Call of Duty: Black Ops II: Buried Continued July 24th, 2013

As promised in yesterdays review today I will be explaining how to complete all the achievement’s/trophies for this DLC. This is going to be a really long article/ walkthrough so please bare with me.

We will start off with the main achievement/trophy first:

Mined Games (75 gamerpoints/ silver trophy (must be played in public match)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. This achievement/trophy requires the player to “be their pawn”. Richtofen’s side involves completing a guillotine, and Maxis’ involves completing the gallows on the map.

In order to complete this easter egg, the difficulty must be set to original. If not, all easter egg related items will not spawn. 4 players are also required for each side.

At the beginning of the game, the players can hear Maxis talking about how to power up a tower seen from the starting room using an explosive found underground. Richtofen also talks to Samuel about powering the tower as well, using an energy conduit that he says must be built, and warns Samuel not to let the tower be used to help Maxis

Richtofen’s Path

Step 1: Building the Guillotine

You must build the guillotine that is parallel from the side of the saloon. Be careful because some parts can be used for both the gallows and the guillotine.

  • Satellite Dish (Upstairs of Saloon, nearest side by the Guillotine buildable. Should be near the fence)
  • Spool of Wire (Mule Kick room downstairs near the catacombs entrance in the corner)
  • Crystal (Go up the railing from the Saloon into the catacombs, turn left, take the next left, jump over the hole and it will be in the debris directly ahead.)
  • Antennae (The barn downstairs, head towards the catacombs should be in one of the stables on the right)

Step 2: Powering the Red Orbs

You now need to power up four red orbs using the Paralyzer. They are located as follows:

  • In the alleyway between the saloon and the candy shop
  • To the left side of the entrance to the church, behind a rock
  • In the tunnel system above the town
  • To the right side in the foliage before the entrance to the mansion from the maze.

Step 3: The Lantern

Using a grenade, you need to time it so that it knocks a purple lantern out of the air, which will float from the courtroom to the church, or from the courtroom to the jail cell. After this, you must pick it up.

To power up the lantern, you must “kill” several mistresses in the haunted mansion. After you have powered the lantern with enough “souls”, you have to place the lantern on a symbol on the roof of the gunsmith shop.

Step 4: Deciphering the code

Deciphering the code that appears above the symbol on the wall using the “tic-tac-toe” cipher will reveal the name of three signs, which the players need to hit in order with the Galvaknuckles or the Bowie Knife to make the “wisp” appear. These signs are randomly selected out of the five signs available.

Step 5: Powering the Guillotine via Wisp

Note: You must have Vulture Aid in order to see the wisp.

To move the wisp, a player has to walk into them, or else they will fade away and you will need to hit the signs again. Only players with the Vulture Aid perk can see it. Once you walk into them, they will disappear and reappear somewhere else, with you able to see it through the wall via Vulture Aid. It appears in front of the final sign, then on the second level of the barn, then to the second floor of the jail cell building, just past the wall weapon location, then to the second floor of the general store, then to the candy store and then it goes to the guillotine, where it will stay in front of the guillotine. You must lure zombies nearby the guillotine, which doing so will cause the orb to flow into the zombie, which you must kill for its energy. After killing each zombie, an orb will revolve around the crystal component of the guillotine. After powering up the guillotine, Richtofen tells you that you need a time bomb.

Step 6: The Switch in the Future

Once you have placed a Time Bomb ON the guillotine bench, have all four players surrounding the guillotine. You now have to activate the time bomb. Doing so will send you into the future to Round ∞, where the game is now in black and white and the zombies can be killed but takes a very long time. During the 90 seconds that you spend in “Infinity Mode” before it sends you back, you have to find the switch. Search the 4 dead bodies of Misty, Marlton, Samuel, and Russman. The switch will be randomly placed on one of the bodies, with bodies being spawned randomly at these places:

  • Directly in front of the guillotine
  • In front of the saloon entrance stairs.
  • To the left of the gunsmith entrance.
  • In the crevice behind the barn and the gunsmith house, where the Navcard Table parts are located.
  • In front of the jail house entrance.
  • In between the general store and the box location.
  • To the right of the candy store entrance coming from the courthouse, near when you drop down from the general store balcony.
  • In between the giant rock near the gallows and the awning of the candy store, near the arrow sign.
  • Behind the rock to the left of the church, where the red orb is.
  • Just past the entrance to the church, nearby the workbench.
  • The alleyway between the bank and barn walls, the body will be laying on the wall of the bank.

Step 7: Switches in the Maze

You now need to enter the maze, where there will be switches with four different colors (Red, Green, Blue, Yellow) on four different gates. You have to activate these switches in the correct order, via trial and error. If a switch has been activated in the correct order, it will spark.

Note that no switches will spark until all of the switches have been activated. They will only spark if they were activated in the correct position. If the switches are activated in the incorrect order (if they aren’t all sparking) they can be reset by activating all of them and then having all four players return to the main area before having all players run through the Mistress’s house together.

  • Another Note* Sometimes A gate switch will not spawn (Yellow, is the most reported switch to not spawn). Currently the only way to fix this is to Reset the switches in the method detailed above.

Step 8: Make-A-Wish

You need to have The Giant break the fountain in front of the church/mansion, which will cause water to start spewing out. Next you need to interact with the fountain in order to “make a wish”. After doing so, metal targets will spawn via lightning in several locations with each player needing to shoot them ALL before they disappear. These locations where the targets spawn are:

  • Beside the candy store and in front of the court room. (20 targets)
  • The left side of the mansion, in the windows. (23 targets)
  • On the railing by the saloon. (19 targets)
  • By the jail cell. (22 targets)

 

Maxis’ path

Step 1: Build the Gallows

The players must build the gallows that is next to the entrance of the courthouse. Be careful because some parts can be used for both the gallows and the guillotine.

  • Battery (Behind the altar in the church)
  • Spool of Wire (Mule Kick room downstairs near the catacombs entrance in the corner)
  • Antennae (Barn downstairs towards the catacombs in one of the stables on the right)
  • Bulbs (In the room above The Giant’s cell on boxes near where the box can spawn)

Step 2: Orb Breaker

The players now need to destroy the four red orbs using the Subsurface Resonator (which requires the Turbine) . They are located as follows:

  • In the alleyway between the saloon and the candy shop,
  • To the left side of the entrance to the church, behind a rock,
  • In the tunnel system above the town building,
  • To the left side in the foliage before the entrance to the mansion from the maze.

Step 3: The Lantern

Using a grenade, the players need to time it so that it knocks a purple lantern out of the air, which will float from the courtroom to the church, or from the courtroom to the jail cell. It will disappear obsessionally if the players fail to hit it, and it will also disappear if the players leave the lantern on the ground too long. After this, a player must pick it up.

Step 4: Sugar Rush

To power up the lantern, the players must kill zombies using The Giant (after he has been given candy), the Trample Steam, the Subsurface Resonator, or the Nuke Power-Up. The player with the lantern must stand close to the zombies being killed. After the players have powered the lantern with enough “souls”, the players have to place the lantern on a symbol on the roof of the gunsmith shop.

Step 5: Decryption

Deciphering the code that appears above the symbol on the wall using the “tic-tac-toe” cipher will reveal the name of three signs, which the players need to hit in order with the Galvaknuckles or the Bowie Knife to make the “wisp” appear. These signs are randomly selected out of the five signs available.

Step 6: Energy and Western Time Travel

Note: The players will have to place a Time Bomb before you activate the wisp. The step requires the players to open the 1250 point couch separating the tunnels and the upper level of the gunsmith building, and you need to have Leroy destroy the barrier between the General Store and the candy Shop. The player that hit the signs will need to follow the wisp while there are zombies near it throughout its path, thereby sustaining the wisp, otherwise the wisp will fade out.

After doing so, the player must follow the wisp on its path to the gallows. It will travel through the tunnels into the courtroom. It then goes past Speed Cola towards the jail cell. Going on the porch, it will make a loop and go to the upper level of the jail cell, towards the barn. Upon entering the barn, it will drop down the ledge and float through the tunnels. It then will exit through the gunsmith building’s upper level, then will float towards the Saloon and take a left towards the candy shop. Passing through where the barrier was, it will continue towards the courthouse until it reaches the gallows, in which it will power up one container. While the player is following the wisp, the player must have zombies near the wisp throughout its path, thereby sustaining the wisp, otherwise the wisp will fade out. It is easier to do this step by having zombie “checkpoints”, recommended spots are in front of the jail cell, in front of the gunsmith building, and in front of the saloon. You can also start a round as the wisp is going towards the gallows, as the zombies will constantly spawn in front of the player and sustain the wisp. If doing this, it is recommended to either have a Pack-a Punched weapon or be done on a lower round for easier control of the zombies.

At this point, you have to use the Time Bomb to travel back in time, and repeat the above process.

Step 7: For Whom the Bells Toll

The players are now able to ring the bells placed around the map by using the action button. There are three locations where the bells are, with each location having three bells each. These places are:

  • The bottom floor of the courtroom.
    • Left side of the judge’s podium.
    • Table on the right side of the courthouse closest to the podium.
    • Corner of the courthouse, take a left as soon as you enter.
  • The second floor of the candy shop, not the room with the Power Switch.
    • On the corner of the square table along the wall.
    • On the table with two pots, near the couch blockade.
    • On the chair to the right side of the door to the stairway.
  • The top level of the barn.
    • On the bale of hay just before you drop down to the jail cell.
    • To the right of the hole in the wall near the gunsmith building, on a bale of hay.
    • On a bale of hay to the right of the gap in the railing.

In the room just past the secret bookcase in the haunted mansion, there is a switchboard on a sofa with a lever. The switchboard has a 3×3 pattern of lights, which when activated, will light up yellow or green. The columns from left to right correspond to the bells in the candy store, the barn, and the courtroom bells respectively. After figuring out which bell corresponds with which light, you have to activate the switchboard, and the first light will appear. One player has to callout which light has lit up, while the other three players must be in each location ready to ring the bell that is called out. If the player successfully rings a bell, the light will turn green and another light will turn yellow, signifying which location/bell to ring.

Note: For the person in the mansion, it is recommended to have the Galvaknuckles so the witch will die in one hit, as the player will most likely be in there awhile. The players also have to ring the bell within a certain timeframe, or else the switchboard will reset.

Step 8: Make-A-Wish

The players need to have The Giant break the fountain in front of the church/mansion, which will cause water to start spewing out. Next, the players need to interact with the fountain in order to “make a wish”. After doing so, metal targets will spawn via lightning in several locations with each player needing to shoot them all before it disappears. These locations where the targets spawn are:

  • Beside the candy store and in front of the court room.
  • The left side of the ghost mansion, in the windows.
  • On the railing inside the saloon.
  • By the jail cell.

The easter egg is now complete but there is one more step to fully complete the storyline for Maxis/Richtofen which can be done straight away or during any other game.

The Grand Finale

(Note this step can be completed directly after the easter egg or any other time but requires 4 players and all must have completed each easter egg for the same side and ALL NAV tables must have been built with each card inserted).

At the back of the courthouse on the first floor is a box showing a 3X4 light grid. This box is ‘The Easter Egg Tracker’. This shows the easter eggs that each player has completed as well as the side that they completed it for. The far left light represents the Tower Of Babble easter egg. The middle light represents the High Maintenance easter egg. The far right light represents the Mined games easter egg. Orange light indicate Maxis whereas blue lights Indicate Richtofen. For example. If all lights show blue, then all players have completed each easter egg for Richtofen. If all show orange then all players have completed the easter eggs for Maxis. If 2 rows show a colour then only 2 players have completed all easter eggs for a character.

If all 4 players have completed Richtofen’s side, have a player shoot the box. This will open it to reveal a button. Once a player presses the button the screen will shake and Richtofen will start laughing. A short confrontation between Richtofen and Maxis will be heard, with Richtofen declaring his victory over Maxis. Maxis will say that Richtofen has trapped Samantha’s soul in damnation and Richtofen tells Maxis he will now cease to exist. Richtofen will enter Samuel’s body and attempt to take control. Richtofen fails to gain full control and remains in Samuel’s body, making Samuel’s eyes flicker blue for the rest of the game. As a reward, each player will receive a permanent Fire Sale as well as a special version of Mule Kick which allows each player to carry 4 weapons for the remainder of the game.

If all 4 Players have completed Maxis’ side, have a player shoot the box and press the revealed button. The ground will shake and a short conversation will begin. Maxis will overthrow Richtofen, taking control of the zombies and will betray you. All the zombie’s eyes will glow orange. Maxis will explain that he can now reach ‘Agartha’ and be reunited with Samantha…but neither the Earth nor its people will survive. Richtofen will remind Maxis that Samantha has Richtofen’s body. Maxis will respond by saying “If you are so eager to re-enter the physical world, then I will gladly oblige”  Maxis will then send Richtofen’s soul into a random zombie. This zombie can be identified by its blue eyes. The ‘Richtofen zombies’ will respawn after some time and if a player is near one, they will be able to hear Richtofen cry out. There is no physical reward for this ending, but each time a ‘Richtofen zombie’ is killed it will drop a power up.

Ectoplasmic Residue (15 gamer points/bronze trophy) (played on any mode)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. This achievement/trophy requires the player to acquire a perk without purchasing it from a Perk-a-Cola machine. In order to acquire a free perk the player needs to kill a specific number of the Mistress’ (found in the manor). The last one will drop a Random Perk Bottle.

It may also be possible to acquire the free perk through the Easter Egg as it awards all perks.

I’m Your Huckleberry (25 gamer points/bronze trophy) (played on any mode)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. This achievement/trophy requires the players to clear all of the larger debris with the help of The Giant by giving him Booze.

There are eight locations to clear debris:

  • The doorway opposite the cell.
  • Right beside the jail hiding the Juggernog machine.
  • The doorway to the Gunsmith.
  • Between the Gunsmith and the back of the barn.
  • Between the back side of the General Store and the Sweet shop.
  • The doorway to the Church.
  • The gate to the Mansion.
  • The fountain in front of the Mansion and the Church.

Death From Below (10 gamerpoints/bronze trophy) (played on any mode)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. This achievement/trophy requires the players to ‘drop the beat’ on zombies 10 times. The player must build the Subsurface Resonator and the Turbine to power it. Killing 10 zombies with Subsurface Resonator will give the player the achievement.

Candygram (10 gamer points/bronze trophy) (played on any mode)

This is an achievement/trophy for the Zombies map, Buried. It is earned by acquiring a bowl of Candy from the Candy Store and feeding it to The Giant, who will proceed to help the player in a variety of ways.

Awaken The Gazebo (30 gamer points/bronze trophy) (must be played on public match)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. It requires the player to Pack-a-Punch a weapon in round 1 with no one using the Bank or Weapon Locker. One method of doing this involves using the wall weapon chalks to draw all of the wall weapon chalk outlines; each one awards the player 1000 points after being drawn. The player should take extra caution when facing the mistresses, however, as she steals 2000 points with each hit.

Revisionist Historian (10 gamer points/bronze trophy) (played on any mode)

This is an achievement in Buried that is earned by “rewriting history”. To do this, the player must obtain the Time Bomb from the Mystery Box and reset back to an earlier round. It can be “saved” on any round and later “restored” to that round at a later time, where the player’s points, perks, and weapons will be reverted to the exact setup of the saved round.

Mazed and Confused (35 gamer points/bronze trophy) (played on any mode)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. This achievement/trophy requires the players to survive (do not get downed once) an entire round within the hedge maze on round 20 or higher. The maze is found behind the large mansion that houses the Mistress’.

FSIRT Against the Wall (20 gamer points/bronze trophy (played on any mode)

This is an achievement for the zombies map, Buried, in Call of Duty: Black Ops II. It requires the player to purchase the LSAT off the wall and Pack-a-Punch it. The LSAT is located above the player in the spawn room, where the player must first go to the other side of the spawn room and double jump to reach the next level. However, the player has a very limited time to actually buy the LSAT as the floor will collapse beneath them.

When the Revolution Comes (20 gamer points/bronze trophy) (played on any mode)

This is a zombie-related gameplay achievement/trophy featured in Buried for Call of Duty: Black Ops II. This achievement/trophy requires the player to make it back to the starting room. To return to processing the player must first use The Giant to smash the fountain in front of the church, then using explosive weapons or the Ray Gun or the Ray Gun Mark II, the player must destroy another fountain located in the middle of the maze. This creates a teleporter in the space of the fountain in the maze which will teleport the player back to spawn where the NAV table can be built.

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Call of Duty: Black Ops II: Buried July 23rd, 2013

 

buried

(Image provided by http://www.callofduty.wikia.com/wiki/Buried)

This is the most recent Zombies DLC for cod: black ops 2, the map starts on an abandoned oil rig where basic the 500 points weapons are available but there is also a 2000 point weapon available only one person will be able to get and that is the LSAT. The main map though is underground in an buried southwestern town. This part of the map once you release the giant from his cell (for this review we will call him “Leroy”) is quite easy to open up. The booze you need to have Leroy clear the pathway is first found right in his cell, then it alternates between the bar that costs 1250 point to open and his cell. Be careful not to shoot Leroy because he will run back to his cell and lock himself  in again and you will have to locate the key somewhere on the map. One thing about this map that is different but this reviewer feels makes it more difficult than the others DLC’s, that it is for the most part an open, all other DLC maps consist mostly separate rooms to navigate through. Also new to the cod zombies are witches, they are found in the masion on this map and chalkable wallbuys, these are weapons designs found in a single room on the map that a player picks up and draws into place wherever a question mark (?) is found on the wall. On this map the designs are found in the same building as Mule Kick.

Now as for weapons, you have all your basic weapons in the mystery box and on the walls with four new weapons in the box, the Paralyzer which slows the zombies to almost a halt and if shot with it long enough the zombies explode, it can also be used to jump higher and comes with infinite ammo. The Ray Gun Mark II, this gun is a vast improvement of the infamous Ray Gun with enough power to shot though a line of zombies instead of just one and it is a three shot burst this weapon is now also available on all other maps. The Time Bomb, this isn’t as much of a weapon as it is a life saver, once in hand press down on the directional pad to pull it out, then press LB (for Xbox360) or L2 (for PS3) to save the round number you are on, then at anytime later in the game press RB (for Xbox360) or R2 (for PS3) to restore the game to the saved round, I must include that any perks or weapons you have that you didn’t have on the saved round will disappear but any doors opened, pathways cleared or buildables will remain. Last but not least is the Remington New Model Army this is a six shot revolver that for the first 10 rounds is a one hit kill weapon.

New weapons upgrade are as follows Ray Gun Mark II becomes Porter’s Mark II Ray Gun and goes from a total of 162 rounds to 201 rounds, the Paralyzer becomes the Petrifier still has infinite ammo but allows the gun to be fired for a total of ten seconds, and the Remington becomes the Sassafras and goes from a total of 90 rounds of ammo to 108 rounds and becomes a twelve shot revolver instead of staying a six like the executioner. Everyone’s favorite perk-a-cola machines are back Juggernog, Quick Revive, Speed Cola, Double Tap Root Beer, Stamin-Up, Mule Kick, Pack-A-Punch and now introducing Vulture Aid. This new perk allows the player to se perks, wall weapons, places to draw the chalkable weapons, and the mystery box over a short distance. With this new perk zombies will drop small amounts of ammo or extra points for the player with the perk to pick up, some zombies will emit a green cloud that when killed the cloud will stay for a short period of time and as long as the player with Vulture Aid is stand in this cloud zombies will ignore him/her. As the player stand in this cloud the Vulture Aid icon on the lower left corner will start to glow and after the cloud is gone the zombies will still ignore the player until the glow is gone. Zombie eyes, Perk-a-cola machines, the Mystery Box and Pack-A-Punch will all glow bright for the player with Vulture Aid as well.

Now onto the buildables for this map, once again we have the Turbine, Trample Steam and the NAV Table, there are two new buildables on this map the Head Chopper and the Subsurface Resonator. The Head Chopper is a buildable that you can place on any doorway or wall on the map it is head height and does exactly what the name entails and chops off anyones head (yes that means players too so watch out and remember where you place it) by swinging both left and right, in order to pick it up again the player MUST crouch and walk over to it. the Subsurface Resonator  requires the Turbine to function; it blasts sound that kills zombies and distorts the screen. On zombies at a further distance, it will simply knock them back. Unlike on the other maps for cod: black ops 2 the player doesn’t HAVE to build these items, in fact if you feed Leroy candy next to or in front of the workbench (candy can be found in the candy store down stairs from the power switch (no idea what the were doing with electricity in the old west but ok)) he will look over the blueprints on the workbench the run off to gather the parts needed come back and build the item for you.

This map does offer teleportation you need to first use Leroy to smash the fountain next to the court house by giving him the bottle of booze and then use one of three ways to smash the fountain in the middle of the hedge maze behind the mansion, you can use either of the Ray Guns or you can once again have Leroy smash this one as well. Teleporting will bring you to the lower level of the room you spawned in in the beginning of the game, this is also where you will build the NAV Table. The Perk-a-Cola machines are found in the following locations,  Juggernog is next to and behind the jail where you found Leroy, Quick Revive is in the little room you first fall into when leaving the spawn room, Speed Cola is in the courthouse, Double Tap Root Beer is in the mansion becarefull of the witches, Stamin-Up is at the end of the hedge maze, Mule Kick is in the room upstairs from the chalkable weapons, Pack-A-Punch is down the spiral stairs at the end of the hedge maze (be careful there are holes in the stairs and only one way in or out) and Vulture Aid is in the church. There is a way to obtain all seven perks you have to run through the mansion twice and enter the hedge maze once in the hedge maze kill the last of the witches each time in the maze she will drop what looks like a perk-a-cola bottle this will give you the last two of the perks you need.

All in all it is this reviewers personal and professional gamer opinion that this DLC is a must have for all cod zombies players, it introduces new weapons, new enemies, a new perk as well as it adds to the zombies storyline. tomorrow morning check back tomorrow and for a post explaining the new achievements with this map and how to get them.

4 leprakhauns running around
The Guild September 30th, 2010

With Red vs Blue ending their season a few weeks ago and Webzeroes ending their series a while back, I found myself strangely missing videos to watch online. I had already seen all the Evening with Kevin Smith clips, so I decided to move on to something that I had heard a lot about, but never got a chance to watch, The Guild.

For those of you who don’t know, The Guild is a series about a guild of players in an MMORPG. It stars and is written by Felicia Day and was an influence for Dr. Horrible’s Singalong Blog, which Day also starred in.

I’ve never been part of any guild, I have never even played any MMOs, but I find the series to be so true to even people online, not even necessarily in a game, but even on Facebook and such.

The acting is great, the writing is superb, and it just makes you believe that these people actually exist and what happens to them could really happen. It is a great webshow to watch even if you aren’t into gaming at all since you will see characters like you who attempt to get into it, ut can’t actually get the hang of it.

If you have a chance, check out at watchtheguild.com.

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