Feral Survivors: Difference between revisions
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==Equipment== | ==Equipment== | ||
First Aid Kits: | First Aid Kits: You need to carry a couple. You'll be bitten sometimes while sleeping. It's easy to find one or two in ruined hospitals, so don't worry too much about them. | ||
Radio: One, tuned to 25.96. | Radio: One, tuned to 25.96. Most survivor frequencies for your area will be either silent or irrelevant. | ||
Syringes: Pick as many as you can during your run into a NecroTech building. Each standing survivor is fodder between zombies and you. | |||
Toolbox: For the rare times when you spot a freshly ruined resource building without zombies inside. | |||
Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands | Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands. |
Revision as of 17:21, 14 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: You need to carry a couple. You'll be bitten sometimes while sleeping. It's easy to find one or two in ruined hospitals, so don't worry too much about them.
Radio: One, tuned to 25.96. Most survivor frequencies for your area will be either silent or irrelevant.
Syringes: Pick as many as you can during your run into a NecroTech building. Each standing survivor is fodder between zombies and you.
Toolbox: For the rare times when you spot a freshly ruined resource building without zombies inside.
Weapons and generators should be used by survivors in safe suburbs. They are of little use in wastelands.