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Terminus: Zombie Survivors
Cheat Codes:
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Submitted by: David K.
Frozen Scenario Guide:
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Written by Justin
Super quick guide for the Frozen scenario.
-=Background=-
This will be be a simple, fast guide. Just wanted to make it a little easier
for anyone going for 100% achievements. Frozen is the hardest of the 3
alternative scenarios, but it’s actually rather easy once you know all the
tricks.
Frozen scenario decreases the starting temperature by 20°. It adds snow,
which increases the AP to change locations by 50%. Finally, zombies attack
and action power are reduced by 50%.
Since the power of zombies is reduced 50%, this effectively doubles the HP
of doors/windows. A door that normally takes 5 hits to destroy in classic
scenario now take 10 hits. Additionally, zombies attack less times/turn.
This means check your door/window HP before you camp down and light a fire.
A 10 HP door/window can stop zombies from entering for hours while you rest!
-=Setup=-
To beat this scenario, the easiest class is Ranger. Rangers can kindle a
fire using only planks, no lighters are needed. Second, the unique perk
Preserve Warmth raises their minimum warmth by one degree/level.
Non-ranger classes have a minimum warmth of 0, and take 1 HP damage/turn at
the lowest temp. With Warmth I, the max cold damage taken is 0.7 HP/turn.
With Warmth II, the max cold damage taken is 0.33 HP/turn. With Warmth III,
the max cold damage take is 0.25 HP/turn.
The easiest, safest way to stay alive is getting level 3 in Preserve Warmth.
This makes cold damage taken minuscule – in fact, you don’t even need to wear
or carry clothing. Since Warmth is so vital taking Veteran I or Veteran II
traits is good, because it allows you to choose one or two extra skills. I
took Veteran I, Infection Resistance, and Alcohol Preference to gain 10
morale from alcohol and not die if I got bitten.
Because snow adds a 50% AP penalty for changing locations, I put all 3 stat
points in Health. You are going to be using a LOT of AP to change locations.
When leveling up, prioritize Pathfinder or Adeline’s Thread skills if
available. If not, take Preserve Warmth.
-=Route=-
Route is basically the same as a classic scenario, except you need to light
fires to restore HP. While warm, you gain 0.5 HP/turn. A hot fire makes you
warm in 2-3 turns. This can be done either during the day or at night.
Zombies are attracted to fires at night, regardless of whether you are
hidden or not.
Whether you light a fire at night depends on 1) if the location is secure
or not, 2) strength of nearest doors/windows, and 3) the amount of HP you’re
missing. Remember, zombies do half damage in Frozen, so 10 HP is actually a
strong barrier compared to Classic. If the location is secured, and the
closest entryway is 10+ HP, it’s pretty safe. f you have a hammer and can
reinforce the doors even better.
Once you get Warmth III, you don’t need to light fires anymore unless you
want to. The HP gained from satiety and taking medicines is enough to restore
the HP lost from cold.
-=Tip=-
Keep any lighters/lighter fluid you find. Although you have the Kindle
ability, it’s better to use lighters to kindle a fire because then you can
add an extra plank as fuel, making it hotter and faster warming.
Most locations have 2 planks so you don’t really need to carry extra on you.
I did carry extra rags as fuel though. In Classic I normally carry 2 spare
rags, but in Frozen I found 4 spare rags was a good amount for extra fuel if
needed.
You play almost like classic when you have Warmth III perk, except for not
needing to wear clothing and pausing more to change locations. To summarize:
pick Ranger, get Veteran I or Veteran II to start, and make fires as required
where it’s secure. Get Pathfinder and Adeline’s Thread skills if offered.
Long Term Survival Guide:
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Written by grubber21
-=Home Base Location=-
Long term survivability depends on two things:Being able to kill zombies and
having all the resources you need. Of course, there are small optimizations
you can make on top of that, but those are core. I will mostly be addressing
resources–but suffice it to say that you can rarely go wrong with a good
wooden spear, especially if a Engineer can make them for a single plank.
Your homebase should, ideally, be near the following:
* A park, for unlimited drinkable water(though you have to boil it) and fish.
* A gas station, so you can power it and have unlimited(? I have yet to run out,
don’t know if it’s truly unlimited so I recommend stockpiling in a heavy
vehicle) fuel.
* Optionally, seaside, because I think fishing there is better?
* Fortified houses, because trade is one of the easiest ways to renew resources.
If you can, making it inside of a church is ideal because of the buff it gives
to Bibles–for believers, it makes them 4 morale/AP and for nonbelievers it makes
them 2/AP. Either way, huge–especially if there’s a sofa in the back (Wish pews
gave a sleep bonus…).
However, making it inside the gas station isn’t bad either–especially because
beverage coolers can act as a fridge.
Ideally there will be a moderate distance between you and dangerous places,
but not so much that you can’t take trips out to take out zombies! Many
resources are easiest to renew from zombies, such as ammunition; SWAT and police
zombies pretty regularly drop large batches of ammo. Ammunition should always
be used sparingly, however.
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