thorhayes
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| Joined: 14 Jul 2010 |
| Total Posts: 3441 |
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| 09 Jun 2014 05:05 AM |
Apocalypse Rising
This is the Apocalypse Rising Survival Guide. This is a guide meant primarily for experienced players who know the general basics of the game, but people who are new to Apocalypse Rising should read it as well. If I've missed anything in this guide, or there is something you'd like to see in future versions, please leave a comment, send me a message, or tweet me @CloudNineInc. This is one of the best Apocalypse Rising survival guides out there. The only ones that can compare to it are Milbert23's guide (which is outdated) and Audits' guide (which is useless for experienced players). This guide is up-to-date as of Version 5.0.4 of Apocalypse Rising. This guide is EXTREMELY long. Nobody said you have to read this all in one sitting, though.
--TABLE OF CONTENTS-- Learning the Ropes -Controls -Zombies -Stamina -Tips Bases & Camping -Base Building Weapons & Guns -Secondary Weapons -Primary Weapons -Attachments -Damage Guide Cars & Vehicles -Vehicle List Combat & Tactics -Scenario #1 -Scenario #2 -Scenario #3 -Bandit Tips Perks & Playstyles Groups & Squads -Properly Storing Items -Reverse Coordinate Code Miscellaneous Tips -Inventory Management Credits Changelog
--LEARNING THE ROPES-- So, you've decided to finally play that game they call "Apocalypse Rising" that's been lingering on the front page for as long as you can remember? Great! That's how I got started in Apocalypse Rising as well. When you make a new character, you should take a look at the tutorial. The tutorial is a short, simple instructions GUI on how to play Apocalypse Rising.
==CONTROLS== Most game controls can be changed in the Inventory menu. -"F" = Cycle through fire modes. -"R" = Reload weapon. -"E" = Vehicle speed boost. -"G" or "E" = Toggle inventory. -"M" = Toggle map. -"Q" or Right Click = Aim down sights. -"W" (x2) or Left Shift = Sprint. -"X" or "C" = Toggle crouching. -"L" = Toggle lights.
==ZOMBIES== Zombies are a large part of Apocalypse Rising. They are both dangerous and weak. -Zombies damage 20% of your health. -Zombies are attracted to non-silenced gunshot sounds--the larger the caliber, the larger the sound. -Any zombie within your line of sight will come towards a gunshot. -Sneak behind zombies to avoid detection. -Zombies are faster than you, unless you're sprinting. -A headshot with any gun will kill a zombie. -Zombies have very low HP compared to players. -Melee weapons are good for killing zombies, but not if they sneak up on you or get too close. -Zombies will chase vehicles from an extremely long distance. -Military zombies are faster and more powerful than civilian zombies. -Zombies will chase light sources, but cannot see you as well in the dark.
==STAMINA== Your Stamina is what you use to sprint or jump. -There is no Stamina bar--there is a stat, but it is invisible. -You have 100 Stamina points. -Jumping will take away 20 Stamina points. -Sprinting will take away 4 Stamina points per second. -Your Stamina regenerates at a rate of 1 point per second. -You cannot sprint or jump while your Stamina is under 20.
==TIPS== -Your location, inventory, stats, and loadout will all be automatically saved, and loaded the next time you join the game. When you rejoin, you will spawn into the place where you last left. Autosaves occur every 15
seconds. -Click on an item in your inventory to open the item's dropdown menu. From there, you will be able to eat, drink, drop, store, or use that item. -All guns have a built-in "accuracy" stat. This is the spread or spray of the bullet. Guns effective at close/short range will not be as accurate as guns effective at medium or long range. -Sprinting lowers your hunger and thirst at a faster rate, while increasing your speed. -If a player shoots you first, and you kill him, that kill will count towards Defensive Kills. -If you shoot a player unprovoked, and kill him, that will count towards Aggressive Kills. -Rather than using "Drop Item" when dropping stuff, use "Store Item". Dropped items will disappear after a while, whereas Stored items will never disappear. -If you can't find an Entrencher, server hop in Kin a few times. -Churches, General Stores, and Office Buildings offer lots of civilian item spawns. -Most weapons are better at close range than they are at long range, except for bolt-action rifles. This is not to say a semi-automatic weapon will overpower a fully-automatic weapon at close range, unless you're good
at spam clicking. -Do not jump unnecessarily. -Never, under any circumstance, drive any sort of vehicle into Kin. -Use melee weapons when killing zombies. If you do not have a melee weapon, aim for the head and get into cover before shooting a zombie. -Don't jump off of tall places. You will die if you do. When climbing down a building, jump where the truss ladder is. You will fall slowly. -Crouching, though it reduces your speed, makes it harder for zombies to see you and makes your footsteps silent. Crouch when you're sneaking up on players or avoiding zombies.
--BASES & CAMPING-- Handy hint: Building a base is a good idea, if you want to settle down in a permanent camp. The Entrencher is fairly rare, and people without one cannot destroy your base. A good use for building materials is as cover--build several walls around your base to ensure the upper hand in a battle. Generally, I like to avoid high-population areas, because 90% of the players in Apocalypse Rising will shoot you on sight. I don't consider myself a bandit, though, I'm more of a shoot-on-sight Survivalist (my primary goal is to survive, not to kill). But if you're the type of person who likes to fight, then I encourage you to go the high-population areas and see if you can take the heat. Here are the map locations, each given an overall score from 1 to 10 on the effectiveness of camping there, 1 being worst, 10 being best. Bases are judged in all aspects, including loot yield, defendability, player traffic, population, and lookout area. Kin -Kin is a VERY large city, full of zombies and bandits. It is the most dangerous place. Kin is in map coordinates C4 and C5. In the center of Kin (known as Union Square), there are 5 military tents and many military barricades. This is the most dense military area in the map. Kin has 2 Fire Stations, a Police Station, a Hospital, a Church, a Clinic, and 2 General Stores. Nearly one-third of the city is industrial buildings. Base score: 3. Vernal -Vernal is the best city, in my opinion. It's not too big, but not too small. Vernal is in map coordinates F6. Vernal has a Police Station, Hospital, Church, and General Store. It is surrounded by hills, making it hard to defend. This is near the edge of the map, so players can spawn near it. Base score: 7. Hark -Hark is a small city. It's not too dangerous, but it's very small compared to Vernal or Kin. Hark is in map coordinates B1. Hark has a Fire Station and General Store. This is near the edge of the map, so players can spawn near it. Base score: 5. Dirk -Dirk is a small town, in map coordinates A4. Dirk has a Fire Station and a General Store. This is near the edge of the map, so players will spawn near it. Base score: 6. Korri -Korri is a small town, in map coordinates E6, E5, and D6. Korri has a Police Station. Base score: 7. Yale -Yale is a small town, in map coordinates B6. Yale has a General Store. This is near the edge of the map, so players can spawn near it. Base score: 4. Olke -Olke is a small town, in map coordinates D2. Olke has a General Store. Base score: 6. Mason -Mason is a small town, in map coordinates E4 and F4. Mason has a Church and a Clinic. This is near the edge of the map, so players can spawn near it. Base score: 5. Bump Flatts -Bump Flats is a small town full of industrial crates and mobile homes, in map coordinates A1. This is near the edge of the map, so players can spawn near it. Base score: 2. Pitts Park -Pitts Park is a small trailer park, located northwest of Kin, in map coordinates B4. Pitts Park has mobile homes and barricades. Base score: 2. Cemetery -The Cemetery is a small area with a Church, a steeple, two mortuaries, and 24 gravestones. This area is located in map coordinates D2. The Cemetery has little military loot and a lot of civilian loot. This is easily defendable, but it is near the center of player traffic. Base score: 7. Radio Station -The Radio Station is a small area on a hill, with a tall, climbable radio tower and a radio station, with several barricades. This area is located in map coordinates D4. The Radio Station has some military loot and some civilian loot. This is easily defendable, but it does not offer very much loot. You can see for miles from atop the radio tower, making it an excellent sniper position. Base score: 8. Prison -The Prison is a large area with a ruined wall, 1 military tent, 6 guard towers, 3 cell blocks, and 2 guard stations. This area is located in map coordinates E4. The Prison has little civilian loot and little military loot. This is easily defendable, but it does not offer very much loot. Base score: 6. Factory -The Factory is a large area with a tall, climbable smokestack and a main building with conveyor belts and a walkway around the top. This area is located in map coordinates F5. The Factory has some military loot and a lot of civilian and industrial loot. This is near the edge of the map, so players can spawn near it. This offers much loot, but it is fairly difficult to defend and it is a hotspot for fresh spawns. You can see for miles atop the Factory's smokestack, making it an excellent sniper position. Base score: 7. Fort Ruins -The Fort Ruins is a large pile of rubble on a hill, with a ruined tower, surrounded by ruined walls. This area is located in map coordinates C6 and D6. The Fort Ruins has little military loot and some civilian loot. This is near the edge of the map, so players can spawn near it. This offers a high vantage point, but it's nigh impossible to try to defend. Base score: 7. Refugee Camp -The Refugee Camp is a small area with many military tents, civilian tents, medical tents, and deer stands. This area is located in map coordinates F1. The Refugee camp has some military loot and some civilian loot. This is near the edge of the map, so players can spawn near it. This offers much loot, but it's hard to defend and is near a player spawn. Base score: 8. Old Mine -The Old Mine is a large underground tunnel system, built into a hill. This area is located in map coordinates C1. The Old Mine has much military loot and some civilian loot. This is near the edge of the map, so players can spawn near it. This offers much loot, but it's easy to get lost in and hard to defend. Base score: 7. Bomb Shelter -The Bomb Shelter is a large underground bunker, built into a hill. This area is located in map coordinates C4. This is easily defendable, but it does not offer very much loot. Base score: 6. Gusmanak's Mansion -Gusmanak's Mansion is a large mansion, located South of Hark. This area is located in map coordinates B2. Gusmanak's Mansion has some military loot and a lot of civilian loot. This is near the edge of the map, so players can spawn near it. This offers much loot, but it is fairly difficult to defend and it is a popular hotspot. Base score: 6. Trinity Headquarters -Trinity Headquarters is a large building, located Northwest of Yale. This area is located in map coordinates A5 and A6. Trinity Headquarters has some military loot and a lot of civilian loot. This is near the edge of the map, so players can spawn near it. This offers much loot, but it is fairly difficult to defend and it is near a player spawn. Base score: 6.
==BASE BUILDING== Building bases is also a good idea, if you build it right. Don't build your base in places like buildings with a lot of windows, or out in the middle of the road. Instead, build your base where you have to use the least amount of materials. Church -Build a wall across the door. -Build a staircase or ladder to the roof. -This is an easily defendable position. Military Tent -Board up the windows and door (Wooden Planks work best). -Set several walls around the tent (Stone Walls work best). -This is a good base for a group of Survivalists. Sky Fort -Find a tall building. -Build a staircase, ladder, or bridge in midair. -Build a large platform at the other end of the bridge. -This is a good base if building materials are plentiful. Watch Tower -Construct a ladder as high as you can make it (Wooden Slabs work best). -Build a platform at the top of the ladder. -Make a fence around the platform 3-4 studs high. -This is a good building for a large group with a base on a hill. Rooftop -Get on top of the roof of a tall, flat-roofed building. -Build a large wall around the sides of the roof. -This is a good building for a small team camping in a large city. Wall Patching -Use Stone Walls or Wooden Planks to seal off the INNER side of the broken wall. -If the top of the wall is broken, add a few planks over it to prevent jumping. -This is a good building for a team in the Cemetery, the Castle, or the Prison. Barricade -Construct walls 4 studs high out of 2 pieces of Timber. -Position them on the road. -Place a floodlight or a firepit in front of it. -This is a good building for any team that wants to block vehicle passage to a certain location.
--WEAPONS & GUNS-- Handy hint: If one gun fires the same round as another, they both deal the same amount of damage. I always like to have a secondary with a large magazine, such as a CBJ-MS, Uzi, TEC-9, or G18, due to the amount of zombies I can take down before having to reload. It also helps with inventory management. For my primary weapon, I prefer a gun with high damage, effective in medium or long-range combat. My favorite primary weapons are the AK-12 and the Mk 17, because they have high damage, medium/high accuracy, and fairly common ammo. I don't mind the high recoil because I'm pretty good at handling recoil. I'm more of a medium-range, high-recoil, and high-damage kind of guy. Give me any 7.62x51mm or 7.62x39mm automatic gun and I'm happy, so long as it's effective at medium range or more. This is the list of all weapons, graded from worst to best. Secondary weapons are judged based on their zombie-killing capabilities (mag size, accuracy, audibility, ammo rarity), whereas primary weapons are judged based on their player-killing capabilities (damage, recoil, accuracy, fire rate).
Key -Weapon Name - rounds per magazine, fire mode(s), caliber, effective range, amount of recoil, [Available attachment slots]
==SECONDARY WEAPONS== -Makarov Pistol - 8 rounds/mag, semi-auto, 9x18mm, close range, low recoil, [Barrel] -Model 625 Revolver - 6 rounds/mag, semi-auto, .45 ACP, medium range, medium recoil, [No attachments available] -M1911 Pistol - 7 rounds/mag, semi-auto, .45 ACP, medium range, medium recoil, [Barrel] -CZ 75 Pistol - 12 rounds/mag, semi-auto, 9x19mm, medium range, low recoil, [Barrel, Underbarrel] -G37 Handgun - 12 rounds/mag, semi-auto, .45 ACP, medium range, medium recoil, [Barrel] -Mk 23 Pistol - 12 rounds/mag, semi-auto, .45 ACP, medium range, medium recoil, [Barrel, Underbarrel] -USP .45 Handgun - 12 rounds/mag, semi-auto, .45 ACP, medium range, medium recoil, [Barrel, Underbarrel] -Model 459 Pistol - 14 rounds/mag, semi-auto, 9x19mm, medium range, low recoil, [Barrel, Underbarrel] -M9 Pistol - 17/32 rounds/mag, semi-auto, 9x19mm, medium range, low recoil, [Barrel, Underbarrel] -M93R Pistol - 17/32 rounds/mag, semi/full, 9x19mm, medium range, low recoil, [Barrel, Underbarrel] -G18 Handgun - 17/32 rounds/mag, semi/full, 9x19mm, medium range, low recoil, [Barrel, Underbarrel] -TEC-9 Handgun - 20/32 rounds/mag, semi/full, 9x19mm, medium range, low recoil, [Barrel] -Uzi Submachine Gun - 20/32 rounds/mag, semi/full, 9x19mm, medium range, low recoil, [Barrel, Sights] -CBJ-MS Submachine Gun - 20/32 rounds/mag, semi/full, 9x19mm, long range, low recoil, [Barrel, Sights]
==PRIMARY WEAPONS== -Double-barreled Shotgun - 2 rounds/mag, semi-auto, 12-Gauge, close range, very high recoil, [No attachments available] -Maverick 88 Shotgun - 6 rounds/mag, pump-action, 20-Gauge, close range, very high recoil, [No attachments available] -Mosin-Nagant Rifle - 5 rounds/mag, bolt-action, 7.62x54mmR, long range, high recoil, [No attachments available] -Auto-5 Shotgun - 6 rounds/mag, semi-auto, 20-Gauge, close range, very high recoil, [No attachments available] -Lee-Enfield Rifle - 10 rounds/mag, bolt-action, .303 British, long range, high recoil, [No attachments available] -M1 Garand Rifle - 8 rounds/mag, semi-auto, 7.62x51mm, long range, high recoil, [No attachments available] -Fedorov Avtomat Assault Rifle - 25 rounds/mag, semi/full, 6.5x50mm, medium range, medium recoil, [No attachments available] -M870 Shotgun - 8 rounds/mag, pump-action, 12-Gauge, close range, very high recoil, [Sights, Underbarrel] -PPSh-41 Submachine Gun - 35 rounds/mag, semi/full, 7.62x25mm, close range, very high recoil, [No attachments available] -M3 Submachine Gun - 30 rounds/mag, semi/full, 9x19mm, medium range, medium-low recoil, [No attachments available] -MP5 Submachine Gun - 30 rounds/mag, semi/full/burst, 9x19mm, medium range, medium recoil, [Barrel, Sights, Underbarrel] -SKS-45 Rifle - 10 rounds/mag, semi-auto, 7.62x39mm, long range, high recoil, [No attachments available] -PP-19 Submachine Gun - 64 rounds/mag, semi/full, 9x18mm, long range, medium recoil, [Barrel, Sights] -AKS-74U Submachine Gun - 30/40/60 rounds/mag, semi/full, 5.45x39mm, close range, medium recoil, [Barrel, Sights] -AK-74 Assault Rifle - 30/45/75 rounds/mag, semi/full, 5.45x39mm, medium range, high recoil, [Barrel, Sights] -SCAR-L Assault Rifle - 30/45/75 rounds/mag, semi/full/burst, 5.56x45mm, medium-long range, medium recoil, [Barrel, Sights, Underbarrel] -AK-47 Assault Rifle - 30/40/75 rounds/mag, semi/full, 7.62x39mm, medium range, medium-high recoil, [Barrel, Sights] -AKM Assault Rifle - 30/40/75 rounds/mag, semi/full, 7.62x39mm, medium range, medium-high recoil, [Barrel, Sights] -Patriot Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, medium-long range, medium-low recoil, [Barrel, Sights, Underbarrel] -M4A1 Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, medium-long range, medium-low recoil, [Barrel, Sights, Underbarrel] -M249 Machine Gun - 100 rounds/mag, semi/full, 5.56x45mm, close range, medium-high recoil, [Sights, Underbarrel] -M1014 Shotgun - 8 rounds/mag, semi-auto, 12-Gauge, close range, very high recoil, [Sights, Underbarrel] -RPK Machine Gun - 30/40/75 rounds/mag, semi/full, 7.62x39mm, close range, medium-high recoil, [Barrel, Sights] -OTs-14 Assault Rifle - 30/45/75 rounds/mag, semi/full, 7.62x39mm, medium range, medium recoil, [Barrel, Sights] -M14 Battle Rifle - 20/30/50 rounds/mag, semi-auto, 7.62x51mm, long range, high recoil, [Barrel, Sights, Underbarrel] -AK-12 Assault Rifle - 30/40/75 rounds/mag, semi/full/burst, 7.62x39mm, medium range, medium recoil, [Barrel, Sights, Underbarrel] -AN-94 Assault Rifle - 30/45/75 rounds/mag, semi/full/burst, 5.45x39mm, long range, low recoil, [Barrel, Sights, Underbarrel] -G3 Battle Rifle - 20/30/50 rounds/mag, semi/full/burst, 7.62x51mm, long range, high recoil, [Barrel, Sights, Underbarrel] -AK-104 Assault Rifle - 30/40/75 rounds/mag, semi/full/burst, 7.62x39mm, long range, medium recoil, [Barrel, Sights, Underbarrel] -HK417 Battle Rifle - 20/30/50 rounds/mag, semi/full/burst, 7.62x51mm, medium range, medium recoil, [Barrel, Sights, Underbarrel] -Mk 48 Machine Gun - 100 rounds/mag, semi/full, 7.62x51mm, medium range, high recoil, [Sights, Underbarrel] -G36K Assault Rifle - 30/50/100 rounds/mag, semi/full/burst, 5.56x45mm, long range, low recoil, [Barrel, Sights, Underbarrel] -HK21 Machine Gun - 20/30/50 rounds/mag, semi/full/burst, 7.62x51mm, medium-long range, high recoil, [Barrel, Sights, Underbarrel] -FAL Battle Rifle - 20/30/50 rounds/mag, semi/full/burst, 7.62x51mm, long range, medium recoil, [Barrel, Sights, Underbarrel] -Mk 17 Battle Rifle - 20/30/50 rounds/mag, semi/full/burst, 7.62x51mm, long range, medium-low recoil, [Barrel, Sights, Underbarrel]
==ATTACHMENTS== Underbarrel Attachments -Laser Attachment - Increases hipfire accuracy. -Forward Grip - Reduces ADS recoil. Not available on handguns. -Tactical Flashlight - Toggling light source. Barrel Attachments -9mm Suppressor - Silences some weapons that use a 9mm round (Makarov, CZ 75, Model 459, M9, G18, M93R, TEC-9, CBJ-MS, Uzi, MP5, PP-19). -.45 Caliber Suppressor - Silences some weapons that use a .45 ACP round (M1911, USP .45, Mk 23, G37). -5.45mm Suppressor - Silences some weapons that use a 5.45x39mm round (AKS-74U, AK-74, AN-94). -5.56mm Suppressor - Silences some weapons that use a 5.56x45mm round (SCAR-L, M4A1, G36K, Patriot). -7.62mm Suppressor - Silences some weapons that use a 7.62x51mm/7.62x39mm round (M14, FAL, SCAR-H, G3, HK417, AK-47, AKM, AK-104, AK-12, OTs-14, HK21, RPK). Sight Attachments -Kobra Sight - Chevron aimpoint. -Reflex Sight - Crosshair aimpoint. -M68 CCO Sight - Red dot aimpoint. -Holographic Sight - Circle aimpoint. -SUSAT Sight - Obelisk post reticle. -ACOG Sight - Crosshair reticle.
NOTE: Sight attachments are based on personal preference as well as functionality and practicality at different ranges and in different lighting conditions.
==DAMAGE GUIDE== -9x18mm Makarov = 8 body shots, 6 headshots. -9x19mm Parabellum = 8 body shots, 6 headshots. -5.45x39mm Russian = 6 body shots, 5 headshots. -5.56x45mm NATO = 6 body shots, 5 headshots. -.45 Caliber ACP = 6 body shots, 5 headshots. -20-Gauge Slugs = 5 body shots, 4 headshots. -7.62x25mm Tokarev = 5 body shots, 4 headshots. -7.62x39mm Russian = 5 body shots, 4 headshots. -7.62x51mm NATO = 5 body shots, 4 headshots. -7.62x54mm Rimmed = 5 body shots, 4 headshots. -.303 British = 5 body shots, 3 headshots. -12-Gauge Slugs = 3 body shots, 2 headshots.
NOTE: Amount of shots to kill is based on someone at 100% HP.
--CARS & VEHICLES-- Handy hint: Windscreen Glass is useless. Your windows only save you from 1 bullet, and then they break. Vehicles are a large part of Apocalypse Rising, and have been so ever since they've been added. A skilled bandit squad just isn't the same if they aren't cruising down the countryside in their banditmobile. The sense of accomplishment when you've fully repaired your first vehicle is extremely gratifying. Some vehicles take longer than others to repair (the bicycle, for instance, spawns nearly fully repaired, while the Military Truck takes 6 Wheels, 1 Scrap Metal, 1 Engine Parts, and 1 Fuel Tank Parts), and different vehicles have, of course, different statistics. The all-around best car for an average-sized squad is the UAZ (Military Jeep). The UAZ has 4 unexposed seats, a decent offroad speed, and it's pretty fast on the road as well. There are over 120 vehicle spawns. Beware when driving vehicles, however, as ROBLOX's physics causes them to capsize, smash into the ground, fling you into the air, and/or fly into the great beyond. This makes a Vehicle Jack a very useful utility. All vehicles (except the bike) require a maximum of 1 Fuel Tank Parts, 1 Engine Parts, 1 Scrap Metal, 1 Jerry Can, and 4 Car Wheels (6 for the Military Truck) to repair. This makes repairing a car VERY time consuming.
==VEHICLE LIST== Here is the list of all the vehicles, from worst to best. They are judged based on their offroad top speed, on-road top speed, difficulty to repair, protection, and seating capabilities. -Tractor - 20 km/h offroad, 40 km/h on-road, 1 exposed seat. -Bicycle - 25 km/h offroad, 30 km/h on-road, 1 exposed seat. -Four-wheeler - 35 km/h offroad, 45 km/h on-road, 1 exposed seat. -Motorcycle - 35 km/h offroad, 60 km/h on-road, 2 exposed seats. -Motorcycle with Sidecar - 35 km/h offroad, 60 km/h on-road, 3 exposed seats. -Pickup Truck - 35 km/h offroad, 60 km/h on-road, 2 exposed seats, 2 unexposed seats. -Civilian Car - 35 km/h offroad, 65 km/h on-road, 4 unexposed seats. -Military Jeep - 40 km/h offroad, 60 km/h on-road, 4 unexposed seats. -Civilian Van - 35 km/h offroad, 60 km/h on-road, 6 unexposed seats. -Military Humvee - 40 km/h offroad, 60 km/h on-road, 4 unexposed seats. -Military Truck - 40 km/h offroad, 60 km/h on-road, 2 unexposed seats, 6 exposed seats.
NOTE: These vehicle speed values are rounded to the nearest 5 km/h.
Often, you will find a fully repaired vehicle that has no gas (abandoned by its previous owner who is likely searching for a Jerry Can at this very moment). For this reason, a Jerry Can is a very helpful asset to your inventory. You only need one Jerry Can, as it can be refilled at any gas tank. If you come across a group of bandits with a car, shoot out one of the tires and spare the car. Once they exit the vehicle, kill them. You will then have a fully-repaired vehicle that only needs 1 tire. Alternatively, shoot out the windows and then shoot them while they're still sitting down. If you hear a car explode, go to the sound immediately. Everyone injured in the crash has about 40 HP (unless they used a blood bag or ate food), and they are easy targets. Bicycles are my personal favorite vehicles. They are quiet, they don't require fuel, cannot be destroyed, and spawn nearly fully repaired. If a bicycle has a damaged hull, its speed will be reduced. Bicycles spawn at Civilian Vehicle Spawns.
--COMBAT & TACTICS-- Handy hint: Aiming down sight (ADS) is the only way to hit a target beyond medium range without unnecessarily wasting ammo. Hipfiring (non-ADS) will reduce your accuracy so much that your gun is ineffective beyond 50 studs. Deal with recoil. Combat is a key part of Apocalypse Rising. Zombies pose little threat (though they are still dangerous) to you. Bandits, however, number in the millions, and are far smarter and well-equipped than zombies are. Generally, everyone is hostile unless proven otherwise. Someone with a hero headband is almost no threat to you, because they are friendly (unless, of course, you have a bandit mask or you shoot first). You can trust a hero. Out of 16 players on a server, it is safe to say that 12 people will shoot you on sight. It is always better to use tactics when fighting, rather than just walking in guns-a-blazin'. When you come across another player, you should make sure he doesn't have a clear shot at you. Get behind a rock, crate, tree, building, or even a vehicle, to make sure he can't hit you.
==PLAN OF ENCOUNTER== Study the target. -Is your target skilled? -What weapons does he have? -Is he alone? -Is he friendly? -Does he know you're here? Plan the attack. -Who goes where? -How will your victim likely act? -What is your Plan B? Move into position. -Get into cover if you're out in the open. -Move into a building and prepare for ambush if you're in a CQC situation. -Maintain a visual on your target. Attack your target. -Aim down sight for maximum accuracy. -Get behind cover. -Use Painkillers (if you have them) before engaging in combat with the enemy.
==SCENARIO #1== -You are alone. You have an M4A1. Night has fallen. -You are heading to the Factory, when you learn there are 4 bandits there. -Bandit #1 has a OTs-14, Bandit #2 has a FAL, Bandit #3 has an AK-47, and Bandit #4 has an AN-94. -The bandit squad has blocked off the Factory with building materials, and it is heavily guarded. -There is no way you can win a battle with all of of these people at once, so you think of a better way to get past their defences. -By crouching, you walk silently into their fortifications and to the Factory's roof. -You see Bandit #2 on the Smokestack, and carefully kill him at medium-close range. -The other bandits are alerted by your gunfire, and try to find you. -Gunshots on roofs are a lot safer than gunshots in the street, as players tend to follow the sound on the ground. -Bandit #4 climbs onto the Smokestack to store Bandit #2's inventory, and you unload into him. -Your muzzle flash gives you away, and Bandit #1 and #3 are coming up the ladder to the Factory roof. -Crouching, you escape off the side of the building, taking a little fall damage. -You turn on a Floodlight, while going up to the walkway on the inside of the Factory. -You proceed to wait for the bandits to find the lit floodlight and enter the Factory. -Drawn to the light of the floodlight, the bandits enter the factory, and meet their doom. -Static light sources like Chemlights, Road Flares, Campfires, and Floodlights are good tools for drawing players to a certain location.
==SCENARIO #2== -You are alone. You have an SKS-45. -You are approaching the Bomb Shelter, when you learn there are two bandits there. -Bandit #1 has an RPK, while Bandit #2 has an Auto-5. -They are both in the basement. You can see the tip of an Auto-5's barrel as you look down the ladder. -Bandit #2 is camping the ladder, waiting for a player to climb down to his death. -Both of the bandits have formidable CQC camping weapons. -You hide behind some rocks. -You say "I'm out of ammo for my HK21 and I'm coming to the Bomb Shelter, anyone there?" in the chat. -Bandit #1 replies to you, "Where are you coming from?" -You reply "I'm in Pitts Park.", seeing that he's caught the bait. -Both of the bandits then leave the Bomb Shelter, headed to Pitts Park. -When they have left their weapons' effective ranges (in this case, 50 studs), you ambush them from behind. -You now have the corpses of 2 bandits to loot, as well as their previous base. -Using your opponents' effective ranges against them is a good way to win nearly every battle.
==SCENARIO #3== -You are in a 2-man team. You have an AK-74. Your friend has a Lee-Enfield. -Your friend is currently looting Olke, and you are on the West side of the hill near Olke. -You are on a hill traveling to the Cemetery, when you see a bandit there with a FAL in the steeple. -You quickly hide behind a rock and examine the Cemetery with your binoculars. -You see that he has a bicycle, and is apparently alone. He is scouting the area with his binoculars, and has seen your friend. -Your friend zigzags across the landscape, making himself hard to snipe. -You approach the cemetery from the South side, now that your friend has drawn the bandit's attention. -The bandit is shooting your friend, but misses a few shots. -Your friend fires back a few times, making the bandit an easier kill for you. -You climb up the steeple and unload at point blank into the bandit with your AK-74. -Zigzagging across the landscape is a good way to avoid getting sniped.
==BANDIT TIPS== If you enjoy playing as a bandit (which I understand most of you do), here are some helpful bandit tips. -Saying "I'm out of ammo and I'm in ______!" is a good way to attract bandits to a certain location. -If you're server hopping at a high-population area, be sure to do so in a nearby building or crates. -The best weapons for close-range combat are the RPK, M1014, Mk 48, HK21, and PPSh-41. -The best weapons for long-range combat are the G3, Mk 17, FAL, HK417, and G36K. -The best perk for a bandit is the Ninja perk. -If you want to attract people to your location, get inside a fresh spawned vehicle. While in the driver's seat, the car will make engine noises (engine noises attract almost everyone who can hear them).
--PERKS & PLAYSTYLES-- Handy hint: Ninja is the best perk for bandits and those who wish to remain hidden, while Survivalist is the best perk for those who want to eat/drink less often, and Cardio is the best perk for those who wish to sprint
longer. When starting a new character, you must choose a perk. Currently, there are 4 perks: Ninja, Cardio, Survivalist, and Adrenaline. Each one gives you a special bonus in your adventures. Ninja -Greatly reduces walking and jumping noise. -Slightly reduces zombie detection range. -Slightly reduces walkspeed. Cardio -Greatly reduces hunger/thirst depletion while sprinting. -Increases Stamina regeneration. -Increases walking/jumping noise. Survivalist -Greatly reduces hunger/thirst depletion. -Increases walking/jumping noise. Adrenaline -Regenerates health below 30%. -Gives speed boost when health is below 30%. -Increases walking/jumping noise. Your playstyle is your code of honor as a survivor. You can choose to kill, or to spare an innocent life. You can choose to be the savior of the weak, or the terror of the helpless. There are many different playstyles in Apocalypse Rising, not all of which are listed here. -Bandit: Your primary goal is to kill. You will stop at nothing to hunt down and kill innocent victims, as well as formidable opponents. -Survivalist: Your primary goal is to survive. You have a permanent camp or base. You will kill if necessary, but you tend to stay out of the battles. -Survivor: You are a generally peaceful player, and you just want to enjoy the game. You will try to get endgame items, like a vehicle. -Hero: You are the savior of the survivors. Your primary goal is to hunt down and kill any bandits that dare cross your path. -Nomad: You wander around the land, making camps frequently but temporarily. You will kill if necessary, but you tend to stay out of the battles.
--GROUPS & SQUADS-- Handy hint: Don't group up with someone you don't know. They will likely backstab you. I prefer playing in groups, as it is more fun with people you know. Never, EVER, team with people you met in-game for the first time, as they will probably try to kill you. A lot of bandits will invite you to a group, and then kick you out and kill you when you least expect it. However, groups are highly effective when all the members are clearly communicating. This makes a voice chat program (such as Teamspeak or Skype) an essential to any well-prepared bandit squad. There are several differences between "teams" and "squads". -Squads are a group of people who play together on a regular basis, whereas teams are strangers who happened to meet. -Teams usually use ROBLOX's in-game global chat to communicate, whereas squads tend to use a voice chat program. -Squads are people who you can most likely trust, whereas teams are filled with people who might want to kill you. Here are some handy tips while in a team. -Don't give out your location on global chat. If you have to, use reverse map coordinates instead. -If you shoot a team member, you will not inflict ANY damage on them. -It takes 10 seconds to fully leave a group. -Every squad should have a few code words, that are short and easy to type if time is limited. Yelling "PERSON!" when a bandit is spotted is okay, but it will alert the bandit that you've spotted him. Instead, try any short word like "Elm", or three letters in a code like "QEQ" which is easy and fast to type, to indicate a visual reference on an enemy player. It is imperative that everyone in your squad knows what you're talking about. -A large nametag is displayed over team members. This nametag can be seen infinitely, unless blocked by a brick. Get on a high vantage point, such as a hill or tower, to see the team nametags further away. -Establish a rule in your squad that doesn't allow people to eat or drink until their hunger or thirst is completely empty. This will make supplies last longer.
==SQUAD ROLES== While in a squad, it is best to sort out roles amongst the members in the squad, so that you don't end up with everyone using one gun or everyone using shotguns. Ration responsibilities, supplies and, in some cases, kills. A good ration amount for each person is a maximum of 3 food items, 5 drinks, 3 blood bags, and 5 mags (for each seperate weapon) for each in-game day. Of course, in emergencies, exceptions can and must be made. If more than two squad members use the same ammo in their primary weapons, ammo will be thin-spread. Instead, try to use all sorts of mags in your squad, so that when you come across a military area, you will likely find ammo that someone can use. COMBAT ROLES Designated Marskman -The Designated Marksman is the primary sniper unit. He engages the enemy with accurate fire at long ranges. -He uses a long range assault rifle or battle rifle with high damage, such as an Mk 17 or FAL. -His favorite attachments are the ACOG Sight and Foregrip. -He must have good aim, a steady hand, and a sharp eye. Designated Rifleman -The Designated Rifleman is the primary offensive unit. He engages the enemy with automatic fire at medium ranges. -He uses a medium or long range assault rifle with medium or high damage such as an AK-104 or SCAR-L. -His favorite attachments are the Holographic Sight and Foregrip. -He must have good aim, a sharp eye, recoil handling, and alertness. Support Gunner -The Support Gunner is the secondary offensive unit. He engages the enemy with suppressive fire at long ranges. -He uses a medium or long range machine gun with medium or high damage, such as an M249 or Mk 48. -His favorite attachments are the Suppressor and Foregrip. -He must have good aim and alertness. Designated Guardsman -The Designated Guardsman is the primary defensive unit. He engages the enemy with heavy fire at medium or close ranges. -He uses a medium or close range machine gun with high damage, such as an HK21 or RPK. -His favorite attachments are the Suppressor and Laser Attachment. -He must have good recoil handling and alertness.
SQUAD ROLES Leader -The Leader is in charge of the whole group. He tells where to go, what to do, and who to kill. -He is responsible for the lives of those under his command, no matter what happens. -He uses any weapon of any combat role that he prefers. -He must have judgement, responsibility, and leadership traits. Navigator -The Navigator is in charge of travel, navigation, and driving. -He must guide the group about shortcuts, vantage points, and travel routes, as well as drive any vehicles the squad may have. -He uses any weapon of any combat role that he prefers. -He must know the area well, be a skilled driver, and be able to navigate with no navigational utilities. Scout -The Scout is in charge of recon and surveillance. -He must scout areas for any sign of players, zombies, or activity, and report on what he sees. -He uses any weapon of any combat role that he prefers. -He must be alert and observing, and be able to be see an approaching enemy as soon as they enter fog distance. Builder -The Builder is in charge of fortification and construction. -He must build walls, towers, barricades, and everything necessary for a safe base. -He uses any weapon of any combat role that he prefers. -He must be able to build efficiently, and have an eye for possible weaknesses in the fortifications.
==PROPERLY STORING ITEMS== When a group member dies, he will likely ask you to store his items. This is how to do it while having as few items as possible fling or despawn. -Get into a building and empty your ENTIRE inventory: utilities, weapons, items, backpack, etc. (Store it so it doesn't despawn). -Pick up your friend’s entire dropped inventory. -Store your friend's dropped inventory in a different building. -Pick up your previously stored items.
==REVERSE COORDINATE CODE== Speaking in "coordinate code" is a good way of location communication, but "reverse coordinate code" is better, as it not only fools bandits, but it's easy to use and decipher. Even if a bandit does know the code, he
doesn't know if you're using it or not. Open the map, and find your location. Then, find your coordinates using the map grid. -The Refugee Camp (F1) would become A6, leading some players to think that you're talking about Trinity Headquarters. -The Cemetery (D2) would become C5, leading some players to think that you're talking about Kin. -If your teammate says "I'm at F3", you would decipher what he's saying using your map, and it would tell you that he's in Dirk (A4). -If your teammate says "I'm at D6", you would decipher what he's saying using your map, and it would tell you that he's in the Old Mine(C1). The full key is: LETTERS A = F B = E C = D D = C E = B F = A NUMBERS 1 = 6 2 = 5 3 = 4 4 = 3 5 = 2 6 = 1
--MISCELLANEOUS TIPS-- -"Close range" is when your target's head is larger than your hipfire cursor. "Medium range" is when your target is larger than your hipfire cursor. "Long range" is when your target is smaller than your hipfire cursor. -When entering a large city full of zombies, such as Kin or Vernal, have one of your teammates go on the roof of a building and fire a few shots with his primary. This will draw lots of zombies to him, and make the city safer to loot. -Never use automatic fire on zombies, you'll just waste ammo. -Use headphones or a headset while playing the game--you'll not only hear things more clearly, you'll have surround sound. -Only eat or drink when your hunger or thirst is empty or really low. -If you don't use the Cardio perk, keep at least 1 or 2 more drinks than food in your inventory. -Rather than of pressing "R" to reload, drop your current mag. This reloads your weapon instantly. -When using a blood bag in combat, either get into a building or into another sort of cover for at least 10 seconds. -Getting damaged while healing will stop any in-progress health regen. -Patient Zero is a black figure who randomly spawns across the map. If you encounter him, your screen will shake, flash, and your character will die if your health is low. Otherwise, you will wake up in the Kin Hospital with low health. -If you lag a lot on Apocalypse Rising, or you just don't want to encounter bandits, play on small servers. Servers are usually the smallest between 11 PM CST - 5 AM CST. To start a new server, make sure the smallest running server has 11 players or more, and invite 5 random people to a party (they don't need to accept the party request, so you can just pick random people). Then, once you have a full party, join the game via the Play button. -When entering a populated area such as Kin, use silenced weapons or melee weapons to take out any zombies you see. -The starter inventory (no pack) is 12 slots. -You should get familiar with the sights of each individual gun. Use MouseLock mode to display a cursor in ADS mode. -Headshots deal 50% more damage than torso shots, and limb shots deal 25% less damage than torso shots. Aiming for the head with players is hardly ever worth it, though, unless you want to save 1 or 2 bullets. -A common mistake people make is filling up on blood bags whenever they come across a Clinic, Hospital, or Medical Tent. Instead, take 2 or 3 blood bags and 1 or 2 painkillers, and use an extra blood bag if your health is less than 100% full. -It is a good idea to always try to keep around 2 blood bags, 3 food items, and 4 drinks at all times. -Animals spawn in the countryside and can be killed for meat. It only takes 1 shot to kill them. Sheep drop 2-3 meat, while cows drop 4-5 meat. -Raw Meat can be cooked with Matches and Firewood. Cooked Meat is one of the best food items in the game. -If you hear gunfire nearby, try to find out what caliber bullet it is. All guns of the same caliber (with the exception of some long range rifles) make the same sound. You should get familiar with these sounds, so you can easily recognize them. -You learn more from dying than from killing. When you die, evaluate what you did wrong, and what to change next time you fight someone. -The Patriot Assault Rifle is a weapon spawned by Gusmanak, ZolarKeth, and Hippaforalkus. If you kill them, and they are possessing the weapon, you will get it. It has an extremely high fire rate, high accuracy, low recoil (which is wierd because it doesn't have a stock, bipod, or foregrip), and uses 30-round STANAGs, 50-round STANAGs, and 100-round Beta-C magazines. It is only good if you can manage to find a sight attachment for it (the iron sights are just a ring, with no front sight). This weapon doesn't spawn anywhere, and can only be spawned into the game via the Admin GUI. Apocalypse Rising Advisory Board members cannot spawn this weapon. -You can refill Jerry Cans at Fuel Tanks (blue tanks found by Petrol Stations). -Burst mode, available on some guns, shoots 3 rounds with 1 press of the mousebutton. Burst mode should be used only at medium ranges, while semi-automatic should be used for long ranges, and automatic for medium or close ranges. -Different sights are good in different scenarios. The ACOG Sight, for instance, is a good sight for a long-ranged weapon, such as a FAL or Mk 17. The Reflex Sight, on the other hand, is useful for close-range weapons. Sights, of course, are based on your personal preference. -The best battle rifle in the game is the Mk 17. The best assault rifle in the game is the G36K. The best shotgun in the game is the M1014. The best submachine gun in the game is the PP-19. The best machine gun in the game is the HK21. -The most concentrated area of military-grade spawns is Union Square, but it is also the most dangerous area in the whole map. -Trade your Watch, Matches, or GPS (if you know the map well) for a Crowbar, Combat Knife, Hatchet, or Saber when you find one. Don't take more than 1 melee weapon or flashlight. -Driving a vehicle into Kin shows everyone that you do not have a brain and/or intelligence storage device. -Do not carry more than 1 melee weapon at a time. The melee weapons, in order of worst to best, are as follows: Crowbar, Combat Knife, Hatchet, Saber. -Do not carry more than 1 ray light utility and 1 radial light utility at a time. The light utilities, in order of worst to best, are as follows: Old Flashlight, Survival Flashlight, Road Flare, Blue Chemlight, Red Chemlight, Green Chemlight, Military Flashlight, OmniLight. -Helicopter Crash Sites yield by far the best loot output in the game. You can find anything from an Mk 17, to an M870, to a Military Pack. Loot does not respawn at Helicopter Crash Sites, however, and is served on a first-come, first-serve basis. -Use your Entrencher to drag items across the map that you don't want fallen into the wrong hands. -The OmniLight should only be used indoors, as it gives your exact location to anyone within 1,000 studs. -If you must go to Kin, travel on rooftops to avoid the zombies below. -You can disable Burst Fire, Tutorial on startup, and Lag Info on startup in the Options menu. -If you have a partial magazine, click "Combine" in the item's dropdown menu. This will refill your current magazine. -Crouching will increase your accuracy by a small amount. -Currently, there are 232 items to collect in Apocalypse Rising, including weapons.
==INVENTORY MANAGEMENT== Inventory management is essential to the skills of any survivor. Never carry more than you need. Things that are pointless and a waste of inventory space are things such as: -Ammo for a gun you don't have. -More than 3 blood bags/painkillers. -Partial/near-empty magazines. -An excess of building materials or vehicle parts. -Windscreen Glass. -More than 1 Jerry Can. -A ridiculous food/drink ratio (more than 5 of each isn't necessary). -Stored weapons/utilities. -Floodlights that you will never use. -Attachments that don't fit your weapons. -More than 7 mags for one of your weapons. -Replace low-tier food items with high-tier food items, such as replacing Beans with an MRE, or replacing a Chocolate Bar with Beef Stew.
--CREDITS-- -I'd like to thank ZolarKeth, Gusmanak, and the Apocalypse Rising Advisory Board for answering some of my questions regarding research on this guide. -I also would like to thank the Apocalypse Rising Community for answering my questions frequently regarding research on this guide. -Thanks to Shedletsky and countless others for supporting this guide. Other contributors include: -salman110 -ColinMackenzie. -LostWinds -nilser2 -justas
--CHANGELOG-- v2.1 -Rewrote "Scenario #1" subsection. -Replaced "5.56x39mm" typo with "5.45x39mm". -Repositioned some guns on the weapons list. -Minor revisions. v2.0 -Edited guide for v5.0.0 -Added information on new guns. -Added information on new map. -Added information on new vehicles. -Added information on new lights. -Added information on new melees. -Removed "TL;DR Version" section (it was practically a joke). -Removed "Item List" section (post was too long). -Removed old map information. -Added "Reverse Coordinate Code" subsection. -Added more tips to "Base Building" subsection. -Revised "Damage Guide" subsection. -Minor revisions. v1.2 -Edited "Scenario #2" subsection. -Minor revisions. -Added more tips to "Miscellaneous Tips" section. -Added Chicken Soup to "Item List" section. -Edited "Base Building" subsection. -Added more tips to "Bandit Tips" subsection. -Added current Apocalypse Rising version. v1.1 -Added more to "Miscellaneous Tips" section. -Added "Learning the Ropes" section. -Added "TL;DR Version" section. -Minor revisions. -Moved "Inventory Management" subsection to "Miscellaneous Tips" section. -Added Chocolate Bar to "Item List" section. v1.0 -Released guide.
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