Explorable Ruins
In Season 4, a new type of Ruins was introduced, the Explorable Ruins. There are three: Abandoned Hotel, Abandoned Hospital, and Abandoned Bunker. These special ruins allow Citizens to explore and search the interiors through various corridors connecting the Entrance to various dead ends and long abandoned rooms.
Explorable ruins are always unburied.
It takes 1 to enter the ruin. You cannot enter the ruin either if you are Wounded, Terrorised or turning Escort mode on, or Escorting someone. You will also need to have Control of the zone, unless you are a Scout with the camouflage on, then no zone control is required.
You can only enter the same ruin once per day. You cannot enter if someone else is exploring inside.
If you enter while someone else is exploring inside, you will see the following message:
- You cannot enter this building ...
- - - - -
- there isn't enough oxygen for more than one person!
Bug: You still receive this message if you try to enter when you have escort mode on.
Contents
Exploration
The image to the right shows the interface while exploring an Abandoned Bunker. The top right corner shows the amount of oxygen left, the three arrows show possible directions to go, the center shows the player, and to the left of the player is the remains of a killed zombie.
You start with 100% . It depletes at a rate of 1% per 3 seconds. Scavengers start with 150% . This equates to 5 minutes for non-Scavengers and 7.5 minutes for Scavengers. You must get back out before your runs out. If you fail to do so, you will be forced out, obtaining a random Injury. All items in your Inventory will be dropped within the ruin at the last zone you were in.
You may encounter zombies inside the ruin. Fleeing from zombies inside the ruin will not wound you, but will cost you valuable (Reports vary from 5% to 10%). Zombies are spawned randomly each day, in groups ranging from 1 to 4. At any time, there can only be a maximum of 4 zombies in one zone.
Control Points, Camouflage Suits and Flash Grenades do NOT work inside the ruin, however Pre-war Camera will relocate all zombies to another "zone" in the explorable ruin if successful. Weapons work as usual, but Furious Kitten (partially digested) CANNOT be used inside the ruin.
If the ruin is within 11km or less, a hero can use heroic return inside the ruin to exit immediately. Note that each heroic action can be performed once only during his life in each town.
Doors and Keys
Each Explorable Ruin will have 10 rooms that explorers can search for items. Some rooms closer to the Entrance will be opened by default while the remaining rooms deeper in the ruin will be locked.
Each locked room will be locked by one of the three types of key mentioned below. Technicians can make a blank of the required key by clicking on "Taken an Impression" button when they are in a zone with a locked door. Each technician can only make one blank from the same door once per trip (each day). More blanks of the same door can be made by other Technicians on the same day provided the door is still locked. Each blank can be turned into the corresponding key in the Workshop for varying costs. Anyone can convert impressions. Technicians do not have any bonuses in converting key imprints.
There are three different kinds of keys with three corresponding blanks:
These keys can also be found regularly by searching the opened rooms. Note that, for example, a Bottle Opener from a blank from Room A can also open Room B as long as Room A and Room B require Bottle Opener to open the doors. Room A and Room B can be in two different Ruins entirely. The key will be consumed once used.
Distinctions
Each entry into the ruin (limited to once per day) will give the Ruin Explorations distinction. Each locked door opened will give a rare distinction Covert Concierge.
Blueprints
Each ruin has a low chance of dropping Blueprints. These blueprints are currently different from the normal blueprints found in Worn Leather Bags, Architect's Chests, and after Camping normal Ruins. Normal blueprints can unlock any building projects from the whole pool, while ruin blueprints only have a preset pool of projects which can be unlocked.
When a blueprint is read, it will always try to unlock a project which can be unlocked first. If there is no project left which is lockable, it will fail and the blueprint will be wasted when you read it. Since the ruins do not have green or Construction Blueprint (common), they can be read without risk.
If one of those projects have been unlocked by the normal blueprint, you will have one fewer building project which can be unlocked from the ruin blueprints. Thus normally you want to hold all normal blueprints and read ruin blueprints to unlock all preset building projects first. For that reason, the practice of holding off reading uncommon, rare and very rare blueprints until explorable ruins cease to yield any more of their own is preferred.
However if all projects left from the preset pool are child projects which require their parent project(s) to be unlocked first, and their parent project(s) is/are not inside the preset pool, you need to switch the preference and start reading normal blueprints until you can unlock the target parent building. Only then you can switch back and read ruin blueprints again.
We can differentiate normal blueprints from the ruin blueprints by looking at the item icons and IDs (visible in the XML feed). The icons of different ruin blueprints are as follows:
Normal blueprints from worn leather bags, architect's chests, and normal ruins have the following item IDs and icons:
- 305. Construction Blueprint (common)
- 306. Construction Blueprint (uncommon)
- 307. Construction Blueprint (rare)
- 308. Construction Blueprint (very rare!)
And blueprints from each ruin have different item IDs from normal blueprints and also from each other! In other words, an uncommon blueprint found at the Abandoned Hospital will not stack with the uncommon blueprint found at the Abandoned Hotel and the Abandoned Bunker. As noted, hospital blueprints will have different pre-set projects available compared to bunker or hotel blueprints.
The following is an incomplete list of possible projects available by each ruin blueprints. This is a work in progress, not a final product just yet. Please free free to add onto the list!
Hotel Blueprints
328. Construction Blueprint (uncommon)
- Animal Dump Tttt 07:41, 13 October 2013 (PDT) (Confirmed S8)
- Food Dump --Wakia 4:39, 31 January 2012 (PST) (Confired)
- Frat House --Impotentpanda 14:09, 22 February 2012 (MST) (Confirmed)
- Guerilla Traps Tttt 07:41, 13 October 2013 (PDT) (Confirmed S8)
- Metal Dump iDare 22:10, 24 July 2012 (GMT) (Confirmed)
- Wood Dump UnluckyOrpheus 16:05, 3 February 2012 (PST) (Confirmed)
- Swedish Workshop UndeadBurgerKng 11:05, 3 January 2013 (PST) (Confirmed)
- Small Trebuchet drakh 23:38, 8 June 2014 (CET)
329. Construction Blueprint (rare)
- Automatic Sprinkler --Wakia 12:20, 30 January 2012 (PST)
- Community Involvement --PearShaped 11:58, 24 April 2012 (PST) (Confirmed)
- Defensive Thinktank --Tamle 18:35, 13 January 2012 (PST)
- Fertilizer Tttt 07:41, 13 October 2013 (PDT) (Confirmed S8)
- Fortifications --UnluckyOrpheus 17:40, 3 February 2012 (PST)
- Lighthouse --Tamle 18:35, 13 January 2012 (PST) (Confirmed)
- All or Nothing --Meadow 14:22, 22 June 2013 (CEST)
- Faucet --Terry22 16:47, 19 October 2013 (CEST)
- False Town --drakh 22:15, 19 March 2014 (CET) (Note: This BP has been added at least since Season 8)
330. Construction Blueprint (very rare!)
- Builders' Merchant Tttt 07:41, 13 October 2013 (PDT) (Confirmed S8)
- Divining Rods Tttt 07:41, 13 October 2013 (PDT) (Confirmed S8)
- Dump Upgrade --Watson 22:11, 10 April 2013 (CEST) (Confirmed)
- No Holes Barred Tttt 07:41, 13 October 2013 (PDT) (Confirmed S8)
- Firework Foray Tttt 04:36, 30 January 2014 (PST) (Confirmed S8)
- Cinema drakh 02:37, 19 March 2014 (CET)
Bunker Blueprints
331. Construction Blueprint (uncommon)
- Defence Dump --Gabbyking 11:38, 2 February 2012 (GMT) (Confirmed)
- Grapeboom --Tamle 21:42, 15 January 2012 (PST)
- Mines --Tamle 21:42, 15 January 2012 (PST) (Confirmed)
- Miniature Armory --Blazon 23:36, 14 August 2013 (GMT) (Confirmed)
- Mist Spray --Tamle 21:42, 15 January 2012 (PST) (Confirmed)
- Shooting Gallery --Darjus (Confirmed)
- Weapons Dump --Tamle 21:28, 15 January 2012 (PST) (Confirmed)
332. Construction Blueprint (rare)
- Air Strike --Misaky 21:12, 23 February 2012 (GMT) (Confirmed)
- Divining Rocket --Blazon 14:26, 17 April 2013 (GMT) (Confirmed)
- Eden Project --Misaky 18:58, 20 February 2012 (GMT) (Confirmed)
- Evolutive Wall --Wakia 20:10, 18 March 2012 (EST) (confirmed)
- Faucet --Tamle 21:42, 15 January 2012 (PST) (Confirmed)
- Free Dump -- Tttt 14:59, 13 September 2013 (PDT) (Confirmed S8)
- Labyrinth --Tttt 11:54, 13 September 2013 (PDT) (Confirmed S8)
- Water Turrets --Tamle 21:42, 15 January 2012 (PST)
- Defensive Focus --Dream 02.30, 02 October 2014 (confirmed)
- Labyrinth --thewolf66 14:36, 12 April 2017 (EEST) (Confirmed S13)
333. Construction Blueprint (very rare!)
- Divining Rods --Tttt 11:54, 13 September 2013 (PDT) (Confirmed S8)
- Dump Upgrade --Tamle 18:32, 13 January 2012 (PST) (Confirmed)
- Ministry of Slavery --Blazon 14:26, 17 April 2013 (GMT) (Confirmed)
- Reactor --Tttt 11:54, 13 September 2013 (PDT) (Confirmed S8)
- Cinema --squirrrl 10:44, 22 May 2013 (PDT) (confirmed)
Hospital Blueprints
334. Construction Blueprint (uncommon)
- Cremato-Cue --Tttt 13:25, 28 January 2013 (PST) (Confirmed)
- Shooting GalleryTttt 05:21, 2 March 2013 (PST) (Confirmed)
- Small Trebuchet --Terry22 23:22, 29 March 2013 (CET) (Confirmed)
- Guard Tower --Dream 03:42, 6 March 2015 (PST) (Confirmed)
- Swedish Workshop --Dream 15:42, 6 March 2015 (PST) (Confirmed)
335. Construction Blueprint (rare)
- All or Nothing --iDare 21:29, 27 May 2012 (GMT) (Confirmed)
- Apple Tree --Adoncia 13:50, 9 January 2012 (PST) (Confirmed)
- Automatic Sprinkler --Chessmc 18:33, 28 April 2013 (EDT) (Confirmed)
- Defensive Focus --Tamle 19:48, 30 December 2011 (PST) (Confirmed)
- Henhouse --Tamle 19:48, 30 December 2011 (PST) (Confirmed)
- Fertilizer --Terry22 06:32, 1 December 2013 (CET) (Confirmed)
- Infirmary --Tamle 19:48, 30 December 2011 (PST) (Confirmed)
- Water Filter --Tamle 21:47, 15 January 2012 (PST) (Confirmed)
- Defensive Thinktank --Bekey 12:03, 12 May 2013 (PDT) (Confirmed)
336. Construction Blueprint (very rare!)
- Coffin Catapult --Buckminsterfuller 21:40, 19 July 2012 (CST) (Confirmed)
- Crow Statue --Terry22 07:21, 27 March 2013 (CET) (Confirmed)
- Firework Foray --Tamle 11:27, 5 March 2012 (PST) (Confirmed)
- Hot Air Balloon --Tttt 13:25, 28 January 2013 (PST) (Confirmed)
- Giant BRD Tttt 09:52, 28 August 2013 (PDT) (Confirmed S8)
For editors : Add word Confirmed Sx next to BP for correct info so we can tell for what season.
Mapping
Building map is 13x13 squares. Towns often organize to make a spreadsheet map of the building's interior layout. First players to venture inside are being tasked with mapping the building's layout. It can be done in various ways, complementing each other but capable to achieve the result desired on their own. The choice has to be based on which way a player finds more convenient in relation to their own skills.
- Screen-recording software. It may be useful to notice all the details upon reviewing, such as zombie counts, lock types, and items found. However, it may prove to be difficult to find the way out on the first trip without using other means of mapping. Fine memory can be of great help if one relies on this technique alone. A free and easy to use screencast program is Screencast-O-Matic.
- Pen and paper (preferably with a grid), using junction shapes or other symbols. Takes little time and shows the big picture, as the mapper moves around, allowing to see if there are any turns missed as well as to easily navigate to the Exit.
- Split-screen spreadsheeting (opening a sheet in another window and aligning both windows next to each other) using a set of characters for quick marking. However, the coded version needs to be visually furnished for others to navigate, making this technique on par with pen an paper. The only difference is the mapper's preference.
A reliable method is to combine pen and paper method with a video recording of your trip to confirm that your map is 100% correct.
Video Examples
In this video, Somnific explores an Abandoned Hospital as a Scavenger (hence 150% starting oxygen), unlocks several doors while searching the rooms for some cool loots!
Map Examples
Spreadsheet
External App
- From Dusk Till Dawn
From Dusk Till Dawn has a ruin mapping feature.
Sprites
Sprite | Description |
Player (default state). Aligned to the center of the client screen. | |
Player (suffocating): serves as a reminder to those who don't pay attention to the oxygen counter that it is time to turn around. Aligned to the center of the client screen. | |
Zombie (generic): randomly encountered in all three types of explorable ruins. Aligned next to the player on either of four sides. | |
Zombie Soldier: randomly encountered in Abandoned Bunkers. Aligned next to the player on either of four sides. | |
Zombie Nurse: randomly encountered in Abandoned Hospitals. Aligned next to the player on either of four sides. | |
Zombie Janitor: randomly encountered in Abandoned Hotels. Aligned next to the player on either of four sides. |
Changes
- In Season 4:
- In Season 6:
- 2nd explorable ruins are added in Hardcore Towns.
- Before Season 9, There is a bug which makes you escape from the explorable ruins effortlessly. You have 2 tabs open, one being outside and another being inside the ruin. You can leave the ruin anywhere inside simply by leaving the zone on the outside tab. See the video. This bug is fixed in Season 9.
- In Season 9:
- The bug which makes you escape from the explorable ruins effortlessly is fixed in Season 9.
- In Season 10:
- Explorable Ruins removed from Local towns.
- 3rd explorable ruins are added in Hardcore Towns. Bug most likely.
- In Season 11:
- Explorable Ruins are now closer to town (except for Hardcore Towns)
External Links
- Explorable Ruins - Official Die2Nite.Com Help Section