recursal/Fanatic-Fandom huggingface dataset:
Characters

**Characters** in the game vary from the players, enemies such as the zombies and neutral creatures such as animals.

## Players

*Main article: Players*

Players include those few uninfected humans left after the zombie apocalypse.

## Zombies

*Main article: Zombies*

Zombies are the main antagonist of *The Dead Linger*. They are humans or animals infected with the HNZ virus, which can be spread through bodily fluids or physical contact (especially bites). There are a variety of types of zombies such as the fat zombie which is more powerful against barricades and the stray which is a fast zombie dog.

## Animals

*Main article: Animals*

Animals are neutral NPCs that roam around the environment. They can be hunted as a food source. There are two animals in the game, the Buck(Deer), and the Rabbit.

## Future content

Other types of characters are planned during the development of *The Dead Linger*. Friendly NPCs and companions are planned, as well as some sort of military presence. Uninfected hostile NPCs are also planned to break up the pace of the threat of zombies.
LeLand’s Supermarket

**LeLand's Supermarket** is a large commercial building found in towns and suburbs. The building is named after Kickstarter backer Jonathan Leland. Food and ingredients can be found scattered across the store, mostly on store shelves. Weapons caches can also be found in the store.

## History

 Hotfix 11c | * Updated various materials and added missing normal maps
* Switched all of LeLand's props over to the new shader system.
* Added cooling units with useable doors.
* Added more loot spawns and 2 hidden weapon spawns.
 Build 11 | * There is a new, large building — a LeLand’s Supermarket. (Congratulations to Kickstarter backer Jonathan Leland!)

## See Also

* Buildings
* Areas
Vegas Rifle (.308)

**Vegas Rifle (.308)**

The **Vegas Rifle** is powerful bolt-action sniper added in alpha build 005. This weapon requires .308 ammunition and can do a lot of damage at range, but is fairly difficult to find. It is most likely a variation of the L96 sniper and it's ammo is extremely uncommon, so use it sparingly!

## Spawn Locations

As mentioned above, the Vegas rifle is one of the more difficult weapons to find without considerable exploration or luck. As of patch 009, it often spawns atop an office building near the sides, behind the stairwell exits. It can also be found in prison armoury rooms and, rarely on prison watchtowers. You can sometimes find it on the roof of Swerts convenience store. Using the flying mattress/book/any-object-really exploit, one can find a the Vegas Rifle in the attic of every log cabin along with an abundance of ammo for it. The easiest way to do this is to jump on the chair located under the attic entrance and then lifting it with 'c' and jumping until you are in the attic.
Spawning

*This article is about player spawning. For zombie spawn mechanics, see zombies.*

**Spawning** is the process by which a player or other character enters the game. Spawning mechanics work differently depending on whether a player is entering a world for the first time, or whether they are *re*spawning after death. When players rejoin a world after having left it previously, they spawn in the same place they left.

## Initial spawning

When entering a server initially, a player spawns in a semi-random location in the world. The spawn engine will attempt to place players close to settlements, but due to a known bug in alpha Build 001, players sometimes spawn in heavily mountainous or forested areas, far away from any towns.

## Respawning

After death, players respawn a certain distance away from their corpse, depending on difficulty.
Mediator Handgun (9mm)

**Mediator Handgun (9mm)**

The **Mediator Handgun** is a mid caliber handgun. It was present in the first Alpha build. As of Alpha Build 002, the Mediator is the strongest available pistol. They are sometimes encountered in foyers and bedrooms. It is likely based off of the Beretta M9, which is popular with law enforcement and military personnel, as well as private gun owners. It is very common and has clear iron sights. It is regarded as the best pistol in the game because of its high spawn rate and its common spawn rate of ammo.
Lacrosse Stick

**Lacrosse Stick**

# General Information

The **Lacrosse Stick** is an improvised weapon in *The Dead Linger* Alpha release. It is based on the "attacker" version of lacrosse stick. It is one of many sports-themed items in The Dead Linger, such as the Wooden Baseball Bat, the Metal Baseball Bat, the Hockeystick, the Golf Club Driver, and football equipment, such as the Football Helmet.
# Identification

The lacrosse stick is much like its real life counterpart. It is composed of an aluminum shaft, which is currently black and red, and a white plastic head, with netting inside, similar to a baseball glove.
# Location

Lacrosse sticks can be found in many residential areas, such as in bathrooms in an Office, or bedrooms/closets in a Suburban House. The lacrosse stick is somewhat uncommon, but after a few buildings are searched one is bound to appear.
# Uses

## Weapon

Currently the only use of the lacrosse stick is as a weapon. It is a two-handed blunt weapon, and takes up a 1X4 grid in the inventory. It has a durability of 180 hits, and deals 25 melee damage. Its most noticeable effect is its large knockback, and so can be filed into the group of "zombie deterrents", along with the Frying Pan, as compared to the "zombie slayer" group of weapons, like the Katana.
Hunting shotgun

A hunting shotgun is a close range-high spread rifle that spreads pellets traveling at high velocity to kill either fast moving targets or a group of targets.

## Spread and Ammunition types

Most shotguns are used with 12 gauge 00 buckshot, however some shotguns use other shells such as: Flechette-used for short ranges, but for longer ranges than buckshot. 12G Slug-used for longer ranges than buckshot and flechette, with no pellets, these are used commonly for the need for high stoping power and range.

## Shotgun Variants

A hunting shotgun isn't the only form of shotgun out there in the big bad world of zombies! A combat shotgun is more suited for firefights out indoors. Hunting shotguns are more suited out in the open for killing wild animals. Hence the name "Hunting Shotgun". Sawed off shotguns are hunting shotguns, but with a much shorter barrel. these are good for both indoors and outdoors, but cannot use slugs, but can use flechette.
Laboratorium Chemiczne

## Opis

Laboratorium Chemiczne jest stacją roboczą dodaną w wersji Alpha 15. Tworzy niektóre przedmioty szybciej, a część z nich może być wytworzona tylko przy niej.

## Wytwarzanie

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Metal Baseball Bat

**Metal Baseball Bat**

The **Metal Baseball Bat** is an improvised weapon found in *The Dead Linger* Alpha release. Similar to the Wooden Baseball Bat, the Metal Baseball Bat is one of many sports-themed items, such as the Hockey Stick, Lacrosse Stick, Golf Club Driver, and football equipment, such as the Football Helmet.

## Identification

The metal baseball bat is similar in shape and size to the wooden baseball bat, but can be differentiated from that variant by its silver, metallic appearance, and the imprint of a baseball on its shaft.

## Location

The metal version of the baseball bat can be found in much the same places as the wooden version, as in most civilian buildings, but is notably rarer, and is thus slightly improved.

## Uses

### Weapon

The metal baseball bat's only current use is as a weapon, and it is very similar in effectiveness to the wooden baseball bat, as it is a blunt two-handed weapon. However, it is slightly improved in its stats, as it features a durability of 150, and hit damage of 27, within its medium range. Its standard knockback is twice that of the wooden bat, but it swings a fraction of a second less frequently than its wooden counterpart.
SK 63 Rifle (7.62x39mm)

**SK 63 Rifle (7.62x39mm)**

The **SK 63 Rifle** is a large caliber rifle. It was present in the first Alpha build. As of Alpha Build 002, the SK 63 has an (currently) unuseable bayonet near its muzzle. They are sometimes encountered in foyers. The SK 63 is likely based off of the SKS model 59/66, a Russian-made battle rifle.
Quests/The Deadly Decree: Winterfront Mines

**Description:** The Deadly Decree: Winterfront Mines. To anyone brave enough and willing to put their life on the line for a bag of coin then this decree is for you. We are having troubles with some foul beasts living in a dungeon nearby. If someone were to eradicate all the occupants living within the aforementioned dungeon we would pay a handsome fee.

Details:

Monster Types: Trolls, Bats & Rats.

Monster Level: 15+
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Objectives:** Clear the dungeon of all monsters.

**Rewards:** 1100 Copper & 250 Experience
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

**Start Point:** West of the Inn

**To Start:** Examine the Sign

**Instructions:**

1. Examine the nearby sign

2. Enter the Winterfront mines from there go west and then north until you come across this "well"

3. Clear the dungeon of all monsters.

4. Once you have slain all the monsters return to the sign you examined early to complete the quest.
Ogrodzenie z Drutu Kolczastego

**Ogrodzenie z Drutu Kolczastego** jest możliwym do utworzenia przedmiotem, ale można go również znaleźć wygenerowany przez świat.

## Błędy

W Alfa 1 brakuje przepisu na ten przedmiot jak i na kilka innych. Jeśli jesteś zaznajomiony z XML możesz łatwo naprawić ten błąd dodając do pliku recipies.xml poniższy kod:

```
    <recipe name="barbedFence" count="1">
        <ingredient name="poleBlockPowerPole" count="1" grid="-1, 0" />
        <ingredient name="barbedWireCrafted" count="1" grid="0, 0" />
        <ingredient name="poleBlockPowerPole" count="1" grid="1, 0" />
    </recipe>

```
Silo

**Silos**, much like the water tower are large, climbable structures found on farmland. Often found next to barns, silos can act as a safe place from zombies and a good sniping point. The top of the silo includes a small chain-link standing area, as well as access to the interior of the silo, which is hollow excluding horizontal wooden supports. A chute can also be accessed from the top of the silo, possibly allowing items to be transferred down to survivors stumbling across another survivor living in the silo.

## History

 Build 006 | * There are now silos in Farmland areas.

## See Also

* Buildings
* Areas
Barn

**Barns**, introduced in Alpha Build 006 are found in farmland areas and often contain hay bales, wood piles and various food items such as cabbages and corn. The barn is a 2 story wooden structure, with a ladder providing access to a second floor.

Barns are often found close to silos and farm houses.

## History

 Build 006 | * There are now old barns in Farmland areas.

## See Also

* Buildings
* Areas
TDL:SandBox

**This page is for users to test how to edit in this wiki. Be bold and delete/change/append everything you want but please do not edit or delete this top line**

His noodly appendages watch over you!

***Ramen!***

Who are you people!!!!!!!!!

*I... smell... dead people...*

***Don't eat my porridge!!!!!!!!***

Hej från Sverige! This game will be magnificent someday. Gotta update the wiki, fellow survivors. Been a week since the build came out. Chop-chop!

I WANT MY CADI BACK!!

 Three | Jesus | Me
Inventory

The **inventory** or **backpack** is where players store the items they've collected. It is split up into two basic sections: the backpack and the belt. It is a so-called "block space" inventory; a grid divides it into squares, and each item takes up a certain amount of squares. Naturally, large items take up more squares than small ones. When a player wants to pick up an item and the inventory cannot be rearranged to make a block of free squares in which it will fit, they must drop or equip something before they can pick up the new item. The inventory shares a menu with a player's equipment, and the crafting menu can be opened from it.

There is no weight limit imposed by the inventory, though excessive carried weight can cause maneuverability problems. Because no item is smaller than one square, the maximum amount of items a player can carry is equal to the amount of squares of inventory space available to them.

### The backpack

This is the main section of the inventory, providing the most slots. Items in this section must be accessed by going into the inventory/equipment menu, and from here a player may drag items to their equipment slots or to the belt. The size of the *inventory* backpack is directly determined by the backpack *item* a player is wearing: a large backpack like the Kickstarter provides many more slots than the starting backpack.

### The belt

The belt is a special section of the inventory in the bottom left of the inventory menu, made up of a two horizontal rows of blocks. Items on the belt can be quickly accessed through one of the hotkeys, without a player needing to open the menu and taking it from the backpack. An item on the belt does not take up backpack space. Development screenshots show ten belt slots; as of June 2012 it is unknown whether some belt items provide more slots than others.

## External links

* Design of the Dead: Menus and Inventory
Pet Rock

**Pet Rock**

 *"It's even your best friend"*

* Locked quality: Rare
* Best Friend

The **Pet Rock** is an improvised weapon. It greatly increases attack speed, but at the cost of it being relatively weak. Pet rocks are most often found in game rooms or bedrooms. According to the game files, the Pet Rock has the "Best Friend" attribute; whether this does anything is unknown.
Trains

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

**Trains** are a means of transporting goods and people that has been in use since the Industrial Revolution. Although large and fast, they can only move on a railway. They are a confirmed, drivable vehicle.[1]
Swerts convenience store

**Swerts Convenience Stores**, added in Alpha Build 003 were the first retail type building to be implemented into the game. They can be found in towns and occasionally and suburbs. The stores commonly contain food items and consist of a main shop floor, small back rooms and a roof which can be accessed via an outdoor ladder. The shop is named after $100 Kickstarter backer "Swert".

## History

 Build 009 | * The Swerts store has undergone some substantial texture changes to enhance general grunginess and wear.
* Swerts now only have a 1% chance of spawning in Suburban zones.
 Build 003 | * New building: Swerts Convenience Store.

## See Also

* Buildings
* Areas
Barricading

**Barricading** is the practice of blocking doors, windows, and other potential points of entry. Introduced in build 009, it is a unique feature in *The Dead Linger* that allows players to use objects from the environment to reinforce a building and potentially create safe zones. Zombies can damage barricades, and the strength of a barricade depends on the material used.

Barricading is free form, meaning objects can be attached to any suitable surface rather than "clicking" into predetermined hardpoints. Because of this, players have a lot of freedom in building barricades. It's possible to make very strong and efficient designs or to build inefficient and weak designs. Players will eventually be able to use virtually anything they find to create barricades; for now this is limited to various lengths of 2x4, plywood sheets and paintings.

Boards that are nailed up to cover doors and windows will have to be destroyed by survivors and zombies before they can progress past them. Improperly positioned boards will not stop zombies. The effectiveness of a barricade is based on the positioning of the boards by the survivor. A message will also appear in the chat box if the Player tries to open a door that is blocked by something, such as a nailed up board.

## Mechanics

### Barricading

To nail a wooden object to another stationary object, equip a hammer and grab the piece of wood. (Default: Middle mouse button or C) Position the board against a stationary object, and then press attack to nail the boards into place. (Default: Left mouse button) This process takes 1 second. This system currently does not require nails. Holding down on the secondary attack key (default: Right mouse button) while holding an object will rotate the object.

Using the secondary attack (default: Right mouse button) on a nailed board will pry that board off. This takes around 2 seconds.

### Posts

You can drive wooden 2x4s into the ground as posts. You can do this by equipping the Sledgehammer and grabbing a 2×4 or similar type of wood. Position the object vertically by rotating it by holding down on the secondary attack key (Default: Right mouse button) and hold it there, touching the ground. Then pound the object into the ground by using your attack (default: Left mouse button) This action can only be done on terrain, such as grass or dirt.
Ammo Box (.22)

**Ammo Box (.22)**

The **.22** round is a small caliber round designed for sport shooting, small game hunting, or pest control. The rounds themselves are easily found, light, and quiet (for a bullet). They lack stopping power, but a head shot or two will be more than enough to put down a zed, depending on what weapon is used. The brand of .22's in *The Dead Linger* is called
White's. The warning on the box reads "Generic Warning Label". The box itself supposedly contains Magnum Rimfire Ammunition.
List of firearms

**Please note that all ballistics systems in The Dead Linger are not in their final state. Weapons, reloading, speed, animations, damage, and effects will shift as each new version is released. Currently still accurate up to Build 15**

### Reloading

When the reload key (default r) is pressed, you will either begin to reload the magazine(s), if all magazines are empty, or switch magazines if your weapon has multiple and one contains rounds. If you wish to fill your partially full magazines you must enter inventory and then press the reload key.
Players

**Players** are those few uninfected humans left after the zombie apocalypse. Unfortunately, the new world is one where survival of the fittest is rule number one, so survivors are as much a danger to each other as they are to zombies.

## Factions

A player faction can consist of up to 16 players, a limit which may be raised later, and these players can either be the best of friends or the deadliest of foes. On survival servers, players are considered hostile to each other by default, but friendly players can form parties and work together. On PvP servers, each player is part of one of many warring teams. The goal is for one team to wipe out all others.

## Survival

For survivors, keeping on going is not simply a matter of outrunning Zed; Humans need to stay close to food and away from infection. If a player does not eat from time to time, they will suffer negative effects, such as death.

As of the Alpha Build 008 "No Place is Safe" update infection risk has been added. This takes the form of a bar underneath Stamina. Unlike the other status bars Infection Risk starts off empty. When the Player is attacked by a zombie, kills a zombie with a melee weapon or eats/interacts with contaminated objects this bar will begin to rise, indicating an increased risk of infection. A full bar does not necessarily mean the Player is infected, only that there is a very high chance of catching the HNZ virus. The bar will slowly decrease over time and in later updates drinking or washing will also lower infection risk. If a Player is infected the screen will become increasingly blurry and the character will begin to sway from side to side. Eventually the Player will fall to the ground and fade out, the death screen will then be presented and the player will respawn.

After respawning, it is possible to find the player's previous character among the zombie horde, however it is not required to kill this character to recover equipment. As of April 2013, it is not yet known whether zombies can contaminate food or water supplies.

## Armament

Players can equip themselves with various weapons ranging from firearms to bows to improvised melee weapons. A player's danger to others heavily depends on their arsenal; an unarmed newbie is not much of a threat at all, but a player with a sniper rifle and keen trigger finger can kill anyone who approaches their compound.

## Armor

Various types of clothing are available, granting protection and other practical benefits.
Vehicles

**Vehicles** offer players a means to cross large areas of the map at a decent speed, and can potentially be mounted with (or used as) weapons. However, vehicles in working order will be somewhat rare. As of Build 13 the bicycle is the only type of vehicle in the game.

### Bicycle

The first type of vehicle added the *The Dead Linger*, bicycles are commonly found in suburban house garages. This bicycle seats one person. Certain bicycles (when variety is added) will travel faster or slower on different terrain types. Currently the only bicycle in-game is faster on roads compared with grass or other terrain, named the "Bigfoot." Fall damage is greatly reduced when on a bicycle.

## Controls

Vehicles are controlled in the most basic way using the movement keys: w, a, s, and d by default. The mouse can be used to look around. You can lock your speed on a vehicle by using "auto-run". On a bicycle the shift key will cause the bicycle to sprint.

## Future content

Originally complex vehicles were planned as one of the last features added to the alpha release. The Weekly Dead 11 update confirm cars will be added in the near future.[1] Cars, boats, planes and trains are currently planned. Driving vehicles is intended to be true to reality in various ways. For example, there is no visible speedometer on the HUD; players must look at the dashboard gauges to see their speed. A player has to open the doors of a car before they can get in, and they are able to walk around inside large vehicles, such as buses. Crashing a car is noisy (thus attracting zombies) and can cause disorientation, unconsciousness, injury and death. Players are able to use one-handed weapons while driving and passengers can use two handed weapons.[2]

Modifications will be welded onto vehicles using the crafting system to add new functionalities.[3]
System Requirements

These are the minimum PC requirements for Alpha release. They are subject to change as the game develops.

* **CPU:** Intel Core 2 Duo E6000 series or equivalent AMD AthlonX2 processor
* **RAM:** 6GB RAM
* **GPU:** GeForce 8000 series or higher, ATI Radeon HD2000 series or higher. (512 MB)
* **OS:** Windows XP / Vista / 7 [Mac and Linux Version not available in Alpha]
Equipment

**Equipment** is a general term for any items used by survivors in order to, well, survive. It includes clothing, weaponry, and tools, but not simple consumables such as ammunition and food.

## Clothing

*Main article: Clothing*

Clothing is worn on the body and may be purely cosmetic or provide special bonuses. There are many clothing slots, and it is usually worth filling all of them. However, there are clothes that only grant maluses, such as the speed-reducing Cargo Pants, and some clothes grant small bonuses but large maluses. Hence, it is worth checking the stats of all clothing items before equipping them. Clothing often comes in sets with matching looks and effects, such as the Firefighter Jacket and Firefighter Pants.

## Weapons

*Main article: Weapons*

Weapons are used to hurt and kill players and zombies. They range from the simple to the makeshift to the fanciful. As a rule, weapons are far more effective than using fists, making them indispensable to any player's survival. Available weapons can be broadly divided into two melee types, blunt and sharp, and the ranged types, bows and firearms. Each type has its advantages and disadvantages, as does each individual weapon: heavier melee weapons typically trade attack speed for extra damage, while more accurate firearms typically have a reduced rate of fire. Additionally, some weapons have special effects or bonuses; the Frying Pan can stun its targets.

## Tools

*This section is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

*Main article: Tools*

Tools provide a function, such as making certain types of crafting possible or enabling (easier) barricading. Besides their primary function, tools can often also be used as deadly weapons; take the Hammer, for example.
World generation

**World generation** is a feature of *The Dead Linger* which creates unique maps for players. It is *procedural*, meaning the world is created according to mathematical algorithms rather than being completely designed by hand. Because only parts of the world in which a player is in have been generated, and for the sake of gameplay only parts around the player need to be loaded into memory, the game can have large and detailed maps without taking up too much hardware resources.

## World

Every procedurally generated world in *The Dead Linger* is 18 x 18 kilometers in size. After Build 16 the world will be made up of regions which in turn are made up of zones. Regions are groups of thematically similar zones that allow the world generator to create more realistic looking maps. Zones are regions of the map that are about 700x700 meters in size. Zones currently randomly generate areas that contain trees, houses, roads, farms and other map details. In the future to allow for more realistic and interesting map design zones will be designed using the Watertower scene creation tool.

### Seeds

Each unique map has an associated random number *seed*. This code represents the way the map generates zone placement, building placemnet, road placement etc. Players can share the seed to other players who will get a nearly identical map. This is faster and more convenient than copying the actual map file. Loot spawns and other certain items are purposefully not included in the seed, and so are unique even to maps with the same seed.

## World refresh

The size of the world requires the game to "re-origin" the center of the world in relation to the player. When this occurs the world refreshes by dropping in fog to hide object popping and slows the game down for 20 - 60 seconds. The player can keep playing the game and an DOVRAC symbol in the bottom right corner indicates the world refresh is occurring. The eventual plan is to make this process almost seamless.

## See also

* Buildings
* Notable seeds
* Wikipedia:Procedural generation

## References

1. ↑ 1.0 1.1 1.2 TDL Team. Development Roadmap 11 November, 2014.
Ammo Box (5.56mm)

**Ammo Box (5.56mm)**

The **5.56 millimeter** round is a popular mid-caliber rifle round used in hunting and western military weapons. The military shipped out tons of these cartridges during the collapse, and now they are ripe for the picking. The brand name of the manufacturing company is Red Delta Ammunition. The box reads "Centerfire Rifle Cartridges". The warning label reads "Warning: Keep out of reach of children, read all information on this box before use. Keep in a dry place, do not store in direct sunlight."
Log cabin

**Log cabins**, introduced in Alpha Build 009 are a building found in forests. They contain various loot such as food, weapons, ammunition and clothing. Log cabins are 1 story buildings commonly comprised of a small living area, bedrooms and an attic. There is a very small chance that a cabin will appear on a farm instead of a farm house.

The living area can contain weapons by the large fireplace and supplies in the kitchenette area. Supplies can also be often found in the back in one of the back rooms of the cabin.

At the end of the corridor in the back of the cabin is a hole in the ceiling which leads to an attic. The attic contains a lot of ammo, weapons and other supplies. Every log cabin attic contains a Vegas Rifle (.308) and ammo for it. One of the easiest ways to reach the attic is by stacking cabin furniture high enough to jump up into the attic.

## History

 Build 009 | * A log cabin now has a 50% chance to spawn in any forest zone. This is a secluded and generally secure location, often filled with some unique treasures and items related to hunting.
* There is a very low chance that an old cabin will appear on a farm instead of a farm house.

## See Also

* Buildings
* Areas
Durability

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

Durability is used to calculate when an item is broken. Not much is known of durability, but it may weaken broken items or make items unusable at 0 durability. Many items start off with a durability of 0, however, and it's possible that these won't degrade at all.
Office building

**Office buildings**, introduced in Alpha Build 009 are large 4 story buildings that spawn in town zones. They are filled with loot, as well as the undead and provide a great vantage point over a town.

The office building features a 4 story atrium with stairs that lead between the first and second floors. There are also two stairwells that have access to every floor and the roof. Each floor features open office space and restrooms. The roof allows for wide open view of the surrounding area and a great location for sniping.

## History

 Build 009 | * Large, looming 4-story office buildings now spawn in Town zones. These are filled with loot, as well as numerous undead, and provide a great vantage point over a town.

## See Also

* Buildings
* Areas
Trees

**Trees** are plants found through *The Dead Linger* world and are the primary source of logs. Players are able to chop down trees for logs which can be used in crafting and campfires. *The Dead Linger* uses the software SpeedTree for the game's vegetation.

## Woodcutting

Players can right click on any tree with a type of axe to chop down a tree. The length of time it takes to chop down a tree depends on the size of the tree, but larger trees provide more logs. Hatchets cut trees at a normal rate while the fire axe cuts trees down slightly faster. The sound of chopping can attract zombies.

## Types of trees

Types of trees include aspen, oak, pine and tall pine.
Frying Pan

**Frying Pan**

# General Information

The **Frying Pan** is an improvised weapon found in *The Dead Linger* Alpha release. It is often found in suburban houses.
# Identification

Frying Pans in The Dead Linger can be easily identified by their dark, round bodies, and matching handles. As of Alpha 10g, the frying pan may sometimes spawn upright, appearing to stand on its handle.
# Acquisition

In The Dead Linger, Frying Pans spawn into the suburban house. Specifically, on or near the tabletops of kitchen areas. Frying Pans previously spawned in Prison kitchens as well, however, prisons are devoid of loot in the Alpha 10g build, and therefore the frying pan cannot currently be found there.
# Uses

## Weapon

As of Alpha 10g, Frying Pans can only be used as weapons, and take up a 3X2 grid in the player inventory. It is highly durable, lasting 250 hits, but does low damage (only 17). The weapon also has medium striking range. However, the frying pan is unique in its ability to briefly stun its target.
Because of its low damage and stunning attribute, the frying pan is best utilized as a means of delaying zombies (or survivors), and providing a chance for escape. In hand-to-hand combat, large increases in infection risk and physical damage make this weapon an inadvisable tool for killing enemies. This property is highlighted when one attempts to engage multiple zombies with only the pan equipped.
## Cooking

Although not yet present in the game, cooking of food and purification of drinks through boiling with the frying pan may become a reality in The Dead Linger soon.
Leg splint

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

A **leg splint** is a medical item used to treat leg injuries. It can be found in medical facilities or crafted with the following recipe: One 2x4 OR rebar OR pipe + cotton gauze roll + duct tape.
Introduction to The Dead Linger

*The Dead Linger* is a first-person zombie survival game by Sandswept Studios, featuring procedurally generated worlds of up to 63,000x63,000 square kilometers (roughly 4,000,000,000 kilometers) focusing on survival aspects and techniques to evade zombies in an open-world sandbox environment. Currently there are no plans for a story, the main goal is specifically to survive. The game went into Alpha on October 31st, 2012, and eventually it will allow you to drive cars, barricade windows, craft items, explore diverse areas, and kill zombies. *Lots* of zombies. With an initial Windows release with possible Mac and Linux releases to follow, you can buy *The Dead Linger* Early Access for a discounted price of $19.99. Dragging the zombie-survival genre back into reality, the game requires you to use your head and stay on your toes to stave off the zombie horde. You are not alone, however: in LAN or Internet-based multiplayer you can compete or cooperate with up to 16 other players. The official *The Dead Linger* wiki is home to to the information you need to survive; read up on what you need to know to stay ahead or add your own survival knowledge. The wiki currently has 177 articles.
Plywood

**Plywood** is a material used in barricading. The material can be found around the world or can be crafted.

## Location and use

Plywood can be commonly found in the yards of suburban houses and almost always in the yards of houses under-construction.

Plywood is primarily used for barricading. With a hammer the player can nail the plywood to other objects to protect against zombies.

## Crafting

You craft plywood using 2x4s. You can craft plywood of two sizes.

* X4 2x4 = Small plywood
* X8 2x4 = Medium plywood
Geoff Keene

**Geoff Keene**, also known as **Zag**, is the founder and design director of Sandswept Studios. He started Sandswept Studios at the age of 17, and planned *The Dead Linger* for five years before it began development.

## Past work

### Games

* The Dead Linger, a zombie survival first-person shooter by Sandswept Studios.
* DETOUR, an action/real time strategy game by Sandswept Studios.

## Contact

* Zag's Twitter page: @geoffkeene
* Zag's blog: http://sandsweptzag.tumblr.com
Garbage can

The **garbage can** is a world object typically found in residential areas. It was featured in multiple development screenshots, such as this one showing off rendered objects, and this image showing that the world generator could implement random choice in object placement.

A full garbage can stinks and as such prevents players near it from being detected through smell. Garbage cans are also large yet reasonably light, making them good objects for blocking off paths with. Both of these qualities make garbage cans useful for players to use in creating a safehouse.
Mastadon Revolver (.357)

**Mastadon Revolver (.357)**

 [[File:]]

The Mastadon Revolver (.357) is a handgun found in The Dead Linger and can spawn anywhere from closets to bathrooms. They were added in Build 12. It is based off the **Magnum Revolver**.

**Note: This page needs to be renamed to "Mastodon Revolver (.357)**

Ammunition
Backpack (item)

A **backpack** is an item that can be found in various places around the world, but are most commonly found in houses in the suburbs.

## Uses

When a player equips a backpack, their inventory is expanded. The Teddy Bear backpack, for example, nearly doubles the size of the player's inventory. See [Inventory] for more information on how the inventory works.

## Known Backpacks

1. Dufflebag
2. Hard-shell Backpack
3. Hunting Bag
Console Commands

**Single Player Console Commands:**

Opening the console in solo mode : To open the console to begin to input commands press the console key on your keyboard '¬' usually below 'Esc'

The console shows you the activity within TDL

**Console Commands:**

*\*Note\* "<Example>" when you see this you replace "example" with relevant information according to you or choose from the information provided within the "<>"*

**Commands in red are currently active in game.**

"Help" - Shows a list of commands you can input into the console

"gen" - Shows list of available content generation

"gen <content> <true/false>" - Enables of disables content generation e.g. "gen zombies false"

"profile <on/off/dump>" -

"log <flavor name>" - Sets login flavour

"log ?" - Lists the login flavours

"log none" - turns off login flavours

"test" - Tests command to test console.

"testing" - Testing command to test console.

"beep" - Will play a beep.

"d\_alt" - Toggles altitude above ground debug

"d\_anim" - Toggles animation debug info

"d\_color" -Toggles debug text color

"d\_fps" - Toggles current frames per second

"fps" - Toggles frames per second

"d\_net" - Toggle network rates debug

"d\_parts" - Dump entity parts counts to parts.txt

"d\_player" - Toggle player state debug

"d\_pos" - Toggle position debug

"d\_wireframe" - Toggle solid wireframe (must be done before joining a game)

"d\_time" - Toggle time debug

"fov <degrees>" - Changes field of view (between 50-120 degrees)

"weaponfov <degrees" - Change field of view for weapon layer (10-120 degrees)

"weaponadsfov <degrees> - Change field of view for weapon layer (10-120 degrees)

"kill" - Commit suicide (if you are hopelessly stuck)

"connect <ip> or <hostname>" - Connect to an Internet connected server with the given client GUID

"cl" - Connects to a server at localhost

"servers" - Load a list of public server and displays useful information about them

"quit" - Quickly quit TDL (why would you want to do that !!!)

"disconnect" - Disconnects you from the current server and returns you to the main menu

"inv <save/load> - Save or load your inventory from the server

"d\_way" - Toggle waypoin debug

"timerate <day> <night>" - Adjusts the rate at which day/night goes by (timerate 1 1 being 11 minute day and 9 minute night)

"arms" - Hide survivor hands
Zones

**Zones** are portions of the map created by the world generator. An area defines what objects and buildings will be generated, the zombie population density, and more. After the Build 16 update the zones will be groups by regions, allowing the world generator to group similar zones together to create a realistic world. The game is set in a generic United States, and as such most areas are drawn from American geography and culture.

## Mechanics

Zones vary in shape based on voronoi regions. Each zone is about 700 x 700 meters in size. Every zone has a randomly generated name. Currently the name is displayed above the compass on the top right of the screen.

## References

1. ↑ 1.0 1.1 TDL Team. Development Roadmap 11 November, 2014.
Windows

## Windows Installation Guide

**The Dead Linger is now available for purchase through Steam!**

1. Navigate to our purchase page or directly to The Dead Linger on Steam. (Game was removed from Steam so there is no way to download it now exept very **outdated** pirate torrent versions)
2. Continue through the checkout process to complete your transaction on Steam.
3. Go to your Steam Library to begin your download/installation.
Molotov bear trap

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

The **Molotov Bear Trap** is a planned craftable item. Information based on the Molotov bear trap comes from concept art on The Dead Linger website's media page. The concept art, which shows a Molotov cocktail attached to a bear trap. The art says the ingredients are a bear trap, duct tape and a Molotov cocktail.
Prison

**Prisons**, are one of the less common structures to spawn in the world of *The Dead Linger*, and can be found in suburbs. Added in Alpha Build 007, the first prison complex is named after Kickstarter backer "Elias Thompson" and consists of multiple small structures such as jail cells inside the prison grounds and multiple guard towers. Inside the prison complex, supplies can often be found.

## Complex

The prison complex is made of two large structures and multiple guard towers all surrounded by two barbed wire fences. There is only one entrance through the fence. Outside the entrance is a sign which reads "Elias Thompson Correctional Facility Est. 1979".

## History

 Build 007 | * Prisons can now be found anywhere in the world, but never near the spawn. There are rumors of at least one prison roughly 2 kilometers to the north. Good hunting!

## See Also

* Buildings
* Areas
Death

**Death** is what what happens when a player character suffers too much damage. Symptoms include low blood pressure and seeing tunnels of white light. Fortunately, death is not the end. Players suffer certain penalties upon death, before respawning a distance from where they died. On singleplayer hardcore mode, the entire world save will be deleted, while hardcore multiplayer death results in losing one's entire character (including attributes and items).[1] The penalty for death is set by the difficulty level; players can select their desired difficulty when beginning a new game. As of May 2012, it is not known whether difficulty can be adjust mid-game. There are five levels of difficulty[2]:

* **Easy** - Players don't drop any items when they die, but take a 5% hit to their attributes. They respawn a short distance away from where they died.
* **Medium** - The recommended setting; players drop all food and ammunition but not equipment or weapons. All attributes are decreased by 25%.
* **Rigorous** - Players drop all unequipped items, and other players may pick up these items. In addition to a 50% attribute decrease, players respawn further away from their point of death than on easy or medium difficulty.
* **Unyielding** - Players drop everything, may have their items taken by others, lose 90% of their attributes, and spawn further away from their point of death than on rigorous difficulty.
* **Hardcore** - All items are dropped and 100% of attributes are lost. In singleplayer, the world is deleted upon death.
Injuries

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

**Injuries** are temporary impairments to a character. They can be caused by essentially any event which causes damage: being bitten by a zombie, being shot, crashing a vehicle, falling, etc. Various parts of the body can sustain an injury, and each type of injury has a unique effect. An injury heals over time, going from 100% impairment to 0% impairment; the effect is more pronounced at higher percentages. Some injuries can be treated with items to mitigate the impairment or speed up recovery.[1]

## Injury types

\*All recovery times are game time; how this converts into real time depends on server settings.
Status Effects

Status Effects change the base attributes of the Player. These either improve or impair the Player, usually an object with have both good and bad effects and it is up to the Player to decide wether or not an object is worth using.

The major contribution to Status Effects is clothing; For example the Football Helmet, which reduces knockback but also reduces speed and restricts Player vision.

Some objects offer purely negative or positive effects, for example Cargo Shorts increase speed while Cargo Pants only reduce it.
Buildings

As of Alpha Build 009 and the introduction of the log cabin, buildings are found in all areas. Buildings are areas of former human habitation that the player is required to loot and hide in to survive the zombie apocalypse. Buildings contain various supplies and objects that the player needs such as guns, ammunition, clothing and food.

As of Alpha Build 009 the most common building is the Suburban House.
Crafting

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

The **crafting** system can be used to create new items or to upgrade existing ones. A wide variety of items are used in crafting, and in keeping with that a wide variety of items can be produced: a Molotov cocktail can be placed in a bear trap to make it incendiary; a pill bottle, duct tape, battery, and scrap can be combined into a zombie distraction grenade. It has been suggested that players should be able to craft complex machines or make repairs to existing ones, such as building an electricity generator.

## See also

* List of crafting ingredients
* List of creatable items
Crazed survivors

*This article is about confirmed but unreleased content. Please check the changelog to see when this content will be released.*

**Crazed survivors** are human NPCs who were left paranoid and confused by the zombie apocalypse. Though rare, they are invariably hostile to players and can pose a major threat. They come in many varieties, however, and some are more problematic than others; an unarmed civilian is not as much of a problem for the player as a soldier armed with a sniper rifle.
Tools

There are three **tools** currently implemented in *Voxelaxy*:

1. The hand, which allows you to pick up items, craft, search, and otherwise transport objects (Hotkey: 1).
2. The gun. It kills enemies dead (Hotkey: 2).
3. The drill. It allows you to mine minerals. The drill has a limited lifespan and requires periodic replacement (Hotkey: 3).
Voxelaxy Wiki/Bottom section

What is *Voxelaxy*?

*Voxelaxy* is a small space survival game by the Polish Waxer Studio, putting you in the boots of a voxel-based astronaut stranded on an alien planet after he was blown out of space by an incoming missile...

*Voxelaxy* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
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Ammo Box (7.62x39 mm)

**Ammo Box (7.62x39 mm)**

The **7.62 x 39 mm** bullet is a mid-caliber rifle round used in eastern military equipment. Not to be confused with the 7.62 x 54mm, the 7.62 x 39 mm ammunition is stronger than the 5.56 but weaker than the 7.62 x 54, and is a good middle ground when choosing a rifle cartridge. The 7.62 x 39 pack reads "7.62x39 ЛПСгж T 12-90-11 WT 14/86 362 220 SZT". These markings indicate the type of bullets, date of manufacture, and other information.