
Videos, Goal and basic concept Video D1-N2 https://youtu.be/aHgdVykXc7M D3 https://youtu.be/FBZLcuwrKQI N3 https://youtu.be/Speeao0hexg D4 https://youtu.be/2KLkWSKaqf4 D5 https://youtu.be/Gl7iOAbhP70 0.3.5 UPDATE now all the shelter beds are not equal some restore 70 some 30 unfortunately the one in hart st texway is a 30 one and that make stamina dispatch harder but still doable Now every people needs to be scheduled precisely (also I don't guarantee recurrence with starting pair other than diana) otherwise you may be too tired to operate also: the one who sent outside scavenging will consume more stamina than someone at home working, someone idle at home consumes least ^^topic My example start with Gunman(Sebastian) and Diana. Goal: Clear everything south and recruit the most people in shortest time AND avoid sending lower than 3 scavengers except for the first day (you only have 2) Introduction: The cooker is surely the first to run LV3 prior to any other productive workshops. (The pot stew uses least meat for most food) Forget about other workshops at this hour. Just think about the cooker and the playground and the foldable bed. The construction yard shall follow a path like this: (vacant1)-moveshelter---cooker1-yard3-cooker2-(vacant2)-cooker3 you cannot schedule a cooker2 directly after cooker1 cause scheduling cooker2 requires cooker1 to be ready right now at the beginning of the half day Then there is the question. There are 2 vacants. Which is first bed or playground? I tried bed (and that's the previous version of the schedule) and that resulted in 2 people idle for multiple rounds along with really terrible mood.(Remember michelle and frank came with mood negatives and Aubery loses mood when feeding on chips) Bad idea. It should be playground prior to bed. The bed is the second most important structure cause in texway (you'll stay 3 rds or 1+1/2 day) and there is only 1 fixed bed. The sleep yields to happiness therefore there will be debts in sleep and without the foldable bed you will only owe more. Therefore vacant1=playground1 vacant2=bed1 Also the previous version let diana sleep at d2 and this has a potential to squeeze. I'll send her to Griffith. Discussion (I have not yet fully confirmed it but looks so): Trying to put 3 structures in N1-D2 can be a bad idea. Two reasons. First thing to know: if one puts 3 structures on N1-D2 then there is only 1 seg of time building lockpicks or wirecutter. First YOU NEED THE LOCKPICKS D2's dispatch will need 3 lockpicks you have a very small chance to loot enough lockpicks to proceed. Most of the time it will simply stuck your action. And you will need more lockpicks later. Second YOU NEED BOTH WIRECUTTERS the first two wirecutters are used on D3 (8firestation) and N3(3container). You will not have enough time to build the wirecutters. Schedule D1-N7 Starting: ALWAYS prioritize bringing back LOCKPICKS and water and preferably weapon, they are in great demand and might stuck your schedule especially lockpicks Before D5 keep an eye on cooked meals. Aubery will need them. If you have got dog food give it to diana as her passive restores morale. In spreadsheet form: D1 taxifirm 15independence N1 sportshop hartgas valuerecords D2 redmilegas lestershop(joe) griffith N2 move hartgas D3 8fire 22springwood(joe) 13fire N3 ballard(joe) 3container 319 D4 church mae's 22springwood2 N4 move mae's D5 meatpacking harkett(joe) 8fire2 N5 meatpacking2 8fire3 15independence2 D6 meatpacking3 waterstation(joe) 3container2 N6 move hartgas D7 church2 ballard2 hardwick N7 move valuerecords D1: Gunman to taxi firm Diana to 15 independence Get Aubery and Michelle Two ways to do the first day: Prudent: Just give the only lockpick to taxifirm at this point. The lock in taxifirm and 15 independence will give 5 items including a weapon. We can leave the lock in 15 to be picked later as it is not that important and there are enough backpack space on 2nd run. (The other items at 15 can almost be all looted back in 1st run therefore you don't need to worry too much items for 2nd) there might be an ambush in the first taxi, if so dump your loot in the fridge instead and go Parkour for the loot when you come again to collect it The old way, radical: Give the lockpick to 15 independence. Try to find a lockpick in loots in taxifirm. High chance but not guaranteed. N1: Michelle make lockpick2 +yard2 you will be in high demand in lockpicks while you have none 3 people to texas sports (bring a weapon sturdy for 4 executions) texway gas station(bring makeshift knife or sturdier there is a screwdriver in site) value records (bring the broken guitar there are only 2 enemies) Get bigbag joe All the 3 maps require no lockpick and that wll not be the case later D2: Aubery sleep (she will be on low morale so fill her other needs to prepare) DIANA make wirecutter2+playground1 you will need the wirecutter at firestation #8 Gunman to Red mile gas you can bring just a lockpick the locker has a high chance to have weapon. Also there is a screwdriver in left side of the workshop. Get Barbara. Bagger joe to Leister bring a one-use weapon and use it on the 2F zed right of the corridor. (Above the dim signal) Then you can find a screwdriver to kill others. Get Leister. MICHELLE to griffith hardware bring a lockpick and a silent weapon there is pitch fork in site but there might be a zed beside a sleeper blocking the front door you need a silent takedown (Let michelle instead of diana to loot allow diana to plant vegs on d3 otherwise she will be completely exhausted and have to sleep) N2 Remember to patch leister and barbara of their wounds! move shelter to texway gas station D3 Diana gunman and Michelle/barbara plant vegs Leister Build cooker1-yard3-cooker2-bed1-cooker3 you can only send the first 2 commands don't forget the remains Aubery to #8(wirecutter) Joe to #22(prefer joe on this with weapon and lockpick) Barbara or michelle to #13(lockpick only if you are careful, you can sneak into the fire axe) Use barbara results in better stamina dispatch but since the broken rib isn't healed yet she will take extra damage if a fight arose. You don't need to bring lockpick to #8 there is one in the armory Get frank For 12 haulers #8 need 3 runs to empty #13 needs 2 #22 need 2 runs probably with small remains that's why joe is better here This is a difficult operation! Why this schedule? cause next people (lahul) requires ballard first and then church. To unlock ballard you need #8 (also unlocks #3 and meat packing plant). You can't speed it up with multithreading. Note: Aubery may lose some health here as long as there are no wounds it isn't much of a problem N3 (Barbara and Leister's problems should be gone) Leister follow the building schedule! Easily forgotten Gunman sleep Frank and michelle playground Joe to Ballard with weapon and lockpick (there is chance lockpick on site but not guaranteed) Barbara and Aubery to #3 container (wirecutter) and old home 319 LEAVE DIANA IDLE even with the D3 sleep she is in debt of it don't strangle her or she will be immobilized Container's telescope would unlock mae's and water station Ballard will likely need 2 12packer runs with a little left so it's better to send joe to ensure clearing it in 2 runs Container will need 2 runs. After the first run it should leave less than 10 items. This gives some chance to exploit frank instead of the exhausting 12 packers 319 needs 2 runs to clear should allow 10 packer for second run D4 Leister follow the building schedule! Easily forgotten Joe sleep gunman and aubery playground. It's time to Church Mae's and #22. Send FRANK to Mae's leaving loots doesn't matter as you will move in and automatically clear all stashes. Barbara and michelle go to the other two. Leave diana idle once again Church require 2 12packer runs to clear #22 should be cleared as joe already took most of them N4 move shelter to Mae's D5 Aubery to meat packing plant! Retry to get one of the 2 living cows and kill it to get 6 meat. The plant will need 3 runs to clear. Joe to Harkett this will come in total of 14 or 15 items. I will not go here again. Gunman to #8 2nd time Leister build bed2-dismantle1-bed3-(vacant)-dismantle2 Vacant here are not limited you can build whatever you want I built weapon1 Frank cook 5 serves of pot stew if water is not enough for plantation and food let plantation go first Michelle sleep (shelter bed) other 3 people plant vegs what a redeye operation N5 Michelle to meat packing plant get the 2nd cow Gunman to #8 3rd run it is clear of items Diana to #15 2nd run it is clear of items Joe(shelter bed) Lahul Barbara sleep Aubery playground D6 Joe to water station Aubery to meat packing 3rd run and FRANK to #3 2nd run make good use of his stamina Now the second foldable bed is ready let Diana Gunman Barbara Michelle sleep Lahul playground (Yes the debt of sleep is so harsh that even d6 didn't clear all of them) N6 move shelter to texway gas station D7 Gunman church 2nd run Lahul Ballard 2nd and Diana to trailer (her passive counters the debuff on some extent, this debuff needs to be kept several rounds until best electronics is clear) Leister sleep on SHELTER bed Frank and aubery sleep on foldable bed (Yes the shelter bed is WORSE in this shelter...Leister's perk makes it useful) Joe work on the brand new dismantle table and michelle playground This time Barbara works on yard (what a rare yardworker) build whatever+wirecutter2 I build weapon2 Note: the idea of putting ballard2 on D7 is sometimes ballard needs 2 joe runs to clear. This is a pain in the ass as joe's turns are extremely scarce. Putting it early will have to use someone else and may not pull all loot back. N7 move shelter to value records south region is clear Schedule beyond N7 It's not really a compressed opening anymore but i'll post it anyways. It can be a speedclear guide. From N8 the stats aren't that scarce I just post the ouside destinations you can choose the people D8 laundromat(Diana) jay's 38 N8 bestelectronics(Diana) laundromat2 jay's2 D9 move texasports the valuerecords don't have value to stay long N9 mercer 3192 93 D10 greenhavenpogos(joe) mercer2 932 N10 greengas mercer3 13fire2 D11 galaxyarcade greengas2 lester2 N11 move galaxyarcade (this is going to be difficult maps ahead) D12 gallery blairwood vivaldi N12 police styx griffith2 D13 rmk redmilegas2 blairwood2 N13 taxi2 vivaldi2 ashby D14 move gallery (distiller is not useful i will not use it at all) N14 plaza(joe) geraldhouse styx2 (you CAN'T go to 9thpogos now or you won't have enough time to clear maps on geraldhouse) D15 move geraldhouse N15 millwood rmk2 plaza2 get clear of the maps in 3 turns N17 move gallery D18 move ashby get clear of the map in 4 turns N20 move 306 clear bottle hill and hospital the whole map is clear
2026-02-15 16:00:24 发布在
勇闯死人谷:暗黑之日
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