Zombie Revenge - Strategy Guide (Page 07)
Below are the cheat codes, hints and help for Zombie Revenge - Strategy Guide (Page 07).
Next up for you is the Burning Boss, who you must face in a kinda narrow corridor. BOSS: Burning Monster -- easy...usually... Attacks: exactly the same as the Scrapyard Monster, basically, except there's the addition of flame to these attacks. I don't know what damage any of these attacks do since I've been lucky enough never to get hit. This Boss is VERY slow, and very very vulnerable to handgun shots, especially aimed ones. Unfortunately you can't quite gun it down before it reaches you. Since the Boss is quite slow, I would try to run around it when it attacks (you might want to try blocking the attack first), and pounding it in the back until it's finished. Or heck, if you have life to spare, block one of its attacks and run all the way to the other side of the room to shoot it down, that might work just as well too! Just watch for any tantrum attacks. The Boss also makes good combo fodder as it takes a long time to fall after you defeat it. The barrier gate to the north will now lift and you will now have to face a lot of laser zombies spaced out in a large corridor. Breezy. Again, take full advantage of their lack of quickness, and Dash past them all (easy), to enter a secret room on the northeast end of the hall. Don't engage em in combat just yet. Once you enter the door, defeat the two weak zombies in there (not a problem), and hit the dresser? repeatedly to make a life-up (10-20% life) fall from the top. Then hit the cabinet to pick from one from an array of weapons. I'd get the grenade. If for some reason you can't find things around here, toss clear out attacks like crazy (they're free unless zombies are in the way) if you have enough life to execute them (AFTER the zombies have disappeared) and you'll make the items fall out sure enough. After you leave the secret room, use the grenade as you wish to thin the ranks of the laser zombies. Dealing with them from here is a snap, hit them with charged shots from afar, and rush in up close. You shouldn't take much damage, and it will be a GREAT help to you if you don't have to use the elixir up to this point. Yeah, whatever, you might say. My lifebar is still pretty low, and now I have to face the Boss, it doesn't matter, does it? Actually it kinda does. To the left wall of the door you enter to face the next Boss are two pillars. Tucked in between is a secret crate that holds a life- up...the special kind that fills 50-100% of your lifebar (recall Area 5)! You probably won't have a chance to get it until you clear the scene of zombies, though. Shooting the crate is a bit tricky, but you should get the life up after a few tries. Your lifebar will now be restored to 60-100% right before the Boss fight, a very handy and a very welcome reward. That's why you save the Elixir!!! Head through the doors to face the largest Boss ever! BOSS: Giant -- not so easy, not so easy at all... The head of this monster will remind you somewhat of the Area 6 Boss...but don't look into that tidbit too much :P This sucker doesn't have many moves to anticipate, but they all do BIG damage. And did I mention this Boss is huge? It's so big you only fight its upper body... Attacks: Physical -- both blockable 1. Pancake Hand Sweeper. The giant Boss will use his right hand (always) (it appears from your view as his "left" hand) to swipe you or squash you flat. If you don't block (and properly), say goodbye to 1/2 of your lifebar. 2. Grab. The Boss will use his right hand once again to try and grab you. If it does, you're slammed around like a rag doll, and there's nothing you can do about it. I'd say this move would just about finish you off in any circumstance, I've never been hit by it (lucky me) but I have seen the Boss slam the stuffing out of a grabbed zombie and I'll tell you, it's not funny...well it is to see the zombie get punished instead :P. Projectile -- unblockable 1. Laser Eye. The Boss will spend a very long time charging up (the head even smokes :)), and then fire a searing laser blast from its eye that tracks, but for a much longer period and duration than the Area 6's Boss's Laser. Lucky for you it doesn't track as fast. Does unspeakable damage and multiple hits if it connects, but it probably won't finish you in one shot. The double-laser variety, however, probably will finish you if you're hit, no matter what. The double laser occurs after the Boss has been significantly damaged. Not much changes except the power and possibly the tracking duration of the laser. Facing the Boss by itself is surprisingly easy, actually. You can shoot any one of three targets on its body (head or either of two hands, but I think shooting the head does the most damage), and the Boss's attacks some very slowly with long build-ups. Blocking the physical attacks actually don't cost you much life at all, maybe because blocking is a mandatory thing this time (you could run from the Area 6 Boss's head butt, but you can't run from the swipe and grab here, at least to my knowledge). For some reason, though, your best bet with blocking the physical attacks is to run over to the far right side of the playing field (I think there's a stack of wood there), then block facing leftwards before the hand comes down. You'll never be hurt this way, but according to BLui you will get clobbered if you're anywhere other than at the far right of the screen... The laser blast is also not hard to deal with. Once you figure out how long the laser takes to charge, it's easy to run from -- make sure you're either on the extreme left or right end of the screen and run straight to the opposite end once the laser fires and it will miss. I don't recommend just standing around before the laser fires, instead walk around some so you can be ready to dash (see Area 6 Boss strat). Unfortunately, there's the complicating factor of two regular helper zombies who will keep coming even if you take them out or the Boss does ;). Just dash-attack them down when they get close if it's safe. If they manage to get in your way, you're at risk of being utterly beat up, but that's where the elixir comes in to save the day :) Concentrate fire, I'd say on the Boss's head if you can, after each attack finishes. The Boss takes a long time to attack, and just ignore the shaking and growling it does while you're hitting it. You can even punch it in the face, but it's not always possible. Just be ready to react once you see the start-up signs (try to watch for the Boss just staring and following you to be ready). Should you succeed, the Boss will die a dramatic death, and you're headed for the final stage... ------------------------------------------------------------- Part IX: The Dawn (cinema info unavailable) Difficulty: High Life-ups: 2, both from Bosses (don't know what % life-up) Expect to lose this much life: who knows? You're fine if: you win the game :) Secrets: 0 Combo Opportunities: 0 Welp, you're finally here at the very last Area of ZR. Deep within the inner sanctum of the headquarters of evil, you will face "the man with the golden eyes" in a fight to the death. It won't be easy, but should you defeat Zed in his two forms, the world is saved... Unfortunately this walkthrough will not tell you how to defeat Zed, since this humble author has never made it to him yet! Arrggh! But please do read BLui's and R-Jay's FAQs on the GameFAQs site for good in- depth strategies and information. I'm not sure how exactly you get to this Area, but your player and two companions are suddenly transported across time and space or something like that in some really trippy and really cool looking graphical effects. Next thing you know, you are headed downward on a elevator-type platform, and must next battle a total of 8 laser zombies! It's actually more like fighting 4 at a time...as you defeat one, a fresh laser zombie will take its place. The battle isn't quite as easy as last time in the more confined corridors of Area 8, since the laser zombies will surround you, starting off at each corner of the platform. But the one time I was at this Area and fought them off, I'd only been hit once for about 1/7 damage. The trick at the very beginning is to not worry too much about the other laser zombies and to basically hit up the zombie nearest you until the other 3 are pretty close. It's then a matter of very quick combo sets, shots and dash attacks when they prepare to attack you (maybe even incomplete combos in the case of Stick -- e.g. use PPP instead of PPS). Just remember the laser zombies are pretty slow to the attack. The fight is tough since the zombies have high lifebars, but your real opponent is the clock. All in all, though, you just have to be very quick on your feet, and don't try to run from the zombies. Stand and deliver. Even then, though, don't feel you need to do a whole bunch of damage to one zombie before focusing on another. I did a lot of my fighting with Stick with a quick shot here, a dash attack there, a 2-hit PP on one laser zombie, a PPP on another, and even when pecking away like this (probably not the best method) with almost no full basic combos, I still had enough time left to head off to the next scene. With patience and a watchful eye you'll vanquish all 8 laser zombies. Remember, they're not nearly as bad as the green zombies, except for their funky yellow-stream guided curving laser thingy (which doesn't hurt too much anyway). You now head to what appears to be an dark abyss of empty space. But it's not entirely, actually; paths and platforms made up of shiny lighted white cubes will rise for you to face your first Boss, your old friend the Electric Predator. BOSS: Electric Predator, Take 2 -- easy, so very easy... Attacks: Same as Area 3 Electric Predator, except now the electricity bolts are greenish....oooooooooooooooooo If you've gotten this far the Electric Predator is a complete piece of cake. The Boss's attacks are still all blockable, it doesn't move any faster, I don't think it does ANYTHING differently. As long as you can still withstand a few ticks of block damage, you should be able to breeze past this guy. The only difference this time is a smaller area with which to fight. Don't worry, you can't fall off the floating platforms. Just deal with this Boss the exact same way as you did in Area 3, since this Boss is exactly the same, and you'll be just fine. BOSS: Mechanical Monster, Take 2 (in the second form) -- very hard Attacks: Same as Area 7 This battle is nail-grindingly annoying because the Boss is in its second form. True, all you have to do is shoot down the little Boss to win, but this time the platform you have to work with is really small, much smaller than the previous Boss platform. And the big Boss is still invincible as usual. This makes the Boss much more dangerous since you can't run around as well to avoid its attacks. The shoulder charge is probably almost impossible to avoid (maybe you can roll out of the way, I don't know, I didn't make it past this Boss even with 60% life), and don't even think about running from the rocket attack if the Boss fires em off into the air, hit the Boss out of it ASAP!. Should you be able to defeat the Boss, according to BLui's FAQ, hit the big Boss several times after it's finished off and before it falls to make it drop a very crucial life-up. After this, it's on to Zed at last. ***But since ZR isn't at the arcade I'll never be able to GET to Zed!! *sniff* *** END BOSS: Zed (two forms) -- probably even harder I can't tell you much of anything about his attacks, moves or difficulty, only what I've seen from other people who used continues to reach him. Lots and lots of continues. He is by all accounts very fast, durable, and all-around tough even in his first form. Luckily many of his attacks don't do too much damage, but the problem is that Zed can fly and swoop with impunity, and also that Zed just has so many attack options available to him -- he can blast you with lasers from above, use a flaming hand, teleport at will, and even use his handgun! And I don't think I've identified his full repertoire. Many of his attacks are also unblockable. Should you beat his first persona, Zed will collapse, and ask our heroes "Why do you still want to live?" before transforming into the mighty God of Destruction (looks kinda like Magician from HOTD). The second fight gets even tougher. The former Zed now gains more attacks, gets speed enhancements on his old ones, and according to what card you chose at the Area 2 computer terminals, a custom set of attacks if you beat him up enough. All the while the background is absolutely psychedelic. You'll have to see it to believe it. Needless to say, since you've gotta face a superfast flying final boss, the handgun is absolutely critical to success. Follow the advice BLui and R-Jay have for you and you just might win the day for the side of good. Zed will drop bullets and a life-up during the battle, and these items will be invaluable to you. ---------------------------------------- Should you defeat the fearsome God of Destruction, you will find our heroes standing (or sitting, can't remember which) in an open field after their victory, deep in thought. Stick will start to wonder about his scientist father...but just then, the AMS helicopter comes to take our heroes away, perhaps for more adventures ahead. For the ending, you will now see all of the rooms from ZR in reverse order starting from the last level while the credits roll, except now things are rather lighter and brighter since the zombie threat has been averted...for now. You'll finally revisit the room where you saved the girl, and she's still waiting there several hours after you saved her! Why? She's waiting for her money promised from Zed for giving you the disk! Oops, she might not get her check in the mail for quite some time... :P and so the game draws to a close. VII. Helpful Hints, Closing Thoughts, Mysteries of the Game, and Other Stuff I apologize for not having a more complete FAQ, but the game's really really hard to beat with just one credit :). It's a very challenging, but also very fun game. With practice you'll find you can go for 20-30 minutes on a single credit, even on an average day...and that's a LOT of 3D gaming goodness for your money! Spread the joy of ZR to everyone :) if you have the game or know of a ZR arcade game nearby, you never know how long the somewhat less popular games are gonna stick around... Just schedule things around your games :P. Keep experimenting as you go on, implement effective strategies to get you through each scene in the best possible conditions, and always be thinking about new techniques and battle strats... Here's a whole bunch of thoughts from me that you may or may not find useful, they're kinda disorganized but hey, they're fresh theories you might want to try out (many of which I haven't tried myself)... Area 1 - no insights really; but with the technique I mentioned in the Area 2 small room, you might be able to make a significant combo out of the 2 baseball caps zombies you find in the stage. Area 2 - Remember, you don't have to wade into a bunch of zombies in the alleyway with the Pipe, as I always do (though you should always pick up the Pipe to quickly polish off the machine gun zombie that falls down behind you). You can choose to play it safe and fire at the zombie crowd from a distance with the machine gun, just watch out for the other machine gun zombie holder. Area 3 - Ah, purple spit zombies. They won't be too much trouble here, but they will be in later areas. Do note that zombie spit always tends to fly and connect rather high. Is it possible you could roll to make the purple spit fly over you without harm? Also note how if you're playing Rikiya, you have distinct advantages in this level. Where many occasions call for two shots with Stick and Linda, Rikiya players may only need one due to higher handgun damage. This translates to FANTASTIC quick-charging red-sight shot damage and lots of opportunities for dealing quick and heavy damage to zombies. There may be uses for Rikiya's charged-up physical attack (the purplish close-range energy field) that I don't know about. You could possibly try it on the secret room with the five zombies in this Area. Clear Out on them, and then collect your energy and see if you can hit em with the energy blaze while they're down (don't bring in a weapon). Heck, you never know what might happen :). But try it at your own risk! Area 4 - Might the Roll work to duck under the claw swipes of the Boss? The swipe looks kinda low, but you never know... Area 5 - If you can find you can roll under the light posts in the tunnel without getting hit, you might want to try using Rolls against the Boss at the end when it swoops at you. The timing may be difficult, but you might be able to avoid block damage, especially when the Boss does the long-distance dive that frequently hits for two hits of block damage. Area 6 - Remember the big room of gloom n' doom right before the Boss? There may be more ways to get through it safely than I've thought of. No, this doesn't mean getting the cannon shot :P. For example, might a Rikiya player be better off firing a quick-charged red-sight shot on the hatchet zombie I as a Stick player would dash attack instead? The hatchet zombie does have rather low life, and getting rid of it would be an immense help... Also, is getting the grenade and then tossing it right away the best idea in this scene? It usually works fine, but what if you disregard everything I said and ran well around the zombie horde in this scene (don't hit any zombies, just head south then east or straight for the grenade box), and just hit the grenade crate right away? Given you can usually run around the zombie bunch, could you then either 1) run away without the grenade and make the zombies follow you so you could pick it up later or 2) try to pick up the grenade, but then run around the zombies until you can find a good time to toss it? Running around with the grenade and waiting for the right time to use it might not be a bad idea at all if you can avoid the hatchet zombies and armed zombies... And bringing up the Roll once again...could you use it to avoid headbutts from the Boss just before it hits you to avoid taking block damage? Area 7 - I noted above that once you run around the green zombie wave at the beginning so that all the zombies are north of you, dash attacking them all down seems really tough. This might be because some of the three zombies are not "hittable" yet (true, one did spit at you though). If you find it very hard to hit some of the green zombies in this first wave, maybe you should try to see if certain zombies are immediately hittable and if others are not. This will help you to prioritize which zombies to go for and possibly minimize damage taken in this scene. Invoking the Roll yet again for the Boss: could you Roll away in a certain direction to avoid its shoulder charge? Area 8 - When you reach the staircase with the 2 shotgun zombies up top and the 2 at the bottom, do you necessarily have to keep switching your attention between those at the top of the stairs and those at the bottom? Or, could you disarm them all, then run down to the bottom of the staircase and deal with them all from the bottom? Remember that your handgun can aim upwards and downwards and their shotguns can't, and also that there's a considerable height difference from the bottom to the top of the staircase. When you meet the laser zombies, note that their long streaming semi- guided curving laser blast things hit rather high. If you can't block these blasts, can you roll under them? The same goes for the Giant Boss at the end. Are there alternatives to just blocking all the time? And could you possibly roll under the laser at the last minute if you're in a pinch? Area 9 - Yep, here comes more droning speeches about the Roll...but in the End Boss strats that BLui and R-Jay have, they mention that rolling may be absolutely essential to effectively dealing with Zed's swoops, even the big ones. Also, I've heard (and actually seen) that when you pick the blue card at Area 2's computer terminal, the attacks of the God of Destruction do seem relatively the same after he gains the "powers" of the card, and are thus easier to deal with. Maybe picking a card chooses the Boss's difficulty and changes the ending...but heck, if you're just trying to pass the game for the first time, why NOT pick the card that translates into an easier Boss fight? Other random thoughts and mysteries -- Which Stick, I've been able to occasionally pull off a PPPP string followed immediately by a roll. Is this repeatable? Might this be useful? You can cancel out of a roll anytime into a Clear Out Attack. Some of the strats I listed here can also be used by Linda and Rikiya players. Machine gunning zombie combos are equally easy since all characters handle special weapons the same. You can beat the Area 1 Boss the same with Linda and Rikiya, I've tried it myself. You can use the Pipe with either Linda or Rikiya in Area 2 with the same results as Stick. General gunplay is the same for all three characters, and every character can use the quick-charging shot tactic to great effect. Note that if you're interested in high scores, the scoring system seems to be a bit different than most. Actually defeating a zombie, or even a Boss, doesn't seem to net you any points. In any case, you're gonna get your best scores from the actual hits and combos you do, because that's were most of the points are to be gained. Also, don't forget to ask yourself "Are there any secrets I haven't found yet?" Every life-up you can find is critical to success at ZR. Once you get used to the game, I guarantee you'll be having fun and coming back for more. Just make sure you keep your social/academic/other important aspects of life in harmony and balance :) VIII. Credits Again, thanks to BLui for providing much of the inspiration to write this FAQ of Zombie Revenge in the first place. Thanks also for R-Jay for the great End Boss Strategy that I can't use right now since ZR is gone :) Thanks also to Entity, resident fighting game guru on the block, and the guy who reaffirms the hardcore gamer's credo; if your one credit's up, start over! Never continue! (Hey! My side, my bonuses! No! You hog! My x20! MY x20! ARGH! NO!! MY EGGS! MYYY EGGSSSS!!!) ...bah, I always covered for you in Area 51 anyway :P. That's it for the FAQ! Thanks for reading it! --Mav ***END***
| « Previous Page |
