The Survivalist's Survivor Survival Guide (WIP)
- NoahKirchner
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The Survivalist's Survivor Survival Guide (WIP)
Are you having trouble surviving as a survivor? Do you always get caught early on by runners, huggered, and then left to die slowly and painfully in the nest with no hope of ever rejoining the round? Well then this guide is for you.
Xenomorph and You
Whenever you spawn in as a survivor, you know the entirety of the Xenomorph life cycle. Their entire goal is to further their own with you, and your main goal needs to be avoiding this happen. Keep in the back of your mind that, at the very beginning, seeing a Xeno is not a death sentence, but a sign that you should get out of dodge and find a new hiding spot, because they DID see you. If it's later into the round and you're not barricaded in and they have a hugger then you're done for, try to hold out and be as much of a pain in the ass as possible in a desperate hope that a marine may scare them off.
You also know that xenomorphs infect monkeys. Does this mean that you should go on a monkey hunt and slaughter every one you can find? NO It doesn't. What you SHOULD keep in mind about monkeys, however, is that monkeys live in the jungle and Research. So you may wish to avoid those places.
Domes and You
Nexus: The first building that the majority of the young runners will check, expecting you to go headfirst into the armory, gear up to the teeth, and then slip on a banana peel right infront of them. Stay away from it unless you'd like to fall right into their trap.
Engineering: Basically the miniature nexus. Every xeno first hits the Nexus, then hits Engineering. Try to get in and out as quickly as possible if you need to, and only try to set up power if you have a friend to watch your back.
Telecomms: The third and last stop of your average Young Runner. Telecomms has a tool machine, meaning that it can make you welding helmets to block huggers and a myriad of tools for you to use at your own discretion, I'd recommend hitting here early on.
Secure Storage: Difficult to get into, but worth it. The only one of the domes to have weapons and mines, but near impossible to get into without a lot of time or some well placed explosives.
IA Dome: If you can make your way inside, it serves as a great holdout spot due to its blast doors. Furthermore it has a holdout pistol if you're really hurting for a weapon, and some other miscellaneous loot lying around.
Fitness: Not particularly useful besides as a connector to the research dome. You may wish to avoid it due to the research dome holding monkeys.
Robotics: Good for tools, metal, and various other materials providing you can get the doors open. It is, however, rather open and doesn't make for a great hiding place because of its unfinished and open nature.
Medbay: Good for its metal and medical supplies, bad for everything else. It's the first building the xenos see when they come south of the river, and you're bound to be ripped to shreds if you stay here too long.
Cargo Area: Great for supplies, tools, and other objects that you may need, but likely to be an area that the xenos see as they come down into the nexus. Tread carefully and move quickly.
Hydro: Not particularly useful, like a medbay but without the metal.
Water Treatment Plant: Near useless, but it'd make for a nice challenge.
Chef's Bunker: Contains weapons and is pre-barricaded, could also make for an interesting roleplay situation.
The Predator Temple: Stay away, angry rasta men inside.
Crashed Ship: Not the best idea.
Survival Tactics
There are generally three ways to survive as a survivor.
You can hide in an obscure locker like a coward, do nothing, and wait for the marines to come save you.
You can take the metal and tools you've gathered and build yourself a nice barricaded dome, keeping the xenos far away until the marines come to save you.
You can go north of the river and attempt to make a home in the caves. Much riskier than the previous two, but could also make for some interesting roleplay if done correctly. However, DO NOT USE YOUR PICKAXE TO DIG INTO THE XENO HIVE AND KILL ALL THE LARVA, IT'S AGAINST THE RULES.
Hopefully you can use the information provided to make the best of your survivor rounds, whether you spend it in the safe company of marines on the Sulaco, or stealing from the marines on the ground to add to your own arsenal. Good luck.
(NOTE): Not entirely done yet, this will be added to in the future if I can think of anything to add or if anything is suggested.
Xenomorph and You
Whenever you spawn in as a survivor, you know the entirety of the Xenomorph life cycle. Their entire goal is to further their own with you, and your main goal needs to be avoiding this happen. Keep in the back of your mind that, at the very beginning, seeing a Xeno is not a death sentence, but a sign that you should get out of dodge and find a new hiding spot, because they DID see you. If it's later into the round and you're not barricaded in and they have a hugger then you're done for, try to hold out and be as much of a pain in the ass as possible in a desperate hope that a marine may scare them off.
You also know that xenomorphs infect monkeys. Does this mean that you should go on a monkey hunt and slaughter every one you can find? NO It doesn't. What you SHOULD keep in mind about monkeys, however, is that monkeys live in the jungle and Research. So you may wish to avoid those places.
Domes and You
Nexus: The first building that the majority of the young runners will check, expecting you to go headfirst into the armory, gear up to the teeth, and then slip on a banana peel right infront of them. Stay away from it unless you'd like to fall right into their trap.
Engineering: Basically the miniature nexus. Every xeno first hits the Nexus, then hits Engineering. Try to get in and out as quickly as possible if you need to, and only try to set up power if you have a friend to watch your back.
Telecomms: The third and last stop of your average Young Runner. Telecomms has a tool machine, meaning that it can make you welding helmets to block huggers and a myriad of tools for you to use at your own discretion, I'd recommend hitting here early on.
Secure Storage: Difficult to get into, but worth it. The only one of the domes to have weapons and mines, but near impossible to get into without a lot of time or some well placed explosives.
IA Dome: If you can make your way inside, it serves as a great holdout spot due to its blast doors. Furthermore it has a holdout pistol if you're really hurting for a weapon, and some other miscellaneous loot lying around.
Fitness: Not particularly useful besides as a connector to the research dome. You may wish to avoid it due to the research dome holding monkeys.
Robotics: Good for tools, metal, and various other materials providing you can get the doors open. It is, however, rather open and doesn't make for a great hiding place because of its unfinished and open nature.
Medbay: Good for its metal and medical supplies, bad for everything else. It's the first building the xenos see when they come south of the river, and you're bound to be ripped to shreds if you stay here too long.
Cargo Area: Great for supplies, tools, and other objects that you may need, but likely to be an area that the xenos see as they come down into the nexus. Tread carefully and move quickly.
Hydro: Not particularly useful, like a medbay but without the metal.
Water Treatment Plant: Near useless, but it'd make for a nice challenge.
Chef's Bunker: Contains weapons and is pre-barricaded, could also make for an interesting roleplay situation.
The Predator Temple: Stay away, angry rasta men inside.
Crashed Ship: Not the best idea.
Survival Tactics
There are generally three ways to survive as a survivor.
You can hide in an obscure locker like a coward, do nothing, and wait for the marines to come save you.
You can take the metal and tools you've gathered and build yourself a nice barricaded dome, keeping the xenos far away until the marines come to save you.
You can go north of the river and attempt to make a home in the caves. Much riskier than the previous two, but could also make for some interesting roleplay if done correctly. However, DO NOT USE YOUR PICKAXE TO DIG INTO THE XENO HIVE AND KILL ALL THE LARVA, IT'S AGAINST THE RULES.
Hopefully you can use the information provided to make the best of your survivor rounds, whether you spend it in the safe company of marines on the Sulaco, or stealing from the marines on the ground to add to your own arsenal. Good luck.
(NOTE): Not entirely done yet, this will be added to in the future if I can think of anything to add or if anything is suggested.
► Show Spoiler
- Sad_Corn
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Re: The Survivalist's Survivor Survival Guide (WIP)
So, I SHOULD USE MY PICAXE TO DIG INTO THE XENO HIVE AND KILL ALL THE LARVA, BECAUSE ISN'T AGAINST THE RULES?
On May 17, 2016, a group of farmers dug up the diary of an ear of corn named Watson. Here are his entries.
Day 76:
They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
I wonder what his wife will say.
Day 120: My brother says the VEGANS are protesting for more anti-meat bullshit. They want more of us to die. FUCKING HEATHENS.
Day 153: The ants are eating me from the inside out. They are popping out my kernels and taking them back to the nest. I feel them moving inside me. Julia says the pesticides will end our misery.
Day 300: Sweet Release. I can hear the planes flying over now. They are dropping the gas, it feels so good, sweet release-
Luiz"Mises"Buarque
Day 76:
They took Lawrence, dear god Lawrence... They ripped him off the stalk and smeared him in butter, just like Tyler and Jodie. They shipped him off to the popcorn factory...
I wonder what his wife will say.
Day 120: My brother says the VEGANS are protesting for more anti-meat bullshit. They want more of us to die. FUCKING HEATHENS.
Day 153: The ants are eating me from the inside out. They are popping out my kernels and taking them back to the nest. I feel them moving inside me. Julia says the pesticides will end our misery.
Day 300: Sweet Release. I can hear the planes flying over now. They are dropping the gas, it feels so good, sweet release-
Luiz"Mises"Buarque
- Shyguychizzy
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- Joined: 10 Nov 2015, 22:44
- Byond: Shyguychizzy
Re: The Survivalist's Survivor Survival Guide (WIP)
Mhmmmmm time to wall off caves. Ain't no power gaming. Now time to build the wall! Also you left out face protection breh...one of the crucial things to have or if able to obtain...it be worth the risk.
"Young Carrier (920) (follow) hisses, "Shut up both of you or we aren't going to invade disneyland."
Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!
A friendly message from Biolock in Dchat:
https://gyazo.com/24abd880ae896556691c5c6e5229d9ee
Second friendly message from Biolock in D chat:
https://gyazo.com/f97decded6da48e04a9b75dbb77d06e7
Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!
A friendly message from Biolock in Dchat:
https://gyazo.com/24abd880ae896556691c5c6e5229d9ee
Second friendly message from Biolock in D chat:
https://gyazo.com/f97decded6da48e04a9b75dbb77d06e7
- Rocco Ward
- Registered user
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- Joined: 11 Apr 2016, 11:48
Re: The Survivalist's Survivor Survival Guide (WIP)
One other tip I'd like to add..... play dead. Seriously, it works!
----------------------------------------RETRIED COMMANDER----------------------------------------
ROUND STATS WHILE COMMANDER:
Marine Majors - 1
Alien Minors --- 0
Alien Majors --- 3
Win/Loss [25%|75%]
ROUND STATS WHILE COMMANDER:
Marine Majors - 1
Alien Minors --- 0
Alien Majors --- 3
Win/Loss [25%|75%]
- Halinder
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Re: The Survivalist's Survivor Survival Guide (WIP)
I dunno. I have a method that works pretty well.
1. Go to robotics and get the pistol there.
2. Go to engineering and shoot open the electrical supplies locker, get insulated gloves and a multitool.
3. Fix up one generator, then set up the SMES units while not touching the spotlights.
4. Hack the vending machine for two welding helmets, carry one in-hand unless you looted a body for a backpack or something.
5. Test one of the lower engi doors for wires, focus on test light and bolt.
6. Go to the armory with your welding helmet flipped down the entire time (it doesn't matter if it blocks your vision, since it only covers regular flashlight range and you're not going to be shooting things anyway).
7. Hack open the doors to the vault via testlight-crowbar-bolt.
8. Hack open the vault via bolt-testlight-crowbar-bolt.
9. Get the C4 inside and whatever else you want, might want to use the toolbox to carry your things?
10. Go to secure storage, C4 in (preferably through the blast doors), set up mines, false-wall the entrance and hang out. You can take apart supply crates and racks in the meantime to build a decentish base, and if you've got wire you can hook in egrilles.
This entire thing should take you about ten minutes. If you're moving too slowly, I suggest welding yourself into engineering and blocking the windows.
1. Go to robotics and get the pistol there.
2. Go to engineering and shoot open the electrical supplies locker, get insulated gloves and a multitool.
3. Fix up one generator, then set up the SMES units while not touching the spotlights.
4. Hack the vending machine for two welding helmets, carry one in-hand unless you looted a body for a backpack or something.
5. Test one of the lower engi doors for wires, focus on test light and bolt.
6. Go to the armory with your welding helmet flipped down the entire time (it doesn't matter if it blocks your vision, since it only covers regular flashlight range and you're not going to be shooting things anyway).
7. Hack open the doors to the vault via testlight-crowbar-bolt.
8. Hack open the vault via bolt-testlight-crowbar-bolt.
9. Get the C4 inside and whatever else you want, might want to use the toolbox to carry your things?
10. Go to secure storage, C4 in (preferably through the blast doors), set up mines, false-wall the entrance and hang out. You can take apart supply crates and racks in the meantime to build a decentish base, and if you've got wire you can hook in egrilles.
This entire thing should take you about ten minutes. If you're moving too slowly, I suggest welding yourself into engineering and blocking the windows.
https://i.gyazo.com/75f378476ef8f516e2f ... 2fa13b.png
LOOC: Halinder: p.s. the alien hive has huggers that you can use for breathing masks
LOOC: Barnabus Jones: Perfect game tips and tricks from halinder
[D] OOC: Eonoc: Hitler was a giant glowing yellow bug lizard. A very charismatic one.
LOOC: Halinder: p.s. the alien hive has huggers that you can use for breathing masks
LOOC: Barnabus Jones: Perfect game tips and tricks from halinder
[D] OOC: Eonoc: Hitler was a giant glowing yellow bug lizard. A very charismatic one.
- adamkad2
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Re: The Survivalist's Survivor Survival Guide (WIP)
Hide in lockers. seriously, it works. Or find area that has 2 walls and empty space between them but no enterances, make a fakewall out of one, hide.
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
- Casgair
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Re: The Survivalist's Survivor Survival Guide (WIP)
Name yourself as a bald default "Colonist Tevin Marks" or whatever, remove and put on all his clothes, then Rest on top of the NPC body. No one will suspect a thing.
Oh, also if you end up spawning near Medbay/Science, the Toolbox on the west side of the Science building can be a quick (if clunky) way to get tools. Going the Miner route, if there's a shovel available you should be able to make fortifications out of sandstone walls in addition to any metal you might have handy. Need someone to verify that, though.
Oh, also if you end up spawning near Medbay/Science, the Toolbox on the west side of the Science building can be a quick (if clunky) way to get tools. Going the Miner route, if there's a shovel available you should be able to make fortifications out of sandstone walls in addition to any metal you might have handy. Need someone to verify that, though.
- Swagile
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Re: The Survivalist's Survivor Survival Guide (WIP)
Open supply crates with your default spawn crowbar.
It drops USMC uniform (incredibly useful if you get armor and generally protective), a toolbelt (fully stocked but your lucky if you get this drop), misc tools, and marine boots (very good for protection and if you find a bayonet, even better).
If you couldn't find tools, hope for RNG to get you that toolbelt via supply crates.
It drops USMC uniform (incredibly useful if you get armor and generally protective), a toolbelt (fully stocked but your lucky if you get this drop), misc tools, and marine boots (very good for protection and if you find a bayonet, even better).
If you couldn't find tools, hope for RNG to get you that toolbelt via supply crates.
- adamkad2
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Re: The Survivalist's Survivor Survival Guide (WIP)
Get a welding mask if possibru
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
- Swagile
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Re: The Survivalist's Survivor Survival Guide (WIP)
Always get a gun.
Not just in self defense, but you can use it to bust open engineering lockers for welding helmets + toolbelt.
Not just in self defense, but you can use it to bust open engineering lockers for welding helmets + toolbelt.
- James5734
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Re: The Survivalist's Survivor Survival Guide (WIP)
My tip is to hide in botany lockers. The xenomorphs rarely check botany to begin with in the early game. Lockers are used even less.
"And your name is badluck, lol"- runner who captured me after I spawned behind the hive
- adamkad2
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Re: The Survivalist's Survivor Survival Guide (WIP)
bust into some lil hole, make fake wall, hide in locker, win
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
- sicktrigger
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Re: The Survivalist's Survivor Survival Guide (WIP)
please don't take a survivor slot if all you're gonna do is hide in a locker until the marines show up
So this is what cluwning feels like?
- Swagile
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Re: The Survivalist's Survivor Survival Guide (WIP)
Thats the only way to survive on LV unless you have two other competent survival spawns and your near guns.
- Chaznoodles
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Re: The Survivalist's Survivor Survival Guide (WIP)
1. Get to the Nexus and get the weapons within the Security Office within the first 100 seconds that larva take to evolve to runners.
2. Get tools from Engineering and bust into the Armory, have the other survivors watch your back.
3. Use the tables in the Security Office to fortify the one-tile entrance to the Armory.
4. Slaughter aliens.
5. If you feel that you're getting overrun, use a C4 to blow the south wall and run.
2. Get tools from Engineering and bust into the Armory, have the other survivors watch your back.
3. Use the tables in the Security Office to fortify the one-tile entrance to the Armory.
4. Slaughter aliens.
5. If you feel that you're getting overrun, use a C4 to blow the south wall and run.
- Swagile
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Re: The Survivalist's Survivor Survival Guide (WIP)
> not using the C4 to blow into Secure Storage and make it into an impenetrable fort.
what are you, bald???
what are you, bald???
- adamkad2
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Re: The Survivalist's Survivor Survival Guide (WIP)
secure storage isnt too good, you just box in untill you die because the aliens evolved a boiler, in sec atleast you can harras properly
Janina 'Bullseye' Jardine- Never misses, but what she DOES hit is another thing
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
This place would be so much better if marines were replaced with cyborgs, atleast those would follow orders. assuming there was a rule forcing them to do so...
- Mister Jeether
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Re: The Survivalist's Survivor Survival Guide (WIP)
Secure Storage is a fine place to hide on, specially for that sweet pulse rifle. Build some barricades on whatever hole you made to break in and hope Xenos don't check it.
If they do, Use that rifle.
If they do, Use that rifle.
I play Sydney 'Lilly' Wood, the totally not depressed doctor, And the marine Dylan Bell, that probably joined the USCM by accident.
Feel free to PM me if you have any questions related to research.
Muh medals:
Feel free to PM me if you have any questions related to research.
Muh medals:
► Show Spoiler