawlers, or your previous Napalm Zombie, towards the tunnels and place the Spikemore facing the holes, so that the Punji spikes get lodged into the holes. After this is done, the players have to go to the bottom of the waterfall. On one side of the boulder in the center, there is a brick wall, with a brick sticking out saying "Do not hold X". Hold "X" and the players will return to the present, signifying that the step was successful. Also, a new diamond will appear above the mud pit temple.
9. The players have to go the past again for this step. There are 12 panels spread around the spawn area, the mudpit temple, and the mine cart area. It is similar to Step 3, except of stepping on the panels, they must be knifed. When all 12 panels have been lit up, over by the mine cart gate, out of bounds, a snare trap can be seen. Blow it up with an explosive, such as a Monkey Bomb. If done correctly, the characters will say that it has worked, and the players will return to the present.
10. After completing Step 9, there is a radio found near the Minecart gate on a barrel, stating a code, which is "16, 1, 3, 4". Players have go into the past for this to work. After going to the past, players will have to go into the mudpit temple and set the dial to their corresponding numbers as the top number:
The first one, coming from the eclipse button area, is the far right one. Switch it to ' [ | - '
The second one is directly behind the first one (near right side from the eclipse button area). Switch it to one dot.
The third one is diagonal from the second one (far left side from the eclipse button area). Switch it to three dots.
The fourth one is behind the third one (near left side from the eclipse button area). Switch it to four dots.
After this is done, the characters should say that the code worked. If done correctly, a diamond will appear above the mudpit temple, signifying that the step was successful.
11. After the previous step, in the present, by the right side of the stairs leading up to the Pack-a-Punch Machine, on the floor by the statue the players will find a radio. The radio says that Brock lost his bag of Dynamite somewhere while being chased by zombies. The players have to find the bag of Dynamite. The Dynamite will be on the Focusing Crystal near the Minecart gate. First, you have to charge the Focusing Crystals, by finding the four gongs that make a resonating sound. Once this is done, the Focusing Crystal will glow yellow and Treyarch's Symbol will appear. You have to shoot the Focusing Crystal with the 31-79 JGb215, the beam bouncing along the other Focusing Crystals and eventually come back and knock off the Dynamite.
12. You have to travel into the past for this step. Once you have obtained the Dynamite, you have to shoot the Focusing Crystal above the mudpit temple (Behind a palm tree if you look at it from spawn). You have to charge the crystals again, and you must upgrade your 31-79 JGb215, or it will not work and a character will say something about not enough power. After you have charged the Focusing Crystals and have an upgraded 31-79 JGb215, you must shoot the Focusing Crystal above the mudpit temple, the beam traveling between the Focusing Crystals and becoming more powerful. When it hits the last crystal, 3 beams of orange light will hit the giant 115 meteorite and it will shrink and fall into the temple.
13. Once the giant meteorite has shrunk, you have to access the Pack-a-Punch Machine. The machine will have vanished and the back wall is accessible. Brock says that he can blow up the wall with the Dynamite gained by the players from a previous step. After the conversation, the water will wash you down and you will have to access the Pack-a-Punch Machine again. After you access the temple again, the wall will be gone, and on an altar, the Focusing Stone will be floating in the center. To obtain the stone, you have to hold the action button. The player who obtains the stone will have all 7 Perks permanently for the rest of the game, even through death. Once this is done, the Pack-a-Punch Machine will return to its regular place and you can repeat this easter egg four times, with an outcome of all four players having the Focusing Stone.
2. Near the MPL, there appear to be two characters locked in the locked area behind the weapon. A button must be pressed, similar to those near Quick Revive, in order to get them talking. They want the players to set them free, similar to Gersch in Kassimir Mechanism and the four characters in Original Characters Trapped easter eggs. After they finish their dialogue, magical plates can be found scattered on the floor around the areas outside the spawn, 12 on each side.
3. After activating the switch from the previous step, several panels will appear along the area on the bridge, near the rotating statue and the area which contains the MPL, somewhat perpendicular to each other. The players have to make them all disappear to complete this step of the easter egg. At first it seems confusing but the method is simple. On one side, one player stands on a plate and tells another player what the symbol is. That player then steps off the tile whilst the player in the other area searches for the matching plate. Once the pair are found both players step on and those plates disappear. Then simply repeat for every other one until all plates are gone. If a pair is incorrectly matched all plates will re appear and have to be paired up again. Also note that if a player stands on a plate whilst the other checks for a match, all symbols will change to a different plate. Note that this must be completed in 4-5 minutes or players will return to the present and will have to start over again. The following are known symbols to appear on the tiles:
A Female gender symbol.
3 Short straight lines intersected by a long straight line.
A Diamond outline.
A star that looks like a asterisk (*)
A crescent moon
A Circle with a straight line cutting it in half.
A Circle with a small dot in the middle.
3 Dots arranged in a triangle.
A Triangle outline.
A "D" shape
A "T" like shape that has a line through it.
2 arcs crossing
If done correctly you will hear a sound and a Focusing Crystal will appear on top of the MPL boulder.
4. Go down to the Water Slide, but do not move from the bottom. With three players standing on the pressure plate, have the fourth take the slide while holding the action button (X, square). He will activate a switch on the way, which will send the players back to the present if done correctly.
5. Go to the waterfall, there should be a diamond on top of the waterfall. It can be knocked down with an explosive or a Ray Gun. When it's on the ground, shoot it with the 31-79 JGb215, it should shrink. Knife it and it goes into the slide to the water sprout. The players must launch the diamond with the water spout and it should land on a tower. A new diamond should spawn, indicating that the step was completed successfully.
6. The players now have to go to the tunnel that has a pressure plate in a crevice. Next to the pressure plate needed to access Pack-a-Punch, there is a gas pipe. The wheel has to be turned 4 times, until the characters can be heard talking about the spikes receding. If done correctly, along the walls and ceilings there should be several gas leaks, starting from the MPL entrance all the way to the power room. And when your character passes through there, you can hear them coughing.
7. To complete this step, there must be a calm Napalm Zombie present. The players have to walk through the tunnel, luring the Napalm Zombie from the MPL entrance through the cave and setting the gas leaks from the previous step on fire. There are several leaks clustered about: at the entrance to the cave, near the spout launcher, and just before the power room. If done correctly, when the players return to the crevice and the tube, the lever next to it will be raised. Press the action button (X, square) to lower it. This part MUST be done during the same eclipse as lighting the gas. When the characters start talking about the floor being covered in lava, this signifies that the step was successful.
8. The players must travel back to the past for this step. In the tunnel with the MP5k on a board, there are now 4 holes on the side of the tunnel. The holes must be plugged with Spikemores. The best way is to lure crawlers, or your previous Napalm Zombie, towards the tunnels and place the Spikemore facing the holes, so that the Punji spikes get lodged into the holes. After this is done, the players have to go to the bottom of the waterfall. On one side of the boulder in the center, there is a brick wall, with a brick sticking out saying "Do not hold X". Hold "X" and the players will return to the present, signifying that the step was successful. Also, a new diamond will appear above the mud pit temple.
9. The players have to go the past again for this step. There are 12 panels spread around the spawn area, the mudpit temple, and the mine cart area. It is similar to Step 3, except of stepping on the panels, they must be knifed. When all 12 panels have been lit up, over by the mine cart gate, out of bounds, a snare trap can be seen. Blow it up with an explosive, such as a Monkey Bomb. If done correctly, the characters will say that it has worked, and the players will return to the present.
10. After completing Step 9, there is a radio found near the Minecart gate on a barrel, stating a code, which is "16, 1, 3, 4". Players have go into the past for this to work. After going to the past, players will have to go into the mudpit temple and set the dial to their corresponding numbers as the top number:
The first one, coming from the eclipse button area, is the far right one. Switch it to ' [ | - '
The second one is directly behind the first one (near right side from the eclipse button area). Switch it to one dot.
The third one is diagonal from the second one (far left side from the eclipse button area). Switch it to three dots.
The fourth one is behind the third one (near left side from the eclipse button area). Switch it to four dots.
After this is done, the characters should say that the code worked. If done correctly, a diamond will appear above the mudpit temple, signifying that the step was successful.
11. After the previous step, in the present, by the right side of the stairs leading up to the Pack-a-Punch Machine, on the floor by the statue the players will find a radio. The radio says that Brock lost his bag of Dynamite somewhere while being chased by zombies. The players have to find the bag of Dynamite. The Dynamite will be on the Focusing Crystal near the Minecart gate. First, you have to charge the Focusing Crystals, by finding the four gongs that make a resonating sound. Once this is done, the Focusing Crystal will glow yellow and Treyarch's Symbol will appear. You have to shoot the Focusing Crystal with the 31-79 JGb215, the beam bouncing along the other Focusing Crystals and eventually come back and knock off the Dynamite.
12. You have to travel into the past for this step. Once you have obtained the Dynamite, you have to shoot the Focusing Crystal above the mudpit temple (Behind a palm tree if you look at it from spawn). You have to charge the crystals again, and you must upgrade your 31-79 JGb215, or it will not work and a character will say something about not enough power. After you have charged the Focusing Crystals and have an upgraded 31-79 JGb215, you must shoot the Focusing Crystal above the mudpit temple, the beam traveling between the Focusing Crystals and becoming more powerful. When it hits the last crystal, 3 beams of orange light will hit the giant 115 meteorite and it will shrink and fall into the temple.
13. Once the giant meteorite has shrunk, you have to access the Pack-a-Punch Machine. The machine will have vanished and the back wall is accessible. Brock says that he can blow up the wall with the Dynamite gained by the players from a previous step. After the conversation, the water will wash you down and you will have to access the Pack-a-Punch Machine again. After you access the temple again, the wall will be gone, and on an altar, the Focusing Stone will be floating in the center. To obtain the stone, you have to hold the action button. The player who obtains the stone will have all 7 Perks permanently for the rest of the game, even through death. Once this is done, the Pack-a-Punch Machine will return to its regular place and you can repeat this easter egg four times, with an outcome of all four players having the Focusing Stone.
Credit go's to TTG_Gawley for the Ascension easter egg tutorial.
Credit go's to TTG_PACK-a-PUNCH for the Call of the Dead tutorial.
Credit go's to the Call of Duty Black Ops Zombies WiKi website for the Shangri La tutorial.
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#2. Posted:
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Joined: Oct 12, 200915Year Member
Posts: 9,687
Reputation Power: 451
Status: Offline
Joined: Oct 12, 200915Year Member
Posts: 9,687
Reputation Power: 451
wow thanks for all those codes will help
+rep
+rep
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#3. Posted:
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Joined: Sep 01, 201014Year Member
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Awesome man! Should be sticky!
-Smokez
or -Gumby- lol
-Smokez
or -Gumby- lol
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#4. Posted:
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Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Status: Offline
Joined: Jun 02, 201014Year Member
Posts: 3,528
Reputation Power: 3854
Motto: You miss 100% of the shots you don't take -Wayne Gretzky
-Gumby- wrote Awesome man! Should be sticky!
-Smokez
or -Gumby- lol
thanks means a lot
Last edited by Cam ; edited 1 time in total
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#5. Posted:
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Joined: Dec 26, 200915Year Member
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Motto: DAFUQ
Motto: DAFUQ
Status: Offline
Joined: Dec 26, 200915Year Member
Posts: 756
Reputation Power: 295
Motto: DAFUQ
Very nice post. Stickied
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#6. Posted:
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Joined: Oct 24, 201014Year Member
Posts: 27
Reputation Power: 1
I typed in CAT REZNOV.SND and when I enter it, nothing happens.
It's one of the files in the directory (I typed in Dir) and yeah, didn't even say it was invalid or anything.
Is it supposed to do something?
P.S. Nice list as well. 8)
It's one of the files in the directory (I typed in Dir) and yeah, didn't even say it was invalid or anything.
Is it supposed to do something?
P.S. Nice list as well. 8)
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#7. Posted:
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Joined: Jun 02, 201014Year Member
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Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Status: Offline
Joined: Jun 02, 201014Year Member
Posts: 3,528
Reputation Power: 3854
Motto: You miss 100% of the shots you don't take -Wayne Gretzky
Rickshaw wrote Very nice post. Stickied
thanks a lot it took a while to make this
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#8. Posted:
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Joined: Mar 06, 201014Year Member
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Status: Offline
Joined: Mar 06, 201014Year Member
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Reputation Power: 4
very cool, speaking of cool-Winter's Fury is my new fav right now - my friend (515clutch)got to freeze that scientist yesterday right before he tried to take it from him
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#9. Posted:
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ima try this soon when i get on bo
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#10. Posted:
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Joined: Dec 29, 200914Year Member
Posts: 596
Reputation Power: 26
I love it!
Thanks for all the codes bro.
Thanks for all the codes bro.
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