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Last mineute tips for the PS3-ers!


Fu453

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Posted

Ok guys, it less than 12 hours until Rezurrection launches on the PS3. This is your time, 360s, to help the lesser known...less privileged community out. Have your biggest tips and post them here!

Stay cool and try to stay alive!

-Fu

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Posted

K wen u first spawn get to kno the area but wen that gate goes up run for it!! To teleport you all hav to be on it. Wen u get to the moon u will see a space suit rite in front of u. PUT IT ON!! By pressing square then the up on ur d pad. After the first round the astronaut will spawn. Don't get near him or else he will grab u take away ur perk then teleport u into a hoard of freakbags. Leave after round 3. Find the Olympia and buy the door next to it, u will now go this way. Until u get to the power room. Stay they're until u get a crawler. Then move to the scince lab, door on top of the stairs buy the pyramid . Make ur way to the very top. Then choose wat door u want to go through.

If u go to the biodome (right) then rite wen u walk through the door their will be a jump pad. Don't go on those until u get phd flopper (biodome) becuz if u fail to make it from one to the other u will get downed. U may run trains in there.

If u go the moon way(left) nothing is really there except the teleporter.

Perk Spawns]

Juggernog/ speed cola- they with off every time ur on earth. By the teleporter

Revive soda- spawn on moon

Stamin up- sorry haven't found it.

Deadshot daiquiri - top floor of scientist lab

Phd flopper- biodome

Mule kick- moon area

Double tab- first floor scientist lab

[Box Spawns/size]

Moon spawn

Power room

Moon area

Biodome

Hacking Device

With this device u can reboard windows, hack doors, hack box(teddy bear ones), gives perks bac if u hack the perk u hav, and hack drops.

Note : u trade ur astronaut suit for this......

Can be found on shelves in scientist lab.

Thanks for reading, hope u make it

Posted

I know a bunch of people will be asking what Hacker exactly does, so Ill paste my Hacker thread info here...Ill also bump the original thread up.

I've been seeing a bunch of threads describing Hacker incompletely, only stating one use, etc. I'm here to post almost everything the Hacker can do that I've seen and heard to save a few threads/posts (and I'm desperately bored).

Why and what is Hacker, why hack, and what can it do?

Why and what is hacker?: Hacker does several things which can aid you when fighting the endless undead hordes, but it has a price: you must trade your Space Suit for it. Though this trade is risky, both equipment are free.

Why hack?: Hacking something will do a lot of things: discount prices, make maneuvering easier, etc, but each hack requires time, sometimes varying (I have used a Stopwatch App on my phone to measure the time).

What can it do?: Many things, my friend! That's why I am here!

Hack the Mystery Box while a weapon is up for grabs: Re-roll for the cost of 600 pts. [Takes approximately 2s]

Hack the Mystery Box while that weapon is up for grabs: Get a free 950 points and allow anyone to take that gun rather that just you. [Takes approximately 1s]

Hack a Mystery Box spawn: Get a 1-time roll. It will, after, disappear. Costs 1200 [Takes approximately 2-3s]

Hack a power-up: Changes the power-up to a Max Ammo or a Perk Bottle (unconfirmed), but costs a huge 5000 points. [Takes approximately 3s]

Hack the Pack-a-Punch: Cages you and/or other players in the Pack-a-Punch area to ensure a safe upgrade. You also gain 1000 points. The cage stays up for 30 seconds. [Takes approximately 5s]

Hack a window: Repairs the window entirely and gain 100 points. Hack that same window 3 times in one round and it will take 300 points and repair it rather than giving you 100 points again. [Takes approximately 2s]

Hack a door: Opens for 200 points instead of the regular price. [Takes approximately 30s!]

Hack a wall gun: Switches regular and Pack-a-Punched ammo prices. Costs 3000 points. [Takes approximately 2s]

Hack a player: Gives that player 500 points (but takes 500 points from you). [Takes approximately 10s]

Hack an excavator (the huge Digger): Stops that excavator from digging, saving that area from losing oxygen and preventing to blocking your path. You gain 1000 points from this. [Takes approximately 5 seconds]

Hack a Perk-a-cola machine: Get a refund of how much points that perk originally cost (example: hack PHD Flopper to get back 2000 points, hack Mule Kick to get back 4000 points, etc.), but you will then lose that perk.

You can also hack thing in the laboratories (where the MP5K is) to proceed with the major Easter Egg,Richtofen's Grand Scheme.

I think I've covered just about everything. If I did miss anything please post it and I'll add it ASAP.

I hope this will answer all of your Hacker questions.

Posted

Here we go, some basic tips for first time player:

No Man's Land and the Teleporter. When starting the map,you'll be in Area 51 (No Man's Land). Note that ALL players must be on the teleporter before teleporting to the Moon. This means if a teammate goes down before getting on the teleporter, you must either: go revive him, or wait for him to die out. This sounds much is easier than it actually is.

No Grenades in the Spawn Room! I'd advise against throwing grenades in the spawn room at Moon. If you do, you could blow the windows out, which makes hacking the exgavator more difficult. It's still possible to Hack the excavators with the windows blown, so don't freak out if it happens. Also, you can throw grenades in the spawn room without blowing the windows out, as long as the grenade lands in the middle of the room. I'd again advise against it though because low gravity can complicate a grenade throw.

No Grenades in the Labratory. This is more because of the Easter Egg, as you will be spending some time in here without your helmet and with the hacker. Also, keeping the lab oxginated will make it easier for hacking exgavators in the later rounds.

You can hold your breath for quite awhile. You'd be suprised how long you can go without air. I'm not quite sure how long exactly, but play around with it for a little bit and you'll get the feel for it. As a general rule, you always have enough air to run from each indiviual airlock (which is always suppied with air). I can run from the Biodome to Spawn with a helmet and all the windows blown out, you just have to be quick. Also when running to spawn without a helmet, you don't have to stop in any of the airlocks to get your breath. The one second you spend running through that airlock will restore your breath to normal.

Be aware if you have the Hacker. I know it sounds stupid, but I can't count how many times I've ran outside without noticing I still had Hacker.

The exgavator takes time to breach the building. There are 3 or 4 initial warnings before the 60 second and 30 second warning. As long as you're in the lab by the time the 60 second warning is heard, you should be able to make it back in time to stop it from breaching. In the early rounds, you'll have plenty of time to finish the round, make a crawler, and then go hack the exgavator. Stamin-up helps tremendously with getting back to the spawn quickly.

Max your points on a window hack. When going to hack a window for repair, you only need one board missing to hack the window for a 100 points. Rebuild the window up to one board, then hack for the 100 points. Empty windows will net you 150 points each. Beats 60 points any day.

USE THE HACKER! It's a game changer! Fu453 already listed the possibilities of the Hacker above, but that thing really is a game changer! Not to mention the bonus points you get just for carry the freaking thing. It's around 2500 points each round in the high 30's. The best use of the hacker is for hacking max ammos, which makes the higher rounds much,much easier!

Look out for that Launch Pad. If you don't have Jugg or PhD, be careful taking the launch pads. If you fall off any of the higher ones or miss your landing, you will definately go down. On some of the lower ones, you can jump off of the pad and still survive.

Be careful with the QEDs. The QED can do some great things, but it can also screw you over. There's nothing worse than all 3 of your teammates getting teleported across the map halfway through Round 30. If you can, throw them at the beginning of the round. QEDs can also spawn more zombies (a small flickering white light will emit), which at the end of a round can be a real pain.

Give your teammate 2 Ray Guns. Ok, this one's a little more than basic, but extremely useful for getting through the higher rounds. Your teammate must already have an upgraded Ray Gun, and you can't have one at all. You must then hit the box, hack the first weapon, then hope the Ray Gun comes up on the second pull. Hack it for your buddy, and BAM he's got two Ray Guns! But you gotta make sure he DOES NOT try to upgrade it after he gets it. It'll register as a gun you already have, so you'll get ammo for your Porter X2, but lose the Ray Gun. Doing this will help get to Round 40 or 50+ without a ridiculous amount of time. One player has a Ray Gun, Porter X2, and Mustang and Sally, and the other has Porter X2, Mustang and Sally, and Wave Gun. Me and a buddy got to Round 40 with that setup in just under 3 hours.

Posted

Ok guys, it less than 12 hours until Rezurrection launches on the PS3. This is your time, 360s, to help the lesser known...less privileged community out. Have your biggest tips and post them here!

Stay cool and try to stay alive!

-Fu

ps is here 15 years man more know than xbox-is just biger comunity because all 8 years old

playing xbox mostly!And i dont want any spoil for this map.

Posted

If you get a perk, don't run into (Gordon as i call him) an astronaut, he will take it off of you, and severely damage you. It is actually quite easy getting juggernog before you teleport, only in solo though.

Do not throw any grenades in areas where you can breathe without a helmet, it will screw you over (unless you are in the bio-dome)

when you here the lady say something about breach iminent, get as quickly as you can back to the spawn to stop the escavators, they screw you over badly most of the time.

Posted

Some quick questions.

1. How exactly do you hack? Like do you hold the interaction button or tap it twice, etc?

2. There are only 4 Box locations?

3. Phaser (Gas) Zombies only appear where again?

4. Is it better to go for Jug or M&S first in NML? Obviously Jug in Co-Op, but in Solo, say I just wanted to go for a high score there, and not play on Moon at all. The ammo from M&S would help get Jug easier, but risk going down easier. But getting Jug first will make you safer, but take longer to get M&S.

5. When it's announced an excavator is going to breach wherever, how long does it take for it to breach it?

6. Those jumping pads in the Biodome. Do the zombies follow you? And if they don't, can't you just stay up on them forever?

7. Gersches or QED's?

8. What happens when you've done the EE and the Astro-zombie/Zombienaut grabs you? Do you lose a perk? Do you teleport?

9. Is it worth it to throw a QED or Gersch at him?

10. Is it safe to run around the pyramid/train around it?

11. P.E.S. or Hacker?

12. Is it worth it to get Mule Kick as one of the 4 perks?

13. The teleporter to Area 51. I've heard everyone in the game has to be on it before it'll go. Is it true? And can people leave without you in Area 51?

14. Is the MP40 on the map?

15. Wave Gun or Zap Guns? For the Wave Gun, does it only affect 1 zombie? or in a line like Jgb, Thundergun, DG-2, etc? For Zap Guns, are they 1 hit kill? Is the DG-2 like gun 1 hit kill?

Posted

Some quick questions.

1. How exactly do you hack? Like do you hold the interaction button or tap it twice, etc?

2. There are only 4 Box locations?

3. Phaser (Gas) Zombies only appear where again?

4. Is it better to go for Jug or M&S first in NML? Obviously Jug in Co-Op, but in Solo, say I just wanted to go for a high score there, and not play on Moon at all. The ammo from M&S would help get Jug easier, but risk going down easier. But getting Jug first will make you safer, but take longer to get M&S.

5. When it's announced an excavator is going to breach wherever, how long does it take for it to breach it?

6. Those jumping pads in the Biodome. Do the zombies follow you? And if they don't, can't you just stay up on them forever?

7. Gersches or QED's?

8. What happens when you've done the EE and the Astro-zombie/Zombienaut grabs you? Do you lose a perk? Do you teleport?

9. Is it worth it to throw a QED or Gersch at him?

10. Is it safe to run around the pyramid/train around it?

11. P.E.S. or Hacker?

12. Is it worth it to get Mule Kick as one of the 4 perks?

13. The teleporter to Area 51. I've heard everyone in the game has to be on it before it'll go. Is it true? And can people leave without you in Area 51?

14. Is the MP40 on the map?

15. Wave Gun or Zap Guns? For the Wave Gun, does it only affect 1 zombie? or in a line like Jgb, Thundergun, DG-2, etc? For Zap Guns, are they 1 hit kill? Is the DG-2 like gun 1 hit kill?

1. Hold X to hack.

2. Yes, 4 box locations (spawn,power room, on moon surface, and biodome)

3. Phaser Nova Crawlers only appear in the three levels of the lab, usually coming from the heating vents in the ceiling.

4. If you're going for high score, I'd recommend M+S. It can be quite difficult to make enough points to pack-a-punch, and you'll most likely struggle to make 5000 if you spend the 2500 on Jugg.

5. The excavator will take a few minutes before it actually breaches the station. It'll give 3 initial warnings, a 60 second warning, and a 30 second warning.

6. The zombies will run below you until you land back on the ground. It's impossible to stay up on

them as they will bounce you off every time. Also the initial pads that launch you turn on amd off randomly.

7. Gersches. Helps with reviving, perfect for hacking power ups for max ammo. Plus QEDs can be unpredictable.

8. You get teleported, but you don't lose your perks.

9. You can try throwing a QED at him, sometimes it does kill him. But keep in mind the QED could do almost anything. Id recommend NOT throwing gersches at the Moonman. He'll most likely end up glitching out a start chasimg you backwards. It gets annoying after awhile.

10. A train around the pyramid is possible, but not too good on later rounds. There is low gravity in the pyramid room, the spaces can get tight, and the zombie's movement can be unpredictable.

11. Hacker at all times unless you're spending significant time outside. You get a bonus just for carrying the hacker during a round. Plus hacker is crucial to high

round success.

12. Mule Kick is definately worth it! Not so much in the early rounds, but the later rounds for sure. The additional firepower iz never a bad thing. Mustang and Sallys are even better now that you have 3 slots. The combination of Porter X2, M+S, and Wave gun is an awesome setup to have.

13. Yes, that's true. That means if one of you goes down before gettin on the teleporter you must either revive him (sucks on NML) or wait for him to bleed out. Can get frustrating when someone doesn't know what they're doing.

14. No, there's no MP40 on the map. :(

15. The Wave Gun and Zap Guns are the same gun. They come as dual wield zap guns with about 70 shots. Pressing left on the d-pad turms the dual zaps into the wave gun, with about 15 shots for the wave gun. Wave gun can kill multiple zombies at once like a Thundergun or Shrink Ray. Zap guns are one hit one kill, but you can only kill one at a time. The electricity doesn't link together for kills like the DG-2.

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