アンダイイング

アンダイイング

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Walkthrough
作者: Bartelmy
Key points for each location.

I'm still building on this guide, mostly adding in the locations of notes and details about what can be done in each location.
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Introduction
This guide lists all locations in approximately the order they're unlocked. For each site, I've noted key steps to take and important things to find.

Each location will generally give you some guidance - distance or direction - towards at least one other location. If you press the left shoulder button and Y to open the map. Anling will tell you if she thinks she still needs to find that information in a specific area.

Timeline
  • Every third day, a trader appears outside your front door. He sells backpack upgrades.
  • At the end of day 11, the power will fail. From this point on, you'll need to top up the generator in the backyard with gasoline in order to use any of your crafting benches, the fridge, or the radiator. Don't bother with the radiator, just get Cody a raincoat and keep it on him constantly.
  • From Day 20, Anling's symptoms will worsen. She'll have 2 per day instead of one.
  • On day 34, Cody will run away from home. Searching does nothing. He'll be back home in the evening.
  • From day 40 (please let me know if it's sooner) Chris will no longer be available at the campsite. You'll be able to find a backpack upgrade, his camera, and some notes in his van. One note will contain the distance for Forest Highway 107, just in case you missed it earlier.
  • On day 45, Anling will stop gaining symptoms.
  • After day 45, you won't be able to talk to anyone at the beach.

NB. I've found 113 notes out of 142.
General Tips
  • You can upgrade your backpack by pressing X on the inventory menu. Do so asap, you need the storage.
  • Rotten potatoes and rotten meat can be used in crafting, but I haven't found a use for other rotten items yet.
  • Crackers, starch, and cans never go off. You can turn potatoes into starch by using the machine at the farm, but you might be better off turning them into homemade wine.
  • The "?" on the map tend to contain a lot of expensive crafting items, so exploring those might be a better use of time than grinding for scrap or wood.
  • If you reload immediately after waking, you get a new set of events during the night (e.g., maybe the zombies didn't break your windows) and a new selection of symptoms to choose from. You can save scum like this to avoid the worst ones, if you're struggling.
  • On Fierce mode, you probably want to avoid fighting, if you can help it. Most enemies can be kited, but this gets harder if you attract more than one at a time. Killing them takes time and puts wear on your weapons which will require items to fix, and getting those items requires more time and possibly more fighting. Just sneak past if you can. Alternatively, try to make the zombies and gangsters fight each other instead of you.
  • Zombie hordes generally only appear in outside areas. If there's an entrance to another area nearby, you can run straight past them.
  • Cody can unlock a skill that lets him identify herbs outside. Look for patches like those in the image below and let him wander over to them. There are some at the National Park. You need herbs to make medicine to cure your symptoms.
  • Symptoms that say something like, Anling's hunger/thirst can't be improved, hunger/thirst +16 every hour are slightly mistranslated. They mean that Anling gets more hungry/thirsty by that amount, i.e., she loses that amount from her hunger/thirst bar every hour.


Unlocking Areas
  • The Farm is unlocked automatically.
  • The Alaskan Supermarket is unlocked after fixing the TV with the circuit board from the farm.
  • The Downtown District is unlocked after fixing the TV with the circuit board from the farm.
  • The Secret Laboratory is unlocked automatically on day 45, or earlier if you find the distance and direction in the table below.

To unlock each area, you need to get the distance and the direction.


Location
Distance
Direction
Survivor Camp
From Dianna at the Alaskan Supermarket
From Brandy OR Bill OR Pages from Brandy's Diary at the Farm
National Park
From Page from a Notebook that Fell Out on a table in the central area of the Survivor Camp
OR
from Brandy OR Bill OR Pages from Brandy's Diary at the Farm
From a Torn Poster next to the till in the Italian Diner in the Downtown District
Forest Highway 107
From Chris after returning his camera OR from a note in Chris' van after day 40, at the National Park .
From Mary in your neighbourhood, after giving her a total of four bottles of water and some food.
Crown Carnival
From Vehicle Maintenance Notice on the floor of the Garage in the Downtown District
From a Leaflet near the tent where you find Chris' camera at the National Park.
Larob Mining Site
From Mary in your Neighbourhood
From Daisy on Forest Highway 107
Huff Canning Factory
From Spike the bandit on Forest Highway 107.
From Sean in the backroom of the Alaskan Supermarket
Aries Police Station
From Leon at Larob Mining Site after saving Hicksey
AND/OR
from Tiger at Huff Canning Factory
AND/OR
from a business card outside the Secret Laboratory.
From a message on the phone in the final room of the Huff Canning Factory AND/OR from a business card outside the Secret Laboratory
Seagull Beach
On a note in the final room of the Huff Canning Factory.
From Beach Brochure just inside the funhouse at Crown Carnival.
Secret Laboratory
From Diary Page 4 in Noah's basement AND/OR from Noah at the end of the quest chain at the Survivor Camp.
From a note in Room 5 at Seagull Beach
Vancage Prison
From Bard after completing the quest chain at Aries Police Station.
From Bard after completing the quest chain at Aries Police Station
Home and Neighbourhood
Inside
Items needed: 1 lockpick
Directions/Distance: Farm unlocked after unlocking the backdoor. Downtown District and Alaskan Supermarket unlocked after fixing the TV with the circuit board from the Farm.

Try to fix the two sinks and the water barrel as soon as you can, so you'll have water available later. The sinks will fill up at a steady rate over time and the water barrel will fill up when it rains.

When cooking, any percentage over a round 100% will be wasted. If you only have 60% items, like cans and starch, make 3 meals and keep one in the fridge. Use up fresh items first, before they go off.

You won't be able to fully upgrade the kitchen or med bench until you've fully upgraded the crafting bench. The second efficiency upgrade on your benches makes items cost 20% less to make. Once you have it, since you can't make fractions of items, make items in multiples of 5 to get the full benefit of the 20% off.

You can interact with Cody on the sofa on the living room, to give him buffs. Try to keep two on at all times, they're useful.

When Cody is sick, check on him while he's lying on his bed and you can give him food, water, and medicine from your inventory to help him recover. The game's two secret recipes (below) heal his health stat as well fill his hunger metre, so this might be a good time to break them out. Making both of them will give you the Strange Recipes achievement.





Once you've fixed the TV at home with the circuit board you obtain from the farm, you'll unlock the Alaskan Supermarket and Downtown District locations.

Notes
  • An Old Letter on Anling's dresser.

Neighbourhood
Items needed: 1 lockpick, 2 wooden planks, Food (e.g., 1 Basic Meal), Medicine (e.g., 2 over-the-counter pills)
Directions/Distance: distance to Larob Mining Site from Mary; Direction to Forest Highway 107 after giving her a total of 4 bottles of clean water and some food over 3 days.

  • You can get dirty water from the fountain for a while, though it won't fill up again.
  • Two locked suitcases say you'll need the crowbar, but you can open them by hitting them with the bat. You can find a crowbar at the farm, so you probably don't want to make one just for this.
  • A dead body near Mary's house has the lockpick you need to open the back door at Home.
  • If Cody has unlocked the skill that lets him find hidden items, he can find a bottle of clean water and some chocolate near Mary's house.

Mary, a neighbour, will give you the distance for the Larob Mining Site when you talk to her. She has a few fetch quests. You'll need to wait a day inbetween each one. She requests the following:
  • Two bottles of water. You'll be rewarded with 4 tomato seeds.
  • Two bottles of water (again). You'll be rewarded with 4 herb seeds.
  • Food. I think she'll accept any amount, but 1 basic meal or 1 can and 1 chocolate will get you the maximum amount of praise. She'll give you the direction for Forest Highway 107.
  • Medicine. If you return after a day, you'll find a family photo lying outside the door. At the end of the game, you'll get an epilogue explaining what happened to several characters, including Mary.

    Notes
    • Old Newspaper across from the house.
    • A Crumpled Note near the two zombies behind a breakable barrier.
    • Old Newspaper outside Mary's house, in the Newspaper holder.
    • Note on top of the van with the zombie.
Farm
Items needed: I lockpick
Distance/Directions: Direction to Survivor Camp; Distance to National Park.

Be prepared for a fight near the gate and on the second floor of the barn. After returning Chris' Camera at the National Park, you'll find a photo at this location, just behind your car. You can turn potatoes into starch using the machine in the barn.



You have two options here.

Call Bill out:

If you call Bill out, you'll need to fight him. He'll be able to get a few shots at you while you're opening the gate. After the fight, Brandy will prompt you to check the second floor of the barn.

Once you've done that, she'll give you the direction of the Survivor Camp and the distance of the National Park. She'll also give you two potatoes, and you can trade for three more. Plant them in the garden before you leave.

Every time your potatoes are ready to harvest, Brandy will give you two more if you enter the farmhouse. She'll stay at the farmhouse until the end of the game or until you tell her to leave.

Play Along:
If you play along, Bill will ask for a baseball bat, and, if you ask to rest in the farmhouse, he will give you a quest requiring two planks. He'll also tell you the distance to the National Park. If you say you have other questions he'll give you the direction of the Survivor Camp. You can trade with Brandy for three potatoes and find four more in the garden, if you ask Bill's permission to plant there.

If you agree to give Bill food in exchange for the potato harvest, he'll want the vast majority of it and will give you a broken toolbox in return. Not giving him any food doesn't actually seem to prevent you from taking your harvest. You can fight him at this point and not much will change.

By day 15, if Bill was alive, then Brandy and Bill will be gone from the farm. You can find pages from Brandy's diary in the barn and the farmhouse, giving you the distance to the National Park and the direction of the Survivor Camp. This is presumably a failsafe, just in case you didn't ask about them earlier.
[/list]

Notes
  • Note in the farmhouse.
  • Brandy's Diary in the farmhouse.
  • Diary Entry 26 on the stairs in the farmhouse.
  • Journal Entry #6 just outside the barn, in a secret pile Cody can find.
  • Note on the second floor of the barn.
  • Brandy's Diary in the barn.
Alaskan Supermarket
Distance/Directions: Distance to Survivor Camp from Dianna; Direction to Huff Canning Factory from Sean.

Outside

Dianna is trapped under a car. She'll give you the distance for the Survivor Camp.


Notes:
  • Note on police car to the right of your car, from the player's point of view.
  • Scattered Flier 02 carry on past the police car to the right of your car, from the player's point of view, and it's near the fireman at the end of this path.
  • Scattered Flier 01 under the bear zombie in the first car-parking square.
  • Journal Entry 2 on the left-hand side, from the player's point of view.
  • Scattered Posters on the left-hand side, from the player's point of view, near the broken megaphone.
  • Page from a Notebook near the supermarket entrance.
  • Scattered Fliers 04 near the supermarket entrance.
  • Scattered Fliers 03 near Dianna.

Inside
The code for the safe is on a note near a till. It changes in every playthrough

The book "Holy Light in the Darkness - Prologue" - is on the righthand side of the supermarket from the player's point of view. Dianna will ask for it when you speak to her at the survivor camp.

When you get to the door of the backroom in the supermarket, knock rather than just opening it. You can't start Sean's quest chain if you force your way in. Sean will give you the direction for the Huff Canning Factory. If you knocked, he'll also ask for a handgun.

After a certain point - definitely by day 42, but probably earlier - Sean will no longer be available.

I've read that Sean can move to the Survivor Camp after you've finished the quest there and Noah has left, but that didn't happen in my game, possibly because I forced my way in. I'll keep testing.

Notes:
  • Scattered Fliers 05 just inside the door.
  • Scattered Fliers 06 just inside the door.
  • Handwritten Note on a till. This contains the code for the safe in the backroom.
  • Book in the top right of the supermarket from the player's point of view. This is the book Dianna's searching for. Examine it again to pick it up.
  • Journal Entry 3 near the back of the supermarket, where the bear zombie is.
  • Journal Entry 12 in a locker in the backroom near Sean.
Downtown District
Items Needed: 2 Planks, 1 Lockpick
Distance/Directions: Direction to National Park from Italian Diner; Distance to Crown Carnival from Garage.

This area is where the intro happened. Anling and Cody were planning to evacuate from the Subway station. That's why it has some unusual events.

If you head straight down from the entrance, the first store you come across, a minimart on the right of the screen (from the player's point of view), contains a safe. The code for it is on a note on the floor nearby. It contains a first aid kit and canned food.

There are a lot of rabbits and crows in the park. You can train Cody's hunting skills and obtain raw meat. You can also find two Over-the-Counter Pills in the park. One of these will be sufficient to fulfill Mary's final quest.

In the Italian Restaurant, there's a zombie hiding in a locker. Once you've defeated it, Anling and Cody will notice Pink the cat hiding behind the counter. Put some milk or meat in her bowl in front of the counter to meet her. There are four cartons of milk locked in the suitcase on the floor nearby, or you can hunt rabbits or crows in the park. The direction for the National Park is next to the till.

At the end of the street, you can break into the back of a garage. Inside, once you reach the top of the stairs, you've got the choice of fighting or losing everything in your inventory. You can drop your weapons before you reach that point, give up everything in your inventory, then fight instead. There's no particular reason to do this instead of just fighting, I just wanted to know if anything different would happen.

There are quite a lot of notes in the subway station, if you wanted to learn more of the backstory. You'll need two planks to be able to explore the whole area. After you open the door at the end of the platform (marked with a glowing action point), more zombies will appear.


Notes:
  • A Wrinkled Note on the in the minimart floor. Contains the code for the safe. It was 770 in my playthrough, but it may change.
  • Manual near the top of the stairs, down from the entrance to the area.
  • Diary Entry #16 underneath the pallet blocking the top of the stairs, on the righthand side of the park from the player's point of view.
  • A Torn Poster inside the Italian Restaurant. Gives the direction for the National Park.
  • Vehicle Maintenance Notice on the floor of the garage. Gives the distance for the Crown Carnival.
  • Page from a Diary on the desk in the garage.
  • Journal Entry #1 just inside the entrance of the subway station.
  • List of Evacuees at the bottom of the stairs in the subway station.
  • Page from a Diary on the subway platform.
  • Nightwatch Shifts in front of the stopped train on the debris leading down to the tracks.
  • Camp Rules at the top of the stairs at the other end of the platform.
  • Emergency Extraction Plans on the path beyond the door at the end of the platform.
  • A Picture of a Woman at the end of the path beyond the door at the end of the platform.
Survivor's Camp
Items Needed: 4 bottles of wine, 2 lockpicks
Distance/Directions Distance to National Park; distance to Secret Laboratory from Noah.

You'll need three bottles of wine to enter. Lucas will answer your questions, including giving you the direction for Vancage Prison if you give him another bottle of wine, but his direction will be completely wrong.

Mike will ask you to fix the fence. You can either bring two planks, or knock down the trees in the Survivor Camp and bring him ten lumber. He'll give you the planks to fix the fence in exchange.

You'll need to donate some supplies to the camp before you can trade freely. You'll find enough food around the camp, and/or Cody can shoot birds for meat.

You can ask Tyrone about gambling the second time you talk to him. This will unlock the ability to play Face-Up-Face-Down with him. He gambles for empty bullet shells and knows the Applause and Steal and Steady Investment tricks. Steady Investment is a game changer. Sadly, tricks don't carry over to a new game+.

Empty bullet shells are a decent trading item. Once you've learned the Steady Investment trick (which requires beating Tyrone twice), the game is much easier. People here have a lot of metal things that can be expensive to craft, so it's worth it to trade for them.

You won't be able to play cards with Tyrone or Jeremy after finishing the main quest chain below. Arcade tokens are also a good trade currency, and they can be won from Otis at the Crown Carnival.

You can plant potatoes here and, unlike at the farm, you won't have have to fight off zombies to harvest them.

After returning Chris' camera, you can find one of his photos on a table on the right, outside an RV, up from the potato farm, near the shooting range.



The following quest chain takes multiple days and visits to complete no matter how efficient you are.
  • Dianna will ask you to deliver Chocolate to Layla.
  • Dianna will want you to find her book "Holy Light in the Darkness - Prologue", which is inside the supermarket at the Alaskan Supermarket location. She'll give you four cartons of milk as a reward. Two are sufficient for Noah.
  • Layla will trade answers for cans. You'll need three cans in total, but Dianna will have given you two with the chocolate.
  • Lyla will complain about Marsha stealing her cans. I think this is triggered by delivering Dianna's book and having asked all three of Layla's questions. Speak to Marsha.
  • Dianna will ask you to deliver some cans to Lyla.
  • Dianna will be injured and need a med kit. If you give the medkit to Layla, who wants it for Dianna, she'll give you 3 cans. You get nothing if you give it directly to Dianna.
  • Noah will ask for more supplies. A single potato is sufficient.
  • The next day, Anling should be prompted to investigate something at the camp. As the minimap indicates, speak to Layla. This will happen whether or not you delivered the med kit.
  • You can continue the quest between 12pm and 2pm, when the camp prays. Alternatively, Jeremy, who guards the door, is a gambler. If you've asked around, you'll be able to challenge him. Beat him and he'll run off. I don't know if you have to actually bet something to trigger that. Like Tyrone, he bets empty bullet shells.
  • You'll need a lockpick for the door, and you'll need Cody with you to get into the basement. There are 4 pages of Noah's diary dotted around in there, and one of them has the distance to the Secret Laboratory. There's also a container to unlock upstairs.
  • You can collect everything and then leave without completing the quest if you avoid the bottom-left corner of the basement from the player's point of view. You might want to do this, for example, if you want to keep trading for Gasoline from Noah or if you want to keep gambling with Tyrone and Jeremy, or if you're just not ready for the fight.
  • Once you've triggered the scene in the corner of the basement, you'll have a fight when you try to leave. The gun or sword makes this much easier. The attacks are hard to dodge in such a small space.
  • Afterwards, Noah will give you the distance to the Secret Laboratory,presumably just in case you missed it earlier.

I don't know if it's possible for this quest to end with Dianna still alive. Anling isn't willing to break into Noah's cabin until after Dianna disappears, even when it's unguarded. If you know otherwise, please comment with details.

If you speak to Lucas after this quest, he'll give you the direction for Vancage Prison without being bribed with wine. It will still be completely wrong, even though he's sober. it's possible the developers intended to change Lucas being able to direct you to the prison but didn't remove all the dialogue. Alternatively, Lucas is just so drunk all the time he actually doesn't know East from West and his directions are intended to be useless.

Notes:
  • Page from a notebook that fell out on a table in the central area. This note gives you the distance to the National Park.
  • Warning sign near the graveyard.
  • Page from a Manuscript outside Noah's residence.
  • Journal 8 on top of the guard ramp in the top-right corner of the camp from the player's point of view.
  • Training Ground Rules on the floor in the training ground, up from the potato farm.
  • Noah's Diary #1-4 are in the basement of Noah's cabin. #4 has the distance for the Secret Laboratory.
National Park
Items Needed: 2 Planks, 2 Lockpicks
Distance/Directions to find: Distance to Forest Highway; Direction to Crown Carnival.

Once you get to the top of the hill, you can cross over a stone bridge to the top-right (player's POV). Chris' Camera is hidden in a scrap pile in the tent. There's a leaflet with the direction of the Crown Carnival nearby. If you're quick, you can run in and grab both and only get hit once, or not at all. That's how I got through on my first playthrough on furious mode, when I couldn't take on the zombies.

After returning his camera, Chris will give you the distance for Forest Highway 107. He'll also tell you he took a photo with someone on the medical team on the Forest Highway 107, then visited the Farm, Seagull Beach, and the Survivor's Camp. After this conversation, you can find a photo at each of those locations. I think which one you find at any location is randomised.





Hover below to see the final photograph:


Notes:
  • Chris' Journal Entry #45 on the picnic table near Chris' bus.
  • Chris' Journal Entry #36 near the broken-down house, to the right of Chris' bus from the player's point of view.
  • Journal Entry #4 on the other side of the river, on the far right from the player's point of view.
  • A Page from a Certain Diary on top of the hill near the campfire.
  • Leaflet on a chair near the tent where you find Chris' Camera.
  • A Slightly Crumpled Letter in Chris' van after day 40.
Forest Highway 107
Distance/Directions to find: distance to Huff Canning Factory (plus the gasmasks and bandana you'll need to enter); direction to Larob Mining Site.

You'll find Chris' photo a little way up the road, in the middle of the highway, around the point where the first bear zombie is hanging out on the left.



At the end of the road, on your upper left, you'll meet Daisy. You'll need three pieces of wood and some food before she can talk to you. She'll give you the direction for the Larob Mining Site.

If you go all the way to the end of the road, and through the fence on the right, there's a shed containing an Axe, a Med Kit, and a tough zombie.

From the shed,head back down in the direction of your car to find a railcar Anling and Cody can control. Move it out of the way, and you'll see a man hiding in a railcar (nb. on this playthrough, he attacked me on sight. In my last playthrough, he was willing to talk. I don't know what the difference was)

If he attacks, you can hop back into the railcar, in which you're invulnerable, and ride it back down. He'll chase you and aggro the zombies when he gets close. You can let them finish each other off. If you leave the site, he'll be dead when you return. Or you can just kill him yourself.

If you loot the body, you'll find an Irongang bandana, a box of gas masks, and the distance for the Huff Canning Factory. Alternatively, if he doesn't attack on sight, he'll give you those items.


Notes:
  • Journal Entry #13 on a car near the start of the highway.
  • Journal Entry #5 on the ground after you've moved the minecart.
  • A Crumpled Piece of Paper on the Bandit. Contains the distance for the Huff Canning Factory.
Crown Carnival
Items Needed: 3 Electronic Components
Distance/Directions to find: distance to Aries Police Station; direction to Seagull Beach.

I found I had to go into the room on the right and speak to Otis twice before I could pick the lock in the clown teeth and enter the funhouse.

On the stage, in Otis' room, and on the first left path of the funhouse, you can find photos from the employee manual showing the different potential layouts.





While it's switched off - i.e., when you first enter - the funhouse matches Maze Map 4/4, the one starting ZXA. There are secret tunnels, marked as I, which link together. Go to the tunnel on the left side of the map, go through to the right, and, from there, you can break into the employee breakroom where the nitroglycerin tablets and Maze Map 3/4 are hidden.

There's a clown at the back of the funhouse, who needs help escaping. There's an achievement for rescuing him on the same day you find him. To make this easier on yourself, you could do your first trip through, to get Karen's medicine and turn on the generator, without talking to the clown. To avoid him, stay back from the vampire coffin. Then go back the next day, so the clown is the only thing you have to deal with.

Once the clown has spoken to you, you'll be able to turn on the power to the funhouse. The switch for this is next to the switch for the generator Otis asked you to turn on. This will make the walls in the funhouse change every hour, which lets the clown leave the room he's in. You'll need to go to him and guide him to the exist. When the layout changes, there will be a notification on screen to tell you which Maze Map to look at. It won't stay long, but you only need to remember the first 2 letters.



You'll get the Clown's chainsaw when you leave the funhouse with him.

Otis will try to claim anything you found in the funhouse when you return. I don't know if he actually takes anything out of your inventory. If you have Cody with you, Otis will challenge Cody to beat his record on the arcade machine. Based on the dialogue, if he did take anything out of your inventory earlier, he'll return it if you beat him, but nothing happened when I managed to beat his high score on all three games.

Otis will also be willing to play Face-Up-Face-Down after this. Since Otis is in a small room, you can abuse the autosave to beat him, if you want to. He knows the Copycat trick. If you trade for one arcade token with him or take one off a zombie in the funhouse, you can multiply them by betting them and winning more, 15 at a time. You can use the arcade tokens to play the games some more.

Otis will trade you a crowbar in exchange for an arcade token, which is a good way to get some spare scrap and hex bars to upgrade your main crowbar. Karen will also trade everything in her inventory - dried meat and 2 batteries - for an arcade token. Arcade tokens are surprisingly good trade items elsewhere as well, not least because they're free and have very few other uses. I found people at the Survival Camp would give me their entire inventories for 1-3. Tiger, at the Factory, will trade you a brand new gun, 2 mines, and a bullet for 15 Arcade tokens.

When you deliver the medicine, Otis will tell you he wants the carnival rides fixed. You'll need 3 electronic components for the Rocket Speeder, and the damaged wooden horse head, damaged wooden horse tail, damaged wooden horse leg, and damaged carousel lights for the Carousel. You can find everything for the carousel in the funhouse, and I found 4 electronic components in the scrap around the carnival. I think the scrap is the same in each playthrough. The rides reduce Cody's stress, I think, but running them will summon a couple of zombies.

Notes:
  • Maze Map 1/4 on the stage.
  • Maze Map 2/4 in the room with Otis.
  • Beach Brochure just inside the funhouse. This contains the direction for Seagull Beach.
  • Maze Map 4/4 on the floor when you take the first left path in the funhouse.
  • Diary of the Crown Carnival Boss on the floor when you take the first left path in the funhouse, near the damaged wooden leg.
  • Crown Carnival Brochure when you take the central path in the funhouse.
  • Diary of a Crown Carnival Staff 1 on the floor when you take the right path from the entrance in the funhouse.
  • Diary Entry 23 under the vampire coffin, near the broken carousel lights.
  • Maze Map 3/4 in the canteen near the nitroglycerine tablets.
  • Diary of a Crown Carnival Staff 2 on the floor when you go right after the bear pumpkin-head zombie, near the wooden horse head.
Larob Mining Site
Distance/Directions to find: Distance to Aries Police Station;

There are two paths in the mine, left and right, with a battle at the end of each. If you have a hard time with the thugs on the left, you can have them chase you down into zombies who will kill them for you. The zombie you fight on the right path doesn't have any new attacks or particularly high HP. He will drop a broken pickaxe when defeated.

You can make use of the railcar, to avoid all damage while speeding past zombies. You can load the railcar up with ore to carry back to the entrance where you can convert it into ingots. You can farm ore by hitting it with any weapon. You don't actually need the pickaxe, it's just more efficient.

After you've saved Hicksey, he'll repair the pickaxe. When you pick up the pickaxe, he'll offer to make you a sword if you bring him 4 ingots. That will take another day. It's a really good sword. I recommend using it at the secret laboratory and for the final battle at the prison. If you do that, you'll need to repair it 2-3 times. Each time requires 4 metal ingots. You can't dismantle the sword, so if you've got one from a previous playthrough, maybe just keep your ingots to add enhancements to the one you already have instead.

After saving Hicksey, his apprentice will give you the distance to the Police Station..

Notes:
  • Diary Entry 17 at the end of the left path, on the upper level.
  • Diary Entry 24 underneath where Leon was tied, accesible once he's free.
Huff Canning Factory
Items Needed: Armband, Box of Gasmasks, 5 Lockpicks, 1 First Aid Kit
Distance/Directions to find: Direction to Aries Police Station; Distance to Seagull Beach.

You'll need to equip the armband and have the gasmasks from Forest Highway 107 to enter. When you deliver the gas masks, Tiger will give you the distance to the Police Station.

A message on the phone inside the factory contains the direction for the Police Station.
The distance for Seagull Beach is on a note in the room with the survivor.

In the back part of the factory, there are four planters which don't need digging or watering, though you will have to run past a few zombies and kill a few bugs each time you harvest them. You'll find some herb seeds in this room, which is a hint as to what the game expects you to plant here.

There's a bullet-making machine here. It's cheaper than making them at home because you only need bullet shells and gunpowder.

You can't complete the quests here after completing the Police Station. At the end of the quest chain, you get no reward for killing the zombies vs running.

Notes:
  • Notice of Fishing and Netting Prohibition at Factory Docks on the hut near the start of the area.
  • Missing Parts List down the little alleyway next to the factory.
  • Journal Entry #7 at the very end of the little alleyway next to the factory.
  • Colour-Spread: Sexiest Woman Alive 1991 near the ship docked at the side of the factory.
  • Quote for Ship Maintenance on the side of the ship in the central area, near the dock.
  • Missing Parts List x2 on top of the containers in the middle of the outside area.
  • Only Staff are Allowed to Enter next to the door to the factory.
  • A Warning Note just inside the factory.
  • Researcher's Diary Page 5 near the forklift.
  • Diary Entry 30 under the forklift.
  • A Warning Note near the entrance to the second area of the Factory.
  • Page from a Notebook in the second area of the Factory.
  • Note Hanging in the Laboratory next to the locked door in the second area of the Factory.
  • Page from a Notebook inside the locked room in the second area of the Factory. Contains the distance for Seagull Beach.
  • Journal Entry #10 inside the locked room in the second area of the Factory. Contains the distance for Seagull Beach.
  • A Medical Research Report behind the locked door in the first area of the Factory.
Aries Police Station
Items Needed: 9 Lockpicks
Distance/Directions to find: distance and direction to Vancage Prison.

Every time you visit, you'll get a quest to prepare meals for four gang members and the boss. It's always the same four members, one of whom is inside the police station.

Joan will remove your weapons before you enter the station. You can find a metal pipe inside the station, with which you can smash the locked cases. Remember to unequip it and drop it before you leave the station, or you won't be able to take it back in. Remember to re-equip your original weapons when Joan gives them back.

After delivering Boss Bard's meal, gift him a random item from whatever you can spare. After repeating this for 3 days, an event will trigger immediately after you've handed over your bribe. The game says you should visit "every day" but your visits don't actually have to be on consecutive days.

You can't finish the quests at the Factory after you finish the Police Station.

During the final event, Bard directs you to the evidence room and the front office. The "evidence room" will be the room you just came out of right before he mentions it, in the top right of the prison from the player's viewpoint. The front office is in the bottom left. If you're quick, you can shut the door to the office behind you so you don't have to fight too much.

After the event, Boss Bard will give you the distance and direction for Vancage Prison.

If you return a day or so later, you'll finally be able to get into the tent the gang member was guarding. You'll need 6 lockpicks to get everything. You can also find a Shotgun.

Notes:
Weekly Security Report for the fourth quarter of 1991 just ahead of where you enter the area.
Weekly Security Report for the fourth quarter of 1991 on a desk inside the station.
Weekly Security Report for the fourth quarter of 1991 in the evidence room in the station.
Weekly Security Report for the fourth quarter of 1991 x2 in the front office inside the station.
A Neatly Folded Farewell Letter on Bard's desk.
Diary Entry 18 inside the locked cell.
Seagull Beach
Items Needed: 1 Lockpick
Distance/Directions to find: direction to Secret Laboratory.

Chris' photo is in the middle of the area, outside the motel rooms.



After day 45, you won't be able to talk to anyone at the beach.

Quest Chain:
  • The guy in room 1, Matt, will give you the keys to rooms 5 and 6. Once you've examined those, he'll give you the keys to rooms 3 and 4. Matt will no longer be available after a certain point. I think it's day 45. He's still available on day 36, because that's when I finished this area in my last playthrough. Please comment if you know the right day.
  • Examine the cat cage in room 3, then talk to the old woman. If you tell her you've seen her cat, she'll let you take the cat cage. You can use it in the Italian Diner in the Downtown District to pick up Pink and take her home, which will unlock the Welcome Home Kitty! achievement. You can't bring Pink to the old lady, I tried. If you put a food she likes in her bowl at home - meat definitely works, and I think milk, fish, or a can will as well - she'll bring you a gift of a random item the next morning. This will get the Kitty Kindness achievement.
  • There's a zombie, a sink with water, and a locked safe in room 3. The code for the safe is painted on the Lighthouse. It's 404.
  • Kill the zombie near the lighthouse, and examine him. After you've discussed rooms 3 and 4 with Matt and examined this zombie, check the body in room 2 again, then return to Matt. The first conversion topic will have a few more options now.
  • After the above, you can also discuss "Your son" with the woman in room 3 in more depth. Do so, and tell her the truth - her son is a killer. Check room 2 again a few days later and you should find her there. Doing so unlocks the Everlasting Reunion achievement.
  • There's a photo on the beach, in the lower-right corner of this map from your point of view. If you find it and then talk to Matt about the hotel again, he'll give you the key to room 5. There are notes about what happened to the girl in the photo at the Secret Laboratory.

Notes:
  • Letter on the Beach outside the lighthouse.
  • Handwritten Note inside room 3.
  • Diary Entry 27 inside room 6.
  • A Hastily Written Note inside Room 5. This note gives you the direction for the Secret Lab.
Secret Laboratory
Items Needed: Control Circuit
Distance/Directions to find: Distance and Direction to Vancage Prison.

The lab won't open until you've killed most of the zombies outside.

There's a unique zombie inside the lab. You need to take of half its health points to proceed. It tends to follow a predictable attack pattern. It has a lot of hit points. Try the sword.

The two things Lilith asks for (Antiviral medication and for you to press the switch to turn the poisonous fog off) are in her office up the right-hand stairs.

Lilith will trade her entire inventory for 2 arcade tokens. You can get 2 syringes and a Virus Suppressant from her in exchange for 1. This is much cheaper than making them yourself.

The game will tell you to return to help Lilith in exchange for her - eventually - giving you the antiviral formula she's working on. After 3 occasions, Anling will say she's not doing this anymore. Speaking to Lilith the next day will trigger the start of a boss fight. This fight is also much easier if you use the sword.

After the battle, you can find the code for the safe on a note near Lilith. It changes in each playthrough. You can open the safe before fighting the battle if you bruteforce the code, i.e., try every possible combination.

The safe contains the Unstable Antiviral Recipe, which is made of a syringe, 2 virus suppresants, and a vial of poisonous blood. Virus suppressants are made of 2 poisonous herbs. I think which one you end up making is random. I've found the following kinds:
  • Rapid Proliferation: restores all your HP, increases your maximum HP by 5, and restores 10 HP per hour for 10 hours.
  • Physical Enhancement: restores all your HP, increases your maximum HP by 5, and increases your strength by 50 for an hour.
  • Resurgence: restores all your HP, increases your maximum HP by 5, and pauses a Decline symptom for 24 hours. The 'Decline' symptoms are the bigger ones in the top row on your menu screen, and pause does mean 'prevent from affecting you' in this case.



They're much, much better than the Weaken one she first teach you how to make, which also restores all your HP but then just makes you weak for an hour. Don't bother with that one. The +5 HP won't last to a New Game Plus.

To get the Mom? achievement for experiencing Cody's antidote event, have Anling choose the Falling path on day 45. If Cody has one of the antivirals in his inventory, an event will trigger. I took it out of the storage chest - I'm not sure if it happens if you just have one in your inventory at the end of the day 44.

When you're near the end of the game, maybe don't replant the Anti-infective herb seeds. Keep them in your inventory for the next game, so you can plant them at the factory and have more of the herb and therefore more virus suppressants and more antivirals for your next playthrough.

Notes:
  • Strange Nameplate 1 on the tree to the right at the entrance to the area. This refers to the girl from room 5 at Seagull Beach.
  • Strange Nameplate 2 on the tree to the left at the entrance to the area.
  • A Business Card to the right of the entrance to the lab. This contains the distance and direction for Aries Police Station.
  • Fragment from Lilith's Journal 3 in her office.
  • A Handwritten Note in Lilith's office.
  • Feasbility Report of Viral Transmission Through Pollen in the lab on the left.
  • Volunteers Reception Record of Project NewEvo in the lab on the right.
  • Fragment from Lilith's Journal 1 in the lab on the right.
  • Lilith's Experiment Notebook in the lab on the right.
  • Fragment from Lilith's Journal 3 near the planters.
  • Lilith's farewell letter at the end of the quest chain. Contains the code to her safe.
Vancage Prison
Items Needed: 3 Planks, 6 Lockpicks

Outside of the prison is a really good place to leave a scrap-collecting robot, if Cody can make one.

To progress the plot once getting inside, you'll need to trigger four action points scattered throughout the prison. One is in the reception area, one on the bridge towards the cells, one on the ground floor of the cells, and one in the square (exercise yard).






It's easy to miss the entrance to the exercise yard. The entrance is on the southern wall of the cells, downstairs.



If you bribe the guard at the back of the square with a copy of The Adventures of Effie Robin, he'll let you open the gate connecting it back to the prison entrance.

When you're done picking up litter, Todd will demand food, weapons, and medicine. You need to give him enough for him to say "that's the right thing for you to do." The following items are sufficient:
  • 4 mushrooms and 1 piece of jerky, OR 3 pieces of jerky
  • 3 over-the-counter pills;
  • 3 rifle bullets OR a half-broken slingshot.

When you need to find Cooper, he's always in the top-left of the square or to the left on the bottom floor of the cells, both from the player's point of view. Cooper will ask you to plant items around the Prison. 4 action points are in the square, 3 are in downstairs in the cells, and 2 are upstairs.

After planting the items, you'll need to wait until "after 12pm the next day." I was able to finish that at 1am, go home and sleep, and then come back, and the game let me proceed after 12pm even though it was technically the same day. I don't know if it's because I started before 12am. When you proceed with Cooper's plan it will lead you to a final battle and the end of the game. Again, try the sword. It really helps. Or the shotgun, which is even better.

Notes:
Diary Entry 22 in the square, inside the cage Wily gets thrown into. You can access it from outside.
Peachwood Sword
To unlock the Peachwood Sword, you need to completely clear 10 unsafe areas in one day. Unsafe areas are the question marks on the map, one day is from midnight to midnight, and 'completely clear' means open every pile of scrap, complete any task the scavengers have (trade/donate/fight), unlock every lock, cut down every tree, breakdown every car, find all of Cody's hidden items, etc.

When you've completely cleared an area, a green dot will appear at the top left of your screen.



Once you've collected 10, the Peachwood Sword will appear at home, on the wall next to the savepoint.



I started after day 45, because at the point you don't need to sleep. That means you can start at midnight and have a full 24 hours. Actually, you can start slightly before midnight, by clearing most of an area, and then completing the final thing just after midnight. You're aiming to clear each area in an average of around 2 hours, so completing the first one in minutes will help a bit. I didn't do that, but it would have made my life easier if I had.

To be able to clear areas, you'll need the following:
  • Weapons, to fight with.
  • A crowbar, to open stuff.
  • Medicine, to heal yourself and in case a scavenger asks for it.
  • Lockpicks.
  • Food, in case a scavenger asks for it.
  • Something to trade with (food or medicine works for this, as does whatever you happen to find in the areas you clear).

I had the symptom that lets Anling travel in 0 time as long as her backpack is empty. Your car doesn't appear in unsafe areas, but you can drive to an area close to the unsafe area you're aiming for, take stuff out of the car, then drive to the unsafe area, to shave some driving time off. I should have told Cody the pirate story before I started, to shave some extra time off the driving time that wasn't 0. I had found all 14 areas, so driving time was halved.

I generally cleared 2-3 unsafe areas, then drove home to save and drop stuff off. I did have to repair and refuel the car once as well, and repair the crowbar. On my first attempt, I drove home after every unsafe area, but I think running around at home took up too much time.

Ideally, you want to find small areas, like the inside of an abandoned farmhouse, because they'll be quicker to clear. The landscape of an area is determined once the question mark is on the map, but if you reload your autosave, the specific items and tasks the area has will change. For me, the quickest ones to clear were card games and trades. Fighting takes a lot of time, and so does fishing, especially since only Cody can fish. I reloaded my final two areas several times and tried a few different combinations of areas, to try to find two I could finish within my final 3 hours.



Note: fully enhancing the Peachwood sword doesn't get you the achievement for enhancing the Long Sword. You only get that for enhancing the sword Hicksy makes you at the mine.
Epilogues (WIP)
There are 4 epilogues for the game.

  • Residual Heat: choose Awakening on day 45, then complete the quest chain at Vancage Prison.
  • Burnout:
  • Spark of Flame:
  • Extinguish:
New Game Plus


I was role-playing, so I packed medicine, including medicine for zombie symptoms, energy drinks, Pink the cat, and weapons for the final battle. I kept everything except Pink. My second playthrough, I brought medicine, cans, starch, any weapon I'd enhanced, and all my mechanical kits.

On my first new game+, I got all my free unlocks back for Cody's skills (for reaching days 10, 20, 30, 40, 50, and 60). The skills I used them on remained unlocked, so I basically got 5-6 free skill unlocks. I don't know if this was intentional or a glitch.
12 件のコメント
Bartelmy  [作成者] 4月19日 0時21分 
I'm sorry, @Dan_PCES_BR, I have no idea.

@y2kproxima, I'm planning on replaying the game at some point this year, so I'll be going through every section and correcting/updating then. Thank you for all of your notes!
y2kproxima 4月18日 23時57分 
When Dianna gives you a Canned Meat to give to Lyla, she'll also give you 2 Canned Meat for yourself.
y2kproxima 4月18日 23時48分 
@Dan_PCES_BR: The Achievements for this game currently seem to be malfuctioning. But the game is still good. Achievements aren't really all that important compared to having fun when it comes to gaming.
Dan_PCES_BR 4月16日 7時22分 
HELLO, MY NAME IS DANIEL I'M PLAYING UNDYING ON PS5. TROPHIES PS5 SEEM TO BE FAULTY BECAUSE THEY ARE AT 0%. IS THERE A PROBLEM WITH THE Pie in The Sea I TROPHY? I GOT THE Pie in The Sea II TROPHY. IF THE TROPHY ISN'T FAULTY, HOW CAN I GET IT? I REALLY LIKED THE GAME.
y2kproxima 4月3日 2時45分 
Remember, 1 carton of Milk is worth 60% whereas 1 Fresh Meat is worth only 20%.
y2kproxima 4月3日 2時44分 
For Noah's 1st "donation" (darn cult leader), 2 cartons of Milk is too much. Use those with other food ingredients to make full meals, you'll get 4 full meals, should last you a bit, just give Noah 3 Fresh Meat and you're good.
y2kproxima 3月23日 8時55分 
In fact, in most cases, you don't necessarily need a lockpick unless it specifically states that you need one. In all other cases, you can just crowbar it open.
y2kproxima 3月17日 21時54分 
The other rotten foods and dirty water are for the half-turned Anling to eat and drink. She can't eat or drink normal clean stuff anymore once she's half-turned. Fresh meat also works.
y2kproxima 3月3日 6時53分 
By the way, for Downtown District, you don't necessarily need a lockpick. You can also crowbar it open.
y2kproxima 3月3日 4時11分 
The passcodes for the safes and stuff are randomly generated each playthrough.