FAQ And Walkthrough - Guide for The Oregon Trail

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THE FINAL CUT
FAQ/Walkthrough
PC/iOS/Android/PS4/VITA
by Smart_
v0.85

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





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!                                                                            !
.                            TABLE OF CONTENTS                               .
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                                                                        [0000]

[0010]  I. Version History


[0020]  II. A Brief Word from the Author


[0030]  III. General Tips
             The Rating System


[0040]  IV. Starting Loadout/ Supplies
            Difficulty Overview/ Recommended Loadouts
[0041]      A. Gasoline
[0042]      B. Food
[0043]      C. Medkits
[0044]      D. Ammunition
[0045]      E. Money
[0046]      F. Car Parts-- Batteries, Mufflers, Tires
[0047]      G. Scrap


[0050]  V. Vehicles
           Vechicle Ratings
[0051]      A. Station Wagon
[0052]      B. SUV
[0053]      C. The Jag
[0054]      D. Interceptor
[0055]      E. "The Classic"
[0056]      F. UFO


[0060]  VI. Know Your Enemy
[0061]      A. Zombie Activity
[0062]      B. Zombie Types
[0062a]        a. Regular
[0062b]        b. Crawler
[0062c]        c. Fat Zombie
[0062d]        d. Radioactive
[0062e]        e. Shy Zombie
[0062f]        f. Bandit
[0062g]        g. Boss Hound
[0062h]        h. Boss Bear
[0062i]        j. Alien
[0062j]        k. UFO


[0070]  VII. Minigames
           Weapons
           [VOLUNTARY]
[0071]     A. Scavenge
[0072]     B. Go Fish
[0073]     C. Scrap Repair
[0074]     D. Medkit
[0075]     E. Survivor Putdown
           [RANDOM EVENTS]
[0076]     F. Bandit Chase
[0077]     G. Hostage Situation
[0078]     H. Motorcycle Gang
[0079]     J. Stampede
[00710]    K. Surrounded
[00711]    L. Zombie Horde
[00712]    M. Zombie Putdown
           [TOWN JOBS]
[00713]    N. Bandits 
[00714]    O. Defense
[00715]    P. Graveyard
[00716]    Q. Hit & Run
[00717]    R. Recovery
           [SAFE HAVEN]
[00718]    S. Generator Finale
[00719]    T. Zombie Octopus
[00720]    U. Crawling to Freedom


[0080]   VIII. Towns

[0081]      A. The Store
[0082]      B. Auto Shop
               General Description
[0082a]        a. Car Upgrades, Front
[0082b]        b. Car Upgrades, Back
[0082c]        c. Car Upgrades, Top
[0082d]        d. Car Upgrades, Bottom
[0082e]        e. Car Upgrades, Misc (Interior)
[0083]      C. Combat Trainer
               Combat Trainer Perks
[0084]      D. Trading


[0090]   IX. The Open Road
[0091]      A. Pace and Rationing
[0092]      B. Weather
[0093]      C. Points of Interest (aka Survivor Encounters)
[0094]      D. Radiation
[0095]      E. Tombstones


[0100]   X. Getting to Safe Haven
[0101]      A. Routes
[0102]      B. Score Formula


[0110]   XI. FAQ & Contact Information


[0120]   XII. Credits

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





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!                                                                            !
.                            I. VERSION HISTORY                              .
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`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                       
                                                                        [0010]


Version 0.85
------------
August 1, 2013
It begins.

February 2, 2016
Dusted this off the shelf and decided to restart it.

March 3, 2016
Submitted a rough draft to GameFAQs; about 85% complete.

March 7, 2016
Fixed some formatting problems and re-submitted.

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





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!                                                                            !
.                     II. A BRIEF WORD FROM THE AUTHOR                       .
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                                                                        [0020]

Even when I consider this guide complete, there will still be a lot missing.
This game is built on random events. It is not like a FPS, where you're
usually aware of what lies ahead. Diseases, thieves, survivor interactions...
there's simply too much to document and write about. What I hope you can gain
from this guide is common sense-- so that when these threats DO rear their
ugly heads, you'll be more prepared than the average Joe Survivor.

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





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!                                                                            !
.                             III. GENERAL TIPS                              .
|                                                                            |
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                                                                        [0030]

- To shoot accurately, draw a line with your finger/mouse from the center of
  your target to just below your character's knees.
- DO NOT waste starting hours on food. 
- Your station wagon takes the same amount of damage regardless of distance.
  For example, moving 60 miles at 60mph (turbo) takes the same toll as 2 miles
  at 60mph. So take it slow at 30mph for those 2 miles!
- If you have even 1oz. of food, your party will still get the full health
  benefits from resting/eating. This means at 0 oz. of food, fishing can still
  be very advantageous.
- This guide is sourced from exhaustive field research on Suicide difficulty.
  Parts of the guide may be written with this mentality: for example, my
  obsession with saving even one bullet.

THE RATING SYSTEM
- Perks are rating according to this 3-asterisk system:
  * Useless OR there is a much more useful upgrade for that same slot.
  ** Situational OR nice to have.
  *** Highly recommended. 
- Meanwhile, minigame difficulties are rated on a scale of 1 to 5, with 1
  being minimal conscious effort and 5 being extremely difficult. 

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





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!                                                                            !
.                        IV. STARTING HOURS/SUPPLIES                         .
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                                                                        [0040]

DIFFICULTY OVERVIEW/RECOMMENDED LOADOUTS

The difficulties affect how many starting hours you get to gather supplies,
and how big your multiplier is. These hours are precious, because you grab
much more resources at one time than you could anywhere else in the game.

EASY
-----
18 hours (x1 multiplier)

48 cans of gasoline (6 hours)
600 bullets (3 hours)
15 medkits (3 hours)
$150 (3 hours)
+ your choice (3 hours)


NORMAL
------
12 hours (x2 multiplier)

48 cans of gasoline (6 hours)
400 bullets (2 hours)
10 medkits (2 hours)
+ your choice (2 hours)


DIFFICULT
---------
8 hours (x3 multiplier)

40 cans of gasoline (5 hours)
400 bullets (2 hours)
5 medkits (1 hour)


SUICIDE
-------
4 hours (x4 multiplier)

24 cans of gasoline (3 hours)
200 bullets (1 hour)
* You WILL run out of ammunition, regardless of how conservative you are. Be
ready for that. You also start with insufficient fuel.

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

                                                                        [0041]
A. GASOLINE

START: 8 cans/hour
RECOMMENDED AMOUNT (E/N/D/S): 48/48/32/24
FUNCTION: Powers the station wagon at ¼ can/hour (1 can = 4 hours)
FOUND IN: Town shops, survivor trades
COST: $9-50
SELLS FOR:
TRADE ENCOUNTER: Very rare

Fuel is arguably the hardest resource to acquire in the game. The problem
is, it's available in almost all town shops near the beginning of the game
but disappears by the end, when you start actually running out of fuel. For
general rule of thumb, if you keep the same pace the whole journey:

Slow (30mph) - approximately 48 cans
Normal (45mph) - approximately 32 cans
Fast (60mph) - approximately 24 cans

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

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

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



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

                                                                        [0042]
B. FOOD

START: 125 oz./ hour
RECOMMENDED AMOUNT (E/N/D/S): 0/0/0/0
FUNCTION: Slows/prevents health loss while on road, resting, waiting, etc.
FOUND IN: Town shops, survivor trades, scavenge
COST: $
SELLS FOR: $1-2
TRADE ENCOUNTER: Uncommon

Food is the #1 most common research in scavenge. You can take back up to 250
oz. per trip, making 125 oz. per starting hour a waste of time in comparison.
Other survivors are sometimes willing to trade items, parts, and ammo for
food. Survivors will also offer food for items, but it's generally never worth
it.

RATIONING
----------
Small - 1 oz. per survivor per hour
Medium - 2 oz. per survivor per hour
Large - 3 oz. per survivor per hour
* Babies consume 1 oz. per hour regardless of rations. Babies can be found in
random events and give bonus points at the end.
* Sick survivors (purple status) consume an extra 1 oz. per hour on top of 
their rations.


SCAVENGE ICONS
--------------
Energy bar - 15 oz
Can - 20 oz
Grocery bag - 100 oz
Shopping cart - 250 oz


RELEVANT PERKS
---------------
CARRY CAPACITY (Combat Trainer) **
You can carry back up to 350 oz. of food at a time, instead of 250.

EZ GROW GARDEN (Car Upgrade, Back) *
Generates 1oz of food an hour.

SNO-CONE MACHINE (Car Upgrade, Misc) ***
Don't consume food while looking for traders or while repairing.

TIPS
----
- Because of how common food is in scavenge, it's generally a waste to buy it
  in shops.
- Large rations prevent health loss from traveling, even at the fastest
  speeds. It also increases the amount of health restored from resting.

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



==============================================================================
 
                                                                        [0043]
C. MEDKITS

START: 5 kits/hour
RECOMMENDED AMOUNT: (E/N/D/S): 20/20/5/0
FUNCTION: Restores health, removes "incapped" status
FOUND IN: Town shops, survivor trades, Scavenge (requires perk)
COST: $20-70
TRADE ENCOUNTER: Very rare

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


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

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



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

                                                                        [0044]
D. AMMUNITION

START: 200 rounds/ hr
RECOMMENDED AMOUNT: (E/N/D/S): (E/N/D/S): 800/800/600/200
FUNCTION: Used in almost every mini-game. Kills zombies.
FOUND IN: Town shops, survivor trades, finale
COST: $10 ~ $30. 20 bullets/purchase
TRADE ENCOUNTER: Uncommon


RELEVANT PERKS
--------------
ACTION HERO (Combat Trainer) *
Chance not to use a bullet when you fire.

FASTER BULLETS *
Bullets travel 50% faster. Don't ask why.

FASTER RELOAD (Combat Trainer) ***
Reload in half the time.

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



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

                                                                        [0045]
E. MONEY

START: $50/hr
RECOMMENDED AMOUNT: (E/N/D/S): 0/0/0/0
FUNCTION: Make purchases
FOUND IN: Survivor trades, scavenge
COST: N/A
TRADE ENCOUNTER: Common

Even in this post-apocalyptic world, money still talks. Use it to buy some key
car upgrades (like the Sno-Cone Machine) and combat trainer perks (like Faster
Reload). On Suicide, you inevitably will have to buy fuel and ammo, because
you certainly don't start with enough. Do it as early as possible.

SCAVENGE ICONS
---------------
Bill - $5
Wallet - $20
Money bag - $50


RELEVANT PERKS
--------------
MONEY SCAVENGER (Combat Trainer) **
Find more money than anything else during scavenge.

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



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

                                                                        [0046]
F. CAR PARTS (Tires, Batteries, Mufflers)

START: 1 part/hr
RECOMMENDED AMOUNT: (E/N/D/S): 1 of each/1 of each/0/0
FUNCTION: On-the-fly replacements
FOUND IN: Survivor trades, car shops
COST: Around $40 - $50
TRADE ENCOUNTER: Common

The great thing about car parts is that they're interchangeable. Nothing
seperates a tire from a muffler besides the name. Survivors offering a battery
for a tire, muffler for a battery, etc. are pretty common. It is the only
supply item that cannot be bought or sold at shops.

RELEVANT PERKS
--------------
Nev-R-Break Muffler (Car Upgrade, Back) **
Muffler never needs replacing. 

Ninja Muffler (Car Upgrade, Back) ***
Automatically succeed sneaking through hordes.

Nev-R-Break Tires (Car Upgrade, Bottom) **
Tires never need replacing.

Offroad Tires (Car Upgrade, Bottom) *
No slowdown during sandstorms.

Rain Tires (Car Ugpgrade, Bottom) *
No slowdown during rainstorms.

Snow Tires (Car Upgrade, Bottom) *
No slowdown during blizzards.

Sup-R-Last Battery (Car Upgrade, Front) *
Less likely for the battery to die.

Sup-R-Last Muffler * (Car Upgrade, Back)
Less likely for muffler to break.

Sup-R-Last Tires * (Car Upgrade, Bottom)
Less likely for tires to break.

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



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

                                                                        [0047]
G. SCRAP

START: N/A
RECOMMENDED AMOUNT: (E/N/D/S): N/A
FUNCTION: Station wagon repairs
FOUND IN: Town shops, survivor trades, scavenge
COST: Around $5 - $10 per piece of scrap
TRADE ENCOUNTER: Common

Scrap is a lifesaver. It is the most economical way to repair your car, and
with scrap you can rest a little easier when traveling at 60 mph. The more
scrap you use when attempting the repair, the more likely it is to succeed.
Scrap is a pretty hot commodity in trades, and besides food is one of the most
common resources found in scavenge.

SCRAP REPAIR
-------------
See the Minigames section.

SCAVENGE
----------
Metal shard - 10
Duct tape - 15
Drill - 20 
Gears - 25


RELEVANT PERKS
---------------
TOOLBOX (Car Upgrade, Back) ***
Scrap repairs the car more effectively. 

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





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!                                                                            !
.                                V. VEHICLES                                 .
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`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                        [0030]

VEHICLE RATINGS

The station wagon is the reference point towards which all other vehicles are
compared in my descriptions. Vehicles have these three in-game stats, rated 
from 1-5:

SPEED: Overall MPH speed. All vehicles move at the same speed in minigames.
DURABILITY: Vehicle damage taken from minigames and general wear and tear from
            traveling on the road. 1 means the most damage, 5 means the least.
RELIABILITY: How often car parts (tires, mufflers, batteries) break down. 1
             means very often, 5 means least often.

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

                                                                        [0051]
A. Station Wagon

SPEEDS (S/N/T): 30/45/60 mph
DURABILITY: 3/5
RELIABILITY: 3/5
SPECIAL: None.
UNLOCK: Default car

This car is bread, butter, and water. There is nothing remarkable about it,
but that's to its credit. What it lacks in perks, it makes up for with its 
solidly decent speed, durability, and reliability. Suited for any playstyle.

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



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

                                                                        [0052]
B. SUV

SPEED (S/N/T): 26/42/56 mph
DURABILITY: 3/5
RELIABILITY: 3/5
SPECIAL: Less car-related unfortunate events.
UNLOCK: Beat the game with all party members alive.

The SUV's bonus is actually pretty noticeable, and it takes wear and tear a
little better than the station wagon as well. This is offset by slower
speeds-- though 4mph doesn't seem like much, on higher difficulties this can
be a killer. Broken down, per 1,000 miles (using the wagon as a reference):

26 mph - 1.25 more cans used per 1,000 miles
41 mph - 1.5 more cans used per 1,000 miles
56 mph - 0.25 more cans used per 1,000 miles

At a low estimate of 6,000 miles to Safe Haven, this can translate to a
whopping 8 cans of gas traveling at slow speed! At turbo speed, the difference
is only 2 cans. Thus, the SUV is better suited for faster playstyles. 
Overall, the SUV's reliability makes it a very good choice, at the cost of
consuming more fuel and being the slowest vehicle in the game.

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



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

                                                                        [0053]
C. The Jag

BONUS: 
SPEED (S/N/T): 32/47/62 mph
DURABILITY: 1/5
RELIABILITY: 4/5
SPECIAL: More points of interest (survivor encounters).
UNLOCK: Beat the game on Suicide.

This vintage 1970s Jaguar has a pretty interesting bonus, for lack of a better
word. More often than not, survivor encounters are positive-- just remember
the importance of good karma. Although it takes more wear and tear than the
wagon does, the parts themselves break down a little less often. Is it worth 
the slightly faster speed? Mehh. Broken down, per 1,000 miles (using the wagon
as a reference):

32 mph - 0.5 less cans used per 1,000 miles
47 mph - 0.25 less cans used per 1,000 miles
62 mph - No significant difference.

The real draw is increased survivor encounters, which is more lucrative the
higher the difficulty. The possibility of bonus gear from these is pretty
enticing, especially on Suicide where Scavenge only spawns 2 items at a time.
All in all, the Jag truly does have its pros and cons. It comes down to player
preference.

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



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

                                                                        [0054]
D. Interceptor

SPEED (S/N/T): ???
DURABILITY: ???
RELIABILITY: ???
SPECIAL: ???
UNLOCK: ???

Yeah.

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



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

                                                                        [0055]
E. "The Classic"

SPEED (S/N/T): ???
DURABILITY: ???
RELIABILITY: ???
SPECIAL: ???
UNLOCK: ???

Yeah.

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



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

                                                                        [0056]
E. UFO

SPEED (S/N/T): 34/49/64 mph
DURABILITY: 5/5
RELIABILITY: 5/5
SPECIAL: None.
UNLOCK: See below.

HOW TO UNLOCK
You must have the Survivor skin enabled. Scavenge at Area 51 until you trigger
a boss fight, which will be three UFOs that shoot lasers and try to beam you
up (which will end the game if you touch). I personally recommend taking the
shotgun at this job. It may take multiple tries in Scavenge until the UFOs
show up. Survive, and you unlock the UFO.

HOW TO ACCESS AREA 51
(from East) Albuquerque -> Desert Motel -> Las Vegas -> Area 51
(from South) Satellite Field -> Phoenix -> Amusement Park -> Las Vegas -> X
Do NOT go to the Bomb Shelter from Albuquerque. You will be unable to get to
Vegas from there.

DESCRIPTION
The UFO has no special abilities, but its maxed out stats are a perk in and of
themselves. It is also the fastest vehicle in the game, and again, 4 mph can
make a huge difference:

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


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





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!                                                                            !
.                           VI. KNOW YOUR ENEMY                              .
|                                                                            |
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                                                                        [0060]

                                                                        [0061]
A. ZOMBIE ACTIVITY

 The zombies in Organ Trail are nocturnal. Zombies mostly affect mini-games,
where higher activity means more zombies will appear. It may also increase the
odds of a zombie bite and other such encounters. 
 
         3AM        7AM       10AM        3PM        6PM        10PM
12AM                                                                      12AM
<---------|----------|----------|----------|----------|----------|----------->
  DEADLY     HIGH       MEDIUM      LOW       MEDIUM      HIGH       DEADLY

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



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

                                                                        [0062]
B. ZOMBIE TYPES

                                                                       [0062a]
a. REGULAR

APPEARANCE: Green man
APPEARS IN: All zombie-related minigames
SPECIAL: None.

Your average walking dead zombie.


                                                                       [0062b]
b. CRAWLER

APPEARANCE: Crawling zombie torso
APPEARS IN: All zombie-related minigames except Graveyard
SPECIAL: Can phase through all obstacles

Not only are these half-zombies harder to hit, but they also crawl fast
enough to ever-so-slightly outpace you (especially on higher difficulties).
Also beware, but they can phase through obstacles without any slowdown.


                                                                       [0062c]
c. FAT ZOMBIE

APPEARANCE: Bloated stomach, skull partially exposed
APPEARS IN: All zombie-related minigames except Graveyard and Zombie Putdown
SPECIAL: Takes two shots to kill. Stunned by first shot.

Unique in being the only non-boss zombie that takes multiple shots to kill.
Gunshots stun them, which are useful for when trying to outrun them.
They are just like regular zombies in all other respects. 


                                                                       [0062d] 
d. RADIOACTIVE

APPEARANCE: Melted-looking
APPEARS IN: Scavenge (only in radiated areas)
SPECIAL: Moves less linearly than regular zombies, leaves a radioactive trail

These zombies are slightly better at following at you, due to the fact that
they have a full-360 degree range of motion. This doesn't translate to any
noticeable gameplay difference, but it LOOKS different. The trail they leave
has the same effect as radioactive puddles-- raising your rad level, but not
actually doing any damage. The trail disappears after some time. They are a
tiny bit faster than regular zombies, but still slower than crawlers.


                                                                       [0062e]
e. SHY ZOMBIE

APPEARANCE: Tall, lanky
APPEARS IN: Scavenge, Recovery
SPECIAL: Will stay still if you're looking in its direction 

Shy zombies will freeze in place and cower as long as you're looking in their
direction, making them easy targets. However, beware of them coming at you 
from behind or the sides. They are INCREDIBLY fast and cannot be outrun. If
they are stuck behind other zombies, they will push against them, increasing
their speed.


                                                                       [0062f]
f. BANDIT

APPEARANCE: Human
APPEARS IN: Scavenge
SPECIAL: Will steal items, eaten by zombies

These bandits/fellow survivors come from off-screen, take a single item, and
run back off-screen. They take a few seconds to pick up items, during which
you can still snatch it from them. If they pick it up, they will drop the item
upon death. If they run into another zombie, the zombie will kill and eat
them. This zombie will be out of commission for the entire game-- you can even
move through it without getting hurt. Boss zombies, however, will simply kill
the bandit and otherwise ignore them. Bandits move very quickly, but slower
than shy zombies.


                                                                       [0062g]
g. Boss Hound

APPEARANCE: Zombie dog
APPEARS IN: Scavenge
SPECIAL: Always appears in pairs, has a lunge attack, takes three shots to
         kill, does extra damage, solid corpses

These zombie hounds will chase you and once close enough, try to lunge at you.
This attack can easily be avoided-- however, they close off an entire direction
and will eventually corner you. If truly cornered, you can move back and forth
(usually up and down) to make their attacks miss. Luckily, they die in only
three shots, regardless of difficulty. For some reason, their dead bodies
are solid obstacles. They move as fast as crawlers.


                                                                       [0062h]
h. Boss Bear

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

Zombie bears are invincible in practice. They WILL outrun you if chasing you,
but are slightly slowed down by bullets. They are faster than crawlers, but
obviously slower than shy zombies.

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





.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
.                              VII. MINIGAMES                                .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                        [0070]

WEAPONS

You now have three weapons to choose from.

[RIFLE]
RELOAD TIME: 1 second
ATTRIBUTES: Reload between every shot.
BEST FOR: General use

[SHOTGUN]
RELOAD TIME: 2 seconds
ATTRIBUTES: Fires three shots at once.
BEST FOR: Boss fights, Scavenge during high/deadly activity

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

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

[VOLUNTARY]

                                                                        [0071]
A. SCAVENGE

OCCURRENCE: Anywhere on the road and in towns
TIME LIMIT: 40 seconds
DIFFICULTY: ***
WIN: Survive for 40 seconds.
LOSE: Get hit by a zombie.
REWARD: Up to 250 oz. of food, scrap, money, or medkits (with perk)
PENALTY: Reduced loot, party leader takes damage

Scavenge is the single most important minigame in Organ Trail. You can find
food, scrap, money, and medkits if you have the Medkit Scavenger perk.


TIPS
----
- To shoot accurately, draw a line from the center of your target to just
  below your character's knees.
- Set your rations to small when you scavenge. Your party still consumes food
  during the hour you take to scavenge, but cannot lose health anyways.
- Scavenge only during low or medium activity.
- Zombie activity (low, high, deadly, etc.) affects how many zombies spawn in 
  scavenge. The difference is VERY noticeable.
- Zombies don't have the greatest pathfinding activities, and you can stall
  them by getting them stuck behind obstacles.
- Save ammo by leading zombies in a line behind you and shooting only to clear
  your own way.
- Get to know the soundtrack. You can use it as a cue for the exact moment
  Scavenge will end, which also helps you save ammo.


DIFFICULTY BONUSES
------------------
EASY
Up to 5 items spawn.

NORMAL
Up to 4 items spawn.

DIFFICULT
Up to 3 items spawn.

SUICIDE
Up to 2 items spawn.


AMMO ICONS
----------
Ammo icons give 10 bullets. They do NOT count toward the item spawn limit.


FOOD ICONS
----------
Energy bar - 15 oz.
Can - 20 oz.
Grocery bag - 100 oz.
Shopping cart - 250 oz.


MONEY ICONS
------------
Bill - $5
Wallet - $20
Money bag - $50


SCRAP ICONS
------------
Metal shard - 10
Duct tape - 15
Drill - 20
Gears - 25

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



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

                                                                        [0072]
B. GO FISH

OCCURRENCE: Anywhere on the road and in towns, with some limitations
TIME LIMIT: None
DIFFICULTY: ***
WIN: Successfully catch a fish
LOSE: The lure doesn't attract anything; the fish gets away
REWARD: Party regains health. Up to 3 oz. of food, 5 scrap, and/or car parts
PENALTY: None

A new alternative to resting, with the added bonus of some food and potential
car parts. The farther back you cast your line from, the farther the lure
travels. Tap/click the screen to bring the lure up, which also brings it
slightly towards your (the left) side of the screen. Once you snag a fish, a 
green bar with a moving slider shows up. Tap/click while it's in the green, 
and each successful tap will bring the fish closer to you, until eventually 
it's in your hands. If you miss a total of 5 times, the fish gets away. 

The biggest fish is 3oz., but the possibility of acquiring car parts is the
biggest draw of fishing. You may also catch zombie parts or random pieces of
junk, which do nothing. Either way, resting restores health but has no reward,
while fishing restores health AND might get you a reward. It's a no-brainer.

TIPS
-----
- There's only two situations where you should rest instead of fish: when
  there is no water, or if you are feeling lazy.
- You will not be able to fish in some areas, such as deserts and cities in
  landlocked states without major bodies of water.
- Always choose to spend 12 hours fishing. This gives you the freedom to fish
  the entire lake, if you want, and you can always leave whenever you want.
- If you have even 1 oz. of food, your party gets the full benefit of resting.
  Fishing can thus be a quick way to heal when you're out of food.
- When you hook a fish, don't panic. As long as you get 2-3 taps in every time
  you're in the green, it won't get away. As the bar gets too narrow for 2
  taps, single taps will do the trick just fine (even though it doesn't look
  like it). Just be patient!
- Don't catch fish too close to the right side of the screen. They will get
  away instantly.
- Try to keep your eyes on the bar! Glance at the fish just to make sure it's
  not a zombie, but otherwise focus. Seeing it struggle tends to make you
  "panic". Plus, there is a small delay in between your tapping the screen and
  the fish getting reeled in closer.
- If you see that you've caught a zombie part instead of a fish or car part,
  give up. There's no benefit to catching these and you only waste your time.

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



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

                                                                        [0073]
C. SCRAP REPAIR

OCCURRENCE: Upon scrap repair
TIME LIMIT: None
DIFFICULTY: ****
WIN: Hit all targets perfectly.
LOSE: Miss all targets.
REWARD: Car's condition improves.
PENALTY: Car's condition remains the same.

The RNG mechanic of yore has been replaced with an actual minigame. Wrenches
fly by the screen at varying speeds. You must tap/click the screen to stop
these wrenches inside circular targets. The more within the target they fall,
the better the repair. They are either pefect, great, okay, near misses, or
misses. You are given a grade from AA through F based on how well you hit the
targets, plus a bonus for hitting targets in a row. The more scrap you use,
the slower the wrenches fly by, and the bigger the potential repair.

For example, at 4 scrap, two perfects and two greats give you a total of +17
condition-- +13 for an A rating, +4 for hitting 4 targets in a row.

REPAIR RATES
------------
2 SCRAP
AA - 
A - 
B - 8
C - 
D - 5
F - 0

4 SCRAP
AA - 
A - 13
B - 12
C - 9
D - 7
F - 0

8 SCRAP
AA -
A - 17
B - 16
C -
D -
F - 0

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



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

                                                                        [0074]
D. MEDKIT

OCCURRENCE: Upon using medkits
TIME LIMIT: None
DIFFICULTY: ***
WIN: N/A
LOSE: N/A
REWARD: Health regained
PENALTY: N/A

You move a big syringe back and forth over a prostrate party member. Tap/
click to administer the drugs. Hitting the chest (right above their hands)
gives the full health bonus. Misses still recover health, but less so.

TIPS
----
- Incapped survivors will die within a few hours without first aid. If they 
  are infected, they will bite another party member before being 
  automatically killed.
- Medkits are the only item that can remove an incapped status. They should be
  saved for these situations. Resting/fishing are better suited for general
  healing.
- Medkits will NOT heal illnesses (purple status), but they do remove
  radiation sickness and reduce radiation levels. Illnesses go away with time.

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



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

                                                                        [0075]
E. SURVIVOR PUTDOWN

OCCURRENCE: Upon choosing to kill a party member, some points of interest
TIME LIMIT: None
DIFFICULTY: *
WIN: Kill the survivor.
LOSE: N/A
REWARD: N/A
PENALTY: Loss of a party member

A person stands across from you and you shoot him/her. One shot kills. Misses 
carry no penalty, just the awkward silence between reloading and trying
again. This minigame occurs whenever you choose to kill a party member, or
during some points of interest. 

TIPS
----
- There is never really a reason to put down a party member. Infected party
  members will not turn until they die (by being incapped and not given first
  aid in time). They will bite another party member before being automatically
  killed by you.

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



[RANDOM EVENTS]



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

                                                                        [0076]

F. BANDIT CHASE

OCCURRENCE: Random; on the road
WARNING MESSAGE: A gang of bandits come barreling down on you.
TIME LIMIT: 40 seconds
DIFFICULTY: ***
WIN: Survive for 40 seconds.
LOSE: Let the bandits catch up to you.
REWARD: None.
PENALTY: Station wagon breaks down, items stolen

A Mad Max-esque convoy of vehicles starts chasing you down. You must outrun
them by avoiding the cones, rocks, and trees that litter the road and by
hitting ramps for small speed boosts. They outpace you, so you must at least
hit some ramps.

TIPS
-----
- You do not have to hit every ramp in order to outrun them. Just keep an eye
  on the distance between you two, and hit ramps as needed.
- You can hit ramps from any angle; i.e. you can still hit them from the side
  to get the SICK JUMPZ. However, the less direct of an angle, the shorter the
  jump is.
- Obstacles will automatically interrupt jumps. Ramps do not send your car
  flying *over* anything. So beware of any obstacles next to ramps.
- If your station wagon breaks down from hitting obstacles, bandits will still
  steal items.

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



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

                                                                        [0077]
G. Hostage Situation

OCCURRENCE: Random event; on the road
WARNING MESSAGE: A bandit sneaks up behind you and grabs...
TIME LIMIT: None; one shot
DIFFICULTY: **
WIN: Kill the bandit
LOSE: Miss the bandit or hit your friend
REWARD: Party member stays alive
PENALTY: Party member dies

This happens randomly while on the road. A bandit has your friend on their
knees with a gun to their head. You get only one shot. If you miss, the bandit
will execute your friend and run away. If you hit your friend, they die and
the bandit runs away unscathed. The only way to win is to kill the bandit with
a properly lined-up shot.


HOW TO LINE UP YOUR SHOT
------------------------
You can tell where your gun is aiming by how the pixels warp. Your gun is
about 10 virtual pixels long. It will look like this at default, when aiming
straight forward.

[] Gun
[H] Hand
[A] Arm


[][][][][][][][][][][]
          [H][A][A]


When properly lined up to hit the bandit, it will look like this:


[][][][][]
          [][][][][][]
          [H][A][A]



Basically, the front half of your gun will be pointing slightly up, while
the back half remains at chest (default) level. It will NOT, for example, look
like this:

[][][][]
        []
          [][][][][][]
          [H][A][A]

Luckily, this mini-game will always be the same. The bandit won't be any
shorter or taller, etc. Lining it up like this will work every time.

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

                                                                        [0078]
H. MOTORCYCLE GANG

OCCURRENCE: Random event; upon leaving towns
WARNING MESSAGE: A biker gang follows you out of the settlement.
TIME LIMIT: None
DIFFICULTY: **
WIN: Ram the entire gang off the road; 20 bikers.
LOSE: The car sustains too much damage.
REWARD: Nothing
PENALTY: Station wagon breaks down, items stolen

Bikers will pull up alongside your car and try to shoot you. If you don't ram
them within a few seconds of lining up, they will shoot at your car. 
Apparently, gunshots damage your car, but ramming 20 motorcycles off the road
doesn't.

TIPS
-----
- You can either force bikers to rear-end you, or ram them from the side.
- Always try to move back to the middle.

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

                                                                        [0079]
J. STAMPEDE

OCCURRENCE: Random event; on the road
WARNING MESSAGE: You hear a rumbling sound behind you.
TIME LIMIT: 40 seconds
DIFFICULTY: ****
LOSE: The car sustains too much damage.
REWARD: Nothing
PENALTY: Station wagon breaks down, party takes damage

Your car is surrounded by a stampeding horde of zombie (?) deer. You must
avoid hitting or getting rear-ended by them as they run by your car. Any deer
that hit your car will courteously run off to the side of the road.

TIPS
-----
- Your hitbox does not reach to the roof of your car. It reaches about 3/4 of
  the way up the windows.
- Make controlled, deliberate movements from place to place-- single taps or 
  clicks. Stay still in your spot. Do not move back and forth and "lose 
  control" of your car.

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



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

                                                                       [00710]
K. SURROUNDED

OCCURRENCE: Random event; on the road
WARNING MESSAGE: You suddenly find yourself surrounded by zombies.
TIME LIMIT: 40 seconds
DIFFICULTY: ***
WIN: Kill all zombies.
LOSE: Zombies reach your car.
REWARD: Nothing
PENALTY: Items lost, party leader takes damage

You stand atop your car's roof as zombies close in from all directions. This
minigame's difficulty depends completely on your shooting skills, as well as
current zombie activity levels. 

ZOMBIE AMOUNTS
--------------
Low -
Medium -
High - 
Deadly - 

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

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



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

                                                                       [00711]
L. ZOMBIE HORDE

OCCURRENCE: Random event; upon leaving towns
WARNING MESSAGE: 
TIME LIMIT: N/A
DIFFICULTY: N/A
WIN: Successfully make it through the horde.
LOSE: Get overwhelmed by zombies.
REWARD: Nothing
PENALTY: Items lost, chance of losing a party member

Not so much a minigame as a game of chance. You are faced with a zombie horde
of varying size (small, moderate, large, massive) and temperament (docile, 
alert, agitated, ravenous). You can choose to either sneak by, fight through 
it, hire mercenaries, or wait. The larger the horde, the less likely you are 
to succeed fighting through it. The angrier the horde, the less likely you are
to succeed sneaking by it. Mercenaries cost $20 and 4 hours to get you across
automatically. If you decide to go it yourself and fail, your car gets overrun
and you lose items. Sometimes, if you're particularly unlucky, the zombies 
will pull a party member out of the car and eat them alive.

TIPS
-----
- If a horde is massive and ravenous, definitely hire mercenaries or wait for
  it to calm down.
- Despite all the shooting, fighting through hordes does not use ammo.
- NOTE: The reason Chainsaw Windows are preferred above the Ninja Muffler is
  because the Toolchest, which is universally useful, is a back ugprade.
  Meanwhile, the Solar Panel is the next most useful top upgrade, but is much
  more situational.

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

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

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



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

                                                                       [00712]
M. ZOMBIE PUTDOWN

OCCURRENCE: Upon visiting tombstones, some points of interest
TIME LIMIT: N/A
DIFFICULTY: **
WIN: Kill the zombie.
LOSE: Let the zombie reach you.
REWARD: Nothing
PENALTY: Party leader loses health

A zombie is coming toward you, and you have to shoot it. It may be either a
regular zombie or a walker.

TIPS
----
- Regular zombies are killed only by headshots. Do not go for the torso.

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


[TOWN JOBS]


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

                                                                       [00713]
N. BANDITS

OCCURRENCE: Town job, some points of interest
TIME LIMIT: N/A
DIFFICULTY: *****
WIN: Kill all bandits.
LOSE: Get shot.
REWARD: 20 ammo + payment
PENALTY: Party leader loses health, no payment

Bandits hide out behind windows and pop out to take shots at you. They can
be killed only when out of cover. You're behind cover too, but must also
expose yourself in order to shoot. This game requires precise timing and
skilled marksmanship. Difficulty can be either normal, difficult, or suicide,
which affects how many bandits there are.

DIFFICULTY BONUSES
-------------------
Normal - 3 bandits
Difficult - 4-5 bandits
Suicide - 6-7 bandits

TIMING
------
The key to this minigame is pre-designating your targets. Pick one bandit you
want to kill. Draw a line from said bandit to slightly below your character's
knees. Don't release until his friends pop out to shoot at you. If your target
is the one that pops out to shoot, you'll have to try again.

To be a little more specific, if your target is in the top row, you'd normally
release slightly before his friends fire. If your target is in the bottom row,
release when his friends' bullets are almost halfway to you.

This sounds complicated, but once you get this pattern down, you can follow it
throughout all difficulties. The higher the difficulty, the less time you have
to line up your shots-- sometimes less than a second. However, it'll
eventually become intuitive.

TIPS
----
- To shoot accurately, draw a line from the center of your target to just
  below your character's knees.
- If you have Faster Bullets, the timing changes completely. 

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



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

                                                                       [00714]
O. DEFENSE

OCCURRENCE: Town job
TIME LIMIT: N/A
DIFFICULTY: ***
WIN: Kill all zombies.
LOSE: Let a zombie reach you.
REWARD: 20 ammo + payment
PENALTY: Party leader loses health, no payment

The amount of zombies you encounter is determined by the job difficulty
(normal, difficult, or suicide), rather than by zombie activity. Shoot
straight and happy killing.

DIFFICULTY BONUSES
------------------
Normal - 
Difficult -
Suicide -

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

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

                                                                       [00715]
P. GRAVEYARD

OCCURRENCE: Town job
TIME LIMIT: N/A
DIFFICULTY: *****
WIN: Successfully pick up the crate and escape.
LOSE: Get hit by a zombie.
REWARD: Promised payment
PENALTY: Party leader takes damage, no payment

You must pick up a crate inside a graveyard, filled with graves from which the
dead rise. This game can either be a walk in the park or absolute hell-- the
tombstones block everyone's movement, which can either stall zombies or block
your own escape. The difficulty level (normal, difficult, suicide) affects 
spawn rate.

TIPS
-----
- You cannot be hurt by zombies until they've fully risen from their graves.
- Prioritize running over shooting. The longer you stay inside the graveyard,
  the more zombies will spawn. Keep in mind that thanks to zombies' poor
  pathfinding ability and the fact that the graveyard is filled with tiny,
  impassable obstacles, you can often pass right next to a zombie without
  danger of being hit.
- At the same time, know when you have to stop to clear zombies. Because of
  the close quarters, it is very easy to get overwhelmed.
- Watch the exit route-- sometimes there is only one way out, and that in
  reality, that small gap under the tree is not big enough for you.

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



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

                                                                       [00716]
Q. HIT & RUN

OCCURRENCE: Town job
TIME LIMIT: 40 seconds
DIFFICULTY: *
WIN: N/A
LOSE: N/A
REWARD: +1 car condition per 10 zombies run over
PENALTY: N/A

A minigame that DOESN'T punish you? Say it ain't so! You get 40 seconds to run
over as many zombies as you can. For each 10 you run over, your car is fixed
up a little. Do this whenever you have the chance.

TIPS
----
- Watch how the zombies move and anticipate when they'll be lined up or
  bunched together for maximum carnage.

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



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

                                                                       [00717]
R. RECOVERY

OCCURRENCE: Town job
TIME LIMIT: N/A
DIFFICULTY: ***
WIN: Get to the crate at the end.
LOSE: Get hit by a zombie.
REWARD: Promised payment
PENALTY: Party leader takes damage, no payment

You must move all the way to the right and grab the crate at the end. Despite
the name, you don't have to bring it back; just pick it up. Prioritize running
over gunning-- there is no time limit, so zombies will spawn until the
minigame ends. If you're fast and maneuverable enough, you can even get the
crate without firing a single shot. 

TIPS
----
- Tap/click the rightmost side of the screen as soon as the game begins, to
  give you an infinitesimal head start.
- To shoot accurately, draw a line from the center of your target to just
  below your character's knees.
- Similar to Scavenge, lead zombies in a line behind you and shoot only to
  clear your own way. Do whatever you can to continue moving to the right;
  ignore all other directions. Zombies will continually spawn, so there is no
  benefit for stopping and shooting.

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


[SAFE HAVEN]


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

                                                                       [00718]
S. GENERATOR FINALE

OCCURRENCE: First stage of Safe Haven
TIME LIMIT: N/A
DIFFICULTY: ****
WIN: Successfully bring 8 cans of gas to the generator.
LOSE: Get hit by a zombie.
REWARD: Advance to the Zombie Octopus stage.
PENALTY: You lose the game.

In this L4D-esque finale, you must lift the gate to Safe Haven by grabbing gas
cans littered throughout the stage and bringing them back to the generator.
You can only carry 2 at a time, and one hit from a zombie means death. You
only get as many chances as you have party members, including the leader. Each
party member lost counts as a death in the score. If you die while holding gas
cans, you will drop them where you were hit. Luckily, carrying gas cans does
not slow your character down. Meanwhile, your station wagon is parked next to 
the generator, and your party members will help kill nearby zombies.

Since this is the last stage, you want to be careful and strike a sensible 
balance between clearing zombies and going for cans. Since you have to go back
and forth, you will screw yourself if you let them continue spawning and
closing off a direction by chasing behind you.

TIPS
----
- Stock up on ammo before reaching Safe Haven; 50 should do the trick. One
  ammo icon will spawn per can picked up, as well.
- Go for the farthest cans first, as this will make it easier for you later.
- Take some time to clear zombies every time you go back to the generator,
  especially since your party members will help. 

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



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

                                                                       [00719]

T. ZOMBIE OCTOPUS

OCCURRENCE: Second stage of Safe Haven
TIME LIMIT: N/A
DIFFICULTY: ***
WIN: Kill the giant zombie octopus.
LOSE: Your car sustains too much damage or you get hit by its tentacles.
REWARD: You win the game.
PENALTY: Advance to the alternative Crawling to Freedom stage.

Your car is attacked by a giant zombie octopus/Cthulu that has wrapped itself
around Safe Haven. There are two stages:

DRIVING
The octopus' tentacles will appear on either side of the screen, meaning that
he's about to shoot his tentacle down that lane. If your car gets hit, it will
take damage. Just completely avoid any lane you see tentacles, and you'll be
fine. It's much easier than it sounds, as you get ample warning before it
actually attacks. After some time, the minigame switches to...


SHOOTING
You must damage the octopus while at the same time avoiding its tentacles. The
octopus's tentacles will continually come from multiple angles off-screen, and
you must shoot them to make them withdraw. If they reach you, you will lose 
the game and "advance" to the Crawling to Freedom stage. The octopus will also
have two tentacles raised in front of its face. As you shoot at these, they 
will lower into the water, eventually exposing its head for you to damage. 
The minigame will switch back to driving mode once you damage its head enough
(3 shots). The octopus can take 9 shots in total, for a total of three driving
stages and three shooting stages.


TIPS
-----
- Your car will be at the same condition as it was when you reached Safe
  Haven. So spend time repairing it all the way; don't go into this battle
  with 10% health!
- I highly, highly recommend Faster Reload for this minigame. Faster Bullets
  are also helpful. With Faster Reload, you can shoot fast enough to largely
  ignore the attacking tentacles and focus on its defending tentacles.
- As of March 2016, this game is bugged. Once won, you will be stuck at the 
  "You enter Safe Haven" screen, but unable to continue. You must exit the 
  game and beat it again. This time, you will get to a score screen without
  any modifiers, as if you died. Bummer.

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

                                                                       [00720]
U. CRAWLING TO FREEDOM

OCCURRENCE: Only if failing the Zombie Octopus stage
TIME LIMIT: N/A
DIFFICULTY: *****
WIN: Successfully crawl to Safe Haven.
LOSE: Let the zombie catch up to you.
REWARD: You win the game.
PENALTY: You lose the game.

Now severely maimed by the zombie octopus, you still have a chance to crawl
to Safe Haven. Tap/click the screen to move, and if the chasing crawler
catches up to you, it's game over.


TIPS
----
- As of March 2016, this minigame seems to be broken. You will be able to
  crawl until you pass the station wagon, after which your arms seem to stop
  working.


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





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

                                                                        [0081]
A. THE STORE

To be written.

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



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

                                                                        [0082]
A. THE AUTO SHOP

GENERAL DESCRIPTION
General description goes here. Otherwise...


RATING SYSTEM
Upgrades are rating according to this 3-asterisk system:
 * Useless, OR there is a much more useful upgrade for that same slot.
 ** Situational OR nice to have.
 *** Highly recommended. 

Upgrades are rated both on their own merits and in comparison to other 
upgrades that take up the same slot. For example, even though Sup-R-Last
Tires ARE nice to have, they're useless when you consider that for the same
price and same slot, you can have Nev-R-Break Tires.

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

                                                                       [0082a]
a. CAR UPGRADES, FRONT

[COWCATCHER]
No slowdown during rubble.
I am giving this upgrade a zero rating. This upgrade prevents one, and only
one, particular random event, whose only penalty is that you lose an hour. It's
analogous to an upgrade that prevents slowdown from heavy ash or from waiting
as one of your party member vomits in the bushes. It is the most useless
upgrade in the game.

[FOG LIGHTS] **
No slowdown during heavy fog.
Unlike blizzards or sandstorms, fog happens pretty much throughout your route,
making this marginally more useful than other weather-based upgrades.

[NEV-R-BREAK BATTERY] **
Battery never needs replacing.
One less car part to worry about is a pretty nice perk, especially considering
that there is no one top upgrade that stands out as *best*.

[SUP-R-LAST BATTERY] *
Less likely for the battery to die.
In a game of bad luck, "less likely" is just a temptation to the game gods.
Plus, it is pointless when you could have a Nev-R-Break instead.

[V6 ENGINE] **
Travel faster at the expense of the car.
The single biggest speed upgrade in the game-- approximately 15% faster, for
example making the station wagon (68/52/38 mph) faster than the UFO. The
drawback is increased wear-and-tear, which is not a problem so long as you
always have a scrap reserve. Because of this healthy balance, this upgrade
comes down to player preference rather than being objectively good.



                                                                       [0082b]
b. CAR UPGRADES, BACK

[EZ GROW GARDEN] *
Generates 1 oz of food an hour.
It sometimes feels like the developers forgot to add "per survivor" to this
description. As you can imagine, one extra ounce of food per hour makes no
significant or meaningful contribution. Pass on this.

[NEV-R-BREAK MUFFLER] **
Muffler never needs replacing.
Again, not a bad perk, but the Toolchest may be a better option.

[NINJA MUFFLER]
Automatically succeed sneaking through hordes.

[SUP-R-LAST MUFFLER]
Less likely for muffler to break.

[TOOLCHEST]
Scrap repairs the car more effectively.


                                                                       [0082c]
c. CAR UPGRADES, TOP

[ARMORED WINDOWS]
Less likely to get bit by zombies.

[CARRIER]
Never lose a gas can.

[CHAINSAW WINDOWS]
Automatically succeed fighting through the horde.

[SOLAR PANEL]
Move slowly while out of fuel.

[TINTED WINDOWS]
Heat waves cause no damage.


                                                                       [0082d]
d. CAR UPGRADES, BOTTOM

[NEV-R-BREAK TIRES]
Tires never need replacing. 

[OFFROAD TIRES]
No slowdown during sandstorms.

[RAIN TIRES]
No slowdown during rainstorms.

[SNOW TIRES]
No slowdown during blizzards.

[SUP-R-LAST TIRES]
Less likely for tires to break.


                                                                       [0082e]
e. CAR UPGRADES, MISC (INTERIOR)

[AIR FRESHENER]
Party members in front take 1 less damage.

[GPS]
Never lose the road.

[RADIO]
Chance to heal party members.

[SNO-CONE MACHINE]
Don't consume food while looking for traders or while repairing.

[YARD SALE SIGN]
Better chance to find traders.

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



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

                                                                        [0083]
B. COMBAT TRAINER

Combat training is a flat fee of $80. You can have up to three combat trainer
perks.

PERKS

[ACTION HERO] *
Chance not to use a bullet when you fire.
In Campaign, $80 can buy you more ammo than what Action Hero might save. On
Endless, even though it will eventually pay itself off, there are infinitely
more useful perks that can take up its slot.


[BODY ARMOR] **
Take 20% less damage from losing a combat.


[CARRY CAPACITY +] **
Carry up to 100 more oz of food from scavenging.
The usefulness of this perk depends largely on what difficulty you play on.
On Suicide, where only 2 items spawn, you will almost never find more than 250
oz of food. Meanwhile, on Easy or Normal, this is much more likely, so the
extra 100 oz adds up quick. It is also good for early-game Endless.


[FASTER BULLETS] *
Bullets travel 50% faster. Don't ask why.
Faster bullets makes Bandits a little easier (if you are new to it), but
otherwise doesn't really benefit any other minigames.


[FASTER MOVEMENT] ***
Move 5% faster.
Five percent sounds like nothing, but the difference is actually noticeable.
With this perk, crawlers will no longer outpace you, and outrunning zombies
in general becomes even easier. Recovery in particular becomes a breeze.


[FASTER RELOAD] ***
Reload in half the time.
Since you have to shoot at things in every single mini-game, being able to
reload your rifle in half a second is an AMAZING bonus. If you can pick only
one perk, pick this one.


[MEDKIT SCAVENGER] **
Medkits have a chance of appearing while scavenging.
Again, another perk whose usefulness is linked to how many items may spawn in
Scavenge. You could pick this in Suicide, for example, and see less than 4
medkits the entire game. However, because medkits are such an important, rare,
and expensive item (especially late game), this perk still pays itself off 
pretty nicely.


[MONEY SCAVENGER] **
Find more money than anything else while scavenging.



i. TRADING

OCCURRENCE: Voluntary; anywhere on the road
TIME LIMIT: N/A
LOSE: N/A
REWARD: Stuff
PENALTY: N/A

You trade with fellow survivors. The offers you get are completely random,
but you will generally notice some patterns. See the STARTING LOADOUT/SUPPLIES
section for trade encounter rates.

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

RELEVANT PERKS
---------------
SNO-CONE MACHINE (Car Upgrade, Misc) ***
Don't consume food while looking for traders or while repairing.

YARD SALE SIGN (Car Upgrade, Misc) *
Better chance to find traders.

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





.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
.                              IX. ON THE ROAD                               .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                        [0090]

                                                                        [0091]
A. PACE AND RATIONING

[PACE]
All vehicles have three paces: slow, normal, and turbo. The faster you go, the
more health your party loses from traveling. This can be mitigated by
increasing your rations-- large rations and turbo speed, for example, result
in no health loss.

TIPS
----
- Your car takes the same amount of damage regardless of distance-- for
  example, moving 2 miles at 60 mph takes the same toll as traveling 60 miles
  at 60 mph. Play it smart and reduce your speed according to distance to the
  nearest landmark.


[RATIONING]
Rationing can prevent health loss on the road, and determines how much health
is restored by resting/fishing. My personal recommendation is to always give
large rations, as one good scavenge trip of 200 oz. can still feed your party
for 14 hours-- that could be 840 miles!

RATES
-----
Small - 1 oz. per survivor per hour
Medium - 2 oz. per survivor per hour
Large - 3 oz. per survivor per hour
- Sick survivors (purple status) consume an extra 1 oz. per hour on top of 
their rations.
- Babies consume 1 oz. per hour regardless of rations. Babies can be found in
random events and give bonus points at the end.

TIPS
----
- If your party has even 1 oz. of food, it still gets the full benefits of
  rationing for that hour. For example, even at large rations, 1 oz. will
  still prevent health loss from traveling for that hour, give the full health
  bonus from resting/fishing, etc. 

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




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

                                                                        [0092]
B. WEATHER

BLIZZARD
OCCURS IN: East coast to Midwest
EFFECTS: Halves speed, increases health loss, increases wear-and-tear
NEGATED BY: Snow Tires (Bottom)


HEAT WAVE
OCCURS IN: Southwestern region
EFFECTS: Halves speed, increases health loss, increases wear-and-tear
NEGATED BY: Tinted Windows (Top)


HEAVY FOG
OCCURS IN: Throughout US, except Southwest
EFFECTS: Halves speed
NEGATED BY: Fog Lights (Front)


RAIN
OCCURS IN: Throughout US, except Southwest
EFFECTS: Halves speed
NEGATED BY: Rain Tires (Bottom)


SANDSTORM
OCCURS IN: Southwest
EFFECTS: Halves speed, increases health loss, increases wear-and-tear
NEGATED BY: Off-road Tires (Bottom)

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



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

                                                                        [0093]
C. POINTS OF INTEREST (AKA SURVIVOR ENCOUNTERS)

This section contains spoilers. If you like the mystery of choosing your own
adventure, read no further.

NOTE: You can choose to leave these encounters at any time, which will never
incur a penalty (or reward, for that matter).
NOTE #2: Choosing to kill any survivors encountered will trigger the Survivor
Putdown minigame, which carries no reward/penalty.

[BABY]
You come to a hospital and hear crying echoing in the hallways. Investigate
further, and you'll eventually find a healthy baby under attack by zombies.
Killing the zombies triggers the Zombie Putdown minigame, after which you can
choose to take it, put it down, or leave it. If you take it, the baby will
consume 1 oz. of food per hour (regardless of rations) and give you a small
score bonus at the end. If you choose to put it down, a party member
intervenes and disappears in the hospital halls forever.


[CANNIBAL CHEF]
A chef invites you into his restaurant to try his dish. It tastes awful, and
he'll ask you what you think. If you tell him the truth, he'll run off. If
you lie and tell him it's good, you'll gain 100 oz. of food at the cost of
your party leader coming down with dysentery. 


[CORPSE BRIDE]
You come to a church, where the bride asks you to bear witness to her
matrimony, which had been rudely interrupted by zombies. Otherwise, there is
no reward/penalty for any choice you make.


[CRAZY PRIEST]
A priest asks you to kill some of his former followers, which triggers the
Bandits minigame, Difficult level. The reward is 1 scrap. Not worth it.


[FRIENDLY MECHANIC]
A woman fixing a car asks you to hand her a wrench, and is so busy she doesn't
notice she's left a car upgrade out in the open. Take it, and you get a random
car upgrade. If you give it back, she'll say she forgives you and nothing else
happens. Either way, she will offer to fix your car-- for 1 scrap, your car's 
condition will be restored to full.


[KITTEN]
Your party member finds a kitten, which is worth 10 oz. of food if you keep
it.


[MAN WITH BOX]
A man runs towards you and hands you a box. If you open it, you get 115 oz.
of food in the form of a birthday cake. If you give it back, nothing happens. 


[SHOWER]
You come across a fully-functioning shower, but only one party member can use
it. Whomever uses the shower will have their health restored to full, and any
illnesses cured (except infection).

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


[ZOMBEAVER]
You see a strange-looking creature hunched in the bushes. Investigate further
and you'll find out it's actually a man in a costume. If you are friendly with
him, he will give you some berries.

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



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

                                                                        [0094]
D. RADIATION

To be written.

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




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

                                                                        [0095]
E. TOMBSTONES

Tombstones are more events than minigames. They contain easter eggs, notes
from Kickstarter contributors, and other such little in-jokes or references.
Viewing them may give you items such as ammo, gas, car parts, medkits, etc.
or a zombie hand may appear, triggering the Zombie Putdown minigame.

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





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

                                                                        [0101]
A. ROUTES

Coming soon.

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



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

                                                                        [0102]
B. SCORE FORMULA

YOUR FINAL SCORE IS TABULATED ACCORDING TO THIS FORMULA:

Please note that due to the Zombie Octopus/Crawling to Freedom glitches, this
score formula is based on the Director's Cut, rather than the Final Cut.
Please let me know if there are any errors or discrepancies.

ITEM                                VALUE              NOTES
______________________________________________________________________________

Distance Travelled................ ½ pt / mile        Round up to the
                                                      nearest whole number.

Healthy Party Members............. 500pts / person    Alive, not infected or
                                                      incapped. Regular
                                                      illnesses still count as
                                                      healthy: measles,
                                                      dysentery, etc.
                                                     


Incapped party members............ ?00 pts / person    


Infected party members............ 300 pts / person    


Station wagon..................... Up to 500 pts      Multiply the condition
                                                      of the car by 5.


Fuel.............................. 4 pts / can


Scrap............................. ½ pt / scrap       Round down to the
                                                      nearest whole number.


Spare car parts................... 2 pts/ part


Medkits........................... 2 pts / kit


Bullets........................... 0.02 pts / bullet  i.e. 1 pt per 50 bullets
                                                      Round down to the
                                                      nearest whole number.


Food.............................. 0.04 pt / oz       i.e. 1 pt per 25 oz.
                                                      Round down to the
                                                      nearest whole number.

Money............................. 0.2 pt / dollar    i.e. 1 pt per $25.
                                                      Round down to the
                                                      nearest whole number. 

Baby.............................. 250 pts            You can get a baby from
                                                      a random event.
                                                      

Hours to travel the road.......... 1000 - H           "H" representing how
                                                      long it took to travel
                                                      to Oregon. Bottoms at 0.


Difficulty modifier............... x1 for Easy
                                   x2 for Normal
                                   x3 for Difficult
                                   x4 for suicide

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





.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
.                       XI. FAQ & CONTACT INFORMATION                        .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                        [0110]

CONTACT INFORMATION

Please send questions, comments, concerns, suggestions, corrections, and hate 
mail to:

[email protected]

I absolutely welcome any and all messages.


FAQ

Q: What characters are the party members based on?

A: Clements doesn't seem to be based on anyone in particular. In the Campaign 
   start screen, from left to right are Zoey from Left 4 Dead; Shaun from 
   Shaun of the Dead (2004); and Tallahassee, Columbus, and Wichita from 
   Zombieland (2008). The Endless start screen also features characters based
   on no one in particular.


Q: Hey, your information is wrong/missing!

A: Good catch! Please email me at [email protected] and I will gladly
   make the correction. Include your name if you'd like to be credited.

.-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=.
!                                                                            !
.                               XII. CREDITS                                 .
|                                                                            |
`-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-==-='
                                                                        [0120]

Thank YOU for reading this guide.


LEGAL INFORMATION
This may be not be reproduced under any circumstances except for personal, 
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

The following websites have permission to post this guide:
http://www.gamefaqs.com/

Copyright 2016 Patrick Phan

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