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so much effort writing this up.
Kudos!
Well you have to do it quite a lot of times if you want to get everything and do all of the achievements, I'm at about 3/4th of the way now, thanks tho!
I save one snack for end of round 2, 3 and 4, so I can pop it when low stam between the pods. From there it is all pills. Mostly, I keep the pills for axing juggernauts, but there are sometimes I use it to run back and forth the barricade. And of course, for return trip collecting pods.
My latest runs consisted of me throwing away the melee weapon and only backstabbing armored on waves 2-5, then shotgunning the rest so I don't need snacks until pills are dropping, last 2 waves no need for anything as they all die from shots.
Feel free to use this and add to the board for others in need, I'm out!
Starting inventory, Clio shotgun (not assault), mines, axe.
Remember inventory management is important. Keep stuff seperated and only have what you need for that round in your inventory.
You might want to not repair walls at the end of a round, and instead opt to do it at the end of the "gather from pods phase". Use 1 snack on pod runs to counter low stam and get back in time. You will only really need 6 total snacks on the entire run. For harvesting pods till round 4, the rest to ax jugs.
Remember to check that the AI does NOT have shotguns. If they do, restart!
Wave 1
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Start
Repair wall, drop from inventory mines in the middle, drop bandages to left of tech, drop clio stuff to the outside left, drop snacks at sidewalk middle by lamp post, drop shotgun + ammo in the middle, drop health kits by wall middle - 2 meters from the section where you jump over.
Use rifle if you want for round 1-2. Drop it when initial ammo is gone, do not replenish from pods.
1.00 - Feral, can be taken from middle
Wave 2
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Start
Repair bad walls - should be nothing! Can use snacks - only need 1 for picking up pods. Switch to shotgun mid round, so pick up that and ammo.
Focus on armored zeds. Executions is what you want. Rifle/Shotgun the rest.
Keep an eye on those corners!
1.20 - Feral, can be taken from middle
End
Repair walls, maybe one, prefer nothing (better probably to run and repair on the return).
Wave 3
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Start
Drop all except shotgun and x3 snacks (perhaps better with none, since there are snacks in the pod. Leave the bullets in the pods, leave all but 3 snacks, do not empty pods. Take bandages, clio, shotgun shells and repair kits and 6x firebombs. Drop the extra clio on the ground at reserve.
Drop bandages at tech, drop repair kits, drop clio to the left. Get all the shotgun shells (switching to wolverine at round 2 preferably) , get one health kit.
1.00 - Normal Jug
Kite the jug, and try to clear out walls while doing so. Use snacks to kill him in melee.
End
Fix walls (probably 4) drop repair kits. Drop repair kits, drop shotgun and shells, get Clio shotgun, run out no later than 1 minute left.
Wave 4
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Start
Get repair kits, clio ammo and 6x bombs + 3x firebombs. Do not take snacks or shotgun shells. Drop repair kits back at wall. 128 clio ammo after pods, drop the remote bombs.
Exploit bloater gas explodes with firebombs.
2.50 - normal Jug
1.50 - feral can be taken from middle
1.45 - repairs x1, out on street before jug arrives!
1.00 - Plague Jug
End
x2-4 Firebombs used, one snack left.
Wave 5
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Start
Mine the middle courtyard by tech, repair walls, drop repair kits, drop remaining firebombs. Use last snack in inventory on pod run. Get repair and health kits from pods, get stims, and bombs. Drop snacks if there, use stims instead. Get Clio ammo from reserve.
Use firebombs and bombs and keep picking up ammo. Use pretty much everything to keep the walls up! It's perfectly okay to use 9-10 bombs/firebombs!
2.50 - Plague Jug. If you can kite him to a crowd, that and him can be taken out with 3-4 bombs, leaving you 2-3 bombs for crowd control.
1.00 - Plague Jug.
2.00 - Wall repairs, (use health kit and last stim in needed).
End
Wall repairs, finish the last crowd with the last firebomb if possible to save time! Time is of the essence in the remainder of the session!
Wave 6
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Start
Empty inventory, run to pods (no later than 1.30). Get 4x mines, clio ammo, repair kits, 3x firebombs, 3x bombs, 3x stims.
40 seconds back, mine street x2, repair rest of walls. Pick up old firebombs (from wave 3) + clio ammo (160 total).
3.00 - extra mines on the street
2.45 - 1 Feral and 1 Plague Jug (use health kit if needed)
1.25 - repair walls if they break, come out immediately.
1.00 - 1 Feral and 1 Plague Jug
End
Drop clio ammo, use 1 stim to run to pods immediately.
Wave 7
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Take smg, repair kits, clio ammo, mines, 3x bombs, 2x mines, rocket pod. Need at least 1 minute to run back and do stuff.
Mine the streets. Repair walls, pick up last health kit and last clio ammo (160). Get bandages for tech.
Rocket pod is for emergency! Heal the tech when you can! Important that he never faces a wall breach or a feral with damage!
Immediately - one feral and one plague Jug. Use the SMG till empty and drop. That +1 bomb should kills the specials and a bit more.
4.10 - Plague jug - shotgun and axe him.
3.30 - Plague jug - bomb and axe him.
3.00 - Plague jug - bombed, axe and shotgun whatever it takes!
2.00 - 2x feral and 1 Plague jug. Careful of the AI screwing you with the ferals now!
1.15 - 2x Feral and 2x Plague Jugs - if your walls are up when they spawn, you pretty much are assured a win.
End
Victory!