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yes, jackto really made it hard to do with electricity, now you have to set up a small circuit at least and the giants ... the MRL seems to be the best gun to use against him and you don't need too crazy a circuit to power one long enough to take a giant down.
but for day 10, not so bad. build like 2 batteries and upgrade them, build a couple solar, a couple wind turbines to charge them up and built a multi-rocket launcher. just that one small circuit and gun can hold you out for another 10-20 more waves. the giant isn't unstoppable, he's just real healthy, but MRL and rail guns can drop them fast. mortar is ok but really, they always get up to my face when i just use mortar. it really doesn't stop them. and the machine gun sucks.
you'll really only need 10 rockets in the MRL for the first night too. after awhile you'll need more, 20 to be safe, but really, it won't take more each night.
hit me up if you have any other questions
If this is actually your first time, Easy might be best to learn about electricity. It has some real advantages (not having to reload traps) but it does take some getting used to.
If you felt it wasn't a big problem to get to wave 10 than Normal might be alright. But until you have MRL figured out, and a base defense that takes on the giants, and only the giants, caution is advised.
Good Luck
GL
Is like "OMG i have COVID...what i have to do?"...Answer...you should have been vaccinate long before :)))
Step 1: Grab the necessary materials. Your inventory is your roaming base.
Since the default material rate on Normal is 70%, trap machines and iron ingots will be fully refunded on the ground from a broken base. In your case, bring these:
- A claw hammer.
- Materials for 1 Cutter and 1 Shredder (1 trap machine, 5 nails, 10 ropes, 1 iron ingot, 7 lumbers, 3 planks; see note 1).
- As many tree branches as possible for repairing and reloading traps.
- A crossbow (see note 2).
- Materials for around 300 bolts (60 pieces or iron and 60 tree branches) for 1 pale giant (there is only 1 pale giant on day 10 of Normal difficulty). Don't make them yet because bolts take more inventory space than materials.
- Optional: Materials for 1 sleeping bag for resurrection (2 rubber rings, 6 cloth, 20 leaves).
Note 1: The Cutter will be recycled by demolishing it with the claw hammer in step 3 for making the shredder so just 1 trap machine and 1 ingot are needed.
Note 2: On Normal, the respawn timer is 4 days after that item has been taken, so the crossbow on the 2nd basement of the subway may have respawned in your playthrough. It sits on top of an electrical box by a red sign saying "Do not enter or cross tracks" on the same waiting platform as the quest item, the headset (not in room with the black-n-white checkerboard floor but the one with a red coke vending machine). This platform also leads to and is the only one going to the 3rd basement.
Step 2: clear the remaining non-giant non-Exploder zombies with a Cutter.
Since a giant needs a height clearance of 25~27 units, it cannot get inside most buildings, and in this case, will stay on the stairs of the south subway entrance.
After entering the south subway entrance (now you're facing NW on the 1st basement), turn left to pass the turnstile checkpoint (either through an open turnstile, or open the door, or parkour over the turnstiles).
Turn left again to see a construction hurdle (now you're facing south). Parkour over it into an unreachable area where there is a vertical turnstile. Build a Cutter against the construction hurdle. Its blades can reach beyond the hurdle and fence to clear non-Exploder zombies. You can put that optional sleeping bag here.
Since right now you're not reachable, zombies will switch targets to breakable objects, some will be breaking doors on the street so it takes a long time for them to get to the Cutter. To speed up the process, parkour out of that unreachable spot to force zombies on the street to switch aggro to you so they will enter the subway. Get behind the hurdle when you see them coming so as to make yourself unreachable again and then bounce aggro to the Cutter.
When you're sure there is no more non-Exploder Wave Zombies, climb out and body pull those World Zombies in this room to the Cutter to clear the train platform.
Step 3: imprison and Shredder the Exploder zombies.
Once all non-Exploder zombies are killed by the Cutter. Demolish the Cutter to get back the materials. Check the build menu to make sure you have the materials for a Shredder before climbing out of that hurdle.
Since zombies cannot climb over objects of 2.5 units of height (they can climb over their teammates though), lure Exploders into the train track to imprison them down there. Climb back up to the platform. Rinse and repeat till all are imprisoned. There are more tracks in the entire subway in case you run out of room.
Once you're safely back on top of a platform, build a shredder (use the Lower key) on a track close to the platform to clear the Exploders.
Step 4: shoot the giant to death.
If you don't have a crossbow, follow that track (facing NW), climb up on your right to find the stairs going to the 2nd basement, once on the 2nd basement, turn left and run past the red coke machine, then immediate turn left for the crossbow on top of the electrical box, and then finally run back to the south subway entrace.
There are a few loot boxes along way. With CloseUIWhenAttacked DISABLED in the UI settings, you can rob them with a sequence of key presses of F, T, and ESC, and then run away. It's optional but there might be rifles and bullets from them.
During all this time, the giant has been trying to follow you on the street above. Because the vertical distance is deemed by the AI as the shortest path, it tries to stay right above you when you are unreachable.
Go back and stay on the stairs of the south entrance so the giant CAN reach you. When you see it coming, run back into the subway by the turnstile checkpoint to become unreachable and then shoot the giant to death (takes more than 1 in-game hours).
Run back to the Shredder in the track if a day wave takes place. When done with the giant, you can demolish it.
Although a giant's weak spot is the "eye" on its chest, to save bolts, shoot its feet, move close to it to bait out its attack, dodge towards the giant (the invulnerability frames in this game are more than Dark Souls), immediately press T to retrieve all bolts, and then dodge backwards twice.
If you don't wanna play Dark Souls and cannot get enough bolts, then speedrun through the subway to rob all 15 loot boxes for a chance of rifles and bullets (sometimes 14 since the existence of the lootbox at stairs of south entrance is RNG in different playthoughs). The subway is the easiest point of interest of the entire map to speedrun through due to the track imprisonment trick.
P.S. The "recovery" game mode is the 9th difficulty this game offers. There're some public servers out there awaiting rescue. Once you've learned more tricks and hidden mechanics of this game and are tired of 1300% difficulty as Mr. Anderson, you can play as Neo to save the Matrix.
So, if you're worried about materials despawning at your base. Save and load to reset the despawning timer.
I've been there. I've only been playing 20+ hrs, but you're game isn't over. Just reload a game several hours prior to the giant spawn wave, deconstruct it completely, and go rebuild on top of a sizable roof top. The giants can not reach you there.
I'm using the hospital roof top because it has a narrow fire escape stairs as the direct approach, leading them into a single wide zig zag maze of death. The giants will not come up, nor harm your base because they try to smash around the base of the hospital only.
Also of interest in using roof tops is the little ledges that run around the perimeter seem to be considered "inaccessible" to the zombies, so if you're ever overwhelmed or need to reset traps, hop up onto them, and the zombies start running in reverse through the meat grinder maze or just stop advancing to smash walls etc. Really works well to control the flow of zombies and not get overwhelmed.
Also, single-wide halls allow for some clipping of traps through the walls, allowing you to reset traps safely from behind a wall.