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**Far Cry 5: Dead Living Zombies, All Seven Pitches and the Push for Gold**

· Games / Far Cry 5

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**Far Cry 5: Dead Living Zombies, All Seven Pitches and the Push for Gold** Guy Marvel has seven zombie movies to pitch, and you get to survive the rough drafts. He changes the scenery, adds enemies and argues his way through increasingly ridiculous ideas while you try to keep a clear path through the next crowd. Dead Living Zombies turns Far Cry 5 into a collection of short, directed action scenarios. There is no county-wide campaign to liberate here. The main progression is finishing the pitches, learning their routes and returning for Score Attack. Ubisoft’s [official announcement](https://t.co/ZicAgltsDc) confirms solo and co-op play, Season Pass inclusion and three-star rewards usable in the main campaign. **Spoiler scope:** all seven scenarios, their major encounters and Score Attack targets. **Play the normal versions first** Use the first clear to learn where the weapons appear, how the route changes and what ends each encounter. Clearing the normal pitches opens the way to Score Attack. A score run goes much better when you already know which staircase continues the mission and which corner only holds spare ammunition. Look for supply tables as you move. Pick up ammunition on the line you are already taking, and change weapons when the next section gives you a clear reason. Stopping in the centre of a crowd to examine your inventory is the expensive version of that decision. Mutation stations keep spawning enemies while their glowing capsules remain intact. In a normal clear, make room to aim, then finish the objective. During Score Attack, decide whether to keep a station active briefly by checking the score and time you still need. **The seven pitches** **Fields of Terror** Work between the farm’s mutation stations, using the supply crates along the route. Shoot burning enemies from a distance. Leave room to retreat before taking on another group; getting cornered beside an unfinished station gives fresh enemies a short route straight to you. The tractor challenge requires **ten Gougers or Hot Heads run over**. Handle that on a separate attempt if lining up the vehicle keeps distracting you from learning the route. **Burned Bridges** Cross the bridge using buses, containers and grapple points; a large enemy guards the ammunition drop. Check where you can retreat before firing. Wrecked vehicles can provide cover, but they also catch you when you back away without looking. For the early-exit challenge, take the opening right-hand route, climb the school bus and try the fence opening. Save the detour for a separate attempt. **Undying Love** Near the start, take the stairs into the underground mausoleum and destroy its mutation vials. At the Behemoth, bait its ground slam, step clear and attack the exposed back during its recovery. Set up that attack with room behind you. Moving closer to provoke a swing is much easier to control when you have already chosen where to retreat. Clear the smaller enemies nearest that escape route before committing. **Escape from the Rooftop** Use the rooftop weapon tables to replenish ammunition and collect remote explosives. Late in the fight, an elevator opens diagonally left of the starting position. Place explosives inside before its Behemoths emerge, then detonate as they arrive. On a repeat attempt, remember those supply tables rather than stopping at every corner to search again. Prepare the explosive before the crowd reaches you; working the inventory while surrounded wastes the opening you came there to create. **Killer Climate** The park route uses ropes and grapple points before a Blood Dragon fight. Collect the heavy weapon provided there. Finish each climb before trying to aim; hanging halfway through a transition leaves you fewer ways to react. Aim at the Blood Dragon’s glowing weak area beneath its jaw. Keep checking your sides between firing bursts; the biggest target on screen can easily draw your attention away from a closer threat. **The Fast & the Fiendish** Reach the car, drive toward the laboratory, then collect a weapon at the roadblock and continue toward the hospital. Avoid collisions rather than trying to smash through everything ahead. The biggest improvement here usually comes from a cleaner drive. Braking early enough for an obstacle costs less time than colliding, reversing and finding the road again. **Laboratory of the Dead** Follow the river to the lab. Explosive barrels open blocked passages inside; later, clear the central mutation station. Fire at barrels from cover rather than beside them, and reload before dropping into a fresh room. For **Killer BeeZ**, destroy **seven nests** along the large riverside pipe before entering the laboratory. Guy comments on the bees there. Count each destroyed nest before moving on. **Gold targets and time limits** The three-star targets are: - **Fields of Terror:** 25,000 points; eight minutes. - **Burned Bridges:** 40,000 points; twelve minutes. - **Undying Love:** 32,000 points; ten minutes. - **Escape from the Rooftop:** 36,000 points; eight minutes. - **Killer Climate:** 32,000 points; ten minutes. - **The Fast & the Fiendish:** 35,000 points; ten minutes. - **Laboratory of the Dead:** 56,000 points; twelve minutes. Your total comes from combat, destroyed mutation capsules and completion/time bonuses. A fast finish can contribute a substantial amount, so compare the whole result rather than only the points visible just before the exit. **Improve one weak section at a time** After a failed gold attempt, decide what actually went wrong: - **Too much searching:** learn the weapon pickups and the next exit during a normal run. - **Too little score:** check whether you skipped a dense group or left obvious capsules untouched. - **Too much time spent farming:** finish earlier and compare the resulting time bonus. - **Repeated deaths:** keep more room between you and the crowd, and reload before crossing into the next fight. Leaving a mutation capsule active can create a controlled place to earn more combat points. It also keeps enemies coming. Use that deliberately when your score needs it, then destroy the final capsule with enough time left to complete the level. Endless fighting in the first comfortable room can erase the value of everything you earned there. Two-star results can unlock helpful perks for another attempt. Check what the mode has awarded before restarting. In co-op, divide attention: one player can deal with the immediate pressure while the other finishes a station or prepares the next route. Keep close enough to help each other without both standing in the same doorway. **Leave the 5,000-kill cleanup until last** The cumulative zombie-kill challenge counts **Gougers, Hot Heads and Behemoths**. Human and animal enemies do not fill that requirement. Finish the pitches and medal attempts before deciding how much dedicated cleanup remains, because those runs already contribute plenty of qualifying kills. Pick a level you can repeat comfortably and work through it without adding unnecessary risk. The shortest-looking mission is not automatically the most useful one if much of its time is spent driving or fighting enemies outside the challenge’s required types. Dead Living Zombies gives you a clear reason to replay: the next run can have a cleaner route, fewer wasted reloads and a better finish. Learn the scene, check the score breakdown and change the part that is actually holding the medal back.

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