Killing Floor v1.0: Full Campaign No Damage

Psych0Gamers Guide 1 years ago

Description

Killing Floor has come a long way! Which started out as a mod created by Alex Quick in 2005 using Unreal Tournament 2004. Killing Floor series has been going strong for 19 years and has become an instant hit selling over 10 million copies since it's retail launch in 2009. This video pays tribute for the mod that kick started it all.

I completed this run in February 14th 2022 but never got around to uploading it until now. I explore the games lore using the mod description from Moddb to craft an intro depicting the hidden story. Many fans of the series aren't aware KF has any story, this video aims to bring it into the light. The original KF sets the tone. Desolate, gritty, and horrifying It's a somber experience but a memorable one. This is Killing Floor at it's roots, true survival horror. It's a mix between silent hill and resident evil. The story depicted in the mod isn't considered cannon but borrows elements of the mod into the retail version of KF1. I tackle this challenge with the intention of not receiving any damage by any means. KFmod is janky and at times buggy, but still enjoyable. This playthrough is to show the highlights of the mod leaving no stone unturned.

*KFMOD 1.0 - Requires Unreal Tournament 2004!*
https://www.moddb.com/mods/killing-floor

Here is my detailed experience with the whole run

*West London*
It was pretty simple to bypass this level without taking any damage. Attaining the axe and learning how to use it is essential for the run and conserving ammo is a key for later chapters.

*Offices*
The toughest part of offices was the small siege of zeds outside the office building. Using the axe, and getting the movement and hit ranges right are factors to avoid taking any damage. Proper use of the shotgun blasts were used to save time and mix up combat. The small encounter in the office bathrooms are tricky because of the small spaces. The shotgun, and pistol cleared that up for me.
I also had to account for unavoidable fall damage when attempting to get the kevlar vest and shotgun shells. I overcome this by climbing the fence in the front of the building and scaling the roof carefully to avoid fall damage. These items are normally obtained by carefully scaling down a scaffolding in one of the office rooms on the top floor and landing on the roof. But because of the height, you always take damage no matter where you land.

*Sewers*
The ammo saved in the last segments are used here. Ammo management and proper weapon use are mandatory to avoid taking an unnecessary hit. The toughest part of the Sewers was the power box segment. Zeds are fast and can corner you quickly if you don't deal with them the second they spawn. shotgun blasts need to be perfect to clear up room for trash zeds. The rest of the encounters are simple because of the space you have to maneuver and the narrow choke points they spawn from.

*Biotics Lab*
By far, the hardest portions of the mod are in Biotics Lab. Most of my runs ended here because of the brutal enemy placements and failed boss preparation. With the use of the hand cannon, good movement and zed prioritization, I was able to get past this difficult segment unharmed. The cave portion of biotics lab was challenging. It was a race against time to get to safety unharmed. The cave is too narrow and the map geometry isn't synced well with the environments causing me to get stuck on objects I can't see. It was only possible squeezing through by clearing out trash zeds from back to front and baiting out a couple fleshpound hits to avoid damage.

*Final Boss*
I once considered this feat impossible without taking damage. But enough practice and patience, I was able to do it. It's not possible to beat him one on one without taking damage. You can't utilize cover and you can't one shot him. That was until I figured out you must lure a zed in the chamber with him. He'll focus his attention on the zed giving you just enough time to end him quickly before he targets you. However, you only have one shot at luring the zed in and if you fail, you must reset. This trick is difficult and needs to be perfect. It starts by carefully luring the fleshpound in the last jail cell using a precise lineup with your fists running forward when he enters the room. He'll jump on the bed causing him to miss you in the air and won't trigger a bug that increases his size preventing him from leaving the room that fails the run. The zed must be lured into the boss room but before the cutsence is triggered you must be behind cover otherwise he'll target you first. This method was definably not intended as witnessed though the cutscene along with the sound bug. However, it was the only way to complete this feat.

Perhaps I'll cover more content around it. Let me know down below! Thanks for watching!

Custom Story Intro - 0:00
Game Intro - 2:29
West London - 3:50
Offices - 10:57
Sewers - 15:00
Biotics Lab - 19:57
Final Boss - 29:18
Credits - 31:56
Outro - 32:36