Zombieville
Hints and Tips:
---------------
Submitted by: David K.
Play as journalist Matt Black investigating zombies in Downforth and the Bedlam
military base. Conversation puzzles and item tracking matter more than combat.
-= General play =-
* The game does not list every item you carry - take notes on who needs what.
* Press F1 and right-click Matt to see health, antidote doses, and medkits only.
* Antidote is scarce; convert zombies when possible and plan doses before town
trips.
* Avoid shooting NPCs who still have dialogue - some scenes crash or soft-lock if
you do.
* Past the drunkard, succubus Rachel kills you unless you have blessed musket
balls.
* US retail shipped on one disc but gameplay needs Disc 2 files from the EU
release - insert the European Disc 2 when prompted, or merge EU Disc 2 data
into your install.
* Save/reload quirks: music may twang, cut out, or sustain during antidote use;
relaunch if audio breaks after rapid reloads.
* Vital keys and passes can drop from random zombies or skeletons - if stuck,
clear nearby undead and recheck bodies (known alpha-build quirk).
* Bedlam dialogue and the in-game timer (T) can crash on missing CD files - save
often and avoid Esc-to-menu if the build returns to DOS unexpectedly.
-= Controls =-
* Ctrl + move - Run (zombies chase faster while you sprint).
* F1 + right-click - Health, antidote count, medkits.
* T - Timer overlay (may error on some CD installs).
* Talk / Use cursor - Conversation trees and hotspot interactions.
* Esc - Main menu (can hard-exit to DOS on buggy builds).
-= Story hooks =-
* Matt Black, journalist, drives into Downforth for a story; Bedlam Base opens
fire on the Humvee and zombies rise from the ground.
* Box pitch ties a covert XMZ1A weapons project, a 200-year-old infant, a living
graveyard, Margie Poole's gun knowledge, and General Barrow's allegiance.
-= Locations =-
* Farmhouse - Early investigation before Downforth.
* Downforth - Town hub, diner, warehouse, general store.
* Bedlam Base - Military compound; antidote and heavy weapons.
* Gas Station - Dean Reilly; optional missile cutscene.
* Rudy Clark warehouse - Buddy Morgenstern outside; Rudy confrontation.
Secrets:
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-= Bonus cutscene - blow up the Gas Station =-
* Do not kill Dean Reilly at the Gas Station before this.
* After taking the Missile Launcher from the Bedlam Base armory, drive to the Gas
Station and talk to Dean Reilly. Choose: Warn, Don't hurt Reilly, No, Burn the
station, Use the missile, Use the missile further away.
* Drive away in either direction for a bonus cutscene of Matt destroying the
station. Returning later skips the intact station - you pass the wreckage
without stopping.
-= Combat and items =-
* Picking up the same firearm again can raise that weapon's maximum ammo -
undocumented in the manual.
* Killing Margie is the only way to obtain the MP5 (also drops M16 and ammo); it
behaves similarly to the M16.
* The General dual-wields M16s and drops two M16s plus an M60 when killed.
Solutions:
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-= Progression phases - spoiler; order can vary between saves =-
* 1 - Approach - Survive opening zombies near Bedlam; reach farmhouse area and
Deputy Buckmaster roadblock on foot..
* 2 - Bedlam - Get base access (Rusty's pass may drop from zombies or skeletons
if not given in dialogue). Talk through cage soldiers; collect antidote; armory
Missile Launcher..
* 3 - Town - Insert EU Disc 2 when US install prompts. Visit Gas Station, farm,
garage, general store, diner, warehouse, graveyard, and cathedral hotspots as
conversations open..
* 4 - Finale - Resolve warehouse (Rudy Clark), graveyard threats, and Bedlam
command (General Barrow fight / XMZ1A thread)..
-= Key NPCs =-
* Deputy Buckmaster - Roadblock after farmhouse; Humvee impound dialogue (you can
often drive away anyway)..
* Colonel Martinez - Bedlam cage briefing; either Lie/Truth answers work..
* Rusty - Warehouse district; pass needed for Bedlam return..
* Rudy Clark - Warehouse boss confrontation..
* Buddy Morgenstern - Outside warehouse; antidote dupe (see Glitches)..
* Dean Reilly - Gas Station attendant; keep alive for missile scene..
* Ms. Agnes - Farm; needs 6+ shotgun shells in inventory to proceed (shells are
not consumed - empty-shell logic is cut)..
* Gluck - General store; blessed musket balls for Rachel..
* Margie Poole - Garage; truck ram vs on-foot choice (see below)..
* Father / priest - Holy-water-on-water-pistol gag spawns hostile priest..
* Drunkard / Rachel - Graveyard; Rachel needs blessed musket balls..
* General Barrow - Bedlam command; dual M16s, heavy weapon drops..
* Clyde - Bedlam 2nd floor; lore only ("Forests are Fading")..
-= Margie and warehouse branches =-
* Margie - truck: ram the pump house with her truck (default path).
* Margie - on foot: choose walk instead of truck; she dies after the next talk
(odd scripted death). Only way to get MP5 is killing her (also drops M16 +
ammo).
* Warehouse order trick: talk to Margie, choose on foot, visit warehouse,
threaten Rusty, then shoot Rusty - Margie may stay non-hostile at the garage if
you return.
* Do not save/reload immediately after that Rusty sequence; Margie can shoot once
for no reason after reload.
-= Farm and graveyard =-
* Agnes: carry at least six shotgun shells before her farm dialogue (count check
only).
* Graveyard: get blessed musket balls from Gluck before passing the drunkard.
* Do not shoot the drunkard early - Rachel will hunt you and may be unkillable.
* Rachel without blessed ammo instantly ends the run if she catches Matt.
-= Bedlam return notes =-
* After Rusty's pass, Martinez, Price, and Janise can vanish on re-entry (script
bug).
* Clyde on Bedlam's upper floor is optional backstory; cathedral pew cutscene
tied to his "Forests are Fading" line does not fully play.
-= Progression beats - quick checklist =-
* Reach Downforth after the farmhouse and Deputy Buckmaster roadblock; hunt
Rusty's pass if door access fails (random zombie/skeleton drops reported).
* At Bedlam Base, collect antidote and loot the armory for the Missile Launcher
when ready for the Gas Station scene.
* In town, confront Rudy Clark at his warehouse; Buddy Morgenstern waits on the
street outside for the antidote trick in Glitches.
Glitches:
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-= Infinite Antidote =-
* After you have antidote from Bedlam Base, find Buddy Morgenstern (LaVerne's
grandfather) on the street outside the warehouse where Rudy Clark is holed up.
* Talk to him and choose Threaten to force him to take antidote.
* A bug returns a full bottle instead of an empty one without reducing your
stock.
* Repeat the conversation for about 10 antidote doses each cycle.
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