Explorable Ruins
This page was added to the Season 17 revised pages category! |
Explorable Ruins are a type of Ruins in the World Beyond. There are three: Abandoned Hotel, Abandoned Hospital, and Abandoned Bunker. These special ruins allow Citizens to explore and search the interiors through various corridors connecting the Entrance to various dead ends and long abandoned rooms on 2 floors. They will be rewarded with Explorable Ruins Blueprints and other more or less valuable items.
Entering[edit]
- Explorable ruins are always unburied.
- It takes 1 to enter the ruin.
- You cannot enter the ruin either if you are Wounded, Terrorised, have Escort mode turned on, or Escorting someone.
- You will also need to have Control of the zone, unless you are a Scout with the camouflage on, then no zone control is required.
- You can only enter the same ruin once per day.
- You cannot enter if someone else is exploring inside.
- Note: Water Rations found in the Explorable Ruins are usually poisoned! Drop your own water before entering the ruin and drop water rations in the ruin where you find them, because you can't distinguish between fresh water and poisoned water in your inventory or on the ground.
- If you were autosearching before you enter the ruin, once you enter the ruin the autosearch count will stop (whenever an autosearch count stops you can no longer autosearch on that zone during that day).
Exploration[edit]
The image to the right shows the interface while exploring an Abandoned Bunker. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.
You start with 100% . It depletes at a rate of 1% per 3 seconds. Scavengers start with 150% . This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your runs out. If you fail to do so, you will be forced out, obtaining a random Injury. All items in your Inventory will be dropped within the ruin at the last zone you were in.
You may encounter zombies inside the ruin. Fleeing from zombies inside the ruin will not wound you, but will cost you valuable (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone.
Control Points, Camouflage Suits and Flash Grenades do NOT work inside the ruin, however Pre-war Camera will relocate all zombies to another "zone" in the explorable ruin if successful. Weapons work as usual, but Furious Kitten (partially digested) CANNOT be used inside the ruin.
If the ruin is within 11 km or less, a hero can use heroic return inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town.
Stairs, Doors and Keys[edit]
Each Explorable Ruin will have 2 floors, 1 staircase and 15 doors. Eventually you will find stairs while exploring the ground floor. Using the stairs costs always 8% , this should be always kept in mind while exploring the other floor.
The doors lead to rooms that explorers can search for items. Some rooms closer to the Entrance will be opened by default while the remaining rooms deeper in the ruin will be locked.
Each locked room will be locked by one of the three types of keys mentioned below. Which key is needed for a door can be found out by using the Unlock the door action (can be done by all citizens). Technicians can make a blank of the required key by clicking on Take an impression button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other Technicians on the same day provided the door is still locked.
All Citizens are able to make an instant blank key of each locked door, which is an alternative to the 'normal' blanks. Both the 'normal' blank keys and instant blank keys are made in the same place. Instant blank keys are done at the cost of two items: 1 Chinese Noodles and 1 Pharmaceutical Products. Each person can only make one instant blank from the same door once per trip (each day). More instant blanks of the same door can be made by other Citizens on the same day provided the door is still locked.
Each blank/instant blank can be turned into the corresponding key in the Workshop for varying costs. Anyone can convert impressions. Technicians do not have any bonuses in converting key imprints.
There are three different kinds of keys with two corresponding blanks for each key:
These keys can also be found regularly by searching the opened rooms. Note that, for example, a Bottle Opener from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.
Map[edit]
The image on the right shows a possible ruin map with the entrance (bright blue tile) and all doors opened at ground floor and upstairs some opened doors, some closed doors where a key is still needed (key icons) and several zombies (colored corridor tiles). Note that the image is a possible map of an Abandoned Hotel or an Abandoned Hospital, in the Abandoned Bunker the stairs at ground floor are going down to the basement. And it is just an example, the explorable ruins maps are randomly generated for each town. The map has to be done by the Citizens of the Town.
Building map is 13x13 squares for each floor. Most towns nowadays use Fata Morgana for sharing the building's interior layout with the other town members. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.
- Screen-recording software. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is Screencast-O-Matic.
- Pen and paper (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the Exit.
- Split-screen spreadsheeting (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen and paper. The only difference is the mapper's preference.
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.
Blueprints[edit]
Each ruin has a chance of dropping Explorable Ruins Blueprints.
- Bunker Construction Blueprint (uncommon)
- Bunker Construction Blueprint (rare)
- Bunker Construction Blueprint (very rare!)
- Hospital Construction Blueprint (uncommon)
- Hospital Construction Blueprint (rare)
- Hospital Construction Blueprint (very rare!)
- Hotel Construction Blueprint (uncommon)
- Hotel Construction Blueprint (rare)
- Hotel Construction Blueprint (very rare!)
These blueprints are different from the normal Blueprints found in Worn Leather Bags, Architect's Chests, after Camping normal Ruins or constructing the Builder’s Merchant. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked.
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it. Since the ruins do not have green or Construction Blueprint (common), they can be read without risk.
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading uncommon, rare and very rare blueprints until explorable ruins cease to yield any more of their own is preferred.
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again.
For a detailed table of unlockable ruin buildings, see Explorable Ruins Blueprints.
Distinctions[edit]
Each entry into the ruin (limited to once per day) will give the Ruin Explorations distinction. Each locked door opened will give a rare distinction Covert Concierge.
Video Example[edit]
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots! Note that this video was made before the first floor was added, that's why there are no stairs.
Sprites[edit]
Sprite | Description |
Player (default state). Aligned to the center of the client screen. | |
Player (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around. Aligned to the center of the client screen. | |
Zombie (generic): randomly encountered in all three types of explorable ruins. Aligned next to the player on either of four sides. | |
Zombie Soldier: randomly encountered in Abandoned Bunkers. Aligned next to the player on either of four sides. | |
Zombie Nurse: randomly encountered in Abandoned Hospitals. Aligned next to the player on either of four sides. | |
Zombie Janitor: randomly encountered in Abandoned Hotels. Aligned next to the player on either of four sides. |
Changes[edit]
- In Season 4:
- Explorable Ruins are added.
- In Season 6:
- 2nd explorable ruins are added in Hardcore Towns.
- Before Season 9, There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See the video. This bug is fixed in Season 9.
- In Season 9:
- The bug which makes you escape from the explorable ruins effortlessly is fixed in Season 9.
- In Season 10:
- Explorable Ruins removed from Local towns.
- 3rd explorable ruins are added in Hardcore Towns. Bug most likely.
- In Season 11:
- Explorable Ruins are now closer to town (except for Hardcore Towns)
- In Season 16:
- Second floor was added.
- Door amount increased from 10 to 15.
- Buildings unlocked by Explorable Ruins Blueprints changed.
- In Season 17:
- The following blanks were added: Bottle Opener Instant Blank; Bump Key Instant Blank; Magnetic Key Instant Blank.
External links[edit]
- Explorable Ruins - Official MyHordes.eu Help Section