N
Luxe Celebrity Review

Guide for Call of Duty: Black Ops

Author

Andrew Mccoy

Updated on April 08, 2026

Rezurrection

Welcome to the last DLC pack! This one is, in my humble opinion, the best one in the game. This pack includes no multiplayer maps, but besides the Zombie-map Moon, you can also relive the maps from COD: World At War (Nacht der Untoten, Verrückt, Shi No Numa and Die Riese). On Moon, you can earn 7 achievements worth 250GS. The easter egg achievements, yes there are two, will already reward you with 175GS, but that is not what you have to worry about since there are harder achievements. We'll get to that soon, but first I'm going to lead you through the new additions.

Weapons:

Wave Gun, is the new wonderweapon which replaces the Thunder Gun from the older maps. This gun actually consists of two parts: Dual Wielding the weapon is called the Zap Gun Dual Wield (obvious name is obvious) and the combined parts (pressing left on the D-Pad) is named the Max Wave Gun. Personally, I only use this weapon combined since it will fry Zombies after lining them up and it has infinite damage.

Quantum Entaglement System (QED), is a new tactical grenade that spawns random things. Using this should be done with care as the outcome isn't always visible once you have one. This grenade is also called the Richtofen Device by the German doctor himself. Since there are tons of effects, I won't list them here. Just remember to not pick up any red Power Ups it could spawn. All the effects can be found here.

Other then the previous maps (Ascension and Call of The Dead), the Bowie Knife returns but Monkey Bombs are left out.

Perks:

There are no new perks to find in this map. You can find every single perk on Moon itself except for Speed Cola and Juggernog; which are found at No Man's Land. Everytime you go back, those perks switch, so in order to obtain both of them, you will need to return twice.

Enemies:

Hellhounds: appear before the first wave in No Man's Land or Area 51 (the actual spawning area). Once the second alarm sounds, the zombies will go bersek and Hellhounds will start spawning. Until another alarm sounds, you can kill them with one knife, but afterwards it may take you a little longer smile; I recommend avoiding them.

Astronaut Zombies: are zombies just like the Shriekers and Napalms in Shangri-La. They will appear any round, at any time and at any spot. When one spawns and grabs you, you will lose the first perk in line (so make sure you buy another perk instead of Juggernog first). An effective way to kill this hard one is by using Shotguns, the Python and most explosives. Gersch Devices do NOT affect them, as a matter of fact, when they get sucked in to the middle, they will move three times faster than they normally do. Both versions of the Wave Gun won't affect him either so don't waste your ammo if one spawns in. Players who shoot him will not receive points but upon killing him, 50 points will be awarded to the player who dealt the final blow. When the Astronaut Zombies is killed, all zombies close to it will die as well. As a warning, shoot this big guy from a distance. His blast radius is calculated at 10 meters, so while standing close, you might fly for a few meters.

Phasing Zombies: are the worst in my opinion. You can compare them with the Nova Gas Zombies from Kino der Toten, and the only difference they have is that they can teleport (hence the name 'Phasing ...') for a small distance which makes it very dangerous to get trapped. They will only spawn if one of the players is in the labs when a new round starts or when zombies are still spawning in. I highly recommend starting a new round either in Biodome or at Moon (where you can purchase Mule Kick and AK47u). As a bonus: Crawler Zombies cannot explode in low gravity area's when shot with Wonderweapons or when they are killed with a knife or with explosives.

Power-Ups:

No real changes from other maps as you have a chance of every single one of them except for Random Perk Bottle or the Lightning Bolt which gives you the Wunderwaffle DG-2.

Easter Eggs:

1. Musical Easter Eggs, 'Eggs' because there are a couple of them you can activate while playing. Upon activating 3 teddy bears wearing a P.E.S., the song "Coming Home" performed by Elena Siegman will start playing. The locations of the teddy are as following:
- Beneath the Receiving Area, on a pile of red crates and close to one of the yellow pads.
- In the small corridor between Tunnel 6 and the M.P.D. (or Power Room). It's on the opposite side of the P.E.S.
- Next to the Stamin-Up machine in Tunnel 11.

Another song that you can play on this map is called "Re-Damned", is performed by Kevin Sherwood and is activated by pressing and holding X on a computer, close to the Biodome entrance from the labs. This will activate an 8-bit version of the song "Damned" and is an instrumental only.

When a player in your lobby has obtained the "A Giant Leap"-achievement (more information below), the song "Nightmare" by Avenged Sevenfold will start playing.

Another 8-bit version can be heard when you press and hold X on a computer at the end of Tunnel 11. This song is the same as "Coming Home" mentioned above, only with bits.

The last musical easter egg is an 8-bit version of "Pareidolia", which is featured in Shangri-La. To activate this one, you need to find a film reel. Once you did this, you will need to press and hold X on a computer in the labs; you will need to be very close to the monitor to hear anything though. If you are wondering where to find the audio and film reels, I'm currently recording where to find them and will be uploaded to my YouTube channel in the near future.

2. Richtofen Grand Scheme is part of the main easter egg you need to complete. You will find more about this below.

Recommended strategy:

1. Weapons
- Primary weapon: since this map is so easy to circle on, I would recommend the M1911 (or the starting pistol). When you have a full clip (8 bullets ready to get fired and 72 extra), you can easily score up to 3,000 points if you fire your bullets correctly. Afterwards, you can opt to Pack-a-Punch them to Mustang & Sally. If you feel like you won't be comfortable with this gun, I recommend any SMG or Assault Rifle which are great for scoring that nice boost of points!
- Secondary weapon: for my second weapon, I always like to have the best. The best on this map is the Wave Gun, but I don't like it too much, so I would recommend the Raygun. As you might already know, this is a one hit kill until round 20 when fired on their chests and you can make crawlers very easily but aiming at the ground. Remember to buy PhD Flopper to protect yourself from splash damage!
- Third weapon: I highly recommend a weapon from the wall! Me, crazy? No no no no warning! If you buy a weapon from the wall and you Pack-a-Punch it, you will be able to hack the weapon design on the wall so you can buy ammo for 500 points instead of the usual 4,500. Who's crazy now? laugh
- Tactical grenades: the QED's are too random in my opinion, so I would go for the Gersch Device. They can allow you to survive just that little bit longer and they can give you some time to revive a nearby teammate.
- Melee weapon: I didn't really bother, but most of you will want the Bowie Knife, right? Here is how you need to obtain it (all credit goes to Matroix):

Other then Call of The Dead, I recommend Claymores as well. While training you can take out a whole group of zombies with only one. This can be possible up to round 20. Also, I recommend Semtex Grenades for the reasons already stated on previous pages.

2. Perks
- Juggernog: Obvious since you can take a few more hits before you go down. The downside of this perk is that it's located in No Man's Land, which requires you to go back after you have been teleported to the Moon. If you want this perk immediatly after going back, I recommend starting the game until Speed Cola is the first perk.
- PhD Flopper: Ever wandered into a room and then got thrown 20 meters up in the air? Well, it will happen on this map; I can make you that promise. If you don't want to spend tons of points on perks, I HIGHLY recommend you buy this one. Even if you don't have a Raygun, buy it anyway; you will be grateful.

The next few perks may be personal preferences:
- Speed Cola: if you have an HK-21 or RPK out of the box, you will want to buy this perk to help you reload faster.
- Quick Revive: highly recommended while playing solo, not really needed while playing in co-op if all of you have Gersch devices or a Pack-a-Punch'ed Ballistic Knife.
- Mule Kick: Recommended if you think you will need more firepower. Alternatively, you can also buy a weapon from the wall and hack the chalk. Once Pack-a-Punch'ed, ammo for that gun will only cost you 500 points instead of the usual 4,500

3. Surviving in solo or co-op
Since this method can be used while playing solo or while playing in co-op, I will only write it out once. What you will need to do in the beginning BEFORE round 1 is killing all the zombies spawning in while they are "relaxed". When the second alarm sounds, they will go berserk and Hellhounds will spawn in as well. Try to train them around the giant mudpool in front of the stairset. DO NOT USE TARGET ASSIST WHILE SHOOTING, since the game will probably move the gun towards the target that is the closest to you which, in most cases, will be a HellHound and waste your ammo. Instead, unload a full clip on the zombies running together. If you are lucky, you will be able to score around 200 or 250 points each clip. Since you have 5 clips, you should score an easy 1,000 points. If your ammo in the M1911 is depleted, keep running circles and lure the zombies/Hellhounds in to the cage near the PaP-machine. Throw a grenade in a corner and run for the teleporter. If you are lucky enough, you should have around 2,500 points. While playing in co-op, let your teammates move towards the teleporter when the first alarm sounds. You can change places while doing this, so every one can get their fair ammount of points.

Once you teleported to the Moon, kill all zombies except one. Afterwards, open all doors towards the power. The door at the spawn costs 750 points, the entrance of Tunnel 6 costs 750, the door between the entrance of Tunnel 6 and the actual tunnel costs 1,000 points and the door between Tunnel 6 and the Pyramide (or Power) Room costs 1,250 points. It's very important that the player that plays as Richtofen turns on the power since excavators could be triggered while doing this (more information below). Open up the first door towards the labs (750 points) and if you are lucky, you might find the Hack-device. If so, great; hack the door to the upper deck and pay 200 points instead of the usual 1,250 points (this will already earn you an achievement, but I'll get to that later). Once done and if you still have enough points, open up the Biodome with the Hacker and the Moon. Biodome is on the right side of the labs when facing the MP5K and the Moon is on the left. Either one of these two area's will be the area you will be forming trains. I can't stress it enough but wait until all zombies have spawned in before spraying your guns into them. The person with the hacker will need to be in the Biodome as he/she won't be able to breathe in low gravity area's.

Also, be sure you don't throw grenades or use the Raygun in the Receiving Area (where you can buy Quick Revive) or in the Labs (where you can buy Double Tap Root Beer and the MP5K). This will blow out the window's which will make it impossible to breathe without the P.E.S.

Everything good so far? Because we will go for some achievements now clap! As with the previous pages, each achievement is explained below the achievement itself.

This first achievement is very easy to get. Make your way to the labs as stated above and try to find the hacker. There are 7 possible spawn locations (3 on the first floor, 2 on the second floor and 2 on the third floor). If you have the hacker, there are tons of possibilities for you to unlock this achievement. Take a look at the table below. This achievement will unlock as soon as the hack is succesfully completed.

Item

Cost/Reward

Description

Pack-a-Punch machine

+1,000 points each game

Hacking the PaP-machine will close the gates around it and they will remain closed for 40 or 50 seconds. It’s is recommended to have a Gersch Device ready for when the gates open again.

Excavator controls

+ 1,000 points for each excavator

Hacking these controls can either stop an excavator from breaching or it can be hacked to remove it from said location.

Doors

- 200 points for each door hacked

Hacking a door will save you points but you have to take note that it will take you quite a long time (around 30 seconds for one door).

Windows

+ 100 for each window

- 300 when a window is hacked 3 times

Hacking window will speed up the process of building it and is probably the fastest hack. When a zombie is breaching from a window, the player who hacks the window will get 100 points, but when he hacks the window for a third time, he will lose 300 points.

Players

- 500 for each successful hack

Is one of your teammates short on points to buy a perk? No worries, just hack him 500 points. While the hacker will lose their points, it will be added up to the player the hacker was aiming at. It may be good to know that when a Double Points drop is active, the hacked player will gain 1,000 points while the hacker only loses 500 points.

Mystery Box

- 600 for a respin
+ 950 after hacking the respin

When you do a guess at the Mystery Box and you don’t like what you got, you can hack the weapon for 600 weapons to get a re-roll. Once you have that, you can hack it again to gain 950 points. After hacking a re-roll, the weapon becomes available to everyone in the lobby.

Mystery Box spawn location

- 1,200

If you are really desperate to give the Mystery Box a shot, you can always hack a spawn location to get a spin. You can take a re-roll as noted above if needed. Also, when you get the Fire Sale drop, this box will not be available while active.

Guns on the wall

- 3,000

If you PaP’ed a weapon of the wall it is highly recommended that you hack the outline. PaP’ed ammo will cost 500 points instead of the usual 4,500.

Perk-a-Cola machines

+ the price of the perk

After buying a perk, you can heck the machine to return the perk and get the points you got for it back.

Power Ups

- 5,000

If you are low on ammo and you really can’t get the Max Ammo drop, you can hack any other drop. Take note that if you hack a Max Ammo; you will get a Fire Sale.

There are 8 perks in the game and you must buy them all. The easiest method might be saving up till 15,000 points so you can buy/hack every perk in a row so it will be easier to keep track. Buy Juggernog and Speed Cola whenever you feel like it and start saving points afterwards. Don't waste any on the Mystery Box, instead buy an MP5K off the wall in the Labs. Once you have enough points, you will do the same process for a while now. Buy the perk, hack the machine, return the perk/obtain your points back. Juggernog, , Speed Cola and Mulekick are really hard to hack so you might just want to buy them. Below you will find a breakdown of their locations and the costs.

Perk

Cost

Location

Juggernog

2,500

No Man’s Land, close to teleporter

Speed Cola

3,000

No Man’s Land, close to teleporter

Quick Revive

500 (solo)/1,500 (co-op)

Receiving Area, next to a box spawn location

Stamin’ Up

2,000

Tunnel 11, behind the second door near Semtex

Double Tap

2,000

Labs, first floor

Deadshot Daiquiri

1,500

Labs, third floor

PhD Flopper

2,000

Biodome, near a box spawn location

Mule Kick

4,000

Moon, behind a box spawn location

After going for the 'Perk in Spaaaaace'-achievement, you might as well go for this one since you already bought Mule Kick and probably have some more points to waste. I recommend having the Gersch Devices, 15,000 points (PaP'ing 3 guns costs 5,000 points for each weapon), 3 different weapons (obvious) and the Hacker before you go. Once you have all four of the things mentioned, travel back to No Man's Land. Once you spawn in, run directly for the Pack-a-Punch machine and hack it. This will close the gates around you and should give you enough time to upgrade each of your weapons. Once it's done, have a Gersch Device ready (cook it with LB) and throw it as soon as the gates open. This will have you a chance to get back to Griffin Station safely.

While advancing in rounds, there is a huge chance that you will hear a friendly computerized female voice saying that an excavator will breach a certain area. When this happens, you have 4 minutes to hack its related terminal in the receiving area. For this achievement, you need to hack each terminal once in a game. When an excavator breaches for the second time, you can just let it breach. Please note that you might have to go high rounds (I went above round 35 above will going for this achievement). Getting hit by an excavator blade will get you downed in one hit or three while having Juggernog equipped.

- Phi: This excavator will block Tunnel 6, which will make buying the M16 and/or its ammo impossible. The terminal can be found near the door to Tunnel 6 on the leftside (while looking at the door inside the Receiving Area). When this excavator is breached, you can still enter the small room with the MPL on the wall.
- Omicron: This excavator will block Tunnel 11, which will make buying the PM63 and/or its ammo impossible. The terminal can be found in the middle of the wall while looking at the door to Tunnel 11. When this excavator is breached, you can still enter the small room between the Stamin' Up perk/Semtex grenades and the Pyramide Room.
- Epsilon: This excavator will cause massive decompression in the Biodome, making it impossible to survive without a P.E.S.-suit. The terminal can be found near the door to Tunnel 6 on the rightside (while looking at the door inside the Receiving Area). This excavator will not block anything on your path.

This is the opposite of what the previous achievement was, which will require you to let the excavators breach from Tunnel 6 and Tunnel 11. Also, this achievement needs to be unlocked in co-op; which will cause either one of your up to three partners will not get this achievement. When one of these two breaches, keep a zombie alive and let the timer on the excavator breaching. Open up the other tunnel and advance in rounds until one the other starts breaching. Let everyone going for the achievement going to the Receiving Area and let them survive the round. The player in the Biodome should keep a zombie alive and once every zombie is dead except for one, the players in the Receiving Area should kill themselves with a grenade (make sure neither of them have PhD Flopper equipped or they will survive the blast). Once they have bled out, kill the zombie. The players will respawn before the pyramide room and that way they will unlock the achievement. Turn the roles around so you can get your achievement as well. Also, this might require going up to high rounds. Make sure you have the time to go for this achievement.

Easter Egg time clap! The first part counts 9 steps and can be achieved solo. The only requirement for this is getting the Wave Gun and recommended to have the Raygun. Follow the steps below to unlock the first achievement related to the first part of the big Easter Egg. Since these steps need to be completed for the next part of the Easter Egg, I included a video at the bottom of this page uploaded by RoosterTeeth/AchievementHunter but will be replaced soon since my video is still in editing progress.

Step 1: Turn on the power
At No Man’s Land/Area 51, collect as much points as you can so you can turn on the power immediately. You will need a total of 3,750 points to go to the Power Room through Tunnel 6 and it’s best if the character playing as Richtofen turns on the power. If Tunnel 6 starts breaching already, let it breach since it will spawn a black egg. You will need it for one of the steps.

Step 2: “Samantha Says”
If the power is turned on, the computer screen outside the Receiving Area near spawn will start broadcasting a color code. One of your team needs to follow the screen and input the colors properly by pressing and holding X on the correct screen. The colors from left to right are as following: red – green – blue – yellow.

Step 3: Hack the switches in the labs
Buy the door to access the Labs (750 points). If the hacker is on the first or second floor, then you are lucky since you can hack your way through the third floor. If not, pay 1250 points and pick up the device. On the second floor there are 4 switches on the wall next to the stair set to the third floor. Hack one of these (it will cost you 500 points so take caution). Now you will have 1 minute to hack 4 switches on random places in the labs on each floor. You can recognize them by their green flare. Hack all 4 of them and then you need to activate the switches you hacked first (next to the stair set) by pressing and holding X. You only have a short timespan to do so, so I recommend 2 players activating 2 switches.

Step 4: Breach Tunnel 6
Advance in rounds until an excavator starts breaching Tunnel 6. When that happens, let it breach and keep a zombie alive until the timer runs out. Make your way to the Receiving Area through Tunnel 11 (buy the first door and hack the others). Once you are at the Receiving Area, hack the terminal to unbreach (yes, that’s a word now laugh) Tunnel 6. Near the M16, a black egg should’ve spawned. Knife it so it starts moving and follow it. It will stop from time to time, just knife it again to get it moving. At one point it will get stuck onto some barrels near the MPL (just mentioned this because this is where people may lose it out of sight). Open the doors towards the Receiving Area and it will disappear onto the dishes.

Step 5: Obtain the Wave Gun and the Raygun
It’s not really a separate step, but I like to keep this separated. Both weapons are available at the Mystery Box. When you have both (the Raygun is optional but recommended). Shoot the Black Egg from the dish with the combined Wave Gun (left on the D-Pad) and follow it through Tunnel 11. In the Stamin’ Up/Semtex room, the egg will disappear behind a steel bar. Shoot it with the Raygun to make it appear again or toss (a lot of) Semtex grenades in its direction if you didn’t get a Raygun. Once it’s loose, it will get stuck again on top of some barrels near the exit near the Power Room. Knife it again and follow it through the Power Room until it gets stuck in the M.P.D.

Step 6: Fill the container
When the previous step is successfully completed, a container will rise up. You will need to fill it with 25 zombie souls (you do this by killing zombies close to the container). Once it’s full, you will hear a sound and there should see a switch on the wall near the container. Activate it to reveal Samantha. Everyone in the lobby should obtain a Death Machine for 90 seconds. A great time to go to No Man's Land and grind some points if needed!

Before attempting this part of the Easter Egg, you will need to be with at least 2 people and one of them should play as Richtofen as he is required in most of the following steps. One person is your lobby must also have completed both previous Easter Eggs (Call of The Dead and Shangri-La). Before doing step one of this part, one player needs to have QED's and another shoud have Gersch Devices; both are available at the Mystery Box.

Note: Do not throw the QED's while advancing in rounds. They have positive effects, but they can also do some negative things. Once might be downing all players at the same time, taking away your perks, depleting all your ammo, ... There is also a possibility that you will spawn in more zombie, so be cautious when you need one during the steps. Watch each others backs and prevent stupid deaths.

Step 1: Get the plates
At No Man’s Land/Area 51, when you spawn in from the teleporter and looking at the Pack-a-Punch machine, there is a small area on the rightside of the teleporter-platform. You should be able to see steel plates on a small rack. Blow them off with a grenade and throw a Gersch Device once they fell down. The plates should now appear on the teleporter; so go back to Griffin Station.

Step 2: Get the plates on the computer
The plates should be right next to the Quick Revive machine. Throw a QED on them, and they should appear right next to the computer; which is in the same room. While viewing at the terminal for the Tunnel 11 excavator, it will be all the way in the corner on the left.

Step 3: Find the tube
Before moving on, you should find the tube. If you don't know what you are looking for, it's an S-shaped tube. There are a handful of spawn locations, listed below:
- After entering the labs, against red crates next to the first Hacker spawn location
- On the second floor of the labs, in a corner near the switches you hacked before
- On the second floor of the labs, against some barrels in front of the staor set
- At the top of the stair set before the door to the labs on the third floor
- On the third floor, in front of the first row of desks
- On the third floor, at the bottom of the desk near Deadshot Daiquiri
- On the third floor, at the bottom of the desk near the Biodome entrance
- At the moon landscape, after entering on the rightside in front of some barrels

Once you found it, go back to the Receiving Area and plug the wire in between the computer and the 2 steel plates.

Step 4: Richtofen is taking over
Let Richtofen put in the Vrill Device (the Golden Rod from Call of The Dead combined with the Focussing Stone from Shangri-La in the centre) and start mashing X on the computer keyboard. The computer screen will go from red to green, but Maxis wants to stop Richtofen so he built in an extra security measure. The screen will go red again and the player controlling Richtofen just needs to continue mashing the X button the keyboard. When the screen turns green once again, pick the Vrill Generator back up. You know if it's done correctly if the Vrill Generator is shining bright.

Step 5: Fill up the tubes
Go back to the M.P.D. and you should see 4 singular containers. Each of these needs to be filled up with 25 zombie souls so Pack-a-Punch'ed guns are recommended. Kills obtained with the Gersch Device will not count! Once the containers are full, you should hear a demonic laugh when the step is completed. Activate the switch again. Have Richtofen insert the Vrill generator in the middle of the engraving on the M.P.D. The player who controls Richtofen will get all perks permanently. The souls from Samantha and Richtofen will have switched, so the player controlling Richtofen will play as Samantha now.

Step 6: Black Egg
Have the player with QED's in his/her HUD throw one on the Vrill Generator. This will cause the Black Egg (from previous steps) to move next to the computers where you played "Samantha Says" on. A good method is going prone as close as possible to the M.P.D. and aim down the bottom of the engraving. That way it will easier to do this succesfully.

Step 7: Activate the rockets
Have a player do “Samantha Says” three times. They will increase in difficulty, but take your time and concentrate as well as you can. After doing this step successfully, Maxis will say something about a launch protocol and will ask you to move the egg; which leads us to the last step.

Step 8: The Big Bang Theory
Have a player with the Gersch Devices throw one next to the Black Egg to move it onto the rockets. Launch should be initialized soon, so all you can do is take an eye of the wonderful landscape. Maybe look at the Earth while you can. After blowing up a familiar place, every player will have permanent perks. Achievement unlocked clap!

Some questions answered

Q: Do you need the two previous Easter Eggs?
A: Yes, one person of your lobby needs to have the Golden Rod and the Focussing Stone at the same time. That means that two people who have either one of them won't be able to complete the easter egg starting from step 4 in the second part. The good thing is that only one person of a lobby needs both and not everyone in there.

Q: Are the "perma-perks" there everytime you start a game after starting a new game?
A: No, they will only remain permanent as long as you are playing the game you completed the steps for the easter egg for. If you go down while having the perma-perks, they will not disappear but they will when you quit the game.

Q: How do you get the Vrill Generator?
A: As mentioned in the second part of the easter egg and the first question, one person needs to have both achievements so that Richtofen can combine them. Only the person playing as Richtofen will have it in the HUD and it isn't required for that person to have completed both easter eggs as long as someone else in your lobby did.

Q: Do the excavators come back once you hacked them?
A: Yes, but it all comes down to luck. You only need to have the one for Tunnel 6 breached, so be sure to hack the ones for Tunnel 11 and Biodome to make the easter egg slighty easier.

Q: If you get the permanent perks, do you unlock the "Perks In Spaaaaaace"-achievement?
A: No, the description clearly states that you have to buy them that means you can't receive them. If you want to unlock this achievement during the easter egg run, share points by using the Hacker and get it before you throw a Gersch Device near the Black Egg. While playing as Richtofen, you will need to buy them all before you fill up the 4 tubes on the M.P.D.

Q: Why can't I put the Vrill Device between the 2 plates?
A: There are 2 reasons for that. The first one is already mentioned in the previous questions. The other one might cause this step to fail if you blew out the windows in the Receiving Area. Try to avoid shooting with the Raygun, M72 Law and/or China Lake and don't throw grenades down to create crawlers.

If you have any other questions, feel free to send me a PM or write a comment in the WT Forum.

Thanks for reading the DLC-pages. I hope I was of great help and if I can ever be of any service, feel free to drop me a message; I'll gladly help you out. Until another time!

wave

- MC0REBE

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