not sure who told game developers that swamps are fun. Shi No Numa’s dense
foliage, fog, deep water, and unlimited shades of brown make it one of the more
difficult zombie maps. Zombie’s not only come through the standard barriers,
but also from beyond fences, under the water, and from behind trees. Yay! At
least the power is already on when the level begins...
layout is simple in concept: a central hub (where you start) surrounded by four
outlying structures. It costs 1000 points to open one of four doors leading out
of the hub, then an additional 750 to gain access to a hut. Just because you’re
outside the hub doesn’t mean that you’ll have access to the other huts though.
Each hut is blocked off from the others, meaning you’ll have to spend quite a
few points if you want access to all four.
hut features a random perk inside. This makes finding the yummy juggernog an
annoying game of chance.
can discern the location of the mystery box at any time by simply looking to
the sky. The column of light will tell you where to find the box. This is
especially useful if the box is in one of the huts as opposed to the central
Flogger is a very cool trap involving two rotating spiked logs. It’s near the
gate that leads to the fishing hut (which you have to open before activating
the trap) and costs 750 to turn on. It only lasts about 30 seconds, but will
instantly kill any zombie that wanders into it. It can be turned on from either
zipline goes from the second floor of the hub to the doctor’s quarters. You
need to turn it on from the doctor’s quarters before you can use it.
classic zombie factory is back. Newcomers should be warned that In between
waves there’s a chance of an all-hellhound wave. These can actually be a reprieve
as there aren’t many dogs per wave and they are easy to kill. It’s also
important to know that while the teleporter pad near the beginning of the level
is immediately useless, it later serves as a central hub to three other
teleporters scattered throughout the map.
not hard to find the power switch here. Just choose one of the two doors from
the start of the level and continue on until you find some stairs to take you
to the second level. From there, you can drop down into the pit where the power
switch is. Turning on the power drops the barriers leading back to where you
started the level, and lowers the drawbridge connecting the two second story
Above: The juggernog is just through here before the stairs
you want the juggernog asap, face the teleporter at the beginning of the level
and choose the door to the right. If you
take this path, you’ll pass the juggernog before you reach the power switch.
the area with the power switch, you can open another door for 1250 that leads
to one of three teleporters in this level. If you activate a teleporter, you’ll
have 30 seconds to rush back to the mainframe where you began the level and
complete the link. Doing so may cause a free power up to spawn about one
hundred feet away.
the map above for the complete layout of the level. The central mainframe
(where all the teleporters lead) is at the bottom center.
If you link all three
teleporters to the central mainfram successfully, the pack-a-punch machine
Aug 31, 2011