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World of Horror

Cheat Codes:
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Submitted by: David K.

Tips for Background Run:
------------------------
Written by Way Past Sad

Having trouble clearing an [Ill Fated] run? I've got a relatively easy solution.

How to Clear Background Run

-=Prerequisites
* Must have unlocked Moriko as a playable character.
* Must have unlocked the "city history" customization option.
* Must have the "Monument" location available.
* Must have the "Illegal Den" location available.
* Must have the "Extra Ammo" item unlocked.

-=Starting The Run
Okay, so once you've met all the conditions above, this should be relatively easy. 
WoH is a RNG heavy kinda game, so naturally when you're playing a run where all s
kill checks are an automatic fail... Things get tough.

However, all you have to do is work around the idea that luck is never on your side. 
Beating the [Ill Fated] backstory just requires you to rely on combat ability, 
healing items (to mitigate skillcheck fails) and generally good resource management.

Okay, actual guide time:

For starters, you're gonna wanna pick Moriko as your playable character, as she 
starts with a Shotgun and 2 shells, giving her the strongest combat ability at the 
start of any run. You'll also wanna consider which old god you play the run with. 
This is sort of a personal preference, but I personally recommend going with ATH-
YOLAZSTH, since his only downside is that using spells increases Doom. With Moriko's 
abilities, you'll not be relying on spells much at all. Also, make sure you play 
this run with only character/generic perk cards, you'll see why in just a second 
here.

Once the run actually starts, you'll notice you begin with a free level up, and a 
bunch of extra EXP. Immediately level up, and pick a perk that applies to combat. 
Moriko gets two insanely overpowered perks: "Ammo Stash" and "Deft Handling." Ammo 
Stash grants you 1-2 bullets after each mystery (which is why I would go for it at 
the very start of the run, as you'll get the maximum benefit), and Deft Handling 
makes all melee attacks with firearms 20% faster, which is good for saving ammo on 
weaker enemies around the 12-18 HP range, as you'll likely still be able to 1 turn 
kill them without using any ammo. If your RNG is bad, and neither of these perks 
appear for you at the start, re-roll your perks (for a 4% DOOM penalty) until you 
get them. If your RNG is really bad, and you end up with like 20% Doom before you 
see either perk, just restart, since you're at the very beginning anyway.

Lastly, edit the "City History" as it's gonna need some tweaking. You'll wanna 
get rid of the Hardware store, and instead have the Illegal Den and Monument 
locations as your 2 Seaside locations. Both of these will be vital for this run. 
Additionally, get rid of the Dog Shop (RIP goodest boy) and replace it with the 
Vending Machines. The reason for this is simple: The Dog shop has a chance of 
disappearing as a town event between mysteries, so you don't wanna have a vital 
means of getting items taken from you. Aside from that, visiting the Dog Shop 
costs 4% Doom, while visiting the Vending Machines costs a measly 1% Doom. 
For the purposes of this run, the Dog Shop isn't required.

Once you're all set, proceed to your apartment and get ready for the run.

-=Money Is A Top Priority
Playing on Cultist (normal) difficulty, every character starts with 4 funds. When 
you enter your apartment, go to your room (where you can change outfits) and click 
on the small mailbox-lookin' thing on the upper shelf, left of the mirror. Inside 
it is 1 extra funds, this'll help. In fact, funds are gonna be a top priority for 
you.

Take a bath, choose warm water for the extra 5 EXP, and then start any mystery
 that doesn't lock you to a specific location (ie, any mystery that allows free-
roaming through all standard locations, such as downtown, the school, etc.).

Once you've started a mystery, head immediately to the police station, convert 
all your remaining bonus EXP into funds. In my playthrough, I started with 133 
EXP, so I was able to get an additional 2 funds. After leaving the station, head 
to the Illegal Den. Now, just so I don't seem like a liar, i'm gonna say this: I 
have, on every run I did as Moriko, had the Illegal Den have extra ammo on my 
first visit. So I assume that choosing this character makes that a locked-in item, 
at least for a first visit. If not, re-roll (at your discretion) until extra ammo 
is in stock. By now you should have 7 funds, so extra ammo should be affordable. 
With your remaining funds, visit the Vending Machines for additional supplies.
For now you'll probably only be able to afford a can of soda or some bottled 
water, but both of these are a flat STA/REA regain with no downsides. If you'd 
rather go for more potent stuff, you can visit the Pharmacy in the Hospital for
things like Experimental Drugs, Sewing Kits, etc. Sewing Kits are a good choice 
solely because Charisma is meaningless in this run, as you'll fail any skill 
checks relating to it regardless. This makes their downside a non-issue.

Another thing to note is that at the Police Station, you can adjust the combat
encounter rate by either requesting or complaining about the police patrols. I 
would recommend keeping the combat rate at the normal level, since lowering it 
means you'll get less combat and more skillcheck/encounter events. Now, lowering 
the combat rate can work, but then you're letting yourself be at the mercy of the 
game's RNG. Not all encounters are skillchecks, some are flat benefits to you, 
and others are a matter of choosing the correct option for a benefit or to avoid 
a skillcheck altogether. Both of these are viable strategies, I just wouldn't 
recommend altering the combat rate, considering combat is the only place you 
have actual control.

Last thing regarding funds, is that you should make every effort to make more 
funds whenever you can. Trading EXP occasionally, sharing EXP with Mr. 000 (if 
you encounter him), selling any items you get that you don't intend to use (such 
as any weapon, yes even the Katana, you will not be swapping from the shotgun). 
Having funds is almost always gonna be more viable for this run than level ups, 
so I would just trade EXP as often as possible and buy more ammo/healing every 
chance I get.

-=General Tips for The Run
The previous two sections were focused around the two major things you can 
do to give yourself an edge. From there, it's a matter of the game's RNG, and 
how you react to your changing situation as well as manage your resources.

I'll try to fit as many little tips and strategies as I can into this section, 
just all the stuff that doesn't really fit into the other two, or is simply a 
bullet point that doesn't fit into a larger strategy.

If you choose "Ammo Stash" at the beginning, don't be shy about using your 
bullets. However, keep in mind that the first shot you fire will give you "Ringing 
Ears" as a debuff, making combat actions slower until the end of the current mystery. 
For this reason, it's recommended that you try to use Melee attacks before firing 
your gun once. But once you have fired, then you should fire as many shots as you 
need per Mystery.

If you choose "Deft Handling" at the beginning, rely on Melee attacks as often as 
possible. Since ammo will be harder to come by without the "Ammo Stash" perk. 
Melee attacks will be faster, meaning you can dole out more of them per turn. 
With this Perk, you should save bullets for stronger enemies, in the 24-36 HP 
range.

If you get the Mystery Curious case of a contagious coma, I highly recommend doing 
the side quest for the Dust of Seeing, but NOT using it to face the boss. Instead, 
take the REA penalty and save the Dust for another mandatory battle. 

This can be especially useful if your run has you doing Mysteries with difficult 
bosses like the Mad Janitor or Aka Manto, since the Dust sets their power to 0 and 
makes your chance to hit much higher. (with high enough perception, you can have 
100% or greater chance at landing a shot, without needing to prep or use an attack 
boost, allowing for multiple shots in one turn, possibly even a 1 turn kill).

The Monument is a vital component if you get bad RNG, or you visit shops/restock 
too frequently. As long as you enter the monument with STA, REA, or funds to spare, 
you can lower your Doom. However, if you enter the Monument and can't afford the 
cost, and then leave, you'll no longer have access to the Monument. So make sure 
you only enter when you can spare all three, as the cost for lowering Doom is 
random each time. Also, the more you use the Monument, the higher the costs will 
be upon each visit.

Run from Ghost enemies, unless your Doom is too high to risk the 5% penalty. The 
reason is simply because your powerful weapon grants you no advantage over Ghosts, 
and staying and fighting it will just cost you valuable STA/REA.

If you run into the 410 billion encounter, you should (as long as your REA isn't 
too low) steal the officer's gun. Doing this will give you a couple extra bullets
 (anywhere from 1 to 5, I believe) as well as the Police Revolver, which can be 
sold for a whopping 5 funds. Which can then be used for 3 more bullets.

Recruiting Allies at the Schoolyard isn't recommended. The only benefit would 
be if you can get an ally who makes Pharmacy items cheaper, or who can increase 
your perception, as all other skills won't give you any benefit due to auto-failing 
skillchecks. You can of course still use allies to distract enemies for an increased 
chance to hit, but I personally consider this a waste of time. EXP is much better 
used for getting funds so you can always have extra ammo.

Since you have the ability to lower your Doom if it's getting too high, don't be 
shy about resting at home if you're unable to get healing items and your health is 
low.

If you decide to buy Wine at the Illegal Den for the +3 REA it gives you, remember 
that the empty bottle you end up with after use can be sold for 1 funds.
 

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