Unlocking the Pack-a-Punch in Blood of the Dead is a complex quest requiring players to explore almost the entire prison. Before this can be attempted, it is important for players to turn on the power , as certain areas and enemies are only available with the power restored.
It might also be worth attempting this in split-screen with a friend , as this is not an easy task. These three parts create a shield that is used to charge a gauge near the Pack-a-Punch machine. Unfortunately, these parts have a few random spawn locations, which means a bit of time must be spent scouring the prison.
The Warden Key is the easiest part of turning on the Pack-a-Punch machine as it drops from a high-level zombie that is a guaranteed spawn. Players should look out for a large, well-armored zombie that charges at them — this enemy will drop a Warden Key when killed. It can spawn at any time during the Blood of the Dead campaign, though it will definitely happen once the second power switch is turned on.
You won't take any damage if you shoot rockets with the M72 LAW or a similar weapon to close to you. You can also create a small nuke when diving from a height. You can only buy this 3 times in a whole game so watch out for the Zombies coming. If you have the Gersch Devices in co-op you should have more then enough time to play without Quick Revive.
You will reload faster which comes in handy when running circles. Co-Op Strategy This strategy is very useful when playing with players and only provides information when you are going for the Wonder Weapon-related achievements being the Pack-a-Punch'ed V-R11 and the Scavenger.
I recommend starting this strategy if at least 2 of the players in the match are confident enough to run circles so you can switch places. This weapon is crucial since you can make George disappear if he's in a pool and the V-R11 is Pack-a-Punch'ed since he will destroy your circle if you don't let him disappear. The other players in the match can go for the Scavenger and at least one player should try to obtain this.
If you don't get either of these weapons by round 12, go to the next step and try to obtain one of each weapons in the next rounds. This will bring the total cost on points on the Lighthouse-side of the map, which is not a lot of points to get to high rounds. One player should stay in this area a player that is confident enough to run circles while the others go up the ship to the upper deck near the power room. One player should cover the window inside the power room, while another player should cover the window outside near the stairs and the other player should cover the stairs.
While playing with 3 people instead of 4, one player should be in the power room while the other one keeps the stairs and the window near it covered. At this point; no more doors need to be purchased! Using this strategy, you will be able to get the Scavenger-related achievement, without having worries since the player at the bottom of the lighthouse is the closest to spawn area's for Zombies he should get most of them.
The player that is running circles should have the Pack-a-Punch'ed V-R11 so he can make George disappear every round but be sure to get him inside the water before you shoot him. Upgrading the Scavenger is optional. Although George can destroy them by accidently shooting him so he gets into his 'rage'-mode , the V-R11 can make him disappear if George is in the water AND if the weapon is Pack-a-Punch'ed, thus it's highly recommended to have this gun equipped.
With a lot of knowledge, it should be possible to pass this map pack in no time! Again, achievement descriptions are written below the achievements themselves. I recommend doing this solo since you have to kill George and he will have more health if you play with more team members.
Start a game and keep restarting until the box spawns in front of the lighthouse. When you have enough points, clear the debris points and hit the box 1 or 2 times. If you get a good gun, keep it; if not, start a new round and give it another try or two. Other good guns are all the sniper rifles does damage when shooting at George's head but try to evade the Scavenger or the Raygun.
The splashes from the Raygun could kill your crawlers and the explosion caused by the Scavenger could do the same. At the end of the round, while you are at the spawning area, get a few crawlers and have it electrocuted easily done by shooting George while he is near them so they don't freeze inside water. Be sure to have some points left: 4, should do the trick. Once you are set personally I tried and succeeded at round 8 , empty your guns but only at George.
When you've ran out of ammo or almost ran out of ammo and you have 3 or more crawlers, kill them all except two and hope for a Max Ammo power up. I prefer shooting the crawlers over knifing so you can avoid the Nuke power up.
If you don't, buy the M14 off the wall and empty it on George. Repeat this process until he dies and you will get this achievement. You will see the health of George in his Stagelight. Note: If you kill George with the V-R11 , you will NOT get the achievement since you don't really kill him but change him to a human being.
You can weaken George with it, but be sure not to actually kill him with it. Shooting on Location In Call of the Dead, kill 10 zombies with one Scavenger shot from over feet away. For this achievement, you will need one of the new weapons; the Scavenger.
If you decided to skip the first part of this page, allow me to quote myself about the weapon:. Although this weapon does a lot of damage 5, per bullet; 11, when Pack-a-Punch'ed , players should be careful not to harm themselves since the explosion after a bullet hits a target could kill them when they are too close. Now that we know about what weapon we are talking about, it's time for me to explain how to obtain this achievement easily.
I recommend trying to get this with at least one person and in one of the earlier rounds. First, you need to make sure the box spawned either at the Lighthouse or underneath the Power Room. That way, you don't have to spend more points then needed to reach the Mystery Box. Next, you will need a total of 3, points to open up 4 locations. Of Course the person who is going for the achievement will need some more points to get some shots at the box.
Please also note that the person with the Scavenger should buy a fully automatic weapon to defend himself at the top of the ship. In this case, the MPL or the MP5K are recommended since you don't need to open more doors then needed and it's only 1, points for each of these guns. When you and your partner are ready to give this achievement a shot, let the person with the Scavenger go up the ship until he is on the same floor as the Power Switch.
The doors towards the Switch do not need to be bought, as you will spawn more Zombies on top of the ship. Hold out at the top of stairs on the right side of the window. The other person will need to go to the bottom of the lighthouse.
This person will only be running circles and he will also needs to make sure that George stays with him. Make a circle in this pretty huge area and don't kill any zombies running in your train.
Once the zombies stopped spawning in, and there is no fog to worry about, the person on top of the ship can take his shot. You should kill more then 10 zombies with the explosion, which will pop the achievement. For more information about getting this achievement in co-op, I recommend the video below. For people who would like to get this solo, it's not that simple.
The easiest way might be creating more then 10 crawlers with grenades or the Raygun in the big area at the bottom of the Lighthouse. Once you have 10 or more crawlers, run towards the spawn area and once you are there, aim for the first crawler you see. Hope for the best feet is quite far and might not be enough when you shoot and keep retrying to get this achievement. For more information about the solo method, please watch the video below:.
The next achievement will involve the other new weapon, the VR Since this gun is pretty rare to get from the mystery box, I recommend racking up a lot of points until you can afford to spend your points at the mystery box a lot. Trains will probably your best bet, as bullets go right through Zombies.
Also, when you have Instant Kill; kinving will be a better idea points each kill but be sure not to get double slapped since that will down you right away. The following locations are below:. Make your way over the the lighthouse, where the Hermit is hiding at the top, he will offer to "help" you if you give him the blue rock.
He will lower a pallet for you to place the blue rock on. He will then shine the light, from the lighthouse, onto the pack-a-punch location. It is currently frozen under ice and the light will melt it away, making it accessible for use! Now we have pack-a-punch available, you'll need to find two cranks to adjust two ziplines; this is in order to unlock the golden pack-a-punch. There are 3 locations for this item, they are below:.
As you come up the stairs onto the boat, turn right and then left and climb the small set of stairs. Then turn right and it will be on the left of the boat you should be facing the cave. The third location is out the back of the small room towards next to the pile of snow. Once you have found this crank, bring it up to the sun deck the top level of the boat and place it on this box. You will then need to crank the zipline in place.
That's one down, now we need to look for the second crank. Now head over to the opposite side of the boat head back down from the sun deck and in the opposite direction of the first crank.
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