Items/clothing
Содержание:
Запуск без ключа
Ключи от автомобиля могут и вовсе отсутствовать, и чтобы запустить двигатель, игрок может замкнуть замок зажигания. Для этого должна быть отвёртка в инвенторе и прокачены навыки: 1 уровень электрики и 2 механики.
Чтобы замкнуть замок зажигания, сидя на водительское месте, нажмите клавишу V и в появившемся меню выберете Завести двигатель без ключа. При удачной попытке замыкания, на замке зажигания, приборной панели, появятся 2 висящих провода
При неудачной попытке, ничего не произойдёт (но может привлечь внимание зомби), попытки завести двигатель можно выполнять бесконечно.
Чтобы завести/заглушить автомобиль нажмите N.
Таким образом, запустить двигатель может любой игрок, что может быть нежелательно в мультиплеере.
В случае, когда двери автомобиля заблокированы, вы можете разбить боковое стекло, чтобы открыть дверь. Для этого нажмите ПКМ по стеклу/двери и выберете соответствующий пункт меню.
Occupations & Traits
Traits
Name | Cost | Starting Weight | Description |
---|---|---|---|
Nutritionist | -4 | N/A | Can see the nutritional values of any food |
Obese | +10 | 105 | Slower running speed. Tire from running more easily -5 Fitness |
Overweight | +6 | 95 | Slower running speed. Tire from running more easily -2 Fitness |
Underweight | +6 | 70 | Low strength, low endurance and prone to injury |
Very Underweight | +10 | 60 | Very low strength, very low endurance and prone to injury |
Emaciated | N/A | 50 | Low strength, low endurance and prone to injuryNot available during character creation |
The nutritionist trait is only available during , costing 4 trait points, or can be picked up for free when choosing the fitness instructor occupation. The nutritionist trait allows the player to «see the nutritional values of any food», which can normally only be seen on food that is packaged.
Scenario
Each scenario below offers their own, unique set of difficulties or obstacles to overcome when starting out in the world.
Survival
Starting Date: 9th July 1993
This is the recommended zomboid experience, the way the devs intended it to be played. are locked on . Doors are frequently locked and house alarms are common, forcing the player to keep on the move. Strong, tough and basic navigation make these zombies a serious threat, they’re nothing like the previously encountered ones. Water and Electricity will shut off in under 30 days, requiring the player to quickly find some sustainability. This is the hardcore experience, survival is highly unlikely.
• Horde Size: Huge
• Zombie Speed: Fast Shamblers
• Zombie Senses: Normal
• Utility shut-off: 0-30 days
• Resources: Rare
One Week Later
Starting Date: 9th July 1993
This game mode is intended for casual player, starting from a week after the infection began. There is a moderate horde size, since the zombies have had some time to turn. They will quickly shamble towards anything that catches their attention, however with reduced senses. Water and Electricity will shut off after 2-6 in-game months. Houses are unlooted. The player will experience what it was like in Knox Country from the early stages of the plague.
• Horde Size: Moderate
• Zombie Speed: Fast Shamblers
• Zombie Senses: Poor
• Utility shut-off: 2-6 months
• Resources: Common
Six Months Later
Starting Date: 9th December 1993
This game mode is not for the faint of heart — for experienced survivors only. After 6 months, very few survivors remain with a large horde of zombies scattered throughout the landscape — this is how it ends. They’ve had a lot of time to develop their senses and will hear, see or smell anything that gets too close. The Water and Electricity has been shut off for a while and the cities are all overgrown. All the houses have been picked clean, making it very difficult to find anything of any use. It’ll be a real struggle to get any kind of foundation set up this late into the apocalypse.
• Horde Size: Large
• Zombie Speed: Fast Shamblers
• Zombie Senses: Normal
• Utility shut-off: Instant
• Resources: Rare
Starting Conditions
Choosing the starting conditions will set a predefined player setting, designed to raise or lower the difficulty. Each of these settings goes into more detail in the section.
Easy
- XP Multiplier: x2
- Character Survival Needs: Very Low
- Inventory: Baseball bat, Saw, School Bag, Hammer, Water and Items/Food.
Normal
- XP Multiplier: x1.5
- Character Survival Needs: Low
- Inventory: Baseball bat, School Bag, Hammer, Water and Items/Food.
Advancement Mechanics
Experience Points and Skill Points
As the player performs tasks they gain experience points (XP) that count towards the skill used. Skills level up and become more effective when the player’s XP reaches predefined levels, with successive levels requiring greater increases in XP. The player’s XP required to gain another level are shown when hovering over a skill:
The XP required to level up skills in build 41.50 is:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Regular skill | 75 | 150 | 300 | 750 | 1500 | 3000 | 4500 | 6000 | 7500 | 9000 |
Passive skill | 1500 | 3000 | 6000 | 9000 | 18000 | 30000 | 60000 | 90000 | 120000 | 150000 |
The figures shown here are not cumulative. For example improving ‘regular skill’ such as carpentry from level 3 to 4 would require 750XP.
Skill Literature
Skill books can be used to increase the rate at which the player trains a given skill. These can be found throughout the world on bookshelves or in other containers. Books are only available for skills in the «crafting» and «survivalist» categories. Additionally, books only apply to specific levels of skill advancement, with a book for every two levels of skill, totaling 5 volumes of books for each skill. For example «Carpentry for Beginners» will only provide a benefit to a player with level 0-1 carpentry. Books can only be read if they apply to the player’s current skill level.
Reading a book multiplies the rate at which the player trains the associated skill. The multiplier increases in proportion to the player’s progress through the book and reaches a maximum when the book is fully read. The presence of a multiplier on a given skill is indicated by animated arrows in the skill tab. Hovering the cursor over a skill level reveals the current multiplier. Below, the player has a multiplier of 3x on the cooking skill. Since training skills generates XP, reading books is an effective way to quickly improve the player’s abilities.
Starting Skill Levels
The choices made at determine a character’s initial skill levels. The player’s initial choice of skills are very important and should be given careful consideration, since skills they begin with receive an ‘XP boost’ (a misnomer, as it overwrites your base rate of experience gain to the new value, not add or multiply). This bonus is dependent on the level the player begins with on that skill, and remains active over the course of the game. Starting skills’ names are highlighted yellow in the skill tab, and hovering over the skill level will display the XP boost received. Here, the player has ‘XP boost’s for both the ‘fitness’ and ‘strength’ skills:
Note that since characters normally start with ‘strength’ and ‘fitness’ of 5, unlike other skills the character will by default have the full experience multiplier, unless they start out with negative traits which —after including profession and positive traits— overall subtract one or both of the skills by 3 or more points.
The base experience multiplier (‘XP boost’) gained with different starting levels are as follows:
Starting Level | 1 | 2 | ≥3 | |
---|---|---|---|---|
‘XP Boost’ | 25% | 75% | 100% | 125% |
Actual relative experience gain | 100% | 300% | 400% | 500% |
Ranged weapons
Ranged weapons are often very powerful and can be used to attack at range or to draw zombies to certain parts of the map, giving players the chance to visit other parts with less danger. A hotkey can be used to quickly equip a ranged weapon using 2 by default, so long as the player has one in their main inventory.
Firearms
Firearms require ammo to use and are loud, attracting the attention of nearby zombies.
Handguns
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D-E Pistol | 1.5 | One-Hand | 8 | 1 | 1.9 | 0.61 | 10 | 20 | 75 | 100 | 0.3 | 2 | Base.Pistol3 | ||
M1911 Pistol | 1.5 | One-Hand | 7 | 1 | 1.4 | 0.61 | 8 | 40 | 50 | 70 | 0.3 | 2 | Base.Pistol2 | ||
M36 Revolver | 1.5 | One-Hand | 5 | 0.7 | 1.2 | 0.61 | 5 | 65 | 25 | 30 | 0.3 | 2 | Base.Revolver_Short | ||
M625 Revolver | 1.75 | One-Hand | 6 | 1 | 1.6 | 0.61 | 9 | 30 | 50 | 70 | 0.3 | 2 | Base.Revolver | ||
M9 Pistol | 1.5 | One-Hand | 15 | 0.6 | 1 | 0.61 | 7 | 50 | 30 | 50 | 0.3 | 2 | Base.Pistol | ||
Magnum | 2.0 | One-Hand | 8 | 1.2 | 1.9 | 0.61 | 11 | 20 | 75 | 120 | 0.3 | 2 | Base.Revolver_Long |
Shotguns
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Double Barrel Shotgun | 4.0 | Two-Hand | 2 | 2 | 2.7 | 0.67 | 9 | 80 | 200 | 200 | 0.8 | 8 | Base.DoubleBarrelShotgun | ||
Sawed-off Double Barrel Shotgun | 4.0 | Two-Hand | 2 | 2 | 2.7 | 0.67 | 8 | 80 | 200 | 200 | 0.8 | 8 | Base.DoubleBarrelShotgunSawnoff | ||
JS-2000 Shotgun | 4.0 | Two-Hand | 6 | 1.5 | 2.2 | 0.61 | 7 | 70 | 200 | 200 | 0.8 | 8 | Base.Shotgun | ||
Sawed-off JS-2000 Shotgun | 3.5 | Two-Hand | 6 | 1.5 | 2.2 | 0.61 | 6 | 100 | 250 | 250 | 0.9 | 8 | Base.ShotgunSawnoff |
Rifles
Icon | Name | Hands | Damage | Range | Knockback | Knockdown | Base ID | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M14 Single Shot Assault Rifle | 4.0 | Two-Hand | 30 | 0.2 | 0.5 | 0.61 | 10 | 50 | 30 | 90 | 0.3 | 2 | Base.AssaultRifle2 | ||
M16 Assault Rifle | 4.0 | Two-Hand | 30 | 2.2 | 4.5 | 0.61 | 11 | 20 | 35 | 100 | 0.3 | 4 | Base.AssaultRifle | ||
MSR700 Rifle | 4.0 | Two-Hand | 3 | 0.6 | 1.3 | 0.61 | 10 | 27 | 200 | 150 | 0.3 | 2 | Base.VarmintRifle | ||
MSR788 Rifle | 4.0 | Two-Hand | 3 | 1.2 | 2 | 0.61 | 10 | 25 | 200 | 150 | 0.3 | 2 | Base.HuntingRifle | ||
Sniper Rifle | ? | Two-Hand | ? | ? | ? | ? | 0.61 | ? | ? | ? | ? | ? | ? | ? | |
Sniper Rifle (Camo) | ? | Two-Hand | ? | ? | ? | ? | 0.61 | ? | ? | ? | ? | ? | ? | ? |
Icon | Name | MaxRange | Effect | EffectPower | EffectRange | Base ID | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
V1 | V2 | V3 | |||||||||
Molotov Cocktail | 1.5 | 8 | Fire | 90 | 4 | — | — | Base.Molotov | |||
Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | — | — | Base.Aerosolbomb | |||
Aerosol Bomb with Timer | 1.5 | 10 | Explosion | 70 | 6 | 10 | — | Base.AerosolbombTriggered | |||
Aerosol Bomb with Sensor | 1.5 | 10 | Explosion | 70 | 6 | 5 | 3 | 4 | 6 | Base.AerosolbombSensorV1Base.AerosolbombSensorV2Base.AerosolbombSensorV3 | |
Remote Aerosol Bomb | 1.5 | 10 | Explosion | 70 | 6 | — | — | Base.AerosolbombRemote | |||
Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | — | — | Base.FlameTrap | |||
Fire Bomb with Timer | 1.5 | 10 | Fire | 97 | 6 | 10 | — | Base.FlameTrapTriggered | |||
Fire Bomb with Sensor | 1.5 | 10 | Fire | 97 | 6 | 5 | 3 | 4 | 5 | Base.FlameTrapSensorV1Base.FlameTrapSensorV2Base.FlameTrapSensorV3 | |
Remote Fire Bomb | 1.5 | 10 | Fire | 97 | 6 | — | — | Base.FlameTrapRemote | |||
Smoke Bomb | 1.5 | 10 | Smoke | — | 5 | 50 | — | Base.SmokeBomb | |||
Smoke Bomb with Timer | 1.5 | 10 | Smoke | — | 5 | 10 | — | Base.SmokeBombTriggered | |||
Smoke Bomb with Sensor | 1.5 | 10 | Smoke | — | 5 | — | 3 | 4 | 5 | Base.SmokeBombSensorV1Base.SmokeBombSensorV2Base.SmokeBombSensorV3 | |
Remote Smoke Bomb | 1.5 | 10 | Smoke | — | 5 | — | — | Base.SmokeBombRemote | |||
Noise Maker | 1.5 | 10 | Noise | — | 17 | 50 | — | Base.NoiseTrap | |||
Noise Generator with Timer | 1.5 | 10 | Noise | — | 17 | 10 | — | Base.NoiseTrapTriggered | |||
Noise Generator with Sensor | 1.5 | 10 | Noise | — | 17 | — | 3 | 4 | 6 | Base.NoiseTrapSensorV1Base.NoiseTrapSensorV2Base.NoiseTrapSensorV3 | |
Remote Noise Generator | 1.5 | 10 | Noise | — | 17 | 10 | — | Base.NoiseTrapRemote |
The Health Window
A characters’s health is displayed in the health window, which is accessible by clicking the . When a injury is sustained, a Moodle will show up in the top right of the screen and the sound of a injury may be heard, and the corresponding ligament will be injured.
The body of the player is separated into 17 different sections:
- Left and right foot
- Left and right shin
- Left and right thigh
- Left and right hand
- Left and right forearm
- Left and right upper arm
- Groin
- Lower torso
- Upper torso
- Neck
- Head
Overall Body Status
Health Window of a uninjured player
The player’s overall health is displayed qualitatively as one of the following:
Status | Description |
---|---|
OK | No damage has been incurred. |
Slight Damage | Between 90% and full health. |
Minor Damage | Between 80% and 90% health. |
Moderate Damage | Between 60% and 80% health. |
Severe Damage | Between 50% and 60% health. |
Very Severe Damage | Between 40% and 50% health. |
Critical Damage | Between 20% and 40% health. |
Highly Critical Damage | Between 10% and 20% health. |
Terminal Damage | Between zero and 10% health. |
Deceased | Zero health. — «High chance of becoming rat food.». |
Zombified | You are infected and gradually losing health and will die. |
Build 41
This article/section is about an item or mechanic that is currently in testing and not part of the stable version of the game. This feature can be accessed via the testing branch for Build 41. |
Apocalypse
«Stealth focus. Short lifespan. Combat best avoided.»
Likes to be punished, with realistic and deadly combat often best avoided.
Survivor
«Powerful combat. Longer lifespan. A challenging playstyle based on PZ’s previous Survival mode.»
Likes a challenge, with more focus on combat familiar to players of earlier builds.
Builder
«Construction, Exploration and Farming focus. A more relaxed experience.»
Likes a more chilled experience of building, looting and farming, and less zombie focus.
Kingsmouth
- Main article: Kingsmouth (challenge)
A ‘paradise island’ vacation resort in the Caribbean, which has unfortunately succumbed to the Knox Event infection.
Early Access
Build 40
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
The Weather Build | December 20, 2018 | December 20, 2018 | |
December 3, 2018 | December 13, 2018 | ||
November 1, 2018 | November 22, 2018 | ||
– | October 30, 2018 | ||
August 23, 2018 |
Build 38
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
The Pre-Vehicles Build | October 17, 2017 | November 23, 2017 | |
– | October 6, 2017 | ||
October 3, 2017 | |||
September 29, 2017 | |||
September 26, 2017 | |||
September 25, 2017 | |||
September 24, 2017 | |||
June 13, 2017 | September 22, 2017 |
Build 37
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Build 37 | – | May 10, 2017 | |
May 3, 2017 | |||
April 29, 2017 | |||
April 28, 2017 | |||
January 31, 2017 | April 25, 2017 |
Build 34
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Build 34 | – | May 26, 2016 | |
May 18, 2016 | |||
May 18, 2016 | |||
May 18, 2016 | |||
May 18, 2016 | |||
February 5, 2016 | May 10, 2016 |
Build 32
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Spiffo’s Workshop | September 17, 2015 | September 17, 2015 | |
September 15, 2015 | September 15, 2015 | ||
September 15, 2015 | September 15, 2015 | ||
September 6, 2015 | September 7, 2015 | ||
May 26, 2015 | – |
Build 31
Update | Version | IWBUMS release | Stable release |
---|---|---|---|
Build 31 | March 25, 2015 | April 14, 2015 | |
– | March 24, 2015 | ||
March 22, 2015 | |||
March 22, 2015 | |||
March 21, 2015 | |||
March 12, 2015 | |||
March 9, 2015 | |||
March 7, 2015 | |||
March 6, 2015 | |||
March 5, 2015 | |||
March 4, 2015 | |||
February 10, 2015 |
Walkthrough[]
First, you need to bandage Kate Smith’s broken leg. Go to the Wardrobe in the bedroom, take out the Bed sheets, and craft them into 8 Ripped sheets. Use the ripped sheets on Kate.
Then, you need to get some painkillers for Kate. Go into the bathroom, open the cabinet and take out the Painkillers. Give Kate a painkiller.
Next, you need to go to the shed and get some planks, nails, and a hammer, equip the hammer. After you get the items, come back home and start barricading the back door and all the windows in the first floor. Leave one door alone because you will have to get in and out of your house. After the first floor is secure, barricade the second floor windows, make sure that you don’t barricade the ones with curtains on them, because you can simply close the curtains to prevent zombies from seeing you.
Now go upstairs to Kate and go to sleep. In the morning you will have to leave the safety of the safehouse and find food. Leave the safehouse and go to the house to the east of your safehouse. In the house you will find your first zombie. Hold CTRL and click on the zombie to kill it. It takes 2-4 hits from the hammer to kill the zombie. Then, check the kitchen for food; you will find Canned soup in cupboards and Carrots and an Apple in the fridge. Return to the safehouse and go into the kitchen. Open all of the cupboards until you find a can opener and a Pot. Open the crafting table and craft a Pot of soup with the pot, can opener and canned soup. Put the pot of soup in the oven and turn it on. Afterwards, take the pot out and turn off the oven.
MAKE SURE YOU TURN OFF THE OVEN!
Finally, the radio will start playing. Walk upstairs to the bathroom and stay away from the window. While the radio is playing, find somewhere to hide that is away from the entrance because a raider will enter your house. After the radio transmission ends, a Raider will enter the safehouse. If he sees you, he will try to kill you! But if you are out of his line of sight, he will go upstairs and talk to Kate. Sneak out of the your hiding place. and hit him with the hammer. Loot the raider to get a Baseball bat, Lighter, a Shotgun and 36 Shotgun shells.
It is suggested that you equip the baseball bat as your primary weapon and the shotgun as the secondary. Despite the ability for the shotgun to potentially half a dozen zombies with one shell, the noise generated by the shotgun will attract zombies to your area. Use the shotgun only when you are surrounded by a horde of 15+ zombies.
Kate’s bleeding will heal over time after you finish the tutorial, but her leg will always remain broken, no matter how much time passes.
Relocation[]
We’ve talked about skipping the quest, which will get you the Picture of Kate as your only reward. Also mentioned was the Raider encounter after which you can get aBaseball bat, Lighter, a Shotgun and some Shotgun shells.
However, there is one other outcome.
In the Downloadable ‘Tech Demo’ if while making the Pot of soup you decide to leave the Oven on, you go upstairs to listen to the radio, at which pointKate proclaims that she smells something burning and asks if you left the oven on.
Once you race downstairs to see that indeed. the oven is on fire and the alarm is blaring, you will be allowed to run upstars, and pick upKate.
Your character’s movement speed will be heavily reduced, but if the house is fully barricaded you should be able to make it outside and to the shed before the horde can get to you.
Passives
Name | Effect | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Strength | Your Strength determines your carry weight, as well as certain other factors, such as opening locked windows and melee or shove knockback. It increases melee weapon’s damage by 5%, and a flat 0.2 damage from stomping downed zombies. It also increases shove/push knockdown chance.
(Note: Here’s how push knockdown chance is calculated:) 35 - 5*endurance - 5*load - 1.3*panic + 2*strength level This can be leveled up mainly by doing Strength Exercises, carrying more than 50% of your weight capacity, and running. Strength experience is also granted when hitting zombies or trees with melee attacks. |
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Fitness | Fitness increases a multitude of player abilities. It reduces loss, increases Endurance recovery, increases movement and attack speeds, reduces damage from long falls, increases chance to push a zombie off when attacked and reduces stagger and trip chance when a zombie lunges after falling over a window or fence.
Fitness can be leveled by sprinting(50/50 chance to gain XP in Fitness or Sprinting every XP update while running), doing Fitness Exercises and using melee attacks while the player is not overexerted.
Please note that Endurance Loss Multiplier is not exact, as endurance loss has multiple calculations. |
Strength | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Carry weight | 6 | 7 | 8 | 9 | 11 | 12 | 14 | 15 | 16 | 18 | 20 |
Note: Upon leveling Strength or Fitness, your character will gain or lose traits.
-
- Ex. A character with Feeble will lose it upon leveling strength to 5.
- Ex 2. A character with no strength modifying traits will gain Stout upon leveling strength to 6.
-
-
Strength/Fitness 0-1 2-4 5 6-8 9-10 Trait Weak/Unfit Feeble/Out of Shape None Stout/Fit Strong/Athletic
-
Available vehicles
Vehicle | General | Body | Variants | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Manufacturer | Model | Vehicle Type | Weight | Engine Power (hp) | Engine Loudness | Seats | Doors | Trunk Storage | Total Storage (Seats + Trunk) | ||
Chevalier | Cerise Wagon | 1200 | 420 | 32 | 4 | 4 | 55 | 115 | |||
Chevalier | Cossette | 1035 | 570 | 36 | 2 | 2 | 30 | 50 | |||
Chevalier | D6 | 1300 | 400 | 45 | 2 | 2 | 80 | 100 | Fire Fossoil McCoy Logging Co. Park Ranger | ||
Chevalier | Dart | 935 | 360 | 21 | 4 | 2 | 40 | 100 | |||
Chevalier | Nyala | 1100 | 400 | 32 | 4 | 4 | 55 | 115 | Taxi (2) Police Cruiser Park Ranger | ||
Chevalier | Primani | 1100 | 500 | 32 | 4 | 4 | 45 | 105 | |||
Chevalier | Step Van | 1440 | 370 | 40 | 2 | 3 | 90 | 110 | Mail Van | ||
Dash | Bulldriver | 1350 | 400 | 48 | 2 | 2 | 90 | 110 | Fire Dept. Fossoil McCoy Logging Co. Police Park Ranger | ||
Dash | Elite | 1100 | 500 | 32 | 4 | 4 | 45 | 105 | |||
Dash | Rancher | 1150 | 440 | 36 | 2 | 2 | 45 | 65 | |||
Franklin | All-Terrain | 1330 | 470 | 40 | 4 | 4 | 85 | 145 | |||
Franklin | Valuline | 1000 | 400 | 40 | 2 (6) | 3 (5) | 70 | 90 (170) | 6-Seater Ambulance Fossoil Van LBMW 93.2 Radio Van Mail Van McCoy Logging Co. Spiffo’s Van | ||
Masterson | Horizon | 950 | 360 | 20 | 4 | 2 | 35 | 95 | |||
Mercia | Lang 4000 | 1190 | 520 | 32 | 2 | 2 | 45 | 65 |
Note: although it can’t be seen, a helicopter can be heard at one point towards the beginning of the game. This is part of the metagame and not a physical helicopter.
Hot-wiring
If the car key can’t be located, a vehicle can be hot-wired if the player has the required skills of: 1 electrical and 2 mechanics. Hot-wiring will change the ignition key slot icon on the dashboard and display the key icon above all players when they approach the vehicle. Therefore, a hotwired vehicle can be accessed by anyone, which may not be desired on a multiplayer game.
To hotwire a car, you must use the radial menu, where the «Start Engine» option will be replaced with a «Hotwire Engine» option. Other methods of starting the engine such as clicking on the ignition key slot or pressing «w» will not work to start the vehicle without a key.
Locked doors can be accessed by smashing the window or removing it from within the vehicle’s mechanics menu. A failed attempt to hotwire will not damage the vehicle or screwdriver but may attract unwanted attention.
Инструменты
Предмет | Описание | Classname |
---|---|---|
Домкрат | Необходим для снятия покрышек, даёт доступ к тормозам и подвеске. | Base.Jack |
Крестовой ключ | Также необходим для снятия покрышек, даёт доступ к тормозам и подвеске. | Base.LugWrench |
Насосдля накачиванияшин | Необходим для накачивания шин | Base.TirePump |
Разводной ключ | Необходим для снятия больших частей автомобиля: капота, крышки багажника, дверей и т.д. | Base.Spanner |
Отвёртка | Необходима для снятия небольших частей автомобиля: аккумулятора, стёкол, радио, лампочек. | Base.Screwdriver |
Зарядка дляаккумулятора | Необходима для зарядки аккумулятора. | Base.CarBatteryCharger |
Заправка
Автомобиль можно заправлять топливом(бензином) двумя способами.
- От бензоколонки.
- С помощью канистры с топливом.
Для того, чтобы заправить автомобиль из канистры с бензином (канистра должна быть в инвентаре) необходимо подойти к автомобилю и нажать V, появится радиальное меню, где выбрать Залить топливо, либо ПКМ по авто и затем выбрать Залить топливо. Также с автомобилей можно сливать бензин, для этого, из того же меню выбрать Слить бензин (у вас должна быть пустая канистра, либо незаполненная). Чтобы заправиться от бензоколонки, необходимо расположить авто таким образом, чтобы крышка бензобака находилась на той же стороне, что и бензоколонка (у большинства автомобилей со стороны водителя). Затем, щёлкнуть ПКМ по автомобилю и выбрать Заправиться от бензоколонки. Бензоколонки работают до тех пор, пока есть электричество, когда электричество отключат, можно подключить генератор.
Приборная панель
- Индикатор двигателя — позволяет запустить/заглушить двигатель.
- Индикатор аккумулятора — показывает заряжен/разряжен аккумулятор.
- Внешняя температура.
- Индикатор центрального замка — позволяет запереть/отпереть двери.
- Индикатор фар — позволяет включить/выключить ближний свет.
- Отопитель — позволяет настроить температуру в машине (обогрев/кондиционер) .
- Индикатор блокировки багажника — позволяет запереть/отпереть багажник.
- Замок зажигания — слот для ключа.
Индикаторы приборной панели могут быть четырёх цветов.
- Серый: выключено/открыто.
- Зелёный: запущено/включено/заряжен/заперто.
- Оранжевый: в процессе запуска.
- Красный: сломано/разряжено/заглушено.
Strategy[]
There are different strategies for staying alive, where to live and how to organize your loot. This is a section that suggests to you where and to live in the quarantined suburbs of Knox County.
Where to live
I myself have chosen a few places to live, like the top of the apartment building for starters. Once you’ve completed the tutorial it’s a good idea to move South East, looting building in an organized fashion, until you get to the apartment building. Once you get there, it will take a while to get to the top, so head straight up, don’t worry about the apartments on the way. When you get there you may have a heavy load. Put all your perishables (Apples, Carrots, Bread and Steak ) in the fridge as well as pop. Take out any rotten food. Place any Whiskey, Chocolate, and Crisps in the cupboard next to it. Also if you have any Canned Soup, a Cooking Pot or a Can Opener, put them in the cupboard to the left of that, you won’t need them for a while. Put all your medicine in the medicine cabinate except the bottle of pills that you used on Kate, you might need them. Go to the bedroom and put any Lighters, Nails, Wooden Planks, Batteries, or extra Bandages on the bedside table. If you have enough, keep fifteen with you (One for each body part) minus any that you’ve already used. Also if you have more than about 20 Shotgun Shells, put the extras on the table as well, the Shotgun not being you main weapon (Only in dire emergancies) and Shotgun Shells weighing a lot (5 lb/10 shells) so you barely use more then 30 in a row, if at all.
The forest cabin is also an ideal location, as it is very safe there. You will have to travel through a vast horde of zombies to get there, so be prepared! In the cabin is crates of usefull items, such as nails and wooden planks. There is also some ghost zombies, but they are hallucianations?
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See also
Weapons | |
Blunt | Bare Hands • Baseball Bat • Crowbar • Fishing Rod • Fishing Rod Without Line • Fishing Rod (crafted) • Frying Pan • Golf Club • Hammer • Hockey Stick • Plank • Pool Cue • Rolling Pin • Sledgehammer • Shovel • Spiked Baseball Bat • Spiked Plank • Stone Hammer • Crafted Spear |
Bladed | Butter Knife • Fork • Hunting Knife • Ice Pick • Kitchen Knife • Letter Opener • Pen • Pencil • Scissors • Screwdriver • Spoon |
Axes | Axe • Stone Axe |
Firearms | Hunting Rifle • Pistol (disambiguation) • Sawed-off JS-2000 Shotgun • Shotgun (disambiguation) • Varmint Rifle |
Throwables | Aerosol Bomb • Alarm Clock • Fire Bomb • Molotov Cocktail • Noise Maker • Pipe Bomb • Smoke Bomb |
Ammo | Shotgun Shells • 9mm Round • .223 Round • .308 Round |
Weapon Parts | Magazine (firearms) • Ammo Straps • Choke Tube Improved • Choke Tube Full • Fiberglass Stock • Iron Sight • Laser • Recoil Pad • Red Dot • Sling • x2 Scope • x4 Scope • x8 Scope |