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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***


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