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(This is for anyonebody trying experiments and to say not to do that as it has been tried before)
Anyways heres everything thats been tried several times for each, if its in this list, it doesnt do anything, so try to read it all before posting any more theories ive already busted (this is to say new members time when it could be enjoyed playing the actual game)
Just putting down everything ive tried so far with people online, this probably isnt useful information, but id thought id write it down anyways, just incase it might help someone
Everything has been done a minimum of 3 times each to make sure facts are true
this is to put Everything thats been done so we can get to the truth
If we eliminate all other possibility's than all thats left is the possible, the truth
P.s this is the video that shows sync-porting
[nomedia="
https://www.youtube.com/watch?v=AYrgSJazVtM"]YouTube - Der Riese - Activating all 3 Teleporters at once (sync-porting)[/nomedia]
Will be set up in 4 category's, Teleports, Weapons, a mix of the 2, and miscellaneous
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Teleports
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linked on rounds 3,5,9 (group 935)
Linked on 1st dog round
Linked a,b,c on round 3 (yes its possible)
Linked by sync-porting on round 3
linked by sync-porting on round 5
linked by sync-porting on round 9
linked by sync-porting on 1st dog round
linked by sync-porting after round 20
Teleported on rounds 3,5,9 (group 935)
Teleported on rounds 5,6,7,8 (must survive rounds 5-
Teleported by sync-porting on round 9
teleported by sync-porting before activating fly trap
teleported by sync-porting after activating fly trap
teleported while each character has a single (different) perk each (tried every combination)
sync-porting while music easter egg is playing
teleported from a then b then c while music Easter egg is still playing
obliviux wrote:linked all three portals when the count down man said a certain number.
for example for teleporter a you would link it when he said "9"
tele b when he said "3"
tele c when he said "5"
also i tried it with the numbers 115
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Weapons
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shot fly trap with wunderwaffe (pre-pap'd)
shot both power units before activating power with wunderwaffe pre-pap'd (it is possible)
Shot hanging man with Every weapon multiple times, including pap'd versions and monkeys, molotovs etc
Shot every electrical box in der riese With every normal weapons and pap'd versions
Shot red jars with every pap'd weapon
Shot all green jars (including "dull" 1's) with every pap'd weapon
Shot the moon with every upgraded gun
Shot Every teleporter portal with every pap'd weapon
Shot the top (blue electrical field thing) with every pap'd weapon
Shot the teleporter Vortexs with every pap'd gun
Shot other player just before they disappeared when teleporting
Shot other player just after they disappeared when teleporting
Shot every part of the teleporters with wunderwaffe before activating power
shot the clock with the wunderwaffe and pap'd verions (shoot 1:15 with 115)
shot clock with both versions of raygun
Shot (every part) Pack a punch With wunderwaffe before activating power
Shot (every part) Pack a punch With wunderwaffe after activating power
Shot all the Solar panels above quick revive with every weapon and Pap'd versions
Shot every Flying Teddy (When boxs moves location) with every PaP'd Gun
Shot every teddy (when the box isnt there) With Every PaP'd Gun
Shot the 4 lightning rods (next to teleporter C) with wunderwaffe before activating the power
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Teleport/weapon mix
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teleported while all 4 characters have the combined 8 items
sync-ported while all characters had the combined 8 fly trap items
Sync-ported while pap'in a weapon
Sync-ported while pap'in a weapon and shootin fly trap
3 players activate each of the 3 fences and sync-porting at the same, while sync-porting 4th player pap'in a weapon
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miscellaneous
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activated the radio's in Every order possible (note this took alot of time to do)
held X / [] on each red Jar
Held X / [] on all 3 calendar's using each player multiple times
Held X / [] on each paw print
Held X / [] on mainframe console pad before power activated
Held X / [] on mainframe console pad after power activated
Held X / [] on mainframe console pad after all teleporters linked
Held X / [] on mainframe console pad with player 4 while other 3 sync-ported
Recreated doing all the der riese achievements in 1 single game
doing hide and seek with the combined 8 fly trap items only
Activated the teleporters in order of the der riese trailer
shot each perk machine with a wunderwaffe before activating power
shot each barrier and switch with wunderwaffe before activating power
Thrown monkey bombs on each (as close as i can get) of the 5 question marks on loading map area's Simultaneously (4 at same time and 5th before the 4 monkeys explode)
Followed every (and i mean every lol) bit of cable there is in der reise, ingame and using noclip (to find hidden things i.e fly trap switchs etc)
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This sub section is in regards to the 8 hide and seek items
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This is an ongoing test with combination's on activating the hide and seek teddy's and monkey's
This will be done using legit means and NoClip respectively just for arguments sake
Note: here is the terms u'l see in the following
Cage = cage with teddy in animal testing lab
ledge = the ledge with the second teddy in the mainframe area
Furnace = the furnace which has the monkey in it (thompson room)
Cage - Shot with pap'd Colt
Ledge - Shot with Pap'd Colt
Furnace - Shot with Pap'd Colt
Cage - Hit with Monkey Bombs
Ledge - Hit with Monkey Bombs
Furnace - Hit with Monkey Bombs
Cage - Hit with Colt While having jugga
Ledge - Hit With Bowie Knife
Furnace - Hit with Grenade
Cage - Hit With Colt While havin Jugga
Ledge - Hit with Bowie Knife
Furnace - Hit with Molotov
Cage - Hit With Pap'd Colt While Havin jugga
Ledge - Hit with the Bowie Knife
Furnace - Threw in Monkey Bomb and just Before It Blew Up, Hit Monkey With Molotov
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This section is for using multiple combination's of the above this doesnt take into consideration buying guns off the walls etc, this is not a strategy, just information of tests failed
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This gonna take some time to write up, as i wrote everything we was trying at the time on paper, so gotta do abit at a time, so my apologizes, keep checking back.....Its gonna take me ages
it will be split up into parts yet again (sorry if this annoying, i just want to make it easier to read)
Teleport = If and what i did with the teleporters
Weapons = If and what guns i used (i.e for the fly trap & hide and seek items)
Perks = what perks i used
Power = At what point i activated power
Easter Eggs = what Easter eggs i used and in what order
please note they wont necessarily be in this order
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Test 1 Basic 935 Principle
Power - Round 3
Teleport - Linked Teleports in order of A,B,C At round 3
Perks - not needed for this test
Weapons - Shot Fly Trap With PaP'

Wunderwaffe At round 9
Easter Egg - Not Needed for this test
(Note: All doors opened by other players By Round 5, hence Basic 935 Principle)
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Test 1.2 Advanced 935 principle
Power - Round 3
Teleport - Linked Teleports By Sync-porting At round 3
Perks - not needed for this test
Weapons - Shot Fly Trap With PaP'

Wunderwaffe At round 9
Easter Egg - Not Needed for this test
(Note: All doors opened by other players By Round 5, and sync-ported hence advanced 935 Principle)
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Test 1.3 Basic Teleport 935 principle
Power - Round 3
Teleport - Linked Teleports A at Round 3, B at round 5, C at round 9
Perks - not needed for this test
Weapons - not needed for this test
Easter Egg - Not Needed for this test
(Note: See above for teleport 935 principle )
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Test 1.4 Advanced Teleport 935 principle
Power - Round 3
Teleport - Linked Teleports A at Round 9, B at round 3, C at round 5
Perks - not needed for this test
Weapons - not needed for this test
Easter Egg - Not Needed for this test
(Note: See above for teleport 935 principle )
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Test 1.5 Teleport/dogs (Must survive round 5-8 theory) Basic 1.1
Power - Activated at round 3
Teleport - linked At 1st hellhound round in order of A,B,C
Perks - not needed for this test
Weapons - not needed for this test
Easter Eggs - not needed for this test
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Test 1.6 Teleport/dogs (Must survive round 5-8 theory) Basic 1.2
Power - Activated at round 3
Teleport - teleported At 1st hellhound round in order of A,B,C
Perks - not needed for this test
Weapons - not needed for this test
Easter Eggs - not needed for this test
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Test 1.7 Teleport/dogs (Must survive round 5-8 theory) Advanced 1.1
Power - Activated at round 3
Teleport - linked by sync-porting At 1st hellhound round
Perks - not needed for this test
Weapons - not needed for this test
Easter Eggs - not needed for this test
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Test 1.8 Teleport/dogs (Must survive round 5-8 theory) advanced 1.2
Power - Activated at round 3
Teleport - sync-ported At 1st hellhound round
Perks - not needed for this test
Weapons - not needed for this test
Easter Eggs - not needed for this test
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Test 2.0 Basic Over loading power Theory
Power - activated on round 9
(Other) - Synchronized Activation of all 3 Barriers at round 9
Teleport - Sync-ported At round 9 while barriers are still on
Weapons - not needed for this test
Perks - Not needed for this test
Easter Eggs - Not Needed for this test
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Test 2.1 Advanced Over loading power Theory
Power - activated on round 9
(Other) - Synchronized Activation of all 3 Barriers at round 9
Teleport - Sync-ported At round 9 while barriers are still on
Weapons - 4th player Upgraded a weapon (Wunderwaffe) as 3 players Sync-port
Perks - Not needed for this test
Easter Eggs - Not Needed for this test
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This was extracted from WaW forums.