The WarZ Detailed Survival Guide



The WarZ Detailed Survival Guide by AXSnuffles

Section 0: Introduction
Chapter I: Introduction

In a hostile world full of zombies and bandits alike, your biggest concern is survival of course. To ensure that you do indeed survive, I have put together this guide. It will teach you everything from the basics of scavenging to the tactics of human-zombie and human-human contact scenarios. So without further ado, let’s begin.

Section I: Locations
Chapter I: Spawning

No matter where you end up upon spawning, you need to make sure you know what to expect of your surroundings. Common survivor knowledge states that if there are buildings nearby, there might also be people nearby. Whenever you’re heading towards a city, there’s bound to be civilization. In such cases, you should exercise extreme caution. If you want to find some place relatively safe to plan, rest, and optionally meet with a group, you’d best head to a safe zone.

Section I: Locations
Chapter II: Safe Zones

A survivor’s best friend is a safe zone. These settlements spread across the map provide large walls and NPCs that will provide protection while you rest, heal, eat, talk, trade, meet-up, store items, etc. The only problem is that safe zones are not entirely “safe”.
Safe zones are patrolled by guards, and should you happen to kill or wound someone inside its boundaries, those guards may attack you. On the other hand, if you have a bandit status, guards will shoot you on sight. Bandits beware!

Just because you’ll be shot on sight as a bandit doesn’t mean you can’t go on the offensive. Get a group together, arm up, and storm the settlement. Once you have killed off the inhabitants, you are free to pillage the settlement. If you’d rather operate on the defensive, survivors and lawman can do their part to keep the zone safe. This will allow you to truly relax and help others do the same.

Section I: Locations
Chapter III: Military Bases

Military/police installations such as Echo’s Compound, Camp Splinter, and Delta Peak Ranger Station all have remnants of military occupation. There is a strong chance of bandits waiting nearby to loot or attack other players due to the fact that there are always at least two military grade items waiting to be picked up.

If you’re traveling with a group, it would be wise to scout the area from a distance with binoculars, rangefinders, and sniper rifles. Large areas like the airport will require a significant group size to cover the most ground. And with a large area comes a large chance of hostiles, zombies and players alike. No matter which base you go to, use caution.

Section I: Locations
Chapter III: Cities and Towns

Cities and towns can be dangerous and helpful at the same time. With the promise of moderate loot like food and medical supplies, there are always others with the same ideas of going there. Whether you come across zombies, bandits, or other players, there is always a threat of some kind.
Since cities are big in size, scope, and loot, large bands of survivors and/or bandits will constantly roam these areas. Unless you have an army of your own or you reside in a low-population server, use caution.

Section I: Locations
Chapter IV: Minor Locations

While the majority of the map is nothing but wilderness and settlements, you may occasionally stumble across a shack, barn, or small farmstead. Such lesser known areas include campsites and trailer parks. While they have a very low chance of being camped by bandits and zombies, spawning locations for new characters generally happen near these areas, especially to the north-east, so be on the look–out for unarmed players.

On the other hand, you can find those small amounts of supplies that will get you through your journey. Some barns contain food and water as well as the occasional backpack and rifle while roadside stores contain anything a general store will have. Additionally, should you be traveling by car, it’s always a good idea to stop and look for fuel, as you can never have too much.

Section II: Players and NPCs
Chapter 1: Player-Player Interactions

In the event that you stumble across another player, you should always make sure they’re non-hostile before approaching them. Many bandits roam the servers in search of players to loot. If you’re not one of their close friends or clan-mates, you’re vulnerable to attack. On the other hand, Lawman and some civilians are willing to help you, but only if you know they’re trustworthy and vice-versa.
The big question is: How do you know who’s friendly and who’s not? If you are close enough to identify their name, look them up on the player list. If they have a lawman tag next to their name then that means it’s their job to take down bandits and protect civilians. If they have a bandit or mega-bandit tag, it means they’re out to kill you rather than carry you on their back to the nearest safe zone.

Sometimes, you will not be three feet away from someone to identify them, so look for signs of hostility. If you see them shoot another player, travel with a large group, or camp a certain area, there’s a good chance they’re hostile. Some exceptions are shooting someone in self-defense, staying with a group to maximize security, or guarding an area from bandits.

A way to find someone trustworthy without using visuals is to give the illusion that you have valuable items in one way or another when traveling with someone. Some bandits won’t waste ammo on “naked” players. Some may wait until you get to the safe zone so they can unload in two quick trips. Just hope they don’t shoot you at the end of your journey together.

Overall, there’s no sure way to find friendlies. If you’ve had the last straw with your trial and errors, just stick to close friends like those in reality. If you can’t trust those close to you then you can’t trust anyone.

Lastly, if you do encounter hostiles, refer to the ‘Combat’ section of this guide for tactics on how to take offensive or defensive action against other players.

Section II: Players and NPCs
Chapter II: Player-Zombie Interactions

Some people say that during a zombie apocalypse, people are the real danger. Realistically speaking, it wouldn’t be called an “apocalypse” without a significant threat: zombies.

As a friend of mine once said: “Zombies are like stupid people: weak individually, but strong in packs”. If you encounter a zombie, depending on your particular circumstances, there are a few actions that can be taken. You can find more on this subject in the ‘Combat’ section.

Section III: Combat
Chapter I: Player-Player Tactics

When another player turns hostile, you have the same options when fighting a zombie: run, hide, flee, or fight. With multiple tools out on the ‘Scavenging Market™, here you will find out how to use them.

Whenever you don’t have a gun or a melee weapon, you have no choice but to run or die. If you encounter a bandit in close quarters, there’s hardly a chance of outrunning him/her

If you have four friends armed with hammers and one bandit on the other side of a wall with a gun, some of you may die but if you use the right tactics, your foe will fall.

Carrying a gun with no ammo expended on zombies? Then you’re in luck. About 95% of the time you’re attacked by a bandit, that bandit will have a firearm. Using one of your own is the only way to finish the fight.

When you start taking hits, you can either return fire or find cover.

Section III: Combat
Chapter II: Player-Zombie Tactics

If you ever encounter a zombie, you have three options: fight, run, or hide. This is universal survivor knowledge. First, let me show you how to run and hide.

If you are not packing heat or carrying a blunt/bladed weapon, your best interest would be to sneak around the zombie(s). Try crouch-walking or crawling prone to avoid a zombie picking up on you via sight and sound. If you cannot escape a horde of zombies, try hiding on top of something such as cars or buildings. Keep in mind that zombies can climb stairs, so look for ladders or areas that must be jumped to reach. Another hiding spot is behind a wall that they cannot climb over such as the counter in local post offices.

On the other hand, if you happen to be using a melee weapon you may run to the nearest zombie and smite him. You should also make sure to go for the head, as bodily damage does not affect the undead. If you find them in groups however, try crouching close to them and get their attention. Then walk backwards and pick them off one-by-one in groups no larger than three. If you are unfortunate enough to attract larger groups, pull out a firearm and de-populate the group until their numbers are manageable, or retreat entirely.

Aside from melee weapons, you may be carrying a gun. The same rules of range apply to zombies as well, shotguns being used for up close and rifles being used from a distance.

Lastly, always aim for the head and make sure to check your corners to prevent getting hit from multiple directions. Continued hits/exposure to zombies may lead to infection. See the ‘Tools of the Trade’ section or the ‘After Combat’ chapter [under ‘Combat’ section] for info on how to cure infection.

Section IV: Weapons
Chapter I: Unarmed Combat

If you find yourself in a situation with hostiles, there’s no more that you can do except run, hide, or call for backup. If zombies are chasing you, outrun them and continue on or hide somewhere where they can’t reach you. If bandits are closing in on you, call for backup or run away. If you can’t do anything at all, then accept your fate and make the best of your last moments.

Section IV: Weapons
Chapter II: Melee Combat

The most common weapons on the post-apocalyptic market are melee-based weapons. From the lowly flashlight to the cumbersome pickaxe, a weapon that doesn’t require ammo makes a great last resort.

In order of least powerful [damage wise], you have the flashlight (which can give away your position when turned on), baseball bat, hammer, spiked bat, aluminum bat, pickaxe, hatchet, and tactical knife. And those are just some of many.

Lastly, as I stated in the beginning, melee weapons are great as a last resort. If you and a bandit run out of ammo, you can pull a knife on your now-disarmed foe and finish the fight.

Section IV: Weapons
Chapter III: Pistols

If you are ever lucky enough to stumble upon a gun, a pistol is most likely what you’ll find. Pistols are equipped in your secondary weapon slot and are great for switching from your primary should you run out of ammo or don’t have time to reload.

Depending on the pistol you’re using, they have different damage levels and ranges. It could take from 3-5 shots to a full clip to take down an enemy, and even more if you lack a scope or laser for long-distance shots. For this reason, use a sidearm only in close-quarters to medium-ranged situations.

Section III: Weapons
Chapter IV: Shotguns

Second on the rarity scale from pistols, shotguns are the next step when using a firearm. Designed exclusively for close-quarters scenarios, shotguns should only be used as such. Do not expect kills from more than a few yards from your opponent, as a shotgun’s spread will dissipate the further away your target is.

If you are specifically exploring buildings, bring out your shotgun to dominate the building. That bandit sniper atop a skyscraper cannot compete in close-quarters combat. Once again, do not use shotguns unless you are dangerously close to your enemy.

Section IV: Weapons
Chapter V: Rifles

When I say rifles, I do not generally mean long-range .50 caliber sniper rifles. I’m talking about less cumbersome rifles made for civilian or military usage.

Starting with semi-automatic rifles, these are generally the most common. Due to the fact that they’re legal firearms, this allows them to be sold in general stores and used by homeowners. Ammo for these rifles is generally rarer than the rifle itself, but most rifles you find will be already locked-and-loaded for use.

Next come automatic and burst-fire rifles. Due to their sheer power and magazine sizes, these rifles are banned in most places and used exclusively by licensed military and police forces. This being the case, you must look for these military-grade guns in military bases or police stations. Automatic rifle magazines are one of the hardest items to find, even in a military base.

Rifles of all shapes and sizes come with advantages and disadvantages. Some may have a high fire rate but their less-powerful bullets may not have the stopping power you need. Others are perfect in every way, having multiple fire modes and common ammunition types. On the other hand, rifles are suited for medium-ranged combat and sometimes long-range should you have a laser or scope to attach.

No matter which rifle you find, it is always a valuable tool and commodity. Use them only when you know you’ll live long enough to do some damage with one, and when you have the ammo to spare or waste.

Section IV: Weapons
Chapter VI: Sniper Rifles

This is probably what you want, but cannot find. Sniper rifles are the ultimate firearm for long-range scenarios. Whether you are the hunter or the hunted, the distant crack of a muzzle discharge is enough to send anyone for cover.

Sniper rifles aren’t just the most powerful, but the rarest items in the game. Your only hope of finding one is at a downed military vehicle or a military installation. Even so, you could hop ten different bases on ten different servers and probably find one rifle or one clip. Snipers are called the ultimate weapon for a reason.

If you are ever lucky enough to find a sniper rifle, use it sparingly, and only when you have the upper hand. Your best interest would be to find some high ground. After all, a sniper’s best friend is elevation. Just try not to go anywhere too cliché such as a building or tower. Look for hills, mountains, smaller-than-skyscraper buildings, and a partner to spot for targets and/or watch your back.

Since ammo is hard to find, use it sparingly. Don’t take out zombies or naked players to conserve ammo. And whatever you do: aim for the head. Unless you have an un-Godly amount of luck to stumble across a .50 Cal, don’t try to pierce body armor.

Lastly, keep sniper rifles to medium to long-range combat. A cumbersome long-barreled rifle only works so well in a close-quarters scenario, so always have someone to watch your back or keep a secondary weapon handy.

Section IV: Weapons
Chapter VII: Explosive Weaponry

Some people know that the only thing more deadly than a loaded sniper rifle is explosive ordnance. Using grenades to clear out buildings and rocket launchers to destroy vehicles and cover is always a good solution to any firefight. The problem is finding and using these coveted weapons.

Like sniper rifles, explosives are only found anywhere with a military presence. If you’ve been looking for a sniper rifle for four hours, be prepared to search double that time for a grenade.

Additionally, make sure you know how to use explosives properly. If you don’t know how far you can throw a grenade or how far a rocket will travel, you might end up wasting it. If you need practice, use flares and chemlights by counting to three and throwing them. After the pin is primed, you have five seconds until it blows. This being said, you could also try suicide bombings.

Explosive weapons of any kind are few in numbers and variety. So when you do find one, trade it to someone or use it wisely.

Section IV: Combat
Chapter I: Player-Player Tactics

When another player turns hostile, you have the same options when fighting a zombie: run, hide, flee, or fight. With multiple tools out on the ‘Scavenging Market™, here you will find out how to use them.

Whenever you don’t have a gun or a melee weapon, you have no choice but to run or die. If you encounter a bandit in close quarters, there’s hardly a chance of outrunning him/her

If you have four friends armed with hammers and one bandit on the other side of a wall with a gun, some of you may die but if you use the right tactics, your foe will fall.

Carrying a gun with no ammo expended on zombies? Then you’re in luck. About 95% of the time you’re attacked by a bandit, that bandit will have a firearm. Using one of your own is the only way to finish the fight.

Section IV: Combat
Chapter II: Player-Zombie Tactics

If you ever encounter a zombie, you have three options: fight, run, or hide. This is universal survivor knowledge. First, let me show you how to run and hide.

If you are not packing heat or carrying a blunt/bladed weapon, your best interest would be to sneak around the zombie(s). Try crouch-walking or crawling prone to avoid a zombie picking up on you via sight and sound. If you cannot escape a horde of zombies, try hiding on top of something such as cars or buildings. Keep in mind that zombies can climb stairs, so look for ladders or areas that must be jumped to reach. Another hiding spot is behind a wall that they cannot climb over such as the counter in local post offices.

On the other hand, if you happen to be using a melee weapon you may run to the nearest zombie and smite him. You should also make sure to go for the head, as bodily damage does not affect the undead. If you find them in groups however, try crouching close to them and get their attention. Then walk backwards and pick them off one-by-one in groups no larger than three. If you are unfortunate enough to attract larger groups, pull out a firearm and de-populate the group until their numbers are manageable, or retreat entirely.

Aside from melee weapons, you may be carrying a gun. The same rules of range apply to zombies as well, shotguns being used for up close and rifles being used from a distance.

Lastly, always aim for the head and make sure to check your corners to prevent getting hit from multiple directions. Continued hits/exposure to zombies may lead to infection. See the ‘Tools of the Trade’ section or the ‘After Combat’ chapter [under ‘Combat’ section] for info on how to cure infection.

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