Resident Evil Revelations 2 No Grind Raid Mode FAQ

Table of Contents (Copy and paste the item in the find {control+F} bar, but
replace the "-" with a "~")

-Intro
-Tips
-Weapons
-Weapon Mods
-Quick Level Index
-Enemies
-Elite Skills
-Player Skills
-Level Walktroughs
--I-1
--I-2
--I-3
--I-4
--I-5
--I-6
--II-1
--II-2
--II-3
--II-4
--II-5
--II-6
--III-1
--III-2
--III-3
--III-4
--III-5
--III-6
--IV-1
--IV-2
--IV-3
--IV-4
--IV-5
--IV-6
--V-1
--V-2
--V-3
--V-4
--V-5
--V-6
--VI-1
--VI-2
--VI-3
--VI-4
--VI-5
--VI-6
--VII-1
--VII-2
--VII-3
--VII-4
--VII-5
--VII-6
--VIII-1
--VIII-2
--VIII-3
--VIII-4
--VIII-5
--VIII-6
--OMEGA
--IX-1
--IX-2
--IX-3
--IX-4
-Raid Records
~Closing


[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Intro
Not long ago, I visited the message board for this game on GameFAQs.com and
was dumbfounded on some of the things people would say.

I seen many questions, and pretty much all the "fake ass" pros basically
said "Use Homing Ammo and Full Burst." It was so bad, I literally got
called a nub for manually aiming! Yes, just like the other trash multi-
player game I gave up, Metal Gear Online... where a growing trend is
becoming... no one knows how to manually aim... it's sad.

Any ways, I'm here to tell you, you don't need to be a Homing-Scrub-
Burster, in fact, many of the things people say you need is false if you
work a little bit... and god forbid, AIM!

This guide will function as a "No Grind No Scrub" FAQ, whatever do I mean
by that?

Many people not only say Homing Ammo and other broken combos are needed
for Code Red... This includes level 100 weapons. Which again, YOU DO NOT
NEED!

People complain about the "RNG" or Random Number Generator to get these
weapons... well, I'm here to tell you that grinding isn't needed, so
you can relax.

Now, please read all the sections before the level walkthrough section
for start up, advance, weapon, mod, skill, and other suggestions, but
remember, EVERYTHING listed refers to playing on Code Red at level 90
and assumes you want to get ALL the medals.

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Tips
Self Explained...

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

What's so special about Code Red?

You know how on normal, if played at the recommended level, the enemies
are around your level? On hard, they are about 2-3 high? Very Hard, like 5?

That's all good, but Code Red places more than 99% of the enemies at
level 105. BUT... BUT... the recommended level is ALWAYS set to 90!

This means things that work normally on other difficulties just doesn't
work well enough here.

Melee? Finishing attacks? Almost useless... like you know how from back
in RE4 till now, we learned how to headshot a zombie to stagger them,
then finish them off with a knife? Yea, good luck doing that as even
weapons with max daze might take a couple headshots!

To prepare for Code Red, you need to use your skills and mods effectively.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

"Tactical Reload"

Never worry about the weapon mod for reloading faster... Why? Once you
see the bullets go into the gun, DO NOT WAIT FOR your player to play
with their gun... instead, switch to another weapon and quickly
switch back.

This will speed up the time it will take you fire an empty gun. I don't
know if this was intentional or not, but who cares, once you get this
trick down, you'll never stop doing it.

Remember, the faster you reload, the faster you can run again.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

If you need to Grind...

While this guide is against grinding, I never said you couldn't do it.

If you need parts, gold, exp, or a chance of a good gun, try level VIII-6.

Keep in mind you can STILL play the level at level 100, you do not need
to be at level 90 to reap the rewards.

While I do not agree with the use of the Rocket Launcher, have just that
and an electric bottle will ruin the boss of the level, then you can
pick away at all the slow fat enemies.

If you have a level 10 soul stealer, you'll be getting more than a full
level every run.

While other levels offer faster chest opening speeds (like a few levels
in the V set), they only really work if you quit the level... I prefer
actually completely the final level as it will always reward you
with a ton of gold and exp.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

You need POWER!

I'll go into this in other sections, but you'll need POWER! Pick as many
things from this area as you want, but I assure you, if you don't want
to use Life Crystals, you'll NEED one of these.

+Electric Grenades/Ammo
Do I need to explain how saving 6 magnum bullers per giant enemy is
good? Don't question this.

+Strong Magnum with Frostbite and Ice Bottles
While ice ammo may seem good, the Ice bottle at level 20 completely
freezes enemies. Frostbite also adds the most damage from any elemental
booster.

The Ice will compensate for the magnum recoil, which, without Evade
Cancel, may get you into trouble if you miss a shot on Code Red

Naturally, ALL enemies worth freezing SHOULD be also electricified
for an giant damage boost.

+Ammo Skills
If you aren't using a rocket launcher or charge shot mods, you'll want
magnum ammo uppers... while I also suggest taking a second ammo skill,
I took sniper on most, and shotgun is also a good choice.

+Charged Shot
While I never used this on my pre-OP-level100 Weapon runs, having a
mod that can effectively MORE THAN double the damage output of your
gun is great... however, in practice, you'll need to space a bit
better and be an ace when it comes to dodging.

+Fire Ammo
A high ammo gun, or a Magnum/Sniper Rifle with this weapon mod can
seriously destroy this game. While you need to dip, duck, and dive
while they burn, it does extra damage to the big enemies, kills most
"weakpoint" only enemies at low health, a way to kill Barrier enemies
without having to get behind them, and instantly kills any of the
suicide Potatos.

+Rocket Launcher
You can literally bypass every strat I just said be taking a level
10 rocket skill... that is 3 rockets... and as NO level has more than
3 boss style enemies, you won't have to worry about ammo.

Through out this guide, I assume you are taking at least the first
three things (Electric, Mag+Mods, and at least magnum ammo). While I
won't ever say you need a rocket, just remember that it is there. There
are just some levels you may not be able to do, due to ammo. The rocket
launcher bypasses this.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

You might need DEFENSE!

Even if you are a god at dodging, there is nothing fun about nearly
ace-ing a level, then having a hunter spawn right underneath you, with
an element, freezing/burning/electricuting you, then dying from the
impending two hit combo.

For the rest of the guide, I assume you are using Health Up and Armor Up
at level 10 (if you don't have armor, health up +20). While shield
and magic pixel are always ok, and can't hurt... you'll find that having
a strong back up weapon with life stealer will do just fine.

For about 10 of my 15 Code Red runs, I never had these defensive skills
above ten. The only thing that should ever one hit kill you, are
Revenant Grabs, and any type of exploding Gib/Potato enemies. While
most enemies will put you at critical, if you are using Ice Bottles,
you should be able to regroup with little trouble.

If you don't want to use any defensive of things, I can't help you that
much... and it baffles me why you clicked on this guide :D

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Life Crystals

I'll never say to use these or rely on these... but they are there. If you
are in a mission that isn't protect or timed, you can respawn with
full ammo.

The best part? The game doesn't penalize you for it (for some reason
dying is less offensive to the medal gods than eating a plant)

Everyday, the game gives you 3 free ones with the daily missions, so
you'll never need to buy them, so if you are at the end of level,
die or run out of ammo, and you are at the max of 30, feel free to
pop one... just remember, the two hardest levels in my opinion, cannot
be cheesed... and why I recommend the above preps in the power section
over tanking it and abusing crystals.

*Using a Life Crystal will not grant a sparkle on your gold medals.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Spraying takes skill!

Unlike my last shooter I played (Metal Gear Online 3), you can't just
spray in this game, as your crosshair will jump up... the high roller
which I use jumps after the 2nd shot!

So get into the habit of manually aiming down. For Code Red, you never
want to actually take time and aim for heads of zombies, for instance, and
it's only because zombies are too fast to do this to more than a couple.

Now, this doesn't mean don't aim for the head, just don't go tap tap tap...
spray! Sure some of your bullets will hit their chests, but if you use
an element, it doesn't matter.

This wouldn't matter, as I have the second strongest assault rifle (a
level 100 higher roller with 30% added power {strongest would be the
million dollar}) which is WAY stronger than any other automatic or
pistol... it will take over 5 headshots to kill a zombie... it just
isn't practical to take your time and only aim for the head single
shoting.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Infinite Tool Spots

First off, if you are done with the junk levels, don't bother with non
recoil/scatter/pierce/focus mods at level 1. This is because on Code Red,
you'll never find, say, fire ammo at level 1, it will be 2 and up.

Same with daze/damage/fire rate+/capacity under 7. Again, on Code Red,
and just buying from the shop, these mods will never be below 7, so
don't bother will them.

But even taking that advice... you may STILL be strapped for space. Well
one way to horde more mods is to buy a junk weapon with 5+ slots from
the store... then place the mods in for a rainy day (by destroying the
weapon when you need to parts).

The best way? This ONLY WORKS WITH EXTENED PLAY. You know how after you
sell something, from the tool box (not un-id'd parts from the jute box)
it will be placed in the shop in red?

Well you can use this to your advantage. AS LONG AS YOU DO NOT TURN OFF
THE GAME, all parts sold will remain here, allowing you to effectively
hold more parts.

When selling parts manually, which I usually do when I find a charge
shot A, it's faster to do so in the weapon bench, select a weapon,
and sell instead of placing a mod in the weapon. This will allow
you to scroll through the parts in order, rather the other way
in the shop section, which is hell.

One last thing, any part you have double of (either non upgradable
mods like "stars" or multiple parts of the same level, like Daze+8)
will only take up ONE spot... on my file, I have 50+ of each of the
stars, FBC, DSO, and BSAA mods!

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Why are level 95 weapons better than level 100 weapons?

On Code Red, there is a rare chance you can get a level 100 weapon, in
which you can upgrade rate of fire, ammo, or power 30% (or any combo).

Yes, these weapons are almost always better than a level 95, however,
two giant things are different... it takes A MASSIVE amount of gold to
upgrade them (like the first 5 of 30 levels will cost over 1 million!).
Which brings me to the second point, you'll rarely EVER want to destroy
these weapons...

Why is this bad? Because you'll only want to stick fully upgraded (or
level 8+ mods) as you can't just get a new weapon from the shop and
socket it.

Since weapons at level 95 are common in the shop by the time you start
Code Red, use this to your advantage... you can play around, using
Fire Ammo in a magnum in a Revenant infested level, then break that
weapon, buy a new one, and out fit with other mods... all the while
keeping the mods you like.

And like I said before, lets say you have a weapon with life steal,
which is great. It's at level 7.

In a level 95 weapon, you can break it open once you have another level
7 life steal, to make an eight.

If this was a level 100 weapon, can you stuck in a level 7, you'd have
to wait till you have a level 8 (or 9 or 10) life steal, because
you'd break the 7 that was in it... see?

This is why you DO NOT NEED level 100 weapons. Yes, they help, but you
can just have MORE FUN playing around with mods and don't need to
commit to one style.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

What weapons/mods should I use?

First off, you should have 5 weapons. You'll need to make a choice
when to sub in the Anti Material Rifle for a weak weapon.

Here is what I use/used, and I got through pretty much all but 2 levels
before getting a second ammo skill (No rockets, and I used Sniper ammo
before realizing the magnum is pretty much god for killing large
enemies).

Shotgun: I use the Taps, but the other regular shotgun is ok as well. The
Taps with minor mods (Damage 13/Close Range 8/Mundane 8) can one hit
kill a zombie at level 85 on Code Red.

You'll notice I said Mundane... as most elite enemies explode, and you
really don't want to get close to them, it's a no brainer as to why
your zombie killing gun should have mundane.

Never screw around with zombies, and unless there are a lot of fast
hunters or regular Apes, your shotgun should be used as a zombie killer.

I currently have a Taps with:
Damage 15 Stars 1 Mundane 10 Close Range 10 Fire Rate 15, but the first
four are what you need. Don't bother with elements, and I'd avoid using
Life Steal on a shotgun for times where an elemental elite enemy can
explode.

Avoid using the two fake shotguns, the drake and the hydra... sure they
spread well, but on this difficulty, they just don't kill zombies in
a single hit too often.

Remember, your goal is to be able to kill regular zombies with TWO
shotgun blasts. You'll have enough ammo to make this happen by
default in most levels.

Fast Weapon: You'll need medium ranged weapon with little recoil and
screw around ammo. While I'd avoid sub machine guns all together because
they don't knock dogs or hunters down in a single shot, like my chosen
weapon, the high roller.

So lets say you take a high roller, you'll be using in on dogs and hunters
from mid distance, just to throw them off balance... this is because,
while a shotgun may seem good, if they are super fast and explode, you'll
regret putting a point blank buck shot in their face.

You'll also want a weapon like this to save ammo on any tumor enemy,
hitting explosive barrels, or finishing off enemies (especially zombies
that will have no health).

My high roller has Damage 15 Stars 1 Bsaa 1 Daze 15 Recoil 5 and
Ice Ammo 10. Recoil is extra, and isn't needed, but this weapon is the
one where you can fool around with elements. I suggest fire or eletric,
so in levels where you won't need too much ammo with this weapon, you
can at least use it to add extra damage to bigger enemies.

Daze is also a suggestion, so you can set up bigger enemies, like
Apes and even the executioners, motionless incase your other
means (ice bottles) expire.

Sniper Rifle: I use the SVD, but only use it if you can aim for heads.
While any other rifle will help manage ammo, the SVD is the only semi
auto, so if you miss a shot, you aren't dead.

While I didn't use elements in any of my first 10 Code Red runs, an
elemental ammo at level 10 with a sniper rifle is 100%, so if you
want elements, this is a great choice.

I tend to save sniper rifle ammo, as it is the weapon I use my life
steal in, you'll either want it in this or your magnum... but as your
magnum should be optimized for killing power, you need to decide.

My SVD has Damage 15 Stars 1 Long Range 10 Life Steal 10, but even at
weaker mods, it still was enough to almost put down a zombie in a single
head shot... which is why if you want to save ammo, you'll need a back
up assault weapon.

I also prefer the SVD because when a ton of enemies rush you, you can
stagger them all, even if they aren't all in a line because of its
superior rate of fire... however, it will lack the damage to compete
VS bigger enemies, like Apes and Hammers without the ammo skill... where
are any of the bolt action Sniper rifles can.

Mangnum: First off, if you want the novelty Pale Rider, USE EVADE CANCEL!
Any other magnum isn't as taxing with recoil...

Now my magnum my first time through Code Red has Damage 10 Stars 1 Elite 7
Frostbite 6 (and I forget the last two), but that's only because I wasn't
saving up, and did this almost at last second... and now, with my Magnum
at all tens destroys enemies.

You'll never be using the Magnum on regular enemies if there are big
strong elites in the level, so it's almost a no brainer as to why you'll
want elite killer on. The frostbite? Well if you use Ice Bottles, not
only does this ensure more damage, but you'll never miss, and won't have
to worry about recoil at all!

If you don't like to freeze enemies and unload half a clip, you can use
the skill "final shot", but when you reload, switch weapons or dodge to
cancel the reload animation when a single bullet is in the chamber. This
will give you much more kill power.

Also, remember, you can use elements in a magnum as well, it's a 100%
success just like the Sniper Rifle...

Anti Material Rifle: This gun can't be reloaded, so ALWAYS place a capacity
plus mod in this bad boy. (If it's a level 100, you pretty much need to
do capacity upgrades).

You'll only want to take this for missions where there is no reason to
even have an assault rifle. Mostly because an rapid fire weapon will
take multiple clips to kill one big enemy... and without taking one,
you won't have to worry getting crap ammo in a box... as it's random.

Use the AMR against enemies you just have trouble with... like you can
put in fire ammo, and damage modes, and pretty much take out Revenants
in a two shots... ANY WHERE! So, with capacity up, you'll have like
14 shots... that's 7 free kills on an otherwise VERY annoying enemy.

For mods to take, you'll need 4 to 5 damage mods, no reason EVER to not
use a damage mod... just remember, that four 15's is better than a
single 17. It's generally accepted that you'll never need to go beyond
15... hell, I have like almost 20 weapons all with +15's.

You'll without a doubt need both the Mundane and Elite killer mods, as
with a chosen ammo type/booster, you'll want to have these as high as
possible before Code Red. While the mundane is a shoo-in with a
shotgun, the others you need to decide on.

Life stealer is also a must, at max level, killing a tumor zombie
and its gib with a weapon using this can net you back more than
half your health... and if you are a magic pixel user, you'll be
pretty much unkillable as long as you can get a single kill afterwards.

Soul/Gold+ mods aren't needed unless you want to grind, which this
guide is against.

Anti-Recoil isn't a must, but it's easy to max out, the other easy
max 5 mods aren't as usefull either.

If you get homing ammo, sell it ASAP, don't corrupt yourself! Follow Up,
Executioner, Easy Hit are also all garbage.

Daze is ok, the good news, it can be bought at level 10 from the end
game shop which is enough to stun most enemies.

For specialized build, merciless, final shot, and charge shots can also
be good... but if you are going to use a charge shot, MAKE SURE YOU START
SAVING THEM ASAP as they are beyond the rarest mods that can actually
level up.

Fire rate isn't that important, quick reload should be sold, but always
level up capacity for your Anti Material Rifle.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Fire Power Vs Capacity

In the event you actually get a level 100 gun, you'll have a chance to
upgrade power, capacity, or firing speed.

First off, NEVER touch firing speed, ever. Then you need to make a choice...

Lets say a gun has 100 power and 100 ammo. That's about 10000 kill power.

130 and 100 ammo, That's about 13000 kill power.
100 and 130 ammo, that's about 13000 kill power.

The game doesn't work exactly like this, but lets pretend it does... I
pick power. Two reasons, the obvious one, is if you can one hit kill an
enemy, it will reduce the chance of taking damage.

The other big one, is I feel taking the reload funcion out of the game,
ruins it for me... game gets stale faster.

So unless you are using an Anti Material Rifle, please avoid this :D

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Weapons
In the previous section, I emote what weapons and mods I usually use,
but here I'll try and describe other things.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Tags

Like Diablo, and many closes, weapons have random abilities, one such
thing are the tag.

Some had ammo, for instances, and normally are never a bad thing, just
remember that most will usually have some sort of negetive impact in
another area... like which even one adds firing rate, also lowers
reload speed.

Most of these abilities aren't enough to make or break a weapon,
except of two times:

Close/Long Range: I'll just say this, I've gotten Long Range 6-socketed
level 100 Taps shotgun, and a short Range 5-socketed anti material
rifle. Obivously you can see how tags can be crap.

Damage +: There are 24 weapons in the game, and each of them has a
unique named version, that comes complete with an extra 20% damage
boost amoung a few other things. Unless you are using the gun for
elements, there is usually a reason to drool over one of these
weapons.

Lets take the SVD for example. It's unique version is called the overlord.
In terms of power it goes like this:

Lv100 Overlord > Lv100 SVD > Lv95 Overlord > Lv95 SVD

Level 100 weapon take A LOT of money to upgrade, every time you upgrade
a single stat, the cost goes up.
1. 200,000
2. 205,000
3. 210,000
4. 215,000
5. 220,000
6. 225,000
7. 230,000
8. 235,000
9. 240,000
10. 245,000
11. 250,000
12. 255,000
13. 260,000
14. 265,000
15. 270,000
16. 275,000
17. 280,000
18. 285,000
19. 290,000
20. 295,000
21. 300,000
22. 305,000
23. 310,000
24. 315,000
25. 320,000
26. 325,000
27. 330,000
28. 335,000
29. 340,000
30. 340,000
Total: 8,175,000!

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Slots/Sockets

Most weapon can have up to 6 slots to place in weapon mods, while some
strong weapons may rarely get 6, it's possible.

If you are going to be using lv95 weapons from the shop, and have bad
luck and never get a good weapon in a Code Red chest, always aim for a 5
socket weapon (6 socket weapons are rare in the shop, if not impossible)

For picking what to socket weapons with, always choose damage mods or
mods that will extend the life your ammo. This is Code Red, do not
screw around with gimmicks unless you have free slots.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Level 100 Weapons

Any level in Code Red can net you a rare level 100 weapon... while this
isn't 100% true for most cases, a weapon needs to be Red for even a
chance at a level 100, but it will usually not have a tag or 6 slots.

A purple level 100 weapon will have maxed slots or a tag... while a
Rainbow weapon can have EVERYTHING!

I got extremely lucky and got back to back level 100 magnums in my
first two levels in Code Red, and it changed everything. So if you get
anything Red or higher, I'd use those Life Crystals if die.

For the reason above, I recommend opening every chest as soon as
possible... you don't want to die without seeing everything.

Code Red also has an extra chest per mission, so before exiting the
stage, MAKE SURE YOU HIT THE INVENTORY button you rarely need outside
of single player to physically see 4 records before moving on.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Handguns

Unless you want the highest element activation with a gun that can
moderately stun enemies, handguns really don't do much else.

The strongest handgun is outclassed by the highroller in almost every
aspect except recoil. Keep this in mind.

All handguns vary very little, the only one that is truly unique is the
triple shot, which can be made by a simple 3-Burst mod if you really
want it.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Sub Machine Gun

Or Machine Pistol, as this game calls it, are pretty much junk. While
they usually have twice the firing speed and ammo as an assault rifle, but
the element activation % is halved and they don't pierce.

All SMGs are TOO weak for Code Red, trust me.

If you must, there are 3 types of SMGS,

Power: The MP5 look alike, has the highest damage.
Ammo: The Typewriter has the most ammo, however, unlike RE4, it doesn't
have unlimited ammo, and isn't strong at all.
Balanced: The two Uzi like guns.

Doesn't matter, avoid them for a serious run.

The only exception is Fire Ammo/Pierce on the Typrwriter.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Assualt Rifles

If you are going to use a fast weapon, just pick the high roller. The
regular AK and M4 have a tad bit less recoil, more ammo, and faster
rate of fire... however, the High Roller's damage is much much higher.

Obviously this is moot if you chose to only use an AR for what I
recommend (knocking down dogs, hunters, slight elements, and saving
ammo for low health enemies/tumor zombies). However if you actually
want to kill an enemy or two, or want Daze to work better, HIGH
ROLLER!

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Shotguns

As I said above in the tip section, stick with the Taps or the other real
shotgun, they differ in capacity, mostly. The damage difference doesn't
really matter as it will only take 1-2 shots to kill a zombie

I prefer the Taps, because when fighting mundane Apes, you can usually
get right in their face and stun lock them crazy.

Avoid the two fake shotguns, the drake and hydra, the spread and
damage they do up close just doesn't cut the mustard.

There is hardly any reason not to equip short range on a shotgun.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Sniper Rifles

Always take a sniper rifle, long range is easily the safest range to
engage. Infact, some levels turn into easy mode if you have enough ammo.

They are also vital to taking out slingers.

You have a choice, either you are going to take an SVD for firing speed,
or the other two slower rifles if you don't want to take an ammo skill.

Just remember, if you get rushed by a lot of zombies, a miss with a
non SVD rifle can spell death, but you don't need a head shot for them
to be effective.

Unless you use Hurler, it's hard to combo these rifles at their effective
range with bottles, so if you want to be fun, you can equip these
rifles with level 10 elemental ammos, as they hit 100%

The other sniper rifle is the Anti Material Rifle, as it can't be
reloaded, never take just this as your sniper unless you seriously plan
out the level before hand (naturally, a level 100 AMR can be used solo)

There is usually no reason to not equip long range in a sniper.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Magnums

Always take a magnum, no other gun can save your life in a pitch, to a
stray hunter, a sprinting zombie, etc... as I mention above, this is
your boss killing weapon.

While there are like 5 (I think) different magnums, 4 of them vary
slightly in all stats, the most important being recoil. When you
shoot a magnum, you must wait till the recoil animation finishes before
you can move again... unless you have Evade Cancel on.

Evade Cancel is a must with the Pale Rider... and if you want to max
power with this gun, without taking an ammo skill, you can place final
shot on it, and never put more than one bullet into the gun.

I recommend always putting Elite Killer in your strongest magnum. As with
sniper rifles, the elemental activation is 100%, so remember that.

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

-Weapon Mods

These are the do-dads you stick in your weapon. More important with rare
level 100 weapons, make sure you really plan these out as once they are
in, you are either going to replace them or break the weapon.

Unlike the player skills, I didn't bother to write down every level, the
levels I express are not only reasonable, but they are recommended.

Listed by max level and ABC order

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Max Level 1 Mods

These are always the same rarity, no combination required. Remember, you
can stack up to 99 of these... and as some mods, like Stars, belong in
also almost every weapon, it's wise to save them.

It's also a good idea to save them incase you run out of money and need
some dough for a shop item that pops up.

While the two early bursts shots can be found in the shop rarely, as
can the "yellow" singles, Full burst and Auto Shot can only be found
in level chests. Full Burst, however, is given out for free for one
of the raid records.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Auto Shot
Max Level Sell Price: 1500

This is a useless mod and something I can't phantom wasting a slot on.

It's also the rarest mod (always blue) as every other mod can be found in
the store or given to you Via raid reconds

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

BSAA
Max Level Sell Price: 1500

Always yellow rarity, and a very good staple or place holder mod in a
weapon, it adds a 9% firing rate as well as 25% capacity. If you are
using the mods that give those items, this can boost them.

Goes great on the High Roller.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Burst +1
Max Level Sell Price: 4800

Fires two bullets with one trigger pull, this is great in bolt action
sniper rifles, and will allow you to kill most zombies in a single
fire.

This is always a yellow rarity.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Burst +2
Max Level Sell Price: 9600

Same as above, only it fires 3 bullets. Again, this is great in a bolt
action, and will allow you to easily kill hunters in a single fire.

This is always a blue rarity.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

DSO
Max Level Sell Price:  1500

This is the always yellow staple mod for sniper rifles, it does 17% more
damage to mundane enemies and features the long range mod (max 9%).

This is ideal to hammer zombies and hunters easier, and best on snipers.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

FBC
Max Level Sell Price: 1500

The opposite of DSO, this is geared towards shotguns, as it has the close
range feature (+9%) and allows you to do more damage to elite enemies.

I wouldn't worry too much about this, as on Code Red, many elite enemies
will explode.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Full Burst
Max Level Sell Price: 15000

Ever want to turn a magnum into a p90? Use this always red rarity mod!

This can completely break the game, so I don't use it. If you do want to
use it, make sure you have anti recoil (using this even with a pistol
will have you looking up into the sky) and the Evade Cancel player skill
to stop shooting.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Stars
Max Level Sell Price: 1500

I recommend this mod on almost every gun, it gives an extra 9% damage and
8% critical rate. It is always yellow rarity.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Max Level 5 Mods

These can be found in both shop and level chests. If you get a mod in a
code red level, 10 times out of 10 it is going to be one of these items.

While I do remember getting a yellow Level 2 part a few times, it isn't a
deal breaker.

These level up fast, and if you are stressing for space, you can save
8 in your record player, ID them all at once to get a level 4, then do
it again to get a lvl 5.

Level 5: 1
Level 4: 2
Level 3: 4
Level 2: 8
Level 1: 16 (Takes 16 level 1's to make a level)

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Anti Recoil
Max Level Sell Price: 6156

This is an all or nothing skill, and easy to make, which is good. At level
five, it completely eliminates recoil.

While it's nuby in some games, in this game, if you choose to use any
automatic weapon, you just don't have the time to wait for the recoil
to end as you'll need to pump 10+ bullets into weak points.

Almost a most for the High Roller, as your third bullet will kick your
gun up.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Focus
Max Level Sell Price: 4924

This decreases the spread of a shotgun by "12", allowing you to hit with
more pellets at a longer range. If you are using a shotgun, you should
be using the close range mod, and hitting them with every bullet any
ways.

Besides if you like aiming for the head (a zombie will die in two body
shots max), this can be used on an all shotgun build to help with
elites that explode.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Piercing
Max Level Sell Price: 8208

While most weapons you should be using will have piercing already, this
can make it do double damage to the second enemy... which is good in like
maybe 3 or 4 levels.

I used this on my level 100 typrwriter with fire ammo... it had 640
bullets lol... other than using a pistol with force ammo, I can't really
recommend this for too much more.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Scatter
Max Level Sell Price: 4924

The opposite of the focus mod, I'd avoid this... unless you have some
novelity shotgun with daze/force ammo to knock back many small enemies...

The thing is, not too many levels warrent this, and the damage you do at
the range where this would matter will be very low. If you want more
spread, use the drake or the hydra.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Max Level 10 Mods

Found in both shops and level chests, and given out at different rarities.

Since you can buy level 2's/3's of most, I'd discard any of the Level 1's
you find, except for the charge shot C's, they are pretty rare, and only
start appearing more in higher stages. Naturally if you are going for all
the medals, you'll be replaying a lot of easy stages, if you are doing
this, then 1's may be wise to keep.

In Code red, only two rarities exist, green and blue.

Green: Level 2 or 3
Blue: Level 4 or 5 (I think, VERY rare)

Level 10: 1
Level 9: 2
Level 8: 4
Level 7: 8
Level 6: 16
Level 5: 32
Level 4: 64
Level 3: 128
Level 2: 256 (Takes this many level 2's for a level 10)

As you can see, by the time you get to code red, you should be able to
easily get a level 8 part, which is the bare minimum I suggest. Except for
any elemental ammo if you plan on using a magnum or sniper rifle as it's
all or nothing with them.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Charge Shot A
Max Level Sell Price: 22356

This part lets you hold in the fire button to get an extra 75% damage.

This can ONLY be put in a hand gun or Sniper rifle... be aware, that if
you have this in a handgun, it may make you shoot slower if you choose
to avoid charging.

I personally wouldn't bother with this skill in a pistol...

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Charge Shot B
Level 9 Sell Price: 17582

Just like above, but does double the damage for double the charge time. It
also can be placed in shotguns in addition to Charge A.

This is a balanced one, and great if you aren't packing strong weapons
or a ton of weapon skills to push through Code Red.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Charge Shot C
Level 9 Sell Price: 19180

Triple the power and charge time than the Charge A mod. This skill, while
can help save ammo, may be hard to get off versus most fast enemies...

3 Seconds is A LONG TIME.. in addition Charge B, it can also be placed in
Magnums... I have been saving up this mod for more than half my adventure,
and still barely got a level 9... it's rare.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Close Range
Max Level Sell Price: 16767

This will allow you to do 60% MORE damage if you are just about touching
the enemy. There is no reason to NOT use this in a shotgun, as you should
only be aiming at close range.

This is a must for Code Red.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Critical Hit
Max Level Sell Price: 8942

This mod increases your crit rate by 30%, use this in a magnum or strong
sniper rifle for elite enemies, as it can do large chunks off daamge.

While there are sometimes better mods, it can help if all the good
ones are already taken in other weapons.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Easy Hit
Level 7 Sell Price: 5670

I never used this, just tried to get it to level ten for this FAQ, but it
was surprisily rare for me to get. I imagine at max, it doubles the hit
radius (as level 7 grants a 70% increase).

If you can aim (the part of the game part of the game), this is useless,
and I would never use this.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Electric Ammo
Max Level Sell Price: 20120

It may of been me not being able to notice, but this mod doesn't seem
to be as effective as the good ol eletric bottles... and seems like
pulling it off just adds damage to the bullet, rather shock them for
more follow up damage.

Either way, all elements should be put up to level 10 for best odds:

Handguns: 40%
SMGs: 12%
Assualt Rifles and Shotguns: 19%
Sniper Rifles and Magnums: 100%!

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Electrocute
Max Level Sell Price:  16767

I prefer Frostbite over this, not only is this at 50% (10% lower), but if
you are using Eletric bottles on large/dangerous enemies, you should also
be freezing them as well.

Also, the Ice Bottle lasts almost twice as long.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Elite Killer
Max Level Sell Price: 17884

This adds 40% more damage versus Elite Enemies, so it is a must for Code
Red, where the only enemies that will get you trouble are the beefy Elite
enemies.

I suggest upgrading this ASAP.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Executioner
Level 8 Sell Price: 8505

-24% percent at level 8, I imagine that at level 10 it is a 30% decrease.

I personally never found a reason to use this mod, I imagine if you use
the Coat of Armor skill or Stealth, it can help you be a scrub.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Extended Burn
Max Level Sell Price: 16767

I'd only use this on a weapon THAT doesn't have fire ammo in it... why?

Fire ammo is great to make weak weapons, even on a low level player to
do a percentage of damage... so naturally you'll want to run away
doing this time... plus fire is used to kill enemies at zero health,
Potatoes, and Barrier enemies, so a follow up shot isn't needed.

The best use for this is on a Bust+3 bolt action sniper or Anti Material
Rifle to combat Revenants at mid/long range... and only to just get
rid of them ASAP. Hit them with fire once, switch, then kill them super
fast, and you'll never have to worry about finding a weakspot.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Fire Ammo
Max Level Sell Price:  16767

I didn't use this on my first 12 Code Red play throguhs, but fire can
seriously give you a standing chance without using any other ammo saving
tricks.

While this skill isn't need to be maxed on a submachine gun, as the
it will rarely make a difference if you spray and pray... if you are
using this in a SVD, I'd have it maxed... turning it in a gun that can
also 1 hit most zombies with a semi auto.

Remember, this only means you can do good damage to Barrier enemies
from afar (which is nearly impossible any other way on Code Red),
kill any Revenant, Slinger, or Tentacle at low health without looking
for a weak point, and those annoying exploding Potatoes!

This is also a must if you are low level, I even cleared VIII-6 with a
level 50 player with ease using this mod.

Handguns: 40%
SMGs: 12%
Assualt Rifles and Shotguns: 19%
Sniper Rifles and Magnums: 100%!

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Final Shot
Max Level Sell Price: 11178

At max level, this will DOUBLE the damage of your final shot. I prefer
this over all the charge shots, why?

If you use a magnum or shotgun with this mods, you can reload the gun,
but dodge the second you place a single bullet in, allowing you to
effectively double your kill power.

GREAT with the Pale Rider or that basic shotgun. I like it better becuase
it's the opposite of the Charge... with charges, you need to waste
valuable seconds THEN aim your shot... where as this, you shoot, then
worry about setting up the "charge".

This is also pretty common.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Follow Up Attack
Level 9 Sell Price: 12787

I only got this to level 9, which adds a 64% bonus to knocked down enemies.

Here's the thing, only two enemies will realistically get knocked down,
Zombies and Hunters, and if you have a shotgun, they will usually die in
the next shot any ways.

Also, enemies on Code Red get up so quick.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Force Ammo
Max Level Sell Price: 16767

While this skill has more push back with the big guns, I found it oddly
good with the basic handgun.

If you are using a hand, this is great with a Ice Bottle to posistion
enemies to hazards, or away from you if corner... to avoid explosions

Handguns: 64
SMGs: 23
Assault Rifles: 32
Shotguns: 41
Sniper Rifles: 148
Magnums: 134

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Frostbite
Max Level Sell Price: 16767

This is a must for a non level 95 weapon to be killing level 105 Code Red
enemies. It gives an extra 60% damage, so it's also the best elemental
booster.

See, when you play Code Red, especially if a boss style enemy has the
countdown skill or if it's a Buzzsaw with the sprinter skill, you REALLY
need to kill them quick.

This saves ammo, not only because you will be hitting weak points 100% of
the time, and you'll do extra noticable damage.

These mods are rare, so start saving these ASAP!

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Greedy Killer
Max Level Sell Price: 16767

This will give you triple/quad (forget, it's still a lot either way) the
gold if the finishing bullet comes from the gun it is in.

While this skill isn't really needed, if you plan on grinding for the
money you'll need level 100 weapons, or if you are playing easy levels,
why not? But if you are on Code Red, NEVER.

DO NOT USE THIS WITH FIRE AMMO, the fire will void this skill.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Homing Ammo
Max Level Sell Price: 16767

Use this skill if you are a fucking scrub. It gives you auto aim at about
50 degrees, so basically with this, burst fire, fire ammo, the game will
play for you... the only thing you will need to do is evade cancel out of
it.


()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Ice Ammo
Max Level Sell Price:  16767

If you trigger this, it will slow the enemy, if you trigger it again, it
will freeze them.

Use this with an assault rifle with daze/force ammo to hold off enemies,
or a Magnum/Sniper rifle to easily hit weak points.

Handguns: 40%
SMGs: 12%
Assualt Rifles and Shotguns: 19%
Sniper Rifles and Magnums: 100%!

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Life Srealer
Max Level Sell Price: 16767

A must have for Code Red, if you plan on healing in a level, this is how
you are going to do it... and combined with Magic Pixel, you'll rarely
die.

15% is A LOT... especially if you have the Health Up skill at maxed
level... While I prefer this with a sniper rifle so you can gain health
back at a safe distance (use Ice Bottles if they are close and you are
at critical), you can put this in any non Fire Ammo weapon.

Remember, shooting a Tumor enemy in the head, then quickly hitting all
the Gibbles will net you 60% WITH ANY WEAPON! Dogs, Zombies, or anything
with a Weakpoint can be consider easy pray for health.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Long Range
Max Level Sell Price: 16767

A great choice for any sniper rifle, it adds 60% damage at long range,
just remember that it will do way less close up.

Not as fool proof as the Close range + shotgun, because those pretty
much can only be used at close range.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Meriless
Max Level Sell Price: 17884

This adds 40% more damage to weapons when attacking a half or more dead
enemy. I like using this with Final Shot in a weapon on the side, using
it if the enemy unfreezes after you are using a Frostbite combo to do
some nice damage.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Mundane Murderer
Max Level Sell Price: 17884

The opposite of Elite Killer, same 40% at max level. I suggest using this
with a shotgun, and using your shotgun for non elites.

With the Taps shotgun, you'll have an easy time killing Zombies, Hunters,
and especially Apes... Apes take A LOT of damage, so this is important.

Since a large amount of elite enemies explode (and if you are using a
shotgun up close, you might not even their health bar) this suits the
shotgun well.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Soul Eater
Max Level Sell Price: 24591

At max level, this doubles or triples the exp given after a non Fire Ammo
kill (I forget, I think it's 3x).

You'll never want this for Code Red, but is great while trying to get a
new player to Code Red Faster.

With this mod, once you hit level 50, you can hammer out levels, starting
at the entire VIII group on normal, then on hard, then on very hard. This
will usually get you to about level 85.

Two things, never use this with Fire Ammo, and it is obviously worthless
if you do not plan on getting every skill for that annoying raid record.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Max Level 20 Mods

These are the most common mods in the game, and extremely hard to max out.

They come in blue and red rarities on code red, and once you start seeing
level 7/8/9/10 ones, I'd ditch the 6 and unders. Just like the Max 10's
above, a blue in normal VIII may net you a 6 or 7, while in code red, they
offer you an 8 or 9. These are the only combinable mods that can be of the
Red Rarity, which offer a level 10 or 11 (maybe 12, I forget).

Level 20: 1
Level 19: 2
Level 18: 4
Level 17: 8
Level 16: 16
Level 15: 32
Level 14: 64
Level 13: 128
Level 12: 256
Level 11: 512
Level 10: 1024
Level 9: 2048
Level 8: 4096
Level 7: 8192 (See why I say ditch 6's? It takes A LOT to get to 20!)

It's a general idea that you don't bother going pasted level 15... Hell,
I got every medal in the game, and just about have ONE level 18. Going to
15 is about the same as getting to level 10 for the Max 10 mods.

It's also important to know this, take the Damage Mod, you definitely want
to throw one on each weapon you are using, would you rather a single
weapon with a damage 17, or 4 with damage 15?

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Capacity
Level 15: 75% Ammo up/29997 Sell price
Level 17: 85%/58806

Remember that this is a %, so a low cap weapon won't benifit too too much,
however, combined with a level 100 weapon that is maxed out in the capacity,
you can make some disgusting weapons.

If there is one weapon that NEEDS this, it's the anti material rifle.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Damage Up
Level 15: 38% Damage/29997 Sell Price
Level 17: 46%/58806

Easily the most important mod in the game. Do I need to tell you why?

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Daze
Level 15: 454% Extra Stun Power/31996 Sell Price
Level 17: 512%/62726

It appears to me, to stagger an enemy, you need to do a certain amount of
damage to an enemy... while this skill isn't that important out of Code
Red, it's needed in Code Red if you plan on making weapons like the</pre><pre id="faqspan-2">
Assault Rifle able to stun Zombies in a reasonable amount of bullets.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Fire Rate
Level 15: 23% Rate of Fire/32996 Sell Price
Level 17: 26%/64686

As you can see, the difference in speed isn't that much, level to level,
and as most of your problems will stem from running out of ammo, not how
fast it is wasted, this isn't a must.

This can help with Magnums (so you can move again without wasting a skill
on evade cancel) or the Taps shotgun. I found it important to fire that
thing fast into Apes to keep them at bay.

()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()

Quick Reload
Level 15: 34% Reload Speed/26997 Sell Price
Level 16: 37%/37810

If you read the tips section way above, you'd see I said that if you switch
to another weapon when you have the bullets in to reload faster? Yea, do
that and save a mod slot.

This would be needed if Shotguns and Magnums didn't just go BOOM max cap
after a few seconds, but that isn't the case.

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Quick Level Index

This section is quick, and I made it for myself. All it does is match the
Roman numeral to it's level, since the game doesn't name the levels nor
does it even give you a picture of the area!

Naturally if you don't remember Resident Evil 6 (this raid mode is mostly
RE6 and even takes a bunch of enemies from it) or you don't care about
special set ups, this part is useless.

I describe the level by what it was in it's original game, if you see
a *thing* that means I'm descrbing the enemies as seen in the raid
level itself.

I-1 RE6's Jake's 1st snowy level
I-2 RE'6 Chris's Chinese indoor market
I-3 RE6's Leon's 1st level after the college, has a bus
I-4 RE6's Leon's 1st level, long school section
I-5 RE6's Jakes's 1st level snowy level with the pole jumps (timed)
I-6 RE6's Leon's end of 1st level above gun store (roof)
II-1 RE6's Jake's snowy area (protect)
II-2 RE6's Leon's 2nd level in the crypts
II-3 ReRev2's Chapter 1's long forest treck
II-4 RE6's Leon's 1st level in the long subway (timed & exploding enemies)
II-5 RE6's Chris's final level, in the LARGE wide open & round elevator
II-6 RE'6 Casino floor
III-1 RE6's Jakes's cave level where you need to sneak by the "nemesis"
III-2 RE6's Jake's 3rd mission's beginning after getting caught
III-3 RE6's Chris 1st long range level before the double giant fight
III-4 RE6's Casino suites level where you need to find a ton of medals
III-5 ReRev2's 1st Chapter prison cells
III-6 RE6's Chinese market, outdoors.
IV-1 RE6's Jake's "too much white" lab level
IV-2 RE6's Leon's 1st level, area before the subway, city street
IV-3 RE6's indoor Chinese market, first level with *Glasps*
IV-4 RE6's Leon's Simmons boss fight area (timed and exploding enemies)
IV-5 RE6's Subway with the *Buzzsaw* fat thing at the end
IV-6 RE6's Chris narrow roof with during helicopter fight
V-1 RE6's Leon's end of 1st level, gun store (protect)
V-2 The level with 63 enemies, mostly small enemies (from RE6)
V-3 RE6's Chris's bridge level
V-4 RE6's furnace area. Very orange
V-5 RE6's Leon's 3rd level start on the plane
V-6 RE6's Leon's 2nd level, crypt *with spiders*
VI-1 RE6's Chris's bridge level, can view "V-3" in background
VI-2 Another (timed) subway, with *hunters and apes*
VI-3 RE6's open outdoor Chinese market, 1st level with *Sausages*
VI-4 ReRev2's street that ends with two *executioner enemies*
VI-5 RE6's Chris's final boss area with many raised square platforms
VI-6 ReRev2's fishing village (exploding enemies)
VII-1 RE6's Jake's snowy mountain level after plain crash
VII-2 ReRev2's area outside the Russian factory (protect)
VII-3 RE6's Casino's large open foyer
VII-4 RE6's late in the game's ship (timed)
VII-5 ReRev2's inside the Russian factory, many rooms
VII-6 ReRev2's warehouse, with stairs and *glasps*
VIII-1 "I-1" backwards
VIII-2 RE6's Leon's school, small hallway and foyer
VIII-3 RE6's Leon's 2nd level in the cemetary (protect)
VIII-4 ReRev2's street with many *vanished enemies*
VIII-5 ReRev2's final level for Clarie, with *glasps*
VIII-6 RE6's Jake's first level, fight with "Nemesis"
OMEGA ReRev2's Barry's final boss fight room with paino
IX-1 RE6's Leon's 1st level start, large dining hall
IX-2 ReRev1's maim round hub room
IX-3 (Protect) mission in the mines
IX-4 RE6's area where you fight the two giants

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Enemies

Simple section describing enemies, how to deal with them, and all the levels
you find them in.

Enemies come in two flavors, mundane and elite. The mundane are basic,
nothing special. The elite have Diablo II style abilities, read up on
them in the next section.

While some enemies share a spawn noise, the bigger enemeis make a
different noise, pay attention to this. Most enemies have some type of
hyper armor (undazable) or even invunerable as they spawn.

Some enemies spawn in places in relation to where you are standing,
others will spawn in the same spot everytime.

Some enemies spawn in at a certain time, when you reach a certain point
in the map, as you kill other enemies, or even if you do a certain
amount of damage to a boss type enemy.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Gib
This is what I'll be calling those little chunks of zombies that will
explode with a single hit (of anything) or getting close to them.

If you plan on using this guide for its purpose (level 90, level 95
weapons, not having 3 rockets) these are VERY important as not only
do they damage enemies very good (including those with barriers) they
also are a great source of free health if you have the life stealer
gun mode equipped.

As I said, anything destroys them, a single bullet, a grenade (great
if you need to blow one up ASAP on a high elevation) and even if
elemental enemies blow up!

Another way to deal with them is to sprint through them, this works
most of the time that you don't have to worry, just don't go dead
center through the pile or stop. Using the Shockwave skill can
be a quick way to avoid these if you see them festering.

All "tumor" enemies drop three of these if they are defeated by
a single headshot, shockwave skill or explosions (yours or from other
elemental enemies), but in the few levels I mention these in,
it means they are just smack down on the map.

If you don't need the extra damage they can give, save them
for life steal just incase, or destroy them so you don't
trip up on them. No point using any type of gold/exp+ mod
on them, no matter their level, they always give a dismal 10
gold and 11 exp.

Two more random things: They can be confused with Alex's unique
skill, and they are the only "enemy" in the game that do not
have any chance to ever have an elite ability, which would be
pretty pointless.

Found in:
I-3 I-4
III-1

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Spider
These are the enemies you'll find in the main story, you know, the ones
that you can kill in a single knife swing? Well on Code Red, you can't!

The good news is, they are extremely slow, so if you are are low on
ammo or saving, you can still knife them... only it'll take a minute!

They are also very weak so they are of no threat by themselves. Naturally
if they have an ability, like poison (which is rare) or that countdown
thing, you shouldn't be kniving them.

Any ways, these are support enemies, well, in like one level they
turn everything into fire enemies, and there is another with the count
down ability in an annoying place, more on those in their respected
level. All the other ones, especially the mundane ones are just free
kills.

For weapons to use, anything small if you don't feel you need to save
ammo (by using the knive). If you are following my weapon instructions,
only use an asssault rifle unless you absolutely need to kill off an
elite one giving you trouble.

Found in:
V-1 V-6
VII-1 VII-6

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Dog
Remember in Resident Evil 1, dogs scared you, and where annoying? Or how
about in RE5 where they where they turned into freaking mutants and where
beyond the hardest enemies in the game? I do!

In this game, the dogs are easy as crap, they are very weak as long as
you keep moving... while they can bite you like any zombie can, they
usually only head butt you.

They are literally only dangerous if they have an expolding ability,
fire, ice, or electric, and they get close.

You'll want two weapons to deal with these enemies.

Shotgun: You'll want to use this when they are zipping around you,
even a semi-hit is enough to put them down at an ok distance.

Assault Rifle: You'll want to use this if they have one of those
exploding abilities, as it will knock them down in a single shot
allowing you to back off and finish them. At this point, you
can swap to any other weapon if you are in a pickle.

You may think an SMG can be a sub, but it won't knock them down in a
single hit.

Found in:
II-1 II-2 II-6
III-4 III-6
V-4
VI-5
VII-5 VII-6
IX-2

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Zombie
I'm fully aware that these are called afflicted, but in RE4, RE5, and
RE6, or whatever spinoff, I called them zombies. I don't care that Leon
said it wasn't a zombie, that's what I'm calling it.

Any ways, these are beyond the most common enemies in the game, and come
in a few flavors (which are right down below). But, unlike the main
game, they take A LOT of damage and actually move pretty fast that the
usual "Hit them once in the head, melee, then follow up" thing won't
work in groups.

If you aren't using a strong daze weapon, it might take a few bullets
to make them stagger, and they aren't worth using a magnum on. If you
are going to try and follow up on them in groups, MAKE SURE YOU HAVE
ON EVADE CANCEL as you WILL get hit by the others.

Naturally if they are alone, you can screw with them as much as you
want, but they are rarely alone until it's the last one.

Not sure if it's a difficulty level thing, but zombies also have a
magic pixel thing it seems, sometimes you'll peg them with a ton of
damage, and they'll just fall down with no health and crawl.

This can be annoying if you need health and the weapon you stuck
your life steal in has low ammo... I personally used the SVD with
it, and it sucked that I'd peg one in the head, and it would have
a smidge of health... hit them again in the head, then they'd fall
down, then after my third shot, they die.

Shotgun: You can one hit kill most zombies with a level 95
shotgun (with 15 damage/8 Close Range/8 Mundane/Stars) at player
level 85. I imagine the multiple pellets void that magic pixel
thing. Even if you don't kill them in a single hit, it will
knock them down.

Now most times I will suggest using a shotgun for levels with a lot
of zombies, you'll primarily be using it for all the mundane zombies,
and you'll have enough ammo to usually hit each zombie twice, so if
you don't kill them in a single hit, I suggest that you just peg them on
the ground, instead of wasting time with a follow up attack.  Again,
if you are afraid of ammo reserves, sure, follow up attack, but
it shouldn't be needed.

Magnum/Sniper Rifle: I suggest using this for any of the exploding elite
zombies. If you read the weapon section and choose to stick an elite
killer mod in the magnum, you should be able to one hit kill them with
a head shot. If you suck at hitting heads, freezing them may be worth
it as the small fast ones can almost one shot you if you neglected to
skill up health or armor.

For the giant beefy zombies, they are ungodly slow, these ones I'd
single out with weaker assault weapons and crap.

For the barrier zombies, the shotgun will still knock them down so
they really shouldn't be an issue. Got that? Don't bother wasting ice
grenades if they aren't going to explode, knock them down and they
should be easy.

Found in:
I-1 I-2 I-3 I-4 I-5 I-6
II-1 II-2 II-3 II-4 II-5 II-6
III-1 III-2 III-3 III-4 III-5 III-6
IV-1 IV-2 IV-3 IV-5 IV-6
V-1 V-2 V-3 V-4 V-5 V-6
VI-1 VI-3 VI-4 VI-5 VI-6
VII-1 VII-2 VII-5 VII-6
VIII-2 VIII-4 VIII-5
OMEGA
IX-1 IX-2 IX-3

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Tumor
These function exactly like zombies, however they have a red/orange tumor
on their heads. Hitting them in the head a single time with anything or
with any area of effect explosion will kill them.

Any weapon, the weaker the better to save ammo, will work. Hell, with the
shotgun, you don't even have to really aim for the head!

Killing this zombie regularly will do nothing, killing it with a tumor
shot will make 3 lil gib babies. The good news is the game gives you
some good lee-way that if the zombie dies close to you, the gib doesn't
instantly blow up. The better news, if you have have a life steal +10
mod one a weapon, you can leech 60% of your health back!

These enemies, combined with the ones below can offer some very fun
chain reactions.

The enemies also can have elite abilities, which offer nothing to it in
terms of defense because they still die in a single and will end up just
giving you more exp/gold (especially if you get lucky and snag a gold
or silver one!).

This can be a problem though, as a freeze grenade will pop the tumor
and if that elite tumor zombie as an electric, ice, or fire ability
it will damage you... so for the RARE time you get one of these
enemies and they are close to you, make sure you aim at their legs with
a shotgun... while elites can be random, I think there is like a single
level where a tumor is always unique, but it starts far away.

In many levels, if you aren't using disgusting overpowered lvl100 weapons,
you'll want to postition these enemies to save their exploding gibs for
larger enemies. Taking half the health of a hammer guy is like saving
a clip of magnum ammo.

The shockwave skill will instantly kill these enemies.

Found in:
I-3 I-5 I-6
II-2 II-5 II-6
III-1 III-2 III-4
IV-3 IV-4 IV-5 IV-6
V-1 V-3
VI-1 VI-3 VI-4
VII-1
IX-1 IX-3

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Potato
A potato is the term I use for the odd shaped zombies that explode when
they get close to you, or if you damage them.

Unlike on the easier difficulties, on Code Red, they take more than half
a clip of a strong assault rifle, and they don't move that slow to where
you have all the time in the world to make a plan.

For this reason, I use ice on my assault rifle, but that might not be
your cup of tea, so I would suggest using a strong weapon... sadly, they
don't usually die in a single magnum shot. Fire or explosive bottles,
even ice bottles can be used in a pinch... only in pinch. Fire is a
one hit kill.

I recommend you try to kill them next to other enemies, as they are very
good damage dealers.

Now, I always equip Evade Extension, and you can always get close, bait
them to explode, then dodge backwards. This doesn't give you experience
(which is ok, they give junk if they are a natural potato, unlike the
evolving potato listed below).

Oh, about that, if the level says "potato" it means it will spawn them
as these masses right from the gate. I will try to tell you where they
will come, as these scumbag enemies caused most of my game overs.

If you are constantly getting surprised by these enemies, I suggest
you invest in the Magic Pixel skill.

Using the shockwave skill or the driller skill at the right time can
grant some pretty nice I-Frames, making this enemies less of a
threat.

Found in:
I-5 I-6
II-5
III-2
V-1 V-2
VIII-5
IX-3

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Zombine
Yes, I stole this name from Half-Life 2.

These are the same as the above enemy, only they are list when it starts
as a zombie, then raises up as a potato.

How can you tell if a zombie will turn into a potato? In levels where I
mention these enemies, always note if you get exp/gold after you put
down a zombie. If there is nothing given, it means it is about to turn.

These are much easier than the regular potato, as if you pay attention,
you can kill these enemies before they start walking... you can start doing
damage once you see a life bar.

Any elite zombie that will potato-fy will has those same abilities. It is
rare, but one level has a zombine with a barrier, which is wasted as you
can always kill it from the back before it becomes a threat.

Lastly, which zombies turn are always the same, this isn't a random thing
like in RE4/5/6, yea, remember those whip heads?

Found in:
I-5 I-6
II-6
III-1 III-2 III-4
IV-5 IV-6
V-2
VI-3
VII-1

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Hunter
I believe these are the models from RE:Rev1, and boy was I surprised once
I started III-1... I said to myself "Oh shit, this game just got real!"

These are fast, jumpy, and can combo you... while they don't have extreme
amounts of health like in Re:Operation Raccoon City (remember that game?),
they are durable enough to usually survive a couple shotgun shells.

The best tip for these hunters are to ALWAYS keep them infront of you,
never turn your back to them as they will either jump into you, or just
over you and make you their bitch.

Hunters are so fast, that if one has on that elite count down skill,
you'll stumble forward, then take a two hit combo.

For any level with hunters, I suggest utilizing EVERY weapon you have
depending on it's rank (elite or mundane) and distance.

Assault Rifle: Believe it or not, the AR is a very good weapon to use
if the hunter is running at you from a distance. One shoot will put in
a "kickable" state for a very long time. DO NOT KICK IT, instead,
switch to another weapon if there are many (switch after you knock
them all down). If ammo is good for everything, I mangum the elite ones
and snipe the others.

Sniper Rifle: If they are far away, and you are too lazy for swapping,
this is an easier way to knock them down and kill them. Remember, try
to aim for their weak point; the head.

Magnum: As hunters are fast and magnum ammo is low, I suggest using this
weapon ONLY after flipping them to their knees as mentioned above.

Shotgun: Once a hunter is close to you, they will no longer get knocked
down with a single assault rifle bullet (I think it has something to do
with their speed, if they are on all fours running, they flip up, if they
are stalking on two feet, only a magnum or sniper rifle will, which aren't
the best choices at close range on a fast moving enemy)

When using the shotgun, it will knock them back a bit, never just walk
towards them with your gun out, put it away, dash next to them, and
aim down and pop one in them. If there are many, keep knocking them
down as they get up.

Using those key features will help. The reason I suggest using the assault
rifle is because ammo is plently, and a single miss won't matter, so yes,
I'm telling you to spray. As the assault rifle can pierce, you can't knock
down multiple with a single bullet.

While some levels have choatic spawns for these classic enemies, the ones
that don't, if you are prepared with what I just told you, they become
very easy.

Speaking of classic, they don't chop your heads off in a single shot like
in the original... remember that? I do. Back then I didn't have memory
card... so yea, wasn't cool at all.

Found in:
III-1
IV-1 IV-2 IV-4 IV-5
V-2
VI-2 VI-5
VII-3 VII-4
VIII-1

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Glasp
These are the invisible bug like fucks from single player, they make the
screen all wavvy when you are close, then they'll change the color of your
screen and you'll hear a eerie noise.

The good news, unlike single player, you don't need a little girl to point
them out to you, all you need to do is point your gun at them. Just whenever
you try for this, you'll want to zig-zag up and down, side to side, as THEY
DO MOVE. Hell, they can even clip themselves into cielings!

The easiest way to deal with Glasps are to know where they will appear, the
good news, all but 2 levels, they are in very easy to spot places which I
will point out in the walkthrough section. I would take these seriously,
THEY WILL ALWAYS ONE HIT KILL YOU!

While you can use smoke bombs, I would avoid wasting a slot for them,
instead be ready to throw an explosive/ice bottle at your feet if they
get close and you don't know where they are coming from, you can get lucky.

Not gunna lie, I hate using the rocket launcher, but when I have it on,
I save it for these guys.

For weapons, I suggest the magnum, as it will usually one hit kill them,
never let them live longer buy hitting them with an assault rifle because
you can lose track of them.

I never used a shotgun, but I imagine you can spray and hit them with a
lucky shot. Do whatever works, there is about 22 glasps in the game,
and they are probably the enemy that killed me the most.

Unlike most enemies, the elite versions are usually easier, for some
stupid reason, a lot of them spawn with that poison mist, which does
nothing but give them away.

Speaking of spawning, they make NO VISUAL OR AUDIO clue that they entered
the battlefield. I've seen them spawn in when I just so happened to look
at them, so I can confirm this is true.

Found in:
IV-3 IV-6
V-3 V-4
VII-6
VIII-1 VIII-4 VIII-5

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Revenant
These are those squirmy enemies that have a random weak point in their
leg, arm, or head... and I repeat, RANDOM. For this reason, fighting many
of these enemies can be extremely easy or hard depending on getting the
weak point.

I used to approach these enemies with a standard SVD rifle, even on
Code Red, it's usually enough to "break" a leg (or arm, or face) with a
single shot, while your next shot should usually put it down. They come
in MANY forms and flavors, the big chunky yellow arm will take more than
one SVD shot, so using a magnum on that isn't out of the question.

Sometimes, especially on easier settings, hitting them with a very strong
attack with the Anti-Material rifle might randomly pop out their weak
point, except if the the weak point is on a weapon arm.

Weapon arms are, for the most part, annoying, as they take a little
more damage than a regular arm, but it is still very thin.

You may think the shotgun is great for these enemies, but I wouldn't
use it as they are beyond one of the fastest and strongest enemies.

If you don't have on evade cancel, do a quick turn and mad sprint, or
even pop an ice bottle THE SECOND you see them on all fours (like Voldo
from the Soul Edge/Blade/Cal series lol) as they ARE FAST, and WILL
catch you.

What's worse, is they take up a lot of space, so it is not uncommon to
get boxed in, hit to the ground, then get bitten the second you get up,
an even a rocket won't kill them if their weak point is still hidden.

Using ice grenades is very tricky, at any level under 20, it will slow
them down allowing for easy weak point finding, but I would never use
an ice bottle at level 20 to find a weak point, as the weak point will
not expose if the Rev is frozen.

If the weak point is exposed, yes, Ice will let you pretty much destroy it
with pretty much any weapon. Ice is also very good versus any of the elemental
revs (because the weakpoint to a new untrained eye may be difficult to see) and
the small fast ones, as they are hard to hit.

Then there is fire. Fire will destroy random parts of the body, and if they
take fire damage at any time they are at no health, it will die. This means
that if they are low health, you can use a fire weapon or bottle if say, you
destroy like 3 limbs and still no luck. It also means that if they are on
fire from the beginning, you can just hammer them with strong weapons any
where.

While this guide doesn't require the use of this set up, any Anti Material
rifle with fire will make them a joke, but without a level 100 one, you
won't be getting many shoots off, but can be used in a pinch.

A better idea is to always remember where they are, but some distance,
try a regular weapon, then toss a fire bottle if you just get unlucky.

Found in:
II-3 II-6
III-3 III-4 III-6
IV-3
V-5
VII-1 VII-2 VII-5 VII-6
VIII-5
IX-4

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Hammer
These are the tall guys with the large hammer axes. They really don't have
a weak point (you can some times hit them in the back of the head, but that
pretty much requires a lvl20 ice bottle and it may not even work 100% of the
time).

Any ways, these enemies and the Apes listed below make Code Red hard, and
it's pretty much because they have EXTREMELY large amounts of health.

How much health? Well if you fight a bigger version of one, you can kiss
more than a standard clip of magnum ammo away.

Since these enemies lack a true weak point, I suggest using some type
of combo with elements and mods to guns that boost them. Me? I use
frostbiten magnum + ice bottles + electric ammo.

For what weapons, you'll want either the mangum or a strong sniper
rifle, as they was slow at medium range, using a gun with a charge
up mod is a wise idea.

Defensively, at long range they can actually move much faster than
you, and at close range as well. If you must be close, either be
good at timing dodges or make sure you have on the evade extend as
they have a large range.

Again, like every Code Red enemy, they have a large speed boost, so
using a shotgun to stagger them doesn't even work any more.

Found in:
I-5 I-6
II-1 II-4 II-5
III-2 III-4 III-5
IV-6
V-1 V-3 V-6
VIII-5 VIII-6
OMEGA
IX-1 IX-3

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Slinger
These are the large masses that fling shit at you. In any level with these,
I suggest always have either a fast weapon or a shotgun, as you can shoot
the shit.

These are actually quite strong, so make sure you target them first if
they are in shit toss range.

As for killing them, they function like the Revs above, as you can only
kill them if the fatal bullet hits the weak point or if it is at low
health, anything that makes fire.

Just do me a favor? Learn how to snipe them. If you miss the weak point,
they will fall to their knees for a bit... don't rush them and kick them,
it won't do jack, just aim your next shot.

While the magnum and shotgun can be useful, there is hardly a good reason
to ever get that close to them.

Evade extend works great to dodge mid-close range tosses. At long range,
you can almost casually walk away. While I try to avoid auto evade,
I was surpised how well it worked when I used a vanilla Nate, so if
these enemies are really a thorn (or shit) in your side, this is
an option... I mean, if they hit you once, it blocks your view and
knocks you down, without defense or health up on, you can take like
two.

Their shit can also knock down and damage other enemies, however, there
really isn't a lot of great places to take advantage of this.

Lastly, their elite abilities rarely change them besides maybe an extra
hit, save for if they have a barrier up, which is kind of bulshit
for obvious reasons.

Found in:
II-5
III-3
V-3 V-4
VII-2 VII-3
IX-4

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Ape
Returning from RE6, these giant monkey like enemies just like to take bullets
and make your code red adventures a pain. As with the hammer brother, these
enemies will need to be dealt with in some super powerful way... like
magnums with electric ammo, charge shots, etc.

Your first attacks will be weak, you need to take off their amror first
with either bullets, or a contexted melee kick. Their weakpoint is
obviously the head.

For offense, any mundane ape should be exposed with the shotgunm to save
as much strong and longer range ammo for more dangerous enemies, for the
elites, use what I said above or for that I said about the hammer guys.

See, unlike the hammer guys, you can go right in their face and shoot
the crap out of them, and they'll die fast.

For defense, you can either shoot them with a strong weapon to stop their
charge or DODGE 3 times, as they will ram you 3 times in different
directions if they don't hit a wall. You need to either time it well,
use dodge extend, or manually turn and run away.

As big as they are, they do crap for damage, and telegraph their charge
with chest pounding.

They also can flail their arms when they die, it is also weak. These
guys are just ammo sponges.

Found in:
III-3
IV-1 IV-4
V-2
VI-1 VI-2 VI-6
VII-3 VII-6
VIII-2 VIII-3 VIII-6
IX-3

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Sausage
These are the whistling grey squirmy enemies rarely seen fro RE6 and just
as rare in this game.

They split when you do damage to them, and if you are using a weak weapon
for exp/gold/life/cooldown, you can blast the bigger chunks and finish
off the a weaker hand.

While the first level you find them in, ammo shouldn't be an issue, the
only other code red mission they appear in, the graveyard, you should
use a weak weapon.

When it splits in half, take the upper body out first as it is fast, you
can even use an assualt rifle, as like the dogs and hunters, it will
usually knock them back.

The bottom half, obviously aim for the freshie red area, and agian,
they take decent damage from an assault rifle and they are slow as hell
so you can take your time.

If you hate them splitting, they are much easier to manage at long
range with a sniper rifle, or you can freeze them (level 20 ice
bottle) and use a strong weapon to prevent it entirely.

Before it splits, if you hit the tongue, you'll do some good damage to it,
sometimes it will look up, and it's tongue will extend upward, if you
freeze it at this point, you can easily kill it. It waves back and forth,
so freezing it will prevent this.

While these enemies can be annoying, again, they are weak. I however
NEVER got hit by it when it was fully together, so I have no idea if
it is strong at that state, but again, even on code red with the speed
boost, a simple back pedal will completely avoid them.

Lastly, if this enemy has an Elite skill, breaking it in half or knocking
off a hand WILL TURN IT MUNDANE!

Found in:
VI-3
VIII-3
IX-2

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Tentacle
I don't even know why these enemies have health bars, some times I'd attack
them with multiple clips and they stay alive.

Any ways, these are from single player, and yes, they have MANY tentacles.

Defensively, don't try to stand your ground and attack it while it is
blocking, you can never get rid of the main tentacle arm, and it will
block bullets and can extend pretty long, and it hurts.

Offensively, start with ANY fire weapon or bottle, just a single bit off
fire will throw it off balance WHILE destroying every killable tentacle.
After that, you'll either want to use a strong weapon, aiming around
the main arm, or freeze it. Trust me, they are worth a freeze bottle.

Obviously, attack the giant orange weakspot. While I don't recommend
using rockets on them, it is usually enough to kill them if you have trouble
with them, the good news is, the only level with more than one of these
guys, has red barrels in it that will usually kill them outright.

Found in:
VI-4
VII-2 VII-4
VIII-3
IX-4

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Executioner
Back from RE5, are the masked executioners. THEY HAVE A LOT OF HEALTH, and
on code red will do a ton of fast swinging combos, so they can be dangerous.

However, unlike the most of the bigger enemies, namely the steal masked
hammer guys mention a few enemies above, they have a weak point.

When you find these enemies, you'll want to freeze/elect bottle them,
then peg him in the head with your strongest weapon.

Most levels they are in, have barrels or tumor zombies, and I'd suggest
using them.

The good news? If you follow my weapon section, if you have an assault
rifle with daze on it, you can get him on his knees quite fast, at
that point, get in a quick few strong shots then kick him for a little
extra damage. Do this if it is alone or you are worried about ammo.

Found in:
III-5
V-1
VI-1 VI-4
VIII-2 VIII-4

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Cannon
These are the fat guys from single player that have cannons that blast out
fire, they are extremely strong.

While the cannon blocks damage, his head doesn't, even though it may look
like armor... it's a rag.

The best thing you can do for this enemy without the use of ice bottles is
to keep your distance, like the slingers, the farther you are away from them,
the easier it is to avoid.

They can also charge at you, and it hurts. Any ways, nothing more can be
said than to use your strongest weapon with as many damage modifiers as
possible, like electric bottles.

Found in:
IV-4
VI-6
VII-3
VIII-5

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Buzzsaw
These are the big fat things from RE6, they take A TON of damage, they are
actually fast, and can one hit kill you.

If one has the count down skill, not only can it be hard to kill it before
it expires, the little bump it causes can and will get you snagged!

While many enemies can be out paced, there are just some places where
these guys are that you just want to get rid of them as soon as possible.

They take more damage in the funnel head, and even more in the smaller
head, but they wiggle so fast, you almost need a ice bottle, otherwise
body shots or missing them too many times can leave you with no ammo.

If it's a smaller faster one, you almost need an ice bottle, don't be
stingy with them.

I'd only screw with the big ones, they have tons of health, but they
actually move slow enough to where you can use a simple assault
rifle with the daze skill and keep them at bay.

Also, never think you are out of the clear with these enemies, I
remember running away from a regular size one in the long subway mission,
and I turned around when I was out of stamina, and BAM, it one hit killed
me.

If one of these are in a mission, it is going to be the biggest threat, so
again, use your strongest weapons.

Found in:
II-6
IV-5
VI-5
VII-4
VIII-1 VIII-2 VIII-4
IX-2

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Driller
This is a boss from single player, so to avoid spoilers, this is what I'm
calling him.

He is very strong, and can do a super fast charge. They also always
spawn with fire on code red, so you never want to even think about running
by them.

The drill takes no damage, the head is weak, but it has a bunch of eyes
on his body they will damage him even more.

It's pretty obvious at this point, that the best strat is to slow
them down as aim for these eyes, they don't have as much health as you
think if you do it this way.

The good news is that the two levels where this guy is found in, you can
play ring around the rosie, so you'll never need to worry about him if you
keep your eyes on him... but, one of them is invisible, explained more
in that level's walkthrough.

Found in:
VI-6
VII-5

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Stretchy
Stretch "Blank" Armstrong lol, any ways, this enemy is in one level, the
strategy is listed in that level's walkthrough.

Found in:
VIII-6

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Her
Same as above, as "she" is only in one level, simply scoll down to that
area in the level walkthrough.

Found in:
OMEGA

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

-Elite Skills
As I said in the above section, you'll find unique enemies through the
game.

+Some enemies will always be elite
+Almost any enemy can randomly spawn as elite
+Some elite preset enemies will always have the same abilities
+Up to 3 abilities can be stacked at once and great some real chaos
+All Elite enemies have more health as well as rewards
+Some abilities are exclusive to preset enemies

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Sprinter
These are the small fast enemies in the game, and as they don't have reduced
attack ratings I'm aware of, they are super dangerous.

How dangerous? If it's a hunter, it'll hit you twice before your freeze
bottle can hit the ground.

I recommend a shotgun for the majority of the non-boss sprinters, since they
are small, they may be hard to hit.

Nothing more I can say than you'll need fast reflexs to take these
guys out fast, don't plan on running from them, they are usually faster
than you, no matter which enemy has this ability.

Identified by the green foot symbol and small size.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Tank
The complete opposite of the sprinter, they are large and VERY VERY
powerful. If you aren't using a health/armor/shield skills, a zombie
can take off more than half your health with an attack, and if it's
got the fire skill, you'll be at very pretty much no health.

They are a double edge sword, while they take A TON of ammo if they are
a boss type enemy, they are usually so slow that you can screw with them
with weaker weapons.

Naturally this isn't a good idea if they have friends or if there is a
time limit...

About these, these are the main reason you'll need strong weapons with
combos... like ice bottles and frostbite, or charge up shots. Again,
they are slow enough to also lead them to traps, like gib or explosive
barrels.

Also, aim for weak points, there is no reason to miss these shots as
they move slower.

They are weak to all elements, namely fire damage (has it seems like it
does a %) is a very good idea to keep at bay if you aren't stocked to
the brim with strong weapons and mods, and as they are slow, they are
pretty easy to corral around the level.

Identified by the white skull symbol and large size enemy.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Burner
Very deadly skill if you get touched, yes, even touched. You'll be on
fire for a little bit, and if you aren't maxed out on health/armor, you'll
probably be drained to critical health if you suffer any moderate attack.

They also fucking explode when you kill them, so ALWAYS keep your distance.

Remember, if using a shotgun, always aim at non weak areas to avoid this,
and if you melee kill them (while dazed context or with a follow up attack
you'll) avoid the blast.

Don't bother worrying about having ice damage that they are weak to, with
all elements, most levels are too random to prepare for, and the damage
isn't really that great to lose sleep over. Plus, you can put these guys
on fire and they take what seems to be regular damage (may be reduced,
but just like the weakness, it's too small to worry about).

Identified by the red hand logo and bright red/orange enemy.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Freezer
Has many of the same perks as the fire enemy, only the differences are:

+Weak Vs fire
+Doesn't do extra damage with attacks, but will freeze you instead (still
will do damage upon explosion)

Everything is the same, oh, and you can still freeze them.

Identified by the blue hand logo and bright baby blue colored enemy.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Shocker
Has many of the same perks as the above two enemies, only differences are:

+No weakeness
+Doesn't do extra damage with attacks, but will stragger you and you will
take MASSIVE damage on your next attack. (Will still do damage upon
explosion)

As like the above enemies, you can still use the electric element on
them.

Identified by the yellow hand logo and darken skin and electric body.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Barrier
An enemy with this skill will need to be attacked from the flank, as most
enemies will be nearly unkillable with level 95 weapons from the front
without wasting WAY too much ammo.

For this reason, you'll always want ice grenades. You may think you
can just melee them from the back, but often times they spawn with the
poison skill.

These enemies, when using ice, are actually a blessing, as they will take
MORE damage from the back, even more than a standard enemy, so they can
actually save you ammo.

If you don't have a lot of ice, and you see a lot of weaker enemies, like
hunters or zombies, you can still daze them or shootgun them to the
ground even through the barrier... even though it absorbs damage, it does
nothing against any force.

Fire Ammo is also good, and the only real way to tackle these enemies
at long range or the front.

Identified by the blue grid logo and obvious the giant fucking shield
on the front of their body.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Healer
This ability does NOTHING for the enemy that has the ability, but it WILL
heal any damaged enemy next to it.

Obviously kill them as soon as possible, these can ruin a boss fight,
I'm looking at VIII-6!

While the amount they heal seems like a percent, these aren't a problem
with weak enemies... however, they can be extremely annoying when TWO
bigger enemies, like Apes, both have it... again, looking at VIII-6.

In these cases, you'll want something with pierce to save some ammo to
compensate all the wasted effort.

Identified by the yellow urn logo and healing clouds around their
buddies.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Attractor
An annoying ability, but the good news is that they are never a random
ability, so it's only on a few preset enemies, and are in very few levels.

This ability will just drag you in at certain intervals, simply keep
your distance, as long as you quick turn after you stagger forward and
run away a little bit, this is an easy ability to counter.

Unless the enemy is already close, the stagger it gives you will be
a mere annoyance.

Identified by the spider web logo and a glowing white mass, well,
center mass.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Disarmer
As above, a very rare ability that only appears on preset elite enemies.

Tip? Stay the FUCK away from these enemies at all costs and freeze them
the instant they appear, and kill them as soon as possible.

Why? You want to drop your weapon? Because that's how you drop your
weapons.

They will emit a shockwave, as the game says, but I honestly can't
remember, I had it done to me in the very first Code Red stage, and,
yup, that was the end of that shit.

So if you leave a weapon on the ground, and finsih a level, does it
vanish? Not sure, so don't try it.

Identified by a pistol logo.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Countdown
A very lame skill... getting close to an enemy with this ability will
first stagger you toward them (if it is hunter, rev, buzzsaw, it will
usually get you hurt or one hit killed) and start a countdown at the top
of the screen.

30 Seconds for regualar enemies, 35 seconds for some elite enemies, and
65 seconds for "tank" boss type elites, like the buzzsaw or executioners.

The only way to counter a countdown is to have magic pixel equipped or
to eat a life crystal.

Other than the starting stagger and the time limit, these enemies do
nothing else.

Identified by the hourglass logo and the red dome surrounding the enemy.
The dome's size depends on the size of the enemy, and CAN get you
through walls and floors, so watch out.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Vanish
Unlike single player, you don't need some emo slut to point a flashlight
or a little girl to point out all the scarweee monsters, you just need
to aim your gun at them.

Good news is these enemies aren't common, and are only on preset enemies,
so all you really need to counter them is to remember where they might
be.

While smoke grenades can reveal them, they really aren't needed if you
read the walkthough section and prepare yourself for them.

More good news, is that sometimes the game spawns them with the poison
skill listed below... which kind of helps more than it hurts.

Identified by the dark figure logo... you really can't ID them any
way else, as they are invisible till you aim at them.

*ALL GLASPS ARE INVISIBLE WITHOUT THIS SKILL

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Poisonous
Pretty much a skill that makes an enemy immune to melee attacks, and
can make running by said enemy difficult in a hallway.

Annoying as usually they spawn with the barrier skill, which can make it
very difficulty if you are cornred.

The good news is it goods out in spurts, so you can break for it, just
make sure you know that an enemy who is dying with this ability can
still damage you as long as the cloud is up.

If you have the shield skill on, this usually won't even take it off,
even on the Code Red setting.

Identified by the purple bubbles and green cloud around the enemy's feet.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Coat of Armor
A very rare skill, and one you usually want.

First off, alomst any enemy can have this ability, and there is NEVER a
single preset one.

Next, any enemy with this ability WILL ONLY HAVE this ability.

Any ways, they have a TON of defense at the cost of health, they can be
very hard to kill without using critical attacks, but there is an
easy way, FIRE! Fire absolutely destroys them.

I don't use fire, I tend to use a weapon with an EXP+ kill bonus...
why? Kill these rare enemies WILL GIVE YOU A TON OF EXP! Yup, that's
really what they are for.

There are some times I've seen many of these in mission, it's all
super random.

Identified by the silver man logo and bright silver color on the
enemy.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Golden
Same as the above enemy, only they give out more gold than EXP, and are
Identified by a gold man logo and bright golden color.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Booster
This enemy will give out a skill to enemies that surround them, preset
elite enemies with this skill will give out the same ability, but can be
on random elite enemies.

Tip? Kill them fast, if booster gives every enemy shields and speed, this
can hurt fast.

If you are looking for more EXP, you can purposely leave these enemies
alive, and even use them to your advantage by making enemies slower or
ice/fire/elect booms... but it's usually best to kill them on Code Red,
EXP shouldn't be an issue.

The boost skill itself doesn't add anything else to the enemy who has
it, but multiple enemies can stack abilites.

Identified by a logo with 4 arroms, and purple pulses connecting near
by enemies.

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

-Player Skills

This section will briefly describe skills, and more importantly, tell you
how many skill points it will take to get them maxed. Why is this important?

Well if you are following the guide, you'll want to grind as less as
possible, and if a skill is unlocked later on, you can gauge how much you
need to save up. Skills have too types... usable, like grenade bottles,
some have limited uses, some have cooldowns, some have both.

The second type are passive skills, which instantly and permentally
grant a passive ability. Some also have cool downs, but generally
never get used up.

ALL skills at max level can be "leveled" up an additional time so
everyone can use the skill... instantly... even if they would
learn the skill in the future. There are some must have skills, but
generally everyone has at least one over powered skill that is a must
for Code Red. Oh, and the final character, Cipher, starts with nothing
but Taunt and a Sword...

*They are listed in ABC order
**All damage values are based on a level 100 player

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Armor Up
While this skill makes you practically unkillable with health up and a life
steal weapon on easier difficulties, this is a must if you aren't aware of
all the dangers in Code Red.

Without this skill, you pretty much are going to be limping (or killed)
by pretty much any grab move, hell, without this and health up, you'll
be almost killed by a single explosion from an elemental elite!

Some levels will just be unluckly... a hunter with an element, sprinter,
and countdown can run super fast up to you, and the stumple will get
you hit twice, and killed. If you don't have magic pixel on, this can
happen often.

While the cost for level 5 may seem steep, it is worth it, but if you
are cheap, the starting level, 5 for 10% is a GREAT deal.

For the sake of this FAQ, I assume you have this skill maxed. If you are
having any trouble in game, and you don't have this maxed, it's your
own fault. If you need one defensive skill, Health Up is more
effective, but no reason not to have both.

Level 1--Cost=5  Damage Reduction=10%
Level 2--Cost=9  Damage Reduction=15%
Level 3--Cost=14 Damage Reduction=20%
Level 4--Cost=21 Damage Reduction=25%</pre><pre id="faqspan-3">
Level 5--Cost=30 Damage Reduction=30%
Inherit--Cost=50
Total Cost ===79 (129 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Assault Rifle Master
You'll be using an assualt rifle to mainly knock down dogs/hunters, head
shotting tumor zombies and explosive barrels... all of which do not use
a lot of ammo. Even in levels, revealing this ammo type is actually a bad
thing just because in Code Red, even the strongest assault rifle will take
100+ rounds to kill some elite hammer/ape guys.

If you want to play novelity, sure, but there are much more important
ammo types that you need to consider first.

Level 1--Cost=2 Ammo Increase=119% Reload Speed Increase=100%
Level 2--Cost=3 Ammo Increase=131% Reload Speed Increase=100%
Level 3--Cost=3 Ammo Increase=144% Reload Speed Increase=100%
Level 4--Cost=3 Ammo Increase=156% Reload Speed Increase=100%
Level 5--Cost=4 Ammo Increase=169% Reload Speed Increase=105%
Level 6--Cost=4 Ammo Increase=181% Reload Speed Increase=105%
Level 7--Cost=4 Ammo Increase=194% Reload Speed Increase=105%
Level 8--Cost=5 Ammo Increase=205% Reload Speed Increase=105%
Level 9--Cost=5 Ammo Increase=219% Reload Speed Increase=105%
Level 10-Cost=5 Ammo Increase=231% Reload Speed Increase=110%
Level 11-Cost=6 Ammo Increase=244% Reload Speed Increase=110%
Level 12-Cost=6 Ammo Increase=256% Reload Speed Increase=110%
Level 13-Cost=6 Ammo Increase=269% Reload Speed Increase=110%
Level 14-Cost=6 Ammo Increase=281% Reload Speed Increase=110%
Level 15-Cost=6 Ammo Increase=294% Reload Speed Increase=115%
Level 16-Cost=6 Ammo Increase=306% Reload Speed Increase=115%
Level 17-Cost=6 Ammo Increase=319% Reload Speed Increase=115%
Level 18-Cost=6 Ammo Increase=331% Reload Speed Increase=115%
Level 19-Cost=6 Ammo Increase=344% Reload Speed Increase=115%
Level 20-Cost=6 Ammo Increase=369% Reload Speed Increase=120%
Inherit--Cost=6
Total Cost ===98 (104 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Auto Evade
At the highest level, you'll pretty much be unkillable. While you can
squeeze this skill in if you are having trouble, I urge against it as any
auto skill, in my opinion, ruins the integity of game.

When I had it once "power acting" my Neil who starts with it, I noticed
it's best to avoid slingers. If you constantly are getting whacked with
attacks like these, this can help... just don't rely on it.

Level 1--Cost=15 Cooldown=120 Seconds
Level 2--Cost=10 Cooldown=110 Seconds
Level 3--Cost=10 Cooldown=100 Seconds
Level 4--Cost=11 Cooldown=90 Seconds
Level 5--Cost=11 Cooldown=80 Seconds
Level 6--Cost=12 Cooldown=70 Seconds
Level 7--Cost=12 Cooldown=60 Seconds
Level 8--Cost=13 Cooldown=50 Seconds
Level 9--Cost=14 Cooldown=40 Seconds
Level 10-Cost=15 Cooldown=30 Seconds
Inherit--Cost=35
Total Cost ===123 (158 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Bewilder
A poor man's ice bottle. It has a long start up and recovery... well, the
recover doesn't really matter as the enemies will be stunned. It does
work well... it stuns boss type enemies and even the little gib chunks
from the tumor enemies!

However, unlike the ice bottle, you can't mod a weapon with bonus frost
bite damage. I mean, if you like stopping enemies, use both, but if
you only have one slot, avoid this for the Ice Bottle.

The only advantage this has over the Ice Bottle is you don't need to
aim it... so it get enemies in a large radius (behind you) and works
in some levels better... like VI-1 where bottles can phase through
the bridge grates.

Level 1--Cost=15 Uses=3  Duration=7.5 Seconds  Cooldown=30 Seconds
Level 2--Cost=10 Uses=4  Duration=8.0 Seconds  Cooldown=30 Seconds
Level 3--Cost=10 Uses=5  Duration=8.5 Seconds  Cooldown=30 Seconds
Level 4--Cost=11 Uses=6  Duration=9.0 Seconds  Cooldown=30 Seconds
Level 5--Cost=11 Uses=7  Duration=9.5 Seconds  Cooldown=30 Seconds
Level 6--Cost=12 Uses=8  Duration=10.0 Seconds Cooldown=30 Seconds
Level 7--Cost=12 Uses=9  Duration=10.5 Seconds Cooldown=30 Seconds
Level 8--Cost=13 Uses=10 Duration=11.0 Seconds Cooldown=30 Seconds
Level 9--Cost=14 Uses=11 Duration=11.5 Seconds Cooldown=30 Seconds
Level 10-Cost=15 Uses=12 Duration=12.0 Seconds Cooldown=30 Seconds
Inherit--Cost=55
Total Cost ===123 (178 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Coat of Armor
This skill basically makes you unkillable for 8 seconds while slowing you
down*. I do not suggest using this skill... why? If you think you are
going to get hit, you should just practice dodging.

I guess this has a good use in a few levels to avoid getting cornered
by strong enemies, and I imagine it works great against those potatoes
that like to explode and get shit all over the screen.

*At the max level, the movement penality is removed, but I honestly
don't have a clue how it would help as it's not like you are in
any danger while it's active.

Level 1--Cost=15 Cooldown=90 Duration=8 Seconds Movement Speed=75%
Level 2--Cost=10 Cooldown=85 Duration=8 Seconds Movement Speed=75%
Level 3--Cost=10 Cooldown=80 Duration=8 Seconds Movement Speed=75%
Level 4--Cost=11 Cooldown=75 Duration=8 Seconds Movement Speed=75%
Level 5--Cost=11 Cooldown=70 Duration=8 Seconds Movement Speed=75%
Level 6--Cost=12 Cooldown=65 Duration=8 Seconds Movement Speed=75%
Level 7--Cost=12 Cooldown=60 Duration=8 Seconds Movement Speed=75%
Level 8--Cost=13 Cooldown=55 Duration=8 Seconds Movement Speed=75%
Level 9--Cost=14 Cooldown=50 Duration=8 Seconds Movement Speed=75%
Level 10-Cost=15 Cooldown=50 Duration=8 Seconds Movement Speed=100%
Inherit--Cost=55
Total Cost === 123 (188 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Crouch Dodge
I would never use this skill. There is nothing wrong with the standard
dodge, not only does it add a bit of I-frames, but if you screw up the
timing, least you can physically dodge the attack...

Miss time a crouch? Yea, your taking the damage. Even in single player,
I rarely used this, and the skill is pretty much free... but in raid
mode, do you really want to eat up a sixth of your passive skills for
another dodge?

The other problem is clicking the analog sticks isn't responsive enough,
and doesn't feel fluid to me.

Level 1--Cost=5  Invunerability Frames=.10 Seconds
Level 2--Cost=3  Invunerability Frames=.13 Seconds
Level 3--Cost=3  Invunerability Frames=.16 Seconds
Level 4--Cost=3  Invunerability Frames=.19 Seconds
Level 5--Cost=3  Invunerability Frames=.22 Seconds
Level 6--Cost=5  Invunerability Frames=.25 Seconds
Level 7--Cost=5  Invunerability Frames=.28 Seconds
Level 8--Cost=7  Invunerability Frames=.31 Seconds
Level 9--Cost=7  Invunerability Frames=.34 Seconds
Level 10-Cost=10 Invunerability Frames=.37 Seconds
Inherit--Cost=15
Total Cost ===51 (66 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Crouch Power
While I rarely use this (I hate crouching in this game), this is a VERY
VERY important skill if you lack super powerful guns and modes. Nothing is
bad about added kill power.

Combined with a damage mod, elite killer, and an elemental buffer (like
frostbite) you can do crazy amounts of damage. It may seem not much,
but even saving 2 magnums bullets, on say, each hammer guy in a long
level can seriously add up.

If you are worried about getting hit while you are literally a sitting
duck, you can use this at long range with a sniper (and would consider
it heavily if you sniper rifle leaves, say, a hunter with a sliver of
health after a single shot) or with Ice Bottles/Ice weapons

Level 1--Cost=6  Added Power=110%
Level 2--Cost=8  Added Power=112%
Level 3--Cost=8  Added Power=114%
Level 4--Cost=8  Added Power=117%
Level 5--Cost=10 Added Power=119%
Level 6--Cost=10 Added Power=121%
Level 7--Cost=10 Added Power=123%
Level 8--Cost=12 Added Power=125%
Level 9--Cost=12 Added Power=128%
Level 10-Cost=12 Added Power=130%
Inherit--Cost=35
Total Cost ===84 (119 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Decoy Bottle
A weaker explosive bottle that can get enemies away from you... it's
surprising how fast they will do a U-turn.

While I didn't test it on every enemy, it seems to work 100% of the
time. Great from small levels, like IV-6 and V-1.

Level 1--Cost=3 Uses=1 Damage=5150 Duration=8 Seconds
Level 2--Cost=3 Uses=1 Damage=5253 Duration=8 Seconds
Level 3--Cost=3 Uses=2 Damage=5407 Duration=8 Seconds
Level 4--Cost=4 Uses=2 Damage=5510 Duration=8 Seconds
Level 5--Cost=4 Uses=3 Damage=5613 Duration=8 Seconds
Level 6--Cost=5 Uses=3 Damage=5768 Duration=8 Seconds
Level 7--Cost=5 Uses=3 Damage=5871 Duration=8 Seconds
Level 8--Cost=6 Uses=4 Damage=6025 Duration=8 Seconds
Level 9--Cost=6 Uses=4 Damage=6128 Duration=8 Seconds
Level 10-Cost=7 Uses=4 Damage=6231 Duration=8 Seconds
Level 11-Cost=7 Uses=5 Damage=6386 Duration=8 Seconds
Level 12-Cost=7 Uses=5 Damage=6489 Duration=8 Seconds
Level 13-Cost=8 Uses=5 Damage=6592 Duration=8 Seconds
Level 14-Cost=8 Uses=6 Damage=6746 Duration=8 Seconds
Level 15-Cost=8 Uses=6 Damage=6849 Duration=8 Seconds
Level 16-Cost=8 Uses=6 Damage=7004 Duration=8 Seconds
Level 17-Cost=8 Uses=7 Damage=7104 Duration=8 Seconds
Level 18-Cost=8 Uses=7 Damage=7210 Duration=8 Seconds
Level 19-Cost=8 Uses=7 Damage=7364 Duration=8 Seconds
Level 20-Cost=8 Uses=8 Damage=7467 Duration=8 Seconds
Inherit--Cost=15
Total Cost ===124 (139 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Drill
The only problem I seen with it was it's recovery time... all I did
was use in a single level to get that award for killing 4 enemies in
one drill... and even then I got wacked.

My tip? If you want to use this novelity weapon, I suggest also using
evade cancel. While this seemed weak, this skill and shockwave have
UNLIMITED uses, so if time isn't an issue, this skill can potentially
be a game changer if you aren't a gun ace or have strong weapons.

Another use, as this skill seems to have some very long I-frames
during the drill, and can be used if you have trouble with exploding
potato enemies or cornered.

Level 1--Cost=15 Damage=18025 Cooldown=120 Seconds
Level 2--Cost=10 Damage=18926 Cooldown=115 Seconds
Level 3--Cost=10 Damage=19827 Cooldown=110 Seconds
Level 4--Cost=11 Damage=20728 Cooldown=105 Seconds
Level 5--Cost=11 Damage=21630 Cooldown=100 Seconds
Level 6--Cost=12 Damage=22531 Cooldown=95 Seconds
Level 7--Cost=12 Damage=23432 Cooldown=90 Seconds
Level 8--Cost=13 Damage=24333 Cooldown=85 Seconds
Level 9--Cost=14 Damage=25235 Cooldown=80 Seconds
Level 10-Cost=15 Damage=26136 Cooldown=75 Seconds
Inherit--Cost=55
Total Cost ===123 (178 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Electric Bottle
No reason not to invest in this for a Code Red level tier skill.

Any enemy hit will get shocked, and they will take a 50%+ more damage
for a few seconds.

If you are running through Code Red, it's a great budget skill at
level 5.

Level 1--Cost=3 Uses=1  Damage Increase=130% Damage=258 Duration=5.0
Level 2--Cost=3 Uses=2  Damage Increase=131% Damage=258 Duration=5.1
Level 3--Cost=3 Uses=3  Damage Increase=132% Damage=258 Duration=5.2
Level 4--Cost=4 Uses=4  Damage Increase=133% Damage=258 Duration=5.2
Level 5--Cost=4 Uses=4  Damage Increase=134% Damage=258 Duration=5.3
Level 6--Cost=5 Uses=5  Damage Increase=135% Damage=258 Duration=5.4
Level 7--Cost=5 Uses=5  Damage Increase=136% Damage=258 Duration=5.5
Level 8--Cost=6 Uses=6  Damage Increase=137% Damage=258 Duration=5.6
Level 9--Cost=6 Uses=6  Damage Increase=138% Damage=258 Duration=5.6
Level 10-Cost=7 Uses=7  Damage Increase=139% Damage=258 Duration=5.7
Level 11-Cost=7 Uses=7  Damage Increase=141% Damage=258 Duration=5.8
Level 12-Cost=7 Uses=8  Damage Increase=142% Damage=258 Duration=5.9
Level 13-Cost=8 Uses=8  Damage Increase=143% Damage=258 Duration=6.0
Level 14-Cost=8 Uses=9  Damage Increase=144% Damage=258 Duration=6.0
Level 15-Cost=8 Uses=9  Damage Increase=145% Damage=258 Duration=6.1
Level 16-Cost=8 Uses=10 Damage Increase=146% Damage=258 Duration=6.2
Level 17-Cost=8 Uses=10 Damage Increase=147% Damage=258 Duration=6.3
Level 18-Cost=8 Uses=11 Damage Increase=148% Damage=258 Duration=6.4
Level 19-Cost=8 Uses=11 Damage Increase=149% Damage=258 Duration=6.5
Level 20-Cost=8 Uses=12 Damage Increase=150% Damage=258 Duration=6.5
Inherit--Cost=5
Total Cost ===124 (149 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Evade Cancel
I've only found being able to dodge out of:

1. Magnum Recoil
2. Follow Up Attackes
3. Drill
4. Full Burst
5. Bolt Action Cock

Number 1/5 is the only thing you should encounter in a serious Code Red
run. Number 4 makes you a pussy.

I personally only used this skill with a Pale Rider and Drill.

Level 1--Cost=15
Inherit--Cost=100
Total Cost === 15 (115 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Evade Extension
I always use this skill.

Ever think you should of gotten away but got attacked? I bet if you use
this, you'll rarely have that problem.

This ability makes dodging zombie leaps, slinger shit, revenant grabs,
ape charges, etc so much easier.

You also dodge faster, as it takes about the same time as a dodge, but
you travel a further distance. This skill makes dodging almost a time
saver in some areas.

It has one downside. It is an all or nothing skill.

Level 1--Cost=15 Dodge Distance Increase=120
Level 2--Cost=5  Dodge Distance Increase=130
Level 3--Cost=6  Dodge Distance Increase=140
Level 4--Cost=6  Dodge Distance Increase=150
Level 5--Cost=6  Dodge Distance Increase=160
Level 6--Cost=8  Dodge Distance Increase=170
Level 7--Cost=8  Dodge Distance Increase=180
Level 8--Cost=10 Dodge Distance Increase=190
Level 9--Cost=10 Dodge Distance Increase=200
Level 10-Cost=12 Dodge Distance Increase=210
Inherit--Cost=30
Total Cost ===86 (116 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Exploding Bottle
While the damage doesn't scale well versus bigger elite enemies 15 levels
levels higher than you, it has its uses against barrier enemies, glasps,
and protect the target stages.

An OK skill if you have an extra slot.

Level 1--Cost=3 Uses=1  Damage=11588
Level 2--Cost=3 Uses=2  Damage=12051
Level 3--Cost=3 Uses=2  Damage=12515
Level 4--Cost=4 Uses=3  Damage=13094
Level 5--Cost=4 Uses=3  Damage=13557
Level 6--Cost=5 Uses=4  Damage=14021
Level 7--Cost=5 Uses=4  Damage=14485
Level 8--Cost=6 Uses=5  Damage=14948
Level 9--Cost=6 Uses=5  Damage=15527
Level 10-Cost=7 Uses=6  Damage=15991
Level 11-Cost=7 Uses=6  Damage=16454
Level 12-Cost=7 Uses=7  Damage=16918
Level 13-Cost=8 Uses=7  Damage=17382
Level 14-Cost=8 Uses=8  Damage=17961
Level 15-Cost=8 Uses=8  Damage=18424
Level 16-Cost=8 Uses=8  Damage=18888
Level 17-Cost=8 Uses=9  Damage=19351
Level 18-Cost=8 Uses=9  Damage=19815
Level 19-Cost=8 Uses=9  Damage=20394
Level 20-Cost=8 Uses=10 Damage=20858
Inherit--Cost=10
Total Cost ===124 (154 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Extreme Healing
Waste of a skill as you won't be able to get all the medals in the game.

Level 1--Cost=10
Inherit--Cost=50
Total Cost ===10 (60 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Fire Bottle
A great skill to have if you choose to avoid fire damage guns. Vital for
killing off Revenants at no health is a great thing in a pickle.

Level 1--Cost=3 Uses=1  Damage per Second=2060 Duration=6.0 Seconds
Level 2--Cost=3 Uses=2  Damage per Second=2060 Duration=6.2 Seconds
Level 3--Cost=3 Uses=3  Damage per Second=2060 Duration=6.4 Seconds
Level 4--Cost=4 Uses=4  Damage per Second=2060 Duration=6.6 Seconds
Level 5--Cost=4 Uses=4  Damage per Second=2060 Duration=6.8 Seconds
Level 6--Cost=5 Uses=5  Damage per Second=2060 Duration=7.1 Seconds
Level 7--Cost=5 Uses=5  Damage per Second=2060 Duration=7.3 Seconds
Level 8--Cost=6 Uses=6  Damage per Second=2060 Duration=7.5 Seconds
Level 9--Cost=6 Uses=6  Damage per Second=2060 Duration=7.7 Seconds
Level 10-Cost=7 Uses=7  Damage per Second=2060 Duration=7.9 Seconds
Level 11-Cost=7 Uses=7  Damage per Second=2060 Duration=8.1 Seconds
Level 12-Cost=7 Uses=8  Damage per Second=2060 Duration=8.3 Seconds
Level 13-Cost=8 Uses=8  Damage per Second=2060 Duration=8.5 Seconds
Level 14-Cost=8 Uses=9  Damage per Second=2060 Duration=8.7 Seconds
Level 15-Cost=8 Uses=9  Damage per Second=2060 Duration=8.9 Seconds
Level 16-Cost=8 Uses=10 Damage per Second=2060 Duration=9.2 Seconds
Level 17-Cost=8 Uses=10 Damage per Second=2060 Duration=9.4 Seconds
Level 18-Cost=8 Uses=11 Damage per Second=2060 Duration=9.6 Seconds
Level 19-Cost=8 Uses=11 Damage per Second=2060 Duration=9.8 Seconds
Level 20-Cost=8 Uses=12 Damage per Second=2060 Duration=10. Seconds
Inherit--Cost=5
Total Cost ===124 (149 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Gesticalation
Useless skill in my opinion, and more of a joke. Use it once for a kill on
a low difficulty setting to get that ingame trophy.

Level 1--Cost=15 Damage=5150
Level 2--Cost=10 Damage=6180
Level 3--Cost=10 Damage=7210
Level 4--Cost=11 Damage=8246
Level 5--Cost=11 Damage=9270
Level 6--Cost=12 Damage=10300
Level 7--Cost=12 Damage=11330
Level 8--Cost=13 Damage=12360
Level 9--Cost=14 Damage=13390
Level 10-Cost=15 Damage=14420
Inherit--Cost=30
Total Cost ===123 (153 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Grenade Master
Useless skill in my opinion, rarely does the normal grenade radius not hold
up. If this skill also increase damage or ammo of the grenades, it would
be worth something, but most levels have places to funnel enemies to get
hit mobs without wasting points.

Level 1--Cost=5 Radius Increase=130%
Level 2--Cost=5 Radius Increase=134%
Level 3--Cost=5 Radius Increase=137%
Level 4--Cost=5 Radius Increase=141%
Level 5--Cost=6 Radius Increase=145%
Level 6--Cost=6 Radius Increase=148%
Level 7--Cost=6 Radius Increase=152%
Level 8--Cost=7 Radius Increase=156%
Level 9--Cost=7 Radius Increase=159%
Level 10-Cost=7 Radius Increase=163%
Level 11-Cost=8 Radius Increase=167%
Level 12-Cost=8 Radius Increase=171%
Level 13-Cost=8 Radius Increase=174%
Level 14-Cost=8 Radius Increase=178%
Level 15-Cost=8 Radius Increase=182%
Level 16-Cost=8 Radius Increase=185%
Level 17-Cost=8 Radius Increase=189%
Level 18-Cost=8 Radius Increase=193%
Level 19-Cost=8 Radius Increase=196%
Level 20-Cost=8 Radius Increase=200%
Inherit--Cost=15
Total Cost ===139 (154 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Ground Pound
While this move does more damage than shock wave, it has limited uses. Keep
that in mind. I haven't really used it enough, but it didn't seem to scale
too well in Code Red on anything but fodder enemies.

This move does have a spot on an area effect damage build, explosion,
this, decoys, and choice of cheese rocket or fire bottles.

Level 1--Cost=15 Uses=6  Damage=12875 Cooldown=60 Seconds
Level 2--Cost=10 Uses=6  Damage=14162 Cooldown=57 Seconds
Level 3--Cost=10 Uses=7  Damage=15460 Cooldown=53 Seconds
Level 4--Cost=11 Uses=7  Damage=16737 Cooldown=50 Seconds
Level 5--Cost=11 Uses=8  Damage=18025 Cooldown=47 Seconds
Level 6--Cost=12 Uses=9  Damage=19312 Cooldown=44 Seconds
Level 7--Cost=12 Uses=10 Damage=20600 Cooldown=40 Seconds
Level 8--Cost=13 Uses=11 Damage=21887 Cooldown=37 Seconds
Level 9--Cost=14 Uses=11 Damage=23175 Cooldown=34 Seconds
Level 10-Cost=15 Uses=12 Damage=24462 Cooldown=30 Seconds
Inherit--Cost=55 Uses=
Total Cost ===123 (178 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Handgun Master
I never suggest taking a handgun on Code Red if you are having trouble with
that difficulty, so I'd naturally avoid this skill as well.

Level 1--Cost=2 Ammo Increase=119% Reload Speed Increase=100%
Level 2--Cost=3 Ammo Increase=131% Reload Speed Increase=100%
Level 3--Cost=3 Ammo Increase=144% Reload Speed Increase=100%
Level 4--Cost=3 Ammo Increase=156% Reload Speed Increase=100%
Level 5--Cost=4 Ammo Increase=169% Reload Speed Increase=105%
Level 6--Cost=4 Ammo Increase=181% Reload Speed Increase=105%
Level 7--Cost=4 Ammo Increase=194% Reload Speed Increase=105%
Level 8--Cost=5 Ammo Increase=205% Reload Speed Increase=105%
Level 9--Cost=5 Ammo Increase=219% Reload Speed Increase=105%
Level 10-Cost=5 Ammo Increase=231% Reload Speed Increase=110%
Level 11-Cost=6 Ammo Increase=244% Reload Speed Increase=110%
Level 12-Cost=6 Ammo Increase=256% Reload Speed Increase=110%
Level 13-Cost=6 Ammo Increase=269% Reload Speed Increase=110%
Level 14-Cost=6 Ammo Increase=281% Reload Speed Increase=110%
Level 15-Cost=6 Ammo Increase=294% Reload Speed Increase=115%
Level 16-Cost=6 Ammo Increase=306% Reload Speed Increase=115%
Level 17-Cost=6 Ammo Increase=319% Reload Speed Increase=115%
Level 18-Cost=6 Ammo Increase=331% Reload Speed Increase=115%
Level 19-Cost=6 Ammo Increase=344% Reload Speed Increase=115%
Level 20-Cost=6 Ammo Increase=369% Reload Speed Increase=120%
Inherit--Cost=6
Total Cost ===98 (104 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Health Up
If you have an open spot for a defensive skill, this is a great choice,
and very cheap. For it's budget, getting 20% more health for just two skill
points is a no brainer.

For this guide, I assume you are using this if you are having trouble,
almost every selectable player has this.

Level 1--Cost=2 Health Increase=120%
Level 2--Cost=2 Health Increase=124%
Level 3--Cost=2 Health Increase=128%
Level 4--Cost=2 Health Increase=132%
Level 5--Cost=3 Health Increase=136%
Level 6--Cost=3 Health Increase=140%
Level 7--Cost=4 Health Increase=144%
Level 8--Cost=4 Health Increase=148%
Level 9--Cost=4 Health Increase=152%
Level 10-Cost=5 Health Increase=156%
Level 11-Cost=5 Health Increase=160%
Level 12-Cost=5 Health Increase=164%
Level 13-Cost=5 Health Increase=168%
Level 14-Cost=5 Health Increase=172%
Level 15-Cost=5 Health Increase=176%
Level 16-Cost=5 Health Increase=180%
Level 17-Cost=5 Health Increase=184%
Level 18-Cost=5 Health Increase=188%
Level 19-Cost=5 Health Increase=192%
Level 20-Cost=5 Health Increase=200%
Inherit--Cost=5
Total Cost ===76 (81 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Herb Storage Up
Avoid this kill, you have to complete every level without using a single
herb to get all the medals, so having more you won't use is pointless.

Level 1--Cost=4  Herb amount Increase=1
Level 2--Cost=6  Herb amount Increase=2
Level 3--Cost=8  Herb amount Increase=3
Level 4--Cost=10 Herb amount Increase=4
Level 5--Cost=12 Herb amount Increase=5
Level 6--Cost=14 Herb amount Increase=6
Level 7--Cost=16 Herb amount Increase=7
Level 8--Cost=18 Herb amount Increase=8
Level 9--Cost=20 Herb amount Increase=9
Inherit--Cost=5
Total Cost ===108 (113 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Hurler
This can be great with a sniper, as the range increases as you increase this
skill up.

However, you throw so far, you might over shoot your enemy, and as I
usually use grenades if the enemy is closing in, I don't really use this
skill a lot.

But again, if you have a sniper with an elemental buffer, this is a
great idea.

Level 1--Cost=15 Throw Speed Increase=120
Level 2--Cost=10 Throw Speed Increase=130
Level 3--Cost=10 Throw Speed Increase=140
Level 4--Cost=11 Throw Speed Increase=150
Level 5--Cost=11 Throw Speed Increase=160
Level 6--Cost=12 Throw Speed Increase=170
Level 7--Cost=12 Throw Speed Increase=180
Level 8--Cost=13 Throw Speed Increase=190
Level 9--Cost=14 Throw Speed Increase=200
Level 10-Cost=15 Throw Speed Increase=210
Inherit--Cost=30
Total Cost ===123 (153 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Ice Bottle
If you aren't going to be using a rocket launcher, you almost need this
skill for locking down fast strong boss enemies and adding the frostbite
buffer.

This is also the key to beating the second last mission (the hardest
mission without a rocket) as it lets you hit his weak point very
easily.

At level 20, it will completely freeze an enemy still, remember that
this will make finding a frozen revenant weakpoint impossible till
they thaw.

Level 1--Cost=3 Uses=1  Damage=1288 Duration=7.0 Seconds
Level 2--Cost=3 Uses=2  Damage=1288 Duration=7.2 Seconds
Level 3--Cost=3 Uses=3  Damage=1288 Duration=7.3 Seconds
Level 4--Cost=4 Uses=4  Damage=1288 Duration=7.5 Seconds
Level 5--Cost=4 Uses=4  Damage=1288 Duration=7.6 Seconds
Level 6--Cost=5 Uses=5  Damage=1288 Duration=7.8 Seconds
Level 7--Cost=5 Uses=5  Damage=1288 Duration=8.0 Seconds
Level 8--Cost=6 Uses=6  Damage=1288 Duration=8.1 Seconds
Level 9--Cost=6 Uses=6  Damage=1288 Duration=8.3 Seconds
Level 10-Cost=7 Uses=7  Damage=1288 Duration=8.4 Seconds
Level 11-Cost=7 Uses=7  Damage=1288 Duration=8.6 Seconds
Level 12-Cost=7 Uses=8  Damage=1288 Duration=8.8 Seconds
Level 13-Cost=8 Uses=8  Damage=1288 Duration=8.9 Seconds
Level 14-Cost=8 Uses=9  Damage=1288 Duration=9.1 Seconds
Level 15-Cost=8 Uses=9  Damage=1288 Duration=9.2 Seconds
Level 16-Cost=8 Uses=10 Damage=1288 Duration=9.4 Seconds
Level 17-Cost=8 Uses=10 Damage=1288 Duration=9.6 Seconds
Level 18-Cost=8 Uses=11 Damage=1288 Duration=9.7 Seconds
Level 19-Cost=8 Uses=11 Damage=1288 Duration=9.9 Seconds
Level 20-Cost=8 Uses=12 Damage=1288 Duration=10. Seconds
Inherit--Cost=5
Total Cost ===124 (149 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Landmines
I don't really like this as you won't be able to quickly control a couple
enemies fast anymore.

If you like camping hardcore and like traps, then go for it.

Level 1--Cost=8
Inherit--Cost=60
Total Cost ===8 (68 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Machine Pistol Master
I never suggest using this weapon on a serious Code Red play... it is just
too too weak and impractical, since enemies have too much health and are
too fast to consistantly hit.

The average strong SMG will take half a clip of headshots just to put down
a single zombie.

Level 1--Cost=2 Ammo Increase=119% Reload Speed Increase=100%
Level 2--Cost=3 Ammo Increase=131% Reload Speed Increase=100%
Level 3--Cost=3 Ammo Increase=144% Reload Speed Increase=100%
Level 4--Cost=3 Ammo Increase=156% Reload Speed Increase=100%
Level 5--Cost=4 Ammo Increase=169% Reload Speed Increase=105%
Level 6--Cost=4 Ammo Increase=181% Reload Speed Increase=105%
Level 7--Cost=4 Ammo Increase=194% Reload Speed Increase=105%
Level 8--Cost=5 Ammo Increase=205% Reload Speed Increase=105%
Level 9--Cost=5 Ammo Increase=219% Reload Speed Increase=105%
Level 10-Cost=5 Ammo Increase=231% Reload Speed Increase=110%
Level 11-Cost=6 Ammo Increase=244% Reload Speed Increase=110%
Level 12-Cost=6 Ammo Increase=256% Reload Speed Increase=110%
Level 13-Cost=6 Ammo Increase=269% Reload Speed Increase=110%
Level 14-Cost=6 Ammo Increase=281% Reload Speed Increase=110%
Level 15-Cost=6 Ammo Increase=294% Reload Speed Increase=115%
Level 16-Cost=6 Ammo Increase=306% Reload Speed Increase=115%
Level 17-Cost=6 Ammo Increase=319% Reload Speed Increase=115%
Level 18-Cost=6 Ammo Increase=331% Reload Speed Increase=115%
Level 19-Cost=6 Ammo Increase=344% Reload Speed Increase=115%
Level 20-Cost=6 Ammo Increase=369% Reload Speed Increase=120%
Inherit--Cost=6
Total Cost ===98 (104 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Magic Pixel
Use this if you desperately need a 4th defensive skill (hp > Armor > shield)
but should be needed if you have the other 3 skills and even less if you
have a strong weapon with life steal.

This is, however great to have if you plan on doing Code Red at very low
levels to counter the "Count Down" skill.

Level 1--Cost=2  Activates When HP is above=50% Cooldown=10 Seconds
Level 2--Cost=10 Activates When HP is above=30% Cooldown=10 Seconds
Level 3--Cost=10 Activates When HP is above=15%  Cooldown=10 Seconds
Level 4--Cost=10 Activates When HP is above=5%   Cooldown=10 Seconds
Level 5--Cost=12 Activates When HP is above=1%   Cooldown=10 Seconds
Inherit--Cost=30
Total Cost ===44 (74 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Magnum Master
Almost a requirement for Code Red if you go with one ammo type and no rocket
launcher. With out this skill, even the strongest magnums will run out
of spare ammo fast.

Level 1--Cost=2 Ammo Increase=119% Reload Speed Increase=100%
Level 2--Cost=3 Ammo Increase=131% Reload Speed Increase=100%
Level 3--Cost=3 Ammo Increase=144% Reload Speed Increase=100%
Level 4--Cost=3 Ammo Increase=156% Reload Speed Increase=100%
Level 5--Cost=4 Ammo Increase=169% Reload Speed Increase=105%
Level 6--Cost=4 Ammo Increase=181% Reload Speed Increase=105%
Level 7--Cost=4 Ammo Increase=194% Reload Speed Increase=105%
Level 8--Cost=5 Ammo Increase=205% Reload Speed Increase=105%
Level 9--Cost=5 Ammo Increase=219% Reload Speed Increase=105%
Level 10-Cost=5 Ammo Increase=231% Reload Speed Increase=110%
Level 11-Cost=6 Ammo Increase=244% Reload Speed Increase=110%
Level 12-Cost=6 Ammo Increase=256% Reload Speed Increase=110%
Level 13-Cost=6 Ammo Increase=269% Reload Speed Increase=110%
Level 14-Cost=6 Ammo Increase=281% Reload Speed Increase=110%
Level 15-Cost=6 Ammo Increase=294% Reload Speed Increase=115%
Level 16-Cost=6 Ammo Increase=306% Reload Speed Increase=115%
Level 17-Cost=6 Ammo Increase=319% Reload Speed Increase=115%
Level 18-Cost=6 Ammo Increase=331% Reload Speed Increase=115%
Level 19-Cost=6 Ammo Increase=344% Reload Speed Increase=115%
Level 20-Cost=6 Ammo Increase=369% Reload Speed Increase=120%
Inherit--Cost=6
Total Cost ===98 (104 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Melee Master
Never use rely on melee in Code Red, therefore never use this skill. As
another dick move, the knife skill does not work with that samurai sword.

Level 1--Cost=5 Melee Damage Increase=150% Knife Speed Increase=125%
Level 2--Cost=4 Melee Damage Increase=150% Knife Speed Increase=130%
Level 3--Cost=4 Melee Damage Increase=150% Knife Speed Increase=135%
Level 4--Cost=4 Melee Damage Increase=150% Knife Speed Increase=140%
Level 5--Cost=5 Melee Damage Increase=150% Knife Speed Increase=145%
Level 6--Cost=5 Melee Damage Increase=150% Knife Speed Increase=150%
Level 7--Cost=5 Melee Damage Increase=150% Knife Speed Increase=155%
Level 8--Cost=6 Melee Damage Increase=150% Knife Speed Increase=160%
Level 9--Cost=6 Melee Damage Increase=150% Knife Speed Increase=165%
Level 10-Cost=6 Melee Damage Increase=150% Knife Speed Increase=170%
Level 11-Cost=7 Melee Damage Increase=150% Knife Speed Increase=175%
Level 12-Cost=7 Melee Damage Increase=150% Knife Speed Increase=180%
Level 13-Cost=7 Melee Damage Increase=150% Knife Speed Increase=185%
Level 14-Cost=7 Melee Damage Increase=150% Knife Speed Increase=190%
Level 15-Cost=7 Melee Damage Increase=150% Knife Speed Increase=195%
Level 16-Cost=7 Melee Damage Increase=150% Knife Speed Increase=200%
Level 17-Cost=7 Melee Damage Increase=150% Knife Speed Increase=205%
Level 18-Cost=7 Melee Damage Increase=150% Knife Speed Increase=210%
Level 19-Cost=7 Melee Damage Increase=150% Knife Speed Increase=215%
Level 20-Cost=7 Melee Damage Increase=150% Knife Speed Increase=220%
Inherit--Cost=10
Total Cost ===120 (130 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Power Up
On Code Red, not only is melee still weak, enemies are faster and you
won't be charging full too much. I'd avoid this skill.

Level 1--Cost=5  Charge Damage Increase=150%
Level 2--Cost=3  Charge Damage Increase=160%
Level 3--Cost=3  Charge Damage Increase=170%
Level 4--Cost=4  Charge Damage Increase=180%
Level 5--Cost=4  Charge Damage Increase=250%
Level 6--Cost=5  Charge Damage Increase=260%
Level 7--Cost=5  Charge Damage Increase=270%
Level 8--Cost=6  Charge Damage Increase=280%
Level 9--Cost=6  Charge Damage Increase=350%
Level 10-Cost=7  Charge Damage Increase=360%
Level 11-Cost=7  Charge Damage Increase=370%
Level 12-Cost=8  Charge Damage Increase=380%
Level 13-Cost=8  Charge Damage Increase=450%
Level 14-Cost=9  Charge Damage Increase=460%
Level 15-Cost=9  Charge Damage Increase=470%
Level 16-Cost=10 Charge Damage Increase=480%
Level 17-Cost=10 Charge Damage Increase=500%
Inherit--Cost=20
Total Cost ===109 (129 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Quick Healing
Healing is banned when trying to get all the Medals. Never buy this spell for
anyone that isn't going for one of the leaderboard 93/93 thingys.

Level 1--Cost=3 Heal Speed Up=150%
Level 2--Cost=3 Heal Speed Up=180%
Level 3--Cost=3 Heal Speed Up=210%
Level 4--Cost=4 Heal Speed Up=240%
Level 5--Cost=4 Heal Speed Up=270%
Level 6--Cost=4 Heal Speed Up=300%
Level 7--Cost=5 Heal Speed Up=330%
Level 8--Cost=5 Heal Speed Up=360%
Level 9--Cost=5 Heal Speed Up=390%
Level 10-Cost=5 Heal Speed Up=420%
Inherit--Cost=10
Total Cost ===41 (51 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Rocket Launcher
Probably the one skill that breaks the game. For this purpose of the FAQ,
I don't assume you are maxing this out, but always keep it in mind for
missions where you run out of ammo.

With just a level 1 Rocket and Electric bottle, you can kill like all but
half a dozen enemies, and most of them will have a sliver of health left.

Level 1--Cost=15 Uses=1 Damage=77250  Cooldown=30 Seconds
Level 2--Cost=9  Uses=1 Damage=81112  Cooldown=30 Seconds
Level 3--Cost=11 Uses=1 Damage=84975  Cooldown=30 Seconds
Level 4--Cost=13 Uses=1 Damage=88837  Cooldown=30 Seconds
Level 5--Cost=15 Uses=2 Damage=92700  Cooldown=30 Seconds
Level 6--Cost=17 Uses=2 Damage=96562  Cooldown=30 Seconds
Level 7--Cost=19 Uses=2 Damage=100425 Cooldown=30 Seconds
Level 8--Cost=21 Uses=2 Damage=104287 Cooldown=30 Seconds
Level 9--Cost=23 Uses=2 Damage=108150 Cooldown=30 Seconds
Level 10-Cost=25 Uses=3 Damage=112012 Cooldown=30 Seconds
Inherit--Cost=30
Total Cost ===168 (198 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Samurai Sword
While this makes melee able to stun lock some enemies, it is still too weak
to use in Code Red as with an melee skill.

Level 1--Cost=15 Damage=5150
Level 2--Cost=10 Damage=5562
Level 3--Cost=10 Damage=5974
Level 4--Cost=11 Damage=6386
Level 5--Cost=11 Damage=6798
Level 6--Cost=12 Damage=7313
Level 7--Cost=12 Damage=7828
Level 8--Cost=13 Damage=8343
Level 9--Cost=14 Damage=8858
Level 10-Cost=15 Damage=10300
Inherit--Cost=55
Total Cost ===123 (178 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Savor the Moment
Another melee skill you shouldn't use on Code Red. This also doesn't work
with the sword skill.

The speed increase lets you walk and slash without losing any speed.

Level 1--Cost=5  Damage Increase=125%
Level 2--Cost=4  Damage Increase=129%
Level 3--Cost=4  Damage Increase=133%
Level 4--Cost=4  Damage Increase=137%
Level 5--Cost=5  Damage Increase=141%
Level 6--Cost=5  Damage Increase=145%
Level 7--Cost=5  Damage Increase=149%
Level 8--Cost=6  Damage Increase=153%
Level 9--Cost=6  Damage Increase=157%
Level 10-Cost=6  Damage Increase=161%
Level 11-Cost=7  Damage Increase=165%
Level 12-Cost=7  Damage Increase=168%
Level 13-Cost=7  Damage Increase=172%
Level 14-Cost=8  Damage Increase=176%
Level 15-Cost=8  Damage Increase=180%
Level 16-Cost=8  Damage Increase=184%
Level 17-Cost=9  Damage Increase=188%
Level 18-Cost=9  Damage Increase=192%
Level 19-Cost=9  Damage Increase=196%
Level 20-Cost=10 Damage Increase=200%
Inherit--Cost=15
Total Cost ===132 (147 with inheretance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Scavenger
A great skill to switch up an ammo skill with, but ultimately never really
makes too much an impact.

You get 12 SMG, 8 AR, 3 Shotgun, 2 Sniper, or 1 Mag round when the skill
activates (I forget the handgun and didn't write it down, but it's either
4 or 6).

Keep in mind that if you are using the Anti Materail Rifle and no other
sniper rifle, this skill still triggers useless rifle ammo for you.

Level 1--Cost=4  Chance to Activate=13%
Level 2--Cost=8  Chance to Activate=16%
Level 3--Cost=8  Chance to Activate=19%
Level 4--Cost=8  Chance to Activate=22%
Level 5--Cost=10 Chance to Activate=25%
Level 6--Cost=10 Chance to Activate=28%
Level 7--Cost=10 Chance to Activate=31%
Level 8--Cost=12 Chance to Activate=34%
Level 9--Cost=12 Chance to Activate=37%
Level 10-Cost=12 Chance to Activate=40%
Inherit--Cost=35
Total Cost ===94 (129 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Shield
If you need a 3rd defensive stat after health/armor, chose this.

While you shouldn't have to, you can have this on and be almost unkillable
if you run around like crazy till the shield regens.

Most Code Red enemies attackes are usually absorbed around 90% for the
first hit.

If you are cheap on skill points, put 1 level into this, the benifit
of just a first level shield is great.

Level 1--Cost=3  Shield Health=150
Level 2--Cost=3  Shield Health=165
Level 3--Cost=3  Shield Health=180
Level 4--Cost=4  Shield Health=195
Level 5--Cost=4  Shield Health=210
Level 6--Cost=5  Shield Health=225
Level 7--Cost=5  Shield Health=240
Level 8--Cost=6  Shield Health=255
Level 9--Cost=6  Shield Health=270
Level 10-Cost=7  Shield Health=285
Level 11-Cost=7  Shield Health=300
Level 12-Cost=8  Shield Health=315
Level 13-Cost=8  Shield Health=330
Level 14-Cost=9  Shield Health=345
Level 15-Cost=9  Shield Health=360
Level 16-Cost=10 Shield Health=375
Level 17-Cost=10 Shield Health=390
Level 18-Cost=11 Shield Health=405
Level 19-Cost=11 Shield Health=420
Level 20-Cost=12 Shield Health=435
Inherit--Cost=20
Total Cost ===141 (161 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Shockwave
One of two unlimited use offense skill, but unlike the drill, the recovery
time doesn't matter as enemies will get pushed back.

While it's weak, it has it's uses with a sniper or in levels with tight
hallways and lots of fast enemies.

This can also instantly kill tumor enemies, and you can use it's I-franes
in a pitch to avoid the gib they leave and the Potato enemies. Unlike
the drill, the cool down time is very short, so you can spam this much
more.

Level 1--Cost=15 Damage=1288 Knockback Range=4.0 Meters Cooldown=30 Seconds
Level 2--Cost=10 Damage=1288 Knockback Range=4.4 Meters Cooldown=28 Seconds
Level 3--Cost=10 Damage=1288 Knockback Range=4.8 Meters Cooldown=26 Seconds
Level 4--Cost=11 Damage=1288 Knockback Range=5.2 Meters Cooldown=24 Seconds
Level 5--Cost=11 Damage=1288 Knockback Range=5.6 Meters Cooldown=22 Seconds
Level 6--Cost=12 Damage=1288 Knockback Range=6.0 Meters Cooldown=20 Seconds
Level 7--Cost=12 Damage=1288 Knockback Range=6.4 Meters Cooldown=18 Seconds
Level 8--Cost=13 Damage=1288 Knockback Range=6.8 Meters Cooldown=16 Seconds
Level 9--Cost=14 Damage=1288 Knockback Range=7.2 Meters Cooldown=14 Seconds
Level 10-Cost=15 Damage=1288 Knockback Range=7.6 Meters Cooldown=12 Seconds
Inherit--Cost=35
Total Cost ===123 (158 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Shotgun Master
While you won't be using the shotgun for every level or
enemy, it will be an ok choice for levels with a ton of
Apes, which are the ones that really tax your ammo.

Level 1--Cost=2 Ammo Increase=119% Reload Speed Increase=100%
Level 2--Cost=3 Ammo Increase=131% Reload Speed Increase=100%
Level 3--Cost=3 Ammo Increase=144% Reload Speed Increase=100%
Level 4--Cost=3 Ammo Increase=156% Reload Speed Increase=100%
Level 5--Cost=4 Ammo Increase=169% Reload Speed Increase=105%
Level 6--Cost=4 Ammo Increase=181% Reload Speed Increase=105%
Level 7--Cost=4 Ammo Increase=194% Reload Speed Increase=105%
Level 8--Cost=5 Ammo Increase=205% Reload Speed Increase=105%
Level 9--Cost=5 Ammo Increase=219% Reload Speed Increase=105%
Level 10-Cost=5 Ammo Increase=231% Reload Speed Increase=110%
Level 11-Cost=6 Ammo Increase=244% Reload Speed Increase=110%
Level 12-Cost=6 Ammo Increase=256% Reload Speed Increase=110%
Level 13-Cost=6 Ammo Increase=269% Reload Speed Increase=110%
Level 14-Cost=6 Ammo Increase=281% Reload Speed Increase=110%
Level 15-Cost=6 Ammo Increase=294% Reload Speed Increase=115%
Level 16-Cost=6 Ammo Increase=306% Reload Speed Increase=115%
Level 17-Cost=6 Ammo Increase=319% Reload Speed Increase=115%
Level 18-Cost=6 Ammo Increase=331% Reload Speed Increase=115%
Level 19-Cost=6 Ammo Increase=344% Reload Speed Increase=115%
Level 20-Cost=6 Ammo Increase=369% Reload Speed Increase=120%
Inherit--Cost=6
Total Cost ===98 (104 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Smokescreen Bottle
Glasps and invisible enemies are not that hard to take out if you put some
work into the level and there are much better crowd stopping skills, like
ice and bewilder to make me want to use this skill.

Level 1--Cost=3  Uses=1  Duration= 15 Seconds
Level 2--Cost=3  Uses=2  Duration= 15 Seconds
Level 3--Cost=4  Uses=3  Duration= 15 Seconds
Level 4--Cost=5  Uses=4  Duration= 15 Seconds
Level 5--Cost=6  Uses=5  Duration= 15 Seconds
Level 6--Cost=7  Uses=6  Duration= 15 Seconds
Level 7--Cost=8  Uses=7  Duration= 15 Seconds
Level 8--Cost=9  Uses=8  Duration= 15 Seconds
Level 9--Cost=10 Uses=9  Duration= 15 Seconds
Level 10-Cost=11 Uses=10 Duration= 15 Seconds
Inherit--Cost=10
Total Cost ===66 (76 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Sniper Rifle Master
While not as vital as magnum, just like the shotgun, there are some levels
where having as much sniper rifle ammo is great!

If you like sniping zombies with the semi auto SVD like I do, this is a
great choice as once zombies start taking 3 headshots to kill in some
levels, it can help.

Level 1--Cost=2 Ammo Increase=119% Reload Speed Increase=100%
Level 2--Cost=3 Ammo Increase=131% Reload Speed Increase=100%
Level 3--Cost=3 Ammo Increase=144% Reload Speed Increase=100%
Level 4--Cost=3 Ammo Increase=156% Reload Speed Increase=100%
Level 5--Cost=4 Ammo Increase=169% Reload Speed Increase=105%
Level 6--Cost=4 Ammo Increase=181% Reload Speed Increase=105%
Level 7--Cost=4 Ammo Increase=194% Reload Speed Increase=105%
Level 8--Cost=5 Ammo Increase=205% Reload Speed Increase=105%
Level 9--Cost=5 Ammo Increase=219% Reload Speed Increase=105%
Level 10-Cost=5 Ammo Increase=231% Reload Speed Increase=110%
Level 11-Cost=6 Ammo Increase=244% Reload Speed Increase=110%
Level 12-Cost=6 Ammo Increase=256% Reload Speed Increase=110%
Level 13-Cost=6 Ammo Increase=269% Reload Speed Increase=110%
Level 14-Cost=6 Ammo Increase=281% Reload Speed Increase=110%
Level 15-Cost=6 Ammo Increase=294% Reload Speed Increase=115%
Level 16-Cost=6 Ammo Increase=306% Reload Speed Increase=115%
Level 17-Cost=6 Ammo Increase=319% Reload Speed Increase=115%
Level 18-Cost=6 Ammo Increase=331% Reload Speed Increase=115%
Level 19-Cost=6 Ammo Increase=344% Reload Speed Increase=115%
Level 20-Cost=6 Ammo Increase=369% Reload Speed Increase=120%
Inherit--Cost=6
Total Cost ===98 (104 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Stealth Cloak
Use this skill if you are a pussy, for this FAQ, I assume you aren't.

Level 1--Cost=15 Duration=8.5 Seconds  Cooldown=90 Seconds
Level 2--Cost=10 Duration=9.0 Seconds  Cooldown=85 Seconds
Level 3--Cost=10 Duration=9.5 Seconds  Cooldown=80 Seconds
Level 4--Cost=11 Duration=10.0 Seconds Cooldown=75 Seconds
Level 5--Cost=11 Duration=10.5 Seconds Cooldown=70 Seconds
Level 6--Cost=12 Duration=11.0 Seconds Cooldown=65 Seconds
Level 7--Cost=12 Duration=11.5 Seconds Cooldown=60 Seconds
Level 8--Cost=13 Duration=12.0 Seconds Cooldown=55 Seconds
Level 9--Cost=14 Duration=12.5 Seconds Cooldown=50 Seconds
Level 10-Cost=15 Duration=13.0 Seconds Cooldown=45 Seconds
Inherit--Cost=35
Total Cost ===123 (158 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Stuck on You
Never used this, so I have no clue on how effective it is or any neat tricks
it may do.

Grenades shouldn't be a main source of damage on Code Red, so I can't see
this being that useful.

Level 1--Cost=8
Inherit--Cost=50
Total Cost ===8 (58 with inheritance)

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

Taunt
A skill used from drawing attention away from a second co-op player or just
to look stupid. This skill has no place in Code Red.

Level 1--Cost=2 Effective Radius=10 Meters Coodown= 30 Seconds
Level 2--Cost=2 Effective Radius=11 Meters Coodown= 30 Seconds
Level 3--Cost=2 Effective Radius=12 Meters Coodown= 30 Seconds
Level 4--Cost=2 Effective Radius=13 Meters Coodown= 30 Seconds
Level 5--Cost=2 Effective Radius=14 Meters Coodown= 30 Seconds
Level 6--Cost=3 Effective Radius=15 Meters Coodown= 30 Seconds
Level 7--Cost=3 Effective Radius=16 Meters Coodown= 30 Seconds
Level 8--Cost=4 Effective Radius=17 Meters Coodown= 30 Seconds
Level 9--Cost=4 Effective Radius=18 Meters Coodown= 30 Seconds
Level 10-Cost=5 Effective Radius=19 Meters Coodown= 30 Seconds
Inherit--Cost=10
Total Cost ===29 (39 with inheritance)

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Level Walktroughs

This is the meat of the guide, either use the table of contents to find the
exact level you need or simply scroll down. Again, keeping the theme of the
guide, these are assuming you are playing on the CODE RED difficulty at
player level 90, nothing higher.

Before reading, I also suggest you read most of the guide before making
sense of this area.

There are five medals for each mission, and just to beat a dead horse...
1 Medal is given for beating the level.
1 Medal is given for not using a herb (life crystals are ok for some reason)
1 Medal is given for beating the level @ lv90 or lower
1 Medal is given for killing every enemy
1 Medal is given for getting all the previous 4 medals in one go.

There is another "6th" medal, if you beat a mission without using a life
crystal, it your 5 medals will sparkle. I don't know if this counts
for a leaderboard tie breaker or not. Speaking of leaderboard, there
are 15450 medals in the game (1030x15), and I'm 220 place as of a few
days ago. So if you want to be 221, better hurry!

Each mission costs 5000 gold to enter, and 99% of the enemies will be
at level 105.

There are 4 types of missions in this raid mode:
1. Get to the exit. These will have reinforcements you need to usually
kill.
2. Kill all enemies. This is the same as above if you plan on getting all
the medals.
3. Time Limit. Unlike the other difficulty levels, you can actually run
out of time if you aren't using strong combos and weapons. You also
can't respawn in these missions, I've died onpurpose in some missions just
to get ammo, but that is not an option. It may be wise to skip these
missions till you have a more powerful weapon.
4. Protect the Target. The targets have very high health, and I never
had one close to dying. You need to watch out for 2 things, elemental
enemies will do a lot of damage to them, and just like the time limit
missions, you can not respawn with life crystals.

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~I-1
This level can actually be one of the harder ones in the I gauntlet, as
it will usually be your first level, and there is a surpise enemy at
the end with a sheild and weapon steal ability.

While you can screw around with an assault rifle, I'm telling you, zombies
have so much health, it will be boring.

Take a sniper rifle, a magnum, and a shotgun.

ANY mundane zombie, should be shotgunned, you should be able to dispose
of them all even if it takes 2 shots with no worried.

Your sniper rifle should be used in the long paths when zombies are far
away, even with their speed and health boosts, they are still too
slow for even the weakest SVD.

The magnum should be saved and used on any elite zombie, as there are
only zombies in this mission, no need to save ammo for something
bigger.

The 3rd enemy in the level can actually be stealth attacked, use this
chance to see how weak your knife is.

After the fourth zombie, if you move up, zombies will spawn at both
sides, remember this so you don't get boxed in.

When you start unlocking gates and jump through windows, remember you
can ALWAYS back track, this level, like most, gets easier as these
zombies should NEVER catch you.

The zombie with the weapon snatch ability? Him? If you don't want to
risk dropping your shotgun or have ice bottles at this point, you can
totally cheese him by standing in the last house. He will always spawn
in there facing the exit, so you if you can stand there and hold off
the zombies, the hardest enemy in the level will die before he can
lift his arms.

A few zombies will appear as reinforcements in the lower section, easy
to dispatch, as if you were having trouble, you have to whole level
to play in.

Enemies: 38
Zombie</pre><pre id="faqspan-4">

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~I-2
This level plays just like the first in terms of how to prep with weapons,
only it's a single room, so there is no back tracking, so there is a
premium on killing fast and moving fast.

I suggest ALWAYS having a shotgun out for those surprising counters (as
well as strafing them wide to prevent grabs).

While the enemies do not spawn in random places, they are all over the
place so it's not worth remembering as there is no time limit.

That's pretty much it, if you can use the shotgun (2 shells max per
zombie), you should have no trouble finishing off the rest of the
elite enemies with your magnum or sniping rifle.

While you can screw around with an assault rifle in the previous
mission, I wouldn't do that here. Use the shotgun, and don't even waste
time using follow up attacks, just hit them again with your gun.

If you take your time, and stop for too long, it is very likely you'll
be boxed in, while you may think that's ok as zombies aren't that
strong, if they have barriers and elements on them, you really can't
do anything but die :D

Reinforcemts are just 6 more zombies scattered around, simple.

Enemies: 39
Zombie

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~I-3
Another level with just zombies in it, just make sure you take all your
weapons.

I consider this level extremely easy, as most of the zombies have tumors om
their heads, so either use your assault rifle to save ammo (as well as
to pop the gibbies) or your shotgun up close.

This level also has very few enemies, so ammo really should be no problem.
When you get to the bus, you can either stay on it and snipe, or jump
down. Just remember that when you get to around 20 kills, zombies will
start to spawn up on that bus, so watch your back!

The reinforcements appear at the boss, two large giants with barriers
and a single tumor below them. To make simple work of them, simply
shoot the tumor, then pop the gib as the larger zombies fall down.

Enemies: 31
Gib, Zombie, Tumor

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~I-4
Easy level, I doubt if you can do level I-2 you'll have any trouble here.

Take all your weapons, shotgun for the mundane, magnum for the elites,
and sniper rifle in the classroom area with stadium chairs.

There are 3 giant barrier enemies, but one is alone, and two are
right behind pre-placed gib which will knock them down and make them
easy to kill.

Reinforcements are past the exit, simply kill four more zombies down the
stairs.

Enemies: 32
Gib, Zombie

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~I-5 (10 minute time limit)
This level isn't too bad, but it is definitely harder than the previous as
it has large hammer guys in it. Make sure you have something strong, even
though there is just two at the end, you can't play around using weak
weapons any more.

The level starts off simple, and again, shotgun the mundane, but save the
magnums for the hammers, the elite can be sniped, aim for the head.

If you have an assault rifle, it should only be used after the bridge
where all the potatos start spawning it. There is more than enough
time and room to play around.

When you get to the section with the ledges, snipe as many enemies as
you can, EXCEPT for the tumors, let them fall down, their gib should be
saved for when the hammer bros start rolling in.

There are 4 spawn points, the original spawns two zombies fast, then two
more. Remember this, or simply keep double backing to the first ledge.

Once you kill those last two on that ledge, you can safely focus on the
3 other ledges you can see at once.

The fifth zombie from the second ledge is a zombine (turns into a potato),
just remember that.

Lastly, the final hammer guy DOES NOT MAKE AN AUDIO CUE when he spawns in,
I don't know why, but he is the only non glasp enemy I know of that does
always does this.

Enemies: 35
Zombie, Tumor, Potato, Zombine, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~I-6
Ok, this is a REAL level, lots of enemies, many strong enemies, and
DANGER! Take all your weapons, even your assault rifle to save ammo on
tumors/gib.

Start out by running out the window and killing the four zombies, once
they are dead, a path around the catwalk should light up with more
zombies, keep using that shotgun.

A hammer guy should come out the window, then it starts getting real. If
you kill everything from this point fast, 3 zombies spawn in the
second floor, another hammer on the stairs, then a few zombies on the
bottom level, you swing back up around the catwalk again, and the rest
of the enemies can be seen from where the red barrels are at.

If you can't kill fast, try to always move as a few giant zombies will
have barriers on them with poison, getting cornered is bad... then you
need to factor in there will be potatoes.

Through out the level, try to position potatos and gib to do as much
damage to the hammer guys. Unlike the last level, you may have ammo
trouble.

Use your shotgun on as many mundane zombies as you can, your sniper
rifle can be used to pick off enemies coming through windows, or if you
are on the catwalk, you can shoot through it.

There are two red barrels close to each other on the roof level, you
need to decide if you are going to use them on the barrier guys (if you
lack ice bottles) or save them for the reinforcements which include
two hammer guys.

If you can watch your back, and use the tumor's gib for extra damage,
you should be able to pull through.

Enemies: 40
Zombie, Tumor, Potato, Zombine, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~II-1 (Protect)
Leave your assault rifle behind as you'll want as much ammo for your
sniper rifle as possible.

If you have a strong rifle, this mission is pretty easy, as every spawn
point can seen from the middle of the map.

Use your rifle for any zombie, shotgun for the dogs or if zombies get
close, and your mangum for the hammer guys.

Remember that elemental enemies do explosion damage to the target, so
try to focus on them before they get close.

Using the rifle is ideal, however, if you don't have the sniper rifle
ammo skill on, it is important to actually aim for the head. Only if you
don't, then you can take an assault rifle as you may leave zombies with
very little health and may not want to waste another two rounds.

The enemies don't really swarm that much, but at the end, two hammer
guys will spawn in, obviously try to kill one as soon as possible, but
there will be one with the attract skill, you'll want to keep your
distance.

He will most likely be the final enemy, so don't forget to use all your
ice/elect bottles and strong weapons. He will always be ice flavored,
so if your target is actually damaged a lot, keep him away from it!

Enemies: 35
Dog, Zombie, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~II-2
If you beat I-6, this mission should be a breeze. All the enemies in this
mission are basic zombies and a few dogs, so you can pretty much take any
weapon.

So the sake of the guide, you'll be shotgunning any mundane enemy and then
use the magnum on any elite enemy.

At the start of the level, use the freeze can for the starting bunch, then
follow that path for a quick few more kills. Be warned, this level has
a lot of elemental zombies, so keep some distance.

After you kill these enemies, you have two choices after two dogs spawn
at the other end of the bridge.

1. Get right in their face as well as the other enemies.
2. Snipe on the bridge or even farther back and let the enemies come
to you.

The reinforcements are just 5 more zombies, nothing hard.

Enemies: 41
Dog, Zombie, Tumor

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~II-3
Welcome to the first level Revs are in, the good news is that you can back
track A LOT in this mission for an easy time.

The first Rev can be annoying as he often spawned little to me, but try your
best to adapt to their new wiggle speed.

After the second Rev, the third one spawns smack dab next to a barrel, you
can instantly take him out.

Before the gate, the level is just two waves, both are a bunch of zombies
and a single Rev. If the plants are giving you trouble, you can either
search by spinning and seeking life bars or you can head back to a choke
point.

While it's boring, you can hide outside where that red barrel was you
killed the 3rd Rev, and you won't have any trouble.

The final five enemies are 4 zombies which you should try to kill before
the final Rev, you'll want him alone.

The final Rev always spawns with a barrier and he is always big, so
even an Anti Material Rifle may not be enough to break an arm. Best bet
is to flick fire bottles or a fire weapon (if you have one) till his
weak point breaks out, then freeze him, run around him, then magnum
his orange juicy center.

Enemies: 30
Zombie, Revenant

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~II-4 (10 Minute Time Limit + Exploding Enemies)
This subway mission isn't too hard, even with exploding enemies. Hell,
like a 1/4 of the enemies just crawl! (Remember, a crawling enemy or
dazed enemy taken out with a melee attack will not harm you)

Here is the simple solution, use a sniper rifle on the tracks, keep the
gun up and slowly inch forward.

For the hammer guys, you should have more than enough magnum ammo to
put them down with no problem, be sure to use the electric generators
for an eaiser time.

If you must use a shotgun, AIM FOR THE LEGS ONLY! The time limit
shouldn't matter... in fact, you'll spend more time running than
fighting if you can aim for the heads well enough.

Enemies: 38
Zombie, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~II-5
You'll want all your weapons for this mission.

The mission is broken up into 4 waves and the usual reinforcements (the
reinforcements are just 5 zombies, so that's all I'm saying about that.)

Each wave is broken up into 4 zombies spawning next to the gate, a slinger
(or two), and usually 2 enemies jumping down from a ledge close to the
gate.

When each wave starts, try your best to snipe the zombies as they appear
across the giant hole. Make sure you crouch, zoom, and aim for the heads.
Some of these zombies have tumors, so you can get pretty lucky.

DO NOT SPEND TOO MUCH TIME DOING THIS, when you think the first zombie
would of started running, now is the time to kill the Slingers, again,
pretty easy is you have a good sniper rifle with some spare ammo.

Then you should reload your weapons, then finish off the stragglers.

Now, you aren't going to kill every enemy before they get to you, so
utilize all the blue freeze cans as well as your own freeze bottles.

As the ground is very narrow, you'll have a hard time dodging by the
many enemies, but since they will be bunched together, it will be easy to
freeze them all.

Make sure to ALWAYS remember if there is a slinger alive, if there is,
always try to remember to quick select to your shotgun/assault rifle to
knock the shit out of the sky.

The reason I don't want you to rush the spawners, is because enemies
will drop on your from above, the second wave has a potato, the only
one.

By the 3rd wave, please know that two slingers spawn in.

Enemies: 35
Zombie, Tumor, Potato, Hammer, Slinger

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~II-6
Ok, this is the first hard level in the game, it gets real now. Make sure
you take as many weapons as possible, including freeze and electric
bottles.

The mission starts out simple, a quad of zombies, then a dog. The dog is
always big and electric, so remember to look up the stairs (the one next
to the chests).

As you shotgun zombies, keep a look out for the stairs, many giant
zombies will spawn. They are slow enough that if you aren't packing a
ton of extra ammo, you should try using assault rifle daze them and
melee them if they are alone.

After a while, two back to back Revs will spawn in, take your time
killing them, you have lots of room, BUT BEFORE YOU KILL THE LAST ONE
MAKE SURE YOU RELOAD EVERY WEAPON YOU HAVE!

Why? Because a buzzsaw enemy will appear, and unlike other levels,
enemies spawn in and you'll have VERY little room to deal with both. It
also boils down to luck, my first time playing this level he had the
Tank/Countdown/Freezer, yup that was fair. 65 seconds, but yea,
tough with weak weapons.

If this happens, either hope you have magic pixel or don't be stingy on
your crystals (assuming you are using lv95 guns, you won't be killing
a large buzzsaw with countdown too easily).

The two zombies that spawn after the buzzsaw spawns, one is a tumor and
another is one that turns into a potato... so you see why the countdown
skill can really be annoying? You'll want as much fire power as possible
at this stage of the game.

While it's rare that healing enemies will appear, don't risk it, only
attack the buzzsaw when it's alone if you can't just kill it in a
single freeze/electric bottle + magnum combo.

Even though most of the zombies in the rest of the main level may be
big and electric, don't stop running from the buzzsaw, get right next to
a fresh one, shotgun that fucker to the ground, then proceed to run (or
place a magnum/sniper bullet in its head if the buzzsaw isn't about
to gobble you up).

Oh right, remember, buzzsaws can one hit kill you, so getting stunned
at all can be deadly, especially if bitten, it's better to get shocked
and hunch forward, than get comboed and die.

This level will test if you are ready for the rest of the game, some
levels can have 2 level 105 buzzsaws, while most levels offer more
options in terms of space, you still need to make sure you have enough
ammo to physically kill them. Use this level as an awaking.

Also this is the first level you need to work on the speed of killing
regular zombies with the shotgun, if you dick around with stunning and
melee attacks, you can get surrounded easy.

Enemies: 31
Dog, Zombie, Tumor, Zombine, Revenant, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~III-1
If the last level set you up for what is in store with boss type enemies,
this level will test you on basic enemies... namely hunters.

If you are going in order, this will be your first level with hunters,
so please practice on them...

The key to this mission is to check yourself at every range. There is
random spawns, no dead ends, random gib, and fucking potatoes!

Have every weapon with you. With your rapid fire weapon (hopefully
you were smart and chose an assault rifle) ONLY use it on charging
hunters. DO NOT waste time switching to an assault to peg tumors,
DO NOT waste time aiming for pre-set gib (hunters are too fast and
don't have enough health to risk this strat).

Depending on the range, and the amount of enemies in chase, use a
magnum or sniper rifle once you flip over a hunter. If you time it
well and aim for the head, it should take two shots max.

While there is a lot of enemies in this level, most are zombies, obviously
shotgun them. Towards the end, MAKE SURE YOU ARE PAYING ATTENTION to the
gold/exp payouts at the top of the screen, as the zombies will turn
into potatoes.

This is why it is important to ALWAYS be on the move, no place is safe,
not even the middle platform. Enemies also spawn in different places
depending on where you are in the level, so it is pointless to try
and memorize, and focus more on on the fly-gun skills.

At any time you are 100% positive you don't have enemies close to
you, take pot shots with your sniper rifle... if you have a strong
one with the long range mod on it, the level is big enough to kill
zomibes in one clean shot.

While this level has a bunch of gib I told you not to bother with (in
fact, I'd save them for your weapon with life steal on it), there are
also two electric generators, these I'd pop off as soon as you can,
in fact, waste the very first hunter with one. Nothing in this level
is super strong in terms of health, so again, focus more on surviving
over saving ammo.

Since there are no big enemies, use your ice grenades for any hunter
or even for incoming potatoes.

The reinforcements are a few hunters and zombies, 4 of them spawn on the
bridge in the center, just remember 3 of the 4 zombies will turn into
potatoes, if you are close to the exit coin, you shouldn't have any
trouble sniping the rest of the enemies.

Enemies: 41
Gib, Zombie, Tumor, Zombine, Hunter

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~III-2
Not giving any tips for the first part... why? The rest of the level will
be like this. You can the first part? Good.

You'll want to utilize every weapon you have, snipe down the long
hallways as much as you can. If you stand on the stairs (not a top
them) the enemies from your blindside (lol that TV show is literally on
right now) won't flank you, but can still hit you if you are in tunnel
vision.

As you kill enemies, a Hammer guy will appear, most likely small, and
posionous, this combined with many potatoes and gib you may of left can
make playing ring around the rosie difficult. I prefer to circle the
stairs area you came from, and bailing to the beginning if things get
hairy. Remember, the hammer guys are VERY difficult to pass by.

You have two choices in this part. One is to expertly use fallen tumor
gib and potatoes to injure the hammers. Do this is you aren't good on
ammo via skills.

The second option is to shotgun the hell out of everything in the way,
just remember the potatoes ALWAYS spawn near the exit gate on the
opposite side you came in from, so if you are going to do this method,
you are either going to need to kill them SUPER fast, or bait them
into exploding and dodging away at the last second (much much easier
with the evade extend skill equipped).

The next area, make sure you remember there is ONE zombine in here, but
that shouldn't matter... with a long range sniper rifle, you can sit next
to the treasure chest and pick off the rest of the enemies, plus you can
now retreat to the middle area without the risk of potatoes.

(When redoing this level on normal/hard/very hard, I played catch with
the hammer guy at the end of the hallway with a rocket. He didn't like
it as much as I did.)

The reinforcements are 4 more zombies in that long hallway and another
hammer guy. He should be easily singled out, and it's a matter of
having enough ammo.

While there is long of strong enemies with a lot of health (6 hammers
can take its toll on ammo), there are enough explosive enemies to
make it work... plus hallways are pretty easy to stack them all
together... time to practice!

Enemies: 38
Zombie, Tumor, Potato, Zombine, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~III-3
Before you start freaking out, the ONLY slingers that can hit you in this
level are the first two... and one starts next to a barrel if you have a
hard time quick sniping.

While the basic set up still works (all 4 weapons), you can sub in an
Anti Material Rifle to help with quick killing.

Any ways, your main goal is to get rid of the two slingers ASAP, then
you can shotgun the zombies, magnum the common frosty zombies, and use
what ever you like against the Revs. As this level doesn't have too
many enemies, and no boss types, you don't really need to over try
on this one.

While this level will be extremely simple if you are lucky with breaking
revenant weak spots and can aim well, it will be even easier if you
have fire ammo on something if they get close, or even use hurler with
fire bottles. But again, that's too much, I never needed that much.

After your 25th enemy killed, the final spot opens up, to which you
can always backtrack for breathing room.

Once the two slingers are dead, the key to this level is being able
to either kill fast or learn to run. If a revenant starts "Voldo"
crab walking, that's your cue to time a dodge or throw an ice bottle.

Enemies: 32
Zombie, Revenant, Slinger

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~III-4
On my first playthrough on Code Red, this is the first mission I just
couldn't do with my limited ammo. This is because there is a total of 7
hammer guys, and at least 4 of them should always be unique.

This is when I decided to use frostbite, ice bottles, a magnum with
with elite killer as well as extra ammo for it. Don't be like me and
wing it, because I ended up dying on purpose to use a life crystal.

While the Assualt Rifle can help with the numerous tumors, you can
opt out of taking it for an Anti Material Rifle... only so you
don't waste an ammo crate that has assault rifle ammo.

If the first two hammers spawn with the healer skill, you'll see why
a high damage output combo like this is important.

Any ways, start out the level trying to line up BOTH hammer guys, so you
can hit them both with your magnum. Naturally freezing them is important
to make this happen, and don't be shy to toss an electirc bottle as
well.

After them, there are a few easy to shotgun zombies, then you can choose
one of three areas. If you aren't sure about your ammo reserves, I'd go
to the far door you can see from the stairs as this room has 4 hammer guys.
You don't want to make it that far to run out of juice.

Room 1: DO NOT take the bait and open the chest. Lure the hammer guy out
of this room, he'll be solo. You'll want to do this because as you kill
these hammer guys, dogs will spawn on the stairs, not only can staying in
this room get you cornered by dogs, one of the next two hammer guys will
block the door!

With these next two, try to kill them as you killed the first two hammer
guys by lining them up, freezing them up, eletricify them up, then shooting
them up.

More dogs will spawn as they fall, so try kill hammer guy #2 and #3 at the
same time. Then finish the final one.

Room 2: This is the room half way down the main hallway. EVERY zombie
that doesn't have a tumor on its head WILL TURN INTO A POTATO! Keep
this in mind. There are enough tumors to chain react kill many, hell,
I think I made it to the last zombie once before using less than
half a high roller clip.

The final potato will always spawn with a barrier up, if he is killed
last, you can easily get behind him as he mutates.

No dogs will spawn after this room is cleared.

Room 3: This room contains revenants, if you aren't an extremely lucky
shot or are stocked on fire weapons/bottles, I urge you to back track.

Since you can't determine luck, backtrack. Using this whole hallway shouldn't
be hard to kill them as they move towards you. They only come 2 at a time
at most. The final one will always be on fire... I suggest freezing him
if you have a tough time finding his weak point if you since it can blend
in.

After he dies, more dogs will come from the stairs.

Reinforcements are just four enemies, as long as you have ammo left, you
should be fine. If you stand next to the exit coin (in the center of the
top of the T section hallway) you should instantly snipe the zombie and
the dog, then retreat to where Room 3 is and focus on the revenant next,
then finally the hammer guy.

Enemies: 38
Dog, Zombie, Tumor, Zombine, Revenant, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~III-5
Make sure to take every weapon you can, this is a very fun level... and
literally the only interactive one! (Jail cell doors opening, YAY!)

Snipe when you can, shotgun the close enemies, and if they are elite
zombies with exploding abilities, DO NOT WASTE MAGNUM ammo on them if
you aren't well stocked.

The safest place to snipe/shotgun/wait is probably on the stairs, as
zombies will usually jump right off the edge rather than get you from
behind... but keep an eye out.

See that electric generator? Save it for when the TWO hammer guys spawn,
to save ammo.

During this first stage of the level, many enemies will spawn with the
booster ability, these are who you should waste your grenades on, most
I remember are barriers and frost properties, so things can get
crazy.

If things get hairy on the steps (actually, next to either of them)
make sure you book it to an area where you can make circles.

Ammo is in a cell you need to open at the top, last one on the right.

Now, you got your key, did you read my weapon set up section? You may
of laughed when I suggested using Daze on an assault rifle? Well now
you'll see why. Running low on ammo? You'll soon meet the executioner,
a very VERY large bullet sponge.

As he spawns, two (one after the first one dies) booster zombies will
spawn behind the big guy. These two boosters will have barriers up,
so you have two options.

The first is to daze the executioner as much as possible, to try and
get him AND the first booster nuked by the generator. Then retreat and
lure them back to the top area, so you can get around the second barrier
guy.

The second is pretty much skipping the generator first, then using it
after the above lure tactic.

Either way, I'm assuming you don't have a lot of ammo, or bottles, which
is ok, with a single executioner left, you can daze him pretty easy
with your assault rifle... while melee is weak, it can add up, but to
speed up things, as you do it, you can pump shotgun shells into him,
just remember to dodge backwards.

This sounds like a lot of prep, but this is just incase you have trouble.
The amount of detail for the executioner fight gives a lot of leeway so
you can use up all the fun stuff in the cluster fuck of the main level.

Also, with this knowledge, you'll have a solid idea on how to deal with
these guys in the future.

Enemies: 29
Zombie, Hammer, Executioner

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~III-6
In my opinion, easily one of the hardest non-time limit levels in the
entire game. It has a lot of enemies, high health enemies, a very crazy
elite "screw you" combos at the end... oh and revenants that spawn at
odd spots that can pretty much trap you.

Start off by making a choice, keep or ditch the assault rifle for an
Anti Material rifle. There are only four ammo crates in this mission, so
getting even one assault ammo box can hurt.

This is also a level I HIGHLY suggest using TWO ammo skills (magnum,
shotgun, and/or sniper) and as many bottles you can grab. While
fire ammo can help, you should at least have both fire and ice bottles MIN.

Ok, you want to make sure you save FOUR ICE bottles for the end, electric
bottles are also helpful.

When the stage starts, kill the dogs with your weakest weapon, ironically,
the only time the assault rifle will really help you.

The next part has 4 zombies and 2 apes. Gauge how strong you are versus
Apes, they will take A LOT of ammo. Zombies should be shotgunned as with
the Apes.

Try to use the shotgun, when you get the end of the level, you'll want as
much ammo with longer range power weapons as possible.

You have a choice, I go left first. More zombies and a single ape, I
like going here first because the final two ammo boxes are here, so you
can be judge what you can spare.

Now the roof, climb the ladder, try your best to, again, use the
weakest weapon you have to kill the two single revenants. Retreat to
the ground level if things get hairy.

After they are done, drop down, and kill the few enemies, two revenants
will spawn in the center of the long street, MAKE SURE YOU ARE NEXT TO
THE GATES BEFORE THEY DO, this is so you can bail to the roof so you
don't get cornered.

Tip? DO NOT TRY CLIMBING THE LADDER IF THEY ARE CLOSE TO YOU! To avoid
this sticky situation, don't wait till they are more than halfways down
this street before bailing. If you see one do the 'Voldo" crab walk,
don't even chance it.

Ok, the next door, has two more roof revenants, which should be dealt
with like the first two roof revs you faught.

The next area has four dogs, two big, and one has the attract skill,
kill him as soon as possible, the rest, use your weakest weapon.

Final key, now the fun part starts! Unless you as packing a super strong
magnum/sniper with fire ammo, you'll want to be next to the first gate you
started at. Remember how I had you play the circle game with those two
revenants before? Well you are going to be doing that again.

Only now, there will eventually be two ape enemies... one frostie, and
one flammie... BOTH with a booster and barrier skill! The boosters will
make the other revenants ice/fire type!

Not only are revenants very fast, and large to block your path, having
the ability to freeze/burn you is a deadly combo.

So, how do we tackle this part? Climb that same ladder you been climbing.
If a revenant comes up first, try your best to off it, but what you want
is to get lucky and have an Ape pop up.

With their barriers up, and assuming the worst (you are out of ice bottles
in this tight level) they will always jump up the ladder, exposing their
right flank.

Without using anything over powered, this mission will take you about
9 to 13 minutes doing it this way, so don't get greedy.

Fire can help, with so many barriers, and odd colored revenant weakpoints,
it may be tough to find them in the havoc. So when dealing with them, the
second you get one to low health, flick a fire bottle.

The two booster-barrier Apes will spawn at opposite ends of the main
street, it is why it is VERY important to stay next to that first
gate. I can't stress this enough.

Reinforcements are an easy two more Apes and a single revenant, repeat
the same ring around the rosie strat you been doing, don't fail now!

Enemies: 44
Dog, Zombie, Revenant, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IV-1
This mission isn't that bad when you do a few things.

First off, like always, save all the ice tanks for when the Apes start
moving in. This level is all hallways, so it shouldn't be hard to lure
them to them.

Any ways, they aren't hard to find, this level is like 95%+ bright
white.

Ok, the only problem in this level is the random like spawns, but
the good news is the enemies aren't that strong (besides the apes).

Use your shotgun on all the zombies, the magnum (after a shotgun
knock down if they are close) for the hunters, and the rest of your
ammo for the big Apes, and you should have no problem.

You'll want to be running around a lot, the good news is there are
many spots you can freely circle. However, if you'd like to stand
your ground, you can isolate yourself at the stairs from the start of
the level, as no enemies will ever spawn behind you.

Enemies: 32
Zombie, Hunter, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IV-2

Take your usual weapons and make sure you have ice bottles as this level
can get pretty hairy fast.

At the start, move forward till you hear enemies spawn, then retreat back
in the alley. This will allow you to funnel all the enemies in single file
for easy pickins.

Now you have two choices as three enemies with shields will spawn as you
move past the school bus.

1. Retreat back between the bus and car, no enemy will ever spawn here.
Even though many enemies have shields, there are no big enemies so you
can actually kill the weak zombies with HEADSHOTS. Use ice and shotguns
to nab them when they are close. If you snipe, the good news is that
you'll never have to worry about a zombie or hunter getting behind
you.

Remember, there are MANY shielded enemies, so using knock down or
freeze tactics are a must. ALWAYS aim for the booster enemies, they
give out the shields the majority of times.

Or

2. Run right up to the first group, freeze them, get behind them,
destroy them, then do the same for the next two trios of enemies.

After that, I'd revert to the first strat as you make your way back.

Remember, although there can be a lot happening on the screen with
many fast enemies, there are only about 20 weak health enemies till
the gate can be unlocked, so don't be stingy with your ice and other
large payout weapons.

The reinforcements are just 4 zombies at the top of the stairs, if you
made it this far, this shouldn't phase you.

Enemies: 34
Zombie, Hunter

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IV-3

Let me start off by saying I hate this level as sometimes you need to
find enemies... it plays like I-2 in ways, just with harder enemies. Oh,
and fucking Glasps.

Before even starting, make sure you have some way to destroy Revenants
very fast... even if you are a crack shot sniper/magnum user, if you
get unlucky (as in not revealing weak points fast) and don't have fire,
you can easily get cornered by them... and glasps and zombies with the
weapon disarm ability can really screw you up.

The real level starts at the final 12 enemies, the first 15 you should
take easy. Save as much hardcore stuff as possible till then (bottles,
and strong weapon ammo), including opening all four chests... so if
you die with a very rare weapon, it won't be wasted.

Once you kill the 15th enemies, TWO glasps will appear... they very
commonly have a poison ability, which is good... but don't bank on both
of them having it.

Now these two may spawn together, but it's random depending on where
you are actually standing, so don't count on memory. Just learn how
to find them, do a zig zag up and down while going side to side...
you may think small hallways will make this easy, but they can clip
through the ceiling and you'll only see the bottom half.

While there are a few tumor zombies where an AR/SMG/Pistol may
help, this is one of the few levels where using that good ol Anti
material rifle can help.

See, once those two glasps come out and die, the last wave of enemies
are two more separate glasps, a few revenants, and a couple zombies...

What's so special about these zombies? There are at least two of them,
if I remember correctly, they have the sprinter and disarm skill...

Combine with the invisible glasps that can easily block your way, and
revenants as well, two enemies you can't just effortlessly steamroll
through (unless you actually take the drill lol), this can be a
major problem.

When it gets to this stage of the game, you'll want to freeze almost
every enemy to get some distance... the Revs? Use a strong weapon and
then flick a fire grenade at them when they are at about 10% health.

With an AMR, you should be able to eliminate the Revenants very fast
with this strat, which leaves solo fast zombies (shotgun) and slow
glasps left.

This is one of the few levels where you actually need to kill Revs
fast, trust me on this, if you can knock them out fast, it makes this
level's finally less of a hassle.

A shotgun can help you find glasps, but if they are the last enemies
left and you are bad at finding them, head to the chest where the
exit icon should appear (next to the hole), this way they can't flank
you.

Enemies: 27
Zombie, Tumor, Glasp, Revenant

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IV-4

This is one of the few levels I had to break out dual ammo skills to
complete...

See, the first time I played the level, I ran out of everything besides
assault rifle ammo, and literally had to break the exit icon as the time
was running out. I couldn't get them quick enough.

While you may thing using the shotgun would be enough, NO. Enemies fucking
explode 100%. Everyone. You either need to back off or take one to
the face... and I'm not sure you want low health in a this level.

The exploding also screws up using the tumor gib as weapons... as not
only is the damage very low, they all blow up together (also limiting
the ammo of health you can syphon from them with your life steal
weapon)

It may be tempting, especially without a rocket launcher, but try to save
two electrical generators for the single Boomer who will appear on top of
the oil truck.

Besides him, the enemies are:

Zombies: Either be GREAT with headshots, or shotgun their legs, knock
them down, then move on (either headshot them then, or toss a fire nade
at them for an instant death)

You don't want these getting close... once they do, you can get comboed
pretty fast by the other zombie, or worse, a hunter... and a freeze
bottle will only make them explode.

Got that? Shotgun to the knees if you miss the headshot. This is one
of the few levels I recommend using the Shockwave skill as it can
completely eliminate the threat of the zombies.

Hunters: Same as in level III-1, you'll want to either stun them asap
with a shotgun/Assault rifle depending on the range, then finish them
off with a Magnum/Sniper rifle, again, depending on the range.

The Assault rifle will take to long, and the shotgun, well, do you
really want hunters exploding in your face?

Ape: While you can use a shotgun, make sure you know how many point
blank shots they take before they explode... (might be hard if you have
crit mods in the gun) you don't want to waste time backing off to see
their health bar (if you are close, you can't).

Now halfway through, the Cannon comes out... he's solo until he is
damaged a bit... so make sure you freeze him next to an eletric
generator, and HAMMER it with your strongest weapons.

The extremely hard part is now combating all the other enemies in the
level... even worse if the Cannon is (and most likely will be) a little
sprinter. This means he will not only run fast, BUT FIRE FAST!

If you have enough ice bottles (or fire power) you can kill the Cannon
at the first generator. See, as you probablly know, the bottles will
have an effective area of freeziness for a bit after you throw it, so if
you position yourself with your back to something (like that giant
obelisk in the center of the stage), the enemies will funnel towards you
and get frozen. Even better if you can pierce and hit another enemy.

The second way is to run around like a chicken, trying to separate the
non Cannon from the Caannon. You'll ALWAYS want to keep something
between you and him... and if you aren't, DO NOT RUN STRAIGHT AWAY from
him, AWAYLY run at an angle.

Since this mission is timed, you can swap your assault weapon for your
Anti Material rifle. Doing this would allow you to take out an Ape
or hunter ASAP in the event it spawns with the healer elite skill...
Which can destory your chances of this timed mission if you choose
to run around like a turkey. Remember, doing this, you'll need to be
quick sniping hunters.

Good luck, if you have trouble with this mission, come back later to
this mission. It is vital that you have magnum and maybe sniper ammo
near maxed out. Remember there are no respawns, and there are a ton of
Apes with a lot of health with a friggen Cannon... While I don't like
using it, a Rocket to the face of the Cannon can make this mission
so much easier (use it once you start hearing enemies spawn and
with an eletric bottle).

The reinforcements are just 2 hunters and 3 apes, don't screw up now...
Kill the hunters first (like you should be doing through the whole
level).

Enemies: 27
Tumor, Hunter, Ape, Cannon

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IV-5

This mission can be very hard, or managable, depending one the end of
the stage.

While there are a few tumor zombies and a massive amount of hunters in
this level, you may opt to swap out your assault weapon for an anti
material rifle for some quick killing.

See, the hunters usually start far away, so you should be able to snipe them
with ample time, so a quick assault weapon isn't needed.

In most levels, I suggest using a shotgun for many zombies, but again,
you should be sniping them as well.

In fact, once the level starts out, only the first four (and like 7th)
zombies should be engaged at close range till the end of the enemies.

Two reasons, one is that if you creep up (not run) with your scope up,
all these enemies are going to be at long range. With a sniper rifle and
the long range mod, you should be putting them down with 1 to 2 bullets,
even 3 bullets will be ok and easy street.

The second reason is a few zombies will turn into a potatos, which will
pose absolutely no threat if taken slowly.

Now, the beef of the level... DO NOT DESTROY THE FIRST ELECTRIC generator,
see, the whole level is easy until you get to 25/37 enemies.

The 26th enemies is a buzzsaw... he should be on fire... BUT WILL ALWAYS
HAVE A GOD DAMN BARRIER ON HIM! This enemy is nearly impossible to kill
without the use of Ice or overpower weapons.

One giant tip? Enemies will pour out near the exit gate when he is at
mid health... so what to do? RUN all the way back to that first generator.

Now it's a matter of popping that generator and hammering him dead as
fast as possibile. If you don't do it fast, or be stupid and try to
kill him at the exit gate, the extra two hunters that pop up will annoy
the piss out of you!

Again, I don't like using the rocket launcher, but having a level one
version of it if you are Chris or Jill (or transfer it) can make this
mission just as easy as the first subway mission.

The reinforcements are 3 hunters and 3 zombines, you can hide next to
the exit icon with in the gate and safely take them out. Make sure you
remember all the zombies turn into potatos, I've broke the exit icon too
fast at least twice, having to repeat this mission.

Enemies: 37
Zombie, Tumor, Zombine, Hunter, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IV-6

I like this mission. Although there are a massive amount of zombies of
all flavors, the level is so small, using an assault weapon isn't a great
idea... as there will be A LOT of potatos (make sure you look to see
if the enemy gives exp/gold when you put it down, if doesn't, surprise,
it's a potato!).

Assault rilfes, won't do jack versus (up to SIX) potatoes, so use your
Anti Materail rifle or Magnum on them to take them out quick.

Another way, would be to either use the drill skill (lol) or git gud
with the Evade Extension to make them kill themselves invain. Fire
and shockwave are also a good idea, especially if took much gib is
on the ground.

So anyways, 90% of the level is managing these zombies in close
quarters.

There are four apes and three hammers, each of these enemies has one
point where two spawn in the same area and same time, for the first
set of hammers, use the red explosive barrel close to the beginning.

For the two Apes, there is a red barrel VERY close to them. Both of these
enemies will have a large version next to them, it's vital to get them
in line to pierce them with your magnum. No need to hold back your
ice and eletric bottles.

The first hammer guy can be lured to the tumor gib, many zombies will
appear with free explosive gifts. For the rest of the level, unless they
just line up, I wouldn't risk trying to herd the potatoes, as the level
is so small, usually moving by them will set them off.

Now, this level as a very SCUMBAG reinforcement section... only three,
one ape, and two glasps.

The problem is this...

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
^                                   ^                                   ^
You here                           Exit                            Enemies

This is ideal... if you are touching the end of the level, the 3 enemies
will appear at the other end... so when the final six enemies appear
before the exit icon comes (all are zombines, 3 on each side), make sure
you kill one side first, then hug that side TOUCHING THE EDGE, best at
the starting point.

Because...

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
^                                   ^                                   ^
Ape                            Exit & You here                        Ape
or Ape + Glasp                                                or Ape + Glasp
Etc                                                                  Etc

Do you want to guess which side the glasps are on? No. I've died on this
stage many times, even on easier difficulties before I started hugging
the starting side... why?

Because...

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]
^  ^                                ^                                   ^
|  You here                        Exit                        Ape & Glasp
Glasp (This means instant death)

See why this is bad? IT IS NEVER A GOOD IDEA TO HAVE A GLASP SPAWN ON YOU!

The good news, if you get into position, a glasp is usually right behind
an Ape, but the other one might be behind a box, but if you have the
entire level to spot them it isn't hard.

Enemies: 37
Zombie, Tumor, Potato, Zombine, Glasp, Hammer, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~V-1

While this mission is a protect, it has two defense targets, thus making
it much simpler, since zombies will ignore you for the most part.

This is good because this mission is SUPER small, and things will get
friggen crazy. Even though this level has a few spiders and tumors, leave
the assault rifle at home, and opt for the anti material rifle.

First thing to remember is the conserve your big gun ammo for the beginning
as once the kill count hits around 27ish (around the second set of spiders)
an executioner pops out. Keep this in mind, because there is a well placed
nitrogen bomb on his path to a window.

Hopefully you freeze him, once you do either sniper him with your Anti
material rifle (if you took one) or start killing off the other enemies.

You need to make a choice before doing this... Are you going to kill him
fast and keep the other 5+ zombies and hammer guy at bay, or are you going
to single the executioner out?

I was surprised I beat this mission on my first try, as about five minutes
of it was a 1v1 fight, and was relying on a lvl95 high roller with a level
10 daze. Don't want this stress in this mission? This is level can be made
into easy street if you just rocket the executioner while he is shocked.

Enemies: 40
Spider, Zombie, Tumor, Potato, Hammer, Executioner

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~V-2

Take as much long range crap as you can. When the level starts, head up
to the left. Get coozy on that long piece of land with the two treasure
chests on it. From here, you only have to worry about enemies spawning
below or at the two ends of you... if you stayed at the beginning, you'll
have WAY too much trouble with falling potatoes.

This level is actually a very easy code red level, notice the enemies are
actually five levels above you and not 15 levels above? That means if you
have the Life Stealer mod on any weapon (even a sub machine gun) combined
with any defense skill, you really shouldn't die.

Keep in mind, there are two zombines, that will still hurt. For the hunters,
if they give you trouble, save your bottles for them.

Reinforcements are just ten more little enemies, nothing special.

WARNING: Only twice have I seen a freeze zombie WITH THE VANISH SKILL.
This is rare, but can pose a problem. If no enemies are spawning, run
all the way up to the top of the long path to get a clear vantage point
without fear of him sneaking up on you.

Enemies: 63
Zombie, Potato, Zombine, Hunter, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~V-3

If you aren't a good sniper, or have a weak one, but sure you save that
ammo for the slingers.

If you don't take out the slingers as soon as they spawn, always remember
that they WILL throw shit at you.

There are two red barrels, I recommend you save them both for a hammer guy.

Keep in mind, enemies can come from two sides, but they are free hits once
they cross over.

The last wave has a Glasp that spawns a little to the RIGHT of the hammer
guy. Be quick with taking him out so you can focus on the slingers over
guessing which side he'll pop out of.

This is another level where I suggest swapping out your assault rifle for
an Anti Material Rifle. Even though there isn't time, you still want to
try and kill as many enemies as you can before they get to you.

This level is popular for farming weapons as you can grab the chests fast
and reset fast.

Enemies: 35
Zombie, Tumor, Glasp, Hammer, Slinger

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~V-4

This level is extremely easy for being in the fifth gauntlet, While there
is a lot of fire enemies at the end (nine) it is over preparing to use
ice weapons.

The hardest part is the beginning, but as long as you keep moving with a
shotgun, the slinger can't hit you, sometimes it even misses the ground
and no explosion even happens. Attack them long range when they miss... or
hell, if you can't snipe, go close.

The area is a large circle, so you shouldn't get trapped.

The next part has dogs, they spawn far away from you in relation to where
you start. Take out your sniper rifle and inch slowly towards them.

There are two glasps here as well, if you inch like I said above, it will
be very hard for them to make it to you... and they both have a poison
skill.

The very end is just nine zombies and a dog with many nitrogen bombs. They
are all on fire, but that shouldn't matter, you have the a ton of real
estate behind you. As long as you don't go down and chill, they should
never surround you.

Choose the right side gate, for some reason the left side has an annoying</pre><pre id="faqspan-5">
glitcher where if you a backing up while aiming, you can get stuck.

Enemies: 34
Dog, Zombie, Glasp, Slinger

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~V-5

Since this level is very small, you should leave your assault rifle at
home, you never want to stay in the same spot for a while... that's how you
get snagged.

You should use your anti material rifle for the revenants, if you flick
fire at them after 2 anti material rifles shots, it should be dead and you
will have enough ammo to comfortly do this for all of four of them.

The first revenant is invisible right next to the starting zombie, you
can hit them both. Two shots, flick fire.

Then a bunch of zombies will pop out of the same area, use your shotgun
for the mundane and your magnum for the elites. You don't even need to
aim for the head, the level just doesn't have that many enemies.

Keep in mind, that some zombies will appear in the cockpit. Some time
killing zombies, a big one will appear with the attract skill, he isn't
too bad, after all, it's just a zombie.

The 2nd revenant should be a small sprinter with the countdown skill.
This rev is VERY dangerous, definitely use your anti material rifle to
cut his health down and end him with fire.

The 3rd revenant is right after the 2nd, in the cock pit... he has no
notable abilities, so if you are running low on anti material rifle
take him out however.

After the next zombie is killed, one will appear down stairs, I
suggest heading down here, kill him, and just stair at the steps.

Nothing else will spawn in the main area with seats, so it's ok to
focus. When the enemy count gets to about 32 or 33 out of 36, the 4th
revenant will appear exactly where the 3rd one did, he is invisible. He
usually has poison around his feet, either way, if you are standing
at the bottom of the steps, he can't sneak by you.

Enemies: 36
Zombie, Revenant

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~V-6

This level can be very easy or very hard depending on how much fire
power you have... if you don't have a lot, save your big guns for the
end. If you did the level III-4 ok, this level shouldn't be any trouble.

Through out the level, you'll find zombies, spiders that usually have
the booster skill that make everything on fire, and hammer guys.

It's smooth sailing till the end of the level, where abou 6 hammers
will come up. Don't worry about the spiders, if you have a strong
magnum with elite killer, it really won't make a difference if they
make everything on fire.

The end is just a matter of getting both hammers (they come in pairs) to
be lined up, and using freeze and electric bottles. The good news is
you can use the whole level to back up while attacking them. The bad
news is the space is tight. So it's a good idea to save a few ice
bottles so you can freeze them, damage them, then circle around them.

Enemies: 31
Spider, Zombie, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VI-1

While the anti material rifle sounds good in this level, the assault
rifle (with daze as I suggested) can really help.

This is one of the few levels I suggest trying to use that assault rifle
with melee attacks on as many zombies as possible. You'll want to save
at least a TWO clips of shotgun ammo.

You'll want to plan your weapon usage according to the type of ammo that
randomly drops for the boxes.

Ok, so the level starts off with three zombies, use your assault rifle.
When the ape spawns in, break the ammo box, use whatever ammo you get.

When he's dead, an executioner will appear, this will be annoying,
but only use your assault rifle on him. Aim for his head, he'll kneel
down, shoot a few more in the head, then kick him.

The next part has a juicy generator. Kill the zombies, then lure an
ape to the generator. Another 2 waves of a single ape and 2 zombies
will appear. Use your own bottles for the last ape with the barrier,
the magnum will kill him extra fast.

Naturally, if you have a mundane ape, use the shotgun, and to save
ammo on each of them, use your daze assault rifle to stun them, as
a melee attack will break their face.

Now the meat of the level, a big long section with a giant executioner
with a barrier and poison. Few things.

1. There is ammo at the end of the bridge.
2. DO NOT blow up any red barrel, YOU WANT TO USE THIS FOR THE BIG GUY!
3. Do not bother damaging the executioner until you eliminate the
two sprinter healer apes.
4. Try to save the tumor zombies.

Ok, so that's the jist of it. Let the enemies come to you at the stone
divider. Snipe as many zombies as possible during this time. Once the
big guy gets close, immediatly start running to where that electric
generator was.

This will start making the faster new spawning zombies drop down from
other spots, away from the executioner.

Those healer apes? It's why I suggested saving some shotgun ammo, if you
have a Taps shotty, destroy these apes ASAP, they will not only block
your path, but heal everything.

Now, once the executioner is alone, lure him back up top. If he is still
down the bottom, you can use the rest of your sniper rifle ammo on the
back of his head. Chances are, you won't kill him, if not, there are
a couple barrels up top to help you.

Freeze/Elect bottle him the rest of the way with your left over ammo...
If you chose a rocket launcher, I still recommend doing everything the
same way till the very end.

Enemies: 34
Zombie, Tumor, Ape, Executioner

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VI-2

If you can handle the last timed mission, this one should be cake as
all but the final enemy will appear in front of you in either a narrow
subway hall or car.

An assault rifle can help with all the hunters, as usual, knock them
down and follow them up.

Try to use the shotgun on all the early apes as when you get into the
subway car, they will be some that are invisible... which is silly as
they also have the attraction skill, which you can see the glowing
light.

Any ways, when you are in the actual subway car, inch forward, and
you should have no trouble.

The end however, can be complete bullshit. Three apes will appear at
the end. They usually aren't a problem, a peirce weapon goes a long way.
The bad part is bad luck, a 4th ape will appear behind you... IT CAN
SOMETIME BE GIANT WITH A BARRIER WITH COUNTDOWN!!!!!!!!!

If he isn't, it isn't a problem. If he is, you better have a fire
weapon and something that can keep him stunned or knocked back.

Enemies: 30
Hunter, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VI-3

This is the first level I woke up and said "Hey, time to stop aiming for
the heads of zombies then punching them." As I actually died... so use
your shotgun on them.

The only thing that change this level are the sausages (lol). Learn where
they spawn, you can deal good damage before they even start moving.

Assuming you have trouble with them, you should tackle in one of two ways.

1. With ample ammo, strait out freeze/electric bottle them and finish
them off. If you have the ice bottle, they won't break.

2. Break them. Once a sausage is slpit, use an ice bottle (trust me,
you'll have enough). If you do it right, you'll freeze any straggling
hand and the top half so no immediate threat ensues. When the legs are
by themselves (including no zombies) you can put them down with any
weapon, even an assault rifle to save ammo.

There are two zombine potatoes at the end, usually around enemy 25/26.
The 29th/30th enemies are two red hots (sausages lol), I think they
both might have the countdown skill and one has the weapon drop skill.
This isn't bad, just split them and they lose their abilities. (or if
you are a cheese ball, you can put a rocket in between them.)

The reinforcements are three zombies and two more sausages, which
shouldn't be that hard if you made it this far.

Enemies: 35
Zombie, Tumor, Zombine, Sausage

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VI-4

The beginning starts off with 6 zombies... TRY YOUR HARDEST to leave the
tumor juice on the ground, this will help later. You can amass six of
the little gibbies.

The next part is a few zombies, nothing you haven't seen before, then
a tentacle thing will spawn at the top of the steps. Put him on fire, then
freeze him when he gets to the bottom, shock, and kill him.

A trio of zombies will spawn during this, so make sure you kill him
asap. Move on, through a house, down more steps, kill two more zombies

Now an executioner will appear. When he is damage a little, another
exectioner will appear, as well as a few more zombies, two with
barriers.

Now, assuming you have low ammo, you'll want to head back to the
beginning of the level an lure the executioner to the gib and the
red barrel tucked away in the playground.

While you can beast through the barrier zombies, a safer way is simply
stand in the door, looking to the outside. Get to here as soon as the
first excutioner appears. Once you see him coming up the steps, freeze
him and attack him FROM THE DOORWAY.

If you do the above, ALL THREE ZOMBIES will appear with their backs
turned to you, including the barrier zombies... not only does this
effectively get you by them, but also a lets you take them out fast.

Now, you'll want to head back, when you get to the narrow stairs
where the tentacle monster appeared, you can daze the first executioner
to let the second catch up, then use the hazards at the start of the
stage. With all that, you should definitely have enough ammo to win.

There is also a red barrel in the park area for some extra damage.

(If you beat III-6, this strat is massive over kill.)

Enemies: 25
Zombie, Tumor, Tentacle, Executioner

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VI-5

Take all your weapons, choice is yours if you want an assault rifle for
hunters, or the anti material rifle for the trio of buzzsaws.

The good news, similiar to the VIII-1 level, the first one isn't at level
105, so he'll die fast.

The second buzzsaw, he is usually giant, so it's best to save both the
explosive barrels for him.

Both later buzzsaws will have zombies escorting them, if you have a
spare freeze (or enjoy running around like a turkey) you should be
able to make it a 1 on 1 fight fast.

For the rest of the level, it's just a couple dogs and a bunch of hunters,
just try to keep yourself backed to a wall or in a corner, this way you
won't have to guess which platform they came from.

I found on that in the beginning of the stage, staying where you spawn
will allow you ample time to snipe the hunters in the distance. When the
reinforcements come out at the end, four of the first five hunters that
will spawn in will be close (behind and the right flank) of where you
start... remember this so you don't lose progress this far into the
level.

Enemies: 27
Dog, Zombie, Hunter, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VI-6

Just like mission III-6, and the final protect mission, this level WILL
test your fire power... but the good news is, this mission has a lot of
room, so you can use Charge Up skills much easier.

Oh, and the enemies all fucking explode... so your shotgun should be
limited ONLY to the Apes. Obviously save zombies for any life stealing
weapon you have.

You need to save at LEAST 2-6 ice bottles, depending on luck and your
fire power, there will always be 2 barrier apes... sometimes 4!

The first chance to unload on one is after the first gate. See the
double chests? IGNORE THEM, kill all the zombies from the first
intersection. Why? Becauase a trio of Apes will spawn there, including
a giant one with the barrier skill,

This is important as the barrier Ape will spawn with his back toward you.
These apes will most likely have the healer skill on them, SO TRY YOUR
BEST TO ELIMINATE THEM ASAP.

After the next gate, you'll have more apes in a narrow passage way,
including one with both the count down ability and the barrier skill,
unless you have kill him quick, I'd suggest luring him ALL the way back
to the beach... other wise you just sometimes won't be able to kill him
in 30 seconds.

The finally... a few zombies, then back to back Cannon and Driller. Please
note the electric generator other side? Ok, if you don't need it, great!
But to maximize ammo, freeze the cannon guy the second he spawns in, then
pop him in the head.

By the time he is unfrozen, you should have done enough damage to him
to make the drill guy appear. Pop the generator, freeze, then put
magnum or anything strong with pierce on it.

If you did this, and when they thaw, head back to the narrow alley amd
start sniping... then to the beach.

The drill guy is very fast... his weak points are the eyeballs... but
since the bastard is fucking hot red, you can always go for his head
if you don't feel like squinting.

Remember, if you are low on ammo, there is an ammo box inside the final
building (where the two big enemies spawn in).

While the enemies take a lot of damage, you really shouldn't fear
anything. The all apes are slow... and if you quick turn and dash away
every time the driller charges or the cannon guy aims, they'll hit
walls.

Enemies: 28
Zombie, Ape, Cannon, Driller

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VII-1

Pretty easy level if you do some tricks, and you should have to worry
about any pressure.

The level starts with two revs, then a ladder, with joke enemies. That
you shouldn't need help on...

First gate is just a single revenant... who can spawn atop or below the
ladder. (Don't forget the chest at the mid level).

Now here comes the strategy, drop down all the ladders, THEN immediately
climb back up. The two revs and the hammer guy will follow (without
the zombies), giving you a lot of room to improvise.

DO NOT BLOW UP THE EXPLOSIVE BARREL!

Head to the next gate after safely sniping the zombies from above,
there will be a tumor and two hammers... the hammers look scary, huh?
Both are frostie, both have count down, and one has a barrier!

Ok, don't worry about maximizing the tumor zombie, the gib doesn't always
blow up since the stairs may cut off the chain reaction... instead, lure
them to the red barrel. Using that will do some serious damage to them.

The rest of the level is straight forward... you have way too much
room now to fend off the few zombies and the executioner... for him,
if you have an ammo problems, there are two more juicy barrels near
the end.

Enemies: 30
Spider, Zombie, Tumor, Zombine, Revenant, Hammer, Executioner

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VII-2

While this protect mission can easily be the MOST hectic towards the
end, it can be managable. First off, leave the assault rifle at home
in place of the Anti Material Rifle. Save this for the end.

There are two spawn points, I'll call one Far and the other Near.

Wave 1: Far, a few zombies, easy.

Wave 2: Near, zombies, easy.

Wave 3: Far, A Rev, and three zombies (including a barrier). Take your
time, kill the Revenant conventionally to save on your fire bottles.

Keep in mind, the barrier zombie sometimes doesn't make a spawn in
noise.

Wave 4: Near, Zombies, easy.

Wave 5: Far, a tentacle and a few zombies, flick a fire bottle the second
you see the big guy... while he's flailing, try to shotgun the zombies.
Then freeze the tentacle and kill him. As he will be wobbling towards the
target, you may not even need to freeze him.

This is now a GREAT time to make sure you have all your guns reloaded, as
the final wave happens from both ends.

First you'll see a few zombies, try to attack them from the place in the
middile where you can see both pathes... but LISTEN to the spawns... by
this time soon after the couple zombies, you'll see an army of revenants.

The only time the hurler skill is great, is here, but not needed. What
you need to do is unload that anti material rifle on them (then fire
bottle them)

BE SURE TO LOOK AT THE NEAR SIDE! The only hard part is if the slinger
gets off the shit toss and you get overran.

Doing this level conventionally, like no fire, and trying to reveal
the weak points can actually be hard... so eliminate the luck and
use the FIRE!

Enemies: 27
Zombie, Revenant, Slinger, Tentacle

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VII-3

Up to you if you want to swap in the assault or anti material rifle.

When the level starts, there will be hunters, they will come at you
straight foward, they shouldn't be a problem if you flip them over.

Once they die, a slinger and an ape will appear... TAKE THE SLINGER OUT
ASAP, try to stun the ape after you kill the first slinger (if he charges
you, just eat the hit, it won't matter in the long run).

Another slinger will appear after the next one dies, obviously, kill
him too before focusing on the Ape.

Now, when the cannon guy appears, DO NOT ATTACK HIM, at certain HP totals,
two hunters and two apes will spawn, no matter if you killed the slingers!
So, before the cannon dude drops down, kill ALL THREE SLINGERS, they
spawn one at a time, and shouldn't be hard to manage before anything
(fireball or shit) gets flicked at you.

For the cannon guy, you'll want to lure him up top, as at least one of
the Apes that spawn will have the healer skill, so you don't want any
wasted effort.

The other good part about retreating upstairs is you'll funnel the
remaining enemies. TRY TO FINISH THE FINAL APE while you are close
to the aclove where the cannon guy first spawned in.

This is because a slinger and about 4 hunters in spawn there... MAKE
SURE you throw a freeze grenade... for an easy mop up. Expend all your
high damage/explosive damaging bottles to try and eliminate them before
the final big hunter flanks you.

The final enemy will be a slinger, but can't hit you from that ledge.

Enemies: 27
Hunter, Slinger, Ape, Cannon

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VII-4

Take your usual weapons for this 10 minute timed mission. This mission is
made easier if you know where the enemies will spawn.

The match starts with 6 hunters that spawn up top, it's wise to just run
into the door so the last few won't drop down on your flank.

Once you kill number 6, 6 more will spawn down at the botton of the ship,
so if you quickly head to the stairs, you can easily kill the rest of
them.

Now comes the part where you choose how you want to tackle the 3 boss
type enemies... there are 3 red barrels... If you do not like tentacles,
a single red barrel will completely injure them (usually kill) them,
or you can SAVE them all for the buzzsaw...

Remember, these red barrels are extra, as the two tentacles will drop
down from the top with there back turned to you... and you shouldn't have
an ammo scare for this level so the buzzsaw can be frozen, electrocuted,
and magnumed hardcore.

While you fight these enemies, hunters will appear, do not be afraid to
toss an extra freeze grenade... hell, it's also a good idea to avoid the
cheap drop down back fire kill, in favor of running away, killing the
small enemies first...

I guess if you do the above, then it's obviously a good choice to use a
red barrel.

Enemies: 27
Hunter, Tentacle, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VII-5

This level is lenthy, boring, and annoying... in my opinion. Like a few
levels, you have a choice on where you want to go, for the intent of this
guide, make sure you are going in an counter clockwise direction (first
room should be the bathroom).

Also, if you didn't guess by looking at the enemy types, make sure you
have some fire if you are bad at revenant killing... as most of them are
vanish types.

The level starts off with 3 doggies, simple shotgun or assault rifle if
they are the exploding types.

The bathroom has 2 vanish zombies and two solid revenants, once you are
in there, shotgun the first zombie instantly in the first stall, then
either hold your ground in there, or retreat. Once you are in the hall
way outside, you should never get touched. Try to save your fire if you
don't have much, as these are the easy revenants.

Two back up zombies will appear, easy kills, and great if you have a life
steal weapon (For the rest of the areas between gates, they are just
zombies and dogs, nothing you haven't seen before).

The next room, can be annoying, three revenants, including two invisible
ones! While you can screw with the solo visible one, once you start hearing
the other spawn in, retreat to the bathroom door area, this way you won't
have to guess where they are.

If you are pressed for room or don't like running, you can freeze them,
damage them, then fire bottle them.

Next gate is the only with a chest in it, contains 3 more vanished revs.
Use the same method as before, stand your ground, then book it when
more than one are wobbling.

Final room will start with a dog, then a bunch of invisible zombies. DO
NOT WASTE YOUR SHOTGUN AMMO TOO FAST, try to ensure you end this part
with a fully loaded boom stick.

This is because once you kill them, the reinforcements will come, five
zombies and raid mode's final driller... WHO'S ON FIRE! AND WHO IS
INVISIBLE!!!!

As soon as you hear the drill guy spawn (in the last office roon you
cleared of vanish zombies), dash to that room with the that chest in
it to mop up the zombies that spawn in and around there.

After they are killed, you can focus on the drill guy... just remember
that he can charge very very fast.

Enemies: 34
Dog, Zombie, Revenant, Driller

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VII-6

Right at the start of the level, make a choice to save the barrel for the
very first Ape, or a Revenant. No matter the case, the four revenants
that appear will do so solo. (Leave the one barrel next to the gate
though)

After the next gate, you'll have a few zombies, two dogs, and a glasp.
Just stand your ground at the first bend in the alley. If you migrate in,
the enemies can spawn on both sides of you.

Next room is just a few zombies and an Ape, you did this before.

Now the stair case, you can either do this part painfully slow by waiting,
that's always an option.

To go faster, run about halfway up first set of stairs and look up to the
right, you should be able see the glasp.

Spiders, kill them along the way. Now, you'll remember there is a spider
with the countdown skill, if you crouch, you can actually avoid getting
snagged off the bath, just remember, there is another glasp here... I'd
wait for him to come down.

If you get snagged by the countdown, this isn't an option, so use as
many fire/explosive bottles as you can to speed up the process. (Not
going to bullshit you, I like using a rocket here)

Next room has a solo revenant, you can take him easy. The next room after
this has another revenant and a glasp. If you are bad at spotting glasps,
I'd suggest hopping back up and retreating.

Now, the final area is the start, try to fall down super fast, if you
are lucky, you can use that explosive barrel to kill both the blue and
orange revenants. There is an Ape that spawns up there, he's not the
problem... the glasp on the other end of the room is.

To avoid this prick from sneaking up on you, retreat to the original
door leading to the alley, he should be directly across from you.

The reinforcements are just two mundane revenants, if you have two fire
bottles saved up, you can kill them the second they fall down with the
rest of your big gun ammo.

Enemies: 34
Spider, Dog, Zombie, Glasp, Revenant, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VIII-1

Boring level... literally the same as the very first... backwards... pulling
a Maximo.

Starts off with two Glasps, not going to help you, if you die, you aren't
losing much.

Then two hunters come out, easy, you can do it.

The next room after the gate can be a problem. The first hunter will
always be icy, barriered, and with the count down skill. The best thing
to is to back up down the steps, and hit his tender sides as he emerges,
freeze if you really need to.

Then a buzzsaw comes out, while you should have ample ice/electric bottles,
if by some chance you don't have 5/6 of each, I'd avoid wasting them
on him as this buzzsaw will be a lower level than 105.

Next area is simple, jump through the window, you'll here hunters
spawn, hop back through the window, and you can kill all the hunters
and the solo glasp with no fear.

The next area has two mundane (usually) hunters, easy kills, but
the main focus is the buzzsaw that will spawn at the top of the hilly
area. He will be a tiny, posionous, and firey fucker. Once he spawns,
you can save some bottles (which will help for the end) if you snipe
him. If you are a good shot, you can stun/stagger him a few times...

Once he gets close, don't chance it, pop an Ice bottle.

Next room has 4 hunters in a narrow hallway, as long as you stay at the
enterance, they can only spawn in front of you. Easy, right?

Final area, drop down the ladder and try find the Glasp, DO NOT DARE
WALK DOWN THE STAIRS, as this triggers the final buzzsaw, who is usually
a giant one.

This is why ice bottles are important... if you saved enough, you can
take him out with no worry... if you don't... well, good luck dodging him
in this tiny area!

Two hunters will join in hallway-ish, which will serve no problem if you
are freezing the buzzsaw as his fat ass will block the path.

Enemies: 23
Hunter, Glasp, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VIII-2

This isn't a hard level, despite the size (you can circle around the
plants). It does have 3 boss type enemies... to kill them, use your ice
and eletric bottles.

Use your shotgun for all the zombies.

For when the executioner appears, DO NOT START ATTACKING HIM till he
follows you to the lobby area, this is because once you do a little bit
of damage, a booster zombie will appear and pop a barrier on him and
also heal him.

For the two buzzsaws (1st will appear where the Executioner was, and
the last is during the reinforcements, in the lobby), try to shave off
damage with a sniper rifle both they are in freeze distance... just
remember that an Ape and Zombie will appear in the same fashion as
the start of the level once the buzz is near death... if you can't
kill him fast, it may be wise to stay in the foyer.

Enemies: 31
Zombie, Ape, Executioner, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VIII-3

Express level, slow enemies, need lots of ammo, try to hit two with one
bullet.

Nothing I really need to say, nothing, all the enemies are very slow, but
the difficulty isn't them, nor the protect target, it's having enough
ammo.

Unless you have a fire weapon, there is a good chance you'll want to
be using either TWO ammo skills, or a charge shot. The anti material
rifle might be a good choice over an assault rifle as well... each
enemy will take like, 2 clips minimum...

Only thing else to say is to save at least one fire bottle at the end,
a Tentacle monster is the only thing that spawns close to the defense
target, but literally like the fastest to kill enemy in the level.

I could see if the enemies actually rushed 24/7, but seriously, you'll
find out that this level is an ammo sponge.

Enemies: 20
Sausage, Ape, Tentacle

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VIII-4

Take your anti material rifle.

Any ways, starts with a glasp, and four vanished zombies. They are easy,
and if you die, not too much is lost.

Next area is the deal breaker, shotgun a few zombies, BUT LISTEN! An
invisible buzzsaw will spawn in at the distance, he will sound different.

Now, you have two options:

1: Use your anti material rifle to snipe it, if you are good and a little
lucky (by not getting bit by zombies) you can do a ton of damage to him.

2: Retreat to the beginning... if you aim at the door the whole time,
you'll see him no matter what, and that's when you freeze/electrify
him.

DO NOT try to kill all the zombies first... it may seem tempting as some
have a healing skill, but there are many, and trust me, you want to
have that buzzsaw on lock down at all times.

The final part has two Glasps, one will be next to the poster on the
wall, and the next Glasp will be next to the alley enterance you may
remember from single player.

After they are dead, an Executioner will appear, unless you can kill
him in a single freeze duration, lure him to the door. Try to freeze
him dead in the center off it, as once you damage him enough, a
bunch invisible Zombies will appear.

Again, like before, if you just aim at the door, these enemies will never
come close to you.

Enemies: 35
Zombie, Glasp, Executioner, Buzzsaw

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VIII-5

This mission might be a good choice for your anti material rifle, just
make sure you have some type of ammo skill for either your of your other
big guns. Also, fire.

Mission starts off with two Glasps, one should be straight ahead (kill
that one first) and the other will be to the right.

Once they are dead, a single Zombie will spawn, reload everything
before dropping him, as two Hammer Bros will appear along with another
Glasp.

This part can be tricky, but usually the Glasp appears next to a
Hammer guy... just like the first mission that introduced this annoying
fucks, the spawn point depends on where you are, so it can seem random.

Go through the gate, climb the ladder. Now, the fire SHOULD be used for
ANY Revenant that has any ability, mainly any that have the count down
and that attract skill.

Keep in mind, a single fire bottle will kill a Potato, so if you are
smart, you can toss a bottle, blow up the Potato, combo it into a
Revenant, who will fall on fire, then hammer it to death.

As for how to navigate this part, the place that has the least amount
of trafic is the north area of the catwalk (close to the chest and
the first Revenant/Potato).

Do not be afraid to waste ALL your fire here.

The final area, kill the lonely Glasp, very easy to kill as he has
a lot of ground to travel. Then a few Zombies appear, easy to shotgun.

SAVE THE ELECTRIC GENERATOR!

Two, not one, but TWO Cannon dudes will appear. With your Anti Material
rifle, you can snipe the one from where the Zombies appeared from.

Don't plan on killing him yet, just focus on not getting fire flung at
you. Try to bait both (or one) to the electric generator... and then
start the freeze and magnum to the head combo.

A word of warning, once a Cannon guy dies, an Shocking Attracking Hammer
guy will appear where the Zombies appeared. He's not bad if you aren't
trying to avoid that fat shit trying to burn you up.

Don't waste all your ammo, be smart, as the reinforcements include
two more Hammers and a couple Zombies.

Enemies: 29
Zombie, Potato, Glasp, Revenant, Hammer, Cannon

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~VIII-6

There are few ways to tackle this level... the easiest being a Rocket.

But as I don't like using it, this is when I started using hardcore Ice,
Electric, and Frostbite... any ways...

If you have any fire, pepper him a little bit, it will still do a bunch
of damage, even without his core open. Then just run around.

Soon enough, he'll make noises, then his core will come out... the
second it does, Freeze/Electrify him, then Magnum is heart. When you
need to reload, throw another freeze (and a fire bottle), then reload,
then eletrify him.

That isn't hard, especially if you are well armed.

However, this level has some luck involved in it, first is getting the
various enemies all together, if you can freeze them all WHILE you are
attacking the big guy, you are gold. DO NOT WORRY about your bottles, USE
THEM ALL!

The other luck part? If one of the first three back up enemies comes
with the healer skill... I know this is bad, but you might want to just
give up (unless you have strong weapons and can kill them quick, which
is what I'd save the Anti Material Rifle for to avoid this.)

That's pretty much it... I mean, it's all about getting that damage to
to Neil's heart... aww...

There is plenty of ammo around as well, but I'd still take an ammo
skill or two... least the monsters are level 102, so they are a bit
easier.

Enemies: 14
Hammer, Ape, Stretchy

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~OMEGA

Trust me, if you can beat the previous level, you can beat "Her", while
the enemies explode upon death, they are lower level (100), the Apes
are now Zombies, which can be killed easily.

Also unlike the previous level, it isn't hard to kill the little enemies
first (which might be a good idea if they have the countdown skill on).

Oh, and unlike the previous level, you don't need to reveal a core on
the big lady, nor will you need to worry about ammo, or enemies with the
healer skill.

The only bad part? No goodie chests :(

Enemies: 12
Zombie, Hammer, Her

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IX-1

As this level doesn't have a Code Red version (nor do the rest of the IX
series), I won't hold your hand.

60 enemies, take a sniper rifle and a shotgun, and find a table you can
circle around and you are fine.

Enemies: 60
Zombie, Tumor, Hammer

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IX-2

Snipe the Buzzsaw, open the gate, then retreat to the start, so all the
Dogs funnel down at you.

Another Buzzsaw will appear halfway during this Dog fight, but as it isn't
Code Red, you can easily snipe him the same way you did the first one.

The next area isn't bad, shotgun the close enemies, snipe the distance
ones.

When you open the final door, the Buzzsaw with be small and fast, so
throw a freeze grenade fast.

The final solo reinforcement Zombie will appear where you started the
level, just aim down with a sniper rifle so you don't need to travel.

Enemies: 40
Dog, Zombie, Sausage, Buzzsaw
{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IX-3

A protect mission, not that bad.

Wave 1: 20 Zombies straight ahead.

Wave 2: 14 enemies, Zombines and Hammers.

Wave 3: 14 enemies, Apes and Tumors.

Wave 4: All directions, 12 enemies, everything you seen already.

Again, if you can beat mission V-1 on Code Red, this mission is a joke.

Enemies: 60
Zombie, Tumor, Potato, Hammer, Ape

{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}

~IX-4

Every enemy in this level needs to be hit in the weak point to kill... or
you can completely cheese this mission with fire.

The first part is annoying, not a threat at the Recommended level and if
you snipe.

Again, if you aren't a good aim, or you just do not like the tedious Rev
killing, fire will make this mission effortless...

Which just a basic SVD with a level 10 Fire Ammo, I did the level in
under 4 minutes (this is one of the longer missions), my first few times
I played the level without fire (sniping limbs) it took me about 10.

Enemies: 40
Revenant, Slinger, Tentacle

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

-Raid Records

This section is simple, here I'll tell you some tips on how to get all 93
raid records found before the leader board. The only ones that really matter
are the ones that unlock bigger tool boxes.

The first 3 are the only ones that give trophies, and are balls easy.

1. Raiders of the Evil - 1000 Gold
Clear one mission, this one is given if you plan on tackling Code Red

2. Jammin' - 1000 Gold
Evaluate an ablum, should be gotten after your first mission.

3. I Saw, I Conquered - Damage Lv. 1
Clear one Gauntlet, this is another simple one, just beat the first 6
levels.

4.Expand Your Horizons - 2000 Gold
Acquire one skill, easy, should be an automatic if you plan on talking
Code Red

5. To The Limit - Raid Mode Gesture (I'm So Excited)
Upgrade a skill to its max level, this shouldn't be too hard, especially
if you plan to inherit anything.

6. Branching Out - +5 Skill Points
Acquire a different character's skill, can be gotten right after the
above challenge. Do this asap, as it will help every character.

7. The Specialist - Raid Mode Gesture (Bodybuilder)
Upgrade all the skills for one character to their max levels, this will
probably be the last or second last reward you get. You need a total of
4046 skill points (assuming you didn't start with all level one skills,
so the number is closer to about 4030ish for your average character.)

Get this easier when you farm the final mission for mods or guns, at level
100 with a level 10 Soul Stealer, you'll get a little over a level per
run. With a maxed out rocket launcher, peg the boss at the start, then toss
an electric bottle and take down the rest of his health.

Remember, this works SO much faster if you are at level 100, and place the
soul stealer mod in a strong weapon. I personally have a level 100 anti
material rifle and finish the level in about a minute and thirty seconds,
though any magnum will work as well.

The reward for this is junk, so only do this if you want a perfect file.

8. Garage Band - 10000 Gold
Evaluate 30 Albums, this will come natural, way before you make it to Code
Red.

9. Amateur Rocker - 50000 Gold
Evaluate 100 Albums, this will also come natural on your first playthrough
before getting to Code Red

10. Professional Noise Maker - Full Burst
Evaluate 300 Albums, while the number seems big, you should also get
this naturally, especially if you ID everything in a single playthough.

11. My First Play Toy - 5000 Gold
Combine parts, use your tool box once, very simple.

12. Parting is Sweet Sorrow - 5000 Gold
Remove parts form a weapon, simply destroy a weapon to get the juicy
parts, something that you will no doubt do.

13. Caught a Whopper - Critical Hit Lv. 2
Obtain a tagged weapon, usually blue, red, purple, or rainbow weapons will
commonly have a tag, you will get this before Code Red if you ID every
rare weapon you find.

14. Weapon Wizard - Raid Mode Gesture (The Wave)
Get all the weapons, you just need to get and hold ALL 24 weapons, there is
a spot for each, so go to the shop, and buy the ones you need till every
workbench slot is filled with a different gun.

15. Parts Pundit - Raid Mode Gesture (Finish 'Em)
Refer to the parts section to see which ones you need. If you are running
out of space, place junk parts in junk weapons. The only rare red part is
the full burst, which you'll get from a record, the only part you
actually need to find (and cannot buy) is the Blue auto fire mod.

It will show up doing a few runs if you choose to look for weapons in
the final VIII Code Red mission.

16. Level 30 Weapon - Final Shot Lv. 5
Obtain a level 30+ weapon, look in the shop if by some odd reason you
never find one in levels... which is nearly impossible,

17. Level 50 Weapon - Close Range Lv. 5
Obtain a level 50+ weapon, same as above, the shop will sell level 95
weapons once you get to level 100, so this isn't hard.

18. Max Level Weapon - 100000 Gold
Obtain a level 100 weapon, although they are rare, you should get
a few along your Code Red adventure.

19. Cub of Wall Street - Raid Mode Gesture (After You)
Shop in the store, you should be buying out all the important mods
you need after every level, so this one is super easy to get.

20. No Stranger to Spending - Raid Mode Gesture (Cossack Dance)
Use 100 million gold in the store, this one will take quite some time,
after completing all missions and buying all the parts I needed and
a few for joke weapons, I was still 3% short... if you really want
this fast, you can buy junk weapons in mass once you slap on a
gold digger mod. Doing mission VIII-6 will get you a ton of gold.

21. Crazed Creator - Long Range Lv.5
Create a level ten part through combination, when you get to the high levels,
you'll find level 7/8/9 parts for a few max level 20 parts. Just combine
them for this easy record.

22. Likes it Rough - +5 Skill Points
Clear a mission at five or more levels below the recommended level, since
Code Red missions are effectively like playing "15" levels lower, this
record should be easy to get after you complete it.

Obvious choose a mission from normal for best results.

23. That's My Fetish - +10 Skill Points
Clear a mission at ten or more levels below the recommended level, just like
above. I chose the first mission on Hard for this, it isn't too bad if you
are going to tackle Code Red any way.

Just remember, with the above record, you can come back later when you have
maxed out skills to make it easier, AND you can use a life crystal.

24. Heavy Hand - Raid Mode Gesture (Frustrated)
Deal 100,000 damage or more in a single attack, once you are at the end
game, return to an early level with a Pale Rider or Anti Material rifle,
then headshot a zombie.

25. Eagle Eye - Raid Mode Gesture (Regret)
Use a weapon to shoot down a Slinger's projectile ten times, in any level
with a slinger, just wait till it's the last enemy, then just farm all ten
right there. If you suck at aiming, use a shotgun.

26. Not on My Watch - +5 Skill Points
Protect the target with no damage taken, and get the Challenge Medallion,
I've done everyone flawlessly, but the easiest mission to do this in is
the protect mission in the VIII set. There are only 20 enemies, and they
are all very slow. Take snipers and magnums, use ice bottles, and if you
are worrying about the tentacle monster, a single rocket will destroy it.

27. Firestarter - Extented Burn Lv.5
Burn 50 enemies with fire, if you unlock the fire bottle early or have a
weapon with fire ammo, this shouldn't have to be farmed at all.

28. Frozen - Frostbite Lv.5
Freeze 50 enemies, same with above, you should be using ice bottles for
Code Red any ways.

29. Electrifying - Electrocute Lv.5
Electrocute 50 enemies, as with ice, you should be taking electric bottles
into every Code Red mission any ways.

30. Showstopper - Raid Mode Gesture (They Got Me)
Defeat a metallic enemy with one attack, this refers to the gold or silver
enemies with high defense. It's all luck if they join, and the key is to
have a STRONG weapon and aim for a weak point. I did this extremely early
with an OK magnum with a headshot on a zombie.

Some enemies you won't kill in one hit, it's all luck. The tumor zombie is
easily the best enemy for this, but again... luck.

31. Lost in Translation - Raid Mode Gesture (Dancing)
Defeat an enemy with a gesture while the passive skill Gesticulating is
in use, the first time you play with Gina, equip this skill and kick a
single zombie with it. Hold triangle to do a gesture. I used the wave, but
any of them work.

32. Drilling the Point Home - Raid Mode Gesture (Temper Tantrum)
Defeat four enemies with the drill using the active skill Drill Charge, there
are many places to do this, I found the Plane mission in the V set of
missions the best (V-5) as many of the zombies are packed in tight. There
is no level restriction for this, so go in on normal difficulty with a
level 100 player to make sure they all die in a single hit. Freeze them
if you need to.

33. I Am That Good - Raid Mode Gesture (Yee-Haw!)
Clear a mission on the Code Red difficulty using only the handgun and
obtain the No-Herb Medallion, the good news is that you can use a level 100
player, BUT DO NOT USE ANYTHIGN ELSE. No knife on ammo boxes, no follow up
attacks.

To make this easier, get a pistol with an OK damage mod, use the handgun
master skill, and select either of the first 3 levels. Fire damage can
help, but isn't needed. Just don't heal. You can die though!

34. Grand Slam - Raid Mode Gesture (Yay!)
Obtain a Completion Medallion, you'll be doing this for every mission, so
you'll get this.

35. Completionist (10) - Quick Load Lv.3
Obtain 10 Completion Medallions in each of the different missions, just like
above, only you need ten.

36. Completionist (20) - Capacity Lv.5
Obtain 20 Completion Medallions in each of the different missions, again,
you'll be doing this any ways.

37. Completionist (50) - Firing Rate Lv.5
Obtain 50 Completion Medallions in each of the different missions, just like
above, it will just take longer. If you have any hope of beating Code Red
at level 90, this shouldn't be an issue.

38. Gauntlet Master II (Normal) - Gain Toolbox Access
Clear all missions in the Gauntlet II on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

39. Gauntlet Master III (Normal) - 20000 Gold
Clear all missions in the Gauntlet III on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

40. Gauntlet Master IV (Normal) - Ability to Expand the Toolbox
Clear all missions in the Gauntlet IV on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

41. Gauntlet Master V (Normal) - 40000 Gold
Clear all missions in the Gauntlet V on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

42. Gauntlet Master VI (Normal) - Ability to Expand the Toolbox
Clear all missions in the Gauntlet VI on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

43. Gauntlet Master VII (Normal) - 60000 Gold
Clear all missions in the Gauntlet VII on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

44. Gauntlet Master VIII (Normal) - Ability to Expand the Toolbox
Clear all missions in the Gauntlet VIII on Normal difficulty, if you are
going to complete Code Red you'll have this along the way.

45. Gauntlet Master I (Hard) - 30000 Gold
Clear all missions in the Gauntlet I on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

46. Gauntlet Master II (Hard) - 40000 Gold
Clear all missions in the Gauntlet II on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

47. Gauntlet Master III (Hard) - 50000 Gold
Clear all missions in the Gauntlet III on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

48. Gauntlet Master IV (Hard) - 60000 Gold
Clear all missions in the Gauntlet IV on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

49. Gauntlet Master V (Hard) - Damage Lv.5
Clear all missions in the Gauntlet V on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

50. Gauntlet Master VI (Hard) - Scrub Ammo Lv.5
Clear all missions in the Gauntlet VI on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

51. Gauntlet Master VII (Hard) - Force Ammo Lv.5
Clear all missions in the Gauntlet VII on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

52. Gauntlet Master VIII (Hard) - Raid Mode Gesture (Yes)
Clear all missions in the Gauntlet VIII on Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

53. Gauntlet Master I (Very Hard) - Raid Mode Gesture (Rock)
Clear all missions in the Gauntlet I on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

54. Gauntlet Master II (Very Hard) - Raid Mode Gesture (No)
Clear all missions in the Gauntlet II on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

55. Gauntlet Master III (Very Hard) - Raid Mode Gesture (Scissors)
Clear all missions in the Gauntlet III on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

56. Gauntlet Master IV (Very Hard) - Raid Mode Gesture (Not Yes, But No)
Clear all missions in the Gauntlet IV on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

57. Gauntlet Master V (Very Hard) - Raid Mode Gesture (Paper)
Clear all missions in the Gauntlet V on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

58. Gauntlet Master VI (Very Hard) - Damage Lv.8
Clear all missions in the Gauntlet VI on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

59. Gauntlet Master VII (Very Hard) - Firing Rate Lv.8
Clear all missions in the Gauntlet VII on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

60. Gauntlet Master VIII (Very Hard) - Capacity Lv.8
Clear all missions in the Gauntlet VIII on Very Hard difficulty, if you are
going to complete Code Red you'll have this along the way.

61. Raid Master - Ability to Expand the Toolbox
Clear the final mission, I think this refers to the "Omega" mission on
Very Hard. Just like all the above, you'll get this on your way to
unlocking Code Red.

62. Supreme Raider - Raid Most Gesture (Hell Yeah!)
Clear all mission on the Code Red difficulty, I wrote this FAQ just for
this! Scroll up to the walkthrough and see if it helps you clear a
mission you may have trouble with.

63. Roll Final Credits - Raid Most Gesture (Heroic Pose)
Clear the secret final mission, if 61 doesn't refer to that Omega
mission, this one does for Very hard... or Code Red... I'm not sure...
I don't remember... either way, if you get all 1030 medals, you will
get this not matter what.

64. Barry Level 10 - 10000 Gold</pre><pre id="faqspan-6">
Level up Barry to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

65. Barry Level 50 - Raid Mode Gesture (Point)
Level up Barry to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

66. Claire Level 10 - 10000 Gold
Level up Claire to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

67. Claire Level 50 - Raid Mode Gesture (Warm Up)
Level up Claire to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

68. Moria Level 10 - 10000 Gold
Level up Moria to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

69. Moria Level 50 - Raid Mode Gesture (Catlike)
Level up Moria to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

70. Neil Level 10 - 10000 Gold
Level up Neil to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

71. Neil Level 50 - Raid Mode Gesture (Good Job)
Level up Neil to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

72. Pedro Level 10 - 10000 Gold
Level up Pedro to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

73. Pedro Level 50 - Raid Mode Gesture (Caution)
Level up Pedro to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

74. Evgeny Level 10 - 10000 Gold
Level up Evgeny to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

75. Evgeny Level 50 - Raid Mode Gesture (ROTFLMAO)
Level up Evgeny to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

76. Gabe Level 10 - 10000 Gold
Level up Gabe to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

77. Gabe Level 50 - Raid Mode Gesture (Come Here)
Level up Gabe to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

78. Alex Level 10 - 10000 Gold
Level up Alex to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

79. Alex Level 50 - Raid Mode Gesture (Applause)
Level up Alex to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

80. Gina Level 10 - 10000 Gold
Level up Gina to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

81. Gina Level 50 - Raid Mode Gesture (Moderate Thumbs Up)
Level up Gina to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

82. Chris Level 10 - 10000 Gold
Level up Chris to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

83. Chris Level 50 - Raid Mode Gesture (Ready for Action)
Level up Chris to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

84. Leon Level 10 - 10000 Gold
Level up Leon to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

85. Leon Level 50 - Raid Mode Gesture (Air Guitar)
Level up Leon to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

86. Jill Level 10 - 10000 Gold
Level up Jill to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

87. Jill Level 50 - Raid Mode Gesture (I Dunno)
Level up Jill to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

88. Albert Level 10 - 10000 Gold
Level up Albert to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

89. Albert Level 50 - Raid Mode Gesture (Laughing 1)
Level up Albert to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

90. Hunk Level 10 - 10000 Gold
Level up Hunk to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

91. Hunk Level 50 - Raid Mode Gesture (Backflip)
Level up Hunk to Level 50 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost. Same as the
above record, only it will take a bit longer.

92. Cipher Level 10 - 10000 Gold
Level up Cipher to Level 10 or above, simply level this character up.
If you aren't planning on using this particular character, be sure to
check/do the daily missions for a large EXP boost.

93. Cipher Level 50 - Raid Mode Gesture (I'm Not Worthy)
Level up Cipher to Level 50 or above, Control+V

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Credits
+Me
+Still going to give props to cJayc

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]

~Closing

Q: How do I do X? (Where X is anything I didn’t cover)
A: PSN me @ Vesperas, or email me at [email protected].  Remember my email
account is without a doubt monitored, so do not send anything you do not
want showbiz or feds to see.

No one can use this FAQ without my permission. GameFAQs.com is the only
site allowed to use this FAQ. No site, but GameFAQs.com, PERIOD, don't
bother emailing me about it.

This document is...

                   Copyright 2016 BDK

[][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][][]