Forsaken Frontiers

Forsaken Frontiers

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General Statistics Guidebook
By Griller and 2 collaborators
This is a Guide for Statistics in the game. Such as Characters, Spawn Rates, Items, Awareness and, much more. When Forsaken Frontiers gets anymore patches it will get updated at a later date!
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~ Current Version v1812 ~

Warning: Read carefully and take your time going through the Guide! The Guide is very extensive, use any methods to scroll down easier!
Guide Introduction -
  • I have made this Guide to help Newer or Veteran Players. The Guide contains Statistical Values. These Values are for Maps & Spawn Rates, Enemies and Workforce, Items or Equipment, Situational Awareness and, much more! Support This Guide by giving a Rating of a Thumps Up, and if you wish to Support the Author, give the Guide an Award!

    - Thank you!

  • The Guide is Fully Complete and will no longer get Updated, because of Forsaken Frontiers being Completed and will no longer get any new Updates, for the reason of this please read Game News below to get the Full Understanding! The Guide will still get updated for Statistical Value changes, Misspelled words, Hard to read sentences, Minor patches or, False info!

    ~ (Use Code: griller to get my own Pin and Patch in the "Edit User" by clicking Redeem and, typing griller in the Main Menu!)

Game News -
  • Forsaken Frontiers and it's Developers announced that the game will no longer get Major Updates. But will still receive Minor or Maintenance Patches, such as Bug Fixes.

    The game has reached a breaking point, where the old code and art is hindering the production of anymore new content, and making it harder and harder to add onto! With it being our first ever game, we learned a lot along the way and, made a lot of mistakes. That again as we Developed The Project, making it shine through nearly every update! It has been slowing us down more and more each time.

    We are leaving the game mainly just because of that, and partially because of Sales Have Slowed Down, making financially hard to continue as a Team. As we have bills and lives, that need to be paid for! Forsaken Frontiers, is in a mostly good spot, the Locations Server Rack is full, there is a Decent Number Of Entities, and we are all happy with with our Contribution To The Project and, how it ended up regardless of any setbacks we had along the way.

    We also greatly appreciate all the Support We Had Along The Way, as it was rather nerve racking releasing a Project. Especially our first one. Nothing really prepares you for the First Reviews To Roll In and, we definitely had a rough launch, but in the end we made something we can look back on and be happy, that we finally released something after years of working on together on Projects that never saw the light!

    Sincerely,
    - Mayleen, Lead Developer
    - Diomonder, Environment Artist and Texture Designer
    - Beewuf, Animator and Character Artist


Describing Forsaken Frontiers -
  • Forsaken Frontiers is a Cooperative Analog Horror Game, where up to 12 Players are tasked with scavenging for loot and Paying a Debt Aboard a Train, in a post-apocalyptic frozen America! Players face random, Procedurally Generated Locations, filled with Entities with their own unique way of killing. You must survive by Using Tools or The Environment and, return to The Train with enough valued loot to meet a quota in 3 Days, that Progressively Escalate, every cycle! Forsaken Frontiers features a satisfying loot system, PSX-Inspired Graphics, and Proximity Voice Chat!

  • Forsaken Frontiers is also described as a game that builds Players Skill, which is by Click Mashing and Mouse Control. It tests Fast Clicking, Fast Reaction Time, Hearing, and Sight. These skills come into play when collecting loot from Shelves, Lockers, and etc. Locations that also alter your playstyle and reaction time, while each enemy that comes with each Location, challenges you to Adapt & Learn in order to counter them.

    (Please check Enemies and Workforce, Maps & Spawnrates and, Awareness with also other Individual Tabs to have easier time at the playing the game!)
- Enemies and Workforce: -
(All Enemies and Workforce Statistics, are close to accurate. Please see individual statistics below!)
The Workforce -
Attributes:
  • Healthy

  • Walking: 96% m/s
  • Running: 115% m/s
  • Crouching: 92% m/s

  • Injured

  • Walking 94.5% m/s
  • Running: 112.5% m/s
  • Crouching 90% m/s

    (Moving Backwards or Sideways decreases Movement Speed by at least 0.5% - 1.5% m/s)

  • Bleed Out Timer: 4 mins 30 secs - (Exploration Gamemode has no Bleed Out Timer)
  • Infection Timer: 3 mins 0 secs
    (Both are on the Endless or Nightmare Gamemode)
  • Frostbite Timer: 1 min 45 secs (+60 more seconds With Lantern)
  • Dying To Fire: 5.21 seconds (When the player is set on Fire!)
  • Dying To Spores 3.76 seconds (When the player has no Gas Mask!)
  • Sprint Duration: 20 seconds (+25 more seconds With Vigor)
  • Total Doses: 3 Doses (Remaining Doses For Infection!)
  • Calling For Help Range: 17-18 Meters (You're Silhouette Range when Downed/Killed)
  • Breathing Range: 8-9 Meters (When an Enemy is nearby and on the same Floor as You!)
  • Death Penalty: 5% Cash Reduction (Cash Reduction that multiplies for each Dead Player)
    (Exploration Gamemode has no Death Penalty to Cash or Debt)
  • Total Time: 13 mins 0 secs (Remaining Time When In a Location!)

  • Description:
    This is your main Character. You are a member of the Workforce, and you exist for one reason and one reason only: loot, survive, and payoff your Progressively Escalating Debt.

The Butcher -
Attributes:
  • Patrol: 96% m/s
  • Aggro: 110% m/s

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.34 secs
  • Door Slam Stun: 4.36 secs
  • Door Kick Stun: 4.84 secs
  • Item Stun: 4.36 secs
  • Attack Recovery: 4.36 secs
  • Attack Damage: 2 Hits
  • Hearing: Average - Low 12-8 Meters
  • Sight: Average 18 Meters

  • Description:
    The Butcher spawns in the Butcher Room and patrols areas to find a victim. If he loses Line Of Sight of a chase, he'll still aggro on the player but Act Erratically. When the aggro has fallen off via loss of Line Of Sight (LOS) completely, he will enter the Patrol-State. During patrol, he will calm down and move slower, staying within the vicinity of the player he encountered. It is advised to remain hidden or move slowly in this state as he is prone to return to the last areas he encountered players. If he gets Stunned or Hits a Player, his Chainsaw gets Jammed and momentarily has to fix the Chainsaw.

    If The Butcher downs you, he will pick you up and bring you to the Butcher Room. While The Butcher is carrying you, your Bleed Out Timer & Frostbite Timer stops. He will not pick you up if he hears noises, or sees someone. He will put you down if he hears or sees other Workforce members. If he walks through Metal Detectors and you have Metal Type Equipment, he will also put you down if the Metal Detector makes the Alarm.

The Shambler -
Attributes:
  • Patrol: 89% m/s
  • Aggro: 89% m/s (Will scream anytime if The Shambler sees something)

  • Stun Immunity: None
  • Door Kicking Duration: 1.01 secs
  • Door Slam Stun: None
  • Door Kick Stun: None
  • Item Stun: Perma-Death (When Hit By Sledgehammer)
  • Attack Recovery: None
  • Attack Damage: Cannot Attack Workforce
  • Hearing: None
  • Sight: Low 12 Meters

  • Description:
    The Shambler is a slow moving enemy that screams when it spots a player, alerting all nearby enemies to your location. The Shambler's screeching lasts for 30 Seconds, and continuously resets if it sees a player. The Shambler can be neutralized by the Sledgehammer item. The Shambler usually spawns in front of Elevator doors or out in the open!

The Forsaken -
Attributes:
  • Patrol: 94% m/s
  • Aggro: 110% m/s

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.79 secs
  • Door Slam Stun: 4.52 secs
  • Door Kick Stun: 4.52 secs
  • Item Stun: 4.52 secs
  • Attack Recovery: 2.46 secs (Bite Duration)
  • Attack Damage: Infects and Injures Workforce (Kills with Infection)
  • Hearing: Average - Low 12-8 Meters
  • Sight: Average 18 Meters

  • Description:
    The Forsaken is an enemy that cannot kill Workforce members, it can only Infect them. The Infection is a deadly Status Effect that can quickly kill you if you’re not careful. Check your Data Deck from time to time, if you see a Biohazard icon filling up and your screen starts glitching, that means the Infection is spreading!

    They lose you quite quick and ignore the Workforce members when they are Infected. The Forsaken usually spawn out in the open.

    Warning: All Forsaken can sometimes sense you from behind, let them be Out Of Sight before Proceeding!

The Carrier -
Attributes:
  • Patrol: 94% m/s
  • Aggro: 100% m/s (110% m/s When about to explode, does an instinctive yell & charges after you. The range of the explosion is 3-5 meters!)

    - (1-3 Meters Is The Death Zone, 4-5 Meters is The Injure & Infection Zone, 6 Meters Is The Safe Zone!)

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 0.78 secs, 1 Kick
  • Door Slam Stun: 4.38 secs
  • Door Kick Stun: 4.38 secs
  • Item Stun: 4.38 secs, Insta-Explode when Hit By Sledgehammer! Either Run and Find Cover, or Stun Them when they are about to Explode!
  • Attack Recovery: None (Leaves a dead corpse of themselves after explosion)
  • Attack Damage: Insta-Kill (2.31 Seconds before exploding, injures players when further from the explosion & makes players Infected when in the Cloud Of Deadly Spores!)
  • Hearing: Very Low - None 5-0 Meters (Mostly gets attracted to loud noises that is close to them)
  • Sight: High - Average 25-18 Meters

  • Description:
    The Carrier are described as Walking Landmines. Upon contact, they explode within a few seconds. If you get too close, they begin their Detonation Sequence signaled by an Instinctive Yell and then chase you for 2 Seconds before exploding. Once they burst, they release a Cloud Of Deadly Spores that lingers for 10 Seconds. Entering this cloud will infect you.

    The Carrier will only appear when the map has the Spore Modifier. At the start of the day, 2 to 3 Carriers can spawn, and more will appear as time passes.

  • Here are some Survival Tips to live longer against The Carrier!

    1. Use The Stun Light to stun them and go close to make them activate their Detonation Sequence, then Run Away!

    2. Use The Door Slam Method, make them get close so you can Door Slam, then they will start their Detonation Sequence right away. Don't worry if their Instinctive Yell cuts out, just Run Away before they Explode!

  • Warning: The Carriers, blast via Explosion can lure in Other Enemies, when they are Nearby! The Carrier usually spawns out in the open or next to walls.


The Spider -
Attributes:
  • Patrol: 98% m/s
  • Aggro: 110% m/s

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.84 secs
  • Door Slam Stun: 4.78 secs
  • Door Kick Stun: 4.78 secs
  • Item Stun: None
  • Attack Recovery: 5.07 secs (Cocooning Player Duration)
  • Attack Damage: Insta-Down
  • Hearing: Very High - High 25-18 Meters
  • Sight: None

  • Description:
    Blind but Deadly, The Spider is able to hear a Workforce member's noises from Walking, Dropping, and Running. It only knows where the last sound was heard from. It is capable of Insta-Downing a player and Cocooning them. The player will remain cocooned for 2 Minutes before The Spider will eat them. However, it cannot Cocoon a player if it is not The Spider's kill, nor can it Cocoon a player if the Ceiling Is Too High. The Spider usually spawns next to vents or next to walls.

The Ventress -
Attributes:
  • Patrol: (Goes around the map with Vents)
  • Aggro: 115% m/s (2.00 secs to Get Out Popped Vent)

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.72 secs
  • Door Slam Stun: 4.52 secs
  • Door Kick Stun: 4.52 secs
  • Item Stun: 4.52 secs
  • Attack Recovery: 3.67 secs (Downing The Player)
  • Attack Damage: Insta-Down
  • Hearing: High 18 Meters
  • Sight: Average - Low 18-12 Meters

  • Description:
    Ventress moves inside of the vents. She has vision and hearing capabilities, prioritizing players who are alone. You will be alerted to her presence via the loud "Vent Pop," "Vent Movement," and "Breathing" sounds. If any members are Injured while Together or Not Together the protection is removed, and whoever is Injured or Not With a Teammate will be Targeted As Alone for The Ventress. If a player is Targeted As Alone and the player tries to Group Up With a Teammate Uninjured, The Ventress would still go for the Targeted Player and would not care about if you have Grouped Up With a Teammate!

    If The Vent is already Popped and the Cool-Down Of 30 Seconds is up, and if The Ventress has heard you, the vent itself that was already Busted Open, will not make a Notification that she is coming for you, and let her instantly Get Out Of The Popped Vent!

The Packrat -
Attributes:
  • Patrol: 120% m/s
  • Scared: 130% m/s

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 2.26 secs
  • Door Slam Stun: 4.11 secs
  • Door Kick Stun: 4.11 secs
  • Item Stun: Perma-Death (When Hit By Sledgehammer)
  • Attack Recovery: None
  • Attack Damage: Doesn’t attack Workforce
  • Hearing: Very High - High 25-18 Meters
  • Sight: Very High 35 Meters

  • Description:
    The Packrat cannot attack, but steals loot from the Workforce loot zones. The Packrat can be neutralized by the Sledgehammer and drop all the loot that it grabbed. It also screams when it sees or hears a Workforce and puts him into a Scared state for a few seconds. Resets when he continuously hears or sees Workforce members. If The Packrat screams it will bring other Enemies to his Location. The Packrat usually spawns out in the open!

The Abandoned One -
Attributes:
  • Patrol: 96% m/s
  • Aggro: 110% m/s (When Aiming 92% m/s, When Reloading 0% m/s)

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.28 secs
  • Door Slam Stun: 4.42 secs
  • Door Kick Stun: 4.42 secs
  • Item Stun: 4.42 secs
  • Attack Recovery: 1.92 secs (When Reloading His Gun After a Shot, 1.03 secs Till He Shoots)
  • Attack Damage: 2 Hits (Finishes Kill When You're Knocked Down When Killing You 4.91 secs. If there are anymore Workforce members nearby in his sight he leaves the Knocked Down player and then come back to Finish The Kill! Sometimes he will Finish The Kill right away.)
  • Hearing: Average 12 Meters
  • Sight: Very High - High 35-25 Meters

  • Description:
    The Abandoned One is extremely Deadly able to shoot down and kill multiple Workforce members that other enemies cannot. Listen Out for Chains Rattling within a 5-6 Meter Range when he moves. This sound gives you the Reaction Time needed and as well as a hint of his Location! When he is Shooting, don’t be in Line Of Sight, (LOS) or don't be within at least 14 Meters when he is Shooting you. Whenever he fires a Shot he must Reload for about 2 Seconds! You must be aware of where he is at all times.

  • Here are some Survival Tips to survive against The Abandoned One!

    1. Dodge & Weave around corners, behind obstacles, move left and right or, go through open doors.

    2. Lock Doors Behind Yourself, do this when you're Looting a Room to keep Yourself Safe!

    3. When He Shoots you or He Is Close By, Retreat Back to The Train and leave the Location! If you're with a team, wait for your fellow Workforce members to come back!

    4. When You Get Downed by his attacks, use The Adrenaline Immediately to get away while he is Reloading because he will walk up and Kill You Afterwards.

  • Warning: Don't be next to him or hugging him, he will Injure you by bashing you with the back end of his Weapon! The Abandoned One usually spawns out in the open.

The Shepherd -
Attributes:
  • Patrol: 100% m/s
  • Aggro: 110% m/s (When too close to The Shepherd, it gives off Static and a Sound Cue when in The Range Of 10-11 Meters, gets worse when The Closer you are to The Shepherd!)

  • Stun Immunity: None
  • Door Kicking Duration: None (Goes Through Doors)
  • Door Slam Stun: None
  • Door Kick Stun: None
  • Item Stun: Displaces It and Puts Him In a Different Cell In The Map With The Stun-Light
  • Attack Recovery: 5.34 secs (When Transporting The Player To The Backrooms)
  • Attack Damage: Does Not Kill Workforce, Only Transports Workforce (To The Backrooms To Separate Teammates)
  • Hearing: Average 12 Meters
  • Sight: High - Average 25-18 Meters

  • Description:
    The Shepherd is a cool fella. If it touches you, your screen will fade to black for about 5 Seconds, then you will be trapped in the Backrooms. Once you are teleported, you lose all of your Equipment. The Shepherd is technically a walking EMP Modifier which messes around with Electric Tools such as The Flashlight, Walkie-Talkie, but not the Stun-Light! The Shepherd changes the Amount Of Charges, displayed on tools to the word "DIE" when in the range of the Static! The Shepherd disappears after bringing a player To The Backrooms, it Manifests Immediately in a Randomly Generated Cell in the Map from the last taken Workforce member! It does not Manifest if it has Heard Or Seen another player after the taken Workforce member. Once this has happened it will not Manifest At All, but if it lost you it will Wander Off eventually.

    While in the Backrooms you must find the Elevator to escape, you are not timed and will not die unless you're Infected, Bleeding Out, or Other Effects! When you find the Elevator you will be Transported to a Randomly Generated Cell in the Map.

  • Here are some Survival Tips to live longer against The Shepherd!

    1. Use The Stun Light to slow it down a bit, as this will Temporarily Displace It from the one Location that it has been at and Manifest at a Randomly Other Generated Cell in the Map!

    2. Use The Hiding Spots around the Map to escape its Radius, although it will somewhat Backtrack.

    3. Listen out for Static Noise or Your Screen giving off Static; this will tell you how Close or Far It Is!

  • Warning: If your nearby The Shepherd after the last taken Workforce member, and heard or seen you it will not make it Manifest and, will ignore the Attack Recovery! Doors will be unable to stun it and locking the Door will not do anything because he will just go through the Locked Door. The Shepherd usually spawns out in the open.

The Hollowed Ones -
Attributes:

~ Hollowed Butcher:

  • Patrol: 98% m/s
  • Aggro: 120% m/s (125% m/s in narrowed corridors like Tight Hallways or confined spaces like Small Rooms!)

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.34 secs
  • Door Slam Stun: 4.36 secs
  • Door Kick Stun: 4.84 secs
  • Item Stun: 4.36 secs
  • Attack Recovery: 4.36 secs
  • Attack Damage: 2 Hits
  • Hearing: High 18 Meters
  • Sight: High 25 Meters

    — — —

    ~ Hollowed Shambler:

  • Patrol: 120% m/s
  • Aggro: 125% m/s (Will scream anytime if The Hollowed Shambler sees or hears something)

  • Stun Immunity: None
  • Door Kicking Duration: 1.01 secs
  • Door Slam Stun: None
  • Door Kick Stun: None
  • Item Stun: Perma-Death (When Hit By Sledgehammer)
  • Attack Recovery: None
  • Attack Damage: Cannot Attack Workforce
  • Hearing: Very Low - None 5-0 Meters (Mostly gets attracted to loud noises that is close to them)
  • Sight: Average - High 18-25 Meters

    — — —

    ~ Hollowed Spider:

  • Patrol: 105% m/s
  • Aggro: 120% m/s (125% m/s in exposed corridors like Big Rooms!)

  • Stun Immunity: 3.00 secs
  • Door Kicking Duration: 3.84 secs
  • Door Slam Stun: 4.78 secs
  • Door Kick Stun: 4.78 secs
  • Item Stun: 4.78 (Can Be Stunned By Stun Light)
  • Attack Recovery: 2.06 secs (Cocooning Player Duration)
  • Attack Damage: Insta-Down
  • Hearing: Extremely High - Very High 35-25 Meters
  • Sight: Average - Low 18-12 Meters

  • Description:
    The Hollowed Ones are slightly buffed in Hearing and Sight, their Movement Speed is Dramatically Increased! Their voices are Corrupted and they are Severely Burned or Mutated to identity Normal to Hollowed!

- Maps & Spawn Rates: -
(The results that you see are sort of fully accurate, but close to what they are. I will be describing each spawn rate in each map and difficulty at the point when an enemy spawns! I will also be describing what modifiers are disabled, what's the cost of the map, and what items are needed for the map.)
— — —
(Morning: 6:00 am - 11:00 am | Afternoon: 12:00 pm 7:00 pm | Midnight: 8:00 pm 11:00 pm)
(The spawn rates are only for the start when they spawn, not if there are multiple!)
— — —
(All Spawn Rates are all the same in Escape Mode in all different types of Maps! Escape Mode difficulty is set to Forsaken Difficulty, at any given point!)

Metro -
Spawn Rates:
  • Unbroken

  • Butcher - 6:00 am
  • Shambler - 7:00 am or 8:00 am
  • Ventress - 8:00 pm
  • Forsaken - 9:00 pm or 10:00 pm
  • Spider - 9:00 pm or 10:00 pm

  • Withering

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 6:00 pm or 7:00 pm
  • Forsaken - 8:00 pm or 9:00 pm
  • Spider - 6:00 pm

  • Hollowed

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 5:00 pm or 6:00 pm
  • Forsaken - 2:00 pm or 3:00 pm
  • Spider - 3:00 pm

  • Condemned

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 4:00 pm
  • Forsaken - 12:00 pm or 1:00 pm
  • Spider - 11:00 am or 12:00 pm

  • Forsaken

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 3:00 pm
  • Forsaken - 10:00 am or 11:00 am
  • Spider - 9:00 am or 10:00 am

    Travel Fee: $100
    Already There Discount: $50

    Suggested Loadout:

    1. Lantern
    2. Bolt Cutters
    3. Sledgehammer or Stun Light
    4. Adrenaline


    Reason: Locked Doors, Shamblers & Other Enemies

Hotel -
Spawn Rates:

  • Unbroken

  • Butcher - 6:00 am
  • Shambler - 7:00 am or 8:00 am
  • Ventress - 5:00 pm or 6:00 pm
  • Forsaken - 8:00 pm or 9:00 pm
  • Spider - 12:00 pm or 1:00 pm

  • Withering

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 6:00 pm
  • Forsaken - 8:00 pm or 9:00 pm
  • Spider -10:00 am

  • Hollowed

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 4:00 pm
  • Forsaken - 8:00 pm or 9:00 pm
  • Spider - 8:00 am or 9:00 am

  • Condemned

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 3:00 pm or 4:00 pm
  • Forsaken - 6:00 pm or 7:00 pm
  • Spider - 6:00 am

  • Forsaken

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 1:00 pm or 2:00 pm
  • Forsaken - 3:00 pm or 4:00 pm
  • Spider - 6:00 am

    Travel Fee: $350
    Already There Discount: $175

    Suggested Loadout:

    1. Lantern
    2. Sledgehammer or Bolt Cutters
    3. Environment Marker or Stun Light
    4. Adrenaline


    Reason: Little Difficult Map Layout, Locked Doors, Other Enemies, & Shamblers

Hospital -
Spawn Rates:

  • Unbroken

  • Shambler - 7:00 am or 8:00 am
  • Ventress - 4:00 pm
  • Forsaken - 6:00 am (3 Total)
  • Spider - 11:00 am or 12:00 pm

  • Withering

  • Shambler - 6:00 am
  • Ventress - 2:00 pm or 3:00 pm
  • Forsaken - 6:00 am (3 Total)
  • Spider - 10:00 am or 11:00 am

  • Hollowed

  • Shambler - 6:00 am
  • Ventress - 12:00 pm or 1:00 pm
  • Forsaken - 6:00 am (4 Total)
  • Spider - 8:00 am or 9:00 am

  • Condemned

  • Shambler - 6:00 am
  • Ventress - 10:00 am or 11:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am or 7:00 am

  • Forsaken

  • Shambler - 6:00 am
  • Ventress - 8:00 am or 9:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am

    Travel Fee: $650
    Already There Discount: $325

    Suggested Loadout:

    1. Lantern
    2. Bolt Cutters
    3. Bolt Cutters
    4. Adrenaline


    Reason: To Go Through Alarmed Doors & Locked Doors

Bunker -
Spawn Rates:

  • Unbroken

  • Shambler - 7:00 am or 8:00 am
  • Ventress - 12:00 pm or 1:00 pm
  • Forsaken - 6:00 am (3 Total)
  • Spider - 12:00 pm or 1:00 pm

  • Withering

  • Shambler - 6:00 am
  • Ventress - 9:00 am or 10:00 am
  • Forsaken - 6:00 am (3 Total)
  • Spider - 11:00 am or 12:00 pm

  • Hollowed

  • Shambler - 6:00 am
  • Ventress - 7:00 am or 8:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 9:00 am or 10:00 am

  • Condemned

  • Shambler - 6:00 am
  • Ventress - 6:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 7:00 am or 8:00 am

  • Forsaken

  • Shambler - 6:00 am
  • Ventress - 6:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am
  • Shepherd - 5:00 pm

    Travel Fee: $1,000
    Already There Discount: $500

    Removed Possible Modifiers:
    ~ Minefield

  • Note: Minefield cannot roll as a modifier, the Bunker still includes Minefield by default. Always watch your step when navigating the area!

    Suggested Loadout:

    1. Lantern
    2. Bolt Cutters
    3. Bolt Cutters
    4. Adrenaline


    Reason: To Go Through Alarmed Doors, Locked Doors, ECD Crates, and Disarming Landmines


Tunnels -
Spawn Rates:

  • Unbroken

  • Butcher - 6:00 am
  • Shambler - 7:00 am or 8:00 am
  • Ventress - 3:00 pm
  • Forsaken - 7:00 pm or 8:00 pm
  • Spider - 3:00 pm
  • Packrat - 6:00 am

  • Withering

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 1:00 pm
  • Forsaken - 4:00 pm or 5:00 pm
  • Spider - 10:00 am or 9:00 am
  • Packrat - 6:00 am

  • Hollowed

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 11:00 am
  • Forsaken - 1:00 pm or 2:00 pm
  • Spider - 7:00 am or 8:00 am
  • Packrat - 6:00 am

  • Condemned

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 9:00 am
  • Forsaken - 11:00 am or 12:00 pm
  • Spider - 6:00 am
  • Packrat - 6:00 am

  • Forsaken

  • Butcher - 6:00 am
  • Shambler - 6:00 am
  • Ventress - 7:00 am
  • Forsaken - 8:00 am or 9:00 am
  • Spider - 6:00 am
  • Packrat - 6:00 am

    Travel Fee: $1,000
    Already There Discount: $500

    Suggested Loadout:

    1. Lantern (Recommend)
    2. Sledgehammer
    3. Stun Light or Walkie Talkie (Two Players Or More, Should Have Walkie-Talkies)
    4. Adrenaline


    Reason: Packrat, Shamblers, Locked Doors, Communication, and Frostbite

Plantation -
Spawn Rates:

  • Unbroken

  • Shambler - 7:00 am
  • Ventress - 12:00 pm
  • The Abandoned One - 6:00 am
  • Spider - 3:00 pm

  • Withering

  • Shambler - 6:00 am
  • Ventress - 10:00 am
  • The Abandoned One - 6:00 am
  • Spider - 1:00 pm

  • Hollowed

  • Shambler - 6:00 am
  • Ventress - 8:00 am
  • The Abandoned One - 6:00 am
  • Spider - 11:00 am

  • Condemned

  • Shambler - 6:00 am
  • Ventress - 6:00 am
  • The Abandoned One - 6:00 am
  • Spider - 9:00 am

  • Forsaken

  • Shambler - 6:00 am
  • Ventress - 6:00 am
  • The Abandoned One - 6:00 am
  • Spider - 7:00 am
  • Shepherd - 5:00 pm

    Travel Fee: $1,000
    Already There Discount: $500

    Suggested Loadout:

    1. Lantern
    2. Bolt Cutters
    3. Stun Light or Sledgehammer
    4. Adrenaline


    Reason: Tripwires, Abandoned One, Shambler

Warehouse -
Spawn Rates:

  • Unbroken

  • Hollowed Butcher - 6:00 am
  • Hollowed Shambler - 7:00 am or 8:00 am
  • Ventress - 12:00 pm
  • Spider - 12:00 pm
  • Shepherd - 6:00 am
  • Forsaken 6:00 pm or 7:00 pm

  • Withering

  • Hollowed Butcher - 6:00 am
  • Hollowed Shambler - 6:00 am
  • Ventress - 10:00 am
  • Spider - 10:00 am
  • Shepherd - 6:00 am
  • Forsaken 4:00 pm or 5:00 pm

  • Hollowed

  • Hollowed Butcher - 6:00 am
  • Hollowed Shambler - 6:00 am
  • Ventress - 8:00 am
  • Spider - 8:00 am
  • Shepherd - 6:00 am
  • Forsaken 1:00 pm or 2:00 pm

  • Condemned

  • Hollowed Butcher - 6:00 am
  • Hollowed Shambler - 6:00 am
  • Ventress - 6:00 am
  • Spider - 6:00 am
  • Shepherd - 6:00 am
  • Forsaken 10:00 am or 11:00 am

  • Forsaken

  • Hollowed Butcher - 6:00 am
  • Hollowed Shambler - 6:00 am
  • Ventress - 6:00 am
  • Spider - 6:00 am
  • Shepherd - 6:00 am
  • Forsaken 8:00 am
  • The Abandoned One 5:00 pm

    Travel Fee: $1,000
    Already There Discount: $500

  • Note: Warehouse has Basekit Shadowstep. The Bird Sounds will make You're Movement and Enemies Sounds Quiet. Preventing You & Enemies from Hearing You At Long Range. When Walking near Enemies this will Not Aggro Them unless you get very close, but Running will still Alert Nearby Enemies. This is why there are a lot of Hollowed Shamblers that spawn Throughout The Day!

    Suggested Loadout:

    1. Lantern
    2. Sledgehammer
    3. Stun Light
    4. Adrenaline


    Reason: Shepherd and Hollowed Shamblers

Pentagon -
Spawn Rates:

  • Unbroken

  • Butcher - 6:00 am
  • Shambler - 6:00 am (3 Total)
  • Hollowed Shambler - 10:00 am (1 Total)
  • Ventress - 8:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am
  • The Abandoned One - 4:00 pm
  • Shepherd - 5:00 pm
  • Packrat - 8:00 am

  • Withering

  • Butcher - 6:00 am
  • Shambler - 6:00 am (3 Total)
  • Hollowed Shambler - 10:00 am (1 Total)
  • Ventress - 8:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am
  • The Abandoned One - 4:00 pm
  • Shepherd - 5:00 pm
  • Packrat - 8:00 am

  • Hollowed

  • Butcher - 6:00 am
  • Shambler - 6:00 am (3 Total)
  • Hollowed Shambler - 10:00 am (1 Total)
  • Ventress - 8:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am
  • The Abandoned One - 4:00 pm
  • Shepherd - 5:00 pm
  • Packrat - 8:00 am

  • Condemned

  • Butcher - 6:00 am
  • Shambler - 6:00 am (3 Total)
  • Hollowed Shambler - 10:00 am (1 Total)
  • Ventress - 8:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am
  • The Abandoned One - 4:00 pm
  • Shepherd - 5:00 pm
  • Packrat - 8:00 am

  • Forsaken

  • Butcher - 6:00 am
  • Shambler - 6:00 am (3 Total)
  • Hollowed Shambler - 10:00 am (1 Total)
  • Ventress - 8:00 am
  • Forsaken - 6:00 am (4 Total)
  • Spider - 6:00 am
  • The Abandoned One - 4:00 pm
  • Shepherd - 5:00 pm
  • Packrat - 8:00 am

    Travel Fee: $2,000
    Already There Discount: $1,000

    Removed Possible Modifiers:
    ~ Surplus, Vigor, Shadowstep, Unlocked, EMP, Blackout, Spores, Paranoia, Minefield, and Dread

  • Note: No modifiers can roll in Pentagon. By default, the game will usually set the modifier to None. However, on Nightmare Difficulty, the game will sometimes use “None” but usually always assign a Negative Modifier.

    Suggested Loadout:

    1. Lantern
    2. Sledgehammer or Bolt Cutters
    3. Stun Light
    4. Adrenaline


    Reason: Shamblers or Locked Doors & Other Enemies

    — — — —
    (Pentagon is usually Locked but can be Unlocked when you have Failed To Pay The Debt, Here's how you can Unlock It! Once you're on Pay Your Debt Section, all you have to do is Don't Pay The Debt, and just Pull The Lever, and instead of going to Metro for example, you will instead be going to Pentagon For Free, for the first time.)

    (There are more Cells That Are Generated than any usual Map, and the Pentagon's existing type of Scrap such as a Cassette gets Increased By Value, once there are more Enemies that come to Pentagon!)



Mineshaft -
Spawn Rates:

  • Unbroken

    Hollowed Shambler - 6:00 am (3 Total)
    Hollowed Spider - 6:00 am
    The Carrier - 8:00 am (2 Total)
    Forsaken - 2:00 pm
    Shepherd - 5:00 pm

  • Withering

    Hollowed Shambler - 6:00 am (3 Total)
    Hollowed Spider - 6:00 am
    The Carrier - 6:00 am (2 Total)
    Forsaken - 12:00 pm
    Shepherd - 3:00 pm

  • Hollowed

    Hollowed Shambler - 6:00 am (4 Total)
    Hollowed Spider - 6:00 am
    The Carrier - 6:00 am (2 Total)
    Forsaken - 10:00 am
    Shepherd - 1:00 pm

  • Condemned

    Hollowed Shambler - 6:00 am (4 Total)
    Hollowed Spider - 6:00 am
    The Carrier - 6:00 am (3 Total)
    Forsaken - 8:00 am
    Shepherd - 11:00 am

  • Forsaken

    Hollowed Shambler - 6:00 am (4 Total)
    Hollowed Spider - 6:00 am
    The Carrier - 6:00 am (3 Total)
    Forsaken - 6:00 am
    Shepherd - 9:00 am

    Travel Fee: $2,000
    Already There Discount: $1,000

    Removed Possible Modifiers:
    ~ Spores, Blackout, Minefield

  • Note: Spores cannot roll as a modifier, the Mineshaft still includes Spores by default. A Gas Mask is recommend at all times!

    Suggested Loadout:

    1. Sledgehammer
    2. Pickaxe (One Player, Should Have One Environment Marker)
    3. Stun Light
    4. Gas Mask


    Reason: (Spores, Ores & Other Enemies)

    — — — —
    (Warning: The Mineshaft is an unforgiving place, more unforgiving than The Pentagon. Bring any Items or Equipment to somewhat counter the Enemies. The Mineshaft has no Hiding Spots absolute ZERO Hiding Spots, the map has some Doors that will allow the player to work with and escape against some of the Enemies! Bring your friends to support yourselves to have an easier time at The Mineshaft. The Mineshaft is played out as a “Grab N’ Go" type of Map!)

    (The Mineshaft is the next Hardest To Navigate! The Coal & Gold Ores are the top Best Loot that can be found here. Even though the Map has practically Fewer Enemies it is still much more dangerous. The Carriers, The Hollowed Spider & The Shepherd Combo are the most dangerous with them being Able To Kill Up To 12 Players!)


Casino -
  • Signifying The Casino:
    The Casino is a Map that you can Go To For FREE! No Enemies can kill you here. You can just Gamble At Your Heart's Will. The Map comes with The Wheel Of Doom where you can get some Awesome Prizes but in return Bad Prizes as well. Even comes with 20 Slot Machines for you to lose all of your money for a Jackpot! If you die at The Casino you will be revived within 8 Seconds, but cannot get Revived in Solo. The best Location To Skip a Day if you like!

  • Description:
    Modifiers and Values are disabled on this Map, the Map is mostly meant to goof around and to get a Ton Of Money. You have Whole Lot Of Money? Spend at The Casino, and bet your life at The Wheel Of Doom! If you want, you can go to this Map at the Start Of The Day and get lucky for Some Early On Cash! When you're going to The Casino I suggest Selling Your Scrap & Dropping Your Items or Equipment so you won’t lose your Cash or Tools When Playing Solo!

    Travel Fee: No Cost!

- Items or Equipment: -
(The results that you see are fully accurate, from every Endless Type game modes. I will be describing each Item or Equipment, telling you what each one does, what is the Cost in each Difficulty, how many Charges, Its Purpose and, is it affected by Modifiers or The Environment.)
— — —
~ How Should a Loadout Look Like:
(You can go your own way from 1 through 4 but this is my layout, it's whatever suits you best and, what items you want to use to survive!)

1. Lantern - (Change for Gas Mask for Spores Modifier)
2. Bolt Cutters - (Change for other Maps)
3. Sledgehammer - (Change for other Maps or Spores Modifier)
4. Adrenaline - (Always recommended at all times)


(Every Item or Equipment here falls into a class, given what they are used for. Some will have both because they can excel in those 2 different classes.)

  • Light-Source
  • Survival-Tool
  • Support-Tool
  • Defensive-Tool
  • Environment-Tool
Glowstick -
  • Description:
    Provides A Soft, Continuous Glow That Lasts Indefinitely.
    (No Necessary Action Needed!)

  • Price for item:
    - Exploration: $30
    - Endless: $40
    - Nightmare: $40
  • Charges: Infinite Charges
  • Quality Of Item: Light-Source (Doesn't attract Enemies)
  • Detected By Metal Detector: No
  • Affected By EMP Modifier: No

Lantern -
  • Description:
    Provides Silent Illumination And Warmth In Cold Environments. No Refueling Required.
    (Click M1 to Turn On or Off)

  • Price for item:
    - Exploration: $93
    - Endless: $125
    - Nightmare: $125
  • Charges: Infinite Charges
  • Quality Of Item: Light-Source (Doesn't attract Enemies)
  • Special Ability 1: One More Minute Slower Duration To Getting Frostbite
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: No

Flashlight -
  • Description:
    Lights The Path Far Ahead. Remains Active When Holstered For Hands-Free Use.
    (Click M1 to Turn On or Off)

  • Price for item:
    - Exploration: $131
    - Endless: $175
    - Nightmare: $175
  • Charges: Infinite Charges
  • Quality Of Item: Light-Source (Doesn't attract Enemies)
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: Disables

Medkit -
  • Description:
    Provides First Aid For Yourself Or A Fellow Workforce Member
    (Hold M1 To Heal Yourself or M2 To Heal a Member)

  • Price for item:
    - Exploration: $60
    - Endless: $80
    - Nightmare: $80
  • Charges: 1 Charge
  • Quality Of Item: Survival-Tool & Support-Tool
  • Detected By Metal Detector: No
  • Affected By EMP Modifier: No

Adrenaline -
  • Description:
    Revives You When Downed. Grants Temporarily Infinite Stamina And Infection Suppression.
    (Press M1 While Standing For Multiple Effects or Press M2 To Revive Yourself When Downed)

  • Price for item:
    - Exploration: $525
    - Endless: $700
    - Nightmare: $700
  • Charges: 1 Charge
  • Quality Of Item: Survival-Tool
  • Special Ability 1: Resets The Timer For Infection, Downed or Standing (Does Not Use Doses)
  • Special Ability 2: Gives Infinite Stamina, Downed or Standing For 10 Seconds
  • Detected By Metal Detector: No
  • Affected By EMP Modifier: No

Walkie-Talkie -
  • Description:
    Enables Long-Distance Communication.
    (Hold M1 To Speak)

  • Price for item:
    - Exploration: $22
    - Endless: $30
    - Nightmare: $30
  • Charges: Infinite Charges
  • Quality Of Item: Support-Tool
  • Detected By Metal Detector: No
  • Affected By EMP Modifier: Disables

Bolt-Cutters -
  • Description:
    Can Be Used To Quietly Unlock Doors Or Disarm Tripwires and Landmines.
    (Hold M1 To Unlock a Padlock 2.00 secs)

  • Price for item:
    - Exploration: $150
    - Endless: $200
    - Nightmare: $200
  • Charges: 8 Charges
  • Quality Of Item: Environment-Tool
  • Special Ability 1: Able to Disarm Tripwires or Landmines
  • Special Ability 2: Able to Unlock Locked Doors
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: Hides Charges

Sledgehammer -
  • Description:
    Instantly Breaches Doors. Can Eliminate Packrat And Shambler Threats.
    (Press M1 To Break Down a Door or Kill an Enemy, When Up Close!)

  • Price for item:
    - Exploration: $375
    - Endless: $500
    - Nightmare: $500
  • Charges: 15 Charges
  • Quality Of Item: Environment-Tool & Defensive-Tool
  • Offer In Return: Lose 6 Seconds Of Stamina Upon Destroying a Door / Killing An Enemy
  • Special Ability 1: Kills Packrat and Shambler
  • Special Ability 2: Breaks Doors Instantly When Up Close
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: Hides Charges

Stun-Light -
  • Description:
    Unleashes A Blinding Flash That Stuns Entities. Disperses The Shepherd Temporarily.
    (Hold M1 For 3 Seconds, To Unleash a Flash, Must Be Aiming At The Eyes Of The Enemy! To Close To The Enemy About 1-2 Meters Deactivates Stun-Light)

  • Price for item:
    - Exploration: $262
    - Endless: $350
    - Nightmare: $350
  • Charges: 5 Charges
  • Quality Of Item: Defensive-Tool
  • Special Ability 1: Stuns Enemies (Overheat Timer: 10 Seconds)
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: Hides Charges and Disables

Firecrackers -
  • Description:
    Ignites With a Short Fuse And Detonates Loudly. Attracts Entities To The Explosion Point.
    (Press M1 To Drop Firecracker)

  • Price for item:
    - Exploration: $75
    - Endless: $100
    - Nightmare: $100
  • Charges: 1 Charge
  • Quality Of Item: Support-Tool
  • Detected By Metal Detector: No
  • Affected By EMP Modifier: No

Environment-Marker -
  • Description:
    Mark Walls With Colored Indicators To Organize Exploration.
    (Press M1 To Spray a Marker Of An Icon or Press M2 To Switch The Marker Icon)

  • Price for item:
    - Exploration: $48
    - Endless: $65
    - Nightmare: $65
  • Charges: 32 Charges
  • Quality Of Item: Environment-Tool
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: Hides Charges and Disables

Gas-Mask -
  • Description:
    Filters Toxic Spores And Contaminated Air For Safe Breathing.
    (Once Picked Up It Is Automatically Equipped)

  • Price for item:
    - Exploration: $300
    - Endless: $400
    - Nightmare: $400
  • Charges: Infinite Charges
  • Quality Of Item: Survival-Tool
  • Detected By Metal Detector: No
  • Affected By EMP Modifier: No


Pickaxe -
  • Description:
    Used To Mine Ore On The Ground In The Mineshaft.
    (Press M1 To Mine Ore, When Up Close!)

  • Price for item:
    - Combined All Difficulties: Found In Mineshaft Only!
  • Charges: Infinite Charges (Multiple Are Found Throughout The Mineshaft!)
  • Quality Of Item: Environment-Tool
  • Offer In Return: Lose 6 Seconds Of Stamina When Hitting The Ore, You Must Wait For 1.26 Seconds Until You Can Hit Again!
  • Detected By Metal Detector: Yes
  • Affected By EMP Modifier: No


- Map Modifiers: -
(The results that you see are fully accurate, and how they actually play out. Maps will now give an Increased Value that have Negative Modifiers!)
— — —
(You can check what is the current Modifier in your Data Deck, by pressing Tab and looking at the bottom of your Loadout!
Positive Modifiers -
  • None: (No changes, default game-play)

  • Surplus: (Overrides the current Value of the map & Increases the Loot Table)

  • Vigor: (+25 more seconds of Stamina)

  • Shadowstep: (Walking, Running, Dropping are Quiet to all Enemies)

  • Unlocked: (All doors are unlocked except Alarmed doors)


Negative Modifiers -
  • Dread: (You start breathing uncontrollably, not allowing you to know when an Enemy is nearby or not)

    - 1.1x Value Increase

  • Paranoia: (You will start to hear hallucinations of previous events, voices will be muffled from other players and your vision is decreased and sort of blurred)

    - 1.2x Value Increase

  • EMP: (Time and Charges of Tools are unable to be seen and, certain Tools cannot be used)

    - 1.3x Value Increase

  • Blackout: (The entire map is pitch-black. That's being said that as well, Elevators, Metal Detectors, Alarmed Doors, Garage Doors etc. are Deactivated)

    - 1.4x Value Increase

  • Minefield: (Landmines dynamically spawn on any map with this Modifier, surrounding the Location to make the map harder to navigate. The Landmines don't spawn near Doors, Elevators, or even yet the Train to prevent clustering)

    - 1.5x Value Increase

  • Spores: (Toxic Spores that covers the whole environment with a Spore Cloud, these Spores can kill a player within seconds, without proper protection you will die. The game will be telling the player with struggling to breath sounds, that you are losing air and quickly dying. You must wear a Gas Mask when going to this Modifier, the Carrier will always spawn on any map that has the Modifier Spores. Additionally the Modifier will reduce the vision to the player and enemies)

    - 1.6x Value Increase

- Debt Cycles, Values & Tiers: -
(The results, you see are fully accurate, It will be updated whenever it gets changed.)

(I will be describing 10 Debt Cycles when paying the Debt and, whenever a new difficultly hits per Cycle. The current Values that you meet when going to the same map over and over and, Tiers when reaching the right amount of EXP!)
Debt Cycles -
  • Exploration: (Easy Mode)
    Cycle 1 - $500 ~ Unbroken
    Cycle 2 - $700
    Cycle 3 - $1,100 ~ Withering
    Cycle 4 - $1,800
    Cycle 5 - $2,300 ~ Hollowed
    Cycle 6 - $2,900
    Cycle 7 - $3,700
    Cycle 8 - $4,800
    Cycle 9 - $6,200
    Cycle 10 - $8,000


  • Endless: (Normal Mode)
    Cycle 1 - $1,000 ~ Unbroken
    Cycle 2 - $1,500
    Cycle 3 - $2,300 ~ Withering
    Cycle 4 - $3,700
    Cycle 5 - $4,800 ~ Hollowed
    Cycle 6 - $6,200
    Cycle 7 - $8,000 ~ Condemned
    Cycle 8 - $10,400
    Cycle 9 - $13,500 ~ Forsaken
    Cycle 10 - $17,500


  • Nightmare: (Hard Mode)
    Cycle 1 - $1,500 ~ Hollowed
    Cycle 2 - $2,200 ~ Condemned
    Cycle 3 - $3,400 ~ Forsaken
    Cycle 4 - $5,600
    Cycle 5 - $7,200
    Cycle 6 - $9,300
    Cycle 7 - $12,000
    Cycle 8 - $15,500
    Cycle 9 - $20,100
    Cycle 10 - $26,100



Values -
(The results are mostly accurate, it’s whatever the game gives as a Percentage in a random order. Maps have a Remaining Value that determines loot Spawn Probability & Depletes whenever you leave a Map! Values Recharges by playing on other Maps over the course of a Few Days.)

  • 100%
  • 87% - 85% - 83% - 81% - 80%
  • 75% - 74% - 73% - 72% - 70%
  • 63% - 65% - 68% - 61% - 60%
  • 58% - 56% - 53% - 51% - 50%
  • 47% - 45% - 43% - 41% - 40%
  • 39% - 37% - 33% - 32% - 31%
  • 30% - 28%
  • 25%

    (Metro Values, will get stuck at 50% of it's Value. Metro as well will restore it's Value much more faster than any other Map in the game! Pentagon Values, will completely drain down to 0% and, depletes about 20% Value every time you leave the Map! Pentagon will restore it's Value By 3%)

    (High-Cost locations replenish at a 15% Faster-Rate and, Lower-Cost locations replenish at a 20-25% Faster-Rate!)

Tiers -
(Levels and Tiers are only for how long you've played the game, not about skill)

- To Gain EXP put the loot into the Bin where you sell.

- EXP Gain is directly related of how much you have in your Backpack, so playing Harder Maps has more of incentive for those who want to Gain EXP and Transcend more quickly.

(You can see your own Tier and Levels by pressing TAB on your Data Deck and looking right side, bottom corner.)

- Tiers In Order:
  • Servant
  • Laborer
  • Worker
  • Coordinator
  • Loyalist
  • Contributor
  • Worshiper
  • Overseer


(Once the EXP Bar is filled on Overseer, you can Transcend to a Level)

- Health States & Awareness: -
(Heath States and Map Awareness Statistics, are fully accurate, showing what each Health State means and, what you would come across during your run!)
~ Health States ~
Train -
  • Train tells the player, if you are or your Team is on the Train giving a hope and a relief that your Team is with you.

Alive -
  • Alive tells the player, if they are Full Of Health and out in the map Collecting Loot

Hurt -
  • Hurt tells the player, if they are Injured and are Bleeding

Infected -
  • Infected tells the player, if they have been Bitten and are Slowly Dying to Infection

Down -
  • Down tells the player, if they have been Knocked Down By An Enemy or in some scenarios the Environment and are Slowly Bleeding, Crawling, or Getting Interacted With

Cocoon -
  • Cocoon tells the player, if they have been Interacted With The Spider, and are Slowly Bleeding or About To Be Eaten

Hook -
  • Hook tells the player, if they have been Interacted With The Butcher, and are Hooked In The Butchers Room and are Slowly Bleeding

Dead -
  • Dead tells the player, if they have been killed by an Enemy or by the Environment!

~ Awareness ~
Data Deck -
  • Signifying Data Deck:
    The Data Deck is a tool that allows the player to tell the time, inspect the current Modifier, and evaluate individual loot values upon pickup. Additionally if the player is Infected or Wounded, the Bleedout & Infection Timer is also displayed here so that you may plan accordingly. As of the most recent update v1800, players can optionally play snake on their Data Decks whilst waiting for other players to ready up or come back.

  • Description:
    The Data Deck also has unlockable skins which are located in the various maps or via other special interactions. Each one has a 25% Chance of spawning, with specific details located below.

  • DefaultDeck - “Automatically Unlocked”

  • RetroDeck - “Unlocked At Level 1”

  • LostDeck - “Once You Exit The Doors Of The Train, Behind The Train There Is A Crack In The Mountains, Leading To The Lost Metro Found Laying On A Desk, In The Bunker”
    (“The truth waits where time stands still” - 100%)

  • ECD Deck - “Found Next To An Elevator On A Dead Forsaken Corpse In The Bunker”
    (“Where the last orders were given” - 25%)

  • BlingDeck - “Found Inside The Pentagon’s Vault”
    (“Hidden in the nation’s most secure vault” - 100%)

  • MedDeck - “Found Inside a Vaccine Room Next To The Vaccine Station On A Table In The Hospital”
    (“Where vaccines once brought hope” - 25%)

  • SporeDeck - “Found On A Dead Workforce Corpse Next To An Elevator In The Mineshaft”
    (“Where the Nevada workforce became something else” - 25%)

  • FleshDeck - “Found Inside The Butcher Room On The Floor Where Butcher’s Shambler Is At”
    (“Where the workforce became inventory” - 25%)

  • CasinoDeck - “Found By Winning CasinoDeck On The Wheel Of Doom”
    (“The wheel saves special prizes for old friends” - RNG Luck)

  • FairyDeck - “Unlocked Level 10”


Train -
  • Signifying The Train:
    The Train is your transport to Maps and Your Home. The Train will always leave at 12:00 AM. It will always sound its Horn at 6:00 PM, warning the Workforce to come back because The Train is Half-Way to leaving the Workforce behind and the Location. It will warn again at 8:00 PM than at 10:00 PM and, than the final Horn Warning is at 11:00 PM, Once it reaches 12:00 AM you will be left behind and die instantly.

  • Description:
    The Train looks a Subway Train from 1988 and 1992. Inside The Train has valuable resources such as, Debt Progression on the left, all Workforce Members Board on the right, with a Supply Store at the left side all the way to the end. The Train, also has a Vaccine Station and a Medkit Station, with as well a Selection Of Maps to choose from all way to the end at the right side, with a Lever To Pull to enter the chosen Map!

    (The Train can warn you, that you cannot use Items or Equipment in The Train!)

Train Doors -
  • Duration & Signifying
    Train Doors are found In & Out of The Train, they have Both Buttons In & Out, To Close & Open! They look like the doors connected to a 1988 or 1992 Subway Train. The Train Door doesn't have much time to hold. Although it will keep Any Of The Enemies at bay for 53 Seconds from 100% To 0%, you must time the Train Door, if you want to make the Train Door last longer in the meantime. Time It when Enemy is about to Enter The Train but not quite. When the Enemy finally wanders off, Open The Train Doors To Let It Recharge! If you do not let it recharge, the Train Doors will be disabled until 100%

    (Warning: The Enemies can still see you through the Train Doors, don’t be in front of the Train Doors when they are near or they won’t wander off!)


Debt Progression -
  • Signifying Debt Progression:
    The Debt has to be paid every 3 Whole Days. Each Day, you must make as much money as possible to Pay-Off The Debt. Once it reaches Pay Your Debts on the screen, you will go to The Debt Terminal and there should be a Big Red Button saying the words, “Pay” On The Button! You cannot Pay Off Your Debt if you do not have the Right Amount Of Money, but good news, if you don't have Enough Money you can get a Second Chance, in the Pentagon offering the Amount Of Money Needed for The Debt! If you do not Pay-Off Your Debt and just Pull The Lever Again you will be Game-Ended by The ECD shooting you and making you restart back to the beginning of Day 1 and, letting you be Stuck In An Endless Cycle!

  • Description:
    Debts can add to the total of the Debt Progression if you have $0 In Your Wallet from each Life Lost! If you want to Survive As Many Days as possible. You must attempt to build up a Big Amount Of Cash by getting a Huge Amount Of Cash from the Maps, and Saving Cash as much as possible from Buying Items or Equipment.

Scrap Machine -
  • Signifying Scarp Machine:
    The Scrap Machine looks like a bin where you can Sell The Scrap Earned At Locations. Dump Your Loot Into The Scrap Machine before going to other Maps! Once you put the scrap Into The Bin you will earn EXP. Everyday changes the amount of Cash You Will Earn whenever you Sell It At Any Value, it will show how much you will get return! These are the Sell Values, 60%, 75%, & 100%

  • Description:
    The Scrap Machine is where the Workforce can Dump All The Scrap found in Locations such as the Metro. The Scrap Machine will Close and Will Be Locked when in a Map, to put Loot In you must have the Train Moving!


Debt Terminal -
  • Signifying Debt Terminal:
    The Debt Terminal is found inside The Train, this is what the Workforce members use to Pay-Off The Debt. Paying-Off The Debt must be paid in Full Price in order to successfully Pay-Off The Debt. If you do not have the Required Amount Of Cash, the Debt Terminal will tell how much is needed to Fully Pay-Off The Debt!

  • Description:
    The Debt Terminal is needed to proceed to the Next Cycle after 3 Days! Whenever the Debt Progression says “Pay-Off Your Debts” this is where you will go and Press The Big Red Button to proceed to the Next Cycle!


Workforce Members Board -
  • Signifying Workforce Members Board:
    The Workforce Members Board is found inside The Train where you will see all of your friends Names and what is their Status, which are Health States.

  • Description:
    You should look at this every time when you're staying in The Train to help you know that they are Inside The Train or Out In The Map, it helps you even if they are Dead or Injured!


Selection Of Maps -
  • Signifying Selection Of Maps:
    The Selections Of Maps are found inside of the Train. When a Location is selected, simply Pull The Lever to depart. Keep in mind that more expensive maps often require more specialized equipment to effectively Loot - Survive in, and may be less rewarding for those who come unprepared.

Workforce Coordination -
  • Signifying Workforce Coordination:
    The Workforce can alter the color of their hoodies to identify each other, based upon the color you chose for your Data Deck.


Supply Store -
  • Signifying Supply Store:
    The Supply Store is an area in the Train to Supply Tools for the Workforce, it helps the Workforce to survive when going to Maps! Everytime you come back from a Map and Pulled The Lever or if The Train is Leaving a Location when the time is up, the Supply Store will give Discounts up to 3 Items or Equipment and up to 10% to 50% for Equipment to be Cheaper, so you can save up for the later Debts To Pay Off!

  • Supply Store Closing:
    The Supply Store will close when The Train Halts At a Location, forcing players to Prepare Supplies before entering a Location!

  • Description:
    Whenever you Step Into The Frozen Unknown, and spawned in The Train. You will be face to face with a Supply Officer, that you can buy Equipment from. Don't forget to check him time to time, he gives good Discounts for Items or Equipment!

    (The community names him Frank, say hello to Frank when you have time!)

Cell Generations -
  • Signifying Cell Generations:
    Cell Generating is a dynamic where whenever you Pull The Lever to go to a Map the game will Generate up to at least 300 to 600 Cells in any Map, Pentagon sometimes Generates over that Limit-Cap! Each Cell is a Hallway, Room, etc. Cell Generations refreshes every time to give the player a more Fun Experience and not a Stale One.

  • Description:
    Pulling The Lever On The Train, determines how the Map Layout would turn out for players to Explore. You must learn all the Cells In Every Map, so you can run back to The Train when needed too, unless you come across a Elevator!

Elevator -
  • Elevator Call:
    Takes 12 seconds To Call the Elevator, when calling the Elevator, this can lure in Enemies if they are roughly close to the Elevator! It can also lure in Enemies when the Elevator doors open up, and the Ding Sound noise plays, that's when it will lure in Enemies that are further away from the Elevator, and notify you as well, that the doors are open!

  • Elevator Travel:
    Takes 20 Seconds To Travel back to the Elevator that is close to the Train, this doesn’t lure in Enemies, unless they heard you!

  • Total Elevators:
    The Total of Elevators is a dynamic, it's based on the Generation Of Cells in the Map! So the Average Amount would be around 5-7 Elevators and High Amount that can spawn in a Map, can even be 10-13 Elevators, it is all RNG Related! But there will always be 1 next to the Train.

  • Description:
    Elevators is what you will see in your run, these spawn in the Map and will be able to Transport the Workforce, back to the Train when they take it.

Doors -
  • Signifying Doors:
    Doors appear in pretty much every Map, some Doors are Locked With Padlocks and will be needed to be Unlocked or Kicked Down. Doors have 3 Health Points when Kicking Them Down and 1 Health Point with a Sledgehammer. Doors are your best friend in Escaping Enemies. Stunning Enemies via Door-Stunning or Door-Slamming is what will Let You Survive just a little more longer, consider Locking Doors behind you to get a bit more distance but don't lock Doors to your Teammates Death.

  • Description:
    Doors can also sometimes point you back to the Train, they usually will open towards you! When there are many Doors in different types of Maps such as, Pentagon it's ever to late to Lock The Doors Behind Yourself, this is a Good Strategy to be safe when Looting a Room.

Hiding Spots -
  • Signifying Hiding Spots:
    Hiding Spots are great Areas in escaping Enemies, when you find any sort of Hiding Spots that are Desks or Vending Machines or other Variations of Hiding Spots, do make sure to use them when you want to escape Enemies Line Of Sight.

  • Description:
    Hiding Spots are in many different Maps, some Maps will not always have so many Hiding Spots. Such as Plantation, just make sure if you hear any breathing of you're character, and there are not so many other Opportunities to go around or go pass an Enemy. Hiding Spots are always there when needed the most, same with Walls, Open / Closed Doors and, Obstacles!


Loot Containers -
  • Signifying Loot Containers:
    Loot Containers are in every Map, in Rooms such as these Containers! Drawers, Lockers, Cabinets, Crates, Shelves and etc. Depending on the Type Of Container when they are opened up or on top of them, it can hold up to 1-9 pieces of loot or more, and are Highlighted In Your Color. Containers may change in different other Locations! Make sure to Double Check around you in a Room before to leave to another Area / Room. You might miss some important unopened Containers that have Scrap laying around or inside of them.

  • Description:
    Loot Containers help The Workforce to payoff their Debt, by searching for Worthless Garbage in Cabinets or Shelves. Just to survive one or more Days in an Endless Cycle.

Holes -
  • Signifying Holes:
    Some Holes are about 3 Stories Tall, you will die from a 2 Story Fall. There are always different types of Holes that you would run into on different types of Maps. Maps can give you an indicator if there is a Hole up ahead such as a Hallway!

  • Description:
    Holes appear mostly in every Map, all you have to do is watch your step, prepare to jump, and you would be good to go! Not all Holes would be the same, some will be always be different. With a Different Way to go over them such as, using a Metal Ledge that sticks out on Hotel.

Trapdoors -
  • Signifying Trapdoors:
    Trapdoors will open up, Immediately When Stepped On, Trapdoors have a box shape with metal corners on the box frame with metal hinges on all different angles. Letting you know where the Trapdoor is at.

  • Description:
    Trapdoors will mostly appear in Plantation, just watch where you're stepping and Notify Your Teammates when with one or more, for them not to Fall Through.

Fire Barrels -
  • Signifying Fire Barrels:
    Fire Barrels are Found In Many Maps. They appear as Cylindrical Barrels set on Concrete Blocks, with a Flame that burns Indefinitely.

  • Description:
    These Fire Barrels will spawn in Maps such as Tunnels, to provide Workforce members warmth against Frostbite or a Source Of Light in the darkness. Their Locations can vary depending on the Cell Generation!

    Warning: Don't jump on Top Of The Barrel or you'll be Set On Fire!

Alarmed Doors -
  • Alarm Duration:
    When Kicked or Hit By a Sledgehammer or an Enemy Is Kicking the Alarm Door, it will set an Alarm off for 45 Seconds and will lure in Enemies to the sound. After the 45 Seconds is up the Alarm will stop. If the Alarmed Door is not fully Kicked Down, It will sound a 1 Second Alarm every Kick!

  • Description & Signifying:
    Alarmed Doors would appear with a horn above their door to signify that there is a Alarm on the door. Best course of action is to use Bolt Cutters to go through the Alarmed Door!

Landmines -
  • Signifying Landmines:
    Landmines will explode Immediately When Stepped On, they don’t make noise and, have a Bright Red Light to know where the Landmine is at. Your able to Disarm Landmines with Bolt Cutters, use it wisely, it uses up Charges!

  • Description:
    Landmines will appear in Heavily Fortified places such as Bunker, and spawn dynamically from the Cell Generation, or with the new Modifier Minefield, just watch where your stepping and Notify Your Teammates when with one or more, for them not to Step On Them.

    - (Landmines blast via Explosion can lure Enemies when they are nearby!)

Tripwires -
  • Signifying Tripwires:
    Tripwires will explode Immediately When Going Through The Line, and kill Workforce members, they have a Bright Red Light on the top of the bomb with a black line, letting you know where the Tripwire is at.

  • Description:
    Tripwires will appear mostly in Plantation, just watch where you're walking and Notify Your Teammates when with one or more, for them not to Go Through Them, you can also use Bolt Cutters that don't use up any charges, to disarm Tripwires.

    - (Tripwires blast via Explosion can lure Enemies when they are nearby!)

Metal Detectors -
  • Alarm Duration:
    The Alarm duration is 60 Seconds, it is set off, by Detecting Metal. If it was Previously Set Off it will do a 1 Second Alarm if walked through again with Metal type equipment.

  • Description:
    The Alarm will only activate when Metal Gets Detected such as a Lantern, walking through a Metal Detector while having something Metal will set it off and lure in Enemies to it’s Location. Enemies weapons that look Metal will not set off the Alarm for Metal Detectors!

Slot Machines -
  • Signifying Slot Machines:
    Slot Machines are only found in The Casino, you can Bet a Big Amount Money, It relies All On RNG you can Increase or Decrease The Bet, once you Bet The Amount press the Big Circle Button in middle to start gambling!

  • Description:
    There are 4 Different Types Of Slot Machines, 2 Of Them Are Always Stuck At $1,000 when you Bet The Amount and, One Goes To $50,000 Bet and lastly Another Goes To $100,000 Bet. These are the 4 Slot Machines you can find in The Casino! I Suggest going for The Lowest Bet, and Limit Yourself To 12 Spins so you won't lose all of Your Credits!

  • Big Slots - Goes To Max $1,000 Bet
  • 5 Loss - Goes To Max $1,000 Bet
  • Big Money - Goes To Max $50,000 Bet
  • Diamond Slot - Goes To Max $100,000 Bet

    - (In Total Of Slot Machines In The Casino: 20 Slot Machines)




Wheel Of Doom -
  • Signifying Wheel Of Doom:
    The Wheel Of Doom can only be found in The Casino, you can only Spin it Once Every Day, The Wheel Of Doom can give different Types Of Effects, every time you Spin The Wheel which could be.

    Nothing: You Get Nothing
    Jackpot: A Big Amount Of Credits (About $2,500 - $7,500)
    Credits: A Few Amount Of Credits (About $100 - $500)
    Quick-Cola: Gives Quick Cola Perk
    Casino Deck: Gives The Casino Deck
    Burn: Sets The Player On Fire
    Death: Kills The Player
    Assimilation: Gives Infection
    Connection: Gives Paranoia
    Burden: Gives a Big Amount Of Debt (About $1,500 - $17,500)

  • Description:
    When you Spin The Wheel, it is all up to the RNG to give whatever shows on the Wheel, The Wheel is ONLY A ONE DAY USE!


Quick-Cola -
  • 50-50 Chance:
    At The Pentagon, you may purchase the Quick-Cola at any time. Every purchase plays a Cola Drop Sound. There’s a 50-50 Chance that the machine will explode, if it does, you instantly die. However, if your character does a Drinking Sound without an explosion, you will earn the Quick-Cola Buff. Before buying Quick-Cola, drop your Items or Equipment in The Train. If you die from the machines explosion, at least your Items or Equipment will be safe. Keep in mind The Jingle and The Explosion can lure nearby Enemies!

  • Quick-Cola Effect:
    - You lose the effect if you take Damage / Lethal Damage or, exiting your save file (to Desktop or Main Menu).

    - Grants a Temporary Shield, allowing you to survive one normal Fatal Attack.

    - If an enemy would normally put you into the Downed State, Quick-Cola immediately restores you to Alive State / Injured State whatever Health State you were previously at and, makes the enemy lose interest for a Few Seconds.

  • Quick-Cola Limitations:
    - Quick-Cola does not protect you from Environment Traps (Landmines, Carriers Injury & Death Blast, etc.) these still can Kill or Injure you instantly.

    - If you fall from a Great Height, you will still go to the Down State, but you still keep the Quick-Cola Effect.

  • Description:
    Quick-Cola is a Gamble where, it is a 50-50 Chance of you getting a Shield or the machine Exploding, when buying a Quick-Cola you will have to hold down your Interaction Button, for about 1 Second, you must not run away from the machine while it is Dispensing The Cola or it will Sometimes Explode.

    - (You will lose at most $500 when purchasing the Buff!)

Pentagon's Vault -
  • Signifying Pentagon’s Vault:
    The Pentagon’s Vault can be found within the Pentagon Map. If you come across an odd corner section with 2 Doors one Leading Straight ahead and another on the right To An Office. This means you’ve found the Pentagon's Vault. Taking the Straight Path brings you into a Bunker like space filled with shelves and 2 Office Styled Lookout Rooms. Past the Metal Detector lies the Pentagon’s Vault: a Massive Reinforced Door that requires an Access Key Card To Open. Inside, you’ll find large Amounts Of Valuable Loot.

  • How To Open the Vault:
    To unlock Pentagon's Vault, you'll need an Access Key Card. These spawn in The Bunker with a 10% Chance, placed on various small metal trays throughout 3 Cells in The Bunker. Found in ECD Crate Cell, Elevator Cell, or The Long Blast Door Hallway! Once collected, your Data Deck will confirm with a message: “Vault Access Granted.” Be careful as this message can get Removed Once You Die or if you Leave Your Save File. (To Desktop or Main Menu!)

  • Description:
    Up to 4 Pentagon Vaults can spawn per run, depending on RNG, via Cell Generations. Their locations can vary, they may appear close to The Train or Much Farther Away. If you’re hunting specifically for The Vault, it’s best to simply search while looting, rather than trying to Force a Route.

    - (Blackout allows you to Open The Vault!)

Butcher's Shambler -
  • Signifying Butcher’s Shambler:
    The Butcher’s Shambler can be found in the Butcher Room, this is a trap that Guards The Other Side Of The Loot Table in the Butcher Room. This Shambler does not move, although it has Trigger Boxes that will make the Butcher’s Shambler Scream and lure in any Enemies To It, like the other Shamblers. If you have been Hooked By The Butcher and, if you get off the Hook via Adrenaline or Teammates Help, The Butchers’s Shambler will not scream, think of it As a Protection For a Few Seconds! Even though Teammates if they are rescuing can still Trigger The Hitbox. Even if you're safe from the Butcher’s Shambler Scream Trigger, Teammates that are rescuing aren’t!

  • Description & Duration:
    The Butcher’s Shambler will only scream when the Trigger Box Gets Triggered from a Workforce member, it will make the Butcher’s Shambler Scream, for 30 Whole Seconds luring any Enemies, To Its Location! If the Trigger Box Gets Triggered, Butcher's Shambler will only Scream for 30 Seconds One Time. If the Trigger Box got Triggered Again this will reset the Timer!

ECD Crates -
  • Signifying ECD Crates:
    ECD Crates are only found in Bunker, in the ECD Crate Cell. These Crates have a Pad-Lock On Them that only the Bolt Cutters can unlock.

  • Description:
    Once you find the ECD Crate Cell, and unlock these Crates they will give Great Value In Return! A total of 3 Can Appear In The Cell all the time! Which uses up 3 Charges To Your Bolt Cutters! Beware that it is Very Cold in the room, Be Quick While Looting and Watch Out For Landmines!

Blast Doors -
  • Alarm Duration & Opening:
    Blast Doors take up to 8 Seconds to fully open up. They will sound an Alarm for 10 Seconds while they are opening up, to lure in any nearby Enemies.

  • Description & Signifying:
    Blast Doors have a Valve next to them, and must hold down M1 for about 1 Second, to turn the Valve in order to open up the Blast Door! Blast Doors are mostly in Heavily Fortified places such as Bunker! These Blast Doors are in places where you have to open up if you want to proceed, and make progress through out the Map. Enemies can open up Blast Doors, when they touch it!
    - (Blackout will allow you to open Blast Doors!)

Garage Doors -
  • Signifying Garage Doors:
    Garage Doors are a Power System where they will be Closed if the power is on, in order for them to open up, you must turn off the Generator, once they open up, they may lead you to progress!

  • Description:
    Garage Doors are usually in Tunnels, these Garage Doors will Block Off an area or an Enemy, if you want to proceed you must turn off the Generator!
    - (Blackout will open all Garage Doors)

Vaccine Stations -
  • Signifying Vaccine Stations:
    These Vaccine Stations are mostly in rooms that represent Clinics. You will always see a Vaccine Station somewhere around a wall.

  • Description:
    Vaccine Stations are especially useful when deep in the Map and Collecting Loot, because you never know, if you will get Bitten by a Forsaken and will need a Vaccine Station to cure the Infection. You can also find the Vaccine Station, in the Train to fight the Infection.

    (If Doses reaches 3 Out Of 3 on your Character and you use the Vaccine Station again you will Die!)

Medkit Stations -
  • Signifying Medkit Stations:
    Medkit Stations are only on The Train. You will always find a Medkit Station on the wall of The Train, located next to the Vaccine Station!

  • Description:
    Medkit Stations are especially useful when you are Bleeding Out, they only provide 1 Full Heath State every New Day!

Coal & Gold Ores -
  • Signifying Coal & Gold Ores:
    Coal and Gold Ores are only found in Mineshaft, they are these rocks that are on the ground Highlighted In Your Color of your Data Deck whenever you have a Pickaxe to easily spot them. Rock Identification, each rock that has Ore Has a Different Look. Coal will have Grey & Black Spots telling us that it is Coal. Gold will have Grey & Yellow Spots telling us that it is Gold, this will let us easily tell what Ore They Really Are, when we find a rock in The Mineshaft! Each rock that you come across has Health Points, from 1 to 3 Points. To destroy these rocks you will need a Pickaxe.

  • 1 Point = 1 Piece Of Ore

  • 2 Points = 2 Pieces Of Ore

  • 3 Points = 3 Pieces Of Ore

  • Description:
    These rocks generate in Random Cells, they can be in Big Open Areas or in The Rocky Tunnels. Whenever you come across any Type Of Ore On The Ground do make sure to Mine Them they give a Good Amount Cash in return!

14 Comments
ViciousShade 15 Sep @ 11:56am 
thanks! <3
Griller  [author] 13 Sep @ 8:28am 
Either way I did change it for you and others!
Griller  [author] 13 Sep @ 7:56am 
It is all shown on the enemies with their Hearing from Very Low to Extremely High. I may try to add meters to them
ViciousShade 13 Sep @ 4:28am 
good work bro, really nice guide. would be interesting to know also the range from where each entity can hear the players when walking, dropping and running
Griller  [author] 12 Sep @ 6:01pm 
I went ahead and changed it. Thank you! I don't really play Endless but will check into it!
AergisGeist 12 Sep @ 5:09pm 
At 4pm on Hotel I had a Forsaken spawn (Forsaken difficulty). Might need to take a look and evaluate the spawn times again. My guess might be 3-4pm?
Griller  [author] 9 Jul @ 4:37pm 
I can put the breathing mechanic at Workforce stats, of how far the enemy is close when you start breathing!
AergisGeist 9 Jul @ 4:35pm 
You should include a section in here about the breathing mechanic when enemies are close by, would love to hear anything about it
Griller  [author] 8 Jun @ 8:25pm 
Well, thank you.
patrickstar982 8 Jun @ 8:24pm 
thank you for all of your hard work and dedication and support for this guide and keep up the great work :steamthumbsup: