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Days Gone NG+ routing

Sep 16th, 2019
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  1. Days Gone NG+ routing
  2.  
  3. WHAT YOU KEEP:
  4. Unlocked guns
  5. Camp trust levels
  6. Camp money
  7. Unlocked skills
  8. NERO injector upgrades (Health, Stamina, Focus)
  9. Bike upgrades
  10. Unlocked crafting recipes (including throwables)
  11.  
  12. WHAT YOU DON'T KEEP:
  13. Ammo
  14. Melee weapon
  15. Bounty ears, animal meat, plants (sell them in NG)
  16. Consumables of any kind (throwables, heals, or status cocktails)
  17. Crafting materials
  18.  
  19. These notes generally assume a 100% completion of NG. I'll point out a few crucial things to ensure are not missed here (upgrades/guns).
  20.  
  21. PRIMARY WEAPON - I recommend the Chicago Chopper. Its respectable base damage, elite range, solid accuracy, large clip size, and *ridiculous* rate of fire make it a DPS machine. It is purchased from Jacob at Wizard Island once trust level 2 is reached. The IDF PUP is nearly its equal on all fronts, and is a good choice too - it is unlocked by defeating 20 hordes in NG, and its clip upgrade is unlocked by defeating 30. Do both of these things.
  22.  
  23. SIDEARM - Personally, I'm rocking the SMP9 (Mil Spec condition) for essentially the same reasons as the Chicago Chopper. It has slightly lower damage and a slightly even more ridiculous rate, to go with a smaller clip, but is by and large the same weapon. You could make the case for the PDW (Special Forces condition) or, if you're insane, The Mayor (Mil Spec condition), but you've gotta be good at getting headshots without Focus for those to be faster (especially The Mayor). I think the SMP9's rate of fire sets it aside, but this one is open to interpretation. The PDW is unlocked by reaching Trust Level 3 with Wizard Island, and then purchased from Jacob. The Mayor is unlocked by completing the Law And Disorder storyline (listen to all of Garret's speeches) and then purchased from Jacob.
  24.  
  25. SPECIAL - Most of these weapons are sniper rifles (fun to use but extremely slow) or crossbows (just kinda ehh, plus you can't buy ammo for them). That makes the MG55 the runaway choice here. It's, once again, an utter DPS monster, and has a really large clip size too. It's unlocked by defeating 24 hordes in NG, and its clip upgrade is unlocked by defeating 34. Do both.
  26.  
  27. I strongly recommend locating all 30 NERO injectors in NG to max out Health/Stamina/Focus capacity. There's just no reason not to. Stamina is the most important of the three, but you can max them all out, so just do that.
  28.  
  29. Same goes for the skill tree. Some skills are genuinely useless in this route (like the crossbow-related skills) but getting max XP is even simpler than clearing all the hordes. It'll probably just happen anyway. There are a handful of crucial skills (Field Repairs, Hard Hitter, Home Run, Executioner, Focused Shot, Dead Shot, Quick Reload, Up The Ante, Eagle Eyed, The Butcher, Catch Your Breath, Ear To The Ground, Carry That Weight, Shape Up) but nearly all of them are at least useful.
  30.  
  31. Merchants have their usefulness altered by NG. The way the game works, weak gun merchants and paired with strong mechanics, and vice versa. But this becomes largely irrelevant in NG+, since you should have everything the gun merchants sell and all the bike upgrades. Every camp can, at minimum, repair/refuel your bike, refill your ammo, and sell *some* Medkits and grenades. They're special since you can simply buy them (as opposed to bandages and especially Molotovs), and they're not expensive (only ¢100 a time). The numbers they sell are variable, and you should go to the ones that sell the most (obviously).
  32.  
  33. Damon (Copeland's camp) - 1 Medkit, 1 grenade
  34. Alkai (Hot Springs) - 2 Medkits, 2 grenades
  35. Blair (Lost Lake) - 2 Medkits, 3 grenades
  36. Bergey (Diamond Lake) - 4 Medkits, 4 grenades
  37. Jacob (Wizard Island) - 4 Medkits, 4 grenades
  38.  
  39. So it doesn't matter in the Southern territories. It appears that buying these consumables, then loading the ensuing autosave automatically replenishes the inventory, but you should still never really buy from Damon unless you're in Copeland's camp anyway. Try never to repair/refuel the bike yourself (you shouldn't ever run out of gas with a fully upgraded tank), it's really slow to refuel yourself and as far as repairing yourself, scrap is a precious, limited resource. Avoid using it frivolously as much as you possibly can.
  40.  
  41. Missions (133 total). Anything marked as a "Mission" is plot-necessary. "Side missions" are, obviously, not. Nice thing they patched in, cause at launch this was not at all obvious.
  42.  
  43. One thing to keep in mind is all Molotovs, regular and napalm, as well as all grenades and, weirdly, kerosene but not any other Molotov components, are lost for good when Deacon is captured by the Rippers (there's a stash after rescuing Lisa, but it seems to be a fixed quantity, and it still doesn't have kerosene). So don't craft more than you need in the first half of the game. You need six for "Clear Out Those Nests," three to clear Sherman's Camp, and you might want one or two if you aggro the horde in the "Give Me A Couple Days." Otherwise, hold off on crafting them, but you won't lose beer bottles or growlers so still pick them up for the second half of the game.
  44.  
  45. 1. He Can't Be Far - Boost as and when possible, avoid crashing or going into water. Simple stuff.
  46.  
  47. 2. We'll Make it Quick
  48.  
  49. 3. I Say We Head North - Nothing worth looting after melee fight.
  50.  
  51. 4. Bad Way to Go Out - Don't bother disabling car alarms, it's not necessary. Beer bottle in access tunnel after Freaker jumpscare Two scrap and bandage in right-side access. Bandage in cut-out section on left side at second Freaker nest.
  52.  
  53. 5. You Got a Death Wish - Beer bottle and kerosene lootable, then baseball bat and bandage. Another kerosene closer to the garage, rag on truck bed, two kerosene in building behind truck. Rag and beer bottle on roof with Newts. Two kerosene, scrap, bandage after drop into garage. Polystyrene (and other shit) in garage with fuel pump. Kerosene, two scrap, growler in this room also. And two rags. 5 scrap in truck engine. Four scrap in engine of red car outside. Three scrap in white truck engine. Medkit on the way to Boozer.
  54.  
  55. 6. Drifters on the Mountain - equip Chicago Chopper as Primary (¢660 or IDF PUP, ¢440) Mil Spec SMP9 for sidearm (¢180) OR PDW IF A WIZARD AT GETTING HEADSHOTS (¢840), MG55 as Special (¢900). Have this amount of money with Copeland's camp in your NG savefile. Loot things under safehouse. Avoid Freakers as much as possible en route to "bike" and Copeland's camp.
  56.  
  57. 7. Bugged the Hell Out - Beer bottle and rag (x2) on the way to climb up building to cut speakers. Just the two speakers. Loot bandages/medkits if needed on way to sterile bandages.
  58.  
  59. 8. No Starving Patriots - Lootables in ambush camp, including rag and kerosene. Fixing the tower takes 3 scrap, but you should have plenty. Rag in bunker building.
  60.  
  61. 9. Sounded Like Engines
  62.  
  63. 10. Smoke on the Mountain - May have max kerosene, get to craftin' if so. Craft spiked bat. Some lootables in Marauder Camp.
  64.  
  65. 11. Clear Out Those Nests - east of the camp. Have six Molotovs or supplies for them. Four of the six nests in big white building north of other two.
  66.  
  67. 12. Out of Nowhere - "She Rode With Us" is not required. Linear path to angel statue and stash. NERO chopper also close by.
  68.  
  69. 13. They're Not Sleeping - Yay stealth mission. Possible getting caught once is optimal???
  70.  
  71. 14. Price on Your Head - Fast travel to Little Bear checkpoint as soon as able. Give the package to Tucker (obvs).
  72.  
  73. 15. What Did You Do? - Mission spawns after a call with Boozer. North of Tucker's camp, stuff lootable in NERO camp.
  74.  
  75. 16. Searching For Something - Try to snipe Newt before it truly runs away. Ammo in black case, bandage in white, take if needed.
  76.  
  77. 17. What's a Nice Girl - Walk up to rednecks and allow them to hit you, it ends the fight faster.
  78.  
  79. 18. Drugged Outta His Mind - 5 scrap on the way to corpse. Try to have sidearm ammo available at this point (favour primary for Freaker encounters).
  80.  
  81. 19. It's Not Safe Here - Marion Forks, if infestation zone is discovered, use that for map marker, otherwise it's well northwest of Deacon's position. Fast travel to Little Bear checkpoint to avoid SLOWWWWWWW tunnel
  82.  
  83. 20. Lots of Sick People - yay escort mission. Once bear visible, rush it. Lisa will rubberband to her dumpster hiding place. GUT THE BEAR. Have to be in camp anyway, so repair & refuel bike. Ammo too if needed (which it probably is), and additional Medkits and grenades
  84.  
  85. 21. It's a Rifle, Not a Gun - repair/refuel, buy grenade after deer shit
  86.  
  87. 22. We're Getting Low on Meat - Fast travel after last mission, forced bear + deer is enough meat given upgrades. Loot things below safehouse. Raid Boozer's locker.
  88.  
  89. 23. Making Contact - yay another stealth mission. Loop around NERO chopper and run ahead to spot where O'Brian stops
  90.  
  91. 24. They Won't Let Me Leave - Fast travel right away to Little Bear NERO checkpoint. Once clear of infestation zone (0/4 Nests disappears from screen) fast travel the rest of the way to Hot Springs. Repair/refuel after cutscene skip
  92.  
  93. 25. The Rest of Our Drugs - Marion Forks. You can get there WAY before the mission spawns in. Watch out for clothesline trap as you reach spawn point. Bike must be 60% health, 50% fuel, even though you can end the encounter without getting on the bike at all (go into Focus and spam shots at Roach's bike as he drives past).
  94.  
  95. 26. I Brought You Something - Just north of Crazy Willie's. Fast travel to Little Bear once past infestation zone, go through tunnel, map marker should spawn at that point (convo with Boozer). Can fast travel to Hot Springs after getting egg
  96.  
  97. 27. I've Pulled Weeds Before - fast travel after clearing infestation zone. Raid Boozer's locker since you're here.
  98.  
  99. 28. Give Me A Couple Days - Might be able to get more locker supplies. Just take out horde. Napalm molotov if you have one, machine gun works fine otherwise.
  100.  
  101. 29. What Have They Done - Fast travel to Little Bear checkpoint. Mission is just north of infestation zone. Turn and drive through tunnel, marker should spawn by then. Run & gun.
  102.  
  103. 30. No One Saw It Coming - Fast travel to safehouse
  104.  
  105. 31. Not Gonna Kill Anyone - yay stealth mission. This one sucks. Don't throw any rocks when inside the camp itself. While they change guard paths, they also alert them that you're here. When you reach the eavesdrop with Iron Mike and Skizzo, stay to the shrubs on their path. DO NOT GO FAST. They stop a couple of times, including right by the infirmary. Should be able to jimmy the door without hassle.
  106.  
  107. 32. No Place Else to Go
  108.  
  109. 33. We've All Done Things
  110.  
  111. 34. Sherman's Camp Is Crawling - Refill ammo with merchant (bike is still fully fueled and repaired from mandatory ride in last mission). Clothesline trap at sharp turn just before map marker. Clear infestation zone for fast travel now and later (one nest is near knife, other two are by map marker for the infestation zone).
  112.  
  113. 35. Searching for Lisa
  114.  
  115. 36. I Need Your Help - Lootables during call with O'Brian, though nothing terribly exciting. Another stealth mission, this one not too bad. Beer bottle lootable on leaving.
  116.  
  117. 37. Now You See It - fast travel to Lost Lake. Again can drive up to infirmary without dismounting
  118.  
  119. 38. Playing All Night - won't spawn right away. Marker is slightly north and well west of Lost Lake, just north of infestation camp. Second call with Skizzo will spawn it when you get close. Avoid snipers. Must dismount in first "checkpoint" to push car out of blockade
  120.  
  121. 39. With Other Men's Blood - checkpoint/cutscene at position where you pushed car
  122.  
  123. 40. It's On a Mission - WHO'S READY FOR ANOTHER STEALTH MISSION. Pretty straightforward actually. Don't try to exit cave through 2 guards
  124.  
  125. 41. A Goddamn War Zone - Long call with O'Brian and another with Rikki before mission spawns in. Fast travel to Lost Lake before call with O'Brian, spawns it soon after. Fast traveling a second time will spawn Rikki's call. Growler on bench by fire in camp, but not really on the way to objectives. Rush main building (with yellow bus parked in front of it) for camp keys. Red Riley is in counselor cabin left of main building as you face the front of it. Should be able to fast travel back to Lost Lake
  126.  
  127. 42. Flow Like Buried Rivers - Objective to tail the horde is surprisingly easy to fail. Growler and beer bottle near where you stop for the last time tailing the horde, but take aaaaages to get.
  128.  
  129. 43. You See What They Did
  130.  
  131. 44. Do You Have My Back? - Go the long way around after leaving the courthouse to avoid triggering a horde (which we can handle, but it's slow). Mike will bitch but as long as you don't break the rubberband you're fine.
  132.  
  133. 45. I Could Use a Hand - Oh Boozer, you so cray. Mission isn't spawned right away, leave camp for a moment for Deacon to mumble about Boozer for a second.
  134.  
  135. 46. On Herod's Birthday - stealth, but not too bad.
  136.  
  137. 47. Seeds For the Spring - Get clear of infestation zone and fast travel to Lost Lake. Marker is just north of camp. Ride on dirt road by spawn-in point after fast travel. Will have to drive after Lynchman a little, but ignore his partners completely. Pick up remote bombs and crafting materials after cutscene if desired.
  138.  
  139. 48. I Got a Job For You - Ride (do not fast travel) back to camp, allowing a call with Boozer to play in full.
  140.  
  141. 49. It Couldn't Be That Easy - Craft components lootable by second nest
  142.  
  143. 50. It's a Long Story
  144.  
  145. 51. Moments of Ludicity - :) stealth mission :)
  146.  
  147. 52. Riding the Open Road - Fast travel to O'Leary Mountain, loot things if desired
  148.  
  149. 53. The Only One He's Got - Leave camp briefly for a call with Copeland and one with Addy to spawn in. Addy's call spawns a mission at the infirmary.
  150.  
  151. 54. I Got Work To Do
  152.  
  153. 55. Some Kinda Freak Expert - fast travel to Lost Lake ASAP. Refill/repair/refuel (3 R's) if needed
  154.  
  155. 56. Lines Not Crossed
  156.  
  157. 57. We're Not Hiding
  158.  
  159. 58. That's His Mistake
  160.  
  161. 59. Drinking Himself to Death - Fast travel back to Lost Lake. 3 R's. Can't sequence-break
  162.  
  163. 60. About Boozer's Arm - Don't talk to Rikki, that spawns the side job. Just walk in and let a cutscene spawn. Leave camp to spawn a call from Iron Mike. Try to have at least 10 scrap going into this mission, but absolutely have at least 5. Head to Marion Forks (fast travel to Little Bear). Collect things, fast travel back, repair/refuel.
  164.  
  165. 61. Was This a Good Idea? - Leave camp to spawn a call from Rikki, turn right back around.
  166.  
  167. 62. You Twisted My Arm - Boozer is love, Boozer is life, but stealth missions are not
  168.  
  169. 63. You Could Have Done More
  170.  
  171. 64. Not Like I Got a Choice - Turn left at the dead Ripper in investigation zone to skip investigation. Continue to buildings down the hill. Straight ahead past dead dog, Boozer is in blue building. Objective to keep him alive is fairly trivial, so go for scrap from police car engines when possible. Or get it before fight. You reaching bike spawns cutscene, so just run for it, don't wait for Boozer.
  172.  
  173. 65. No Beginning and No End - Fast travel to Little Bear. Defy game's directions, turn and go through tunnel, follow map marker as directly as possible (just drive north). Avoid familiar obstacles (sniper, traps).
  174.  
  175. 66. Better To Light One Candle - fast travel to Lost Lake ASAP. Can drive around mission marker for 3 R's if necessary. After killing three Freakers, get scrap from police car engine.
  176.  
  177. 67. Outta The Darkness
  178.  
  179. 68. Something to Heal His Soul
  180.  
  181. 69. Have It Your Way - several calls before this mission spawns in. Location is east and slightly south of Lost Lake, in "crook" of cloudy part of map. WATCH FOR SNIPER, save Nitro. Approaching area spawns Addy's call. First objective is house with doggy door (duh). A bunch of shit will spawn in when Addy's call ends, but you have time to grab the bait and a growler in the dog's house.
  182.  
  183. 70. Trying To Help the Camp - run (or possibly drive) to lodge.
  184.  
  185. 71. Don't Get Caught
  186.  
  187. 72. They Don't Feel Pain
  188.  
  189. 73. It Was the Only Way - Damn you Skizzo! Also, scrap on forklift, + sequence break Skizzo getting attacked by Swarmer
  190.  
  191. 74. I Kept My Name - stealth mission FROM HELL. Even when you recover gear, still can't be spotted.
  192.  
  193. 75. Should Have Seen It Coming - Stash of explosives and Molotovs after you rescue Lisa (not guaranteed to be the amount you were carrying before abduction). Kill whatever Rippers you can as you exit the building, enabling you to steal one of their bikes.
  194.  
  195. 76. Sent Riders to Find You
  196.  
  197. 77. They Will Never Stop
  198.  
  199. 78. Without Being Seen
  200.  
  201. 79. You Won't Be Needing This
  202.  
  203. 80. Now That's An Idea - REFILL AMMO BEFORE HEADING OUT. You lose all of it after Ripper kidnapping
  204.  
  205. 81. That Never Gets Old
  206.  
  207. 82. Time For Some Payback - Note that you still have the sniper rifle from the dam - ammo pickups on the way in to the temple may be needed for Primary weapon.
  208.  
  209. 83. I'm Good With That - Dodge Carlos as needed, he has some 2-hit combos.
  210.  
  211. 84. I Was Distracted - Refill ammo (and re-equip MG55) with Blair before running to mission marker. Second in-engine cutscene is a possible bathroom break if you hurry.
  212.  
  213. 85. Why Am I Here? - Fast travel to Copeland's camp. Calls with O'Brian and Boozer (should be consecutive) before mission marker spawns. Marker is east of camp, in "crook" of foggy area of map.
  214.  
  215. 86. Riding Nomad Again - Fast travel to Lost Lake. BibleThump. Mike takes kind of a stupid route, and you can't get too far ahead of him. He's also slow. But if you use Nitro on straightaways, it should speed things up a little.
  216.  
  217. 87. Mayday! Mayday!
  218.  
  219. 88. Not From Around Here
  220.  
  221. 89. We're Fighting A War - Can 3 R's with merchants after skipping Taylor's cutscene
  222.  
  223. 90. Prove It To Me - Thankfully Kouri drives a bit faster than Mike
  224.  
  225. 91. Driven to Extinction - must enter cabin, but can then skip tracking up to wolves fight. Must examine elk carcass. Do not aggro horde.
  226.  
  227. 92. Don't Give Me Orders
  228.  
  229. 93. A Target on Their Backs
  230.  
  231. 94. I Promise To Never Leave You - Loot things after in-engine cutscene.
  232.  
  233. 95. I Don't Have a Pic
  234.  
  235. 96. A War We Can Win - skip a lot of things
  236.  
  237. 97. We Will Take Back This World - allow Weaver's call to play in full before arriving at Garret's position. Drive up there (do not run). Kouri's call should spawn immediately after. Fast travel to Diamond Lake
  238.  
  239. 98. Keeping Souvenirs - repair/refuel before heading out (should be good on ammo). Possible clothesline trap on direct path to bounty. MIGHT be able to outrun Rager bear but simpler just to kill it. Fast travel to Diamond Lake after wolf cave (also simpler with Rager kill).
  240.  
  241. 99. I Know Things Are Strange - Turn right heading out of camp, stop by scorched gas station (?) for some pickups including Superior Metal Axe. Fast travel to Wizard Island, spawning Deacon's call to Kouri. Mission is southeast of Wizard Island. Given the speed limit driving through camp, marker will certainly spawn before the call ends. Kill 3 Breakers to enable time to jimmy lock to room with yeast. Several good lootables inside as well. Fast travel back to Wizard Island.
  242.  
  243. 100. I Know the Look - Doc Jiminez's tent is just up the hill from Sarah's lab. This visit with the Doc will also heal you in full, so don't bother using any healing mats if you take damage from the Breakers in the previous mission.
  244.  
  245. 101. Afraid Of a Little Competition? - Fast travel to Diamond Lake. Calls with Taylor and Sarah will spawn. Diamond Lake is further from Sarah's objective, but you get out of camp sooner and can drive fast to it. It's due south of Diamond Lake, just above an ambush camp. Sniper en route, difficult to avoid. Crier nest does not count as an infestation, can fast travel to Wizard Island as soon as clear of combat.
  246.  
  247. 102. I've Had Better Days - Garret's speeches are not required.
  248.  
  249. 103. I Tried to Hit That Once - Many calls need to play. Weaver's is the necessary one. Any polystyrene you're carrying is irrelevant, you need the 7 from this mission. The marker is southeast of Deacon's position after the last mission, not far, just slightly into foggy portion of map. Burn crier nests at your discretion. Fast travel back to Wizard Island
  250.  
  251. 104. You Got the Wrong Guy - 3 R's, head out to bounty job. If the call with Garret hasn't played, the marker is just southeast of Wizard Island, across the water. Must drive to investigation point, but since the target drives right up to you, you shouldn't need to chase him at all.
  252.  
  253. 105. Just Another Requisition Form - Fast travel back to Wizard Island. 3 R's before talking to Sarah if so desired.
  254.  
  255. 106. Can I Ask You Something? - No Nitro. Feelsbadman
  256.  
  257. 107. So Many of Them
  258.  
  259. 108. You Couldn't Stop Shaking - Heavy gunners take only 2 hits with melee weapon. Loot enemies on way out.
  260.  
  261. 109. You Can't Be Replaced - Go to Doc Jiminez's tent
  262.  
  263. 110. What Kept Me Going - strongly recommend 3 R's before this long mission. In-engine cutscene after skipping cinematic cutscene (soldier at mountain pass) is a good bathroom break spot. Can Nitro before and after. Feelsgoodman
  264.  
  265. 111. I Knew These People - Several kerosene in the room before the atrium.
  266.  
  267. 112. Expect the Worst
  268.  
  269. 113. We Couldn't Take the Risk - Crier nests are on the leaveless trees, low down. Burning them is not optional. 4 Kerosene nearby, loot before returning to Sarah.
  270.  
  271. 114. This One's on Me
  272.  
  273. 115. I Don't Wanna Hang - Mission marker is in northeast portion of southern map, east past "Never Give Up Hope" side mission marker. Growler in little shack beside ski lodge.
  274.  
  275. 116. This Could Be It - Must clear all Newts to collect test subject
  276.  
  277. 117. You Alone I Have Seen - Horde funtimes! Just don't get stuck in the water or backed into a corner. This is a BIG fucking horde, be prepared to use a LOT of supplies. Just keep distance whenever possible.
  278.  
  279. 118. How Far We've Fallen - Garret's chambers have the flag beside them. Enter before Kouri's call ends.
  280.  
  281. 119. He's Not Big on Tunes - Talk to Weaver in caves. Marker is in a foggy area of the map north of the objectives for Sarah's mission, will become clearer as you drive toward it (he calls again). Go at night; sleep in Wizard Island barracks if you have to. Fast travel back to Wizard Island once clear of infestation zone, allowing calls with Garret and O'Brian to play in full.
  282.  
  283. 120. The Anarchist Spy - Equip BFG sniper rifle as Special. 3 R's, head out. It's on the way to O'Brian. With the sniper rifle, you can destroy the Anarchist's bike before he rides away, and you are still close to O'Brian.
  284.  
  285. 121. What It Takes to Survive - Just use guns on the horde, explosives run the risk of self-damage. You should be fine.
  286.  
  287. 122. I've Got a Plan - Shockingly, you can fast travel right back to Wizard Island after getting the hemlock. Thanks to upgrades, only need to loot 3 plants, so criers shouldn't be an issue.
  288.  
  289. 123. Shadow of Death - May as well 3 R's, since it's right by the mission start.
  290.  
  291. 124. Ascending from the Underworld - Loot stuff after cutscene skip. Clothesline trap before Militia checkpoint. Don't bother fighting at any of the checkpoints (other than taking out snipers), just speed through. Move car at first checkpoint, grenade on barrier at second. Park a ways back from third checkpoint, use health cocktail prior to pushing car, and can skip fight there too. Skip lots of cutscenes in Lost Lake, re-equip MG55 as Special.
  292.  
  293. 125. Keep Them Safe - Use napalm molotovs from after "Shadow of Death" plus whatever else. This is probably an easier horde than "You Alone I Have Seen" because of more open terrain.
  294.  
  295. 126-128. The Last of "em, Kill Every One of the Bastards, Another Militia Attack
  296.  
  297. 129. Copeland's Camp Has Been Attacked - Fast travel once clear of nearby infestation zone. Can refill ammo and supplies with Damon, obviously can't use Manny.
  298.  
  299. 130. Nose Down, They Feed Ya - Melee weapon very likely does more damage than guns at this point in the game.
  300.  
  301. 131. I'll Save Some For You - 3 R's at Lost Lake (fast travel) before going to sawmill. Tough horde because of awkward terrain and (probably) limited supplies. And how goddamn many of them there are :)
  302.  
  303. 132. You Can't Do This Alone - fast traveling to Lost Lake lets you refill ammo and supplies prior to the final assault.
  304.  
  305. 133. For An Outlaw Biker - Best to rush enemies in final fight. They are VERY bullet-spongy, but the melee weapon will do more (and more accurate) damage.
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