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Combat Arms
Combat Arms Tactics & Strategy
BobPwnsNoobs' Highly Secret Guide To Completing Extreme Cabin Fever
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<blockquote data-quote="BobPwnsNoobs" data-source="post: 217235" data-attributes="member: 5447"><p>-----------------</p><p><strong>Knowing the Enemy</strong></p><p> Now the zombies here are different from the zombies in quarantine. There are four separate kind of zombies, each with their own special skill. The health I put up is an estimate and the damage done is normal(not reduced like in quarantine). The sense range I’m going to talk about is when you get into a zombie’s sense range, it will start running towards you.</p><p></p><p> <u>Normal Zombies</u> are quite easy. They have about 200 health. 15 bullets is enough too kill them. Two bullets to the head too. They are slow and sluggish and their sense range is very small. You start battling these guys right in the beginning. Their special skill is the ability to be able to group up and mob you and surround you. These guys are only dangerous in numbers. Their damage is very low at around 5 hp per strike. </p><p></p><p> <u>Dynamite Zombies</u> can be a big pain in the ass. Their sense range is far greater than that of a normal zombie. They have slightly more health at around 250. They move slightly faster too. They will get annoying if you let them corner you, as killing them is suicidal. Kill these guys before they get too close. Their special skill is the ability to explode when defeated and hurt you. The explode radius is very small though. </p><p></p><p> <u>Assasin Zombies</u> is the most annoying. Get even a little bit too close, and they’ll start running towards you. Their health is around 300. They resemble pretty much a figure of a girl and are thin. Their sense range is large, so watch your back if your running and gunning. Their special ability is to release three eyeballs the size of a head and explode. The explosion radius is extremely tiny though. They do a lot of damage for one swipe with it’s hands.</p><p></p><p> :thumbdown:<u>Hauser the Infected</u>, yes the infected version of hauser(in my opinion). These annoying blue zombies boasts in strength and damage. They have about 500 health which may take a while to kill. 15 headshots is enough to kill it. It only takes 3 in the head if you use the L9 Super Magnum. Though, it’s sense range is the same as that of a normal zombie. It moves quite slow so you should take it out before it enters the vicinity. His special ability is that after you destroy him, he leaves a temporary toxic fume and drops purple ooze. The fume and ooze do a lot of damage. Stay back.</p><p></p><p><strong>II. Unlockables</strong></p><p></p><p><u>Round 11</u>- A cutscene goes on showing Hauser destroying the basement door along with his other zombie mates. You are now allowed to go downstairs into the basement. Colonel Coleman states that there is a weapon downstairs. Go down clear the area and grab the L9 Super Magnum in the wooden box. Now the L9 is a superior sniper. It is a one hit to any zombie in the chest except Hauser and the assasins. This is a one-hit-headshot to normals, dynamites, and assasins. A 3-hit-headshot to Hauser. Take care of this sniper, as it is the only sniper unlock able in the game mode. The person who is pro at aiming should take this.</p><p><u>Round 13</u>- Colonel Coleman tells you that there is another weapon down in the basement. At the end of round 12, camp at the wooden box until the M32(grenade launcher) appears. Grab it as soon as you see it and run up to ground floor. This M32 is packed with twice the grenades on the original nexon M32. Use it for clearing mobs. It is a one-hit-kill if you explode it directly underneath a zombie. This unfortunately doesn’t do much damage to Hauser. The person who has experience/doesn’t go suicide should take this. Another alternative is the person who always dies last should pick it up just incase mobs grow.</p><p><u>Round 16</u>- Another cutscene goes on and this time a bunch of zombies on the second floor come down the stairs to break the fence. The second floor is now unlocked. Wait until the spawns stop in the second floor and then grab the Golden Double Barrel Punisher. What amuses me about this shotgun is that it does a one-hit-kill to a zombie even if you just shoot one barrel(left-click). Another great feature that this shotgun has is that it can one-hit-kill Hauser if you get a perfectly clean shot(like literally perfect) in the head with a double barrel shot(right-click). The person that doesn’t get hit a lot and knows how to aim right in the head.</p><p><u>Round 18</u>- If I have my rounds right, the air strike designator is unlocked here. It is at the same area that the golden double barrel punisher was. To use it first aim with it’s scope then hold the left-click and wait for the bar to stop loading. A bunch of jets fly in and release some deadly explosives around the area you designated. Save it until a big mob forms outside. It does not work inside the house so don‘t waste it. Use this wisely. It works about once per round. A person who actually knows how to use this air strike designator, and also when.</p><p><u>Round 20</u>- Last round you unlock the mini gun. It is where the air strike designator was at. Pick it up and use it wisely. Be proud when using this gun because with this, no mob can destroy you. I recommend you do not use this on single enemies, only on humongous large groups. I say the person who dies the least should pick it up. The person who has the most health should grab this.</p><p></p><p><strong>III. Tactics/Strategies</strong></p><p>-----------------</p><p><strong>Keep Out/Main Defense</strong></p><p> This is the most used strategy of them all. For the first 10 rounds, 2 guards stand at each door killing the closest or most dangerous zombies first. They must ensure that no zombies enter the building. The spare 2 members are there to aid the guardians in need of battle. It’s that simple. After each and every round the guardians must hold their positions. No fooling around as it may cause minor problems. If all is done well and right, the first 10 rounds should be easy and boring.</p><p></p><p> Starting at round 11, things will be harder. Hauser(s) will start spawning now. Now that the basement is unrestricted, the two spare members are now assigned to guard the basement. Basement guardians must make sure that no zombie will get up those stairs, and broken wall guardians must ensure that no zombie enters. Without doing so may cause death to the other guardians. If Hauser enters the building, it’s the guardians’(who let him in)duty to kill him before he starts killing unsuspected members. The person who grabbed the sniper, can go around looking for Hauser and killing him by aiming point blank at his head. But this sniper should have his guarding area cleared first. It is recommended to stop dying at this part and on because most upcoming recoveries do not give you full health. Keep this up until round 13. </p><p></p><p> Round 13 grab the M32. Use it to clear large mobs. I recommend not using it on Hauser as even 6 grenades isn’t enough to fully deplete his health, it just leaves him at a very low hp. Members who need the M32 backup should ask for help when needed. Don’t just let them in because you were the only guardian at your area; ask for help. Continue doing what you were doing before until Round 16.</p><p></p><p> Round 16 zombies will start spawning in the second floor now. From here on out, you’ll want to have 2 people per main door, and 1 person per unlocked area. So that means one person cover the stairs, the other person covers the basement. The person who is covering the stairs can run up and lure the zombies back upstairs. He can grab the Golden Double Barrel Punisher to easily clear the vicinity. After guardians have cleared their area this is when they can run around and help those who are having trouble. Remember no zombie must enter the ground floor. Keep this up until round 18. </p><p></p><p> Round 18, the person who is guarding second floor can go up and grab the air strike designator. Before using it he should first kill all the zombies spawning in the second floor. When done, he can stand in the balcony and look around for large mobs of zombies. Scope and aim and wait. Jets will destroy all the zombies close to the designated area. Continue to survive and destroy until round 20.</p><p></p><p> Round 20 is the easiest round of them all if you grab the mini gun. The upstairs person shouldn’t grab this because he’s been hogging all the weapons spawning here. The person with the most health should grab it. Also, he he must survive and know how to use the minigun, and also when to use it. If all is done you have completed extreme mode in cabin fever.</p><p>-----------------</p><p><strong>Lure & Clear(Not used often)</strong></p><p> <em>The main idea is to get them in the house, and then destroy any zombie that has entered the house.</em> This isn’t used as much but I have been in games where it has. Normally you would start using this tactic in the last 7 rounds(13-20). The M32 is the most important in this tactic. What you want to do is wait for the zombies to enter the house, kill them. Once there are too many zombies, the person with the M32 will clear them out with it. I’ve been the person with the M32 before, and I’ve earned at least 30 combo. Your friends want to be the ones luring them away from the M32. You could also have some other friends shooting Hauser down. Keep this up until round 20 and your done.</p></blockquote><p></p>
[QUOTE="BobPwnsNoobs, post: 217235, member: 5447"] ----------------- [B]Knowing the Enemy[/B] Now the zombies here are different from the zombies in quarantine. There are four separate kind of zombies, each with their own special skill. The health I put up is an estimate and the damage done is normal(not reduced like in quarantine). The sense range I’m going to talk about is when you get into a zombie’s sense range, it will start running towards you. [U]Normal Zombies[/U] are quite easy. They have about 200 health. 15 bullets is enough too kill them. Two bullets to the head too. They are slow and sluggish and their sense range is very small. You start battling these guys right in the beginning. Their special skill is the ability to be able to group up and mob you and surround you. These guys are only dangerous in numbers. Their damage is very low at around 5 hp per strike. [U]Dynamite Zombies[/U] can be a big pain in the ass. Their sense range is far greater than that of a normal zombie. They have slightly more health at around 250. They move slightly faster too. They will get annoying if you let them corner you, as killing them is suicidal. Kill these guys before they get too close. Their special skill is the ability to explode when defeated and hurt you. The explode radius is very small though. [U]Assasin Zombies[/U] is the most annoying. Get even a little bit too close, and they’ll start running towards you. Their health is around 300. They resemble pretty much a figure of a girl and are thin. Their sense range is large, so watch your back if your running and gunning. Their special ability is to release three eyeballs the size of a head and explode. The explosion radius is extremely tiny though. They do a lot of damage for one swipe with it’s hands. :thumbdown:[U]Hauser the Infected[/U], yes the infected version of hauser(in my opinion). These annoying blue zombies boasts in strength and damage. They have about 500 health which may take a while to kill. 15 headshots is enough to kill it. It only takes 3 in the head if you use the L9 Super Magnum. Though, it’s sense range is the same as that of a normal zombie. It moves quite slow so you should take it out before it enters the vicinity. His special ability is that after you destroy him, he leaves a temporary toxic fume and drops purple ooze. The fume and ooze do a lot of damage. Stay back. [B]II. Unlockables[/B] [U]Round 11[/U]- A cutscene goes on showing Hauser destroying the basement door along with his other zombie mates. You are now allowed to go downstairs into the basement. Colonel Coleman states that there is a weapon downstairs. Go down clear the area and grab the L9 Super Magnum in the wooden box. Now the L9 is a superior sniper. It is a one hit to any zombie in the chest except Hauser and the assasins. This is a one-hit-headshot to normals, dynamites, and assasins. A 3-hit-headshot to Hauser. Take care of this sniper, as it is the only sniper unlock able in the game mode. The person who is pro at aiming should take this. [U]Round 13[/U]- Colonel Coleman tells you that there is another weapon down in the basement. At the end of round 12, camp at the wooden box until the M32(grenade launcher) appears. Grab it as soon as you see it and run up to ground floor. This M32 is packed with twice the grenades on the original nexon M32. Use it for clearing mobs. It is a one-hit-kill if you explode it directly underneath a zombie. This unfortunately doesn’t do much damage to Hauser. The person who has experience/doesn’t go suicide should take this. Another alternative is the person who always dies last should pick it up just incase mobs grow. [U]Round 16[/U]- Another cutscene goes on and this time a bunch of zombies on the second floor come down the stairs to break the fence. The second floor is now unlocked. Wait until the spawns stop in the second floor and then grab the Golden Double Barrel Punisher. What amuses me about this shotgun is that it does a one-hit-kill to a zombie even if you just shoot one barrel(left-click). Another great feature that this shotgun has is that it can one-hit-kill Hauser if you get a perfectly clean shot(like literally perfect) in the head with a double barrel shot(right-click). The person that doesn’t get hit a lot and knows how to aim right in the head. [U]Round 18[/U]- If I have my rounds right, the air strike designator is unlocked here. It is at the same area that the golden double barrel punisher was. To use it first aim with it’s scope then hold the left-click and wait for the bar to stop loading. A bunch of jets fly in and release some deadly explosives around the area you designated. Save it until a big mob forms outside. It does not work inside the house so don‘t waste it. Use this wisely. It works about once per round. A person who actually knows how to use this air strike designator, and also when. [U]Round 20[/U]- Last round you unlock the mini gun. It is where the air strike designator was at. Pick it up and use it wisely. Be proud when using this gun because with this, no mob can destroy you. I recommend you do not use this on single enemies, only on humongous large groups. I say the person who dies the least should pick it up. The person who has the most health should grab this. [B]III. Tactics/Strategies[/B] ----------------- [B]Keep Out/Main Defense[/B] This is the most used strategy of them all. For the first 10 rounds, 2 guards stand at each door killing the closest or most dangerous zombies first. They must ensure that no zombies enter the building. The spare 2 members are there to aid the guardians in need of battle. It’s that simple. After each and every round the guardians must hold their positions. No fooling around as it may cause minor problems. If all is done well and right, the first 10 rounds should be easy and boring. Starting at round 11, things will be harder. Hauser(s) will start spawning now. Now that the basement is unrestricted, the two spare members are now assigned to guard the basement. Basement guardians must make sure that no zombie will get up those stairs, and broken wall guardians must ensure that no zombie enters. Without doing so may cause death to the other guardians. If Hauser enters the building, it’s the guardians’(who let him in)duty to kill him before he starts killing unsuspected members. The person who grabbed the sniper, can go around looking for Hauser and killing him by aiming point blank at his head. But this sniper should have his guarding area cleared first. It is recommended to stop dying at this part and on because most upcoming recoveries do not give you full health. Keep this up until round 13. Round 13 grab the M32. Use it to clear large mobs. I recommend not using it on Hauser as even 6 grenades isn’t enough to fully deplete his health, it just leaves him at a very low hp. Members who need the M32 backup should ask for help when needed. Don’t just let them in because you were the only guardian at your area; ask for help. Continue doing what you were doing before until Round 16. Round 16 zombies will start spawning in the second floor now. From here on out, you’ll want to have 2 people per main door, and 1 person per unlocked area. So that means one person cover the stairs, the other person covers the basement. The person who is covering the stairs can run up and lure the zombies back upstairs. He can grab the Golden Double Barrel Punisher to easily clear the vicinity. After guardians have cleared their area this is when they can run around and help those who are having trouble. Remember no zombie must enter the ground floor. Keep this up until round 18. Round 18, the person who is guarding second floor can go up and grab the air strike designator. Before using it he should first kill all the zombies spawning in the second floor. When done, he can stand in the balcony and look around for large mobs of zombies. Scope and aim and wait. Jets will destroy all the zombies close to the designated area. Continue to survive and destroy until round 20. Round 20 is the easiest round of them all if you grab the mini gun. The upstairs person shouldn’t grab this because he’s been hogging all the weapons spawning here. The person with the most health should grab it. Also, he he must survive and know how to use the minigun, and also when to use it. If all is done you have completed extreme mode in cabin fever. ----------------- [B]Lure & Clear(Not used often)[/B] [I]The main idea is to get them in the house, and then destroy any zombie that has entered the house.[/I] This isn’t used as much but I have been in games where it has. Normally you would start using this tactic in the last 7 rounds(13-20). The M32 is the most important in this tactic. What you want to do is wait for the zombies to enter the house, kill them. Once there are too many zombies, the person with the M32 will clear them out with it. I’ve been the person with the M32 before, and I’ve earned at least 30 combo. Your friends want to be the ones luring them away from the M32. You could also have some other friends shooting Hauser down. Keep this up until round 20 and your done. [/QUOTE]
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First Person Shooters & Third Person Shooters
Combat Arms
Combat Arms Tactics & Strategy
BobPwnsNoobs' Highly Secret Guide To Completing Extreme Cabin Fever
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