Zombie Revenge - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Zombie Revenge - Strategy Guide (Page 03).
Machine Gun - Found in Area 1, 2, 3, 4, 5, 6, 7, 8, but I don't think 9
:P.
Slowdown Factor: Moderate. You can still Dash/attack.
Rating: Very Good
Holds 40 bullets. Has lock-on ability.
Press S to fire an aimed stream of 5 bullets at the enemy (get a blue
sight lock-on first).
Press P to fire an unaimed stream of 10 bullets in a wide arc.
Machine guns are very common weapons, found in every area. Firing rate
is very good. One S-burst will only do maybe the damage of a red-sight
handgun shot, but I find this weapon absolutely fantastic for dealing
quick distance damage to foes. Against a larger group of foes, it won't
do much, but if you concentrate your fire or fire P-bursts, you'll still
do considerable damage and be better off in the long run. You get slowed
down quite a bit by it, but this is compensated for by the machine gun's
versatility and nifty combo potential. :) The machine gun can also
directly aim at and hit downed zombies or zombies on raised platforms.
This weapon will only knock down weaker zombies, but it will send all
zombies packing with the proper use.
Shotgun - Found in Area 1, 3, 4, 5, 6, 7, 8.
Slowdown Factor: Moderate/High. You can still Dash/attack.
Rating: Depends...in general, Moderate/Low.
Holds 6 shells. Does not lock-on to targets.
Press S to fire one shot.
Press PPP to hit a zombie three times with the shotgun itself, which
knocks down.
Shotguns are also very common in ZR, but I find them generally less
useful. Firing rate is poor, with considerable reload time needed. This
wouldn't be so bad as the shotgun often deals tons of damage to a group
of zombies in front of you (though it doesn't knock down). The problem
is that either by virtue of a bug or having to aim very precisely, hits
will either do awesome damage or REALLY LOW damage (maybe one Roll's
worth). This problem only seems to apply to non-Boss zombies, though.
Still, many times the shotgun will do terrible damage just when you need
it most. The fact that it doesn't lock-on also makes things difficult at
points. For some reason, though, if a ZOMBIE carrying the shotgun hits
you with it, it _always_ hurts :) (and knocks YOU down, btw :P).
Also, the shotgun slows you down, so be careful with it. The PPP
knockdown combo has almost no practical use, is super-slow, and does
pathetic damage. Dash attack instead. Overall, the shotgun is useful,
but only for some occasions.
Grenade - Found in Area 1, 6, 7, 8.
Slowdown Factor: Very Low. You can still Dash/Attack.
Rating: Good
Press P to let 'er rip. Does lock-on, though it isn't necessary to work.
Can't be reused if you miss. :)
The grenade are one of the three mass-destruction type explosives you'll
find in ZR. It's also the most useful. Note that you'll never be hurt by
the grenade. While you can only carry one at a time, it can wipe out all
zombies within a limited radius after thrown with a really impressive
boom. You can still use your handgun while carrying it. It doesn't take
too long to let it fly, but you'll be in a mandatory crouching "Take
Cover!!!" animation (not actually blocking though) until the grenade
blows. Of course that doesn't matter if the grenade blows everything up
:P. The lock-on ability makes the grenade doubly useful...but in
general, as soon as you see any blue-sight lock, chuck it! Even if it
wasn't the best target to toss the grenade at, in most cases you'll have
some margin of error *grin*. Careful, it occasionally misses and rolls
some ways off the mark.
Also note that in two-player games, the grenade and all mass-destruction
devices will not necessarily mean instant doom for the zombies, though
it'll hurt em quite a lot.
Land Mine - Found in Area 4 and 7.
Slowdown Factor: Pretty Low. Dash/Attack still possible.
Rating: Good
Press P to lay the mine. It will be primed to explode in about 3-4
seconds.
This is the second-most effective of the big boom devices in ZR :). It
will also never hurt you. You can still use your handgun. The advantage
over the grenade is that after you set the mine, you're free to move
about and do whatever you want. No take cover animation. The bad news is
that the mine is time-delayed, so it isn't the best bet for moving
targets. Still, since you get explosions about the size of the
grenade's, it isn't so bad :P. Of course any zombie in the blast radius
is history. Same damage rule as the grenade applies in two-player games.
Cannon Shot - Found in Area 6, and that's pretty much it.
Slowdown Factor: Moderate/High. You can still Dash and Dash Attack.
Rating: Very Poor
Press P or S to let loose one big-butt rocket at the enemy. One shot
only.
This is the third mass-destruction weapon in ZR. It's also the least
effective, unfortunately. To be honest, that's really not giving it a
fair shake, but the only appearance it does make is in an area full of
fast and dangerous enemies where you couldn't possibly use the cannon
shot effectively. (Whew! Say that 10 times real fast!) Think of the
destructive power as that of a launched land mine or grenade. I've never
actually hit anything with it, however...no lock-on ability, and it
fires horizontally (not like you get to use it against any bosses
anyway). Well, it looks cool anyway...it's a guitar case! Your character
will mount the cannon shot on his/her shoulder and fire it bazooka-
style. :) I just wish the cannon shot coulda been available in narrow
corridor-type areas...
Guitar - Found in Area 6, and I think that's it.
Slowdown Factor: Moderate/High. Dash/Attacking is possible.
Rating: Moderate/Low
Holds, hm, 48 bullets? (24 per case)
Press S to fire an concentrated burst of about 8? bullets at the enemy.
Press P to fire an unaimed burst of about 16 bullets at the enemy in a
wide sweeping arc.
This is the less powerful but sorta more useful cousin of the Cannon
Shot, which only comes in one case. This guy comes in two cases! :):)
It's not bad to use, but it takes time to fire and it burns up ammo
really quick. Luckily it does fire pretty quickly, once it does. There
doesn't appear to be any lock-on ability, but if the zombie you're
firing the guitar at is more or less in your line of sight, then you
will automatically adjust to hit it when you press S. It'll spray the
enemy with bullets for good damage, but it might not knock down. Combine
that factor with a considerable reload time and a long enough time just
to aim and shoot and you should really think twice about using this
weapon on a fast-approaching zombie crowd.
Dual Handguns - Found in Area 2 and maybe 7.
Slowdown Factor: Very Low. Dash/Attack is possible.
Rating: OK
Holds 40 bullets, 20 per gun.
Press S to fire 5 shots at one enemy. Does lock-on.
Press P to fire 10 shots in a wide arc.
Think of the dual handgun as a slower-firing version of the machine gun,
and you'll get the idea. You can move around quicker while you use this
weapon, and you can also combo with it, but the problem is, well...it's
a slower-firing version of the machine gun. Won't get the job done as
quickly, and I think it does the same amount of damage. Since you'll
have the choice to use this weapon or the machine gun, I'd go for the
machine gun...but if you gotta use the dual handguns, you're still good
to go.
Gasoline Canister - Found in Area 4
Slowdown Factor: Moderate/High...I think Dashing and Dash attacking is
possible
Rating: Not Bad
Holds a whole lotta gasoline.
Press S to douse the floor with gasoline.
Press P to swing this 5-gallon sucker at the zombies, and PPP for a 3-
hit knockdown combo.
This weapon is actually quite interesting. In its S use (dousing the
floor), it's completely useless (at least to me). It looks like you're
applying floor cleaner to the ground. Where's my mop?!? You can move
around while emptying the gas can's contents on the floor, but...why
even bother? It's just silly. Here's the deal: Once the gas is on the
ground, you can create a nifty area explosion by thereafter igniting it,
which is possible by firing off a shotgun in the direction of the
spilled gas. It might also damage you, though, if you're near the flames
which result. So OK, all I need to do is let go of the gas can, find me
a shotgun, and blast the gas to get me a zombie barbecue, right?
Unfortunately, it doesn't work that way. The gas can will stick onto you
like no other weapon. I haven't EVER been able to empty the gas
canister, or toss it off by whacking some zombies with it. Thus, you'd
have to get hit before you drop it and go for the shotgun. Even if you
could let go of it, going for the shotgun, getting clear, and hoping
that the zombies haven't moved from the place where you spilled the
gasoline is just too much trouble anyways.
Surprisingly however, the P-swing use is far more useful. It's slow to
start, but three mighty swings at a zombie later and you've got a
knockdown combo that does rather good damage. The gas can even whacks
zombies on the ground, the swings are so sweeping! Looks funny too :).
Of course, the slowness of the attack is a real problem in Area 4...but
at least it's better than nothing. In Area 4, I use it for one specific
purpose :), but in general, I don't recommend you get stuck with it.
Taser - Found in Area 4
Slowdown Factor: Very Low, Dash/Attacking is OK.
Rating: Awful
Press P to fire a short-range electric beam at the zombies (shock it
with the taser)
Again, perhaps I'm not giving the taser its due. But in the only scene
where you can use it, it just doesn't have any practical use (and you'd
want to go for another weapon instead). You basically need to clear the
room of all threats anyway before you can access it. As such I can't
honestly say how much damage it does. When I've used it, I also haven't
ever hit anything with it.
Drill - Found in Area 4.
Slowdown Factor: Supremely High. Don't even think about dashing.
Rating: Worse than Awful
Press P to swing the drill around in a short arc to damage multiple foes
(low damage).
Press S to concentrate on drilling the heck out of one zombie.
It's big, it's slow, it's powerful, and it's no use in the one scene
where you get to use it. By the stage you find it, all of the zombies
are capable of smacking you around with multi-hit attacks, so avoid
picking the drill up at all costs...at least until only one unarmed
zombie is left. The drill is good for S-drilling 5 or so zombies to
oblivion, but it'll take too long to focus on one zombie, because by the
time you want to drill another, you're surrounded. Still, it's not a bad
deal using the drill on the last zombie remaining...the S-drill will
carve a rather nasty hole in the poor zombie for about 15-18 hits, and
has a nice whiny sound.
Chain Gun - Found in Area 7 and 8.
Slowdown Factor: High, can't dash with it
Rating: Not bad
Holds 80 bullets, if I remember correctly. No lock-on (sigh).
Press S to fire a rapid burst of 16 bullets at one opponent.
Press P to fire a burst of 32 bullets in a wide arc.
Now we move on the really big guns. This chain gun is even bigger than
the drill! Well, this weapon is really good for firing merciless streams
of bullets at them zombies, though depending on how you use it you get 5
or 2.5 uses max. I've only tried this weapon against the Area 7 Boss,
but it must do fabulous damage IF it connects with normal zombies.
Hopefully it'll either knock down or shred your target zombie to a pulp.
Which is pretty much the biggest issue with this big gun. Since there's
no blue lock-on sight for this weapon, you've got to aim right at your
target -- easier said than done -- since the auto-correction before
firing doesn't always kick in. If you miss, you're in real trouble. On
the other hand, if you're feeling lucky, you can hit a zombie for a
meaty 16 hits! The chain gun also has combo potential. I once hit the
Area 7 Boss for a 30-hit combo with the chain gun, and if you keep
jamming on S (given you started from close range), you could probably do
better! Overall, use with caution.
Laser Gun - Found in Area 7 and 8.
Slowdown Factor: High, can't Dash with it
Rating: Not bad
Holds about 18 or so laser charges. No lock-on.
Press S to fire a single straight laser blast.
Press P to fire an arcing burst of about 3-4 laser shots.
Yet another big gun. But since I never use it, I can't tell you much
about it other than to experiment. The S-blast is very efficient
(really, you get the most shots out of all the weapons), it only uses up
one charge, but like the chain gun, it's straight-line hit or miss. Not
good against a big lumbering Boss. I don't have a clue what kinda damage
the laser gun does. In general, I wouldn't use the laser gun unless
there's only one zombie left (Area 8), and I wouldn't use the gun for
the Area 7 Boss unless you're feeling adventurous.
*****Actually, I did just use the Laser Gun on the Area 7 Boss not too
long ago...check the Walkthrough for the results.
*****
Flamethrower - Found in Area 4 and 7.
Slowdown Factor: High, in that you can't Dash, but you'll be able to
move at near-walking speed.
Rating: Supremely Good! (Ok, I'm biased, but it is effective)
Press P (or S) to spit a stream of mid-ranged flame to ignite zombies.
No lock-on, but that's not a problem. When fired continuously, streams
flame for about maybe 10 seconds.
One of my personal favorite big guns! First found in Area 4, just pick
it up and start firing! This gun is different from all the others in
that there's no reload time whatsoever. Essentially, that means you can
walk around and activate the flamethrower with impunity. One secret to
using the flamethrower properly is to tap P in bursts, rather than burn
up all the ammo in one shot. It will greatly extend the usage of the
flamethrower. Using the flamethrower in narrow sweeping motions is also
effective against groups of zombies. The flamethrower does excellent
damage and can really clear out a whole room of zombies, given its good
range. Also effective against the Area 7 Boss should you choose to get
it.
Where will you find these items? Some are just laying there. The
hatchets, machine guns and shotguns are sometimes held by the zombies,
and you'll need to knock them down to make them drop the weapons. All
others can be found by breaking open certain crates, or entering secret
doors.
And finally, we get to...
VI. Walkthrough
Notes:
(all "*****COMBO" opportunities I have are while using Stick)
(all "*****" sections contain additional commentary/secrets/etc.)
Part I: Woodside City
Stick, Linda and Rikiya are hanging out in their armored carrier
transport when they receive a cryptic e-message from Zed, signed with
love toward all humans :P. Yeah right. Linda wonders, "Are we still
following this guy?" Stick replies, "He's the one making the zombies. To
catch him we have to follow." And with a "Let's go!" you're on your way.
Difficulty: Low
Life-ups: 2 (for 20-30ish% replenishment total)
Expect to lose this much life: Maybe 10-25%
You're fine if you leave the Area with: at least 50% life
Secrets: 2
Combo Opportunities: 2 really, and possibly more
The very first level serves all sorts of purposes, it's generally a
starter course in playing the game. This is by no means to say it's an
easy level, though -- it can all end very quickly if you don't know how
to properly deal with the Boss at the end.
Once you leave the safety of your very big, solid, multi-wheeled
transport (which no longer seems to be able to help you on your
journey), the game begins.
The first wave of four slow, weary-looking zombies will start coming at
you. They really pose no threat, they can only swipe at you once for 8-
10% damage or grab you for even less damage. You can easily defeat them
simply by standing in place and firing four red-sight shots. Note that
their lifebar is pretty much exactly equal to the damage of a red-sight
handgun shot for future reference (if you're playing Rikiya you get
about 10% bonus damage on that).
*****POSSIBLE COMBO OPPORTUNITY: (All of these combo examples are done
using Stick) Shoot down only the first two zombies you see. Then walk up
to the third zombie (closest to you) and just keep hitting it with weak
P jabs. You will get anywhere from 9-12 hits. By then the zombie will
either be defeated or the fourth zombie will be right in front of you.
Continue the chain by closing in with P jabs on the fourth zombies
(finish off the third zombie first if it's still got life left when the
fourth zombie gets there). You get up to a 25-hit combo on just 2 weak
zombies this way.
You could also keep the combo going by adding on additional hits after
the combo meter hits about 20 and the fourth zombie still has a little
life left. At 20 hits, do PP, P, PP, P, PPS for 30 hits and a knockdown!
But that's STILL not all! You can keep the combo going by executing a
Roll immediately after the PPS finisher. If you connect twice, you end
up with 32 hits (though typically you settle for 31 :P)! Not bad for the
first scene!
*****
After the four zombies are dealt with there comes a second wave of four
zombies. This time you get 2 funky walking zombies with baseball caps
and 2 red-coat zombies.
The baseball-cap zombies can leap in the air with a non-guided fist
swing attack that can hit for 1/5 damage and knock you down if you don't
run out of the way or shoot them out of it. They can also hit you with
an arcing sideways arm swipe for about 1/6 or 1/7 damage. If you're
unlucky, they can even hit do a 3-hit combo on you for over 1/2 damage
(watch for a very important lag between the second and third attack)!
Luckily all of these attacks are fully blockable...if you see them
coming.
The red-coat zombies can either shoot at you with their weapons, swipe
at you once for low damage, or grab you for also low damage.
The best way to deal with the above zombies is to attack the red-coat
zombies first. Since they carry one machine gun (about 1/3 damage if
you're hit) and one shotgun (almost 1/2 damage!) and can shoot it at you
(and you can't block the bullets), that makes them more dangerous, and
higher priority to get rid of. Go for the zombie nearest the your
transport first. As soon as you get a lock on the zombie (can hit it),
bring it down with a PPS combo (or PPP, PPS if you want). You'll notice
the PPS combo does just enough to put down the zombie. Take note of the
damage if you want. You can then charge into the fray and knock down the
shotgun-holding red zombie. These three zombies won't be hard to deal
with as long as you take the initiative and are not afraid to get in
there with dash attacks. Be careful though as the shotgun-holder may let
off a shot. If it starts to aim at you and track you and you don't think
you can hit it in time, just keep dashing away from it at a safe
distance (MAKE it track you by running left or right from it) and
there's a chance the zombie will miss, possibly igniting the gas under
it :).
After the zombies are cleared, you are instructed to lift up the
aluminum vertical sliding "door" and enter the next room. Don't forget
to break open the big crate for an extra machine gun, and take the time
to practice your moves outside if you've still got a lot of time on the
clock left. I advise you pick up a machine gun for this next section. So
you don't accidentally waste ammo, go up to and face the big door and
hit G instead of P or S to enter the next room.
You'll first find two red-coat, but unarmed zombies, waiting for you
there. You'll also see a cowering girl there that you really should save
(you don't have to, but you're a good guy, it's your job!). Here's where
the machine gun comes in handy to take care of these 2 zombies.
****COMBO: This one's really easy since you've got the fast-firing
machine gun at your disposal. Walk in as far north as you can (just to
right behind the girl -- "Help me! Helllllp!" :)) as soon as you enter
the room, and then start opening fire on the nearest zombie. Spray 2 S-
bursts at it in quick succession. The first 5 shots will connect and
send the zombie flying, and some if not all of the next 5 shots will
connect. Don't wait too long, and as soon as you see the blue lock-on
sight on the zombie in back (you don't really even have to look for the
sight, the target switching is more or less automatic), plug away with
the S-bursts. The combo should still continue. Don't stop firing even
after the zombie gets blown to bits...you can still get hits on what's
left of the zombie :)
This will yield anywhere from a 35 to 40-hit combo by only using the
machine gun's 40 bullets (and practically standing still, no less)!!
Cinch combo for big points baby! Sure to turn heads at the arcade.
*****
After the two red-coat zombies are dealt with, down will come 3 more
zombies (2 armed) after some shaking and rumbling. The camera view will
whip around 180 degrees. First off, position yourself near the back of
the room (opposite from the aluminum door), and get ready for a shotgun-
holding zombie to drop from the ceiling and get back up. As soon as you
get a sight lock, do a PPS combo or whatever and get rid of it. You will
usually be able to run up to the next red-coat zombie and dash-attack it
down before it lets off a shotgun blast.
***NOTE: Machine-gun and shotgun-holding zombies can be tricky even
though they do take considerable time before firing at you, and it's
easy to tell if and when they're going to fire at you. If you can't
close in with melee attacks in time, there's also the possibility of
stunning it with handgun shots, special weapons or the charge-up shot to
buy more time. The problem is that all except the charge-up shot will
merely stun the zombie for a short time. For all the recoil the hit
seems to do, the zombie is still as ready as ever to pull the trigger
after its quick recovery. Also be careful as the charge-up shot will at
times "graze" the zombie for full damage, but will not knock down...
***
The only other zombie left is a pretty weak one that can't pick up
weapons, so deal with those two as you please. After you've defeated all
the zombies, the girl (if she's still alive) won't thank you. Instead,
she'll strike a rather pouty pose, and give you a disk ("Here! A man
with the golden eyes said to give it to you!"). It's useful for later.
If she doesn't survive, just pick up the disk left on the ground. Now
head out the door before the time runs out (While she wonders "How did I
get myself into this mess?"). Don't pick up any shotguns unless you have
to.
You're now back outside. You can pick up the shotgun the zombie left
behind if you want and then head straight for the Boss if you want, but
if you've been hurt at all or want the 2000 pt. bonus head for the
regular door to the left of the aluminum sliding door and hit G, P or S
to enter the ***SECRET ROOM***. You'll find a weak zombie and a life-up
perched atop some boxes. You can try this Stick combo practice on the
zombie: P, P, PP, P, PPP, PPS + 2 rolls if you want (or make your own
combo!). Then after the zombie's gone, just keep punching the boxes to
make the life-up (10-15% life up) drop down. Handgun shots and even
clear-out attacks will also help, and hitting the boxes gets you about
30 pts. per hit. Head on out after you're done.
Before going for the Boss, I highly recommend you get the Shotgun. It
will be immensely useful in the early going. However, if you wanna combo
up on the Boss, get the machine gun on the ground first (there should
have been two, one on the red zombie and the other in the crate). Note
that the machine gun will do less damage per burst and just won't do the
job as well. Head in the direction of the guiding blue arrows and you'll
face...
BOSS: Scrapyard Monster - not too hard
Walking towards what looks like a scrap heap, Stick feels rumblings
underneath and wonders "What?" (this expression varies depending on
character...e.g. Rikiya will say "I smell evil"). What indeed? Welp,
next thing ya know there's a really really big monster who's quite
literally full of junk bursting outta the heap, who seems none too
pleased to see you!
Attacks: (damage to you based on your full lifebar)
All attacks are blockable except the shockwave!
1. Tantrum attack from getting hit too much; will tremble and be
invincible, then lunges forward with two claw swipes. Also produces
shockwave that will knock you over if you're too close. Does various
damage to you, from about 1/3 to maybe 1/8 damage depending on where you
are when the Boss pulls off this move, and how much you get hit by it.
2. Lunging claw swipe/punch (in place). 1/4 damage.
3. Counter attack. Boss will turn red and charge at you, hitting you for
about 1/12-1/15 damage and knocking down.
4. Extreme anger attack. Boss will raise both arms in the air, shaking,
and then bring them both down in a mighty blow, knocking down. Does
about 4/5 damage to you if not blocked!
5. Grab attack. Boss will grab you and head squeeze for about 1/15
damage...if you don't shake out of it with the joystick and button
mashing, he'll double-slam you headfirst for about 2/3 or more damage!
If you do shake out of it (quite easy to recover), you'll recover and
kick him in the face for about 1/8 or so total damage to him, and will
then shake free.
For a first Boss, this superzombie has an amazing arsenal. But play your
cards right and you'll take only minimal damage. You WILL learn to block
here, or face near-certain defeat.
Getting this Boss down to 50% life (long green bar near the bottom of
your screen) can be done in many ways. The easiest way is to take your
shotgun (which hopefully has at least 5 shells in it), and fire off 4
shells without thinking at the monster, since you'll start the battle
facing right at it. That'll rip off 50% from the Boss.
The second way, if you're a combo nut (though I don't recommend this
much for the reasons above and below), is to empty your machine gun at
the Boss. You should get in at least a 30-hit combo as the Boss will
just sit there and take the damage (for now). The Boss will probably NOT
be down to 50% life though.
Note for ways 1 & 2 that the Boss may occasionally launch into a tantrum
attack after you damage the Boss for about 50%. The best thing to do is
just start Guarding until it's over.
The third way, if you forgot to take a weapon along (though you really
really should bring a weapon), is to just run in there and hammer away
with basic combos. Again, the Boss will not counter until his lifebar is
about 50%. Careful for the tantrum/anger attacks though.
The Scrapyard Monster will have two normal zombies to assist it. If you
have the shotgun, try to run away from the Boss after the fourth shotgun
blast and try to get both zombies roughly within your sights. With luck
you can take em both out in one shot, and possibly even hit the Boss
again too! This won't be so easy if you have the machine gun.
In general though, getting the first Boss down to 50% is pretty easy.
But keep a firm hold on the joystick. The perhaps slightly overly
responsive controls once made me face away when the Boss was launching a
Supreme Anger Attack and I ate it for 80% damage. Owwww.
Now comes the harder part. The Boss will now turn red and do a long-
distance charge (no, it's not a collect call :P) at you if you hit it
even once. The charge/swipe won't hurt you much, but it'll knock you
down and eat away at your valuable time (and if you run out of time it's
just plain Game Over). You WILL take damage, but once you get the hang
of things, only minor block damage. Here's my approach:
Trying to run around and hit the Boss in the back while playing alone is
a dicey proposition. Running away from what seems to be a slow-moving
claw punch is surprisingly difficult since the Boss tracks you, and if
you're hit, you'll get hurt a whole lot. So...what I recommend is to run
away as far as possible once it's just you and the Boss (after the Boss
is down to 50% life and you used up your special weapon) and get in as
many red-sight locks as you can, firing after the handgun is fully
powered up. But if it looks like the Boss will reach you with his
counter attack after a shot, immediately hit G to start blocking and you
should be able to easily block the hit.
Now comes the somewhat more tricky part. While this is optional, I do it
all the time :). After blocking the charge, Dash up to the Boss quick if
the distance is short enough, stop, then throw a punch and KEEP HOLDING
P for a holding move (if the attack the Boss does is non-tantrum, you'll
hit him out of it), it takes guts but it practically never fails ;).
Then, hit P like crazy and you'll extract a pipe from the Boss himself
(no damage to the Boss though)!
So great, I have a pipe now, you may be thinking. What good does it do
if any combo I try will immediately result in getting knocked over by a
charging attack? Well for one thing the Boss will be hunched over in
pain for a short amount of time, plenty good enough to get in a point-
blank red-sight shot...but careful, it might counter, so be ready to
block if you have to. You can then give the Boss a one-swing whack with
the pipe if it still doesn't counter (one swing does quite good damage),
and by then it probably WILL charge at you. Block it, you'll have plenty
of time. Then, fire a shot (it should be pretty powered up since you
walked in close -- yes, walking up to the Boss and NOT Dashing works
just fine at this point). Block the charge. If you can, walk up and
swing the pipe once. Block. Fire a shot. Block. Repeat as necessary so
long as you have the pipe. If you keep on blocking, moving in close,
swinging the pipe once, blocking and firing once, this whole process
takes maybe 15 seconds, tops :) You'll find that this method, though a
bit tricky, will put down the Boss in the quickest and easiest way,
since you don't have a lotta time to waste.
If you get knocked over and thus lose the pipe, just try and get in
there, substituting a single punch for the pipe swing...there's no
critical need to pick up the pipe again especially if the Boss is close
by. Don't recover from a knockdown with a rising attack, this frequently
means you hit the Boss and it just counters you down again before you
can do anything (and it just looks silly, hehe...since the rising attack
does well, a shred of damage on the Boss, you'll never defeat it in
time). If you need breathing space, you can do another P-based holding
move (punch the Boss and hit P like crazy) and shoulder charge the Boss
a good distance away for some breathing space after the pipe's out. Just
stay aggressive and keep blocking and the Boss will go down without much
trouble at all.
You are victorious! You now have the remaining time to run over to the
narrow alleyway to begin the next stage. Before you do, though, be sure
to get the hidden life-up and the grenade first. The life-up crate will
usually be hidden in the back after the camera view shifts, and you can
_usually_ get to it (but sometimes the camera is cruel and the life-up
is inaccessible...or maybe you somehow broke open the crate early in the
Boss fight, didn't notice the life-up and it disappeared...oh well, no
biggie). Run up to the crate (it's at the top of the scrap "hill"
surrounded by the metal-fence barrier) and smash it with a Roll,
a Clear Out Attack (easiest way :)), a pipe swing COMBO if you still
have the pipe, or a Clear Out Attack with the pipe to get the life-up
(10-15%). Many times, your lifebar will be refilled to 100% (See? Block
damage isn't THAT bad...), and you're back in business!
Before entering the next area, I highly recommend that you break open
the small crate just before the alleyway to pick up the Grenade.
You're now headed to...
------------------------------------------------------------
Part II: Edward Street
Difficulty: Low generally; can depend on luck sometimes
Life-ups: 0
Expect to lose this much life: 0-all%, hopefully 0
You're fine if you leave the Area with: at least 25% life
Secrets: basically 0
Combo Opportunities: 2, 3 with good Pipe use
Whichever character you're playing at the time will now hop over the
small barrier of wood and other junk to enter Edward Street, making
various comments. For example, Stick will say "What's happening?" and
Linda will say "Is that another zombie, too?" Really? Another zombie?
You gotta be kidding me! :) (the voice scripting/acting can get sorta
silly, I have to say)
After the computer type letting you know where you are, you'll see four
zombies drop down and start heading for you. Actually, I stand
corrected, THREE zombies...I believe the fourth zombie flies? shimmies?
slithers? ;) out of the garbage container to your right and just falls
flat on its face...it's a subtle detail, but a really nice touch :). If
you didn't pick up the grenade from the last area, or used it on the
boss, no worries -- use lots of dash attacks and keep your distance and
you shouldn't get hurt too much. These zombies can only swipe or grab to
my knowledge, no multi-hitter combos YET. If you DO have the grenade,
however :), give it a whirl and keep pressing P right before the
transition cinema ends to make sure you toss it right away. Take
cover!!! If the grenade doesn't miss and roll like it occasionally does,
it'll blow the heck outta 3 zombies for about 450 or so pts. Sure, no
combos, but better safe then sorry...besides, it's fun to use the
grenade. :) The other zombie, who was apparently spared as it was still
on the ground and not yet "hittable," should stand up by then. Until to
get to the door in the alleyway, all you need to do is deal with this
zombie and the upcoming baseball cap zombie as you like, it's really,
really easy. If you feel like it, you can try hitting some of the
garbage containers on the right side to cough up some bullet clips, but
I don't think it's worth your time. Especially if you're gonna make up
the points in grand style with this next combo :).
*****COMBO: Should you wish to combo your way to the door, it's also
pretty easy to do ;)!. Start hitting the surviving regular zombie
(remember, the funny one that clambered out of the garbage can into the
cruel world only to taste the floor? :P) with P jabs and/or other small
combo sets and keep advancing until you see the baseball cap zombie
approaching. Now, you can either finish off the regular zombie quickly,
or try to move in between punches (you can slightly "push" zombies as
you move with no harm to yourself as long as they aren't attacking) so
that when you hit the zombie, it hits the baseball cap zombie right
behind it! :) In any case with some good timing you can move in and
start hammering away at the baseball cap zombie with P jabs or whatever
you feel like, extending your combo. If you wanna get fancy and practice
those advanced moves feel free to do so, like finishing with a PPS combo
(for Stick) and then doing two Rolls in succession (you _could_ try
using the handgun on the downed opponent, but by then the zombie
probably has less than zero life :P --remember you can still hit zombies
quite a bit after they're defeated and still standing-- but it doesn't
work so well). You can get anywhere from 30-50 or more hits! Don't worry
if you can't carry the combo to the baseball cap zombie though. Two
smaller combos are still plenty good enough ;)
*****
In the meantime you will also come across a flashlight on the ground.
Get it for a cool flashlight effect in front of you or just for kicks,
it's not necessary to have it.
You will now come to a door which the game very clearly tells you to
enter. Walk up to it and hit G, P or S (I'd hit G from now on to enter
doors) to enter.
Once inside, you'll be in a small, dimly lighted room with two zombies
that pose no threat to you whatsoever. One of them is even holding a rag
(if the rag had a SEGA logo, it'd be funnier, but it's still strange
enough) and will continue to hold it for a while. Deal with them however
you want or make yourself a...
*****COMBO: If you wanna try for a nice string/chain combo involving a
quick transition to a second zombie with handgun shots that also looks
really cool, check this one out!
Go for the zombie that's not holding any rag first. Start with P jabs
and move on to PP or PPP sets to get in closer to the rag-holding zombie
and finish off the regular zombie before you string along the combo.
(It's actually not as difficult as it sounds.) By then you should have
10-15 or so hits and one defeated regular zombie. Now, move left VERY
quickly (you should now be something to the right of the rag zombie,
who's since tossed the rag) and try to get a blue-sight lock in that
zombie as soon as possible (it takes some practice but it's second
nature after a while). As soon as you get one, fire off a single shot.
You'll notice that if you were fast enough, your combo counter
increases! Now move in and finish the combo however you like -- don't do
just single P jabs though, use PP and PPP sets, since you've gotta get
rid of both zombies in a short amount of time. This can net you up to a
30+ hit combo...not too shabby at all.
*****
After the two zombies are defeated (watch your time), dash attack or
just plain hit the two-door metal cabinet to the northwest to grab a
pipe (optional) and some bonus pts. for opening the cabinet. Then get
next to the dusty old computer the game points you to and press a button
to insert the disk you got into it. You then get a cinema with a weird
floating head who claims not to be your enemy (I wouldn't know about
that...), and you'll then be presented with three cards to choose from,
red, blue or yellow. Press a button to pick a card, any card, it doesn't
really matter until the very end. The floating head will now compliment
you on sealing your fate (ha ha) and give you further instructions...but
if you just want to pick the darn card and get on with things, hit the
start button to speed things up.
| « Previous Page | Next Page » |
