Friday, 6 November 2015

Tequila Zombies 3: Walkthrough Guide

Tequila Zombies 3: Walkthrough Guide

List of Weapons on Tequila Zombies 3
Cold Weapon
Melee
Damage: 1, Fire Rate: 1.5, Ammo: 5, Cost: Free
Axe
Damage: 1.5, Fire Rate: 1.5, Ammo: 5, Cost: 270
Katana
Damage: 3, Fire Rate: 2, Ammo: 5, Cost: 1600
Sledgehammer
Damage: 4, Fire Rate: 1, Ammo: 5, Cost: 2600

Handguns
Colt 1911
Damage: 1, Fire Rate: 2, Ammo: 1.5, Cost: Free
Magnum
Damage: 2, Fire Rate: 1.5, Ammo: 1, Cost: 650
Mauser
Damage: 2, Fire Rate: 2, Ammo: 2.5, Cost: 1750
Desert Eagle
Damage: 3, Fire Rate: 2, Ammo: 2.5, Cost: 2300

Shotguns
Sawed-Off
Damage: 2.5, Fire Rate: 1, Ammo: 1.5, Cost: Free
Mossberg
Damage: 2.5, Fire Rate: 1, Ammo: 2.5, Cost: 900
USAS12
Damage: 4, Fire Rate: 2.5, Ammo: 3, Cost: 2100
Jackhammer
Damage: 4, Fire Rate: 4.5, Ammo: 3.5, Cost: 2500

SMG
MicroUzi
Damage: 1, Fire Rate: 4, Ammo: 4.5, Cost: 450
Tec9
Damage: 1.5, Fire Rate:4, Ammo: 4.5, Cost: 1350
UMP
Damage: 2, Fire Rate: 4, Ammo: 4, Cost: 1700
FN90
Damage: 2.5, Fire Rate: 5, Ammo: 5, Cost: 2100

Explosives
M79
Damage: 4, Fire Rate: 1, Ammo: 1, Cost: 2050
GM94
Damage: 4, Fire Rate: 2.5, Ammo: 2.5, Cost: 2250
Hawk MM1
Damage: 4, Fire Rate: 3, Ammo: 3.5, Cost: 2600
Guitar
Damage: 5, Fire Rate: 3, Ammo: 2, Cost: 3000

Sniper Rifles
Springfield
Damage: 3, Fire Rate: 1.5, Ammo: 2, Cost: 1800
MSG90
Damage: 3, Fire Rate: 2, Ammo: 3.5, Cost: 1950
Dragunov
Damage: 3.5, Fire Rate: 2, Ammo: 2.5, Cost: 2400
M95
Damage: 5, Fire Rate: 1.5, Ammo: 2, Cost: 2700

Assault Rifles
L85
Damage: 2.5, Fire Rate: 3.5, Ammo: 4, Cost: 1800
M16A2
Damage: 3, Fire Rate: 3.5, Ammo: 4, Cost: 2100
Ak47
Damage: 3.5, Fire Rate: 3.5, Ammo: 4, Cost: 2300
HKG36C
Damage: 4, Fire Rate: 4, Ammo: 4, Cost: 2900

Armor
Green
Block: 2, Cost: 320
Yellow
Block: 3, Cost: 1450
Red
Block: 4, Cost: 1800
Blue
Block: 5, Cost: 3200

List of Magazines on Tequila Zombies 3
VHM Magazine #1 - Unlocks 3rd slot.
VHM Magazine #2 - Use two small guns.
VHM Magazine #3 - Start with ammo.
VHM Magazine #4 - Longer Chili time.
VHM Magazine #5 - Unlocks 4th slot.
VHM Magazine #6 - Max ammo increased.
VHM Magazine #7 - Extra cold arm damage.
VHM Magazine #8 - More money drop.
VHM Magazine #9 - Piercing bullets.
VHM Magazine #10 - Start with tequila.
VHM Magazine #11 - Regeneration.
VHM Magazine #12 - Superpowers restore health.

All Secret Magazines Location on Tequila Zombies 3
1. Abandoned Miners Rush - Checkpoint 5/8: Pit of Rats
- Do not jump down first, go the right and notice the skeleton. There is a magazine hanging on the skeleton.
2. Ghost Town - Checkpoint 2/8: Gasoline Storage
- Before entering the house, search the broken barrel.
3. Ghost Town - Checkpoint 5/8: Main Street
- Do not exit the inn once you finish clearing the inn. Search room 204, you can find one magazine under the bed at far left.
4. Classified Object - Checkpoint 1/8: Dead Ranger Assault.
- It is in the third part of this checkpoint. It is on top one of the US Army boxes.
5. Classified Object - Checkpoint 4/8: Restricted Area
- It is in the third part of this checkpoint. Search an opened box lying sideway; there is one magazine inside.
6. Classified Object - Checkpoint 5/8: The Lab
- Clear the first part first. Don't drop down, instead go right through the tunnel. Then clearing 3 parts, walk the way to the end. There is a magazine on the floor beside the locker.

Recommended Build on Tequila Zombies 3
Miguel
Cold Weapon - Katana
Shotguns - Jackhammer
SMG - FN90
Explosives - Hawk MM1
Armor - Blue

Jaqueline
Cold Weapon - Katana
Handguns - Desert Eagle
SMG - FN90
Sniper Rifles - M95
Armor - Blue

Jeff
Cold Weapon - Katana
Handguns - Desert Eagle
Shotguns - Jackhammer
Assault Rifles - HKG36C
Armor - Blue

Walkthrough Guide on Tequila Zombies 3
Tequila Zombies 3 is almost nothing new compared with the previous two. You would get used to the playing style almost immediately if you completed it before. Unlike the previous two, this time, you will need to collect ammo to use your weapons. They can be carried forward to the next checkpoint. However, this game is slightly harder than the previous two. You can try saving some ammo, but I do not see a need because the ammo is dropped quite abundantly. I didn't have any issue with the ammunition except the beginning of the first stage. Saying so, please still aim before you shoot. They will run out very soon if you keep consuming the ammunitions without a purpose. Collect tequila and only use your super powers, when you are unable to handle the situation due to zombies clustering. This could save your life in desperate times.

For me, I like to play Jaqueline. Mainly because of its Sniper Rifle, M95. It is one of the best weapons in the game which can kill 8 zombies with 1 piercing shot. The only downside is the slow firing rate. Jeff is also not bad, his Shotgun and Assault Rifles perform decently almost throughout the game. But, I dislike his super powers; In the beginning stage usually the cheaper power move is better than transforming because it installs all weaker enemies, while the transformation makes you run around and do it manually. In the second stage, the transformation is better because a lot of the enemies have enough health to survive the weaker attack. However, in the third stage all of the acid and powerful enemy projectiles make the transformation a lot less valuable as it doesn't offer protection and by then your guns are doing about as much damage as your claws. Miguel is okay, but I do like to use explosive weapons. You can use any characters to finish the game. But based on my opinion, Jacqueline is the best, follow by Jeff then Miguel.

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