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Stages 41-48

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Added:

Stage: Dawn’s Early Light

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Lieutenant – you have accomplished the impossible. Thanks to you and your efforts, we finally know the secret of the Outbreak - and may have the means to actually stop it for good. Move your squad out of Saber Base as soon as you can, and report back at the Northern outpost. The remaining undead may not agree with your plans, but that should be no obstacle.

Stage: The Last Sunset

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Lieutenant – stay where you are and prepare for massive attack. Sudden rise of temperature triggered new outbreak of Zombies. You have to stop them until they reach populated area.

Stage: Burning Sands

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Good evening, Lieutenant. We regret to interrupt your leave, but there’s been a situation close to your squad’s location. We’ve lost contact with a convoy transporting two dozen containers of chemicl components used to design new experimental ammunition. The components are pyrophoric, so they’ll explode when exposed to hot air, and since the load was lost in the desert and we don’t know what condition it’s in, it’s imperative thatwe find it by the morning… … Hold on, Lieutenant. Keep the line open. … Lt, there’s an urgent update: we’ve received a message from the convoy. They ran into a large group of Zombies and couldn’t fight their way out: the ssurvivors have locked themselves in the containers. They’ve just radioed their coordinates, so take your men and move in immediately. The zombies are tearing the containers open, so there’s no telling how soon they’ll get to the survivors, or expose the chemicals. Exercise extreme caution!

Strategy:

Stage: Cargo in Crisis

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Lieutenant, we have two emergencies in one. Tragedy struck on Route 97, with no less than a dozen drivers ambushed by Zombies by mile 992. Another squad is taking care of the cleanup, but with the roadblocked by the wrecks, a new transport of supplies has used the tracks that the trucks had cut through the desert after your successful recovery of the transport. It looks like we may have declared it a new route for emergency deliveries a little too soon, though. They’ve reported driving into a ditch, one so deep that it shook the containers loose and spilled the contents into the sand, It’s too early to tell, but the heat of the reaction may have triggered the last effect we wanted, because their last report says that the undead are crawling up from the ground. What we need are two things: making sure that the cargo is secured again, which we’ve got covered with the Chem squad on the way, and making sure that the zombies get annihilated, so that the Chem guys can even move in and take care of the rest. The latter is your task, Lt, as you’ve already figured. Good luck, and remember to watch the ground!

Stage: Street Gambit

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Lieutenant, there was barely time to congratulate you on your success in the desert recovery mission. And now, we’ll have to postpone that even further. The containers made it safely through the sands, but the only route that allows something of their size to keep moving leads through the city. As you know, we’ve closed off the streets for safety reasons, but we’ve been looking for danger in the wrong place. We have alarming reports from a cleanup crew taking care of the sewers near the intersection that the transport has reached: Zombies have been spotted moving through the tunnels. Bizarrely, they seem to follow the same underground route as the transport above them is, as if they’re attracted to its movement and mirroring its route above. Not that much of a problem as long as it’s all underground, but the streets in the intersection are full of manholes. As soon as the transport reaches one, zombies are bound to pour out – it’ll be their fastest route. The transport is trapped in the intersection as we speak. There’s no way it can move fast enough to leave the danger zone before the zombies come out. There’s no way it can turn back before they ambush it from the other direction. The only solution is slowing it down, stopping in the intersection, unloading the containers, and waiting for the arrival of someone who can lure the zombies out, and make sure they never get close to the transport. We happen to know someone perfect for the task, Lt. You probably don’t need to be told who that is.

Stage: Down the Rabbit’s Hole

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Lieutenant,we have an emergency intervention that requires your immediate attention. As you know, the new experimental ammunition has been in high demand. Unfortunately, our laboratories can currently only manufacture less than 10% of what we need, so we have been actively looking existing facilities that could be reconditioned for our needs. The abandoned RXS Chemicals facility near Highway 87 was one of those, and we moved in to inspect it last week. Just moments ago, we received an emergency broadcast: the guards patrolling the parking lot next to the facility swear that there are noises coming somewhere from below the lot, and they are reporting that, for nearly 20 minutes now, there has been a “familiar stench” in the air. If there really is some kind of an unexplored cellar beneath the parking lot where a handful of marauder have survived, the engineers will never hold them off. They need someone capable of eliminating the menace. Gather your men and move immediately. You will recognize the location easily as you drive along the highway there is a wrecked RXS Chemicals truck about a dozen feet north of the parking lot. If you need to destroy the surface of the parking lot to get to the Zombies, you have green light to do so.

Stage: What Lurks Below

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

Lieutenant, change of plans, Your report of the mission near the RXS facility has been received with great interest by the HQ. The existence of the tunnels below the facility seems to have been a secret that never made it outside the RXS. Recovery teams have been searching the tunnels, and managed to recover some archives left undestroyed. There are remains of the classified laboratory equipment within the tunnels, and based on what we found, it appears that RXS Chemicals operated as rogue military contractor before the first Outbreak. The most curious discovery is that they used to export unknown products to several foreign companies tied to the regime we believe to have been responsible for the first Outbreak. Before we can come to any conclusions, though, we must learn as much of RXS as we can. We are compiling a list of all RXS locations and research facilities, while you continue to search the facility above ground. If there are still and Zombies in the vicinity, eliminate them, and try to recover any information you can. Your unexpected finding may prove to be our Aladdin’s Cave.

Stage: Traces in the Dust

Difficulty Mode: Regular

Waves to clear: 25

zombie amount: 3612

zombie Endurance: 800-10200

zombie Types: walker, crawler, runner, sprinter, thrower, kamikaze, police, zombie dog, and zombie bird

Mission Briefing:

The RXS facility in the desert holds no further clues, Lieutenant, However, HQ has found records of two compounds rented by RXS some time before they began shipping something – whatever it was – to their partners in the East. We can only assume that the transactions were illegal, as the documents seem forged. We need to learn what exactly it was that RXS was sending to their partners, and whether or not it was related to the reasons for the Outbreak, but all we learned was the point of origin. If RXS was somehow involved, we may be on the verge of actually finding out how the undead came to be in the first place. Whoever was in on it, they seem to have covered their tracks – most RXS facilities we managed to find seem to have been destroyed on purpose, leaving nothing but burned out shells. Interestingly, the two undamaged ones we have located so far indicate heavy zombie presence, as if the undead were instinctively staying nearby. We must scour any RXS facility out there, and hope that one holds more information. We are sending the containment team to the first location, while you and your squad are to secure and search the second compound. If there are traces of what RXS used to store there, preserve them at any cost, Lieutenant.

 
Verdict:
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