Zombie Mode BIOHAZARD (and soon UNEARTH) Guide.
BIOHAZARD:
(I won't finish this all right away because I'm typing it up before school. I'll be back to finish it at 4PM central time.)
NOTE: ONCE YOU GET TO A CERTAIN POINT IN ONE ROOM, YOU CANNOT GO BACK TO THE ROOM BEFORE IT. THE AREA FILLS WITH TOXIC GAS!
NOTE: CONFINES A AND B COUNT AS ONE ROOM TO THE GAS BUT TWO ROOMS IN THIS GUIDE!
So I'm going to get right to it. First off you need to know each room so I'll provide a link to the map. http://crossfire.z8games.com/undead_update_day8.aspx
CONFINE A: You start out here. On north and south sides there are 2 steel doors each and one on the west (left on the map). Your best bet is to have 1 person for each side and another in the middle to swap out with people who need to reload. So let's say me and my buddy Shynobi are playing. If I'm on west and he's in middle, I'll reload then he'll take the west door and I'll be the swap now. It's pretty basic. Hold out and be sure to hit the ammo crate and close any open doors between waves. Have a quick message like "Cover me!" for when you need to reload.
CONFINE B: Just an extension of CONFINE A but with secondary weapons. Have whoever the swap is (Shynobi in my case) guard the two doors in there that are on north and south sides. Again reload and close between rounds. This area opens at round 6 (i think. wasn't paying too much attention to rounds haha.) DREAD MUTANTS START APPEARING HERE.
WATERWAY/JUNCTION A: As soon as the door opens from CONFINE B into WATERWAY A, sprint into it. There will be zombie spawners on each wall as you continue and they feed DIRECTLY into your path. Shotguns are very valuable here. When you get to JUNCTION A, there will be some more PRIMARY WEAPON CRATES and some GRENADE CRATES (correct me if I'm wrong there. I'm in a rush to type this.) This is a good kiting room as there are two stone pillars in the middle of the room. Run a figure-8 path around them to lose zombies, but watch for any coming from WATERWAY A on your radar. There will be two exit doors, I recommend the east door for speed but south gives you more time to get kills.
WATERWAY/JUNCTION B: I've been here once and didn't pay too much attention (sorry) but I believe there is 1 HYPO-MED CRATE and 3 GRENADE CRATES in the center of the room. Again like with WATERWAY A and JUNCTION A just kite the JUNCTION B and watch for enemies on your radar from WATERWAY B.
PASSAGE: This one is always a challenge when your team is still a bit farther behind you but you can also make it much safer for them by kiting backwards. There are zombie spawners on both sides of PASSAGE so neither side is safer than the other. Shotguns are still great here but so are other guns when you get to the other side. (PRIMARY CRATES and GRENADE CRATES are here I think.) If you want to make it fun, kite through the passages and lure zombies around while your team mates follow them at a safe distance and pick them off from behind. SMOKE MUTANTS START APPEARING HERE!
BIO-RADIATION CHAMBER: (this is as far as I've gotten because people ditch me mid-way through) This is a great kiting room but don't rush in. There's a bio pool right by the entrance and if you fall in you'll get hurt or die. (Haven't fallen in so IDK yet.) There's another HYPO-MED CRATE in the center with three GRENADE CRATES and AMMO in the corner. Just kite around the room and reload between waves for success but WATCH TH TUNNEL YOU CAME FROM! INVISIBLE GHOST AND SLUG MUTANTS START APPEARING HERE! (Just unload into the PASSAGE if you think you see a Ghost.)
That's as far as I've gotten since I've only played two games and I started before school. At the end of the BIO-RADIATION CHAMBER I think time clocked in at about 25 minutes of game play so only play if you know you have at least an hour. I'll try to finish up BIOHAZARD and start on UNEARTH when I get home from school. In the mean time, if you have a picture of you in a farther room that shows me the layout or another addition to the guide, PM me with it or E-mail me. I'll add it, be sure to give you credit and then try to get there myself if I can to confirm your strategy and expand on it as best I can.
Your mission is clear. Good luck soldier!
GR Operative Scarpellago, signing off. φ
-End of transmission-
(I won't finish this all right away because I'm typing it up before school. I'll be back to finish it at 4PM central time.)
NOTE: ONCE YOU GET TO A CERTAIN POINT IN ONE ROOM, YOU CANNOT GO BACK TO THE ROOM BEFORE IT. THE AREA FILLS WITH TOXIC GAS!
NOTE: CONFINES A AND B COUNT AS ONE ROOM TO THE GAS BUT TWO ROOMS IN THIS GUIDE!
So I'm going to get right to it. First off you need to know each room so I'll provide a link to the map. http://crossfire.z8games.com/undead_update_day8.aspx
CONFINE A: You start out here. On north and south sides there are 2 steel doors each and one on the west (left on the map). Your best bet is to have 1 person for each side and another in the middle to swap out with people who need to reload. So let's say me and my buddy Shynobi are playing. If I'm on west and he's in middle, I'll reload then he'll take the west door and I'll be the swap now. It's pretty basic. Hold out and be sure to hit the ammo crate and close any open doors between waves. Have a quick message like "Cover me!" for when you need to reload.
CONFINE B: Just an extension of CONFINE A but with secondary weapons. Have whoever the swap is (Shynobi in my case) guard the two doors in there that are on north and south sides. Again reload and close between rounds. This area opens at round 6 (i think. wasn't paying too much attention to rounds haha.) DREAD MUTANTS START APPEARING HERE.
WATERWAY/JUNCTION A: As soon as the door opens from CONFINE B into WATERWAY A, sprint into it. There will be zombie spawners on each wall as you continue and they feed DIRECTLY into your path. Shotguns are very valuable here. When you get to JUNCTION A, there will be some more PRIMARY WEAPON CRATES and some GRENADE CRATES (correct me if I'm wrong there. I'm in a rush to type this.) This is a good kiting room as there are two stone pillars in the middle of the room. Run a figure-8 path around them to lose zombies, but watch for any coming from WATERWAY A on your radar. There will be two exit doors, I recommend the east door for speed but south gives you more time to get kills.
WATERWAY/JUNCTION B: I've been here once and didn't pay too much attention (sorry) but I believe there is 1 HYPO-MED CRATE and 3 GRENADE CRATES in the center of the room. Again like with WATERWAY A and JUNCTION A just kite the JUNCTION B and watch for enemies on your radar from WATERWAY B.
PASSAGE: This one is always a challenge when your team is still a bit farther behind you but you can also make it much safer for them by kiting backwards. There are zombie spawners on both sides of PASSAGE so neither side is safer than the other. Shotguns are still great here but so are other guns when you get to the other side. (PRIMARY CRATES and GRENADE CRATES are here I think.) If you want to make it fun, kite through the passages and lure zombies around while your team mates follow them at a safe distance and pick them off from behind. SMOKE MUTANTS START APPEARING HERE!
BIO-RADIATION CHAMBER: (this is as far as I've gotten because people ditch me mid-way through) This is a great kiting room but don't rush in. There's a bio pool right by the entrance and if you fall in you'll get hurt or die. (Haven't fallen in so IDK yet.) There's another HYPO-MED CRATE in the center with three GRENADE CRATES and AMMO in the corner. Just kite around the room and reload between waves for success but WATCH TH TUNNEL YOU CAME FROM! INVISIBLE GHOST AND SLUG MUTANTS START APPEARING HERE! (Just unload into the PASSAGE if you think you see a Ghost.)
That's as far as I've gotten since I've only played two games and I started before school. At the end of the BIO-RADIATION CHAMBER I think time clocked in at about 25 minutes of game play so only play if you know you have at least an hour. I'll try to finish up BIOHAZARD and start on UNEARTH when I get home from school. In the mean time, if you have a picture of you in a farther room that shows me the layout or another addition to the guide, PM me with it or E-mail me. I'll add it, be sure to give you credit and then try to get there myself if I can to confirm your strategy and expand on it as best I can.
Your mission is clear. Good luck soldier!
GR Operative Scarpellago, signing off. φ
-End of transmission-
Comments
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Scarpellago wrote: »Yes please! Any rooms that I haven't covered yet could you get multiple so I can make a plan for them?
Yeah sure. I might try to fraps and record it... Since it would be a pain to paste every screenshot while playing... And my computer sucks at multi-tasking when playing CF..
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