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Well, okay, read on.
Well, okay, read on.


First off, you Maltonites, forget everything you know.  Also if you've not played Monroeville recently within a few months, yeah you too should forget everything you know too.  Monroeville is a *very* different game.  Stuff that makes sense to do in Malton will just attract zeds and get you killed fast.


Second, realize that just about every building in Monroeville is ruined.  In fact it's so bad, that barricaded buildings are often the *worst* places to sleep.
== First some rules: ==


Third...  oh hell, go be a zombie; any idiot can play a zombie in monroeville, it's TONS easier.
* Be smart, don't light generators
* Don't attack unknown zeds without killing them - they can track you with ["Scent_Death"].
* Keep your mouth shut about other safe spots, plans, etc. - zombies use spies, then post to newsgroups to tell their friends
* Don't talk in front of zombiesThey can hear everything you say, and will post it on forums.  Talk about another base and the zombies will hit that too.
* Beware of sleeping in VSB buildings
* Don't fire flares!  Zombies can see them a LONG way, and they'll come a-runnin'


What? No? *Sigh* okay let's continue then.
Remember, as a survivor, you only get one chance: No revives. That means, you have to be REALLY FRIGGIN GOOD to make levels in Monroeville as a survivor.  One mistake and ffttth, out comes your entrails.


So, third, you only get one chanceNo revivesThat means, you have to be REALLY FRIGGIN GOOD to make levels in Monroeville as a survivorOne mistake and ffttth, out comes your entrails.
 
== Die Newbie Die ==
 
Just started the game?  Well guess what, you're absolutely worthless.  You won't be worth anything to anyone (including yourself) until you get construction.
 
In fact, if you don't follow the rules above, you're worse than worthlessYou're a liability.
 
 
== Firefighters Only ==
 
It's "nice" that you can select from several different character classes, but all of them are useless except FirefighterThe reason's simple:  You need XP, and the firefighter is the only self-contained character able to generate XP right off the bat.  You have an axe and 25% chance to hit with it.  Pop out on the street and start hacking away, and watch the XP roll in.
 
All the other classes need something (faks, ammo) that are impossible to get except from repaired buildings, and good luck finding one of those.
 
Scouts are handy if you're playing a zombie and want to spy on humansThis is why no one really trusts scouts.  Plus like all other non-firefighters it's friggin hard to get XP.
 
There's only one downside to playing a firefighter...




== Die Newbie Die ==
== The Zombies can Track You.  Attack them and DIE ==


Just started the gameWell guess what, you're absolutely worthlessYou won't be worth anything to anyone (including yourself) until you get constructionSo that's your first prioritySince everything in Monroeville is destroyed, if you want any resources, you will need to rebuild buildings yourselfWithout construction, you have to either bore yourself to tears searching in ruins, or wander like a jackal hoping to leech off someone else's work.
Did I mention how easy playing a zombie wasZombies ZOOM up in level, and with no headshot, they're basically immortalSo if they log in every day or two, wander around aimlessly munching on whatever they want, farting around, they'll climb right up in level, no problemIt's almost BORING how easy unlife is for themYou're like a cat toy to themAnd sooner or later they'll get the skill you'll dread the most:  '''Scent Trail'''.


In fact, you're less than worthless - you're a liability, because you attract zombies and have no skills to counter them.  Plus, just about anything you do (and you have to *do* *something*) will attract zombies.
'''Scent Trail''' allows the zed to sense the positions of survivors that have attacked it.


If you're not following the tips in this guide, you're not only a liability but you're a disgrace to the game, since you're going to make mistakes that put everyone else at risk.
So the trick is, each time you attack a zombie, '''move at least 10 blocks away'''.  -OR- kill the dang zombie.  If the zombie is dead, it can't sense you when it gets back up.  


In fact, so far the only thing in your favor is that you're expendable.  If your 1st level character gets offed, it's no biggie, just make a new oneOf course, if and when the quarantine hits and you can no longer make new characters, well... maybe festering maggots suit you?
One of the WORST things you can do, though, is to attack a zombie and then go sleep someplace with other peopleThis allows that zombie to not only follow you, but notice your flat mates and call in his posse to eat you, your little dog, and all your friends too!  It's dreadfully uncool. This is why newbies are shunned by higher levels.




== Firefighters Only ==
== How to Hide in Monroeville ==


It's "nice" that you can select from several different character classes, but all of them are useless except Firefighter.  The reason's simple:  You need XP, and the firefighter is the only self-contained character able to generate XP right off the bat.
One of the pluses of Monroeville is that survivors are so rare, that most zombies have forgotten about them, and spend their days just milling around attacking each other for chump change XP.


Privates and Police Officers come with a gun and firearms skills, but once that runs out, good luck finding ammoWith no other XP-gathering skills, both classes are stuck at first level indefinitely.
So, don't alert them to the fact that any humans are around.  Sleep in ruins, don't put up barricades, don't close doors, and for heaven's sake don't attack any zedsWhen you move between buildings, don't lallygag around; move fast.


Medics are worse than useless since the skill they start with (first-aid), makes each fak do 10hp heals (for 5xp), instead of 5hp for 5xp without it.  So you're essentially halving your xp gain.
The game system tries to be helpful and spawn new characters in places where they may be safe - thus it'll often drop you off in front of a powered, caded hospital or factory.  Well that's just great, except it's exactly where you DON'T want to be.  Go ahead and spend 10-20 ap gathering supplies, but save at least 20 to get the hell away from it.  These newbie spawn points are often thoroughly patrolled by zeds looking for newbie meat.


In Malton, you could always fall back on gaining levels via finding a powered hospital, stocking up on faks, and looking for injured to heal.  In Monroeville, though, powered hospitals are non-existent, and even repaired ones are a rarity.  You will be using faks to gain xp, but not right now, not at level 1, not unless you've selected any class other than Firefighter...
There's some different tactics you can use.


So be a Firefighter. You have an axe and 25% chance to hit with it.  Pop out on the street and start hacking away, and watch the XP roll in.
* Don't Light Generators!!! This attracts zombies like nothing else.


But just one thing...
* Doors. You've the choice of closing doors when you sleep, or leaving them open. Closing them makes you a little safer but alerts the zeds that humans are around.  Leaving them open makes you less obvious but low level zeds can peek in and eat you.


* Dark Buildings.  Clubs, Banks, and Bars have a nice trait of halving the chance to hit of any one inside when they're not lit by a generator. Only one problem:  Zeds have caught onto this, and will regularly check these buildings.


== The Zombies can Track YouAttack them and DIE ==
* Stay Mobile.  It's often tempting once you've found a reasonably zed-free area to stay put.  Finding new hideouts takes work.  However, what can happen is a zed spots your hideout (maybe your door is shut, maybe he saw you run by, maybe your door is open and he came in and peeked), but doesn't have enough AP to attack.  So he tiptoes off and rests up.  Meanwhile, you log in, do your business, and pop back into your regular hidey hole.  Now the zed springs (sometimes with a friend or two) and poof, you're out.  Instead, move around, don't stay in the same place twice.
 
* Check in regularlySometimes you can find your character mid-munch and move him somewhere less dangerous.  You'll probably die anyway, but why make it easy?


Did I mention how easy playing a zombie was?  Zombies ZOOM up in level, and with no headshot, they're basically immortal.  So if they log in every day or two, wander around aimlessly munching on whatever they want, farting around, they'll climb right up in level, no problemIt's almost BORING how easy unlife is for them.  And sooner or later they'll get the skill you'll dread the most:  '''Scent Trail'''.  (Seriously, why would you want to play a survivor and suffer through such a frustratingly challenging game, when you could kick it as a zombie without any challenge at all?  You're just a cat toy to them for godssakes, just a distraction from the boredom of being in a zombie simulator.)
* Look for areas with few zombies.   


Anyway, '''Scent Trail''' allows the zed to sense the positions of survivors that have attacked itSo, the dirty stench can just log in, yawn, scratch their butt, click a button, and oh hey there you are hiding 2 blocks awayMunch.  You die.
* Don't do anything fancyYou may read about advanced tricks and tips in this wiki or elsewhere, but most are too difficult for newbies to pull offMore likely you'll use up AP and get you and your friends slaughtered.


The trick is, each time you attack a zombie, '''move at least 10 blocks away'''.  If you can't, then just assume you're going to be given that opportunity to play for the other side.  Or generate a new survivor.
== Construction ==


-OR- kill the dang zombie.  If the zombie is dead, it can't sense you when it gets back up.  But if you're low on AP, don't push it for chance - unless you don't really care if your character gets killed; in that case do what you want.
Once you get to 100xp, you'll want to pick up constructionYou *might* go for hand-to-hand if you want to continue guerrilla warefare for more xp, but then construction will probably be your third skill.


One of the WORST things you can do, though, is to attack a zombie and then go sleep someplace with other peopleThis allows that zombie to not only follow you, but notice your flat mates and call in his posse to eat you, your little dog, and all your friends too!  It's dreadfully uncool.  This is why newbies are shunned by higher levels.
The other thing you're going to need is a '''Toolbox'''If you spot a repaired factory, take the chance and grab one asap.  Otherwise you're going to be searching in ruined factories, which takes forever and is a pain in the ass.


Oh, and a note about the '''length of pipe''' - It's marginally useful in Monroeville, in that if you're in a barricaded building (which you shouldn't be...) that loses it's cades, you can use the pipe to bring them up to loosely, but that's it.  Honestly, if you find yourself in that situation, don't waste the AP; just run.  The zombies will brush through a loose barricade like tissue paper.  So, pipes aren't really useful enough to have in your inventory.


== How to Hide in Monroeville ==
Anyway, once you get a toolbox, congratulate yourself, and you've finally become useful.  But don't run out barricade straifing!


You're probably thinking I must be kidding that there's no cadesYou're sure you'll find a random safehouse, live long enough to get construction, and then you'll build a team and rebuild all of Monroeville back!  With Christmas Trees!
First, barricades attract zeds.  It might take them a day or two, but they'll comeIf you need to put up a resource building, try putting it up next to another one.  It'll attract about the same number of zeds, but they'll have twice as much work.  It'll give the survivors in the other building an emergency shelter to move to - right before they escape back to ruined dark buildings.


Feh.
Second, the game plops newbies down near barricaded buildings.  And since you've become useful, newbies are now a liability to you.


You can easily expend your full 50ap and not come across a single barricaded building.  Those you do come across will likely be torn down within a day or two or less - and so if you sleep in them, you're going to be right in the zombie's cross-hairs.


You're going to have to do the unthinkable:  Sleep in ruins.
== Join A Group ==


There's some different tactics you can use.
Believe it or not, there actually ARE organized groups of high level survivors in monroeville.  But they're a quiet bunch - they may be right there shoring up your barricades, healing your injured, etc. and you'll never even notice. You'll be camping in a VSB+2 building, look around at a bunch of 1lvls none of whom have construction, and wonder who the heck put up the barricades??


* Don't Light Generators!!!  Bad, bad newbie mistake.  Nothing cures zombie boredom like seeing a lit up building.  Mmm lights.  If you see a building that's lit up, search it for resources but then go far away from it to sleep.
These guys are good - if they can evade smart immortal bored zombies, they can evade silly newbs just as easy.


* DoorsYou've the choice of closing doors when you sleep, or leaving them open.  If you close them, you're safe from low level zombies, and lazy zombies that don't want to play wack-a-mole, but you're essentially hanging a sign that says, "Humans in the area".  Any zombie wishing for fresh meat will take this as a sign to start hunting around for you.  Leaving them open is likewise risky.  Judgment call.  If you're feeling ballsy, just wander from building to building closing doors.  Only thing more boring than being a zombie is being a zombie that has to open a lot of doors with no humans in them.
The best thing to do is to NOT break the rulesThe group members will probably know, and will remember, and won't invite you.  If you cross them, you'll be lucky they don't PK you right off the bat.


* Dark Buildings.  Clubs, Banks, and Bars have a nice trait of halving the chance to hit of any one inside when they're not lit by a generatorSo this tactic has you prefer sleeping in these buildings, so if you do get injured, it'll be half what you'd normally get.  Only one problem:  Zeds have caught onto this, and regularly check these buildings.  Sometimes they even sleep in them.  So beware.
There's one other thing you ought to get before you seek out a group - '''Freerunning'''.  Otherwise, you'll likely be shut out of the safety they provide.


* Stay Mobile.  It's often tempting once you've found a reasonably zed-free area to stay put.  Finding new hideouts takes work.  However, what can happen is a zed spots your hideout (maybe your door is shut, maybe he saw you run by, maybe your door is open and he came in and peeked), but doesn't have enough AP to attack.  So he tiptoes off and rests up.  Meanwhile, you log in, do your business, and pop back into your regular hidey hole.  Now the zed springs (sometimes with a friend or two) and poof, you're out.  Instead, move around, don't stay in the same place twice.


* Check in regularly.  In Malton you could easily choose to play once a day and ignore your character other than that.  In Monroeville this doesn't really work out.  Your character can be spotted by a zed, who rests or summons reinforcements, and takes you out all in the matter of 8 hours or so.  Often if you check in, you might find your character's been attacked, but not yet killed, and you have a chance to move away to safety.  Well, you'll probably die anyway, but why make it easy on them?
== Good Luck ==


* Look for areas with few zombies.  It's hard to find places with NO zombies, but if you minimize the quantity near your safehouse, it reduces the likelihood of being found.
Once you make it to level 3, you're ready for the advanced lessons, but those aren't for me to say here.  Join a group and learn from them.

Revision as of 03:47, 16 August 2008

Surviving Monroeville

Playing a survivor in Monroeville is impossible. Don't waste your time. Go kill yourself and play a zombie; it's tons easier.

The End


What? Still here? You _seriously_ want to play a human in Monroeville? You're friggin' nuts.

Well, okay, read on.


First some rules:

  • Be smart, don't light generators
  • Don't attack unknown zeds without killing them - they can track you with ["Scent_Death"].
  • Keep your mouth shut about other safe spots, plans, etc. - zombies use spies, then post to newsgroups to tell their friends
  • Don't talk in front of zombies. They can hear everything you say, and will post it on forums. Talk about another base and the zombies will hit that too.
  • Beware of sleeping in VSB buildings
  • Don't fire flares! Zombies can see them a LONG way, and they'll come a-runnin'

Remember, as a survivor, you only get one chance: No revives. That means, you have to be REALLY FRIGGIN GOOD to make levels in Monroeville as a survivor. One mistake and ffttth, out comes your entrails.


Die Newbie Die

Just started the game? Well guess what, you're absolutely worthless. You won't be worth anything to anyone (including yourself) until you get construction.

In fact, if you don't follow the rules above, you're worse than worthless: You're a liability.


Firefighters Only

It's "nice" that you can select from several different character classes, but all of them are useless except Firefighter. The reason's simple: You need XP, and the firefighter is the only self-contained character able to generate XP right off the bat. You have an axe and 25% chance to hit with it. Pop out on the street and start hacking away, and watch the XP roll in.

All the other classes need something (faks, ammo) that are impossible to get except from repaired buildings, and good luck finding one of those.

Scouts are handy if you're playing a zombie and want to spy on humans. This is why no one really trusts scouts. Plus like all other non-firefighters it's friggin hard to get XP.

There's only one downside to playing a firefighter...


The Zombies can Track You. Attack them and DIE

Did I mention how easy playing a zombie was? Zombies ZOOM up in level, and with no headshot, they're basically immortal. So if they log in every day or two, wander around aimlessly munching on whatever they want, farting around, they'll climb right up in level, no problem. It's almost BORING how easy unlife is for them. You're like a cat toy to them. And sooner or later they'll get the skill you'll dread the most: Scent Trail.

Scent Trail allows the zed to sense the positions of survivors that have attacked it.

So the trick is, each time you attack a zombie, move at least 10 blocks away. -OR- kill the dang zombie. If the zombie is dead, it can't sense you when it gets back up.

One of the WORST things you can do, though, is to attack a zombie and then go sleep someplace with other people. This allows that zombie to not only follow you, but notice your flat mates and call in his posse to eat you, your little dog, and all your friends too! It's dreadfully uncool. This is why newbies are shunned by higher levels.


How to Hide in Monroeville

One of the pluses of Monroeville is that survivors are so rare, that most zombies have forgotten about them, and spend their days just milling around attacking each other for chump change XP.

So, don't alert them to the fact that any humans are around. Sleep in ruins, don't put up barricades, don't close doors, and for heaven's sake don't attack any zeds. When you move between buildings, don't lallygag around; move fast.

The game system tries to be helpful and spawn new characters in places where they may be safe - thus it'll often drop you off in front of a powered, caded hospital or factory. Well that's just great, except it's exactly where you DON'T want to be. Go ahead and spend 10-20 ap gathering supplies, but save at least 20 to get the hell away from it. These newbie spawn points are often thoroughly patrolled by zeds looking for newbie meat.

There's some different tactics you can use.

  • Don't Light Generators!!! This attracts zombies like nothing else.
  • Doors. You've the choice of closing doors when you sleep, or leaving them open. Closing them makes you a little safer but alerts the zeds that humans are around. Leaving them open makes you less obvious but low level zeds can peek in and eat you.
  • Dark Buildings. Clubs, Banks, and Bars have a nice trait of halving the chance to hit of any one inside when they're not lit by a generator. Only one problem: Zeds have caught onto this, and will regularly check these buildings.
  • Stay Mobile. It's often tempting once you've found a reasonably zed-free area to stay put. Finding new hideouts takes work. However, what can happen is a zed spots your hideout (maybe your door is shut, maybe he saw you run by, maybe your door is open and he came in and peeked), but doesn't have enough AP to attack. So he tiptoes off and rests up. Meanwhile, you log in, do your business, and pop back into your regular hidey hole. Now the zed springs (sometimes with a friend or two) and poof, you're out. Instead, move around, don't stay in the same place twice.
  • Check in regularly. Sometimes you can find your character mid-munch and move him somewhere less dangerous. You'll probably die anyway, but why make it easy?
  • Look for areas with few zombies.
  • Don't do anything fancy. You may read about advanced tricks and tips in this wiki or elsewhere, but most are too difficult for newbies to pull off. More likely you'll use up AP and get you and your friends slaughtered.

Construction

Once you get to 100xp, you'll want to pick up construction. You *might* go for hand-to-hand if you want to continue guerrilla warefare for more xp, but then construction will probably be your third skill.

The other thing you're going to need is a Toolbox. If you spot a repaired factory, take the chance and grab one asap. Otherwise you're going to be searching in ruined factories, which takes forever and is a pain in the ass.

Oh, and a note about the length of pipe - It's marginally useful in Monroeville, in that if you're in a barricaded building (which you shouldn't be...) that loses it's cades, you can use the pipe to bring them up to loosely, but that's it. Honestly, if you find yourself in that situation, don't waste the AP; just run. The zombies will brush through a loose barricade like tissue paper. So, pipes aren't really useful enough to have in your inventory.

Anyway, once you get a toolbox, congratulate yourself, and you've finally become useful. But don't run out barricade straifing!

First, barricades attract zeds. It might take them a day or two, but they'll come. If you need to put up a resource building, try putting it up next to another one. It'll attract about the same number of zeds, but they'll have twice as much work. It'll give the survivors in the other building an emergency shelter to move to - right before they escape back to ruined dark buildings.

Second, the game plops newbies down near barricaded buildings. And since you've become useful, newbies are now a liability to you.


Join A Group

Believe it or not, there actually ARE organized groups of high level survivors in monroeville. But they're a quiet bunch - they may be right there shoring up your barricades, healing your injured, etc. and you'll never even notice. You'll be camping in a VSB+2 building, look around at a bunch of 1lvls none of whom have construction, and wonder who the heck put up the barricades??

These guys are good - if they can evade smart immortal bored zombies, they can evade silly newbs just as easy.

The best thing to do is to NOT break the rules. The group members will probably know, and will remember, and won't invite you. If you cross them, you'll be lucky they don't PK you right off the bat.

There's one other thing you ought to get before you seek out a group - Freerunning. Otherwise, you'll likely be shut out of the safety they provide.


Good Luck

Once you make it to level 3, you're ready for the advanced lessons, but those aren't for me to say here. Join a group and learn from them.