========================================================== Guide by - obishawn Version - 1.3 Platform - Nintendo DS Game Title - T O U C H T H E D E A D ========================================================== In this version update: 5-30-07 - version 1.3 - Completed Chapter 4 - Made a few subtle touch ups - Spellcheck For all intents and purposes, the guide is complete. There are still a few things lacking, but the walk-through in and of itself is finished. I am planning on completing the Enemy Weakness section and besides any other tips and strategies that may be submitted, that is all I am planning to add before I say "the end." About the only other thing I will add is a secrets section if any real secrets ever surface. I hope this guide can be of help to you. shawn ========================================================== TABLE OF CONTENTS ========================================================== To easily and quickly find anything in this guide, simply perform a search and enter the subject as you see it listed in the Contents, even if it is just the Roman numerals. I - Introduction II - Controls III - Understanding Both Screens IV - Weapons V - Pick-Ups VI - Strategies and Info VII - Walk-Through A. - Chapter 1 B. - Chapter 2 C. - Chapter 3 D. - Chapter 4 VIII - Bonuses and Game Modes A. - Bonuses B. - Unlockables IX - FAQ Update History X - Credits, Thanks, & Hosts XI - Contact Info ========================================================== I - INTRODUCTION ========================================================== This game will take you back to the years spent in the arcades playing games like Area 51. You play through the game as Rob Steiner, a prisoner awaiting a transfer, when you wake up in the middle of the night to find your door is open. It doesn't take long to find out that the prison guards and inmates have become zombies and since you seem to be the only fresh meat in the prison, you just may be safer staying in your cell. The layout of this game is quite simple. You follow along a set path with the occasional option to choose an alternate path. When zombies appear on the screen, you blow them away and reload. For some, this may be mindless and repetitive and though there is a degree of truth to that, this game is quite fun. Since the game is a rail-shooter setup, the intention of this guide is to provide you with knowledge of when to expect the decision making moments, help you to locate the upgrades and bonuses, and tips for fighting bosses. ========================================================== II - CONTROLS ========================================================== Right-handed Setup ___________________ D-Pad - Choose your weapons by pressing in the corresponding direction. Start - Pause the game (option to continue playing or quit) Touch Screen - Use your weapon and reload For the right-handed setup the A, B, X, Y, Select, and R & L shoulder buttons are not used. Left-handed Setup _________________ A, B, X, Y - Choose your weapons by pressing in the corresponding direction. Start - Pause the game (option to continue playing or quit) Touch Screen - Use your weapon and reload For the left-handed setup the D-Pad, Select, and R & L shoulder buttons are not used. ========================================================== III - UNDERSTANDING BOTH SCREENS ========================================================== Top Screen __________ Your top screen displays your health, current weapons, weapon upgrades, padlock, and time. Health - - The hearts indicate how much health you have remaining. The number next to the hearts is how many lives you have left. Weapons - - The weapons are setup like the D-pad or A, B, X, Y buttons. If you have found a weapon, it will be automatically set to one of the button directions. Press the corresponding button to equip that weapon. Weapon Upgrades - - Your upgrades will appear only on the equipped weapon, which is the weapon shown in the center. The upgrades themselves only appear as stars. Padlock - - The padlock indicates whether or not you have found the art work for the current sub-chapter you are in. If the padlock appears locked, you have not yet found the art work, if it is unlocked, you already have it. Time - - The time is a count down clock showing you how much time is remaining. The clock only appears at certain points in the game. The chapters themselves are not timed. Bottom Screen _____________ The bottom screen is simpler than the top. Besides all of the action taking place on the bottom screen, you have your ammo and your clip. Ammo - - Your ammo appears on the side of the screen corresponding to your control set up. You can have three different types of ammo, depending on which weapon is equipped. Your pistol is the only gun with unlimited ammo. Clip - - This displays how much ammo is left in the weapon you are using. It doesn't take long at all to empty your clip. To reload it, simply drag ammo and drop it into the clip. Be sure to keep an eye on how much ammo you have left altogether, you don't want to get caught with an empty clip! ========================================================== IV - W E A P O N S ========================================================== To use a weapon, first equip it by pressing the correct directional button. For guns, simply tap the bottom screen where you want to shoot. To reload your guns, drag and drop ammo into the clip. For the crowbar, slide the stylus across the screen in a sweeping motion. Pistol - The pistol is the first weapon you find and has unlimited ammo, yet it is fairly weak in comparison to some of the other weapons you can get. You find it lying on the floor of a restroom in the first Chapter. Once you find it, it is equipped by pressing the directional button down. One clip for the pistol contains 8 rounds. Pistol upgrades include - Rapid Reload, Rapid Fire, and a Firepower Upgrade. Shotgun - The shotgun is the second weapon, found towards the end of Chapter 1-3. Your ammo is limited, so only use this for bosses or tight situations. Once you find it, it is equipped by pressing the directional button left. One clip for the shotgun contains 6 shots. Upgrades include - Rapid Reload, Rapid Fire, and a Firepower Upgrade. Crowbar - Your crowbar is your standard melee weapon that requires no ammo. Once you find it, it is equipped by pressing the directional button up. It has two increased damage upgrades. Sub-machine gun - This is your meat mincer! But be careful, you'll blow through the ammo rather quickly. Once you find it, it is equipped by pressing the directional button right. Sub-machine gun upgrades include - Rapid Reload, Rapid Fire, and a Firepower Upgrade. ========================================================== V - PICK - UPS ========================================================== As you play through the game, keep a keen eye out for destructible items, like cardboard boxes, wooden crates, or even behind the glass doors of cabinets, as they usually contain the things that will keep you alive! It should be noted that you do not have to shoot the Pick-ups to obtain them, all you have to do is reveal them and you pick them up automatically. Pickups _______ Health - This gray, rotating cube refills one heart. Shotgun ammo - These are easily identifiable by the red shell casings. One pickup provides 24 shotgun shells. Machine Gun ammo - Machine gun ammo also comes in the form of a floating, rotating cube with bullets on the sides. Art Work - These appear as rotating cubes with the image of a padlock on the side. Weapon Upgrade - The up grades look a lot like the art work pickups, but in stead of a padlock you will see the image of the weapon that will be upgraded. ========================================================== VI - STRATEGIES AND INFO ========================================================== HOW BOUT A QUICKIE? - Usually, when you blow away a group of zombies, you will have a very brief moment before you begin moving again. Use this time to reload. BE PREPARED! - Reload often, especially during moments when you aren't engaged in combat. You don't want to get caught having to reload as a zombie is bearing down on you and about to whop you upside the head. PINKY GLIDE - The slightest hesitation in reloading can make a huge difference in the heat of battle. A reloading tip that works well for me is to use your pinky finger. I hold the stylus very much like I would a writing pen. In doing so, my hand is curled into a fist, positioning my pinky directly over the ammo stash, ready to drag and drop. KEEP A COUNT - For reloading purposes, it might be helpful to count how many shots you have made. Each clip will hold a maximum about of bullets or shells. Knowing how many you have fired off could be more helpful or accurate than having to gauge it visually, especially in a heated moment. So, keep in mind that the pistol clip holds 8 rounds, the shotgun clip holds 6 shots, and it is unrealistic to attempt to count the submachine gun rounds in a clip. This tip is really only useful for the pistol and shotgun. PROXIMITY ALERT - You will obviously want to shoot the enemies closest to you as they pose the more immediate threat. AGGRESSIVE NEGOTIATIONS - Do not make the mistake of underestimating the crowbar, especially after you find both of it's upgrades. A fast finger or stylus can save you tons of ammo as you overwhelm the zombies with blow after blow. One down side to it is that it seems less effective against a zombie that is on the very far right of the screen. I actually will not be recommending the use of the crowbar in the walkthrough itself as it is only as effective as you are. If you are good with it, by all means, abuse it. PICK OFF THE STRAGGLERS - Once you take out the majority of enemies in a group, switch to your pistol. It's rapid rate of fire, combined with is accuracy and infinite ammo, can save you precious ammo for your other guns. BECAUSE YOUR LIFE DEPENDS ON IT - At the end of each stage, your Amputation Stats will be displayed. You will be graded on your accuracy and targeting. The targeting is divided between four factors: headshots, arms, legs, and belly. The minimal targeting requirements change per level and each requirement is listed in this guide in the appropriate sub-chapter section. It is important to attempt to meet the amputation requirements as much as possible because with each check mark you attain, you will receive additional health - two hearts per attained stat for a total health bonus of 8 hearts. (Thanks to mastercheng for the confirmation). STYLUS SUBSTITUTES - This is a game that requites you to use your stylus in order to play. As a screen friendly alternative to the stylus, I recommend using a Q-tip or toothpick. With Q-tips, the cotton end can become a bit unraveled, but it is the softest and safest substitute. Toothpicks, wooden or plastic, are great and usually soft enough to not scratch the screen. Tooth picks also allow for much better accuracy than a Q-tip. ART THIEF - It seems that when you replay a chapter to find the art work you may have missed your first time through the chapter, once you get the art work and you see the padlock is unlocked, you can then abort the mission and you will still be credited as having the art work. In other words, you do not have to finish the chapter to retain the art. YOU NEED TO LIGHTEN UP - If you are playing on a DS Lite and need a little help seeing, set your backlight to its highest capacity. Or to add to the challenge of the game, set it to the darkest setting. There are some chapters where it will make no difference and some where it will make all the difference in the world. HEARING IS BELIEVING - For an added or more realistic effect, play through the game using head phones. The DS speakers work well, but headphones allow for much better sound quality. This is generally true of all DS games, not just Touch the Dead. KNOW THY ENEMY - As mastercheng mentions in the strategies he has provided, your enemies have weaknesses; one of the four target areas seen on the Amputation Stats screen. And, obviously, knowing these weaknesses can be really helpful. Since I can't exactly put images of each enemy in this guide, I will try to describe them the best I can. - NOTE - This sub section is a work in progress as I am playing through the game again trying to find what I believe to be the most effective attack against these guys. This may take quite a while. If you know an enemy's particular weakness, feel free to share and I will make sure you get full credit for your contributions, along with a huge thanks for the time saving help. If you do contribute some information for this, I do ask that you describe the enemy as simply yet accurately as possible and most importantly, give the chapter that enemy is found in. What works well against a fat zombie in 1-1 may not be good at all for the fat zombie in 3-3. Chapter 1-1 - ___________ Skinny zombies, they have a slight brown coloring to them. They seem to go down fastest with head and leg shots. Fat shirtless zombies, head shots work well with them as well. Security Guard zombies seem most vulnerable to belly wounds. Chapter 1-2 The following game strategies have been contributed by: mastercheng CAPITALIZE ON LONE/DISTANT ZOMBIES - When you see a single zombie coming at you, don't go straight for the kill. Instead, shoot of the arms, the aim for the legs (or shotgun the belly). This'll help your stats later on. Achieving each stat gives you a bonus of two hearts. Since you'll most likely be going for the quick kills in zombie crowds, it makes sense to capitalize on the limbs of lone / distant zombies. EFFICIENCY IN RELOADING - When reloading with multiple weapons, remember to cancel the reloading animation from by switching to another weapon; thereby cutting the reload time. For example: First, unload your pistol clip on a zombie. Second reload your clip. Third, while you're in the pistol reload animation, quickly switch to another weapon such as the shotgun. This cancels the pistol reload animation frames and instantly goes into the shotgun equip. When you go back to the pistol, you'll have a full clip ready. Thus, with enough practice and speed, you can do something like this: 1. Unload pistol, reload 2. Cancel equip to shotgun 3. Unload shotgun, reload 4. Cancel equip to pistol 5. - repeat - This strategy is most helpful in the beginning part of the game. Eventually, the shotgun will be upgraded and the reload time won't be much of a problem. However, if your goal is to conserve shotgun ammo, then this strategy is great for switching back to the pistol with a fully loaded clip. I've maxed out my shotgun (999) ammo with this strategy in Furious mode. FINISH THEM OFF WITH THE PISTOL - To conserve shotgun or machine gun ammo, mix in the pistol whenever you can. E.g., shoot the zombies with the pistol first to weaken them, then finish them off with the shot gun - by then it'll require less shotgun ammo to complete the kill. Or vice versa, shotgun first, then pistol. OPTION SELECT HEAD SHOTS - When trying to get head shots, sometimes it's better to aim for the upper chest/lower neck area. That way, you'll have the option to hit either the head or the body in case you miss, due to the zombie swaying back and forth. Often times, when I specifically aim for the head, I would miss because the zombies in Furious mode sway more. KNOW YOUR ZOMBIE'S WEAKNESS - Each zombie has a different weakness. It's really easy to experiment/find them using God Mode. GET IN THE HABIT OF TAPPING - I used to try and count how many shots I fired - in hope of knowing exactly when to reload. Eventually, I was too distracted to keep count, or just got frustrated from constantly having to remember. So instead, I just practice tapping 8 times (pistol) over and over again. Eventually, it's possible to be conditioned to instinctively know when you've tapped 8 times. If you want to play on the safe side, you can condition yourself to tap 4 or 6 times, thereby giving you a few ammo left over to use however you see fit. ========================================================== VII - WALK - THROUGH ========================================================== A. - C H A P T E R 1 ________________________ ====================[ Chapter 1-1 ]======================= ======================================= Bonuses: Pistol, Artwork 1, Fast Reload ======================================= Amputation Stats - ________________ Headshots - ???/40 Arms - ???/10 Legs - ???/3 Belly - ???/0 As you play through 1-1, you'll be given the opportunity to choose different paths. You will be able to see different parts of the facility depending on which path you take, but one is not better than the other. No matter which path you choose, you will still come across the bonuses. After you get up off of your bed, you'll walk out of your cell and stand before a counter. Behind the counter will be two white signs with red arrows, touch the either sign, both are dead ends and once you discover that, you will walk into a restroom to find your pistol. You will round a few corners, then descend a few steps to find a shut door. Shoot the panel to the left of the door to open it. You will shoot through two or three sets of zombies and then check out a small room. Be sure to shoot the cardboard boxes, inside one is a heart. You will blow through a few more small groups of zombies, then you'll have to shoot another door panel to proceed. When you face the last group of enemies before reaching the door, be sure to shoot the cardboard box in the background for a heart. You will come to an intersection with two more white signs, choose your path. The path to the right will lead you to another intersection. Choosing the right path again will allow you to visit what looks to be a sort of church sanctuary, be sure to notice the cardboard box, which contains a heart. You will fight your way through more waves of enemies and come across the electric chair. To the right and behind the chair is a cardboard box with a heart. You will have ample time to shoot the box. Two more waves of enemies will bring you to another door with a control panel to shoot. You will enter an area with a few jail cells on you left. You will have mere seconds to take out the residents and reload, but when you reach the third cell be sure to shoot the panel next to the door. Doing so will allow you to enter the cell and get one of the bonuses. After you pass through three waves of zombies, you will come to another wall with signs. The path to the right will lead you up a stair and into a dark hallway. Zombies are lying on the floor and begin to rise as you approach. You'll pass through a few more waves of dead guys and as you round a corner, you will see about 4 cardboard boxes lined up against the wall. The only box containing anything is the one on the far right. You'll have to be quick to nab the heart. Next you'll enter a large room. Before you encounter any enemies, you will find a pistol upgrade which will allow you to reload much faster. You will then back out of a doorway as zombies approach you. But with your new pistol upgrade, this wave of zombies will be no problem. ====================[ Chapter 1-2 ]======================= ================================ Bonuses: Rapid Fire, Art Work 2 ================================ Amputation Stats - ________________ Headshots - ???/40 Arms - ???/20 Legs - ???/5 Belly - ???/0 This chapter is far more straight-forward than 1-1 in that there aren't any options to turn left or right. But there are a few things to look out for: - The waves of enemies are more populated and faster, which means you'll have to be faster with the stylus. - Also, some of the enemies, more often than not it will be those in the background, will rip their heads from their shoulders and then throw it at you. If you are quick, you can shoot the zombies before they pull off their heads, but that is not recommended. Once they throw their heads, whether it hits you or not, the body falls to the ground and you will not have to deal with it. Shoot the head while it is in the air before it hits you. Shooting the thrown head in stead of the zombie is better in that it only takes one shot and they tend to throw their heads while you are distracted by an attacking zombie. - The Art Work is a bit more hidden in this chapter. When you exit the duct work, there will be a door directly across from where you are. Shoot the panel near the door to open it. Once you clear this area of the undead inhabitants, you may enter and claim the art work. - The rapid fire upgrade for the pistol is in this chapter, but do not worry, you can't miss it. ====================[ Chapter 1-3 ]======================= ============================ Bonuses: Shotgun, Art Work 3 ============================ Amputation Stats - Headshots - ???/12 Arms - ???/3 Legs - ???/5 Belly - ???/5 The first part of this chapter is quick and chaotic. You will rush past many zombies with barely enough time to kill any. I recommend putting a couple of shots in each enemy as you pass, which will stun them long enough for you to go by without taking damage. This is a good time to meet the Amputation Stats requirements, as they are quite low for this chapter. If you want to go for the kills though, use head shots, it will bring them down faster. The passage ways are dark and straight, meaning no alternate paths with exception to one. After you pass the first set of zombies, you will make a few turns and then have mere seconds to shoot the sign that will allow you to go left. If you do not shoot it, you will take the right path automatically. The only real advantage in taking the left path is that after a couple of turns, you will see three cardboard boxes lined up against a wall with just a few seconds to open them up. The only one containing anything is the one of the far left, it has a health pickup. The is another health pickup on a box on the left side of the passageways, be sure to nab it if you have taken a lot of damage. After passing through the dark passageways, you will come to a ladder. As you climb the ladder, small rat-type creatures will drop on you. Take them out quickly. Once you reach the top of the ladder, you will come into a large office-like room. Once you get to the other side of the room, you will find the shotgun. I recommend that you continue to use the pistol for now, you are about to face a boss and the extra ammo from the more powerful shotgun will really come in handy. For now though, you will then be presented with the choice to go left or right. The right path brings you into a room with wooden and cardboard boxes, all can be destroyed and several contain health and shotgun ammo. The left path is not recommended as there is only one health pickup and no ammo. Boss fight 1 - I could have been your Daddy! ____________________________________________ A quick cutscene shows you encounter the boss, then you will have just a few seconds where the game will show you his weak points. The wrists and shoulders are the key target areas with the shoulders being the most vulnerable. During the fight, you will run backwards while the boss chases you. When you are at a distance, use your pistol, but as the boss gets closer, prepare your shotgun. The best time to fire the shotgun is after he swings at you, you will have a clear shot at his shoulder and just a few seconds to pull those shots off. During the fight, keep an eye out for boxes and crates scattered about throughout the room. They contain health and shotgun ammo. But only go for the boxes if you are in need, the boss will steadily advance on you. ====================[ End Chapter 1]====================== B. - C H A P T E R 2 ________________________ ====================[ Chapter 2-1 ]======================= ======================================= Bonuses: Shotgun Rapid Fire, Art Work 4 ======================================= Amputation Stats - Headshots - ???/14 Arms - ???/75 Legs - ???/2 Belly - ???/30 You would do well to rely on the shotgun in this chapter more than the pistol. There will be a lot of moments when you turn to find several zombies bearing down on you at once, and they can endure more damage than the zombies in Chapter 1. After you dispatch the first zombie in the chapter, you will look around the room. Pay attention to the cabinets, you will be able to see through the glass in the cabinets doors. You will find two shotgun ammo pickups and a health pickup. Zombies will walk out from behind the curtains on the right, then on the left. You can use your pistol here to conserve shotgun ammo, but after you finish off the left hand side of the undead, quickly equip your shotgun. The next several waves of enemies will numerous, strong, and very close and the shotgun is better weapon at this point. Once you clear the enemies in this room, you will face a door in which you will need to shoot a panel on the right side of the door. Before you go into the hall make sure both guns are reloaded and ready for battle. In the hall, a robot will block the path, forcing you to go into the room across the hall. Don't bother firing at the robot. You can't hurt it and it won't attack you, it will just block the path. Shoot the panel and enter the next room. Be quick with the shotgun as you will face many waves of the scientist zombies. There are a few boxes that will appear in behind the zombies and you will have just a short time to shoot them. Using the pistol is recommend for the boxes to save shotgun ammo, but if you are in need and can't switch guns fast enough, you'll have to use up the precious shotgun ammo to shoot the boxes. After you clear the room, you will go back out into another hall. Shoot the door panel to enter Room 2, inside, you'll find shotgun ammo. Upon exiting Room 2 you'll have the choice to go left or right. I recommend left. The left path will lead you to Room 1, which contains the hidden Art Work. You will then proceed down the hallway and come to an intersection. If you take the left path again here, you will get to enter Rooms 4, 5, and 6, which contain helpful health and ammo. If you choose to go straight down the hall, you will skip Rooms 4 and 6. After choosing the left path, you will proceed down the hall way with Rooms 4, 5, and 6 on your left. If you shoot the door panels as you pass down the hall with the doors on your left, you will not be able to go in just yet. It is scripted for you to walk down the hall, turn around, and then pass by the doors again. It is when you pass the rooms with the doors on your right when you can enter. So, the only difference in taking the left path in stead of the right after exiting Room 2 is that you skip Room 3. Rooms 4 and 6 are worth entering as they have safely obtained pickups. See the Room 5 paragraph below for what to expect in that room. If you chose the right path, you'll come up on Room 3. Shoot the panel to open the door, inside you will find shotgun ammo and you'll be attacked by one scientist zombie as you try to leave. The pistol will work just fine to dispose of him. You'll go back into the hall and face a wave of zombies, use the shotgun or you will more than likely take damage. You will then continue down the hall and will come up on Room 6. To enter, shoot the panel. Inside are two boxes with pickups. Room 5 ______ Back out in the hall you will come up on Room 5, and it may not be worth entering. Inside, the lights will flicker. You will catch a few glimpses of some boxes, but once the lights stop flickering, you will be face to face with several zombies. After Room 5, you'll come up on Room 4. Inside, you will find a box with a health pickup and some shotgun ammo in the cabinet. Back out in the hall, you will round a corner and then come up on a Room without a numbered door. Shoot the panel and enter. Take out the first 2 or 3 zombies with the shotgun, then switch to the pistol and finish off the other two to save ammo. Watch for some cardboard boxes containing pickups, then exit out the other door. In this small room you will find the Rapid Fire upgrade for the shotgun and 3 boxes; two on the floor, containing health, and the one on top of the lockers has shotgun ammo. You will go back into the original hallway and through another door into a room with an elevator. =====================[ Chapter 2-2 ]====================== ============================================== Bonuses: Shotgun Firepower Upgrade, Art Work 5 ============================================== Amputation Stats - Headshots - ???/15 Arms - ???/190 Legs - ???/20 Belly - ???/60 You will climb a ladder and enter into a hallway to find it being patrolled by robots, like the one you came across in Chapter 2-1. Again, do not waste ammo on it. Shoot the panel next to the door and quickly enter the room. Keep your pistol equipped, you'll find no enemies in here, just some boxes with ammo. When you go back into the hall, the robot that was blocking the path will be gone. You will take the hall to the right and the robot that faced previously will approach you again. This time, it will fire at you. Quickly enter the door on your left. Inside, you will face many waves of scientist zombies, the shotgun will make quick work of them. If you find a clear shot at any of the boxes in the room, take them while you can; you will be very busy fighting off the undead. When you clear the room of enemies, you will cross the hallway. The room will fill with a green gas and you will have 3 minutes to get out, all the while you will be attacked by skeletal zombies. The green gas can make it difficult to see pickups hidden in some of the cabinets and the action can cause you to miss some of the boxes behind the zombies, just keep an eye out for them. Have a quick trigger finger, there will be a lot of enemies you must kill before you reach the exit, time is ticking. Out the door and in the hall you will face another robot. Ignore it and enter the next room. On the left side of the room will be two boxes. If you are quick, you can nab some shotgun ammo before facing this room's challenge. You will see zombies lying on the floor, this is a good opportunity to target specific body parts to meet your Amputation Stats. Use the pistol, it is more accurate and will save your shotgun ammo. Also, watch for pickups in the cabinets, your chances to obtain them are short. After clearing the room, you'll go back into the hall, the robot will be gone. You will pass several rooms and at the end of the hall you will see a room with a door panel. If you shoot it in time, you can enter the room for some health and shotgun ammo. Back out in the hall, round the corner and find the next shotgun upgrade. After you pass the shotgun upgrade, you will look down the hall to the left. You will only have a half of a second to shoot the door panel. If you manage to open the door, inside you will find more shotgun ammo and this chapter's art work. ====================[ Chapter 2-3 ]======================= ================================================== Bonuses: Crowbar, Shotgun Rapid Reload, Art Work 6 ================================================== Amputation Stats - Headshots - ???/10 Arms - ???/180 Legs - ???/1 Belly - ???/50 Up the stairs, dispatch the two zombies, then go through the door. Quickly blow out the door panel controlling the door to the left. Inside is a large rat similar to the small creatures you've faced in previous chapters. This once can withstand a full clip from the pistol, you may be better off just using the shotgun. Be sure to get the shotgun ammo on the way out of the room. Down the hall you will find two doors, one on the right and one on the left. You'll go to the right door first. It should be noted here that you don't have to rush to shoot the panels, you can't miss either room. The room on the right has a few waves of zombies that can easily be taken out with the pistol. You'll enter another room within this room with more shotgun ammo and zombies. Keep using the pistol unless you happen to get overwhelmed. Back out in the hall, you will approach the door that was on the left side of the screen. Keep the pistol equipped. you'll face a few zombies, then several giant rats. Shoot the panel, exit the room. You will stop in front of another door not far away from the door you just exited. Shoot the panel, enter the room. It sucks that you must enter this room. There are no pickups, just a giant rat. Back out in the hall you will face a few more rats and then head to another door. Shoot the panel, enter the room. You will face a lot of zombies in this room, but most you can take out with the pistol. You may have to brandish the shotgun a time or two, but just be quick with the pistol and try to save as much shotgun ammo as you can. Also watch for boxes and cabinets containing pickups. Once the room is cleared, shoot the panel, leave the room. You will walk down the hall and there will be a door on your left. Quickly shoot the panel to access the room. Inside you will first face a giant rat, but afterwards, you will get a shot at health and shot gun ammo pickups. Once you are finished in the room, you will round the corner and find the Rapid Reload upgrade for the shotgun. After snagging the upgrade, you will face an intersection. I recommend the left path. The path on the left will take you to another door with a control panel to shoot out. Inside the room, you will find this chapter's art work and several boxes full of goodies. You will only have a brief moment to snag the pickups, so be quick on the draw. You will then enter the control room. Clear the room of zombies and then a cut scene will show you activating the elevator in the next room. The path on the right will lead you to a control room. Take out the zombies and be sure to get the box in the background. You will then activate the elevator and proceed forward. Once you enter the elevator room, you will face several waves of some pretty tough zombies, so keep the shotgun handy. Look for a box on the lowest level and one on the top level. Once you are on the elevator, it will begin to ascend. Zombies will crawl up on it. Before they stand up, empty your pistol's clip on them, just to save shotgun ammo, but like the zombies before, you will need to rely on your shotgun for most of the ride. Including the zombies that attack you when you first get on the elevator, you will fight through 7 waves of zombies while you ride. Be sure to get the pickups behind the second and seventh waves. Actually it will be hard to miss the boxes after the seventh wave, it is the second wave box that is the trickiest to get. Boss Fight 2 - But I don't want to ride the elevator! _____________________________________________________ After your elevator ride, you will face the boss of Chapter 2. This boss is easier than the boss of Chapter 1. All you need to do is shoot the missiles that it fires at you. The shotgun is more ideal since it is more powerful. If you are really good with the pistol, you may want to try it, but it will take several bullets to bring a missile down. As you wear down the boss' life bar, the missiles he fires will have a more erratic path, but they aren't that much more difficult to hit. He generally fires off four consecutive missiles, then fires off four more. I recommend counting your shots so as to keep up with what remains in your clip. You usually can safely reload after every four shots. Once you take him down, you will receive the crowbar. ====================[ End Chapter 2]====================== C. - C H A P T E R 3 ________________________ ====================[ Chapter 3-1 ]======================= ==================== Bonuses: Art Work 7 ==================== Amputation Stats - Headshots - ???/5 Arms - ???/120 Legs - ???/5 Belly - ???/35 The very beginning of this chapter is basically a crash course on the crowbar as you must use it to bash down a door. You'll find yourself on the roof top with some bats heading your way. They are easily dealt with using the pistol. You will face several waves of bats and a few waves of ex-security guards. You will know you are close to being through with this portion of 3-1 after you pass the catwalk and helipad. You will face a few more waves of bats and then need to use the crowbar to beat down another door. You will come into a room with a wall that has been busted down, revealing a passage into a cavern. Be sure to shoot the wooden crates for a few pickups. In the cavern, you'll face many miner zombies, a wave of bats, and a wave couple of waves of small rats. Afterwards, you'll come to an intersection. I recommend the left path as it will lead to the art work. You will come out in a storage room with zombies around every corner. Keep an eye out for the crates scattered around the room. After you clear the room shoot the door panel to finish the chapter. ====================[ Chapter 3-2 ]======================= ==================================== Bonuses: Crowbar upgrade, Art Work 8 ==================================== Amputation Stats - Headshots - ???/1 Arms - ???/10 Legs - ???/5 Belly - ???/5 You are outside the prison, but you are not safe yet. You will be ambushed by several waves of bats, tenacious zombies, several alligators, and even some worm like creatures. Definitely use the shotgun against the zombies and alligators, they can endure a lot of damage, more than the pistol can give. As you make your way away from the building, you will find the first crowbar upgrade. A few more alligators and zombies and you will complete this chapter. ====================[ Chapter 3-3 ]======================= ==================================================== Bonuses: Submachine gun, Art Work 9, Crowbar upgrade ==================================================== Amputation Stats - Headshots - ???/2 Arms - ???/30 Legs - ???/30 Belly - ???/7 This chapter is quite straightforward. You will ride the air boat to the boss, making a couple of stops along the way. You will face many hard to kill zombies, your shotgun will prove invaluable. At the first cabin in which you stop, you will find a couple of crates with valuable pickups, and the second crowbar upgrade. You will then hop back aboard the airboat and ride to the next cabin to snag a few pickups. Back in the boat and ride to the next cabin. As you approach the third cabin, you will see a crate on the ground outside. You may have to blast it for a distance to actually get it, but successfully shooting it will reward you with Art Work 9. If you cannot shot the crate on the approach to the cabin, you will only have a very brief moment after you land at the cabin. Just before you walk into the building, you will glance over to the left, so be quick. Then, after docking at the third cabin, you will find more crates inside, along with the submachine gun. Boss fight 3 - ... and the horse you rode in on. ________________________________________________ This mutated plant is rather easy, it is the attacking zombies and bats that make this battle difficult. Pay attention to the cheesy dialogue before the battle as it is not just a poor attempt at bad writing, it is also a hint. You will be using all of your guns in this battle. The game showed you the weak point, when its mouth is opened. That is the only time the plant is vulnerable. Use the submachine gun because when the plant opens its mouth, it will spit a few parasitic worms your way. The automatic fire will easily deal with the worms as they will come directly in the line of fire as you shoot into the plant's mouth. About four or five steady clips from the submachine gun will bring the plant down. Meanwhile, zombies will board your airboat, bats will fly in from behind the plant and the plant itself will occasionally launch red projectile foliage. I find that the shotgun works best for the zombies and the plant's projectiles and the pistol is most ideal for the bats. The crowbar can really come in handy here in stopping the bats and projectiles. You will have to be quick though. The advantage to using a gun for these things is that you can destroy them from a distance. If you make a mistake with the crowbar, you will most likely take damage. ===================[ End Chapter 3 ]====================== D. - CHAPTER 4 - Section currently in development. ______________ ====================[ Chapter 4-1 ]======================= ============================================== Bonuses: Machine gun Rapid Reload, Art Work 10 ============================================== Amputation Stats - Headshots - ???/8 Arms - ???/70 Legs - ???/1 Belly - ???/30 Chapter 4-1 is very straight forward. There are no turns or anything. You will make one stop at a run down shack. Out side the shack will be three crates will health and machine gun ammo. You should have plenty of time after you step out of the shack to shoot the crates. A new chapter means that the enemies can handle more damage. Don't be scared to use the shotgun, just make sure your aim is true, that is not the kind of ammo you want to waste. (See the Strategies and Info section of this guide for ammo conservation tips) Though you will see zombies that are dressed different than some you've seen in previous chapters, the real new enemy in chapter 4-1 is the flying robot. These guys fly in swarms similar to bats, but approach you in a circular flight pattern. One other thing that makes these guys difficult is that when you destroy one, a bit of smoke lingers briefly, but long enough to block your view of the robots behind the one you just killed. Chapter 4-1, for me, was very much an endurance trial, considering I began the chapter with only 3 hearts and only about 50 shotgun shells. Hopefully, you began the chapter under better circumstances. Either way, just continue to blast your way through till the end of the chapter, where you will find your first machine gun up grade. ====================[ Chapter 4-2 ]======================= ============================================ Bonuses: Machine gun Rapid Fire, Art Work 11 ============================================ Amputation Stats - Headshots - ???/30 Arms - ???/20 Legs - ???/1 Belly - ???/10 You begin 4-2 in a hanger at some kind of military base. You can see two crates in the distance, be sure to shoot both. When you turn around to face some tough zombies, the skinny one like to throw their heads, you will see some crates behind them, only the second from the left has anything in it, which is machine gun ammo. After facing a couple more waves of zombies, you will board a plane with the option to search to the left or the right. If you take the left path, you can get the Art Work, which is located in a crate on top of a container. You can see it right before you step out of the plane, be quick! You will pass through a hallway and enter another large room similar to the hanger with the plane. Right after you step through the door that you have to beat down with the crowbar, you will see a bunch of crates lined up against the right wall. Be quick. Also, the left path has fewer enemies. The right path leads you back outside of the plane where you will see a forklift holding a crate, which is holding machine gun ammo. Then, some of the skinny zombies will drop down from somewhere above. Be careful because as you focus on the three or four zombies that approach you, one in the far back will throw his head at you. You will stay in this small area fighting off wave after wave, afterwards, you will make you way to the left side of the plane. Keep a quick eye because as you go, you will see many crates with just seconds to shoot them. Soon, you will begin to move through the large containers like a maze. You will face a few of the fat zombies. Keep your eyes open and your fingers nimble for crates. After passing through the containers, you will cross the room, though not easily. In the far distance, you will see four crates. You can shoot them now, but you will still get one more chance the closer you get to them. Also, be ready to blast a crate as you quickly look between two containers on the left. After beating down another door, you will enter a circular room with a rail car. Hit the lever to ride the car to the other side of the room, up the ladder and back outside. Fight through a few zombies and a swarm of robots to pick up machine gun upgrade. Another swarm of robots and a few more zombies and you have completed the chapter. ====================[ Chapter 4-3 ]======================= ============================================ Bonuses: Pistol firepower, Art Work 12 ============================================ Amputation Stats - Headshots - ???/100 Arms - ???/80 Legs - ???/ 5 Belly - ???/30 As soon as you start this chapter, you will face two zombies. I prefer my trusty crowbar, but use whatever method necessary to get past them. There is a box behind them with a heart inside, you may very well need it, so be sure to shoot the box when you have a clear shot. After you finish the two zombies, you will enter the building. Boss Fight 4 - Theme song for saving the world. ________________________________________ This fight is actually easy. You will be on a rail car that circles the room, but only when you hit the lever. The robot will spin to always be facing you, all the while, it will be throwing large boulders or large masses of scrunched metal, whatever, it flies by too quick for me to be certain. Anyway, the point is that it will throw these things at you and in order to dodge them, you must hit the lever with the crowbar to circle around the room. The robot's weak spot is on his back, but it always spins to face you. So, using your pistol, shoot the red, thread-like component below the robot's torso. You will have just enough time to empty your clip. Quickly switch to the crowbar and hit the lever again before the robot pelts you with another bolder. As soon as you begin to move to a new location in the room, switch back to your pistol and reload, then quickly switch back to the crowbar again and hit the lever. Continue this pattern until you see the robot slump over. Once it does, quickly hit the lever until you are behind the robot, then pump it full of shot gun shells. Repeat the" lever hit reload method" until both your shotgun and pistol are reloaded, and begin the process all over again. It sounds complicated, but it really isn't as long as you move quickly and don't get fouled up by trying to hit the lever with the pistol. Just remain calm and it will be over with quickly. END BOSS FIGHT But the game isn't over. You climb the ladder and find the Pistol's firepower upgrade, nice! You have five minutes to get the hell out and it isn't easy. You will pass through another warehouse and it is loaded with zombie after zombie. For some strange reason that we won't question, you have a crap load of shotgun ammo, and you will need every bit of it. The skinny zombies are most vulnerable to head shots and the fat zombies fall rather easily to leg shots. As you pass through the door, you will see several crates on the left, all containing precious pickups. You will turn right and face the gauntlet as zombies come out like cockroaches in the dark. You will then make a left. You will know you are almost through when you see a door coming up on your right. Be quick with the crowbar, you should almost be out of time. Once you are out on the helipad, the timer stops, but the fighting doesn't. You will get the machinegun firepower upgrade, and if you have any more SMG ammo left, you will need it, but your shotgun will prove most valuable here. You will fight through several waves of zombies from all directions. There are no more ammo or health pickups to be had, so endure. After about 6 or 8 waves, you will have completed the chapter and thus complete the game. Congratulations. ===================[ End Chapter 4 ]====================== ========================================================== VIII - BONUSES AND GAME MODES ========================================================== A. - BONUSES ____________ As additional objectives, conceptual art work can be found in each chapter of the game, sometimes in plain view and sometimes hidden very well. Look in boxes, behind doors, and choose alternate paths to find them all, or just use this guide. On the title screen, choose the Bonus option. You will then be taken to the Bonus screen. Using your stylus, double tap to make your selections. Or you can use the buttons to make your selections. The D-pad controls your direction, the A button selects your option and the B button cancels. For the Main category of Bonuses, Credits and the Intro Strip are unlock by simply starting the game. The ending strip is unlock once you complete Normal Mode. Main - Credits, Intro Strip, Ending Strip Chapter 1 - 1-1 - Art Work 1, Pistol, Pistol Rapid Reload - 1-2 - Art Work 2, Pistol Rapid Fire - 1-3 - Art Work 3, Shotgun Chapter 2 - 2-1 - Art Work 4, Shotgun Rapid Fire - 2-2 - Art Work 5, Shotgun Firepower - 2-3 - Art Work 6, Crowbar, Shotgun Rapid Reload Chapter 3 - 3-1 - Art Work 7 - 3-2 - Art Work 8, Crowbar upgrade - 3-3 - Art Work 9, Submachine gun, Crowbar upgrade Chapter 4 - 4-1 - Art Work 10, Machine gun Rapid Reload - 4-2 - Art Work 11, Machine gun Rapid Fire - 4-3 - Art Work 12, Pistol Fire power, Machinegun Firepower B. - Game Modes ________________ Normal Mode - Normal Mode is already unlocked as the default difficulty for this game. After playing through Normal Mode, you can unlock the other two modes. Furious Mode - Furious Mode is far more challenging than Normal Mode as your enemies are harder and, well, more furious. 28 Days Later ain't got nuttin on this mode! Furious Mode is unlocked by simply completing Normal Mode. God Mode - Unlimited ammo, all weapons . . . sounds sweet huh? But walking through a game unchallenged loses it's novelty after a while. It's a good thing that your enemies are just as difficult in this mode as they are in Furious Mode. You must complete Furious Mode to unlock God Mode. ========================================================== IX - FAQ UPDATE HISTORY ========================================================== 5-30-07 - version 1.3 - Completed Chapter 4 - Made a few subtle touch ups - Spellcheck 5-27-07 - version 1.2 - - Finished Chapters 4-1 and 4-2 - More minor, cosmetic structural changes to the guide - Began enemy weakness section - Began Q&A section - Moved the Amputation Stat requirements to the beginning of the chapter descriptions. 5-25-07 - version 1.1 - - Slight restructuring to the guide for easier readability - Added mastercheng's tips - Added titles to previous tips - Chapter 3 completed - Granted hosting requests by: Cheat Code Central - (http://www.cheatcc.com) Super Cheats - (http://www.supercheats.com) 5-18-07 - Version 1.0 - - Added basic information, completed Chapters 1 and 2 and most of Chapter 3 5-17-07 - - Bought the game. Began guide. ========================================================== X - CREDITS, THANKS, & HOSTS ========================================================== Any fool can write a guide, but what really gives a guide its credibility is how useful and resourceful it is. This is rarely accomplished by anyone on their own but in stead by those willing enough to speak up and offer suggestions, corrections, additional information, spelling corrections, constructive criticism, insults, and occasionally, death threats followed up by necrophiliac acts. Taking all of that into consideration, this is the part of the guide where I take a moment to say thanks and give credit to those who may have contributed in any of the manners listed above. CjayC - - Without you none of this would exist in its current form. Residentevilfan.com - - Roody, you're a great man and I would love to honor you by humping your leg! I haven't forgotten you guys. For anyone bothering to read this meager section, I know that Touch the Dead is not a Resident Evil game, nor is it even made by Capcom, but I want to thank Residentevilfan.com because, besides being a great community, it caters well to the zombie loving crowd. GameStop - - Where I purchased this lovely game, I'd hump your leg too, if you had any, but you guys have already gotten way too much of my money. I should be CEO by now. mastercheng - - Very useful "strategies" my man. I know I can put them to use myself, so hopefully others will read this guide and find them just as useful. David Fincher and Kevin Smith - - You guys have nothing to do with this game, but what hell? It's my guide, I can thank whomever I wish. I love your movies and I can't wait for the next one to come to theaters. TOOL, Breaking Benjamin, Stemage - - Love the music guys! You rock! Sites that have obtained permission to use this guide are: GameFAQs - (http://www.GameFAQs.com) Cheat Code Central - (http://www.cheatcc.com) Super Cheats - (http://www.supercheats.com) ========================================================== XI - CONTACT INFO ========================================================== If you need to contact me for any reason, feel free to do so by sending me an email to obishawn@hotmail.com Just make sure you identify this game in the subject so I won't mistake your mail for spam. Be sure to check out metroidmetal.com for some rocking remixes of your favorite Metroid melodies. END OF GUIDE