No More Room in Hell Guide

Bio Explores NMRiH (Environmental Secrets) for No More Room in Hell

Bio Explores NMRiH (Environmental Secrets)

Overview

The secrets and interesting things I’ve found throughout the maps. This is incomplete, and not all of it is vital information, but it’s still interesting, considering how much work went into it all.

Basics of Finding Secrets

Typically, a secret or something you can interact with will be marked with a large red X, but you would be surprised just how few people take the time to actually use them, no matter how helpful they can be. Other people know what they have to do, move one object to it’s silhouette, but they don’t know where to find them. That’s where I some in.
I won’t bother posting many, if any, codes for this guide, there’s someone else who already does that and they’re way better than me at finding all the possible codes.
Every map has it’s own special environmental hazards and traps that you can activate at any time, but only last for a short time, usually about 30 seconds to a minute.
Lastly, I am actually in the process of making a video series detailing how to find all the environmental secrets in each given map. You can view one below.

Vital Information – Multiple Maps

Typically, in any survival map, there will be locks on gun or supply caches that you need to get through. To do this, you usually need a welder. There’s always a welder in any map where something can be welded through. Sometimes all you have to do is some hunting around, sometimes you have to find a key to get to it, you might need to know a code to get to it, or sometimes you need to look in places you’d never normally go to. The devs were pretty clever in placing the welder spawns in places that are usually well hidden. In some maps, the welder can spawn in a number of different areas. In other maps, the welder is always in the same place. Work together with your team to find it. Once you find it, hold it and right click on the lock you need to unweld until the red bar fills up all the way. This can take longer than expected, so make sure you have someone watching your back or that the area is clear of zombies and you are not at risk for runners/children.
Just remember to leave most of your team to defend the zones!

Secondly are the keys. Some locks cannot be welded through, and are marked with a colored glowstick. (I have found only one exception to this rule, but we’ll get to that.) To unlock these locks, you need to find a key sporting the exact same colored glowstick, which will definitely spawn if there is a lock that needs to be opened. Like the welder, you may need to complete other unnamed objectives before you can get the key, or it may just be hidden out of sight. Look around for the color you need, and be aware that the color on the lock can change, and so will the color on the key.

In most survival maps, you’ll find what appears to be a small square jumbled mass of pipelines with a red wheel on the front, and maybe marked with a red X. These are gas mains, and can be very useful for denying access to doorways or bottlenecks. You may already know that when you use the USE key (E by default), the wheels turns and you can see a distortion in the air, as well as hear a hissing noise as the gas spews out indefinitely. You can leave it like this indefinitely without problem. You can ignite the gas by shooting at where it comes out once or twice, causing an explosion near it, and possibly even by meleeing it. This will ignite the gas and let it burn anything it touches for a little while, but it will eventually die out and be rendered unusable for the rest of the game, so use it wisely!


Next, you might happen across a large white tank on a trolley with some hoses and a BBQ lighter attached. This works the same way as the gas lines, only it ignites itself after you hold the USE key down on it for a few seconds, enough for the red bar to appear. The tank will spew fire for what feels to me to be around a minute and a half, maybe two. This is just as useful as the gas lines, but you’re more likely to find these tanks indoors.


Sometimes, you’ll find panels of chain-link fence on the ground over a walkway, placed there deliberately by some survivor. These, too, are traps at the disposal of the survivor. The way they work is that by either activating a generator or flipping a switch, an electric current is visibly passed through the fence, burning any zombies or survivors that walk across it. Follow the wires from the fence panel to find the source of the power, and be aware that one switch might activate several traps.


Next are the red gas cans you’ll usually find scattered around any survival map, and most objective maps. Not to be confused with objective gas cans or explosive jugs (don’t worry, those don’t explode when you shoot them), these red cans are the equivalent of a thrown molotov paired with a grenade when damaged. They can be moved around by picking them up with the USE key, and placed in strategic locations, or thrown into a mob of the undead. They will ignite if shot, meleed, caught in a fire or explosion, or thrown onto an electrified surface. Remember not to stand too close!


Now onto the several types of zombies you’re going to encounter in any game of No More Room in Hell:

The Shambler is your typical run-of-the-mill undead hunk of rotting meat. Think Dawn of the Dead. Slow, but plentiful, these are easily dealt with one-on-one with just about any melee weapon of your choice. Normally, they’ll go down with one well-placed bullet to the braincase (Two if using 9mm or .22LR rounds, one if focused or in realism.) Beware, because as well as flailing their arms at you, they can grab you and hang onto you, preventing you from moving until their grip is broken.

Runners are much more dangerous than your average zombie. They will chase you down across the map and are actually a little faster than you are, so it’s best to deal with them before anything else when entering a new area. Fortunately, they are more rare, compared to Shamblers, and are easy to pick out of a crowd. They also frequently get stuck in large crowds. They’re as strong as your average Shambler, in terms of how much damage they do and how much they need to be put down. They can also grab you, like Shamblers.

Children are highly dangerous members of the undead. Small and fast, these zombies are more common on urban maps, and don’t even spawn at all in some maps (Toxteth and Cleopas are two). Though they are unable to grab and hold you and are much easier to kill, they run quickly and attack twice as fast as any other typical zombie.

Burning Runners are the rarest and most dangerous type of zombie. They have a chance of appearing whenever a shambler or runner is set on fire. Though they only live a few seconds, the burning runner has all the speed of a runner and does increased damage because they’re on fire. They are also just as able to grab onto you. Just try to shove or outrun them, they typically don’t get very far before facevaulting onto the cold, nasty-ass dirt.

The Armored Zombie is a new addition to the game. Fun fact: Body armor and helmets are good defense against bullets and melee weapons, but not against zombies. This is bad news for you, since the National Guard who were dropped in, killed, and subsequently rose again were wearing full body armor. And helmets. These zombies do not go down easily, and can spawn as both shamblers and runners, and can become burning runners all the same. It can take several well-placed shots to put these guys down, even with a large-caliber bullet AND on realism mode! If you choose to take them on with a melee, it can take as many as three or four headshots with a larger weapon like a sledgehammer to take them down.

The Dormant Zombie This one actually isn’t in the game yet (As on Nov. 11, 2014). Basically, the way it works is this zombie appears and behaves as if it is dead, but it is not. It will just wait for a good moment to crawl to its feet and bite your ass off! Then again, has anyone else seen the 2009 film Zombieland? Remember Rule #2, kids, you have ammo for a reason!

Non-Vital Information – Multiple Maps

These “Non-Vital” sections are more to highlight the little Easter eggs and tiny details that you might not notice while you’re ass-deep in rotten blood and gnashing teeth. These are worth pointing out, since the devs obviously put a lot of work into them (for FREE, no less), and they are, honestly, pretty cool.

You may happen across messy stacks of magazines in any given map, atop which sits a TIME magazine with a black cover, blatantly bearing the message, “We’re ♥♥♥♥♥♥!”

In several maps, most notably in the beginning saferoom of nmo_cabin, you might find these old mint-colored radios. Pressing the USE key on these radios may or may not play an audio clip from some outside source. Unless otherwise stated, these interactions have zero effect on gameplay, even if the dialogue played urges players that time is of the essence.

Among the many posters plastered around both indoors and outdoors, one that may grab your attention displays a person with a hospital respirator over her mouth, obviously ill. It’s subtitled, “Who did you infect today? Hospital acquired infections are costly in both financial and human terms. Please wash your hands frequently.” I’m no media analyst, but to me, these posters are one of the “scare static” posters that were used early in the infection, perhaps just as the virus was arriving in America or still being covered up, that urges people to practice cleanliness. It also says that hospital visits for the disease were quickly becoming common, and that the disease was spreading from the hospitals. I see a reference to Max Brooke’s Zombie Survival Guide, where it said that the infection would emanate from medical care facilities (Page 79). Well played.


Players, especially those that have been in the underground bunker of nmo_toxteth and taken the time to explore the back room, that papers from the CDC and FEMA alike are scattered messily on floors and tables alike. These papers are about the spreading infection, 732-ZH Encephalitis Lethargica (As named on the official NMRiH wiki), its properties for reanimating its victims, and FEMA’s instructions. Though I find myself unable to actually read them in-game, please comment below if you find the files for these actual papers. I know that you can read versions of them somewhere online, I just can’t find it.

If you look carefully around, you might find some corpses on floors or in other places that are actually part of the map. Sometimes you can discern the cause of death, be it by mauling, being shot, or by suicide. Usually you’ll also find bloodstains, handprints, and other mysterious blood spatter around the map, but no corpse, as if it just got up and stumbled away. Often enough, you’ll find weapons nearby, with or without any ammo.

Another poster you might see is a set of instructions set forth by FEMA on what civilians should do in order to stay “safe,” complete with nice little pictures. In order, those instructions are as follows: “1: Remain Calm. 2: Avoid contact with the infected. 3: Seek medical attention if bitten. 4: Have food and water for several weeks isolation. 5: Comfort the dying. 6: Isolate corpses to prevent spread of infection.” This brings to mind a couple of songs (I guess you could call them that) by Nox Arcana.

Defcon Six: https://www.youtube.com/watch?v=2ZxqRmqPxnc
Warning Signs: https://www.youtube.com/watch?v=Xv4Jx1nn2N8

Next time you’re hanging around in a saferoom (Maybe this one only applies to the maps added in 1.8. I know nmo_zephyr applies.), stop for a minute and listen. Listen to the chaos of the city around you. I’ve heard growls, gunshots, an occasional siren, distant explosions, and zombies (At least I hope they’re zombies) pounding on blocked or barricaded doors.

The pills that the players pick up to stave off infection are called Phalanx, developed by the real-life pharmaceutical company Pfizer. (I’ll bet they’re connected to Umbrella.) The Phalanx pills were originally developed for the early infection, before it mutated into what it is now. The pills still retain some effect, though, and are able to stave off the infection for some few minutes. In real life, a phalanx is a square-based military formation that relies heavily on long-reaching weapons, as it was originally developed for use with long spears and other pole arms, typically sticking out from a wall of shields around the combatants. I’m reminded of a bacterium cell with many flagella (The tentacle-looking things), in that it’s a roughly square shape with long bits that stick out. Or maybe the phalanx of it all is meant to represent how to act against the zombies, by keeping them as far away as possible, as with a spear and shield.

If you’ve noticed, in some maps, you’ll find coffee bags and other items around bearing the exact same symbol that is on every player’s lighter. The symbol is of an several octagons broken at the joints centered around a fire emblem. I don’t know what this symbol actually stands for.


As if it wasn’t painfully obvious, many of the maps and scenarios in this game are based on popular zombie movies / games. For example, nms_notld (Night of the Living Dead), nmo_fema (Day of the Dead), nms_campblood (Friday the 13th), nmo_cabin (Evil Dead?), ect.

In some business buildings, you’ll find a timecard rack. If you look carefully, you’ll see some cards printed (In Comic Sans, no less) with “nmrih” and “vivi.” Exactly who Vivi is, I do not know, but I would assume her to be either a developer, or friend/pet thereof.

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Vital Info – Camp Blood


First of all, you can’t get into that cabin with the zombies locked in it, with the door locked, so don’t try. It’s a waste of time. A very well animated waste of time.

First place to go is Point C, across the bridge with an electric fence trap. Pull the lever on the light pole to turn it on. There’s also a gas line near point C’s front door, so be aware of that. Near the back door, facing the lake, there will be a shotgun, some ammo, and a couple of explosives in a crate, as well as a melee weapon of some kind nearby. Go through this door and you’ll find a mostly white room and a ladder propped up against the wall. Pick that up and head to the other side of the map to the boathouse, point B.


Be aware, as you pass the dock and lifeguard’s post, that you can climb up to the top of the tower and usually find a radio and/or flashlight, and maybe a melee weapon. The dock always has a bow, machete and gas can on it. Arrows for the bow are scattered around.

Place the ladder in it’s silhouette by the red X on the outer wall facing opposite the lake. You’ll hear a music cue to tell you you solved a puzzle. Climb up the ladder to the roof. You are safe up here; the undead cannot climb up to you, but you cannot effectively defend any points. You can camp here as a sniper or in distress when you are injured, though the lifeguard’s tower makes a better sniper deck.

On the lake-ward side of the roof is a wooden patch. You can shoot or melee it out and jump down the hole into the Shrine Room. Here, you will always find a 9mm pistol, a health crate (It’s in the dark), a machete in the wall, and the welder. As you approach the shrine, Jason’s mask will flash on your screen. Grab the welder and either go back onto the roof or shoot/melee out the patch in the floor to drop down into Point B.

Once you have the welder, you can gain access to two locked caches. The first one is on the side of the lifeguard tower and contains a plethora of medical supplies. The second is a large and varied weapons cache in another back room of Point C. You’ll find it by a weed garden in a room adjacent to the white room where you found the ladder, behind a dark-colored single door. Weld through the lock on the gate to gain access to the goodies inside. There is also a health crate in here. There is no longer need for the welder, so it can be discarded.


There is an explosives jug under the bench in the Point C weapons cache. Pick it up and bring it to the cabin in the center of the map; the one that is not, itself, a designated point. Bring it around back and place it in it’s silhouette against the white propane tank behind the fence, then turn-tail and run like Hell. It will explode like TNT or a grenade, damaging any players of zombies nearby, and also blowing a hole open in the wall. This will also blow the door open from the other side. Inside are some meager supplies such as gasoline for a chainsaw, a MAC-10, and an MP5, as well as some ammo.

There is a locked bathroom stall in the front room of Point C with a red/blue glowstick on it. The key is in a briefcase next to a corpse in point A. The case could also spawn on the shelf in Point B right above the gas cans. The briefcase needs a code to open it. The code itself changes every playthrough, but can usually be found written on the wall in the Front room of Point A. To reveal it, you need to break the plywood against the wall next to the table. If it’s there, you can enter it into the briefcase and retrieve the key. Bring it to the locked stall in Point C to claim some medical supplies and light ammo.

In point B, there will always be a chainsaw sitting on the table of giblets, and there will always be two fuel cans sitting on the shelf to the left of the table. There will also be two explosive gas cans on the bottom shelf.

Near the hole in the wall in Point B is an outboard motor for a boat on a stand. You can turn this on to deny entry through that hole for a limited time. The engine will lean back on it’s stand and it’s propellers will turn, killing any zombie that touches it. (It’s quite amusing, you should watch it for a bit if you can)

There will always be a double-barreled shotgun in the desk of Point B, and plenty of ammo for it on the top shelf.

Back in Point A, where the briefcase was, there will always be a crate with a JAE 700 sniper rifle in it right next to the corpse, as well as some .308 (blue box) ammo, There is more .308 ammo in this room, in the dark on top of the boxes in the corner.


Up the hill, near where each player usually spawns, there is an ambulance with a health crate and some ammo of varying types in the back. This will always be here. There is also a flashlight in the open trunk of the nearby car, and frequently a first aide kit behind the police cruiser.

Non-Vital Info – Camp Blood

The first thing that any player will notice, upon the loading screen bearing a hockey mask and bloody machete, is that this map is an obvious parody/homage to the Friday the 13th movie series. The loading screen will also tell of how all the camp councilors have been killed by a maniac (Let’s call him Mason.)

At the beginning of the game, is a disembodied voice, presumably from an unseen character outside the map, saying, “Y’goin’ ta Camp Blood, ain’t’cha’? You’ll never come back again; It’s got a death curse!”

Of course, nearly every building in this map that can be entered will have a marijuana garden in it. (The movies took place in the 80s, what do you expect?) Unfortunately, you cannot smoke this week in the game. (Or maybe the players are already high on the best weed ever and they’re just hallucinating really bad.)


One strange thing that I have noticed is that in none of these buildings are there any beds. I guess they were just there for storage while everyone crammed themselves into the one tent and several card outside.

You can tell from the placement of heavy firearms (Such as the JAE-700 Rifle and the Shotgun) that the councilors (Who are presumed to now be the several corpses littered around) did a crap job of defending themselves from Jason’s Mason’s rampage, during which he left a machete embedded in a person’s head down on the dock. Funny how they had so many guns locked up behind Point C, but had locked it. Maybe they would have survived. (But this is NOT the place to discuss gun laws. Seriously, take that ♥♥♥♥ elsewhere.)


It is important to note, as I’m sure many people have tested in the past, that you will die if you go too far out into the lake. (Presumably called Crystal Lake Blood Lake, and appropriately so.) If you tread far enough out into the water, you’ll start to take damage. You can indeed swim, much in the same way you could in Half-Life 2. ( IMPORTANT You can use melee while underwater, but you cannot use any firearms, to the best of my knowledge.) It is unknown to me at this time if you can take drowning damage, but really, there are bigger things to worry about, all of which have more teeth than water does.

If I haven’t already stated it in the section above, you can, in fact, jump through the window on the lakeward side of Point A.

The bow on the dock is a reference to a scene from one of the movies where Jason Mason kills someone by shooting them through the head with an arrow. Look it up, it was right before he got his trademark mask.

Speaking of masks, the mask in the attic of Point B is, in fact, the biggest reference to the movie that I have seen thus far. When approached, the mask will flash on screen for a second, along with “Mason’s” signature, “Ch-ch-ch-ah-ah-ah” Sound. The whole room references the guy’s (If he still even IS a guy) shrine to his late mother, and “Love Mum” can be seen scrawled on one of the crated. The abundance of candles only strengthens this connection.

I don’t know what it is in terms of canon, but the first thing I thought when I first saw the cabin with the door closed, with something pounding on the other side, is that Jason Mason must be trapped in there. I then attempted to free him with an axe and a chainsaw, to no avail. (Probably not my best idea, to try and free a nigh-immortal undead homicidal maniac when I can barely keep the zombies at bay.)

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Vital Info – Night of the Living Dead

THEY’RE COMING TO GET YOU, BARBARA!!

Look! Here comes one of them, now! Let’s get right to it, then; Cue shrieking violins!

This map has only one point: The whole damn house, so you’ll have to keep after it and keep the barricades up much like in the original 1968 film. There are barricade hammers and plenty of wood scattered around for a good reason; make use of it. Just don’t end up trapping anyone where they don’t want to be! (Survivors can crawl through if the two bottommost boards are not placed, and can crouch-jump through if the topmost two boards are not placed. (Also, you would think the barricades would hold better if the survivors hung them with more than two nails.)

Upstairs, in a room decorated with red wallpaper and an American flag, you will find a number of guns, usually including a handgun of some flavor, as well as an occasional M16-A4 (Ammo for it is usually on the outskirts of the small map, near jammed military barricades, in crates.) and sometimes, a few shotgun shells.


In this same room, there is also a safe in the wall, containing a revolver, an explosive of some kind, and several boxes of .357 ammunition (The same as the revolver, and unable in a Winchester). The code for the safe is the same as the year that the original Night of the Living Dead movie came out: 1968. (Easy to remember for movie buffs; I have yet to find it written down anywhere in the actual map.)

Also upstairs is a bathroom where you will find several first aide kits, bandages, bottles of pills, and a kitchen knife in a bloody sink. (Reminds me of that time I found a few pellets of birdshot in my Thanksgiving turkey.)


If you break through the windows in some of the upstairs bedrooms, you might be able to step out onto a section of the roof. Be careful, fall damage can be a real killer AND inflict the bleed effect. I know that you can get onto a smell ledge outside the red room’s window.

In another upstairs room, in the back, you will find a Sako-85 propped against a window, with a box nearby filled with plenty of ammo.


In another room upstairs, the one with the TV on in it, you can break through the window onto a portion of the roof. Here, you will find another Sako 85 and some more ammo.


Another bedroom upstairs typically has a red key in it. This key goes to the gas pump outside, between the road and garage, which is also marked with a red glowstick and a red X on the ground. The purpose of this pump is not yet known to me.


On the ground floor of the house, you can look above one of the fireplaces and find a Perennia shotgun (That’s the double barreled one), along with some ammo. Shotgun ammo is plentiful in this map, so it’s a good place to practice and/or show off.

In another room on the ground floor, you will also find a Winchester repeating rifle (Takes .357 rifle rounds, same as the revolver), along with more shotgun ammo nearby that. Ammo for this is scarce enough, so make use of the penetrating shots.

In the northeast corner of the map, behind the cornfield, is an open shack with a locked weapons cache in it, usually marked with a blue glowstick. The key for this can turn up in several locations, including weapon/ammo crates, near the corpses of the military (some marked with flares), and inside the house. Once unlocked, survivors will have access to a health crate, weapons, ammunition, and sometimes, a welder. Outside of the locked portion of the shack are some boards and hammers.


The welder, which can also spawn in the garage along the western side of the map, can be used to cut open locks on a shack closer to the house, containing some melee weapons, fuel for the chainsaw, explosive gas cans, and perhaps even a chainsaw itself


The welder can also be used to cut open the locked storm door in the house’s basement, allowing direct access to the outside in case of being trapped, or as a way to streamlining hoarding operations. Be wary, because zombies have been known to gather at and attempt to come through this door, even when it’s still locked. They can be shot through the window in the door.


In the basement, there will always be a board of several melee weapons nearby the stairs, and a box of shotgun ammo underneath the stairs, where players sometimes spawn. At the bottom of the stairs, on the shelf, is also an explosive gas can.

In the basement, there is also one of those white tanks that shoot flames. This can be very useful for keeping the zombies at bay while any survivors inside the basement (or escaped through the back door) can prepare for a more direct assault. I have yet to see any zombie turned burning runner survive the bottleneck down the stairs without falling flat on it’s face once it got to the floor. Remember that the tank only has so much fuel in it, and that you can’t go back up the stairs while it’s still burning.


In the garage on the westward side of the map, there is usually a FEMA box or a health crate up the ladder. It’s against the wall, opposite of the direction that the ladder faces.

Vital Info – Night of the Living Dead (Part 2)

Outside the garage near the gas pumps, there’s usually a palate of weapon boxes, with one opened up, bearing glowsticks. Sometimes, the key to the northeast shack is in this crate, but usually, you’ll get a selection of two of the three explosive items.


In the kitchen of the house, right next to the open door, there is a button above the sink. Pressing this button will activate the electrified gates in front of both the front and back doors of the house for a few seconds.


In the kitchen of the house, next to the open door to outside, there’s a small closet with a shovel and a barricade hammer. For whatever reason, this door can be boarded up.

There is a piece of plywood over a door between the kitchen and the staircase to the basement. It’s difficult to see from inside the staircase, but hitting/shooting this board enough times from either side will break it, to further facilitate the movement of both players and zombies alike. Sometimes zombies get stuck in the open doorway, so that can be taken advantage of.


For whatever reason, the most prominent melee weapon in this map is the baseball bat. It is important to know that attacks with the bat are more likely than other weapons so make zombies stumble backwards. (Personally, though, I would prefer a melee weapon with a little more bite to it.)

In the cornfield, there is a small campfire and some sleeping bags. Sometimes, you can find a machete or other weapon here.


In the cornfield, there is a depression (Looks kinda like a crop circle) where supply drops will be dropped. This, to my knowledge, is the only place where it can be dropped, so be aware of it’s location when you hear the chopper overhead. The blue key to the shed may also be found nearby a corpse here.


I always loved how you can look out through the windows and see the zombies coming for you…


WARNING: ZOMBIES CAN BREAK AND COME THROUGH THE WINDOWS

Vital Info – Brooklyn

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Non-Vital Info – Brooklyn

Ah, the urban sprawl of Brooklyn, New York. Home of the Brooklyn Bridge, Coney Island, and Prospect Park! Too bad you won’t be getting to see any of it. Instead, you’ll be exposed to such wonders as a jail cell, gang violence, and the living dead! With helmets! No more cops, though, so go nuts!

In the loading screen, you’ll be told a tale of the iron grip of martial law and how it fell fast and hard to the sudden merger of two gangs. Of course, with riots breaking out and heavily-armed gang members running amok, the living dead didn’t encounter as much resistance. Unfortunately, you and some other survivors were arrested just prior to these events, and the police dead and Ted always cheating at Backgammon, you decide it’s time to take your leave.

If you explore some of the other prison cells (Which look more like solitary confinement cells, compared to your barred drunk tank), you’ll find some graffiti left behind by other survivors(?). In one room, especially, you’ll find that a panel in the ceiling has been opened up, and a crowbar has been left behind by the escapee. Freeman, you clever bastard.


The military forces in the jail, having to take keep you out of trouble, have all been issued standard armor and face masks. This standard armor and face masks, as it turns out, are not very helpful, and results in damage-resistant undead. The scariest thing I have seen thus far is a running zombie with a helmet. This is just like that scene from Highschool of the Dead!

I like zombies, I like anime, and I like boobs. Bugger off.

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Achievement References

This game makes a zillion references to zombie films, games, and other stories from popular culture in its achievements alone. This section will elaborate upon some of them. Since I’m too lazy to take a screenshot of every achievement, it’s best if you read this with your own achievement list open in another tab.

  • Problem of Induction: The statue pictured here is “The Thinker,” meant to convey the action of spending more time planning or thinking about something than actually doing it.
  • Kevorkian: References Dr. Jack Kevorkian, american pathologist and euthanasia activist.
  • Heroics: The man pictured is C.J. from the 2004 film Dawn of the Dead. His picture is here because at the end of the film, he sacrifices himself to save the group by blowing himself up along with a bunch of zombies.
  • Cabin Fever: References the psychological strain of being kept in one place for too long. Also references the 2002 film Cabin Fever and its subsequent sequels.
  • It’s always sunny in Liverpool: References the TV show “It’s always sunny in Philadelphia.”
  • Hey, Paul!: A popular line from the 2000 film American Psycho. The character pictured is the playable character and main character of the film. Patrick Bateman. The line is spoken when Bateman makes his first on-screen murder, and kills Paul Allen with an axe.
  • Year of the zombie: A reference to the Chinese zodiac, in which time is divided into 12 sections named after creatures such as the snake, monkey, pig, and dragon.
  • Hypochondriac: References the real-world psychological condition in which a person believes they have an ailment and may seek treatment. Hypochondria sufferers commonly choose to self-medicate in one way or another, and may even present some psychosomatic symptoms.
  • Social Responsibility: The man pictured is a character from the 1985 film Day of the Dead, named Pvt. Steele. His portrait decorates this picture because when all hell breaks loose, he chooses to take his own life by shooting upwards through the roof of his mouth after tracing a cross on himself with the tip of his pistol.
  • Better red than dead: A reference to the popular american term during the Cold War, “Better dead than Red.” (“Red” is meant to signify communism and communist influence.)
  • They’re coming to get you, Barbara: A well-known line from both the 1968 and 1990 remake of Night of the Living Dead, after which the associated achievement’s map is based.
  • Band of Brothers: May reference the ten-part TV series “Band of Brothers,” which is based off the book of the same name by Stephen Ambrose.
  • Chainsaw massacre: Reference to the popular slasher film series Texas Chainsaw Massacre. The being pictured is Leatherface, the main antagonist of the series.
  • Stoner: The M16A4 was first deployed by the American armed forces in Vietnam in the late 1960s, when marijuana was beginning to become popular in American culture. Some American soldiers in Vietnam sometimes even partook of recreational cannabis use.
  • Czechmate: Pronounced “Checkmate,” which is what is said by the winning player at the end of a game of Chess.
  • No Loitering: A sign commonly hung outside of areas, such as small businesses, to dissuade illegal activity on or near the premises.
  • No man left behind: A common term used by the American armed forces, most notably the Marine Corps, to stress the importance of brotherhood and the sanctity of squadmate lives.
  • Lethal Weapon: References the 1987 film of the same name. (I don’t have any more info on this one because I haven’t seen the film yet.)
  • Mark it zero: A line from the 1998 film The Big Lebowski. (Again, haven’t seen the film so that’s all I got.)

[THIS SECTION IS UNDER CONSTRUCTION.]

Videos

So since I’m being a lazy [EXPLETIVE] and haven’t bothered to update this guide for a while, I figured I would at least give y’all something to tide you over: More videos!!

The instructional I previously linked has become my most watched video on my channel, so I thought y’all might like my less instructionally-oriented NMRiH videos. So yeah, enjoy and subscribe for more NMRiH videos and more at Biohazard Gaming!

See Also:

No, this isn’t the end of the guide yet (Well, technically it is, but the actual guide hasn’t been finished yet, as of July 15th, 2014). This is just the place where I put a few more useful links for people who want to do some of their own research, and maybe find the solution to a question that I failed to answer.
And since the video I posted in this guide has netted the most views (from this guide), I should use the opportunity to spread the word about my channel.
I put this part at the very bottom so that it wouldn’t annoy people who aren’t interested, and so that you’re more likely to see it while leaving a comment. HA HA! I’M USING THE BRAIN THING INSIDE MY HEAD!

No More Room in Hell Wiki: [link]

A Free PDF I found of Max Brooke’s The Zombie Survival Guide: [link]

Original (Unofficial) Achievement Ideas Discussion: [link]

My ideas for new game features and improvements: [link]

Game mode ideas: [link]

Tutorial idea: [link]

And last but not least: The trailer to my youtube channel, Biohazard Gaming:
[/b]SUBSCRIBE HERE:[/b] https://www.youtube.com/channel/UCH5P-jbozb6zfG3_SMpN11g

Don’t forget to rate this guide!

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