Urban Dead - Malton Survivior's Guide

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Urban Dead - Malton Survivior's Guide

Post by Dog Pants »

BASIC PLAY

Welcome to Malton. However you came to be here, as a survivor within the city or as a military dropped in, you need to start surviving.

A few things to know about the game mechanics first:
All tasks (apart from standing up) use 1 Action Point (AP)
APs regenerate at a rate of one every half hour
A character can never have more than 50 APs
Once you reach 0 APs you fall asleep (or just stand there dumb if you're a zombie)
You have 50 hit points. Most things do between 1 and 5 damage.
You can only log on a certain number of time per day per IP address. Loggin on more will just cause your character to be asleep when you do. Not usually a problem unless you access t'internet through a gateway like me and there's dozens of other shirkers in your organisation who play it.

STARTING OUT
The first and most important thing about UD, IMHO, is to always log off indoors. If you run out of action points or log out while your character's stood in the street you're just asking for any passing zombie to take a bite (or several) out of you. Being indoors means zombies have to actually look inside to find you, and there's lots of buildings in the city for them to check. Often they'll just look for people outdoors - there's plenty of them.

SAFEHOUSES
Finding a safe building may not be that easy. Most buildings are barricaded to keep out the undead hordes, and often this can mean keeping you out too. A survivor can enter any building that is unbarricaded or that has a Strongly barricaded description. Heavily barricaded buildings cannot be entered from the street. Generally any building will do, but is generally advised to avoid public buildings such as police stations and hospitals as they attract zombies who know there'll be survivors inside. Unbarricaded buildings can keep most zombies out simply by shutting the door. While many people believe this to be the best place to hide (as it is inconspicuous), the fact that some zombies can open doors would incline me to disagree.
Occasionally a building will have bodies in it. These should be dragged outside as they could rise as a zombie inside your stronghold and munch on your sweet sweet brain.

SUPPLIES
Once you've found a nice safe building you'll need supplies. The best supplies will depend on your class, but ammo, medikits and necrotech syringes are the most useful (to the right person). Ammo (and weapons) are best found in police stations, medikits in hospitals and syringes in Necrotech buildings (only vivible to necrotech trained characters). Find a nice safehouse nearby and use all your APs searching for your equipment, as much of it as you can find.

CHARACTER ADVANCEMENT
With enough supplies and a safe place to hide out you can now start earning XP with which to buy skills. This is done by causing damage to zombies (damaging humans bags you half XP), killing zombies, healing people, taking Necrotech samples and Revivicating people. As far as I can gather any class can do any of these things, but obviously some are more suitable than others. More details below on how best to gain XP for character classes, but bear in mind that skills from your set will cost less XP to buy.

LEVELLING UP
When you have enough XP you can buy skills. The most useful skills are often those that will increase your capacity to earn more XP. However, other skills - especially freerunning - should not be overlooked. When the skill is bought you will advance a level, although this confers no bonus.
Freerunning deserves a special mention I feel, as it will probably save your life. Often a building will be heavily barricaded, denying entry to all but the most determined zombie horde but also to other survivors. Public buildings - probably your main source of supplies - are often heavily barricaded. Freerunning allows you to move around inside adjacent buildings, thus allowing you access to the heavily barricaded ones.

Now check out the forum and find out where the rest of 5punk are hanging out. We'll most likely be in a pub and we'll be able to help you out with defence and healing and drinking.
Last edited by Dog Pants on December 6th, 2005, 13:58, edited 2 times in total.
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Post by Dog Pants »

CHARACTER CLASS GUIDES

Each character class will benefit from earning XP in different ways. All classes apart from civilian will buy skills cheaper from their category, but more expensive from others.

GENERAL ADVICE
Whatever your class there are a couple of things to bear in mind;
Freerunning is a must-have skill. You don't necessarily need it right away, but it will increase your chances of survival.
If you hit a zombie in combat it may be able to track you later. Make sure you kill it or put enough distance between you so it can't follow you.
If a zombie hits you, no big deal. Sometimes though they can infect you. This will cause 1 damage for every AP you spend but can be cured with a medikit.

Most items can be used by anyone and some are useful to everyone;
Armour can be found in police stations and will cause you to take less damage. Anyone can - and should - wear it.
Medikits will cure infections and heal damage.
Mobile phones will, in theory, allow players to text each other. The network has only just come back though and the masts need powering.
Weapons allow you to attack zombies better, but this can make you a target for them - especially if you can't hit a donkey in the arse with a banjo.

MILITARY
Military classes buy Military skills for 75XP, Civilian skills for 100XP and Science skills for 150XP.

Military - Soldier
A soldier starts off with a pistol with 2 clips of ammo, and the Basic Pistol skill to use it. The best way to gain XP is, clearly, to go out and transfer some of those bullets from your pocket to a zombie. However, with 50 hits and the pistol only doing 5 damage you will need to hit it ten times. A starting skill of 25% means it will take 40 rounds and 46 APs (due to reloading). It is unlikely you will have either. Therefore for the first few levels until you can train up your pistol skill you need to make hit-and-runs. If you are lucky you will find one that is already injured and kill it. Bonus - you just got 10 extra XP. More likely you will have to run away and hide after hitting it a few times. If you're unlucky the zombie will be high enough level to be able to track you down after you hit him.
Find a safehouse within a couple of blocks of a police station so you can scavenge for ammo. You'll be doing a lot of that.

Once you have a bit more XP and a higher pistol skill you will be able to start killing zombies and getting more XP. Shotguns cause 10 damage and can make a whole lot of mess of a zombie, but having to reload each shell at an AP each makes them less effective than pistols. Having a couple of pistols and a couple of shotguns will let you keep firing without reloading with the pistols and then finish them off with a couple of shotgun blasts. You can reload them in your safehouse.

Military - Medic

A medic starts the game with a medikit, a pistol with one clip of ammo and the First Aid skill. Without any pistol skill the weapon is almost useless, but the First Aid skill allows you to heal 10HP per medikit rather than 5. This also equates to twice as much XP gathered from healing.
A medic's best tactic is to find a group of survivors (in a hospital if possible) and hole up nearby. Expeditions can then be made to heal the injured and gather supplies (from a hospital), thus gaining XP. Once the Diagnose skill can be bought the medic can then see who will need healing, making advancement much faster.
It is worth bearing in mind that the First Aid skill costs 150XP for the other military classes, whereas Pistol will only cost 75. This makes the Medic an appealing class as weapon skills can be bought cheaply. Once the medic is proficient in a weapon or two he can engage in combat like the soldier and heal proficiently too.

Military - Scout
The scout starts with a flaregun and the Free-running skill. Free-running offers better survivability for the level 1 character, but it cannot be used to gather XP like the other classes making advancement slow. Combat is not really an option for low-level scouts, healing can earn some XP but not as much as a medic. Once some XP has been gained the best method for a scout to earn XP may be from tagging buildings using the Tagging skill. Spraycans, found in schools, junkyards and auto shops, can be used to graffitti buildings for XP, which given the scout's mobility may be a better option than fighting or competing with the medics. 2 XP can be gained by tagging monuments, police stations and armourise. 1 XP can be gained from banks, mansions, power stations and schools. Use it to advertise 5punk. You know you want to.

SCIENTIST
Scientists buy Science skills for 75XP, Civilian skills for 100XP and Military skills for 150XP.

Scientist - Necrotech Lab Assistant
The Necrotech begins with a DNA Extractor and the Necrotech Employment skill. The extractor allows you to gather data from a zombie, such as it's name and level, and gain XP. The extractor is noteworthy for having unlimited uses, meaning the Necrotech can operate without having to spend APs searching for supplies. The Necrotech Employment skill also allows you to recognise Necrotech buildings which can be looted for Revivication syringes, described below.
Later a Necrotech can buy the Lab Experience skill and use Revivication Syringes. Revivication Syringes will turn a zombie into a human and gain the Necrotech XP. This has several effects - humans who have been killed are returned to life and will go off and fight the hordes, but career zombies will become human and must spend time getting killed again before they can continue their brain-munching crusade.
Needless to say, Necrotechs are among the most valuable players to have around as they can revive fallen comrades. It is worth noting though that zombie characters with the Brain Rot skill will not be able to be revived.

Scientist - Doctor
The Doctor begins with two medikits and the First Aid skill. As with the Medic you will have to find people to heal in order to gain XP, and then buy the Diagnose skill so you can see who needs the healing yourself.
Later, the Doctor could buy the Surgery skill and heal 15HP in hospitals with power. This makes the Doctor somewhat dependent on hospitals, which also happen to attract zombies.

CIVILIAN
Civilians buy all skills for 100XP

Civilian - Cop
The Cop starts off with a pistol and one clip of ammo, a flak jacket and the Basic Firearms skill. Much like the Soldier, the Cop's best tactic to begin with is to make hit-and-run attacks on zombies. Ammo is always in short supply so two out of three turns will usually be spent searching nearby police stations for it. The flak jacket will stop one point of damage from every attack, but can be found for other classes fairly easily in police stations.
Later, the Cop can take more weapon skills like the Soldier and start killing zombies. He can also take necrotech and medical skills in order to be a good all-round character able to gain XP by various different methods.

Civilian - Firefighter
The Firefighter starts the game with a fireaxe, wirecutters and the Axe Wielding skill. While it is very difficult to cause a great deal of damage as a Firefighter, you have the advantage of not having to find ammo. The fireaxe will cause 3 damage and thus bag 3 XP, and you won't be tied to police stations or hospitals. The wirecutters were originally used for gaining entry to junkyards, but it is unlikely that there are any fences left intact any more.
As with the Cop, the Firefighter can develop into a versatile character who can gain XP from combat, medical or necrotech.

Civilian - Consumer
The Consumer begins the game with a mobile phone and the Shopping skill. While the shopping skill allows the Consumer to search malls for supplies better than anyone else, they have no skill with which to use the supplies to gain XP. As with the Scout they should probably try and heal people until they have enough XP to get a few more skills. After this the Shopping skill will prove useful for quickly stocking up, although other classes could have already got this skill faster than the Consumer could have got his first skill.
The mobile phone can be used to text others provided there is a mast with power in their suburb. This can be useful, but requires the other person to have a phone (found rarely in pubs) and the masts are rarely powered.
Last edited by Dog Pants on December 6th, 2005, 15:59, edited 2 times in total.
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Post by Dog Pants »

ADVANCED PLAY

GROUP TACTICS
5punk is a pretty versatile group, and we can use this to our advantage. As described in the class section above everyone earns experience better in different ways, and these can be complimentary. Our more experienced combat members can go out scouting for zombies to bag, soften them up and then come back to base and report their location. Our less experienced combatants can then go out and finish them off for the XP kill bonus. Also, scouting out the zoms allows our Necrotechs to get out there and sample them, thus earning them XP. The medics will probably have to wait for us to get bitten and heal the randoms that pop in for a pint, but they're very useful to have around - especially when a zombie's got in and infected everyone. Letting them know that you need healing will help until they get the Diagnose skill.

The main consideration is communication. By reporting the locations and status of nearby zombies you can cut down on the APs others have to spend to find them.

BARRICADING
The bigger the barricade, the longer it will take a zombie (or several) to batter it down. However, heavily barricading it will prevent us being able to get in. If everyone has free-running and the building next door is accessible then this isn't a problem, but a new character may arrive at the 5punk hideout only to find they can't get in. If that person is low on APs they might find themselves stuck there amongst the zombie horde. For this reason I suggest we keep the building at Very Strongly Barricaded.

GENERATORS
Should we come across any (more) generators and fuel we have a couple of options. We can get it to a hospital and power it up there, thus providing power for the surgeons inside and benefitting the greater good, or we can find the mobile phone mast for the district and get that running. Having a phone network will (I suspect) allow us to talk to others with phones in our address book when we're not in the same building. Phones can be found in pubs so it shouldn't be too hard to get one.
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Post by Dog Pants »

Surviving as a Zombie

It could be said that the true survivors of Malton are the zombies. At the time of writing they are outnumbered roughly 3:1 by the Humans, and the gap is getting bigger.

Surviving as a zombie may seem easier because you can't die, but the reality is very different. Humans will, as advised in the sections above, hide in barricaded buildings. They will come out, kill a zombie and then hide again. This can make it difficult to find and attack them. Unfortunately attacking humans (or other zombies for half XP) is the only way a zombie can get XP. It is made more difficult by the fact that it takes 2APs for a zombie to move (until you get the Lurching Gait skill). Barricades take a lot of damage and a lone zombie is unlikely to break one down. Even if you do, chances are the human inside (assuming there were some inside in the first place - there's no way to tell) will be long gone.
Zombies cannot utilise the human's defensive tactics, and so often run out of action points standing in the street. These zombies are prime targets for survivors and hunters, who can headshot them when they kill them and remove some of the zombie's hard earned XP.

Whether you are a zombie by character by choice, or have been killed and wish to play a zombie rather than seeking out a reviv point, you need to know how to make your way. Surviving is easy as a zombie, learning is not.

Defensive tactics
Dying as a zombie means having to spend valuable APs standing up, and the risk of losing XP to a headshot. It is possible to play like a survivor an end your turns indoors, but being unable to negotiate barricades leaves you limited to open buildings - a rarity in all but the most infested areas. A better way to survive is to be part of a horde. Zombies rely on safety in numbers to avoid being singled out. A human or two may attack your horde, but unless it is a co-ordinated attack you stand a good chance of not being killed. Obviously the more in the horde the greater your chances.
It is also probably worth spending your XP as soon as you get enough to buy a skill: all zombie skills cost the same, and you risk losing it by being headshotted. There is no reason to hoard it.

Offensive tactics
As above, your best tactic for the offense is by joining a large group of other zombies. Often they will be outside a barricaded building and you can contribute to destroying the barricades. Sometimes you will log on and find the horde had knocked down the barricades and survivors are still inside, probably already injured from the others. You can then step inside and start eating them.

Skills
Most of the zombie skills are going to improve your chances in one way or another: Lurching Gait will allow you to move for 1AP, Ankle Grab will allow you to stand up for 2AP. The basic skills to allow you to use your APs effectively, cause more damage or hit easier are probably the best to start off with. Brain Rot is good for later as it will stop you being revivved, and Death Rattle will allow you so say things like "GRAB MY MAN BAG HARMAN, HAR HAR HAR" and "BANANA HAMBARGAH".
Last edited by Dog Pants on December 15th, 2005, 13:21, edited 1 time in total.
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Post by Woo Elephant Yeah »

There's some really useful stuff in there dude.

A lot to take in, but really useful.
I need to just generally hang around the Waugh Arms and keep nipping out and attacking zombies for now, to build XP, as I'm a fireman, so I can't do a great deal.

The phone idea sounds really good, but does it also mean you still use an action point when using the phone?

We should agree a time in the afternoon where we can all rush out at roughly the same time, and beat the living shit out of zombies, and then scarper back.
Like I said, a rough time, but decide on a location with a few lone zombies nearby, and together we could do some serious damage. Image
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Post by spoodie »

Good job there DP. I've not read it all yet but I a correction, scientists need 150XP to buy military skills.

So that's 138XP before I can get free-running :cry:
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Post by Dog Pants »

Woo Elephant Yeah wrote: The phone idea sounds really good, but does it also mean you still use an action point when using the phone?
I would expect so, just like talking but we can use it from outside the pub. I suspect it'll only be heard by one person though so it's maybe not as useful as I thought.
Woo Elephant Yeah wrote: We should agree a time in the afternoon where we can all rush out at roughly the same time, and beat the living shit out of zombies, and then scarper back.
Like I said, a rough time, but decide on a location with a few lone zombies nearby, and together we could do some serious damage. Image
I've been thinking this. It's probably only going to work for a few of us but I can do pretty much any time of day ('cos I don't do much work :) ). Just after lunch maybe?
spoodie wrote:I've not read it all yet but I a correction, scientists need 150XP to buy military skills.
Ah, brainfart that. Cheers.
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Post by bomberesque »

Mr Pants; very informative! I wish I'd have read it before starting life as a zombie!

Suggested addition; Zombie; starts with bugger all except a headache and better than normal mele damage / chance to hit. Needs 2 AP to move one thingymagig. Once revivified becomes civilian but is especially useless with no skills (not even shopping!) and no stuff except 10% chance to punch for 1 HP damage (woo). Advice; start as a zombie, stay a zombie.

btw, found a bottle of wine in the waugh arms. Tried to use it to brain a zombie with but drank it instead.
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Post by Dog Pants »

Good point Mr Bomber, having only just started playing a zombie myself I forgot to include anything about that. I shall include your notes in the main guide at a time when I haven't got a shepherd's pie on fire in my kitchen.
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Post by spoodie »

It may be obvious but my zombie got revived so I checked all the nearest buildings for a window I could jump out of, instant death.
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Post by Dog Pants »

See the new zombie guide up there :above:
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Post by Woo Elephant Yeah »

Nice :likesitall:
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Post by friznit »

I've connected a 5punky radio up to the generator in the Waugh, currently set to 28.88 Mhz. 5punky Radio am GO!
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Post by Roman Totale »

Ah, we already have a 5punk radio on 26.79Mhz

Edite: from the Wiki...

Code: Select all

June 06: 26.79 5punk FM - coming in your ears! After all, we are all (disc) jockeys.
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