Zombie Exodus: Safe Haven: Part Four Discussion Thread

If that is still how the code is written, then yes 1 is preferable

Part 4 (Chapter 16/17) Timeskip

There is a timeskip between Chapter 16 to 17 from ZE Day 32 to 105. At the last group allocation choice for Chapter 16, you can complete any improvement or reinforcement with only 1 survivor assigned.

For example, usually the North and South Guns + Flamethrowers require 16 units of labour. If you leave these to the end, you can save a large amount of labour.

Below is a hopefully formatted table of Tasks by Character, and Characters by Task.

Assigning Gina to Barbed Wire means every period she does that Task, it counts as 2 labour units. You can only ever have a +1 labour bonus in any one period for any one improvement/reinforcement

Note the Goat Pen and Hog Pen have the same characters who have build bonuses.

By Character:
Character Task 1 Task 2 Task 3 Task 4 Task 5 Task 6 Task 7 Task 8 Task 9 Task 10 Task 11 Task 12 Task 13 Task 14 Task 15 Task 16 Task 17 Task 18
Gina Barbed‑wire perimeter Camera security system Chicken coop Computer lab Dock (lake) Electric fence Farm plot Goat pen Hydroponic farm Improved workshop Infirmary Minefield Perimeter alarm system Prison cell Radio room Recreation room Reinforced gate Sandbag wall
Fred Barbed‑wire perimeter Camera security system Communal kitchen Dock (lake) Electric fence Improved workshop Minefield Prison cell Sandbag wall
Woody Barbed‑wire perimeter Camera security system Chicken coop Communal kitchen Computer lab Dock (lake) Electric fence Farm plot Goat pen Hydroponic farm Improved workshop Infirmary Minefield Perimeter alarm system Prison cell Recreation room Reinforced gate Sandbag wall
Billie Chicken coop Communal kitchen Goat pen Hydroponic farm Memorial area
Madison Chicken coop Computer lab Farm plot Communal kitchen Perimeter alarm system Reinforced gate Science Lab
Jaime Communal kitchen Computer lab Memorial area Perimeter alarm system Playground Radio room Clear space (+25)
Reilly Communal kitchen
Rosie Communal kitchen
Kelly Computer lab Perimeter alarm system Radio room Playground
Parker Computer lab Memorial area Perimeter alarm system Recreation room Science Lab
Rachel Computer lab Perimeter alarm system
August Clear space (+50) Farm plot Playground Reinforced gate
Bailey Clear space (+25) Playground
Brody Clear space (+50) Playground Sandbag wall
Dante Hydroponic farm Memorial area Sandbag wall Clear space (+25)
Lopez Clear space (+25)
Monica Clear space (+50) Hygiene station Improved workshop Infirmary Minefield Sandbag wall
Tommy Clear space (+25) Foraging (bonus)
Allison Hygiene station Infirmary Medical care (assignment) Foraging (bonus) Science Lab
Kevin Hygiene station Fishing (bonus)
Anders Memorial area Playground Fishing (bonus)
Jude Minefield Fishing (bonus)
Sean Playground Fishing (bonus)
(MC) Farm plot (if hobby_gardening)
By Improvement:
Improvement/Defence Char 1 Char 2 Char 3 Char 4 Char 5 Char 6 Char 7 Char 8
Barbed‑wire perimeter Gina Fred Woody
Camera security system Gina Fred Woody
Chicken coop Billie Gina Madison Woody
Communal kitchen Billie Fred Jaime Reilly Rosie Woody
Computer lab Gina Jaime Kelly Madison Parker Rachel Woody
Clear space (extra space) August (+50) Brody (+50) Monica (+50) Bailey (+25) Dante (+25) Jaime (+25) Lopez (+25) Tommy (+25)
Dock (lake) Gina Fred Woody
Electric fence Gina Fred Woody
Farm plot August Gina Madison Woody (MC if hobby_gardening)
Goat pen Gina Billie Woody
Hydroponic farm Dante Gina Billie Woody
Hygiene station Allison Kevin Monica
Improved workshop Monica Gina Fred Woody
Infirmary Allison Gina Woody
Medical care (assignment) Allison
Memorial area Jaime Parker Anders Billie Dante
Minefield Gina Fred Jude Monica Woody
Perimeter alarm system Gina Jaime Kelly Madison Parker Rachel Woody
Playground Anders August Bailey Brody Jaime Kelly Sean
Prison cell Gina Fred Woody
Radio room Gina Jaime Kelly
Recreation room Gina Parker Woody
Reinforced gate August Gina Madison Woody
Sandbag wall Brody Dante Monica Gina Fred Woody
Science Lab Alison Madison Parker

If anyone wants any mission or so on guides or tips let me know. It is easiest to write with a goal in mind, for example hurting Silverthornes as much as possible when attacking their base, Lancelot looting and defences on whilst not letting anyone in necessarily, etc.


Managing new Part 4 buildings

Part 4 New Buildings:
General Tasks

Not a building, but a general note on tasks: scavenging, fishing, etc. now rely on the skill level (Survival for Fishing, Survival and Ranged Weapons for Hunting, Scavenging for Scavenging) of the individual assigned


Hygiene Station
  • Morale +20%
  • Allegiance +20%
  • Liquid cleaners +5
  • Soaps +5
Dock Lake
  • Increases Fishing task yield by 20%
Infirmary
  • First‑aid charges +30
  • Ointments +15
  • Painkillers +10
Memorial Area
  • Morale +15%
  • Allegiance +15%
Playground
  • Morale +20% (if dependent or Missy present)
  • Morale +15% (otherwise)
Prison Cell
  • Allegiance +25%
Science Lab
  • Antibiotics +20
  • Pain Killers +30
Recreation Room
  • Morale +40%
Water Pump
  • Water +500 units
Windmill
  • Power +35 units
Workout Room
  • Morale +15%
  • Allegiance +15%
Zombie Pit

Despite being an improvement, so far wholly a defensive impact.

  • Junkyard Defence +3
  • Offense +2
Medical Task (Single Survivor Assigned)
  • Morale +15%
  • This has no effect on medical building performance or otherwise, just morale bonus

Junkyard Offense / Defensive Buildings Summary

Reinforcements Bonus
Improvement Bonus to Defence Bonus to Offence Overall Bonus
Alarm System 1 0 1
Reinforced Gate 2 0 2
Secure Perimeter 2 1 3
Junkyard Trench (Level 1) 2 0 2
Junkyard Trench (Level 2) 1 1 2
Watchtower North 2 1 3
Watchtower South 2 1 3
Watchtower North Flamethrower 0 5 5
Watchtower North Gun 0 5 5
Watchtower South Flamethrower 0 5 5
Watchtower South Gun 0 5 5
Zombie Pit 3 2 5
Barbed Wire Perimeter 2 1 3
Camera Security System 3 0 3
Electric Fence 5 5 10
Minefield 4 4 8
Sandbag Wall 5 0 5
Shooting Range 0 8 8
Elsie Camp Defenses 2 0 2
Watch Duty (3+ workers) 1 0 1
TOTAL 37 44 81

Moreso because I have not seen it before, a list of all events checking your Defense and Offense. Whilst I enjoy building everything, this will help you build the “good enough” defences and let your people focus on improvements, tasks, etc.

Can use above table in conjunction with below. Note that 3 individuals on watch gives +1 to Junkyard Defence.

All Defense/Offense Checks (Junkyard):
End of Chapter 9, in the scene where Nora, Driver, Church, and Eli die:
  • Gina dies if Junkyard Defence are below 6
  • If Group Offence plus Junkyard Defence are below 60, Kelly or Bailey die
  • If Group Defences plus Junkyard Defence are below 60, Tommy or Woody die
End of Chapter 11, post-Lancelot mission
  • If your Junkyard Defence is below 12 but 6 or more, 15% loss to morale
  • If your Junkyard Defense is below 6, Billie and Reilly are hurt. Morale and Allegiance down 20% (for Allegiance this hit is mitigated by your leadership score
Start of Chapter 12, Forest Rats Encounter
  • If your Junkyard Defence is 9 or higher, or 8 or higher with Woody on Watch Duty, Forest Rats do not attack
  • Otherwise, they attack. Ensuing combat not affected by defences, but by group defence, offense (training)
Start of Chapter 13, Payne Gang nabs Kevin
  • If your Junkyard Defence is 9 or higher, the Payne Gang do not break in, and one of them dies
  • This does not appear to imapct anything, but is shows the score of 9 is a good benchmark defense to aim for in this chapter
Part 4, 6 Zombies Approach Junkyard Event
  • If your Junkyard Defence is 10 or higher, all good
  • If your Junkyard Defence is 5 or higher, but below 10, Brody is injured
  • Otherwise, the Reinforced Gate is destroyed, Gina is hurt.
Part 4, 5 armed survivors attempted to raid the Junkyard Event
  • If your Junkyard Offence plus Defence is 24 or greater, no one is hurt. You gain a few guns and ammo
  • If your Junkyard Offence plus Defence is lower than 24, 10 or greater, one of (in this order, depending on who is in the party) Alison, Lopez, Sean, Reilly is hurt
  • Else (below 10), lose 80 food, a gun or two, and some resources / consumables. As before one of Dante, Fred, Parker, Rosie, Bailey will die
What Defences I Would Build
  1. Secure Perimeter (2 / 1 / 3)
  2. Reinforced Gate (2 / 0 / 2)
  3. Electric Fence (5 / 5 / 10)
  4. Minefield (4 / 4 / 8)
  5. Alarm System (1 / 0 / 1)

Total Defence: 2 + 2 + 5 + 4 + 1 = 14
Total Offence: 1 + 5 + 4 = 10
Total: 24

This should let you hit totals checks, defence and offence checks, and also these make sense to me.

Secured perimeter, reinforced gate, and alarm system bonuses are smaller, but there may also be checks to see if they exist at all… high defence without a secured perimeter might be less helpful

You could also replace the Alarm System with 3 people on Watch.


Other potentially useful things (Part 4 focused)

Assigning Key Roles
Leader
  • If Jaime or Rachel passes Leadership training: +20 allegiance, +15 morale

Second‑in‑Command

Gina

  • SOP ≥ 3: +10 allegiance; disciplined, effective
  • SOP < 3: –10 morale, –5 allegiance; too intense

Jaime

  • SOP ≤ 2: +10 morale, +10 allegiance; calm, respected
  • SOP > 2: –5 morale, –10 allegiance; too gentle

Kelly

  • SOP ≤ 2: +5 morale, +5 allegiance; energetic, unifying
  • SOP > 2: –10 morale, –10 allegiance; too forceful

Rachel (Billie writes report)

  • SOP ≤ 2: –5 morale, +5 allegiance; “spy‑like”
  • SOP 3–4: +10 morale, +10 allegiance; efficient, military
  • SOP ≥ 5: +5 allegiance; fits harsher tone

Sean

  • SOP ≥ 4: +10 morale, +10 allegiance; blunt, dependable
  • SOP < 4: –10 morale, –10 allegiance; loud, unfocused

Group Cook
  • Billie: +5 morale; chaotic, heartfelt
  • Fred: +15 morale; comforting
  • Jaime: +10 morale; soothing
  • Reilly: +10 morale; chaotic but tasty
  • Rosie: +5 morale; intense
  • Woody: +5 morale; academic

Quartermaster
  • Billie: +10 morale, +5 allegiance; chaotic but effective
  • Dante: +10 morale; meticulous
  • Parker: +5 morale, +10 allegiance; stylish
  • Kelly: +10 allegiance; strict
  • Kevin: +5 morale, +10 allegiance; territorial, knowledgeable

Radio Operator (if radio room exists)
  • Anders: +10 morale, +10 allegiance; charismatic
  • Dante: +5 morale, +5 allegiance; calm
  • Kelly: +5 morale, +10 allegiance; investigative
  • Monica: +5 morale, +15 allegiance; disciplined
  • Woody: +10 morale, +5 allegiance; rambling but likeable

SOP Reference
  • SOP 1: Very democratic, group votes on everything
  • SOP 2: Friendly, supportive, community‑focused
  • SOP 3: Military‑style order, discipline, structure
  • SOP 4: Prioritise group survival, scavenging, efficiency
  • SOP 5: Raider mentality, intimidation, force compliance
Missions
Museum:

Party composition

  • Take everyone if possible.
  • If you bring Tommy, also bring Lopez.

Dealing with Gilbert / fighting the Museum group

  • To fight them: give Gilbert painkillers or nothing. Specifically, avoiding giving him a split
  • If your group is ranged-trained: any choice is fine. Giving a splint or carrying Gilbert raises relationship.
  • If not ranged-trained: bring Bailey and give Gilbert a splint or carry him — note: Gilbert later kills Bailey if you fight them.

Meeting the Museum group

  • You meet them regardless, agreeing to meet increases Brody’s relationship and decreases Rachel’s (and vice versa for denying).
  • Ask to meet Percy.
  • Take the food for yourself and Jaime. Despite my initial fears, they are not cannibals

Talking to Mel

  • Mel reveals her secret when reveal score ≥ 60. You’ll see the pale-pink/sweat cue. Then ask “What are you hiding?”
  • To build reveal score, ask 6 of the following (some require stats or conditions):
    • What did everyone here used to do for a living?
    • Where’s Cruz?
    • Why does Checkers call you Melissa instead of Mel?
    • (Empathy ≥ 50) I know your people are lying. You better tell us what they’re lying about.
    • (Search ≥ 60) What are those biker jackets doing on the clothesline?
    • (Search ≥ 75 or 60 if you’ve met Jude) Where did your group get the urban camo ghillie suit?
    • Have there been visitors, or haven’t there?
    • Why doesn’t Percy trust strangers?
    • (Electronics ≥ 50; +10 reveal if Driving ≥ 10) Where do you get all the power for this museum and the tram?
    • (If Brody trained in Empathy or Persuasion or Persuasion ≥ 70) Mel, if my friends and I were in danger, you’d tell us, right?

Prisoners and recruiting Jude

  • Give prisoners water. Freeing them helps if you want to fight the Museum gang or recruit Jude. Otherwise do not free them.
  • To recruit Jude: free prisoners, side with Thelma, then say “You’re free, and you can join our group if you want.”

Combat choices

  • If Tommy is with you but Lopez is not: pick “Tommy, get away from the window, now!” — otherwise he dies.
  • Choose “Everyone, just calm down!” to boost Museum relationships/faction; still lets you fight them. Rachel must pass a social check to avoid shooting Checkers.
  • If you pick “Shoot him, Rachel” — Checkers dies, Rachel is injured, and Museum group (and Brody) dislike you more.
  • “What’s going on here?” does nothing. Don’t pick.

If fighting the Museum group alongside

  • Alert Thelma to Percy and Cruz’s position. (Pro RMBC)
  • If prisoners are freed, warn Percy and Cruz about them. (Anti RMBC)
  • To seek peace: use either
    • Convince the museum survivors to surrender. I don’t want to see any more death today.
    • Convince Thelma to surrender. I don’t want to see any more death today.
    • Passing the social check ends hostilities and gives relationship boosts:
      • RMBC get back captives + fuel, never cross paths) = big RMBC boost.
      • Trade for captives = smaller boost to both groups.

If attacking

  • Against Museum Group:

  • Shoot Cruz if you can (hard, long-range shot; scope/suppressor/LAR and high ranged skill help).

  • Otherwise shoot Gilbert (easier).

  • Against Red Mamba: Brick is the easiest to hit; Luis harder; Tammy hardest.

  • Melee attacks require Stealth ≥ 55 or Athletics ≥ 65.

  • Ranged training is recommended.


Notes

  • Jude is a great recruit (fighter/sniper/hunter) He helps train group in ranged, bonus to building landmines which are a good improvement, and good stats. Free prisoners and side with Thelma to recruit him. Then, of course, offer for him to join.
  • I haven’t actually done RMBC vs Museum while allied with Museum; so may be errors or less detail there.
Silverthornes Very Bad Day:

Part 2 — Prep

  • Train: prioritize ranged skills.
  • Positioning: send fighters into the woods before the fight.
  • Interactions: you can roleplay with Keith freely; it won’t change the core plan.

Part 2 — Fight actions

  • Do not pick “sneak into woods” or anything else. I thought it would let me sneak attack but I just looked like a dweeb hidden in woods whilst everyone hashed it out peacefully.

  • Initiate combat: attack first.

  • Primary targets: Shoot Natalie (use a good gun, scope, suppressor, high ranged skill).

  • Benton: Search Benton (high Search helps; Sky Nest reduces requirement).

    • Subdue Benton by sneaking (Stealth 60+) or shooting him. If you spot and sneak to him, subduing always works. I enjoy having Benton has a captive so I can take him with me to my eventual safe haven in the epilogue :slight_smile:

Part 3 — Prep

  • Explosives & poison: craft/scavenge 1 explosive charge and 1 cyanide (or rat poison).
  • Allies: ally with or befriend Thelma; side with her vs Museum if possible.
  • Bring fighters: take Lopez, Jude, etc. (leave Benton at base, or if you can capture Zombies before this, you can Zombify him. Not worth it in my eyes).
  • Train ranged again if possible.

Infiltration & Tavern

  • Entry: flirt or enter peacefully; get on well with Anders (tip helps. Money seems to be useless otherwise).
  • Get Keith’s location: ask Thelma or the barkeep. If asking Thelma, don’t get drunk — have Reilly drink.
  • Poison option: Poison Keith at the tavern — stealth helps; cyanide is most effective, rat poison still works.

Interaction with Keith:

  • Half group outside / separate
  • Do as you please when talking except ally with him

Attack Phase:

  • Looting: optional; scavenging yields tactical shotguns and supplies, other people you bring scavenge some stuff too.
  • Zombie attack: Observe defenses, scavenge tactical shotguns. Enables new option to attack Keith and his captains.
  • Tower: place explosive charge at tower base; try to move civilians first if you want. Stat check.
    • Targeting: Sullivan has plot protection; others (Natalie, Benton, Wyatt, Daniel) can die if your attack is strong. Keith will be injured if targeted (cannot die, neck wound).
    • Bring good shooters with you to ensure maximum casualties.

There is another option - especially interesting if Wyatt/Benton/Natalie already dead or dealt with.

  • “Hide your group and snipe/ambush to reduce numbers without jeopardizing camp defense.”
  • Explosives & incendiaries: bring multiple molotovs and grenades - each additional one increases casualties. A lot of damage.
Code:

#Hide my group and take out as many Silverthornes as I can to reduce their numbers. I don’t want to jeopardize their defense of the camp, but I do want to cause some casualties.
*set attacked_silverthornes_ch12 true
*set silverthornes_force %-(team_offense/3)
*if rmbc_helping_group
*set silverthornes_force %-10
*if separate_group
*set silverthornes_force %-10

*if using_molotovs > 0
*set bandit_kills +(round(ccw/15))
*set silverthornes_force %-(round((ccw+curr_mod)/20))

@{(using_grenades > 0) As the Silverthornes gather up after the grenade explosions, you|You} take out your Molotov cocktail, light it, and toss it at the closest group of soldiers. The bottle breaks on one, lighting him up in a wave of flame that spreads to the soldiers closest to him.
*if using_molotovs >= 2
*set silverthornes_force %-15

Rachel kneels next to you, lights the Molotov cocktail you handed her, stands up, and throws it overhead. You watch it spin as it floats through the air in a perfect arc, then it breaks on the ground at the feet of a group of soldiers. The fire catches their pant legs and spreads through the pack.

*if using_molotovs > 2
*set silverthornes_force %-(3 * using_molotovs)
Another explosion hits on your left, and then there are more explosions. You can’t keep track of all the destruction, and you turn your attention back to the fight.
The infected horde continues its assault, pushing into the chain-link fence, and the Silverthorne Militia fight to hold them back, even as their numbers dwindle. It’s only when a new wave of reinforcements pushes onto the Thruway that your group ends its attack.


Aftermath & follow-up

  • Follow Rachel’s plan (shoot above civilians) if your group isn’t optimized; otherwise use fighters.
  • Escape: flee to your vehicle; take the Military Jeep if available.
  • Recruit: let Monica, Anders, and Missy join to weaken Silverthornes and bolster your team. Anders is good on the radio. I like them, too, and like having a large group.
Guide to Lancelot:
Mission summary and prep:

You can be very successful in this mission without requiring good stats, as long as you have a good offensive skill (ideally ranged)-- even this is not necessary if you have good stealth, and even this is not necessary if you have good athletics.

This guide relies less on stats in exchange for being, always, late. Benefits (loot, info, secure Lancelot) outweigh latenees downsides, and once youre very late, being moee late doesnt make it worse.

If your leadership is low, though, you will lose allegiance. If your leadership is very high (80+) this is strictly good with no decrease to allegiance

If you do not want to be late, don’t follow this guide. Drive quickly, go around zombies, skip cottage, go back. Boost to allegiance and minimal info.

Electronics shines in this mission, although even this is not necessary, only beneficial and can make up for lacking in all other stats

Take any generic vehicle you dislike, to be replaced

Pre-Lancelot:

I wouldn’t advise wearing military outlift. Makes Fern like you less.
If you’re a cop wear cop uniform, if you’re a doctor/nurse wear scrubs/uniform

If you can drive well, do whatever you want.
Else, this will always work:
#Wait at the top of the hill for the swarm to pass. It might take a while, but it’s the safest approach.
#Use my walkie-talkie to check in with Jaime and let him know my progress.
(Relationship boost with Jaime, big loss of time)

Scavenge cottage, be friendly to Fern

Seriously, you gain nothing from attacking Fern even with perfect stats.

#“I’m originally from Nightfall. Not long after the start of the outbreak, I teamed up with a few people and left that area. We’re now staying at a junkyard not far from here.”

#“Why do you say Kevin and Eli are a strange pair?”

(If medicine >= 45)

  • #“Why is your arm bandaged?”

  • #"Do you want me to look at your arm?

  • (Not necessary but funny) #Why did you hesitate when you talked about your arm being injured?"

    #“Would you like to join my group?”

Then even if your medicine is below 45, if you pick the other options and have >=39 empathy, fern_faction >= 60 (starts at 40) and she will tell you about the depot

This bypasses the “getting in to the base” choices and check

Base exploration:
Door:

If you follow the guide and have good empathy or average-ish empathy and medicine, you should be able to bypass entry checks. However assuming you cannot, here is a short list:

You auto-pass on all of these if count = 3. Count starts at one, so this requires you to fail twice then try again.

  • Pry open the door.
    Requires you to pass a check of 60 athletics, but easier with tools (crowbar increases athleticsmod by 20, kukri by 10, etc.) These do not stack.
    On a failure, however, you lose health.

  • Inspect the door and camera
    (search >= 60) to succeed
    On a failure, nothing bad happens

  • If Electronics >= 65: If the camera’s working, there must be power feeding it
    Succeed

  • Search for another way inside.
    If search >=45, Succeed
    On a failure, nothing bad happens

  • If you have 2 gunpowder: Pack the edge of the door with gunpowder and light it on fire.
    If science >= 45, succeed.
    This sets “blasted_door” true which is likely to later help New Army access base, hence I wouldn’t reccomend it if you later want to obstruct them
    On a failure, nothing bad happens

  • Explosive charge and grenade auto-succeed, but set blasted_door true. Again, I avoid this

Do not enter Sublevel & Storage until everything else is done.

Everything Else:

Do everything in Security room first.
Converse with Sam about everything, they’re cute.
Do everything in Decon.
Do everything in Laboratory:
NOTE: Wear a hazmat suit if entering the greenhouse, or be 100% sure you’ve reset it in security. I do both to be safe

Again, just do everything possible here, even watching the long presentation on the virus and uh… “talking” to Julianne.

For Julianne, read and reply to Jason’s email first, then chat with her. For this guide, time is irrelevant so do everything you want, and you can do infinite things/spend as long as you like in these 3 rooms (and talking to Sam)

Radio back to Jaime / Woody where possible, it increases your relationship

Scavenge whatever you want, also take the microscope from the lab

Storage and Sublevel:
Sublevel / Storage Zombies:
  • Good ranged → just shoot; failure has no penalty.
  • Good electronics + updated employment → Sam kills them.
  • Bad ranged/electronics but Empathy ≥ 65 → talk to Sam about hiring.
  • Bad ranged/electronics/empathy → rely on stealth; go to Sam, stealth to sub‑level.
    • Stealth ≥ 45 → succeed, update record, Sam saves you.
    • Fail stealth → easier fight; win as long as Health ≥ 40.
  • If all stats bad → leave, or tank the hit if Health > 40.
Exploring storage:

Unlike earlier, storage is choice limited. 3 choices before forced to leave.

General note: tell everyone everything on the calls. Because I like Faulkner, and Goodman shows up or knows location regardless, this sets him to friendly and puts us on good terms

  • If you want to be friendly with both, get supplies and deny New Army access:
  1. Go to central computer, select everything except shutdown, activate security, take cultured virus, etc. Ensure you pick the “Inventory Management” Option so that you set lancelot_delivery_schedule true, which will at a later date allow you to get or intercept this delivery
  2. Get supplies / stuff
  3. Call Faulkner and get assistance (requires good leadership, persuasion or intimidation, the higher your relationship with Faulkner the easier it becomes)
  • If you do not care at all about the base or want to help the New Army, and only care about supplies and want guns:
  1. Explore storage area
  2. (If (scavenging >= 60) or ((scavenging >= 45) and (crafting >= 45)), pick the lock and open the weapons case. If athletics >= 60, pry case open. If electronics >= 50, search through the central computer to open the case remotely.
  3. Gather supplies, take guns
  • If you just want to explore the area and get new outfits
  1. Explore storage
  2. Explore Sublevels, do everything (no option limit in sublevels, only main storage loop)
  3. Gather supplies (if you only care about getting supplies)
    or
  4. Use central computer to activate security (if you don’t care about supplies, want to prevent NA getting in).

I didn’t mention Shutdown, but if you don’t care about ever getting access again or just want to say fuck em, you can pick this too

Escape:

Descend to Alpha and leave with loot in a cool SUV (allegiance gain from getting supplies offsets losses from taking ages)
This lets you take supplies gathered with you. Depending on your choices, the base could be armed,
I take the military SUV, but pick anything you want, really.

What if I just want to set tons of traps?
  • Follow the guide similarly as above, until you get to the time limited choices above. Ask Sam to protect your from intruders.
  • Go to Sub Level Alpha. Go to the manufacturing area.
  • Release Matteo and Rig the Container full of liquid metal. Latter requires 65+ Crafting
  • Activate Security System at the Central Computer
  • Convince Faulkner to send in a helicopter to aid you (be nice to him when talking, have 1 good social stat and use that)
Group Training
Jude's Training

Survival Training

  • Everyone in the group gets +15 Survival

  • If you are below Master (7), you also gain +1 Survival skill

Ranged Training

  • With a Shooting Ranged, +20 Ranged to everyone

  • Without a Shooting Range: +10 Ranged to everyone

  • You also gain +1 to Ranged skill if you’re not Master level (7)

  • Madison and Rachel only get +5, or +10 with a Shooting Ranged.

  • Notably, no increase to Group_Offense or Defence.

Tommy's Training

Hand‑to‑Hand Combat

  • +1 trained_hth
  • +10 group offense
  • +10 group defense

Close‑Combat Weapons

  • +1 trained_ccw
  • +10 group offense
  • +10 group defense
Election

Zombie Exodus: Safe Haven: Part Four Discussion Thread - #1556 by fairlyfairfighter

Proposal

Have a relationship score above 80.

Matching Tattoos
  • Allison ≥ 70
  • Anders ≥ 70
  • August ≥ 70
  • Bailey ≥ 70
  • Brody ≥ 80
  • Gina ≥ 60
  • Jaime ≥ 70
  • Jillian ≥ 70
  • Kelly ≥ 50
  • Lopez ≥ 60
  • Madison ≥ 90
  • Monica ≥ 70
  • Rachel ≥ 70
  • Reilly ≥ 50
  • Rosie ≥ 60
  • Tommy ≥ 70
  • Woody ≥ 70
Trade

Zombie Exodus: Safe Haven: Part Four Discussion Thread - #1599 by fairlyfairfighter


By Chapter

Chapter 17

Zombie Exodus: Safe Haven: Part Four Discussion Thread - #1629 by fairlyfairfighter

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