![]() Zombies can jump over traps occasionally, but they won't do this deliberately, it only happens by chance. They can also catch critters and plutonium zombies without being used up. Its spring-loaded jaws snap closed on any single zombie that walks over it. Similar to a bear trap, the Zombie Trap can be set on any flat part of the hunting ground. it has 100% Power and 1000% Fly Time at max which is in 3 increments compared to model 1's both properties in 200%. Upgrades to the Tesla Gun are Max Ammo (upgradeable in 4 increments to a total of 7 shots) and Refill time (reduced in increments of 5 minutes from 30 to 10). can retrieve ammo that hasn't hit a target. If it successfully hits one zombie, any other nearby zombies willl also be electrocuted and caught. Shoots a bolt of electricity which can 'jump' to multiple targets. However, if you are using it against large zombies like the Ice cream zombie, it will take some time for that zombie to fall asleep. However, they can neither pierce through zombies nor shields that certain zombies carry like the banana zombie. If the darts hit an armored zombie, it will cause two hitpoint lose on the armor for each dart. They can hit zombies across the screen, so fully utilize their range to nap zombies while not been spotted. Upgrades to the tranquilizer gun are Max Ammo (upgradeable in 4 increments to a total of 14 shots) and Refill time (reduced in increments of 4 minutes from 20 to 4). But if they travel off the screen, they were lost. ![]() If the dart fired hits an obstacle, they can be picked up by walking on them. The tranquilizer gun has limited ammunition. Shoots tranquilizer darts that incapacitate zombies in a short delay after hitting. Upgrades to the net gun are Max Ammo (upgradeable to a total of 7 shots) and Refill time (reduced in increments of 5 minutes from 30 to 10). deploys a net but fails to capture anything, the net can be retrieved by walking over it. Shoots a net which can capture multiple zombies and/or critters if they are close together. Upgrades to the Jet pack are Power and Fly Time, in three increments to a total of 200%. When fully upgraded, has 400% Power and 28 ft Rope Length. After each firing they take some time to reload.Ī stronger, farther-shooting version of Harpoon 1. to shoot zombies from farther away.Īll harpoons have unlimited ammunition. Upgrades to the Harpoon are Power, which causes more damage to armored zombies and Rope length, which allows A.J. The zombie and harpoon are then lifted into the air by a balloon attached to the other end of the rope, to be retrieved by Bud in his flying cage contraption. If the harpoon strikes an un-armored zombie, it pierces and immobilizes the zombie. If the harpoon strikes a critter, the critter 'pops' and drops 10 coins (plus any bonus from A.J.'s Hats. As its name implies, it fires a harpoon attached to a rope at the zombies and Critters which A.J. Once unlocked they can be upgraded in exchange for coins or plutonium. Weapons are unlocked at various levels throughout the game. and Bud use several different weapons in his hunt for tasty juicy zombies.
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