You are viewing our Forum Archives. To view or take place in current topics click here.
Zombies Five mega thread all glitches, all info about five
Posted:

Zombies Five mega thread all glitches, all info about fivePosted:

M14
  • TTG Contender
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
FIVE

ALL GLITCHES

On top of both tables new

text tut:
1)have people with the ballistic knife and bowie knife,
knife you while you jump until your on the table

New How to get Out of Five

TEXT TUT:
1) Get up on first barrier
2) When the zombie is goin to hit you off hit start and Y ( traingle for PS3 )
ALL NEW BOWIE KNIFE GLITCHES
[ Register or Signin to view external links. ]
TEXT TUT:
have one person stand in one of the spots from the video
and have 2 or more players knife you with the bowie knife
while you jump.

Quick revive and basement bowie knife glitches

TEXT TUT:
have one person stand in one of the spots from the video
and have 2 or more players knife you with the bowie knife
while you jump.

ON top of main teleporter by jumping on horde of zombies

TEXT TUT:
Gather a horde of zombies on the 2nd floor
run to the stairs. right when the horde gets on the
stair case jump on top of them and then go on top of
the telepoter.

3 GUN glitch.



Under Elevator Glitch

TEXT TUT:
Have your host provide a lag when you are jumping in the elevator.

CHARACTERS:
Fidel Castro
John F. Kennedy
Richard Nixon
Robert McNamara

Layout of FIVE:
first floor
[ Register or Signin to view external links. ]

second floor:
[ Register or Signin to view external links. ]

thrid floor:
[ Register or Signin to view external links. ]


WEAPONS:
M1911
CZ75
Python
M14
Olympia
Ballistic Knife
Crossbow
MPL
China Lake
M72 Law
HS-10
L96A1
Stakeout
Spas-12
AUG
FN FAL
Famas
G11
M16
AK74u
PM-63
MP5K
MP-40
Commando
Galil
RPK
HK21
Ray Gun
Winter's Howl

FIVE
"The Pentagon is under attack! Washington is going to DEFCON 1 in this installment of "Zombies"." "Five" description."Five" is the second of four zombie maps in Call of Duty: Black Ops. The map is unlocked after finishing the campaign on any difficulty, or typing "3ARC UNLOCK" on the computer via the main menu. This map is set in the Pentagon. On February 18, 2011 Treyarch's community manager Josh Olin announced on Twitter that "Five", along with Dead Ops Arcade no longer need to be unlocked by finishing the campaign.


Characters
"Five" features four significant real-life figures from the Cold War era:


Boardroom (Starting room)
This room contains 4 windows and two sections of wall that can be broken down. It contains the Quick Revivemachine and a telephone required for the musical easter egg. It also contains a teleporter (active only after the1st Floorpower has been turned on), the Olympia, and M14 available for purchase off the wall, both for 500 points. In solo the Quick Revive will disappear after three uses, effectively giving the player four "lives" as long as the player keeps returning to the machine. When the power is turned on, this room gets very dark, and the lights are either dimmed or flickering. Of the 6 spawns, in the very first room, only 4 spawns are used; however, these spawn points change when the power is turned on.
Hallway
This room is the only one that connects to the starting room. There are two doors that lead to this room; both will open when one is bought. It contains two windows and two sections of wall that can be broken down. It also contains the first elevator which takes the player down to the war room. This room also has Speed Cola, and an MPL available for purchase from the wall for 1000 points.


First Elevator
To access it, one must remove a barricade blocking it (costing 1000 points). Trips cost 250 points (both up and down). Zombies can get into the elevator to attack you and your teammates. There is little room to navigate in the elevator, so even a few zombies getting in can be devastating. With it being small when a zombie attacks it can trap you into a corner, glitch inside the Player, and kill the Player. The flames that appear are getting rid of the already killed zombies inside the elevator.


War Room
This room is the biggest actual room in the level, split into different sections. The first elevator takes the player to the top floor of the War Room which contains four windows, an MP5K and PM63 (1000 points each), and theDouble Tap Root Beer machine. The player must then buy War Room - Topaccess to the bottom floor of the war room for 1000 points. The bottom floor is divided by two barriers that must be bought for 1250 points each. It also contains theJuggernog machine, a Stakeout (1500 points), and the second elevator that takes the player down to the lab area. This room is connected to the bunker and contains the four switches that must be flipped to decrease the DEFCON level to DEFCON 5, which makes all teleporters go to the Pack-A-Punch room/Panic Room. It also contains a teleporter. It also War Room - Downcontains the trap box that can be placed in your inventory and later used in the top floor metal detectors. The top level of the War Room is the room where players are usually killed because occasionally someone will not guard a window, which will result in a break in. Smart players should have everyone take a window to stop this problem or (not recommended) elevator camp, just make sure everyone is in the elevator. Those in front can crouch and take care of the big mess while the two behind them and clean up and revive if necessary. The bottom level of the war room can be taken care of easily if you stay together. Buy/Clear the two barriers and walk out of the zombies reach in a circle, all the zombies will bunch up in a horde making it easier and faster to kill them. It is recommended not to run while doing this as it ruins the cycle and the horde will divide. Cargo Elevator This elevator is much larger than the first and has a window on each level to make camping in the elevator more difficult. It also faces different ways depending on which level it's on. This elevator, like the first, cost 250 points to use between trips. Zombies can swarm players in this elevator easily as well. If several zombies become trapped in the elevator between floors it is possible to run around them in circles until the doors open again, assuming you have Juggernog.
Lab Area
This area is made up of hallways and rooms and is accessed by the elevator from the War Room. It contains the power switch and a telephone required for the musical easter egg. Once the Lab Area is accessed, gas zombies will spawn (only while a player is in the Lab Area), teleporters and Perk-a-Cola machines will be activated, the DEFCON level can be changed, and the path to the Bunker is available. The area itself contains several teleporters. The M16 and the AK-74u (1200 points each) can also be purchased in the Lab Area.


Testing Room
This room seems to have been a testing room as there is a live pig hanging from a crane which can be killed and some human corpses, very similar to the Nova 6 test subjects in "Rebirth" (Implying America got hold of Nova 6 and Reznov was correct that whoever got hold of Nova 6 would still use it). Claymores and a Mystery Box spawn are located here. It also contains two windows, and several doors. Also, one of the bodies in the room is confirmed as Sgt. Roebuck from Call of Duty: World at War, possibly saying he ended his life as a test subject, or he was just in this room when the zombies attacked and killed him.


Weapons Testing Room
This room seems to be used for Testing, as there is an unusable Winter's Howl, Thundergun and a Death Machine. There is one Mystery Box spawn and the Bowie Knife is located in there. This room is closer to the Teleporters that return them to the same floor level of the Labs, albeit on the other side of the Labs. One of the trap pieces can be found in a locker in this room. There is a glitch were you can break down the window (nearest to the teleporter) with the Bowie Knife and then stand, where the window used to be, and then just keep on shooting. (You can still get Power-Ups)


Conference Room/Panic Room/Pack-A-Punch Room/Room 115
The 115 Clearance Room is attached to the War Room and can be accessed once the power is turned on and DEFCON switches are decreased to 5. It contains one of the telephones required for the musical easter egg and the Pack-a-Punch Machine.



Thief Round
In "Five", a thief round will occur some time after round six, as long as the power has been turned on. After the first appearance, the thief round will occur from then on every four-eight rounds. Like the Hellhounds, this is a special round with no regular zombies. Unlike the Hellhounds, the Thief cannot down the player. The thief will appear in a red cloud after the screen fuzzes into blue. A low, digital-like growling noise can be heard as the thief gets closer. The thief first appears only to the player he's targeting, but if he takes a weapon, he becomes visible to all players. If the thief does catch up to a player, he will take the gun the player has equipped. This can be excruciating in later rounds, especially if the player has a high-powered and/or Pack-A-Punched gun equipped. The thief will run around through the teleporters, until reaching the teleporter which brings the player to the starting room, upon which the thief vanishes. The player can kill the thief, or fail and see their gun disappear. The Thief is not attracted to monkey bombs. Aim for the head if you trust your marksmanship. Killing the thief after he steals a weapon will result in all weapons returned, Max Ammo, and a Fire Sale. Killing him before he steals anyones weapons will result in a Max Ammo, and a Bonfire Sale, which is like a Fire Sale but it also links all teleporters to the Pack-a-Punch room and drops the price to 1000 points. Not killing the thief will only result in a Max Ammo. He will only appear after the power is turned on. It is best to find which player the thief is chasing so that player can run around on the middle floor. Other players that are not targeted can shoot him down without being at risk of any weapons being taken. Once a player has been targeted, he will be visible to that player until he either escapes or dies. (see pentagon thief)


DEFCON

Another major gameplay element of this map is the DEFCON (Defense Readiness Condition) feature. In the main room of the Pentagon, there are a series of switches that will increase the Pentagon's DEFCON level. After hitting four switches, and putting the Pentagon at DEFCON 5, a secret "panic room" will open up. This room contains the Pack-a-Punch machine. The Pack-a-Punch room will close once everyone has left the "panic room". To open it again, the DEFCON must be lowered to five again. The room will remain open as long as one player is in the room but when the doors are open the Pack-a-Punch Machine disappears. The DEFCON system is one of the only ways to access the Pack-a-Punch on this map. When DEFCON is lowered, ALL teleporters will go directly to the Pack-a-Punch room. Don't all go in through the teleporter at once or the player(s) will be downed. The only other way to get in the panic room is the Bonfire Sale Power-up, negating the use of the DEFCON switches to get in.






FIVE Hidden song

TEXT TUT:
when you start go to the hallway to the right. look for a Table with a red phone on it(it is to the left of quick revive) hold X until you hear the phone go off. the next one is right next to the power switch and the last one is in the Pack-A-Punch room right next to the window on the left. After all 3 phones are on you will hear the hidden which is is "Wont Back Down by Pink and Eminem"

DEAFCONS(opening Pack-A-Punch)

TEXT TUT:
this is all on the second floor
1)to the left when you get out the elevator
2)to the back once you get out the elevator look straight
3)down the stairs to the left
4)down the stairs to the right

Pack-A-Punch Guns

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 = Winters Fury- Bigger Magazine, Longer Freeze Time, Increased damage.

Ray Gun = Porters X2 Ray Gun- Damage doubled, Spare ammo increased, Magazine capacity doubled.

Thundergun = Zeus Cannon- Doubled magazine, kill more zombies with one shot.

Power Ups
descriptions
:

Nuke = If you pick it up, it kills all zombies in the map but, doesnt end the round. Good for reviving someone who is down , or when you have a horde of zombies behind you.

Carpenter = It repairs all the the broken barricades instantly . Its a big golden hammer floating in the air. you will recieve 200 points for using the Carpenter power up.

Insta Kill = Golden Skull floating in the air, one-hit-kill power up. Use your knife and don't waste any ammo

Double Points = Floating X2 symbol, grab it to earn double points. it is good if you need perks or to hit the box.

Max Ammo = Ammo refilled to the max

Death Machine = Giant Mini gun with unlimted ammo, but you only have it for 30 seconds

Fire Sale = every mystery box around the map spawns, and cuts the price to 10$ dollars for only 30 seconds.

PaP Sale = Slashes the price of Pack-A-Punch to 1000$ dollars (kill the scientist on five before he takes anyones gun)

PERKS
jugger-nog(cost 2500/increases health)
Speed Cola(cost 3000/fast reloads)
Double Tap(cost 2000/rapid fire)
quick revive(cost 1500/ fast revives)

Strategies:
Here are some strategies to help you guys out


Solo Strategy:


Thanks for reading
please comment and give me feedback
tell me anything I should add to this post.


Last edited by M14 ; edited 17 times in total

The following 9 users thanked M14 for this useful post:

TTG_ProxY (07-28-2011), Naziwarfare (07-22-2011), kill1more (07-13-2011), Reprocess (07-05-2011), TTG_Shimmyz (06-27-2011), zR_NoXiide (06-16-2011), theM0nstter (06-03-2011), TTG-Rising (05-30-2011), westrow (05-30-2011)
#2. Posted:
M14
  • TTG Contender
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Does anyone gave feedback
#3. Posted:
westrow
  • Challenger
Status: Offline
Joined: Mar 20, 201113Year Member
Posts: 193
Reputation Power: 7
Status: Offline
Joined: Mar 20, 201113Year Member
Posts: 193
Reputation Power: 7
bxking441 wrote Does anyone gave feedback


:!: nice !!! DO for kino acencion and C.O.T.D ;) :!:

Thanks
#4. Posted:
TTG-Rising
  • TTG Senior
Status: Offline
Joined: May 08, 201113Year Member
Posts: 1,044
Reputation Power: 1
Status: Offline
Joined: May 08, 201113Year Member
Posts: 1,044
Reputation Power: 1
you put a lot of effet into this form well done i will thanck the toic and rep you
#5. Posted:
M14
  • TTG Contender
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Thanks guys and yes I did one for Cotd and ascension too but I will do that kino der toten one today
#6. Posted:
iFritterz
  • New Member
Status: Offline
Joined: Apr 10, 201113Year Member
Posts: 30
Reputation Power: 2
Status: Offline
Joined: Apr 10, 201113Year Member
Posts: 30
Reputation Power: 2
all the glitches are patched
#7. Posted:
Losers
  • TTG Contender
Status: Offline
Joined: Jan 28, 201113Year Member
Posts: 3,203
Reputation Power: 111
Status: Offline
Joined: Jan 28, 201113Year Member
Posts: 3,203
Reputation Power: 111
all the GLITCHES are patches but it looks like its after patch
#8. Posted:
M14
  • TTG Contender
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Look at the video and look at the date it was posted before you flame
All glitches are after patch
#9. Posted:
M14
  • TTG Contender
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
any other feedback
#10. Posted:
M14
  • TTG Contender
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
Status: Offline
Joined: May 17, 201113Year Member
Posts: 3,289
Reputation Power: 159
I will be updating today so if you want me to add anything let me know
Jump to:
You are viewing our Forum Archives. To view or take place in current topics click here.