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Dead Frontier Night Three

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Dead Frontier: Night Three (Commonly abbreviated to DFN3) is the third demo for the Dead Frontier MMO. This demo is different from the previous two demos for many reasons, the most significant being the presence of an AI-controlled character, and the ability to move between zones.

Overview

Objective: Reach the helicopter before time runs out.

The game takes place in the city, you can move freely block to block. Various kinds of infected will continually rush at you from the darkness and attempt to prevent you from reaching the helicopter and saving Stephanie and Nicholas.

Hungry, thirsty and exhausted from the fight, you fall to the floor...

After what seems like only moments, heavy footsteps and a male voice begin to echo through the darkness. Slowly, you regain consciousness. Squinting hard, you manage to make out the silhouette of a man and young girl standing over you.

Dragging you to your feet, they frantically explain that an evacuation helicopter is coming and they intend to reach it. Upon hearing these words a mass of adrenaline floods into your body.

It's time to move..."

Dead Frontier Night Three Theme
Music
Dead Frontier Night Three Theme


Items

Weapons
Combat Knife
Combat Knife
Combat Knife

NA
NA
1 Damage per Hit

2 Shot(s) per Second

You start with this, and it is only accessible for Easy & Medium Mode. This melee weapon is your last resort weapon when your guns are empty. The weakest and worst weapon in the game, however, it serves it a purpose of saving ammo in the beginning while guns will waste ammo overkilling the first waves of zombies. Only accessible for Easy & Medium Mode.

Starting Ammunition: NA

Chainsaw
Chainsaw
Chainsaw

NA
NA
1 Damage per Hit

8.57 Shot(s) per Second

Used to turn the infected into ground beef, only accessible for Hard & Insane Mode. This is the first appearance of chainsaws in Dead Frontier, and unlike the Combat Knife, it deals a great deal of damage and can be used as a primary weapon if preferred. Only accessible for Hard & Insane Mode.

Starting Ammunition: NA

Glock 19C
Glock 19C
Glock 19C

9 x 19 mm Ammunition
15 Round Capacity
1 Damage per Hit

2 Shot(s) per Second

Your standard issue sidearm, only accessible for Insane Mode. The Glock 19C "Compact" is a simple and light pistol that utilizes the popular 9 x 19 mm Parabellum round, which makes it capable of fast and almost recoil-less firing while achieving moderate damage and stopping power per bullet.

Starting Ammunition: 265 Bullets

Colt 45
Colt 45
Colt 45

.45 mm Ammunition
6 Round Capacity
3 Damage per Hit

1.5 Shot(s) per Second

The first weapon dropped by zombies. A classic cowboy styled, .45 revolver pistol only accessible for Hard Mode. It is much more powerful than the Glock 19c and has better critical rates yet only holds a 6 round clip and is relatively slower. A critical hit will one hit K.O. any non-boss zombie.

Starting Ammunition: 186 Bullets

Steyr TMP
Steyr TMP
Steyr TMP

9 x 19 mm Ammunition
30 Round Capacity
1 Damage per Hit

5 Shot(s) per Second

A fast firing submachine gun found lying around empty in the house. The Steyr TMP is a very simplistic and small gun, just outsizing an average pistol while being capable of firing at far faster speeds and keeping recoil minimal. It also uses commonly found 9 x 19 mm ammunition and thus is a useful replacement for the Glock 19C pistol as the ammo is interchangeable.

Starting Ammunition: 2,030 Bullets

Mossberg 500
Mossberg 500
Mossberg 500

12 Gauge Ammunition
7 Round Capacity
2 x 8 Damage per Hit

1 Shot(s) per Second

A large and heavy shotgun, hidden away in the cottage to fend off whatever may attack the house and its owners. The Mossberg 500 is a commonly found shotgun used for riot control and home defense among other uses, due to its good reliability and its powerful 12 gauge ammunition. Its underbarrel magazine holds 6 rounds plus one in the chamber, each of which shoots 5 pellets doing 2 damage each. Due to its pellet based damage, the Mossberg can kill almost anything with a single shot at close range, although its slow and it less effective at longer ranges.

Starting Ammunition: 182 Shells

Defense
Armour
Armour
Armour
50 Durability

35% Damage Absorption

Your armor, a common kevlar based jacket is primarily designed to protect against projectile weapons, but it can be also helpful against the claws of the infected while it lasts.

Infected

The zombies you will encounter in this minigame resemble early results of how the Nerotonin-4 virus warped humanity and turned them against each other in a bloody battle.

These infected show symptoms of photophobia and thus generally evade all kinds of light, although they might ignore this weakness if a potential prey is nearby. This makes them primarily nocturnal hunters, meaning as long as you stay awake and prepared to fight off infected during the night, it should be relatively safe outside during daylight.

Infected
Crow
2 Health Points
2 Damage
Small crows infected by the N4 virus, they spawn in the beginning and at the final stage on the rooftops. They are incredibly weak but very fast. They can move over any obstacle, however, they lack the reach of other zombies.
Zombie
5 Health Points
6 Damage
The inhabitants of Fairview infected by the N4 virus. They are relatively slow, yet relatively agile. The classic zombie.
Crawling Zombie
5 Health Points
6 Damage
Just like it sounds, a normal zombie which was probably wounded and is now forced to crawl to its prey. It's essentially the same as the normal zombies, but it moves slightly slower and makes up an easier target.
Hell Hound
8 Health Points
8 Damage
Dogs were once wolves that were domesticated several thousand years ago by humans, however, they have been now infected with the N4 virus. They are relatively fast and notably attack faster than infected humans
Grey Zombie
10 Health Points
8 Damage
Distinguishable by their habit of power walking. They are simply more pissed off zombies that hit harder and are more persistent. They spawn deep in the city.
Red Hell Hound
16 Health Points
10 Damage
Easily distinguishable by their blood red rotting flesh. They will chase you into a corner and have a bone to pick with you, literally. They spawn in the deepest and most dangerous parts of the city.
Red Zombie
18 Health Points
12 Damage
Easily distinguished by their blood red rotting flesh. These mutated freak shows have a nasty habit of sprinting and have been mutated by the N4 virus to a point where they are juiced. They spawn in the deepest and most dangerous parts of the city.
Black Hell Hound
??? Health Points
16 Damage
Big Red's best friend. A HUGE, black coal colored hell hound that is waiting for you when you get to the rooftop for extraction by helicopter. After you defeat it the game screen slowly fades away and your results are shown.

NPC

NPC
Stephanie
A survivor and daughter of Nicholas. She is unarmed and is vulnerable to zombies, if she dies it is game over. She stays close to Nicholas.
Nicholas
A survivor and father of Stephanie. He is armed with a Mossberg 500 and carries unlimited ammo. He shoots at the closest zombie to him.

Screenshots

Reception

The third and last installment of the series was actually the only game to have mixed reviews, this was because of the simple AI on the NPCs and completely different gameplay style as the first two. Some players welcomed it with open arms, and others thought of it as a letdown.

Links to "Dead Frontier: Night Three"

Via Newgrounds Via Dead Frontier

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