Arizona Sunshine Guide

Arizona Sunshine 100% Achievement Guide for Arizona Sunshine

Arizona Sunshine 100% Achievement Guide

Overview

The COMPLETE 100% Guide to Arizona Sunshine.Guide to all 48 achievements. Includes gameplay tips for Story Mode, Horde Mode, and Apocalyptic Mode.Bonus: Visual encyclopedia and stat list for every weapon in the campaign! And now includes Two Handed Mode!

Introduction

Thank you for viewing my guide. I’ve put a lot of effort into this guide to ensure that it is the most comprehensive source of information for Arizona Sunshine out there. If there’s anything at all that you would like added to this guide, leave a comment below. And if you found this guide helpful, remember to like and favorite it, so that other players will see this guide too.

Achievements in this guide are divided up by game mode and campaign level. If you are looking for a specific achievement, but don’t know what mode/level it is in, use CTRL+F to search the page for the achievement you are looking for.

DISCLAIMER: This guide assumes you have played Arizona Sunshine for at least some amount of time, and are aware of the basic gameplay mechanics. Some portions of this guide may contain light spoilers for the campaign and the locations of hidden items. For maximum enjoyment, it is recommended that you finish the game on at least Easy before consulting this guide. With that being said, you may proceed. Enjoy!

– Alpha_A

Global Achievements

001. Steady Hand

Kill 50 zombies with a Headshot
Every zombie in the game can be killed with a single shot to the brain. Each gun has a different kind of sight on it, but generally, you want to align the front sight between the rear sights, with the object you want to shoot positioned behind the front sight, as pictured bellow.


According to professional marksmen, instead of focusing on the rear sights, or the target, you should focus on the front sight, as this makes it much more obvious when your aim is out of alignment.

002. Headshots like a Boss!

Kill 100 zombies with a Headshot
If you are having trouble pulling off headshots, remember to aim towards the upper part of the head, as chin/neck shots do not count as a ‘headshot’.

003. LOOT!

Collect some loot!
By ‘loot’, we are, of course, talking about ammo! Ammo is scattered about on crates, inside cars, on shelves, inside drawers and filing cabinet ; pretty much everywhere. All ammo can be found either inside an ammo box or a drawer, so don’t waste your time looking for it between couch cushions.
Coincidentally, guns are always found in the same places as ammo, but while guns are never found inside ammo boxes, they are usually found where an ammo box would be.

You need to find 50 loot for this achievement. On Normal, this is about as much loot as you can find up to the end of Canyon.

004. Master Scavenger

Collect a ton of loot!
You need to find 200 loot for this achievement. On Normal, this is about as much loot as you would find during the entire campaign.

005. Medium well beef plz

Eat 10 burgers
Not everyone knows this, but you can find burgers (and jerky) inside of refrigerators. You can eat them by holding them up to your face to regain some of your health. Eat all you can find.

006. Juicy Meat

Collect 20 burgers
There’s meat in the fridge on the menu too! I’m not so sure it counts for the achievement, but, hey! Practice makes perfect. *munch* *munch* *munch*

007. Charley Horse

Play for a total of 2 hours
Fun fact: A ‘Charley horse’ is a term used to describe a painful involuntary spasm or cramp in the leg or foot muscles, typically lasting anywhere from a few seconds to about a day. Causes are varied, but can include dehydration, so make sure to take frequent breaks to drink water!

008. Freddy, you there?

Play for a total of 3 hours
Fun fact: Arizona Sunshine speedruns are often completed in under 30 minutes, with the current world record for Easy being completed in under 15 minutes, and the world record for Apocalyptic not far behind. [www.speedrun.com]

009. VR Creep

Play the game for 4 hours in a row
Unlike the other time-based achievement, this one is not cumulative, and must be completed in a single session. You could probably complete the campaign going for this one.

If you are having trouble unlocking this achievement:
Avoid using the SteamVR menu while playing. This was just a personal observation, but it did not seem to unlock when I was using it. It will unlock while on the menu (inside the trailer), while the controllers are dead, or while tabbed out of the game, so you could leave it running in the background if you need to.

010. A Thousand Miles

Walk a distance of 10 miles
I’d say that this is about twice the distance of the main campaign. Give or take. Just keep playing and you’ll get this one.

011. Badabing Badaboom

Kill 20 zombies using grenades
You can get your first grenades in Bridge from one of the police cars, but there a number of good spots throughout to get several kills with grenades. The tunnel near the end of Traintracks has a big horde that’s great for this, so are the hordes at the ends of Canyon, Trailerpark, and Sunshine. And remember, it’s cumulative, so just reload the checkpoint for each time you need more kills.

012. Direct Hit!

Kill a zombie with an object
Arizona Sunshine has no melee weapons. If you attempt to use tools such as hatchets, pipes, or shovels as such, it will simply phase through any zombies you swing at. Objects can be thrown at zombies to deal a small amount of damage (more if it hits the head). I recommend shooting an arm and a leg off a zombie before finishing it off with whatever object you have. The same strategy can be used for the ‘Duck Attack’ achievement.

Campaign Achievements

Level 1: Base

013. And the award for Can Killer goes to…

Finish the level Base
This is more or less the tutorial level. There are few zombies, and only a short distance to cover before the next level.

014. Gun Collector (Part 1/8)

Collect all the guns in the game
There has been a lot of confusion in the past as to what exactly you need to do to obtain this achievement. To ‘collect’ a gun, you only need to pick it up; you don’t need to holster it, nor do you need to kill a zombie with it to count. You only need to collect guns from the campaign on regular difficulties; you do NOT need to collect all the guns in two-handed mode, Horde Mode, or finish Apocalyptic Mode for the Golden Desert Eagle. I’ll list all the guns you can find below, and you can find a detailed breakdown in the dedicated ‘Gun Collector’ section.
There’s only one gun you can find in Base:

  • M1911

Total Unique Guns: 1

Level 2: Bridge

015. Quack Quack %$#@! (Part 1/4)

Collect all the ducks in the game
There are four rubber ducks hidden throughout the game for you to find. The first one is in Bridge, inside the trunk of the SUV on the bridge. It should be one of the first cars you see.

015. Quack Quack %$#@! (Part 2/4)

Collect all the ducks in the game
You can find the second duck in Bridge as well. In the Ol’ Dutchman Mine House, you’ll find it on the first floor, on the top shelf above an ammo box.

016. So Sqhuishy

Throw a duck
After squeaking the rubber duck for good luck (press trigger while holding), chuck it in any direction you choose.

017. Duck Attack!

Kill a zombie with a duck
This combines ‘Direct Hit’ with ‘So Sqhuishy’, so you could potentially unlock all three of these at the same time! As with ‘Direct Hit’ shoot a zombie in the leg and then the arm. This should not kill it, but it allows us to finish off the zombie with the massive (meager) damage of the duck. Remember to squeak your duck for good luck!

014. Gun Collector (Part 2/8)

Collect all the guns in the game
Here’s all the guns you can find in Bridge:

  • Walther PPK
  • Ruger Blackhawk
  • Tokarev TT-33

Total Unique Guns: 4

018. It’s a Sunny Day!

Finish the level Bridge
Bridge introduces a number of regularly occurring themes, and sets the baseline for the rest of the game. Pistols are the only weapons encounter thus far (besides grenades on easier difficulties), and the sun is bright, making it easy to spot zombies from far away. There are two small hordes, one at the bridge, and one once the crank is found.

Level 3: Canyon

019. No Mercy

Kill all zombies that are locked up in the cage in Canyon
Right at the start of Canyon, there’s a trio of zombies stuck in a cage that they can’t get out of. Since you don’t need to go into the cage, you could save your ammo for later on, or you could blow their brains out and get an achievement for it.

014. Gun Collector (Part 3/8)

Collect all the guns in the game
Here’s all the guns you can find in Canyon:

  • Walther P38
  • Ingram MAC-11
  • Škorpion vz. 61

Total Unique Guns: 7

020. It’s getting Hot! Hot! Hot!

Finish the level Canyon
A couple of weak automatic machine guns are introduced here, as well as a few more grenades, giving an impressive array of weapons to use. The horde right at the end should put them to good use, as this is probably the first difficult fight of the game. Strategic use of the grenades and rifle ammo will ensure an easy victory going ahead.

Level 4: Caves

014. Gun Collector (Part 4/8)

Here’s all the guns you can find in Caves:

  • 2 x Ruger Blackhawks
  • Glock 17
  • Remington Model 870
  • Uzi pistol

Total Unique Guns: 10

021. Flashed your way out!

Finish the level Caves
It’s dark! Keeping track of zombies is much more difficult when you can’t see them. Holding a flashlight helps, but also removes your ability to dual wield. Remain alert, and pay attention to noise the zombies make as they close in. It’s also much more important to watch your magazine ammo, lest you run out without time to reload or a second gun to back it up. There’s two hordes here, one next to the switch, and one at the end.

Level 5: Traintracks

014. Quack Quack %$#@! (Part 3/4)

The third duck is in Traintracks, in the office on the top floor. You should see it right away on the desk.

022. Eye see you…

Shoot with a sniper in the game
There’s a couple of spots in Traintracks (as well as one in Trailerpark) where you can use the sniper rifle. Each rifle can fire a maximum of 30 rounds; which should be more than enough to kill all of the zombies you see.

023. You climbed the “Stellage”

Climb the scaffold in the level Traintracks
Stellage is the Dutch word for ‘scaffolding’. Scaffolding is a frame or structure for temporary support in an elevated place; in building, a temporary combination of timberwork consisting of upright poles and horizontal pieces, on which are laid boards for supporting the builders when carrying up the different stages or floors of a building, or plasterers when executing their work in the interior of houses. The scaffolding is struck or removed as soon as it has answered its purpose.

(You cannot progress without climbing the scaffolding; this achievement is unmissable.)

014. Gun Collector (Part 5/8)

Here’s all the guns you can find in Traintracks:

  • FN Five seveN
  • Brügger & Thomet MP9
  • 2 x Accuracy International Arctic Warfare sniper rifles
  • Glock 23 + CQ Flash
  • 40mm grenade launcher
  • Spectre M4

Total Unique Guns: 16

024. Delayed

Finish the level Traintracks
There’s a lot of variety in this one. There’s a small horde on the top of the building, a decent-sized horde on top of the train, and a large horde in the tunnels. It’s a good place to practice using explosives, as you’ll be hard pressed keeping that last horde at bay with just guns. Don’t forget to grab the grenade launcher!

Level 6: Refinery

025. Baby Wipe War

Shoot with the Machine Gun in the Refinery
Much like the sniper rifle, the Machine Gun (alternatively, the minigun) comes with it’s own ammo loaded into the gun. Unlike the sniper rifle, the minigun has infinite ammo. Do take care to avoid being blindsided by zombies walking outside your minigun’s range. Use your pistol if they get too close.

014. Gun Collector (Part 6/8)

Here’s all the guns you can find in Refinery:

  • Remington Model 870
  • Uzi
  • Beretta M9
  • M134 Minigun
  • SIG Sauer P250

Total Unique Guns: 20

026. Biting the Bullet

Finish the level Refinery
There’s plenty of zombies around, but where is everyone else? While this level takes place at night, there are plentiful spotlights around to keep you out of total darkness. You’ll still find it useful to keep a pistol with LED sights, so consider picking up the Beretta M9 if you didn’t take the Glock 23 from the previous level. There’s three hordes in this level, one at the gate, one at the soldier’s corpses, and one at the minigun. The first is probably the hardest, but none of them are any harder than anything else you’ve dealt with up to this point.

Level 7: Trailerpark

014. Gun Collector (Part 7/8)

Here’s all the guns you can find in Trailerpark:

  • Colt Python
  • Accuracy International Arctic Warfare sniper rifle
  • Remington Model 870
  • SIG Sauer P250
  • Brügger & Thomet MP9

Total Unique Guns: 21

027. Howdeeyhow!

Finish the level Trailerpark
Here’s the locations of the bombs, just in case you can’t find one:

  • 1st Bomb: Between the 1st and 2nd houses on the left
  • 2nd Bomb: In the 3rd house on the right
  • 3rd Bomb: In the last house on the left

This is a pretty relaxed level. The sun is bright, ammo is pretty plentiful, and there is really only one horde right at the end. Don’t relax too much; it’s still easy enough for zombies to sneak up on the roofs an ambush you. Take your time, and clear out the town section by section. Be prepared for the extra zombies to spawn in once you find the final bomb*.
*The extra zombies spawn in once you enter the room with the last bomb; not when you pick it up.

Level 8: Sunshine

028. Green Thumb

Pick up all shovels inside the shop in the level Sunshine
When your character mentions ‘Damn, I’m gunna need some more firepower’, that’s the shop you need to go in for this achievement. Find the shelf with the shovels and pick them all up. That’s it.
Why do so few people have this one? 1.2% clear rate? Lame. Even Gun Collector has 2.1%, and I know that almost nobody is willing to spend five to six hours figuring out which exact gun they’re missing across seven square miles, especially when almost nobody even knows how many bloody guns are even in the bloody game! This one takes maybe five minutes!

029. I’m not the only one?

Listen to the radio in the level Sunshine
Unmissable, it’s required for level progression. Once you get to the radio station, and discover that the broadcast you’ve been following for the whole game was playing on a pre-recorded loop and everyone in Sunshine is undead, and then swear your head off into the mic, which is fortunately heard by survivors that are willing to airlift you out, provided that you can hold out for the next few minutes at the extraction point, which leads right into the final horde battle.

014. Gun Collector (Part 8/8)

Here’s all the guns you can find in Sunshine:

  • Desert Eagle/Golden Desert Eagle
  • Uzi
  • Brügger & Thomet MP9
  • Remington Model 870
  • Heckler & Koch MP5
  • Makarov Pistol
  • Colt Python
  • Heckler & Koch MP5
  • Spectre M4

Total Unique Guns: 24

If you’ve made it this far, and are still missing a few guns, check to make sure you got all the pistols. The rifles are bigger and harder to hide, while the pistols are much easier to miss or overlook. Pick up every gun you see, just in case.

And yes, the minigun and sniper rifles count towards this achievement. Besides the fact that they can’t be holstered or reloaded, the game treats these weapons the same as any other.

030. You Win!

Finish the level Sunshine
Sunshine is quite the fun level. At this point, you should have quite the supply of ammo and your preferred choice of weapons at your disposal. But even if you don’t, there’s plenty of supplies, as well as some of my favorite weapons, like the Desert Eagle, or the MP5. For strategy, I recommend shutting doors and hiding inside a house before starting a horde battle. Out of the four hordes in Sunshine, all of them, except the last one, are only triggered when you start shooting at the zombies. In the neighborhood, for the first horde, when your character says ‘get off my lawn’, just shoot them from that window. For the second horde at the motel, just shoot them from the shop. For the third, shoot them from the farmhouse. It’s only for the final horde battle will you be totally exposed, but, by then, you should have enough rifle ammo to dual wield MP5s. And nothing can stop that. Or you. So don’t let anything stand in the way of your victory.

031. Rescued!

Complete the entire campaign!
Congratulations on completing the campaign! If you enjoyed it, you may want to try Horde Mode. It can be a challenging way to test your skills, plus it’s more fun with friends. If you want more out of the story, you could buy the DLC. And for those of you that nimbly dodged every zombie, made every shot a headshot, and generally felt the game was too easy, might I recommend Apocalyptic Mode, which emphasizes ‘perfection’ over any semblance of fun.

More on all of that, down bellow.

Quack Quack %$#@!

Collect all the ducks in the game
Here’s the locations of all the ducks, in case you missed one.

1st Duck: Bridge

Inside the trunk of the SUV on the bridge

2nd Duck: Bridge

Inside the Ol’ Dutchman Mine House, on the top shelf

3rd Duck: Traintracks

Inside the upstairs office, on the desk

4th Duck: Sunshine

Inside the motel bar, to the right, under the flatscreen

Gun Collector (+stats) Part 1

Here’s a list of every gun in the campaign, along with some stats to help you decide which is the better gun. All of the guns in the game are based on real guns, and include Wiki links to their real-world counterparts (except the grenade launcher, but I can assure you, it is a ‘real’ gun).

The maximum ammo capacity for your ammo belt is:
Pistol: 300
Rifle: 1000
Shotgun: 100
Grenade Launcher: 100*

I’ve also added a damage indicator, representing the number of body shots required to kill a zombie:

★★★★★ = 1 body shot
★★★★☆ = 2 body shots
★★★☆☆ = 3 body shots
★★☆☆☆ = 4 body shots
★☆☆☆☆ = 5 body shots

In practice, most fully automatic guns will actually fire more rounds than are actually necessary to kill, so most pistols of equal damage values will still be more efficient than most rifles. Also, keep in mind that a headshot will always kill, regardless of the weapon you are using.

*Even on the easiest difficulty, there is only a maximum of about 20 40mm grenades that can be found. Higher values are only possible via glitches or cheats.

Here’s every gun, in obtainable order:

Base

M1911[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 7
  • Damage: ★★☆☆☆
  • Special: LED Sights
  • Location: At the start of the game
Bridge

Walther PPK[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★☆☆☆☆
  • Special: Micro LED Sights
  • Location: Inside the first SUV to the right, on the driver’s seat

M67 Frag Grenade[en.wikipedia.org]

  • Type: Handheld Grenade
  • Carrying Capacity: 4
  • Damage: ★★★★★
  • Location: Various, depends on difficulty
    On Normal:

    • Bridge: 1 x Inside 2nd police car trunk
    • Canyon: 2 x Inside military tent
    • Canyon: 2 x Inside the gift shop, in the file cabinet
    • Caves: 2 x Inside the office below the elevator
    • Sunshine: 3 x At the final horde battle

Ruger Blackhawk[en.wikipedia.org]

  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: Ol’ Dutchman House, 2nd floor, inside display case

Tokarev TT-33[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★★☆☆☆
  • Location: Near the car keys, in the top right file cabinet
Canyon

Walther P38[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★★☆☆☆
  • Location: Rear passenger seat of Humvee

Ingram MAC-11[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 16
  • Damage: ★☆☆☆☆
  • Location: Inside the Ol’ Dutchman Gift Shop, on a shelf near the back

Škorpion vz. 61[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★☆☆☆☆
  • Location: On a box, to the path left of the generator
Caves

Flashlight
I know this isn’t a ‘gun’, but you can holster it like one.

  • Type: Light Source
  • Location: Inside red box at the mine entrance

2 x Ruger Blackhawk[en.wikipedia.org]
Note: These are otherwise identical to the Blackhawk from Canyon

  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: Inside display case

Glock 17[en.wikipedia.org]

  • Type: Pistol (Full Auto)
  • Magazine Size: 17
  • Damage: ★★☆☆☆
  • Special: LED Sights, Full Auto
  • Location: Near the first key, next to the skeleton

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: In the room with the explosive red barrel

Uzi pistol[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★☆☆☆
  • Location: Right next to the crank
Traintracks

FN Five seveN[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 20
  • Damage: ★★★☆☆
  • Location: Near the entrance, on the walkway between the trains

Brügger & Thomet MP9[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 25
  • Damage: ★★☆☆☆
  • Location: Bottom office, on the desk

Accuracy International Arctic Warfare rifle[en.wikipedia.org]
Better known as the ‘AWP’

  • Type: Sniper Rifle
  • Magazine Size: 30
  • Damage: ★★★★★
  • Special: Cannot be carried/reloaded
  • 1st Location: On top of the train station
  • 2nd Location: On top of the scaffolding

Glock 23 + CQ Flash attachment[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 15
  • Damage: ★★★☆☆
  • Special: LED Sights, Flashlight
  • Location: On top of the scaffolding, behind the locked fence


40mm grenade launcher
No real grenade launcher matches this one, but it does closely resemble airsoft grenade launchers, such as the CYMA M052[duckduckgo.com].

  • Type: Grenade Launcher
  • Chamber Size: 1
  • Damage: ★★★★★
  • Location: Once you reach the horde in the tunnel, go left and head back down the other tunnel.

Spectre M4[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Location: Next to the grenade launcher

Gun Collector (+stats) Part 2

Refinery

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]
Note: This is otherwise identical to the shotgun from Caves

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: In the trunk of the Humvee, near the tailgate

Uzi[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 32
  • Damage: ★★★☆☆
  • Location: On the box, next to the dead soldiers

Beretta M9[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 12
  • Damage: ★★★☆☆
  • Special: Micro LED Sights
  • Location: On the table behind the Uzi.

M134 Minigun[en.wikipedia.org]

  • Type: Heavy Machine Gun
  • Belt Size: Infinite
  • Damage: ★★★★★
  • Special: Cannot be carried/reloaded
  • Location: In the large alleyway after climbing the ladders

SIG Sauer P250[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 17
  • Damage: ★★★☆☆
  • Location: On a toolbox, in the room after the minigun
Trailerpark

Colt Python[en.wikipedia.org]

  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: On a box, right before the sniper rifle

Accuracy International Arctic Warfare rifle[en.wikipedia.org]
Better known as the ‘AWP’

  • Type: Sniper Rifle
  • Magazine Size: 30
  • Damage: ★★★★★
  • Special: Cannot be carried/reloaded
  • Location: Near the entrance of the trailerpark

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]
Note: This is otherwise identical to the previously acquired shotguns

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: Inside the first house in the trailerpark, across from the house with the radio

SIG Sauer P250[en.wikipedia.org]
Note: This is otherwise identical to the P250 found in Refinery

  • Type: Pistol
  • Magazine Size: 17
  • Damage: ★★★☆☆
  • Location: From the main ‘street’,
    in the 2nd house on the right

Brügger & Thomet MP9[en.wikipedia.org]
Note: This is otherwise identical to the MP9 found in Traintracks

  • Type: Rifle (Full Auto)
  • Magazine Size: 25
  • Damage: ★★☆☆☆
  • Location: From the main ‘street’,
    in the last house on the right
Sunshine

Desert Eagle[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 7
  • Damage: ★★★★☆
  • Location: Near the beginning,
    on a military supply box

Golden Desert Eagle[en.wikipedia.org]

Not required for the ‘Gun Collector’ achievement

  • Type: Pistol
  • Magazine Size: 7
  • Damage: ★★★★☆
  • Location: Replaces the normal Desert Eagle after completing Apocalyptic Mode

Uzi[en.wikipedia.org]
Note: This is otherwise identical to the Uzi found in Refinery

  • Type: Rifle (Full Auto)
  • Magazine Size: 32
  • Damage: ★★★☆☆
  • Location: Inside the shed, on the shelf

Brügger & Thomet MP9[en.wikipedia.org]
Note: This is otherwise identical to the previously acquired MP9s

  • Type: Rifle (Full Auto)
  • Magazine Size: 25
  • Damage: ★★☆☆☆
  • Location: On the 2nd floor balcony of the shop

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]
Note: This is otherwise identical to the previously acquired shotguns

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: In the 2nd floor bedroom of the farmhouse

Heckler & Koch MP5[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 40
  • Damage: ★★★☆☆
  • Location: In the 2nd floor bedroom of the farmhouse

Makarov Pistol[en.wikipedia.org]
Also known as the Pistolet Makarova, or PM

  • Type: Pistol
  • Magazine Size: 8
  • Damage: ★☆☆☆☆
  • Location: At the final horde battle

Colt Python[en.wikipedia.org]
Note: This is otherwise identical to the Colt Python found in Trailerpark

  • Type: Pistol
  • Cylinder Size: 6
  • Damage: ★★★★☆
  • Location: At the final horde battle

Heckler & Koch MP5[en.wikipedia.org]
Note: This is otherwise identical to the MP5 found previously in this level.

  • Type: Rifle (Full Auto)
  • Magazine Size: 40
  • Damage: ★★★☆☆
  • Location: At the final horde battle

Spectre M4[en.wikipedia.org]

Note: This is otherwise identical to the Spectre M4 found in Traintracks.

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Location: At the final horde battle

Two Handed Mode (+stats) Part 1

Two Handed Weapon Mode is an alternative mode to the campaign. The content remains largely the same, but with most of the weapons are replaced with large, high capacity rifles. Many of these new weapons come with the downside of higher recoil when not held with both hands, so players must be much more careful with their aim and trigger discipline. To help compensate, all but one of the new rifles come with full LED sights.

All of the two handed weapons from the standard campaign (M870, Spectre M4, and MP5) appear in their usual locations, as well as the mounted weapons (Sniper Rifle and Minigun). All of the new weapons appear in the same locations as weapons from the standard campaign.

There are 13 new weapons in the two handed campaign

  • M1 Carbine
  • K-50M
  • Thompson M1A1
  • Type 100
  • StG 44
  • SIG SG 552
  • PTR-91
  • M2 Carbine
  • AK-47
  • Steyr AUG
  • M16A1
  • L85A1
  • M16A4

Not all of these entries are accurate/complete! Research is ongoing.

Base

M1 Carbine[en.wikipedia.org]

  • Type: Rifle (Semi Auto)
  • Magazine Size: 10
  • Damage: ★☆☆☆☆
  • Special: LED Sights
  • Location: At the start of the game
    Replaces the M1911
Bridge

K-50M[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 35
  • Damage: ★☆☆☆☆
  • Special: LED Sights
  • Location: Inside the first SUV to the right, on the driver’s seat
    Replaces the Walther PPK
Canyon

Thompson M1A1[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 20
  • Damage: ★★☆☆☆
  • Special: LED Sights
  • Location: Unknown, but can still be obtained by starting a new game from ‘Canyon’.

Type 100[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★☆☆☆
  • Special: LED Sights
  • Location: Inside the Ol’ Dutchman Gift Shop, on a shelf near the back
    Replaces the Ingram MAC-11

StG 44[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★☆☆☆
  • Special: LED Sights
  • Location: On a box, to the path left of the generator
    Replaces the Škorpion vz. 61
Caves

SIG SG 552[en.wikipedia.org]

  • Type: Rifle (3-shot Burst)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Special: LED Sights
  • Location: Near the first key, next to the skeleton
    Replaces the Glock 17

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: In the room with the explosive red barrel

PTR-91[en.wikipedia.org]

  • Type: Rifle (Semi Auto)
  • Magazine Size: 24
  • Damage: ★★★☆☆
  • Special: LED Sights
  • Location: Right next to the crank
    Replaces the Uzi pistol
Traintracks

M2 Carbine[en.wikipedia.org]

  • Type: Rifle (Semi Auto)
  • Magazine Size: 15
  • Damage: ★★☆☆☆
  • Special: LED Sights
  • Location: Near the entrance, on the walkway between the trains
    Replaces the FN Five seveN

K-50M[en.wikipedia.org]
Note: This is otherwise identical to the K-50M from Bridge

  • Type: Rifle (Full Auto)
  • Magazine Size: 35
  • Damage: ★☆☆☆☆
  • Special: LED Sights
  • Location: Bottom office, on the desk
    Replaces the Brügger & Thomet MP9

AK-47[en.wikipedia.org]
Accept no substitutes.

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Special: LED Sights
  • Location: On top of the scaffolding, behind the locked fence
    Replaces the Glock 23 + CQ Flash

40mm grenade launcher

  • Type: Grenade Launcher
  • Chamber Size: 1
  • Damage: ★★★★★
  • Location: Once you reach the horde in the tunnel, go left and head back down the other tunnel.

Spectre M4[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Location: Next to the grenade launcher

Two Handed Mode (+stats) Part 2

Refinery

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]
Note: This is otherwise identical to the shotgun from Caves

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: In the trunk of the Humvee, near the tailgate

Steyr AUG[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★★☆
  • Note: Does not have an LED sight
  • Location: On the box next to the dead soldiers
    Replaces the Uzi

PTR-91[en.wikipedia.org]
Note: This is otherwise identical to the PTR-91 from Caves

  • Type: Rifle (Semi Auto)
  • Magazine Size: 24
  • Damage: ★★★☆☆
  • Special: LED Sights
  • Location: On the table behind the AUG.
    Replaces the Beretta M9

M16A1[en.wikipedia.org]

  • Type: Rifle (3-shot Burst)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Special: LED Sights
  • Location: On a toolbox, in the room after the minigun
    Replaces the SIG Sauer P250
Trailerpark

L85A1[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★★☆
  • Special: LED Sights
  • Location: On a box, right before the sniper rifle
    Replaces the Colt Python

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]
Note: This is otherwise identical to the previously acquired shotguns

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: Inside the first house in the trailerpark, across from the house with the radio
Sunshine

M16A4[en.wikipedia.org]

  • Type: Rifle (3-shot Burst)
  • Magazine Size: 30
  • Damage: ★★★★☆
  • Special: LED Sights
  • Location: Near the beginning, on a military supply box
    Replaces the Desert Eagle

Remington Model 870 MCS Breaching with 10″ barrel[en.wikipedia.org]
Note: This is otherwise identical to the previously acquired shotguns

  • Type: Shotgun
  • Clip Size: 3
  • Damage: ★★★★★
  • Location: In the 2nd floor bedroom of the farmhouse

Heckler & Koch MP5[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 40
  • Damage: ★★★☆☆
  • Location: In the 2nd floor bedroom of the farmhouse

L85A1[en.wikipedia.org]
Note: This is otherwise identical to the L85A1 found in Trailerpark

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★★☆
  • Special: LED Sights
  • Location: At the final horde battle
    Replaces the Colt Python

Heckler & Koch MP5[en.wikipedia.org]
Note: This is otherwise identical to the MP5 found previously in this level.

  • Type: Rifle (Full Auto)
  • Magazine Size: 40
  • Damage: ★★★☆☆
  • Location: At the final horde battle

Spectre M4[en.wikipedia.org]

Note: This is otherwise identical to the Spectre M4 found in Traintracks.

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Location: At the final horde battle

AK-47[en.wikipedia.org]

Note: This is otherwise identical to the AK-47 found in Traintracks

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★☆☆
  • Special: LED Sights
  • Location: At the final horde battle
    Replaces the Makarov

Horde Mode

Horde Mode challenges players to hold out for as long as they can to claim the spot at the top of the leaderboard. Zombies come in waves, with each successive wave more difficult than the last. Ammo boxes are replenished between waves, and new guns are handed out every few waves. Horde Mode is truly endless; with no win condition or final wave, you simply fight until you die, or give up.

Ammo capacity is increased by x10 in Horde Mode, so the ammo belt can hold 3000 pistol ammo, 10000 rifle ammo, etc…

There are four maps:

  • Canyon
  • Old Mine
  • Undead Valley
  • Trailer Park

Canyon

Canyon is one of the easiest maps, with breaks every five waves, and a much simpler layout than the other maps. Time advances every five rounds in the following order: Noon, Evening, Dusk, Midnight, Dawn; with a full rotation happening every 25 waves.

Number of Total Kills by:

  • Wave 5: 53
  • Wave 10: 147
  • Wave 15: 279
  • Wave 20: 448
  • Wave 25: 643

Old Mine

The Old Mine is always dark, with a few spotlights illuminating the area, but with much better choke points than the other maps.

Undead Valley

Undead Valley is different in that it spans a much larger map, and requires the players to find keys and move to other areas during waves to find more ammunition.

Trailer Park

Trailer Park features a moderately open area, with numerous buildings and vehicles that can either provide cover or obstruct your sights. Moving between buildings is important to restock your ammo.

Tips:

  • Aim for the head
    A single shot to the top of the head, with any gun, will kill any zombie. Accurately killing zombies will increase the amount of ammo you have at your disposal, potentially increasing how long you will last.
  • Don’t hesitate
    Don’t be afraid to miss. This may sound contradictory to the previous point, but there will come a point where accuracy only matters for the long term. Accurate head shots become less important as the number of zombies become overwhelming, so keep it in mind that it may also be better to kill quickly, rather than die with full ammo.
  • Grab your ammo
    At the beginning of every wave, new items spawn it. This can include anything, from ammo to burgers, grenades, and guns. Ammo from previous waves will disappear once new ammo spawns in, so take a moment at the end of each wave, before killing the last zombie, to grab all the new supplies that spawned in. It is generally considered too dangerous to grab ammo at the start of the wave, as it leaves you vulnerable to faster zombies.
  • Save your burgers
    Burgers will spawn in on the grill every few waves. Hold onto your extra burgers before the next round starts to allow more burgers to spawn in. If you have too many burgers to hold, taking partial bites of them can sometimes allow them to persist as well.
  • Choose your weapons
    While I have always found it easier to aim using the pistols, try to balance your ammo usage between all types of guns. A tactic I have often used is to hold a pistol in my dominant hand, with a machine gun as a backup, in case a horde gets too close. Dual-wielding two machine guns is also a valid strategy, provided that you don’t run out of ammo. High damage revolvers, such as the Colt Python and Desert Eagle, are also popular, since they only require two body shots to kill. Your mileage may vary with these, so try to pick weapons that feel comfortable to you.
  • Flares
    Flares are a new type of item introduced in horde mode. They temporarily draw away zombies, allowing you to grab ammo and health. Remember to toss a few grenades once the zombies have gathered around the flare.

032. Last Man Standing

Be the only survivor in Horde Mode
Only available in mutiplayer horde mode. If your partner dies, hold out until the end of the wave to get this achievement.

033. Skull Cracker

Kill 300 zombies in Horde Mode (streak)

For Canyon, you’ll reach 300 kills on Wave 16.

034. We have ourselves a Cowboy

Kill 400 zombies in Horde Mode (streak)

For Canyon, you’ll reach 400 kills on Wave 19.

035. The Sherrif has arrived!

Kill 1000 zombies in Horde Mode (streak)

For Canyon, you’ll reach 1000 kills between Wave 30-35.

For Old Mine, you might need to survive to Wave 50-55 (unconfirmed)

For Undead Valley, you’ll reach 1000 kills between Wave 40-45.

For Trailer Park, you’ll reach 1000 kills between Wave 30-35 (unconfirmed, but assumed correct)

Dead Man DLC

This expansion takes place in the final days before the zombie apocalypse. You play as Special Forces Corporal John Dockson, a man tasked with infiltrating a zombie infested missile base to launch a nuclear-warhead loaded missile vital to stopping the spread of zombies.
The length of this DLC is about equivalent to two or three levels of the base campaign, or about 1-1.5 hours of content. It is technically only one level long, but the story can be broken into three parts, corresponding to each story-related achievement.

036. Online

Restart the power
Once you make your way into the ruined base, you will eventually find a track that leads deeper into the base, but you must restart the power systems in order to proceed. The generator is behind a locked door on the lower level of the cart room. You can find the key on a table in the room opposite of the cart door on the upper level. Once you’re inside, use the winch to start the generator.

This achievement marks the end of Part 1.

037. Rocket Science

Launch the ICBM
Once you enter the launch room, you will find one of the keys missing. You can find it down the hall, across the bridge, inside a drawer in the office. Once the ICBM is armed, you will have just under two minutes to get to the top of the launch tube and exit via the elevator.

This achievement marks the end of Part 2.

038. The Beginning Of The End

Finish Dead Man
Once you make it out of the other side of the sewers, make your way to the Refinery (the very same Refinery our character encounters in Level 6 of the main game). Your journey is finally over once you enter the front gate of the base.
This achievement marks the end of Part 3, and of this DLC campaign.

039. One-Man Militia

Find all weapons in the Dead Man DLC
There are five weapons in Dead Man, with four of them counting towards this achievement.
Beretta M9[en.wikipedia.org]

Note: Does not count towards the achievement.

  • Type: Pistol
  • Magazine Size: 12
  • Damage: ★★★☆☆
  • Special: Micro LED Sights
  • Location: Part 1. Equipped at the start of the level.

2 x Flashlights

I know this isn’t a ‘gun’, but you can holster it like one.

  • Type: Light Source
  • Location: Part 1. Inside each of the red boxes in the elevators

L85A1[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 30
  • Damage: ★★★★☆
  • Special: LED Sights, Two-Handed
  • Location: Part 1. On a box, right next to the generator

FN P90[en.wikipedia.org]

  • Type: Rifle (Full Auto)
  • Magazine Size: 50
  • Damage: ★★★☆☆
  • Special: LED Sights, Two-Handed
  • Location: Part 2. Inside the armory, on a box behind the window

Pancor Jackhammer[en.wikipedia.org]

Note: Either the sole surviving Jackhammer somehow made it into this missile base, or this is an alternate universe where the weapon somehow managed to be adopted into the US Military’s armaments.

  • Type: Shotgun
  • Cylinder Size: 10
  • Damage: ★★★★★
  • Special: LED Sights, Two-Handed
  • Location: Part 2. Just beyond the office where you find the nuke room key.

SIG Sauer P320 TacOps[en.wikipedia.org]

  • Type: Pistol
  • Magazine Size: 20
  • Damage: ★★★★☆
  • Special: LED Sights
  • Location: Part 3. After exiting the missile base, near the flaming truck wreck
040. Wearing Smells From Laboratories

Collect all Dead Man DLC masks
There are three masks for you to collect in Dead Man, one for each part.
1st Mask
Location: Part 1. Underneath the track platform. From the generator, it’s in the area to the left, in the dark, sitting on a crate.
2nd Mask
Location: Part 2. After arming the ICBM, it’s on the top level of the launch tube. Continue on the pathway, go past the elevator, and it will be on a barrel.
3rd Mask
Location: Part 3. After exiting the sewers and entering the wasteland, immediately go left until you find the bottom of a bridge. The mask will be on a fallen tree nearby.

The Damned DLC

Preceding the events of Arizona Sunshine and Dead Man, this expansion puts you in the shoes of Special Forces Private Liam, assigned with a daunting mission: reactivating the generators of a hydroelectric dam to restore power to the military’s nuclear missile systems.
The length of this DLC is equivalent to about four levels of the base campaign, or about a solid 2 hours worth of content. Just like Dead Man, there is only one ‘level’ associated with The Damned, but still with multiple checkpoints and load screens.
I hope you like pistols and pistol ammo.

041. This will have to do

Find a way into the dam
Once you leave the tunnel, and step out onto the top of the dam, weave your way through the wreckage towards the elevator. You can find the keycard to access the elevator inside the car nearby.

This is a story-related achievement, and cannot be missed.

042. Are you there?

Re-establish radio contact with Emily
While making your way through the facility, you will eventually come across a large carpeted room, probably an employee lounge or visitor’s center. Make your way outside via a broken window, and you can attempt to contact Emily.

This is a story-related achievement, and cannot be missed.

043. Easy way out

Find the Dam’s CEO
Optional. At the end of the second large carpeted room, right next to the bathroom, you’ll find a locked door. The key to the door is located in the conference room upstairs, in the furthest door on the left, before the elevator. You’ll find it on the table pictured. Unlock the door, and inside you’ll find the CEO’s office, and what’s left of her.

You can also find a separate, unrelated key, under the desk in the upstairs hallway. This key will not open the CEO’s office, but will instead open the locked supply closet, which contains the powerful M16A4.

044. Apocalyptic Engineer

Re-activate the Dam
You’ll eventually make your way to your main objective: the dam’s turbine generators. There are four of them, and each needs to be turned on via the lever on the side. Zombies will begin spawning endlessly once you start, so work quickly to get them all turned on. Once they are all active, then the exit door in the bottom center of the room will open. Close it via the lever on the inside left of the door.
A bit further on, you’ll find the dam’s control room, with three levers on a console. Pull them to bring the dam fully back online.

This is a story-related achievement, and cannot be missed.

045. Barracuda

Finish the Damned DLC on Normal difficulty
Once you start the dam’s control systems, it will make a lot of noise. You’ll have to quickly escape through the floodgates in order to survive the endless horde. The floodgates are built like a maze, with several dead ends. Here is the correct sequence in order to escape:

  • From the control room, go through the right door, as the left door won’t open
  • Go left
  • Go right, there should be a ladder that takes you into the tunnels
  • Checkpoint
  • Go right
  • Go straight
  • Go left, it should be a straight shot to the exit

Bonus: Weapon Locations

There isn’t any achievement for finding guns in The Damned, but I’ll still list the locations of as many guns as I can find. There aren’t any new guns in this DLC, so please refer to the ‘Gun Collector’ section if you need specific stats for each gun. I have put the weapons I recommend you take in bold. Of these, I would especially recommend that you grab the P320 TacOps and M16A4, as these are probably two of the most powerful guns in the game.

EDIT: It has come to my attention that different guns may appear on different difficulties in The Damned DLC. I’ll look into updating this section with the guns from other difficulties, but for now, all of the guns listed below can be found on the Normal difficulty.

  • Beretta M9
    • Location: Equipped at the start
  • Beretta M9
    • Location: Inside the trunk of a police car.
  • Ruger Blackhawk
  • M2 Carbine
    • Location: Inside the trunk of/propped up against a police car
  • Glock 23 + CQ Flash
    • Location: In the hands of a soldier’s corpse, near the elevator
  • Remington Model 870
    • Location: In the office near the keycard
  • Glock 23 + CQ Flash
    • Location: Next to the 2nd door key
  • 2 x SIG Sauer P250s
    • Location: On a box, after navigating the planks and crates above the stairwell
  • Walther P38
    • Location: In a gun cabinet, once you find a window looking outside the dam.
  • Colt Python
    • Location: On a desk, in the first big carpeted area
  • M2 Carbine
    • Location: On top of a fridge, between the two carpeted areas
  • FN Five seveN
    • Location: Outside the window of the second big carpeted area, around a corner
  • SIG Sauer P320 TacOps
    • Location: On a shelf, near an ammo box, in the second big carpeted area.
  • Uzi pistol
    • Location: Inside a toilet, in the bathrooms (where else would you find a toilet?)
  • FN Five seveN
    • Location: Inside the CEO’s office
  • Ruger Blackhawk
    • Location: Inside an office, on a desk
  • Walther PPK
    • Location: On the chair in the office with a supply room door key.
  • Glock 17
  • M16A4
  • Colt Python
    • Location: Inside the locked supply room
  • Brügger & Thomet MP9
  • Thompson M1A1
    • Location: On the shelf with the generator room keycard
  • 3 x Beretta M9s
  • 2 x M1911s
  • Makarov Pistol
  • Glock 23 + CQ Flash
    • Location: On a table in the area after fixing the generators
  • 2 x Desert Eagles
  • Glock 17
  • Colt Python
  • SIG SG 552
    • Location: On a desk and bench in the same area
  • Remington Model 870
    • Location: Under a keycard slot
  • Spectre M4
  • Brügger & Thomet MP9
  • Ingram MAC-11
  • Uzi
  • Remington Model 870
  • Heckler & Koch MP5
    • Location: In the office with the final keycard

Apocalyptic Mode

Apocalyptic Mode is difficult. Really, it’s a level beyond anything else you would have to do in this game. All of these have a clear rate of 0.1% or less, compared to ‘The Sherrif has arrived’ with a 1.1% clear rate.
Differences between Apocalyptic Mode and other difficulties:

  • You start with the Desert Eagle, instead of the usual starting gun.
  • There are no other guns to find.
  • There is substantially less ammo to find.
  • There are no mid-level checkpoints.
  • All damage taken is fatal.
  • Zombies will not ‘bleed out’ and die while crawling on the ground.
  • There are no zombies with helmets, armor, or ‘growths’.

Also:

  • Every new game starts with exactly ONE magazine of ammo in your belt (seven bullets), regardless of which level you select. This means that you should not start a new game from the menu unless you have less ammo than that.

Strategies:

  • Know what triggers the hordes
    Play through the game a few times before attempting Apocalyptic. You’ll need to know exactly where each horde is, and what triggers each one. For example, in Bridge, one horde is triggered when you walk up to the pile of cars, while another is triggered when you grab the crank. Try to find a ‘safe’ area for each horde section.
  • Know when to run
    Don’t be afraid to leave your position when the zombies are about to hit you. There are also a few cases where entire hordes can be skipped by running around them (such as the horde at the end of Traintracks!). Do keep in mind though, during some horde battles, you may be locked to a certain area and unable to backtrack very far. Be mindful of invisible walls that could block your escape.
  • Stamina
    Speaking of running, have you ever noticed the three chevrons that appear over you teleport icon whenever you’re chased by zombies? That is your stamina gauge, a somewhat clever, but seldom explained mechanic to handicap teleport-based movement. Whenever a zombie is targeting you, the stamina meter is engaged. If you teleport too frequently or too far, you’ll become exhausted, and unable to move for several seconds, so do also keep that in mind while running away.
  • Hide behind doors
    Zombies cannot open doors or climb through windows; going inside a building and closing the door can make it safe, however, try not to get too close, as zombies can sometimes attack through closed doors and windows.
  • Throw objects
    While not normally an effective strategy, you can use objects to kill zombies and conserve ammo. Larger objects tend to hit zombies in the arms, so use smaller objects to hit zombies in the head for more damage.
    It’s almost mandatory to employ this strategy in the first few levels of the campaign, but fortunately, ammo becomes somewhat more plentiful after you reach Traintracks, and with a few sequence skips, should hardly be an issue at any point afterwards.
  • Extra ammo
    Empty your magazine at the end of each level and put it in your belt. At the start of the next level, your gun will be topped off, giving you a few extra bullets.

Apocalyptic: Campaign Strategy

046. Hard Boiled

Complete the Apocalyptic Mode
Completing the campaign on Apocalyptic unlocks the Golden Desert Eagle, which replaces the normal Desert Eagle upon pickup. They are both functionally identical.

Here’s a few sections that you can skip to make your life easier:

  • The Bridge
    • If you’re fast, you can skip the first horde at the bridge by running around it on the left side. This isn’t recommended, as the runners will eventually catch up to you, and you’ll miss out on the ammo in the cars.
    • You can also skip most of the second horde. Once you grab the winch, run over to the second bridge and immediately start cranking it down. It’s risky, but you’ll be able to get away with only shooting the few zombies right next to the bridge, and save ammo for later.
  • Canyon
    • After opening the locked door that leads to the generator, ignore the zombies that aren’t in your way and head directly to the next door. Close it behind you. If you do this quickly enough, most of the zombies will ignore you. Watch out for the runners that show up after you get through the door.
    • (You can’t skip or hide from the horde at the end of Canyon, it looks like that skip was patched)
  • Caves
    • You can’t skip the winch horde; an invisible wall will block your path if you try. Instead, use RoomVR to walk into the pile of rubble; the zombies can’t reach you there.
    • You can skip most of the elevator horde by boarding the elevator as soon as it comes down.
  • Traintracks
    • You can skip the horde on top of the train by running across it before the zombies show up. This won’t really work unless you took out all the zombies you could with the sniper rifle.
    • You can also skip the horde inside the tunnel. As soon as you’ve grabbed the ammo from the cache (or not), run along the right side of the tunnel until you reach the door. Close it behind you, and you should be set.
  • Refinery
    • There’s a spot in the right side of the front gate where you can stick your head through and clip behind the wall. It might take some trial and error, but you should be able to get into the refinery and completely skip the first horde.
    • You can also skip the second horde. As soon as you reach the area with the dead soldiers, open the file cabinet and grab the keycard. Open the keycard door, and run into the building, closing the door behind you.
  • Trailerpark
    • There aren’t any skips here, but you can generally hide from the zombies inside the houses by closing all the doors. For the final horde, run back up the hill to the radio for a good vantage point to take out the zombies.
  • Sunshine
    • Again, there aren’t any real skips in Sunshine, but you can hide inside buildings for all but the very last horde, so you shouldn’t have any real problems at this point.

Check out this post from Steam user Skarth for further reading on how to beat Apocalyptic Mode.

Apocalyptic: Dead Man Strategy

047. The Apocalypse of John

Finish Dead Man on Apocalyptic
Here’s a few tips that apply specifically to Dead Man:

  • Strike fast, and strike hard
    Ammo is noticeably more common in Dead Man Apocalyptic than in the campaign’s Apocalyptic Mode. You shouldn’t need to focus on ammo conservation as much, rather, focus on quickly taking down zombies as they come for you, and leaving the area as soon as you can. Aim for the head, but don’t be afraid to shoot the chest if needed.
  • Beware open areas
    The two most difficult areas in Dead Man are:

    • The Sewer Entrance Horde
    • The Refinery Horde

    Both are for the same reason: it is very easy for fast zombies to close the distance behind you before you can respond. Don’t always trust your ears, remember to look behind you! I recommend charging ahead whenever the coast is mostly clear.

Strategies:

  • Missile Base Entrance Elevator
    • Before you call up the elevator, close the door behind you. When the zombies start coming, try to use the explosive barrels to take out most of them; this will really save you a lot of hassle.
  • Power Generator Room
    • Once you’ve grabbed the key to the generator, close all three doors on the upper area. This will stop almost all of the zombies from getting you when you turn the generator on.
  • ICBM Key Room
    • Ignore the zombies in the Armory. When you open the door to the hallway outside the office, leave it barely open. Kill the first 2-3 zombies and rush into the office when you have an opening. Grab the key, and any ammo if you can, before rushing out of the hallway. Close the door behind you.
  • ICBM Launch Tube
    • Try not to run into the first two zombies that spawn outside the launch room. Otherwise, run ‘n gun.
  • The Sewer Entrance
    • Also probably known as the Missile Base Exit Elevator. You will be immediately set upon by runners from both sides. Try to take out the right side, while defending your left, and get to the sewer key. If you’re lucky, you should be able to slip by most of the horde, and get into the sewer before the rest of the runners spawn in.
  • The Refinery
    • Zombies seem to spawn almost constantly here. Don’t try to take them all out, clear a safe path and run while the coast is clear. Do look behind yourself every once in a while, as it will be very likely that some of the zombies will catch up to you before you can get the gate open.

Apocalyptic: The Damned Strategy

048. Great White

Finish The Damned DLC on Apocalyptic difficulty
As of Update 1.8.20967 (July 9th 2020 Bugfix), Apocalyptic Mode has been enabled for The Damned DLC.

Differences between the campaign and The Damned’s Apocalyptic Modes

  • You start with 100 extra bullets (~14 magazines), as opposed to 7 bullets (1 magazine).
  • Some zombies spawn with growths/armor.

For a detailed strategy, I recommend checking out AV’s guide to The Damned’s Apocalyptic Mode here:

[link]

Credits

Thanks to the following people for helping to make this guide possible:

  • The Arizona Sunshine Japanese wiki[arizona-sunshine.fandom.com], which provided the starting point for my research into each weapon make and model.
  • Reddit user u/KnightlyVR for

    Arizona Sunshine: All ducks and guns from Vive

    listing the locations of 27 weapons, out of the 34 (technically 38) in the main campaign listed here, and is the inspiration for the ‘Gun Collector’ section.

  • Steam user Skarth for this post on Apocalyptic Mode.
  • Steam user and YouTuber AV for this guide on The Damned’s Apocalyptic Mode.
  • Steam user 007lord1 for the correction/addition about the Walther PPK’s LED sights

And thank you for reading my guide! I hope you were able to get a few more achievement thanks to this. If you liked the guide, please like and favorite it, so more players can see it. If you have any tips, suggestions, or noticed anything I missed, let me know in the comments below, and I’ll credit anyone who contributes to the guide here. Thanks!

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