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Sven Co-op They Hunger Solo No Hit Hardest Difficulty

Aug 19th, 2018
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  1. The part of the YouTube description I couldn't provide due to word limit:
  2. {
  3. Sup. This is the first time I've ever attempted something like this. I decided that I had enough free time on my hands and wanted to do something like a No Hit challenge. And what better game to do it for than a game that I'm sure people never thought about doing it for, They Hunger. Almost immediately, I thought it'd be cool to do it on the Sven Co-op version because there are more enemies to deal with, the AI is buffed, and the weapon models are updated. I started my adventure enthusiastically, playing a lot and getting a lot done...
  4. Until I realized I didn't have as much free time as I thought I did. Something I thought I could get done within, say, a 1-3 months, took more than a year to finally accomplish. I started it last summer (mid-summer), and finished it this summer (late-summer). I am veryy happy that I did this because, in my head, this is a major accomplishment that was no simple feat, and plus it's a big thing that no one has ever thought about recording and uploading on YouTube (at least I haven't seen anyway), so I feel pretty unique about it as well (even if someone already did it because clearly it's something hardly anyone in the world has attempted).
  5. Hope the video is at least mildly enjoyable. I made it half with the intention to do something super awesome in my head, and half to entertain individuals, so I lose half my happiness if no one likes it (but, I mean, it's fine if you don't like it).
  6.  
  7. Info about the challenge:
  8.  
  9. - I made a pastebin on my thought process thru-out the entire challenge if you feel like looking at a manual of sorts for it: (didn't provide link since you are now looking at the pastebin that the manual is located on)
  10. - This USED to be just "One Segment Per Level". This changed halfway thru episode 3. At this point, I had been at the challenge for so long that if the beginning of the level was either A. based almost solely on luck or B. painfully long, I split it into two segments to save my sanity. This is used, offically, two times but, technically, four times (the times when are displayed under "Cuts in the Video" (which is found on the YouTube description)).
  11. - I edited Level 5 of Episode 3 to skip the sheriff's super long speech for convenience.
  12. - This challenge is only the start of the things I want to do on this channel. I want to make more videos like this, but I'm not a master gamer with super-reflexes and amazing planning, so idk what will actually happen. I guess we'll see.
  13. }
  14. ___________________
  15. Manual
  16. ___________________
  17.  
  18. Hello! So you've decided to look at the manual for this challenge. Great! Let us dive into the horrors that came from what is the SC They Hunger Solo No Hit Hardest Difficulty challenge. And remember, everything stated is assuming we're talking about doing the game without getting hit, not doing it under normal circumstances. Plus if you find anything you think should be added or change, let me know in the comments section on YouTube!
  19.  
  20. --------------------
  21. Table of Contents
  22. --------------------
  23.  
  24. 1. Level Difficulties
  25. 2. Level List
  26. 3. Weapons
  27. 4. NPCs
  28. 5. Strategies/Tricks
  29. 6. Level Tips
  30. 7. Epilogue
  31.  
  32. --------------------
  33. 1. Level Difficulties
  34. --------------------
  35.  
  36. Very Easy - Level is super fast and/or the threats are very easy to deal with
  37. Easy - Level is quick and/or the threats are easy to deal with
  38. Medium - Level is normal length and the threats are slightly difficult
  39. Hard - Level is long and/or the threats are hard to deal with
  40. Very Hard - Level is extremely long and/or the threats are incredibly difficult to deal with
  41. (+ = Multiply difficulty by 10)
  42.  
  43. --------------------
  44. 2. Level List
  45. --------------------
  46.  
  47. Episode 1
  48. Intro (th_ep1_00)
  49. Level 1 - Easy (th_ep1_01)
  50. Level 2 - Very Easy (th_ep1_02)
  51. Level 3 - Medium (th_ep1_03)
  52. Level 4 - Hard (th_ep1_04)
  53. Level 5 - Hard (th_ep1_05)
  54.  
  55. Episode 2
  56. Level 1 - Very Hard (th_ep2_00)
  57. Level 2 - Hard (th_ep2_01)
  58. Level 3 - Medium (th_ep2_02)
  59. Level 4 - Medium (th_ep2_03)
  60. Level 5 - Very Hard (th_ep2_04)
  61.  
  62. Episode 3
  63. Level 1 - Easy (th_ep3_00
  64. Level 2 - Medium (th_ep3_01)
  65. Level 3 - Hard (th_ep3_02)
  66. Level 4 - Very Easy (th_ep3_03)
  67. Level 5 - Very Hard+ (th_ep3_04)
  68. Level 6 - Very Hard (th_ep3_05)
  69. Level 7 - Hard (th_ep3_06)
  70. Level 8 - Very Hard (th_ep3_07)
  71.  
  72. --------------------
  73. 3. Weapons
  74. --------------------
  75.  
  76. Umbrella
  77. Reskin of the crowbar. Useful for breaking obstacles and killing head crabs (if it's safe to use the umbrella to do so) and standard zombies if you really need to conserve ammo.
  78. Side Note: I use the old model in my video rather than the new model Sven Co-op gave the Umbrella. I just like it more.
  79.  
  80. Shovel
  81. Reskin of the wrench. Useful for breaking obstacles, but its main feature is charging it with right click, releasing after a while for a devastating blow. I use this a lot if I want to kill enemies quickly because in most cases if the shovel is completely charged, it kills enemies instantly.
  82. Side Note: Like the Umbrella, I use the old model for the shovel as well.
  83.  
  84. Spanner
  85. A faster version of the umbrella, but I assume it's weaker. Probably more useful for breaking obstacles than the umbrella, but other than that, I never really used it.
  86. Side Note: The spanner was added to Episode 2 after I had already completed it, hence why I only obtain it in Episode 3 in my video.
  87.  
  88. Colt 1911
  89. Pistol that is useful for killing enemies with low HP or sniping enemies from far away. It's your only weapon initially, so you will be using it as your main weapon for the first level, but after that, it's impractical to use once you obtain better weapons, like most pistols in first person shooters. Shares ammo with the tommy gun and grease gun.
  90.  
  91. Revolver
  92. Powerful handgun that will instantly kill most enemies 'if you land a headshot on them'. Otherwise it's weak to the person using it. It's useful for killing zombie cops if they are right around the corner and you can be quick enough to aim for their head and shoot them before they can draw their weapon, but if you aren't, then just use it to kill normal zombies.
  93. Side Note: The look that Sven Co-op gave the revolver is how it looks in the first episode in my video. I restored it to look like its original look when I started episode 2, hence why it looks different.
  94.  
  95. Tommy Gun
  96. Submachine gun that is useful for killing enemies quickly or killing lots of enemies at once. It is also surprisingly pretty good as a sniping weapon (only if you are firing as if it's a semi-automatic slowly). You will find lots of ammo for this gun throughout the game, but can find yourself low on ammo if you use it too much. It shares ammo with the Colt 1911 and Grease Gun.
  97.  
  98. Grease Gun
  99. Horrible weapon. Don't use unless you want to appreciate its cool model and kill weak enemies (can't even be used as a sniping weapon). Shares ammo with the Colt 1911 and Tommy Gun.
  100.  
  101. Sawed-Off Shotgun
  102. Useful weapon for killing standard zombies quickly. Don't use (even the double barrel shot) against zombie cops unless you want to hope you'll be lucky enough to take them out in one shot. In my experience, they normally survive the shot. Other than that though, good weapon capable of dealing lots of damage.
  103.  
  104. M16A1
  105. Very useful semi-automatic sniping weapon. Good damage and can be used in pretty much all ranges. You can left click to fire normally, or right click to do 3-bursts. Use this weapon when killing zombie cops from afar if you have nothing else better to snipe them with. The map transitions automatically refill this weapon's ammo to 80 (usually), but physical ammo is never found in a level (I mean I never found any), so if you run out of ammo for this gun, you must either get to the end of the level or restart the level to get more ammo.
  106.  
  107. M14
  108. Extremely effective sniper rifle. Ammo is super scarce (as well as the weapon itself), but is extremely useful for killing zombie cops and military quickly.
  109.  
  110. Tesla Gun
  111. Very effective energy weapon. Shoots electricity beams at enemies within close range. Useful for killing zombie cops only if they are close to you. Do not use this weapon at long or even medium ranges because it does not reach out that far. Hold right click to charge a shot. Holding it down long enough allows it to kill soldiers in one shot.
  112.  
  113. TNT
  114. Reskin of the hand grenades. Useful for killing/injuring enemies you can't see. Also useful for making cops and military panic.
  115. Side Note: In Episode 3, the grenades no longer look like TNT and just look like hand grenades again, but I retained the TNT look, hence why they still look like that in Episode 3 in my video (Their world model still looked like hand grenades however).
  116.  
  117. Satchel Charge
  118. A bomb that can be remotely detonated. Only found in level 4 of Episode 1 (as far as I know). It's very useful as a trap for zombie cops.
  119.  
  120. --------------------
  121. 4. NPCs
  122. --------------------
  123.  
  124. Civilians
  125. Reskins of the scientists. They can heal you if your HP is low (but obviously your health will only be low if you were damaged by something other than NPCs so this doesn't help) and can act as distractions, though they are hardly ever around in situations where this would be helpful.
  126.  
  127. Standard Zombie
  128. A reskin of the headcrab zombie. They have the lowest threat level an enemy has in the entire game. They're slow and don't have a lot of HP. The only real thing you have to watch out for is if they start flanking you or overrunning you. Plus NEVER assume that if you run far enough away, you'll lose them. You can run far, far away from zombies, but once they see you they never stop walking to where you are unless their path gets blocked, no matter how far away.
  129.  
  130. Head Crab
  131. A reskin of the headcrab, this zombie is literally a head crab, a head on crab legs (or I guess they look more like spider legs, but whatever). They have a very low amount of HP but can easily surprise you. Remember where they are in a level because they jump fast if you are in range.
  132.  
  133. Zombie Cop
  134. A reskin and hostile version of the security guard. You will learn to despise these zombies as they literally have aimbot and wallhax. If you are within range and you don't have anything to hide behind, their shots will 99% hit you. The only advantage you have is peeking around walls and shooting them before they can grab their pistol. In Episodes 1 and 2, you will mostly be relying on killing them before they can take their gun out. Once they have their gun out, it is very hard to kill them without getting shot yourself. I call them "primed" once they have it out, and anything hostile to them can cause them to be primed, such as the zombie cops seeing either you, civilians, or military.
  135.  
  136. Gray Zombie Cop
  137. A reskin and hostile version of the "Otis" security guard. Same things as the normal zombie cop, except they have a revolver.
  138.  
  139. Cop
  140. The best NPC you can have around. A reskin of the security guard, they also have aimbot and wallhax and because of the fact you can heal them with your syringe, they make great bodyguards. Sadly there is truly only one time where it is a godsend that you have a cop, and it is the beginning of Episode 2. This map is littered with zombie cops, but because you have your own cop, he is able to be a tremendous distraction and help you take them out.
  141.  
  142. Zombie Rat
  143. A reskin of the snark. These things can be outran, but they run just as fast as you and any wrong move could mean they get up to you and hit you. They attack as soon as they touch you, so there's no dodging their attack other than running or killing them. Because of their abnormally small hitboxes though, you are better off running until they eventually die, as they have a small lifespan once spawning.
  144.  
  145. Ichthyosaur
  146. A shark... -like animal. I think They Hunger means for it to be a normal, traditional shark, but it looks exactly like the alien shark from Half-Life. They are initially neutral, but quickly become hostile when either swimming around it or attacking it. All times encountered except for one, you can just avoid them. That one exception is where you must swim thru a sewer, and you encounter one directly in front of you. It must be killed before proceeding.
  147.  
  148. Zombie Dog
  149. A reskin of the houndeye. They have an extreme amount of HP but can only attack you if you are directly in front of them for around half a second. They aren't too much trouble alone, but they almost always spawn in packs, making their unusually high amount of HP hard to deal with. If there is anywhere you can jump up on to avoid attacks, do that, otherwise do the run and gun while running backwards trick on them.
  150.  
  151. Bullsquid
  152. A reskin... of the bullsquid. I have no idea what They Hunger reskinned it to be. My guess was always a zombie alligator since you ONLY encounter them in Episode 2 Level 1 in the sewers, but I don't know. Regardless, they are a pain, especially since you only encounter them under water or in tight spaces, and that combined with the fact that they shoot spit projectiles at you is very bad. Do your best to keep your distance, dodge their projectiles, and keep firing at them. They have a rhythym to firing spit, but sometimes they will do a fake out and shoot another spit immediately after the last. Keep on your toes fighting these things. Oh ya they're also hostile to head crabs for some reason.
  153.  
  154. Frankenstein Monster
  155. A reskin of the alien grunt except without the hivehand. They aren't officially called Frankenstein Monsters, I just called them that for lack of a better name. Once they see you, they attempt to chase you down and beat you to death. Aside from their high HP, they aren't too bad to deal with. Just remember where they are and don't get too close, they run slightly faster than you and can swing at you while moving.
  156.  
  157. Skeleton
  158. A reskin of the vortigaunt slave. They fire green electricity at you pretty fast if they see you. They also have very low HP so just kill them quickly to deal with them. If they spawn in packs, know that they can revive one another, so make sure you kill them all as quickly as possible.
  159.  
  160. Reanimated Hand
  161. Another reskin for the headcrab. These things are very annoying. Aside from their low HP, they move pretty fast and jump at you quickly. Keep your distance and remember where they are in a level, they can easily surprise you. Use the tommy gun to kill them since it is hard to aim at them due to their small size.
  162.  
  163. Leech
  164. A leech. They are easy to see in the water. Don't get close. That's all.
  165.  
  166. Zombie Chicken
  167. Another reskin for the headcrab. They move slower than the head crab, but jump at the same speed. Apply same caution as you would for the head crab.
  168.  
  169. Zombie Bull
  170. These things have the most HP out of any enemy besides the bosses (and apache) and run faster than you. These things used to be a nightmare to me... until I realized the trick of peeking around corners and shooting at them. They will not move until they see you (or any enemy), and because they are very big, you can peek around corners and shoot at them without them seeing you pretty easily, allowing you to kill them without needing to get into a conflict with them. This doesn't mean you can always do this though. There are moments where you are forced into a bull's field of view, which in this case, once it starts chasing you, continuously run in the opposite direction while simultaneously shooting at it as much as possible. There is a chance that if it swings its horns at you, it won't hit you, but only a chance.
  171.  
  172. Super Bullsquid
  173. It's not even reskinned this time. It's just a very large version of the bullsquid from Half-Life 1. I have no idea why the They Hunger team wanted this thing in the game. It only appears once, and at the very end of Level 3 in Episode 3. It can easily hit you if you aren't paying attention, so be careful. It moves super fast, but once it sees where you are, it will only shoot projectiles at you for the most part. Just dodge those and get away from it as quick as possible (unless it's easy to kill, I never attempted it).
  174.  
  175. Military
  176. A reskin of the human grunts. They are hostile to both you and the zombies. They are much more annoying to deal with than the zombie cops because the peeking trick only works if you have weapons that will kill them very fast or instantly (otherwise they move out of the way, become active, and then hunt you down) and they ALWAYS have their weapons ready. The best ways to get rid of them are to hide somewhere where they can't shoot you but you can shoot them, killing them super fast via the peeking method, keeping your distance (there is a certain point where they will not fire at you and instead try to run towards you to close distance; during this, shoot at them), or quickly killing them with a fully charged shovel (yes this works, but they must be RIGHT THERE when they see you, otherwise you won't hit them in time before they fire at you). They can also throw/drop activated grenades, which may or may not be annoying to you, depending on the situation. They also spawn with either a tommy gun or a semi-automatic shotgun (that turns into a sawed off upon death). When they die, they drop their weapon for you to pick up. If you use grenades to blow up their bodies, they will drop an additional gun.
  177.  
  178. Zombie Military
  179. Same things as normal military, except zombified, so they are now hostile to you and human military.
  180.  
  181. Apache
  182. There is only one time you are supposed to fight a military apache, and it is an event which I skip via unconventional means. If there was no way to skip this fight (which is in Episode 3 Level 5), this level would be a thousand times harder. The apache can almost always shoot at you no matter where you are looking at it from and if it's having a hard time seeing you, it will shoot missiles that will 99.9% hit you no matter where you are. It is destroyed just by shooting it enough times, but it has a tremendous amount of HP that it will hit you long before you do much to it.
  183.  
  184. Cyber-Franklin
  185. A reskin of a human grunt using a hivehand. He has a lot of HP and because his shots home in on you, he's not easy to kill without getting hit. If you can maintain fire on him though, he will panic and keep his shots at a minimum, otherwise he will spam his gun upon you.
  186.  
  187. Sheriff
  188. His NPC uses the AI and animations of a security guard, but he is only fought while he's in an apache. Unlike the normal apache, this one does not shoot missiles, which is great because then the boss fight would probably be impossible. It may have just been me, but it feels like his apache has significantly less HP than a normal apache, so as long as you hide whenever the sheriff shoots at you and you shoot back constantly while he's turned around, you should be able to kill him pretty fast. I was able to kill him on my first try.
  189.  
  190. --------------------
  191. 5. Strategies/Tricks
  192. --------------------
  193.  
  194. Throughout my time attempting this challenge, I've found out lots of things you can do to get through the game without taking damage from enemies. Some of these things, I figured out very fast, others much later in the challenge (if you're observant enough, you might see me using a certain strategy only later on in the video rather than earlier, where I could've used it, but I didn't know about it yet).
  195.  
  196. Peeking
  197. Every NPC can be seen around corners without them seeing you. This is very important to remember for zombie cops and military, since sometimes for the cops and always for the military they are full-on ready to open fire on you super fast. This is one of the only ways you can get the jump on some enemies, so know when to use it. Some things to remember though:
  198. - You don't need to use it on every enemy, just the ones that are hard to kill if they see you.
  199. - Zombie cops don't seem to move if they are getting shot while they can't see you, but the military NPCs will move very fast if they are getting shot even if they can't see you, so if you use this strategy to kill military, you must use weaponry that kills fast.
  200. - You need to be VERY slow while peeking. You need to peek enough so that you can see enough of the enemy to shoot, but not so much that they end up seeing you. This is harder to pull off the smaller the enemy is (when I say smaller, I do mean their model, but I also mean how small they look due to how far away they are as well).
  201.  
  202. Sniping
  203. Every NPC has a distance threshold from which they can shoot you before the game tells them they need to be closer. You don't have that limitation (unless the target is extremely far away), which means if you can keep a very big distance from ranged enemies, you can shoot at them out in the open without them shooting back, at least until they get close enough to you. This is very useful in some areas where there are a lot of zombie cops or military and you have a lot of open space because it gives you a way to kill them without them having any means to kill you back other than moving closer. Some parts, this is essential to do, other times, it's an option. If you're doing this but the enemy has a way to get closer to you, use weapons that are very accurate and fast-shooting, like the M16A1, Tommy Gun, or Sniper (which should really only be used if they can close the distance quickly). If you're doing this but the enemy has no way to get to you, use the Colt or Tommy Gun to conserve precious ammo.
  204.  
  205. Grenade Distracting
  206. You will rarely need this strategy, but there are times where it comes in handy. This is where you use TNT/Grenades to make zombie cops or military panic and run off. This is useful if you need an enemy to move into view or not shoot you for a little bit.
  207.  
  208. NPC Decoy
  209. The game rarely gives you friendly human NPCs, but when it does, they are great decoys to use against zombie cops. You can run into them to make them go the direction you are pushing them into. They will also follow you if you press your use key on them. If it's a human cop, once they engage in combat, they typically stay on the front lines until their HP gets really low, allowing you to stay back and fire upon enemies in the background. Remember to heal them if they are nearing death or revive them if they die (if they die, you must revive them quickly, otherwise their bodies vanish).
  210. While less practical, you can also use zombies to distract human military. I did this a lot in Episode 3.
  211.  
  212. Bullet Panic
  213. Cops and Military will be sent into a panic if they realize they are being bombarded with bullets. If you are stuck in a firefight and you have no choice but to face confrontation with these two enemies, you can attempt to do this. If they have already seen you, this most likely won't work, but if they haven't yet, it's a strategy you can attempt if there is nothing else you can do. It is most effective against unprimed zombie cops as you have more time to send them into a panic before they draw their weapon and attempt to use it. Not the greatest strategy there is here, but it has saved me before.
  214.  
  215. Extra Ammo From Soldiers
  216. After killing any type of military soldier, they will drop their weapon to be picked up as ammo. If you are hurting for more ammo and you have grenades, you can blow up their bodies and they will drop an extra weapon (the same weapon they initially dropped).
  217.  
  218. Extra Ammo From Special Weapons
  219. If you find another Tesla Gun/Sniper but you already have the gun, you can drop it, wait on the new gun for a bit, and eventually you will pick it up. After doing so, walk over the weapon you dropped and you will regain the ammo from that weapon (max ammo reserve for the sniper is 15 and max clip size for the tesla gun is 100). Also I assume this works with any weapon found, but the only weapons I've found hidden around that appear more than once is the sniper and tesla gun, probably because they do not spawn for everyone in the server, as in only one person can pick it up, so they appear more often in hidden places so that more than one player can use them. Obviously this doesn't matter, since this challenge consists of you being the only player, but doesn't mean you need to follow that rule! (In fact it'd probably be harder to do this challenge with two or more people!)
  220.  
  221. Priming
  222. A very important thing to know that can save you a ton of trouble is knowing what enemies are primed and which aren't. And when I say primed here, I'm talking about a different 'priming', not the priming I spoke of earlier that talks about whether they have guns out or not (sorry, I gave both these things the same name). This priming is whether or not an NPC's AI is activated. There are some enemies throughout the episodes that become primed 'if the player looks at them'. Otherwise, they will do absolutely nothing. I utilize this the most in Level 5 of Episode 3, skipping a ton of soldiers, dogs, and bulls simply by not looking at them. This doesn't work for every NPC, as most of them are already primed (primed as in their AI is activated), but Level 5 has a ton of un-primed NPCs which is amazing due to how difficult this level already is.
  223.  
  224. --------------------
  225. 6. Level Tips
  226. --------------------
  227.  
  228. There are special things to watch out for in some of the levels (good and bad). This part of the manual is where I mention and talk about them. Btw I don't talk about where every enemy and item placement is. To know that, you'll need to find out yourself.
  229.  
  230. Every Episode
  231. - Play through the level without the intention of getting through without getting hit first to get an idea of where everything is.
  232. - If you fail a level, go into the console and type "changelevel (level name)" and it will start you at the beginning of the level 'with the same equipment that you had from when you started it'.
  233. - You probably aren't going to do this challenge in one whole run. After finishing a level, write down the weapons and ammo you had, and once you want to pick up the challenge again, go to the level before the one you are at, give yourself the exact same weapons and ammo you ended the level with, and then get to the level transition (preferably using cheats so that you don't get attacked or need to use your weapons). This will start you in the next level with the exact same weapons and ammo you had from when you left the game.
  234. - Some levels automatically give you weapons and/or ammo during the level transition. If you do the above tip, you don't need to worry about the level transition giving you extra ammo that would go above how much you left off with because (to my experience), level transitions only either give you weapons you are missing or give you ammo for the M16A1, which if it does, it gives you a cap of 80 rounds in reserve, meaning you won't get anything extra (I feel like this isn't supposed to happen, but it's what happened to me so idk, maybe what I stated here actually won't happen for you, which then you need to find out what to do then, sorry :\).
  235.  
  236. Episode 1
  237. Level 1
  238. - In the area that has the burner and the shovel, zombies spawn directly behind you. Be careful and watch your surroundings.
  239. - After turning off the electricty, backtrack to the room that had electricity coming out of a broken lightbulb zapping an iron rod on the ground that was preventing you from entering the room. The electricity will be no more. In the room are 1 to a few head crabs. Kill them, and inside the room you will find a sniper.
  240. - After the truck crashes through the building, go to the front door on the outside and there will be a sawed off shotgun there.
  241. Level 2
  242. - In the house that the first zombie cop appears at is a sniper rifle and ammo (I didn't do the extra ammo strat in my video because I didn't know about it at the time).
  243. Level 3
  244. - There is a secret area that contains supplies at the beginning of the level before you swim to the zombie cop helicopter. You have to crouch to get to it and it is hiding behind some tall grass.
  245. - Once you kill some zombie inside of the helicopter, it explodes after a few seconds. Make sure you wait for this before getting the Tommy Gun inside of it.
  246. - At the part where a mini-volcano emerges from lava, there is a cop stationed to the left of the volcano down in the ravine on a cutout part of the mountain. You will need to jump out and kill him quickly, preferably with the sniper. There is also a cop on top of the ravine. Snipe him as well since you will eventually go up there and it is easier to kill him down here rather than up there.
  247. - At the end of the level is a lake with two ichthyosoars. One only spawns if you go into his den, while the other is already spawned in the lake. Typically, you won't have any easy way to kill it, but because it only aggros if you get close to it, once you are ready, just swim straight down the right side of the lake (right side from when you first enter the area with the lake) and swim to the tunnel that leads to the next level.
  248. Level 4
  249. - There is a satchel charge in the dam in a storage room. Also on the right side of the dam is a ladder to descend into the ravine. Down here is a zombie cop so be careful, but if you kill him and swim all the way down the ravine, you will find a Tesla Gun at the end of it.
  250. - After clearing the last train stop of zombie cops, there is a window to the right of the tracks that, if you step in the wrong places, will break open and reveal a primed zombie cop ready to gunslinger you. To avoid this, stay on the far left side of the area, and, once you need to get the box to jump into the building at the end of the area, stay on the far left of where the box initially is (this worked for me, so I apologize if it doesn't for you).
  251. Level 5
  252. - The zombie cops are very unpredictable at the beginning of this level. They sometimes run out of the church they reside in and raid the building with civilians, and sometimes they don't. They sometimes take forever to come out, and sometimes they come out super fast. Just be ready for whatever happens.
  253.  
  254. Episode 2
  255. Level 1
  256. - You start this level with weapons, despite losing everything in the last episode. You are stripped of them shortly after you spawn however. To counter this, drop everything you have, and once you escape your cell, they will be outside for you to pick up.
  257. - Use the human cop at the beginning for the entire outside area as protection against the zombie cops. Heal him as needed.
  258. - In the sewers, enemies cannot see you if you are submerged in water 'unless they are submerged themselves'. Use this to your advantage in the first part of the sewers where, eventually, zombie cops will come out to look for you (you can crouch to become submerged in the water here, and since NPCs can't crouch, they can't submerge themselves to attack you).
  259. - Be careful with the first sighting of the bullsquid. If you don't move far enough forward after seeing it, it won't continue along its path and won't despawn, thus it will come for you.
  260. - Beware the box that you shoot the chain of to bring down into the water. Once you get close to it (or move it or something), a head crab spawns on top of it.
  261. Level 2
  262. - Beware the military soldier that you see when the truck you avoid breaks into a loading bay door. If he sees you and doesn't get killed by the explosion the truck causes, he will run for you and attack you.
  263. - The ichthyosoar in the sewers is very hard to kill because if it swims away before you can kill it, it may never come back and it'll force you to run into it, most likely ending with you getting bit. The only advice I have is try to get it stuck in the shredder while it's turned off, and hopefully it kills itself in it once the shredder turns back on. If it doesn't work though, then hope it gets stuck somewhere in view for you to shoot it (which is what happened to me). The ichthyosoar may also glitch out and, after shooting it for a while, may appear still alive but in actuality be dead (this also happened to me). You'll know for sure once you swim to it, where it'll either play its death animation, or do something else (like try to eat you).
  264. - It's also possible I have this whole situation completely wrong :\ who knows
  265. Level 3
  266. - Once you enter the laboratory, after you ascend some stairs, there is an opening in the wall to the right. Follow the edges outside of the opening into a secret area which contains the Tesla Gun.
  267. - After the Frankenstein Monster breakout, you will eventually find one of them laying on the ground. It only gets up after you break the air vent near it. If you damage it enough to the point of death, then as soon as you break the air vent, it stands up and dies instantly.
  268. Level 4
  269. - In the area that looks like a residental/relaxation area, there is a door that appears locked, but is simply blocked by something on the other side. If you break the window above it and throw TNT in the room, the obstacle will break and allow you to enter, revealing another Tesla Gun.
  270. - Next to the room mentioned above is a bathroom that opens after things happen (don't know what these things are in all honesty, but I always found it open after I killed the Frankenstein Monsters up ahead). If you kill the rats in here, they become zombie rats and attack you.
  271. Level 5
  272. - In the final fight, run the truck at the slowest it can be and hide to the left of the room (I say slowest because if it's any faster, you won't have enough time to hide before enemies outside see you). Wait for it to go all the way to the end and it'll blow up something, either injuring or killing some enemies up ahead.
  273.  
  274. Episode 3
  275. Level 1
  276. - In the medical room with the radiation equipment, position the laser machine above the X on the ground. Once you press the button that triggers a Frankenstein Monster to break open the door out of the room, use the laser machine to kill the Frankenstein Monster, as well as the other one up ahead.
  277. Level 2
  278. - Once you get to the train track, don't go left. All it leads to is ammo you don't necessarily need and once you try to leave the tunnel, you will find a bunch of zombie dogs waiting for you.
  279. - After the train crashes, down underwater in the ruins of the crash is a sniper rifle.
  280. - At the lake with the waterfall and the floating log, after you kill the zombie cop, kill the two ichthyosaurs in the water (unless you are brave enough not to) and swim behind the waterfall to obtain a Tesla Gun.
  281. - In the area where the downed helicopter explodes, there is a cliffside you can scale that leads to a sniper rifle (and head crab).
  282. Level 3
  283. - If you haven't been using the peeking strat, this level is where you might want to start using it, due to the great amount of zombie bulls in it that happen to be right around corners, not allowing you to get to safe spots to kill them if they see you.
  284. Level 4
  285. - Nothing to say here!
  286. Level 5
  287. - The intro requires at least one soldier alive for the zombie cop to focus on if he is still alive, otherwise you will most likely get shot.
  288. - During the intro, once you break out of your cage, find points where the zombies are closer to the soldiers than you are and the soldiers are closer to the zombie cop and bull than you are.
  289. - Once you get to the rundown house with a lake next to it, get the zombies across the shore to see you and let them walk close to the cliffside that lets you go over the lake (don't exit the house yet and don't let them completely cross the lake). After this, run towards them and after the cliffside explodes, let the zombies fall down into the lake and use their heads as a boost to get across the lake. This allows you to bypass the apache fight.
  290. - In the next area after where the apache fight is supposed to happen, be careful because if you are too far forward (where the zombies and soldiers are), the apache may be able to see you 'through the skybox' and shoot at you.
  291. Level 6
  292. - This level and the next will really test your skills on killing soldiers one-on-one, be prepared.
  293. - Right when soldiers start raining from the sky, hide under the train cart you spawned in. This mostly works as a spot to take cover and shoot soldiers from, though they can still shoot you if you aren't cautious.
  294. - There is a sniper rifle in the box next to the observation window that you use to speak to the deputy.
  295. Level 7
  296. - After you open the helipad ceiling, do not worry about being cut to pieces by the helicopter blade. It doesn't do any damage (the outer part doesn't anyway, dunno about the middle or center)
  297. Level 8
  298. - During the cyber-franklin fight, try to ensure that the watch tower doesn't see you, otherwise you will have to deal with an extra zombie cop on the ground.
  299. - Not much to say for the sheriff fight. Just do your best and stay out of the line of fire!
  300.  
  301. --------------------
  302. 7. Epilogue
  303. --------------------
  304.  
  305. That's all I got on my mind. Thanks for reading this big guide thing! Hope to see you later if I end up continuing this kind of stuff.
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