FAQ And Walkthrough - Guide for The Oregon Trail
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_______ ________ ___________ __ __ \_____________ ______ _______ ___ __/____________ ___(_)__ / _ / / /_ ___/_ __ `/ __ `/_ __ \ __ / __ ___/ __ `/_ /__ / / /_/ /_ / _ /_/ // /_/ /_ / / / _ / _ / / /_/ /_ / _ / \____/ /_/ _\__, / \__,_/ /_/ /_/ /_/ /_/ \__,_/ /_/ /_/ /____/ THE FINAL CUT FAQ/Walkthrough PC/iOS/Android/PS4/VITA by Smart_ v0.85 A harrowing journey from Washington D.C. to Oregon, during which you will learn the true meaning of bad luck. .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . TABLE OF CONTENTS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0000] [0010] I. Version History [0020] II. A Brief Word from the Author [0030] III. General Tips The Rating System [0040] IV. Starting Loadout/ Supplies Difficulty Overview/ Recommended Loadouts [0041] A. Gasoline [0042] B. Food [0043] C. Medkits [0044] D. Ammunition [0045] E. Money [0046] F. Car Parts-- Batteries, Mufflers, Tires [0047] G. Scrap [0050] V. Vehicles Vechicle Ratings [0051] A. Station Wagon [0052] B. SUV [0053] C. The Jag [0054] D. Interceptor [0055] E. "The Classic" [0056] F. UFO [0060] VI. Know Your Enemy [0061] A. Zombie Activity [0062] B. Zombie Types [0062a] a. Regular [0062b] b. Crawler [0062c] c. Fat Zombie [0062d] d. Radioactive [0062e] e. Shy Zombie [0062f] f. Bandit [0062g] g. Boss Hound [0062h] h. Boss Bear [0062i] j. Alien [0062j] k. UFO [0070] VII. Minigames Weapons [VOLUNTARY] [0071] A. Scavenge [0072] B. Go Fish [0073] C. Scrap Repair [0074] D. Medkit [0075] E. Survivor Putdown [RANDOM EVENTS] [0076] F. Bandit Chase [0077] G. Hostage Situation [0078] H. Motorcycle Gang [0079] J. Stampede [00710] K. Surrounded [00711] L. Zombie Horde [00712] M. Zombie Putdown [TOWN JOBS] [00713] N. Bandits [00714] O. Defense [00715] P. Graveyard [00716] Q. Hit & Run [00717] R. Recovery [SAFE HAVEN] [00718] S. Generator Finale [00719] T. Zombie Octopus [00720] U. Crawling to Freedom [0080] VIII. Towns [0081] A. The Store [0082] B. Auto Shop General Description [0082a] a. Car Upgrades, Front [0082b] b. Car Upgrades, Back [0082c] c. Car Upgrades, Top [0082d] d. Car Upgrades, Bottom [0082e] e. Car Upgrades, Misc (Interior) [0083] C. Combat Trainer Combat Trainer Perks [0084] D. Trading [0090] IX. The Open Road [0091] A. Pace and Rationing [0092] B. Weather [0093] C. Points of Interest (aka Survivor Encounters) [0094] D. Radiation [0095] E. Tombstones [0100] X. Getting to Safe Haven [0101] A. Routes [0102] B. Score Formula [0110] XI. FAQ & Contact Information [0120] XII. Credits ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . I. VERSION HISTORY . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0010] Version 0.85 ------------ August 1, 2013 It begins. February 2, 2016 Dusted this off the shelf and decided to restart it. March 3, 2016 Submitted a rough draft to GameFAQs; about 85% complete. March 7, 2016 Fixed some formatting problems and re-submitted. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . II. A BRIEF WORD FROM THE AUTHOR . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0020] Even when I consider this guide complete, there will still be a lot missing. This game is built on random events. It is not like a FPS, where you're usually aware of what lies ahead. Diseases, thieves, survivor interactions... there's simply too much to document and write about. What I hope you can gain from this guide is common sense-- so that when these threats DO rear their ugly heads, you'll be more prepared than the average Joe Survivor. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . III. GENERAL TIPS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0030] - To shoot accurately, draw a line with your finger/mouse from the center of your target to just below your character's knees. - DO NOT waste starting hours on food. - Your station wagon takes the same amount of damage regardless of distance. For example, moving 60 miles at 60mph (turbo) takes the same toll as 2 miles at 60mph. So take it slow at 30mph for those 2 miles! - If you have even 1oz. of food, your party will still get the full health benefits from resting/eating. This means at 0 oz. of food, fishing can still be very advantageous. - This guide is sourced from exhaustive field research on Suicide difficulty. Parts of the guide may be written with this mentality: for example, my obsession with saving even one bullet. THE RATING SYSTEM - Perks are rating according to this 3-asterisk system: * Useless OR there is a much more useful upgrade for that same slot. ** Situational OR nice to have. *** Highly recommended. - Meanwhile, minigame difficulties are rated on a scale of 1 to 5, with 1 being minimal conscious effort and 5 being extremely difficult. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . IV. STARTING HOURS/SUPPLIES . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0040] DIFFICULTY OVERVIEW/RECOMMENDED LOADOUTS The difficulties affect how many starting hours you get to gather supplies, and how big your multiplier is. These hours are precious, because you grab much more resources at one time than you could anywhere else in the game. EASY ----- 18 hours (x1 multiplier) 48 cans of gasoline (6 hours) 600 bullets (3 hours) 15 medkits (3 hours) $150 (3 hours) + your choice (3 hours) NORMAL ------ 12 hours (x2 multiplier) 48 cans of gasoline (6 hours) 400 bullets (2 hours) 10 medkits (2 hours) + your choice (2 hours) DIFFICULT --------- 8 hours (x3 multiplier) 40 cans of gasoline (5 hours) 400 bullets (2 hours) 5 medkits (1 hour) SUICIDE ------- 4 hours (x4 multiplier) 24 cans of gasoline (3 hours) 200 bullets (1 hour) * You WILL run out of ammunition, regardless of how conservative you are. Be ready for that. You also start with insufficient fuel. ============================================================================== [0041] A. GASOLINE START: 8 cans/hour RECOMMENDED AMOUNT (E/N/D/S): 48/48/32/24 FUNCTION: Powers the station wagon at ¼ can/hour (1 can = 4 hours) FOUND IN: Town shops, survivor trades COST: $9-50 SELLS FOR: TRADE ENCOUNTER: Very rare Fuel is arguably the hardest resource to acquire in the game. The problem is, it's available in almost all town shops near the beginning of the game but disappears by the end, when you start actually running out of fuel. For general rule of thumb, if you keep the same pace the whole journey: Slow (30mph) - approximately 48 cans Normal (45mph) - approximately 32 cans Fast (60mph) - approximately 24 cans RELEVANT PERKS -------------- Carrier (Car Upgrade, Top) ** Never lose a gas can. Solar Panel (Car Upgrade, Top) ** Move slowly (15mph) while out of fuel. ============================================================================== ============================================================================== [0042] B. FOOD START: 125 oz./ hour RECOMMENDED AMOUNT (E/N/D/S): 0/0/0/0 FUNCTION: Slows/prevents health loss while on road, resting, waiting, etc. FOUND IN: Town shops, survivor trades, scavenge COST: $ SELLS FOR: $1-2 TRADE ENCOUNTER: Uncommon Food is the #1 most common research in scavenge. You can take back up to 250 oz. per trip, making 125 oz. per starting hour a waste of time in comparison. Other survivors are sometimes willing to trade items, parts, and ammo for food. Survivors will also offer food for items, but it's generally never worth it. RATIONING ---------- Small - 1 oz. per survivor per hour Medium - 2 oz. per survivor per hour Large - 3 oz. per survivor per hour * Babies consume 1 oz. per hour regardless of rations. Babies can be found in random events and give bonus points at the end. * Sick survivors (purple status) consume an extra 1 oz. per hour on top of their rations. SCAVENGE ICONS -------------- Energy bar - 15 oz Can - 20 oz Grocery bag - 100 oz Shopping cart - 250 oz RELEVANT PERKS --------------- CARRY CAPACITY (Combat Trainer) ** You can carry back up to 350 oz. of food at a time, instead of 250. EZ GROW GARDEN (Car Upgrade, Back) * Generates 1oz of food an hour. SNO-CONE MACHINE (Car Upgrade, Misc) *** Don't consume food while looking for traders or while repairing. TIPS ---- - Because of how common food is in scavenge, it's generally a waste to buy it in shops. - Large rations prevent health loss from traveling, even at the fastest speeds. It also increases the amount of health restored from resting. ============================================================================== ============================================================================== [0043] C. MEDKITS START: 5 kits/hour RECOMMENDED AMOUNT: (E/N/D/S): 20/20/5/0 FUNCTION: Restores health, removes "incapped" status FOUND IN: Town shops, survivor trades, Scavenge (requires perk) COST: $20-70 TRADE ENCOUNTER: Very rare You will encounter survivors offering you insulting payments for medkits, but you will rarely ever see anyone offering medkits. RELEVANT PERKS --------------- MEDKIT SCAVENGER (Combat Trainer) ** Chance of finding medkits during scavenging. ============================================================================== ============================================================================== [0044] D. AMMUNITION START: 200 rounds/ hr RECOMMENDED AMOUNT: (E/N/D/S): (E/N/D/S): 800/800/600/200 FUNCTION: Used in almost every mini-game. Kills zombies. FOUND IN: Town shops, survivor trades, finale COST: $10 ~ $30. 20 bullets/purchase TRADE ENCOUNTER: Uncommon RELEVANT PERKS -------------- ACTION HERO (Combat Trainer) * Chance not to use a bullet when you fire. FASTER BULLETS * Bullets travel 50% faster. Don't ask why. FASTER RELOAD (Combat Trainer) *** Reload in half the time. ============================================================================== ============================================================================== [0045] E. MONEY START: $50/hr RECOMMENDED AMOUNT: (E/N/D/S): 0/0/0/0 FUNCTION: Make purchases FOUND IN: Survivor trades, scavenge COST: N/A TRADE ENCOUNTER: Common Even in this post-apocalyptic world, money still talks. Use it to buy some key car upgrades (like the Sno-Cone Machine) and combat trainer perks (like Faster Reload). On Suicide, you inevitably will have to buy fuel and ammo, because you certainly don't start with enough. Do it as early as possible. SCAVENGE ICONS --------------- Bill - $5 Wallet - $20 Money bag - $50 RELEVANT PERKS -------------- MONEY SCAVENGER (Combat Trainer) ** Find more money than anything else during scavenge. ============================================================================== ============================================================================== [0046] F. CAR PARTS (Tires, Batteries, Mufflers) START: 1 part/hr RECOMMENDED AMOUNT: (E/N/D/S): 1 of each/1 of each/0/0 FUNCTION: On-the-fly replacements FOUND IN: Survivor trades, car shops COST: Around $40 - $50 TRADE ENCOUNTER: Common The great thing about car parts is that they're interchangeable. Nothing seperates a tire from a muffler besides the name. Survivors offering a battery for a tire, muffler for a battery, etc. are pretty common. It is the only supply item that cannot be bought or sold at shops. RELEVANT PERKS -------------- Nev-R-Break Muffler (Car Upgrade, Back) ** Muffler never needs replacing. Ninja Muffler (Car Upgrade, Back) *** Automatically succeed sneaking through hordes. Nev-R-Break Tires (Car Upgrade, Bottom) ** Tires never need replacing. Offroad Tires (Car Upgrade, Bottom) * No slowdown during sandstorms. Rain Tires (Car Ugpgrade, Bottom) * No slowdown during rainstorms. Snow Tires (Car Upgrade, Bottom) * No slowdown during blizzards. Sup-R-Last Battery (Car Upgrade, Front) * Less likely for the battery to die. Sup-R-Last Muffler * (Car Upgrade, Back) Less likely for muffler to break. Sup-R-Last Tires * (Car Upgrade, Bottom) Less likely for tires to break. ============================================================================== ============================================================================== [0047] G. SCRAP START: N/A RECOMMENDED AMOUNT: (E/N/D/S): N/A FUNCTION: Station wagon repairs FOUND IN: Town shops, survivor trades, scavenge COST: Around $5 - $10 per piece of scrap TRADE ENCOUNTER: Common Scrap is a lifesaver. It is the most economical way to repair your car, and with scrap you can rest a little easier when traveling at 60 mph. The more scrap you use when attempting the repair, the more likely it is to succeed. Scrap is a pretty hot commodity in trades, and besides food is one of the most common resources found in scavenge. SCRAP REPAIR ------------- See the Minigames section. SCAVENGE ---------- Metal shard - 10 Duct tape - 15 Drill - 20 Gears - 25 RELEVANT PERKS --------------- TOOLBOX (Car Upgrade, Back) *** Scrap repairs the car more effectively. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . V. VEHICLES . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0030] VEHICLE RATINGS The station wagon is the reference point towards which all other vehicles are compared in my descriptions. Vehicles have these three in-game stats, rated from 1-5: SPEED: Overall MPH speed. All vehicles move at the same speed in minigames. DURABILITY: Vehicle damage taken from minigames and general wear and tear from traveling on the road. 1 means the most damage, 5 means the least. RELIABILITY: How often car parts (tires, mufflers, batteries) break down. 1 means very often, 5 means least often. ============================================================================== [0051] A. Station Wagon SPEEDS (S/N/T): 30/45/60 mph DURABILITY: 3/5 RELIABILITY: 3/5 SPECIAL: None. UNLOCK: Default car This car is bread, butter, and water. There is nothing remarkable about it, but that's to its credit. What it lacks in perks, it makes up for with its solidly decent speed, durability, and reliability. Suited for any playstyle. ============================================================================== ============================================================================== [0052] B. SUV SPEED (S/N/T): 26/42/56 mph DURABILITY: 3/5 RELIABILITY: 3/5 SPECIAL: Less car-related unfortunate events. UNLOCK: Beat the game with all party members alive. The SUV's bonus is actually pretty noticeable, and it takes wear and tear a little better than the station wagon as well. This is offset by slower speeds-- though 4mph doesn't seem like much, on higher difficulties this can be a killer. Broken down, per 1,000 miles (using the wagon as a reference): 26 mph - 1.25 more cans used per 1,000 miles 41 mph - 1.5 more cans used per 1,000 miles 56 mph - 0.25 more cans used per 1,000 miles At a low estimate of 6,000 miles to Safe Haven, this can translate to a whopping 8 cans of gas traveling at slow speed! At turbo speed, the difference is only 2 cans. Thus, the SUV is better suited for faster playstyles. Overall, the SUV's reliability makes it a very good choice, at the cost of consuming more fuel and being the slowest vehicle in the game. ============================================================================== ============================================================================== [0053] C. The Jag BONUS: SPEED (S/N/T): 32/47/62 mph DURABILITY: 1/5 RELIABILITY: 4/5 SPECIAL: More points of interest (survivor encounters). UNLOCK: Beat the game on Suicide. This vintage 1970s Jaguar has a pretty interesting bonus, for lack of a better word. More often than not, survivor encounters are positive-- just remember the importance of good karma. Although it takes more wear and tear than the wagon does, the parts themselves break down a little less often. Is it worth the slightly faster speed? Mehh. Broken down, per 1,000 miles (using the wagon as a reference): 32 mph - 0.5 less cans used per 1,000 miles 47 mph - 0.25 less cans used per 1,000 miles 62 mph - No significant difference. The real draw is increased survivor encounters, which is more lucrative the higher the difficulty. The possibility of bonus gear from these is pretty enticing, especially on Suicide where Scavenge only spawns 2 items at a time. All in all, the Jag truly does have its pros and cons. It comes down to player preference. ============================================================================== ============================================================================== [0054] D. Interceptor SPEED (S/N/T): ??? DURABILITY: ??? RELIABILITY: ??? SPECIAL: ??? UNLOCK: ??? Yeah. ============================================================================== ============================================================================== [0055] E. "The Classic" SPEED (S/N/T): ??? DURABILITY: ??? RELIABILITY: ??? SPECIAL: ??? UNLOCK: ??? Yeah. ============================================================================== ============================================================================== [0056] E. UFO SPEED (S/N/T): 34/49/64 mph DURABILITY: 5/5 RELIABILITY: 5/5 SPECIAL: None. UNLOCK: See below. HOW TO UNLOCK You must have the Survivor skin enabled. Scavenge at Area 51 until you trigger a boss fight, which will be three UFOs that shoot lasers and try to beam you up (which will end the game if you touch). I personally recommend taking the shotgun at this job. It may take multiple tries in Scavenge until the UFOs show up. Survive, and you unlock the UFO. HOW TO ACCESS AREA 51 (from East) Albuquerque -> Desert Motel -> Las Vegas -> Area 51 (from South) Satellite Field -> Phoenix -> Amusement Park -> Las Vegas -> X Do NOT go to the Bomb Shelter from Albuquerque. You will be unable to get to Vegas from there. DESCRIPTION The UFO has no special abilities, but its maxed out stats are a perk in and of themselves. It is also the fastest vehicle in the game, and again, 4 mph can make a huge difference: 34 mph - 1 less can used per 1,000 miles 49 mph - 0.5 less cans used per 1,000 miles 62 mph - 0.25 less cans used per 1,000 miles ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . VI. KNOW YOUR ENEMY . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0060] [0061] A. ZOMBIE ACTIVITY The zombies in Organ Trail are nocturnal. Zombies mostly affect mini-games, where higher activity means more zombies will appear. It may also increase the odds of a zombie bite and other such encounters. 3AM 7AM 10AM 3PM 6PM 10PM 12AM 12AM <---------|----------|----------|----------|----------|----------|-----------> DEADLY HIGH MEDIUM LOW MEDIUM HIGH DEADLY ============================================================================== ============================================================================== [0062] B. ZOMBIE TYPES [0062a] a. REGULAR APPEARANCE: Green man APPEARS IN: All zombie-related minigames SPECIAL: None. Your average walking dead zombie. [0062b] b. CRAWLER APPEARANCE: Crawling zombie torso APPEARS IN: All zombie-related minigames except Graveyard SPECIAL: Can phase through all obstacles Not only are these half-zombies harder to hit, but they also crawl fast enough to ever-so-slightly outpace you (especially on higher difficulties). Also beware, but they can phase through obstacles without any slowdown. [0062c] c. FAT ZOMBIE APPEARANCE: Bloated stomach, skull partially exposed APPEARS IN: All zombie-related minigames except Graveyard and Zombie Putdown SPECIAL: Takes two shots to kill. Stunned by first shot. Unique in being the only non-boss zombie that takes multiple shots to kill. Gunshots stun them, which are useful for when trying to outrun them. They are just like regular zombies in all other respects. [0062d] d. RADIOACTIVE APPEARANCE: Melted-looking APPEARS IN: Scavenge (only in radiated areas) SPECIAL: Moves less linearly than regular zombies, leaves a radioactive trail These zombies are slightly better at following at you, due to the fact that they have a full-360 degree range of motion. This doesn't translate to any noticeable gameplay difference, but it LOOKS different. The trail they leave has the same effect as radioactive puddles-- raising your rad level, but not actually doing any damage. The trail disappears after some time. They are a tiny bit faster than regular zombies, but still slower than crawlers. [0062e] e. SHY ZOMBIE APPEARANCE: Tall, lanky APPEARS IN: Scavenge, Recovery SPECIAL: Will stay still if you're looking in its direction Shy zombies will freeze in place and cower as long as you're looking in their direction, making them easy targets. However, beware of them coming at you from behind or the sides. They are INCREDIBLY fast and cannot be outrun. If they are stuck behind other zombies, they will push against them, increasing their speed. [0062f] f. BANDIT APPEARANCE: Human APPEARS IN: Scavenge SPECIAL: Will steal items, eaten by zombies These bandits/fellow survivors come from off-screen, take a single item, and run back off-screen. They take a few seconds to pick up items, during which you can still snatch it from them. If they pick it up, they will drop the item upon death. If they run into another zombie, the zombie will kill and eat them. This zombie will be out of commission for the entire game-- you can even move through it without getting hurt. Boss zombies, however, will simply kill the bandit and otherwise ignore them. Bandits move very quickly, but slower than shy zombies. [0062g] g. Boss Hound APPEARANCE: Zombie dog APPEARS IN: Scavenge SPECIAL: Always appears in pairs, has a lunge attack, takes three shots to kill, does extra damage, solid corpses These zombie hounds will chase you and once close enough, try to lunge at you. This attack can easily be avoided-- however, they close off an entire direction and will eventually corner you. If truly cornered, you can move back and forth (usually up and down) to make their attacks miss. Luckily, they die in only three shots, regardless of difficulty. For some reason, their dead bodies are solid obstacles. They move as fast as crawlers. [0062h] h. Boss Bear APPEARANCE: Zombie bear APPEARS IN: Scavenge SPECIAL: Slightly stunned by gunshots, does extra damage Zombie bears are invincible in practice. They WILL outrun you if chasing you, but are slightly slowed down by bullets. They are faster than crawlers, but obviously slower than shy zombies. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . VII. MINIGAMES . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0070] WEAPONS You now have three weapons to choose from. [RIFLE] RELOAD TIME: 1 second ATTRIBUTES: Reload between every shot. BEST FOR: General use [SHOTGUN] RELOAD TIME: 2 seconds ATTRIBUTES: Fires three shots at once. BEST FOR: Boss fights, Scavenge during high/deadly activity [PISTOL] RELOAD TIME: 4 seconds ATTRIBUTES: Fires four shots before needing to reload. BEST FOR: Defense, Bandits ============================================================================== [VOLUNTARY] [0071] A. SCAVENGE OCCURRENCE: Anywhere on the road and in towns TIME LIMIT: 40 seconds DIFFICULTY: *** WIN: Survive for 40 seconds. LOSE: Get hit by a zombie. REWARD: Up to 250 oz. of food, scrap, money, or medkits (with perk) PENALTY: Reduced loot, party leader takes damage Scavenge is the single most important minigame in Organ Trail. You can find food, scrap, money, and medkits if you have the Medkit Scavenger perk. TIPS ---- - To shoot accurately, draw a line from the center of your target to just below your character's knees. - Set your rations to small when you scavenge. Your party still consumes food during the hour you take to scavenge, but cannot lose health anyways. - Scavenge only during low or medium activity. - Zombie activity (low, high, deadly, etc.) affects how many zombies spawn in scavenge. The difference is VERY noticeable. - Zombies don't have the greatest pathfinding activities, and you can stall them by getting them stuck behind obstacles. - Save ammo by leading zombies in a line behind you and shooting only to clear your own way. - Get to know the soundtrack. You can use it as a cue for the exact moment Scavenge will end, which also helps you save ammo. DIFFICULTY BONUSES ------------------ EASY Up to 5 items spawn. NORMAL Up to 4 items spawn. DIFFICULT Up to 3 items spawn. SUICIDE Up to 2 items spawn. AMMO ICONS ---------- Ammo icons give 10 bullets. They do NOT count toward the item spawn limit. FOOD ICONS ---------- Energy bar - 15 oz. Can - 20 oz. Grocery bag - 100 oz. Shopping cart - 250 oz. MONEY ICONS ------------ Bill - $5 Wallet - $20 Money bag - $50 SCRAP ICONS ------------ Metal shard - 10 Duct tape - 15 Drill - 20 Gears - 25 ============================================================================== ============================================================================== [0072] B. GO FISH OCCURRENCE: Anywhere on the road and in towns, with some limitations TIME LIMIT: None DIFFICULTY: *** WIN: Successfully catch a fish LOSE: The lure doesn't attract anything; the fish gets away REWARD: Party regains health. Up to 3 oz. of food, 5 scrap, and/or car parts PENALTY: None A new alternative to resting, with the added bonus of some food and potential car parts. The farther back you cast your line from, the farther the lure travels. Tap/click the screen to bring the lure up, which also brings it slightly towards your (the left) side of the screen. Once you snag a fish, a green bar with a moving slider shows up. Tap/click while it's in the green, and each successful tap will bring the fish closer to you, until eventually it's in your hands. If you miss a total of 5 times, the fish gets away. The biggest fish is 3oz., but the possibility of acquiring car parts is the biggest draw of fishing. You may also catch zombie parts or random pieces of junk, which do nothing. Either way, resting restores health but has no reward, while fishing restores health AND might get you a reward. It's a no-brainer. TIPS ----- - There's only two situations where you should rest instead of fish: when there is no water, or if you are feeling lazy. - You will not be able to fish in some areas, such as deserts and cities in landlocked states without major bodies of water. - Always choose to spend 12 hours fishing. This gives you the freedom to fish the entire lake, if you want, and you can always leave whenever you want. - If you have even 1 oz. of food, your party gets the full benefit of resting. Fishing can thus be a quick way to heal when you're out of food. - When you hook a fish, don't panic. As long as you get 2-3 taps in every time you're in the green, it won't get away. As the bar gets too narrow for 2 taps, single taps will do the trick just fine (even though it doesn't look like it). Just be patient! - Don't catch fish too close to the right side of the screen. They will get away instantly. - Try to keep your eyes on the bar! Glance at the fish just to make sure it's not a zombie, but otherwise focus. Seeing it struggle tends to make you "panic". Plus, there is a small delay in between your tapping the screen and the fish getting reeled in closer. - If you see that you've caught a zombie part instead of a fish or car part, give up. There's no benefit to catching these and you only waste your time. ============================================================================== ============================================================================== [0073] C. SCRAP REPAIR OCCURRENCE: Upon scrap repair TIME LIMIT: None DIFFICULTY: **** WIN: Hit all targets perfectly. LOSE: Miss all targets. REWARD: Car's condition improves. PENALTY: Car's condition remains the same. The RNG mechanic of yore has been replaced with an actual minigame. Wrenches fly by the screen at varying speeds. You must tap/click the screen to stop these wrenches inside circular targets. The more within the target they fall, the better the repair. They are either pefect, great, okay, near misses, or misses. You are given a grade from AA through F based on how well you hit the targets, plus a bonus for hitting targets in a row. The more scrap you use, the slower the wrenches fly by, and the bigger the potential repair. For example, at 4 scrap, two perfects and two greats give you a total of +17 condition-- +13 for an A rating, +4 for hitting 4 targets in a row. REPAIR RATES ------------ 2 SCRAP AA - A - B - 8 C - D - 5 F - 0 4 SCRAP AA - A - 13 B - 12 C - 9 D - 7 F - 0 8 SCRAP AA - A - 17 B - 16 C - D - F - 0 ============================================================================== ============================================================================== [0074] D. MEDKIT OCCURRENCE: Upon using medkits TIME LIMIT: None DIFFICULTY: *** WIN: N/A LOSE: N/A REWARD: Health regained PENALTY: N/A You move a big syringe back and forth over a prostrate party member. Tap/ click to administer the drugs. Hitting the chest (right above their hands) gives the full health bonus. Misses still recover health, but less so. TIPS ---- - Incapped survivors will die within a few hours without first aid. If they are infected, they will bite another party member before being automatically killed. - Medkits are the only item that can remove an incapped status. They should be saved for these situations. Resting/fishing are better suited for general healing. - Medkits will NOT heal illnesses (purple status), but they do remove radiation sickness and reduce radiation levels. Illnesses go away with time. ============================================================================== ============================================================================== [0075] E. SURVIVOR PUTDOWN OCCURRENCE: Upon choosing to kill a party member, some points of interest TIME LIMIT: None DIFFICULTY: * WIN: Kill the survivor. LOSE: N/A REWARD: N/A PENALTY: Loss of a party member A person stands across from you and you shoot him/her. One shot kills. Misses carry no penalty, just the awkward silence between reloading and trying again. This minigame occurs whenever you choose to kill a party member, or during some points of interest. TIPS ---- - There is never really a reason to put down a party member. Infected party members will not turn until they die (by being incapped and not given first aid in time). They will bite another party member before being automatically killed by you. ============================================================================== [RANDOM EVENTS] ============================================================================== [0076] F. BANDIT CHASE OCCURRENCE: Random; on the road WARNING MESSAGE: A gang of bandits come barreling down on you. TIME LIMIT: 40 seconds DIFFICULTY: *** WIN: Survive for 40 seconds. LOSE: Let the bandits catch up to you. REWARD: None. PENALTY: Station wagon breaks down, items stolen A Mad Max-esque convoy of vehicles starts chasing you down. You must outrun them by avoiding the cones, rocks, and trees that litter the road and by hitting ramps for small speed boosts. They outpace you, so you must at least hit some ramps. TIPS ----- - You do not have to hit every ramp in order to outrun them. Just keep an eye on the distance between you two, and hit ramps as needed. - You can hit ramps from any angle; i.e. you can still hit them from the side to get the SICK JUMPZ. However, the less direct of an angle, the shorter the jump is. - Obstacles will automatically interrupt jumps. Ramps do not send your car flying *over* anything. So beware of any obstacles next to ramps. - If your station wagon breaks down from hitting obstacles, bandits will still steal items. ============================================================================== ============================================================================== [0077] G. Hostage Situation OCCURRENCE: Random event; on the road WARNING MESSAGE: A bandit sneaks up behind you and grabs... TIME LIMIT: None; one shot DIFFICULTY: ** WIN: Kill the bandit LOSE: Miss the bandit or hit your friend REWARD: Party member stays alive PENALTY: Party member dies This happens randomly while on the road. A bandit has your friend on their knees with a gun to their head. You get only one shot. If you miss, the bandit will execute your friend and run away. If you hit your friend, they die and the bandit runs away unscathed. The only way to win is to kill the bandit with a properly lined-up shot. HOW TO LINE UP YOUR SHOT ------------------------ You can tell where your gun is aiming by how the pixels warp. Your gun is about 10 virtual pixels long. It will look like this at default, when aiming straight forward. [] Gun [H] Hand [A] Arm [][][][][][][][][][][] [H][A][A] When properly lined up to hit the bandit, it will look like this: [][][][][] [][][][][][] [H][A][A] Basically, the front half of your gun will be pointing slightly up, while the back half remains at chest (default) level. It will NOT, for example, look like this: [][][][] [] [][][][][][] [H][A][A] Luckily, this mini-game will always be the same. The bandit won't be any shorter or taller, etc. Lining it up like this will work every time. ============================================================================== [0078] H. MOTORCYCLE GANG OCCURRENCE: Random event; upon leaving towns WARNING MESSAGE: A biker gang follows you out of the settlement. TIME LIMIT: None DIFFICULTY: ** WIN: Ram the entire gang off the road; 20 bikers. LOSE: The car sustains too much damage. REWARD: Nothing PENALTY: Station wagon breaks down, items stolen Bikers will pull up alongside your car and try to shoot you. If you don't ram them within a few seconds of lining up, they will shoot at your car. Apparently, gunshots damage your car, but ramming 20 motorcycles off the road doesn't. TIPS ----- - You can either force bikers to rear-end you, or ram them from the side. - Always try to move back to the middle. ============================================================================== [0079] J. STAMPEDE OCCURRENCE: Random event; on the road WARNING MESSAGE: You hear a rumbling sound behind you. TIME LIMIT: 40 seconds DIFFICULTY: **** LOSE: The car sustains too much damage. REWARD: Nothing PENALTY: Station wagon breaks down, party takes damage Your car is surrounded by a stampeding horde of zombie (?) deer. You must avoid hitting or getting rear-ended by them as they run by your car. Any deer that hit your car will courteously run off to the side of the road. TIPS ----- - Your hitbox does not reach to the roof of your car. It reaches about 3/4 of the way up the windows. - Make controlled, deliberate movements from place to place-- single taps or clicks. Stay still in your spot. Do not move back and forth and "lose control" of your car. ============================================================================== ============================================================================== [00710] K. SURROUNDED OCCURRENCE: Random event; on the road WARNING MESSAGE: You suddenly find yourself surrounded by zombies. TIME LIMIT: 40 seconds DIFFICULTY: *** WIN: Kill all zombies. LOSE: Zombies reach your car. REWARD: Nothing PENALTY: Items lost, party leader takes damage You stand atop your car's roof as zombies close in from all directions. This minigame's difficulty depends completely on your shooting skills, as well as current zombie activity levels. ZOMBIE AMOUNTS -------------- Low - Medium - High - Deadly - TIPS ----- - Draw a line from the center of your target to just below your character's knees for the best accuracy. ============================================================================== ============================================================================== [00711] L. ZOMBIE HORDE OCCURRENCE: Random event; upon leaving towns WARNING MESSAGE: TIME LIMIT: N/A DIFFICULTY: N/A WIN: Successfully make it through the horde. LOSE: Get overwhelmed by zombies. REWARD: Nothing PENALTY: Items lost, chance of losing a party member Not so much a minigame as a game of chance. You are faced with a zombie horde of varying size (small, moderate, large, massive) and temperament (docile, alert, agitated, ravenous). You can choose to either sneak by, fight through it, hire mercenaries, or wait. The larger the horde, the less likely you are to succeed fighting through it. The angrier the horde, the less likely you are to succeed sneaking by it. Mercenaries cost $20 and 4 hours to get you across automatically. If you decide to go it yourself and fail, your car gets overrun and you lose items. Sometimes, if you're particularly unlucky, the zombies will pull a party member out of the car and eat them alive. TIPS ----- - If a horde is massive and ravenous, definitely hire mercenaries or wait for it to calm down. - Despite all the shooting, fighting through hordes does not use ammo. - NOTE: The reason Chainsaw Windows are preferred above the Ninja Muffler is because the Toolchest, which is universally useful, is a back ugprade. Meanwhile, the Solar Panel is the next most useful top upgrade, but is much more situational. RELEVANT UPGRADES ----------------- CHAINSAW WINDOWS (Car Upgrade, Top) *** Automatically succeed fighting through hordes. NINJA MUFFLER (Car Upgrade, Back) ** Automatically succeed sneaking through hordes. ============================================================================== ============================================================================== [00712] M. ZOMBIE PUTDOWN OCCURRENCE: Upon visiting tombstones, some points of interest TIME LIMIT: N/A DIFFICULTY: ** WIN: Kill the zombie. LOSE: Let the zombie reach you. REWARD: Nothing PENALTY: Party leader loses health A zombie is coming toward you, and you have to shoot it. It may be either a regular zombie or a walker. TIPS ---- - Regular zombies are killed only by headshots. Do not go for the torso. ============================================================================== [TOWN JOBS] ============================================================================== [00713] N. BANDITS OCCURRENCE: Town job, some points of interest TIME LIMIT: N/A DIFFICULTY: ***** WIN: Kill all bandits. LOSE: Get shot. REWARD: 20 ammo + payment PENALTY: Party leader loses health, no payment Bandits hide out behind windows and pop out to take shots at you. They can be killed only when out of cover. You're behind cover too, but must also expose yourself in order to shoot. This game requires precise timing and skilled marksmanship. Difficulty can be either normal, difficult, or suicide, which affects how many bandits there are. DIFFICULTY BONUSES ------------------- Normal - 3 bandits Difficult - 4-5 bandits Suicide - 6-7 bandits TIMING ------ The key to this minigame is pre-designating your targets. Pick one bandit you want to kill. Draw a line from said bandit to slightly below your character's knees. Don't release until his friends pop out to shoot at you. If your target is the one that pops out to shoot, you'll have to try again. To be a little more specific, if your target is in the top row, you'd normally release slightly before his friends fire. If your target is in the bottom row, release when his friends' bullets are almost halfway to you. This sounds complicated, but once you get this pattern down, you can follow it throughout all difficulties. The higher the difficulty, the less time you have to line up your shots-- sometimes less than a second. However, it'll eventually become intuitive. TIPS ---- - To shoot accurately, draw a line from the center of your target to just below your character's knees. - If you have Faster Bullets, the timing changes completely. ============================================================================== ============================================================================== [00714] O. DEFENSE OCCURRENCE: Town job TIME LIMIT: N/A DIFFICULTY: *** WIN: Kill all zombies. LOSE: Let a zombie reach you. REWARD: 20 ammo + payment PENALTY: Party leader loses health, no payment The amount of zombies you encounter is determined by the job difficulty (normal, difficult, or suicide), rather than by zombie activity. Shoot straight and happy killing. DIFFICULTY BONUSES ------------------ Normal - Difficult - Suicide - TIPS ---- - To shoot accurately, draw a line from the center of your target to just below your character's knees. ============================================================================== [00715] P. GRAVEYARD OCCURRENCE: Town job TIME LIMIT: N/A DIFFICULTY: ***** WIN: Successfully pick up the crate and escape. LOSE: Get hit by a zombie. REWARD: Promised payment PENALTY: Party leader takes damage, no payment You must pick up a crate inside a graveyard, filled with graves from which the dead rise. This game can either be a walk in the park or absolute hell-- the tombstones block everyone's movement, which can either stall zombies or block your own escape. The difficulty level (normal, difficult, suicide) affects spawn rate. TIPS ----- - You cannot be hurt by zombies until they've fully risen from their graves. - Prioritize running over shooting. The longer you stay inside the graveyard, the more zombies will spawn. Keep in mind that thanks to zombies' poor pathfinding ability and the fact that the graveyard is filled with tiny, impassable obstacles, you can often pass right next to a zombie without danger of being hit. - At the same time, know when you have to stop to clear zombies. Because of the close quarters, it is very easy to get overwhelmed. - Watch the exit route-- sometimes there is only one way out, and that in reality, that small gap under the tree is not big enough for you. ============================================================================== ============================================================================== [00716] Q. HIT & RUN OCCURRENCE: Town job TIME LIMIT: 40 seconds DIFFICULTY: * WIN: N/A LOSE: N/A REWARD: +1 car condition per 10 zombies run over PENALTY: N/A A minigame that DOESN'T punish you? Say it ain't so! You get 40 seconds to run over as many zombies as you can. For each 10 you run over, your car is fixed up a little. Do this whenever you have the chance. TIPS ---- - Watch how the zombies move and anticipate when they'll be lined up or bunched together for maximum carnage. ============================================================================== ============================================================================== [00717] R. RECOVERY OCCURRENCE: Town job TIME LIMIT: N/A DIFFICULTY: *** WIN: Get to the crate at the end. LOSE: Get hit by a zombie. REWARD: Promised payment PENALTY: Party leader takes damage, no payment You must move all the way to the right and grab the crate at the end. Despite the name, you don't have to bring it back; just pick it up. Prioritize running over gunning-- there is no time limit, so zombies will spawn until the minigame ends. If you're fast and maneuverable enough, you can even get the crate without firing a single shot. TIPS ---- - Tap/click the rightmost side of the screen as soon as the game begins, to give you an infinitesimal head start. - To shoot accurately, draw a line from the center of your target to just below your character's knees. - Similar to Scavenge, lead zombies in a line behind you and shoot only to clear your own way. Do whatever you can to continue moving to the right; ignore all other directions. Zombies will continually spawn, so there is no benefit for stopping and shooting. ============================================================================== [SAFE HAVEN] ============================================================================== [00718] S. GENERATOR FINALE OCCURRENCE: First stage of Safe Haven TIME LIMIT: N/A DIFFICULTY: **** WIN: Successfully bring 8 cans of gas to the generator. LOSE: Get hit by a zombie. REWARD: Advance to the Zombie Octopus stage. PENALTY: You lose the game. In this L4D-esque finale, you must lift the gate to Safe Haven by grabbing gas cans littered throughout the stage and bringing them back to the generator. You can only carry 2 at a time, and one hit from a zombie means death. You only get as many chances as you have party members, including the leader. Each party member lost counts as a death in the score. If you die while holding gas cans, you will drop them where you were hit. Luckily, carrying gas cans does not slow your character down. Meanwhile, your station wagon is parked next to the generator, and your party members will help kill nearby zombies. Since this is the last stage, you want to be careful and strike a sensible balance between clearing zombies and going for cans. Since you have to go back and forth, you will screw yourself if you let them continue spawning and closing off a direction by chasing behind you. TIPS ---- - Stock up on ammo before reaching Safe Haven; 50 should do the trick. One ammo icon will spawn per can picked up, as well. - Go for the farthest cans first, as this will make it easier for you later. - Take some time to clear zombies every time you go back to the generator, especially since your party members will help. ============================================================================== ============================================================================== [00719] T. ZOMBIE OCTOPUS OCCURRENCE: Second stage of Safe Haven TIME LIMIT: N/A DIFFICULTY: *** WIN: Kill the giant zombie octopus. LOSE: Your car sustains too much damage or you get hit by its tentacles. REWARD: You win the game. PENALTY: Advance to the alternative Crawling to Freedom stage. Your car is attacked by a giant zombie octopus/Cthulu that has wrapped itself around Safe Haven. There are two stages: DRIVING The octopus' tentacles will appear on either side of the screen, meaning that he's about to shoot his tentacle down that lane. If your car gets hit, it will take damage. Just completely avoid any lane you see tentacles, and you'll be fine. It's much easier than it sounds, as you get ample warning before it actually attacks. After some time, the minigame switches to... SHOOTING You must damage the octopus while at the same time avoiding its tentacles. The octopus's tentacles will continually come from multiple angles off-screen, and you must shoot them to make them withdraw. If they reach you, you will lose the game and "advance" to the Crawling to Freedom stage. The octopus will also have two tentacles raised in front of its face. As you shoot at these, they will lower into the water, eventually exposing its head for you to damage. The minigame will switch back to driving mode once you damage its head enough (3 shots). The octopus can take 9 shots in total, for a total of three driving stages and three shooting stages. TIPS ----- - Your car will be at the same condition as it was when you reached Safe Haven. So spend time repairing it all the way; don't go into this battle with 10% health! - I highly, highly recommend Faster Reload for this minigame. Faster Bullets are also helpful. With Faster Reload, you can shoot fast enough to largely ignore the attacking tentacles and focus on its defending tentacles. - As of March 2016, this game is bugged. Once won, you will be stuck at the "You enter Safe Haven" screen, but unable to continue. You must exit the game and beat it again. This time, you will get to a score screen without any modifiers, as if you died. Bummer. ============================================================================== [00720] U. CRAWLING TO FREEDOM OCCURRENCE: Only if failing the Zombie Octopus stage TIME LIMIT: N/A DIFFICULTY: ***** WIN: Successfully crawl to Safe Haven. LOSE: Let the zombie catch up to you. REWARD: You win the game. PENALTY: You lose the game. Now severely maimed by the zombie octopus, you still have a chance to crawl to Safe Haven. Tap/click the screen to move, and if the chasing crawler catches up to you, it's game over. TIPS ---- - As of March 2016, this minigame seems to be broken. You will be able to crawl until you pass the station wagon, after which your arms seem to stop working. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . VIII. TOWNS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0080] [0081] A. THE STORE To be written. ============================================================================== ============================================================================== [0082] A. THE AUTO SHOP GENERAL DESCRIPTION General description goes here. Otherwise... RATING SYSTEM Upgrades are rating according to this 3-asterisk system: * Useless, OR there is a much more useful upgrade for that same slot. ** Situational OR nice to have. *** Highly recommended. Upgrades are rated both on their own merits and in comparison to other upgrades that take up the same slot. For example, even though Sup-R-Last Tires ARE nice to have, they're useless when you consider that for the same price and same slot, you can have Nev-R-Break Tires. ============================================================================== [0082a] a. CAR UPGRADES, FRONT [COWCATCHER] No slowdown during rubble. I am giving this upgrade a zero rating. This upgrade prevents one, and only one, particular random event, whose only penalty is that you lose an hour. It's analogous to an upgrade that prevents slowdown from heavy ash or from waiting as one of your party member vomits in the bushes. It is the most useless upgrade in the game. [FOG LIGHTS] ** No slowdown during heavy fog. Unlike blizzards or sandstorms, fog happens pretty much throughout your route, making this marginally more useful than other weather-based upgrades. [NEV-R-BREAK BATTERY] ** Battery never needs replacing. One less car part to worry about is a pretty nice perk, especially considering that there is no one top upgrade that stands out as *best*. [SUP-R-LAST BATTERY] * Less likely for the battery to die. In a game of bad luck, "less likely" is just a temptation to the game gods. Plus, it is pointless when you could have a Nev-R-Break instead. [V6 ENGINE] ** Travel faster at the expense of the car. The single biggest speed upgrade in the game-- approximately 15% faster, for example making the station wagon (68/52/38 mph) faster than the UFO. The drawback is increased wear-and-tear, which is not a problem so long as you always have a scrap reserve. Because of this healthy balance, this upgrade comes down to player preference rather than being objectively good. [0082b] b. CAR UPGRADES, BACK [EZ GROW GARDEN] * Generates 1 oz of food an hour. It sometimes feels like the developers forgot to add "per survivor" to this description. As you can imagine, one extra ounce of food per hour makes no significant or meaningful contribution. Pass on this. [NEV-R-BREAK MUFFLER] ** Muffler never needs replacing. Again, not a bad perk, but the Toolchest may be a better option. [NINJA MUFFLER] Automatically succeed sneaking through hordes. [SUP-R-LAST MUFFLER] Less likely for muffler to break. [TOOLCHEST] Scrap repairs the car more effectively. [0082c] c. CAR UPGRADES, TOP [ARMORED WINDOWS] Less likely to get bit by zombies. [CARRIER] Never lose a gas can. [CHAINSAW WINDOWS] Automatically succeed fighting through the horde. [SOLAR PANEL] Move slowly while out of fuel. [TINTED WINDOWS] Heat waves cause no damage. [0082d] d. CAR UPGRADES, BOTTOM [NEV-R-BREAK TIRES] Tires never need replacing. [OFFROAD TIRES] No slowdown during sandstorms. [RAIN TIRES] No slowdown during rainstorms. [SNOW TIRES] No slowdown during blizzards. [SUP-R-LAST TIRES] Less likely for tires to break. [0082e] e. CAR UPGRADES, MISC (INTERIOR) [AIR FRESHENER] Party members in front take 1 less damage. [GPS] Never lose the road. [RADIO] Chance to heal party members. [SNO-CONE MACHINE] Don't consume food while looking for traders or while repairing. [YARD SALE SIGN] Better chance to find traders. ============================================================================== ============================================================================== [0083] B. COMBAT TRAINER Combat training is a flat fee of $80. You can have up to three combat trainer perks. PERKS [ACTION HERO] * Chance not to use a bullet when you fire. In Campaign, $80 can buy you more ammo than what Action Hero might save. On Endless, even though it will eventually pay itself off, there are infinitely more useful perks that can take up its slot. [BODY ARMOR] ** Take 20% less damage from losing a combat. [CARRY CAPACITY +] ** Carry up to 100 more oz of food from scavenging. The usefulness of this perk depends largely on what difficulty you play on. On Suicide, where only 2 items spawn, you will almost never find more than 250 oz of food. Meanwhile, on Easy or Normal, this is much more likely, so the extra 100 oz adds up quick. It is also good for early-game Endless. [FASTER BULLETS] * Bullets travel 50% faster. Don't ask why. Faster bullets makes Bandits a little easier (if you are new to it), but otherwise doesn't really benefit any other minigames. [FASTER MOVEMENT] *** Move 5% faster. Five percent sounds like nothing, but the difference is actually noticeable. With this perk, crawlers will no longer outpace you, and outrunning zombies in general becomes even easier. Recovery in particular becomes a breeze. [FASTER RELOAD] *** Reload in half the time. Since you have to shoot at things in every single mini-game, being able to reload your rifle in half a second is an AMAZING bonus. If you can pick only one perk, pick this one. [MEDKIT SCAVENGER] ** Medkits have a chance of appearing while scavenging. Again, another perk whose usefulness is linked to how many items may spawn in Scavenge. You could pick this in Suicide, for example, and see less than 4 medkits the entire game. However, because medkits are such an important, rare, and expensive item (especially late game), this perk still pays itself off pretty nicely. [MONEY SCAVENGER] ** Find more money than anything else while scavenging. i. TRADING OCCURRENCE: Voluntary; anywhere on the road TIME LIMIT: N/A LOSE: N/A REWARD: Stuff PENALTY: N/A You trade with fellow survivors. The offers you get are completely random, but you will generally notice some patterns. See the STARTING LOADOUT/SUPPLIES section for trade encounter rates. TIPS ---- - Check the trades whenever you stop. The first trade does not use up an hour, so you get a freebie. RELEVANT PERKS --------------- SNO-CONE MACHINE (Car Upgrade, Misc) *** Don't consume food while looking for traders or while repairing. YARD SALE SIGN (Car Upgrade, Misc) * Better chance to find traders. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . IX. ON THE ROAD . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0090] [0091] A. PACE AND RATIONING [PACE] All vehicles have three paces: slow, normal, and turbo. The faster you go, the more health your party loses from traveling. This can be mitigated by increasing your rations-- large rations and turbo speed, for example, result in no health loss. TIPS ---- - Your car takes the same amount of damage regardless of distance-- for example, moving 2 miles at 60 mph takes the same toll as traveling 60 miles at 60 mph. Play it smart and reduce your speed according to distance to the nearest landmark. [RATIONING] Rationing can prevent health loss on the road, and determines how much health is restored by resting/fishing. My personal recommendation is to always give large rations, as one good scavenge trip of 200 oz. can still feed your party for 14 hours-- that could be 840 miles! RATES ----- Small - 1 oz. per survivor per hour Medium - 2 oz. per survivor per hour Large - 3 oz. per survivor per hour - Sick survivors (purple status) consume an extra 1 oz. per hour on top of their rations. - Babies consume 1 oz. per hour regardless of rations. Babies can be found in random events and give bonus points at the end. TIPS ---- - If your party has even 1 oz. of food, it still gets the full benefits of rationing for that hour. For example, even at large rations, 1 oz. will still prevent health loss from traveling for that hour, give the full health bonus from resting/fishing, etc. ============================================================================== ============================================================================== [0092] B. WEATHER BLIZZARD OCCURS IN: East coast to Midwest EFFECTS: Halves speed, increases health loss, increases wear-and-tear NEGATED BY: Snow Tires (Bottom) HEAT WAVE OCCURS IN: Southwestern region EFFECTS: Halves speed, increases health loss, increases wear-and-tear NEGATED BY: Tinted Windows (Top) HEAVY FOG OCCURS IN: Throughout US, except Southwest EFFECTS: Halves speed NEGATED BY: Fog Lights (Front) RAIN OCCURS IN: Throughout US, except Southwest EFFECTS: Halves speed NEGATED BY: Rain Tires (Bottom) SANDSTORM OCCURS IN: Southwest EFFECTS: Halves speed, increases health loss, increases wear-and-tear NEGATED BY: Off-road Tires (Bottom) ============================================================================== ============================================================================== [0093] C. POINTS OF INTEREST (AKA SURVIVOR ENCOUNTERS) This section contains spoilers. If you like the mystery of choosing your own adventure, read no further. NOTE: You can choose to leave these encounters at any time, which will never incur a penalty (or reward, for that matter). NOTE #2: Choosing to kill any survivors encountered will trigger the Survivor Putdown minigame, which carries no reward/penalty. [BABY] You come to a hospital and hear crying echoing in the hallways. Investigate further, and you'll eventually find a healthy baby under attack by zombies. Killing the zombies triggers the Zombie Putdown minigame, after which you can choose to take it, put it down, or leave it. If you take it, the baby will consume 1 oz. of food per hour (regardless of rations) and give you a small score bonus at the end. If you choose to put it down, a party member intervenes and disappears in the hospital halls forever. [CANNIBAL CHEF] A chef invites you into his restaurant to try his dish. It tastes awful, and he'll ask you what you think. If you tell him the truth, he'll run off. If you lie and tell him it's good, you'll gain 100 oz. of food at the cost of your party leader coming down with dysentery. [CORPSE BRIDE] You come to a church, where the bride asks you to bear witness to her matrimony, which had been rudely interrupted by zombies. Otherwise, there is no reward/penalty for any choice you make. [CRAZY PRIEST] A priest asks you to kill some of his former followers, which triggers the Bandits minigame, Difficult level. The reward is 1 scrap. Not worth it. [FRIENDLY MECHANIC] A woman fixing a car asks you to hand her a wrench, and is so busy she doesn't notice she's left a car upgrade out in the open. Take it, and you get a random car upgrade. If you give it back, she'll say she forgives you and nothing else happens. Either way, she will offer to fix your car-- for 1 scrap, your car's condition will be restored to full. [KITTEN] Your party member finds a kitten, which is worth 10 oz. of food if you keep it. [MAN WITH BOX] A man runs towards you and hands you a box. If you open it, you get 115 oz. of food in the form of a birthday cake. If you give it back, nothing happens. [SHOWER] You come across a fully-functioning shower, but only one party member can use it. Whomever uses the shower will have their health restored to full, and any illnesses cured (except infection). [THREE CUPS] For $20, you can try your hand at a sort of three-cup monte. Pick the middle cup for a car part, pick the right cup for a car upgrade. The left cup gives nothing. [ZOMBEAVER] You see a strange-looking creature hunched in the bushes. Investigate further and you'll find out it's actually a man in a costume. If you are friendly with him, he will give you some berries. ============================================================================== ============================================================================== [0094] D. RADIATION To be written. ============================================================================== ============================================================================== [0095] E. TOMBSTONES Tombstones are more events than minigames. They contain easter eggs, notes from Kickstarter contributors, and other such little in-jokes or references. Viewing them may give you items such as ammo, gas, car parts, medkits, etc. or a zombie hand may appear, triggering the Zombie Putdown minigame. ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . X. GETTING TO SAFE HAVEN . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0100] [0101] A. ROUTES Coming soon. ============================================================================== ============================================================================== [0102] B. SCORE FORMULA YOUR FINAL SCORE IS TABULATED ACCORDING TO THIS FORMULA: Please note that due to the Zombie Octopus/Crawling to Freedom glitches, this score formula is based on the Director's Cut, rather than the Final Cut. Please let me know if there are any errors or discrepancies. ITEM VALUE NOTES ______________________________________________________________________________ Distance Travelled................ ½ pt / mile Round up to the nearest whole number. Healthy Party Members............. 500pts / person Alive, not infected or incapped. Regular illnesses still count as healthy: measles, dysentery, etc. Incapped party members............ ?00 pts / person Infected party members............ 300 pts / person Station wagon..................... Up to 500 pts Multiply the condition of the car by 5. Fuel.............................. 4 pts / can Scrap............................. ½ pt / scrap Round down to the nearest whole number. Spare car parts................... 2 pts/ part Medkits........................... 2 pts / kit Bullets........................... 0.02 pts / bullet i.e. 1 pt per 50 bullets Round down to the nearest whole number. Food.............................. 0.04 pt / oz i.e. 1 pt per 25 oz. Round down to the nearest whole number. Money............................. 0.2 pt / dollar i.e. 1 pt per $25. Round down to the nearest whole number. Baby.............................. 250 pts You can get a baby from a random event. Hours to travel the road.......... 1000 - H "H" representing how long it took to travel to Oregon. Bottoms at 0. Difficulty modifier............... x1 for Easy x2 for Normal x3 for Difficult x4 for suicide ============================================================================== .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . XI. FAQ & CONTACT INFORMATION . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0110] CONTACT INFORMATION Please send questions, comments, concerns, suggestions, corrections, and hate mail to: [email protected] I absolutely welcome any and all messages. FAQ Q: What characters are the party members based on? A: Clements doesn't seem to be based on anyone in particular. In the Campaign start screen, from left to right are Zoey from Left 4 Dead; Shaun from Shaun of the Dead (2004); and Tallahassee, Columbus, and Wichita from Zombieland (2008). The Endless start screen also features characters based on no one in particular. Q: Hey, your information is wrong/missing! A: Good catch! Please email me at [email protected] and I will gladly make the correction. Include your name if you'd like to be credited. .-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=. ! ! . XII. CREDITS . | | `-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-=' [0120] Thank YOU for reading this guide. LEGAL INFORMATION This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The following websites have permission to post this guide: http://www.gamefaqs.com/ Copyright 2016 Patrick Phan