Ultra Violent Strategy 🔪 mass murder isn't just required, it's fun.

This strategy does not build a metal workshop or herbal workbench. It relies on booze, theft, and murder.

Metal Workshop requires a huge amount of resources, especially If upgraded yet they yield little for the investment. Spending resources to create tools is not a cost effective way of surviving and the resources can be better used to start an early income from moonshine and pure alcohol.

The Garage being available on the first night, or second night is not essential, but until the garage or city hospital are available you will not have any tools, and no Saw Blades or Axe without the Garage.

A playthrough with an early Crime Spike will need to focus on barricading Our Shelter, while a passive first day group will need to focus more on building an income to barter their way to an early advantage until another survivor arrives.

There's no 1 survivor which excels at this strategy, many survivors have varying benefits such as:

Anton: Good morale as long as Our Shelter is not raided. Faster traps.

Emilia: Good morale as long as Our Shelter is not raided.

Arica: Able to steal from places where other survivors would be detected. One-hit backstab is invaluable.

Boris: I've never used Boris for this strategy, but he is also capable of one-hit backstabs, largest inventory, strongest fist attack.

Bruno: Less resources needed, Medication also a viable income for Bruno.

Katia: Bartering bonus.

Marin: Faster building.

Marko: Large inventory, faster loot search.

Pavle: Increased movement speed can make some aspects easier.

Roman: One-hit backstab, combat bonus, morale not heavily affected by committing murder.

Zlata: Cheers broken survivors up faster, positive group morale from Guitar.

Cveta: Sadly, Cveta is not at all suited to this strategy. Violence makes her depressed easily. She can be forced to survive with the help of Zlata, radio tuned to classical music, well-fed, armchair, books, and helping neighbours but is it worth it for a survivor with 8 inventory and a useless trait? No.

Day 1

Collect as much loot from Our Shelter as you can, clearing trash piles with your hands. Lockpicks should be saved if Garage is available.

Night 1

Garage if available, otherwise check the NPCs list and scavenge a location with an easy to obtain weapon and Garage the next night.

Regardless if you visit the Garage first or 2nd night the objective is the same; to steal from the room in which the trader is standing in. To do this is comically simple, although It needs to be timed perfectly, using any non-Boris survivor run past the trader at the front door down into the cellar, search the last container on the right and steal the tools, sugar (10max), and water(10max), canned food is a more efficient food but raw food will do (max 4) then close the container.

This is where timing is crucial (Pavle can prove useful here if you have him), your survivor needs to climb back up the ladder immediately after the trader comes down it, upon reaching the top of the ladder the trader's father should descend to ladder, delaying the trader from using the ladder for a moment, during this time you need to run into the front room where the trader originally began, closing the door immediately behind you to block line of sight then search the 2 stashes there (The Trader will be a split-second away from opening the door when you open the 2nd stash). Immediately run out the front-door and off his property after closing the container.

IMPORTANT: DO NOT STEAL ANYTHING OTHER THAN WHAT'S MENTIONED. DO NOT TRESPASS EVEN FOR A SECOND LONGER, DO NOT BREAK INTO THE CELLAR FROM THE BACKROOM. DO NOT STEAL MEDICAL SUPPLIES!

You can slaughter him and steal his entire inventory later, but first you will need more saw blades.

Things to tell you if you did it successfully:

a) The option to barter will still be available.

b) Survivors will not comment badly (if at all) about the garage. (In the games eyes, you didn't do anything wrong. It wasn't witnessed, you didn't steal a 'noticeable' amount, and you didn't trespass long enough to provoke the owners.)

c) The garage will continue to operate, generating more tools.

Your inventory should be:

Axe

Crowbar

Lockpicks

Shovel

Saw blades

Canned Food (max 4) or Raw Meat can be substituted

10 Water

10 Sugar

-- optional extras --

4 Electrical Parts

Extra food

Extra water (10max)

Extra sugar (10max)

Components

4 Parts

rest filled with Components.

Day 2

Build a Moonshine Still and as many Moonshines as you can. Use your newly acquired tools to reach the rest of the loot stashes in Our Shelter. If Franko visits today, barter moonshine and any meds for (hopefully all) Components, Parts, Wood, Fuel, Filter, Ammunition. Only barter wood and fuel when it is "I can give you that for almost nothing.", prices increase during cold days and should only be bartered If in dire need of fuel/wood. Don't worry about Weapon Parts, you cannot use them.

Night 2

Tonight, we use a crowbar and/or shovel to acquire some real fire power. Roman or Arica are ideal for this but any survivor will do. Attacking a location occupied with thugs is recommended (unless using Marko), especially if using Arica.

A list of possible locations:

Ruined Villa when occupied by deserters offers a high yield of weapons and armor and can be a relatively easy and with a morale boosting bonus. The 3 deserters inside are equipped with:

Assault Rifle, Military Vest, 3 Ammunition.

Shotgun, Military Vest, 3 Ammunition.

Shotgun, Military Vest, 3 Ammunition.

If you have Arica or Roman you can use backstab (Arica is 1st choice), otherwise your best chance is to kill one and equip his gun to kill the remaining 2.

If the description does not mention deserters, then the inhabitants are an unarmed passive male and a neutral male named Emil who carries only a knife and is extremely fast with it.

--- OR ---

Supermarket has 2 events (that I'm aware of) which both have an NPC toting an Assault Rifle.

Event 1: Upon entering the lobby you will hear the voice of a soldier hitting on a female scavenger. Peak through the door, with melee weapon ready, when the soldier walks forward towards the scavenger sneak in and backstab the soldier, following it up with melee strikes if needed. The soldiers inventory should contain a bottle of moonshine, an assault rifle and 5 ammunition. This will boost everyone's mood.

Event 2: (3)Three scavengers will be in the supermarket about the split up and loot. They are neutral and will not attack unless provoked. This is a harder battle than the drunk soldier and also yields negative morale but can result in more guns than event 1.

Scavenger 1 uses a Handgun

Scavenger 2 uses a Shotgun

Scavenger 3 uses an Assault Rifle

You can single a scavenger out but it can be tedious.. at 1:00am the 3 scavengers run towards the back exit, you can wait on top of the blue shipping container and attempt to backstab the final scavenger just as the first 2 scavengers leave the location.

If you have one-hit backstab, following the shotgun scavenger down into the basement and waiting in the hiding spot until they pass and backstabbing, then jumping back into the hiding spot can be an effective method for 2 one-hit kills, a third if you're lucky. These murders can have a large impact on morale depending on survivors. If you're lucky enough to have the choice between Arica and Roman, use Roman as murdering does not grief him as badly as it does Arica.

--- OR ---

Small Apartment Building if the description mentions an elderly couple and their son PREVIOUSLY living there, having fled the city. Now being occupied by armed thugs. This can yield good morale, a handgun, shotgun, and 10 Ammunition from the corpses of the 2 males. The female is passive and has nothing of value.

If the description mentions the elderly couple and their son still living there, beyond all odds. It will yield negative morale, a knife, handgun, shotgun, military vest, 4 ammunition all from the son named Alsekey, his parents are passive and have nothing of value.

--- OR ---

Semi-Detached House only contains 1 shotgun toting NPC and 4 weaponless NPCs. The benefit of it is that the 4 NPCs are either passive or can be subdued by killing the gun toting leader. If the passive NPCs are provoked they will alert the shotgun user, and (for whatever reason) one will run towards the ruins and warn the passive scavenger to hide.

The following night should be more of the same, If Snipers Junction is available helping the wounded man, receiving the 5 jewelry reward, then killing the wounded man for his 3 canned food and 2 medicines. Combined with food found elsewhere at the location, it can build up a nice little stockpile.

Since the variations became much wider, I'm just going to list what Our Shelter should have by Day 10:

1 - 3 beds (1 less than total survivors)

2 Armchairs

2 Chairs

Radio

Stove

Moonshine Still

Rainwater Collector (Furnace if cold)

Rainwater Collector (Fuel if cold)

Improved Workshop

Barricade upgrades

Trap

-- Varies depending on survivors --

Alcohol Purifier (Bruno) [You need to commit early to this strategy as it requires a fully upgraded workbench but can yield huge profits]

Additional Trap (Anton) [Traps set by Anton are significantly faster, combined with a vegetable garden

Reinforced Door (Aggressive raiders)

Equipment:

Assault Rifles & Military Vests for all survivors.

Shotgun (or your weapon of choice) for scavenger use.

Preventing successful raids on Our Shelter is very important, as it has a negative impact on morale. First playthroughs can be protected by having 1 survivor on guard, more aggressive playthroughs will require barricades and a reinforced door, and extremely aggressive raids may require 3 heavily armed survivors to defend. If a raid is successful, all efforts need to be made to catch up in security, as once you begin losing supplies it can snowball and result in broken survivors. This build incurs a lot of negative morale, even for survivors with a "them or us" attitude. Broken survivors should be talked to before all other priorities, If Roman becomes sad or depressed he will attack other housemates, resulting in wounds on both and morale decrease.

If the radio is tuned to classical music, it's warm, you have 10+ book, cigarettes and/or coffee if required and the survivors have been well fed they are able to drop 1 level of depression naturally (depressed->sad) throughout a day of non-activity in Our Shelter.