Table of Contents

New Game

Resource Pickup Document by SrgtSilent and SpaceCow

Container Map by Accipehoc

Preparations for NG

If you are not using a new profile, you must do the following before the run

- Fire all shotgun shells that remain for your shotgun

- Head to the Repository and unequip everything in the Change Equipment menu.

- Destroy all of your equipment (clothes and weapons), or else never use them during the run.

- Delete everything from Manage Possessions and Stored Item List.

- Use all gear (fences, med spray, etc.) or else never use the extra during the run.

- You cannot craft gear or construct base elements before you are supposed to gain them during the game. For example, crafting iron fence before Chapter 2.

- When you craft a recipe make sure you've first obtained it from its respective container during the run.

- You are not allowed to open recycled weapon or material cases from containers that once had recipes.

- Any loose resources found in containers can be used.

If you are destroying stuff at Africa FOB, make sure to place fences outside of the FOB so your resources can be updated from the autosave.

To make the Exploration Team Ready Room, you need the following

To make the Base Camp Expansion, you need the following

To make the Archaea Blade Trap, you need the following

Weapons

Durability and how it affects weapon damage, Pipe Spear as an example via SpaceCow's testing

Knife

Pipe Spear, Survival Spear & Bayonet Spear

Spears are fantastic for a few reasons:

  1. You are required to make a pipe spear to progress
  2. Due to their range, you can keep distance between you and the target
  3. Spears can pierce multiple targets
  4. Spears can attack through iron fence, though this adds a durability loss (1 for the fence, 1 for the enemy hit)

Rusted Machete

RASP

Gear, Equipment, and Gadgets

Gadget Resources Required
Normal Fences 6 Iron
Lures 1 Bottle (Empty)
Wooden Fences 6 Wood, 3 Nails
Med Sprays 2 Aluminum, 1 Golden Crescent
Sandbag Footholds 14 Clay, 4 Wood, 4 Nails, 6 Gunny Sacks
Grenades 3 TNT, 1 Spring, 5 Iron

Enemies

Parenthetical names are based off game file names, found by Discranola, text here

Wanderers (Zombies)

  1. Swing Combo - Wanderer will slowly swing one arm after each other, most common attack. Sometimes they won't finish the combo, but it's safer to assume they will swing twice. Be aware of the backswing hitting you when behind a Wanderer.
  2. Flailing Arms - Wanderer will swing their arms quickly with little windup. This attack doesn't have much forward momentum, so they do this in close quarters.
  3. Battle Cry Swing - Wanderer will yell to the sky and do a combo. This attack has decent forward momentum, so be careful! Be aware of the backswing hitting you when behind a Wanderer.
  4. Linebacker Tackle - Wanderer will crouch to the ground, charging a tackle. Depending on the distance between you and the wanderer, they may charge for a long period of time. Once unleashed, the wanderer homes onto Captain, potentially wrapping around structures and finishing with a dive. This charge potentially has a huge range, meaning you need to dive, combat step, or run away. If they connect, they grab Captain and require punches to remove. If the dive connects too late, it will instead deal damage as a Unicorn Horn Dive. This attack can catch you by surprise and lead to death, as you are helpless while other Wanderers swing at you.
  5. Grounded Swing - Wanderer on ground will swing arms, potentially grabbing ankles. Best way to avoid this is stand behind the Wanderer's legs. Can cause sprain.

Bombers (ZombieBom)

  1. Headbutt - Bomber will charge up a headbutt. This does massive damage to Captain and structures.
  2. Self-Destruct - Bomber will explode. They will do this if annoyed enough by headbutting, getting punched, getting kicked, or getting attacked. Otherwise, they will self-destruct at the digger or upon death if it's not a backstab. After 3 annoyances, they will charge up a self-destruct and explode after a few seconds. Get away from this explosion fast!

Dogs

Watchers (SirenCamera)

Crawlers (Spiders)

Grabber (Mimic)

Mortars (ZombieShell)

  1. Spread Gun - Fires multiple bullets in a spread in a vertical arc. These bullets cover great distance and deal decent damage. Can damage digger from afar.
  2. Mortar/Explosive Shell - Fires an explosive crystal from a great distance. After landing, they explode after a few seconds. Can be kicked away if at risk of damaging a defensive structure.
  3. Swing Combo - Similar to the Wanderer Combo, but their large frame means they have a larger range and distance covered.

Trackers (ZombieDash)

  1. Leap - Jumps at target, which can be a large distance.
  2. Swing Combo - Similar to the Wanderer Combo.
  3. Ballerina Kick - Pirouettes towards target quickly and covering ~ 2m or 6 ft. Knocks you down on the floor.

The Run

If you are not level 14 before the dig to Africa, the run is going to be very difficult due to a vicious cycle of being behind on experience.

Opening

Chapter 1: Tutorial

Chapter 2: First Memory Board

Chapter 3: Three Memory Boards

Chapter 4: First Transporter

Transporter First Defense Schedule

Chapter 5: Miranda Rescue

If playing safe, leveling DEX and END before rescuing Miranda may help

Miranda Rescue Schedule

Chapter 6: Ruins 01

Chapter 7: Digger Retrieval

Chapter 8: Base Camp Dig

Base Dig 1 Schedule

Chapter 9: Wrecked Base Dig

Wrecked Base Schedule

WAVE 1 - has the high level enemies hanging around the Wrecked base, so be careful!

INTERMISSION 1

WAVE 2

INTERMISSION 2

WAVE 3

*Return to Base Camp via the pause menu after the counter goes to 0 on the final wave.

Chapter 10: Chris Rescue

Updated Jeep Route

Before going into the transporter, level to 10/max level

Chapter 11: Ruins 02

Chapter 12: Nicholas Rescue

—-

Chapter 13: Fallen Village Dig

Chapter 14: Base Camp Expansion

Before building the expansion, Level to 15

Chapter 15-1: Africa Dig

Now that you are level 15, you gain more survival equipment slots. Redo your loadout

Chapter 15-2: Climb the Platform

Chapter 16: Africa FOB

Chapter 17: Seth Rescue

Chapter 18: Investigate Sahelanthropus

Chapter 19: Secure Sahelanthropus

SAVE THE GOATS IN THIS THRILLING 15 MIN DEFENSE!

Chapter 20: Wanderer Seth

Level up to 20 before fighting Seth

Chapter 21: Ruins 03


UPDATED START OF MOVEMENT SHOWN HERE

Chapter 22: Deserted Mine Dig

Deserted Mine Schedule

WAVE 1 - Look out for the Mortar on top of the boat!

INTERMISSION 1

WAVE 2

INTERMISSION 2

WAVE 3

Chapter 23: Archaea Blade Trap

Chapter 24: Lord of Dust

Return to Metal Gear Survive