How to find them
An event starts with a crash: a helicopter spirals down, a plane dives into the ground, a train screeches along the rails, a shell slams into an IFV or a Humvee. Everyone gets a chat line like "Somewhere on the map a helicopter has crashed", with no location.
- Sound. The blast carries 1.5 km. It travels at the speed of sound (about 3 seconds per kilometre) and fades towards the edge.
- Sight. You can see the crash from 1.5 km, fire and smoke from 800 m. Wrecks burn for 8–15 minutes, then keep smoking while they're on the map.
- Map. No marker, except for airdrops.
Event types
| Event | Players online | Zombies around | What's inside |
|---|---|---|---|
| Helicopter crash | 5 | 8 military | 4–7 items: a good gun and 1–2 parachutes guaranteed; armor, backpacks, helicopter rotors |
| Derailed train | 5 | 12 workers | 4–7 items: a good gun guaranteed; weapons, armor, tents |
| Plane wreckage | 5 | 10 medics | 4–7 items: 3–4 vehicle parts and 1–2 parachutes; medkits, blood bags, anti-rad |
| Knocked-out IFV | 3 | 8 military | 4–7 items: a good gun guaranteed; ammo, armor |
| Knocked-out Humvee | 3 | 5 military | same as the IFV |
| Airdrop | 5 | 6 military | 2–4 items: a top gun half the time, otherwise a rare item |
What turns up in wreckage and the airdrop bag:
How often the item turns up in one loot spot, one event or on one zombie.
- Each event comes roughly once an hour if enough players are online. It never lands within 50 m of a player and usually lands more than 500 m away.
- Wrecks stay for an hour and don't disappear while someone is within 100 m. Search them with the loot key; you can't put anything inside.
- Zombies around a wreck don't come back once killed.
- The helicopter, train, IFV, Humvee and airdrop can hold a red keycard (about 1 event in 7) and a breaker switch (1 in 5); they open locked doors with good loot.
Red keycardOpens a door with a red card reader for 3 minutes, then the door locks again. Swipe: the loot key at the reader. One card lasts two openings, it breaks on the second.0.5 kg
Breaker switchGoes into the panel of a breaker door: the door stays open for 5 minutes for everyone, then locks again. Insert: the loot key at the panel. One breaker, one opening.2 kgDangerous from the first second
- A helicopter, plane, train or shell landing right on you or your car kills you in any armor and destroys the car. Direct hit radius: Humvee 3 m, IFV 4.5 m, helicopter 7.5 m, train 10 m, plane 12 m.
- Nearby you lose blood: 4,000 at the edge of the direct hit, down to 300 at 25 m, nothing beyond. A vest reduces it.
- Zombies and other players are waiting: everyone runs towards the sound of a crash.
Airdrop
- A cargo plane crosses the whole map in 2–3 minutes, and everyone sees its icon on the map.
- Over the drop site a bag falls out: 5 minutes under a parachute, with an icon on the map. Once it lands there's red marker smoke for 20 minutes, and the bag itself stays for 40 minutes. It doesn't hurt anyone when it lands.
- All of the day's airdrops fall in one zone: from 12:00 to 22:00 Moscow time the map shows the "Cargo drop zone", a 300 m circle. With 5 or more players online a bag drops once an hour.
Calling cargo from Palmer-Taylor
The Palmer-Taylor power station has a radio post. Bring a battery and press E at the console: it takes 8 seconds to hook it up, and the battery is used up. Five minutes later a plane takes off and drops cargo near the station. Everyone hears about the call. The next call is possible 2.5 hours later, one for the whole server. The landed bag makes noise for 5 minutes and pulls in zombies within 200 m. The station is surrounded by radiation.
Horde
A crowd of 15–25 zombies walks through the area past a player outdoors: it shows up a couple of hundred metres away, passes by to the side and moves on. They walk, but the ones that spot you give chase. Players within 500 m of its path get a chat line: "A distant chorus of groans". The first horde comes 30–60 minutes after a restart, then every 1–2 hours if at least 3 players are online.
Siren crates
Steel crates with a siren and a red beacon. Every 45 minutes they all restock at once and wail for about a minute, audible up to 700 m. Zombies without a target within 200 m run to the crate, and on a military site the wail raises a wave of 10–12 military zombies. Inside there's usually a good gun or armor, see loot.
Blizzard
- The weather runs in 6-hour cycles, and each one starts with a 40–60 minute blizzard. Then snow, light snow, sometimes fog, about two hours of sunshine, clouds and light snow again.
- There's no warning: the blizzard simply follows the light snow.
- In a blizzard you freeze fast (cold) and see little, but zombies see you half as well too. Frost lurkers are almost impossible to spot.
Night
- A full in-game day lasts about 4 hours: daytime from 5:30 to 22:00 takes 3 hours, night takes one.
- There's no electricity: street lights and windows never light up. Only headlights, flashlights and fire give light.
- From 21:00 to 6:00 zombies notice you 1.25 times farther, run at their type's top speed and come to check flashlights and headlights from 45 m. Some areas get more zombies at night. More in zombies.
