Unlike other diseases, Black Fever is extremely hard to treat and even harder to cure, and most of the time it is irreversibly fatal to the survivor it infects. Characters will usually begin getting sick and will stay sick for some time, even with treatment, before their disease status indicates they have Black Fever. The conditions for Black Fever vary, but typically if a character is put into a near-death state several times, are infected with Bloater gas or if they simply are heavily injured, they have a chance of contracting the disease. Black Fever will only affect characters after the mission Home Away From Home is completed in the main game, but can affect all characters at any time in Breakdown and Lifeline. If they are not cured the player might receive a " Mercy Shot" to prevent them from turning and harming other survivors. The United States, Canada, Australia, Africa, Japan, China, Russia, Spain, New Zealand and Mexico are some of the countries experiencing outbreaks.īlack Fever, like all other illnesses, can only be healed if the player's homesite has a Medical Area and Medicine (chances are increased by having an Infirmary and a survivor with Medicine personal skill) Lifeline also reveals the outbreak is not isolated to Trumbull Valley or Danforth, but is in fact global. At Savini Residence, an NPC crashes through the front door, dies and within seconds reanimates into a Zombie. Zed can come in from the woodlands behind the church and there isn't a lot of space for outposts in that direction to keep the woods clear, but the base itself has enough space to build a life there.Story-wise, the player character first witnesses the effects of Black Fever during the mission " Home Away From Home". It's not impossible, it's just not the easiest. The church is actually not too hard to live out your life in if you have everything researched and are fully able to keep yourself supplied. The amount of spaces you can actually work with is quite small, so a long-term stay requires a lot of scavenging and outpost usage. Plus side, its the only base where you can build on the roof. Downside is that zed attacks will be frequent. The good thing here is that it's in the middle of marshall, so if you are just looking to get the main non-military loot spots totally sapped of goods faster, this is the best base to have. The Alamo restaurant is meant for small groups. It takes a while to set up everything (having things researched beforehand is great) but once you do you have a solid base capable of holding a large group. ![]() Other than that you have a lot of space here to build. It comes with a dining hall, some people question it's usefulness since all it does is reduce the amount of morale conflict (and by how much is very hard to measure). The most exposed area where zed will get in is the parking lot, so keep an eye on that. Get used to driving everywhere as scavenging all of the close farmhouses/fields on foot does not take long.įairgrounds is a fairly underrated base, it is probably the most defensible location on the map because of the tall grandstands where NPC snipers stand and large amount of fences covering the front entrance to the place. The downside here is that some kind of vehicle maintenance shop is necessary since it's in the middle of the farm fields on the map, super isolated from the towns. ![]() No need to worry about building accomodations for your people and supplies. It comes with two bedrooms off the bat, a storage room and a kitchen so you can basically just move in, clean up the place and be ready to go. McReadys is pretty great, being able to cater to small-large groups. There is plenty of room for strategic outpost placement that can keep Spencers Mill clear. A lot quieter than Marshall is mainly due to the sparse amount of buildings surrounding it. Comes with a mid-tier workshop capable of super basic automotive repair and fixing weapons. It's a bit of a stretch, but you can survive quite a while given you are fine with a basic setup. Kirkman is kind of like a watered down version of Savini household, but in Spencer's Mill. Zed only really get in through the gate as opposed to hopping the fence in different areas. It's a fairly defensible base, being surrounded by steep drops on 3 sides. If you are just starting out, it is good to dedicate slots here to helping you research everything you can before either moving on or scrapping the experimental stations in order to hold out there for as long as you need to. Savinis is a good base for a small-medium sized group. It's been there/done that and honestly it's a little bit too exposed for me. The warehouse would be up there as well if I didn't already use it for a two-digit-number amount of playthroughs. My favorites: McReady Farmhouse, Fairgrounds.
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