Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

SOLVED :: How to completely clear threats from a location?
Many location where I cleared zombies still has the threat bar filled by a much. It's not fully blank. I revisit a couple of time both day and night but no new zombie appear. Like Irving Drive, the bar didn't go blank. Any idea? or is this a bug?

Edited: The bell at Harshaw Presbyterian is my clue—loud noise. Running and breaking bottles is insufficient; some background zombies aren’t attracted. The revolver from Hardwich’s trailer, which unlocks after reading a note at Old Ballard, works. Not sure about the pistol, and I still don’t know how to unlock the shotgun. I can clear out the white from the threat bar completely in some levels, but not all. Zombies tend to repopulate in certain areas.
Last edited by AzyTheGreat; Apr 20 @ 4:09am
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I could be mistaken but I think shelters are the only place that can have threat fully removed?

Regular levels have zombies hiding in the background that only become active when an event happens like from sound or environment etc. While Shelters, the only zombies Ive seen are the ones we can interact with right away to clear it so we can move in.

I guess if you pissed off all the zombies and cleared them maybe the bar will be gone? But I believe and I could be wrong, levels will continue to have random spawns when you return at random times.
This is because the shelters have barricades that prevent zombies from returning.

On the other hand, are these shelters calculated to be reoccupied if the barricades fail? I don't know, but it seems not. I mean, the game reduces the barricade of an occupied shelter, but doesn't manage freed ones that would remain... or maybe it does, I don't know yet.
Originally posted by Ordisoftware:
This is because the shelters have barricades that prevent zombies from returning.

On the other hand, are these shelters calculated to be reoccupied if the barricades fail? I don't know, but it seems not. I mean, the game reduces the barricade of an occupied shelter, but doesn't manage freed ones that would remain... or maybe it does, I don't know yet.

From my experience, the zombies dont mess with unoccupied shelters, before finishing my run, I had i think 5 shelters. My head cannon is since its boarded up and nothing is there to make noise, they dont tend to mess with it like an occupied one.

The only time the bases received damage was when I returned/moved back into them, I would get a prompt of it being attacked.
What happens when a shelter is taken by zombies, the barricade at 0? Spoling request but I don't care about that detail. On the other hand, thanks to those who post "SPOILER" tag, about the story, that way I don't start to read.
Last edited by Ordisoftware; Apr 12 @ 11:08am
Originally posted by Ordisoftware:
What happens when a shelter is taken by zombies, the barricade at 0? Spoling request but I don't care about that detail. On the other hand, thanks to those who post "SPOILER" tag, about the story, that way I don't start to read.

When the barricade hits 0, your survivors take a large amount of damage and if it does enough, will kill the ones with low enough HP. You then have to repair it so it doesn't happen again or another attack can happen killing off the group in one swoop. Its how my first run ended.
I revisited a couple of my shelters after leaving them due to too much zombie attention and they started doing 3-bars of damage per cycle.

I’m not sure how many days away. But for both the first and second shelters—I had to clear out zombies. The one with the garden in it was actually fairly populated. I had to come back a second time with more weapons.

Both of those shelters had their doors open and broken in front and back.
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Date Posted: Apr 12 @ 10:48am
Posts: 6