The M4A1 is an assault rifle featured in The Last Stand: Union City. 2 Normal variants can be found in the UCPD gun locker. 1 The Last Stand: Dead Zone; 2 The. Pool Live Pro Cheats Line Hack 2016 Updated. Battle The King Of Tower The King Of Towers The Last Stand: Dead Zone The Rats the sims social The Tribez.
Chapter Items[edit]
A Slasher and Puker (one is crawling) will attack once your lift ride ends from the Transit Hub. The room has a save station and workbenhc, but it is certainly far from safe. Destroy the two necromorphs and you can save/upgrade in relative peace.
Another nasty surprise is in the body at the door. When the corpse is disturbed, a small pack of parasites come out. If you want, a Line Gun mine or Javelin spear can fry or blow them all. Once you place the shot, kinesis the corpse (disturbing it, hence creating the spawns). Fry or time the movement of the corpse with the Line Gun mine's detonation.
There will only be a Leaper after solving the maintenance pod puzzle. Get into the zero-G area and shoot the rockets attached to the objects to make them move.
Power Node - In the pod's recessed pit.
Schematic - Ripper ammo near the pit edge.
With no enemies, explore and take items. Aside from the schematic and node, there's some ammo and other items.
To move the pod into place, go on its underside and fire on the booster rockets attached to the elevator. With everything in zero-G, even one booster is sufficient to move the pod into place.
A Leaper will surprise you after you enter the gantry to the maintenance pod; if you placed Detonator Mines previously, you can kill it without effort. Otherwise, it's just a stasis and stomp away. Consider saving once more before taking the pod to the solar array.
You can do this without resorting to the extremely ammo-wasteful method below; in that case, use stasis and preserve your shots to hit just the glowing part of the enemy necromorph.
Knock off every Tripod necromorph during the elevator sequence. For this, upgrade the Contact Beam's ALT nodes (all of them) and stock up on Contact Beam ammo (about 50 to 70 shots). The elevator you're looking for is in Chapter 7: The Solar Array. When riding the access pod to Watchman Phillips' quarters (and incidentally, to the mainframe), necromorphs attack the pod through the windows. Simply use the Contact Beam's alternate fire mode and your up-gunned weapon should knock them all out (naturally, use Normal or Casual difficulty). The notification should appear at the end of the ride.
During the long maintenance pod ride (it's approximately 100 seconds long) use any weapon to knock off the necromorph Tripods congregating on the solar array pod.
For round 2 and onwards, IGN found the easiest way is to upgrade the Contact Beam's ALT nodes, along with CAP and REL to make the process obscenely easy. The ALT-fire blast kills the tripods and nets you items. Stand in the middle of the lift and expend 30 to 40 shots through the ride, and you will easily knock-out/kill all tripods. Last Stand Dead Zone Hacked
Schematic - Force Gun in a locker at the top of the pod ride.
There are only cysts at the top of the pod ride; some more cysts are in Watchman Phillips' quarters and no enemies will start attacking until you slip past the next save station. Use this time to earn the Bouncing Betty accolade (if you haven't done so already) and take items.
Power Node - The soda vending machine next to the store.
Generously use the store. The workbench is a few rooms down (and in enemy infested territory) so plan ahead (and plan to come back, if you have the credits and inclination, for more upgrading).
Power Node - Backhall where ANTI asks for voice verification.
How's this for awesome? Look up when standing next to the station hologram -- you can see the node-locked door with the Contact Beam schematic, but you won't be able to anything until you get there.
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To get past the locked door, locate Watchman Phillips' corpse in the bedroom and drag the corpse (and hence its RIG) to the security scanner. Remember this 'trick' as you will need to do it twice more before the end of the game. Head into the hallway and use the corpse to detonate the laser-mines in the hallway. Take down the second hallway of enemies (mix of cysts and mobiles) and go to the next room.
The large room here has a blow-out window (kill the crawling Slasher first), a workbench on the upper level, a small puzzle and a lot of enemy ambushes. Begin by destroying the crawling bastard.
Explosive babies and a Leaper appear when you cross into the middle of the room. Blow them out, or wait for them to trip ANTI's laser-mines (you can use something else to detonate them later).
To access the next zone, you hack the panel near the stasis energy station. Place a stasis cannister in the middle of the room, and get ready to deal with a few enemies after the lift is operational. If you're using the Ripper, you can back through the doorway to the hacking panel and let the enemy come to you.
Head up the lift, kill the Leaper and exploder who appear from the vent. Use the workbench if you like. Use kinesis to move the solar panel and lower the bridge to the save station.
Power Node - In a locker in the large workbench room.
There's a necromorph (exploder) ambush if you go towards the lockers near the save station. Place a mine or be ready for it if you opt to fetch the node. Once you go past this save station, you cannot go back to Watchman Phillip's room.
If you want to have some fun with the Detonator, bring it along. It can help you deal with some enemies in the mainframe room.
Past the workbench room, a Stalker and a Puker attack after ANTI shuts off the air supply. Be patient with the Stalker and stasis/kill it during the charge. The Puker should pose little trouble. Hack the panel to restore life support (and unlock the door).
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At the mainframe, your goal is to enter the two circuit rooms and plug in the circuits until they are all green (see below). https://renewhand503.weebly.com/shaiya-hack-n-slash-drop-list.html. A secret room is here though (the Peng statue) if you manage to arrange the circuits in one room into a blue color.
If you brought along the Detonator, place two laser-mines on each side of the curved, dipping path around the mainframe. Spaced apart, each mine should kill one necromorph once you solve the two circuit rooms and exposed the mainframe's fuses.
Wireshark replay pcap file download. Parasites are hidden behind one of the panels in the right circuit room. Ready a Line Gun mine, or a Javelin spear shock once you kinesis the panel loose. Should be an easy encounter.
Use kinesis to move the circuits from their original spots to the quad-panel until they are green. Operate the panel that appears in the circuit room and head back outside.
Do the same for the left circuit room; this is the one with the elite Slasher who drops in from the ceiling. Shred the sucker and fiddle with the circuit panels.
Even if you don't want the Peng treasure (sells for 10,000 Credits), you can still pick up two nodes and a large medical kit in the hidden room. That alone is worth the extra effort.
Take the Peng Treasure. (SP only) There is always Peng, and it's not the guy from Mercenaries Playground of Destruction. To find this, you need to play Chapter 7: The Solar Array. Locate the mainframe room. In one of the rooms (it's the left one, if the holo-emitters are behind Isaac) will display in blue when the circuit-plugs are inserted in another order. That reveals a panel that turns the access tunnel to a secret room with Peng.
In the left circuit room (the one with the Slasher, not the parasites), fit the circuits so they turn blue. This reveals a switch to rotate the cylinder to the secret room with Peng, power nodes, and a large medkit.
Power Node - One of two nodes in Peng's secret room.
Power Node - Second of two nodes in Peng's secret room.
Nice room. But it's otherwise bland and boring. Take what you can carry and leave.
After turning the second circuit room's circuits green, operate the second control panel and remove the last defences of the mainframe. Leaving the tunnel to the mainframe room now will trigger the first wave of necromorphs.
With the cores exposed, take account of your laser-mines. Disarm and replace them if you need to (same pattern, two on each side). Once you start breaking CPU cores, the enemies start pouring in.
Take out the cysts and parasites in the hallway after destroying the mainframe. A heavy fight with Lurkers, Leapers, Slashers and Pukers is up ahead, and you need stasis to stay alive.
Isaac will appear in the room above where Watchman Phillips' was; the same room with the node-locked door. Take down the two Lurkers and other enemies who appear. A good spot would be to bury yourself in a corner, or back away so the Lurkers cannot target you.
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Node-Lock - The area above Watchman Phillips' room, before stepping out into space.
Schematic - Contact Beam plans in the node-locked room.
A few more ambushes will occur as you approach the node-locked door (mostly from behind). Be ready with stasis to slow or stop enemies so you can deal with them.
Hack the airlock and leave to fix the solar array when you are ready. If you have a Plasma Cutter and full stasis, you are equipped to deal with the Lobber outside.
Walk forward, detach, and look back -- there's an air station on the pedastel where you exit/enter the array assembly. The more immediate threat is the Lobber infesting the array. Its mines can home-in and destroy your lifebar.
Wait till the glowing parts protrude from the Lobber's skin before locking it in stasis. Once you have, fire and destroy it (preferably with the most damaging weapon; if not, try explosives but they travel slowly compared to primary fire of most weapons).
Once the Lobber is dead, there are no more enemies in this zone. Use this time to explore the array's vast structure and snap up the ammo and items. Use the air stations (dispersed through the solar array's expanse) to refill your tanks.
To align the two solar panels, locate them using the guideline (R3). The targeting window of each solar arm should be bracketing the solar panel of the Sprawl (not the sun) for proper alignment.
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With both mis-aligned solar panels lined-up, head back into the pod. Time for some free-fall fun.
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Unlike the free-fall in chapter 2, impacting any object here will kill Isaac instantly. Use the boot-jets of Isaac's suit to gauge where he needs to be (somewhat) for the objects in order from left to right:
Object 1: Dodge right.
Object 2: Dodge left.
Object 2: Dodge left. What can we say. We needed an extra image for the guide.
Object 3: Dodge right.
For object 4, center Isaac laterally, but keep him clear of the walls as he barrels through the circular opening.
On object 5, aim for the green colored surface, but keep Isaac clear of touching any surfaces while falling through the obstacle. Uninstall microsoft smart card base components.
Object 6: Dodge right.
Aim for the lit space for the final section. Nothing to worry about -- you'll be colliding back into the station via a blow-out window.
Take stock of your weapons and ammo, and buy some if you need to. The next fight is against a bunch of necromorphs (not never-ending, but a lot to handle on anything except the easiest two settings).
Simply locate the large CEC door and put your back against it. After enough time passes (close to 2 minutes), the doors open and you can escape. Until then, you hold position, kill enemies, and scarf up items.
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Back Isaac's ass up through the CEC door once Langsford opens it -- there are no items in the room save those dropped by enemies. Once you are safe past the CEC door, you move to the next chapter.
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