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T.O.R Survival Guide

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*The following guide is distributed to all survivors the T.O.R comes into contact with. Seeing the amount of people is fairly high, it is likely the copies of this guide exist in fairly wide circulation across Chernarus, at least the southern parts.*

((This guide will be written in character, but will contain out of character elements. These elements will be highlighted by using this marker "((OOC: ))". Also, be warned. This is a -massive- read. Use the chapter guide and the numbers to guide yourself to the relevant chapters if you dont want to view the whole thing.))

Welcome fellow survivor, to the apocalypse.

If you've managed to obtain a copy of this survival guide, chances are you've survived long enough in this dangerous wasteland to have learned the most basic lessons.

But if you want to keep surviving, you'll need more then the basics. Not everyone has the ability to adapt quickly enough, and unfortunetly the number of survivors are dwindling out there. We wont sugarcoat this for you, humanity is in trouble.

This is why The Outpost Rangers, or T.O.R, has taken upon themselves to hand out this survival guide. Within this guide you will find suggestions on where to aqcuire certain kinds of loot, how to avoid and kill zombies, how to find and repair vehicles, how to trade effectivly and to give you what nature and god seems hell-bent intent on denying you: Survival.


1: Getting started

2: The Zombies and the bandits

3: Vehicles

4: Trading

5: The groups of Chernarus

6: Long-term survival

7: Final suggestions

1: Getting started

Life in the new Chernarus can and will be hard, you will notice this the moment you set foot here.

Since most survivors end up on the large residential areas to the south coast when they recieve this guide, that's the first area we will cover.

Most survivors dont start out with much, so you'll likely be in a tricky situation right away. Some are more fortunate then othes, but our experience as T.O.R members is that people have it their toughest in the beginning.

((OOC: Here at dayzRP we have harsher starting conditions then is normal. You dont, for example, have a backpack. ))

Your top priority should be to find a weapon, and then food and something to drink. The first days of survival will include a lot of activity. You will need to sneak, run, hide and fight. These are exhuasting activities that require energy, so do not underestimate the value of food. If you starve or suffer from dehydration, you are in immidiate danger is it will drain you and make you vurnable and desperate. Always prepare ahead for the future.

There are many ways to get what you need, but unfortunetly the only real ways that dont rely on dumb luck involves you visiting the remnants of human civilisation and scavenge for supplies.

There are a series of minor villages, one airfield and two large cities at the south coast of Chernarus. The airfield is called Balota, and is the best area to get military-grade weapons.

The villages are rarely targeted by bandits, but they usually hold less valuable loot then the cities, and you still face a great risk from zombies there.

It may seem odd, but your biggest chance of survival may actually lie with the big cities. Yes, there are more zombies and the chances for bandits are higher, but there is great importance in equipping yourself as much as possible as quickly as possible.

The first city of interest is Elektrozavodsk. It has a mall where you can find food and drinks, it has a schoolhouse where you may find various tools and backpacks, it has fire stations where you may find some sort of weaponry and you may also find medicine at the local hospital.

But be aware, Elektrozavodsk is a frequently visited city by bandits, as they know of its importance. It is tightly built and these important buildings that were just listed lie so close to each other that bandits can easily monitor the entire center of the city with ease. Go here on your own risk.

The easier option is probably the capital city, Chernogorsk. It has the same buildings like Elektrozavodsk, but they are more spread out, and although there's a fair share of bandits here, you should be somewhat safer here compared to Elektrozavodsk.

Chernogorsk also houses the outpost, the T.O.R headquarters. This place is located at the far eastern side of Chernogorsk, near a large construction site. It is easy to spot because of the giant construction crane next to it.

Here you will usually find some supplies that will help you along your journey to survival, and if you need medical attention or any aid in any way, T.O.R personel or associates are usually available.'

((OOC: See outpost information at this link: http://www.dayzrp.com/t-the-outpost-v-2 ))

2: The Zombies and the bandits

Now that we've gotten you started on your priorities and objectives, its time you get a picture of your opponents. You will likely need to fight tooth and nail against both of these to survive in Chernarus, so its important that you know their strengths and weaknesses.

Lets start with the obvious ones, zombies.

You've most likely met these already unless you've been living a very sheltered existance up until this point.

The first thing you need to know about these zombies are that you need to forget what you've seen in the movies. These zombies arent slow, they dont shuffle around, they arent as stupid and they throw very strong punches and powerful bites.

Unlike the movie zombies however, a bite wont kill you. Whatever caused these zombies and this whole apocalypse does not seem to infect across the bloodstream, but rather through the air or some such. It seems us last few survivors are immune to whatever has happened to everyone else, and it has given us an advantage.

But dont let this make you comfortable! They can still kill you, very easily, if you dont watch out.

If you find a weapon, one of the most important qualities you need to be aware of is the noise level. The makarov pistol is a common weapon that does a moderate amount of noise, but the enfield is a common rifle that is EXTREMLY LOUD. The reason why this is important is that zombies are attracted to noise. If you fire an enfield in a city, be prepared for a horde.

Also, unlike the movies, you dont need a headshot to destroy these zombies. Headshots do more damage and will likely stop the zeds dead in their track, but it requires good accuracy. If you cant achieve this, aim for the body, preferably the torso.

If you are low on ammo though, try to conserve your bullets for headshots.

Even if you face a horde, you have one advantage. The zombies may be fast and vicious, but in certain enviroments they slow down. The best place to fight them is indoors, as the tight spaces usually prevents them from running. Sometimes it even works in large hangars for unknown reasons. The point is that fighting zombies indoors is ten times easier then fighting them in the open. Out in the open, where they run, they are ten times harder to hit and ten times as dangerous.

You can even loose zombies this way if you dont want to fight them. Run into a house, attract a lot of zombies and then exit through a backdoor and run away. This will most likely get a lot of zombies off your back, as you'll be long gone once they've made their way through.

There is another danger during nighttime, and that is light. Strong lightsources, like flares, chemlights or fires, will attract zombies sometimes from amazing distances. Be careful where you use this.

Your second opponent is much more dangerous, and that is saying something, seeing that the zombies are not to be messed with.

Some fellow survivors have turned upon other survivors in their desperation, and lost almost all sense of humanity and empathy in the process. These bandits will show no mercy if you resist their attempts to take your stuff, and sometimes they will show you no mercy anyway. T.O.R does not wish to encourage paranoia, but it is a valuable quality to always be wary and careful of other survivors around you.

The bandits usually hang around at the following locations:

- Big cities, where they prey on other bandits or survivors looking for supplies.

- Big roads, where they set up road blocks to rob people of their vehicles and equipment.

- Airports, where they sometimes compete with other groups for the valuable military equipment or rob other survivors that have dared to venture into these areas.

The smaller villages, forests and smaller roads are usually safe from bandits, as they go where their targets go. There are some groups that stick to specific areas, and we will cover this briefly in chapter 5.

If you DO end up being robbed by these bandits, T.O.R highly recomends that you do not resist and follow their instructions. Almost all bandits follow a code to not kill survivors that do not resist. Wether this is a code made out of empathy or made out of the cold calculation that a victim they leave alive is a victim they can rob again later, is unknown.

In the end, the gear these bandits steal from you are not worth your life.

((OOC: The "code" in this instance are the "No KoS" rules that we have on our dayZRP servers. If you're reading this, I already assume you have considerable knowledge of what they are. If not, give them a good read up, because you are not allowed to play on these servers until you have a good knowledge of them. If you forget about them, you will likely not last long. They are absolutly central to the dayzrp experience. ))

3: Vehicles

During the apocalypse, many vehicles were destroyed or left in a state of total disrepair. You will find many wrecks around Chernarus that are beyond saving, but you might also encounter the rare vehicle tha you can still use.

These vehicles are among the most prized possessions in Chernarus, because they allow you great mobility and storage capacity for essential supplies. The vehicles you can find in Chernarus range from everything to airplanes, choppers, boats, cars to bicycles.

Unfortunetly, they are rare, and you need to be quite lucky to come across one in a working condition. Even then, you'll likely need a toolbox and some spare parts to fix one up.

Also, vehicles will make you a bandit target. Few things waters a bandits mouth as much as a working vehicle, and they will usually stop at nothing to try and steal it from you. The more valuable a vehicle, the harder they will work to take it from you.

The perhaps biggest downside with vehicles is that they are difficult to hide and keep safe for long. Hiding a vehicle near your main camp can expose it because they're fairly easy to spot, and this quality ends up making vehicles trade owners very often in the lands of Chernarus. For most however, the advantages of vehicles outweigh their downsides.

To end this chapter with a footnote: If you are thinking about taking an airplane or a helicopter, or even a car, and leave the lands of Chernarus, know this: We have had precious little contact with the world outside Chernarus's borders, and we do not know if they are better off then we are.

It might be a good idea to consider your options.

4: Trading

A while ago, some brave volunteers managed to set up the closest thing to a real safe zone Chernarus has at the moment: The trade post. The trade post can be found at the khlem mountain north-west of Berezhino, and is a heavily fortified base that is pretty easy to miss once you get close.

Almost all survivors agree to a universal cease-fire while on trade post grounds, and here they bring their valuable goods. You'll see vehicles, weapons and sometimes even helicopters landing here in the hopes of bartering their supplies for something they need.

The trade post relies completly on this barter system, there is no currency. You offer valuables for other valuables.

The items generally considered the most valuable at the outpost are top-military grade weapons, such as silenced M4s, M4A3 CCo's, machine guns, M107 sniper rifles, DMRs and so on. Basicly the more rare and the more powerful a weapon, the more valuable they'll be at the trade post.

Vehicles are also highly prized in the trade post bartering system. Bicycles, motorcycles and ATVs are usually worth a little less, along with some civilian cars(especielly tractors). UAZs, pickups and similar vehicles are fairly valuable, and SUVs, helicopters and trucks are extremly valuable.

Other valuable items usually for sale are GPS, Nightvision goggles, Coyote backpacks, antibiotics and tents.

The market for more common items such as food(with the possible exception for raw meat) is very limited, although car tires and ammo has some value.

Because the trade post sees frequent traffic, it is not unknown for bandits to camp in the vicinity, especielly the nearby roads, to pray on traders. Watch yourself when heading to the trade post, and try to take less obvious routes.

((OOC: The trade post has a series of special rules on this server which prevents people from firing upon another or even robbing people there. However, violent incidents do occur, so watch yourself, and remember to be polite!))

5: The groups of Chernarus

Ever since the disaster, people have fractured. You'll face many solitary survivors that will range from lunatics to saints, but not all have taken a solitary path.

It is generally agreed upon that banding together with like-minded people is one of the best ways to ensure your survival in this new world. This has both downsides and upsides, but it is usually beneficial for you.

Below is a list of some of the larger well-known groups and what they are known for.

T.O.R - The Outpost Rangers

The Outpost Rangers, or T.O.R as we like to call ourselves, are the caretakers of the Outpost in Chernogorsk. As you might be able to tell through this guide, we are not hostile towards other survivors. We believe in helping each other out in these tough times, and try to focus almost exclusivly on offering a helping hand to other survivors. Our current HQ is at the outpost in Chernogorsk, and that is also where we operate almost all of the time.

R.F - Rising Freeborns

The Rising Freeborns are one of the larger groups in Chernarus, and their objective and behaviour seems to be mixed. They are well known for fighting against other groups, but have also committed robbery against solitary survivors. They are neither hardcore bandits or hardcore heroes, but lie somewhere inbetween. If you have nothing or little of value, it is unlikely they will bother you. But nonetheless, stay on your toes with RF members around.

Their current HQ is unknown.

S-GRU - S-GRU Company 47

The S-GRU are russian special forces sent into Chernarus for unknown purposes. Rumours range from them protecting a certain dr. Habib to them being on a mission to promote socialism and communism in Russia's tiny borderstate. They are a relativly old group, veterans if you will, that have been on the soil of Chernarus for many months, and they know the lay of the land quite well.

S-GRU can be and often are hostile, even towards solitary survivors. But they have gained their almost nefarious reputation for their fiercesome (and often effective) campaigns against the other groups, and they are considered one of the primary enemies by many of the larger groups in Chernarus.

However, S-GRU can be reasoned with. If you are polite and especielly if you show a will towards the socialist way of life or mindset, you may be treated well by these people. If you've got a bottle of vodka and are a communist, you might even get a hug.

Nevertheless, dont underestimate them, and always be careful around the russians.

Recently the S-GRU suffered a loss in strength due to unknown reasons, and their presence in Chernarus has been reduced. How long that will last though remains to be seen.

S-GRU is(or was) mostly based in south-eastern Chernarus(Rumoured HQ was Solnichiy), but their military operations take place across the entire country.

SoA - Sons of Anarchy

The Sons of Anarchy are a group of survivors that brand themselves as anarchists. They consider themselves a "club" of hardened survivors, and they've often managed to live up to their reputation as fiercesome fighters. They loathe bandits and have many times been in direct group-conflict with bandits. They are currently mostly based in eastern and southern Chernarus, but they dont strictly limit their activities to these regions either.

Despite the common reputation about pre-disaster anarchists, this group can actually be quite friendly to non-bandit survivors.

They have a history of assisting the NCR, a small group of survivors trying to recreate a republic in the city of Berezhino, and they also have a history of conflict with the S-GRU over this territory.

Recently they've been active in Chernogorsk, where they are launching anti-bandit patrols and assisting the T.O.R and their outpost.

If you are not a bandit, you have likely not much to fear from these people.

EMS - Emergency Medical Services

The EMS are, by all accounts, the friendliest of the groups in Chernarus. No groups hate them, and most groups, bandit or not, have an honorable agreement not to attack EMS vehicles, convoys and survivors.

The EMS focus -exclusivly- on helping other survivors. They will go to great effort to patch survivors up, giving them a ride or helping them out in other ways. Their focus lies in medical services, but they're also known for helping out through the outpost through supply delivaries as well as taxi services.

Because of this and their general friendly attitude, they are on alliance status with T.O.R.

However the E.M.S does not usually sign alliances or cooperation agreements with other groups. They consider themselves neutral in all group on group warfare, and do not like taking sides.

S.D.S - Somalian Death Squad

The S.D.S are a weird bunch, and they're probably among the more nefarious bandit groups in Chernarus. S.D.S's members are almost exclusivly somalian pirates that somehow have made it up to this tiny state, and ever since the disaster they've been wreaking havoc on other groups and solitary survivors alike. They are, relativly speaking, one of the oldest bandit groups in these lands.

They are generally considered hostile towards most other survivors, so watch yourself when S.D.S members are nearby.

They also have a weird love for chicken.

C.L.F - Chernarus Liberation Front

The C.L.F is a relativly new group created almost exclusivly out of Chernorussian locals. They are nationlists that loathe foreigners, which could especielly put them at odds with the S-GRU and S.D.S.

Although they can commit aggressive action towards other survivors, they mostly seem inclined on fighting other bandit groups. Experience with them so far seems to indicate that they are friendly towards non-hostile survivors, and they have even delivered huge weapons shipments to the outpost, further reinforcing this image. They are one currently on "friendly" status with T.O.R because of their friendly history.

Thus if you are not a bandit, you likely dont have much to fear from the C.L.F, but like with all newcomers, it might be a good idea to keep a watchful eye, just in case.

Z.C - Zeleno Crips

Another fairly new band of survivors, the Zeleno Crips have quickly built themselves a reputation as a nefarious but effective group of bandits. Most of their members are also Chernarus natives, granting them excellent local knowledge of the Chernarus geography.

Rumours seems to indicate this group often operates around the north-west airfield, where there have been many fights between them, survivors and rival gangs. But their activities are not restricted to this area, they have for example also been spotted and involve in occassional firefights in Chernogorsk.

They are not to be considered friendly, and will likely rob you if you possess anything valuable worthy of robbing. Exercise caution if these people are nearby.

CTC - Chernarus Trading Company

The CTC are a neutral gathering of survivors that focus almost exclusivly on scavenging and trading. They do not take part in group vs group warfare, and they've been known to on occassion assist survivors in need.

This skilled group are veterans, having been around in Chernarus for a long time, and in this time they've succesfully made a name for themselves.

Although friendly in nature, CTC members usually dont hesitate to defend themselves if attacked.

Unless you are a bandit activly trying to rob CTC members, you dont have anything to worry about from these people.

Those are the largest and more well-known groups currently operating in Chernarus, but there are also more smaller ones. Unfortunetly we'd run out of paper if we intended to list all of them, but no matter what group you come across, remember to be careful.

6: Long-term survival

Surviving a few days is something even less experienced people can do, but the ability to survive for weeks and months and hopefully until you die of old age, that is quite another.

If you're reading this, you've already survived for a long time, and I tip my hat to you for the effort. But in order for our race to survive, you have to think long-term.

If you want to survive long-term, you have a few options.

The first is to quickly find some essential tools and go out and hide in the woods. Dont ever visit civilized areas and always stay away from other people, just live on berries, wild animals and water.

This is probably the safest path, you're likely to survive for a long time if you know what you're doing. The question you need to ask yourself however: Is it worth it? Shutting yourself off from people and living a solitary life, on nothing but the very basic essentials...some people would not call that living, just enduring.

Another option is to try your luck elsewhere. News from the outside world has been scarce, but from what we've been able to tell, the zombies are not just a local Chernorussian phenomenon. For all we know, the rest of the world could be in our state. So its not a guarantee that you'll be better off elsewhere.

If you do intend to go elsewhere, procure a vehicle, preferably an aircraft or a helicopter, before you leave. It will probably help you immensely.

The third option is the officially suggested one by this guide: You adapt.

The world as we know it may have ended, but it doesnt mean you have to end with it. You can still be social with other people, you can still hang around other cities and you can even take the fight to the zombies. You can do this and survive, if you watch yourself and value your life.

All humans have built in survival instincts. It may have been dampened by the comfort we've been living in for the past decades, but its still there. Trust your instinct and dont risk your life.

Here are some suggestions that should vastly increase your life expectancy:

- If bandits try to rob you, dont resist. Follow instructions and the chances are high they will let you go. Its a heckova downer to loose your gear, but your life isnt worth it.

- If chased by zombies, use the terrain and any local buildings to your advantage. Think before you fight, and unless you have a massive strategic advantage, dont ever fight zombies head-on out in the open. Dont ever underestimate them.

- Find a fellow survivor, or survivors, to band up with. Its dangerous to go alone, and although there are significant risks teaming up with other people, the advantages usually outweigh the downsides.

- Try to get on as few people's bad sides as possible. Yes it may sound like I suggest you kiss arse, and that is not too far off from the truth. By being polite and not rubbing people off the wrong way, your life expectancy will dramaticly increase. In this new world people can snap at a moments notice and then turn on you. By being diplomatic, this can usually be avoided, and might put you in good standing with some other groups.

- Dont ever scavenge or fight while in a poor condition. If you've been bruised up or beaten, or shot by bandits, dont shrug it off and continue out of some egoistical "I can take it!"-attitude, it WILL get you killed, quickly. Always have your wounds tended to and go out into the dangers of Chernarus as prepared as possible.

- If you hear intense gunfire near you, leave the area. Chances are you'll be walking into a gunfight between groups, and collateral damage happens very easily in those situations. Even if it was just someone shooting zombies, you'll be safer off by staying away from survivors with weapons that you dont know.

- Prepare for the future. Always stock up extra reserves, be it medicine, food, ammo and drinks. You'll need it eventually and it never hurts to come prepared. In fact in this world, its likely to be the difference between life and death.

If you are travelling far, you need to stock up on more. And always ALWAYS have spare medicine in your backpack or in your pockets((OOC: Inventory)), going off any longer distance without medical supplies is near suicide. The hospital is by far the best places to find what you need.

7: Final suggestions

This guide will never try to tell you what to do, all of the things written here are suggestions.

They are however suggestions written out of considerable experience, experience coming from people that have survived just about every situation and faced examples of everything listed in the guide.

So we dare say you would be wise to heed the suggestions if you wish to survive through this mess, although we wont work on the assumption that the suggestions are for everyone. This is primarily for friendly survivors and we realize bandits sometimes gets a copy of this guide as well.

But if you've read it this far, heed our plea: Dont go bandit. It may be tempting to take someone else's stuff, it may be tempting to degrade your own humanity just so you can live another day and it may sometimes be tempting to just go all out insane and start shooting everything, but it is a dark path. Most bandits dont last very long for this very reason.

Most important of all: Dont loose hope. Humanity may be shattered, the world is likely in ruins, but if you're reading this, you are still alive, and that by itself is a miracle. Since miracles obvious do happen, there is nothing wrong with hoping for more.

You'll have to believe that we as human beings can recover from this. It may take generations and most of us may perish in the process, but humanity has repetadly proven it can overcome the most insane obstacles if we put our minds to it. To believe this is to gain your humanity back and it is personally what drives me, the author of this guide, forward each day.

I hope it has a similar effect on you.

Good luck out there, and stay safe.

And remember, if you ever need help, the T.O.R is at Chernogorsk. The radio frequency for the outpost is 187-22.

Thank you for reading

Tom Anderson ((OOC: My character's "real" name))

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+1 Tomeran, you the man!

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The T.O.R survival guide is now officially complete. I'll try to link this to as many newcomers as possible.

Its also a constant work in progress, as I'll probably add and remove bits once in a while. I'll keep you posted when that happens.

Finally, the guide has an entire chapter dedicated to describing the larger and more established clans on this server. It does not cover ALL the clans(we have a lot of really small ones), but focuses exclusivly on the "big names".

I would very much like if represenatives of these clans gave the "Groups in Chernarus"-chapter a look and give me some feedback on how I presented their clan. If I got something wrong I'll gladly edit it out, and if you have requests, as long as they're reasonable, I'll gladly add stuff. I wont claim your clan are a bunch of demi-gods though.

Also, please dont comment on other clans then your own. No need for the group-flame mentality to appear in this thread.

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No mention of the NCR. Are they no longer considered an active group?

Im not sure. I mentioned them through the SoA, but I havent seen major or any of the NCR people around for ages.

If they are still active and would like to be presented in the groups chapter, I'll gladly add them.

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