Showing posts with label Zere. Show all posts
Showing posts with label Zere. Show all posts

Saturday, 23 March 2019

Dying Light: Gladiator

[Part of the Dying Light diary - spoilers ahead!]

Returning to the tower we meet an even more upset Brecken. There's no time to sort out feelings though as Dr. Zere's lab comes under attack! We rush to the scene and kill some of Rais' goons but find the good doctor has been kidnapped.

We tail them back to Rais compound and find it suspiciously empty, until we all get knocked out via cut scene ambush. We awake in a pit arena with no gear. Rais is there gloating with Dr. Zere at his side. After monologing he unleashes zombies on us, because they collect zombies in containers for fun apparently.

The "real" Harran virus.

The litter makes decent weaponry and we manage to fight the waves off. As a finale he even drops in a demolisher, but given we just fought three of them at the prison this guy is a piece of cake. Especially after I knocked off his helmet via a thrown table leg. Rais is not pleased, and when he comes down to gloat we take the opportunity to disarm him and kill a few of his dudes.

Dr. Zere is hit in the commotion and says that all hope now lies with Jade who is taking his research to a Dr. Camden in the next sector. A massive parkour escape sequence follows, though not so much escaping from DL who specifically goes back to kill some snipers. Scott free, we get out on the road and promptly collapse from our injuries, only to be saved by Brecken and surprisingly, Karim who delivers bags full of our confiscated gear.

Insight: There is an skill unlock to throw melee weapons. I found that it's not really useful (especially if you want the weapon back) outside of this particular fight.

Thursday, 21 March 2019

Dying Light: Darwin Award

[Part of the Dying Light diary - spoilers ahead!]

Despite being repeatedly told to just chillax in the Tower, Rahim had taken the explosives Jade brought back and decided to take a small crew to explode a not so nearby volatile nest. We find his team all dead on the overpass, and he himself hiding in a train car because I guess he was ambushed by zombies? What do you mean there'll be zombies in the zombie nest? DUHHH.

The idiot then hands us the explosives which HE HAS ALREADY ACTIVATED and tells us to finish the job. With just 4 minutes that doesn't leave us much time to argue so we run for it, right into the construction site nest, planting bombs in the midst of all types of zombies.

Better get running!

Being the fastest, I'm the only one who reaches the highest floor (only 4th floor accessible) where the actual volatiles are but with no time to spare I just plant the last bomb and run for it, making it out with 20 seconds to spare. My brothers had found lower exits and were ahead of me at this part, and from a safe distance away we then watched the whole structure implode on itself. It was very impressive.

A short trip back to Rahim revealed he had turned, and I gleefully break his neck. Idiots don't deserve to live.

Insight: There is a neck break skill you can unlock to use against everything else which will 1 hit kill them but requires you to get behind your opponent. It does not work on volatiles. I tried.

Wednesday, 20 March 2019

Dying Light: Fighting Back

[Part of the Dying Light diary - spoilers ahead!]

Before returning the zombie innards to Dr. Zere, we decide to harvest some shrooms for a witch and test a new bomb against the volatiles in a tunnel. The tunnel is particularly interesting as we go during the day, and find the monsters lurking inside.

We decide to take potshots, and seeing that they can't walk out into the sunlight - eventually arrow all of them down. The bomb is planted and as planned activated at night just as a new squad of volatiles wanders in to suffer its effects.

It's like shooting fish in a barrel.

There are more volatiles outside though, and these come running at the sound of the explosion but this time I make the call to stand and fight since we have new UV flares. These are effective in keeping them back, though they occasionally can pounce through the light. We slay a great many of the scum and gain lots of XP for as long as the flares burn.

The tide quickly turns once the last flare goes out though, and we are forced to grapple our way out of the swarm, returning to retreat and evade mode. Exciting and fun, but also very dangerous! We eventually rendevouz at Dr. Zere's lab, who examines the bolter guts and excitedly tells us this could be the first step to a cure! Oh, you mean we shouldn't be killing all the zombies? Whoops.

It's then that Rahim gives us a call asking for immediate help.

Insight: While volatiles are pretty scary, a headshot is a headshot so remember to aim. Once alerted they get really good at dodging though. ;)

Tuesday, 19 March 2019

Dying Light: Temp Survivors

[Part of the Dying Light diary - spoilers ahead!]

Clearing the school let a new small group of survivors in, led by the now one legged mayor who is being hunted by assassins. Naturally we help, finding these guys were sent by Karim who declares the mayor to be a scum. This proves true as he abandons us after we get him and his group a helicopter ride out of there. At least he left some supplies. Karim is there to tell us "I told you so".

We also find another group that camped out on a roof top of a building with electrified scaffolding. Alas, the on switch for said defense was at the base of the building which effectively trapped all of them up there to cyanide their way out.

Only those bit turn.

Finally night descends and we can go hunt for the bolter zombie Dr. Zere wanted. On the way to the train yard my bros get spotted by volatiles and have to go running, meaning I'm the only one that reaches the spawning ground, which of course is crawling with more volatiles.

I employ all my thief skills to find the damned thing but just can't seem to find a clean way down. With dawn about to break, there's no choice - I just jump in which turns out to be good timing. All the critters run as the sun rises (I'd be dead otherwise), but I spot my green covered target and fire off one arrow. Boom. Headshot.

Soon after we're up to our elbows in bolter guts. Dr. Zere will be pleased.

Insight: Bolters are weak and don't actually require a headshot. As long as you hit them, they should die.

Monday, 18 March 2019

Dying Light: Junk Collectors

[Part of the Dying Light diary - spoilers ahead!]

Side quests continue, as we clear a motel, unlock caches and pawn shop supplies, fetch chocolates and movies for Gazi the hilarious retard and help General Jeff at the makeshift Fort Jefferson to turn on the gas for his "firewall" defense (which results in his entire safe zone exploding).

Shields keep you alive against explosions. And bullets.
Their usefulness drops as you level up though.

We also climb a freaking high bridge to collect the bridge lights which doesn't result in fun times for Jim, but we certainly all have fun with a gun challenge provided by a zombie movie producer who gives free temporary firearms and unlimited ammo to kill zombies in a time limit.

Eventually we make it back to the Tower where Brecken is losing his people and his morale. Jade suggests we go raid one of Rais supply dumps at a nearby school so we do, arrowing the thugs inside and find a supply of dynamite. Almost as good as antizin I suppose?

We are rewarded with a grapling hook which makes travel faster exponentially, though not so much for DL who likes to loot every single corpse. On the flip side, this means we have an over supply of junk that clears some of the lesser fetch quests. What Dr. Zere asks for next though is something we don't have... the insides of a "bolter" zombie.

Insight: The grappling hook trivializes escaping from volatiles, as long as you remember to have it equipped and aren't caught in an open field.

Monday, 11 March 2019

Dying Light: Firey Workout

[Part of the Dying Light diary - spoilers ahead!]

Due to its scarcity and the number of bitten people, The Tower strictly regulates who gets antizin which means I need to make myself useful first. After some brief tutorials at the tower I meet Rahim for some physical evaluation at the "gym" which is basically just rooftops and -learn- show off my awesome parkour skills.

This ends abruptly when I start turning yellow because of the zombie bite and Rahim quickly instructs me to go across the street to Dr. Zere's mobile lab. A short jog and a few jumps over some aimless Z's get me there and gets a shot of antizin into my arm. Dr. Zere might be smart but he also seems a little cuckoo.

My next task is to help setup traps scattered around the slums, UV traps specifically because there are supposedly some really nasty pieces of work that come out at night which have a weakness to it. This trek is a pretty long one, and leads me to a non-functional safe zone.

Non-functional because there's a giant, hammer wielding zombie residing in it. Since it looks tough, I just craft a few molotovs and burn it while safely perched on a roof. The smell of roasting meat is delicious.

Burn you bastard.

Insight: Molotovs are fantastic in this game, especially since many zombies can't climb and instead mill around in groups beneath your perch.