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[READ] Ascension, New MEGA Thread. All you need to know
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[READ] Ascension, New MEGA Thread. All you need to knowPosted:
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Joined: Jan 01, 201113Year Member
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Status: Offline
Joined: Jan 01, 201113Year Member
Posts: 86
Reputation Power: 3
MODS: Please don't delete this topic, it took forever to make.. if you consider this a repost please let me know so i can get rid of the post!
Everyone: This obviously took some time, so please say thanks and make a post let me know how you like it.. be sure to vote on the poll.
Also let me say sorry for those who click show all of them for the wall of text.. lot's of information.
Everyone: This obviously took some time, so please say thanks and make a post let me know how you like it.. be sure to vote on the poll.
Also let me say sorry for those who click show all of them for the wall of text.. lot's of information.
Hey, and welcome to the Ascension new and improved tutorial, and information guide. I'd first off like to thank all of the members in the Ascension forums, without some of you.. this would not be possible! This took some time to write, so if it helped you please thank and comment on the post. -Mello
Table of Contents:
I. General Information
II. Weapons
III. Perks
IV. Power Ups
V. Changes
VI. Easter Eggs
VII. Monkies
VIII. Strategies
IX. Pack-a-Punch
So with that said, lets commence with the tutorial and thread.
I. General Information
II. Weapons
III. Perks
IV. Power Ups
V. Changes
VI. Easter Eggs ( Wall of Text )
VII. Monkies
VII. Strategies
IX. Pack-a-Punch
Extra Videos:
NOTICE:
credits:
Table of Contents:
I. General Information
II. Weapons
III. Perks
IV. Power Ups
V. Changes
VI. Easter Eggs
VII. Monkies
VIII. Strategies
IX. Pack-a-Punch
So with that said, lets commence with the tutorial and thread.
I. General Information
Ascension is the eighth Zombie map that appears in the Call of Duty series, which was released on February 1, 2011 for Call of Duty Black Ops on the Xbox 360 and will be released on March 3, 2011 on the PS3, the end of March for the PC but unannounced for the Wii. It takes place in an abandoned Soviet Cosmodrome. The map includes Tank Dempsey, Nikolai Belinski, Takeo Masaki, and Edward Richtofen and includes new weapons like the Gersch Device and Matryoshka Dolls, as well as new perks such as PhD Flopper and Stamin-Up. A new enemy, called space monkeys, also appears in this map, replacing the Hellhounds or Pentagon Thief (in the case of Five). Also a new power-up is available.
A Map of Ascension:
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Another Picture:
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Doors, and costs:
Centrifuge Floor 1 - Door (750)
Centrifuge Floor 2 - Door (750)
Stairwell Floor 3 / Base Level - Door (1250)
Lunar Lander B Access Door (1250)
Lunar Lander D Access Gate (1250)
Lunar Lander F Access Gate (1000)
Lunar Lander F Access Door (1250)
Pack-A-Punch Access Gate (1250)
Power Room Door (1000)
Power Room Gate (1250)
A Map of Ascension:
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Another Picture:
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Doors, and costs:
Centrifuge Floor 1 - Door (750)
Centrifuge Floor 2 - Door (750)
Stairwell Floor 3 / Base Level - Door (1250)
Lunar Lander B Access Door (1250)
Lunar Lander D Access Gate (1250)
Lunar Lander F Access Gate (1000)
Lunar Lander F Access Door (1250)
Pack-A-Punch Access Gate (1250)
Power Room Door (1000)
Power Room Gate (1250)
II. Weapons
Off-Wall Weapons:
M14 - Centrifuge Floor 1
Olympia - Centrifuge Floor 2
MPL- Stair way
PM63 - Stair way
MP5K - Lunar Lander D
AK-74u - Outside Lunar Lander F
Stakeout - Outside Power Room
M16 - Lunar Lander B
Claymore - Lunar Lander F
Sickle (Replaces regular Knife and can used with the ballistic knife) - Lunar Lander B
Grenades - Lunar lander D
Mystery Box Weapons:
Dragunov
CZ75 (single or Dual Wield)
Commando
SPAS-12
AUG (Swarovski Scope)
FAMAS
Galil
L96A1
China Lake
Ballistic Knife
Crossbow
Spectre
G11 (Low Power Scope)
FN FAL
HK21
HS10
RPK
M72 LAW
Ray Gun
Thundergun
Matryoshka Doll
Gersch Device
Special Weapons:
Gersch Device
-Acts as a black hole, sucking up all zombies in the area, lasting for 10 seconds
Picture:
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Matryoshka Dolls
Picture:
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-Acts as 4 grenades, each doll stacked blows up, sending the other one outward. Colorful
M14 - Centrifuge Floor 1
Olympia - Centrifuge Floor 2
MPL- Stair way
PM63 - Stair way
MP5K - Lunar Lander D
AK-74u - Outside Lunar Lander F
Stakeout - Outside Power Room
M16 - Lunar Lander B
Claymore - Lunar Lander F
Sickle (Replaces regular Knife and can used with the ballistic knife) - Lunar Lander B
Grenades - Lunar lander D
Mystery Box Weapons:
Dragunov
CZ75 (single or Dual Wield)
Commando
SPAS-12
AUG (Swarovski Scope)
FAMAS
Galil
L96A1
China Lake
Ballistic Knife
Crossbow
Spectre
G11 (Low Power Scope)
FN FAL
HK21
HS10
RPK
M72 LAW
Ray Gun
Thundergun
Matryoshka Doll
Gersch Device
Special Weapons:
Gersch Device
-Acts as a black hole, sucking up all zombies in the area, lasting for 10 seconds
Picture:
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Matryoshka Dolls
Picture:
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-Acts as 4 grenades, each doll stacked blows up, sending the other one outward. Colorful
III. Perks
There are 5 Perks located in the map Ascension. 4 of which can be used at the same time.. however to get the fifth perk you must not let any monkies touch the machines to get a free perk, but we'll get on to that eventually.
PHD Flopper: [ Register or Signin to view external links. ]
This perk is located outside near the Lunar Lander launch pad that has the Frag 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:
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This perk is located near the AK-74u, towards another Lunar Lander launch pad. This perk gives the player increased movement speed, 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.
Speed Cola:
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Speed Cola increases the reloading speed of all weapons. It also allows you to put up barriers even faster, but the time between individual boards is longer to balance it out. Speed cola is considered the second best perk under juggernog as it allows quicker reloads, but it is easily lost without buffed health. This perk costs 3000 points to buy, making it the most expensive of all Perk machines to purchase. In Ascension it is near Lunar Lander B. (Sickle room). It mirrors the multiplayer perk Sleight of Hand.
Juggernog:
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Juggernog increases the player's health. This actually increases it to 4 normal zombie hits and 6 special zombie (Space Monkeys) hits, which is very important in the later rounds as the player can get 'double-swung' a lot more often. According to the machine, it is made with real eggs and the catch-phrase is "Take a tug on that sweet, sweet jug." (as seen on the side of the machine) This perk costs 2500 points to buy. It is located in the starting room of Verruckt, on the left side of Der Riese, the theater in Kino der Toten, in the war room next to the bunker in "Five" and In the PM63 room in Ascension.
Quick Revive:
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The perk makes the player revive other players about 4x faster.
As said by the machine, it's ice cold. Also, it's the only Perk-a-Cola machine not based off the tier 2 perks from multiplayer. It is essential in later levels when people are going to be downed incredibly often and reviving team-mates is crucial in zombie infested environments. This perk costs 1500 points to buy, making it the least costly of the six. It is in the starting room with American weapons. Many players have noticed that if two teammates get downed next to each other they have been able to revive them both at the same time. All in game characters comment on it tasting like fish, a reference to the vitamin supplement fish oil. In Call of Duty: Black Ops, if the person is playing solo, the Quick Revive machine is available right from the start, regardless of whether the power is on or off. It costs 500 points when playing solo, and the usual 1500 points on multiplayer. The player must re-purchase it again after being downed. When downed, the player dons the pack-a-punched M1911 (Mustang & Sally) before being automatically revived by the perk. After three purchases, the machine disappears. It is located in the starting rooms in Ascension.
You can refer to the map in general to find the exact locations!
PHD Flopper: [ Register or Signin to view external links. ]
This perk is located outside near the Lunar Lander launch pad that has the Frag 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:
[ Register or Signin to view external links. ]
This perk is located near the AK-74u, towards another Lunar Lander launch pad. This perk gives the player increased movement speed, 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.
Speed Cola:
[ Register or Signin to view external links. ]
Speed Cola increases the reloading speed of all weapons. It also allows you to put up barriers even faster, but the time between individual boards is longer to balance it out. Speed cola is considered the second best perk under juggernog as it allows quicker reloads, but it is easily lost without buffed health. This perk costs 3000 points to buy, making it the most expensive of all Perk machines to purchase. In Ascension it is near Lunar Lander B. (Sickle room). It mirrors the multiplayer perk Sleight of Hand.
Juggernog:
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Juggernog increases the player's health. This actually increases it to 4 normal zombie hits and 6 special zombie (Space Monkeys) hits, which is very important in the later rounds as the player can get 'double-swung' a lot more often. According to the machine, it is made with real eggs and the catch-phrase is "Take a tug on that sweet, sweet jug." (as seen on the side of the machine) This perk costs 2500 points to buy. It is located in the starting room of Verruckt, on the left side of Der Riese, the theater in Kino der Toten, in the war room next to the bunker in "Five" and In the PM63 room in Ascension.
Quick Revive:
[ Register or Signin to view external links. ]
The perk makes the player revive other players about 4x faster.
As said by the machine, it's ice cold. Also, it's the only Perk-a-Cola machine not based off the tier 2 perks from multiplayer. It is essential in later levels when people are going to be downed incredibly often and reviving team-mates is crucial in zombie infested environments. This perk costs 1500 points to buy, making it the least costly of the six. It is in the starting room with American weapons. Many players have noticed that if two teammates get downed next to each other they have been able to revive them both at the same time. All in game characters comment on it tasting like fish, a reference to the vitamin supplement fish oil. In Call of Duty: Black Ops, if the person is playing solo, the Quick Revive machine is available right from the start, regardless of whether the power is on or off. It costs 500 points when playing solo, and the usual 1500 points on multiplayer. The player must re-purchase it again after being downed. When downed, the player dons the pack-a-punched M1911 (Mustang & Sally) before being automatically revived by the perk. After three purchases, the machine disappears. It is located in the starting rooms in Ascension.
You can refer to the map in general to find the exact locations!
IV. Power Ups
As usual, there are 5 power ups to be dropped randomly by the zombies.
-Nuke
-Carpenter
-Death machine (drops more frequently on Ascension than any other map)
-Fire Sale
-Max Ammo
-Insta Kill
-Double Points
These are pretty self explanatory. Only one I'd like to mention is Firesale, every RWB (Random weapons Box) is lit up and you can buy weapons for 10 points rather than 950.
Pics:
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-Nuke
-Carpenter
-Death machine (drops more frequently on Ascension than any other map)
-Fire Sale
-Max Ammo
-Insta Kill
-Double Points
These are pretty self explanatory. Only one I'd like to mention is Firesale, every RWB (Random weapons Box) is lit up and you can buy weapons for 10 points rather than 950.
Pics:
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V. Changes
PHD Flopper takes place of Double Tap Root Beer
Pack - A - Punch takes extensive amounts of time to open rather than a simple teleport in other maps
Pack - A - Punch takes extensive amounts of time to open rather than a simple teleport in other maps
VI. Easter Eggs ( Wall of Text )
Save me From Sam/Casimir/Mystery Man easter egg:
This easter egg is a series of nodes that must be activated in order to complete the easter egg.. There are speculations of this being INCOMPLETE but as of the it ends with 90 sec death machines for everyone in the game.
NODE 1:
This task is relatively easy. A player must have the Gersch Device for this part. When you get to the area where the MP5K and the PhD Flopper is, if you look out from the map to the left of the MP5K, there will be rubble but there will also be what appears to be a power generator with a glowing white light. If you go into the PhD Flopper room to the far back, you can hear a high-pitched sound. The player with the Gersch Device must throw it onto the generator (if it bounces off the generator it will be okay). The player will see the generator get sucked into the black hole. At this point, Gersch tells you to hurry and continue as 'she is getting closer'. Then the player must make their way to the lunar pad closest to the Stamin-Up. In the corner of the lunar pad room, there is a large terminal with a bright screen. Again the high-pitched sound can be heard. Press and hold the "use" button to activate the terminal and the screen will show part of the Illuminati symbol. At this point, the pod should show one light after this node is complete.
Video:
NODE 2:
This step has to be done during a Space Monkey round. When these rounds begin, four switches will appear out of the walls close to all perk machines excluding Quick Revive. The switches are small red buttons that can be hard to notice due to the darker lighting during the monkey rounds. The locations of the switches are:
Juggernog - look at the Juggernog machine and turn 180 degrees. The switch is directly on the wall in front of you
PhD Flopper - turn left 90 degrees and the switch is directly in front of you.
Speed Cola - Look at the doorway leading to the lunar pad. The switch is just on the wall to the far right on the other side of the door frame. This can be hard to notice.
Stamin-Up - it is located to left of the stamina up machine.
When all four players have gotten to the switches, they must be pressed at the same time (give or take a second) a player can count down from 3, alternatively you can hold reload by the button and it will just beep constantly (only tested at speed cola and PhD flopper so far). If it's done correctly, all players will hear a beeping sound. if it was done incorrectly, all players will hear a buzzing sound. At this point, the pod should show two lights.
No pictures, so here's a video:
NODE 3:
This node is simple. Play the round as normal and leave a couple crawlers behind after all other zombies are killed. Kill any fast crawlers because this node takes 2 minutes. At this point, the player must launch the rocket to open the launch pad and the room where the Pack-a-Punch Machine is located. The player must lead the crawler(s) as far away as possible to avoid interruption, preferably to Stamin-Up. When the players enter the launch pad, turn to the left and there is a clock on the wall showing 12:00. All players must now gather in front of the clock located in the room just before the pack-a-punch machine. This will now start a 2-minute countdown. During these 2 minutes, all players must stay on the pressure plate, but can do anything such as shoot or throw grenades in case the crawlers get close. When the 2 minutes are up, if done correctly, there will be an explosion (as if a Nuke was picked up) ending the round. At this point, there should be three lights active on the pod.
Video:
NODE 4:
This is the hardest task to complete. Kill all zombies in the round but save a few crawlers. Several letters can be seen floating above in a random order. To collect these letters, the players must use the Lunar Landers but the letters must be collected in a certain order. To begin, have the lander ready at the spawn room. Have a player stand on the lander whilst another player heads to the lunar pad near to the Stamin-Up. That player must then call the lander at that point. The player on the lander will be flying over to the lunar pad where it was called but will fly into the floating letter 'L' and collected it. Again, a player must stay on the Lander whilst another player calls the lander back to the spawn room. This time, the player on the lander will collect the letter 'U'. Once again, a player stays on the lander while another player calls it to the pad closest to Speed Cola. The player on the lander will collect the letter 'N'. Finally have one player on the lander whilst another calls it back to the pad closest to Stamin-Up. They will collect the last letter 'A'. This spells out 'LUNA'. All lights should now be active on the pod.
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NODE 5:
At this point, after finishing all the tasks, head back to the pod, which should now have all four lights on. The pod is located next to the claymores in the Lunar Lander room next to the Stamin-Up machine. The player will hear the high-pitched sound again. This is coming from just in front of the pod. If the player looks carefully, there is a small glowing orb in front of the 4 lights on the pod. If the player throws a Gersch Device very close to the glowing orb, when it finishes the man's voice can be heard saying "I can see the teleporter, but there is not enough power". The way to accomplish this task is to have one player throw the Gersch device, then shoot the device with 10 Porter's X2 Ray Gun shots, 4 upgraded Zeus Cannon shots, 1 Awful Lawton shot, and 1 Matryoshka Doll.
After completing this task, Gersch will say that the players have freed him. All players will then be given a Death Machine that last for 90 seconds. Soon after, the screen will turn to black and white when Samantha screams. When her scream ends, the screen goes back to color.
Note: While Samantha is screaming she will say "Come find me", but the player must be listening closely.
Other EEGGS:
This easter egg is a series of nodes that must be activated in order to complete the easter egg.. There are speculations of this being INCOMPLETE but as of the it ends with 90 sec death machines for everyone in the game.
NODE 1:
This task is relatively easy. A player must have the Gersch Device for this part. When you get to the area where the MP5K and the PhD Flopper is, if you look out from the map to the left of the MP5K, there will be rubble but there will also be what appears to be a power generator with a glowing white light. If you go into the PhD Flopper room to the far back, you can hear a high-pitched sound. The player with the Gersch Device must throw it onto the generator (if it bounces off the generator it will be okay). The player will see the generator get sucked into the black hole. At this point, Gersch tells you to hurry and continue as 'she is getting closer'. Then the player must make their way to the lunar pad closest to the Stamin-Up. In the corner of the lunar pad room, there is a large terminal with a bright screen. Again the high-pitched sound can be heard. Press and hold the "use" button to activate the terminal and the screen will show part of the Illuminati symbol. At this point, the pod should show one light after this node is complete.
Video:
NODE 2:
This step has to be done during a Space Monkey round. When these rounds begin, four switches will appear out of the walls close to all perk machines excluding Quick Revive. The switches are small red buttons that can be hard to notice due to the darker lighting during the monkey rounds. The locations of the switches are:
Juggernog - look at the Juggernog machine and turn 180 degrees. The switch is directly on the wall in front of you
PhD Flopper - turn left 90 degrees and the switch is directly in front of you.
Speed Cola - Look at the doorway leading to the lunar pad. The switch is just on the wall to the far right on the other side of the door frame. This can be hard to notice.
Stamin-Up - it is located to left of the stamina up machine.
When all four players have gotten to the switches, they must be pressed at the same time (give or take a second) a player can count down from 3, alternatively you can hold reload by the button and it will just beep constantly (only tested at speed cola and PhD flopper so far). If it's done correctly, all players will hear a beeping sound. if it was done incorrectly, all players will hear a buzzing sound. At this point, the pod should show two lights.
No pictures, so here's a video:
NODE 3:
This node is simple. Play the round as normal and leave a couple crawlers behind after all other zombies are killed. Kill any fast crawlers because this node takes 2 minutes. At this point, the player must launch the rocket to open the launch pad and the room where the Pack-a-Punch Machine is located. The player must lead the crawler(s) as far away as possible to avoid interruption, preferably to Stamin-Up. When the players enter the launch pad, turn to the left and there is a clock on the wall showing 12:00. All players must now gather in front of the clock located in the room just before the pack-a-punch machine. This will now start a 2-minute countdown. During these 2 minutes, all players must stay on the pressure plate, but can do anything such as shoot or throw grenades in case the crawlers get close. When the 2 minutes are up, if done correctly, there will be an explosion (as if a Nuke was picked up) ending the round. At this point, there should be three lights active on the pod.
Video:
NODE 4:
This is the hardest task to complete. Kill all zombies in the round but save a few crawlers. Several letters can be seen floating above in a random order. To collect these letters, the players must use the Lunar Landers but the letters must be collected in a certain order. To begin, have the lander ready at the spawn room. Have a player stand on the lander whilst another player heads to the lunar pad near to the Stamin-Up. That player must then call the lander at that point. The player on the lander will be flying over to the lunar pad where it was called but will fly into the floating letter 'L' and collected it. Again, a player must stay on the Lander whilst another player calls the lander back to the spawn room. This time, the player on the lander will collect the letter 'U'. Once again, a player stays on the lander while another player calls it to the pad closest to Speed Cola. The player on the lander will collect the letter 'N'. Finally have one player on the lander whilst another calls it back to the pad closest to Stamin-Up. They will collect the last letter 'A'. This spells out 'LUNA'. All lights should now be active on the pod.
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NODE 5:
At this point, after finishing all the tasks, head back to the pod, which should now have all four lights on. The pod is located next to the claymores in the Lunar Lander room next to the Stamin-Up machine. The player will hear the high-pitched sound again. This is coming from just in front of the pod. If the player looks carefully, there is a small glowing orb in front of the 4 lights on the pod. If the player throws a Gersch Device very close to the glowing orb, when it finishes the man's voice can be heard saying "I can see the teleporter, but there is not enough power". The way to accomplish this task is to have one player throw the Gersch device, then shoot the device with 10 Porter's X2 Ray Gun shots, 4 upgraded Zeus Cannon shots, 1 Awful Lawton shot, and 1 Matryoshka Doll.
After completing this task, Gersch will say that the players have freed him. All players will then be given a Death Machine that last for 90 seconds. Soon after, the screen will turn to black and white when Samantha screams. When her scream ends, the screen goes back to color.
Note: While Samantha is screaming she will say "Come find me", but the player must be listening closely.
Other EEGGS:
- When the rocket is launched, it is possible to destroy it by using a gun with high damage, such as the Ray Gun or the China Lake. It has been confirmed that you can destroy it with 2 normal Crossbow bolts. If it is destroyed, a double points power-up will spawn below it.Also if you notice all of the CoD:WaW zombie maps say "Ascend From Darkness" as ascend meaning to climb,or to go upward, as the rocket "Ascends From Darkness" in Ascension.
Located just to the right of the PhD Flopper machine. It is currently unknown what makes this telephone ring. When answered, you will hear Fidel Castro say "Come to me, the revolution dies without Fidel Castro". He says this in Five when he is downed.
There are 3 red telephones similar to the ones in "Five" scattered around the map. When these telephones are answered, you will hear a line said by a character from "Five". These telephones will not ring until a specific event occurs. Once they are answered they wont ring again. To answer, hold X/Square near the ringing telephone. These are the locations of the telephones:
There are Matryoshka Dolls of the characters scattered around the level. They will say something to the player when the "action" button is pressed, depending on who the player is.
Each of the Matryoshka Dolls can be found in the locations below:
Tank's doll is in the lander room beside the Stamin-Up. Where you walk through the door he is on the flaming barrels on the left.
Nikolai's doll is on the top of the shelf directly to the left of the Speed Cola.
Takeo's doll is on the shelf directly to the left of the PhD Flopper.
Richtofen's doll is on the floor below the power switch. It is on the table to the left of the door leading outside.
Three teddy bears holding sickles are located around the map, "using" them all causes a song called "Abracadavre " by Elena Siegman to play (Remember to hold Use/Reload while your cross-hairs are on them to "use" them). Each teddy bears can be found in:
The Centrifuge Room. When you go up the stairs, right and on the end of that walkway is the first bear.
Behind a gate on the left, nearby the lunar lander with the claymore in the area.
Nearby the "Speed Cola lunar lander", past the Speed Cola, when you have the wall in
front of you. Turn right and on top of the wall there is the last teddy bear.
VII. Monkies
A new enemy, called space monkeys, also appears in this map, replacing the Hellhounds or Pentagon Thief (in the case of Five). Also a new power-up is available.
After killing all the monkies and not letting them touch any perk machines, you're rewarded a free perk. This is the only way to get 5 of them.
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After killing all the monkies and not letting them touch any perk machines, you're rewarded a free perk. This is the only way to get 5 of them.
[ Register or Signin to view external links. ]
VII. Strategies
All I'm posting are videos, so we don't have text walls!
IX. Pack-a-Punch
Short and simple.
Extra Videos:
WILL ADD LATER!
NOTICE:
I DID NOT COPY AND PASTE ANYTHING FROM ANYWHERE, I TYPED ALL OF THIS OUT USING WEBSITES AS GUIDES. SOME THINGS MIGHT BE WORD FROM WORD BECAUSE I TYPED WHAT WAS NEEDED TO BE TYPED. SO PLEASE DONT SAY I DID, IT TOOK SOO MUCH TIME TO DO THIS AND I WOULD APPRECIATE SOME THANKS!!!!
credits:
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TTG Sean
THANK YOU ALL!
CoDz
Wiki
Google images
Nextgentactics
campfiregames
ascension community
TTG_Nikko
trippy_tyler
TTG_G0LD
hippie
-Compaq-
Liberal
TTG Sean
THANK YOU ALL!
Please thank and comment on the topic if you liked it or it helped you in any way shape or form. It took a very long time to type all of this out!
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User Feedback:
u forgot the bomb fire sale in the powerup section fyi all in all AMAZING POST!very impressed
Your are a boss (period).
nice post bro very helpful for those who dont know a llot
GREAT post has so much great information!!!!
This is Kinda the Encyclopedia for Ascension! Great Post
Last edited by o0Mello0o ; edited 27 times in total
The following 7 users thanked o0Mello0o for this useful post:
JordanEvans (03-04-2011), mrkillspree (03-04-2011), baconator69 (03-03-2011), ur_mom_in_HD (03-03-2011), Nines (03-03-2011), VeNGaNCe34 (03-03-2011), SanPatricio (03-02-2011)
#2. Posted:
Status: Offline
Joined: Jan 01, 201113Year Member
Posts: 86
Reputation Power: 3
Status: Offline
Joined: Jan 01, 201113Year Member
Posts: 86
Reputation Power: 3
X. Glitches
XI. Ascension C++ Code
Credit to Liberal
XII. Mystery Man easter egg theories:
XII. Written strategies:
Human Nuke:
Launch Walk:
Pack-a-punch:
Run and Fly:
[/spoil]
Last edited by o0Mello0o ; edited 4 times in total
Now, it's only my personal opinion but I believe glitches ruin the game, but I see people like them so I'm going to post videos of each of them.
Forums/viewtopic/t=938337.html
FULL CREDIT TO -Compaq-
This post is amazing, go read it.
Forums/viewtopic/t=938337.html
FULL CREDIT TO -Compaq-
This post is amazing, go read it.
XI. Ascension C++ Code
Credit to Liberal
include animscripts\zombie_utility;
#include common_scripts\utility;
#include maps\_utility;
#include maps\_zombiemode_utility;
#include maps\_ambientpackage;
#include maps\_music;
#include maps\_busing;
#include maps\_zombiemode_audio;
init()
{
PreCacheModel( "p_glo_electrical_transformer" );
PreCacheModel( "p_zom_monitor_csm_screen_on" );
PreCacheModel( "p_zom_monitor_csm_screen_logo" );
PreCacheModel( "p_rus_electric_switch_stop" );
PreCacheModel( "p_rus_clock_lrg" );
flag_init( "target_teleported" );
flag_init( "rerouted_power" );
flag_init( "switches_synced" );
flag_init( "pressure_sustained" );
flag_init( "passkey_confirmed" );
flag_init( "weapons_combined" );
level.casimir_lights = [];
level.lander_letters[ "a" ] = GetEnt( "letter_a", "targetname" );
level.lander_letters[ "e" ] = GetEnt( "letter_e", "targetname" );
level.lander_letters[ "h" ] = GetEnt( "letter_h", "targetname" );
level.lander_letters[ "i" ] = GetEnt( "letter_i", "targetname" );
level.lander_letters[ "l" ] = GetEnt( "letter_l", "targetname" );
level.lander_letters[ "m" ] = GetEnt( "letter_m", "targetname" );
level.lander_letters[ "n" ] = GetEnt( "letter_n", "targetname" );
level.lander_letters[ "r" ] = GetEnt( "letter_r", "targetname" );
level.lander_letters[ "s" ] = GetEnt( "letter_s", "targetname" );
level.lander_letters[ "t" ] = GetEnt( "letter_t", "targetname" );
level.lander_letters[ "u" ] = GetEnt( "letter_u", "targetname" );
level.lander_letters[ "y" ] = GetEnt( "letter_y", "targetname" );
keys = GetArrayKeys( level.lander_letters );
for ( i=0; i<keys.size; i++ )
{
level.lander_letters[ keys[i] ] Hide();
}
teleport_target_event();
reroute_power_event();
sync_switch_event();
pressure_plate_event();
lander_passkey_event();
weapon_combo_event();
level notify( "help_found" );
monitor = GetEnt( "casimir_monitor", "targetname" );
monitor SetModel( "p_zom_monitor_csm_screen_off" );
}
play_easter_egg_audio( alias, sound_ent, text )
{
if( alias == undefined )
{
return;
}
sound_ent PlaySound( alias, "sounddone" );
sound_ent waittill( "sounddone" );
}
activate_casimir_light( num )
{
spot = GetStruct( "casimir_light_"+num, "targetname" );
if ( IsDefined( spot ) )
{
light = Spawn( "script_model", spot.origin );
light SetModel( "tag_origin" );
light.angles = spot.angles;
fx = PlayFXOnTag( level._effect["fx_zmb_light_floodlight_bright"], light, "tag_origin" );
level.casimir_lights[ level.casimir_lights.size ] = light;
}
}
teleport_target_event()
{
teleport_target_start = getstruct( "teleport_target_start", "targetname" );
teleport_target_spark = getstruct( "teleport_target_spark", "targetname" );
level.teleport_target = Spawn( "script_model", teleport_target_start.origin );
level.teleport_target SetModel( "p_glo_electrical_transformer" );
level.teleport_target.angles = teleport_target_start.angles;
level.teleport_target PlayLoopSound( "zmb_egg_notifier", 1 );
teleport_target_spark = Spawn( "script_model", teleport_target_spark.origin );
teleport_target_spark SetModel( "tag_origin" );
PlayFXOnTag( level._effect["switch_sparks"], teleport_target_spark, "tag_origin" );
level.teleport_target_trigger = Spawn( "trigger_radius", teleport_target_start.origin + (0,0,-70), 0, 125, 100 );
level.black_hole_bomb_loc_check_func = ::bhb_teleport_loc_check;
flag_wait( "target_teleported" );
teleport_target_spark Delete();
level.black_hole_bomb_loc_check_func = undefined;
level thread play_egg_vox( "vox_ann_egg1_success", "vox_gersh_egg1", 1 );
}
bhb_teleport_loc_check( grenade, model, info )
{
if( IsDefined( level.teleport_target_trigger ) && grenade IsTouching( level.teleport_target_trigger ) )
{
model SetClientFlag( level._SCRIPTMOVER_CLIENT_FLAG_BLACKHOLE );
grenade thread maps\_zombiemode_weap_black_hole_bomb::do_black_hole_bomb_sound( model, info );
level thread teleport_target( grenade, model );
return true;
}
return false;
}
teleport_target( grenade, model )
{
level.teleport_target_trigger Delete();
level.teleport_target_trigger = undefined;
wait( 1.0 );
time = 3.0;
level.teleport_target MoveTo( grenade.origin + (0,0,50), time, time - 0.05 );
wait( time );
teleport_target_end = getstruct( "teleport_target_end", "targetname" );
level.teleport_target Hide();
playsoundatposition( "zmb_gersh_teleporter_out", grenade.origin + (0,0,50) );
wait( 0.5 );
level.teleport_target.angles = teleport_target_end.angles;
level.teleport_target MoveTo( teleport_target_end.origin, 0.05 );
level.teleport_target StopLoopSound( 1 );
wait( 0.5 );
level.teleport_target Show();
PlayFXOnTag( level._effect[ "black_hole_bomb_event_horizon" ], level.teleport_target, "tag_origin" );
level.teleport_target PlaySound( "zmb_gersh_teleporter_go" );
wait( 2.0 );
model Delete();
flag_set( "target_teleported" );
}
reroute_power_event()
{
monitor = GetEnt( "casimir_monitor", "targetname" );
location = GetStruct( "casimir_monitor_struct", "targetname" );
monitor PlayLoopSound( "zmb_egg_notifier", 1 );
monitor SetModel( "p_zom_monitor_csm_screen_on" );
trig = Spawn( "trigger_radius", location.origin, 0, 32, 60 );
trig wait_for_use( monitor );
trig delete();
flag_set( "rerouted_power" );
monitor SetModel( "p_zom_monitor_csm_screen_logo" );
monitor StopLoopSound( 1 );
level thread play_egg_vox( "vox_ann_egg2_success", "vox_gersh_egg2", 2 );
level thread activate_casimir_light( 1 );
}
wait_for_use( monitor )
{
while(1)
{
self waittill( "trigger", who );
while( IsPlayer(who) && who IsTouching( self ) )
{
if( who UseButtonPressed() )
{
flag_set( "rerouted_power" );
monitor PlaySound( "zmb_comp_activate" );
return;
}
wait(.05);
}
}
}
sync_switch_event()
{
switches = GetStructArray( "sync_switch_start", "targetname" );
success = false;
while ( !flag( "switches_synced" ) )
{
flag_wait( "monkey_round" );
array_thread( switches, ::reveal_switch );
self thread switch_watcher();
level waittill_either( "between_round_over", "switches_synced" );
}
level thread play_egg_vox( "vox_ann_egg3_success", "vox_gersh_egg3", 3 );
level thread activate_casimir_light( 2 );
}
reveal_switch()
{
button = Spawn( "script_model", self.origin );
button SetModel( "p_rus_electric_switch_stop" );
button.angles = self.angles + (0,90,0);
button PlayLoopSound( "zmb_egg_notifier", 1 );
offset = AnglesToForward(self.angles) * 8;
time = 1;
button MoveTo( button.origin + offset, 1 );
wait( 1 );
if ( flag( "monkey_round" ) )
{
trig = Spawn( "trigger_radius", button.origin, 0, 32, 72 );
trig thread wait_for_sync_use( self );
level waittill_either( "between_round_over", "switches_synced" );
trig delete();
}
button StopLoopSound( 1 );
button MoveTo( self.origin, time );
wait( time );
button delete();
}
wait_for_sync_use( ss )
{
level endon( "between_round_over" );
level endon( "switches_synced" );
ss.pressed = 0;
while(1)
{
self waittill( "trigger", who );
while( IsPlayer(who) && who IsTouching( self ) )
{
if( who UseButtonPressed() )
{
level notify( "sync_button_pressed" );
playsoundatposition( "zmb_push_button", ss.origin );
ss.pressed = 1;
}
wait(.05);
}
}
}
switch_watcher()
{
level endon( "between_round_over" );
pressed = 0;
switches = GetStructArray( "sync_switch_start", "targetname" );
while (1)
{
level waittill( "sync_button_pressed" );
timeout = GetTime() + 500;
while ( GetTime() < timeout )
{
pressed = 0;
for ( i=0; i<switches.size; i++ )
{
if ( IsDefined( switches[i].pressed ) && switches[i].pressed )
{
pressed++;
}
}
if ( pressed == 4 )
{
flag_set( "switches_synced" );
for ( i=0; i<switches.size; i++ )
{
playsoundatposition( "zmb_misc_activate", switches[i].origin );
}
return;
}
wait( 0.05 );
}
switch( pressed )
{
case 1:
case 2:
case 3:
for ( i=0; i<switches.size; i++ )
{
playsoundatposition( "zmb_deny", switches[i].origin );
}
break;
}
for ( i=0; i<switches.size; i++ )
{
switches[i].pressed = 0;
}
}
}
pressure_plate_event()
{
area = GetStruct( "pressure_pad", "targetname" );
trig = Spawn( "trigger_radius", area.origin, 0, 300, 100 );
trig area_timer( 120 );
trig Delete();
level thread play_egg_vox( "vox_ann_egg4_success", "vox_gersh_egg4", 4 );
level thread activate_casimir_light( 3 );
}
area_timer( time )
{
clock_loc = GetStruct( "pressure_timer", "targetname" );
clock = Spawn( "script_model", clock_loc.origin );
clock SetModel( "p_rus_clock_lrg" );
clock.angles = clock_loc.angles;
clock PlayLoopSound( "zmb_egg_notifier", 1 );
timer_hand_angles_init = ( 270, 90, 0 );
timer_hand = Spawn( "script_model", clock_loc.origin + ( -1, 0, 12 ) );
timer_hand SetModel( "t5_weapon_ballistic_knife_blade" );
timer_hand.angles = timer_hand_angles_init;
step = 1.0;
while ( !flag( "pressure_sustained" ) )
{
self waittill( "trigger" );
stop_timer = false;
players = get_players();
for ( i=0; i<players.size; i++ )
{
if ( !players[i] IsTouching( self ) )
{
wait( step );
stop_timer = true;
}
}
if ( stop_timer )
{
continue;
}
self PlaySound( "zmb_pressure_plate_trigger" );
time_remaining = time;
timer_hand RotatePitch( 360, time );
while ( time_remaining )
{
players = get_players();
for ( i=0; i<players.size; i++ )
{
if ( !players[i] IsTouching( self ) )
{
wait( step );
time_remaining = time;
stop_timer = true;
timer_hand RotateTo( timer_hand_angles_init, 0.5 );
timer_hand PlaySound( "zmb_deny" );
wait( 0.5 );
break;
}
}
if ( stop_timer )
{
break;
}
wait( step );
time_remaining -= step;
timer_hand PlaySound( "zmb_egg_timer_oneshot" );
}
if ( time_remaining <= 0 )
{
flag_set( "pressure_sustained" );
players = get_players();
temp_fx = undefined;
if ( IsDefined( players[0].fx ) )
{
temp_fx = players[0].fx;
}
timer_hand playsound( "zmb_perks_packa_ready" );
players[0].fx = level.zombie_powerups[ "nuke" ].fx;
level thread maps\_zombiemode_powerups::nuke_powerup( players[0] );
clock StopLoopSound( 1 );
wait( 1.0 );
if ( IsDefined( temp_fx ) )
{
players[0].fx = temp_fx;
}
else
{
players[0].fx = undefined;
}
clock Delete();
timer_hand Delete();
return;
}
}
}
lander_passkey_event()
{
flag_init( "letter_acquired" );
level.lander_key = [];
level.lander_key[ "lander_station1" ][ "lander_station3" ] = "s";
level.lander_key[ "lander_station1" ][ "lander_station4" ] = "r";
level.lander_key[ "lander_station1" ][ "lander_station5" ] = "e";
level.lander_key[ "lander_station3" ][ "lander_station1" ] = "y";
level.lander_key[ "lander_station3" ][ "lander_station4" ] = "a";
level.lander_key[ "lander_station3" ][ "lander_station5" ] = "i";
level.lander_key[ "lander_station4" ][ "lander_station1" ] = "m";
level.lander_key[ "lander_station4" ][ "lander_station3" ] = "h";
level.lander_key[ "lander_station4" ][ "lander_station5" ] = "u";
level.lander_key[ "lander_station5" ][ "lander_station1" ] = "t";
level.lander_key[ "lander_station5" ][ "lander_station3" ] = "n";
level.lander_key[ "lander_station5" ][ "lander_station4" ] = "l";
level.passkey = array( "l", "u", "n", "a" );
level.passkey_progress = 0;
level.secret1 = array( "h", "i", "t", "s", "a", "m" );
level.secret1_progress = 0;
level.secret2 = array( "h", "y", "e", "n", "a" );
level.secret2_progress = 0;
thread lander_monitor();
flag_wait( "passkey_confirmed" );
level.lander_audio_ent StopLoopSound( 1 );
level thread play_egg_vox( "vox_ann_egg5_success", "vox_gersh_egg5", 5 );
level thread activate_casimir_light( 4 );
wait(1);
level.lander_audio_ent Delete();
}
lander_monitor()
{
lander = getent( "lander", "targetname" );
level.lander_audio_ent = Spawn( "script_origin", lander.origin );
level.lander_audio_ent LinkTo( lander );
level.lander_audio_ent PlayLoopSound( "zmb_egg_notifier", 1 );
while ( !flag( "passkey_confirmed" ) )
{
level waittill("lander_launched");
if ( lander.called )
{
start = lander.depart_station;
dest = lander.station;
letter = level.lander_key[ start ][ dest ];
model = level.lander_letters[ letter ];
model Show();
model PlaySound( "zmb_spawn_powerup" );
model thread spin_letter();
model PlayLoopSound( "zmb_spawn_powerup_loop", .5 );
trig = Spawn( "trigger_radius", model.origin, 0, 200, 150 );
trig thread letter_grab( letter, model );
flag_wait("lander_grounded");
if ( !flag( "letter_acquired" ) )
{
level.passkey_progress = 0;
level.secret1_progress = 0;
level.secret2_progress = 0;
}
else
{
flag_clear( "letter_acquired" );
}
trig delete();
model Hide();
model StopLoopSound( .5 );
}
else
{
level.passkey_progress = 0;
level.secret1_progress = 0;
level.secret2_progress = 0;
}
}
}
spin_letter()
{
level endon( "lander_grounded" );
level endon( "letter_acquired" );
while (1)
{
self RotateYaw( 90, 5 );
wait( 5 );
}
}
letter_grab( letter, model )
{
level endon("lander_grounded");
self waittill( "trigger" );
flag_set( "letter_acquired" );
playsoundatposition("zmb_powerup_grabbed", model.origin);
model Hide();
if ( letter == level.passkey[ level.passkey_progress ] )
{
level.passkey_progress++;
if ( level.passkey_progress == level.passkey.size )
{
flag_set( "passkey_confirmed" );
}
}
else
{
level.passkey_progress = 0;
}
if ( letter == level.secret1[ level.secret1_progress ] )
{
level.secret1_progress++;
if ( level.secret1_progress == level.secret1.size )
{
}
}
else
{
level.secret1_progress = 0;
}
if ( letter == level.secret2[ level.secret2_progress ] )
{
level.secret2_progress++;
if ( level.secret2_progress == level.secret2.size )
{
}
}
else
{
level.secret2_progress = 0;
}
}
weapon_combo_event()
{
flag_init( "thundergun_hit" );
weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" );
focal_point = Spawn( "script_model", weapon_combo_spot.origin );
focal_point SetModel( "tag_origin" );
focal_point PlayLoopSound( "zmb_egg_notifier", 1 );
fx = PlayFXOnTag( level._effect["gersh_spark"], focal_point, "tag_origin" );
level.black_hold_bomb_target_trig = Spawn( "trigger_radius", weapon_combo_spot.origin, 0, 50, 72 );
level.black_hole_bomb_loc_check_func = ::bhb_combo_loc_check;
flag_wait( "weapons_combined" );
level.black_hold_bomb_target_trig Delete();
level.black_hole_bomb_loc_check_func = undefined;
focal_point Delete();
for ( i=0; i<level.casimir_lights.size; i++ )
{
level.casimir_lights[i] Delete();
}
}
bhb_combo_loc_check( grenade, model, info )
{
if ( IsDefined( level.black_hold_bomb_target_trig ) &&
grenade IsTouching( level.black_hold_bomb_target_trig ) )
{
trig = Spawn( "trigger_damage", grenade.origin, 0, 15, 72 );
grenade thread wait_for_combo( trig );
}
return false;
}
wait_for_combo( trig )
{
self endon( "death" );
self thread kill_trig_on_death( trig );
weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" );
ray_gun_hit = false;
doll_hit = false;
crossbow_hit = false;
players = get_players();
array_thread( players, ::thundergun_check, self, trig, weapon_combo_spot );
while ( 1 )
{
trig waittill( "damage", amount, attacker, dir, org, mod );
if ( isDefined( attacker ) )
{
if ( mod == "MOD_PROJECTILE_SPLASH" && (attacker GetCurrentWeapon() == "ray_gun_upgraded_zm" ) )
{
ray_gun_hit = true;
}
else if ( mod == "MOD_GRENADE_SPLASH" )
{
if ( amount >= 90000 )
{
doll_hit = true;
}
else if ( attacker GetCurrentWeapon() == "crossbow_explosive_upgraded_zm" )
{
crossbow_hit = true;
}
}
if ( ray_gun_hit && doll_hit && flag( "thundergun_hit" ) )
{
flag_set( "weapons_combined" );
level thread soul_release( self, trig.origin );
return;
}
}
}
}
thundergun_check( model, trig, weapon_combo_spot )
{
model endon( "death" );
while (1)
{
self waittill( "weapon_fired" );
if ( self GetCurrentWeapon() == "thundergun_upgraded_zm" )
{
if ( DistanceSquared( self.origin, weapon_combo_spot.origin ) < 90000 )
{
vector_to_spot = VectorNormalize( weapon_combo_spot.origin - self GetWeaponMuzzlePoint() );
vector_player_facing = self GetWeaponForwardDir();
angle_diff = acos( VectorDot( vector_to_spot, vector_player_facing ) );
if ( angle_diff <= 10 )
{
flag_set( "thundergun_hit" );
RadiusDamage( trig.origin, 5, 1, 1, self );
}
}
}
}
}
kill_trig_on_death( trig )
{
self waittill( "death" );
trig delete();
if( flag( "thundergun_hit" ) && !flag( "weapons_combined" ) )
{
level thread play_egg_vox( "vox_ann_egg6p1_success", "vox_gersh_egg6_fail2", 7 );
}
else if( !flag( "weapons_combined" ) )
{
level thread play_egg_vox( undefined, "vox_gersh_egg6_fail1", 6 );
}
flag_clear( "thundergun_hit" );
}
soul_release( model, origin )
{
soul = Spawn( "script_model", origin );
soul SetModel( "tag_origin" );
soul PlayLoopSound( "zmb_egg_soul" );
fx = PlayFXOnTag( level._effect["gersh_spark"], soul, "tag_origin" );
time = 20;
model waittill( "death" );
level thread play_egg_vox( "vox_ann_egg6_success", "vox_gersh_egg6_success", 9 );
level thread wait_for_gersh_vox();
soul MoveZ( 2500, time, time - 1 );
wait( time );
soul Delete();
wait(2);
level thread samantha_is_angry();
}
wait_for_gersh_vox()
{
wait(12.5);
players = GetPlayers();
for ( i=0; i<players.size; i++ )
{
players[i] thread reward_wait();
}
}
reward_wait()
{
while ( !is_player_valid( self ) ||
( self UseButtonPressed() && self in_revive_trigger() ) )
{
wait( 1.0 );
}
level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 );
}
play_egg_vox( ann_alias, gersh_alias, plr_num )
{
if( IsDefined( ann_alias ) )
{
level maps\zombie_cosmodrome_amb::play_cosmo_announcer_vox( ann_alias );
}
if( IsDefined( gersh_alias ) )
{
level maps\zombie_cosmodrome_amb::play_gersh_vox( gersh_alias );
}
if( IsDefined( plr_num ) )
{
players = get_players();
rand = RandomIntRange( 0, players.size );
players[rand] maps\_zombiemode_audio::create_and_play_dialog( "eggs", "gersh_response", undefined, plr_num );
}
}
samantha_is_angry()
{
playsoundatposition( "zmb_samantha_earthquake", (0,0,0) );
playsoundatposition( "zmb_samantha_whispers", (0,0,0) );
wait(6);
level clientnotify( "sia" );
playsoundatposition( "zmb_samantha_scream", (0,0,0) );
}
XII. Mystery Man easter egg theories:
WILL ADD SOON, VERY TIRED!
XII. Written strategies:
Strat 1.
[spoil]Best done with three people.
Spend rounds 1-4 in the starting room. It doesn't matter which way you go because you are going to need Juggernog and PhD Flopper. A crawler should have been made at round 4. Take turns using the box, and make sure at least two people have decent guns and the other two guns that are at least good between rounds 1-7. Someone should have a thundergun, and the other person either an LMG like the HK21 or a Ray Gun. Gersch devices are also extremely helpful and needed by round 15. Have one person with PhD Flopper and the other with Juggernog and Stamin-Up. The person with Juggernog and Stamin-Up will be the runner. They will run from the stairs all the way to just before the turret, near the upstairs door. They should be fairly skilled at running. The runner's objective here is to draw as many zombies as possible. Once you are at the turret, move swiftly to get back where the stairs where your teammates should be. While this is happening, the two with the not so good guns are guarding the windows. During the route, the gunner should try to pick off zombies with the Ray Gun/LMG/Thundergun (optional for runner to have thundergun).Once the runner gets back near the stairs, the person with PhD Flopper should dive and kill all of the zombies. NOTE: The runner should get at least ten zombies in the higher rounds before coming back. If the runner were to die, throw a gersch and revive him. Time should then be given via a crawler for him to rebuy his perks. By round 17, this will no longer work as the runner will constantly get downed. The new route is to run in circles around the lander counter-clockwise. If one has claymores, he can put them next the the barrier on the high catwalk. This will enable him to dive off the catwalk to the lander area, providing he has PhD Flopper. The other will stand in the corner where the barrels are (Look at PhD Flopper and turn 180 degrees). The people in the corners will pick off the zombies with the PaPd Ray Gun/PaPd thundergun/PaPd LMG. If playing with four people, after round 20 it would be wise to move to the Pack-a-Punch room and continue with running the circle around the pad and having two guard each window and one picking off zombies that are chasing you.
[spoil]Best done with three people.
Spend rounds 1-4 in the starting room. It doesn't matter which way you go because you are going to need Juggernog and PhD Flopper. A crawler should have been made at round 4. Take turns using the box, and make sure at least two people have decent guns and the other two guns that are at least good between rounds 1-7. Someone should have a thundergun, and the other person either an LMG like the HK21 or a Ray Gun. Gersch devices are also extremely helpful and needed by round 15. Have one person with PhD Flopper and the other with Juggernog and Stamin-Up. The person with Juggernog and Stamin-Up will be the runner. They will run from the stairs all the way to just before the turret, near the upstairs door. They should be fairly skilled at running. The runner's objective here is to draw as many zombies as possible. Once you are at the turret, move swiftly to get back where the stairs where your teammates should be. While this is happening, the two with the not so good guns are guarding the windows. During the route, the gunner should try to pick off zombies with the Ray Gun/LMG/Thundergun (optional for runner to have thundergun).Once the runner gets back near the stairs, the person with PhD Flopper should dive and kill all of the zombies. NOTE: The runner should get at least ten zombies in the higher rounds before coming back. If the runner were to die, throw a gersch and revive him. Time should then be given via a crawler for him to rebuy his perks. By round 17, this will no longer work as the runner will constantly get downed. The new route is to run in circles around the lander counter-clockwise. If one has claymores, he can put them next the the barrier on the high catwalk. This will enable him to dive off the catwalk to the lander area, providing he has PhD Flopper. The other will stand in the corner where the barrels are (Look at PhD Flopper and turn 180 degrees). The people in the corners will pick off the zombies with the PaPd Ray Gun/PaPd thundergun/PaPd LMG. If playing with four people, after round 20 it would be wise to move to the Pack-a-Punch room and continue with running the circle around the pad and having two guard each window and one picking off zombies that are chasing you.
Human Nuke:
The strategy is to camp at the PhD Flopper area (which happens to be the place to buy grenades). Have one player watch each window, one near the the PhD Flopper perk and one at the catwalk. The other two players must have a Wonder Weapon (or a Pack-a-Punched weapon) and the PhD Flopper perk. The trick is to keep using the gun and the "human nuke" move to kill the zombies. It is recommended to have one guy do the "human nuke" at a time so the other person can back up the "human nuke" with their gun. To use the human nuke, you must dive to prone from a high place (this place must be at the top of the stairs). This is your best chance in Ascension as the PhD removes self inflicted damage from your own grenades and reduces falling damage to the point where you won't notice it. Have the Lunar Lander ready to use in the case that you are overwhelmed. If possible, the player in the catwalk area can have PhD Flopper and Stamin-up in order to escape and lure the zombies. The best way to survive in this situation is to have the player dive to prone all the way down from the catwalk to the ground. This is not recommended though as he might not survive the fall despite the fact the PhD Flopper reduces fall damage. If possible, have the "bait" player get a Thunder Gun if the fall to the ground fails. After preparing for the next round, have everyone meet at the same area and repeat the process. At monkey rounds, everyone should have Stamin-Up so they can get to the perk machines fast..
Recommended Weapons:
Ray Gun
Thunder Gun
Gersch Device
Awful Lawton (Pack-a-Punched Crossbow)
Commando (Pack-a-Punched)
Claymores
Grenades.
Recommended Weapons:
Ray Gun
Thunder Gun
Gersch Device
Awful Lawton (Pack-a-Punched Crossbow)
Commando (Pack-a-Punched)
Claymores
Grenades.
Launch Walk:
Remain in the centrifuge room through rounds 1,2, and 3. During rounds 1 and 2, only use the knife to kill zombies and allow zombies to break through the barriers. This will increase the likelihood of getting power drops. During round 3 start using the pistol ammo to weaken the zombies then knife to kill them. This will allow the players to rack up points much faster because each bullet hit gives the player 10 points. When round 4 hits, the player with the least money will open the door on the bottom level of the centrifuge room. The 2 people with the most money will open the next two doors on the way up the 4 sets of stairs all the way up to the MysteryBox.
When you have reached the Mystery Box, have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the stairs then have 1 player watch the barrier, and 1 player watch the ledge where the zombies drop down. Stay with this plan for 2-3 more rounds at most. Use these rounds as a chance to stock up on weapons from the Mystery Box. You want at least one automatic weapon from the box because this allows you to rack up points much faster and they do much more damage. One or more of these weapons are suggested to have before leaving the mystery box:
- Commando
- AUG
- FAMAS
- Galil
- HK21
- RPK
- Ray Gun
- Thunder Gun
- Gersch Device
- Matryoshka Doll
After leaving the room you will make your way towards the Speed Cola machine and continue past it. When you get down the hall you will be on the Launch Walk. Call in the Lunar Lander for escape purposes. Have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the doorway leading to the Launch Walk, then have 1 player watch the barrier by the Sickle, and 1 player watch the barrier by where the mystery box sometimes responds. Have players with the strongest automatic weapons or the automatic weapons with the most ammo cover the doorway entrance. Have the players with sickles or weaker guns guard the barriers.
Stay in this location for as many rounds as possible. This will be easy because you will continue to get Death Machines which you can use to camp the doorway to the Launch Walk. It will help conserve ammo to use knives or sickles during an Insta-Kill and this will also help increase your points.
Once everyone has the money, if the team wants to Pack-A-Punch a weapon, use the Lunar Lander then make your way to the other two Landers and use them. When all three have been used make your way back towards the Launch Walk but instead of going all the way, activate the rocket button next to the power switch, then take the stairway down and head to the large rocket launch pad. When you are in the rocket pad have:
- 3-player strategy: Have 1 person (with the most ammo or best weapon) guard the doorway to the Pack-A-Punch room, 1 person guard one barrier, and the last person guard the remaining barrier.
- 4-player strategy: Have 1 person (with the most ammo or best weapon) guard the large launch pad door, 1 person guard the barrier in the launch pad, and the 2 other players guard the barriers in the Pack-A-Punch room.
When the players are done upgrading the weapons move back to the Launch Walk and hold it off until the team must leave. Once the team must leave, use the Lander and start the Run & Gun strategy around the map.
When you have reached the Mystery Box, have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the stairs then have 1 player watch the barrier, and 1 player watch the ledge where the zombies drop down. Stay with this plan for 2-3 more rounds at most. Use these rounds as a chance to stock up on weapons from the Mystery Box. You want at least one automatic weapon from the box because this allows you to rack up points much faster and they do much more damage. One or more of these weapons are suggested to have before leaving the mystery box:
- Commando
- AUG
- FAMAS
- Galil
- HK21
- RPK
- Ray Gun
- Thunder Gun
- Gersch Device
- Matryoshka Doll
After leaving the room you will make your way towards the Speed Cola machine and continue past it. When you get down the hall you will be on the Launch Walk. Call in the Lunar Lander for escape purposes. Have 1 player (3-player strategy) or 2 players (4-player strategy) hold off the doorway leading to the Launch Walk, then have 1 player watch the barrier by the Sickle, and 1 player watch the barrier by where the mystery box sometimes responds. Have players with the strongest automatic weapons or the automatic weapons with the most ammo cover the doorway entrance. Have the players with sickles or weaker guns guard the barriers.
Stay in this location for as many rounds as possible. This will be easy because you will continue to get Death Machines which you can use to camp the doorway to the Launch Walk. It will help conserve ammo to use knives or sickles during an Insta-Kill and this will also help increase your points.
Once everyone has the money, if the team wants to Pack-A-Punch a weapon, use the Lunar Lander then make your way to the other two Landers and use them. When all three have been used make your way back towards the Launch Walk but instead of going all the way, activate the rocket button next to the power switch, then take the stairway down and head to the large rocket launch pad. When you are in the rocket pad have:
- 3-player strategy: Have 1 person (with the most ammo or best weapon) guard the doorway to the Pack-A-Punch room, 1 person guard one barrier, and the last person guard the remaining barrier.
- 4-player strategy: Have 1 person (with the most ammo or best weapon) guard the large launch pad door, 1 person guard the barrier in the launch pad, and the 2 other players guard the barriers in the Pack-A-Punch room.
When the players are done upgrading the weapons move back to the Launch Walk and hold it off until the team must leave. Once the team must leave, use the Lander and start the Run & Gun strategy around the map.
Pack-a-punch:
Important Strategy Support Notes:
- Remember to leave a crawler at the end of every round from 10 and onward so that the team can resupply, rebuild, use the Mystery Box, or buy perks.
- Have the 4 teammates separate to the 4 most important perk machines when the Space Monkey rounds start.
- If the team is completely out of ammo and the Space Monkey round is far away, then run around the map and use the weapons off the wall. This is a good strategy because you can buy the Pack-A-Punched version and buy Pack-A-Punch ammo off the wall. The best wall weapon is the M-16 or AK74u.
Once the Pack-a-Punch room has been opened, have two players station themselves at the windows (The Guardians). Have the third player (The Runner) run circles around the launch room adjacent to the Pack-a-Punch room. This player can run either clockwise or counter-clockwise. (Counter-clockwise is the preferable method since it gives you a wider view of the zombies coming in from outside and ultimately a longer time to respond to the zombies movements).
The trapping point for this run is the open garage door that leads to the outside for this is where the majority of the zombies come from. In most cases, the garage door is not a problem, but in some instances, the zombies form a horizontal line similar to the children's game "Red Rover, Red Rover". When this occurs, there are only two options: One, cut your circle short and run beneath the launch pad or two, be running with the thunder gun and blast a whole in the line of zombies (An upgraded Ray Gun can also do the trick, but it is obviously not as effective).
As the Runner is maneuvering the circle, he must occasionally turn around, backpedal (run backwards), and shoot at the zombies chasing him. The Guardians will have moments when they have no zombies. At that point, those players may turn towards the door which leads into the launch room and shoot the zombies that are following the third player (It is key that the players guarding the windows do not leave the top most level of the Pack-a-Punch room, for if they decide to run up to the door that leads to the Launch room, they will draw the zombies off of the runner and into the Pack-a-Punch room (To stress this point, when helping out the runner, shoot from the top most platform nearest the Pack-a-Punch machine!!!).
One thing to keep in mind when playing with only three players is that zombies will occasionally run into the Pack-a-Punch room even if both guardians are at their windows. (Watch your backs if you are guarding the windows. To stop any surprises, lay claymores behind yourself to kill any zombies that come in)
When playing with four players, have the fourth player (The Gunnie) camped out in front of the Pack-a-Punch machine. His sole job is to shoot at the zombies that are chasing the runner. Like the three player strategy, there will be moments when there are no zombies at the windows. The Guardians can always help out the Gunnie when there are no zombies at their windows.
When the Runner falls for any reason, always have one person solely responsible for throwing a Gersch Device to prevent multiple players from throwing the grenade at the same time and wasting them. This person should usually be the "gunnie" that is shooting at the zombies chasing the runner, for he is the first to see the runner go down and has the ability to throw the Gersch device into the launch room readily. Try not to throw the Gersch Device in the Pack-a-Punch room, because that will block you from reviving the runner.
Players sometimes must switch positions with this strategy. If the runner goes down, he must be replaced with someone who has Juggernog. Although the run can be accomplished without Juggernog, it is extremely difficult. The guardians can also switch out with the gunnie helping out the runner. In most cases, this will be necessary, since the Gunnie tends to get almost twice as many points as any other player.
Recommended Weapons:
The Runner should have the Thunder Gun or a Ray Gun. (an upgraded Crossbow would work well too)
The Guardians should have either light machine guns, assault rifles (ammo in these guns run out quickly at higher rounds), the Sickle (This weapon is extremely effective up until the high teen rounds), the Ray Gun, and/or the Ballistic Knife. Whoever is covering a window should have a Ballistic Knife (only one player should have it at a time).
The gunnie should have Light Machine Guns and the Gersch Device. This player could also use a Ray Gun.
Party Characteristics:
The guardians must be patient and constantly alert. Many times, there will be no zombies at the window for thirty seconds or longer. Although part of the strategy requires the guardians to help out the runner from time to time, the players must remember to constantly check back at their window. If zombies get through the window, it is difficult to stay organized, revive the downed player, and keep the windows boarded. If you have impatient people in your party, make them be the runner or the gunnie.
The runner must be able to dodge zombies well. This players most important job is to determine when the round is coming near its end. It is the runner's job to create a crawler or tell the gunnie when to make a crawler near the end of the round.
The gunnie is one of the most important positions. This player is in a sense the "captain of the team". He is the one who coordinates any switches that may take place between players. He is also responsible for throwing the Gersch Device in the instance that the runner falls. If the runner falls, it is also his responsibility to revive that player. It is very important that the runner has Juggernog. If the runner falls, he must be replaced by another player and the previous runner must take up the open position.
- Remember to leave a crawler at the end of every round from 10 and onward so that the team can resupply, rebuild, use the Mystery Box, or buy perks.
- Have the 4 teammates separate to the 4 most important perk machines when the Space Monkey rounds start.
- If the team is completely out of ammo and the Space Monkey round is far away, then run around the map and use the weapons off the wall. This is a good strategy because you can buy the Pack-A-Punched version and buy Pack-A-Punch ammo off the wall. The best wall weapon is the M-16 or AK74u.
Once the Pack-a-Punch room has been opened, have two players station themselves at the windows (The Guardians). Have the third player (The Runner) run circles around the launch room adjacent to the Pack-a-Punch room. This player can run either clockwise or counter-clockwise. (Counter-clockwise is the preferable method since it gives you a wider view of the zombies coming in from outside and ultimately a longer time to respond to the zombies movements).
The trapping point for this run is the open garage door that leads to the outside for this is where the majority of the zombies come from. In most cases, the garage door is not a problem, but in some instances, the zombies form a horizontal line similar to the children's game "Red Rover, Red Rover". When this occurs, there are only two options: One, cut your circle short and run beneath the launch pad or two, be running with the thunder gun and blast a whole in the line of zombies (An upgraded Ray Gun can also do the trick, but it is obviously not as effective).
As the Runner is maneuvering the circle, he must occasionally turn around, backpedal (run backwards), and shoot at the zombies chasing him. The Guardians will have moments when they have no zombies. At that point, those players may turn towards the door which leads into the launch room and shoot the zombies that are following the third player (It is key that the players guarding the windows do not leave the top most level of the Pack-a-Punch room, for if they decide to run up to the door that leads to the Launch room, they will draw the zombies off of the runner and into the Pack-a-Punch room (To stress this point, when helping out the runner, shoot from the top most platform nearest the Pack-a-Punch machine!!!).
One thing to keep in mind when playing with only three players is that zombies will occasionally run into the Pack-a-Punch room even if both guardians are at their windows. (Watch your backs if you are guarding the windows. To stop any surprises, lay claymores behind yourself to kill any zombies that come in)
When playing with four players, have the fourth player (The Gunnie) camped out in front of the Pack-a-Punch machine. His sole job is to shoot at the zombies that are chasing the runner. Like the three player strategy, there will be moments when there are no zombies at the windows. The Guardians can always help out the Gunnie when there are no zombies at their windows.
When the Runner falls for any reason, always have one person solely responsible for throwing a Gersch Device to prevent multiple players from throwing the grenade at the same time and wasting them. This person should usually be the "gunnie" that is shooting at the zombies chasing the runner, for he is the first to see the runner go down and has the ability to throw the Gersch device into the launch room readily. Try not to throw the Gersch Device in the Pack-a-Punch room, because that will block you from reviving the runner.
Players sometimes must switch positions with this strategy. If the runner goes down, he must be replaced with someone who has Juggernog. Although the run can be accomplished without Juggernog, it is extremely difficult. The guardians can also switch out with the gunnie helping out the runner. In most cases, this will be necessary, since the Gunnie tends to get almost twice as many points as any other player.
Recommended Weapons:
The Runner should have the Thunder Gun or a Ray Gun. (an upgraded Crossbow would work well too)
The Guardians should have either light machine guns, assault rifles (ammo in these guns run out quickly at higher rounds), the Sickle (This weapon is extremely effective up until the high teen rounds), the Ray Gun, and/or the Ballistic Knife. Whoever is covering a window should have a Ballistic Knife (only one player should have it at a time).
The gunnie should have Light Machine Guns and the Gersch Device. This player could also use a Ray Gun.
Party Characteristics:
The guardians must be patient and constantly alert. Many times, there will be no zombies at the window for thirty seconds or longer. Although part of the strategy requires the guardians to help out the runner from time to time, the players must remember to constantly check back at their window. If zombies get through the window, it is difficult to stay organized, revive the downed player, and keep the windows boarded. If you have impatient people in your party, make them be the runner or the gunnie.
The runner must be able to dodge zombies well. This players most important job is to determine when the round is coming near its end. It is the runner's job to create a crawler or tell the gunnie when to make a crawler near the end of the round.
The gunnie is one of the most important positions. This player is in a sense the "captain of the team". He is the one who coordinates any switches that may take place between players. He is also responsible for throwing the Gersch Device in the instance that the runner falls. If the runner falls, it is also his responsibility to revive that player. It is very important that the runner has Juggernog. If the runner falls, he must be replaced by another player and the previous runner must take up the open position.
Run and Fly:
At the beginning of the game, assign barriers to all of the players and stay there until about round 4 or 5. Then, make the person with the most points. If someone had the most points and then lost them through opening doors, make the person with the most current points open the doors on the way to the Mystery box. Once there, take turns getting new weapons. Now, camp there for 1 or 2 more rounds using the following methods:
Two players - One person watches the stairs while the other person watches the barrier next to the mystery box and watches the zombies that are jumping off the roof.
Three players - One person watches the stairs while one person watches the barrier next to the mystery box. The other person watches the zombies that are jumping off the roof.
4 players - Use the same as above, only 2 people watch the stairs instead.
Then, when about to leave, turn on the power and open the gate. Jump down into the courtyard and camp in the corner next to the gate next to the Lunar Lander until someone has enough to open it. Then hail the Lander and camp in this spot until you are about to be over-run. Then, take the Lander back to the spawn room and begin running back towards the landing pad near the PhD Flopper machine. During all this, it is recommended that the players get Stamin-Up as well as Juggernog. Also, having only these two will make monkey rounds easier. Continue this for as long as you can. You can open the doors to the other landing pad and use that then use the one at the spawn room to unlock the Pack-a-Punch room. After this you may begin changing your pattern between the three.
Two players - One person watches the stairs while the other person watches the barrier next to the mystery box and watches the zombies that are jumping off the roof.
Three players - One person watches the stairs while one person watches the barrier next to the mystery box. The other person watches the zombies that are jumping off the roof.
4 players - Use the same as above, only 2 people watch the stairs instead.
Then, when about to leave, turn on the power and open the gate. Jump down into the courtyard and camp in the corner next to the gate next to the Lunar Lander until someone has enough to open it. Then hail the Lander and camp in this spot until you are about to be over-run. Then, take the Lander back to the spawn room and begin running back towards the landing pad near the PhD Flopper machine. During all this, it is recommended that the players get Stamin-Up as well as Juggernog. Also, having only these two will make monkey rounds easier. Continue this for as long as you can. You can open the doors to the other landing pad and use that then use the one at the spawn room to unlock the Pack-a-Punch room. After this you may begin changing your pattern between the three.
[/spoil]
Last edited by o0Mello0o ; edited 4 times in total
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#3. Posted:
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u forgot the bomb fire sale in the powerup section fyi all in all AMAZING POST!very impressed
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This is ascension specific, i dont believe thats in there.
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You vaguely mention the reward from the monkeys, we may know what it is, but you might want to elaborate on or find a picture of the monkey bottle, and tell how to get it
you also might want to mention the radios, what they say, and the red phones as well.
and the matroshka dolls of the 4 characters around the map
and the song easter egg
but i think thats all
you also might want to mention the radios, what they say, and the red phones as well.
and the matroshka dolls of the 4 characters around the map
and the song easter egg
but i think thats all
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RandomBox wrote You vaguely mention the reward from the monkeys, we may know what it is, but you might want to elaborate on or find a picture of the monkey bottle, and tell how to get it
you also might want to mention the radios, what they say, and the red phones as well.
and the matroshka dolls of the 4 characters around the map
and the song easter egg
but i think thats all
after the node easter egg there is orange text that has those in there
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Thanks,
6:44 est
Added some glitches and c++ code.
6:44 est
Added some glitches and c++ code.
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nice post bro very helpful for those who dont know a llot
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Well, all you did was sum up what all of the other stickies and common knowledge posts around this section have said.
But whatev's, I still +Rep'd anyway
But whatev's, I still +Rep'd anyway
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Original_Sin wrote Well, all you did was sum up what all of the other stickies and common knowledge posts around this section have said.
But whatev's, I still +Rep'd anyway
That's whatgmy intention was thank you
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