Version User Scope of changes
Mar 1 2008, 11:42 PM EST (current) Akatski 3 words added, 2 words deleted
Feb 16 2008, 9:32 AM EST Jack_Gillow 13 words added, 15 words deleted

Changes

Key:  Additions   Deletions
Takes place after "Night One", where the unnamed main charachtercharacter survived from vicious zombie attacks.


Contents

1.Setting and Story
2. Weapons
3. Enemies

4. Link to "Dead Frontier: Night Two"


1. Setting and Story

A sigh of relief escapes your lips as the giant zombie behemoth falls to its knees. A moment later the first rays of sunshine begins to pierce through the sky from over the horizon. It appears you are alive, for now.

Tired and hungry, you make your way through the desserteddeserted wasteland, intent on finding other survivors. Debris, burnt out cars and mutated corpses line the once busy streets. The stench of death floods your sense.

Clambering over a pile of bodies you notice a crackle in the distance. It's coming from a wrecked police car down the road. Heart pounding and sweat pouring from your forehead you frantically try to make contact with anyone who might be listening.

Two hours later you finally give in, nothing but static is coming across that radio. You soon realise that the night is once again upon you, and judging by the howls in the distance, the infected are coming to feed...
Taken from "Dead Frontier: Night Two
Objective: Stay alive for the whole night.

This game takes place in a crossroad. This map is bigger than Night One. Also many functions which were not in "Night One" are implemented here:

  • Critical hits
  • New weapons
  • New types of zombies
  • Barrels which explodes
  • Splash damage from explosions.


2. Weapons

Combat Knife - Basic starting weapon in "Night Two" along with the Glock. Simple but effective.

Glock 19c - The starting weapon. A simple pistol with a clip size of 15 that fires 9mm bullets. It does 1 damage per shot.

Colt .45 - This revolver has less rounds than Glock but it can kill normal zombies in 3 hits. The critical rate for this gun is its advantage.

Steyr TMP - A submachine gun, obtained relatively early in the game. It has a clip size of 30 9mm bullets and does 1 damage per shot.

G3 Grenade Launcher - A heavy-class weapon. The splash damage coming from it's grenade can even destroy red dogs in one go. Watch out though, the splash damage also affects you.

Mossberg 500 - The last weapon to be dropped, it is a large shotgun that holds 7 rounds. It does 10 damage, but the shot loses damage at long range. It can kill any enemy in the game with a well-placed shot.


3. Enemies

Pictures of the zombies can be found here.

Zombie - Plain old zombie. It has 5 hp and moves quite slowly. Like all zombies, they drop 9mm ammo, HP power-ups and, at later stages of the game, shotgun ammo.

Crawling Zombie - Just like it sounds. A plain zombie that crawl on the ground. It has the same statistics but moves slightly slower.

Brown Zombie - A strange-looking human with outstretched arms. These zombie are very fast and much more difficult to kill than most. They have 6 hp and do 5 damage.

Red Zombie - The most dangerous enemy in Night One, but they became more common in Night Two. They are red and sprint toward your character quickly. They have 8 hp and do 5 damage.

Behemoth - They works as minibosses in Night Two, but are still dangerous.

Black Hounds - Final boss for Night Two. They work in packs and can sprint faster than red dogs.


4. Link to "Dead Frontier: Night Two"