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Re: Apocalypse Rising Guide [0.7 - 3.0.4]

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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 10:52 AM
[V 0.7]
[Raw information is mostly complete, organization and formatting will most likely be changed before 1.0 along with the addition of an actually legit “survivor” guide. May contain inaccuracies, missing information, and an overall lack of readability]
[Written for version V 3.0.4 of Survival Apocalypse with full permission from Gusmanak]
[Written by Milbert23 with the assistance of Cinnisu and Scorch883]

 [Table of Contents]
    [.5 – Stuff to do before spawning]
    [1 – Starting Out]
    [2 – Survival Strategies - Incomplete]
    [3 – Bandit Strategies]
    [4 – Team Strategies]
    [5 - Utilities & Backpacks]
    [6 – Weapons]
    [7 – Materials]
    [8 – Important Locations and Building Types]
    [9 – Enemies]

[.5 – Stuff To Do Before Spawning]
It is important that you do a few things before hitting that “spawn” button. What, you ask? Well, first thing’s first, get some headphones or earbuds. These will IMMENSELY increase your performance, allowing you to clearly hear gunshots from long distances, as well as more subtle sounds like walking, jumping, and the crackle of things spawning. These are basically a requirement for any successful bandit.

Second, turn your graphical settings down to “1” or “2” under the menu. This will increase your combat effectiveness by reducing lag and smoothening mouse movement.

Second, pick a perk relevant to your playstyle. Do you want to be a bandit? Pick cardio or ninja. Cardio allows you to stalk travelling targets more easily and maintain the weapon range which works best for your primary weapon. Ninja allows you to walk through cities and even hostile bases virtually undetected – unless someone has high quality earbuds or headphones, you are basically silent until you perform an action such as firing. If you want to work with a large team, select adrenaline or cardio to increase your effectiveness in tight cover based situations or allow you to make scavenging runs to towns with ease. If you’re not quite sure how you want to play, pick the perk that best appeals to you.


[1 – Starting Out]

    Upon clicking the “spawn” button” you will find yourself somewhere along a shoreline with a makarov. See that shoreline? It is south. You must go north, and collect utilities and weapons along the way. Immediately begin walking north, as the shoreline is one of the most dangerous places on the map due to the amount of fresh spawns clamoring for any items they can get their hands on, by any means possible.

    Within a minute or so you should run into a building or town. Don’t run into it firing your gun at anything that moves. Instead, locate any zombies within the area. Then, form a short plan to investigate the building(s) for loot while alerting as few zombies to your presence as possible. Remember, zombies have a 360 field of vision, but cannot see through any object, including windows. Use this to your advantage to minimize bullets used.

    If you detect a player within the area, play extra cautiously and attempt to locate them. If you see them before they see you, you have several choices. You can run away, avoid them, kill them, or ask to form a team with them. If you ask to team with them, do not tell them that you are near them and wait for a response. If they do not respond, do not pursue a team with them any further and choose a different option.

    Pick up any utilities, backpack upgrades, or preferred weapons you may find. If you take damage from another player, enter a building at wait for them to enter, and then attack. Unless, however, you are using a long range weapon or you are severely outgunned, in which case you should attempt to distance yourself from them.

    Once you have a compass, pack, and decent weapon, go northeast until you reach the military airfield, characterized by its tower and hangars. Be warned: this is a popular base and those who defend it almost always have powerful weapons such as the M4A1 or Mk 48. Do not engage unless they are sufficiently oblivious.

    Once you have picked up a military weapon, (with any luck you will have found one) you may pursue whatever your goal is.

[2 – Survival Strategies - Incomplete]

 (Believe it or not, I have never actually played as anything other than a kill-on-sight bandit/squadman and the “starting out” walkthrough covers virtually everything non-bandit. I’m eager to get this first version out, so this section will remain blank. Want to submit your own entry? Go ahead, if it’s good enough I’ll use it.)

[3 – Bandit Strategies]

    As a bandit, your plan of action is to kill anyone you meet. The easiest way of doing so is to use the element of surprise. To start off, follow the “getting started” walkthrough and apply the following strategies to it.

Keep your sound loud enough. If you can’t hear your own steps (even if you’re using ninja) something is wrong. If you think you hear somebody else moving, –especially jumping- then stop moving so that you can be certain whether it’s actually another person or merely your own steps. If you hear a gunshot nearby, make sure you’re in cover until you can ascertain the person’s location. Once you are sure of where they are, pick an angle of attack –preferably the side or back- and fire until they are dead, taking cover to eat food/use bloodpacks if necessary. With luck, you will be able to kill the target before you sustain damage.

If you locate someone within a building, stand to the side of the entrance and wait for them to come out – they will eventually. From there, it’s just a matter of gunning them down.
Before attacking a team, make sure you know how many there are and, if possible, which weapons they are using. Once you know this, it’s a matter of finding a lone team member and surprise attacking them. Pick up any loot and eat food as necessary. If there is a hiding spot nearby the corpse, you may make the choice of using it to ambush their teammate(s) as they go to check out the corpse and attempt to preserve gear. Alternatively, the team may retreat to their “main base,” in which case you should retreat and wait until later before finishing the team.

    One strategy for taking down teams and gathering high grade gear is going to a popular base location and finding a hidden or rarely used spot and then exiting. Then, rejoining and spawning in the base and ambushing anyone living in it, looting their corpse, and exiting the client again.

    The ideal lone bandit set is mostly determined by playstyle – those who enjoy aimlessly wandering and killing anyone they meet might like an MP5 SD and M9 SD combination, due to the relative commonness of the ammunition. For those who like to do planned strikes against teams, the ideal combination is most likely the M4A1 SD and a USP SD. For defending bandits, the Mk 48 paired with the USP SD is an ideal combination.

    When you are travelling, the ideal inventory makeup is 3 MREs or meat, 3 sodas, 1-2 bloodpacks, (can be substituted with MREs or meat) and the rest ammunition and possibly some firewood for those who frequently find animals.

[4 – Team Strategies]

    For those who enjoy working with a team, it takes a bit of preplanning. First, make sure you have an external chat program – Xfire, Skype, Teamspeak - as communication via party or in-game is unreliable. Second, you must choose how many people you want.

Two people can, with enough skill, take on any other team and survive for very long periods of time, but

may have trouble holding a base.

Three people can hold a base well, but are still a bit vulnerable to skilled bandits.

Four people can take on just about anything, but may have supply crises.

Five people is when things start to get unstable and only a highly coordinated team can work at its best.
And six and above is just a little bit ridiculous and messy.

    You must, at all times, be aware of where the rest of the team is and how much health they have. Any miscommunication is an invitation for a bandit to get some loot. If you do not know where everybody is, you will not be able to tell whether a teammate fired that gunshot or a bandit.
    
It is generally a good idea to have each team member use a different weapon due to ammunition concerns, and give them roles to match. For example, at the military airfield, in a 4 person team. You could have one person – a spotter/marksman – use an M14, a guard could use an M870 to kill spawn-ins and bandits which manage to slip in, a general-use guard could use an M4 or Mk to provide some firepower, and a scavenger could use an MP5 and M9 due to easily obtainable ammunition.

[5 – Utilities and Backpacks]

    Utilities are items which have infinite uses and are used to perform various tasks. They are common items which can be found almost anywhere, but are valuable tools none the less. Each has a separate backpack slot which cannot be filled by anything else.

    [Compass] - Arguably the most useful item in the game, the compass allows you to tell which direction you are facing.

    [Map] – Displays a map of the area when used. “P” symbols represent police stations, “F” symbols represent fire stations, crosses represent churches, and grocery bags represent grocery stores.

    [GPS] – Marks your location with a blue marker when used with a map. [Military Spawn]

    [Binoculars] – Zooms in your view while in first person, but limits peripheral view. Also allows for long range player identification when moused over.

    [Matches] – Can be used to light nearby firewood when used.

    [Entrencher] – Gives you a “move” tool which can be used to move food, drinks, and building materials.

    [Fanny Pack] - +2 inventory slots

    [Hiking Pack] - +4 inventory slots

    [Survival Pack] - +6 inventory slots

    [Military Pack] - +8 inventory slots [Military Spawn]
[6 – Weapons]

    Weapons come in two different grades, civilian and military. Civilian grade weapons are generally found in residential areas such as houses, while military grade weapons are found in military areas such as the airstrip, deer stands, and military tents.

    [Primary Weapons]
        Primary weapons always pack a bigger punch than secondary weapons of the same grade. As such, they are best saved for encounters with players or emergencies.

        [Civilian Grade]
            [Hatchet] – A melee weapon with infinite uses. However, the hatchet deals a small amount of damage, requiring several blows to kill somebody and having a slow swing speed. Recommended only when nothing better is available.

            [Crowbar] – The crowbar has identical stats to the hatchet, differing only in appearance.

            [Double Barreled Shotgun] - The double barreled shotgun fires several pellets which each deal low damage. If all the pellets strike a target, it will deal a large amount of damage. However, the double barreled shotgun can only load 2 shots at a time as does not have enough power to kill somebody with those two shots. Additionally, this gun makes a very loud sound. Ammunition is very common. Requires a secondary weapon to finish off human targets. Recommended only when nothing else is available.

            [Maverick 88] – A semiautomatic shotgun which loads 6 shots per mag. It fires a single slug with low accuracy and a lot of noise, but high damage. The Maverick is an all-around useful weapon which can be used in almost any scenario. Ammunition is common.

            [Mosin Nagant] – The Mosin is a bolt action which loads 5 bullets per clip and fires high accuracy, high damage shots. Unfortunately, it is crippled by its very slow fire rate, loud sound, and small clip size which prevents it from being useful at anything but long range. Ammunition is common.

            [Lee Enfield] – The Enfield is a bolt action rifle which loads 10 bullets per clip and has high accuracy and damage. It has a slow fire rate which prevents it from being effective at very close range, but it is a useful weapon nonetheless. Ammunition is common.

            [M1 Garand] – The Garand is a rifle which loads 8 bullets per clip and has high accuracy and moderate damage. The Garand is a very useful weapon which can hold its own even against military weapons. Ammunition is common.

        [Military Grade]
            [M4A1] – The M4A1 is a very flexible automatic rifle combining high accuracy, high damage, quiet shots, and high rate of fire. 30 bullets per magazine. Ammunition is very rare.

            [M4A1 SD] – A suppressed variant of the M4A1. Arguably the rarest and most useful weapon in the game.

            [MP5] – A submachine gun which uses 30 bullets per magazine. The MP5 has a very high rate of fire, moderate accuracy, and moderate damage. It can be used in any situation, but it is best used at medium range. Ammunition is rare, but the most common out of the military grade weapons.

            [MP5 SD] – A silenced variant of the MP5. Very useful for travelling bandits who wish to destroy teams and kill specific targets.

            [Mk 48] – A machine gun which contains 100 bullets per clip, with extremely high rate of fire, tons of noise, and low accuracy. Best used in defensive situations rather than assaults because the low accuracy fairs badly against cover using enemies. Ammunition is very rare.

            [M14] - The M14 is a semiautomatic rifle which uses 20 bullet magazines. Extremely useful at long range and able to hold its own at close range, the M14 has high damage and accuracy and can fire nearly as fast as you can click. Ammunition is rare.

            [M870] – The M870 is a semiautomatic shotgun with 8 bullet magazines. It fires high damage, high noise slugs with surprising accuracy. Useful for both assault and defense situations, however, you must ensure that the enemy comes close enough to hit.

            [AK-47] – The AK-47 is an assault rifle with 30 rounds per magazine. Although the ammunition is more common and the damage slightly higher than the M4A1 it competes with, it is very noisy and inaccurate.


    [Secondary Weapons]

        Secondary weapons are handguns. They are generally designed for combat at moderate distances, but can fight at longer or shorter distances in a pinch. They are also useful for finishing off injured targets while a primary weapon reloads.

        [Civilian Grade]

            [Makarov] – The weapon everyone starts out with, the Makarov has 8 bullets per magazine. It has low accuracy, low damage, but is relatively quiet and has extremely common ammunition. Best used for picking off injured and unsuspecting opponents.

            [Revolver] - The revolver is a high damage, medium accuracy handgun with 6 bullets per magazine, best used against players. Ammunition is common.

            [M1911] – The M1911 is a moderately-high damage, medium accuracy handgun with 7 bullets per mag. It can be used in any almost any situation. Ammunition is common.

            [CZ 75] – The CZ 75 is a medium accuracy, medium damage handgun with 12 rounds per magazine. Best used against zombies. Ammunition is common.

        [Military Grade]

            [M9 Beretta] – The M9 is a handgun with 17 rounds per magazine, making it very useful against zombies. Compared to other military handguns, it lacks damage, making it less useful against players. Ammunition is relatively common.

            [M9 SD] – The suppressed variant of the M9 Beretta. Very useful for travelers who wish to make their ways through urban areas without alerting any teams who might be within them.

            [USP 45] – A powerful handgun with 12 rounds per magazine. Good accuracy and damage make this a very good handgun useable in any situation. Ammunition is rare.

            [USP 45 SD] – A suppressed variant of the USP. Arguably the all-around best handgun in the game.

            [G18] – The Glock is a fully automatic handgun with a 17 bullet clip. Its decent accuracy and damage make it good for any situation.

            [TEC-9] – A fully automatic handgun with 20 bullets per magazine. This is good against zombies if you can manage to fire it semiautomatically, as well as players in close quarters combat. As such, it is best paired with a long range weapon such as the M14. Ammunition is rare.

[7 – Materials]

    [Walls] – Several walls, ideal for covering doorways or building bunkers.

    [Planks] – Around 8 planks, ideal for turning doorways into cover.

    [Cinderblocks] – 4 blocks, ideal for building bunkers and cover.

    [Wooden Slabs] – A collection of small wooden slabs, good for miscellaneous building.

    [Bricks] – A large group of bricks, ideal for building bunkers, cover, and filling in shattered windowsills.


[8 – Important Locations and Building Types]

    [Police Stations] – These exist in cities and have both military and civilian weapon/ammunition spawns and large windows.

    [Fire Stations] – These exist in cities and contain both military and civilian weapon/ammunition spawns along with a small tower and windows.

    [Houses] – Has windows and contains civilian spawns.

    [Barns] – These are found in rural areas and contain around 4 civilian weapon/ammunition spawns.

    [Grocery Stores] – These contain several civilian spawns and have very large windows.

    [Military Tents] – These are scattered throughout the map with open windows and military spawns.

    [Churches] – These contain several civilian spawns and have no windows.

    [Marts] – Contains a couple of civilian spawns each.

    [Trinity Airfield] – Contains only civilian spawns and is dangerously close to the shore, but is a popular base none the less. Not recommended for use under any circumstances.

    [Delve] – This city is dangerously close to the spawns and has only a fire station, but players will occasionally form teams here. Not recommended for use under any circumstances.

    [Amend] – Popularly used as a base due to ease of access and abundance of military spawns, but its popularity makes it a very dangerous city. Not recommended for use without a large and skilled team or squad.

    [Northeast Military Airfield] – This is a popular base due to its natural defenses, military spawns, and supply spawns, but this leads to much competition. Only a skilled squad should attempt to hold this for long periods of time.

    [Forest Bunker] – Located directly in the middle of the forest, this has plenty of military and supply spawns, natural defenses, and is isolated and rarely visited. You must cautious, however, of the forest monster and military zombies.
    
[Strive] – This city is so far north that it is rarely visited, making it a good base for a team of any size.
    
[9 – Enemies]

    [Civilian Zombies] – Run-of-the-mill AI with low damage, short detection range, and an impossible to outrun speed. Takes 1 headshot to kill.

    [Military Zombies] – An upgraded version of the civilian zombie, these have around twice the damage and detection range. A group can kill a survivor before they can react. However, they still take only one headshot to kill.

    [Forest Monster] – Deemed “Patient Zero” by some, known simply as “it” to others. It comes out every third night in the forest, and its presence is indicated by the television set in the bunker turning red. It will spawn in a random part of the forest and will not move. If you are near its position, your screen will begin to shake. This may or may not be accompanied by a ringing noise, which is barely audible without earbuds or headphones. Once you get close enough, your screen will fade into black as your camera begins to shakes uncontrollably. A pair of glaring red eyes will momentarily appear, and you will rapidly lose health until you are at one. If your health is low enough, you will die. There is no way to fight the monster. After a deep growling sound, your camera will fade back in accompanied by the sound of a heart beating, or, if you choose the literal interpretation, a deeper version of someone walking. After several moments, you will get up off the ground.
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phillipsbackup is not online. phillipsbackup
Joined: 23 Sep 2009
Total Posts: 11393
17 Aug 2012 11:41 AM
Well made. Might add some things later.
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phillipsbackup is not online. phillipsbackup
Joined: 23 Sep 2009
Total Posts: 11393
17 Aug 2012 12:59 PM
Also, you make the AK seem very weak, while it is not. It is a bit less accurate, but the bullets do more damage.
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EnterBoringNameHere is not online. EnterBoringNameHere
Joined: 26 May 2012
Total Posts: 2215
17 Aug 2012 01:57 PM
O_o time to hunt patient zero down you know... see if he is real
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 03:02 PM
I haven't actually used the AK-47 as more than a transition weapon because I usually duo with Cinnisu or go alone in which case stealth is important. It seems to be a popular weapon, but, out of all the people I have met with it, none of them have killed me with it. Maybe it could work well in a team for an interior or general guard, but the M870 and Mk 48 (this is particular) are more well suited to those roles.
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phillipsbackup is not online. phillipsbackup
Joined: 23 Sep 2009
Total Posts: 11393
17 Aug 2012 03:15 PM
@Mil

Yes, thats true. Also, the supressed M4A1 isn't as rare as you say: I have found it three times.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 03:20 PM
It is rare, you're just lucky.

I do have confirmation that SD weapons have the lowest spawn chances in the game from Zolar, although it's only a relative statement. They might only be a bit rarer than the, say, Mk 48, but they are the rarest.
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EnterBoringNameHere is not online. EnterBoringNameHere
Joined: 26 May 2012
Total Posts: 2215
17 Aug 2012 04:46 PM
one thing i find useful is wearing dark clothing so you can blend in at night
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 04:55 PM
If you have no backpack, that might work. Unfortunately, because backpacks are large and brightly colored, they will offset your the color of your clothing.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 06:29 PM
0.9 will include some heavy revisions and additions.
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phillipsbackup is not online. phillipsbackup
Joined: 23 Sep 2009
Total Posts: 11393
17 Aug 2012 08:18 PM
Also, what you said about the forest is incorrect.. Because of the recent 'Patient Zero' fad, there is almost ALWAYS a group of 1-4 people at the forest. And they kill on sight.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 08:22 PM
You do have a point.

Conversely, they will be busy staring at the television set all night - easy kills if they don't hear you coming.
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bananaphone89 is not online. bananaphone89
Joined: 04 Mar 2012
Total Posts: 71
17 Aug 2012 09:24 PM
I'd think that the M9 SD is the rarest silenced gun to find. I've only found it once, and I've found a silenced M4A1 a few times, and a Silenced MP5 4 times. Only a USP SD once though. That part is right, that the USP SD is best handgun in the game.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
17 Aug 2012 10:03 PM
>ambushed and looted by clanmates/hrs asking to team up

fml
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phillipsbackup is not online. phillipsbackup
Joined: 23 Sep 2009
Total Posts: 11393
17 Aug 2012 10:42 PM
Mil

Thanks for the idea... .3.
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Zerato9x is not online. Zerato9x
Joined: 11 Jan 2011
Total Posts: 27
18 Aug 2012 08:22 AM
Patient Zero...
I think the story is :
A Group of Poeples, go to that room by the order of Military for testing. But suddenly, there are some broke. That Group become them(zombies) start killing poeples.

I'm just think, it maybe not the real story that Gusmanak add :P
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phillipsbackup is not online. phillipsbackup
Joined: 23 Sep 2009
Total Posts: 11393
18 Aug 2012 10:05 AM
Zera

What?
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Thecoolnamers3 is not online. Thecoolnamers3
Joined: 20 Jul 2010
Total Posts: 78
18 Aug 2012 03:29 PM
Milbert, the AK47 probably the most common military primary gun. Even though it's inaccurate, you probably don't need the range because the bandit would have came close to attack you. Unless they have a M14 which is has long range capability. And I don't think anyone would use AK47 to kill zombies, cause that would be a waste of ammo. So if the bandit already saw you, who cares if he is going to hear your gunshots. I carry an AK47 with 6 Mags with me all the time. I never got killed by a bandit, nor did I ever encounter someone who tried to attack me. Another thing, when someone says I hear gunshots, you can just go hide. If they find you, you shoot them, so silenced guns isn't really necessary. But just a little helpful. Places like Delve and Trinity Airport is covered with people who are too lazy to go up north and get stuff. A great tactic is to camp in small cities near big cities or the military airport. For Ex: Rift. This would be great for bandit because Rift has 2 military tents. and anyone walking by to go to military airport would walk right into your sight and get OWNED by you. The forest is also filled with people who wants to see the "Patient Zero." It's pretty dangerous there.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
18 Aug 2012 07:33 PM
If you never encounter bandits you're operating on a radically different strategy from me.

I encounter bandit teams and loners on a routine basis due to the spots I patrol and defend (usually the bunker) at which point it becomes a matter of making as little noise as possible before attacking. Some people are either deaf or stupid enough to not recognize the sound of an SD MP5 being fired 10 studs behind them in a bunker.

Then again, my tactics are not "survive and kill" strategies, they are "obliterate teams and collect loot" strategies. Most of my time is spent watching the chat for those unintelligent enough to announce their location or intent, carefully listening, communicating with squadmates, and eating or drinking. I don't play to kill poorly geared people in cities, I play for that feeling when you're standing on several corpses and a pile of military grade weapons and ammunition as they scream in the chat at you.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
18 Aug 2012 07:35 PM
And yes, I do die frequently. Regearing for me is a 10 minute, half effort affair which I do routinely before linking up with squadmates.
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Thecoolnamers3 is not online. Thecoolnamers3
Joined: 20 Jul 2010
Total Posts: 78
20 Aug 2012 08:16 AM
It's weird how sometimes when you leave you hear yourself still walking. Then you die :(
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Thecoolnamers3 is not online. Thecoolnamers3
Joined: 20 Jul 2010
Total Posts: 78
20 Aug 2012 03:52 PM
I got lucky today and found a Military Backpack from a military tent, MK48 with 2 full Magazines, and a USP45 with 4 full magazines. :D
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mindfield is not online. mindfield
Joined: 27 Nov 2008
Total Posts: 47
23 Aug 2012 04:35 PM
Very informative and well written guide. It seems that you may have forgotten information on hospitals, though.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
25 Aug 2012 09:34 PM
.8 is finished but I can't seem to remember which word I have to filterbreak. It'll go up once I can recall it.
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Milbert23 is online. Milbert23
Joined: 04 Mar 2009
Total Posts: 23533
25 Aug 2012 09:36 PM
On another note, I forgot to edit a ton of stuff before I can post it anyway.
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