Eastonwood

I blew up a possum KrymsonKyng OZORT General Rika Minami Da Bones ...

You are Skip O'Fooer. You have 60 Hit Points and 4479 Experience Points. You have 2 Action Points remaining.

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You are inside St Simon's Hospital, a children's hospital with bright murals across the walls. The building has been lightly barricaded. There is a crowd of 50 survivors gathered here. [list names]

A portable generator has been set up here. It is running. One of the wards has been decorated with a stuffed moose head and an impressionist sculpture.

Somebody has spraypainted !++BSV ta peeK .enoz lartueN .MCM onto a wall.

Since your last turn:

  • Angelina Argonez said "Hola, students! My name is Angelina Argonez, and I'm one of the many lone survivors roaming Malton. My good friend QBee has asked me that I tell you a bit about the reclamation of ghost towns." (18 minutes ago)
  • Angelina Argonez said "I hope you all brought your little black books with you to take some notes, as it's somewhat relevant now with the current situation... Not that I want to tell too much too early *winks to the crowd*" (18 minutes ago)
  • Angelina Argonez said "*turns around to Da Bones and gives her a special smile* I hope that especially you do, our dear guest Da Bones. While Extinction is all about _creating_ ghost towns, it might be of special interest to you to learn a bit about how humans work to undo them" (18 minutes ago)
  • sherry stringfield said "*raises eyebrow the tiniest amount, thinks 'I've been waiting for this ever since I came to Malton'* Sit down here Vilhelm. Heads up no limit hold 'em, one-two blinds, no maximum sit-down? I mean ... not that I've ever played before ..." (18 minutes ago)
  • Angelina Argonez said "*turns back to the crowd and keeps smiling* First, let me explain a bit about ghost towns themselves. Ghost towns are what remains of a suburb after a large horde has swept through." (17 minutes ago)
  • Angelina Argonez said "The struggles are all over, the buildings are all ruined, and the humans have all died or run away. A good current example is Whittenside in the south-east, which has been recently overrun and thoroughly destroyed by Feral Undead." (17 minutes ago)
  • Angelina Argonez said "Humans tend to avoid these places, as they'd first need to repair everything, and as they fear that the zombies might yet attack them. While this is a common fear concerning ghost towns, it's one that's hardly based on reality." (17 minutes ago)
  • Angelina Argonez said "Just as humans avoid ghost towns, zombies leave them as well. Hordes crave new victories, while ferals plainly crave fresh meat. Both aren't found in ghost towns, so they move on to greener pastures, where well-lit malls and plenty of groans are found." (16 minutes ago)
  • Angelina Argonez said "So, the first step you have to do in reclaiming ghost towns is to wait for them to cool down. You are not going to make a difference while RRF or MOB are yet busy thrashing them - you are only going to prolong the siege and to get eaten." (16 minutes ago)
  • Angelina Argonez said "You'll also want to wait a couple of days even after the horde announced that it has moved on. Every horde is followed by a cloud of ferals, consisting of lone zombies being led around by the constant feeding groans like by the pied piper." (15 minutes ago)
  • Angelina Argonez said "Not being initiated into the horde's secret schemes and only reacting to in-game cues, these make detours and catch up with the main thrust only with quite some delay. They are sometimes more numerous than the actual horde, and only little less dangerous." (15 minutes ago)
  • Angelina Argonez said "What will remain are only the very casual ferals who don't log in every day, and the highly territorial ferals. The first react too slow to be really dangerous. The latter are due to the feral's usually nomadic nature too rare to be much of a problem." (15 minutes ago)
  • Angelina Argonez said "While you wait, you shouldn't be lazy, but prepare. Resource buildings are ruined and unlit in ghost towns, so pack what you can cram into your inventory before going to one." (14 minutes ago)
  • Vilhelm123 said "Sounds fine sherry *Goes to start dealing cards* Anyone else want in?" (14 minutes ago)
  • Angelina Argonez said "A toolkit is an absolute must, as it's needed to repair ruins. You won't make any progress in a ghost town without one, so either accept and deal with the high encumbrance, or keep your 37 shotguns and stay in your cozy little green suburb." (14 minutes ago)
  • Angelina Argonez said "The next most important thing are needles. You'll want at least 10 syringes, and possibly more if you can afford it. NTs are _the_ most popular target for salting the land, so you won't be able to restock locally until the later phases of the reclamation." (13 minutes ago)
  • Angelina Argonez said "FAKs are also important, though not so much as needles. You'll first want to reactivate as many survivors and their APs as possible, rather than bring them into tip-top shape. You should yet take at least 5 with you, and possibly more." (13 minutes ago)
  • Angelina Argonez said "A DNA extractor and an axe are two other things that every survivor should carry at all times, no matter what the danger level is. So, please, don't forget them on the way to the ghost town, either." (13 minutes ago)
  • Angelina Argonez said "Having said that, this skeleton equipment gives you yet some wiggling space for other equipment. You might want to bring a pistol and some clips for clearing ruins and dealing with emergencies, but don't overdo it." (12 minutes ago)
  • Angelina Argonez said "I rarely take more then a gun and two clips with me, and even that is often left away by me, as clearing ruins matters only later in the reclamation. I rather pack more needles and FAKs, they are more direly needed early in the reclamation." (12 minutes ago)
  • Angelina Argonez said "I usually stock up to 98%, and then search for a genny to top off my inventory. That way, I can carry the most stuff with me at once, and can yet keep one of the most unwieldy items useful in a reclamation." (12 minutes ago)
  • Angelina Argonez said "Speaking of skills, ghost town reclamation isn't for those faint-at-heart who just learned Freerunning as their second skill." (12 minutes ago)
  • Angelina Argonez said "You should at the very least have the following: Construction, to be able to repair ruins at all and to build cades. Necrotech Employment, to revive & free up APs for the survivor cause. Diagnosis, to know who to heal with your precious FAKs." (11 minutes ago)
  • Angelina Argonez said "Ankle Grab is also in high demand, as dying is yet a frequent thing in a ghost town. Freerunning is useful to avoid stumbling outside and being seen by ferals, and even more so for the shopping spree in the prep phase, as TRPs are often overcaded." (11 minutes ago)
  • Angelina Argonez said "Now that you are ready, find a nice little corner _near_ the ghost town to sleep there. It should be well-caded, and there should be other caded buildings nearby to don't single it out as zombie target. A lit factory, NT or hospital nearby? Perfect!" (11 minutes ago)
  • Angelina Argonez said "The next few days should be spent scouting. Go inside the buildings, note the repair costs, not which have zombies and which are empty. Scan also some zombies (especially at RPs), and contact-list those that might serve the survivor cause when revived." (10 minutes ago)
  • Angelina Argonez said "Don't do anything pro-active now, but retreat in time and sleep again. You first want to have a sense of what you should do first and what the area looks like, rather than jump straight into the matter without knowing anything." (10 minutes ago)
  • Angelina Argonez said "Also, zombies with Scent Trail know where you have gone when you scan them. And you don't want to incite them again by pointing them to food within the ghost town, or show where your make-shift hide-out is. Lead them rather away to your outside bolthole." (9 minutes ago)
  • Angelina Argonez said "Once you have a plan, start to repair and cade. Start with empty buildings, and focus on non-TRPs. TRPs are too attractive for zombies, so save them for later. Also, save dark buildings as cinemas for later, as you need gennys to repair them." (9 minutes ago)
  • Angelina Argonez said "Initially, don't cade anything above VSB - heavier barricades take an overproportional amount of APs to be built, and might also be abused by death-cultists to create pinatas." (8 minutes ago)
  • Angelina Argonez said "Whenever you can, retreat after a repair run to your outside bolthole. A fresh new non-ruin is a dangerous place to be, and you'll end up dead more often than not when you sleep there. It won't be always possible to make it back, though." (8 minutes ago)
  • Angelina Argonez said "Especially in long-lasting ghost towns, you may run into long-ruined buildings that eat too much APs, sometimes enough too make you collapse and sleep for two days. It's yet helpful, though, as it resets the ruin and makes it later easier to reclaim." (7 minutes ago)
  • Angelina Argonez said "I often awakened myself after such repairs in another suburb, with a needle in my neck, blood on my dress and faint memories of... nightmares of having attacked and eaten fellow survivors. Not that I'd ever do such things, I'm a too nice girl for that!" (7 minutes ago)
  • Angelina Argonez said "If you travel in a coordinated group, you may instead try to suck it up, cade behind each other and let everyone keep a needle for those who die. In this case it's a good idea to have a dedicated reviver outside the ghost town, who only enters to revive." (7 minutes ago)
  • Angelina Argonez said "Or to let one of you sleep in the suspended state between zombie and human. Both would ensure that you always have someone at hand who can revive the others." (6 minutes ago)
  • Angelina Argonez said "Either way, in the mid term your actions should create a few strings and islands of caded non-ruins. If they don't, then the area might not yet be cool enough to be reclaimed, and you should wait a bit." (6 minutes ago)
  • Angelina Argonez said "Once there are a few safehouses inside the ghost town, you can start to revive. Why only now? Because only now that there are actually safehouses, people will actually consider to stay. Else, they'd immdiately run away to the first non-ruined burb outside" (6 minutes ago)
  • Angelina Argonez said "Also, having yourself some inside safehouses will allow you to do the AP-intensive task of reviving, and yet allow you to step back into safety with your few remaining APs. By now, there should develop some ambient survivor activity." (5 minutes ago)
  • Angelina Argonez said "It's only this ambient survivor activity that will you allow to leave a lasting effect to the area. Suddenly it isn't just you and a few other bravados who undo the work of the remaining ferals, but the ambient activity found within every living suburb." (5 minutes ago)
  • Angelina Argonez said "Others will start to recade. Others will start to revive and heal others. Others will start to bring light to TRPs. Or, at the very least, to provide meatshields." (4 minutes ago)
  • Angelina Argonez said "Now do your bit to help this development to prosper. Use your FAKs to heal, but use them conservatively, as they will be a limited resource until the burb actially prospers again." (4 minutes ago)
  • Angelina Argonez said "Medic run through your string on non-ruins, and concentrate on those who are infected (mostly those with fewer than 25HP, or fewer with 30HP if they have Body Building). The ambient survivor activity will take care of the remaining gap later -" (4 minutes ago)
  • Angelina Argonez said "the more concentrated, smarter survivor actions of you should rather be aimed to undo the more pressing emergencies. Another thing to promote new survivor activity is to create and maintain lit TRPs at VSB (& only VSB), as thats where new survivors spawn!" (2 minutes ago)
  • Angelina Argonez said "At this point, ambitious groups may want to organize raids on the last heavier salted buildings to reclaim them, but in my experience, at this point the tipping point is reached anyway. Further concentrated actions only accelerate the natural course." (2 minutes ago)
  • Angelina Argonez said "This is when I pack my axe and go to another green suburb, to restock for the next Ghost Town Reclamation. Ghost Town Reclamation isn't just an exciting thing, but also public service to everyone." (2 minutes ago)
  • Angelina Argonez said "It are not only survivors who like to see them rebuilt - it are also zombies. Ghost towns are dull places for them devoid of fun and food. So even they enjoy to see when a maid as me rebuilds the sand castle, as it gives them something new to trample on." (1 minute ago)
  • Angelina Argonez said "*looks at Da Bones and grins* Or wouldn't you agree, sweetheart? There must be a reason that SC rather goes for greener pastures, then for maintaining the Extinction zone, or isn't there one?" (1 minute ago)
  • Angelina Argonez said "*returns to the crowd and smiles* So far, that's all I have to tell. If you want to learn more, you can also check out this wiki article: http://tiny.cc/uo588" (1 minute ago)
  • Angelina Argonez said "It focuses more on reclamation by groups than by loners as me, though. And it's yet unpolished. But it has visual aids that make some of my points way clearer." (54 seconds ago)
  • Angelina Argonez said "Also, if you have questions or comments, fire them away! I'd be especially happy to hear something from our honored guest Da Bones about that, given her group's goals and operations." (37 seconds ago)

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