Zombies, Run! Wiki
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(Change the base-building page to cover the changes from ZR2 on.)
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Each mission begins with a story clip that introduces the situation. The app then pulls up your active playlist, and you get a song or two while you continue to exercise. In between songs (or, if you've got a track that's extra-long, it'll pause the track and then resume afterward) you'll get more clips that explain what's going on and updates you on your objective as a runner for the town.
 
Each mission begins with a story clip that introduces the situation. The app then pulls up your active playlist, and you get a song or two while you continue to exercise. In between songs (or, if you've got a track that's extra-long, it'll pause the track and then resume afterward) you'll get more clips that explain what's going on and updates you on your objective as a runner for the town.
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If you're using external playlist support, listening to tracks from Pandora, Google Play Music, Amazon Music, Spotify, some other service, or some other media player on your phone, the game has no way of knowing when a song will end, so it will simply pause the external player to interject story clips at specific intervals.
   
 
As your tracks play, occasionally they'll get quiet and you'll hear a computerized voice tell you that you've picked up certain useful items, such as medical supplies, food, bottled watter, weapons, or clothing.
 
As your tracks play, occasionally they'll get quiet and you'll hear a computerized voice tell you that you've picked up certain useful items, such as medical supplies, food, bottled watter, weapons, or clothing.
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A typical story mission in standard mode lasts about half an hour, though this will vary somewhat depending on the length of the songs played during the mission. You'll know when the story is over because you'll hear a beeping, and the same computerized voice you heard earlier will say "Mission complete."
 
A typical story mission in standard mode lasts about half an hour, though this will vary somewhat depending on the length of the songs played during the mission. You'll know when the story is over because you'll hear a beeping, and the same computerized voice you heard earlier will say "Mission complete."
   
You don't have to complete the mission, though. At any point, you can touch the 'stop mission' button to return to Abel Township ('base').
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You don't have to complete the mission, though. At any point, you can touch the 'stop mission' button to return to Abel Township ('base').
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You can also touch the 'pause mission' button if you need to stop for a short time (so you don't start being chased by zombies while you wait for the light to change, for example). Note that pausing the mission will ''not'' stop a zombie chase that's already started!
   
 
===Base Building===
 
===Base Building===

Revision as of 13:55, 18 August 2014

Getting started

ZRtitle

Title screen

So you've heard about this running app that's incredibly expensive (about the price of a nice fast-food meal - I know, STOP THE PRESSES) but everyone is saying it's worth it, so you go ahead and fork out the change.

The title screen has this cleverly crafted warning sign that indicates that there are zombies present in the area, and anyone reading the sign should run. Or, to be precise:

RUN!

So you lace up your shoes and grab a bottle of water and head either outside or to a treadmill (the app works either way).


Playing

ZR-abel

Abel Township Population: 60

When the app opens, you'll see a bird's eye-view of Abel Township, the community you'll belong to as Runner 5 (more on that later).

Running

To begin, simply slide the little silver runner icon from left to right. Doing so will reveal the level of detail and thought that's gone into this 'adventure game.' This will take you to the mission. When you start out, only the first mission is available to you. As you complete missions and distribute supplies to the different parts of the compound, the buildings will be improved, and new missions will be unlocked. You'll also attract more survivors, which you'll be able to keep track of on the 'population' sign.

Each mission begins with a story clip that introduces the situation. The app then pulls up your active playlist, and you get a song or two while you continue to exercise. In between songs (or, if you've got a track that's extra-long, it'll pause the track and then resume afterward) you'll get more clips that explain what's going on and updates you on your objective as a runner for the town.

If you're using external playlist support, listening to tracks from Pandora, Google Play Music, Amazon Music, Spotify, some other service, or some other media player on your phone, the game has no way of knowing when a song will end, so it will simply pause the external player to interject story clips at specific intervals.

As your tracks play, occasionally they'll get quiet and you'll hear a computerized voice tell you that you've picked up certain useful items, such as medical supplies, food, bottled watter, weapons, or clothing.

A typical story mission in standard mode lasts about half an hour, though this will vary somewhat depending on the length of the songs played during the mission. You'll know when the story is over because you'll hear a beeping, and the same computerized voice you heard earlier will say "Mission complete."

You don't have to complete the mission, though. At any point, you can touch the 'stop mission' button to return to Abel Township ('base').

You can also touch the 'pause mission' button if you need to stop for a short time (so you don't start being chased by zombies while you wait for the light to change, for example). Note that pausing the mission will not stop a zombie chase that's already started!

Base Building

Collecting supplies opens the second part of the game: resource management. In Zombies, Run! 1, supplies were color coded and could be distributed to various areas of Abel to increase their level. As of Zombies, Run! 2, the color of a supply no longer matters, and the system is more complicated, and base-building must be done in the app and not on the website.

Each mission you run in ZR2 and up gives you Supplies (satchel icon) and Materials (wrench icon). You get about 30 Supplies in one hour of running, and each mission you complete initially gives you 3 Materials. Re-running the mission gives you 2 materials for your second time, and 1 Material for your third. You will receive no materials for any plays beyond that, but you can still collect supplies. Materials are awarded for story missions only - Radio, Supply, and Airdrop missions will only give Supplies.

From the "Base" tab, you're able to see the current state of Abel, with several statistics about it:

  • Population and Population Cap: The numbers by the person icon represent population and maximum population, where the number on the left is population, and the number on the right is your population cap.
  • Defense: This is the shield icon and represents how well the base is able to defend itself from constant zombie attacks.
  • Morale: The smiley face represents how happy Abel’s residents are.
  • Supplies: How many Supplies you have.
  • Materials: How many Materials you have.

Once on the Base tab, you can expand the borders of Abel, build new buildings, upgrade existing ones, and build add-ons for existing ones. You'll need both supplies and materials to build buildings on your base. Each building (or upgrade) will tell you how much it costs in the upper right corner, for example, 10 Supplies and 1 Material to build the Communications Shack. Certain buildings have requirements for building them, such as a specific Defense rating to meet, or a specific Population to have. Once placed, buildings can be demolished for 75% of all the materials spent on building, upgrading, and adding-on to them.

Upgrades increase the level of a building, and they also have requirements to meet before you can get them. Add-ons increase certain aspects of the building, like a boost to Morale or Defense. Certain add-ons can be unlocked by finishing missions.