Difference between revisions of "Explorable Ruins"
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In season 4, a new type of ruin was introduced, the explorable building. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow players to explore and search the interiors through various corridors connecting the entrance to various deadends and long abandoned rooms. | In season 4, a new type of ruin was introduced, the explorable building. There are three: [[Abandoned Hotel]], [[Abandoned Hospital]], and [[Abandoned Bunker]]. These special ruins allow players to explore and search the interiors through various corridors connecting the entrance to various deadends and long abandoned rooms. | ||
− | It takes 1 {{AP}} to enter the building. | + | It takes 1 {{AP}} to enter the building. You cannot enter the Ruin while you are injured. |
− | You start with 100% oxygen. It depletes at a rate of 1% per | + | You start with 100% oxygen. It depletes at a rate of 1% per 3 seconds, unless you flee from zombies, which in that case, costs you a bit more. (Reports vary from 5% to 10%). [[Scavenger]]s start with 150% oxygen. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your oxygen is gone. If you fail to do so, you will be forced out, obtaining a random injury. All items in your inventory will be dropped within the Ruin at the last zone you were in. |
− | Fleeing from [[zombies]] while exploring will not wound you. | + | Fleeing from [[zombies]] while exploring will not wound you, but will cost you valuable oxygen. Zombies are spawned randomly each day, in groups ranging from 1 to 4. [[Scout]]'s camouflage do not work in the Ruin however weapons work as normal. {{MetaInline|Pre-war Camera}} will kill all zombies if it flashes successfully, instead of just blinding them for several seconds. |
− | + | ==Doors and keys== | |
+ | |||
+ | Each ruin will have 10 rooms that explorers can search for items. Some rooms closer to the entrance will be opened by default while the remaining rooms deeper in the ruin will be locked. A [[Technician]] can make a blank of the required key by clicking on "Make a blank" when in a zone with a locked door. Each blank can be turned into the corresponding key in the [[Workshop]]. | ||
+ | |||
+ | There are three different kinds of keys with three corresponding blanks: | ||
+ | * {{MetaInline|Bottle Opener}} | ||
+ | * {{MetaInline|Bottle Opener Blank}} | ||
+ | * {{MetaInline|Bump Key}} | ||
+ | * {{MetaInline|Bump Key Blank}} | ||
+ | * {{MetaInline|Magnetic Key}} | ||
+ | * {{MetaInline|Magnetic Key Blank}} | ||
+ | |||
+ | |||
+ | These keys can also be found regularly by searching the opened rooms. Bottle Open | ||
+ | |||
+ | ==Distinctions== | ||
+ | Each entry into the Ruin (limited to once per day) will give Ruin Exploration distinction. Each locked door opened will give a Rare distinction Covert Concierge. | ||
==Blueprints== | ==Blueprints== | ||
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The following is an incomplete list of possible projects available by each Ruin blueprints. | The following is an incomplete list of possible projects available by each Ruin blueprints. | ||
+ | =====Hotel Blueprints===== | ||
328. {{MetaInline|Construction Blueprint (uncommon)}} | 328. {{MetaInline|Construction Blueprint (uncommon)}} | ||
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+ | =====Bunker Blueprints===== | ||
331. {{MetaInline|Construction Blueprint (uncommon)}} | 331. {{MetaInline|Construction Blueprint (uncommon)}} | ||
* {{MetaInline|Railgun}} (??) | * {{MetaInline|Railgun}} (??) |
Revision as of 04:22, 31 December 2011
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In season 4, a new type of ruin was introduced, the explorable building. There are three: Abandoned Hotel, Abandoned Hospital, and Abandoned Bunker. These special ruins allow players to explore and search the interiors through various corridors connecting the entrance to various deadends and long abandoned rooms.
It takes 1 to enter the building. You cannot enter the Ruin while you are injured.
You start with 100% oxygen. It depletes at a rate of 1% per 3 seconds, unless you flee from zombies, which in that case, costs you a bit more. (Reports vary from 5% to 10%). Scavengers start with 150% oxygen. This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your oxygen is gone. If you fail to do so, you will be forced out, obtaining a random injury. All items in your inventory will be dropped within the Ruin at the last zone you were in.
Fleeing from zombies while exploring will not wound you, but will cost you valuable oxygen. Zombies are spawned randomly each day, in groups ranging from 1 to 4. Scout's camouflage do not work in the Ruin however weapons work as normal. Pre-war Camera will kill all zombies if it flashes successfully, instead of just blinding them for several seconds.
Contents
Doors and keys
Each ruin will have 10 rooms that explorers can search for items. Some rooms closer to the entrance will be opened by default while the remaining rooms deeper in the ruin will be locked. A Technician can make a blank of the required key by clicking on "Make a blank" when in a zone with a locked door. Each blank can be turned into the corresponding key in the Workshop.
There are three different kinds of keys with three corresponding blanks:
These keys can also be found regularly by searching the opened rooms. Bottle Open
Distinctions
Each entry into the Ruin (limited to once per day) will give Ruin Exploration distinction. Each locked door opened will give a Rare distinction Covert Concierge.
Blueprints
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Each ruin has a low chance of dropping blueprints. These blueprints are currently different from the normal blueprints found in worn leather bags, architect's chests, and camping buildings. The Ruin blueprints have a preset pool of projects they will reveal. These projects can be repeats of those already discovered, and they can open projects without first discovering the parent projects.
We can differentiate normal blueprints from the Ruin blueprints by looking at the Item IDs (visible in the xml feed). Blueprints from worn leather bags, architect's chests, and camping buildings have the following item IDs:
305. Construction Blueprint (common)
306. Construction Blueprint (uncommon)
307. Construction Blueprint (rare)
308. Construction Blueprint (very rare!)
However, blueprints from each Ruin will have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprints found at the Abanadoned Hospital will not stack with the uncommon blueprint found at the Abanadoned Hotel and the Abandoned Bunker. As noted, Hospital blueprints will have different preset projects available compared to Bunker or Hotel blueprints.
The following is an incomplete list of possible projects available by each Ruin blueprints.
Hotel Blueprints
328. Construction Blueprint (uncommon)
329. Construction Blueprint (rare)
330. Construction Blueprint (very rare!)
Bunker Blueprints
331. Construction Blueprint (uncommon)
-
Railgun (??)
332. Construction Blueprint (rare)
-
Central Laboratory (??)
333. Construction Blueprint (very rare!)
Hospital Blueprints
334. Construction Blueprint (uncommon)
-
Small Café--Tamle 19:48, 30 December 2011 (PST)
-
Screaming Saws--Tamle 19:48, 30 December 2011 (PST)
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War Mill--Tamle 19:48, 30 December 2011 (PST)
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Railgun--Tamle 19:48, 30 December 2011 (PST)
335. Construction Blueprint (rare)
-
Cremato-Cue (??)
-
Defensive Focus--Tamle 19:48, 30 December 2011 (PST)
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Henhouse--Tamle 19:48, 30 December 2011 (PST)
336. Construction Blueprint (very rare!)
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Infirmary--Tamle 19:48, 30 December 2011 (PST)
Hot Air Balloon (??)
Map
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior. Some examples of maps used for exploring:
From Dusk Till Dawn has a ruin mapping feature.