_______ ________ ___________ __ __ \_____________ ______ _______ ___ __/____________ ___(_)__ / _ / / /_ ___/_ __ `/ __ `/_ __ \ __ / __ ___/ __ `/_ /__ / / /_/ /_ / _ /_/ // /_/ /_ / / / _ / _ / / /_/ /_ / _ / \____/ /_/ _\__, / \__,_/ /_/ /_/ /_/ /_/ \__,_/ /_/ /_/ /____/ THE COMPLETE EDITION FAQ/Walkthrough PC/iOS/Android/PS4/VITA by Smart_ v0.98 A harrowing journey from Washington D.C. to Oregon, during which you will learn the true meaning of bad luck. .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . TABLE OF CONTENTS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0000] I. Version History [0010] II. A Brief Word from the Author [0020] III. General Tips [0030] Surviving Suicide IV. Starting Loadout/ Supplies [0040] Difficulty Overview/ Recommended Loadouts A. Gasoline [004A] B. Food [004B] C. Medkits [004C] D. Ammunition [004D] E. Money [004E] F. Car Parts-- Batteries, Mufflers, Tires [004F] G. Scrap [004G] V. Vehicles [0050] Vechicle Ratings A. Station Wagon [005A] B. SUV (FC) [005B] C. The Jag (FC) [005C] D. Interceptor (FC) [005D] E. "The Classic" (FC) [005E] F. UFO (FC) [005F] VI. Know Your Enemy [0060] A. Zombie Activity B. Zombie Types [006B] a. Regular [006Ba] b. Crawler [006Bb] c. Fat Zombie [006Bc] d. Radioactive (FC) [006Bd] e. Shy Zombie (FC) [006Be] f. Bandit (FC) [006Bf] g. Boss Hound [006Bg] h. Boss Bear [006Bh] j. Alien (FC) [006Bj] k. UFO (FC) [006Bk] VII. Minigames [0070] Weapons [VOLUNTARY] A. Scavenge [007A] B. Go Fish (FC) [007B] C. Medkit (FC) [007C] D. Scrap Repair [007D] E. Survivor Putdown [007E] [RANDOM EVENTS] F. Bandit Chase [007F] G. Hostage Situation [007G] H. Motorcycle Gang [007H] J. Stampede [007J] K. Surrounded [007K] L. Zombie Horde [007L] M. Zombie Putdown [007M] [TOWN JOBS] N. Bandits [007N] P. Defense [007P] Q. Graveyard (FC) [007Q] R. Hit & Run (FC) [007R] S. Recovery [007S] [SAFE HAVEN] T. Generator Finale [007T] U. Zombie Octopus (FC) [007U] V. Crawling to Freedom (FC) [007V] [EXTRAS] W. Clements' Quest [007W] VIII. Towns [0080] A. The Store [008A] B. Auto Shop [008B] General Description a. Car Upgrades, Front [008Ba] b. Car Upgrades, Back [008Bb] c. Car Upgrades, Top [008Bc] d. Car Upgrades, Bottom [008Bd] e. Car Upgrades, Misc (Interior) [008Be] C. Combat Trainer (FC) [008C] Combat Trainer Perks D. Trading [008D] IX. The Open Road [0090] A. Pace and Rationing [009A] B. Weather [009B] C. Infection [009C] D. Points of Interest (aka Survivor Encounters) [009D] E. Radiation (FC) [009E] F. Tombstones [009F] X. Getting to Safe Haven [0100] A. Routes (FC) [010A] B. Campaign Score Formula [010B] XI. Extras/Endless [0110] A. Skins (FC) [011A] B. Endless Skulls (FC) [011B] C. Endless Loadouts (FC) [011C] D. Endless Modifiers (FC) [011D] E. Endless Score Formula (FC) [011E] F. Glitches [011F] XII. FAQ & Contact Information [0120] XIII. Credits [0130] * (FC) indicates something exclusive to the Final Cut expansion. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . I. VERSION HISTORY . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0010] Version 0.85 ------------ August 1, 2013 It begins. February 2, 2016 Dusted this off the shelf and decided to restart it. March 3, 2016 Submitted a rough draft to GameFAQs; about 85% complete. March 7, 2016 Fixed some formatting problems and re-submitted. March 30, 2016 Added some user-contributed info, which includes a rounded-out entry on The Interceptor vehicle and a linked map of all the routes. Finished Sections 6 and 10. Other miscellaneous small additions and corrections. September 16, 2016 Added Neoseeker to list of allowed sites. Version 0.9 ------------ October 17, 2016 Added a Suicide section to Tips. Added (FC) to distinguish between features/ /minigames that are exclusive to the Final Cut. Added a few more points of interest. Finished Section 9D. November 14, 2016 Small corrections, mostly notably "nerfing" my praise for fishing. Completed the score formula. October 19, 2018 Small corrections, to show I'm still here and I still care. Added a section on skins, thanks to some user-contributed info, and added a section for the Clements' Quest minigame. Version 0.98 ------------- December 23, 2018 I "beat" Endless, adding a section detailing all skulls, modifiers, and loadouts, as well as "The Classic" vehicle. Also added a Glitches section, bringing the entire guide to version 0.98. Merry Christmas! ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . II. A BRIEF WORD FROM THE AUTHOR . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0020] This guide is sourced from exhaustive field research on Suicide. Thus, a lot of the writing will reflect this mentality-- for example, my preoccupation with saving even one bullet. Even when I consider this guide complete, there will still be a lot missing. This game is built on random events. It is not like a FPS, where you're usually aware of what lies ahead. Diseases, thieves, survivor interactions... there's simply too much to document and write about. What I hope you can gain from this guide is common sense-- so that when these threats DO rear their ugly heads, you'll be more prepared than the average Joe Survivor. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . III. GENERAL TIPS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0030] GENERAL - To shoot accurately, draw a line with your finger/mouse from the center of your target to just below your character's knees. - When scavenging, set your rations to low. Your party will still consume food during this hour, but they cannot lose health. Save those extra 10 ounces! - Your station wagon takes the same amount of damage regardless of distance. For example, moving 60 miles at 60mph (turbo) takes the same toll as 2 miles at 60mph. So take it slow at 30mph for those 2 miles! - If your party has even 1 oz. of food, it still gets the full benefits of rationing for that hour. For example, even at large rations, having 1 oz. in your inventory will still prevent health loss from traveling for that hour, give the full health bonus from resting/fishing, etc. - The best time to repair your car is just as a weather event hits-- by the time you're done, it will have gone away and you can save the extra future damage to your car. - Resting is most effective when in towns. Resting while on the road is a huge waste of food for a comparatively small health benefit, so avoid it if you can. Fishing is better for healing on the road. - Any time you stop on the road, look for traders. Your first attempt does not use up an hour, and who knows, you may get a good deal. SUICIDE - Because you get so little fuel to start, you pretty much MUST travel at 60 mph. Set your rations to large to help offset this. - Never, ever buy food. Scavenging is free, and there are much, much better things to spend on, like upgrades, perks, fuel, ammo, etc. - Always scavenge during low zombie activity, even if you don't think you have to. Medium too, if you're so inclined. You will never regret having extra food, and you do NOT want to have to scavenge for scrap/food during deadly activity. - When scavenging, set your rations to low. Your party will still consume food during this hour, but they cannot lose health. Save those extra 10 ounces! - If your party has even 1 oz. of food, it still gets the full benefits of rationing for that hour. For example, even at large rations, having 1 oz. in your inventory will still prevent health loss from traveling for that hour, give the full health bonus from resting/fishing, etc. - The best time to repair your car is just as a weather event hits-- by the time you're done, it will have gone away and you can save the extra future damage to your car. - Save ammo as much as possible-- most of your Scavenge runs should be completed with less than 5 or so gunshots (assuming you are scavenging during low activity). Lead zombies in a line behind you, shooting only to clear the way. Remember, only two items will appear during Scavenge, so you will always have enough time to pick them up, no matter how convoluted your path to said item is. - The moment you run into money, you are advised to immediately spend it on fuel and/or ammo, before the game decides to take it away from you. You do NOT start with enough, no matter how much you think you can scrimp and save. This tip mostly applies to early game. - Any time you stop on the road, look for traders. Your first attempt does not use up an hour, and who knows, you may get a good deal. - Even if a Defense or Bandits job has a crappy payout, remember that you get 20 free bullets for even attempting it. $6 and a surplus of a few bullets is not the worst deal. - Remember, if you're just going for a higher score, distance traveled trumps speed. See section 10A for more details. THE RATING SYSTEM - Perks are rating according to this 3-asterisk system: * Useless OR there is a much more useful upgrade for that same slot. ** Situational OR nice to have. *** Highly recommended. - Meanwhile, minigame difficulties are rated on a scale of 1 to 5, with 1 being minimal conscious effort and 5 being extremely difficult. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . IV. STARTING HOURS/SUPPLIES . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0040] DIFFICULTY OVERVIEW/RECOMMENDED LOADOUTS The difficulties affect how many starting hours you get to gather supplies, and how big your multiplier is. These hours are precious, because you grab much more resources at one time than you could anywhere else in the game. In minigames, difficulty also affects zombie speed. EASY ----- 18 hours (x1 multiplier) 48 cans of gasoline (6 hours) 600 bullets (3 hours) 15 medkits (3 hours) $150 (3 hours) + your choice (3 hours) NORMAL ------ 12 hours (x2 multiplier) 48 cans of gasoline (6 hours) 400 bullets (2 hours) 10 medkits (2 hours) + your choice (2 hours) DIFFICULT --------- 8 hours (x3 multiplier) 40 cans of gasoline (5 hours) 400 bullets (2 hours) 5 medkits (1 hour) SUICIDE ------- 4 hours (x4 multiplier) 24 cans of gasoline (3 hours) 200 bullets (1 hour) * You WILL run out of ammunition, regardless of how conservative you are. Be ready for that. You also start with insufficient fuel. ============================================================================== [004A] A. GASOLINE START: 8 cans/hour RECOMMENDED AMOUNT (E/N/D/S): 48/48/32/24 FUNCTION: Powers the station wagon at 1/4 can/hour (1 can = 4 hours) FOUND IN: Town shops, survivor trades COST: $9-50 SELLS FOR: $4-15 TRADE ENCOUNTER: Rare Fuel is arguably the hardest resource to acquire in the game. The problem is, it's available in almost all town shops near the beginning of the game but disappears by the end, when you start actually running out of fuel. The shortest route will take at least 24 cans, while the longest route can take up to 48 cans or more. RELEVANT PERKS -------------- Carrier (Car Upgrade, Top) *** Never lose a gas can. Solar Panel (Car Upgrade, Top) ** Move slowly (15mph) while out of fuel. ============================================================================== ============================================================================== [004B] B. FOOD START: 125 oz./hour RECOMMENDED AMOUNT (E/N/D/S): 0/0/0/0 FUNCTION: Slows/prevents health loss while on road, resting, waiting, etc. FOUND IN: Town shops, survivor trades, scavenge COST: $5 SELLS FOR: $1-5 TRADE ENCOUNTER: Uncommon Food is the #1 most common resource in scavenge. You can take back up to 250 oz. per trip, making 125 oz. per starting hour a waste of time in comparison. Other survivors are sometimes willing to trade items, parts, and ammo for food. Survivors will also offer food for items, but it's generally never worth it. RATIONING ---------- Small - 1 oz. per survivor per hour Medium - 2 oz. per survivor per hour Large - 3 oz. per survivor per hour * Babies consume 1 oz. per hour regardless of rations. Babies can be found in random events and give bonus points at the end. * Sick survivors (purple status) consume an extra 1 oz. per hour on top of their rations. SCAVENGE ICONS -------------- Energy bar - 15 oz Can - 20 oz Grocery bag - 100 oz Shopping cart - 250 oz RELEVANT PERKS --------------- CARRY CAPACITY (Combat Trainer) ** You can carry back up to 350 oz. of food at a time, instead of 250. EZ GROW GARDEN (Car Upgrade, Back) * Generates 1oz of food an hour. SNO-CONE MACHINE (Car Upgrade, Misc) *** Don't consume food while looking for traders or while repairing. TIPS ---- - Because of how common food is in scavenge, it's generally a waste to buy it in shops. - In the same vein, selling food is a good way to make a quick buck. - Large rations prevent health loss from traveling, even at the fastest speeds. It also increases the amount of health restored from resting. ============================================================================== ============================================================================== [004C] C. MEDKITS START: 5 kits/hour RECOMMENDED AMOUNT: (E/N/D/S): 20/20/5/0 FUNCTION: Restores health, removes "incapped" status FOUND IN: Town shops, survivor trades, Scavenge (requires perk) COST: $10-70 SELLS FOR: $8-33 TRADE ENCOUNTER: Very rare You will encounter survivors offering you insulting payments for medkits, but you will rarely ever see anyone offering medkits. TIPS ---- - Buy medkits in town stores, because you will never get a non-insulting trade offer. "Hey, we'll give you 2 scrap for 3 medkits lol" RELEVANT PERKS --------------- MEDKIT SCAVENGER (Combat Trainer) *** Chance of finding medkits during scavenging. ============================================================================== ============================================================================== [004D] D. AMMUNITION START: 200 rounds/ hr RECOMMENDED AMOUNT: (E/N/D/S): 800/800/600/200 FUNCTION: Used in almost every mini-game. Kills zombies. FOUND IN: Town shops, survivor trades, finale COST: $10-30. 20 bullets/purchase SELLS FOR: $3-13 TRADE ENCOUNTER: Uncommon TIPS ---- - Ammo is one of the only things best bought in town stores, because there's no other good, reliable way to get it. - If you have no ammo, you can still play minigames but you, well, won't be able to shoot. Not even in Zombie or Survivor Putdown. RELEVANT PERKS -------------- ACTION HERO (Combat Trainer) * Chance not to use a bullet when you fire. FASTER BULLETS * Bullets travel 50% faster. Don't ask why. FASTER RELOAD (Combat Trainer) *** Reload in half the time. ============================================================================== ============================================================================== [004E] E. MONEY START: $50/hr RECOMMENDED AMOUNT: (E/N/D/S): $150/0/0/0 FUNCTION: Make purchases FOUND IN: Survivor trades, scavenge COST: N/A TRADE ENCOUNTER: Common Even in this post-apocalyptic world, money still talks. Use it to buy some key car upgrades (like the Sno-Cone Machine) and combat trainer perks (like Faster Reload). On Suicide, you inevitably will have to buy fuel and ammo, because you certainly don't start with enough. Do it as early as possible. SCAVENGE ICONS --------------- Bill - $5 Wallet - $20 Money bag - $50 RELEVANT PERKS -------------- MONEY SCAVENGER (Combat Trainer) ** Find more money than anything else during scavenge. ============================================================================== ============================================================================== [004F] F. CAR PARTS (Tires, Batteries, Mufflers) START: 1 part/hr RECOMMENDED AMOUNT: (E/N/D/S): 1 of each/1 of each/0/0 FUNCTION: On-the-fly replacements FOUND IN: Survivor trades, car shops COST: $40-$50 TRADE ENCOUNTER: Common The great thing about car parts is that they're interchangeable. Nothing seperates a tire from a muffler besides the name. Survivors offering a battery for a tire, muffler for a battery, etc. are pretty common. It is the only supply item that cannot be sold at town shops. RELEVANT PERKS -------------- Nev-R-Break Muffler (Car Upgrade, Back) ** Muffler never needs replacing. Ninja Muffler (Car Upgrade, Back) ** Automatically succeed sneaking through hordes. Nev-R-Break Tires (Car Upgrade, Bottom) ** Tires never need replacing. Offroad Tires (Car Upgrade, Bottom) * No slowdown during sandstorms. Rain Tires (Car Ugpgrade, Bottom) * No slowdown during rainstorms. Snow Tires (Car Upgrade, Bottom) * No slowdown during blizzards. Sup-R-Last Battery (Car Upgrade, Front) * Less likely for the battery to die. Sup-R-Last Muffler (Car Upgrade, Back) * Less likely for muffler to break. Sup-R-Last Tires (Car Upgrade, Bottom) * Less likely for tires to break. ============================================================================== ============================================================================== [004G] G. SCRAP START: N/A RECOMMENDED AMOUNT: (E/N/D/S): N/A FUNCTION: Station wagon repairs FOUND IN: Town shops, survivor trades, scavenge COST: $5-10 per piece of scrap SELLS FOR: $1-6 TRADE ENCOUNTER: Common Scrap is a lifesaver. It is the most economical way to repair your car, and with scrap you can rest a little easier when traveling at 60 mph. It also becomes more expensive as you progress in the game, which also translates to higher selling prices. Scrap is a pretty hot commodity in trades, and besides food is one of the most common resources found in scavenge. SCRAP REPAIR ------------- See the Minigames section. SCAVENGE ---------- Metal shard - 10 Duct tape - 15 Drill - 20 Gears - 25 RELEVANT PERKS --------------- TOOLBOX (Car Upgrade, Back) *** Scrap repairs the car more effectively. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . V. VEHICLES . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0050] Bonus vehicles are available only in the Final Cut. VEHICLE RATINGS The station wagon is the reference point towards which all other vehicles are compared in my descriptions. Vehicles have these three in-game stats, rated from 1-5: SPEED: Overall MPH speed. All vehicles move at the same speed within minigames. DURABILITY: Vehicle damage taken from minigames and general wear and tear from traveling on the road. 1 means the most damage, 5 means the least. RELIABILITY: How often car parts (tires, mufflers, batteries) break down. 1 means very often, 5 means least often. ============================================================================== [005A] A. STATION WAGON SPEEDS (S/N/T): 30/45/60 mph DURABILITY: 3/5 RELIABILITY: 3/5 SPECIAL: None. UNLOCK: Default car This car is bread, butter, and water. There is nothing remarkable about it, but that's to its credit. What it lacks in perks, it makes up for with its solidly decent speed, durability, and reliability. Suited for any playstyle. ============================================================================== ============================================================================== [005B] B. SUV (FC) SPEED (S/N/T): 26/42/56 mph DURABILITY: 5/5 RELIABILITY: 3/5 SPECIAL: Less car-related unfortunate events. UNLOCK: Beat the game with all party members alive. The SUV's bonus is actually pretty noticeable, and it takes wear and tear significantly better than the station wagon as well. This is offset by slower speeds-- though 4mph doesn't seem like much, on higher difficulties this can be a killer. Broken down, per 1,000 miles (using the wagon as a reference): 26 mph - 1.25 more cans used per 1,000 miles 41 mph - 0.5 more cans used per 1,000 miles 56 mph - 0.25 more cans used per 1,000 miles At a low estimate of 6,000 miles to Safe Haven, this can translate to a whopping 8 cans of gas traveling at slow speed! At turbo speed, the difference is only 2 cans. Overall, the SUV's reliability makes it a very good choice, at the cost of consuming more fuel and being the slowest vehicle in the game. ============================================================================== ============================================================================== [005C] C. THE JAG (FC) BONUS: SPEED (S/N/T): 32/47/62 mph DURABILITY: 1/5 RELIABILITY: 4/5 SPECIAL: More points of interest (survivor encounters). UNLOCK: Beat the game on Suicide. This vintage 1970s Jaguar has a pretty interesting bonus, for lack of a better word. More often than not, survivor encounters are positive-- just remember the importance of good karma. Although it takes more wear and tear than the wagon does, the parts themselves break down a little less often. Is it worth the slightly faster speed? Mehh. Broken down, per 1,000 miles (using the wagon as a reference): 32 mph - 0.5 less cans used per 1,000 miles 47 mph - 0.25 less cans used per 1,000 miles 62 mph - No significant difference. The real draw is increased survivor encounters, which is more lucrative the higher the difficulty. The possibility of bonus gear from these is pretty enticing, especially on Suicide where Scavenge only spawns 2 items at a time. All in all, the Jag truly does have its pros and cons. It comes down to player preference. ============================================================================== ============================================================================== [005D] D. INTERCEPTOR (FC) SPEED (S/N/T): 34/49/64 DURABILITY: 3/5 RELIABILITY: 1/5 SPECIAL: Fewer bandit attacks. UNLOCK: Beat the Bandit King (see below). HOW TO BEAT THE BANDIT KING --------------------------- You must be missing at least one person from your party. The key word is "missing"-- you cannot put down a party member to trigger this, since that kills them. There are a number of random events that may claim party members, such as pissing and never returning, leaving them behind as they're surrounded by zombies, and the Mine and Baby survivor encounters. Upon leaving the Airbase for Safe Haven, your party member will catch up with you and trigger a minigame similar to Scavenge. Instead of zombies, bandits will come at you with axes. Your vengeful party member is now the "The Bandit King". The Bandit King has a riot shield that makes him impermeable to bullets, and he will fire mortar shells at you. Circles will appear on the ground to indicate that shells are about to hit there. The Bandit King can be hurt only while using mortars. You have plenty of time to react; just stay away from the circles. The mortars also do friendly fire so it's pretty fun to watch him kill his fellow bandits. Once victorious, you can choose to either execute the Bandit King or invite them back to your party. The Interceptor is now unlocked, along with the Road Warrior skin. If you get hit by the bandits, the Bandit King, or his mortars, sorry, you'll have to try again next game! DESCRIPTION ------------ This souped-up Firebird is the fastest vehicle in the game that can still be used to unlock achievements, skulls, etc. Its bonus is pretty "meh"-- the two bandit-related attacks are Bandit Chase, which is so rare that you could even play an entire Campaign without seeing one, and Motorcycle Chase, which is probably one of the easiest minigames in all of Organ Trail. The cost of this is parts breaking down more frequently than any other vehicle, while its durability is the same as the station wagon's. So, ignore the perk and instead consider: is 4 extra mph worth more broken mufflers, batteries, and tires? Compared to the wagon: 34 mph - 1 less can used per 1,000 miles 49 mph - 0.5 less cans used per 1,000 miles 64 mph - 0.25 less cans used per 1,000 miles ============================================================================== ============================================================================== [005E] E. "THE CLASSIC" (FC) SPEED (S/N/T): 28/43/58 DURABILITY: 2/5 RELIABILITY: 5/5 SPECIAL: More tombstone encounters. UNLOCK: Collect 35 Endless Skulls. Ever wondered what you were missing because you just couldn't be arsed to earn 35 skulls? Well, you didn't miss much. It's slower than the station wagon, and its bonus is pretty lame-- more tombstones, cool, but too bad 95% of them are zombie hands rather than giving you supplies. It has great reliability, i.e. parts break down less often, but it has poor durability. It's arguably less annoying to replace parts than it is to do scrap repairs. If you want the prospect of getting more stuff from random events, go for the Jag instead. It's faster, and more fun. You actually only need to unlock 35 skulls to get this, not all 40. 28 mph - 0.5 more cans used per 1,000 miles 43 mph - 0.25 more cans used per 1,000 miles 58 mph - 0.25 more cans used per 1,000 miles ============================================================================== ============================================================================== [005F] E. UFO (FC) SPEED (S/N/T): 34/49/64 mph DURABILITY: 5/5 RELIABILITY: 5/5 SPECIAL: Cannot be used to unlock achievements, vehicles, etc. UNLOCK: See below. HOW TO UNLOCK -------------- You must have the Survivor skin enabled, which is unlocked by travelling 10,000 miles in Endless. Scavenge at Area 51 until you trigger a boss fight, which will be three UFOs that fly around and try to beam you up. They cannot hurt you while flying around, but if their beams touch you, it will end Scavenge. UFOs move faster depending on the difficulty, and zombie activity still affects the other zombie spawn rates. I personally recommend taking the shotgun for this job. It may take multiple tries in Scavenge until the UFOs show up. You must destroy at least two (they take three shots) in order to unlock the UFO. When they have shown up, Scavenge no longer has a time limit-- it ends either when you get hurt, or when you kill two UFOs. If you fail, you can try again as much as you'd like. HOW TO ACCESS AREA 51 --------------------- (from East) Albuquerque -> Desert Motel -> Las Vegas -> Area 51 (from South) Satellite Field -> Phoenix -> Amusement Park -> Las Vegas -> X * Do NOT go to the Bomb Shelter from Albuquerque. You will be unable to get to Vegas from there. DESCRIPTION ------------ The UFO has no special abilities, but its maxed out stats are a perk in and of themselves. It is also the fastest vehicle in the game, and again, 4 mph can make a huge difference: 34 mph - 1 less can used per 1,000 miles 49 mph - 0.5 less cans used per 1,000 miles 64 mph - 0.25 less cans used per 1,000 miles ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . VI. KNOW YOUR ENEMY . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0060] [006A] A. ZOMBIE ACTIVITY The zombies in Organ Trail are nocturnal. Zombies mostly affect mini-games, where higher activity means more zombies will appear. It may also increase the odds of a zombie bite and other such encounters. 3 AM 7 AM 10 AM 3 PM 6 PM 10 PM 12AM 12AM <---------|----------|----------|----------|----------|----------|-----------> DEADLY HIGH MEDIUM LOW MEDIUM HIGH DEADLY ============================================================================== ============================================================================== [006B] B. ZOMBIE TYPES [006Ba] a. REGULAR APPEARANCE: Green man APPEARS IN: All zombie-related minigames SPECIAL: Can rise from graves. Your average walking dead zombie. [006Bb] b. CRAWLER APPEARANCE: Crawling zombie torso APPEARS IN: All zombie-related minigames except Graveyard SPECIAL: Can phase through all obstacles Not only are these half-zombies harder to hit, but they also crawl fast enough to ever-so-slightly outpace you (especially on higher difficulties). Also beware, but they can phase through obstacles without any slowdown. [006Bc] c. FAT ZOMBIE APPEARANCE: Bloated stomach, skull partially exposed APPEARS IN: All zombie-related minigames except Graveyard and Zombie Putdown SPECIAL: Takes two shots to kill. Stunned by first shot. Unique in being the only non-boss zombie that takes multiple shots to kill. Gunshots stun them, which are useful for when trying to outrun them. They are just like regular zombies in all other respects. [006Bd] d. RADIOACTIVE (FC) APPEARANCE: Melted-looking APPEARS IN: Scavenge & Recovery (only in radiated areas), Generator Finale; Final Cut only. SPECIAL: Moves less linearly than regular zombies, leaves a radioactive trail These zombies are slightly better at following at you, due to the fact that they have a full-360 degree range of motion. This doesn't translate to any noticeable gameplay difference, but it LOOKS different. The trail they leave has the same effect as radioactive puddles-- raising your rad level, but not actually doing any damage. The trail disappears after some time. They are a tiny bit faster than regular zombies, but still slower than crawlers. [006Be] e. SHY ZOMBIE (FC) APPEARANCE: Tall, lanky APPEARS IN: Scavenge, Recovery, Generator Finale; Final Cut only. SPECIAL: Will stay still if you're looking in its direction Shy zombies will freeze in place and cower as long as you're looking in their direction, making them easy targets. However, beware of them coming at you from behind or the sides. They are INCREDIBLY fast and cannot be outrun. If they are stuck behind other zombies, they will push against them, increasing their speed. You basically cannot ignore these. [006Bf] f. BANDIT (FC) APPEARANCE: Human APPEARS IN: Scavenge; Final Cut only. SPECIAL: Will steal items, eaten by zombies, do not hurt you These bandits/fellow survivors come from off-screen, take a single item, and run back off-screen. They take a few seconds to pick up items, during which you can still snatch it from them. If they pick it up, they will drop the item upon death. If a bandit has an item, he will be holding his gun as he runs offscreen. If he does not (i.e. you take the item before he can), he will be empty-handed and gun-less as he backs offscreen. If they run into another zombie, the zombie will kill and eat them. This zombie will be so "busy" eating that you can even clip through it without getting hurt, although you can still kill them if you want. Boss zombies, however, will insantly kill the bandit on contact, without slowing down or stopping. Bandits move very quickly, but slower than shy zombies. They do not hurt you if you touch them, which makes them the only harmless enemy in the game. [006Bg] g. BOSS HOUND APPEARANCE: Zombie dog APPEARS IN: Scavenge SPECIAL: Always appears in pairs, has a lunge attack, takes three shots to kill, does extra damage, solid corpses, zombies no longer spawn. These zombie hounds will chase you and once close enough, try to lunge at you. This attack can easily be avoided-- however, they close off an entire direction and will eventually corner you. If truly cornered, you can move back and forth (usually up and down) to make their attacks miss. However, you are stuck here and do not even think about moving laterally, or they will hit you. Luckily, they die in only three shots, regardless of difficulty. For some reason, their dead bodies are solid obstacles. They move a little faster than crawlers. [006Bh] h. BOSS BEAR APPEARANCE: Zombie bear APPEARS IN: Scavenge SPECIAL: Slightly stunned by gunshots, does extra damage, is invincible Zombie bears are invincible in practice. They WILL outrun you if chasing you, but are very very slightly slowed down by bullets. They are faster than crawlers, but obviously slower than shy zombies. Unlike with boss hounds, zombies will still appear when a bear is attacking. [006Bj] j. ALIEN (FC) APPEARANCE: Stereotypical alien, but zombie-green APPEARS IN: Scavenge (Area 51 and Endless only); Final Cut only. SPECIAL: None. Besides their appearance, they are just like normal zombies in all respects. They signify that UFOs will be showing up soon. [006Bk] h. UFO (FC) APPEARANCE: Flying saucer APPEARS IN: Scavenge (Area 51 only); Final Cut only. SPECIAL: Try to beam you up, takes three shots to kill UFOs are fast and maneuverable, but luckily can only hurt you when they are trying to beam you up, which will end Scavenge should you touch it. The higher the difficulty, the faster they are. They take three shots to kill, and hitting them slightly stuns them. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . VII. MINIGAMES . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0070] WEAPONS You now have three weapons to choose from. [RIFLE] RELOAD TIME: 1 second ATTRIBUTES: Reload between every shot. BEST FOR: General use [SHOTGUN] RELOAD TIME: 2 seconds ATTRIBUTES: Fires three shots at once. BEST FOR: Boss fights, wasting ammo [PISTOL] RELOAD TIME: 4 seconds ATTRIBUTES: Fires four shots before needing to reload. BEST FOR: Defense, Bandits ============================================================================== [VOLUNTARY] [007A] A. SCAVENGE OCCURRENCE: Anywhere on the road and in towns TIME LIMIT: 40 seconds DIFFICULTY: *** WIN: Survive for 40 seconds. LOSE: Get hit by a zombie. REWARD: Up to 250 oz. of food, scrap, money, and/or medkits (with perk) PENALTY: Loot reduced by half, party leader takes damage Scavenge is the single most important minigame in Organ Trail. You can find food, scrap, money, and medkits if you have the Medkit Scavenger perk. TIPS ---- - To shoot accurately, draw a line from the center of your target to just below your character's knees. - Set your rations to small when you scavenge. Your party still consumes food during the hour you take to scavenge, but cannot lose health anyways. - It's best to scavenge only during low or medium activity. - Zombie activity (low, high, deadly, etc.) affects how many zombies spawn in scavenge. The difference is VERY noticeable. - Zombies don't have the greatest pathfinding activities, and you can stall them by getting them stuck behind obstacles. - Save ammo by leading zombies in a line behind you and shooting only to clear your own way. Sometimes, you can complete Scavenge without firing a single shot! - Get to know the soundtrack. You can use it as a cue for the exact moment Scavenge will end, which also helps you save ammo. - Zombies move a little faster than you diagonally, but you outpace them moving in cardinal directions. DIFFICULTY BONUSES ------------------ EASY/ENDLESS Up to 5 items spawn. For Endless, this decreases over time. NORMAL/ENDLESS Up to 4 items spawn. DIFFICULT Up to 3 items spawn. SUICIDE Up to 2 items spawn. LATE GAME ENDLESS 1 item spawns. AMMO ICONS ---------- Ammo icons give 10 bullets. They do NOT count toward the item spawn limit. FOOD ICONS ---------- Energy bar - 15 oz. Can - 20 oz. Grocery bag - 100 oz. Shopping cart - 250 oz. MONEY ICONS ------------ Bill - $5 Wallet - $20 Money bag - $50 SCRAP ICONS ------------ Metal shard - 10 Duct tape - 15 Drill - 20 Gears - 25 ============================================================================== ============================================================================== [007B] B. GO FISH (FC) OCCURRENCE: Anywhere on the road and in towns, with some limitations (Final Cut only) TIME LIMIT: None DIFFICULTY: *** WIN: Successfully catch a fish LOSE: The lure doesn't attract anything; the fish gets away REWARD: Party regains health. Up to 3 oz. of food, 5 scrap, $5, and/or car parts PENALTY: None A new alternative to resting, with the added bonus of some food and potential car parts. The farther back you cast your line from, the farther the lure travels. Tap/click the screen to bring the lure up, which also brings it slightly towards your (the left) side of the screen. Once you snag a fish, a green bar with a moving slider shows up. Tap/click while it's in the green, and each successful tap will bring the fish closer to you, until eventually it's in your hands. If you miss a total of 3 times, the fish gets away. The biggest fish is 3oz., but the possibility of acquiring car parts is the biggest draw of fishing. You can also catch small pieces of scrap (5 each) or pearls worth $5 if you catch clams (always at the bottom of the lake/ocean floor). You may also catch zombie parts or random pieces of junk, which do nothing. TIPS ----- - Although fishing restores health, it doesn't restore as much health as resting does. Fishing is best done when you're out of food but low on health: remember, if you have at least 1 ounce of food, your party will still get the max health bonus from resting/fishing. - This also means you do not have to be picky about the size of the fish you want to try to catch, unless you're going for the achivement. Besides, the largest fish weighs only 3 ounces. - Again, set your rations to large. That way, if you do catch food, large rations ensures the max health bonus. - You will not be able to fish in some areas, such as deserts and cities in landlocked states without major bodies of water. - Always choose to spend 12 hours fishing. This gives you the freedom to fish the entire lake, if you want, and you can always leave whenever you want. - When you hook a fish, don't panic. As long as you get 2-3 taps in every time you're in the green, it won't get away. As the bar gets too narrow for 2 taps, single taps will do the trick just fine (even though it doesn't look like it). Just be patient! - Don't catch fish too close to the right side of the screen. They will get away instantly. - Try to keep your eyes on the bar! Glance at the fish just to make sure it's not a zombie, but otherwise focus. Seeing it struggle tends to make you "panic". Plus, there is a small delay in between your tapping the screen and the fish getting reeled in closer. - If you see that you've caught a zombie part instead of a fish or car part, give up. There's no benefit to catching these and you only waste your time. ============================================================================== ============================================================================== [007C] C. MEDKIT (FC) OCCURRENCE: Upon using medkits on incapped survivors; Final Cut only (medkits heal a fixed amount in the Director's Cut). TIME LIMIT: None DIFFICULTY: *** WIN: N/A LOSE: N/A REWARD: Health regained (up to 35) PENALTY: N/A You move a big syringe back and forth over a prostrate party member. Tap/click click to administer the drugs. For some reason, hitting the stomach (right below their hands) recovers the most health. TIPS ---- - Incapped survivors will eventually die without first aid. When they die is based on RNG-- think of it as dice being rolled every hour, but the larger your rations, the lower the chance of a bad roll that equals death. If they are infected, they will bite a random party member before being automatically killed. They may bite someone who has already been bitten, which does nothing. - Medkits are the only item that can remove an incapped status. They should be saved for these situations. Resting/fishing are better suited for general healing. - Medkits will NOT heal illnesses (purple status), but they do remove radiation sickness and reduce radiation levels. Illnesses go away with time. ============================================================================== ============================================================================== [007D] D. SCRAP REPAIR OCCURRENCE: Upon scrap repair TIME LIMIT: None DIFFICULTY: **** WIN: Hit all targets. LOSE: Miss all targets. REWARD: Car's condition improves. PENALTY: Car's condition remains the same. The RNG mechanic of yore has been replaced with an annoying minigame. Wrenches fly by the screen at varying speeds. You must tap/click the screen to stop these wrenches inside circular targets. The more within the target they fall, the better the repair. They are either pefect, great, okay, near misses, or misses. You are given a grade from AA through F based on how well you hit the targets, plus a bonus for hitting targets in a row. The more scrap you use, the slower the wrenches fly by, and the bigger the potential repair. For example, at 4 scrap, two perfects and two greats give you a total of +17 condition-- +13 for an A rating, +4 for hitting 4 targets in a row. Your car has a total of 100 condition. REPAIR RATES ------------ Toolbox repair rates are in (parantheses). 2 SCRAP AA- 10 (16) A - 9 (15) B - 8 (13) C - 6 (11) D - 5 (9) F - 0 4 SCRAP AA- 14 (20) A - 13 (19) B - 12 (17) C - 9 (14) D - 7 (11) F - 0 8 SCRAP AA- 18 (24) A - 17 (23) B - 16 (21) C - 12 (17) D - 10 (14) F - 0 TIPS ---- - I personally recommend using 4 scrap for repairs. For example, two C repairs will net you 18 condition, and it's arguably easier to do that than one AA

repair with 8 scrap for the same result. Though 8 scrap could give you a bigger bonus, if you do the math it still favors 4 scrap. Meanwhile, 2 scrap is not worth it, as it is significantly harder for no benefit. - The best time to repair your car is just as a weather event hits-- by the time you're done, it will have gone away and you can save the extra future damage to your car. ============================================================================== ============================================================================== [007E] E. SURVIVOR PUTDOWN OCCURRENCE: Upon choosing to kill a party member, some points of interest TIME LIMIT: None DIFFICULTY: * WIN: Kill the survivor. LOSE: N/A REWARD: N/A PENALTY: Loss of a party member. A person stands across from you (lays if incapped) and you shoot him/her. One shot kills. Misses carry no penalty, just the awkward silence between reloading and trying again. This minigame occurs whenever you choose to kill a party member, or during some points of interest (usually by electing to kill the person you met). You can exit this by purposedly missing and a few times. You will then be given the option to leave or continue. TIPS ---- - There is never really a reason to put down a party member. Infected party members will not turn until they die (by being incapped and not given first aid in time). They will bite another party member before being automatically killed by you. ============================================================================== [RANDOM EVENTS] ============================================================================== [007F] F. BANDIT CHASE OCCURRENCE: Random; on the road WARNING MESSAGE: A gang of bandits come barreling down on you. TIME LIMIT: 40 seconds DIFFICULTY: *** WIN: Survive for 40 seconds. LOSE: Let the bandits catch up to you, or your car breaks down. REWARD: None. PENALTY: Station wagon takes damage, items stolen A Mad Max-esque convoy of vehicles starts chasing you down. You must outrun them by avoiding the cones, rocks, and trees that litter the road and by hitting ramps for small speed boosts. They outpace you, so you must at least hit some ramps. TIPS ----- - You do not have to hit every ramp in order to outrun them. Just keep an eye on the distance between you two, and hit ramps as needed. - You can hit ramps from any angle; i.e. you can still hit them from the side to get the SICK JUMPZ. However, the less direct of an angle, the shorter the jump is. - Obstacles will automatically interrupt jumps. Ramps do not send your car flying *over* anything. So beware of any obstacles next to or on top of ramps. - If your station wagon breaks down from hitting obstacles, bandits will still steal items. ============================================================================== ============================================================================== [007G] G. HOSTAGE SITUATION OCCURRENCE: Random event; on the road WARNING MESSAGE: A bandit sneaks up behind you and grabs... TIME LIMIT: None; one shot DIFFICULTY: ** WIN: Kill the bandit LOSE: Miss the bandit or hit your friend REWARD: Party member stays alive PENALTY: Party member dies This happens randomly while on the road. A bandit has your friend on their knees with a gun to their head. You get only one shot. If you miss, the bandit will execute your friend and run away. If you hit your friend, they die and the bandit runs away unscathed. The only way to win is to kill the bandit with a properly lined-up shot. HOW TO LINE UP YOUR SHOT ------------------------ You can tell where your gun is aiming by how the pixels are aligned. Your gun is about 10 virtual pixels long. It will look like this at default, when aiming straight forward. [] Gun [H] Hand [A] Arm [][][][][][][][][][][] [H][A][A] When properly lined up to hit the bandit, it will look like this: [][][][][] [][][][][][] [H][A][A] Basically, the front half of your gun will be pointing slightly up, while the back half remains at chest (default) level. It will NOT, for example, look like this: [][][][] [] [][][][][][] [H][A][A] Luckily, this mini-game will always be the same. The bandit won't be any shorter or taller, etc. Lining it up like this will work every time. ============================================================================== [007H] H. MOTORCYCLE GANG OCCURRENCE: Random event; upon leaving towns WARNING MESSAGE: A biker gang follows you out of the settlement. TIME LIMIT: None DIFFICULTY: ** WIN: Ram the entire gang off the road; 20 bikers. LOSE: The car sustains too much damage. REWARD: Nothing PENALTY: Station wagon breaks down, items stolen Bikers will pull up alongside your car and try to shoot you. If you don't ram them within a few seconds of lining up, they will shoot at your car for about 10% damage. Apparently, gunshots hurt your car, but ramming 20 motorcycles off the road doesn't. TIPS ----- - You can either force bikers to rear-end you, or ram them from the side. - Always try to move back to the middle. ============================================================================== [007J] J. STAMPEDE OCCURRENCE: Random event; on the road WARNING MESSAGE: You hear a rumbling sound behind you. TIME LIMIT: 40 seconds DIFFICULTY: **** LOSE: The car sustains too much damage. REWARD: Nothing PENALTY: Station wagon breaks down, party takes damage Your car is surrounded by a stampeding horde of zombie (?) deer. You must avoid hitting or getting rear-ended by them as they run by your car. Any deer that hit your car will courteously run off to the side of the road. TIPS ----- - Your hitbox reaches only up to the doors. The cabin of the car can be safely bypassed by deer, owing to your car being on a semi-2.5D plane. - Make controlled, deliberate movements from place to place. Stay still in your spot. Do not move back and forth and "lose control" of your car. ============================================================================== ============================================================================== [007K] K. SURROUNDED OCCURRENCE: Random event; on the road WARNING MESSAGE: You suddenly find yourself surrounded by zombies. TIME LIMIT: 40 seconds DIFFICULTY: *** WIN: Kill all zombies. LOSE: Zombies reach your car. REWARD: Nothing PENALTY: Items lost, party leader takes damage You stand atop your car's roof as zombies close in from all directions. This minigame's difficulty depends completely on your shooting skills, as well as current zombie activity levels. TIPS ----- - Draw a line from the center of your target to just below your character's knees for the best accuracy. ============================================================================== ============================================================================== [007L] L. ZOMBIE HORDE OCCURRENCE: Random event; upon leaving towns WARNING MESSAGE: You must cross a horde of zombies in order to continue on the road. The horde in front of you is currently X in size, and appears to be Y. TIME LIMIT: N/A DIFFICULTY: N/A WIN: Successfully make it through the horde. LOSE: Get overwhelmed by zombies. REWARD: Nothing PENALTY: Items lost, chance of losing a party member Not so much a minigame as a game of chance. You are faced with a zombie horde of varying size (small, moderate, large, massive) and temperament (docile, alert, agitated, ravenous). You can choose to either sneak by, fight through it, hire mercenaries, or wait. The larger the horde, the less likely you are to succeed fighting through it. The angrier the horde, the less likely you are to succeed sneaking by it. Thus, you have the greatest chance of success at small/docile and the least chance of success at massive/ravenous. Mercenaries cost $20 and 4 hours to get you across automatically. If you decide to go it yourself and fail, your car gets overrun and you lose items. Sometimes, if you're particularly unlucky, the zombies will pull a party member out of the car and eat them alive. TIPS ----- - Despite all the shooting, fighting through hordes does not use ammo. - Waiting for the horde to disperse restores health similar to resting in a town. This is the only minigame where waiting may increase health. - Keep in mind, mercenaries may not always be available. RELEVANT UPGRADES ----------------- CHAINSAW WINDOWS (Car Upgrade, Top) *** Automatically succeed fighting through hordes. NINJA MUFFLER (Car Upgrade, Back) ** Automatically succeed sneaking through hordes. ============================================================================== ============================================================================== [007M] M. ZOMBIE PUTDOWN OCCURRENCE: Upon visiting tombstones, some points of interest TIME LIMIT: N/A DIFFICULTY: ** WIN: Kill the zombie. LOSE: Let the zombie reach you. REWARD: Nothing PENALTY: Party leader loses health A zombie is coming toward you, and you have to shoot it. It may be either a regular zombie or a walker. TIPS ---- - Regular zombies are killed only by headshots. Do not go for the torso. ============================================================================== [TOWN JOBS] ============================================================================== [007N] N. BANDITS OCCURRENCE: Town job, some points of interest TIME LIMIT: N/A DIFFICULTY: **** WIN: Kill all bandits. LOSE: Get shot. REWARD: 20 ammo + payment PENALTY: Party leader loses health, no payment Bandits hide out behind windows and pop out to take shots at you. They can be killed only when out of cover. You're behind cover too, but must also expose yourself in order to shoot. This game requires precise timing and skilled marksmanship. Difficulty can be either normal, difficult, or suicide, which affects how many bandits there are. DIFFICULTY BONUSES ------------------- Normal - 3-4 bandits Dangerous - 4-5 bandits Suicide - 6-8 bandits TIMING ------ The key to this minigame is, you guessed it, timing. If you wait until a bandit pops out before shooting at him, you'll never score a hit. You must anticipate their appearance so that they pop up just as the fairly slow- traveling bullet reaches them. The timing works like this: focus on one bandit you want to kill. Wait until just after they shoot at you, to aim at their now-empty window (by drawing a line from there to below your character's knees), but don't fire just yet. Fire just as his window neighbors pop out, and your target will usually pop out after them, just in time for the bullet to reach their cranium. If your target bandit happens to pop out again while you're aiming and you haven't fired yet, you'll have to try again, as this shot won't reach them in time. To be a little more specific, if your target is in the top row, you'd normally fire right after his window-neighbors pop out, just before they fire at you. If your target is in the bottom row, release when his friends' bullets have halfway reached you. This sounds complicated, but once you get this pattern down, you can follow it throughout all difficulties. The higher the difficulty, the less time you have to line up your shots-- sometimes less than a second. However, it'll eventually become intuitive. Note that this is ROUGHLY how the timing works. TIPS ---- - To shoot accurately, draw a line from the center of your target to just below your character's knees. - Again, timing is critical. If you wait until bandits pop out to shoot at them, you will never score a hit. Even with Faster Bullets, you must still anticipate their appearance in order to land a hit. ============================================================================== ============================================================================== [007P] P. DEFENSE OCCURRENCE: Town job TIME LIMIT: N/A DIFFICULTY: *** WIN: Kill all zombies. LOSE: Let a zombie reach you. REWARD: 20 ammo + payment PENALTY: Party leader loses health, no payment The amount of zombies you encounter is determined by the job difficulty (normal, dangerous, or suicide), rather than by zombie activity. Shoot straight and happy killing. ZOMBIE AMOUNTS --------------- Normal - Up to 15 Dangerous - Up to 20 Suicide - Up to 25 TIPS ---- - To shoot accurately, draw a line from the center of your target to just below your character's knees. ============================================================================== [007Q] Q. GRAVEYARD (FC) OCCURRENCE: Town job (Final Cut only) TIME LIMIT: N/A DIFFICULTY: ***** WIN: Successfully pick up the crate and escape. LOSE: Get hit by a zombie. REWARD: Promised payment PENALTY: Party leader takes damage, no payment You must pick up a crate inside a graveyard, filled with graves from which the dead rise. This game can be a walk in the park or absolute hell-- the tombstones block everyone's movement, which can either stall zombies or block your own escape. The difficulty level (normal, dangerous, suicide) affects spawn rate. TIPS ----- - You cannot be hurt by zombies until they've fully risen from their graves. - Prioritize running over shooting. The longer you stay inside the graveyard, the more zombies will spawn. - Thanks to zombies' poor pathfinding ability and the fact that the graveyard is filled with tiny, impassable obstacles, you can often pass right next to a zombie without danger of being hit. However, this also means you can get trapped very easily. - At the same time, know when you have to stop to clear zombies. Because of the close quarters, it is very easy to get overwhelmed. - Watch the exit route-- sometimes there is only one way out, and that in reality, that small gap under the tree is not big enough for you. ============================================================================== ============================================================================== [007R] R. HIT & RUN (FC) OCCURRENCE: Town job (Final Cut only) TIME LIMIT: 40 seconds DIFFICULTY: ** WIN: N/A LOSE: N/A REWARD: +1 car condition per 10 zombies run over PENALTY: N/A A minigame that DOESN'T punish you? Say it ain't so! You get 40 seconds to run over as many zombies as you can. For each 10 you run over, your car is fixed up a little. Do this whenever you have the chance. TIPS ---- - Watch how the zombies move and anticipate when they'll be lined up or bunched together for maximum carnage. - Your car's hitbox reaches only up to the doors-- the cabin is not solid, owing to your car being on a semi-2.5D plane. - Since there's a timer and this minigame uses the same music as all the others, this is a good time to learn soundtrack cues. ============================================================================== ============================================================================== [007S] S. RECOVERY OCCURRENCE: Town job TIME LIMIT: N/A DIFFICULTY: *** WIN: Get to the crate at the end. LOSE: Get hit by a zombie. REWARD: Promised payment PENALTY: Party leader takes damage, no payment You must move all the way to the right and grab the crate at the end. Despite the name, you don't have to bring it back; just pick it up. Prioritize running over gunning-- there is no time limit, so zombies will spawn until the minigame ends. If you're fast and maneuverable enough, you can even get the crate without firing a single shot. TIPS ---- - Tap/move to the rightmost side of the screen as soon as the game begins, to give you an infinitesimal head start. - To shoot accurately, draw a line from the center of your target to just below your character's knees. - Similar to Scavenge, lead zombies in a line behind you and shoot only to clear your own way. Do whatever you can to continue moving to the right; ignore all other directions. Zombies will continually spawn, so there is no benefit to stopping and shooting. ============================================================================== [SAFE HAVEN] ============================================================================== [007T] T. GENERATOR FINALE OCCURRENCE: First stage of Safe Haven TIME LIMIT: N/A DIFFICULTY: **** WIN: Successfully bring 8 cans of gas to the generator. LOSE: Get hit by a zombie. REWARD: Advance to the Zombie Octopus stage. PENALTY: You lose the game. In this L4D-esque finale, you must lift the gate to Safe Haven by grabbing gas cans littered throughout the stage and bringing them back to the generator. You can only carry 2 at a time, and one hit from a zombie means death. You only get as many chances as you have party members, including the leader. Each party member lost counts as a death in the score. If you die while holding gas cans, you will drop them where you were hit. Luckily, carrying gas cans does not slow your character down. Meanwhile, your station wagon is parked next to the generator, and your party members will help kill nearby zombies. Since this is the last stage, you want to be careful and strike a sensible balance between clearing zombies and going for cans. Since you have to go back and forth, you will screw yourself if you let them continue spawning and close off a direction by chasing behind you. TIPS ---- - Stock up on ammo before reaching Safe Haven; 50 should do the trick. One ammo icon (10 bullets) will spawn per can picked up, as well. - Go for the farthest cans first, as this will make it easier for you later. - Stay near the middle of the screen if possible; you don't want shy zombies surprising you from off-screen. - Take some time to clear zombies every time you go back to the generator, especially since your party members will help. ============================================================================== ============================================================================== [007U] U. ZOMBIE OCTOPUS (FC) OCCURRENCE: Second stage of Safe Haven (Final Cut only) TIME LIMIT: N/A DIFFICULTY: *** WIN: Kill the giant zombie octopus. LOSE: Your car sustains too much damage or you get hit by its tentacles. REWARD: You win the game. PENALTY: "Advance" to the alternative Crawling to Freedom stage. Your car is attacked by a giant zombie octopus/Cthulu that has wrapped itself around Safe Haven. There are two stages: [DRIVING] The octopus' tentacles will appear on either side of the screen as your car drives down a three-lane road, meaning that he's about to shoot his tentacle down that lane. If your car gets hit, it will take 10% damage. Just completely avoid any lane you see its tentacles appear, and you'll be fine. It's much easier than it sounds, as you get ample warning before it actually attacks. After some time, the minigame switches to... [SHOOTING] You must damage the octopus while at the same time avoiding its tentacles. The octopus's tentacles will continually come from multiple angles off-screen, and you must shoot them to make them withdraw. If they reach you, you will lose the game and "advance" to the Crawling to Freedom stage. The octopus will also have two tentacles raised in front of its face. As you shoot at these, they will lower into the water, eventually exposing its head for you to damage. The minigame will switch back to driving mode once you damage its head enough (3 shots). The octopus can take 9 shots in total, for a total of three driving stages and three shooting stages. TIPS ----- - Your car will be at the same condition as it was when you reached Safe Haven. So spend time repairing it all the way; don't go into this battle with 10% health! - If you have Faster Reload, you can shoot fast enough to largely ignore the attacking tentacles and focus only on its defending tentacles/head. - Your car stops where it is to fight Cthulu. There is a small pause in between switching from the driving stage to the shooting stage, so move to the bottom-most lane to put the most distance possible between it and you. - If you stay at the very tip-top of the road during the driving stage (station wagon only), then Cthulu cannot hit you, even when its tentacles are attacking the top lane. ============================================================================== ============================================================================== [007V] V. CRAWLING TO FREEDOM OCCURRENCE: Only if failing the Zombie Octopus stage TIME LIMIT: N/A DIFFICULTY: ***** WIN: Successfully crawl to Safe Haven. LOSE: Let the zombie catch up to you. REWARD: You win the game. PENALTY: You lose the game. Now severely maimed by the zombie octopus, you still have a chance to crawl to Safe Haven. Tap/click the screen to move, and if the chasing crawler catches up to you, it's game over. ============================================================================== [EXTRAS] ============================================================================== [007W] W. CLEMENTS' QUEST OCCURRENCE: Accessible from "Extras" in main menu. TIME LIMIT: N/A DIFFICULTY: **** WIN: Make it to Safe Haven and back from Washington D.C. LOSE: All party members die, either from starving to death or taking too much damage. REWARD: Unlock the Not Clements skin, personal sense of satisfaction PENALTY: N/A Feel like some Organ Trail, but don't have 45 minutes to spare? Try Clements' Quest, which keeps the theme while removing the tedium of scavenging and worrying about fuel. You are tasked with taking his family to Safe Haven and back. You now directly control the station wagon by tapping the screen/ pressing the A and D keys to move forward and reverse. There are only two stats to keep track of now, food and party health. The road is littered with zombies, which can be run over without consequence, though they can also block your car if you're not moving fast enough to crush them. You'll also have to traverse hills, moutains, and other slopes. If you flip your car over, a random party member breaks a bone and loses some health before your car is placed back on the road. You start with 500 oz. of food, which counts down at a rate of 4 oz./second. If you run out, your party starts starving and their health will deteriorate rapidly. Once you reach Safe Haven, food will no longer be a concern, and your party will no longer be susceptible to starving. However, if you run out of food AFTER hitting Safe Haven and you're on the way back, your party will start starving again, but this is cancelled once you reach a landmark. Your party may also be randomly afflicted by illnesses just as in the normal game. Passing through landmarks may either give nothing, bonus food, or bonus health, going both ways. Have fun! TIPS ----- - You do NOT need to hit every landmark to win. If you accidentally jump over/ pass one, it's usually not worth going back. - Stop accelerating the moment your wheels leave a ramp and you go airborne-- most of the time, accelerating while in mid-air tilts your car too much and you'll flip. Same applies to reversing. - You will sometimes need to reverse, to pick up more speed to run over a zombie or because you can't travel up a slope without more momentum. Get used to this! - When airborne, you can still accelerate/reverse to slightly shift your car's weight forward or backward. Use this to help better stick landings. This really only works when catching air at low speeds. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . VIII. TOWNS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0080] [008A] A. THE STORE Every town has a store, where you can buy food, ammo, medkits, scrap, and fuel. It is the only reliable way to get ammo, fuel, and medkits, as you rarely get good offers in trades. Do NOT buy food, because you can scavenge hundreds of ounces for free. Scrap, you could maybe buy in a pinch, but it is also better to scavenge for this. Later in the game, things will get more and more expensive, as well as rarer. One good thing that comes out of this is, you will be able to sell both food and scrap for higher prices should you ever need a quick buck. In the Final Cut expansion, towns will either have light or decent supplies. Light-supplied towns often have only one or two items available to buy, and not in large quantities. Decent-supplied towns will usually have all items, although may still be missing one or two. ============================================================================== ============================================================================== [008B] B. THE AUTO SHOP At the auto shop, you can get your car repaired, buy parts, or buy upgrades. Repairs are generally not worth it, as scrap repairs are infinitely more economical. Parts are nice insurance to have, but on Suicide you likely won't have the luxury of buying parts in anticipation of them breaking down. Upgrades are where the auto shop shines. REPAIR COSTS: $20-100 PART COSTS: $40-100 RATING SYSTEM Upgrades are rating according to this 3-asterisk system: * Useless, OR there is a much more useful upgrade for that same slot. ** Situational OR nice to have. *** Highly recommended. Upgrades are rated both on their own merits and in comparison to other upgrades that take up the same slot. For example, even though Sup-R-Last Tires ARE nice to have, they're useless when you consider that for the same price and same slot, you can have Nev-R-Break Tires. ============================================================================== [008Ba] a. CAR UPGRADES, FRONT [COWCATCHER] No slowdown during rubble. I am giving this upgrade a zero rating. This upgrade prevents one, and only one, particular random event, whose only penalty is that you lose an hour. It's analogous to an upgrade that prevents slowdown from heavy ash or from waiting as one of your party member vomits in the bushes. It is the most useless upgrade in the game. [FOG LIGHTS] ** No slowdown during heavy fog. Unlike blizzards or sandstorms, fog happens pretty much throughout your route, making this marginally more useful than other weather-based upgrades. [NEV-R-BREAK BATTERY] ** Battery never needs replacing. One less car part to worry about is a pretty nice perk, especially considering that there is no one top upgrade that stands out as *best*. [SUP-R-LAST BATTERY] * Less likely for the battery to die. In a game of bad luck, "less likely" is just a temptation to the game gods. Plus, it is pointless when you could have a Nev-R-Break instead. [V6 ENGINE] ** Travel faster at the expense of the car. The single biggest speed upgrade in the game-- approximately 15% faster, for example making the station wagon (68/52/38 mph) faster than the UFO. The drawback is drastically increased wear-and-tear, which is not a problem so long as you always have a scrap reserve. However, if you don't, then this upgrade quickly becomes a curse. Hence, mixed bag. [008Bb] b. CAR UPGRADES, BACK [EZ GROW GARDEN] * Generates 1 oz of food an hour. It sometimes feels like the developers forgot to program "per survivor" to this upgrade. As you can imagine, one extra ounce of food per hour makes no significant or meaningful contribution. Pass on this. [NEV-R-BREAK MUFFLER] ** Muffler never needs replacing. Again, not a bad perk, but the Toolchest may be a better option. [NINJA MUFFLER] ** Automatically succeed sneaking through hordes. One less minigame to worry about it is a pretty nice perk, though you might be better off going for the Chainsaw Windows and reserving the back slot for the Toolbox. [SUP-R-LAST MUFFLER] * Less likely for muffler to break. Same deal as any of the Sup-R-Last parts. If you're going for more reliability, invest in the Nev-R-Break. [TOOLCHEST] *** Scrap repairs the car more effectively. A perk so effective that it's almost overpowered. "A" repairs can net you over 20 condition, and even "D" repairs will repair the same amount as "B" repairs. This perk basically guarantees a surplus of scrap and significantly mitigates delays from your car breaking down. [008Bc] c. CAR UPGRADES, TOP [ARMORED WINDOWS] ** Less likely to get bit by zombies. Considering that you'll spend a minimum of 100 hours on the road and that zombie bites reduce your end score, this perk is a worthy investment if you're going for points. [CARRIER] *** Never lose a gas can. The most painful random events are the ones that take your gas cans, since a single can can result in a loss of up to 240 miles, they are incredibly rare in trades, and expensive in shops. Definitely worth the investment. [CHAINSAW WINDOWS] *** Automatically succeed fighting through the horde. One less minigame to worry about is always nice, especially since Zombie Horde is the only one left that's purely RNG. This upgrade guarantees you'll never lose gear to a horde, and it also prevents the worst-case scenario of losing a party member. [SOLAR PANEL] ** Move slowly while out of fuel. Out of fuel? No problem! Your car now crawls along at 15mph on empty, which means you can theoretically keep going forever, your social life and real- -world obligations notwithstanding. Since the game rewards you more for distance traveled than saving time (see section 9A), the solar panel is a great contigency plan. The only downside is that you'll be forced to scavenge a lot more often, owing to how little distance you'll cover in the same amount of time. On a meta level, this upgrade is way too labor-intensive to earn the coveted 3-asterisk rating. [TINTED WINDOWS] * Heat waves cause no damage. Heat waves are pretty rare weather events that occur only in one section of the United States (the Southwest). Especially in comparison to a boatload of other useful top upgrades, tinted windows are a resounding "meh". [008Bd] d. CAR UPGRADES, BOTTOM [NEV-R-BREAK TIRES] *** Tires never need replacing. Flat tires are a danger throughout your entire trip, unlike region-specific weather events. Nev-R-Break Tires definitely stand out amongst the bottom car upgrades, arguably a section pretty lacking in good ones. [OFFROAD TIRES] ** No slowdown during sandstorms. Sandstorms affect only the Southwest, but as with all weather tires, the savings in time (and more importantly, fuel) make it a marginally worthwhile investment. [RAIN TIRES] ** No slowdown during rainstorms. If I gave 2.25-asterisk ratings, this would take it. Unlike the other weather events, rain can happen throughout your trip. Again, the potential savings in time and fuel make rain tires an ever-so-slightly more worthwhile investment than the other weather tires. [SNOW TIRES] ** No slowdown during blizzards. Snowstorms affect only the East and Midwest, but as with all weather tires, the savings in time and fuel make it a marginally worthwhile investment. [SUP-R-LAST TIRES] * Less likely for tires to break. Nope. Nope nope nope. Get Nev-R-Break Tires, or weather tires. [008Be] e. CAR UPGRADES, MISC (INTERIOR) [AIR FRESHENER] * Party members in front take 1 less damage. Don't forget that only two of your party members (the leader and the first person on the list) sit in front. One damage is basically the wear-and-tear from traveling the road. A pretty nice perk, but since it benefits less than half your party, this goes from two asterisks to one. [GPS] * Never lose the road. Like the Cowcatcher, this is one of the few upgrades geared towards preventing a random event whose penalty is you lose an hour. However, you lose the road fairly often, which makes it marginally better than other such upgrades. All in all, although you'll save a handful of hours over the course of your trip, in comparison to the other interior upgrades, this one largely fails to deliver. [RADIO] * Chance to heal party members. Instead of losing health on the road, your party members may gain some health. This bonus is hardly noticeable amongst the much more frequent random events that hurt your party members, and it isn't good enough to remove the need for medkits or resting. Pass on this. [SNO-CONE MACHINE] *** Don't consume food while looking for traders or while repairing. In my opinion, one of the best upgrades in the entire game. If a car part breaks down or you need to trade for fuel/medkits, you don't have to waste time scavenging just so your party can stay alive while stopped. You essentially get infinite tries at trading. Be sure to set your rations to large, otherwise your party will lose health as if eating small rations. You will also need to have at least 1 oz. of food for this to work. [YARD SALE SIGN] *** Better chance to find traders. If a car part breaks or you need to trade for fuel/medkits, this perk helps prevent those punishing times when you can't find traders, resulting in a loss of food for absolutely no benefit. The higher frequency of traders is also very noticeable. However, because the Sno-Cone Machine also takes the interior slot (which essentially gives you infinite trade attempts), this one pales a little in usefulness. Nevertheless, it's absolutely fantastic for late-game Endless, where trading becomes the only way to get ANYTHING. ============================================================================== ============================================================================== [008C] C. COMBAT TRAINER (FC) Combat training is a flat fee of $80. You can have up to three combat trainer perks. They are found in some towns in lieu of auto shops. This is available only in the Final Cut. PERKS [ACTION HERO] * Chance not to use a bullet when you fire. In Campaign, $80 can buy you more ammo than what Action Hero might save. On Endless, even though it may eventually pay itself off, there are infinitely more useful perks that can take up its slot. [BODY ARMOR] ** Take 20% less damage from losing a combat. This perk depends on player preference-- if you aren't too skilled at the minigames, body armor is nice insurance. Otherwise, there's much more useful upgrades that can take that slot. [CARRY CAPACITY +] ** Carry up to 100 more oz of food from scavenging. The usefulness of this perk depends largely on what difficulty you play on. On Suicide, where only 2 items spawn, you will almost never find more than 250 oz of food. Meanwhile, on Easy or Normal, this is much more likely, so the extra 100 oz adds up quick. It is also good for early-game Endless. [FASTER BULLETS] * Bullets travel 50% faster. Don't ask why. Faster bullets make Zombie Octopus a little easier, and Bandits too if you're already not very good at it. If you already are adept at Bandits, then this will completely throw your timing off. [FASTER MOVEMENT] *** Move 5% faster. Five percent sounds like nothing, but the difference is actually very noticeable. With this perk, crawlers will no longer outpace you, and regular zombies can no longer catch up to you. Recovery in particular becomes a cakewalk. [FASTER RELOAD] *** Reload in half the time. Since you have to shoot at things in every single mini-game, being able to reload your rifle in half a second is an AMAZING bonus. If you can pick only one perk, pick this one. [MEDKIT SCAVENGER] *** Medkits have a chance of appearing while scavenging. Again, another perk whose usefulness is linked to how many items may spawn in Scavenge. You could pick this in Suicide, for example, and see less than 2 medkits the entire game. However, because medkits are such an important, rare, and expensive item (especially late game), this perk still pays itself off pretty nicely. [MONEY SCAVENGER] ** Find more money than anything else while scavenging. This perk almost guarantees that you find money at least once per Scavenge trip, even on Suicide. Money's usefulness is very situational, as it depends on whether you anticipate running out of ammo or fuel. It's otherwise nice to have, but is definitely not a necessity. This comes down to player preference. ============================================================================== ============================================================================== [008D] D. TRADING OCCURRENCE: Voluntary; anywhere on the road TIME LIMIT: N/A LOSE: N/A REWARD: Stuff PENALTY: N/A You trade with fellow survivors. The offers you get are completely random, but you will generally notice some patterns. See the STARTING LOADOUT/SUPPLIES section for trade encounter rates on individual items. TIPS ---- - Check the trades whenever you stop. The first trade does not use up an hour, so you get a free attempt. RELEVANT PERKS --------------- SNO-CONE MACHINE (Car Upgrade, Misc) *** Don't consume food while looking for traders or while repairing. YARD SALE SIGN (Car Upgrade, Misc) *** Better chance to find traders. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . IX. ON THE ROAD . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0090] [009A] A. PACE AND RATIONING [PACE] All vehicles have three paces: slow, normal, and turbo. The faster you go, the more health your party loses from traveling, and the more wear-and-tear your car takes. The former can be mitigated by increasing your rations-- large rations and turbo speed, for example, result in no health loss. TIPS ---- - Your car takes the same amount of damage regardless of distance-- for example, moving 2 miles at 60 mph takes the same toll as traveling 60 miles at 60 mph. Play it smart and reduce your speed according to distance to the nearest landmark. [DISTANCE OR SPEED?] At the end of the game, you receive more points the farther you traveled, but you also get less points the longer it takes to get to Safe Haven. It is broken down thus: (0.5M x D) + (1000 - H) = score DISTANCE TRAVELED: ? point per mile, times difficulty modifier HOURS TRAVELED: 1000 - H, "H" representing how many hours it took. Let's say you traveled 6,000 miles on Normal (x2), assuming no hiccups at all: DISTANCE TRAVELED: 6000 points (6000 miles x 0.5 x 2 difficulty) HOURS TRAVELED: 900 points (1000 - 100 hours) = 6900 Compare this to a longer trip of 8,000 miles: DISTANCE TRAVELED: 8000 points (8000 miles x 0.5 x 2 difficulty) HOURS TRAVELED: 866 points (1000 - 134 hours) = 8866 As you can see, distance trumps hours traveled. If you took over 1,000 hours on either of these trips, then only distance would give you more points. Depending on your speed, you can get anywhere from 15-30 points per hour traveled, whilst the hour bonus subtracts only 1 point per hour. [RATIONING] Rationing can prevent health loss on the road, and determines how much health is restored by resting/fishing. My personal recommendation is to always give large rations, as one good scavenge trip of 200 oz. can still feed your party for 14 hours-- that could be 840 miles! It also protects against health loss (barring random events) at any speed, as well as the max health bonus from resting and fishing. RATES ----- Small - 1 oz. per survivor per hour Medium - 2 oz. per survivor per hour Large - 3 oz. per survivor per hour - Sick survivors (purple status) consume an extra 1 oz. per hour on top of their rations. They may still lose a small amount of health regardless of ration size, owing to their illness. - Babies consume 1 oz. per hour regardless of rations. Babies can be found in random events and give bonus points at the end. They will die if without food for a few hours, however. TIPS ---- - If your party has even 1 oz. of food, it still gets the full benefits of rationing for that hour. For example, even at large rations, having 1 oz. in your inventory will still prevent health loss from traveling for that hour, give the full health bonus from resting/fishing, etc. ============================================================================== ============================================================================== [009B] B. WEATHER Weather events occur randomly, and make the trip that much tougher for you. They last for 3-4 hours and go away on their own. Waiting out weather by fishing, trading, or repairing your car is the recommended course of action. Otherwise, go forth young man for great justice. BLIZZARD OCCURS IN: East coast to Midwest EFFECTS: Halves speed, increases health loss, increases wear-and-tear NEGATED BY: Snow Tires (Bottom) HEAT WAVE OCCURS IN: Southwestern region EFFECTS: Halves speed, increases health loss, increases wear-and-tear NEGATED BY: Tinted Windows (Top) HEAVY FOG OCCURS IN: Throughout US, except Southwest EFFECTS: Halves speed NEGATED BY: Fog Lights (Front) RAIN OCCURS IN: Throughout US EFFECTS: Halves speed NEGATED BY: Rain Tires (Bottom) SANDSTORM OCCURS IN: Southwest EFFECTS: Halves speed, increases health loss, increases wear-and-tear NEGATED BY: Off-road Tires (Bottom) ============================================================================== ============================================================================== [009C] C. INFECTION At any point on the open road, a zombie may bite a party member. It can never happen during a mini-game or survivor encounter. What happens when a member gets infected? ... Not much. - Small, persistent health loss of 5% per hour (easily compensated for) - 200 less points in the score (healthy members 500, infected 300) Party members will not turn randomly. There is NO need to ever put down an infected party member. Just don't let them "die," i.e. by letting them become incapped and leaving them alone for too long. Once this happens, they will turn and bite a random party member before being automatically killed by you. If they do become incapped, medkit them and the risk of them turning is gone, though of course they still remain infected. Otherwise, they are like a normal, healthy party member in all other respects. They will never randomly bite a party member as an infected human, or randomly turn into a zombie while not incapped, etc. There is no cure for the infection. Medkits and survivor encounters do not affect it. The only precaution you can take is preventing zombie bites, by taking the relevant upgrades (Armored Windows) and perhaps only travelling during the day. As for the latter, though, I think the time you lose simply would not be worth it. ============================================================================== ============================================================================== [009D] D. POINTS OF INTEREST (AKA SURVIVOR ENCOUNTERS) You notice something going on a ways from the road. Will you get out and take a look? If you do, something interesting may happen.. ***THIS SECTION CONTAINS SPOILERS.*** ***THIS SECTION CONTAINS SPOILERS.*** ***THIS SECTION CONTAINS SPOILERS.*** If you like the mystery of choosing your own adventure, read no further. NOTE: You can choose to leave these encounters at any time, which will never incur a penalty (or reward, for that matter). NOTE #2: Choosing to kill any survivors encountered will trigger the Survivor Putdown minigame, which carries no reward/penalty. [ADOLPH FASTNACHT] A well-fed, healthy stranger offers to trade with you. However, the only thing they want from you is a party member. You can trade your party member for $300, 500 food, or 50 fuel (!). Alternatively, you can choose to kill him and loot his place, which triggers the Bandits minigame, Normal difficulty. However, one of his followers manages to set fire before you manage to loot the place, so the reward you get is very small, such as one medkit or one car part. [ANSWERS] A priest holding a sign saying he has the answers asks you to kill some of his former followers, which triggers the Bandits minigame, Difficult level. The reward is random. I've received 1 scrap twice, while someone else reports having received a tire. [BABY] (BANDIT KING ENCOUNTER) You come to a hospital and hear crying echoing in the hallways. Investigate further, and you'll eventually find a healthy baby under attack by zombies. Killing the zombies triggers the Zombie Putdown minigame, after which you can choose to take the baby, put it down, or leave it. If you take it, it will consume 1 oz. of food per hour (regardless of rations) and give you a small score bonus at the end. However, it will die it food-less for a few hours. If you choose to put it down, a party member intervenes and disappears (along with the baby) in the hospital halls forever, but potentially comes back as the Bandit King. If you don't want the baby, leave it. [BANDIT SCUFFLE] One of your party members finds themselves with a bandit's gun to their head. You can offer 100 oz. of food, $100, or 100 ammo (!) to to get them back, or take the shot, which triggers the standard Hostage Situation minigame. [BOX O'...] A man with a lab coat is trying to pry open a crate labeled "Box O'..." something. Approach him, and it turns out the box is full of zombies. You get the choice of standing your ground (Defense minigame) or running back to the station wagon (Surrounded minigame), neither of which give a reward. [CANNIBAL CHEF] A chef invites you into his restaurant to try his dish. It tastes awful, and he'll ask you what you think. If you tell him the truth, he'll run off. If you lie and tell him it's good, you'll gain 100 oz. of food at the cost of your party leader coming down with dysentery. [CAMPGROUND] You find an unattended campsite. You can either take half their supplies or all of them-- there is no penalty either way, so opt to take everything. [CORPSE BRIDE] You come to a church, where the bride asks you to bear witness to her matrimony, which had been rudely interrupted by zombies. Otherwise, there is no reward/penalty for any choice you make. [DYING OLD MAN] You spot a man crumpled up against a tree. He asks if you can spare him a medkit and, if not, a mercy killing. Neither option gives you a reward. [DIRTY CHILD] You catch a little kid just as he steals some food from your car. If you chase him, he trips over and you can choose to either punish him, reprimand him, or help him up. If you punish him, you get your food back. If you help him up, he gives you a toy he made. Reprimand him, and you get to either take the stolen food back or split it with him. Split the food with him, and you also get the toy. The toy is not worth any scrap, food, or money. It's just for the story. [FRIENDLY MECHANIC] A woman fixing a car asks you to hand her a wrench, and is so busy she doesn't notice she's left a car upgrade out in the open. Take it, and you get a random car upgrade. If you give it back, she'll say she forgives you and nothing else happens. Either way, she will offer to fix your car-- for 1 scrap, your car's condition will be restored to full. [HAPPY FAMILY] You spot a woman gutting a rabbit in front of her house. She'll invite you in for dinner. Her zombified husband and son sit at the table. Choosing to kill her triggers the Survivor Putdown minigame and no reward. Choosing to kill the zombies gives you the option of killing everyone (Survivor Putdown) or looting the place, which gives you half their medical supplies. If you just sit and have dinner, she'll give you 3 medkits as thanks for listening. Condemn her you will get the choice to loot the place (for food and medkits) or kill the family. Not sure which option gives more, so channel your Vault Dwelling self and decide which way you want to get stuff-- niceness or killing. [KITTEN] Your party member finds a kitten, which becomes 10 oz. of food if you keep it. [MAN WITH BOX] A man runs towards you and hands you a box. If you open it, you get 115 oz. of food in the form of a birthday cake. If you give it back, nothing happens. [MAZE] You find yourself in a maze, where you can either go north, south, west, or east. All routes lead to a random reward, so just tap random directions until you get something. [MINE] (BANDIT KING ENCOUNTER)

You come across a mine and hear people crying for help. Your party member climbs down and gets stuck. You answer a radio call, and the people in need tell you to throw dynamite down either the eastern tunnel or western tunnel. Throw it down the western tunnel, you lose a party member and get no reward (although they may come back later as the Bandit King). [MY SAVIOR] You come to a church where a man has been waiting for your arrival. He begs you to kill him. You won't be able to talk him out of it, either. You can either kill him by giving him a loaded gun or doing the Survivor Putdown game. You can also just leave. [POLICE STATION] A prisoner asks you to drag a policeman to him so he can purposedly infect himself. If you oblige, he'll give you the keys to the police armory so you can snag some ammo, 100 bullets' worth. [PLUMP MAN] You find a freshly-made corpse that's rather rotund. Loot his pockets for 5 dollars and 23 ammo. Harvest some meat for 400 oz of food. [SHOWER] You come across a fully-functioning shower, but only one party member can use it. Whomever uses the shower will have their health restored to full, and any illnesses cured (except infection). You don't get to see your party's stats before choosing, so try to keep vague track of which party member is most in need at any time. [SOME GUY] Some guy hands you 100 bullets because he doesn't need them anymore. Aren't you glad you pulled over? [SUV] A man jumps out of his SUV and pleads you for help, as his wife and children are trapped in a nearby school. Loot his SUV for some food, ammo, and fuel. Following him triggers the Zombie Putdown minigame, which will get you a small reward. [THREE CUPS] For $20, you can try your hand at a sort of three-cup monte. The left cup gives you a random car upgrade. The right cup gives you a car part. The middle cup gives nothing. [WORTH YOUR WHILE] A couple fights off zombies near an abandoned US Army tank. Choosing to help triggers the Zombie Putdown minigame. At this point you can leave, or help them further. Helping clear a path triggers the Defense minigame. You also have the option of asking them for a few drinks (restores some health for your party), trading a battery for 70 food, or buying a random car upgrade for $100. Clearing a path, meanwhile, gets you a car part as a reward. [ZOMBEAVER] You see a strange-looking creature hunched in the bushes. Investigate further and you'll find out it's actually a man in a costume. If you are friendly with him, he will give you some berries. If you try to kill him, he will attack a random party member for some loss of health and flee. ============================================================================== ============================================================================== [009E] E. RADIATION Everybody knows that you can solve any problem by throwing enough nukes at it, zombie apocalypses included. The Final Cut gives you the option of skirting the formerly avoided irradiated area of the Midwest, mostly for the purpose of saving time, as well as the irradiated West Coast for absolutely no reason. Radiation has the following effects: - Being on the road increases your party's rad levels (denoted by a smaller green bar inside their health bar). Once it fills up about a quarter of the way, your party member will come down with radiation sickness, which accelerates health loss. - Radiation sickness is one of the few sicknesses the party leader can become afflicted with, but you can tolerate a higher rad level than your party members can. The leader won't start losing health from sickness until rad levels go past 50%. - If the party leader becomes sick from radiation, your health will decrease even if resting-- this is a very dangerous situation. Medkit immediately and leave the irradiated area as soon as possible. - Radioactive puddles will appear in Scavenge. Walking over these increases the party leader's rad level, signified by your character flashing green. This, in and of itself, does not hurt health, but they are best avoided lest you get sick. - Radiated zombies will appear in Scavenge. They leave a radioactive trail behind them that have the same effect as puddles. They otherwise have no special abilities, nor do they do any more damage than normal zombies. Radiation can be removed by: - Exiting the radiated area. Rad levels will decrease on their own. - Resting in a non-radiated area. Resting in radiated areas restores health, but also increases rad levels. - Using medkits. Medkits will cure radiation sickness and/or decrease rad levels, but if you continue to stay in an irradiated area, your rad levels will rise again. [RADIATION SICKNESS] Once afflicted with radiation sickness, you will lose approximately 5% more of your health per hour (on top of whatever else is sapping your health, such as wear-and-tear from the road and random events). Presumably, the higher the rad level, the worse the health loss. Radiation sickness can be cured with medkits, or being in a non-radiated area for long enough. [WHEN SHOULD I ENTER A RADIATED AREA?] You generally shouldn't. Even on Suicide, the miniscule savings in distance and time aren't worth it. The only time I recommend it is when there's a car upgrade or combat trainer perk you want-- just beware, at certain landmarks, you will be forced to travel to two or three more connected radiated landmarks before being able to leave to a normal area. Keep in mind, you will encounter radiation as you enter AND exit radiated landmarks. The following radiated cities are connected together (listed from start to end). The only opportunity to avoid radiation is either before the first, or after the last city listed in each respective route: [THE GREAT MIDWEST] The Church -> The Remote Shack -> Omaha -> The Abandoned Railway -> Wichita * -> The Old Gas Station * From Wichita, you can make a very long detour south to The Castle, or you can proceed to the radiated Old Gas Station to the non-radiated Strip Club. [AREA 51] Area 51 -> The Country Club -> The Redwoods [WEST COAST] Los Angeles -> San Francisco -> The Country Club -> The Redwoods On Endless, I would recommend avoiding it completely, unless there's an upgrade you really want, or the radiated town has decent supplies and you are in desperate need. Unlike on Campaign, there is zero benefit to entering radiated zones; it's not like it gets you to the end faster, and your score does not increase for being there. ============================================================================== ============================================================================== [009F] F. TOMBSTONES Tombstones are more events than minigames. They contain easter eggs, notes from Kickstarter contributors, and other such little in-jokes or references. Viewing them may give you items such as ammo, gas, car parts, medkits, etc. or, the other 95% of the time, a zombie hand will appear, triggering the Zombie Putdown minigame. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . X. GETTING TO SAFE HAVEN . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0100] [010A] A. ROUTES Gone is the traditional 5,700 mile route from DC to Oregon. Your trip can now vary by thousands of miles playthrough to playthrough. Here is an incredibly helpful map created by the Steam user TinFoil: http://steamcommunity.com/sharedfiles/filedetails/?id=547592950 Keep in mind that the prevailing direction is northwest. You can sometimes travel southwest, but generally never east or southeast. There are dozens of routes and choices available, so this list is by no means a comprehensive one: ITINERARIES ------------ [THE CLASSIC ROUTE] LENGTH: ~ 7000 miles This one follows the same route as the original game (with some additions), which totally avoids all irradiated areas. Washington D.C. -> Pittsburgh -> The Mall -> Indianopolis -> The Farmland -> Chicago -> The Remote Shack -> St. Louis -> Badger City -> Wichita -> The Old Gas Station -> The Strip Club -> Albuquerque -> The Desert Motel -> Las Vegas -> The Mine -> Salt Lake City -> The Airbase -> Safe Haven [THE SUICIDAL ROUTE] LENGTH: ~ 6000 miles This route skirts the irradiated in the Northeast and northern Great Plains to shave about 1,000 miles off your trip. It is the shortest route available. Washington D.C. -> The Gorge Bridge -> Indianapolis -> The Farmland -> Chicago -> The Church -> Omaha -> The Abandoned Railway -> Wichita -> The Old Gas Station -> The Strip Club -> Albuquerque -> The Bomb Shelter -> Las Vegas -> The Mine -> Salt Lake City -> The Airbase -> Safe Haven [THE SCENIC ROUTE] LENGTH: ???? This is the longest route you can take, since the game now gives more points the farther you travel. It also takes you through the irradiated area on the West Coast. Washington D.C. -> Pittsburgh -> The Mall -> Indianapolis -> The Farmland -> Chicago -> The Remote Shack -> St. Louis -> The Cave -> Memphis -> The Prison -> The Mansion -> Dallas -> The Dump Site -> The Satellite Field -> Phoenix -> The Amusement Park -> Los Angeles -> San Francisco -> The Country Club -> The Redwoods -> Safe Haven ============================================================================== ============================================================================== [010B] B. CAMPAIGN SCORE FORMULA YOUR FINAL SCORE IS TABULATED ACCORDING TO THIS FORMULA: Please let me know if there are any errors or discrepancies. ITEM VALUE NOTES ______________________________________________________________________________ Distance Travelled ............... 1/2 pt / mile Round up to the nearest whole number. Healthy Party Members ............ 500pts / person Alive, not infected or incapped. Regular illnesses still count as healthy: measles, dysentery, etc. Incapped party members ........... 400 pts / person Infected party members ........... 300 pts / person Station wagon .................... Up to 500 pts Multiply the condition of the car by 5. Fuel ............................. 4 pts / can Scrap ............................ 1/2 pt / scrap Round up to the nearest whole number. Spare car parts .................. 2 pts / part Medkits .......................... 2 pts / kit Bullets .......................... 0.02 pts / bullet i.e. 1 pt per 50 bullets Divide ammo by 50 and round down to the nearest whole number. Food ............................. 0.04 pt / oz i.e. 1 pt per 25 oz. Divide food by 25 and round down to the nearest whole number. Money ............................ 0.2 pt / dollar i.e. 1 pt per $5. Divide money by 5 and round down to the nearest whole number. Baby ............................. 250 pts You can get a baby from a random event. Hours to travel the road ......... 1000 - H "H" representing how long it took to travel to Oregon.