What is a Revivification Point?
A revivification point, or revive point, is any location which is regularly checked by one or more NecroTech employees, at which zombies who do not wish to remain undead gather to await revivification by the use of a NecroTech revivification syringe. Most revivification points are maintained as a standing location somewhere near one or more NecroTech buildings, generally set on open ground (though not always), and are nearly always marked as such with graffiti. The surrounding area often has directional graffiti to help zombies find their way. Other times an organized group may establish a temporary location that is agreed upon by members of the group.
NecroTech employees monitoring an active location will regularly check to see if zombies are present awaiting revival. While most locations listed below point out a request management tool or forum to list your profile at, you may also try saying 'Mrh?' if you see a survivor at the location with you to express your interest in being revived. If you don't see a revive point near you on the list below, use the map to find a nearby cemetery or NecroTech building and look for signs of a revive point.
Please refer to the List of Revivification Points to find an actively maintained RP close to you.
Tips and Advice for Getting Revived
A zombie must be standing in order to be revived. This means those seeking revivification should periodically log in and, if, stand up. However, note that syringes are automatically used on the zombie in the stack who has spent the longest time since logging in, so it can be detrimental to check on your character too often.
Saying "Mrh?" in the presence of a living reviver is universally accepted as a way to request a revive. It is often a good idea to say "Mrh?" even if there no survivors present -- for example while waiting in a revive queue with other zombies -- because a fellow zombie may notice you and revive you at a later time when they are alive.
It is pointless to wait at a revive point if the people operating it are all dead. Check the status of nearby NTs, as well as the overall conditions in your area by referring to the local Suburb Danger Report and city-wide suburb map. If the number of zombies at the revive point is in the dozens you may also want to consider moving.
It really ought to be obvious, but do not attack revivers if you want to get revived. This can get you added to a "do not revive" list.
Revivification Request Tools
There are a number of tools set up to assist revivers and revivees alike.
- The Department of Emergency Management has implemented the Revivification Request Manager, which is open to use by anyone for both requesting and proffering revives.
- The Creedy Defense Force also runs a revive requests via the Creedy Intelligence Tool. Any member of the public may request a revive through the CIT, but the list of requests is only available to NecroTech employees working for the CDF or its allies. The CIT tool does not cover the entire city.
Sacred Ground Policy
According to the Sacred Ground Policy, all cemeteries in Malton are to be considered revive points.
Although widely accepted and adopted by many players and groups, the policy is not universally applied and may not be supported in your suburb. It is best to check your Suburb's Revive Points list, and the pages of groups operating there, to find out whether the Sacred Ground Policy is supported by the players in that area.
Religious Respect Policy
According to the Religious Respect Policy, all Churches are considered Revive Points, and areas where zombies are restricted from attacking the living, and vice versa. All churches are to be un-barricaded, and made so zombies and survivors can enter freely. Zombies can come in to worship their religion's God(s) and/or get revived, and survivors can come to worship their religion's God(s), and give revives, gaining XP. Any survivor that attacks a zombie, or vice versa, will be warned, and then given the same punishment as the survivors that kill the zombies in the Reptile House at the Ketchelbank, which is the designated Zombie exhibit. Zombies with Brain Rot can be an exception to the No-Killing-zombies rule. As long as zombies with Brain Rot don't attack survivors, they can stay, but as soon as a zombie attacks a survivor, that zombie, and that zombie only, can be killed.
Setting up an RP
While in theory a Revivification Point could be located anywhere, there are some general guidelines that will make them more likely to be successful. First off, don't just check to see if there is an RP in your suburb first, but look in your neighbors as well. Creating an RP 2 blocks from an NT building on the border, when that building is already supporting a different one a couple blocks away in the suburb next door probably isn't a good plan. And of course you should be sure to actually scout, in game, all the NT buildings in your area to see if there are any de facto RP's on the ground that just haven't been listed. you may also want to see if there are any other groups working in the area that would help support a new RP, and get their input first, before you decide on a location.
Don't locate your RP on top of a building! Although there are a couple churches that have been successful as RPs, it is generally highly discouraged and usually counter-productive. Since survivors defending the location can't tell which zombies are attacking and which are waiting for a revive, they are likely to kill all the zombies indiscriminately. You will probably also see your tags get overwritten regularly. This is particularly true when trying to start an RP on a resource building. Also note that the DEM Revivification Request Manager will not include any RP's listed as being located at a mall, hospital, armoury, police department, fire station, school or auto repair shop.
OK, so you have scouted everything out and are looking at open spaces in your area of interest. Ideally an RP will be within 2 blocks of an NT building. Even better if it's within 2-4 blocks of a second one as well. Having two NT buildings working on a single RP allows one to be barricaded beyond Very Strongly Barricaded, making it easier to defend a generator in the second, as well as allowing NT's to switch between the two if one is being actively assaulted, without completely making the RP lose functionality. Having the primary (closest) NT building for your RP also be near other resource buildings and safe-houses clustered in proximity also increases the likelihood of being able to find support for your RP if the NT buildings servicing it are assaulted.
Another wise idea is to keep an eye out for cemeteries or parks within range of an NT building. Commonly these areas are believed to have a higher chance of getting revived, so if there is one next to your NT building of choice, centralize your RP there. There's no point designating an RP on the road or wasteland next door, as you'll find zombies will divide their attention to both and make it harder for diligent NT employee to work.
Finally, keep information on your Revive Point current on the list below. This information is used in other places, including the Revive Radar and DEM revive request tool. Make sure you sign any information with the date. Any points which have not been updated in 2 weeks will have their status changed to 'Unknown', and points which have been 'Inactive' or 'Unknown' for a month may be removed from the list.
Indoor Revive Points
Some survivor groups have begun to look at the viability of Indoor revive points in the wake of the rise in AP costs of syringes. Churches seem the most logical candidate because church doors cannot be closed; therefore even a low level zombie without Memories of Life can debarricade and get in.
Indoor revive points:
- allow revivers to free run to adjacent safe houses for only 1 AP
- make great entry points to Extremely Heavily Barricaded safehouses since--due to ransacking--they are practically invulnerable to overbarricading when in use by large numbers of zombies
- are not visible from the street, and therefore do not draw survivors looking for a fight
- are not as obvious as revive points (unless they are famous ones) to attacking zombies, since the zombies do not see a large number of zombies standing in a clump
- brain rotted zombies are discouraged from camping in them, as they cannot hear feeding groans from inside
- are difficult to maintain
- are sometimes cleared by survivors who think the revive point is just a breached building
- are particularly frustrating for zombies who get cleared out of the building since instead of just having to stand up they now have to get back in
- require more frequent and more extensive tagging in the area since the concept of indoor revive points is not well known
- put zombie spies who don't know the area well directly into the free running network, saving the time and AP they would normally have to use to find an entry point.
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