The Last of Us Kill 'Em All Strategy Guide For Survivor Mode v. 1.0.1 by ThumbPower All RIGHTS RESERVED IN ACCORDANCE WITH UNITED STATES LAWS AND GFAQS' USER AGREEMENTS AND TERMS OF USE. ANY USE OF THIS GUIDE/WALKTHROUGH BEYOND WHAT IS PERMITTED TO GFAQS USERS IS STRICTLY PROHIBITED UNLESS WRITTEN CONSENT HAS BEEN GIVEN BY THE AUTHOR. +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ |***** PURPOSE, BACKGROUND ***************************************************| +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ This guide is an account of the enemies encountered while playing Naughty Dog's video game release, The Last of Us (TLoU) for Survivor/+ difficulty. It will also discuss at least one method to kill all first spawn enemies for each stage. This guide is intended for PS3/USA/English. The purpose of this guide is to help inform, educate, and inspire others who play or otherwise express interest in this game. However, this guide is intended for those who have already played this game enough to become familiar with it (game completion is required to access Survivor mode). As such, I won't discuss topics that explain themselves through normal gameplay. There are other guides and walkthroughs available, most notably the guides from AbsoluteSteve and Krystal109. I have relied on these guides to help me get the most enjoyment out of this game as I could, and these guides were instrumental in that regard. But as helpful as these guides were, I still felt like there was more that I should be doing. I understand that the focus of this game is not on the combat, and that careful planning and resource management are more valuable than brute strength, and that there is great story and character development... Trust me when I say that none of that was lost on me. But there wasn't much satisfaction in having the plain vanilla experience that usually comes by following on-screen prompts (fortunately, AS and K109's walkthroughs helped avoid more dissatisfaction). And there was even less so when trying to walk the fine line between Cowardice and Discretion. To that end, I feel as though the strategy and resource management is integrated, not separate, from the combat. I feel as though being able to clear all (first spawn) enemies while in Survivor mode would be indicative of the resourcefulness and preparedness that many feel is the focus of this game. After all, what are these supplies and pickups for? To carry with us to the sequel? These resources are here to help us battle!! While this game and many of its players make a point of how scarce resources are and how it potentially affects the manner in which a player proceeds, it still makes it possible to clear all enemies... Even in Survivor mode!!! Don't believe me?? Read on... Having said that, my approach to gameplay is deeply rooted in the Coin-Op Era... When my brother and I would have to skate nearly 5 miles to the local arcade just for the opportunity to spend our lunch money one quarter at a time. When you have to put that much effort into playing a video game, you feel obligated to get the most from your efforts. It was more a matter of value than pride, but being able to mark your achievements by leaving your initials on the high score list made me feel proud of the "value" I received. So we would do our best to complete these games on a single quarter. We would do our best to get as high of a score as possible, sometimes intentionally losing a life before completing the game, just to have another chance to score more points... I am both proud and ashamed to admit: I have flipped Tetris on a single quarter, but I have never finished with a 999k score. So in terms of gameplay, how does that translate to the console games of today? Statistics. The pages/views/screens that display a player's achievements have become my surrogate for the high score list. Some stats are good and some bad, and it is the makeup of this screen and the code behind it that determines how I proceed. I look for theoretical maximums and minimums, event triggers, spawn locations, game save/load points.. Trying to reverse engineer the game through its play. This approach not only satisfies my compulsion to discover, but also allows me to conceptualize the optimal "mini-max" gamesave. For TLoU, this meant building a gamesave that scores as many "killables" as are offered, never missing a shot, never taking damage (never dying), minimum ally deaths, and obtaining as many tags and trophies that can be acquired. This walkthrough will include all I've done and discovered, along with some of the discoveries made by the TLoU community, while building a "Kill 'Em All/ Damage Free/No Missed Shots" gamesave. +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ |***** GAME MECHANICS, GLOSSARY, GAMEPLAY ************************************| +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ Gamesaves TLoU offers 10 gamesave slots and, by default, an autosave feature. The autosave feature, particularly if you are unfamiliar with it, can be a source of great frustration. I found it best to keep 3 "working" gamesaves: root; seed; and current. Your root gamesave should serve as your backup. Your seed gamesave should be the one you load from after "failing" to achieve whatever you wanted to accomplish. And after loading your seed gamesave, it should be immediately saved as your current gamesave. This will help ensure that you have your intended start point and a solid backup for it. As you progress, your root saves will be your milestones, your seed saves will become roots, and your "current" gamesave becomes your seed for the next portion. It also helps to keep a slot open for testing and casual play. Stats Total Kills- TLoU offers more than 600 killable characters during a single runthrough (0% to 100% completion), not including Cutscene Kills. There are a few cases where a "killed" character will not affect this figure, other cases where a kill will be credited without also crediting other kill stats (gun, melee, shiv, etc). And on top of this, there are a handful of opportunities to kill Infinitely Spawned enemies. I will do my best to identify all spawned enemies, which ones can be killed for credit or not, and some methods used to kill them. Shots Fired/Shots Hit Simply stated, your right and left weapon slots affect these fields. However, flamethrower use will count as a shot fired every time you press the L1+R1 buttons, and ZERO hits, regardless of how many enemies you set on fire. For a full Collection Run, a player MUST "miss" a shot to obtain the Ben Glueck Firefly Pendant. No bottles nor bricks are available up to that point. All other hanging pendants have throwables nearby. For a Kill 'Em All gamesave there are a handful of scenes where a kill and/ or shot hit will not be credited, but a shot fired will be counted. I will point these out when appropriate. Generally, if Joel or your NPCs are not threatened with damage or death by that spawn, then you will not get credit. There are a few exceptions where you will get credit for a kill on a non- threatening enemy, and one exception where you will not get credit for killing an enemy that can harm you. Hunting Rifle, Shotgun, Shorty, and El Diablo use allows for multiple hits from a single shot, making it possible to finish the game with an Accuracy greater than 100%. While bomb and molotov use will append your Firearm Kills, throwing these items will not count as a shot taken and any damage caused will not count as a hit. Damage Taken Stats wise, the minimum damage taken while getting to 100% is 78: 33 when the military truck gets attacked in the Boston QZ; up to 40 when Joel is attacked by the clicker in Downtown; 5 when Joel falls from Callus at the Ranch House. While these scenes give mandatory damage, this figure may be different if any Max Health upgrades are made prior to the Ranch House stage. It will take 5% of max health instead of raw points. Therefore, if you are looking to build a minimum damage gamesave, you should wait to perform any Max Health upgrades until after Ranch House of your New Game+ run. In addition to this, Joel takes another 40 points (2 bars) of uncredited damage at the end of Science Building. GLOSSARY I wouldn't call myself a gamer, but I love playing the games in my collection, well after they've been released. I'm not the hippest on the scene, so I'm not sure if the terminology I use is widely accepted. The following are not necessarily universal definitions, but for the purposes of this walkthrough, this is what I mean when I say: TLoU - C'mon now.. Really? KEA - Kill 'Em All DFR - Damage Free Run NMS - No Missed Shots OSK - One Shot Kill OHK - One Hit Kill USH - Uncredited Shot Hit HRHSK - Hunting Rifle Head Shot Kill El D/LD - El Diablo NPC - Non Player Companion B/B - Brick/Bottle Enemy States Unalerted - Enemy is unaware of a threat Alerted - Enemy is aware of a threat but unaware of location Detected - Enemy is aware of a threat and (last known) location Idle - Unalerted and stationary Roaming - Unalerted and mobile Sentry - Alerted and stationary Searching - Alerted and mobile Kill Types There are all sorts of deaths in this game. Some are on screen, some are implied. Cut Scene Kill (CSK) - death occurs either during the cinematic scenes available in the Bonus/Gallery menu or the in-game cut scenes. In each case, a death occurs while the player is not in control of any character. Limited Input Scene Kill (LSK)- death occurs during or immediately after you are prompted to press Triangle or Square. Some of these will add to your Total Kills, some will not. Uncredited/Story Kill (UK/SK) - in either case, your Total Kills remains unchanged. Uncredited kills are performed by the player. Story kills are performed by a character other than the player. Both of these may also occur in cutscenes. There is one of two spawned enemies that can be killed for credit, but is unavoidably killed by an NPC. All other in-game "scripted" NPC kills can be performed (stolen) by the player. Credited Kill (CK, Kill) - any kill that adds to your Total Kills stat. Some of these might not add to other Kill stats such as Melee or Firearm Kills. Firearm Kill (FAK) - any kill from a slotted weapon other than a B/B. Threats The main threats are in the form of humans and infected. There are also gun turrets and trip wires that must be avoided in a few areas. Damage can also be taken when jumping/falling from too high. Being too close to your own bomb or molotov blast or running over a burning molotov fire may also do damage. Spore clouds from Bloaters have similar effect. Staying submerged below water for too long will also cause damage. Water and Fall damage are the only manners in which health can be lost non- violently. On Normal Mode, you can legitimately say that you never lost damage during combat, and took the minimum number of damage needed to craft 30 Health Kits (for the Tag). The timing of the water/dive scenes allows perfectly for this. Infected - all infected are suckers for bottles and bricks. Use them with other weapons to increase their effectiveness. Runners - for most situations you'll use your fists or possibly melee. I prefer to save melee weapon use for clickers. Pistol headshots are effective when appropriate, save more powerful weapons for others. Clickers - use as many bricks as you can to take these out. If a gun must be used, go for 2 headshots. Headshotting a clicker will induce the stun animation, allowing for an easier killshot. It is possible to kill an idle clicker with a single Arrow. If unlocking all doors is a goal, do not shiv kill nor use a defensive clicker shiv until after you fully upgrade your shivs (via manual) and/or Shiv Master upgrades. It is possible to kill a clicker with your fists. It is rare that you should need to, usually by happenstance, and is a highly risky move that requires the clicker to be stunned AND low on health. Stalkers - you'll usually have to draw them to you and backtrack when they attack. Shorty and Shotgun blasts are best if you have the ammo, otherwise keep a lot of bottles and bricks handy. IT IS POSSIBLE TO LEGITIMATELY STEALTH KILL A STALKER IN SURVIVOR MODE. Bloaters - fire works best. One direct Molotov hit and a close range shotgun blast or two works well. Make sure you are well enough away to avoid blast damage from a Molotov. It is possible and recommended to kill one with a single Molotov if you throw it at his feet as he approaches you. This will light him up and spill a nice fire on the ground, usually causing him to move backwards or to the side. Move to a spot so that the fire stays between you and get him to walk through the fire for a double burn. Humans - They don't hear as well as infected, but they aim better and spot you quicker in Survivor mode. The most dangerous ones are the Molotov men, as they will flush you from cover when detected. They will also leave supplies when downed. Humans can be armed with the same items as Joel/Ellie except the Bow, Bombs, Bricks, and Bottles. Weapons Fists/Bare Hands - some of the coolest melee moves will play when you go hand to hand against your foes. Mash square when you are above AND below your target to see some nice takedowns. You will do a lot of strangles and grab melees in Survivor mode. Bottles/Bricks - you must rely on these as much as possible to conserve ammo, either as a weapon or to make other weapons more effective (via ambush). Bottles are pretty much worthless as weapons but they are better than bare hands and make more noise than bricks when thrown. Melee Weapons - sticks, bats and pipes work best when you run at your enemy, especially after throwing a brick/bottle at them. Machetes and hatchets are OHK weapons with nice animations and they can be modified for additional OHK use. Bow - there are a few spots where you will need to stealthily kill an enemy without being able to reach him for a strangle. In addition to this, being able to reuse ammo is a huge benefit. 9mm Pistol - good for unarmored/unhelmeted enemies. Don't bother using this one for anything other than headshots. Revolver - more accurate than the Pistol (smaller reticule) and more powerful. I try to save its use for fast paced firefights where it's impractical to set up headshots. Shorty - a great short range weapon. You can score single shot multi kills on infected. El Diablo - has a cool sound, and is a great weapon when rifle ammo is low. Rifle - great to use without needing to be close to your threats. Can also be used as a melee weapon. Shotgun - another gun that offers single shot multi kills. Can also be used as a melee weapon. If you're looking to boost your accuracy stats, use it from further away to do less damage. Flamethrower - very effective, particularly against infected, but the behavior of the Shots Hit stat prevents its use for my personal gamesave. Most enemies will move away when they catch on fire, so try to pin your targets in a corner or against a wall. Molotovs - just be mindful of the blast zone as you get your training manuals, as you won't be able to use the auto target/blind throw feature without injuring yourself. Use yourself as bait to draw infected into the fire. Bombs - I love these things. Unfortunately blades are so rare in Survivor mode that you won't get many opportunities to use them (if you also want to unlock all shiv doors). Instead of using a bomb to cover your blindsides, you'll need to rely on your familiarity with the game and how the enemies spawn. Smoke - I seldom used these... Until I started playing Factions!! You can use them to stun an enemy, then do a grab melee... save shiv use for locked doors. +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ |***** General Tips And Advice For Survivor Mode *****************************| +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ There are some elements of gameplay that are different on Survivor. Listen Mode is unavailable, so familiarizing yourself with the map, its enemy spawn points, and enemy routes will be helpful, if not required. Certain items, namely Artifacts, Parts and Pills will not shimmer in the light. You will need to be familiar with their locations to collect them all. While there are much fewer crafting supplies than other modes, you will still be able to open all locked doors AND have enough to craft at least two more bladed items as Joel... IF you never use a shiv elsewhere. NO INFINITE SHIV GLITCH IS NECESSARY. If you remember to leave room for it, you will be given a one-use Shiv after completing Suburbs. While Survivor/+ mode is not the best difficulty for trophy hunting or collection runs, I would still recommend participating in all "Environmental Interactions" offered (artifacts, conversations, parts, etc). Environmental Interactions This walkthrough will not discuss opportunities to interact with the environment. However, the most enriched experience will also include triggering location/event triggered dialogue, which will not be discussed in this walkthrough. Please refer to the other available guides for more details. In addition to this, I recommend viewing each and every artifact as they are acquired (press [Select]), as contextual comments are made after Joel/Ellie views some of them. Sneaking Around/Detection Infected enemies are much more focused and are alerted much more quickly than in other modes. Human enemies seem to have the same threshold for detection in terms of sound, but it is a much shorter time for them to spot a partially exposed player. Combat Notes I've noticed that clickers will make use of a sidestep as they attack you, particularly when you are aiming very closely. They seem to do so more effectively in Survivor mode. It is sometimes better to shoot them from a little further away with the Shotgun/Shorty than you would for lower difficulties for One-Shot Kills. Human enemies seem to hit with their first shot MUCH more often. While you can only carry one Bottle/Brick at a time, it will often be helpful to "walk" a Bottle/Brick pair to your next area. Keep in mind you cannot walk two of the same item. Melee kills are frequent in Survivor mode. In a few cases where it's possible, you will be best off by walking two melee items to your desired spot. Such items can be walked up and over a few obstacles, and even up stairs. Depending on your camera angle and position, you can grab some items (i.e. ammo) through barriers. Just beware of any uneven surfaces as round objects may roll away. While I personally find Non Player Companions (NPCs) to be a nuisance, you can use their behavior as an enemy radar. Note whether they are crouched/ upright/etc to get an idea of enemy proximity. Lastly, your starting point is often your best retreat area, as you are seldom placed with enemies behind you. Otherwise, corners and corridors work well when you can limit your enemies' approach to one or two directions. Weapons/Ammunition/Supplies You will use your Bow quite often, but it doesn't need more than a single stage Range upgrade. Be prepared to spend a lot of time teabagging your fallen foes while rummaging for arrows. There are a handful of scenes where clearing all enemies will require you to use a firearm, but most of the enemies encountered can be taken out via melee. Generally for Survivor it is best to go the melee route, regardless of whether you will be detected as a result. However, there are plenty of situations where you must have a noisy battle to get extra enemies to spawn. Human enemies with guns are much more likely to drop ammo than others. They are also more likely to drop ammo if you kill them with a gun while their weapon is drawn. On a few rare occasions, you will get ammo after a melee kill. There are a handful of scenes where enemies will always drop ammo during a firefight, even on Survivor. When you have 2 bullets or less, you are also more likely to get an enemy ammo drop. In addition to this, an armed companion may hand a box of ammo to you. This is especially important if you want to clear all enemies offered, particularly when you start Outside. You will encounter 7 killable helmeted soldiers on your way to Downtown, but they aren't reachable for melee kills. So make sure you finish The Cargo with at least 14 bullets (it *IS* possible, even on Survivor). Any time an ammo pickup is available, make sure to reload your weapon before doing so. Wait until after your battle to pick it up to help the game continue to leave ammo. There are significantly fewer supplies in Survivor. I try to keep crafted item inventories at 2, allowing me the capacity to pick up an enemy drop or craft an item to make room for more supplies. You will also get supplies to craft an item when you first pick up an item of that type. The Infinite Shiv Glitch is based on this flaw, where picking up any modded weapon will give you up to 1 full Blade and/or Binding, but only if you have less than 1 for either when picking it up. For example, when you get your Nail Bomb, you will notice that you also received a full Explosive, and up to a full Blade (depending on what you held prior to that point). Use this to your advantage when possible because every bit will count... but you still don't need to exploit the Infinite Shiv/Mod Weapon glitch, you wuss!! If you're going for DFRs, don't bother crafting health kits: Molotovs only! Several weapons can hit/kill multiple enemies. You will often be best off by grouping enemies together with a Bottle/Brick just before your assault. Player/Weapons Upgrades The only player upgrade I found worthwhile was for Weapon Sway. Since I was going for DFRs, Max Health and Heal Speed were useless. Crafting Speed can only be as useful as one is unprepared, and using this guide will allow you to prepare yourself before going into battle. For Hard mode, Listen Mode Distance was key in identifying enemy locations and their spawn triggers. The Shiv Master upgrade is near useless, since you'll need to save your Shivs for locked doors. If you are looking to build a Minimum Damage Taken gamesave, YOU MUST WAIT UNTIL AFTER RANCH HOUSE OF YOUR NEW GAME + RUN to upgrade Max Health. Otherwise, you will lose more than the minimum of 5 points after falling from Callus (I found out the hard way). It is best to save some parts for when you get better weapons and tools. Clip capacity should be upgraded, as you'll want to carry as much as possible, even if you never come close to your limit. This also reduces the need for Reload Speed upgrades, although it is still a very effective upgrade for the slower scoped weapons. Since this is Survivor Mode, you'll be going for headshots to conserve ammo, and there are very few cases where you will "need" to reload mid-battle. Power and Armor Piercing upgrades are key. It's quite deflating to set up a headshot with the scoped weapons, only to see the target's helmet come off. Until then, you can save Rifle ammo by first plinking the helmet off with another gun. My style of play is typically Sneak N' Snipe, but my favorite weapon is the Shotgun. I try to save my parts for Rifle, Shotgun, and Shorty upgrades. Holsters are useful, but not necessary until after you get the Shorty. Proper preparation will get you where you need to go until then. The Flamethrower is useless to me. I have only ever used it to obtain the FT Expert tag. It will register a shot fired, but will not credit a shot hit regardless of how many enemies were injured. +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ |***** FINALLY... ************************************************************| +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ I just have to remind you that this is your game, your experience, and that this walkthrough is not a prescription. It is NOT a set of instructions on what MUST be done. Many of these sections will read as instruction, but consider them instructions for myself, and not as requirements for others. It is simply a journal of what I've done to complete the game (build my gamesave) on Hard/Survivor/+... with a bunch of personal restrictions and requirements regarding how I proceed. My only advice is: Get as much enjoyment as you can from this game by playing in the way that pleases you most! +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ |***** THE WALKTHROUGH/GUIDE *************************************************| +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ +-----------------------------------------------------------------------------+ Summer: Hometown: Prologue 0 Kills (7 Story Kills) The TV footage allows us to assume that the reporter and others on screen died or suffered injury, but it is neither on-screen nor confirmed by other means. SK: Joel - Jimmy (Cooper?) SK: Tommy - Runner Regarding Tommy's first "kill", it is assumed that the Runner died, even though it was not a triple hit brick melee. The victim can be heard gurgling until the next camera shot. SK: Tommy - Runner SK: Soldier - Runner (2), Sarah SK: Tommy - Soldier The Soldier is unnamed, but is an integral part of the story. +-----------------------------------------------------------------------------+ Summer: The Quarantine Zone: 20 Years Later 0 Kills (2 Story Kills) SK: Soldier - Infected Citizen SK: Soldier - Fleeing Citizen TLoU welcomes you to modern times with mandatory damage. Joel will take a 33 point hit and the game won't allow you to defer the use of the Med Kit given afterwards. Max Health upgrades will not affect this number. +-----------------------------------------------------------------------------+ Summer: The Quarantine Zone: Outside 3 Kills (1 Uncredited Kill) You can mercy kill the trapped soldier with the broken mask AND get the Glueck FF Pendant AND STILL have enough ammo to clear all enemies. A Shot Fired and Shot Hit will be credited, but not a kill for this soldier. After following the prompts to strangle the first runner, sneak to the stairway and wait for Tess to follow.. THEN make noise (stand and walk 2 or 3 steps) and melee whichever runner Tess shoots first. This will make the first runner easier to kill while Tess keeps the other busy. Thumbs up to those who go all fists for these three (or all headshots!) +-----------------------------------------------------------------------------+ Summer: The Quarantine Zone: The Slums 17 Kills (3 Story Kills) SK: Brawler - Brawler As you walk through the bus, you can watch UFC #76683 to the right. One combatant will go down and stop moving. While it is unclear whether he is dead or will die as a result of his injuries, I am including it as a Story Kill. SK: Tess - Guard *** If you want to clear all enemies through The Woods, then you will need to finish The Cargo with at least 14 bullets. *** Why am I mentioning this now? Because the best way to do this is relying on the game's tendency toward ammo drops when you are low. In Survivor mode, it will often leave ammo when you are left with 2 bullets or less. It's best to finish the first firefight with 8 bullets (starting with 4, shooting the two with headshots and having one leave a box of 6). (SK: Tess - Guard (2)) The Warehouse Key battle is the first confirmation of her killing the two henchmen who attacked her (mentioned during the cinematic of 20 Years Later). The second "Warehouse Key" firefight will be against two handgunners and two unarmed men. Taking out the two handgunners with headshots, one of which Tess usually strangles, will leave Joel with 6 bullets. To steal Tess' strangle, you need to aim and prepare the shot as soon as the game allows. Depending on the timing, she sometimes ends up strangling a dead man. This is still possible from a reload of this stage. The remaining 13 enemies in The Slums can be taken out with stealth/melee. Grab a Bottle (not a brick) before leaving the dry dock.. SK: Tess - Robert +-----------------------------------------------------------------------------+ Summer: The Quarantine Zone: The Cargo 6 Kills (1 Story Kill) Ideally, Joel will have 6 bullets to start this stage. You will want to headshot the first 4 soldiers and melee the other two. Stop shooting when you are down to 2 bullets. Tess will often hand you a box of ammo after your 4th shot and one of the downed soldiers will drop another. This will leave you with 14 bullets for Outskirts: Outside, which is exactly what you will need to take out the 7 elevated helmet wearing soldiers. You can do several things to "steal" Marlene's strangle. Unlike the situation with Tess in The Slums, you have the luxury of time and you can distract/alert the soldiers with a brick/bottle. You can also grab her target as a human shield and kill the soldier opposite of him with a headshot. But I found it quickest and best to sneak behind your intended target and headshot both doorway guards. Doing so from the rear hallway will draw the others inside, and after hopping back over the crate and heading back outside towards the stairway, you can set up a third headshot on a soldier investigating the room. From there, you can retreat towards the crates where the stage began for the remaining enemies. You can prep for this by walking an extra brick/bottle to this area before starting your fight. Having grabbed a Bottle at the end of The Slums will allow you to do so much more efficiently. SK: Soldier - Warren (Firefly) +-----------------------------------------------------------------------------+ Summer: The Outskirts: Outside 11 Kills (2 Story Kills) This stage isn't particularly difficult, whether fully loaded or ammoless. What was difficult was having the faith that the game would provide the means, the patience to fail regularly, and the determination to eventually realize the fact that all killable enemies can be cleared. SK: Joel - Soldier SK: Tess - Soldier There are a couple of guards that can be heard as you make your way towards downtown. They will show up in listen mode (Hard), but can't be alerted nor shot. Eventually 4 helmeted guards will appear above you and you won't be able to reach them for stealth/melee kills. Fortunately, it only takes 2 bullets to kill each, and having planned and prepared for this makes it possible to clear all of them. I like to start with the late-arriving guard on the left. This guard has a line of sight to you if you try to take out the guard on the right first. You can either shoot around the wall or above it. The guard on the right can be shot from the reload point, around the right side edge. I next attack the guard on the left a little further down from behind the wall in front of him, around the right side edge. Lastly I crouch through the second tunnel and switch shoulders to take out the 4th. You should sneak back into the tunnel to avoid return fire. From these spots, you can easily move behind cover after firing and they'll quickly return to their sentry state. When you reach the top of the ruins, run full blast to some cover along your right. The 2 guards will stay only if you make noise. When you do, alternate shots between the two, moving from one spot to the other. After going through the garage door, you'll encounter 5 guards. Four of them are on ground level and can be taken out via stealth. Use your last two bullets to finally take out the last guard. In the hundreds of times I've attempted this stage, there was one time the final elevated soldier somehow ended up on the ground. I was able to brick/ melee him without using any more bullets. +-----------------------------------------------------------------------------+ Summer: The Outskirts: Downtown 14 Kills (1 Story Kill) SK: Tess - Clicker You will lose up to 40 hit points when you are attacked by the clicker. If you have 41 health or less, you will still be able to proceed. If you are at 0 bullets the clicker may leave you with a box of ammo. In the next room you will find supplies for a Med Kit/Molotov. If you grab a Rag, Tess will give you Alcohol and vice versa. You can and should receive an extra of one or the other by doing the following. If you want an extra Rag, open the cabinet that contains it on the left, but do not grab it. Run to the other cabinet and start mashing Triangle. The game won't allow you to open it, but when Tess does, grab the Alcohol. Tess will then hand you a Rag and the Rag in the cabinet will still be there. You can switch to the other cabinet if you want extra Alcohol, as getting an extra Alcohol will allow you to be able to craft one "extra" molotov by the time you reach Bill's Town. In any case you won't need to heal yourself, as there are plenty of health pickups coming up. The lone clicker can be dealt with easily via brick. This is also a good time to score bottle/brick hits if you haven't already gotten those tags. The 4 runners (one idle) and clicker in the next room will give you good practice for sneaking around in Survivor. You can easily get 2 or 3 runners via strangle to make the melee part easier. Don't forget to pick up a new Stick before leaving. If you are looking to make the most efficient use of the ammo given, even if enemies can be taken out without the use of ammo/supplies, then do not use your 9mm until you use 11 of the 13 Revolver rounds provided up to The Woods. When you get to the subway clicker mall, it's best to sneak around the clickers and take out the runners first. Then you can either group the clickers with a bottle and hurl a molotov for a 5-for-1 or try to take them all out via bricks. You will be best off if you can take them out with bricks and save your molotov for Bill's Town. Remember to grab a brick before leaving. +-----------------------------------------------------------------------------+ Summer: The Outskirts: The Museum 14 Kills You'll need to take out the three runners to get the dumpster. All three can be strangled/grab meleed, just be aware of any items on the floor that might make noise and alert them while you move around. It's possible to go on a melee spree, but you'll want to save your stick for later. At the workbench, I get all available upgrades except Reload Speed for the Pistol, as it's rare that you'll have that many bullets AND use more than a clip during battle. Revolver upgrades will make The Trap Room in Bill's Town easier. After you are on your own, take out the three clickers via brick... Save your stick! The runner banging on the door can be grab meleed or headshotted. SK: Tess - Runner Have your brick ready as you enter the battle arena and take out the runner attacking Ellie. Immediately move back toward the doorway and pick up the bottle on the table just outside the door. 6 more runners (7 total for this room) will attack in two waves, so retreat to Tess or an open area after each kill. Keep an eye on any runners shot by Tess and prioritize them as targets to prevent her from stealing one from you. There are a few other throwables along the walls, and a few on the displays so make use of them as needed. +-----------------------------------------------------------------------------+ Summer: The Outskirts: The Capitol Building 16 Kills (3 Story Kills) SK: (Tess - Soldier (2)) SK: (Soldier - Tess) Ok, so they don't show Tess dying, but it is implied that she died during her confrontation with the soldiers. It was also mentioned by one soldier that "She took out two" of the guards. The first 4 soldiers can and should be killed. Sure, Tess was on her way out, but we're not going to let their actions go unreciprocated. Two of these guards are helmeted, two aren't. One method is to use a molotov to take out up to three of them, then shoot the last, however I prefer to save the use of a molotov until Bill's Town. If you kill 3 of them before they break the door open, the last one will stay downstairs. But if two or more are around, they'll eventually pursue you. I recommend taking out at least one unhelmeted soldier before they break the door down. Then I hide near the entryway to the conference room and take out the other unhelmeted guard. From there the other two can be taken out via stealth/melee. You can use the podium with the pills on it as cover and perhaps the couch along the wall, but other than that there isn't much to use. Eventually the remaining guards will split up and provide an opportunity to take them out without gunfire. These guards don't seem to venture more than 2 steps into the lecture room. The next battle is against 4 soldiers, and only one is helmeted. These soldiers can be taken out via stealth, but if for some reason you had to reload this stage, you will have an extra 6 Rifle rounds available. You can take advantage of this and take all of them out with HRHSKs and still leave with a fully loaded 7 rounds. After heading downstairs, you'll encounter 6 more guards, 3 are helmeted. Two helmeted guards will stay near the exit and all others will start searching. Knowing that there are 3 more rifle rounds coming up in The Woods, I chose to melee the roaming helmet guard and get HRHSKs on the three others. Then I sneak toward the exit and wait for the two to split up before strangling and doing a grab melee on them. The final two soldiers in the subway can be taken out easily via stealth. Use the L-shaped bench and/or the pillars as cover. +-----------------------------------------------------------------------------+ Summer: Bill's Town: The Woods 37 Kills (2 UK, 2 Story Kills) By now, Joel can (and should) have 81 kills. Unfortunately, the "Max Kill" count becomes complicated from this point forward, as there are many Infinite Spawn enemies in this chapter. You'll first encounter 2 idle clickers as you head toward the main street. The Locked Door in this area has 3 Rifle ammo, and you'll be getting 16 Revolver ammo shortly. A clicker will emerge from the alley behind the record store. The Rifle (without upgrades) requires two shots to kill it, and as such, you cannot kill this clicker with a gun. You can fire a shot and hit it, and it will register in your stats, but you will not get credit for any kill if the bomb detonates. You can detonate the bomb with a bullet and have the clicker die as a result, but you still will not receive credit for the kill (and it will register as a shot taken without a shot hit). You can also throw a brick/bottle at the bomb well before the clicker spawns, but if both alley traps are sprung this way before the clicker emerges, it will not spawn. A brick/bottle will not arrive in time to stun the clicker. However, if your timing is right you can throw a B/B or molotov at the bomb and run forward. There's not a lot of margin for error, but it is possible to detonate the bomb and have the clicker still survive any blast damage... If you use a molotov, it will detonate the bomb and leave a fire for the clicker to walk through. If you use a B/B, you can then use your mod'd melee weapon.. But it won't do an OHK for some reason. It took three swings, leaving me with 7/9 on my pipe, and each hit sounded like I was banging on a metal pot. If you walk a B/B pair to this spot and use the bottle to trigger the bomb and the brick to take out the clicker, it will take 5 brick smashes to kill it... using the same brick!! You can simply stand still and this clicker will not insta-kill Joel. It simply flails around like Drunken Master on Crack until you decide to kill it or leave. If you retreat to the stage beginning, it may start to follow you, but after a certain point it simply disappears... Take it out as appropriate, but don't let it back into the alley where it might set off the other trap. Anyway, after finally taking out the Back Alley and Rooftop Clickers, you can go all the way back to the first locked door for the Rifle ammo. Keep in mind that the gate Ellie opened will be closed if you save/load from the rooftop. As such, after you move past the gate to enter the main street, you should wait to save your game until after you have killed the rooftop Clicker and dropped down to the tripwire alley. There's one Runner you'll need to take care of before you get hung up. I found it best to give him a pistol round to the head... Save your OHK use! Remember to grab the brick near the last trip wire before opening the trap room door!! And here's where things get interesting... While it makes sense to conserve ammo by only going for headshots, it's not the case for this stage. Ellie will give Joel a box of ammo after you are raised. However, I've noticed that she won't always do this. I've played this stage hundreds of times, and I still can't determine how the game calculates your post-release ammo. I can only say that missed shots don't seem to affect your final number, and that it seems like more shots hit will lead to more bullets after... I started The Woods having never used my Revolver (13 rounds held for Survivor before any ammo pickups). I have a saved run where I clear the first 11 infected using only 15 shots. This left me with only 7 bullets when freed. On another run I used 29 bullets for all *13* infected without missing and ended up with 11 bullets. Other test runs were similar. My conclusion was that it's better to go strictly for body shots, although it is possible to get all headshots and have the 12th and 13th runners spawn. Wait for Ellie's health meter to show before shooting the infected that grab her. Taking this time will make it more likely that you'll have the time to kill the last 2 infected... The first part of this battle will require you to kill 5 runners and 1 clicker. If a runner grabs you and you break free, the game will auto-aim a headshot for you (if you're pressing L1 when freed). Shooting as such will not credit you with a firearm nor a headshot kill and on top of that it gives 10 hit point damage each time you're grabbed. Possibly related to this, if you shoot a runner from virtually point blank range without getting grabbed, you will not get credit for a Headshot (if a headshot was made) nor Firearm Kill. The game seems to include a proximity requirement for these kills to negate any "free post-grab headshot" abuse. Getting grabbed by the clicker is an insta- kill, even if you have the Shiv Master upgrade. After your 6th kill (the first clicker) I recommend saving your game in more than one slot... After you are elevated, you will have to deal with 4 runners and a clicker. Since the clicker goes down on the 4th shot (barring a headshot), reload your weapon before taking that final shot. You will want to do this because it is possible to kill 2 more runners while hanging and you don't want to waste time reloading. It seemed like one of these runners might be the one that attacks you, but neither of them are dressed the same as the one in the cutscene. One will come from the left (where the very first runner came from) and another from the right. Unfortunately, the game doesn't always offer time to shoot either one. I can only guess that this has something to do with how much time Ellie has spent trying to cut the rope and/or her proximity to the rope at the time the 2nd clicker is killed. You will notice that as she is dodging infected, she sometimes pulls her knife out to resume cutting the rope. If an infected is nearby, she will put her knife back in her pocket. As such, try to wait for other infected to be present before killing any that might be grabbing her. I noticed that for this second stage, its best to wait for the infected to grab Ellie before shooting them. This helps ensure that she spends as little time as possible cutting the rope. In turn, this will make it more likely that you will have time to shoot the final two runners. Why not just wait until Joel is free to kill them? Well firstly because it's badass! Secondly, they seem to disappear after the cutscene. More importantly, you will want to do so while hanging, when the game offers "infinite" ammo. After killing the last runner (13th kill while hanging), Ellie will finally cut the rope. SK: Bill - Runner When you are back on your feet, you'll be attacked by 3 clickers and 2 runners. These 2 runners will spawn regardless of whether you already killed the 12th and 13th while hanging... The best way to handle this group of 5 is to immediately move back and to your left while arming a Molotov. Beware of an obstacle near this corner. A straggling clicker will be off to the right and isn't likely to catch on fire, but with practice you can get a 4-for-1 on the others. Played through from the cutscene, these infected may be too far from each other, but they will be closer on a restart/load. Stay a short moment in the rear left corner to draw the infected through the fire and get ready to sprint away. Keep in mind that for Survivor+ your Molotov blast may injure you, but for non+ games you'll be ok. Try to get all of them to walk through the fire in pursuit of you. The straggling clicker? He is what we were saving our bladed pipe for... Infinite runners will spawn from the two sides of the fence and the 4 runners on the other side of it are not killable. This should bring your kill count to at least 104. From here, you could theoretically get infinite kills on the runners, but you will use up the rest of the pipe that you'll need for some clickers coming up (on Hard, they drop so much ammo you could stay in the trap room forever). Before you exit the trap room and rejoin Bill, arm yourself with the Rifle... As Bill closes the door, infected start climbing over the dumpster. Bill normally shoots the one on the right, but you can steal that kill from him. The game will autosave after you leave the trap room and put you in a spot where it is nearly impossible (very difficult) to score this kill on a reload. For this particular kill, it is easier to play through from the trap room until you reach the laundry room. After stealing this kill (note how much differently his body reacts), a clicker and a runner will also start to emerge. They are the first of infinite spawns, so don't feel obligated to kill any more than the first of these two. Still armed with the Rifle, you can retreat to give yourself some space and put a round in the clicker. Immediately switch to your Revolver and finish both of them. There is one more clicker in the truck trailer next to the dumpster, but it is not a threat. However, is it killable for credit, and an infinite spawn. The problem is that this clicker is behind a barrier that makes it difficult to shoot. But, much worse than that is the difficulty added by having a runner and clicker climbing over the dumpster. There is little time, if any, between shooting the first runner (Bill's kill) and having the infected climb over the dumpster. A Molotov works well against him and the other dumpster climbers, but this may make later stages more difficult... (As a side note I would not have used a molotov prior to this chapter (Downtown subway clicker mall) knowing what I know now). There's no easy way to build a Kill 'Em All gamesave... As you approach the door to the laundromat, infinite runners will emerge 2 at a time from the left corner (facing away from the laundromat). Try to take them out with your Revolver, as you will begin a melee intensive battle soon. In the laundromat, arm yourself with a brick and wait for Bill to perform a melee on the clicker. When he does, follow up with a brick kill. Two runners will then enter the room. Hang back with Bill and let him put a bullet or two in them before you do a Running Melee. This will conserve a few ticks for your pipe. And if things haven't been crazy enough yet... Arm yourself with the rifle again before slowly exiting the laundromat. Once you have a view of the dumpster just outside the doorway, a runner will emerge from a hole in the fence in the middle. Bill normally kills this runner if you don't score it first. Two more runners are banging on the dumpster, but they never make it over. You can kill them, but the game won't score a kill nor a shot hit. I prefer to kill them, since I prioritize clearing all enemies over having every shot register as a hit (the bullet still hit its intended target, after all). But we're still not done with the dumpster! A clicker will climb over, but wait until it stands up to shoot it. For some reason, the game may not register a shot hit or kill while it is making its way over the dumpster. This clicker can actually be seen from within the laundromat. If you keep an eye on the area under the truck trailer, you can see it roaming. It cannot be killed until after it climbs over the dumpster, but shots hit will count. After putting a Rifle round in it, switch to your Revolver to finish it off.
Both of these credited kills (and the 2 UKs) will respawn if reloaded after
leaving the laundromat.
After this, you'll probably be very low on Revolver ammo. Switch to your
other handgun, make sure to reload, but arm yourself with a Molotov before you
enter the truck.
Turn back around facing the dumpster as you are about to exit the truck and
start making your way back from where you came.
Four more "infinite" infected (3 runners, 1 clicker) spawn near the
laundromat exit on the other side of the truck, and while not all will burn in
place, they'll often catch fire as they climb into the truck. You can shoot a
runner or two, but by the time the last spawned runner comes out of the truck,
one of the infinite spawn clickers usually arrives. When you see the clicker,
attack it with your pipe when it drops from the truck.
These 4 will spawn until you head back through the truck to where they came
from.
Keep an eye on any runners Bill shoots, as they'll be easier to kill with
the pipe AND this will help prevent him from stealing one of your kills.
When you get to 119 first spawn kills, you will have cleared all first
spawn enemies for The Woods. Take a break, congratulate yourself, and give
yourself a pat on the back for not wussing out on one of the more difficult
stages of the game!!
+-----------------------------------------------------------------------------+
Summer: Bill's Town: Safehouse
6 Kills (1 UK)
As you follow Bill through the building you will eventually go down some
stairs. I recommend saving/loading your game from the stairway.
After you exit the stairway you will encounter a runner stuck in one of
Bill's traps. Bill usually chops its head off, but you can kill it with a
headshot and get credit for a shot taken and a shot hit, but it won't credit
the kill. Alternatively, you can hit it with a brick to "kill" it. If you stand
between Bill and the infected, he will pause long enough for you deal with it.
When you finally leave the store and enter the street, you will see 6
infected near the camper on the other side of the map. They'll be idle as Bill
and Ellie talk, so use this time to pick up a bottle and group them together. I
found it best to aim just to the left of the runner near the corner of the RV
and follow up with a Molotov after they gather. It is possible to kill all 6
with a Molotov before Bill starts shooting. If this is done, the bomb that
usually kills one of the infected will remain undetonated, but it cannot be
picked up.
However, loading/restarting from the street instead of from the stairway
will have the infected already alert and in motion, making this scene much more
difficult. This is why I recommend saving/starting from the stairway.
Don't forget to pick up a pipe and Brick (not a Bottle) before proceeding.
+-----------------------------------------------------------------------------+
Summer: Bill's Town: Graveyard
41 Kills (1 Story Kill)
There are a total of 10 clickers in the graveyard, but you'll need to make
noise in the first battle area to get three of them to spawn. It is possible to
kill all 10 clickers with the bottles/bricks provided.
Walk a bottle to the entry of the graveyard and take out the first clicker
with the brick. Immediately pick up your bottle, throw it at the other clicker
and do a running melee to kill it.
Three clickers will come from the stairs. Unfortunately, they arrive single
file, but you can still get a 2-for-1 OSK with your Shotgun. With a single
shell, you can kill 2 and also injure the 3rd. Follow up on the third with a
running melee.
Grab the brick from the corner and walk a bottle or two down the stairs.
The goal here is to get the three clickers in this area to join the other two
further down. The best way to do this is to immediately group these three
together and guide them down or at least toward the next stairs.
This is made more difficult since the only bottles/bricks that appear in
this area are too far apart to use effectively. Walk as many throwables as you
can to the tree in the corner, where another bottle can be found. You can get a
good angle for throws in the center of this area as well as down the stairs.
When you finally see all 5 come together, toss your bomb and clean up any
stragglers as you see fit.
There are two idle runners in the alley with a third around the corner to
your left. Bill will sometimes kill one of the first two if you strangle the
other. So use your Bow instead for one of the nearby runners, then strangle/
melee the other two. With the proper approach, you can get the rightmost runner
to flip when you do your headstomp!!
There are 2 runners and a clicker in each of the two yards. Their routes
are spread apart and there isn't a lot of cover in the yards. For the first
yard, you can take out one of the runners inside the house, making it easier to
stealth kill the other. The clicker can be taken out via brick.
The other yard can be cleared using the garage as cover. One of the runners
roams the rear left corner and can be taken out as he turns away from the
entryway, making the others easier to kill via stealth.
Alternatively you can simply brick the clicker and go fists of fury on the
runners. I found this to be quicker and much more fun.
Be sure to grab a brick before leaving!
There are 4 clickers in the doggy door house. On Hard, I'd group them and
boost my accuracy with Shotgun blasts. But for Survivor it's best to use the
Bow.
Eventually you'll go through a garage to enter the high school parking lot.
This scene starts with 6 roaming runners, and you will get a lot of "practice"
sneaking around to strangle the first 4.
I recommend against using Bow shots for the final two because even if your
arrows don't break, they may not be there on a reload/restart.
I found it best to just run around and make noise to get their attention,
and perform cleanup melee kills as Bill blasts them.
After the first 6 runners are down, you'll need to move between two busses.
As you do, 2 runners will emerge from the bushes on your right.
It's possible to get a 2-for1 OSK with your Shotgun, but this usually
relies on Bill sending a shell their way. In any case, you should at least get
one OSK with a multi-hit on the other, after which you can use a shotgun (or
rifle) as a melee weapon to kill the other.
4 more runners emerge, two coming from your left and two more from where
you originally came from. They are too spread apart for multi-OSKs, but you can
run to an open area and/or back toward Bill to thin them out for melee kills.
When you're done you'll be expected to boost Ellie onto the bus. Before
doing so, place a bomb in the little nook near the brown delivery truck. This
will allow you to score a 6-for-1 when runners spawn as you drop down from the
bus. These 6 runners are the first of infinitely spawned infected. 5 of them
will attack the main fence, and the 6th goes off to the left (when facing the
fence).
Note that if you reload/restart after dropping down from the bus, your bomb
might not be there. This is why you should reload/restart from the point before
you boost Ellie up instead of after (using an additional save slot).
Scoring this 6-for-1 will give plenty of time for Bill to get the window
open. It also allows you to set up a molotov throw for the next wave or draw
your handgun and score headshots as they struggle to get through the fence.
It's best to strafe the reticule to their head instead of aiming.
When you are done, enter the window and watch Bill kill a clicker that
never spawned.
SK: Bill - Clicker
+-----------------------------------------------------------------------------+
Summer: Bill's Town: High School Escape
41 Kills
There are 2 roaming runners and a roaming clicker in the hallways. There is
also an idle clicker just inside the doorway of the first classroom and an idle
runner on the 2nd floor.
On Hard difficulty, I prefer to group them with a bottle and blast away,
but if you have less than 4 shells it becomes much more difficult. I guess the
best method in terms of conservation is to strangle two runners, Bow shot or
brick the idle clicker (which may start moving once you get near it), brick the
roaming clicker, then melee the second floor runner after he faceplants to the
floor.
In the classroom, a clicker and two runners emerge. You can back out into
the hallway for stealth kills and later brick the clicker. Alternatively you
can try to score a multi-OSK with your shotgun (target the clicker) and mash on
square. This is best done by grouping them in the corner of the room near the
doorway they entered.
When you move into the next hallway three runners will make their way
toward you. You can move back into the classroom for stealth kills and/or
confront them elsewise.
And now the bloater battle.. If you do not have a Molotov, don't worry. You
should first prioritize the two runners, trying to take out at least one with a
single shotgun blast and doing a melee cleanup.
With them gone, use your Pistol and just go for headshots on the bloater. I
started this battle with 7 Pistol and 5 Revolver rounds. After about 4 minutes
of running around giving him headshots, avoiding spore bombs while Bill kept
blasting, the big guy finally went down.. I was left with 0 Pistol and 3
Revolver ammo.
If you have a Molotov, hurl it at the Bloater after he launches his spore
bomb. After you hit it, move to the far left corner armed with your Shotgun and
try to get a multi-OSK on the two runners that drop down. Remember you can do a
follow up melee with your shotgun.
If the Bloater is still alive, run around a bit to let Bill soften him up,
then move in with close range Shotgun blasts.
When done, 3 more runners will drop from the far upper right corner
(relative to the starting point). Two will come at once, but Bill shoots from
the bleachers and will often delay/stun one of them making melee kills more
feasible. The lone runner can be taken out much easier.
When you drop down from the gym and head towards the truck, two runners
will come from the bushes. They are easily meleed, as are the other two that
spawn after you move past the fence.
In Frank's garage is a shotgun with 8 shells. Leave it there if grabbing it
now puts you over capacity. You'll have an opportunity to pick it up later.
If you are going for all collectibles, then this stage should be played
through from the garage until you reach Pittsburgh. The reason is that any
reload/restart after you push the truck out of the garage may corrupt your
backpack contents by "ironing out" the Note from Frank (assuming that you
picked up the note after handing it to Bill).
If you reload/restart after this, you will see a backpack message with the
note in its original form. Similarly, if you go too close to the garage after
pushing the truck down the street it will do the same, even played through
naturally. While it might still give credit for having a post-conversation Note
from Frank and for having that conversation, I did not want to risk
proceeding with a glitched note.
As such, this stretch was one of the most difficult ones to complete
(damage free, kill 'em all, etc)...
There are 21 first spawn infected for this stage, and Bill often steals a
kill somewhere along the line. To prevent this, you'll have to be the frontman
and be ready to step in and switch between melee and shotgun targets.
Fortunately, you can control how many come at you to a certain degree.
After you first push the truck out of the garage, do not move forward.
Move a little bit to your right, arm yourself with the Bow, and take out the
idle runner across the street for the Steady Hands tag or sneak up for a
strangle.
Grab a brick from across the street and brick the clicker. The remaining
idle runner will awaken and attack, and if you melee him near where you downed
the clicker, then Bill usually pulls himself from the truck to "help out".
This will spawn a runner that attacks Ellie, which can be easily taken out
via fists. Similarly, if you chose to defer picking up Frank's ammo, you'll
likely get another one of these truck attacking runners to spawn when you
retrieve it. You can pad your stats with easy kills by exploiting this infinite
spawn.. You cheap punk!
Grab another brick and begin pushing again. Keep in mind that you can pull
away from the truck at any time and Bill will push it a little further. When
you pass the front bumper of the white vehicle to your left, three runners and
a clicker will spawn from your right. It is possible to get a multi-OSK on the
two runners that come from the nearby bushes, however it is more likely that
you'll kill one and injure the other.
The other runner and clicker start further back, and they're not typically
grouped well enough for a multi-OSK...
The next set of infected will spawn when you move the truck past the
utility pole on your left. A clicker and runner will emerge from some bushes,
another runner will come from the bushes near the front door of the house to
your left, one more runner will attack from a little further down the block,
and finally two runners and a clicker will spawn at the end of the street.
The infected at the end of the street are usually too far away from your
battle to be alerted, but if you take too long and/or venture too far down the
street they will eventually join the attack. If they don't join while you are
battling the other four, simply send a shot at one of them to get them to
attack. It is often possible to get a runner's attention by throwing a b/b and
running around.
After clearing the infected, give the truck one final push to get it
started. A set of 4 clickers and runners will spawn from various points as you
move down the street. These infected are infinite spawns and for some reason
they sometimes can only be killed near the truck. Point blank shotgun blasts
won't kill them outside of the "truck zone". Similarly, they will often do a U-
turn when they try to attack Joel outside of this zone.
The last spawn is also infinite: a clicker that attacks the truck. You must
be far enough away for it to spawn, and it's usually best to simply stay put
after giving the final push.
When you see this 5th spawn from the bushes to the left of the truck, run
down hill to the opposite side. This will draw the other infected away from
Ellie, making for a less stressful shot on the clicker that attacks her.
After killing at least 5 of these infected, feel free to hop in the truck
and make your way to Pittsburgh.
+-----------------------------------------------------------------------------+
Summer: Pittsburgh: Alone And Forsaken
SK: Joel - Hunter
It can be debated whether or not Joel killed the hunter he hit with the
truck, but I'm going to include it in this list anyway.
LSK: Joel - Hunter (2)
You won't get credit for the glass shard nor head smash kills.
This scene starts with 4 enemies, with 3 more that come over the bus when
the 3rd of the original 4 is killed.
The handgunner in the foreground must be killed quickly. If you spend too
much time trying to engage the enemy from the same spot they will flank you.
It's best to give him a quick headshot and move toward the side alley on the
left.
Another hunter usually comes this way, either continuing down the side
alley or entering the store. If he enters the store you can sneak back across
the street for safer cover. If not, be prepared to take him out with melee or
shotgun or throw a bottle/brick to give you some breathing room.
Eventually the others will enter the office rooms across the street from
where you began. You can use the desks as cover for a stealth strangle and/or a
headshot from here or through a window.
Be mindful of the 3 hunters that come over the bus after your third kill,
especially if you crossed the street. Stealth kills will help reduce the
number of threats if/when the others detect you. Use the many throwables to
stun or distract them.
As you approach the bus at the top of the highway three hunters will climb
over that bus, one of which is a molotov man.
At this point, if you are low on rifle ammo, Ellie will usually hand you a
box of 3 rounds. One time she handed me 2 boxes.
If you are detected before these 3 finish their conversation near the van,
then 2 more hunters will emerge from behind the bus. One of these two will be a
rifleman who stations himself atop it.
I found it best to headshot the lead hunter or the molotov man and quickly
and quietly retreat near the starting point. You can thin them out as they
approach for ammo-saving stealth kills. The bus sniper should be sniped, as
it's hard to make it close without exposing yourself.
The checkpoint/bookstore scene has 11 hunters, with up to 6 more depending
on the situation. The path explained below is the most direct, predictable, and
easiest to describe.
After you enter the checkpoint, three hunters will converse under a tented
area, and they should be taken out via stealth. Move to the left of them and
wait to the left of the opening to the tented area. When they're done talking,
one will come through this opening for you to grab.
Move into the tented area along the left to take out the next one wielding
a Stick.
Finally, move to the rear left corner and take out the last guard.
I prefer to approach the bookstore from the alley along the right. Near
this side doorway you'll overhear another conversation.
When they are done, sneak up on the trailing guard on the right for a
strangle. From there I move back around the perimeter to strangle the molotov
man, then on to bat man near the stairs.
This leaves the patrolling guard in the offices as the last one on the
ground floor. Sneak up on him for a strangle and proceed up the stairway he was
guarding.
Move to the left behind the display cabinet and give the stationary guard
to your right an Arrow to the head. Killing this stationary guard will allow
you to move around the upstairs perimeter to two more guards to your right.
Punish these guards for having an interest in books by strangling them near the
bookcases. Reading is fundamental.
There will be one more guard to deal with.. For now. If you take him out
silently you will be done with this stage. If you take him out with a bang 6
more enemies will spawn and a few will rush to investigate.
However, if you do a noisy grab melee (the open area knee to the head will
not work, head stomp works best), brick bash, or straight melee (unmodified)
these 6 hunters will spawn alerted but stationary (sentry).
Keep an eye on Ellie to check her posture. If she's standing upright and
starts wandering then there are no more enemies (reload). Otherwise...
Two will spawn at the bottom of bat man's stairway, two more will be at the
top of the outside stairway in the alley where you grabbed the FF Pendant, and
two more ground level guards will be stationed in the central open area.
The ones on the outside stairs should be taken out via Bow, since the game
seems to have an issue with stealth grabs from differing heights.. It won't
allow you to grab them from behind.
The two guards monitoring from the open area can also be taken out by Bow
or you can avoid the risk of a broken arrow via stealth.
But I recommend saving molotov man for last. You can get a headshot on his
helmeted buddy with your handgun. Mr. Molotov will then light his namesake and
will be more likely to drop a full molotov instead of a fractional Rag/Alcohol
when killed. If you do not see a lit molotov in his hand make some noise and
find quick cover.
+-----------------------------------------------------------------------------+
Summer: Pittsburgh: Hotel Lobby
29 Kills (2 Story Kills)
This is another scene where you'll need a noisy battle to spawn all
enemies. For Hard mode, I just blast away. In Survivor mode you'll need to go
semi-stealth to conserve ammo. Going full stealth, you'll face 9 hunters, but
getting detected or having a noisy battle will spawn 6 more.
Strangle all first floor hunters except the one in the rooms opposite the
vending machines (with the binding under the TV). Give this unhelmeted guard a
noisy melee kill and head toward the room with the balcony and explosive. Use a
bottle/melee combo to take care of the pipe man ready to attack.
Head towards the stairway with another throwable and take out the
handgunner trying to cherry pick your ass.
Grab another nearby bottle and head into the stairway, but wait for one
more patrolling guard to come your way. Depending on how long you wait, he
sometimes ventures downstairs.
When you head out to the second floor, a hunter will be roaming the area
with three more much further down the hallway. If you do not see or hear other
hunters monitoring the halls and corridors then you should take the first one
out noisily. This will eventually get another group of hunters, two of which
will come from the stairway below you, including a molotov man. They stagger
the spawns, alternating between upstairs and downstairs. In addition to this,
at least one upstairs spawn ventures downstairs, usually a fully armored
longgunner.
The stairway is actually not a bad spot to camp in for this situation,
especially if you walk a few bottles/bricks there. It's a confined space, but
you'll have enough room to throw a bottle or use your shotgun while monitoring
the stairs and the doorway to it.
After these hunters are cleared you'll have to deal with some stalkers and
a bloater... Make sure you have at least one molotov or at least the supplies
to make one.
You will put your mask on and walk down a semi flooded hallway with rats.
Arm your hunting rifle for the "Flash Stalker" that runs along the top of the
collapsed floor. As you pass a poster on your left he will spawn and run. Aim
towards the left to allow yourself more time and pop a round in him when
appropriate. Alternatively you can throw a Bomb into his path (if you have one)
from the doorway to the room on the right before getting him to spawn, but
there are better uses for a bomb.
There are a lot of bottles and bricks here, but they're spread across the
map. Walk a bunch of throwables to the keycard door before you do anything
else.
When you have at least 4 throwables near the keycard door, make an attempt
to open it. 4 stalkers will spawn and you'll only have to worry about them
coming from the hallway opening. As the stalkers make their way to you, run
towards the hallway opening and induce a stalker to pursue you. Backtrack
towards the keycard door and take him out with either a bottle/melee combo or a
shotgun blast if things get too dicey.
After you kill 4 of them, walk another 4 throwables to this area, then head
toward the generator. After starting it up, run as fast as you can up to the
second level and wait for the bloater to emerge. He normally comes from near
the keycard door, but once in a while he will spawn from downstairs.
When appropriate, hurl a molotov at his feet (NOT a direct hit) and duck
into the laundry room. Beware that a stalker or two may spawn in this room, and
be ready to sprint to the keycard door. If the bloater enters the laundry room,
make your way through the hallway. If he continues down the hall, exit the
laundry room and head for the keycard door.
There is a small tank of an explosive near the base of the flood light that
points toward the keycard door hallway. This tank will explode if you hurl a
molotov at or near it. There are others on the map but this one is the only one
that makes sense to "use".
If the bloater isn't dead yet, give him a short range shotgun blast or two.
You can now repeat the method used earlier to get the remaining stalkers.
UK: Joel - Clicker
When you open the door to the kitchen, don't move. Arm your rifle and
slowly curl around the corner as you'll see a clicker struggling on the right
side. A hunter will come through the door and try to kill it but you can fire a
kill shot before he does. It will not credit a kill nor shot hit, but you can
sometimes kill it without the hunter firing a shot.
The next 4 hunters can all be taken out via stealth/melee, but be battle
ready if you fired a shot at the clicker. The kitchen hunters never seem to
enter the hallway that you came from.
SK: Ellie - Hunter
+-----------------------------------------------------------------------------+
Summer: Pittsburgh: Financial District
There are a total of 15 hunters you'l need to clear in the first area. 8
will spawn after you kill the last of the original 7. The key will be remaining
undetected, otherwise Ellie will open up and start stealing your kills.
The best way I've found to avoid this was by stealthing the first 6 and
killing the 7th with a straight melee.
If you take out the 7th noisily or in a way where his body is seen by one
of the new spawns, All 8 spawned hunters will be in search mode. In this case,
the room with the arrow in it is a good spot to use. From the corner of the
windowed walls, you can immediately grab any hunter for a strangle, regardless
of which window they enter from.
You should peek out the window to check whether more than one is
approaching, in which case you can retreat to the other side or use a smoke
bomb to help take out the last of them.
Before you kill the 15th hunter, pick up any ammo drops, including any
arrows you used. The game will clear the map of any ammo drops shortly after
you kill the last hunter, preventing a leisurely opportunity for pickups.
If you killed the 7th with a melee, brick, or noisy grab melee, it seems
possible to get all 8 to spawn as stationary. Sometimes when I give the 7th a
HRHSK from the upper floor office when he is farthest away in his patrol, all 8
of them will also eventually spawn in place... The spawns are staggered and
their origins vary as you start taking them down. Their positions vary slightly
during each run, but for the most part...
One Hunter is usually behind the back of the truck near the deli (where the
box of 25 parts was). A Molotov man is usually in the alley between the deli
and the cafe. Another hunter usually spawns near the walk-in freezer in the
deli. Two more hunters are outside of the deli, between the hotel and the cafe,
and three hunters will (eventually) spawn in the far corner of the map near the
bank (to the left of the stage start). Just keep an ear open to your detection
warning and take them out with arrows or strangles as appropriate.
SK: (Hunters) - Tourist (2)
Two hunters will walk and talk as you exit the stairway. Stay behind the
door, follow them down, and score a multi-OSK with a shotgun shell or go for
melee madness on both. This confined area is also good for smoke kills. Pick up
the pipe dropped by the trailing guard.
The next area has 7 hunters: 3 in the second story of a building; 4
guarding the bank near the tanks.
Starting with the three upstairs across the street, strangle the guard near
the stairway exit, then use an arrow on one of the molotov men. Try to take the
headshot when the other molotov man isn't looking.
Head back downstairs and through the building at the opposite corner of the
street. You'll encounter two idle guards and two roaming guards. One of the
roamers can be strangled as he comes around the tank. The other can be shot
with an arrow, allowing you to strangle the bank guard. The last guard by the
fire escape is difficult to sneak up on. Use your imagination to take him out.
You can get an easy Steady Hands tag if you haven't already.
If you alerted any of the first 3 hunters these 4 will start to patrol.
Take them out as appropriate, using noisemakers to assist.
Next. you'll encounter the turret truck and three guards. Continue to the
end of the alley and use your Bow for the exterior guard or be bold and grab
him. Head inside the store office and set up a Bow shot on the guard as he
moves behind the bar countertop. Beware of the turret position as you aim and
hop over and back for your arrow.
The last guard likes to hallucinate and speak with the soda machines. I
guess 20 year old canned bacon will do that to you. You may be able to grab
him, but you also risk getting spotted by the turret. Bow works best.
After these three are dead, head back toward the military prep school.
Climbing on top of the police car will induce the truck to come after you. Head
toward the rear corner of the map, close to the truck you dropped down from.
The turret truck will somehow get stuck at this end of the street, but will
still shoot at you if you are seen. It becomes unstuck as you move through the
room across the street.
Head back toward the store and cross the street. Two hunters will
eventually enter the room. You can take them out with gunfire or wait for them
to venture through the doorway. You can get double credit kills on these two if
you kill them without ever entering the room, then reload that checkpoint after
doing so.
In either case, try to take them out without entering the room. When you
are done, head toward the window to enter the side alley. If the truck returns,
you can take cover behind the car, then make a break for the dumpster.
Two more hunters will rush you in the alley, but the second usually gets
"confused" and runs back and forth further along the alley. You can try to use
a bottle/melee combo to take out the first, then take out the second in any
manner. But beware that the first hunter seems to be immune to bottles/bricks
and barely gets stunned (if at all). You may need to rely on Ellie's support,
but also note that she gets more assertive in her defense and may perform the
"Ellie Piggyback Shiv Kill".
+-----------------------------------------------------------------------------+
Summer: Pittsburgh: Escape The City
When you exit the toy store, go through the door to the alley on the right.
There are two handgunners and a pipe man talking near the van. You can choose
to try sneaking around to get them after their conversation, but there aren't
any throwables in case you get cornered. On top of that, you have 2 armed and
aggressive NPCs that complicate extended firefights.
I found it best to take out the handgunners with 2 quick pistol headshots
and following up with a melee kill on the pipe man.
You can go for multi hits with a shotgun, but they're a bit further away
than they should be for a multi OSK.
When done, climb up the truck to take cover by the HVAC unit. Two hunters
will run out and each can be taken out with headshots. I prefer to take out the
one on the left first, since the other seems to stay in place after doing so.
This didn't seem to be the case when starting with the one on the right.
If ammo is low, you can run immediately to the wall in front of you and
sneak up along the right for two stealth kills.
As you begin your nighttime operations, you'll come up on two conversing
hunters. If you strangle the one on the left Henry will kill the other.
However, while these two are conversing, a clicker will spawn at the other
end of the street. A rifleman will shoot at it and "kill" it unless you shoot
it first. While this clicker is an "infinite" spawn, I have committed to
killing the first of each. You will not get credit for a shot hit nor a kill
for downing it... use your 9 to save better ammo.
This makes things a little complicated, as you won't have time to use
stealth on the first two hunters before the clicker gets downed. In addition to
this, Henry sometimes strangles one of them anyway! You'll have to kill the
first clicker and quickly retreat and/or find cover to battle the 9 hunters for
this stage. Fortunately there is an exploitable glitch available if needed.
These hunters (and your NPCs) won't go into the stairway you came from.
Your shots will still be able to kill them, but beware that sometimes you'll
have to rescue Henry if he gets grabbed.
You can retreat all the way to the subchapter start, where you can take out
the spotlight molotov man from the window. You can also take out the 4 hunters
that spawn from the room above the gate, but beware that they can and will
shoot you through that window.
Alternatively (if killing the first spawn is not a priority) you can take
out the first hunter on the left with an Arrow as he finishes talking. Henry
will pull back just before this, preventing him from stealing your kill on the
other.
His buddy can be taken out similarly or via stealth. One of my favorite
quotes from Henry can be heard after doing so ("ninja"!).
If you knock over any bottles or trash cans then a roaming hunter from
outside will investigate, otherwise he'll continue his patrol near the
generator. He can be taken out via stealth regardless.
A molotov man is stationed at the spotlight for his rifle shooting buddy.
They happen to be shooting at clickers that pop up at the opposite end of
the street. This clicker can be shot and killed, but the game will not credit a
kill nor a shot hit.
Alternatively, you can shut off the generator to get them to drop down or
straight kill them, but doing so makes the next 4 harder to kill, as there is
little time to retreat to cover. Furthermore, this stops the clicker from
spawning.
Regardless of whether you are detected, kill the clicker, shut down the
generator, or break the spotlight, 4 more hunters will emerge from the raised
platform above the gate.
I found it best to kill the clicker with the rifle from within the building
and kill as many hunters as I can with guns.
Don't forget to use your smoke bombs to help provide adequate cover,
especially if more than one enters your area.
When they are taken care of and you break through the gate prepare a
headshot for the hunter on top of the truck trailer and take him out before
Henry can.
There are 4 more hunters in the pool bar, 2 of which are roaming. One can
be easily strangled as he heads toward the back of the bar. The other roamer
stays in the other room, where 2 other guards are hiding. There is one near the
food cart that can be shot with an arrow. This will enable you to strangle the
2nd roamer, but beware of one more crouched behind the counter.
+-----------------------------------------------------------------------------+
Summer: The Suburbs: Sewers
You will eventually encounter two clickers where you retrieve the shipping
palette. Save your brick and pipe and take them out with Arrow headshots.
Having a nearby reload point will make ensuring you don't break arrows easier
if you are low.
After you enter the gated area, you will be attacked by 3 runners and a
clicker. Try to save your ammo and take them out with your pipe and/or brick.
Arm yourself with the Bow before you get trapped with Sam. This stage will
start with you standing. DO NOT MOVE UNTIL AFTER YOU ARE CROUCHED. Otherwise,
you will likely alert all infected on the map making it much more "expensive"
ammo-wise.
Otherwise, you'll need to use Arrows to take out the 5 stalkers, 2 of which
are idle. It is possible to catch the first stalker on your right within the
first 30 seconds or so, otherwise you'll need to wait a while for her to make
her rounds. The next roaming stalker patrols the left side, but takes an early
path through the center. If you move to the corner of the wall opposite of the
starting point, you will have a straighter shot than elsewhere.
As you gather each arrow you will approach the idle stalkers. Take them out
with headshots and head back toward the barbecue area.
In the laundry room, a stalker roams near an idle clicker. After the
stalker goes off to the right, move into the tunnel and set up a headshot for
the clicker, but don't let a shot until the stalker comes into the arrow's
path. This way, a miss on the stalker is still a kill shot on the clicker as
insurance.
Try to hit the stalker then arm yourself with the Shorty and sneak up on
the clicker. Take him out with an OSK and run back to the starting point. Wait
for the other clicker to approach and take it out with the Shorty or Shotgun.
You need to take out the 2nd to last infected noisily in order to get 5 more
stalkers to spawn.
It is possible, recommended, and VERY challenging to score 5 Stalker
Stalkings (Hunter Becomes.. Tag) legitimately during the first part of this
stage. The trick is to quietly sneak to a corner along their path, then grab
them as they pass you. It is nearly impossible to stealth kill a stalker while
in motion for Survivor Mode, particularly for the way their paths are drawn and
the map is laid out. They roam faster than you can crouch walk while remaining
undetected, so you can't "catch up" to them.
After killing the first 7 (including the 2 clickers) you will have 5 more
stalkers to deal with, but there are only 2 on the map at a time.
Run to the open area and backtrack to the start area. This will help induce
them to pursue you where you can hit them with a Shorty blast and/or melee.
Fortunately, these infected tend to drop ammo if you are low. Pickup ammo
drops and supplies, and craft a bomb if you can.
As soon as you are reunited, arm a bomb and drop it after you take a few
steps toward the exit doors. 3 runners and two clickers will give chase, and
you will be able to take out all of the runners with this bomb. If you are only
able to kill 2 of them, you can still get by, but I prefer to save ammo for the
clickers, and taking the time to melee the runner may allow the clickers to get
too close.
With the runners out of the way, blast the clickers with OSKs from your
Shotgun or Shorty. There are **10** more spawns before the craziness ends. I
have only ever succeeded this stage (KEA/DFR/NMS) with the assistance of the
pause button, but I was getting frustrated and tired, and I wanted to conserve
Shotgun and Shorty use for the final battle... It should be possible to kill
all 15 DFR/NMS and still have enough ammo for later.
BEFORE YOU ENTER THE NEXT AREA, place a bomb just outside of the doorway.
This will allow you to score kills on the 5 infected that would otherwise break
into the room. If you do not score all 5 kills played through naturally, you
may be able to do so upon a reload from the "inside the cage room" checkpoint
(your bomb will still be there on reload). If you miss any of the 5, you will
need to reload your game from the time you drop down and are reunited!!
If you allow these 5 doorbangers to enter the room (don't triangle the cage
door), they will attack your group. If you set up a molotov for them when they
enter and kill them, they will revive infinitely and they will only attack
Ellie. You can do melee headstomps on the runners, have them come back to life,
then punch them in their invisible faces for their Nth deaths!
These infected don't seem to attack anyone but Ellie until you attack them
after their first resurrection.
Grab the pipe after Sam opens the gate and head upstairs. Before you drop
down, craft as many molotovs as you can. You'll face up to **20** infected, and
you'll want to save as much other ammo as possible (molotov use isn't critical
for a good while after this).
Drop down and head for the exit to trigger the next sequence. As your
companions try to get the door open, head back to the room's entrance. Aim a
molotov at the upper corridor to your left and hurl one at the 5 infected that
emerge there. Make sure that the infected are on fire and wait for the 5th to
drop down. A couple of seconds later, hurl another as you see the first of the
second wave of 5 spawn.
Run back to grab the molotov on the desk and back to the entryway. Look to
your right, as infected will start to drop down from the upper alcove in the
corner. Throw a molotov there if you see more than one that dropped down,
otherwise it might be better to save it for a larger group.
One of the most frustrating aspects of this game (for the way I play) is
NPC behavior. Henry will often steal a kill on an infected that already caught
fire.
The best way to counter this is to head back toward the stair room and to
the left, where the first 10 dropped from. Beware that there may be a straggler
from this group.
From here, you can hurl molotovs just under the origin of the next 10
staggered spawns (they don't drop all at once). This also helps keep Henry in
check, although he will venture into this area.
The door may open before the battle is complete, but make sure the area is
clear of all 20 infected before leaving.
Please note that it is very likely that you will need several attempts to
get all 20 kills, or even all 20 to spawn. Unfortunately, the game seems to
vary between spawning 6 to 10 infected from the right side, and I haven't been
able to figure out what allows for or prevents it. I believe it is a location/
proximity issue, but after having made so many attempts to test it, I've given
up... Fortunately, there is a reload point just as the battle begins. However,
you should Restart the Encounter after loading from here to have the proper
timing.
+-----------------------------------------------------------------------------+
Summer: The Suburbs: Suburbs
There are a total of 45 spawns available for credited kills for this
subchapter, one of which is a Story Kill. 37 kills are available if played
through "naturally" (without reloading/restarting). After you save Sam, you
will have time to kill up to 11 infected, but you will not get credit for kills
nor shots hit.
In the sniper's neighborhood, there can be a total of 11 hunters to clear
before you enter the nest. Where and when they appear will depend on how you
proceed and if/when you reload. Played through naturally (no reloads/restarts),
there are only 10.
The first house on the right is empty of supplies on Survivor, and the
hunter that normally spawns there can be taken care of elsewhere.
This hunter will spawn from either of the first houses on the left or
right, whichever was entered first. He will either be bat man, or an armored
and helmeted gunner.
Quickly run up the stairs after entering from the front door. Arm your
rifle if the hunter is helmeted or handgun if not and give a shot to him as he
stops halfway to the door.
Make your way back to the first enterable house on your left. Save your
game after you drop down from the partially broken wall and enter through the
kitchen window on the side of the house. Hang out by the left side of the
opening to the kitchen for a hunter that will make his way downstairs and
eventually into the kitchen where he can be stealth killed. Beware that the
sniper may have an angle on you after grabbing him.
Head back out through the window and arm your Rifle. Set your sights far
down the side alley as you head up the small stairs to the kitchen door.
A group of 4 spawns: a helmeted rifleman, a shotgunner, a handgunner, and a
molotov man. You can take the time to kill one, maybe two of them before you
have to relocate.
The handgunner and shotgunner will enter the house street-side in an
attempt to flank you while the others take a bit longer. Head back into the
house and up to the top of the stairs where you can make your stand.
Give headshots to the unhelmeted hunters that start to make their way to
you. If you have one, use a throwable on the helmeted hunter or on the molotov
man. These two guys seem to be harder to hit as moving targets.
As you move further down the left side alley, you will encounter some
ruined houses. The one closest to the sniper nest has stairs to an upper level.
As you reach the top of these stairs four hunters will emerge and start to take
positions in front of the house. If you continue to the upstairs corner closest
to the sniper (you'll still be behind cover), they will start to patrol.
Move back down the stairs and set up head shots from behind the wall. They
often take cover behind some crates and are shootable through the lower level
window. If they take static positions where you cannot shoot them, head back
outside of the ruins or upstairs to the corner to get them patrolling again.
When they are gone, move to the left alley end to the corner near the
crate. Beware that the sniper can still hit you from here, so stay crouched as
you wait between his shots.
At the appropriate time, climb the fence and sprint across the street. Go
through the backyards and pass the sniper house and cross the other side of the
street to the other row of houses. A hunter will emerge from one of these
houses, either the one with Pills or the one with Alcohol. Take him out
appropriately and head back to the sniper house while picking up parts and
supplies.
Make sure you have room for at least one shiv, as you will get a one-use
shiv when this stage is complete.
Also don't forget to reload your rifle, you will get up to 5 rounds when
finished.
There are 11 checkpoints from the time you enter the sniper's nest to the
end of the chapter, all in less than 5 minutes. The number of credited kills
will depend on how quick you are and where/when you reload your gamesave.
Here are the checkpoints for the final part of this stage:
1 - the start of the struggle with the sniper.
2 - immediately after getting credit for the sniper (uncredited shiv) kill, but
before Henry makes it to cover.
3 - when Henry makes it to the first car.
4 - after the third of the left side hunters is killed (3 original spawns).
5 - after the first full set of hunters and just before the truck arrives.
6 - after the second set of hunters start to arrive on the right, just as the
truck starts moving again.
7 - after the last of the right side hunters is killed, just before the hatch
opens and the molotov man appears.
8 - immediately after killing the molotov man and before any infected spawn.
9 - just before your pals are attacked by 3 infected.
10 - immediately after saving Sam/Henry.
11 - end of stage, start of the cinematic.
You will get credit for killing the sniper after you reload the rifle and
start looking through the scope.
As you take control of the rifle, you will see your pals running down the
street. During this cutscene, you will also see the first set of hunters at
street level.
If you immediately save and load to a new slot from chkpt#2, these hunters
will be further up the street, much closer to their spawn points.
Whether played through from the cutscene or reloaded from chkpt#1 or #2,
you can kill at least two hunters before Henry makes it to cover (chkpt#3).
The game will only save two kills if then reloaded from #3, as the time it
takes to reload won't allow another shot before Henry makes cover.
Played through naturally, the game only spawns a total of 6 from straight
away.Reloaded from #3, there will be 6 more spawns from straight away.
The first of the hunters from the left side houses will appear in the
doorway and is often shot by your NPCs. If you shoot him first, the remaining
hunters will not spawn from this spot.
The game will autosave after the third of the left side kills. Through
normal gameplay, you will only get offered 3 more spawns. However, reloading
from #4, there will be 6 spawns before the truck arrives.
Played naturally, you will only get 12 spawns from the time you grab the
rifle to the time the truck arrives.
The truck will arrive, then stop as the hunters spawn from the houses on
the right. The number of hunters that spawn will depend on how quickly you kill
them. There can be as few as 5 or as many as 13. The game will autosave after
the truck starts moving again after some of them spawn, and will allow up to 5
kills by the time you reach #6.
Played through naturally, you will have 13 spawns from #5 to the start of
#8. Reloaded from #6, the game will spawn up to 9 more hunters, making 14
spawns from #5 to #8.
Regardless, Henry will always shoot and kill one of these last hunters for
a Story Kill.
If you are looking to clear at least 12 of these 13 hunters (no reloads/
restarts), it is critical that you shoot them before they reach cover. If you
have to wait for them to expose themselves, you will likely not have enough
time to get all 13 to spawn.
It is possible to kill the 2nd hunter who comes from the house on the right
before he takes cover. If you are able to do so, you can get a much quicker
shot on the 3rd when he pops his head out to shoot, saving precious fractions
of a second. If you have to wait for the 2nd hunter to come out from cover, you
may still be able to hit the 3rd before he moves to his new spot.
It will stop spawning enemies when the truck revs its engine after making
its way down the street. For the last few hunters it will stop and wait for
them to die or for one of them to get to the trio.
After these hunters are killed, prepare to take out the tank molotov man.
The driver will rev the engine again shortly before he appears. You will get
credit for a Total Kill when Henry turns his head just before he yells "Sam!",
but it won't register as a firearm nor molotov nor any other type of kill.
SK: Ellie - Runner
As the trio make their way down the block they'll be attacked by 2 runners
and a clicker. One runner attacks Ellie, and the game will briefly disallow a
shot on him while he is passing her. I have hit this runner with a headshot and
it did not die. It will register as a shot fired and hit, but it seems only
Ellie is allowed to kill it. None of these infected can be killed until after
they grab Sam and Henry.
After they are grabbed, only the clicker can be "killed", as Ellie will
shoot the either the runner that attacks Henry or the clicker that attacks Sam
while you are reloading. Hitting the infected with a bullet before they mount
Henry and Sam won't kill them, but it will register as a shot hit. You will
receive credit as a Total Kill when the next pack of infected arrive, but no
other types of kills.
However, if you reload from #10 you will be able to get credit for
"killing" and shooting the corpses of the infected that attacked Henry and Sam.
Your Total Kills, Firearm Kills, Headshot Kills, and Shots Hit will be credited
appropriately.
Finally, the infected that spawn from here will not credit you with kills
nor shots hit. You can actually shoot the dead runner and clicker for credited
shots hit (natural play), but only for a sort while.
The game will slowly spawn 6 infected before opening the floodgates to
about 25+ more. You will only have time to kill these first six and perhaps 5
or 6 more before the game forces you to move on..
When you start the next chapter, you should notice an "extra" one use shiv
and that your rifle ammo has increased.
SK: Henry - Sam
SK: Henry - Henry
+-----------------------------------------------------------------------------+
Fall: Tommy's Dam: Hydroelectric Dam
Save most of your parts for when you get the Level 4 Tools at the
university.
The Ally Death at the start of the battle is unavoidable. New Game + runs
with a fully upgraded El Diablo allow you to actually score a kill before your
ally dies, but the bandit will still kill him!!??
Take out the murderer after your ally drops to the ground. I usually try to
take cover to the right to avoid the lantern to take out the second bandit on
this floor.
Then I climb the crates on the right and take cover for shots on the 2
upstairs bandits.
There will be 3 more bandits in the control room, each of which can be
taken out via melee/throwable. Don't forget to grab the box of 4 Rifle rounds
to the left of the battle start point before you head outside.
As you head toward the bridge 4 bandits will emerge from the door on the
other side. After killing 2 of them, this door will open again with 3 more
bandits behind it. However, usually only 2 come out onto the bridge. If this is
the case, you can get the third behind the door with a quick HRHSK. Even if you
don't plan on using it and/or you have a melee weapon, I recommend picking up
the Hatchet before clearing the last bridge bandit.
After clearing all 7 bandits from the bridge, save to a new slot before
going through the door. This will help ensure that the ammo pickups will be
available if/when you reload.
There are a total of 5 bandits in this final battle, and your allies,
including Ellie and Maria, often steal kills.
You will have weapon/ammo pickups for a 9mm (4), Rifle (3) near the bunk
beds in the corner and El Diablo (3) on the crate at the bottom of the stairs.
Sometimes a bandit will also drop ammo. Be mindful of what you have so that you
don't lave anything behind, as the game will quickly go to the cutscene after
killing the 5th.
Give the first bandit a quick pistol headshot and run downstairs. Use a
throwable if needed to kill the second hunter that enters this room.
Prepare a headshot on a shotgunner that makes his way to the doorway. There
is another bandit behind the counter that you can surprise by going through the
other entryway. Finally, take out the helmeted and armored bandit near the pool
table in the corner. If you take too long to clear this stage, you will often
have one of your many NPCs stealing a kill.
Quickly pick up anything you can when done!
+-----------------------------------------------------------------------------+
Fall: Tommy's Dam: Ranch House
You will lose at least 5 hit points when you fall from Callus. If you did
any Max Health upgrades you will lose more (6 and 7, respectively).
A total of 7 bandits will spawn for this stage. 2 will spawn after killing
the 4th of the original 5.
Take out the bandit in the foreground quickly. You may have time to take
out another, but don't spend too much time near the start point.
Make your way up the right side of the hill and get an easy headshot on the
molotov man between the tree and rock. Try to get the handgunner across the way
on the initial left.
Beware of the helmeted rifleman high on the initial left side. The game
will sometimes deny what looks to be a clear shot from near the molotov man's
spot. Take him out with a scoped weapon as appropriate.
The last of the original 5 is armed with an El Diablo behind a log far in
the back. If you haven't already taken him out, you can curl around the
barbecue rock for an easier shot. Beware that he and other bandits may start to
roam at this point.
When the 4th of the original 5 are dead, 2 more bandits will spawn from the
far right corner. They can be taken out via stealth/melee.
After the reunion cutscene, head into the hallway and follow the bandit to
the room on the right.
The machete man can be taken out with a grab melee. If you make too much
noise, the next 3 may be more difficult to take out, as they may proceed up the
stairs to hunt you down.
Three bandits will start to roam the bottom floor. A quick smoke bomb makes
taking them out easier. Alternatively, you can strangle the one in the kitchen,
then grab the helmeted one, and use him as a shield while you headshoot the
other.
+-----------------------------------------------------------------------------+
Fall: The University: Go Big Horns
If you care about your accuracy stats, don't use the Flame Thrower.
When you reach the generator room, take out the two roaming runners with
arrows or strangles. You can either use stealth or more arrows on the remaining
4 idle ones. If you are low on shotgun ammo they may drop shells when killed.
If you turn right after going up the first stairs, then strangle the runner
that comes out of there, then go to the other side, then reload your game.. the
game will credit you with one kill and respawn all 6 runners.
The set of 4 clickers and the bloater can be taken out easily with
molotovs. Just be sure to have enough room to avoid the blast, especially if
you've been collecting the manuals.
Use the available bottles in these rooms and one from near the outdoor
hanging FF pendant to group them together.
+-----------------------------------------------------------------------------+
Fall: The University: The Science Building
Head toward the doorway to the long corridor, but turn around back into the
room that had the FF pendant. You can take cover behind one of the 2 tables for
stealth kills and/or use a throwable to help handle the 2 cannibals that enter
this lab. Or, you can simply headshot the hunters as they charge you.
Grab one of their melee weapons if desired and head toward the stairs. As
you come out of the curtained section, 4 cannibals will emerge at the other
end. Quickly hop through the window and wait for 2 of them to enter this room
on the right. Use the throwables to help distract/kill them.
The other 2 roam the far end and seldom enter the rooms. A smoke bomb works
well for this situation.
As you approach the stairway 3 cannibals will charge toward you. You can
quickly retreat to the vending machine area or the rooms for cover. Take them
out using their dropped melee weapons and throwables to save resources.
There is a checkpoint overlap that will result in 3 double credit kills. If
you reload from the hallway checkpoint after killing these last 3 upstairs
enemies (7th to 9th for this stage), it will respawn 3 more for the reloaded
game.
Otherwise, played "naturally" (no reload/restart), this stage has 12
credited kills available.
The final 3 will spawn as you make your way down the stairs. When you reach
the mid flight area and move past the handrail, 2 cannibals will charge toward
the stairs.
You can retreat towards the rooms and/or make a stand along the way. Only
one of them is armed with a gun.
With them out of the way grab a brick and slowly peek around the downstairs
wall. The last credited kill will be guarding the final door in the corner of
this walkway.
ULSK: Joel - Cannibal
It might be debatable as to whether Joel's punch killed this guy and/or
whether he caused him to fall to his death. I guess it's better to err on the
side of inclusion, since it's not credited anyway.
ULSK: Joel - Cannibal (2)
Your shots fired and shots hit will be credited, but no kills. You only
have to aim for your third shot (if taken). It's best to simply fire as soon as
you can, hitting the rear cannibal and quickly firing again to hit the one in
front. Hit the rear one quickly with one more shot to help ensure Ellie doesn't
steal this kill.
ULSK: Joel - Cannibal
After you stumble into the next room give the cannibal a headshot before
Ellie kills him. Again, you'll get credit for the shot fired and hit but not
the kill.
SK: Ellie - Cannibal (3)
Ellie finally does something and takes out three cannibals by the time this
stage ends. You can fire a final shot on the first one at the top of the
stairs, but he cannot be killed. He's needed for the cutscene that follows.
However, it is possible to fire a shot "on target" before Joel blacks out.
It will not count as a shot fired nor a shot hit.
When you regain control of Joel, you will notice that he lost 40 health (2
bars), but it is not credited in the Stats.
+-----------------------------------------------------------------------------+
Winter: Lakeside Resort: The Hunt
Any hits on the deer will go uncredited. The game will allow you to shoot
another (3rd) arrow at it, but it will not "hit" the deer (quicly run to the
narrow pass up the hill, towards the fence)... it will go right through it for
an uncredited shot hit.
Save to a new slot after hopping the wood fence and immediately reload the
game. It will restart with Ellie armed with the handgun instead of the Bow and
give you 6 more bullets to start the shack scene.
You'll have an opportunity to clear 20 infected before you are allowed to
proceed out of the shack, and you start with 7 rifle rounds and 9 arrows (and 6
handgun bullets if you used the reload exploit mentioned above). I recommend
using the rifle as much as you can, switching to the Bow only when you are out.
Ideally, you will want to finish this stage fully loaded. This can be done by
relying solely on David's handouts and deferring any pickups until after the
20th kill.
You will want to do this because there are **13-18** infected that you'll
want to take out after clearing the shack. There is one clicker that attacks
through a window that should be shot, but you won't get credit for a shot hit
nor kill. An arrow can give an OSK on this one...
There are 7 windows along three walls of this shack. With your back to the
windowless wall, I will refer to them as 1-7 going clockwise.
After David closes the door to the shack, 6 runners will attack the windows
576213. The runner at window 3 will often drop a box of ammo for you, and if
you killed this runner before it entered the shack, you can still pick up the
outside drop. You have to have the right camera angle such that the pickup
indicator appears... Leave it there for later!!
There is a checkpoint after your 6th kill, and another shortly after
pushing the cabinet. I recommend saving to a new slot just before helping David
with the cabinet.
David will start to push a cabinet to block windows 1 and 2. If you help
him, you will spawn another 4 infected, one of which David kills. Two runners
will then attack windows 3 and 4, and a clicker at 5.
The clicker that David shoots at window 1 will sometimes leave a box of
ammo near that window... Leave it for after the battle.
If you reload the game after pushing the cabinet, the game will discredit
your 3 post-cabinet-push kills and will not respawn them. You may reload from
the checkpoint before you push the cabinet (immediately after the first 6
kills) to avoid this.
After killing the 9th, go to window 4 and take out the infected that spawn
(4 runners, 1 clicker). Depending on which ones you shoot, they will attack
windows 34567. Try to allow the last 2 or 3 infected to enter the shack so
their ammo drops will be easier to pickup.
The final 6 will usually come from the right, with the last 2 attacking
windows 3 and 4. After taking them out, reload your rifle, THEN start making
your pickups.
Arm your rifle (or handgun) before heading out of the shack with David. Be
careful when passing the window clicker, and shoot it for an uncredited shot
hit/kill.
There will be a total of 12 infected that will enter the room. Stay in the
stair/hallway to get them to attack one at a time, using the rifle on clickers
and arrows or handgun on the runners.
When you reach the top of the stairs, 3 clickers will approach. Take out
the 2 trailing clickers and let the one in front get stuck in the bookcase.
Wait for it to break through before you shoot it, otherwise you won't get
credit for the kill.
No matter how many infected you clear, there will be a clicker that bangs
on the cabinet. As it bangs, it will push the cabinet away from the opening and
offer a headshot. You will need to use your rifle for an OSK, as an arrow or
handgun bullet won't allow you to kill it in time.
After the walkway drops below you, use your blade to take out the 4
clickers in this area. Use bottles/bricks as appropriate.
SK: David - Clicker(2)
Arm your rifle before you start to climb the ladder. A clicker will spawn
when you reach the top and David usually headshots it for a kill. However, the
game will allow you to get a shot off and will credit you with a kill if you
can shoot it.
After you reunite with David, two clickers will spawn from the area where
the walkway fell. Climb the wall or hop down from where you climbed the ladder
to kill them.
Have David give a boost and kill the clicker that spawns from the FF
Pendant room.
Drop the ladder for David and follow him up the next platform. Before you
enter the long corridor, craft as many bombs and molotovs as possible.
Run into the elevator/shaft room and grab/craft everything you can. Arm the
Bow and head back to the corridor. I found it best to make your stand here, as
you can limit threats to 2 directions.
Use arrows on the first 3 runners that drop down, but be aware of their
headshake pause juke move. Use your rifle on the 2 clickers that follow. Pick
up any arrows and drops and prepare for the next wave.
Two sets of 4 infected will spawn, but I still haven't pinpointed their
origins... Two runners will drop from the same place as the first 5, then two
more from the main room. After this, you may have time to grab a bottle/brick
as the next 4 emerge. One of these will be a runner that drops from the same
spot as the original 5.
Try to keep count of your kills and ammo, and try to clear the first 13
while leaving as much on the floor as possible.
There is a checkpoint after your 13th kill, and depending on how much rifle
ammo you have, there will be 0-2 boxes of 5 rounds on the table where the arrow
pickup was.
Pick up another bottle/brick and head back into the corridor. The remainder
of the infected spawn from the main room, including a bloater (5+1+3). If you
arerunning low on ammo save the rifle for clickers and consider using a bomb/
molotov to even the odds.
It wasn't until my 8th playthrough that I discovered that you can get
credit for Total/Melee Kills for each cannibal that tries to mount Callus.
There is some weird behavior, however, related to their ability to do so...
The unarmed enemies that rush you will only attempt a mount of Callus once
per game disc load. I do not remember, but you may need to reset your PS3 to
re-allow them to attack you. For subsequent runs, a repeat mounter will simply
run by.
In addition to this, these enemies will get intimidated and start to run
away from you for a short while immediately after kicking one off your horse.
This has a significant effect on the path and timing of your run. And if that
isn't enough, the midway checkpoint as you approach the house with a covered
driveway will potentially negate a kill and not respawn that enemy on a reload.
Pull back on the joystick and hold L2 to help slow Callus down. This allows
more time for the enemies to get to you. Start to the right of the big rig and
then move to the left after jumping over the barrier. One of the cannibals will
mount, so mash square on him. Stay to the left and avoid the others that emerge
from the house on the right.
Move back to the right and pick up another cannibal near the wood fence and
rocks. Send him to the ground and move to the left of the house with the
covered driveway.
From here, your timing may allow you to pick up one more cannibal. However,
the first opportunity may not be the best. Since Callus' last ride is almost
over, you will likely only have time for one more kill. As such, the cannibal a
little further down by the mail truck may be a safer option.
After making your way down the hill, take out the two cannibals that shot
Callus from cover of the rock ledge.
Head into the house and prepare for 4 cannibals that patrol this area.
Place a headshot on one of the two cannibals speaking as they walk. Retreat
back to the hallway, bedroom, and/or closet as necessary to take out the
others.
The next 4 enemies further down the way sometimes spawn stationary. If so,
you may need to start with a bow shot on the cannibal near the snack bar to
stay out of sight. Alternatively, you can throw a bottle/brick to get them to
start roaming again.
After moving into the next area, the next set of cannibals will approach
from the far end of the map. 5 cannibals will patrol the area and while they
can be taken out without the use of resources, I recommend using the rest of
what you have. Ellie won't transfer anything back to Joel ammo-wise, so rack up
bomb/ molotov kills and multi hit shotgun blasts.
Before you enter the lodge, drop a bomb by the windows for one of the two
enemies that appear there later.
There will be two gunners in these windows and two more that spawn inside
the lodge. If you do not kill the two outside cannibals quickly enough, they
sometimes disappear. The other two should be taken out with bombs or
molotovs... You can't take them with you.
+-----------------------------------------------------------------------------+
Winter: Lakeside Resort: Cabin Resort
As Joel, take out 2 cannibals asap to get the others to retreat. You can
get them to spawn from behind the gate as you are about to pass the van on your
left, then immediately retreat behind it for cover.
After the cannibals fall back, pursue them carefully and take them out with
stealthy headshots behind the fence.
When back in control of Joel, you will face more cannibals. I prefer to
stay out of the gas station and shoot through the snowstorm instead. The low
visibility allows you to evade them more freely after each headshot.
There are 2 cannibals above the truck trailer. Once in the many times I've
attempted this stage one of them fell or mis-spawned off of the platform. When
I killed him, he dropped a box of 6 shotgun shells. I do not know how to repeat
this situation and am considering it a glitch...
3 more cannibals emerge when you enter the next area and they can all be
taken out via stealth.
+-----------------------------------------------------------------------------+
Spring: Bus Depot: Underground Tunnel
The first battle will start with 1 bloater, 1 clicker, and 3 runners. The
runners are idle and spread apart. If you want to save time and perhaps
resources, you should throw a brick/bottle at the runner on the right to set
him in motion. Use more throwables to guide him to the others, then guide the
group to the bloater. Hurl a molotov at the group and follow it up with a
shotgun blast.
You will want to become detected to get up to three more runners to spawn.
I'm not exactly sure of the trigger conditions, but you should be near the big
concrete block in the middle while they spawn. If you retreat too quickly, not
all of them will be offered.
The next stage is one of the most difficult stretches: 18 kills between
checkpoints...
The first set starts with 2 roaming clickers and an idle runner. Walk a
pair of throwables while sneaking along the left, then group these three
infected near the truck.
Use your shotgun/shorty for OSKs on the clickers and any runners that
attack more than one at a time. Use the many throwables and any melee weapons
for the runners.
Three runners will attack from either beyond the trucks and/or the room to
the right. Retreat as necessary to ungroup them for melee kills.
When done with these 6, enter the room to the right to find 3 idle runners
in the corridor. Take them out any way you wish, as noise will not alert nor
spawn more enemies.
Be careful not to make noise as you exit this room. There are 2 each of
runners, clickers and bloaters in this area.
Climb the truck to get the bomb manual before you battle. Drop back down
and gather as many throwables to your preferred spot. Use them to group the
infected, then throw a bomb, then follow it up with a molotov.
As these infected start to burn, send a shotgun blast their way. This will
get 3 more runners to spawn, but you may need to stay in the battle zone for a
short while to ensure they all spawn... I'm still not exactly sure when they're
triggered.
You will face one more idle clicker after picking up the comic on the
vents. Use your resources efficiently to take it out, as you won't be able to
reach it for a melee kill.
There is a way to get double credit for 3 more kills, but it does not offer
these enemies through natural gameplay...
After killing the caged clicker, reload a game slot from immediately after
the double bloater battle. Instead of boosting Ellie onto the truck, head back
to the triple runner room to find that they've respawned...
+-----------------------------------------------------------------------------+
Spring: The Firefly Lab: The Hospital
When this stage begins, do not move. Simply aim "head high" a little to the
right of the corner of the wall that covers you. Wait for the first
(unhelmeted) firefly to walk into your reticule, then take him out.
Aim slightly higher and to the right to take out the helmeted firefly that
usually follows.
Alternatively, you can hop into the room in front of you then loop around
for a grab/shield kill/melee on these two...
Retreat behind the reception desk to take out an investigating firefly and
take him out with a headshot. One more firefly will come around, so retreat
and/or arm your shorty for a close quarter encounter.
There will be another 12 fireflies spawned as you clear the East Wing. A
few of them may roam near the start area, but the remainder patrol the far end
of the hallways. There is at least one spot where you can camp for headshots
when they take cover, down the corridor where the first two came from. Use a
scoped weapon for fireflies further down the way.
After clearing the East wing, head to the West Wing and hide behind the
table on its side. Let the three guards pass and follow them.
When they stop, hurl a bomb or molotov to take care of them easily. You can
also boost your hit rate with shotgun blasts or score smoke or human shield
kills, just keep in mind they're helmeted and armored. Get creative.
As you approach the stairway a firefly will bust through the door. Take him
out as you see fit, although you may not have enough time for a b/b stunner.
As you round the corner to the final battle hall, there you will get an L3
prompt. 3 guards will come to the foreground, 3 more at the far end, and 2 that
roam the middle section.
Since this is the last battle, use all of your bombs, molotovs, and smoke
to take them out. Just remember to save at least two bullets. The game will not
allow you to throw a bomb nor molotov in the surgery room.
When done, enter the surgery room and take out the surgeon. Regardless of
how this is done, you will not get credit for a kill.
Take out the two extremely dangerous guards dressed as nurses for your
final two credited kills.
+-----------------------------------------------------------------------------+
Version History:
1.0.0 - First Edition
1.0.1 - Reformatted paragraphs. Slight copy changes. Some Subchapter Kill
Counts included.
1.0.1 - Reformatted paragraphs and line breaks. Added section dividers. Slight
copy changes.