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		<id>http://d2nwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dream</id>
		<title>Die2Nite Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://d2nwiki.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dream"/>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/wiki/Special:Contributions/Dream"/>
		<updated>2026-10-27T22:31:43Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.27.3</generator>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Construction_Blueprint_(rare)&amp;diff=27113</id>
		<title>Construction Blueprint (rare)</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Construction_Blueprint_(rare)&amp;diff=27113"/>
				<updated>2016-05-30T17:58:22Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Unlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Blueprints}} unlock new buildings at the {{MetaInline|Construction Sites}}.&lt;br /&gt;
&lt;br /&gt;
There are four types of blueprints, each unlocking a construction project of different depth.&lt;br /&gt;
*{{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
*{{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
*{{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
*{{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* On the ground, after successfully {{MetaInline|Camping}} in {{MetaInline|Ruins}} 10km or more from town overnight&lt;br /&gt;
* Searching rooms in {{MetaInline|Explorable Ruins}} (ruin-specific blueprints have separate sets of construction projects they unlock)&lt;br /&gt;
* Opening a {{MetaInline|Worn Leather Bag}}&lt;br /&gt;
* Opening an {{MetaInline|Architect's Chest}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
*Unlocks a rare construction:&amp;lt;br /&amp;gt;''After examining the plan, you realise that it shows precisely how to build the '''Rare Building''' !''&amp;lt;br /&amp;gt;''You record this new information in the construction site section.''&amp;lt;br /&amp;gt;''This project requires the '''Base building''' &amp;gt; '''Other prequisite''' to be build[sic] first.''&lt;br /&gt;
**..&lt;br /&gt;
*When used after all rare sites are unlocked gives the following message:&amp;lt;br /&amp;gt;''Your town has already unlocked all construction projects in this category!''&amp;lt;br /&amp;gt;''This object is therefore useless, so you decide to throw it away.''&lt;br /&gt;
*When used in the world beyond&amp;lt;br /&amp;gt;''To study the plans, head back to the '''relative calm''' of the town.''&lt;br /&gt;
&lt;br /&gt;
==Unlocks==&lt;br /&gt;
*{{MetaInline|Air Strike}}&lt;br /&gt;
*{{MetaInline|All or Nothing}}&lt;br /&gt;
*{{MetaInline|Apple Tree}}&lt;br /&gt;
*{{MetaInline|Automatic Sprinklers}}&lt;br /&gt;
*{{MetaInline|Community Involvement}}&lt;br /&gt;
*{{MetaInline|Defensive Thinktank}}&lt;br /&gt;
*{{MetaInline|Divining Rocket}}&lt;br /&gt;
*{{MetaInline|Eden Project}}&lt;br /&gt;
*{{MetaInline|Evolutive Wall}}&lt;br /&gt;
*{{MetaInline|False Town}}&lt;br /&gt;
*{{MetaInline|Faucet}}&lt;br /&gt;
*{{MetaInline|Fertilizer}}&lt;br /&gt;
*{{MetaInline|Fortifications}}&lt;br /&gt;
*{{MetaInline|Free Dump}}&lt;br /&gt;
*{{MetaInline|Henhouse}}&lt;br /&gt;
*{{MetaInline|Infirmary}}&lt;br /&gt;
*{{MetaInline|Labyrinth}}&lt;br /&gt;
*{{MetaInline|Lighthouse}}&lt;br /&gt;
*{{MetaInline|Mechanical Pump}}&lt;br /&gt;
*{{MetaInline|The Big Rebuild}}&lt;br /&gt;
*{{MetaInline|Water Filter}}&lt;br /&gt;
*{{MetaInline|Water Turrets}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Blueprints from {{MetaInline|Explorable Ruins}} have same name , but different images : &lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_r.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_r.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_r.gif‎]]&lt;br /&gt;
&lt;br /&gt;
{{Miscellaneous}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26981</id>
		<title>Data:Defensive Focus</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26981"/>
				<updated>2016-02-24T17:52:41Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=1025|&lt;br /&gt;
name=Defensive Focus|&lt;br /&gt;
image=item_meca_parts.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Workshop|&lt;br /&gt;
blurb=Establishes an ingenious system for optimising the use of defensive materials (steel plate, etc.). This system increases the points value of each defensive object placed in the bank.|&lt;br /&gt;
upgradable=true|&lt;br /&gt;
blueprint=false|&lt;br /&gt;
parent=Workshop|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=50|&lt;br /&gt;
resources=3|&lt;br /&gt;
res1=Patchwork Beam|&lt;br /&gt;
resQ1=7|&lt;br /&gt;
res2=Metal Support|&lt;br /&gt;
resQ2=8|&lt;br /&gt;
res3=Handful of nuts and bolts|&lt;br /&gt;
resQ3=4|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26980</id>
		<title>Data:Defensive Focus</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26980"/>
				<updated>2016-02-24T17:50:00Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=1025|&lt;br /&gt;
name=Defensive Focus|&lt;br /&gt;
image=item_meca_parts.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Workshop|&lt;br /&gt;
blurb=Establishes an ingenious system for optimising the use of defensive materials (steel plate, etc.). This system increases the points value of each defensive object placed in the bank.|&lt;br /&gt;
upgradable=true|&lt;br /&gt;
parent=Workshop|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=50|&lt;br /&gt;
resources=3|&lt;br /&gt;
res1=Patchwork Beam|&lt;br /&gt;
resQ1=7|&lt;br /&gt;
res2=Metal Support|&lt;br /&gt;
resQ2=8|&lt;br /&gt;
res3=Handful of nuts and bolts|&lt;br /&gt;
resQ3=4|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Defensive_Focus&amp;diff=26979</id>
		<title>Defensive Focus</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Defensive_Focus&amp;diff=26979"/>
				<updated>2016-02-24T17:48:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: Undo revision 26069 by Dream (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Defensive Focus}} increases the {{DP}} given by each defence object in the bank. This requires town upgrades to reach the full effect.&lt;br /&gt;
&lt;br /&gt;
Defensive Focus used to be the main defence building of successful towns. As of [[Season 3]], you'd be better off constructing buildings which don't require so many {{MetaInline|Handful of nuts and bolts}}.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*Building defensive focus increases the defence value of defence objects from 1 to 1.5.&lt;br /&gt;
**Upgrading it via the {{MetaInline|Building upgrades|displayname=daily project}} increases the {{DP}} per object up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
{{Upgrades&lt;br /&gt;
| lvl0=Defensive items are worth 1.5 points each.&lt;br /&gt;
| lvl1=Defensive items are worth 2.0 points each.&lt;br /&gt;
| lvl2=Defensive items are worth 2.5 points each.&lt;br /&gt;
| lvl3=Defensive items are worth 3.0 points each.&lt;br /&gt;
| lvl4=Defensive items are worth 3.5 points each.&lt;br /&gt;
| lvl5=Defensive items are worth 4.0 points each.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Season 3]]:&lt;br /&gt;
**The defence values fell sharply, previously the base value from defensive focus was 2.5, with a maximum of 8. This dropped to a base value of 1.1 with a maximum of 2.&lt;br /&gt;
*In [[Season 4]]:&lt;br /&gt;
**The building cost decreased from {{MetaIcon|Handful of nuts and bolts|6}} to {{MetaIcon|Handful of nuts and bolts|3}}.&lt;br /&gt;
*In [[Season 10]]:&lt;br /&gt;
**The defence values were increased. Base value increased from 1.1 to 1.5, each upgrade value increased from 0.1 to 0.5.&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26978</id>
		<title>Data:Defensive Focus</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26978"/>
				<updated>2016-02-24T17:44:10Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=1025|&lt;br /&gt;
name=Defensive Focus|&lt;br /&gt;
image=item_meca_parts.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Workshop|&lt;br /&gt;
blurb=Establishes an ingenious system for optimising the use of defensive materials (steel plate, etc.). This system increases the points value of each defensive object placed in the bank.|&lt;br /&gt;
upgradable=true|&lt;br /&gt;
blueprint= Free project&lt;br /&gt;
parent=Workshop|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=50|&lt;br /&gt;
resources=3|&lt;br /&gt;
res1=Patchwork Beam|&lt;br /&gt;
resQ1=7|&lt;br /&gt;
res2=Metal Support|&lt;br /&gt;
resQ2=8|&lt;br /&gt;
res3=Handful of nuts and bolts|&lt;br /&gt;
resQ3=4|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26122</id>
		<title>Data:Defence Dump</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26122"/>
				<updated>2015-07-12T17:50:03Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
&lt;br /&gt;
id=1116|&lt;br /&gt;
name=Defence Dump|&lt;br /&gt;
image=small_trash.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Foundations|&lt;br /&gt;
blurb=Increases the yield of any defensive objects thrown in the dump.|&lt;br /&gt;
blueprint=uncommon|&lt;br /&gt;
parent=Garbage Dump|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=40|&lt;br /&gt;
resources=2|&lt;br /&gt;
res1=Wrought Iron|&lt;br /&gt;
resQ1=5|&lt;br /&gt;
res2=Metal Support|&lt;br /&gt;
resQ2=3|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Defence_Dump&amp;diff=26121</id>
		<title>Defence Dump</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Defence_Dump&amp;diff=26121"/>
				<updated>2015-07-12T17:48:34Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
Remember that {{MetaInline|Garbage Dump|displayname=large pile of garbage}} at the corner of town that blocks zombies from getting in? Well, someone came up with the idea of tactically positioning the destroyed items to block more zombies per object. Let's give it a try.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*This construction gives an extra +2 {{temp}}{{DP}} to each {{MetaInline|Defences|displayname=Defensive Object}} dumped in the {{MetaInline|Garbage Dump}}.&lt;br /&gt;
**This yields a total of +6 {{temp}}{{DP}} per Defensive Object.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Season 6]]:&lt;br /&gt;
**The rarity of the building decreased from {{MetaInline|Construction Blueprint (rare)}} to {{MetaInline|Construction Blueprint (uncommon)}}.&lt;br /&gt;
*In [[Season 10]]:&lt;br /&gt;
**The building cost decreased from {{MetaIcon|Handful of nuts and bolts|3}} to {{MetaIcon|Metal Support|3}}.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26120</id>
		<title>Data:Defence Dump</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26120"/>
				<updated>2015-07-12T17:20:17Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
&lt;br /&gt;
id=1116|&lt;br /&gt;
name=Defence Dump|&lt;br /&gt;
image=small_trash.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Foundations|&lt;br /&gt;
blurb=Increases the yield of any defensive objects thrown in the dump.|&lt;br /&gt;
blueprint=uncommon|&lt;br /&gt;
parent=Garbage Dump|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=40|&lt;br /&gt;
resources=1|&lt;br /&gt;
res1=Wrought Iron|&lt;br /&gt;
resQ1=5|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26119</id>
		<title>Data:Defence Dump</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26119"/>
				<updated>2015-07-12T17:18:55Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
&lt;br /&gt;
id=1116|&lt;br /&gt;
name=Defence Dump|&lt;br /&gt;
image=small_trash.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Foundations|&lt;br /&gt;
blurb=Increases the yield of any defensive objects thrown in the dump.|&lt;br /&gt;
blueprint=uncommon|&lt;br /&gt;
parent=Garbage Dump|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=40|&lt;br /&gt;
resources=2|&lt;br /&gt;
res1=Wrought Iron|&lt;br /&gt;
resQ1=5|&lt;br /&gt;
res2=Handful of nuts and bolts|&lt;br /&gt;
resQ2=3|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26118</id>
		<title>Data:Defence Dump</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defence_Dump&amp;diff=26118"/>
				<updated>2015-07-12T17:17:34Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
&lt;br /&gt;
id=1116|&lt;br /&gt;
name=Defence Dump|&lt;br /&gt;
image=small_trash.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Foundations|&lt;br /&gt;
blurb=Increases the yield of any defensive objects thrown in the dump.|&lt;br /&gt;
blueprint=uncommon|&lt;br /&gt;
parent=Garbage Dump|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=40|&lt;br /&gt;
resources=2|&lt;br /&gt;
res1=Wrought Iron|&lt;br /&gt;
resQ1=5|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Water_Pistol_(3_shots)&amp;diff=26072</id>
		<title>Water Pistol (3 shots)</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Water_Pistol_(3_shots)&amp;diff=26072"/>
				<updated>2015-06-01T22:33:49Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
The water pistol is a water-based weapon that can fire three shots of water, and it kills off zombies more efficiently than you can. Ever thought that a toy might have better chances than you in surviving the zombie apocalypse?&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
*Filling {{MetaInline|Water Pistol (empty)}} with a {{MetaInline|Water Ration}}, or filled for no resource cost from {{MetaInline|Plumbing}}.&lt;br /&gt;
** A {{MetaInline|Water Ration (poisoned)}} cannot be used to fill the {{MetaInline|Water Pistol (empty)}}. You will be informed that you need a {{MetaInline|Water Ration}} to build the Water Pistol. This is a good way to check if water is poisoned.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
* Has three shots left and kills one zombie per shot. Firing a shot gives {{MetaInline|Water Pistol (2 shots)}}.&lt;br /&gt;
* Guard weapon, 8 attack pts at the cost of all shots.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In [[Season 11]]:	&lt;br /&gt;
** {{MetaInline|Watchmen}} points provided decreased from 10 to 8.&lt;br /&gt;
&lt;br /&gt;
{{Armoury}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Defensive_Focus&amp;diff=26069</id>
		<title>Defensive Focus</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Defensive_Focus&amp;diff=26069"/>
				<updated>2015-05-31T11:32:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Defensive Focus}} increases the {{DP}} given by each defence object in the bank. This requires town upgrades to reach the full effect.&lt;br /&gt;
&lt;br /&gt;
Defensive Focus used to be the main defence building of successful towns. As of [[Season 3]], you'd be better off constructing buildings which don't require so many {{MetaInline|Handful of nuts and bolts}}.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
*Building defensive focus increases the defence value of defence objects from 1 to 1.5.&lt;br /&gt;
**Upgrading it via the {{MetaInline|Building upgrades|displayname=daily project}} increases the {{DP}} per object up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
{{Upgrades&lt;br /&gt;
| lvl0=Defensive items are worth 1.5 points each.&lt;br /&gt;
| lvl1=Defensive items are worth 2.0 points each.&lt;br /&gt;
| lvl2=Defensive items are worth 2.5 points each.&lt;br /&gt;
| lvl3=Defensive items are worth 3.0 points each.&lt;br /&gt;
| lvl4=Defensive items are worth 3.5 points each.&lt;br /&gt;
| lvl5=Defensive items are worth 4.0 points each.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*In [[Season 3]]:&lt;br /&gt;
**The defence values fell sharply, previously the base value from defensive focus was 2.5, with a maximum of 8. This dropped to a base value of 1.1 with a maximum of 2.&lt;br /&gt;
*In [[Season 4]]:&lt;br /&gt;
**The building cost decreased from {{MetaIcon|Handful of nuts and bolts|6}} to {{MetaIcon|Handful of nuts and bolts|3}}.&lt;br /&gt;
*In [[Season 10]]:&lt;br /&gt;
**The defence values were increased. Base value increased from 1.1 to 1.5, each upgrade value increased from 0.1 to 0.5.&lt;br /&gt;
*In [[Season 11]]:&lt;br /&gt;
**The building cost increased from {{MetaIcon|Handful of nuts and bolts|3}} to {{MetaIcon|Handful of nuts and bolts|4}}.&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26068</id>
		<title>Data:Defensive Focus</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Data:Defensive_Focus&amp;diff=26068"/>
				<updated>2015-05-31T11:28:20Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{{{{format}}}|&lt;br /&gt;
id=1025|&lt;br /&gt;
name=Defensive Focus|&lt;br /&gt;
image=item_meca_parts.gif|&lt;br /&gt;
category=Buildings|&lt;br /&gt;
subcategory=Workshop|&lt;br /&gt;
blurb=Establishes an ingenious system for optimising the use of defensive materials (steel plate, etc.). This system increases the points value of each defensive object placed in the bank.|&lt;br /&gt;
upgradable=true|&lt;br /&gt;
blueprint=rare|&lt;br /&gt;
parent=Workshop|&lt;br /&gt;
defence=0|&lt;br /&gt;
ap=50|&lt;br /&gt;
resources=3|&lt;br /&gt;
res1=Patchwork Beam|&lt;br /&gt;
resQ1=7|&lt;br /&gt;
res2=Metal Support|&lt;br /&gt;
resQ2=8|&lt;br /&gt;
res3=Handful of nuts and bolts|&lt;br /&gt;
resQ3=4|&lt;br /&gt;
{{{1|}}}}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{:{{FULLPAGENAME}}|format=MetaData}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22636</id>
		<title>Explorable Ruins</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22636"/>
				<updated>2015-03-06T14:38:59Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Hospital Blueprints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Season 4]], a new type of {{MetaInline|Ruins}} was introduced, the {{MetaInline|Explorable Ruins}}. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow {{MetaInline|Citizen|displayname=Citizens}} to explore and search the interiors through various corridors connecting the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] to various dead ends and long abandoned rooms.&lt;br /&gt;
&lt;br /&gt;
Explorable ruins are always unburied.&lt;br /&gt;
&lt;br /&gt;
It takes 1 {{AP}} to enter the ruin. You cannot enter the ruin either if you are {{MetaInline|Wounded}}, {{MetaInline|Terrorised}} or turning {{MetaInline|Escorting|displayname=Escort mode}} on, or {{MetaInline|Escorting}} someone. You will also need to have {{MetaInline|Control Points|displayname=Control}} of the zone, unless you are a {{MetaInline|Scout}} with the camouflage on, then no zone control is required.&lt;br /&gt;
&lt;br /&gt;
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside. &lt;br /&gt;
&lt;br /&gt;
If you enter while someone else is exploring inside, you will see the following message:&lt;br /&gt;
: ''You cannot enter this building ...''&lt;br /&gt;
: - - - -&lt;br /&gt;
: ''there isn't enough oxygen for more than one person!''&lt;br /&gt;
&lt;br /&gt;
'''Bug''': You still receive this message if you try to enter when you have escort mode on.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
[[File:Ruins_interface.JPG|300px|thumb|right|The interface while exploring.]]&lt;br /&gt;
The image to the right shows the interface while exploring an [[Abandoned Bunker]]. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.&lt;br /&gt;
&lt;br /&gt;
You start with 100% {{O2}}. It depletes at a rate of 1% per 3 seconds. {{MetaInline|Scavenger|displayname=Scavengers}} start with 150% {{O2}}. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your {{O2}} runs out. If you fail to do so, you will be forced out, obtaining a random {{MetaInline|Wounded|displayname=Injury}}. All items in your {{MetaInline|Inventory}} will be dropped within the ruin at the last zone you were in.&lt;br /&gt;
&lt;br /&gt;
You may encounter zombies inside the ruin. [[File:small_sprint.gif|top|link=]] '''Fleeing''' from zombies inside the ruin will not wound you, but will cost you valuable {{O2}} (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone. &lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Control Points}}, {{MetaInline|Camouflage Suit|displayname=Camouflage Suits}} and {{MetaInline|Flash Grenade|displayname=Flash Grenades}} do '''NOT''' work inside the ruin, however {{MetaInline|Pre-war Camera}} will relocate all zombies to another &amp;quot;zone&amp;quot; in the explorable ruin if successful. {{MetaInline|Armoury|displayname=Weapons}} work as usual, but {{MetaInline|Furious Kitten (partially digested)}} '''CANNOT''' be used inside the ruin.&lt;br /&gt;
&lt;br /&gt;
If the ruin is within 11km or less, a [[hero]] can use [[heroic return]] inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town. &lt;br /&gt;
&lt;br /&gt;
== Doors and Keys ==&lt;br /&gt;
Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} will have 10 rooms that explorers can search for items. Some rooms closer to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] will be opened by default while the remaining rooms deeper in the ruin will be locked. &lt;br /&gt;
&lt;br /&gt;
Each locked room will be locked by one of the three types of key mentioned below. {{MetaInline|Technician|displayname=Technicians}} can make a blank of the required key by clicking on &amp;quot;Taken an Impression&amp;quot; button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other {{MetaInline|Technician|displayname=Technicians}} on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the {{MetaInline|Workshop}} for varying {{AP}} costs. Anyone can convert impressions. {{MetaInline|Technician|displayname=Technicians}} do not have any bonuses in converting key imprints.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of keys with three corresponding blanks:&lt;br /&gt;
* {{MetaInline|Bottle Opener}}&lt;br /&gt;
* {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
* {{MetaInline|Bump Key}}&lt;br /&gt;
* {{MetaInline|Bump Key Blank}}&lt;br /&gt;
* {{MetaInline|Magnetic Key}}&lt;br /&gt;
* {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
&lt;br /&gt;
These keys can also be found regularly by searching the opened rooms. Note that, for example, a {{MetaInline|Bottle Opener}} from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
Each entry into the ruin (limited to once per day) will give the {{MetaInline|Ruin Exploration}} distinction. Each locked door opened will give a rare distinction {{MetaInline|Covert Concierge}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
Each ruin has a low chance of dropping {{MetaInline|Blueprints}}. These blueprints are currently different from the normal blueprints found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked. &lt;br /&gt;
&lt;br /&gt;
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.&lt;br /&gt;
&lt;br /&gt;
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.&lt;br /&gt;
&lt;br /&gt;
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again. &lt;br /&gt;
&lt;br /&gt;
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:&lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:&lt;br /&gt;
* 305. {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
* 306. {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
* 307. {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
* 308. {{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the [[Abandoned Hospital]] will not stack with the uncommon blueprint found at the [[Abandoned Hotel]] and the [[Abandoned Bunker]]. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.&lt;br /&gt;
&lt;br /&gt;
The following is an '''incomplete''' list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!&lt;br /&gt;
&lt;br /&gt;
=====Hotel Blueprints=====&lt;br /&gt;
328. [[File:Item_mbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Animal_Dump}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Food_Dump}} --[[User:Wakia|Wakia]] 4:39, 31 January 2012 (PST) (Confired)&lt;br /&gt;
* {{MetaInline|Frat House}} --[[User:Impotentpanda|Impotentpanda]] 14:09, 22 February 2012 (MST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guerilla Traps}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Metal_Dump}} [[User:iDare|iDare]] 22:10, 24 July 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Wood_Dump}} [[User:UnluckyOrpheus|UnluckyOrpheus]] 16:05, 3 February 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} [[User:UndeadBurgerKng|UndeadBurgerKng]] 11:05, 3 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} [[User:drakh|drakh]] 23:38, 8 June 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
329. [[File:Item_mbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Wakia|Wakia]] 12:20, 30 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Community Involvement}} --[[User:PearShaped|PearShaped]] 11:58, 24 April 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Fertilizer}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Fortifications}} --[[User:UnluckyOrpheus|UnluckyOrpheus]] 17:40, 3 February 2012 (PST)&lt;br /&gt;
* {{MetaInline|Lighthouse}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:Meadow|Meadow]] 14:22, 22 June 2013 (CEST)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Terry22|Terry22]] 16:47, 19 October 2013 (CEST)&lt;br /&gt;
* {{MetaInline|False Town}} --[[User:drakh|drakh]] 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since [[Season 8]])&lt;br /&gt;
&lt;br /&gt;
330. [[File:Item_mbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Builder's Merchant}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Divining Rods}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Watson|Watson]] 22:11, 10 April 2013 (CEST) (Confirmed)&lt;br /&gt;
* {{MetaInline|No holes barred}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Firework Foray}} [[User:Tttt|Tttt]] 04:36, 30 January 2014 (PST) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} [[User:drakh|drakh]] 02:37, 19 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
=====Bunker Blueprints=====&lt;br /&gt;
331. [[File:Item_bbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Defence Dump}} --[[User:Gabbyking|Gabbyking]] 11:38, 2 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Grapeboom}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Mines}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Miniature Armory}} --[[User:Blazon|Blazon]] 23:36, 14 August 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Mist Spray}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}} --[[User:Darjus|Darjus]] (Confirmed)&lt;br /&gt;
* {{MetaInline|Weapons Dump}} --[[User:Tamle|Tamle]] 21:28, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
&lt;br /&gt;
332. [[File:Item_bbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Air Strike}} --[[User:Misaky|Misaky]] 21:12, 23 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Divining Rocket}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Eden Project}} --[[User:Misaky|Misaky]] 18:58, 20 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Evolutive Wall}} --[[User:Wakia|Wakia]] 20:10, 18 March 2012 (EST) (confirmed)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Free Dump}} -- [[User:Tttt|Tttt]] 14:59, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Labyrinth}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Water Turrets}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Dream|Dream]] 02.30, 02 October 2014 (confirmed)&lt;br /&gt;
&lt;br /&gt;
333. [[File:Item_bbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Divining Rods}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Tamle|Tamle]] 18:32, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Ministry of Slavery}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Reactor}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} --[[User:squirrrl|squirrrl]] 10:44, 22 May 2013 (PDT) (confirmed)&lt;br /&gt;
&lt;br /&gt;
=====Hospital Blueprints=====&lt;br /&gt;
334. [[File:Item_hbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Butcher}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Cremato-Cue}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}}[[User:Tttt|Tttt]] 05:21, 2 March 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} --[[User:Terry22|Terry22]] 23:22, 29 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guard Tower}} --[[User:Dream|Dream]] 03:42, 6 March 2015 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} --[[User:Dream|Dream]] 15:42, 6 March 2015 (PST) (Confirmed)&lt;br /&gt;
335. [[File:Item_hbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:iDare|iDare]] 21:29, 27 May 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Apple Tree}} --[[User:Adoncia|Adoncia]] 13:50, 9 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Chessmc|Chessmc]] 18:33, 28 April 2013 (EDT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Henhouse}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Fertilizer}} --[[User:Terry22|Terry22]] 06:32, 1 December 2013 (CET) (Confirmed) &lt;br /&gt;
* {{MetaInline|Infirmery}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST)&lt;br /&gt;
* {{MetaInline|Water Filter}} --[[User:Tamle|Tamle]] 21:47, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Bekey|Bekey]] 12:03, 12 May 2013 (PDT) (Confirmed)&lt;br /&gt;
336. [[File:Item_hbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Coffin Catapult}} --[[User:Buckminsterfuller|Buckminsterfuller]] 21:40, 19 July 2012 (CST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Crow Statue}} --[[User:Terry22|Terry22]] 07:21, 27 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Firework Foray}} --[[User:Tamle|Tamle]] 11:27, 5 March 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Hot Air Balloon}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Giant BRD}} [[User:Tttt|Tttt]] 09:52, 28 August 2013 (PDT) (Confirmed S8)&lt;br /&gt;
&lt;br /&gt;
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
&lt;br /&gt;
[[File:paper_mapping.png|thumb|A digitalized version (for illustrative purposes only) of mapping technique using only a copybook and a pen at hand.]]&lt;br /&gt;
[[File:Annette-penil-and-paper.png|thumb|An example of an initial map using &amp;quot;pen and paper&amp;quot; with various symbols. Screenshot by Annette.]]&lt;br /&gt;
[[File:split-screen_spreadsheeting.png|thumb|An example of using character codes for split-screen spreadsheeting.]]&lt;br /&gt;
&lt;br /&gt;
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.&lt;br /&gt;
&lt;br /&gt;
* '''Screen-recording software'''. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is [http://www.screencast-o-matic.com/screen_recorder Screencast-O-Matic]. &lt;br /&gt;
* '''Pen and paper''' (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Exit]].&lt;br /&gt;
* '''Split-screen spreadsheeting''' (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.&lt;br /&gt;
&lt;br /&gt;
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.&lt;br /&gt;
&lt;br /&gt;
===Video Examples===&lt;br /&gt;
* http://tinyurl.com/d2n-somnific-ruins&lt;br /&gt;
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!&lt;br /&gt;
&lt;br /&gt;
===Map Examples===&lt;br /&gt;
&lt;br /&gt;
====Spreadsheet====&lt;br /&gt;
[[File:Abandoned_bunker-burned.png|600px]]&lt;br /&gt;
&lt;br /&gt;
====External App====&lt;br /&gt;
* From Dusk Till Dawn&lt;br /&gt;
[[File:Abandoned_hospital-fof.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[From Dusk Till Dawn]] has a ruin mapping feature.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;font-size: 90%; margin-left: 1.5em&amp;quot;&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; width=&amp;quot;20px&amp;quot; align=&amp;quot;center&amp;quot; |'''Sprite'''&lt;br /&gt;
| scope=&amp;quot;col&amp;quot;|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_1.gif‎]] || '''Player''' (default state).&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_2.gif‎]] || '''Player''' (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around.&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_generic.gif‎]] || '''Zombie''' (generic): randomly encountered in all three types of explorable ruins.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_bunker.gif‎]] || '''Zombie Soldier''': randomly encountered in [[Abandoned Bunker]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hospital.gif‎]] || '''Zombie Nurse''': randomly encountered in [[Abandoned Hospital]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hotel.gif‎]] || '''Zombie Janitor''': randomly encountered in [[Abandoned Hotel]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Before [[Season 9]], There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See [http://youtu.be/0PGEwAsxj9k the video]. This bug is fixed in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|ruin_exploration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22635</id>
		<title>Explorable Ruins</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22635"/>
				<updated>2015-03-06T02:46:50Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Hospital Blueprints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Season 4]], a new type of {{MetaInline|Ruins}} was introduced, the {{MetaInline|Explorable Ruins}}. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow {{MetaInline|Citizen|displayname=Citizens}} to explore and search the interiors through various corridors connecting the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] to various dead ends and long abandoned rooms.&lt;br /&gt;
&lt;br /&gt;
Explorable ruins are always unburied.&lt;br /&gt;
&lt;br /&gt;
It takes 1 {{AP}} to enter the ruin. You cannot enter the ruin either if you are {{MetaInline|Wounded}}, {{MetaInline|Terrorised}} or turning {{MetaInline|Escorting|displayname=Escort mode}} on, or {{MetaInline|Escorting}} someone. You will also need to have {{MetaInline|Control Points|displayname=Control}} of the zone, unless you are a {{MetaInline|Scout}} with the camouflage on, then no zone control is required.&lt;br /&gt;
&lt;br /&gt;
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside. &lt;br /&gt;
&lt;br /&gt;
If you enter while someone else is exploring inside, you will see the following message:&lt;br /&gt;
: ''You cannot enter this building ...''&lt;br /&gt;
: - - - -&lt;br /&gt;
: ''there isn't enough oxygen for more than one person!''&lt;br /&gt;
&lt;br /&gt;
'''Bug''': You still receive this message if you try to enter when you have escort mode on.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
[[File:Ruins_interface.JPG|300px|thumb|right|The interface while exploring.]]&lt;br /&gt;
The image to the right shows the interface while exploring an [[Abandoned Bunker]]. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.&lt;br /&gt;
&lt;br /&gt;
You start with 100% {{O2}}. It depletes at a rate of 1% per 3 seconds. {{MetaInline|Scavenger|displayname=Scavengers}} start with 150% {{O2}}. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your {{O2}} runs out. If you fail to do so, you will be forced out, obtaining a random {{MetaInline|Wounded|displayname=Injury}}. All items in your {{MetaInline|Inventory}} will be dropped within the ruin at the last zone you were in.&lt;br /&gt;
&lt;br /&gt;
You may encounter zombies inside the ruin. [[File:small_sprint.gif|top|link=]] '''Fleeing''' from zombies inside the ruin will not wound you, but will cost you valuable {{O2}} (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone. &lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Control Points}}, {{MetaInline|Camouflage Suit|displayname=Camouflage Suits}} and {{MetaInline|Flash Grenade|displayname=Flash Grenades}} do '''NOT''' work inside the ruin, however {{MetaInline|Pre-war Camera}} will relocate all zombies to another &amp;quot;zone&amp;quot; in the explorable ruin if successful. {{MetaInline|Armoury|displayname=Weapons}} work as usual, but {{MetaInline|Furious Kitten (partially digested)}} '''CANNOT''' be used inside the ruin.&lt;br /&gt;
&lt;br /&gt;
If the ruin is within 11km or less, a [[hero]] can use [[heroic return]] inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town. &lt;br /&gt;
&lt;br /&gt;
== Doors and Keys ==&lt;br /&gt;
Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} will have 10 rooms that explorers can search for items. Some rooms closer to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] will be opened by default while the remaining rooms deeper in the ruin will be locked. &lt;br /&gt;
&lt;br /&gt;
Each locked room will be locked by one of the three types of key mentioned below. {{MetaInline|Technician|displayname=Technicians}} can make a blank of the required key by clicking on &amp;quot;Taken an Impression&amp;quot; button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other {{MetaInline|Technician|displayname=Technicians}} on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the {{MetaInline|Workshop}} for varying {{AP}} costs. Anyone can convert impressions. {{MetaInline|Technician|displayname=Technicians}} do not have any bonuses in converting key imprints.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of keys with three corresponding blanks:&lt;br /&gt;
* {{MetaInline|Bottle Opener}}&lt;br /&gt;
* {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
* {{MetaInline|Bump Key}}&lt;br /&gt;
* {{MetaInline|Bump Key Blank}}&lt;br /&gt;
* {{MetaInline|Magnetic Key}}&lt;br /&gt;
* {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
&lt;br /&gt;
These keys can also be found regularly by searching the opened rooms. Note that, for example, a {{MetaInline|Bottle Opener}} from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
Each entry into the ruin (limited to once per day) will give the {{MetaInline|Ruin Exploration}} distinction. Each locked door opened will give a rare distinction {{MetaInline|Covert Concierge}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
Each ruin has a low chance of dropping {{MetaInline|Blueprints}}. These blueprints are currently different from the normal blueprints found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked. &lt;br /&gt;
&lt;br /&gt;
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.&lt;br /&gt;
&lt;br /&gt;
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.&lt;br /&gt;
&lt;br /&gt;
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again. &lt;br /&gt;
&lt;br /&gt;
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:&lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:&lt;br /&gt;
* 305. {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
* 306. {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
* 307. {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
* 308. {{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the [[Abandoned Hospital]] will not stack with the uncommon blueprint found at the [[Abandoned Hotel]] and the [[Abandoned Bunker]]. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.&lt;br /&gt;
&lt;br /&gt;
The following is an '''incomplete''' list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!&lt;br /&gt;
&lt;br /&gt;
=====Hotel Blueprints=====&lt;br /&gt;
328. [[File:Item_mbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Animal_Dump}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Food_Dump}} --[[User:Wakia|Wakia]] 4:39, 31 January 2012 (PST) (Confired)&lt;br /&gt;
* {{MetaInline|Frat House}} --[[User:Impotentpanda|Impotentpanda]] 14:09, 22 February 2012 (MST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guerilla Traps}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Metal_Dump}} [[User:iDare|iDare]] 22:10, 24 July 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Wood_Dump}} [[User:UnluckyOrpheus|UnluckyOrpheus]] 16:05, 3 February 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} [[User:UndeadBurgerKng|UndeadBurgerKng]] 11:05, 3 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} [[User:drakh|drakh]] 23:38, 8 June 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
329. [[File:Item_mbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Wakia|Wakia]] 12:20, 30 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Community Involvement}} --[[User:PearShaped|PearShaped]] 11:58, 24 April 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Fertilizer}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Fortifications}} --[[User:UnluckyOrpheus|UnluckyOrpheus]] 17:40, 3 February 2012 (PST)&lt;br /&gt;
* {{MetaInline|Lighthouse}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:Meadow|Meadow]] 14:22, 22 June 2013 (CEST)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Terry22|Terry22]] 16:47, 19 October 2013 (CEST)&lt;br /&gt;
* {{MetaInline|False Town}} --[[User:drakh|drakh]] 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since [[Season 8]])&lt;br /&gt;
&lt;br /&gt;
330. [[File:Item_mbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Builder's Merchant}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Divining Rods}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Watson|Watson]] 22:11, 10 April 2013 (CEST) (Confirmed)&lt;br /&gt;
* {{MetaInline|No holes barred}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Firework Foray}} [[User:Tttt|Tttt]] 04:36, 30 January 2014 (PST) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} [[User:drakh|drakh]] 02:37, 19 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
=====Bunker Blueprints=====&lt;br /&gt;
331. [[File:Item_bbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Defence Dump}} --[[User:Gabbyking|Gabbyking]] 11:38, 2 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Grapeboom}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Mines}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Miniature Armory}} --[[User:Blazon|Blazon]] 23:36, 14 August 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Mist Spray}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}} --[[User:Darjus|Darjus]] (Confirmed)&lt;br /&gt;
* {{MetaInline|Weapons Dump}} --[[User:Tamle|Tamle]] 21:28, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
&lt;br /&gt;
332. [[File:Item_bbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Air Strike}} --[[User:Misaky|Misaky]] 21:12, 23 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Divining Rocket}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Eden Project}} --[[User:Misaky|Misaky]] 18:58, 20 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Evolutive Wall}} --[[User:Wakia|Wakia]] 20:10, 18 March 2012 (EST) (confirmed)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Free Dump}} -- [[User:Tttt|Tttt]] 14:59, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Labyrinth}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Water Turrets}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Dream|Dream]] 02.30, 02 October 2014 (confirmed)&lt;br /&gt;
&lt;br /&gt;
333. [[File:Item_bbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Divining Rods}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Tamle|Tamle]] 18:32, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Ministry of Slavery}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Reactor}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} --[[User:squirrrl|squirrrl]] 10:44, 22 May 2013 (PDT) (confirmed)&lt;br /&gt;
&lt;br /&gt;
=====Hospital Blueprints=====&lt;br /&gt;
334. [[File:Item_hbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Butcher}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Cremato-Cue}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}}[[User:Tttt|Tttt]] 05:21, 2 March 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} --[[User:Terry22|Terry22]] 23:22, 29 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guard Tower}} --[[User:Dream|Dream]] 03:42, 6 March 2015 (PST) (Confirmed)&lt;br /&gt;
335. [[File:Item_hbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:iDare|iDare]] 21:29, 27 May 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Apple Tree}} --[[User:Adoncia|Adoncia]] 13:50, 9 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Chessmc|Chessmc]] 18:33, 28 April 2013 (EDT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Henhouse}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Fertilizer}} --[[User:Terry22|Terry22]] 06:32, 1 December 2013 (CET) (Confirmed) &lt;br /&gt;
* {{MetaInline|Infirmery}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST)&lt;br /&gt;
* {{MetaInline|Water Filter}} --[[User:Tamle|Tamle]] 21:47, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Bekey|Bekey]] 12:03, 12 May 2013 (PDT) (Confirmed)&lt;br /&gt;
336. [[File:Item_hbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Coffin Catapult}} --[[User:Buckminsterfuller|Buckminsterfuller]] 21:40, 19 July 2012 (CST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Crow Statue}} --[[User:Terry22|Terry22]] 07:21, 27 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Firework Foray}} --[[User:Tamle|Tamle]] 11:27, 5 March 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Hot Air Balloon}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Giant BRD}} [[User:Tttt|Tttt]] 09:52, 28 August 2013 (PDT) (Confirmed S8)&lt;br /&gt;
&lt;br /&gt;
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
&lt;br /&gt;
[[File:paper_mapping.png|thumb|A digitalized version (for illustrative purposes only) of mapping technique using only a copybook and a pen at hand.]]&lt;br /&gt;
[[File:Annette-penil-and-paper.png|thumb|An example of an initial map using &amp;quot;pen and paper&amp;quot; with various symbols. Screenshot by Annette.]]&lt;br /&gt;
[[File:split-screen_spreadsheeting.png|thumb|An example of using character codes for split-screen spreadsheeting.]]&lt;br /&gt;
&lt;br /&gt;
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.&lt;br /&gt;
&lt;br /&gt;
* '''Screen-recording software'''. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is [http://www.screencast-o-matic.com/screen_recorder Screencast-O-Matic]. &lt;br /&gt;
* '''Pen and paper''' (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Exit]].&lt;br /&gt;
* '''Split-screen spreadsheeting''' (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.&lt;br /&gt;
&lt;br /&gt;
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.&lt;br /&gt;
&lt;br /&gt;
===Video Examples===&lt;br /&gt;
* http://tinyurl.com/d2n-somnific-ruins&lt;br /&gt;
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!&lt;br /&gt;
&lt;br /&gt;
===Map Examples===&lt;br /&gt;
&lt;br /&gt;
====Spreadsheet====&lt;br /&gt;
[[File:Abandoned_bunker-burned.png|600px]]&lt;br /&gt;
&lt;br /&gt;
====External App====&lt;br /&gt;
* From Dusk Till Dawn&lt;br /&gt;
[[File:Abandoned_hospital-fof.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[From Dusk Till Dawn]] has a ruin mapping feature.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;font-size: 90%; margin-left: 1.5em&amp;quot;&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; width=&amp;quot;20px&amp;quot; align=&amp;quot;center&amp;quot; |'''Sprite'''&lt;br /&gt;
| scope=&amp;quot;col&amp;quot;|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_1.gif‎]] || '''Player''' (default state).&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_2.gif‎]] || '''Player''' (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around.&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_generic.gif‎]] || '''Zombie''' (generic): randomly encountered in all three types of explorable ruins.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_bunker.gif‎]] || '''Zombie Soldier''': randomly encountered in [[Abandoned Bunker]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hospital.gif‎]] || '''Zombie Nurse''': randomly encountered in [[Abandoned Hospital]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hotel.gif‎]] || '''Zombie Janitor''': randomly encountered in [[Abandoned Hotel]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Before [[Season 9]], There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See [http://youtu.be/0PGEwAsxj9k the video]. This bug is fixed in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|ruin_exploration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22634</id>
		<title>Explorable Ruins</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22634"/>
				<updated>2015-03-06T02:46:05Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Hospital Blueprints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Season 4]], a new type of {{MetaInline|Ruins}} was introduced, the {{MetaInline|Explorable Ruins}}. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow {{MetaInline|Citizen|displayname=Citizens}} to explore and search the interiors through various corridors connecting the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] to various dead ends and long abandoned rooms.&lt;br /&gt;
&lt;br /&gt;
Explorable ruins are always unburied.&lt;br /&gt;
&lt;br /&gt;
It takes 1 {{AP}} to enter the ruin. You cannot enter the ruin either if you are {{MetaInline|Wounded}}, {{MetaInline|Terrorised}} or turning {{MetaInline|Escorting|displayname=Escort mode}} on, or {{MetaInline|Escorting}} someone. You will also need to have {{MetaInline|Control Points|displayname=Control}} of the zone, unless you are a {{MetaInline|Scout}} with the camouflage on, then no zone control is required.&lt;br /&gt;
&lt;br /&gt;
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside. &lt;br /&gt;
&lt;br /&gt;
If you enter while someone else is exploring inside, you will see the following message:&lt;br /&gt;
: ''You cannot enter this building ...''&lt;br /&gt;
: - - - -&lt;br /&gt;
: ''there isn't enough oxygen for more than one person!''&lt;br /&gt;
&lt;br /&gt;
'''Bug''': You still receive this message if you try to enter when you have escort mode on.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
[[File:Ruins_interface.JPG|300px|thumb|right|The interface while exploring.]]&lt;br /&gt;
The image to the right shows the interface while exploring an [[Abandoned Bunker]]. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.&lt;br /&gt;
&lt;br /&gt;
You start with 100% {{O2}}. It depletes at a rate of 1% per 3 seconds. {{MetaInline|Scavenger|displayname=Scavengers}} start with 150% {{O2}}. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your {{O2}} runs out. If you fail to do so, you will be forced out, obtaining a random {{MetaInline|Wounded|displayname=Injury}}. All items in your {{MetaInline|Inventory}} will be dropped within the ruin at the last zone you were in.&lt;br /&gt;
&lt;br /&gt;
You may encounter zombies inside the ruin. [[File:small_sprint.gif|top|link=]] '''Fleeing''' from zombies inside the ruin will not wound you, but will cost you valuable {{O2}} (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone. &lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Control Points}}, {{MetaInline|Camouflage Suit|displayname=Camouflage Suits}} and {{MetaInline|Flash Grenade|displayname=Flash Grenades}} do '''NOT''' work inside the ruin, however {{MetaInline|Pre-war Camera}} will relocate all zombies to another &amp;quot;zone&amp;quot; in the explorable ruin if successful. {{MetaInline|Armoury|displayname=Weapons}} work as usual, but {{MetaInline|Furious Kitten (partially digested)}} '''CANNOT''' be used inside the ruin.&lt;br /&gt;
&lt;br /&gt;
If the ruin is within 11km or less, a [[hero]] can use [[heroic return]] inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town. &lt;br /&gt;
&lt;br /&gt;
== Doors and Keys ==&lt;br /&gt;
Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} will have 10 rooms that explorers can search for items. Some rooms closer to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] will be opened by default while the remaining rooms deeper in the ruin will be locked. &lt;br /&gt;
&lt;br /&gt;
Each locked room will be locked by one of the three types of key mentioned below. {{MetaInline|Technician|displayname=Technicians}} can make a blank of the required key by clicking on &amp;quot;Taken an Impression&amp;quot; button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other {{MetaInline|Technician|displayname=Technicians}} on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the {{MetaInline|Workshop}} for varying {{AP}} costs. Anyone can convert impressions. {{MetaInline|Technician|displayname=Technicians}} do not have any bonuses in converting key imprints.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of keys with three corresponding blanks:&lt;br /&gt;
* {{MetaInline|Bottle Opener}}&lt;br /&gt;
* {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
* {{MetaInline|Bump Key}}&lt;br /&gt;
* {{MetaInline|Bump Key Blank}}&lt;br /&gt;
* {{MetaInline|Magnetic Key}}&lt;br /&gt;
* {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
&lt;br /&gt;
These keys can also be found regularly by searching the opened rooms. Note that, for example, a {{MetaInline|Bottle Opener}} from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
Each entry into the ruin (limited to once per day) will give the {{MetaInline|Ruin Exploration}} distinction. Each locked door opened will give a rare distinction {{MetaInline|Covert Concierge}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
Each ruin has a low chance of dropping {{MetaInline|Blueprints}}. These blueprints are currently different from the normal blueprints found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked. &lt;br /&gt;
&lt;br /&gt;
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.&lt;br /&gt;
&lt;br /&gt;
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.&lt;br /&gt;
&lt;br /&gt;
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again. &lt;br /&gt;
&lt;br /&gt;
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:&lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:&lt;br /&gt;
* 305. {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
* 306. {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
* 307. {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
* 308. {{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the [[Abandoned Hospital]] will not stack with the uncommon blueprint found at the [[Abandoned Hotel]] and the [[Abandoned Bunker]]. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.&lt;br /&gt;
&lt;br /&gt;
The following is an '''incomplete''' list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!&lt;br /&gt;
&lt;br /&gt;
=====Hotel Blueprints=====&lt;br /&gt;
328. [[File:Item_mbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Animal_Dump}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Food_Dump}} --[[User:Wakia|Wakia]] 4:39, 31 January 2012 (PST) (Confired)&lt;br /&gt;
* {{MetaInline|Frat House}} --[[User:Impotentpanda|Impotentpanda]] 14:09, 22 February 2012 (MST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guerilla Traps}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Metal_Dump}} [[User:iDare|iDare]] 22:10, 24 July 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Wood_Dump}} [[User:UnluckyOrpheus|UnluckyOrpheus]] 16:05, 3 February 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} [[User:UndeadBurgerKng|UndeadBurgerKng]] 11:05, 3 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} [[User:drakh|drakh]] 23:38, 8 June 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
329. [[File:Item_mbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Wakia|Wakia]] 12:20, 30 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Community Involvement}} --[[User:PearShaped|PearShaped]] 11:58, 24 April 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Fertilizer}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Fortifications}} --[[User:UnluckyOrpheus|UnluckyOrpheus]] 17:40, 3 February 2012 (PST)&lt;br /&gt;
* {{MetaInline|Lighthouse}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:Meadow|Meadow]] 14:22, 22 June 2013 (CEST)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Terry22|Terry22]] 16:47, 19 October 2013 (CEST)&lt;br /&gt;
* {{MetaInline|False Town}} --[[User:drakh|drakh]] 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since [[Season 8]])&lt;br /&gt;
&lt;br /&gt;
330. [[File:Item_mbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Builder's Merchant}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Divining Rods}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Watson|Watson]] 22:11, 10 April 2013 (CEST) (Confirmed)&lt;br /&gt;
* {{MetaInline|No holes barred}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Firework Foray}} [[User:Tttt|Tttt]] 04:36, 30 January 2014 (PST) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} [[User:drakh|drakh]] 02:37, 19 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
=====Bunker Blueprints=====&lt;br /&gt;
331. [[File:Item_bbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Defence Dump}} --[[User:Gabbyking|Gabbyking]] 11:38, 2 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Grapeboom}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Mines}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Miniature Armory}} --[[User:Blazon|Blazon]] 23:36, 14 August 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Mist Spray}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}} --[[User:Darjus|Darjus]] (Confirmed)&lt;br /&gt;
* {{MetaInline|Weapons Dump}} --[[User:Tamle|Tamle]] 21:28, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
&lt;br /&gt;
332. [[File:Item_bbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Air Strike}} --[[User:Misaky|Misaky]] 21:12, 23 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Divining Rocket}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Eden Project}} --[[User:Misaky|Misaky]] 18:58, 20 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Evolutive Wall}} --[[User:Wakia|Wakia]] 20:10, 18 March 2012 (EST) (confirmed)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Free Dump}} -- [[User:Tttt|Tttt]] 14:59, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Labyrinth}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Water Turrets}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Dream|Dream]] 02.30, 02 October 2014 (confirmed)&lt;br /&gt;
&lt;br /&gt;
333. [[File:Item_bbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Divining Rods}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Tamle|Tamle]] 18:32, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Ministry of Slavery}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Reactor}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} --[[User:squirrrl|squirrrl]] 10:44, 22 May 2013 (PDT) (confirmed)&lt;br /&gt;
&lt;br /&gt;
=====Hospital Blueprints=====&lt;br /&gt;
334. [[File:Item_hbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Butcher}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Cremato-Cue}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}}[[User:Tttt|Tttt]] 05:21, 2 March 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} --[[User:Terry22|Terry22]] 23:22, 29 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guard Tower}}[[User:Dream|Dream]] 03:42, 6 March 2015 (PST) (Confirmed)&lt;br /&gt;
335. [[File:Item_hbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:iDare|iDare]] 21:29, 27 May 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Apple Tree}} --[[User:Adoncia|Adoncia]] 13:50, 9 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Chessmc|Chessmc]] 18:33, 28 April 2013 (EDT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Henhouse}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Fertilizer}} --[[User:Terry22|Terry22]] 06:32, 1 December 2013 (CET) (Confirmed) &lt;br /&gt;
* {{MetaInline|Infirmery}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST)&lt;br /&gt;
* {{MetaInline|Water Filter}} --[[User:Tamle|Tamle]] 21:47, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Bekey|Bekey]] 12:03, 12 May 2013 (PDT) (Confirmed)&lt;br /&gt;
336. [[File:Item_hbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Coffin Catapult}} --[[User:Buckminsterfuller|Buckminsterfuller]] 21:40, 19 July 2012 (CST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Crow Statue}} --[[User:Terry22|Terry22]] 07:21, 27 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Firework Foray}} --[[User:Tamle|Tamle]] 11:27, 5 March 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Hot Air Balloon}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Giant BRD}} [[User:Tttt|Tttt]] 09:52, 28 August 2013 (PDT) (Confirmed S8)&lt;br /&gt;
&lt;br /&gt;
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
&lt;br /&gt;
[[File:paper_mapping.png|thumb|A digitalized version (for illustrative purposes only) of mapping technique using only a copybook and a pen at hand.]]&lt;br /&gt;
[[File:Annette-penil-and-paper.png|thumb|An example of an initial map using &amp;quot;pen and paper&amp;quot; with various symbols. Screenshot by Annette.]]&lt;br /&gt;
[[File:split-screen_spreadsheeting.png|thumb|An example of using character codes for split-screen spreadsheeting.]]&lt;br /&gt;
&lt;br /&gt;
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.&lt;br /&gt;
&lt;br /&gt;
* '''Screen-recording software'''. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is [http://www.screencast-o-matic.com/screen_recorder Screencast-O-Matic]. &lt;br /&gt;
* '''Pen and paper''' (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Exit]].&lt;br /&gt;
* '''Split-screen spreadsheeting''' (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.&lt;br /&gt;
&lt;br /&gt;
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.&lt;br /&gt;
&lt;br /&gt;
===Video Examples===&lt;br /&gt;
* http://tinyurl.com/d2n-somnific-ruins&lt;br /&gt;
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!&lt;br /&gt;
&lt;br /&gt;
===Map Examples===&lt;br /&gt;
&lt;br /&gt;
====Spreadsheet====&lt;br /&gt;
[[File:Abandoned_bunker-burned.png|600px]]&lt;br /&gt;
&lt;br /&gt;
====External App====&lt;br /&gt;
* From Dusk Till Dawn&lt;br /&gt;
[[File:Abandoned_hospital-fof.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[From Dusk Till Dawn]] has a ruin mapping feature.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;font-size: 90%; margin-left: 1.5em&amp;quot;&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; width=&amp;quot;20px&amp;quot; align=&amp;quot;center&amp;quot; |'''Sprite'''&lt;br /&gt;
| scope=&amp;quot;col&amp;quot;|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_1.gif‎]] || '''Player''' (default state).&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_2.gif‎]] || '''Player''' (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around.&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_generic.gif‎]] || '''Zombie''' (generic): randomly encountered in all three types of explorable ruins.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_bunker.gif‎]] || '''Zombie Soldier''': randomly encountered in [[Abandoned Bunker]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hospital.gif‎]] || '''Zombie Nurse''': randomly encountered in [[Abandoned Hospital]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hotel.gif‎]] || '''Zombie Janitor''': randomly encountered in [[Abandoned Hotel]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Before [[Season 9]], There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See [http://youtu.be/0PGEwAsxj9k the video]. This bug is fixed in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|ruin_exploration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22633</id>
		<title>Explorable Ruins</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22633"/>
				<updated>2015-03-06T02:44:32Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Hospital Blueprints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Season 4]], a new type of {{MetaInline|Ruins}} was introduced, the {{MetaInline|Explorable Ruins}}. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow {{MetaInline|Citizen|displayname=Citizens}} to explore and search the interiors through various corridors connecting the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] to various dead ends and long abandoned rooms.&lt;br /&gt;
&lt;br /&gt;
Explorable ruins are always unburied.&lt;br /&gt;
&lt;br /&gt;
It takes 1 {{AP}} to enter the ruin. You cannot enter the ruin either if you are {{MetaInline|Wounded}}, {{MetaInline|Terrorised}} or turning {{MetaInline|Escorting|displayname=Escort mode}} on, or {{MetaInline|Escorting}} someone. You will also need to have {{MetaInline|Control Points|displayname=Control}} of the zone, unless you are a {{MetaInline|Scout}} with the camouflage on, then no zone control is required.&lt;br /&gt;
&lt;br /&gt;
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside. &lt;br /&gt;
&lt;br /&gt;
If you enter while someone else is exploring inside, you will see the following message:&lt;br /&gt;
: ''You cannot enter this building ...''&lt;br /&gt;
: - - - -&lt;br /&gt;
: ''there isn't enough oxygen for more than one person!''&lt;br /&gt;
&lt;br /&gt;
'''Bug''': You still receive this message if you try to enter when you have escort mode on.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
[[File:Ruins_interface.JPG|300px|thumb|right|The interface while exploring.]]&lt;br /&gt;
The image to the right shows the interface while exploring an [[Abandoned Bunker]]. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.&lt;br /&gt;
&lt;br /&gt;
You start with 100% {{O2}}. It depletes at a rate of 1% per 3 seconds. {{MetaInline|Scavenger|displayname=Scavengers}} start with 150% {{O2}}. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your {{O2}} runs out. If you fail to do so, you will be forced out, obtaining a random {{MetaInline|Wounded|displayname=Injury}}. All items in your {{MetaInline|Inventory}} will be dropped within the ruin at the last zone you were in.&lt;br /&gt;
&lt;br /&gt;
You may encounter zombies inside the ruin. [[File:small_sprint.gif|top|link=]] '''Fleeing''' from zombies inside the ruin will not wound you, but will cost you valuable {{O2}} (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone. &lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Control Points}}, {{MetaInline|Camouflage Suit|displayname=Camouflage Suits}} and {{MetaInline|Flash Grenade|displayname=Flash Grenades}} do '''NOT''' work inside the ruin, however {{MetaInline|Pre-war Camera}} will relocate all zombies to another &amp;quot;zone&amp;quot; in the explorable ruin if successful. {{MetaInline|Armoury|displayname=Weapons}} work as usual, but {{MetaInline|Furious Kitten (partially digested)}} '''CANNOT''' be used inside the ruin.&lt;br /&gt;
&lt;br /&gt;
If the ruin is within 11km or less, a [[hero]] can use [[heroic return]] inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town. &lt;br /&gt;
&lt;br /&gt;
== Doors and Keys ==&lt;br /&gt;
Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} will have 10 rooms that explorers can search for items. Some rooms closer to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] will be opened by default while the remaining rooms deeper in the ruin will be locked. &lt;br /&gt;
&lt;br /&gt;
Each locked room will be locked by one of the three types of key mentioned below. {{MetaInline|Technician|displayname=Technicians}} can make a blank of the required key by clicking on &amp;quot;Taken an Impression&amp;quot; button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other {{MetaInline|Technician|displayname=Technicians}} on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the {{MetaInline|Workshop}} for varying {{AP}} costs. Anyone can convert impressions. {{MetaInline|Technician|displayname=Technicians}} do not have any bonuses in converting key imprints.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of keys with three corresponding blanks:&lt;br /&gt;
* {{MetaInline|Bottle Opener}}&lt;br /&gt;
* {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
* {{MetaInline|Bump Key}}&lt;br /&gt;
* {{MetaInline|Bump Key Blank}}&lt;br /&gt;
* {{MetaInline|Magnetic Key}}&lt;br /&gt;
* {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
&lt;br /&gt;
These keys can also be found regularly by searching the opened rooms. Note that, for example, a {{MetaInline|Bottle Opener}} from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
Each entry into the ruin (limited to once per day) will give the {{MetaInline|Ruin Exploration}} distinction. Each locked door opened will give a rare distinction {{MetaInline|Covert Concierge}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
Each ruin has a low chance of dropping {{MetaInline|Blueprints}}. These blueprints are currently different from the normal blueprints found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked. &lt;br /&gt;
&lt;br /&gt;
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.&lt;br /&gt;
&lt;br /&gt;
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.&lt;br /&gt;
&lt;br /&gt;
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again. &lt;br /&gt;
&lt;br /&gt;
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:&lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:&lt;br /&gt;
* 305. {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
* 306. {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
* 307. {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
* 308. {{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the [[Abandoned Hospital]] will not stack with the uncommon blueprint found at the [[Abandoned Hotel]] and the [[Abandoned Bunker]]. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.&lt;br /&gt;
&lt;br /&gt;
The following is an '''incomplete''' list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!&lt;br /&gt;
&lt;br /&gt;
=====Hotel Blueprints=====&lt;br /&gt;
328. [[File:Item_mbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Animal_Dump}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Food_Dump}} --[[User:Wakia|Wakia]] 4:39, 31 January 2012 (PST) (Confired)&lt;br /&gt;
* {{MetaInline|Frat House}} --[[User:Impotentpanda|Impotentpanda]] 14:09, 22 February 2012 (MST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guerilla Traps}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Metal_Dump}} [[User:iDare|iDare]] 22:10, 24 July 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Wood_Dump}} [[User:UnluckyOrpheus|UnluckyOrpheus]] 16:05, 3 February 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} [[User:UndeadBurgerKng|UndeadBurgerKng]] 11:05, 3 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} [[User:drakh|drakh]] 23:38, 8 June 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
329. [[File:Item_mbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Wakia|Wakia]] 12:20, 30 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Community Involvement}} --[[User:PearShaped|PearShaped]] 11:58, 24 April 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Fertilizer}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Fortifications}} --[[User:UnluckyOrpheus|UnluckyOrpheus]] 17:40, 3 February 2012 (PST)&lt;br /&gt;
* {{MetaInline|Lighthouse}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:Meadow|Meadow]] 14:22, 22 June 2013 (CEST)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Terry22|Terry22]] 16:47, 19 October 2013 (CEST)&lt;br /&gt;
* {{MetaInline|False Town}} --[[User:drakh|drakh]] 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since [[Season 8]])&lt;br /&gt;
&lt;br /&gt;
330. [[File:Item_mbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Builder's Merchant}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Divining Rods}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Watson|Watson]] 22:11, 10 April 2013 (CEST) (Confirmed)&lt;br /&gt;
* {{MetaInline|No holes barred}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Firework Foray}} [[User:Tttt|Tttt]] 04:36, 30 January 2014 (PST) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} [[User:drakh|drakh]] 02:37, 19 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
=====Bunker Blueprints=====&lt;br /&gt;
331. [[File:Item_bbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Defence Dump}} --[[User:Gabbyking|Gabbyking]] 11:38, 2 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Grapeboom}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Mines}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Miniature Armory}} --[[User:Blazon|Blazon]] 23:36, 14 August 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Mist Spray}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}} --[[User:Darjus|Darjus]] (Confirmed)&lt;br /&gt;
* {{MetaInline|Weapons Dump}} --[[User:Tamle|Tamle]] 21:28, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
&lt;br /&gt;
332. [[File:Item_bbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Air Strike}} --[[User:Misaky|Misaky]] 21:12, 23 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Divining Rocket}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Eden Project}} --[[User:Misaky|Misaky]] 18:58, 20 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Evolutive Wall}} --[[User:Wakia|Wakia]] 20:10, 18 March 2012 (EST) (confirmed)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Free Dump}} -- [[User:Tttt|Tttt]] 14:59, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Labyrinth}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Water Turrets}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Dream|Dream]] 02.30, 02 October 2014 (confirmed)&lt;br /&gt;
&lt;br /&gt;
333. [[File:Item_bbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Divining Rods}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Tamle|Tamle]] 18:32, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Ministry of Slavery}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Reactor}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} --[[User:squirrrl|squirrrl]] 10:44, 22 May 2013 (PDT) (confirmed)&lt;br /&gt;
&lt;br /&gt;
=====Hospital Blueprints=====&lt;br /&gt;
334. [[File:Item_hbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Butcher}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Cremato-Cue}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}}[[User:Tttt|Tttt]] 05:21, 2 March 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} --[[User:Terry22|Terry22]] 23:22, 29 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guard tower}}[[User:Dream|Dream]] 03:42, 6 March 2015 (PST) (Confirmed)&lt;br /&gt;
335. [[File:Item_hbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:iDare|iDare]] 21:29, 27 May 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Apple Tree}} --[[User:Adoncia|Adoncia]] 13:50, 9 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Chessmc|Chessmc]] 18:33, 28 April 2013 (EDT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Henhouse}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Fertilizer}} --[[User:Terry22|Terry22]] 06:32, 1 December 2013 (CET) (Confirmed) &lt;br /&gt;
* {{MetaInline|Infirmery}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST)&lt;br /&gt;
* {{MetaInline|Water Filter}} --[[User:Tamle|Tamle]] 21:47, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Bekey|Bekey]] 12:03, 12 May 2013 (PDT) (Confirmed)&lt;br /&gt;
336. [[File:Item_hbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Coffin Catapult}} --[[User:Buckminsterfuller|Buckminsterfuller]] 21:40, 19 July 2012 (CST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Crow Statue}} --[[User:Terry22|Terry22]] 07:21, 27 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Firework Foray}} --[[User:Tamle|Tamle]] 11:27, 5 March 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Hot Air Balloon}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Giant BRD}} [[User:Tttt|Tttt]] 09:52, 28 August 2013 (PDT) (Confirmed S8)&lt;br /&gt;
&lt;br /&gt;
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
&lt;br /&gt;
[[File:paper_mapping.png|thumb|A digitalized version (for illustrative purposes only) of mapping technique using only a copybook and a pen at hand.]]&lt;br /&gt;
[[File:Annette-penil-and-paper.png|thumb|An example of an initial map using &amp;quot;pen and paper&amp;quot; with various symbols. Screenshot by Annette.]]&lt;br /&gt;
[[File:split-screen_spreadsheeting.png|thumb|An example of using character codes for split-screen spreadsheeting.]]&lt;br /&gt;
&lt;br /&gt;
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.&lt;br /&gt;
&lt;br /&gt;
* '''Screen-recording software'''. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is [http://www.screencast-o-matic.com/screen_recorder Screencast-O-Matic]. &lt;br /&gt;
* '''Pen and paper''' (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Exit]].&lt;br /&gt;
* '''Split-screen spreadsheeting''' (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.&lt;br /&gt;
&lt;br /&gt;
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.&lt;br /&gt;
&lt;br /&gt;
===Video Examples===&lt;br /&gt;
* http://tinyurl.com/d2n-somnific-ruins&lt;br /&gt;
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!&lt;br /&gt;
&lt;br /&gt;
===Map Examples===&lt;br /&gt;
&lt;br /&gt;
====Spreadsheet====&lt;br /&gt;
[[File:Abandoned_bunker-burned.png|600px]]&lt;br /&gt;
&lt;br /&gt;
====External App====&lt;br /&gt;
* From Dusk Till Dawn&lt;br /&gt;
[[File:Abandoned_hospital-fof.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[From Dusk Till Dawn]] has a ruin mapping feature.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;font-size: 90%; margin-left: 1.5em&amp;quot;&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; width=&amp;quot;20px&amp;quot; align=&amp;quot;center&amp;quot; |'''Sprite'''&lt;br /&gt;
| scope=&amp;quot;col&amp;quot;|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_1.gif‎]] || '''Player''' (default state).&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_2.gif‎]] || '''Player''' (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around.&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_generic.gif‎]] || '''Zombie''' (generic): randomly encountered in all three types of explorable ruins.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_bunker.gif‎]] || '''Zombie Soldier''': randomly encountered in [[Abandoned Bunker]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hospital.gif‎]] || '''Zombie Nurse''': randomly encountered in [[Abandoned Hospital]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hotel.gif‎]] || '''Zombie Janitor''': randomly encountered in [[Abandoned Hotel]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Before [[Season 9]], There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See [http://youtu.be/0PGEwAsxj9k the video]. This bug is fixed in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|ruin_exploration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22632</id>
		<title>Explorable Ruins</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22632"/>
				<updated>2015-03-06T02:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Hospital Blueprints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Season 4]], a new type of {{MetaInline|Ruins}} was introduced, the {{MetaInline|Explorable Ruins}}. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow {{MetaInline|Citizen|displayname=Citizens}} to explore and search the interiors through various corridors connecting the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] to various dead ends and long abandoned rooms.&lt;br /&gt;
&lt;br /&gt;
Explorable ruins are always unburied.&lt;br /&gt;
&lt;br /&gt;
It takes 1 {{AP}} to enter the ruin. You cannot enter the ruin either if you are {{MetaInline|Wounded}}, {{MetaInline|Terrorised}} or turning {{MetaInline|Escorting|displayname=Escort mode}} on, or {{MetaInline|Escorting}} someone. You will also need to have {{MetaInline|Control Points|displayname=Control}} of the zone, unless you are a {{MetaInline|Scout}} with the camouflage on, then no zone control is required.&lt;br /&gt;
&lt;br /&gt;
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside. &lt;br /&gt;
&lt;br /&gt;
If you enter while someone else is exploring inside, you will see the following message:&lt;br /&gt;
: ''You cannot enter this building ...''&lt;br /&gt;
: - - - -&lt;br /&gt;
: ''there isn't enough oxygen for more than one person!''&lt;br /&gt;
&lt;br /&gt;
'''Bug''': You still receive this message if you try to enter when you have escort mode on.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
[[File:Ruins_interface.JPG|300px|thumb|right|The interface while exploring.]]&lt;br /&gt;
The image to the right shows the interface while exploring an [[Abandoned Bunker]]. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.&lt;br /&gt;
&lt;br /&gt;
You start with 100% {{O2}}. It depletes at a rate of 1% per 3 seconds. {{MetaInline|Scavenger|displayname=Scavengers}} start with 150% {{O2}}. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your {{O2}} runs out. If you fail to do so, you will be forced out, obtaining a random {{MetaInline|Wounded|displayname=Injury}}. All items in your {{MetaInline|Inventory}} will be dropped within the ruin at the last zone you were in.&lt;br /&gt;
&lt;br /&gt;
You may encounter zombies inside the ruin. [[File:small_sprint.gif|top|link=]] '''Fleeing''' from zombies inside the ruin will not wound you, but will cost you valuable {{O2}} (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone. &lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Control Points}}, {{MetaInline|Camouflage Suit|displayname=Camouflage Suits}} and {{MetaInline|Flash Grenade|displayname=Flash Grenades}} do '''NOT''' work inside the ruin, however {{MetaInline|Pre-war Camera}} will relocate all zombies to another &amp;quot;zone&amp;quot; in the explorable ruin if successful. {{MetaInline|Armoury|displayname=Weapons}} work as usual, but {{MetaInline|Furious Kitten (partially digested)}} '''CANNOT''' be used inside the ruin.&lt;br /&gt;
&lt;br /&gt;
If the ruin is within 11km or less, a [[hero]] can use [[heroic return]] inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town. &lt;br /&gt;
&lt;br /&gt;
== Doors and Keys ==&lt;br /&gt;
Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} will have 10 rooms that explorers can search for items. Some rooms closer to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] will be opened by default while the remaining rooms deeper in the ruin will be locked. &lt;br /&gt;
&lt;br /&gt;
Each locked room will be locked by one of the three types of key mentioned below. {{MetaInline|Technician|displayname=Technicians}} can make a blank of the required key by clicking on &amp;quot;Taken an Impression&amp;quot; button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other {{MetaInline|Technician|displayname=Technicians}} on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the {{MetaInline|Workshop}} for varying {{AP}} costs. Anyone can convert impressions. {{MetaInline|Technician|displayname=Technicians}} do not have any bonuses in converting key imprints.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of keys with three corresponding blanks:&lt;br /&gt;
* {{MetaInline|Bottle Opener}}&lt;br /&gt;
* {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
* {{MetaInline|Bump Key}}&lt;br /&gt;
* {{MetaInline|Bump Key Blank}}&lt;br /&gt;
* {{MetaInline|Magnetic Key}}&lt;br /&gt;
* {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
&lt;br /&gt;
These keys can also be found regularly by searching the opened rooms. Note that, for example, a {{MetaInline|Bottle Opener}} from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
Each entry into the ruin (limited to once per day) will give the {{MetaInline|Ruin Exploration}} distinction. Each locked door opened will give a rare distinction {{MetaInline|Covert Concierge}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
Each ruin has a low chance of dropping {{MetaInline|Blueprints}}. These blueprints are currently different from the normal blueprints found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked. &lt;br /&gt;
&lt;br /&gt;
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.&lt;br /&gt;
&lt;br /&gt;
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.&lt;br /&gt;
&lt;br /&gt;
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again. &lt;br /&gt;
&lt;br /&gt;
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:&lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:&lt;br /&gt;
* 305. {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
* 306. {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
* 307. {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
* 308. {{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the [[Abandoned Hospital]] will not stack with the uncommon blueprint found at the [[Abandoned Hotel]] and the [[Abandoned Bunker]]. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.&lt;br /&gt;
&lt;br /&gt;
The following is an '''incomplete''' list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!&lt;br /&gt;
&lt;br /&gt;
=====Hotel Blueprints=====&lt;br /&gt;
328. [[File:Item_mbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Animal_Dump}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Food_Dump}} --[[User:Wakia|Wakia]] 4:39, 31 January 2012 (PST) (Confired)&lt;br /&gt;
* {{MetaInline|Frat House}} --[[User:Impotentpanda|Impotentpanda]] 14:09, 22 February 2012 (MST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guerilla Traps}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Metal_Dump}} [[User:iDare|iDare]] 22:10, 24 July 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Wood_Dump}} [[User:UnluckyOrpheus|UnluckyOrpheus]] 16:05, 3 February 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} [[User:UndeadBurgerKng|UndeadBurgerKng]] 11:05, 3 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} [[User:drakh|drakh]] 23:38, 8 June 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
329. [[File:Item_mbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Wakia|Wakia]] 12:20, 30 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Community Involvement}} --[[User:PearShaped|PearShaped]] 11:58, 24 April 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Fertilizer}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Fortifications}} --[[User:UnluckyOrpheus|UnluckyOrpheus]] 17:40, 3 February 2012 (PST)&lt;br /&gt;
* {{MetaInline|Lighthouse}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:Meadow|Meadow]] 14:22, 22 June 2013 (CEST)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Terry22|Terry22]] 16:47, 19 October 2013 (CEST)&lt;br /&gt;
* {{MetaInline|False Town}} --[[User:drakh|drakh]] 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since [[Season 8]])&lt;br /&gt;
&lt;br /&gt;
330. [[File:Item_mbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Builder's Merchant}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Divining Rods}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Watson|Watson]] 22:11, 10 April 2013 (CEST) (Confirmed)&lt;br /&gt;
* {{MetaInline|No holes barred}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Firework Foray}} [[User:Tttt|Tttt]] 04:36, 30 January 2014 (PST) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} [[User:drakh|drakh]] 02:37, 19 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
=====Bunker Blueprints=====&lt;br /&gt;
331. [[File:Item_bbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Defence Dump}} --[[User:Gabbyking|Gabbyking]] 11:38, 2 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Grapeboom}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Mines}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Miniature Armory}} --[[User:Blazon|Blazon]] 23:36, 14 August 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Mist Spray}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}} --[[User:Darjus|Darjus]] (Confirmed)&lt;br /&gt;
* {{MetaInline|Weapons Dump}} --[[User:Tamle|Tamle]] 21:28, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
&lt;br /&gt;
332. [[File:Item_bbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Air Strike}} --[[User:Misaky|Misaky]] 21:12, 23 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Divining Rocket}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Eden Project}} --[[User:Misaky|Misaky]] 18:58, 20 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Evolutive Wall}} --[[User:Wakia|Wakia]] 20:10, 18 March 2012 (EST) (confirmed)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Free Dump}} -- [[User:Tttt|Tttt]] 14:59, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Labyrinth}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Water Turrets}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Dream|Dream]] 02.30, 02 October 2014 (confirmed)&lt;br /&gt;
&lt;br /&gt;
333. [[File:Item_bbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Divining Rods}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Tamle|Tamle]] 18:32, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Ministry of Slavery}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Reactor}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} --[[User:squirrrl|squirrrl]] 10:44, 22 May 2013 (PDT) (confirmed)&lt;br /&gt;
&lt;br /&gt;
=====Hospital Blueprints=====&lt;br /&gt;
334. [[File:Item_hbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Butcher}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Cremato-Cue}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}}[[User:Tttt|Tttt]] 05:21, 2 March 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} --[[User:Terry22|Terry22]] 23:22, 29 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guardtower}}[[User:Dream|Dream]] 03:42, 6 March 2015 (PST) (Confirmed)&lt;br /&gt;
335. [[File:Item_hbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:iDare|iDare]] 21:29, 27 May 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Apple Tree}} --[[User:Adoncia|Adoncia]] 13:50, 9 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Chessmc|Chessmc]] 18:33, 28 April 2013 (EDT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Henhouse}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Fertilizer}} --[[User:Terry22|Terry22]] 06:32, 1 December 2013 (CET) (Confirmed) &lt;br /&gt;
* {{MetaInline|Infirmery}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST)&lt;br /&gt;
* {{MetaInline|Water Filter}} --[[User:Tamle|Tamle]] 21:47, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Bekey|Bekey]] 12:03, 12 May 2013 (PDT) (Confirmed)&lt;br /&gt;
336. [[File:Item_hbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Coffin Catapult}} --[[User:Buckminsterfuller|Buckminsterfuller]] 21:40, 19 July 2012 (CST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Crow Statue}} --[[User:Terry22|Terry22]] 07:21, 27 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Firework Foray}} --[[User:Tamle|Tamle]] 11:27, 5 March 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Hot Air Balloon}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Giant BRD}} [[User:Tttt|Tttt]] 09:52, 28 August 2013 (PDT) (Confirmed S8)&lt;br /&gt;
&lt;br /&gt;
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
&lt;br /&gt;
[[File:paper_mapping.png|thumb|A digitalized version (for illustrative purposes only) of mapping technique using only a copybook and a pen at hand.]]&lt;br /&gt;
[[File:Annette-penil-and-paper.png|thumb|An example of an initial map using &amp;quot;pen and paper&amp;quot; with various symbols. Screenshot by Annette.]]&lt;br /&gt;
[[File:split-screen_spreadsheeting.png|thumb|An example of using character codes for split-screen spreadsheeting.]]&lt;br /&gt;
&lt;br /&gt;
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.&lt;br /&gt;
&lt;br /&gt;
* '''Screen-recording software'''. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is [http://www.screencast-o-matic.com/screen_recorder Screencast-O-Matic]. &lt;br /&gt;
* '''Pen and paper''' (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Exit]].&lt;br /&gt;
* '''Split-screen spreadsheeting''' (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.&lt;br /&gt;
&lt;br /&gt;
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.&lt;br /&gt;
&lt;br /&gt;
===Video Examples===&lt;br /&gt;
* http://tinyurl.com/d2n-somnific-ruins&lt;br /&gt;
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!&lt;br /&gt;
&lt;br /&gt;
===Map Examples===&lt;br /&gt;
&lt;br /&gt;
====Spreadsheet====&lt;br /&gt;
[[File:Abandoned_bunker-burned.png|600px]]&lt;br /&gt;
&lt;br /&gt;
====External App====&lt;br /&gt;
* From Dusk Till Dawn&lt;br /&gt;
[[File:Abandoned_hospital-fof.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[From Dusk Till Dawn]] has a ruin mapping feature.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;font-size: 90%; margin-left: 1.5em&amp;quot;&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; width=&amp;quot;20px&amp;quot; align=&amp;quot;center&amp;quot; |'''Sprite'''&lt;br /&gt;
| scope=&amp;quot;col&amp;quot;|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_1.gif‎]] || '''Player''' (default state).&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_2.gif‎]] || '''Player''' (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around.&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_generic.gif‎]] || '''Zombie''' (generic): randomly encountered in all three types of explorable ruins.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_bunker.gif‎]] || '''Zombie Soldier''': randomly encountered in [[Abandoned Bunker]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hospital.gif‎]] || '''Zombie Nurse''': randomly encountered in [[Abandoned Hospital]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hotel.gif‎]] || '''Zombie Janitor''': randomly encountered in [[Abandoned Hotel]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Before [[Season 9]], There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See [http://youtu.be/0PGEwAsxj9k the video]. This bug is fixed in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|ruin_exploration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Construction_Blueprint_(rare)&amp;diff=22575</id>
		<title>Construction Blueprint (rare)</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Construction_Blueprint_(rare)&amp;diff=22575"/>
				<updated>2014-12-02T16:08:45Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Unlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Blueprints}} unlock new buildings at the {{MetaInline|Construction Sites}}.&lt;br /&gt;
&lt;br /&gt;
There are four types of blueprints, each unlocking a construction project of different depth.&lt;br /&gt;
*{{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
*{{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
*{{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
*{{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
==Found==&lt;br /&gt;
* On the ground, after successfully {{MetaInline|Camping}} in {{MetaInline|Ruins}} 10km or more from town overnight&lt;br /&gt;
* Searching rooms in {{MetaInline|Explorable Ruins}} (ruin-specific blueprints have separate sets of construction projects they unlock)&lt;br /&gt;
* Opening a {{MetaInline|Worn Leather Bag}}&lt;br /&gt;
* Opening an {{MetaInline|Architect's Chest}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
*Unlocks a rare construction:&amp;lt;br /&amp;gt;''After examining the plan, you realise that it shows precisely how to build the '''Rare Building''' !''&amp;lt;br /&amp;gt;''You record this new information in the construction site section.''&amp;lt;br /&amp;gt;''This project requires the '''Base building''' &amp;gt; '''Other prequisite''' to be build[sic] first.''&lt;br /&gt;
**..&lt;br /&gt;
*When used after all rare sites are unlocked gives the following message:&amp;lt;br /&amp;gt;''Your town has already unlocked all construction projects in this category!''&amp;lt;br /&amp;gt;''This object is therefore useless, so you decide to throw it away.''&lt;br /&gt;
*When used in the world beyond&amp;lt;br /&amp;gt;''To study the plans, head back to the '''relative calm''' of the town.''&lt;br /&gt;
&lt;br /&gt;
==Unlocks==&lt;br /&gt;
*{{MetaInline|Air Strike}}&lt;br /&gt;
*{{MetaInline|All or Nothing}}&lt;br /&gt;
*{{MetaInline|Apple Tree}}&lt;br /&gt;
*{{MetaInline|Automatic Sprinklers}}&lt;br /&gt;
*{{MetaInline|Community Involvement}}&lt;br /&gt;
*{{MetaInline|Defence Dump}}&lt;br /&gt;
*{{MetaInline|Defensive Focus}}&lt;br /&gt;
*{{MetaInline|Defensive Thinktank}}&lt;br /&gt;
*{{MetaInline|Eden Project}}&lt;br /&gt;
*{{MetaInline|Evolutive Wall}}&lt;br /&gt;
*{{MetaInline|False Town}}&lt;br /&gt;
*{{MetaInline|Faucet}}&lt;br /&gt;
*{{MetaInline|Fertilizer}}&lt;br /&gt;
*{{MetaInline|Food Dump}}&lt;br /&gt;
*{{MetaInline|Fortifications}}&lt;br /&gt;
*{{MetaInline|Free Dump}}&lt;br /&gt;
*{{MetaInline|Henhouse}}&lt;br /&gt;
*{{MetaInline|Labyrinth}}&lt;br /&gt;
*{{MetaInline|Lighthouse}}&lt;br /&gt;
*{{MetaInline|Mechanical Pump}}&lt;br /&gt;
*{{MetaInline|The Big Rebuild}}&lt;br /&gt;
*{{MetaInline|Water Filter}}&lt;br /&gt;
*{{MetaInline|Water Turrets}}&lt;br /&gt;
{{Miscellaneous}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22528</id>
		<title>Explorable Ruins</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Explorable_Ruins&amp;diff=22528"/>
				<updated>2014-10-01T00:33:12Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Bunker Blueprints */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Season 4]], a new type of {{MetaInline|Ruins}} was introduced, the {{MetaInline|Explorable Ruins}}. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow {{MetaInline|Citizen|displayname=Citizens}} to explore and search the interiors through various corridors connecting the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] to various dead ends and long abandoned rooms.&lt;br /&gt;
&lt;br /&gt;
Explorable ruins are always unburied.&lt;br /&gt;
&lt;br /&gt;
It takes 1 {{AP}} to enter the ruin. You cannot enter the ruin either if you are {{MetaInline|Wounded}}, {{MetaInline|Terrorised}} or turning {{MetaInline|Escorting|displayname=Escort mode}} on, or {{MetaInline|Escorting}} someone. You will also need to have {{MetaInline|Control Points|displayname=Control}} of the zone, unless you are a {{MetaInline|Scout}} with the camouflage on, then no zone control is required.&lt;br /&gt;
&lt;br /&gt;
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside. &lt;br /&gt;
&lt;br /&gt;
If you enter while someone else is exploring inside, you will see the following message:&lt;br /&gt;
: ''You cannot enter this building ...''&lt;br /&gt;
: - - - -&lt;br /&gt;
: ''there isn't enough oxygen for more than one person!''&lt;br /&gt;
&lt;br /&gt;
'''Bug''': You still receive this message if you try to enter when you have escort mode on.&lt;br /&gt;
&lt;br /&gt;
== Exploration ==&lt;br /&gt;
[[File:Ruins_interface.JPG|300px|thumb|right|The interface while exploring.]]&lt;br /&gt;
The image to the right shows the interface while exploring an [[Abandoned Bunker]]. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.&lt;br /&gt;
&lt;br /&gt;
You start with 100% {{O2}}. It depletes at a rate of 1% per 3 seconds. {{MetaInline|Scavenger|displayname=Scavengers}} start with 150% {{O2}}. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your {{O2}} runs out. If you fail to do so, you will be forced out, obtaining a random {{MetaInline|Wounded|displayname=Injury}}. All items in your {{MetaInline|Inventory}} will be dropped within the ruin at the last zone you were in.&lt;br /&gt;
&lt;br /&gt;
You may encounter zombies inside the ruin. [[File:small_sprint.gif|top|link=]] '''Fleeing''' from zombies inside the ruin will not wound you, but will cost you valuable {{O2}} (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone. &lt;br /&gt;
&lt;br /&gt;
{{MetaInline|Control Points}}, {{MetaInline|Camouflage Suit|displayname=Camouflage Suits}} and {{MetaInline|Flash Grenade|displayname=Flash Grenades}} do '''NOT''' work inside the ruin, however {{MetaInline|Pre-war Camera}} will relocate all zombies to another &amp;quot;zone&amp;quot; in the explorable ruin if successful. {{MetaInline|Armoury|displayname=Weapons}} work as usual, but {{MetaInline|Furious Kitten (partially digested)}} '''CANNOT''' be used inside the ruin.&lt;br /&gt;
&lt;br /&gt;
If the ruin is within 11km or less, a [[hero]] can use [[heroic return]] inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town. &lt;br /&gt;
&lt;br /&gt;
== Doors and Keys ==&lt;br /&gt;
Each {{MetaInline|Explorable Ruins|displayname=Explorable Ruin}} will have 10 rooms that explorers can search for items. Some rooms closer to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Entrance]] will be opened by default while the remaining rooms deeper in the ruin will be locked. &lt;br /&gt;
&lt;br /&gt;
Each locked room will be locked by one of the three types of key mentioned below. {{MetaInline|Technician|displayname=Technicians}} can make a blank of the required key by clicking on &amp;quot;Taken an Impression&amp;quot; button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other {{MetaInline|Technician|displayname=Technicians}} on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the {{MetaInline|Workshop}} for varying {{AP}} costs. Anyone can convert impressions. {{MetaInline|Technician|displayname=Technicians}} do not have any bonuses in converting key imprints.&lt;br /&gt;
&lt;br /&gt;
There are three different kinds of keys with three corresponding blanks:&lt;br /&gt;
* {{MetaInline|Bottle Opener}}&lt;br /&gt;
* {{MetaInline|Bottle Opener Blank}}&lt;br /&gt;
* {{MetaInline|Bump Key}}&lt;br /&gt;
* {{MetaInline|Bump Key Blank}}&lt;br /&gt;
* {{MetaInline|Magnetic Key}}&lt;br /&gt;
* {{MetaInline|Magnetic Key Blank}}&lt;br /&gt;
&lt;br /&gt;
These keys can also be found regularly by searching the opened rooms. Note that, for example, a {{MetaInline|Bottle Opener}} from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.&lt;br /&gt;
&lt;br /&gt;
==Distinctions==&lt;br /&gt;
Each entry into the ruin (limited to once per day) will give the {{MetaInline|Ruin Exploration}} distinction. Each locked door opened will give a rare distinction {{MetaInline|Covert Concierge}}.&lt;br /&gt;
&lt;br /&gt;
== Blueprints ==&lt;br /&gt;
Each ruin has a low chance of dropping {{MetaInline|Blueprints}}. These blueprints are currently different from the normal blueprints found in {{MetaInline|Worn Leather Bag|displayname=Worn Leather Bags}}, {{MetaInline|Architect's Chest|displayname=Architect's Chests}}, and after {{MetaInline|Camping}} normal {{MetaInline|Ruins}}. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked. &lt;br /&gt;
&lt;br /&gt;
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it.&lt;br /&gt;
&lt;br /&gt;
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading normal blueprints until explorable ruins cease to yield any more of their own is preferred.&lt;br /&gt;
&lt;br /&gt;
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again. &lt;br /&gt;
&lt;br /&gt;
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:&lt;br /&gt;
* [[Abandoned Bunker]]: [[File:Item_bbplan_u.gif‎]] [[File:Item_bbplan_r.gif‎]] [[File:Item_bbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hospital]]: [[File:Item_hbplan_u.gif‎]] [[File:Item_hbplan_r.gif‎]] [[File:Item_hbplan_e.gif‎]]&lt;br /&gt;
* [[Abandoned Hotel]]: [[File:Item_mbplan_u.gif‎]] [[File:Item_mbplan_r.gif‎]] [[File:Item_mbplan_e.gif‎]]&lt;br /&gt;
&lt;br /&gt;
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:&lt;br /&gt;
* 305. {{MetaInline|Construction Blueprint (common)}}&lt;br /&gt;
* 306. {{MetaInline|Construction Blueprint (uncommon)}}&lt;br /&gt;
* 307. {{MetaInline|Construction Blueprint (rare)}}&lt;br /&gt;
* 308. {{MetaInline|Construction Blueprint (very rare!)}}&lt;br /&gt;
&lt;br /&gt;
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the [[Abandoned Hospital]] will not stack with the uncommon blueprint found at the [[Abandoned Hotel]] and the [[Abandoned Bunker]]. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.&lt;br /&gt;
&lt;br /&gt;
The following is an '''incomplete''' list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!&lt;br /&gt;
&lt;br /&gt;
=====Hotel Blueprints=====&lt;br /&gt;
328. [[File:Item_mbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Animal_Dump}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Food_Dump}} --[[User:Wakia|Wakia]] 4:39, 31 January 2012 (PST) (Confired)&lt;br /&gt;
* {{MetaInline|Frat House}} --[[User:Impotentpanda|Impotentpanda]] 14:09, 22 February 2012 (MST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Guerilla Traps}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Metal_Dump}} [[User:iDare|iDare]] 22:10, 24 July 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Wood_Dump}} [[User:UnluckyOrpheus|UnluckyOrpheus]] 16:05, 3 February 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Swedish Workshop}} [[User:UndeadBurgerKng|UndeadBurgerKng]] 11:05, 3 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} [[User:drakh|drakh]] 23:38, 8 June 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
329. [[File:Item_mbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Wakia|Wakia]] 12:20, 30 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Community Involvement}} --[[User:PearShaped|PearShaped]] 11:58, 24 April 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Fertilizer}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Fortifications}} --[[User:UnluckyOrpheus|UnluckyOrpheus]] 17:40, 3 February 2012 (PST)&lt;br /&gt;
* {{MetaInline|Lighthouse}} --[[User:Tamle|Tamle]] 18:35, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:Meadow|Meadow]] 14:22, 22 June 2013 (CEST)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Terry22|Terry22]] 16:47, 19 October 2013 (CEST)&lt;br /&gt;
* {{MetaInline|False Town}} --[[User:drakh|drakh]] 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since [[Season 8]])&lt;br /&gt;
&lt;br /&gt;
330. [[File:Item_mbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Builder's Merchant}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Divining Rods}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Watson|Watson]] 22:11, 10 April 2013 (CEST) (Confirmed)&lt;br /&gt;
* {{MetaInline|No holes barred}} [[User:Tttt|Tttt]] 07:41, 13 October 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Firework Foray}} [[User:Tttt|Tttt]] 04:36, 30 January 2014 (PST) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} [[User:drakh|drakh]] 02:37, 19 March 2014 (CET)&lt;br /&gt;
&lt;br /&gt;
=====Bunker Blueprints=====&lt;br /&gt;
331. [[File:Item_bbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Defence Dump}} --[[User:Gabbyking|Gabbyking]] 11:38, 2 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Grapeboom}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Mines}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Miniature Armory}} --[[User:Blazon|Blazon]] 23:36, 14 August 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Mist Spray}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}} --[[User:Darjus|Darjus]] (Confirmed)&lt;br /&gt;
* {{MetaInline|Weapons Dump}} --[[User:Tamle|Tamle]] 21:28, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
&lt;br /&gt;
332. [[File:Item_bbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|Air Strike}} --[[User:Misaky|Misaky]] 21:12, 23 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Divining Rocket}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Eden Project}} --[[User:Misaky|Misaky]] 18:58, 20 February 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Evolutive Wall}} --[[User:Wakia|Wakia]] 20:10, 18 March 2012 (EST) (confirmed)&lt;br /&gt;
* {{MetaInline|Faucet}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Free Dump}} -- [[User:Tttt|Tttt]] 14:59, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Labyrinth}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Water Turrets}} --[[User:Tamle|Tamle]] 21:42, 15 January 2012 (PST)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Dream|Dream]] 02.30, 02 October 2014 (confirmed)&lt;br /&gt;
&lt;br /&gt;
333. [[File:Item_bbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Divining Rods}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Dump Upgrade}} --[[User:Tamle|Tamle]] 18:32, 13 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Ministry of Slavery}} --[[User:Blazon|Blazon]] 14:26, 17 April 2013 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Reactor}} --[[User:Tttt|Tttt]] 11:54, 13 September 2013 (PDT) (Confirmed S8)&lt;br /&gt;
* {{MetaInline|Cinema}} --[[User:squirrrl|squirrrl]] 10:44, 22 May 2013 (PDT) (confirmed)&lt;br /&gt;
&lt;br /&gt;
=====Hospital Blueprints=====&lt;br /&gt;
334. [[File:Item_hbplan_u.gif‎]] [[Construction Blueprint (uncommon)]]&lt;br /&gt;
* {{MetaInline|Butcher}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Cremato-Cue}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Shooting Gallery}}[[User:Tttt|Tttt]] 05:21, 2 March 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Small Trebuchet}} --[[User:Terry22|Terry22]] 23:22, 29 March 2013 (CET) (Confirmed)&lt;br /&gt;
335. [[File:Item_hbplan_r.gif‎]] [[Construction Blueprint (rare)]]&lt;br /&gt;
* {{MetaInline|All or Nothing}} --[[User:iDare|iDare]] 21:29, 27 May 2012 (GMT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Apple Tree}} --[[User:Adoncia|Adoncia]] 13:50, 9 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Automatic_Sprinklers}} --[[User:Chessmc|Chessmc]] 18:33, 28 April 2013 (EDT) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Focus}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Henhouse}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Fertilizer}} --[[User:Terry22|Terry22]] 06:32, 1 December 2013 (CET) (Confirmed) &lt;br /&gt;
* {{MetaInline|Infirmery}} --[[User:Tamle|Tamle]] 19:48, 30 December 2011 (PST)&lt;br /&gt;
* {{MetaInline|Water Filter}} --[[User:Tamle|Tamle]] 21:47, 15 January 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Defensive Thinktank}} --[[User:Bekey|Bekey]] 12:03, 12 May 2013 (PDT) (Confirmed)&lt;br /&gt;
336. [[File:Item_hbplan_e.gif‎]] [[Construction Blueprint (very rare!)]]&lt;br /&gt;
* {{MetaInline|Coffin Catapult}} --[[User:Buckminsterfuller|Buckminsterfuller]] 21:40, 19 July 2012 (CST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Crow Statue}} --[[User:Terry22|Terry22]] 07:21, 27 March 2013 (CET) (Confirmed)&lt;br /&gt;
* {{MetaInline|Firework Foray}} --[[User:Tamle|Tamle]] 11:27, 5 March 2012 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Hot Air Balloon}} --[[User:Tttt|Tttt]] 13:25, 28 January 2013 (PST) (Confirmed)&lt;br /&gt;
* {{MetaInline|Giant BRD}} [[User:Tttt|Tttt]] 09:52, 28 August 2013 (PDT) (Confirmed S8)&lt;br /&gt;
&lt;br /&gt;
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
&lt;br /&gt;
[[File:paper_mapping.png|thumb|A digitalized version (for illustrative purposes only) of mapping technique using only a copybook and a pen at hand.]]&lt;br /&gt;
[[File:Annette-penil-and-paper.png|thumb|An example of an initial map using &amp;quot;pen and paper&amp;quot; with various symbols. Screenshot by Annette.]]&lt;br /&gt;
[[File:split-screen_spreadsheeting.png|thumb|An example of using character codes for split-screen spreadsheeting.]]&lt;br /&gt;
&lt;br /&gt;
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.&lt;br /&gt;
&lt;br /&gt;
* '''Screen-recording software'''. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is [http://www.screencast-o-matic.com/screen_recorder Screencast-O-Matic]. &lt;br /&gt;
* '''Pen and paper''' (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the [[File:small_exit.gif|top|link=World Beyond]] [[World Beyond|Exit]].&lt;br /&gt;
* '''Split-screen spreadsheeting''' (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.&lt;br /&gt;
&lt;br /&gt;
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.&lt;br /&gt;
&lt;br /&gt;
===Video Examples===&lt;br /&gt;
* http://tinyurl.com/d2n-somnific-ruins&lt;br /&gt;
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!&lt;br /&gt;
&lt;br /&gt;
===Map Examples===&lt;br /&gt;
&lt;br /&gt;
====Spreadsheet====&lt;br /&gt;
[[File:Abandoned_bunker-burned.png|600px]]&lt;br /&gt;
&lt;br /&gt;
====External App====&lt;br /&gt;
* From Dusk Till Dawn&lt;br /&gt;
[[File:Abandoned_hospital-fof.png|600px]]&lt;br /&gt;
&lt;br /&gt;
[[From Dusk Till Dawn]] has a ruin mapping feature.&lt;br /&gt;
&lt;br /&gt;
== Sprites ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;font-size: 90%; margin-left: 1.5em&amp;quot;&lt;br /&gt;
| scope=&amp;quot;col&amp;quot; width=&amp;quot;20px&amp;quot; align=&amp;quot;center&amp;quot; |'''Sprite'''&lt;br /&gt;
| scope=&amp;quot;col&amp;quot;|'''Description'''&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_1.gif‎]] || '''Player''' (default state).&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_player_2.gif‎]] || '''Player''' (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around.&amp;lt;BR&amp;gt;Aligned to the center of the client screen.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_generic.gif‎]] || '''Zombie''' (generic): randomly encountered in all three types of explorable ruins.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_bunker.gif‎]] || '''Zombie Soldier''': randomly encountered in [[Abandoned Bunker]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hospital.gif‎]] || '''Zombie Nurse''': randomly encountered in [[Abandoned Hospital]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[File:Explo_zombie_hotel.gif‎]] || '''Zombie Janitor''': randomly encountered in [[Abandoned Hotel]]s.&amp;lt;BR&amp;gt;Aligned next to the player on either of four sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Before [[Season 9]], There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See [http://youtu.be/0PGEwAsxj9k the video]. This bug is fixed in [[Season 9]].&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{Help|ruin_exploration}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World Beyond]]&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Catapult&amp;diff=22513</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Catapult&amp;diff=22513"/>
				<updated>2014-08-25T02:43:03Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spade|one of the most poorly understood buildings in the game (pre-season 3), needs lots of spading|[[User:Discordance|Discordance]] 17:58, 30 July 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
Once upon a time, some tinkerers decided to make a weapon to rain mass destruction on the incoming hordes. This resulted in a towering structure with a long stretchy handle and a cup at the end. Unfortunately, it took forever to crank up and tended to misfire, explode, break, or otherwise completely and utterly malfunction. And it wasn't a very good weapon either.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* Once the Catapult is built, a new icon called &amp;quot;Catap&amp;quot; appears next to the area where you can find links for projects and the watchtower, workshop, etc. &lt;br /&gt;
* A operator will be assigned immediately once built. The assignment is permanent and there is no way to re-assign another unless the chosen operator dies. When they die, you can go to &amp;quot;Catap&amp;quot; page and press the button &amp;quot;Randomly select a citizen for the job&amp;quot; for the system to re-assign another as the catapult operator.&lt;br /&gt;
** The assignment is somehow based on [[Clairvoyance|activity rating]]. The system will pick any citizen with 5 stars first. Otherwise it seems to be completely random. The system may pick anyone from 4 stars to 0 star without any particular preference.&lt;br /&gt;
** The selected {{MetaInline|Citizen}} will get a message from [[The Crow]] that they have been selected as the catapult operator, and that they should go to the catapult area.&lt;br /&gt;
* When you get to the Catapult area you will be given an option to enter (X,Y) coordinates to launch one item in your inventory. &lt;br /&gt;
** You can catapult anywhere in the map. There is no limit.&lt;br /&gt;
** You can only catapult one item per shot. This action requires 4 {{AP}}, or 2 {{AP}} if {{MetaInline|Calibrated Catapult}} is built.&lt;br /&gt;
* Most items are safe to catapult and have zero chance of breakage or destruction.&lt;br /&gt;
** {{MetaInline|Heavy object}} can be catapulted safely too.&lt;br /&gt;
* Containers like {{MetaInline|Manbag}} or {{MetaInline|Shopping Trolley}} are said to be not transportable by the catapult. (please confirm)&lt;br /&gt;
* Those items are not safe to catapult and will break on the zone they hit when catapulted:&lt;br /&gt;
** {{MetaInline|Exploding Grapefruit}} always breaks into {{MetaInline|Unrecognisable Remains}}&lt;br /&gt;
** {{MetaInline|'Wake The Dead'}} breaks into {{MetaInline|Unrecognisable Remains}} (please confirm)&lt;br /&gt;
** {{MetaInline|Water Bomb}}, {{MetaInline|Exploding Water Bomb}}??? (please confirm)&lt;br /&gt;
** {{MetaInline|Furious Kitten (partially digested)}} becomes 1x {{MetaInline|Unspecified Meat}}&lt;br /&gt;
** {{MetaInline|Bloody hot coffee}} becomes 1x {{MetaInline|Unrecognisable Remains}}&lt;br /&gt;
** (and possibly other animals?)&lt;br /&gt;
** (any more items?? Please add.)&lt;br /&gt;
* The Catapult has roughly 10%-20% chance to shoot imprecisely.&lt;br /&gt;
** An imprecise projection causes the object to land 1 {{AP}} away from the targeted zone.&lt;br /&gt;
** The log will not indicates the shot is imprecise but state where the item is catapulted into. You will know it is imprecise if the location it lands does not match what you input.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In a [[Meta]] town, they will manipulate the selection by asking only 1 to log in after {{MetaInline|The Attack}} and perform all sorts of activities to get 5 stars before triggering the selection progress. This ensures only the one they want becomes the catapult operator.&lt;br /&gt;
&lt;br /&gt;
== Texts ==&lt;br /&gt;
When an item is catapulted:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''[Citizen] has catapulted ______ into the following sector: [x,y]!''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
When an item is catapulted but breaks:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''??'' (blurb missing)&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
* In [[Season 3]]:&lt;br /&gt;
** Primitive Catapult was renamed to Catapult.&lt;br /&gt;
** The description changed slightly, the old one was:&lt;br /&gt;
*: ''The catapult is a special machine which allows you fire all kinds of things into the World Beyond: very useful for preparing the ground for tomorrow's expeditions.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Help|catapult}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	<entry>
		<id>http://d2nwiki.com/index.php?title=Catapult&amp;diff=22512</id>
		<title>Catapult</title>
		<link rel="alternate" type="text/html" href="http://d2nwiki.com/index.php?title=Catapult&amp;diff=22512"/>
				<updated>2014-08-25T02:42:11Z</updated>
		
		<summary type="html">&lt;p&gt;Dream: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spade|one of the most poorly understood buildings in the game (pre-season 3), needs lots of spading|[[User:Discordance|Discordance]] 17:58, 30 July 2011 (PDT)}}&lt;br /&gt;
&lt;br /&gt;
{{MetaInfobox}}&lt;br /&gt;
&lt;br /&gt;
Once upon a time, some tinkerers decided to make a weapon to rain mass destruction on the incoming hordes. This resulted in a towering structure with a long stretchy handle and a cup at the end. Unfortunately, it took forever to crank up and tended to misfire, explode, break, or otherwise completely and utterly malfunction. And it wasn't a very good weapon either.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
* Once the Catapult is built, a new icon called &amp;quot;Catap&amp;quot; appears next to the area where you can find links for projects and the watchtower, workshop, etc. &lt;br /&gt;
* A operator will be assigned immediately once built. The assignment is permanent and there is no way to re-assign another unless the chosen operator dies. When they die, you can go to &amp;quot;Catap&amp;quot; page and press the button &amp;quot;Randomly select a citizen for the job&amp;quot; for the system to re-assign another as the catapult operator.&lt;br /&gt;
** The assignment is somehow based on [[Clairvoyance|activity rating]]. The system will pick any citizen with 5 stars first. Otherwise it seems to be completely random. The system may pick anyone from 4 stars to 0 star without any particular preference.&lt;br /&gt;
** The selected {{MetaInline|Citizen}} will get a message from [[The Crow]] that they have been selected as the catapult operator, and that they should go to the catapult area.&lt;br /&gt;
* When you get to the Catapult area you will be given an option to enter (X,Y) coordinates to launch one item in your inventory. &lt;br /&gt;
** You can catapult anywhere in the map. There is no limit.&lt;br /&gt;
** You can only catapult one item per shot. This action requires 4 {{AP}}, or 2 {{AP}} if {{MetaInline|Calibrated Catapult}} is built.&lt;br /&gt;
* Most items are safe to catapult and have zero chance of breakage or destruction.&lt;br /&gt;
** {{MetaInline|Heavy object}} can be catapulted safely too.&lt;br /&gt;
* Containers like {{MetaInline|Manbag}} or {{MetaInline|Shopping Trolley}} are said to be not transportable by the catapult. (please confirm)&lt;br /&gt;
* Those items are not safe to catapult and will break on the zone they hit when catapulted:&lt;br /&gt;
** {{MetaInline|Exploding Grapefruit}} always breaks into {{MetaInline|Unrecognisable Remains}}&lt;br /&gt;
** {{MetaInline|'Wake The Dead'}} breaks into {{MetaInline|Unrecognisable Remains}} (please confirm)&lt;br /&gt;
** {{MetaInline|Water Bomb}}, {{MetaInline|Exploding Water Bomb}}??? (please confirm)&lt;br /&gt;
** {{MetaInline|Furious Kitten (partially digested)}} becomes 1x {{MetaInline|Unspecified Meat}}&lt;br /&gt;
** {{MetaInline|Bloody hot coffee}} becomes 1x {{MetaInline|Unspecified Meat}}&lt;br /&gt;
** (and possibly other animals?)&lt;br /&gt;
** (any more items?? Please add.)&lt;br /&gt;
* The Catapult has roughly 10%-20% chance to shoot imprecisely.&lt;br /&gt;
** An imprecise projection causes the object to land 1 {{AP}} away from the targeted zone.&lt;br /&gt;
** The log will not indicates the shot is imprecise but state where the item is catapulted into. You will know it is imprecise if the location it lands does not match what you input.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* In a [[Meta]] town, they will manipulate the selection by asking only 1 to log in after {{MetaInline|The Attack}} and perform all sorts of activities to get 5 stars before triggering the selection progress. This ensures only the one they want becomes the catapult operator.&lt;br /&gt;
&lt;br /&gt;
== Texts ==&lt;br /&gt;
When an item is catapulted:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''[Citizen] has catapulted ______ into the following sector: [x,y]!''&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
When an item is catapulted but breaks:&lt;br /&gt;
{{quote start}}&lt;br /&gt;
''??'' (blurb missing)&lt;br /&gt;
{{quote end}}&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
* In [[Season 3]]:&lt;br /&gt;
** Primitive Catapult was renamed to Catapult.&lt;br /&gt;
** The description changed slightly, the old one was:&lt;br /&gt;
*: ''The catapult is a special machine which allows you fire all kinds of things into the World Beyond: very useful for preparing the ground for tomorrow's expeditions.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* {{Help|catapult}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Construction Sites}}&lt;/div&gt;</summary>
		<author><name>Dream</name></author>	</entry>

	</feed>