_______                                   ________             ___________
__  __ \_____________ ______ _______      ___  __/____________ ___(_)__  /
_  / / /_  ___/_  __ `/  __ `/_  __ \     __  /  __  ___/  __ `/_  /__  /
/ /_/ /_  /   _  /_/ // /_/ /_  / / /     _  /   _  /   / /_/ /_  / _  /
\____/ /_/    _\__, / \__,_/ /_/ /_/      /_/    /_/    \__,_/ /_/  /_/
             /____/

THE COMPLETE EDITION
FAQ/Walkthrough
PC/iOS/Android/PS4/VITA
by Smart_
v0.98

A harrowing journey from Washington D.C. to Oregon, during which you will
learn the true meaning of bad luck.





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
                           TABLE OF CONTENTS                               .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0000]

I. Version History                                                      [0010]


II. A Brief Word from the Author                                        [0020]


III. General Tips                                                       [0030]
        Surviving Suicide


IV. Starting Loadout/ Supplies                                          [0040]
       Difficulty Overview/ Recommended Loadouts
     A. Gasoline                                                     [004A]
     B. Food                                                         [004B]
     C. Medkits                                                      [004C]
     D. Ammunition                                                   [004D]
     E. Money                                                        [004E]
     F. Car Parts-- Batteries, Mufflers, Tires                       [004F]
     G. Scrap                                                        [004G]


V. Vehicles                                                             [0050]
        Vechicle Ratings
     A. Station Wagon                                              [005A]
     B. SUV (FC)                                                   [005B]
     C. The Jag (FC)                                               [005C]
     D. Interceptor (FC)                                           [005D]
     E. "The Classic" (FC)                                         [005E]
     F. UFO (FC)                                                   [005F]


VI. Know Your Enemy                                                     [0060]
     A. Zombie Activity
     B. Zombie Types                                                 [006B]
        a. Regular                                                 [006Ba]
        b. Crawler                                                 [006Bb]
        c. Fat Zombie                                              [006Bc]
        d. Radioactive (FC)                                        [006Bd]
        e. Shy Zombie (FC)                                         [006Be]
        f. Bandit (FC)                                             [006Bf]
        g. Boss Hound                                              [006Bg]
        h. Boss Bear                                               [006Bh]
        j. Alien (FC)                                              [006Bj]
        k. UFO (FC)                                                [006Bk]


VII. Minigames                                                          [0070]
        Weapons

     [VOLUNTARY]
     A. Scavenge                                                     [007A]
     B. Go Fish (FC)                                                 [007B]
     C. Medkit (FC)                                                  [007C]
     D. Scrap Repair                                                 [007D]
     E. Survivor Putdown                                             [007E]

     [RANDOM EVENTS]
     F. Bandit Chase                                                 [007F]
     G. Hostage Situation                                            [007G]
     H. Motorcycle Gang                                              [007H]
     J. Stampede                                                     [007J]
     K. Surrounded                                                   [007K]
     L. Zombie Horde                                                 [007L]
     M. Zombie Putdown                                               [007M]

     [TOWN JOBS]
     N. Bandits                                                      [007N]
     P. Defense                                                      [007P]
     Q. Graveyard (FC)                                               [007Q]
     R. Hit & Run (FC)                                               [007R]
     S. Recovery                                                     [007S]

     [SAFE HAVEN]
     T. Generator Finale                                             [007T]
     U. Zombie Octopus (FC)                                          [007U]
     V. Crawling to Freedom (FC)                                     [007V]

      [EXTRAS]
     W. Clements' Quest                                              [007W]



VIII. Towns                                                             [0080]

     A. The Store                                                    [008A]
     B. Auto Shop                                                    [008B]
             General Description
        a. Car Upgrades, Front                                    [008Ba]
        b. Car Upgrades, Back                                     [008Bb]
        c. Car Upgrades, Top                                      [008Bc]
        d. Car Upgrades, Bottom                                   [008Bd]
        e. Car Upgrades, Misc (Interior)                          [008Be]
     C. Combat Trainer (FC)                                          [008C]
             Combat Trainer Perks
     D. Trading                                                      [008D]


IX. The Open Road                                                       [0090]
     A. Pace and Rationing                                           [009A]
     B. Weather                                                      [009B]
     C. Infection                                                    [009C]
     D. Points of Interest (aka Survivor Encounters)                 [009D]
     E. Radiation (FC)                                               [009E]
     F. Tombstones                                                   [009F]


X. Getting to Safe Haven                                                [0100]
     A. Routes (FC)                                                [010A]
     B. Campaign Score Formula                                     [010B]

XI. Extras/Endless                                                      [0110]
     A. Skins (FC)                                                   [011A]
     B. Endless Skulls (FC)                                          [011B]
     C. Endless Loadouts (FC)                                        [011C]
     D. Endless Modifiers (FC)                                       [011D]
     E. Endless Score Formula (FC)                                   [011E]
     F. Glitches                                                     [011F]

XII. FAQ & Contact Information                                          [0120]


XIII. Credits                                                           [0130]

* (FC) indicates something exclusive to the Final Cut expansion.

==============================================================================





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!                                                                            !
                           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.

March 30, 2016
Added some user-contributed info, which includes a rounded-out entry on The
Interceptor vehicle and a linked map of all the routes. Finished Sections 6
and 10. Other miscellaneous small additions and corrections.

September 16, 2016
Added Neoseeker to list of allowed sites.


Version 0.9
------------
October 17, 2016
Added a Suicide section to Tips. Added (FC) to distinguish between features/
/minigames that are exclusive to the Final Cut. Added a few more points of
interest. Finished Section 9D.

November 14, 2016
Small corrections, mostly notably "nerfing" my praise for fishing. Completed
the score formula.

October 19, 2018
Small corrections, to show I'm still here and I still care. Added a section on
skins, thanks to some user-contributed info, and added a section for the
Clements' Quest minigame.


Version 0.98
-------------
December 23, 2018
I "beat" Endless, adding a section detailing all skulls, modifiers, and
loadouts, as well as "The Classic" vehicle. Also added a Glitches section,
bringing the entire guide to version 0.98. Merry Christmas!

==============================================================================





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
                    II. A BRIEF WORD FROM THE AUTHOR                       .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0020]

This guide is sourced from exhaustive field research on Suicide. Thus, a lot
of the writing will reflect this mentality-- for example, my preoccupation
with saving even one bullet.

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]

GENERAL
- To shoot accurately, draw a line with your finger/mouse from the center of
 your target to just below your character's knees.
- When scavenging, set your rations to low. Your party will still consume
 food during this hour, but they cannot lose health. Save those extra 10
 ounces!
- 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 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, having 1 oz.
 in your inventory will still prevent health loss from traveling for that
 hour, give the full health bonus from resting/fishing, etc.
- The best time to repair your car is just as a weather event hits-- by the
 time you're done, it will have gone away and you can save the extra future
 damage to your car.
- Resting is most effective when in towns. Resting while on the road is a huge
 waste of food for a comparatively small health benefit, so avoid it if you
 can. Fishing is better for healing on the road.
- Any time you stop on the road, look for traders. Your first attempt does not
 use up an hour, and who knows, you may get a good deal.


SUICIDE
- Because you get so little fuel to start, you pretty much MUST travel at 60
 mph. Set your rations to large to help offset this.
- Never, ever buy food. Scavenging is free, and there are much, much better
 things to spend on, like upgrades, perks, fuel, ammo, etc.
- Always scavenge during low zombie activity, even if you don't think you have
 to. Medium too, if you're so inclined. You will never regret having extra
 food, and you do NOT want to have to scavenge for scrap/food during deadly
 activity.
- When scavenging, set your rations to low. Your party will still consume
 food during this hour, but they cannot lose health. Save those extra 10
 ounces!
- 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, having 1 oz.
 in your inventory will still prevent health loss from traveling for that
 hour, give the full health bonus from resting/fishing, etc.
- The best time to repair your car is just as a weather event hits-- by the
 time you're done, it will have gone away and you can save the extra future
 damage to your car.
- Save ammo as much as possible-- most of your Scavenge runs should be
 completed with less than 5 or so gunshots (assuming you are scavenging
 during low activity). Lead zombies in a line behind you, shooting only to
 clear the way. Remember, only two items will appear during Scavenge, so you
 will always have enough time to pick them up, no matter how convoluted your
 path to said item is.
- The moment you run into money, you are advised to immediately spend it on
 fuel and/or ammo, before the game decides to take it away from you. You do
 NOT start with enough, no matter how much you think you can scrimp and save.
 This tip mostly applies to early game.
- Any time you stop on the road, look for traders. Your first attempt does not
 use up an hour, and who knows, you may get a good deal.
- Even if a Defense or Bandits job has a crappy payout, remember that you get
 20 free bullets for even attempting it. $6 and a surplus of a few bullets
 is not the worst deal.
- Remember, if you're just going for a higher score, distance traveled trumps
 speed. See section 10A for more details.


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.

In minigames, difficulty also affects zombie speed.


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.

==============================================================================

                                                                       [004A]
A. GASOLINE

START: 8 cans/hour
RECOMMENDED AMOUNT (E/N/D/S): 48/48/32/24
FUNCTION: Powers the station wagon at 1/4 can/hour (1 can = 4 hours)
FOUND IN: Town shops, survivor trades
COST: $9-50
SELLS FOR: $4-15
TRADE ENCOUNTER: 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. The
shortest route will take at least 24 cans, while the longest route can take up
to 48 cans or more.


RELEVANT PERKS
--------------
Carrier (Car Upgrade, Top) ***
Never lose a gas can.

Solar Panel (Car Upgrade, Top) **
Move slowly (15mph) while out of fuel.

==============================================================================



==============================================================================

                                                                       [004B]
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: $5
SELLS FOR: $1-5
TRADE ENCOUNTER: Uncommon

Food is the #1 most common resource 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.
- In the same vein, selling food is a good way to make a quick buck.
- Large rations prevent health loss from traveling, even at the fastest
 speeds. It also increases the amount of health restored from resting.

==============================================================================



==============================================================================

                                                                       [004C]
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: $10-70
SELLS FOR: $8-33
TRADE ENCOUNTER: Very rare

You will encounter survivors offering you insulting payments for medkits, but
you will rarely ever see anyone offering medkits.

TIPS
----
- Buy medkits in town stores, because you will never get a non-insulting trade
 offer. "Hey, we'll give you 2 scrap for 3 medkits lol"


RELEVANT PERKS
---------------
MEDKIT SCAVENGER (Combat Trainer) ***
Chance of finding medkits during scavenging.

==============================================================================



==============================================================================

                                                                       [004D]
D. AMMUNITION

START: 200 rounds/ hr
RECOMMENDED AMOUNT: (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
SELLS FOR: $3-13
TRADE ENCOUNTER: Uncommon

TIPS
----
- Ammo is one of the only things best bought in town stores, because there's
 no other good, reliable way to get it.
- If you have no ammo, you can still play minigames but you, well, won't be
 able to shoot. Not even in Zombie or Survivor Putdown.


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.

==============================================================================



==============================================================================

                                                                       [004E]
E. MONEY

START: $50/hr
RECOMMENDED AMOUNT: (E/N/D/S): $150/0/0/0
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.

==============================================================================



==============================================================================

                                                                       [004F]
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: $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 sold at town 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.

==============================================================================



==============================================================================

                                                                       [004G]
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: $5-10 per piece of scrap
SELLS FOR: $1-6
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. It also
becomes more expensive as you progress in the game, which also translates to
higher selling prices. 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                                 .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0050]

Bonus vehicles are available only in the Final Cut.

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 within
      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.

==============================================================================

                                                                       [005A]
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.

==============================================================================



==============================================================================

                                                                       [005B]
B. SUV (FC)

SPEED (S/N/T): 26/42/56 mph
DURABILITY: 5/5
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
significantly 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 - 0.5 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. 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.

==============================================================================



==============================================================================

                                                                       [005C]
C. THE JAG (FC)

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.

==============================================================================



==============================================================================

                                                                       [005D]
D. INTERCEPTOR (FC)

SPEED (S/N/T): 34/49/64
DURABILITY: 3/5
RELIABILITY: 1/5
SPECIAL: Fewer bandit attacks.
UNLOCK: Beat the Bandit King (see below).

HOW TO BEAT THE BANDIT KING
---------------------------
You must be missing at least one person from your party. The key word is
"missing"-- you cannot put down a party member to trigger this, since that
kills them. There are a number of random events that may claim party members,
such as pissing and never returning, leaving them behind as they're surrounded
by zombies, and the Mine and Baby survivor encounters.

Upon leaving the Airbase for Safe Haven, your party member will catch up with
you and trigger a minigame similar to Scavenge. Instead of zombies, bandits
will come at you with axes. Your vengeful party member is now the "The Bandit
King". The Bandit King has a riot shield that makes him impermeable to
bullets, and he will fire mortar shells at you. Circles will appear on the
ground to indicate that shells are about to hit there. The Bandit King can be
hurt only while using mortars. You have plenty of time to react; just stay
away from the circles. The mortars also do friendly fire so it's pretty fun
to watch him kill his fellow bandits.

Once victorious, you can choose to either execute the Bandit King or invite
them back to your party. The Interceptor is now unlocked, along with the Road
Warrior skin. If you get hit by the bandits, the Bandit King, or his mortars,
sorry, you'll have to try again next game!


DESCRIPTION
------------
This souped-up Firebird is the fastest vehicle in the game that can still be
used to unlock achievements, skulls, etc. Its bonus is pretty "meh"-- the two
bandit-related attacks are Bandit Chase, which is so rare that you could even
play an entire Campaign without seeing one, and Motorcycle Chase, which is
probably one of the easiest minigames in all of Organ Trail. The cost of this
is parts breaking down more frequently than any other vehicle, while its
durability is the same as the station wagon's. So, ignore the perk and instead
consider: is 4 extra mph worth more broken mufflers, batteries, and tires?
Compared to the wagon:

34 mph - 1 less can used per 1,000 miles
49 mph - 0.5 less cans used per 1,000 miles
64 mph - 0.25 less cans used per 1,000 miles

==============================================================================



==============================================================================

                                                                       [005E]
E. "THE CLASSIC" (FC)

SPEED (S/N/T): 28/43/58
DURABILITY: 2/5
RELIABILITY: 5/5
SPECIAL: More tombstone encounters.
UNLOCK: Collect 35 Endless Skulls.

Ever wondered what you were missing because you just couldn't be arsed to earn
35 skulls? Well, you didn't miss much. It's slower than the station wagon, and
its bonus is pretty lame-- more tombstones, cool, but too bad 95% of them are
zombie hands rather than giving you supplies. It has great reliability, i.e.
parts break down less often, but it has poor durability. It's arguably less
annoying to replace parts than it is to do scrap repairs. If you want the
prospect of getting more stuff from random events, go for the Jag instead.
It's faster, and more fun.

You actually only need to unlock 35 skulls to get this, not all 40.

28 mph - 0.5 more cans used per 1,000 miles
43 mph - 0.25 more cans used per 1,000 miles
58 mph - 0.25 more cans used per 1,000 miles

==============================================================================



==============================================================================

                                                                       [005F]
E. UFO (FC)

SPEED (S/N/T): 34/49/64 mph
DURABILITY: 5/5
RELIABILITY: 5/5
SPECIAL: Cannot be used to unlock achievements, vehicles, etc.
UNLOCK: See below.

HOW TO UNLOCK
--------------
You must have the Survivor skin enabled, which is unlocked by travelling
10,000 miles in Endless. Scavenge at Area 51 until you trigger a boss fight,
which will be three UFOs that fly around and try to beam you up. They cannot
hurt you while flying around, but if their beams touch you, it will end
Scavenge. UFOs move faster depending on the difficulty, and zombie activity
still affects the other zombie spawn rates. I personally recommend taking the
shotgun for this job. It may take multiple tries in Scavenge until the UFOs
show up. You must destroy at least two (they take three shots) in order to
unlock the UFO. When they have shown up, Scavenge no longer has a time
limit-- it ends either when you get hurt, or when you kill two UFOs. If you
fail, you can try again as much as you'd like.


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
64 mph - 0.25 less cans used per 1,000 miles

==============================================================================





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
                          VI. KNOW YOUR ENEMY                              .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0060]

                                                                       [006A]
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.

        3 AM       7 AM      10 AM       3 PM       6 PM      10 PM
12AM                                                                      12AM
<---------|----------|----------|----------|----------|----------|----------->
 DEADLY      HIGH      MEDIUM      LOW       MEDIUM      HIGH       DEADLY

==============================================================================



==============================================================================

                                                                       [006B]
B. ZOMBIE TYPES

                                                                      [006Ba]
a. REGULAR

APPEARANCE: Green man
APPEARS IN: All zombie-related minigames
SPECIAL: Can rise from graves.

Your average walking dead zombie.


                                                                      [006Bb]
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.


                                                                      [006Bc]
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.


                                                                      [006Bd]
d. RADIOACTIVE (FC)

APPEARANCE: Melted-looking
APPEARS IN: Scavenge & Recovery (only in radiated areas), Generator Finale;
Final Cut only.
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.


                                                                      [006Be]
e. SHY ZOMBIE (FC)

APPEARANCE: Tall, lanky
APPEARS IN: Scavenge, Recovery, Generator Finale; Final Cut only.
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. You basically cannot ignore these.


                                                                      [006Bf]
f. BANDIT (FC)

APPEARANCE: Human
APPEARS IN: Scavenge; Final Cut only.
SPECIAL: Will steal items, eaten by zombies, do not hurt you

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 a bandit has an item, he will be holding his gun as he runs
offscreen. If he does not (i.e. you take the item before he can), he will be
empty-handed and gun-less as he backs offscreen. If they run into another
zombie, the zombie will kill and eat them. This zombie will be so "busy"
eating that you can even clip through it without getting hurt, although you
can still kill them if you want. Boss zombies, however, will insantly kill
the bandit on contact, without slowing down or stopping. Bandits move very
quickly, but slower than shy zombies.

They do not hurt you if you touch them, which makes them the only harmless
enemy in the game.


                                                                      [006Bg]
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, zombies no longer spawn.

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. However, you are stuck here
and do not even think about moving laterally, or they will hit you. Luckily,
they die in only three shots, regardless of difficulty. For some reason, their
dead bodies are solid obstacles. They move a little faster than crawlers.


                                                                      [006Bh]
h. BOSS BEAR

APPEARANCE: Zombie bear
APPEARS IN: Scavenge
SPECIAL: Slightly stunned by gunshots, does extra damage, is invincible

Zombie bears are invincible in practice. They WILL outrun you if chasing you,
but are very very slightly slowed down by bullets. They are faster than
crawlers, but obviously slower than shy zombies. Unlike with boss hounds,
zombies will still appear when a bear is attacking.


                                                                      [006Bj]
j. ALIEN (FC)

APPEARANCE: Stereotypical alien, but zombie-green
APPEARS IN: Scavenge (Area 51 and Endless only); Final Cut only.
SPECIAL: None.

Besides their appearance, they are just like normal zombies in all respects.
They signify that UFOs will be showing up soon.


                                                                      [006Bk]
h. UFO (FC)

APPEARANCE: Flying saucer
APPEARS IN: Scavenge (Area 51 only); Final Cut only.
SPECIAL: Try to beam you up, takes three shots to kill

UFOs are fast and maneuverable, but luckily can only hurt you when they are
trying to beam you up, which will end Scavenge should you touch it. The higher
the difficulty, the faster they are. They take three shots to kill, and
hitting them slightly stuns them.

==============================================================================





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
                             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, wasting ammo

[PISTOL]
RELOAD TIME: 4 seconds
ATTRIBUTES: Fires four shots before needing to reload.
BEST FOR: Defense, Bandits

==============================================================================

[VOLUNTARY]

                                                                       [007A]
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, and/or medkits (with perk)
PENALTY: Loot reduced by half, 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.
- It's best to 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. Sometimes, you can complete Scavenge without firing a single
 shot!
- 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.
- Zombies move a little faster than you diagonally, but you outpace them
 moving in cardinal directions.


DIFFICULTY BONUSES
------------------
EASY/ENDLESS
Up to 5 items spawn. For Endless, this decreases over time.

NORMAL/ENDLESS
Up to 4 items spawn.

DIFFICULT
Up to 3 items spawn.

SUICIDE
Up to 2 items spawn.

LATE GAME ENDLESS
1 item spawns.


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

==============================================================================



==============================================================================

                                                                       [007B]
B. GO FISH (FC)

OCCURRENCE: Anywhere on the road and in towns, with some limitations (Final
Cut only)
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, $5, 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 3 times, the fish gets away.

The biggest fish is 3oz., but the possibility of acquiring car parts is the
biggest draw of fishing. You can also catch small pieces of scrap (5 each) or
pearls worth $5 if you catch clams (always at the bottom of the lake/ocean
floor). You may also catch zombie parts or random pieces of junk, which do
nothing.

TIPS
-----
- Although fishing restores health, it doesn't restore as much health as
 resting does. Fishing is best done when you're out of food but low on
 health: remember, if you have at least 1 ounce of food, your party will
 still get the max health bonus from resting/fishing.
- This also means you do not have to be picky about the size of the fish you
 want to try to catch, unless you're going for the achivement. Besides, the
 largest fish weighs only 3 ounces.
- Again, set your rations to large. That way, if you do catch food, large
 rations ensures the max health bonus.
- 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.
- 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.

==============================================================================





==============================================================================

                                                                       [007C]
C. MEDKIT (FC)

OCCURRENCE: Upon using medkits on incapped survivors; Final Cut only (medkits
heal a fixed amount in the Director's Cut).
TIME LIMIT: None
DIFFICULTY: ***
WIN: N/A
LOSE: N/A
REWARD: Health regained (up to 35)
PENALTY: N/A

You move a big syringe back and forth over a prostrate party member. Tap/click
click to administer the drugs. For some reason, hitting the stomach (right
below their hands) recovers the most health.

TIPS
----
- Incapped survivors will eventually die without first aid. When they die is
 based on RNG-- think of it as dice being rolled every hour, but the larger
 your rations, the lower the chance of a bad roll that equals death. If they
 are infected, they will bite a random party member before being
 automatically killed. They may bite someone who has already been bitten,
 which does nothing.
- 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.

==============================================================================





==============================================================================

                                                                       [007D]
D. SCRAP REPAIR

OCCURRENCE: Upon scrap repair
TIME LIMIT: None
DIFFICULTY: ****
WIN: Hit all targets.
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 annoying 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.

Your car has a total of 100 condition.

REPAIR RATES
------------
Toolbox repair rates are in (parantheses).

2 SCRAP
AA- 10 (16)
A - 9 (15)
B - 8 (13)
C - 6 (11)
D - 5 (9)
F - 0

4 SCRAP
AA- 14 (20)
A - 13 (19)
B - 12 (17)
C - 9 (14)
D - 7 (11)
F - 0

8 SCRAP
AA- 18 (24)
A - 17 (23)
B - 16 (21)
C - 12 (17)
D - 10 (14)
F - 0

TIPS
----
- I personally recommend using 4 scrap for repairs. For example, two C repairs
 will net you 18 condition, and it's arguably easier to do that than one AA </pre><pre id="faqspan-2">
 repair with 8 scrap for the same result. Though 8 scrap could give you a
 bigger bonus, if you do the math it still favors 4 scrap. Meanwhile, 2 scrap
 is not worth it, as it is significantly harder for no benefit.
- The best time to repair your car is just as a weather event hits-- by the
 time you're done, it will have gone away and you can save the extra future
 damage to your car.

==============================================================================





==============================================================================

                                                                       [007E]
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 (lays if incapped) 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 (usually by electing to kill
the person you met). You can exit this by purposedly missing and a few times.
You will then be given the option to leave or continue.

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]



==============================================================================

                                                                       [007F]

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, or your car breaks down.
REWARD: None.
PENALTY: Station wagon takes damage, 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 or on top of
 ramps.
- If your station wagon breaks down from hitting obstacles, bandits will still
 steal items.

==============================================================================



==============================================================================

                                                                       [007G]
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 are aligned. 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.

==============================================================================

                                                                       [007H]
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 for about
10% damage. Apparently, gunshots hurt 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.

==============================================================================

                                                                       [007J]
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 reaches only up to the doors. The cabin of the car can be safely
 bypassed by deer, owing to your car being on a semi-2.5D plane.
- Make controlled, deliberate movements from place to place. Stay still in
 your spot. Do not move back and forth and "lose control" of your car.

==============================================================================



==============================================================================

                                                                       [007K]
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.

TIPS
-----
- Draw a line from the center of your target to just below your character's
 knees for the best accuracy.

==============================================================================



==============================================================================

                                                                       [007L]
L. ZOMBIE HORDE

OCCURRENCE: Random event; upon leaving towns
WARNING MESSAGE: You must cross a horde of zombies in order to continue on the
road. The horde in front of you is currently X in size, and appears to be Y.
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. Thus, you have the greatest chance of success at
small/docile and the least chance of success at massive/ravenous. 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
-----
- Despite all the shooting, fighting through hordes does not use ammo.
- Waiting for the horde to disperse restores health similar to resting in a
 town. This is the only minigame where waiting may increase health.
- Keep in mind, mercenaries may not always be available.

RELEVANT UPGRADES
-----------------
CHAINSAW WINDOWS (Car Upgrade, Top) ***
Automatically succeed fighting through hordes.

NINJA MUFFLER (Car Upgrade, Back) **
Automatically succeed sneaking through hordes.

==============================================================================



==============================================================================

                                                                       [007M]
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]


==============================================================================

                                                                       [007N]
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 - 3-4 bandits
Dangerous - 4-5 bandits
Suicide - 6-8 bandits

TIMING
------
The key to this minigame is, you guessed it, timing. If you wait until a
bandit pops out before shooting at him, you'll never score a hit. You must
anticipate their appearance so that they pop up just as the fairly slow-
traveling bullet reaches them.

The timing works like this: focus on one bandit you want to kill. Wait until
just after they shoot at you, to aim at their now-empty window (by drawing a
line from there to below your character's knees), but don't fire just yet.
Fire just as his window neighbors pop out, and your target will usually pop
out after them, just in time for the bullet to reach their cranium. If your
target bandit happens to pop out again while you're aiming and you haven't
fired yet, you'll have to try again, as this shot won't reach them in time.

To be a little more specific, if your target is in the top row, you'd normally
fire right after his window-neighbors pop out, just before they fire at you.
If your target is in the bottom row, release when his friends' bullets have
halfway reached 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. Note that this is ROUGHLY how the timing works.

TIPS
----
- To shoot accurately, draw a line from the center of your target to just
 below your character's knees.
- Again, timing is critical. If you wait until bandits pop out to shoot at
 them, you will never score a hit. Even with Faster Bullets, you must still
 anticipate their appearance in order to land a hit.

==============================================================================



==============================================================================

                                                                       [007P]
P. 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, dangerous, or suicide), rather than by zombie activity. Shoot
straight and happy killing.

ZOMBIE AMOUNTS
---------------
Normal - Up to 15
Dangerous - Up to 20
Suicide - Up to 25

TIPS
----
- To shoot accurately, draw a line from the center of your target to just
 below your character's knees.

==============================================================================

                                                                       [007Q]
Q. GRAVEYARD (FC)

OCCURRENCE: Town job (Final Cut only)
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 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, dangerous, 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.
- 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. However, this also means you can get
 trapped very easily.
- 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.

==============================================================================



==============================================================================

                                                                       [007R]
R. HIT & RUN (FC)

OCCURRENCE: Town job (Final Cut only)
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.
- Your car's hitbox reaches only up to the doors-- the cabin is not solid,
 owing to your car being on a semi-2.5D plane.
- Since there's a timer and this minigame uses the same music as all the
 others, this is a good time to learn soundtrack cues.

==============================================================================



==============================================================================

                                                                       [007S]
S. 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/move to 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 to stopping and shooting.

==============================================================================


[SAFE HAVEN]


==============================================================================

                                                                       [007T]
T. 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
close off a direction by chasing behind you.

TIPS
----
- Stock up on ammo before reaching Safe Haven; 50 should do the trick. One
 ammo icon (10 bullets) will spawn per can picked up, as well.
- Go for the farthest cans first, as this will make it easier for you later.
- Stay near the middle of the screen if possible; you don't want shy zombies
 surprising you from off-screen.
- Take some time to clear zombies every time you go back to the generator,
 especially since your party members will help.

==============================================================================



==============================================================================

                                                                       [007U]

U. ZOMBIE OCTOPUS (FC)

OCCURRENCE: Second stage of Safe Haven (Final Cut only)
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 as your car
drives down a three-lane road, meaning that he's about to shoot his tentacle
down that lane. If your car gets hit, it will take 10% damage. Just completely
avoid any lane you see its tentacles appear, 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!
- If you have Faster Reload, you can shoot fast enough to largely ignore the
 attacking tentacles and focus only on its defending tentacles/head.
- Your car stops where it is to fight Cthulu. There is a small pause in
 between switching from the driving stage to the shooting stage, so move to
 the bottom-most lane to put the most distance possible between it and you.
- If you stay at the very tip-top of the road during the driving stage
 (station wagon only), then Cthulu cannot hit you, even when its tentacles
 are attacking the top lane.

==============================================================================



==============================================================================

                                                                       [007V]
V. 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.

==============================================================================


[EXTRAS]


==============================================================================

                                                                       [007W]
W. CLEMENTS' QUEST

OCCURRENCE: Accessible from "Extras" in main menu.
TIME LIMIT: N/A
DIFFICULTY: ****
WIN: Make it to Safe Haven and back from Washington D.C.
LOSE: All party members die, either from starving to death or taking too much
damage.
REWARD: Unlock the Not Clements skin, personal sense of satisfaction
PENALTY: N/A

Feel like some Organ Trail, but don't have 45 minutes to spare? Try Clements'
Quest, which keeps the theme while removing the tedium of scavenging and
worrying about fuel. You are tasked with taking his family to Safe Haven and
back. You now directly control the station wagon by tapping the screen/
pressing the A and D keys to move forward and reverse. There are only two
stats to keep track of now, food and party health. The road is littered with
zombies, which can be run over without consequence, though they can also
block your car if you're not moving fast enough to crush them. You'll also
have to traverse hills, moutains, and other slopes. If you flip your car over,
a random party member breaks a bone and loses some health before your car is
placed back on the road.

You start with 500 oz. of food, which counts down at a rate of 4 oz./second.
If you run out, your party starts starving and their health will deteriorate
rapidly. Once you reach Safe Haven, food will no longer be a concern, and your
party will no longer be susceptible to starving. However, if you run out of
food AFTER hitting Safe Haven and you're on the way back, your party will
start starving again, but this is cancelled once you reach a landmark. Your
party may also be randomly afflicted by illnesses just as in the normal game.
Passing through landmarks may either give nothing, bonus food, or bonus
health, going both ways. Have fun!


TIPS
-----
- You do NOT need to hit every landmark to win. If you accidentally jump over/
 pass one, it's usually not worth going back.
- Stop accelerating the moment your wheels leave a ramp and you go airborne--
 most of the time, accelerating while in mid-air tilts your car too much and
 you'll flip. Same applies to reversing.
- You will sometimes need to reverse, to pick up more speed to run over a
 zombie or because you can't travel up a slope without more momentum. Get
 used to this!
- When airborne, you can still accelerate/reverse to slightly shift your car's
 weight forward or backward. Use this to help better stick landings. This
 really only works when catching air at low speeds.

==============================================================================





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
                               VIII. TOWNS                                 .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0080]

                                                                       [008A]
A. THE STORE

Every town has a store, where you can buy food, ammo, medkits, scrap, and
fuel. It is the only reliable way to get ammo, fuel, and medkits, as you
rarely get good offers in trades. Do NOT buy food, because you can scavenge
hundreds of ounces for free. Scrap, you could maybe buy in a pinch, but it is
also better to scavenge for this. Later in the game, things will get more and
more expensive, as well as rarer. One good thing that comes out of this is,
you will be able to sell both food and scrap for higher prices should you ever
need a quick buck.

In the Final Cut expansion, towns will either have light or decent supplies.
Light-supplied towns often have only one or two items available to buy, and
not in large quantities. Decent-supplied towns will usually have all items,
although may still be missing one or two.

==============================================================================



==============================================================================

                                                                       [008B]
B. THE AUTO SHOP

At the auto shop, you can get your car repaired, buy parts, or buy upgrades.
Repairs are generally not worth it, as scrap repairs are infinitely more
economical. Parts are nice insurance to have, but on Suicide you likely won't
have the luxury of buying parts in anticipation of them breaking down.
Upgrades are where the auto shop shines.

REPAIR COSTS: $20-100
PART COSTS: $40-100


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.

==============================================================================

                                                                      [008Ba]
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 drastically increased wear-and-tear, which is not a problem so
long as you always have a scrap reserve. However, if you don't, then this
upgrade quickly becomes a curse. Hence, mixed bag.


                                                                      [008Bb]
b. CAR UPGRADES, BACK

[EZ GROW GARDEN] *
Generates 1 oz of food an hour.
It sometimes feels like the developers forgot to program "per survivor" to
this upgrade. 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.
One less minigame to worry about it is a pretty nice perk, though you might
be better off going for the Chainsaw Windows and reserving the back slot for
the Toolbox.

[SUP-R-LAST MUFFLER] *
Less likely for muffler to break.
Same deal as any of the Sup-R-Last parts. If you're going for more
reliability, invest in the Nev-R-Break.

[TOOLCHEST] ***
Scrap repairs the car more effectively.
A perk so effective that it's almost overpowered. "A" repairs can net you
over 20 condition, and even "D" repairs will repair the same amount as "B"
repairs. This perk basically guarantees a surplus of scrap and significantly
mitigates delays from your car breaking down.


                                                                      [008Bc]
c. CAR UPGRADES, TOP

[ARMORED WINDOWS] **
Less likely to get bit by zombies.
Considering that you'll spend a minimum of 100 hours on the road and that
zombie bites reduce your end score, this perk is a worthy investment if you're
going for points.

[CARRIER] ***
Never lose a gas can.
The most painful random events are the ones that take your gas cans, since a
single can can result in a loss of up to 240 miles, they are incredibly rare
in trades, and expensive in shops. Definitely worth the investment.

[CHAINSAW WINDOWS] ***
Automatically succeed fighting through the horde.
One less minigame to worry about is always nice, especially since Zombie Horde
is the only one left that's purely RNG. This upgrade guarantees you'll never
lose gear to a horde, and it also prevents the worst-case scenario of losing
a party member.

[SOLAR PANEL] **
Move slowly while out of fuel.
Out of fuel? No problem! Your car now crawls along at 15mph on empty, which
means you can theoretically keep going forever, your social life and real-
-world obligations notwithstanding. Since the game rewards you more for
distance traveled than saving time (see section 9A), the solar panel is a
great contigency plan. The only downside is that you'll be forced to scavenge
a lot more often, owing to how little distance you'll cover in the same amount
of time. On a meta level, this upgrade is way too labor-intensive to earn the
coveted 3-asterisk rating.

[TINTED WINDOWS] *
Heat waves cause no damage.
Heat waves are pretty rare weather events that occur only in one section of
the United States (the Southwest). Especially in comparison to a boatload of
other useful top upgrades, tinted windows are a resounding "meh".


                                                                      [008Bd]
d. CAR UPGRADES, BOTTOM

[NEV-R-BREAK TIRES] ***
Tires never need replacing.
Flat tires are a danger throughout your entire trip, unlike region-specific
weather events. Nev-R-Break Tires definitely stand out amongst the bottom
car upgrades, arguably a section pretty lacking in good ones.

[OFFROAD TIRES] **
No slowdown during sandstorms.
Sandstorms affect only the Southwest, but as with all weather tires, the
savings in time (and more importantly, fuel) make it a marginally worthwhile
investment.

[RAIN TIRES] **
No slowdown during rainstorms.
If I gave 2.25-asterisk ratings, this would take it. Unlike the other weather
events, rain can happen throughout your trip. Again, the potential savings in
time and fuel make rain tires an ever-so-slightly more worthwhile investment
than the other weather tires.

[SNOW TIRES] **
No slowdown during blizzards.
Snowstorms affect only the East and Midwest, but as with all weather tires,
the savings in time and fuel make it a marginally worthwhile investment.

[SUP-R-LAST TIRES] *
Less likely for tires to break.
Nope. Nope nope nope. Get Nev-R-Break Tires, or weather tires.


                                                                      [008Be]
e. CAR UPGRADES, MISC (INTERIOR)

[AIR FRESHENER] *
Party members in front take 1 less damage.
Don't forget that only two of your party members (the leader and the first
person on the list) sit in front. One damage is basically the wear-and-tear
from traveling the road. A pretty nice perk, but since it benefits less than
half your party, this goes from two asterisks to one.

[GPS] *
Never lose the road.
Like the Cowcatcher, this is one of the few upgrades geared towards preventing
a random event whose penalty is you lose an hour. However, you lose the road
fairly often, which makes it marginally better than other such upgrades.
All in all, although you'll save a handful of hours over the course of your
trip, in comparison to the other interior upgrades, this one largely fails to
deliver.

[RADIO] *
Chance to heal party members.
Instead of losing health on the road, your party members may gain some health.
This bonus is hardly noticeable amongst the much more frequent random events
that hurt your party members, and it isn't good enough to remove the need for
medkits or resting. Pass on this.

[SNO-CONE MACHINE] ***
Don't consume food while looking for traders or while repairing.
In my opinion, one of the best upgrades in the entire game. If a car part
breaks down or you need to trade for fuel/medkits, you don't have to waste
time scavenging just so your party can stay alive while stopped. You
essentially get infinite tries at trading. Be sure to set your rations to
large, otherwise your party will lose health as if eating small rations. You
will also need to have at least 1 oz. of food for this to work.

[YARD SALE SIGN] ***
Better chance to find traders.
If a car part breaks or you need to trade for fuel/medkits, this perk helps
prevent those punishing times when you can't find traders, resulting in a loss
of food for absolutely no benefit. The higher frequency of traders is also
very noticeable. However, because the Sno-Cone Machine also takes the interior
slot (which essentially gives you infinite trade attempts), this one pales a
little in usefulness. Nevertheless, it's absolutely fantastic for late-game
Endless, where trading becomes the only way to get ANYTHING.

==============================================================================



==============================================================================

                                                                       [008C]
C. COMBAT TRAINER (FC)

Combat training is a flat fee of $80. You can have up to three combat trainer
perks. They are found in some towns in lieu of auto shops. This is available
only in the Final Cut.

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 may 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.
This perk depends on player preference-- if you aren't too skilled at the
minigames, body armor is nice insurance. Otherwise, there's much more useful
upgrades that can take that slot.


[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 make Zombie Octopus a little easier, and Bandits too if you're
already not very good at it. If you already are adept at Bandits, then this
will completely throw your timing off.


[FASTER MOVEMENT] ***
Move 5% faster.
Five percent sounds like nothing, but the difference is actually very
noticeable. With this perk, crawlers will no longer outpace you, and
regular zombies can no longer catch up to you. Recovery in particular becomes
a cakewalk.


[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 2
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.
This perk almost guarantees that you find money at least once per Scavenge
trip, even on Suicide. Money's usefulness is very situational, as it depends
on whether you anticipate running out of ammo or fuel. It's otherwise nice to
have, but is definitely not a necessity. This comes down to player preference.

==============================================================================



==============================================================================

                                                                       [008D]

D. 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 on individual items.

TIPS
----
- Check the trades whenever you stop. The first trade does not use up an hour,
 so you get a free attempt.

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]

                                                                       [009A]
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, and the more wear-and-tear your
car takes. The former 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.


[DISTANCE OR SPEED?]

At the end of the game, you receive more points the farther you traveled, but
you also get less points the longer it takes to get to Safe Haven. It is
broken down thus:

(0.5M x D) + (1000 - H) = score
DISTANCE TRAVELED: ? point per mile, times difficulty modifier
HOURS TRAVELED: 1000 - H, "H" representing how many hours it took.

Let's say you traveled 6,000 miles on Normal (x2), assuming no hiccups at all:

DISTANCE TRAVELED: 6000 points (6000 miles x 0.5 x 2 difficulty)
HOURS TRAVELED: 900 points (1000 - 100 hours)
= 6900

Compare this to a longer trip of 8,000 miles:

DISTANCE TRAVELED: 8000 points (8000 miles x 0.5 x 2 difficulty)
HOURS TRAVELED: 866 points (1000 - 134 hours)
= 8866

As you can see, distance trumps hours traveled. If you took over 1,000 hours
on either of these trips, then only distance would give you more points.
Depending on your speed, you can get anywhere from 15-30 points per hour
traveled, whilst the hour bonus subtracts only 1 point per hour.


[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! It also protects against health loss
(barring random events) at any speed, as well as the max health bonus from
resting and fishing.

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. They may still lose a small amount of health regardless of
 ration size, owing to their illness.
- Babies consume 1 oz. per hour regardless of rations. Babies can be found in
 random events and give bonus points at the end. They will die if without
 food for a few hours, however.

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, having 1 oz.
 in your inventory will still prevent health loss from traveling for that
 hour, give the full health bonus from resting/fishing, etc.

==============================================================================




==============================================================================

                                                                       [009B]
B. WEATHER

Weather events occur randomly, and make the trip that much tougher for you.
They last for 3-4 hours and go away on their own. Waiting out weather by
fishing, trading, or repairing your car is the recommended course of action.
Otherwise, go forth young man for great justice.

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
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)

==============================================================================



==============================================================================

                                                                       [009C]
C. INFECTION

At any point on the open road, a zombie may bite a party member. It can never
happen during a mini-game or survivor encounter. What happens when a member
gets infected? ... Not much.

- Small, persistent health loss of 5% per hour (easily compensated for)
- 200 less points in the score (healthy members 500, infected 300)

Party members will not turn randomly. There is NO need to ever put down an
infected party member. Just don't let them "die," i.e. by letting them become
incapped and leaving them alone for too long. Once this happens, they will
turn and bite a random party member before being automatically killed by you.
If they do become incapped, medkit them and the risk of them turning is gone,
though of course they still remain infected. Otherwise, they are like a
normal, healthy party member in all other respects. They will never randomly
bite a party member as an infected human, or randomly turn into a zombie while
not incapped, etc.

There is no cure for the infection. Medkits and survivor encounters do not
affect it. The only precaution you can take is preventing zombie bites, by
taking the relevant upgrades (Armored Windows) and perhaps only travelling
during the day. As for the latter, though, I think the time you lose simply
would not be worth it.

==============================================================================



==============================================================================

                                                                       [009D]
D. POINTS OF INTEREST (AKA SURVIVOR ENCOUNTERS)

You notice something going on a ways from the road. Will you get out and take
a look? If you do, something interesting may happen..

***THIS SECTION CONTAINS SPOILERS.***
***THIS SECTION CONTAINS SPOILERS.***
***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.


[ADOLPH FASTNACHT]
A well-fed, healthy stranger offers to trade with you. However, the only thing
they want from you is a party member. You can trade your party member for
$300, 500 food, or 50 fuel (!). Alternatively, you can choose to kill him and
loot his place, which triggers the Bandits minigame, Normal difficulty.
However, one of his followers manages to set fire before you manage to loot
the place, so the reward you get is very small, such as one medkit or one car
part.


[ANSWERS]
A priest holding a sign saying he has the answers asks you to kill some of his
former followers, which triggers the Bandits minigame, Difficult level. The
reward is random. I've received 1 scrap twice, while someone else reports
having received a tire.


[BABY] (BANDIT KING ENCOUNTER)
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 the baby, put it down, or leave it. If you take it, it will
consume 1 oz. of food per hour (regardless of rations) and give you a small
score bonus at the end. However, it will die it food-less for a few hours. If
you choose to put it down, a party member intervenes and disappears (along
with the baby) in the hospital halls forever, but potentially comes back as the
Bandit King. If you don't want the baby, leave it.


[BANDIT SCUFFLE]
One of your party members finds themselves with a bandit's gun to their head.
You can offer 100 oz. of food, $100, or 100 ammo (!) to to get them back, or
take the shot, which triggers the standard Hostage Situation minigame.


[BOX O'...]
A man with a lab coat is trying to pry open a crate labeled "Box O'..."
something. Approach him, and it turns out the box is full of zombies. You get
the choice of standing your ground (Defense minigame) or running back to the
station wagon (Surrounded minigame), neither of which give a reward.


[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.


[CAMPGROUND]
You find an unattended campsite. You can either take half their supplies or
all of them-- there is no penalty either way, so opt to take everything.


[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.


[DYING OLD MAN]
You spot a man crumpled up against a tree. He asks if you can spare him a
medkit and, if not, a mercy killing. Neither option gives you a reward.


[DIRTY CHILD]
You catch a little kid just as he steals some food from your car. If you chase
him, he trips over and you can choose to either punish him, reprimand him, or
help him up. If you punish him, you get your food back. If you help him up, he
gives you a toy he made. Reprimand him, and you get to either take the stolen
food back or split it with him. Split the food with him, and you also get the
toy. The toy is not worth any scrap, food, or money. It's just for the story.


[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.


[HAPPY FAMILY]
You spot a woman gutting a rabbit in front of her house. She'll invite you in
for dinner. Her zombified husband and son sit at the table. Choosing to kill
her triggers the Survivor Putdown minigame and no reward. Choosing to kill the
zombies gives you the option of killing everyone (Survivor Putdown) or looting
the place, which gives you half their medical supplies. If you just sit and
have dinner, she'll give you 3 medkits as thanks for listening. Condemn her
you will get the choice to loot the place (for food and medkits) or kill the
family. Not sure which option gives more, so channel your Vault Dwelling self
and decide which way you want to get stuff-- niceness or killing.


[KITTEN]
Your party member finds a kitten, which becomes 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.


[MAZE]
You find yourself in a maze, where you can either go north, south, west, or
east. All routes lead to a random reward, so just tap random directions until
you get something.


[MINE] (BANDIT KING ENCOUNTER)</pre><pre id="faqspan-3">
You come across a mine and hear people crying for help. Your party member
climbs down and gets stuck. You answer a radio call, and the people in need
tell you to throw dynamite down either the eastern tunnel or western tunnel.
Throw it down the western tunnel, you lose a party member and get no reward
(although they may come back later as the Bandit King).


[MY SAVIOR]
You come to a church where a man has been waiting for your arrival. He begs
you to kill him. You won't be able to talk him out of it, either. You can
either kill him by giving him a loaded gun or doing the Survivor Putdown
game. You can also just leave.


[POLICE STATION]
A prisoner asks you to drag a policeman to him so he can purposedly infect
himself. If you oblige, he'll give you the keys to the police armory so you
can snag some ammo, 100 bullets' worth.


[PLUMP MAN]
You find a freshly-made corpse that's rather rotund. Loot his pockets for 5
dollars and 23 ammo. Harvest some meat for 400 oz of food.


[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). You don't get to see your party's stats
before choosing, so try to keep vague track of which party member is most
in need at any time.


[SOME GUY]
Some guy hands you 100 bullets because he doesn't need them anymore. Aren't
you glad you pulled over?


[SUV]
A man jumps out of his SUV and pleads you for help, as his wife and children
are trapped in a nearby school. Loot his SUV for some food, ammo, and fuel.
Following him triggers the Zombie Putdown minigame, which will get you a small
reward.


[THREE CUPS]
For $20, you can try your hand at a sort of three-cup monte. The left cup
gives you a random car upgrade. The right cup gives you a car part. The middle
cup gives nothing.


[WORTH YOUR WHILE]
A couple fights off zombies near an abandoned US Army tank. Choosing to help
triggers the Zombie Putdown minigame. At this point you can leave, or help
them further. Helping clear a path triggers the Defense minigame. You also
have the option of asking them for a few drinks (restores some health for your
party), trading a battery for 70 food, or buying a random car upgrade for
$100. Clearing a path, meanwhile, gets you a car part as a reward.


[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. If you try to kill him, he will attack a
random party member for some loss of health and flee.

==============================================================================



==============================================================================

                                                                       [009E]
E. RADIATION

Everybody knows that you can solve any problem by throwing enough nukes at it,
zombie apocalypses included. The Final Cut gives you the option of skirting
the formerly avoided irradiated area of the Midwest, mostly for the purpose of
saving time, as well as the irradiated West Coast for absolutely no reason.

Radiation has the following effects:
- Being on the road increases your party's rad levels (denoted by a smaller
 green bar inside their health bar). Once it fills up about a quarter of the
 way, your party member will come down with radiation sickness, which
 accelerates health loss.
- Radiation sickness is one of the few sicknesses the party leader can become
 afflicted with, but you can tolerate a higher rad level than your party
 members can. The leader won't start losing health from sickness until rad
 levels go past 50%.
- If the party leader becomes sick from radiation, your health will decrease
 even if resting-- this is a very dangerous situation. Medkit immediately and
 leave the irradiated area as soon as possible.
- Radioactive puddles will appear in Scavenge. Walking over these increases
 the party leader's rad level, signified by your character flashing green.
 This, in and of itself, does not hurt health, but they are best avoided lest
 you get sick.
- Radiated zombies will appear in Scavenge. They leave a radioactive trail
 behind them that have the same effect as puddles. They otherwise have no
 special abilities, nor do they do any more damage than normal zombies.

Radiation can be removed by:
- Exiting the radiated area. Rad levels will decrease on their own.
- Resting in a non-radiated area. Resting in radiated areas restores health,
 but also increases rad levels.
- Using medkits. Medkits will cure radiation sickness and/or decrease rad
 levels, but if you continue to stay in an irradiated area, your rad levels
 will rise again.


[RADIATION SICKNESS]
Once afflicted with radiation sickness, you will lose approximately 5% more of
your health per hour (on top of whatever else is sapping your health, such as
wear-and-tear from the road and random events). Presumably, the higher the rad
level, the worse the health loss. Radiation sickness can be cured with
medkits, or being in a non-radiated area for long enough.


[WHEN SHOULD I ENTER A RADIATED AREA?]
You generally shouldn't. Even on Suicide, the miniscule savings in distance
and time aren't worth it. The only time I recommend it is when there's a car
upgrade or combat trainer perk you want-- just beware, at certain landmarks,
you will be forced to travel to two or three more connected radiated landmarks
before being able to leave to a normal area. Keep in mind, you will encounter
radiation as you enter AND exit radiated landmarks.

The following radiated cities are connected together (listed from start to
end). The only opportunity to avoid radiation is either before the first, or
after the last city listed in each respective route:

[THE GREAT MIDWEST]
The Church -> The Remote Shack -> Omaha -> The Abandoned Railway -> Wichita *
-> The Old Gas Station

* From Wichita, you can make a very long detour south to The Castle, or you
can proceed to the radiated Old Gas Station to the non-radiated Strip Club.

[AREA 51]
Area 51 -> The Country Club -> The Redwoods

[WEST COAST]
Los Angeles -> San Francisco -> The Country Club -> The Redwoods

On Endless, I would recommend avoiding it completely, unless there's an
upgrade you really want, or the radiated town has decent supplies and you are
in desperate need. Unlike on Campaign, there is zero benefit to entering
radiated zones; it's not like it gets you to the end faster, and your score
does not increase for being there.

==============================================================================




==============================================================================

                                                                       [009F]
F. 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, the other 95% of the time, a zombie hand will appear, triggering the
Zombie Putdown minigame.

==============================================================================





-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
                        X. GETTING TO SAFE HAVEN                           .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0100]

                                                                       [010A]
A. ROUTES

Gone is the traditional 5,700 mile route from DC to Oregon. Your trip can now
vary by thousands of miles playthrough to playthrough. Here is an incredibly
helpful map created by the Steam user TinFoil:

http://steamcommunity.com/sharedfiles/filedetails/?id=547592950

Keep in mind that the prevailing direction is northwest. You can sometimes
travel southwest, but generally never east or southeast.

There are dozens of routes and choices available, so this list is by no means
a comprehensive one:


ITINERARIES
------------

[THE CLASSIC ROUTE]
LENGTH: ~ 7000 miles
This one follows the same route as the original game (with some additions),
which totally avoids all irradiated areas.

Washington D.C. -> Pittsburgh -> The Mall -> Indianopolis -> The Farmland ->
Chicago -> The Remote Shack -> St. Louis -> Badger City -> Wichita ->
The Old Gas Station -> The Strip Club -> Albuquerque -> The Desert Motel ->
Las Vegas -> The Mine -> Salt Lake City -> The Airbase -> Safe Haven


[THE SUICIDAL ROUTE]
LENGTH: ~ 6000 miles
This route skirts the irradiated in the Northeast and northern Great Plains
to shave about 1,000 miles off your trip. It is the shortest route available.

Washington D.C. -> The Gorge Bridge -> Indianapolis -> The Farmland -> Chicago
-> The Church -> Omaha -> The Abandoned Railway -> Wichita ->
The Old Gas Station -> The Strip Club -> Albuquerque -> The Bomb Shelter ->
Las Vegas -> The Mine -> Salt Lake City -> The Airbase -> Safe Haven


[THE SCENIC ROUTE]
LENGTH: ????
This is the longest route you can take, since the game now gives more points
the farther you travel. It also takes you through the irradiated area on the
West Coast.

Washington D.C. -> Pittsburgh -> The Mall -> Indianapolis -> The Farmland ->
Chicago -> The Remote Shack -> St. Louis -> The Cave -> Memphis -> The Prison
-> The Mansion -> Dallas -> The Dump Site -> The Satellite Field -> Phoenix ->
The Amusement Park -> Los Angeles -> San Francisco -> The Country Club ->
The Redwoods -> Safe Haven


==============================================================================



==============================================================================

                                                                       [010B]
B. CAMPAIGN SCORE FORMULA

YOUR FINAL SCORE IS TABULATED ACCORDING TO THIS FORMULA:

Please let me know if there are any errors or discrepancies.


ITEM                               VALUE              NOTES
______________________________________________________________________________

Distance Travelled ............... 1/2 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 ........... 400 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 ............................ 1/2 pt / scrap     Round up 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
                                                     Divide ammo by 50 and
                                                     round down to the
                                                     nearest whole number.


Food ............................. 0.04 pt / oz       i.e. 1 pt per 25 oz.
                                                     Divide food by 25 and
                                                     round down to the
                                                     nearest whole number.

Money ............................ 0.2 pt / dollar    i.e. 1 pt per $5.
                                                     Divide money by 5 and
                                                     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. EXTRAS/ENDLESS                             .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0110]


                                                                       [011A]
A. SKINS (FC)

[THE DUDE]

APPEARANCE: Like Simon Pegg's character from Shaun of the Dead; a regular guy
in a white shirt and tie. White and black version available.
UNLOCK: Default skin.


[THE LADY]

APPEARANCE: A female version of The Dude. White and black version available.
UNLOCK: Default skin.


[NOT CLEMENTS]

APPEARANCE: Like Clements; a grizzled grey-haired Survivor with a gas mask
UNLOCK: Beat Clements' Quest to unlock.

Clements' quest is a minigame that is accessible from "Extras" in the main
menu. Please see section 7W for more details.


[ROAD WARRIOR]

APPEARANCE: The Dude, except wearing a leather biker jacket reminiscent of Mel
Gibson's character in Mad Max 2.
UNLOCK: Beat the Bandit King to unlock.

Start a campaign game on any difficulty. Throughout the course of the game,
at least one party member must go missing. The key word is "missing"-- you
cannot put down a party member to trigger this, since that kills them. There
are a number of random events that may claim party members, such as pissing
and never returning, leaving them behind as they're surrounded by zombies,
and the Mine and Baby survivor encounters.

Upon leaving the Airbase for Safe Haven, your party member will catch up with
you and trigger a minigame similar to Scavenge. Instead of zombies, bandits
will come at you with axes. Your vengeful party member is now the "The Bandit
King". The Bandit King has a riot shield that makes him impermeable to
bullets, and he will fire mortar shells at you. Circles will appear on the
ground to indicate that shells are about to hit there. The Bandit King can be
hurt only while using mortars. You have plenty of time to react; just stay
away from the circles. The mortars also do friendly fire so it's pretty fun
to watch him kill his fellow bandits.

Once victorious, you can choose to either execute the Bandit King or invite
them back to your party. The Road Warrior skin is now unlocked, along with the
Interceptor vehicle. If you get hit by the bandits, the Bandit King, or his
mortars, sorry, you'll have to try again next game!


[THE KING]

APPEARANCE: Like Bruce Campbell's character Ash from The Evil Dead; a one-
armed hunk of a guy with a ripped blue shirt.
UNLOCK: Meet a stranger at the cabin to unlock.

Start a campaign game on any difficulty. Go to the Remote Shack and talk to
a stranger there (that is, from the party status menu). The Remote Shack is
south of Chicago. All routes lead to Chicago, so you don't have to take any
special course. The stranger will say "Hail to the king, baby!" and voila.

Thanks to Matt K for this tip!


[THE DIRECTOR]

APPEARANCE: Like the late George Romero; an old guy with glasses and a suit
vest.
UNLOCK: Earn the "I Know a Guy" achievement to unlock.

Name one of your party members GeorgeRomero (no spaces) and reach Safe Haven
with him still alive. Any difficulty is fine.

Thanks to Matt K for this tip!


[THE SURVIVOR]

APPEARANCE: Like Sigourney Weaver's character Ellen Ripley in Alien; a tough
woman in a teal jumpsuit.
UNLOCK: Travel 10,000 miles in Endless Mode to unlock.

The unlock is pretty straightforward; follow my general tips and you should be
golden. You must have this skin in order to unlock the UFO. See section 5F for
more details. NOTE: You must travel 10,000 miles in a single trip, not in
total across multiple games.


[THE STRANGER]

APPEARANCE: ???
UNLOCK: Catch all the fish in the game.

See section 7B for how to play the Go Fish minigame, which is accessed from
the Rest screen. Otherwise, whenever you catch a fish, you are shown a screen
of which fish you've caught and which you haven't yet. You can use these
outlines to figure out what size fish you should be trying to catch.

Thanks to Matt K for this tip!

==============================================================================



==============================================================================

                                                                       [011B]
B. ENDLESS SKULLS (FC)

Endless mode offers unlockable "skulls," mini-achievements that unlock more
starting loadouts. Plus, you get The Classic for getting all skulls.

NOTE: Unless otherwise specified, Endless skulls are cumulative; that is, you
do not have to complete the required number, distance, etc. in a single run,
it can be done across multiple runs and multiple games. Most descriptions are
written with the mentality of grinding for them.

If you wish to grind for skulls, The Banker (unlocked at 8 skulls) is best for
it, as you get $1000! Kill the rest of your party to reduce food consumption.
When the party leader is alone, he can finally rest to restore health.
Activate "Deep Sleeper" as well, since score won't matter. Some are better off
grinded, while others will just happen over the course of normal gameplay.


[KILL 50 ZOMBIES]
In total, not in a single minigame. Hit & Run does not count.

[BUY 3 CAR UPGRADES]
In total; doesn't have to be in a single run.

[REPLACE A COMBAT TECHNIQUE]
You do not fill all slots in order to replace one. Just pick the same slot
again when you learn another technique.

[SUCCESSFULLY SHOOT YOUR WAY THROUGH A HORDE]
I.e., in the Zombie Horde minigame.

[SCAVENGE 3000 FOOD]
You do not need to have 3000 in your inventory, just to have had gathered 3000
total.

[TRAVEL 10,000 MILES]
In total, not in a single game. However, unlocking the Survivor skin DOES
require you to travel 10,000 in a single trip.

[TALK TO 30 STRANGERS]
Talking to strangers uses no in-game time, so just spam that talk button. Even
if you run into the same stranger, it still counts.

[VISIT 50 SETTLEMENTS]
In total, not in a single run.

[KILL 30 CRAWLERS]
Well, do it.

[HAVE 2000 FOOD AT ONCE]
Scavenge a lot early-game, when you can still get up to 4 items at a time. If
you already have 2000 food when this skull becomes available, it unlocks once
an event occurs that changes your amount of food.

[BREAK DOWN 5 TIMES]
Pretty easy to. Break down once, then do a quick scrap repair, set off again,
rinse and repeat. I believe car part breakdowns also count.

[TRAVEL 2000 MILES AT A SLOW PACE]
Sure to be a tedious 134 hours. At least you can spread it out. Alternatively,
just pick a loadout that gives you a lot of fuel/food or money to start, kill
your party members, rack up the miles without bothering to do anything else,
die, and repeat with more games.

[START 3 NEW GAMES]
Not sure how you'll manage this one.

[SCAVENGE 200 SCRAP]
I believe in you!

[KILL 3 INFECTED PARTY MEMBERS]
Start a game with the Infected Party modifier and go to town.

[TRAVEL 4000 MILES WITH SMALL RATIONING]
Similar strategy to traveling 2000 at slow, pick a loadout with a lot of fuel,
food, or money, kill your party, and rack up miles without bothering to do
anything else.

[BUY 10 MUFFLERS]
The Banker is a good loadout for this. You can only buy them one at a time,
so it's pretty annoying. When you pick the next town, make sure to pick the
one that has a car upgrade, because obviously the ones with combat training
don't have auto shops.

[SUCCESSFULLY SNEAK THROUGH A HORDE]
The Zombie Horde minigame (also called Fording) can sometimes happen upon
leaving towns. Having the Ninja Muffler is an automatic success.

[TRAVEL 2000 MILES WITHOUT SCAVENGING]
Pick a high-food loadout, kill your party, and enjoy being free from the
shackles of scavenging every time there's low activity.

[HAVE 30 MEDKITS AT ONCE]
Pick The Banker loadout and buy every medkit you can find. They are hard to
find in trades so you're better off relying on town stores.

[MAKE 15 TRADES]
Pick The Trader loadout and do it.

[HEAL 5 PARTY MEMBERS FROM INCAPACITATION]
Set rations to low and speed to turbo to accelerate health loss. Radiation
is good too, obviously.

[TRAVEL 1000 MILES WITHOUT STOPPING]
For whatever reason, this is also cumulative.

[KILL 50 BANDITS]
They can be found in the Bandits town job. Amazingly, Motorcycle Gang also
counts, for a free 20 kills. Bandits in Scavenge do not count.

[SHOOT A PARTY MEMBER IN A HOSTAGE SITUATION]
Don't miss!

[HAVE 800 AMMO AT ONCE]
Two words: The Banker. Nevertheless, it will still be incredibly tedious. Do
the bare minimum to stay alive, and keep going to towns with high supplies and
buy out their ammo stocks. You can also do town jobs for a few extra bullets +
cash/items to sell to buy more ammo.

[DIE 5 TIMES]
Only party leader deaths count.

[TRAVEL 4000 MILES AT A FAST PACE]
Set rations to high to offset health loss from fast travel.

[VISIT 10 TOMBSTONES]
Have fun!

[SCAVENGE $500]
There is nothing The Banker can't answer.

[PAY MERCS TO ESCORT YOU THROUGH A HORDE]
It costs $20. Mercenaries are only sometimes available. It seems that they
completely disappear by late-game Endless.

[PUT DOWN 2 INCAPACITATED PARTY MEMBERS]
Starve 'em and shoot 'em.

[TRAVEL 4000 MILES WITH LARGE RATIONING]
You'd ideally be doing this anyways, but you can follow the instructions from
the small ration skull.

[LEARN 5 COMBAT TECHNIQUES]
If you're not grinding, then my recommendation for Endless are Carry
Capacity+ (early game), Faster Reload, Faster Movement, Body Armor, and
perhaps Money or Medkit Scavenger, depending on your preference.

[HAVE $5000 AT ONCE]
Yeesh. The Banker gets you a head-start by beginning with $1000. Scavenge till
you're out of ammo/too critically low on health, move to the next town, buy
some ammo/rest up, rinse and repeat. As always, kill your party members to
reduce food consumption so you can sell more food. Alternatively, hold on for
a few thousand miles, until scrap/food sell prices reach $6 or more, and sell
en masse.

[TRAVEL 2000 MILES WITHOUT RESTING]
Just make sure to set your rations to high, and combine that with a slow/
normal pace depending on your patience. This is also cumulative, so it will
likely happen over the course of normal play anyhow.

[KILL 50 FAT ZOMBIES]
They can be encountered in pretty much all minigames except Graveyard. You can
also expedite this by enabling the "All Fat Zombies" modifier.

[SELL 500 FOOD]
Scavenge early-game, when you can get the most items, and well, sell it. If
you start out with The Farmer loadout, you can do this immediately.

[BUY OUT AN ENTIRE TOWN'S SUPPLIES]
T H E  B A N K E R. Be sure to go to a light-supplied town as opposed to a
city, obviously.

[DIE BETWEEN 5000 AND 5200 MILES]
Get to 5000-some miles and fail Scavenge to death.

==============================================================================



==============================================================================

                                                                       [011C]
C. ENDLESS LOADOUTS

It's difficult to fairly rate loadouts, as none are particularly awful and
most are fairly decent-- crappy perks, but good supplies, or great perks and
pretty OK supplies. There truly is one to fit every playstyle.

[X] denotes the (total) number of skulls to unlock a particular loadout. They
   are unlocked sequentially.

*   Recommended setups.
**  Highly recommended setups.


[0] 1. THE BASICS
STARTING: None.
Fuel: 16                        Food: 200                        Tires: 2
Ammo: 200                       Scrap: 10                        Batteries: 2
Money: 100                      Medkits: 5                       Mufflers: 2


[0] 2. THE DRIVER
STARTING: GPS
Fuel: 18                        Food: 200                        Tires: 2
Ammo: 150                       Scrap: 15                        Batteries: 2
Money: 50                       Medkits: 5                       Mufflers: 2


[0] 3. THE FIGHTER
STARTING: Faster Bullets
Fuel: 16                        Food: 200                        Tires: 1
Ammo: 300                       Scrap: 10                        Batteries: 1
Money: 50                       Medkits: 7                       Mufflers: 1


[1] 4. THE FARMER
STARTING: EZ Grow Garden
Fuel: 17                        Food: 600                        Tires: 2
Ammo: 200                       Scrap: 10                        Batteries: 2
Money: 50                       Medkits: 5                       Mufflers: 2


[2] 5. THE TOUGH GUY
STARTING: Body Armor
Fuel: 17                        Food: 300                        Tires: 2
Ammo: 200                       Scrap: 10                        Batteries: 2
Money: 50                       Medkits: 7                       Mufflers: 2


[3] 6. THE TRADER *
STARTING: Yard Sale Sign
Fuel: 11                        Food: 0                          Batteries: 6
Ammo: 100                       Scrap: 20                        Mufflers: 6
Money: 150                      Medkits: 3                       Tires: 6


[4] 7. THE PACK RAT *
STARTING: Carry Capacity+
Fuel: 20                        Food: 100                        Tires: 2
Ammo: 200                       Scrap: 20                        Batteries: 2
Money: 50                       Medkits: 2                       Mufflers: 2


[6] 8. THE FUCK IT
STARTING: V6 Engine
Fuel: 30                        Food: 200                        Tires: 3
Ammo: 100                       Scrap: 60                        Batteries: 3
Money: 50                       Medkits: 0                       Mufflers: 3


[8] 9. THE BANKER **
STARTING: Money Scavenger
Fuel: 11                        Food: 100                        Tires: 0
Ammo: 100                       Scrap: 0                         Batteries: 0
Money: 1000                     Medkits: 2                       Mufflers: 0


[10] 10. THE MECHANIC **
STARTING: Toolchest, Air Freshener
Fuel: 19                        Food: 200                        Batteries: 2
Ammo: 100                       Scrap: 60                        Mufflers: 2
Money: 0                        Medkits: 4                       Tires: 2


[12] 11. THE FORDER
STARTING: Chainsaw Windows, Ninja Muffler
Fuel: 20                        Food: 200                        Tires: 2
Ammo: 200                       Scrap: 10                        Batteries: 2
Money: 50                       Medkits: 5                       Mufflers: 2


[15] 12. THE SPEED DEMON **
STARTING: Faster Reload, Faster Movement
Fuel: 18                        Food: 200                        Tires: 1
Ammo: 200                       Scrap: 10                        Batteries: 1
Money: 0                        Medkits: 5                       Mufflers: 1


[18] 13. THE MEDIC *
STARTING: Radio, Medkit Scavenger
Fuel: 19                        Food: 0                          Tires: 2
Ammo: 100                       Scrap: 15                        Batteries: 2
Money: 50                       Medkits: 8                       Mufflers: 2


[21] 14. THE SCAVENGER
STARTING: Money Scavenger, Medkit Scavenger
Fuel: 25                        Food: 0                          Tires: 1
Ammo: 300                       Scrap: 0                         Batteries: 1
Money: 0                        Medkits: 5                       Mufflers: 1


[24] 15. THE EXECUTIVE **
STARTING: Sno-Cone Machine, Money Scavenger
Fuel: 14                        Food: 100                        Tires: 0
Ammo: 100                       Scrap: 0                         Batteries: 0
Money: 600                      Medkits: 2                       Mufflers: 0


[27] 16. THE ARMORED CAR
STARTING: Armored Windows, Cowcatcher
Fuel: 24                        Food: 100                        Tires: 2
Ammo: 100                       Scrap: 20                        Batteries: 2
Money: 50                       Medkits: 4                       Mufflers: 2


[30] 17.THE UNBREAKABLE
STARTING: Nev-R Break Tires, Nev-R Break Battery
Fuel: 23                        Food: 200                        Tires: 0
Ammo: 200                       Scrap: 20                        Batteries: 0
Money: 50                       Medkits: 5                       Mufflers: 10


[33] 18. THE ACTION HERO
STARTING: Chainsaw Windows, Action Hero
Fuel: 23                        Food: 200                        Tires: 2
Ammo: 400                       Scrap: 10                        Batteries: 2
Money: 50                       Medkits: 5                       Mufflers: 2


[36] 19. THE ENERGY SAVER
STARTING: Carrier, Sup-R-Last Battery
Fuel: 32                        Food: 200                        Tires: 2
Ammo: 200                       Scrap: 10                        Batteries: 1
Money: 50                       Medkits: 5                       Mufflers: 2


[40] 20. THE DOUBLE DOWN
STARTING: None.
Fuel: 40                        Food: 400                        Tires: 4
Ammo: 400                       Scrap: 20                        Batteries: 4
Money: 0                        Medkits: 10                      Mufflers: 4

==============================================================================



==============================================================================

                                                                       [011D]
D. ENDLESS MODIFIERS (FC)

For extra challenge, or less, you can add several modifiers that affect your
Endless scoring. They also require skulls to unlock, sequentially.

[0] INFECTED PARTY +20%
Everyone in your party starts out infected.
I'd say always choose this one, because if you're playing Endless, your whole
party will eventually get bitten anyways. The disadvantages are slightly more
frequent illnesses, and small, persistent (but easily compensated) health loss
of about 5% per hour.


[0] DEEP SLEEPER -30%
Heal more from resting.
Great perk, but at the cost of a huge hit to your score. Only take this one if
you're willing to take on other positive modifiers to balance it out to 0.


[4] BABY ON BOARD +5%
Start with the baby. Keep alive to score.
Babies consume 1 oz. of food per hour (regardless of rations). They die if
they are without food for a few hours. Small modifier, yes, but it's also very
easy to keep a baby fed.


[8] SLOW ZOMBIES -20%
Zombies move slower.
Self-explanatory. My recommendation: zombies are already slow anyways, so pass
on this.


[12] ALL FAT ZOMBIES +30%
All zombies are the rotund kind.
All minigames (except Graveyard) will instead feature fat zombies, who take
two shots to kill. You will be severely handicapped in minigames until you
can get Faster Reload. In my opinion, the bonus does not scale with the
added difficulty, but it is not impossible to deal with.


[16] NO FORDING -20%
Never encounter the fording event.
Deletes the Zombie Horde minigame, which is dangerous in that it always
carries a small chance of losing a party member. However, I don't think it's
worth such a massive score deduction.


[20] BAD WEATHER +30%
Great chance of bad weather.
Bad weather means that early game, you can anticipate having to repair your
car more often, or have to wait it out by scavenging/repairing. It's more
annoying in the beginning than difficult, but by the late game, the weather
will completely, utterly, irrevocably grind you to a halt. Don't take this.


[24] FORTITUDE -15%
Less frequent sicknesses.
Sickneses cause increased health loss on the road, and also health loss while
waiting, such as for scrap repairs and trades. However, they can still be
mitigated by resting, so in my opinion it's not worth the hit in your score.


[28] LONE PROTAGONIST +400%
Everyone in your party is dead at the start.
Pros: it will be a lot easier to keep yourself fed. Cons: everything bad on
the road happens to YOU, and even with the huge modifier, you still don't
score as much as with a full party.


[32] CLOSER LANDMARKS -30%
Reduce the distance between landmarks.
Might be pretty handy, as in the late game, you may have to travel thousands
of miles just for a chance to buy 1 can of fuel for $120.

==============================================================================



==============================================================================

                                                                       [011E]
E. ENDLESS SCORE FORMULA

YOUR FINAL SCORE IS TABULATED ACCORDING TO THIS FORMULA:

Please let me know if there are any errors or discrepancies.

ITEM                               VALUE              NOTES
______________________________________________________________________________

1st Death Distance ............... 0.1 pt / mile      i.e. 1 pt per 10 miles
                                                     Round distance to the
                                                     nearest ten and divide
                                                     by 10.


2nd Death Distance ............... 0.1 pt / mile      i.e. 1 pt per 10 miles
                                                     Round distance to the
                                                     nearest ten and divide
                                                     by 10.


3rd Death Distance ............... 0.1 pt / mile      i.e. 1 pt per 10 miles
                                                     Round distance to the
                                                     nearest ten and divide
                                                     by 10.


4th Death Distance ............... 0.1 pt / mile      i.e. 1 pt per 10 miles
                                                     Round distance to the
                                                     nearest ten and divide
                                                     by 10.


5th Death Distance ............... 0.1 pt / mile      i.e. 1 pt per 10 miles
                                                     Round distance to the
                                                     nearest ten and divide
                                                     by 10.



Modifier Bonuses/Penalties........ +/- %              Percentages are
                                                     calculated based on the
                                                     above total and added/
                                                     subtracted now.


Hours Taken ...................... -0.2 pts / mile    i.e. Minus one point per
                                                     5 hours. Divide distance
                                                     by 5 and round down.
                                                     This is subtracted after
                                                     the percentages.


==============================================================================



==============================================================================

                                                                       [011F]
E. GLITCHES

[CANNOT ENTER SAFE HAVEN]
This happens on the mobile versions only. Upon beating Zombie Cthulu, you
cannot advance past the "tap anywhere to continue screen." If you exit the
app and come back, you have to beat the stage again. After beating it, you are
shown a score screen as if you died, i.e. distance and difficulty modifier
only, rather than the full formula. However, it still triggers unlocks (such
as the Jag for beating it on Suicide). There is no known solution, and it
being two years later, the developers are probably not going to ever fix it.
Stick with PC, as it does not have this glitch!


[IMPOSSIBLE TO CRAWL TO FREEDOM]
I don't know if the game is supposed to be unbeatable, but it seems that, at
a certain point, you are no longer able to move no matter how hard/where you
tap/click.


[SKULLS RESETTING]
If you have only two skulls left to unlock, [Die 5 Times] and [Die Between
5000 and 5200 Miles], it seems that they keep resetting to unfinished, even
when you have completed them. All I can say is try to make sure you exit the
game properly after unlocking all skulls, rather than closing it mid-screen.


[WRONG UPGRADES IN ENDLESS]
Whenever you leave a town in Endless, you get to see what car upgrade or
combat trainer perk the next destinations have. No matter what you do, the
next town/city will ALWAYS have the car upgrade/perk shown on the top city,
even if you selected the bottom city. It is thus impossible to get the
upgrade/perk shown on the bottom city. However, everything else (distance,
supply level, radiation presence) works as it should.

==============================================================================





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!                                                                            !
                     XII. FAQ & CONTACT INFORMATION                        .
|                                                                            |
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                                                                       [0120]

CONTACT INFORMATION

Please send questions, comments, concerns, suggestions, corrections, hate
mail, and death threats 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 Final Cut campaign screen features the same generic
  characters you see in the Final Cut trailer; they're amalgams of zombie
  tropes and not based on anyone in particular. The Endless start screen also
  features characters based on no one in particular.


Q: Should I buy this game for mobile or for PC?

A: PC. First and foremost, mobile has a game-breaking glitch that does not
  allow you to enter Safe Haven after the finale (Final Cut only; the
  Director's Cut seems to be okay). Secondly, thanks to the precision of
  WASD movement, certain minigames are a lot easier-- namely Bandit Chase,
  Stampede, and Graveyard. PC also lets you pause during minigames.


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.

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!                                                                            !
                             XIII. CREDITS                                 .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       [0130]
CREDITS

Matt K (info on skins)
TinFoil (map of routes found in 10A)
Anonymous tips from readers like you. Thank you!

All information is sourced from:
Gameplay experience
The Organ Trail forum on Steam
The Organ Trail forum on GameFAQs
The Organ Trail subreddit


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/
http://www.neoseeker.com/

Copyright 2019 Patrick Phan