BIO-HAZARD FULL GUIDE! (Finished from earlier post)
T WOULDN'T LET ME EDIT MY LAST GUIDE to finish it (post is too old I guess? Idk.) so I'm just going to post the completed guide here
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.)
TUNNEL: The last room before THE YARD and your boss fight. This is easy. Just sprint up to the top of the ramp where the next door is and camp. Spawners will be on either side of the TUNNEL so there will be a constant rush of enemies from all sides besides your back. Just hold out, unload at the impending hordes and if you get overrun, crouch-jump over them to get down the ramp then kite in the BIO-RADIATION CHAMBER until it's safe. NO AMMO OR CRATES HERE!!!!
THE YARD: The final room before the helicopter salvation! If you can hold out against waves of the NEW SCORCHER ENEMY along with regular zombies and CRAZED MERCENARIES then you'll be rewarded with a fantastic and amazingly hard boss. IF PEOPLE COMPLAIN ABOUT ONLY BEING ABLE TO KILL IT WITH ZP THEN THEY SUCK. Me and three total strangers kicked NIGHTMARE'S arse without any communication and only one death. (Me cause I got all Rambo. :P) You're best bet here is to kite around the road blocks on the ground and have one person snipe the CRAZED MERCENARIES that are on the mountains and towers along the top edges of the map. When it comes time for SCORCHERS just shoot until you see an exclamation mark above their head then back up before they explode. (Wide-Grenade radius it looks like). A few rounds in will pit you against a random boss monster that has a massive amount of health. Just keep backing and shooting. Kiting around the roadblocks will also slow it down.
Your mission is clear. Good luck soldier!
GR Operative Scarpellago, signing off. φ
-End of transmission-
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.)
TUNNEL: The last room before THE YARD and your boss fight. This is easy. Just sprint up to the top of the ramp where the next door is and camp. Spawners will be on either side of the TUNNEL so there will be a constant rush of enemies from all sides besides your back. Just hold out, unload at the impending hordes and if you get overrun, crouch-jump over them to get down the ramp then kite in the BIO-RADIATION CHAMBER until it's safe. NO AMMO OR CRATES HERE!!!!
THE YARD: The final room before the helicopter salvation! If you can hold out against waves of the NEW SCORCHER ENEMY along with regular zombies and CRAZED MERCENARIES then you'll be rewarded with a fantastic and amazingly hard boss. IF PEOPLE COMPLAIN ABOUT ONLY BEING ABLE TO KILL IT WITH ZP THEN THEY SUCK. Me and three total strangers kicked NIGHTMARE'S arse without any communication and only one death. (Me cause I got all Rambo. :P) You're best bet here is to kite around the road blocks on the ground and have one person snipe the CRAZED MERCENARIES that are on the mountains and towers along the top edges of the map. When it comes time for SCORCHERS just shoot until you see an exclamation mark above their head then back up before they explode. (Wide-Grenade radius it looks like). A few rounds in will pit you against a random boss monster that has a massive amount of health. Just keep backing and shooting. Kiting around the roadblocks will also slow it down.
Your mission is clear. Good luck soldier!
GR Operative Scarpellago, signing off. φ
-End of transmission-
Comments
-
TGEHydralisk wrote: »TL;DR
I think "aiming/spraying" is better than simply doing what you said. But I'll try it out later.
And moving as much as possible. Another tip though, not just for you but for everyone. STAY OUT OF OTHER PEOPLE'S KITING PATHS! If you get in their way you'll stop their run and they'll be overrun pretty quickly. Try kiting in only one direction because noobs keep killing me by getting in my way. -
xXownage23Xx wrote: »you dont need to "snipe" to kill crazed mercenaries all you really have to do is know how to aim and get headshot after headshot after headshot with a rifle. Just a tip for the people that KNOW HOW TO AIM
Yeah but sniping is easier. Well until the floor starts to fill up. ^^ -
Good guide, but you really need to have four people to beat nightmare. I played with 1 other person on Biohazard and he had to use a couple tokens (we had made it to wave 30 with all lives), but with only 2 people you have half the firepower, half the starting lives it's harder to kill boss.
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