The Basics of Siege Skips
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The Basics of Siege Skips
Aggiornato 5 years ago di Huntylicious

Hello, and welcome to the first official guide to skipping in ZAT. If you're here you know that the most time-consuming parts of this game are the sieges. Drawn out, wave-based, and takes a bit of waiting on occasion.

However, not all sieges have to be fought. There's a universal skip you can apply to nearly every siege, based on ONE parameter: 'is there a propane tank?' (Propane Tank = P.T.)

The P.T., the one that stands up right and is often knocked around a bit, is one of the few objects both players and zombies can interact with. As such, zombies can push this object into the player -- but they have no down-sides to pushing it around; they don't slow down or stumble against it as a player would. Rather, with unlimited strength, they push it forward.

Understanding this, at the very first house siege in the first episode in Village of the Dead, you have a P.T. which you can position facing the corner with the logs -- stand behind it, let a zombie approach you (one is enough!) and you'll get shoved through the logs/fence.

The game sincerely doesn't want you to be ''in'' stuff, and it'll try and get you ''out'' of stuff very quickly. Wall/door too think? Puts you on top of the P.T., or to the side. There are a few more P.T. skips that I've verified to work, and work well, but as of writing I've not yet explored the other episodes.

On Green Fog Walls (GFW):

When a GFW appears and the player is in said location, they will backtrack away from it slowly without much player control. However, here again we can apply the P.T. skip! By forcing out model into the fog with our back first (!) utilizing a P.T. and a zombie, our character will try and ''backtrack'' out of the GFW, instead they will go to the other side of it, and you get to skip ahead to the next checkpoint/safe house.

On VITAL Checkpoints:

In Cathedral of the damned it is possible to skip the church siege and force yourself into the church prematurely, to fight the Occult General. However, by skipping the siege, you miss a VITAL loading checkpoint - characterized by the altar being missing, along with some other set pieces. The ''VITAL'' part of this being that, when the Occult General appears, his skulls WILL NOT which makes him invincible, and you are soft-locked. As of writing, I've found no way to force a VITAL loading check.

On player models: I've found that the player model is more long than it is wide. (I.e. in front and behind the player is more collision than to the left and right) This means that for certain skips, such as the subway-skip at the last chapter, you must lay down to get pushed through the fence! (Thinner hitbox = less time spent ''inside'' it, better chance to get pushed to the other side of it)

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change the entire leaderboard instead of having 3 categories of each episode now there is only any%, glitchless with subcategory of each episode, also add subcategories of difficulties and zombie spawn.

The same with the 3 categories of episodes that there were before, now it is the same but it is

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