Feral Survivors: Difference between revisions

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Since feral survivors have no home suburb, you can easily enhance your survival chances by flowing to the lowest activity areas. You need to listen constantly to the EMR broadcast, and whenever the zombie or survivor numbers start to rise in your area, move to the nearest wasteland with 40 zombies or less.
Since feral survivors have no home suburb, you can easily enhance your survival chances by flowing to the lowest activity areas. You need to listen constantly to the EMR broadcast, and whenever the zombie or survivor numbers start to rise in your area, move to the nearest wasteland with 40 zombies or less.
Decoys used to be effective in all cases, but now zombies are clever enough to check dark buildings in the same area. They are more convincing if they are built adjacent to resource buildings, and more useful if they are as far as possible from any NecroTech building. EHB decoys are easier to place, but can raise meta alarms from further away.
==Equipment==
First Aid Kits: They are your number one priority, since you'll be bitten very often while sleeping in dark buildings. It's worth to find one or two even in ruined hospitals.
Radio: One, tuned to 25.96.
Toolbox: To build decoys and prevent excessive decay in resource buildings.
Syringes: To add fodder.
Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands. If you have spare time, it's better to find a hospital or a NecroTech building to repair.

Revision as of 17:12, 10 May 2011

Feral Survivors
File:Panic in the street.jpg
Abbreviation: FS
Group Numbers: Whatever the Game Stats say
Leadership: None
Goals: To survive and thrive
Recruitment Policy: Free for all
Contact: Radio or talk page

Feral Survivors are individuals that have gained an unusual experience in self-sufficient solo survival. They have spent most of their time unaffiliated to any group and, throughout time, have called many suburbs as their home.

They rarely stay at malls or other high profile buildings, and have become comfortable sleeping in dark buildings with doors open. It is rare also to see a Feral Survivor directly engaging zombies. Generally they prefer to move out of the way without disturbing them, and focus their attention at providing care and shelter in often neglected areas.

The group was named by Doc Groucho, a proponent for many years of this survival style. Notoriously, he survived an entire year at Ridleybank's border without firing a single bullet.

Hiding In Plain Sight, Tracking Emergency Reports

As natural selection (a.k.a. shotguns) made zombies smarter, the rat strategy typical of feral survivors became clearly insufficient. Dark buildings are checked now very often, limiting how much time a survivor can stay in a dangerous suburb with high zombie numbers.

Since feral survivors have no home suburb, you can easily enhance your survival chances by flowing to the lowest activity areas. You need to listen constantly to the EMR broadcast, and whenever the zombie or survivor numbers start to rise in your area, move to the nearest wasteland with 40 zombies or less.

Decoys used to be effective in all cases, but now zombies are clever enough to check dark buildings in the same area. They are more convincing if they are built adjacent to resource buildings, and more useful if they are as far as possible from any NecroTech building. EHB decoys are easier to place, but can raise meta alarms from further away.

Equipment

First Aid Kits: They are your number one priority, since you'll be bitten very often while sleeping in dark buildings. It's worth to find one or two even in ruined hospitals.

Radio: One, tuned to 25.96.

Toolbox: To build decoys and prevent excessive decay in resource buildings.

Syringes: To add fodder.

Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands. If you have spare time, it's better to find a hospital or a NecroTech building to repair.