Dropping down from the tube, head left up the staircase. Loot the two prone zombies and approach the end of the boardwalk and wait a moment for a zombie to climb the ladder -- kill him. Pick up the rifle to the right.
From your vantage point here, you can use the rifle or the crossbow to take out two zombies from here, one that's under the further boardwalk and one that's roaming around on top of it.
TIP: You can use the rifle to take out the radar jammer on the further boardwalk.
IN SIGHT OF THE TOWER
-----------------------------------------
Climb down the ladder and walk under the second boardwalk; there should be no zombies left alive.
Climb the ladder up to the further boardwalk if you need to loot the dead zombie or take out the radar jammer; otherwise turn left at the corner of the boardwalk, scan up and left to scan the CCTV junction.
Turn right and look across the water from you -- you can see the tower in the background beyond the massive walls and the Traitor's Gate arch. In front of the gate are three zombies roaming around; use your rifle to blow up the bombie and all three will die.
Watch for a moment -- there's a zombie further down that will cry out and he may run up to where the three just blew up. If he does, use the rifle to kill him from where you stand. If he doesn't, cross the water and kill him however you want.
TIP: On the other side of the boat beyond this zombie is a chest with five handgun bullets.
UNDER THE TRAITOR'S GATE
-----------------------------------------
Enter under the Traitor's Gate -- you can see the C4 location in front of you, but to the right just past the gate is a zombie -- take him out before using the C4.
TIP: Equip your bat and then use the C4, standing far enough back to not get killed but close enough to run through quickly through the newly opened gate as soon as the fire clears. Once through, trip the spitter that's just getting up from laying on the ground and ZR smash him for an easy kill.
Loot the zombie lying on the ground and kill the zombie that's half sitting up on the far side of the courtyard leaning up against the wall by a small arch -- he'll grab as you try to go through the arch if you don't kill him first.
The single wooden door in the courtyard takes you to a now-useless ladder and a manhole back to the Safe House.
Wednesday, April 23, 2014
Friday, April 18, 2014
ZombiU Hardcore -- Blasting Out of Victoria Memorial
When you arrive back at Victoria Memorial, Sondra, your pseudo-contact with the Ravens of Dee, announces over the comm an evac at the Tower of London. The Prepper blusters a bit -- it's clear he's "John" from the letters you've been reading and he and Sondra were once a "thing" -- and tells you to blow her off. You don't have a choice, however.
INTO THE AQUATIC PARK
---------------------------------
Cruise down the stairs ahead of you just as you leave the door to the Safe House, unlock the gate, and turn right. Cruise all the way to the end of the hall and go through the gate at left -- it was locked before but is now open.
Close the gate behind you, as a flame zombie will appear when you pick up the key card and you don't want him roaming around -- you want to know where he is.
Head left along the wall and you'll come to a crouch-in tunnel -- crouch in. Crawl through and grab the weapon upgrade.
SAFE SPOTS: If you need to run from someone, run here if near the entrance. On the further side of the tent (as you're standing here) is a crouch-in entrance to the underground entrance to the palace sewers, run there if you're nearer to it; you can turn around again and bash them as they come in after you or keep running, run through the door, and heal up.
Crawl back through. You may have to kill a single zombie now or before you crawl in -- it's over the rise to your right as you came in the gate and within sniffing distance of you.
TIP: Kill all zombies here now or you'll have to kill them when you come back to use C4, and at that point they'll be among more zombies (the ones that Sondra kills for you) and the chore will be much harder. Kill everybody now and she'll kill everybody later.
EXTERMINATION
----------------------
With a flare equipped, sneak into the water a bit and then cut around onto the higher ground -- but not near the tent, as there are two zombies over there. You can either kill them both now and then chuck the flare to the island or chuck the flare first and kill these two then -- one can be killed with a ZR smash, but the other will smack you before you can.
Chuck a flare to the island, wait a moment, and then shoot one of the red-and-white barrels on the island to set off a chain reaction of explosions. The zombies flambé will approach you and you may have missed some -- avoid and/or kill them as necessary.
The dead colonel and the key card are in the tent; get the key card after everybody nearby is dead.
When the zombies on the island are dead, get to the island and move to the left (ignore everything to the right, there isn't anything over there except the second safe spot). There may be a zombie or two left alive over this way and the CCTV junction box is over here.
TIP: The CCTV junction box has two zombies playing dead beneath it, but you don't need to approach them if you don't want to kill them. They're far enough out of the way to not matter in the whole drama going on back where you came from.
Between the island and the CCTV box is a place you can climb out of the water and use C4 -- take note of this place as you'll need to beeline for it in your second trip into the aquatic park.
FLAME ON, MY BROTHER
---------------------------------
As soon as you grab the key card, a flaming zombie appears near the entrance to the aquatic part of the park -- that gate you just opened.
CAUTION: In Survival Mode, flaming zombies can kill you with a single hit, and this one is in a really ugly location.
Be prepared with a shotgun, cocktail, or some other method of wiping this thing out -- even if it's just running to the safe spot mentioned earlier and crushing his flaming head as he crawls after you. Luckily, this zombie often gets stuck on the railing just as he reaches the stairs, but this can also be a bad thing -- as in the following tip, if he gets stuck out of range of your mine, you then have to deal with both.
TIP: A mine placed on the stairs on the landing leading to the swampy part of green park will take out the flaming zombie whether he gets stuck or not. Place the mine before you grab the key card, not after! However, on rare occasions he doesn't appear, and you don't want to block yourself off -- leave enough room so if the zombie doesn't appear you can shoot and blow up the mine from afar or cross over on the railing to the very right as you enter the gate.
ARMORY AND DEE LETTER
----------------------------------
The armory is next to the door you unlocked in the beginning of the level. Enter it, grab all the ammo in the loot box, at least, pick up the weapon upgrade, loot your first Dee letter, and pick up the three charges of C4 -- picking up the C4 specifically triggers the upcoming battle in the aquatic park. You're near the Safe House door, so it's not a bad idea to go save, heal up, and refresh your items.
TIP: Leave items in the rack where you find them for later if you want, regardless of what the Prepper says. You may be pretty desperate when you come through this way in the game's ending sequence, so leaving a flare, cocktail, and medpack at least can help -- especially given when you come through here at that point there will be five zombies in the hall past the door you unlocked earlier.
C4 GO BOOM
-----------------
Be careful to stay near the wall when you come back through the gate into the aquatic park, running towards the safe spot crawl-in tunnel to avoid being blown up. Sondra is now covering you and there are a whole slew of new zombies about. She blows up two bombies near the entrance just as you come out and you don't want to be hurt by either explosion.
TIP: If you cleared all zombies when you grabbed the key card, Sondra will kill all these zombies.
TIP: Pay attention to where her red sightline is. It indicates where she is focused at the moment.
TIP: You can save yourself a ton of running by chucking a flare to the island right after she warns you about being a "sitting duck" and letting her play with all of the zombies over there -- away from you.
CAUTION: Sondra might not kill all these zombies before they smack you -- take care of yourself, even if it means killing a zombie she'd kill.
After the zombies on the island are dead, head to the island and wait for her to take out the zombies between you and the place you need to use C4. You may need to venture into the water to get some of them to perk up, including the one near the C4 location. If you didn't get the CCTV junction box on the previous run-through, grab it now while you wait for Sondra to waste the last handful of zombies.
Use your C4, turn completely around, and run back to the water to get out of the range of the explosion. You can see the range of the explosion on your map -- it's a circle about twice the size that a mine has.
RUN.
------
After the explosion, turn and run into the pipe you just opened access to and keep running. The Prepper will chastise you as you do -- you can't do anything to make him happy so ignore him and keep running until you find the exit. There is nothing in any of these rooms that I've seen, so just run through.
INTO THE AQUATIC PARK
---------------------------------
Cruise down the stairs ahead of you just as you leave the door to the Safe House, unlock the gate, and turn right. Cruise all the way to the end of the hall and go through the gate at left -- it was locked before but is now open.
Close the gate behind you, as a flame zombie will appear when you pick up the key card and you don't want him roaming around -- you want to know where he is.
Head left along the wall and you'll come to a crouch-in tunnel -- crouch in. Crawl through and grab the weapon upgrade.
SAFE SPOTS: If you need to run from someone, run here if near the entrance. On the further side of the tent (as you're standing here) is a crouch-in entrance to the underground entrance to the palace sewers, run there if you're nearer to it; you can turn around again and bash them as they come in after you or keep running, run through the door, and heal up.
Crawl back through. You may have to kill a single zombie now or before you crawl in -- it's over the rise to your right as you came in the gate and within sniffing distance of you.
TIP: Kill all zombies here now or you'll have to kill them when you come back to use C4, and at that point they'll be among more zombies (the ones that Sondra kills for you) and the chore will be much harder. Kill everybody now and she'll kill everybody later.
EXTERMINATION
----------------------
With a flare equipped, sneak into the water a bit and then cut around onto the higher ground -- but not near the tent, as there are two zombies over there. You can either kill them both now and then chuck the flare to the island or chuck the flare first and kill these two then -- one can be killed with a ZR smash, but the other will smack you before you can.
Chuck a flare to the island, wait a moment, and then shoot one of the red-and-white barrels on the island to set off a chain reaction of explosions. The zombies flambé will approach you and you may have missed some -- avoid and/or kill them as necessary.
The dead colonel and the key card are in the tent; get the key card after everybody nearby is dead.
When the zombies on the island are dead, get to the island and move to the left (ignore everything to the right, there isn't anything over there except the second safe spot). There may be a zombie or two left alive over this way and the CCTV junction box is over here.
TIP: The CCTV junction box has two zombies playing dead beneath it, but you don't need to approach them if you don't want to kill them. They're far enough out of the way to not matter in the whole drama going on back where you came from.
Between the island and the CCTV box is a place you can climb out of the water and use C4 -- take note of this place as you'll need to beeline for it in your second trip into the aquatic park.
FLAME ON, MY BROTHER
---------------------------------
As soon as you grab the key card, a flaming zombie appears near the entrance to the aquatic part of the park -- that gate you just opened.
CAUTION: In Survival Mode, flaming zombies can kill you with a single hit, and this one is in a really ugly location.
Be prepared with a shotgun, cocktail, or some other method of wiping this thing out -- even if it's just running to the safe spot mentioned earlier and crushing his flaming head as he crawls after you. Luckily, this zombie often gets stuck on the railing just as he reaches the stairs, but this can also be a bad thing -- as in the following tip, if he gets stuck out of range of your mine, you then have to deal with both.
TIP: A mine placed on the stairs on the landing leading to the swampy part of green park will take out the flaming zombie whether he gets stuck or not. Place the mine before you grab the key card, not after! However, on rare occasions he doesn't appear, and you don't want to block yourself off -- leave enough room so if the zombie doesn't appear you can shoot and blow up the mine from afar or cross over on the railing to the very right as you enter the gate.
ARMORY AND DEE LETTER
----------------------------------
The armory is next to the door you unlocked in the beginning of the level. Enter it, grab all the ammo in the loot box, at least, pick up the weapon upgrade, loot your first Dee letter, and pick up the three charges of C4 -- picking up the C4 specifically triggers the upcoming battle in the aquatic park. You're near the Safe House door, so it's not a bad idea to go save, heal up, and refresh your items.
TIP: Leave items in the rack where you find them for later if you want, regardless of what the Prepper says. You may be pretty desperate when you come through this way in the game's ending sequence, so leaving a flare, cocktail, and medpack at least can help -- especially given when you come through here at that point there will be five zombies in the hall past the door you unlocked earlier.
C4 GO BOOM
-----------------
Be careful to stay near the wall when you come back through the gate into the aquatic park, running towards the safe spot crawl-in tunnel to avoid being blown up. Sondra is now covering you and there are a whole slew of new zombies about. She blows up two bombies near the entrance just as you come out and you don't want to be hurt by either explosion.
TIP: If you cleared all zombies when you grabbed the key card, Sondra will kill all these zombies.
TIP: Pay attention to where her red sightline is. It indicates where she is focused at the moment.
TIP: You can save yourself a ton of running by chucking a flare to the island right after she warns you about being a "sitting duck" and letting her play with all of the zombies over there -- away from you.
CAUTION: Sondra might not kill all these zombies before they smack you -- take care of yourself, even if it means killing a zombie she'd kill.
After the zombies on the island are dead, head to the island and wait for her to take out the zombies between you and the place you need to use C4. You may need to venture into the water to get some of them to perk up, including the one near the C4 location. If you didn't get the CCTV junction box on the previous run-through, grab it now while you wait for Sondra to waste the last handful of zombies.
Use your C4, turn completely around, and run back to the water to get out of the range of the explosion. You can see the range of the explosion on your map -- it's a circle about twice the size that a mine has.
RUN.
------
After the explosion, turn and run into the pipe you just opened access to and keep running. The Prepper will chastise you as you do -- you can't do anything to make him happy so ignore him and keep running until you find the exit. There is nothing in any of these rooms that I've seen, so just run through.
Thursday, April 17, 2014
Complete video walkthrough list with proper URLs:
First Key Card Through Supermarket: http://youtu.be/D2KvvnBlMoM
Safe House Defense: http://youtu.be/NjyYO85evxc
Victoria Memorial: http://youtu.be/crBoiRN59wI
Into Buckingham Palace: http://youtu.be/WIC1oB-9Mko
Final Approach to Palace: http://youtu.be/IMX9GVzzI0c
Palace Interior (I): http://youtu.be/WY5CVqzT0p0
Retrieving Studium Contagione: http://youtu.be/MrEBvOoxDso
Blasting Out of Green Park: http://youtu.be/_aQxcGfYcRo
Approach to Tower of London: http://youtu.be/Y3u7hSNh7G4
Tower of London: http://youtu.be/4XRV2Rh1JNs
Get Medicine for Vikram: http://youtu.be/wzPRsV4fAgo
Collect Two Dee Letters & Magnum: http://youtu.be/MzkkJhlmIec
St. George's Church: http://youtu.be/LYSjkwOp7eM
Survive Arena: http://youtu.be/l4rqI35Ane8
Collect the Last Two Dee Letters: http://youtu.be/Crk6YPWiN_8
Kill the Doc: http://youtu.be/Oa-KoTLuwMY
Retrieve the Panacea: http://youtu.be/WjF4HLU1pY0
Escape the Palace Underground: http://youtu.be/qMAM5tKj7wk
Tower of London II: http://youtu.be/7gadg0h7htA
First Key Card Through Supermarket: http://youtu.be/D2KvvnBlMoM
Safe House Defense: http://youtu.be/NjyYO85evxc
Victoria Memorial: http://youtu.be/crBoiRN59wI
Into Buckingham Palace: http://youtu.be/WIC1oB-9Mko
Final Approach to Palace: http://youtu.be/IMX9GVzzI0c
Palace Interior (I): http://youtu.be/WY5CVqzT0p0
Retrieving Studium Contagione: http://youtu.be/MrEBvOoxDso
Blasting Out of Green Park: http://youtu.be/_aQxcGfYcRo
Approach to Tower of London: http://youtu.be/Y3u7hSNh7G4
Tower of London: http://youtu.be/4XRV2Rh1JNs
Get Medicine for Vikram: http://youtu.be/wzPRsV4fAgo
Collect Two Dee Letters & Magnum: http://youtu.be/MzkkJhlmIec
St. George's Church: http://youtu.be/LYSjkwOp7eM
Survive Arena: http://youtu.be/l4rqI35Ane8
Collect the Last Two Dee Letters: http://youtu.be/Crk6YPWiN_8
Kill the Doc: http://youtu.be/Oa-KoTLuwMY
Retrieve the Panacea: http://youtu.be/WjF4HLU1pY0
Escape the Palace Underground: http://youtu.be/qMAM5tKj7wk
Tower of London II: http://youtu.be/7gadg0h7htA
Wednesday, April 16, 2014
Video walkthrough done.
St. George's Church: http://youtu.be/LYSjkwOp7eM
Survive Arena: http://youtu.be/l4rqI35Ane8
Collect the Last Two Dee Letters: http://youtu.be/Crk6YPWiN_8
Kill the Doc: http://youtu.be/Oa-KoTLuwMY
Retrieve the Panacea: http://youtu.be/WjF4HLU1pY0
Escape the Palace Underground: http://youtu.be/qMAM5tKj7wk
Tower of London II: http://youtu.be/7gadg0h7htA
St. George's Church: http://youtu.be/LYSjkwOp7eM
Survive Arena: http://youtu.be/l4rqI35Ane8
Collect the Last Two Dee Letters: http://youtu.be/Crk6YPWiN_8
Kill the Doc: http://youtu.be/Oa-KoTLuwMY
Retrieve the Panacea: http://youtu.be/WjF4HLU1pY0
Escape the Palace Underground: http://youtu.be/qMAM5tKj7wk
Tower of London II: http://youtu.be/7gadg0h7htA
Tuesday, April 15, 2014
Work on Video Walkthrough Commences!
Here are the first few videos I've recorded with my MS Surface:
First Key Card Up to Safe House Defense: https://www.youtube.com/watch?v=D2KvvnBlMoM
Safe House Defense: https://www.youtube.com/watch?v=NjyYO85evxc
Approach to Approach to Palace: https://www.youtube.com/watch?v=crBoiRN59wI
Approach to Palace: https://www.youtube.com/watch?v=WIC1oB-9Mko
Final Approach to Palace: https://www.youtube.com/watch?v=IMX9GVzzI0c
Palace and Retrieving De Rimedi Secreti: https://www.youtube.com/watch?v=WY5CVqzT0p0
Ron Freedman's Flat & Retrieving Studium Contagione: https://www.youtube.com/watch?v=MrEBvOoxDso
Swamp: https://www.youtube.com/watch?v=_aQxcGfYcRo
Approach to Tower of London: https://www.youtube.com/watch?v=Y3u7hSNh7G4
Tower of London: https://www.youtube.com/watch?v=4XRV2Rh1JNs
See my YouTube channel here with some more preliminary walkthrough videos (shot in Normal mode) up through St. George's Church!: https://www.youtube.com/channel/UCGV...i44MTOuBe36qZg -- they'll be replaced but for now they're fine
First Key Card Up to Safe House Defense: https://www.youtube.com/watch?v=D2KvvnBlMoM
Safe House Defense: https://www.youtube.com/watch?v=NjyYO85evxc
Approach to Approach to Palace: https://www.youtube.com/watch?v=crBoiRN59wI
Approach to Palace: https://www.youtube.com/watch?v=WIC1oB-9Mko
Final Approach to Palace: https://www.youtube.com/watch?v=IMX9GVzzI0c
Palace and Retrieving De Rimedi Secreti: https://www.youtube.com/watch?v=WY5CVqzT0p0
Ron Freedman's Flat & Retrieving Studium Contagione: https://www.youtube.com/watch?v=MrEBvOoxDso
Swamp: https://www.youtube.com/watch?v=_aQxcGfYcRo
Approach to Tower of London: https://www.youtube.com/watch?v=Y3u7hSNh7G4
Tower of London: https://www.youtube.com/watch?v=4XRV2Rh1JNs
See my YouTube channel here with some more preliminary walkthrough videos (shot in Normal mode) up through St. George's Church!: https://www.youtube.com/channel/UCGV...i44MTOuBe36qZg -- they'll be replaced but for now they're fine
Monday, April 14, 2014
ZombiU Hardcore -- Retrieve Studium Contagione Walkthrough
Leave two slots open if possible; there is typically some loot near the beginning of the level. Bring at least two cocktails and two flares.
"...THIS COUNTRY'S GONE TO SHITE"
------------------------------------------------
The level really begins when you slide under the fence into the building. A zombie jumps down at you from your left -- as she lands on the ground, shove her over and ZR smash her. You can also slide back under, wait for her to follow, and then ZR smash her as she crawls under.
Note the red gas can; you can shoot this to kill a zombie if you're a good shot and time it properly.
There is sometimes an item in this room above the rubbish bin; the item varies.
Unlock the door, grab the Spread upgrade and medpack.
Take a cocktail, enter the last door in this room. Don't open the door at the end yet, instead go left. There's a stairwell here with a zombie at the top next to a door, just chuck a cocktail up to the top of the stairs (from the bottom), around the corner if you can, and fry this zombie with no fuss. No need to loot; you can do that in a minute.
TAKING THE BIG ROOM
---------------------------------
With a flare and cocktail equipped, go out the door into the main room and immediately toss a flare directly across from the door to the far wall. Wait for the zombies to assemble and then throw the cocktail -- you may want to aim it towards where they'll be walking when the flare is out -- towards you. Then retreat and close the door, waiting for the zombies to fry.
There will be one or two armored that will survive the fire; the second is upstairs but may have come down for the flare excitement. Kill them one at a time, retreating as necessary into the previous rooms, slamming doors in their faces if you need time.
REMEMBER the safe place at the beginning of the level; slide under the fence and you can ZR smash anything that follows.
CAUTION: The number one causes of my deaths here have been trying to fight in the first adjacent room to the big one -- don't. It's easy to back up wrong and not go through the open door as you need to -- do yourself a favor and don't do fighting in this room!
TIP: Obviously a grenade might work better -- or both a grenade and a cocktail -- but I save my grenades like gold for the end of the game, so if you have a ton of grenades, use one.
After the zombies in the first half of the big room are fried and dead (the armored), climb the scaffolding and move as far as you can on the top towards the end of the room with the door you just came through; turn and you'll see a box and a hole in the wall you can crouch in. Crouch into it and follow the tunnel; you'll be in a small room with your CCTV junction box and a small medpack. Take the bar off the door to get back into the big room.
Climb the scaffolding again, this time going through the window once you reach the top. Remove the bar from the door, loot the zombie you fried earlier, and then remove the barricades from the two doors here and exit one.
Turn right, cross over the rail, and then go past the large hole in the wall on the scaffolding. Once on the other side, turn left, run and jump on top of the blue van for two flares. While up here, chuck a flare near one of the two forklifts, wait for the zombies to assemble, and then chuck a cocktail and flambé them. When they are dead, the room is yours. Use the stairs this time to reach the second floor (it's much quicker than the scaffolding), exit one of the doors, turn right, cross the railing, and climb through the hole in the wall.
"DROP IN ANYTIME!"
-----------------------------
There are two armored in this room. Look up and you'll see one near the ceiling on a platform crouching. Shoot him -- he'll come to you. Kill him where you are -- the other armored can't reach you here.
The other armored is roaming on the ground -- kill him.
If you're hurt you can stand on the box just past the entrance to the room -- he can't get up there. You can hit him from there, he can't hit you if you stay back far enough.
Climb the ladder near the nearest wall to the building you have to drop into. Move on top of the scaffolding so you get to the ramp that goes to the top of the building, then turn around, go back all the way to the wall and pick up the shotgun ammo. Turn around, climb the ramp, and drop into the building.
Pick up the shotgun and ammo, then go downstairs where you'll find a manhole and then the basement to Ron Freedman's flat.
NOTE: At least open the manhole -- you won't come back this way so this is your only shot to open it.
TIP: If you're full with items, don't drop anything important, you're right near a Safe House manhole so you can go offload items and then come back and get the shotgun.
ZOMBIE FLAMBE ... MMMM SO TASTY
-----------------------------------------------------
With flare and cocktail equipped, run down the stairs into the room with the elevators, head to the right of the first door and straight down the wall. Zombies will be bashing the far door from within the room; cock your flare and chuck it inside the room just as the door opens. All zombies will rush for the room -- you run for the right-most elevator, hit Activate to trigger the elevator and two zombies in the room you just through the flare into, then turn around and chuck your cocktail into that room where the flare is about to go out. Next, turn and run like hell up the stairs.
Wait for all of the zombies to fry; when they have, you can enter the elevator unmolested. Check to make sure the zombie in the other elevator shaft has any items -- he usually doesn't. Same with the loot box in the shaft -- usually nada.
CAUTION: After you activate the elevator from inside, you cannot go back to the Safe House except by going through the rest of the level.
"MOVIN' ON UP!..."
-----------------------
Once in the elevator, activate it and then equip a shotgun or other good short-range weapon. Two zombies will drop before the elevator opens again, and when the door does open, it's a coin toss as to whether the door closes after you go through it or stays open, so you may as well assume you have to kill these two zombies. The first drops just before the elevator dings -- most likely you have to kill the first at least, back out through the open elevator door, and kill the second if the elevator doesn't close behind you and stay closed.
Approach the open door and then back up -- there's a zombie standing just to the left of the open door and he'll come through it now and attack you. He'll actually come through if you get too close to the door, so watch out for this if you have to kill the two zombies -- try to stay away from that end of the room until they're dead or you'll be dealing with three zombies potentially.
Go through the open door and then wait for the zombie you've just triggered to come over the barrier from the other side of the room -- as he drops to the ground, shove him over and ZR smash him. Loot him and the body under him.
With a flare and cocktail equipped, open the door to your right, chuck a flare towards the opposite corner of the room, then chuck a flare there, close the door, and enter the room when the zombies are fried.
Crouch into the air duct, try and ignore the dead cat, then enter the bathroom. ZR smash the crawling zombie first, then loot and remove the barricade from the door and go through it. Pick up the large medpack under the table.
PARTY ON, DARTH!
---------------------------
Open the next door and scan all zombies for loot. Kill those who have loot and then exit the room on the far side after removing the barricade from the door if you want (you should not have to come back here).
CAUTION: -- DO NOT turn off the DJ's music or all zombies alive will rush you. If you do turn it off on accident, turn it back on! After all zombies are dead, you can turn it off and listen to the creepy ZombiU music instead if you like.
TIP: This is a great place to level your crossbow if you're so inclined! You can level any weapon, obviously, but with a crossbow you don't waste ammo.
Enter the back bedroom, loot the three corpses, equip your bat, and crawl into the air duct. Crawl fast -- there is a zombie behind the grate you pass to your right that will drag you through if you're slow. He'll follow you if not, so don't dawdle here.
When you get to the upper floor don’t drop out yet -- you'll see an armored peering into the elevator shaft -- your light will alert him. Back up so he doesn't stand there gawping at you, then inch forward and you'll see him on the floor trying to crawl to you. Drop out, smash him on the ground three times to lose the helmet, then ZR smash him.
The zombie chasing you through the grate will drop out any time now, when he does, shove him over and ZR smash him, too. If he takes too long -- sometimes they forget -- just leave the room and close the door behind you. If you have a mine, you can put it where he'd land for extra safety.
RON FREEDMAN WAS CLEARLY A HOARDER
---------------------------------------------------------------
Enter the next room -- there are two zombies in here and one is an armored, but you can't see either one because of the tons of boxes in the way. Your CCTV junction box is also in here.
Pass out of the entryway and if you look between the boxes upwards to the right, the first zombie is standing on boxes in the far corner of the room. If you alert him, he'll come to you -- stay there and kill him as quietly as you can to not alert the armored.
TIP: If you're quick, you can use your crossbow to waste him immediately, just as he sees your light and screams.
Cruise through the boxes, scan your map (it's visible after you enter the box maze), and scan the armored so you know where he is. I whack him three times with a bat and then use my pistol to take him out, but whatever.
Enter the next room, scan for loot, close the door behind you. Get into the safe -- 1527 is always the code -- take the book, upgrade, and shotgun ammo, then turn around and kill the zombie that's breaking through the door. Getting into the safe triggers two zombies to come at you -- the one who comes through the door and a crawling zombie coming at you from the other far corner. Kill both.
Enter the air duct, crawl to the other room, climb up on the boxes, and crouch into the chute. When you land, there is a zombie at the opposite corner of the room coming at you -- kill him.
DELIVER THE BOOK TO THE DOC
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Travel upstairs to the bunker, there is an upgrade on the way up just after the room with all the paintings (one of the paintings will reveal a number later that helps you open the code-blocked door here -- don't worry about it now).
The last door puts you back into the bunker.
TIP: In front of the door you'll find 15 handgun bullets -- you might consider leaving them here for later when you come through and may well be desperate for ammo.
Take the Doc his second book and get ready for the approach to the Tower of London.
"...THIS COUNTRY'S GONE TO SHITE"
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The level really begins when you slide under the fence into the building. A zombie jumps down at you from your left -- as she lands on the ground, shove her over and ZR smash her. You can also slide back under, wait for her to follow, and then ZR smash her as she crawls under.
Note the red gas can; you can shoot this to kill a zombie if you're a good shot and time it properly.
There is sometimes an item in this room above the rubbish bin; the item varies.
Unlock the door, grab the Spread upgrade and medpack.
Take a cocktail, enter the last door in this room. Don't open the door at the end yet, instead go left. There's a stairwell here with a zombie at the top next to a door, just chuck a cocktail up to the top of the stairs (from the bottom), around the corner if you can, and fry this zombie with no fuss. No need to loot; you can do that in a minute.
TAKING THE BIG ROOM
---------------------------------
With a flare and cocktail equipped, go out the door into the main room and immediately toss a flare directly across from the door to the far wall. Wait for the zombies to assemble and then throw the cocktail -- you may want to aim it towards where they'll be walking when the flare is out -- towards you. Then retreat and close the door, waiting for the zombies to fry.
There will be one or two armored that will survive the fire; the second is upstairs but may have come down for the flare excitement. Kill them one at a time, retreating as necessary into the previous rooms, slamming doors in their faces if you need time.
REMEMBER the safe place at the beginning of the level; slide under the fence and you can ZR smash anything that follows.
CAUTION: The number one causes of my deaths here have been trying to fight in the first adjacent room to the big one -- don't. It's easy to back up wrong and not go through the open door as you need to -- do yourself a favor and don't do fighting in this room!
TIP: Obviously a grenade might work better -- or both a grenade and a cocktail -- but I save my grenades like gold for the end of the game, so if you have a ton of grenades, use one.
After the zombies in the first half of the big room are fried and dead (the armored), climb the scaffolding and move as far as you can on the top towards the end of the room with the door you just came through; turn and you'll see a box and a hole in the wall you can crouch in. Crouch into it and follow the tunnel; you'll be in a small room with your CCTV junction box and a small medpack. Take the bar off the door to get back into the big room.
Climb the scaffolding again, this time going through the window once you reach the top. Remove the bar from the door, loot the zombie you fried earlier, and then remove the barricades from the two doors here and exit one.
Turn right, cross over the rail, and then go past the large hole in the wall on the scaffolding. Once on the other side, turn left, run and jump on top of the blue van for two flares. While up here, chuck a flare near one of the two forklifts, wait for the zombies to assemble, and then chuck a cocktail and flambé them. When they are dead, the room is yours. Use the stairs this time to reach the second floor (it's much quicker than the scaffolding), exit one of the doors, turn right, cross the railing, and climb through the hole in the wall.
"DROP IN ANYTIME!"
-----------------------------
There are two armored in this room. Look up and you'll see one near the ceiling on a platform crouching. Shoot him -- he'll come to you. Kill him where you are -- the other armored can't reach you here.
The other armored is roaming on the ground -- kill him.
If you're hurt you can stand on the box just past the entrance to the room -- he can't get up there. You can hit him from there, he can't hit you if you stay back far enough.
Climb the ladder near the nearest wall to the building you have to drop into. Move on top of the scaffolding so you get to the ramp that goes to the top of the building, then turn around, go back all the way to the wall and pick up the shotgun ammo. Turn around, climb the ramp, and drop into the building.
Pick up the shotgun and ammo, then go downstairs where you'll find a manhole and then the basement to Ron Freedman's flat.
NOTE: At least open the manhole -- you won't come back this way so this is your only shot to open it.
TIP: If you're full with items, don't drop anything important, you're right near a Safe House manhole so you can go offload items and then come back and get the shotgun.
ZOMBIE FLAMBE ... MMMM SO TASTY
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With flare and cocktail equipped, run down the stairs into the room with the elevators, head to the right of the first door and straight down the wall. Zombies will be bashing the far door from within the room; cock your flare and chuck it inside the room just as the door opens. All zombies will rush for the room -- you run for the right-most elevator, hit Activate to trigger the elevator and two zombies in the room you just through the flare into, then turn around and chuck your cocktail into that room where the flare is about to go out. Next, turn and run like hell up the stairs.
Wait for all of the zombies to fry; when they have, you can enter the elevator unmolested. Check to make sure the zombie in the other elevator shaft has any items -- he usually doesn't. Same with the loot box in the shaft -- usually nada.
CAUTION: After you activate the elevator from inside, you cannot go back to the Safe House except by going through the rest of the level.
"MOVIN' ON UP!..."
-----------------------
Once in the elevator, activate it and then equip a shotgun or other good short-range weapon. Two zombies will drop before the elevator opens again, and when the door does open, it's a coin toss as to whether the door closes after you go through it or stays open, so you may as well assume you have to kill these two zombies. The first drops just before the elevator dings -- most likely you have to kill the first at least, back out through the open elevator door, and kill the second if the elevator doesn't close behind you and stay closed.
Approach the open door and then back up -- there's a zombie standing just to the left of the open door and he'll come through it now and attack you. He'll actually come through if you get too close to the door, so watch out for this if you have to kill the two zombies -- try to stay away from that end of the room until they're dead or you'll be dealing with three zombies potentially.
Go through the open door and then wait for the zombie you've just triggered to come over the barrier from the other side of the room -- as he drops to the ground, shove him over and ZR smash him. Loot him and the body under him.
With a flare and cocktail equipped, open the door to your right, chuck a flare towards the opposite corner of the room, then chuck a flare there, close the door, and enter the room when the zombies are fried.
Crouch into the air duct, try and ignore the dead cat, then enter the bathroom. ZR smash the crawling zombie first, then loot and remove the barricade from the door and go through it. Pick up the large medpack under the table.
PARTY ON, DARTH!
---------------------------
Open the next door and scan all zombies for loot. Kill those who have loot and then exit the room on the far side after removing the barricade from the door if you want (you should not have to come back here).
CAUTION: -- DO NOT turn off the DJ's music or all zombies alive will rush you. If you do turn it off on accident, turn it back on! After all zombies are dead, you can turn it off and listen to the creepy ZombiU music instead if you like.
TIP: This is a great place to level your crossbow if you're so inclined! You can level any weapon, obviously, but with a crossbow you don't waste ammo.
Enter the back bedroom, loot the three corpses, equip your bat, and crawl into the air duct. Crawl fast -- there is a zombie behind the grate you pass to your right that will drag you through if you're slow. He'll follow you if not, so don't dawdle here.
When you get to the upper floor don’t drop out yet -- you'll see an armored peering into the elevator shaft -- your light will alert him. Back up so he doesn't stand there gawping at you, then inch forward and you'll see him on the floor trying to crawl to you. Drop out, smash him on the ground three times to lose the helmet, then ZR smash him.
The zombie chasing you through the grate will drop out any time now, when he does, shove him over and ZR smash him, too. If he takes too long -- sometimes they forget -- just leave the room and close the door behind you. If you have a mine, you can put it where he'd land for extra safety.
RON FREEDMAN WAS CLEARLY A HOARDER
---------------------------------------------------------------
Enter the next room -- there are two zombies in here and one is an armored, but you can't see either one because of the tons of boxes in the way. Your CCTV junction box is also in here.
Pass out of the entryway and if you look between the boxes upwards to the right, the first zombie is standing on boxes in the far corner of the room. If you alert him, he'll come to you -- stay there and kill him as quietly as you can to not alert the armored.
TIP: If you're quick, you can use your crossbow to waste him immediately, just as he sees your light and screams.
Cruise through the boxes, scan your map (it's visible after you enter the box maze), and scan the armored so you know where he is. I whack him three times with a bat and then use my pistol to take him out, but whatever.
Enter the next room, scan for loot, close the door behind you. Get into the safe -- 1527 is always the code -- take the book, upgrade, and shotgun ammo, then turn around and kill the zombie that's breaking through the door. Getting into the safe triggers two zombies to come at you -- the one who comes through the door and a crawling zombie coming at you from the other far corner. Kill both.
Enter the air duct, crawl to the other room, climb up on the boxes, and crouch into the chute. When you land, there is a zombie at the opposite corner of the room coming at you -- kill him.
DELIVER THE BOOK TO THE DOC
----------------------------------------------
Travel upstairs to the bunker, there is an upgrade on the way up just after the room with all the paintings (one of the paintings will reveal a number later that helps you open the code-blocked door here -- don't worry about it now).
The last door puts you back into the bunker.
TIP: In front of the door you'll find 15 handgun bullets -- you might consider leaving them here for later when you come through and may well be desperate for ammo.
Take the Doc his second book and get ready for the approach to the Tower of London.
Saturday, April 12, 2014
ZombiU Hardcore -- Retrieve De Rimedi Secreti
CLEAR OUT THE MAIN ROOM
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Scan the room to the left for loot. There is a hidden path upstairs in this room, but you'll get yanked through by a zombie if you take that path. It's more worthwhile to clear out the larger room with a flare and a cocktail.
Equip your flare and enter the room, standing behind the large piece of furniture with a hole in it. Notice the two zombies coming down the stairs -- one is a spitter, hence standing behind the item of furniture -- you can see through the hole. When the spitter stops -- he won't come all the way down -- chuck your flare towards the zombie standing near the piano. When all zombies are in range, shoot your cocktail at them and run for the hidden passage.
HIDDEN PASSAGE: There is one alcove -- the one nearest the stairs but furthest from where you entered -- with no vase in it -- standing in it will transfer you into a secret path that's closed to you for now, but you can grab the crossbow and hide.
Stand in safety in the hidden passage while all the zombies burn to death. The spitter takes longer to burn, so pick up the hunting crossbow and equip it, waiting long enough for the spitter to die, then go back out, scan for loot, and head up the stairs.
Optional: Go murder the zombie that would yank you through the crawlspace if you came up the secret way, clearing the secret way for later use. I use my crossbow to avoid wasting ammo.
Two zombies -- one a spitter -- lay prone at the top of the stairs between the two sets of stairs. Approach the first from a good distance but close enough to target his head with either the crossbow or the pistol with the silencer, otherwise you'll wake the spitter. Once he's dead -- don't loot him yet, you'll wake the spitter -- equip your bat and swiftly approach and shove the spitter before he can get to his feet. ZR smash him.
Approaching the door at the far end of the second floor balcony, an armored zombie comes at you from the door -- whack him three times with the bat to relieve him of his helmet, then use your upgraded pistol to kill him with two shots. No one will hear the shots -- no zombies are that close. Make sure to do battle in the big room.
HALLWAY BATTLES
------------------------
Armored zombie dead, enter the hall and use your crossbow to take out the zombie down the hall. Three zombies are triggered behind you as you approach the cross-over point, so killing this zombie is critical to not having two fronts in that battle. You can also get his attention, shove him over as he crosses over, and ZR smash him with little chance of triggering the three zombies -- you have to stand all the way against the wall up to the cross-over board to trigger them. Actually crossing over triggers them 100 percent of the time.
When you're ready, cross over and trigger the three zombies. Wait for the first to get about where the suitcase (with no loot) is and then throw a flare at the very end of the corridor. Throw a cocktail as soon as you can ensure you'll hit both non-armored zombies -- sometimes the one armored is the second zombie and sometimes he's the third. The key is to burn the fleshies so that you are not distracted (read: murdered) by them when you kill the armored as he crosses over.
After the three zombies are dead, approach the cross-over point at the end of the hall. Look at and get the spitter's attention in the big room, then duck back so you don't get hit. The spitter will come to you -- shove him as he's crossing over and ZR smash him. Enter the room and ZR smash the zombie laying by the head of the table.
ROOM WITH GIANT TABLE & ROOM ON FIRE
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Run to the end of the room, cross over, and pass -- do not touch -- the code-locked door in the hallway. There is nothing in there, at least in Survival mode, and touching the code keypad triggers 5 zombies from behind you, including an armored -- not worth it.
Get the attention of the armored standing past the hall in the room with the burning pile of furniture, then run back, cross over into the room with the table, then shove the armored down as he crosses over, whack him three times to knock of the helmet, and ZR smash him on the ground.
Return to the room with the burning furniture and find where the zombie is on the scaffolding to your left as you enter the room -- his location varies but is most often on the top. Shoot him with the hunting crossbow or any gun to at least wake him up, then kill him as he falls with a friendly shove and a ZR smash.
CAUTION: Do not climb the ladder until you kill this zombie. If he's on a level other than the top, he will reach through as you climb and you will die a spectacularly ugly death. Retrieve the crossbow bolts and then cross over to the other side of the room.
SECOND ROOM ON FIRE
--------------------------------
Use the crossbow or silencer-equipped pistol to take out the fleshie near the door, then run up the stairs and kill the armored up there. Equip a flare and a cocktail to follow it up, then, from the safety of the second floor, chuck a flare at the entrance to the corridor with a ton of zombies in it. Don't throw it into the corridor, throw it at the entrance. When all zombies are at the flare, chuck the cocktail. Only one, the armored, will survive. Kill him or just forget him and go around him.
Enter the crawlspace near the flaming bookcase on the lower level, get your weapon upgrade and ammo, then head to the end of the corridor you cleared with the cocktail and pick up the book. Use the newly opened secret passage to open up a passage in the room with the huge table, killing that zombie with a shove and a ZR smash -- he's prone as you first walk in, so shove him to keep him prone and ZR smash him. You also get your intermediate-level backpack and open up a ladder to the first floor that essentially solidifies your access to the "spine" of this level, making future incursions much easier.
Using the newly dropped ladder, use the secret alcove to access the first room, exit the level, and take the book to the Doc.
--------------------------------------
Scan the room to the left for loot. There is a hidden path upstairs in this room, but you'll get yanked through by a zombie if you take that path. It's more worthwhile to clear out the larger room with a flare and a cocktail.
Equip your flare and enter the room, standing behind the large piece of furniture with a hole in it. Notice the two zombies coming down the stairs -- one is a spitter, hence standing behind the item of furniture -- you can see through the hole. When the spitter stops -- he won't come all the way down -- chuck your flare towards the zombie standing near the piano. When all zombies are in range, shoot your cocktail at them and run for the hidden passage.
HIDDEN PASSAGE: There is one alcove -- the one nearest the stairs but furthest from where you entered -- with no vase in it -- standing in it will transfer you into a secret path that's closed to you for now, but you can grab the crossbow and hide.
Stand in safety in the hidden passage while all the zombies burn to death. The spitter takes longer to burn, so pick up the hunting crossbow and equip it, waiting long enough for the spitter to die, then go back out, scan for loot, and head up the stairs.
Optional: Go murder the zombie that would yank you through the crawlspace if you came up the secret way, clearing the secret way for later use. I use my crossbow to avoid wasting ammo.
Two zombies -- one a spitter -- lay prone at the top of the stairs between the two sets of stairs. Approach the first from a good distance but close enough to target his head with either the crossbow or the pistol with the silencer, otherwise you'll wake the spitter. Once he's dead -- don't loot him yet, you'll wake the spitter -- equip your bat and swiftly approach and shove the spitter before he can get to his feet. ZR smash him.
Approaching the door at the far end of the second floor balcony, an armored zombie comes at you from the door -- whack him three times with the bat to relieve him of his helmet, then use your upgraded pistol to kill him with two shots. No one will hear the shots -- no zombies are that close. Make sure to do battle in the big room.
HALLWAY BATTLES
------------------------
Armored zombie dead, enter the hall and use your crossbow to take out the zombie down the hall. Three zombies are triggered behind you as you approach the cross-over point, so killing this zombie is critical to not having two fronts in that battle. You can also get his attention, shove him over as he crosses over, and ZR smash him with little chance of triggering the three zombies -- you have to stand all the way against the wall up to the cross-over board to trigger them. Actually crossing over triggers them 100 percent of the time.
When you're ready, cross over and trigger the three zombies. Wait for the first to get about where the suitcase (with no loot) is and then throw a flare at the very end of the corridor. Throw a cocktail as soon as you can ensure you'll hit both non-armored zombies -- sometimes the one armored is the second zombie and sometimes he's the third. The key is to burn the fleshies so that you are not distracted (read: murdered) by them when you kill the armored as he crosses over.
After the three zombies are dead, approach the cross-over point at the end of the hall. Look at and get the spitter's attention in the big room, then duck back so you don't get hit. The spitter will come to you -- shove him as he's crossing over and ZR smash him. Enter the room and ZR smash the zombie laying by the head of the table.
ROOM WITH GIANT TABLE & ROOM ON FIRE
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Run to the end of the room, cross over, and pass -- do not touch -- the code-locked door in the hallway. There is nothing in there, at least in Survival mode, and touching the code keypad triggers 5 zombies from behind you, including an armored -- not worth it.
Get the attention of the armored standing past the hall in the room with the burning pile of furniture, then run back, cross over into the room with the table, then shove the armored down as he crosses over, whack him three times to knock of the helmet, and ZR smash him on the ground.
Return to the room with the burning furniture and find where the zombie is on the scaffolding to your left as you enter the room -- his location varies but is most often on the top. Shoot him with the hunting crossbow or any gun to at least wake him up, then kill him as he falls with a friendly shove and a ZR smash.
CAUTION: Do not climb the ladder until you kill this zombie. If he's on a level other than the top, he will reach through as you climb and you will die a spectacularly ugly death. Retrieve the crossbow bolts and then cross over to the other side of the room.
SECOND ROOM ON FIRE
--------------------------------
Use the crossbow or silencer-equipped pistol to take out the fleshie near the door, then run up the stairs and kill the armored up there. Equip a flare and a cocktail to follow it up, then, from the safety of the second floor, chuck a flare at the entrance to the corridor with a ton of zombies in it. Don't throw it into the corridor, throw it at the entrance. When all zombies are at the flare, chuck the cocktail. Only one, the armored, will survive. Kill him or just forget him and go around him.
Enter the crawlspace near the flaming bookcase on the lower level, get your weapon upgrade and ammo, then head to the end of the corridor you cleared with the cocktail and pick up the book. Use the newly opened secret passage to open up a passage in the room with the huge table, killing that zombie with a shove and a ZR smash -- he's prone as you first walk in, so shove him to keep him prone and ZR smash him. You also get your intermediate-level backpack and open up a ladder to the first floor that essentially solidifies your access to the "spine" of this level, making future incursions much easier.
Using the newly dropped ladder, use the secret alcove to access the first room, exit the level, and take the book to the Doc.
ZombiU Hardcore -- Into the Royal Bunker
The approach to this level is pretty long, and there's not much to say about most of it. Finding the way through the Safe House to the door giving you access to the actual "level" involves two zombies in a hall, one at the top of the stairs and one at the bottom, both of whom start prone and thus if approached quickly can be shoved back to the ground as they start to get up and then can be ZR smashed. Further along there'll be three or four supposedly dead zombies in water -- one or two (two if there's four) are alive -- scan for loot before bothering to kill them.
REACH THE COMM BUILDING
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When you exit the building, you'll see it looks like rain -- London, are you surprised? -- don't worry, it'll be pouring in a minute.
Travel through the first crate past the ravens flying past you -- look up to the right after exiting and you'll see a zombie who'll jump down on you later. If you do get to kill him here, all bets are off with timing after this point. If you don't get to kill him here, and it's hard to do, continue through the crates rather than going left across the boxes. Turn left at the end and exit the crate structure, pass the boxes on the left and crouch in to the passage on the right past the boxes. Crawl under and you'll emerge just in time for a zombie to drop down in front of you facing the other way -- shove him over twice and ZR smash him.
Return the way you came, killing any zombie that's in the crawlspace first and shaking off any zombies that yank you out. Move towards the door -- there should be a zombie in front of the door to the COMM building, although occasionally he may bash his way into the building. Whack him once but keep your eye out for other zombies -- one will jump off of the building, just above the door, within three whacks usually. When you see a second zombie -- it may be him or another -- run for the last set of boxes you passed earlier, near the crawlspace, and climb to the top of the second box for safety. Climb onto the top of the crate from there and you can cruise around the top of that and two other crates around and you are 100 percent safe up here. With two or more zombies below, fire off a flare near the crawlspace so it attracts any zombies near the door to the COMM building and then fire off a cocktail to burn them.
TIP: It is not far enough of a drop to hurt you, so you can jump off anywhere.
When all five zombies in the area are dead, proceed to the remove the barricade from the door. However, beware: removing the barricade wakes up a zombie above you and to the left, who jumps down behind you and to your left (as your facing the door) just as you finish removing the barricade -- you have about three seconds before he hits you after removing the barricade.
NOTE: If you want, you can place a mine to waste him, but only do so carefully placing the mine far enough from the door not to hurt you, too -- it's a good idea to go IN to the COMM building after opening the door just to be sure you don't get blown up, in this case. A better use for a mine, though, is to make things more interesting in the gunfight later.
SAFE ZONES 2 AND 3: The preceding crate tops are Safe Zone 2. Safe Zone 3 is directly opposite the door to the COMM building -- you'll see a tank, to the right of it in that corner are a bunch of boxes that the zombies cannot find their way through. You may have to do some careful shoving to get out of that corner if there are zombies there aching to get you, and you have to be careful not to get hit while near the front of the tank, but nestled into that corner you're as safe as Jerry was from Tom.
BEYOND THE COMM BUILDING
-----------------------------------------
Walk out and ZR smash the zombie to the left of the ammo box. Loot him, then the box.
Approach the box across the way with a flare; when a zombie opens the door throw the flare in from an angle behind the zombie so it rests in the middle of the box (they'll go around the box if it's too far back), shove the approching zombie back into the box (he'll follow the flare after) and then toss in a cocktail to set all three zombies aflame. Go back and get the rubbish bin with two ammo in it, check the nearby corpse, just in case he has something.
Clear out the box you just flambéd, then shove the corpse off near the entrance to the crate off with ZR only, loot them, and wait for the armored zombie to approach. Either waste him with a mine -- make sure you have enough time to set it and get away from it -- or approach him, whack him three times, and then take him out with two shots from the rifle. Use your handgun instead if he's at too close range for the rifle.
A zombie is on top of the crates behind the ambulance, you can shoot him with the rifle at any time to take out his legs and make him a crawling zombie, or shove him as he jumps off to the ground and ZR smash him.
Loot the zombie near the flames and approach the palace. Take out the zombie near the box -- don't go back there, let him cross over to you. Shove him as he tries to land on your side and ZR smash him.
Approach the zombie near the fence, shove him over (he's leaning if you didn't alert him), then ZR smash him.
Ignore the ammo box for now, cruise right through the crate and shove the armored zombie over just as he drops. Smash him three times on the ground to take out his helmet and the fourth hit can be a ZR smash.
Don't loot the lockpick item yet -- go get the four ammo boxes first, then apply any weapon upgrades and save.
TIP: As mentioned earlier, you can lay mine near the tanks -- preferably near the barrels or by the very small gas container near the bottom barrel -- to make life more difficult for zombies that come from those directions. Make sure as always with mines, however, NOT to blow yourself up!
When you're ready to go, loot the lockpick item -- you'll hear a chime indicating you've started the next chapter. Go to the entrance of BUT NOT IN the crate; kill the approaching zombie without stepping in.
NOTE: The reason for the caution here is that the trigger for the upcoming scene is stepping about a third to a half of the way into this crate, so stepping past this trigger point isn't a good plan until you're ready.
When you've killed the zombie and have saved if necessary to heal yourself, check that you have equipped a flare and cocktail, as well as a gun and medpack, for the likelihood that you get knocked out of the gunfight by a stray zombie that gets through. When you're prepared, head out through the crate.
GUNFIGHT
----------------
Having grabbed all four nearby ammo boxes, grab the gun. Pick off the first few zombies and you'll hit a brief lull -- that is the easiest time to reload up to 400.
Zombies come from the left first, from the right and center second and third, and then from all three directions.
You'll see two barrels you can blow up -- do so when zombies appear near them -- and at extreme left a red gas can you can also blow up when things get heavy on that side, which happens near the end of the battle.
Two armored zombies come in near the end -- you have to shoot off their helmets just like with any other gun before you can kill them.
CAUTION: If you get knocked off of the gun, back into the crate and throw a flare and cocktail, using your gun if necessary to get any nearby zombies away from you for the moment you need to throw the flare. Don't forget to shove again after throwing the flare.
TIP: If you're in trouble, run for the beginning of the level and shut yourself into the building with the CCTV camera for long enough to heal up and/or equip a flare or other item.
When all zombies are dead, you're done. Save, loot anything else you can -- you really don't need to save the ammo boxes -- and especially grab the two grenades if you haven't already so the game will start giving them to you in random loot drops.
Finally, approach the gate near the yellow ambulance, unlock it, grab the weapon upgrade in the crate to the right, and then go down the ladder.
NOTE: If you've got zombies on your tail as you come through the gate, close it behind you first, then bear in mind that you have to approach the actual ladder; you cannot go down the ladder from across the hole. Seconds count when the zombies are banging down the door, after all. I died horribly this way because the zombies will keep yanking you up the ladder and crowd around you after the door's open.
At the bottom of the ladder you'll see a door in front of you -- there's actually a zombie in this room with you but I've yet to be molested by it -- go through the door.
FINAL APPROACH
-----------------------
Run through the corridor and either run past or kill a live zombie in the first alcove to your left as well as two live zombies in the larger room adjacent. I run past the first two and avoid the third.
NOTE: By this time in Survival Mode, I'm about now stopping to scan every live zombie for potential loot -- I run past all three of these guys.
Turn off your light and equip your bat before entering the hall -- run down it, shove the zombie at the end standing there facing away from you, then turn on your light (or risk dying horribly if you lose the zombie in the dark), shove him a second time to the ground, and ZR smash him.
Scan the CCTV cam but save this area, which contains two faux-dead zombies, a cake, and a chocolate bar, for later if you are desperately in need of food and are in the area.
Continue onto the platform bridges where the Prepper starts talking about the Queen being a lizard and you're to the bunker entrance.
NOTE: You'll find what the Prepper is saying here is that it was the government, not the Queen, that didn't want news of the prophecy to get out. At first I thought he was blaming her, but actually he's absolving her while throwing in the reptile jibe for whatever reason, most likely because she couldn't save him from being locked up.
Friday, April 11, 2014
ZombiU Hardcore -- Safe House Defense
SAFE HOUSE DEFENSE MAP A |
You can defend the Safe House without a single bullet or plank. Planks I find distracting -- not to mention that only really lengthen the whole process. Bullets I'd rather use elsewhere.
CHALLENGE ASSESSMENT
-------------------------------------
There are 12 zombies total to kill and they come in four waves of three, appearing always in or behind one of the two major buildings (the one in the upper right and the larger one at left), but where they appear is randomized, so each time will be different.
Timing between the first and second wave varies -- those second three zombies can take a minute to appear or can hit you as the first wave is ending.
The Prepper talks to you for a minute after six are dead -- no zombies are in evidence while he's talking and this is your only chance to loot until all zombies are dead. Do so, as the zombies from the first two waves will almost certainly disintegrate before all 12 are dead.
The Prepper talks again after nine zombies are dead, telling you a few got through earlier.
"THE SCRIPT"
-------------------
The script that you want to follow -- and live through this -- is to kill all zombies without using planks or bullets.
As you notice on the map, the Safe House is at the bottom and the blue lines point to the two Xs, which mark where you spend your time almost exclusively. I have marked both Xs in-game with the paint spray can.
The intent of "the script" is to have zombies approach you via the route shown by the lower blue arrow -- ZR smash each as it slides under towards you.
From the Safe House itself, exit and head for the red X -- you're standing between the door and a Cross Over point watching the room in the upper right -- this is the source of the zombies that will be a problem for you. Any zombies that appear at the left of the map are not a problem.
Zombies that leave this room (again, in the upper right) will see you and head for you if you're standing on the red X.
CAUTION: Any zombies you cannot lure into this central corridor for whatever reason (e.g., other zombies) you need to keep an eye on with your radar. If it takes running all over the place to get the zombies on the same side of your fence -- either side -- do it.
Your job while standing there is to draw those zombies towards this central corridor so you can kill them as the come from the proper direction on the green X, spamming radar as you do so to make sure you're not about to get hit.
CAUTION: Always close this door if it's open so you have the additional buffer between you and any zombies appearing in the building behind you.
When you have zombies on you, head for the green X, either crossing over or, preferably, sliding under -- a zombie can smack you after you cross over, they can't do the same after you slide under because the fence is in the way.
NOTE: There's a barrel in the way preventing zombies (not you, just them) from crossing over at the spot near the green X, so they have to slide under.
VARIATIONS TO THE "SCRIPT"
------------------------------------------
If any zombies approach you from behind or from the newsstand just above you, you'll have to do some fancy footwork to get all of the zombies on the same side so they don't kill you from behind as you're trying to waste one in front of you, but if you're good luring the zombies on the right side of the map down that central corridor and coming at you from the proper direction, this is easy.
Loot only during two times: after six zombies are dead and after all twelve are dead. Otherwise, stay as close to the red X as possible to lure stray zombies where you want them.
ZombiU Hardcore -- First Key Card to Supermarket
Because this is Survival Mode, I'm starting the walkthrough (for now) on your way to getting the first key card just as you slide under the door. So here we go:
LEAVE SAFE HOUSE
----------------------------
Slide under the door (must get mission first).
Move to the right; a corpse next to the pillar and the suitcase closest the door to where to the hallway you're going into both have ammo. Ignore all other corpses; although one is resting on a newspaper if you want that -- it's very near the corpse with ammo.
Open the door near the suitcase with ammo. Turn off your light, and then pass -- do not push -- the cabinet in front of the door. Cross over into the room at the left side of the second window; the window furthest from the door and the zombie.
NOTE: If you accidentally hit Loot instead of Cross Over it's fine, you'll still get over unnoticed by the transfixed zombie. Just turn quietly until you're facing the door.
Turn, open the door, and walk in and loot the filing cabinet for your key card.
Jump back into the hallway sneaking out the same way you came in, then head back up the hall, through the door directly opposite you with your key card, then follow the curving hallway.
Divert into the room to the left to get a Max HP Box and some handgun ammo. Go further for cake and chocolate as well as a Firing Speed upgrade.
TIP: If you don't care about the cake and chocolate you can just swipe the ammo, medpack, and then follow the rest of the hallway, grabbing the upgrade by opening that door briefly before exiting. You can even grab this one through the door, at least after you open it and close it again.
Exit the long hallway and crawl under the rack. On the other side, the box and the cabinet sometimes have items; the larger cabinet by the door doesn't.
Scan the door and the Prepper will open it.
OUTSIDE THE SAFE HOUSE
--------------------------------------
Run up the stairs; the bin behind you sometimes has an item in it.
Walk through either yellow entrance tunnel and then scan the four items here; two corpses and two suitcases; any may have loot. Sometimes there is an item beyond the fence to the right (as you're looking forward from the tunnel) and sometimes there's one to the left of the first camera (looking at the wall with the camera in the upper right). Rarely will both items be evident unless one or both are planks.
Head up the stairs just around the corner from the CCTV camera, pick up the flare, and turn off your light. Scan the zombie further down to see if he has any loot; if so, kill him later just before you pass through the door to the manhole nearby . If not, turn on your light and attract him to you; he won't get you, keep reading.
Head to the end of the apartments and enter the last, open apartment. At the end of the entry hall is a window -- crawl through it.
SAFE SPOT 1: Zombies cannot get you here; they cannot crawl through after you.
Look around up here and you'll find a flare and, further down, a ladder to drop and use. Drop it and use it -- or go back around, crawl through the window, leave the apartment and head down the stairs -- when you get to the bottom of the stairs you can sneak past this zombie by crossing the lane he's on into the shadowy area on the further side of the lane; there's a board you can slide under to totally bypass him.
Assuming you're taking the ladder, if you didn't distract this zombie earlier, he's still here and when you hit the ground you need to turn immediately and either run through the chain door and close it behind you or kill the zombie.
MANHOLE AREA
----------------------
Enter the door to find the first manhole; you have to open it and you may want to visit the Safe House or not.
NOTE: You'll be able to open the white door in here after you get the Lockpick item; it has a weapon upgrade in it and the spray can if you haven't picked that up yet.
Equip your cricket bat and exit the door nearest the manhole, immediately walloping or shoving the zombie sitting on the floor across the hall in front of you. Once he's done with, exit the door at the far end of the hall.
You can check these two bins but there's likely nothing in them -- yet.
TIP: Note this location, as these bins will, after this scene's conclusion and your exit back to the Safe House, become the only "ever flowing" bins in the game, giving you Molotov cocktails and occasionally ammo, flares, or grenades every time you leave the area and re-enter it.
Climb the ladder and grab the three flares; if you are interested in grabbing all food and beverage items, head back now and offload most of your items at the Safe House, then come back. If not, you can continue.
SUPERMARKET AREA
---------------------------
There are only two zombies alive out here, and one is a crawler. While up here where you got the three flares, take out your handgun and shoot the closest red-and-white barrel to you; the crawling zombie should be right near it and the second live zombie here should be near it as well. After you shoot the barrel, both zombies crawl or walk to it and catch fire; wait for them to die -- you can take the time to scan the three corpses around to see if they have any loot -- and then either use the ladder or see the nearby tip about dropping down.
TIP: You can drop down hugging the left side of the post (as looking from your perch) and attempt to land on the concrete pylon to the left of it; if you can do this, you won't take any damage from falling. If you do take damage, it's only about 1/8 your health, and you'll find a bunch of food/beverage items in the market to heal you, so don't sweat it.
Run over the broken fence, grab the flare, and try to open the door. The alarm is set off; move to the side of the door and equip your cricket bat, when the zombie bursts through, shove it from the side out of your way, try if you can to ease in behind the zombie first -- if you can do this at all the shove will be more likely to shove him away from the door.
CAUTION: If you inadvertently shove him into the room, shove him again and enter the door in that room as quickly as you can; if the zombie is in there with you, time your shove right before hitting the door to avoid a wallop as your leaving the room.
Close the door behind you to keep the zombies off of you long enough to get into the supermarket through the door.
INSIDE MARKET
--------------------
Once in the supermarket you're safe for the moment. There's nothing in this first room that's noteworthy; move to the next room, turn the corner to the left through the door and approach the crawling zombie -- ZR smash it. Kill the hanging zombie with one bat hit after it struggles, loot it and then head through the door.
The hammer is in this third room at the opposite end from the doors; it's across the room from the medicine cabinet in a small cabinet near the floor. Grab it, rip off the barricade, and head into the market.
Only two living zombies are in the market as you enter it, and neither is close enough to hurt you as you enter. Approach the first corpse, pass it, and then the stand in front of the door that's barricaded. You can remove the barricade if you like so you don't have to later; you can even head back to the Safe House and then return via this door if you need to.
Turn around, standing with the barricaded door at your back,and turn to the right about 45 degrees, looking towards the center of the market. There are two zombies directly ahead of you leaning against posts, sitting down; the one to the left is still alive, and beyond him straight down into an ante-room is a zombie hunkering down. That further zombie will hear any gunshots, so kill the first zombie with two hits from your bat by approaching and whacking it immediately -- one hit will get it to the ground, then a ZR smash will finish it.
From this vantage point, you can scan the rest of the zombies in the room as well as the items -- there is Spread upgrade in here.
Scan from here to see if the live zombie has loot; if so, don't approach from here. Instead, cruise around behind the empty but brightly lit display counters, enter the door here, and then exit the door to your left -- if you approach him this way he's still hunkering and you can shove him over and ZR smash him dead fast.
Whether you kill this zombie or not (if not, don't go through the previously mentioned door), it's from this room -- which has a bunch of racks, all of which are empty -- that you need to go through the door at right (as you're first entering this room from the center door.
DOWNSTAIRS AND BACK UP
----------------------------------------
Go down the stairs -- be careful, I have flown so fast through here that I jumped from top stair to bottom and hurt myself -- scan the second CCTV camera, pick up two Molotov cocktails -- if you're overloaded, at least pick up one so that the game starts giving them to you -- handgun ammo, and exit the room but pause before you head back upstairs.
Turn off your light, sneak into the stairwell below the stairs, and scan the top of the stairs. There's a zombie here that wasn't when you came down. If he has loot, kill him, if not, run up the stairs and shove him to knock him back, running out the center door of the room, closing the door behind you (and planking it if you like, although you don't need to) and then head for the front door with the barricade.
Whether you removed the barricade earlier or not, you should still have more than enough time to do so now and not get hurt by the zombie if you didn't kill him.
Immediately run as the scene fades back in, dodge to the right past the screamer zombie, and then get under the board -- if you're not quick enough, a zombie drops down here, you'll have to dodge left to avoid him but you need to get under that board and fast.
Turn your light on if it's not already on and head for the door, closing it behind you, and then enter the room with the manhole, closing that door behind you, too. Enter the manhole tunnel and head for the Safe House.
TIP: If you want the points, you can kill all these zombies, but doing so doesn't warrant any special prizes. All told I think it was about eight zombies; the best way to kill them is to follow the instructions to the manhole and then run through the manhole room, exiting through the other side, getting your bearings and some running room behind you and then turning around and deal with individual zombies as they come through the room with the manhole.
LEAVE SAFE HOUSE
----------------------------
Slide under the door (must get mission first).
Move to the right; a corpse next to the pillar and the suitcase closest the door to where to the hallway you're going into both have ammo. Ignore all other corpses; although one is resting on a newspaper if you want that -- it's very near the corpse with ammo.
Open the door near the suitcase with ammo. Turn off your light, and then pass -- do not push -- the cabinet in front of the door. Cross over into the room at the left side of the second window; the window furthest from the door and the zombie.
NOTE: If you accidentally hit Loot instead of Cross Over it's fine, you'll still get over unnoticed by the transfixed zombie. Just turn quietly until you're facing the door.
Turn, open the door, and walk in and loot the filing cabinet for your key card.
Jump back into the hallway sneaking out the same way you came in, then head back up the hall, through the door directly opposite you with your key card, then follow the curving hallway.
Divert into the room to the left to get a Max HP Box and some handgun ammo. Go further for cake and chocolate as well as a Firing Speed upgrade.
TIP: If you don't care about the cake and chocolate you can just swipe the ammo, medpack, and then follow the rest of the hallway, grabbing the upgrade by opening that door briefly before exiting. You can even grab this one through the door, at least after you open it and close it again.
Exit the long hallway and crawl under the rack. On the other side, the box and the cabinet sometimes have items; the larger cabinet by the door doesn't.
Scan the door and the Prepper will open it.
OUTSIDE THE SAFE HOUSE
--------------------------------------
Run up the stairs; the bin behind you sometimes has an item in it.
Walk through either yellow entrance tunnel and then scan the four items here; two corpses and two suitcases; any may have loot. Sometimes there is an item beyond the fence to the right (as you're looking forward from the tunnel) and sometimes there's one to the left of the first camera (looking at the wall with the camera in the upper right). Rarely will both items be evident unless one or both are planks.
Head up the stairs just around the corner from the CCTV camera, pick up the flare, and turn off your light. Scan the zombie further down to see if he has any loot; if so, kill him later just before you pass through the door to the manhole nearby . If not, turn on your light and attract him to you; he won't get you, keep reading.
Head to the end of the apartments and enter the last, open apartment. At the end of the entry hall is a window -- crawl through it.
SAFE SPOT 1: Zombies cannot get you here; they cannot crawl through after you.
Look around up here and you'll find a flare and, further down, a ladder to drop and use. Drop it and use it -- or go back around, crawl through the window, leave the apartment and head down the stairs -- when you get to the bottom of the stairs you can sneak past this zombie by crossing the lane he's on into the shadowy area on the further side of the lane; there's a board you can slide under to totally bypass him.
Assuming you're taking the ladder, if you didn't distract this zombie earlier, he's still here and when you hit the ground you need to turn immediately and either run through the chain door and close it behind you or kill the zombie.
MANHOLE AREA
----------------------
Enter the door to find the first manhole; you have to open it and you may want to visit the Safe House or not.
NOTE: You'll be able to open the white door in here after you get the Lockpick item; it has a weapon upgrade in it and the spray can if you haven't picked that up yet.
Equip your cricket bat and exit the door nearest the manhole, immediately walloping or shoving the zombie sitting on the floor across the hall in front of you. Once he's done with, exit the door at the far end of the hall.
You can check these two bins but there's likely nothing in them -- yet.
TIP: Note this location, as these bins will, after this scene's conclusion and your exit back to the Safe House, become the only "ever flowing" bins in the game, giving you Molotov cocktails and occasionally ammo, flares, or grenades every time you leave the area and re-enter it.
Climb the ladder and grab the three flares; if you are interested in grabbing all food and beverage items, head back now and offload most of your items at the Safe House, then come back. If not, you can continue.
SUPERMARKET AREA
---------------------------
There are only two zombies alive out here, and one is a crawler. While up here where you got the three flares, take out your handgun and shoot the closest red-and-white barrel to you; the crawling zombie should be right near it and the second live zombie here should be near it as well. After you shoot the barrel, both zombies crawl or walk to it and catch fire; wait for them to die -- you can take the time to scan the three corpses around to see if they have any loot -- and then either use the ladder or see the nearby tip about dropping down.
TIP: You can drop down hugging the left side of the post (as looking from your perch) and attempt to land on the concrete pylon to the left of it; if you can do this, you won't take any damage from falling. If you do take damage, it's only about 1/8 your health, and you'll find a bunch of food/beverage items in the market to heal you, so don't sweat it.
Run over the broken fence, grab the flare, and try to open the door. The alarm is set off; move to the side of the door and equip your cricket bat, when the zombie bursts through, shove it from the side out of your way, try if you can to ease in behind the zombie first -- if you can do this at all the shove will be more likely to shove him away from the door.
CAUTION: If you inadvertently shove him into the room, shove him again and enter the door in that room as quickly as you can; if the zombie is in there with you, time your shove right before hitting the door to avoid a wallop as your leaving the room.
Close the door behind you to keep the zombies off of you long enough to get into the supermarket through the door.
INSIDE MARKET
--------------------
Once in the supermarket you're safe for the moment. There's nothing in this first room that's noteworthy; move to the next room, turn the corner to the left through the door and approach the crawling zombie -- ZR smash it. Kill the hanging zombie with one bat hit after it struggles, loot it and then head through the door.
The hammer is in this third room at the opposite end from the doors; it's across the room from the medicine cabinet in a small cabinet near the floor. Grab it, rip off the barricade, and head into the market.
Only two living zombies are in the market as you enter it, and neither is close enough to hurt you as you enter. Approach the first corpse, pass it, and then the stand in front of the door that's barricaded. You can remove the barricade if you like so you don't have to later; you can even head back to the Safe House and then return via this door if you need to.
Turn around, standing with the barricaded door at your back,and turn to the right about 45 degrees, looking towards the center of the market. There are two zombies directly ahead of you leaning against posts, sitting down; the one to the left is still alive, and beyond him straight down into an ante-room is a zombie hunkering down. That further zombie will hear any gunshots, so kill the first zombie with two hits from your bat by approaching and whacking it immediately -- one hit will get it to the ground, then a ZR smash will finish it.
From this vantage point, you can scan the rest of the zombies in the room as well as the items -- there is Spread upgrade in here.
Scan from here to see if the live zombie has loot; if so, don't approach from here. Instead, cruise around behind the empty but brightly lit display counters, enter the door here, and then exit the door to your left -- if you approach him this way he's still hunkering and you can shove him over and ZR smash him dead fast.
Whether you kill this zombie or not (if not, don't go through the previously mentioned door), it's from this room -- which has a bunch of racks, all of which are empty -- that you need to go through the door at right (as you're first entering this room from the center door.
DOWNSTAIRS AND BACK UP
----------------------------------------
Go down the stairs -- be careful, I have flown so fast through here that I jumped from top stair to bottom and hurt myself -- scan the second CCTV camera, pick up two Molotov cocktails -- if you're overloaded, at least pick up one so that the game starts giving them to you -- handgun ammo, and exit the room but pause before you head back upstairs.
Turn off your light, sneak into the stairwell below the stairs, and scan the top of the stairs. There's a zombie here that wasn't when you came down. If he has loot, kill him, if not, run up the stairs and shove him to knock him back, running out the center door of the room, closing the door behind you (and planking it if you like, although you don't need to) and then head for the front door with the barricade.
Whether you removed the barricade earlier or not, you should still have more than enough time to do so now and not get hurt by the zombie if you didn't kill him.
Immediately run as the scene fades back in, dodge to the right past the screamer zombie, and then get under the board -- if you're not quick enough, a zombie drops down here, you'll have to dodge left to avoid him but you need to get under that board and fast.
Turn your light on if it's not already on and head for the door, closing it behind you, and then enter the room with the manhole, closing that door behind you, too. Enter the manhole tunnel and head for the Safe House.
TIP: If you want the points, you can kill all these zombies, but doing so doesn't warrant any special prizes. All told I think it was about eight zombies; the best way to kill them is to follow the instructions to the manhole and then run through the manhole room, exiting through the other side, getting your bearings and some running room behind you and then turning around and deal with individual zombies as they come through the room with the manhole.
Work on Written Walkthrough Commences!
I have completed Survival Mode (5:24, 17,620) and can now commence writing a walkthrough. Videos to come when I figure out how to do a video without spending a fortune.
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