Fort Zombie Cheats

Easy nuts n' boltsNuts n' bolts are a common resource. You typically find them when breaking open metallic objects. There are lots of metal objects you can break for nuts n' bolts, like cars, refrigerators, arcade machines, playground equipment, small metal cans (always on the far edges of the map).

Dec 23, 2009  Fort Zombie - Unlocker - Download. Gameplay-facilitating trainer for Fort Zombie. This trainer may not necessarily work with your copy of the game. File type Trainer. File size 5.5 KB. Note: The cheats and tricks listed above may not necessarily work with your copy of the game. This is due to the fact that they generally work with a.

All of these metal objects will normally give you nuts n' bolts. The metal cans will always drop nuts n' bolts, but there is only a high chance with the rest. Metallic objects are also limited.

To get nuts n' bolts more quickly and easily, unlock Map 2: Plankerton. Get the 'Repair The Shelter' quest. Uncover areas of the map to reveal yellow dots. The yellow dots are cache locations. Loot them to get 75+ nuts n' bolts per cache.

The more area you uncover on the map, the more caches you can collect for easy nuts n' bolts. Evolving herosEvolving a hero unlocks extra passive and active skills. One star abilities can be unlocked by leveling from 1-10, but you must evolve to unlock two star and level 11-20 abilities. Before you begin to evolve heros, you must put 30 skill points into the tier 1 skill tree to unlock the two star class evolution skill node. This allows you to evolve a hero of that class only; you must earn enough skill points to unlock another two star class evolution skill node. Thus, it is recommended that you are sure you want to play a particular hero before investing your points into unlocking their evolution. You need to invest skill points in a class skill line before you can unlock its evolution.

After unlocking the two star class evolution, you also must meet the following requirements:Hero level: You need to invest 10 levels into the hero that you want to level up. Each level will progressively take more XP to level up.Hero XP: In addition to the XP you need to level from 1 to 10, you need an additional amount of XP to evolve a hero. Retiring a hero you no longer want to use will return a large amount of invested XP to you - so if you are short on XP, consider retiring a hero you no longer wish to use.Evolution crafting material: Each star tier requires a different crafting material. Two star evolutions require Pure Drops Of Rain, three star evolutions require Lightning In A Bottle, etc.

Evolution crafting materials can be earned by completing quests, missions, retiring a hero, and inside of certain loot llamas.Training manual: Can be acquired by completing quests, as mission rewards, or by retiring survivors and heroes.The hero evolution screen displays all of the requirements, as well as any stats you will gain. After selecting evolve, your hero's star level will increase and you can begin working towards the next level of evolution. Steam achievementsSuccessfully complete the indicated task to unlock the corresponding achievement. To view your achievements and stats in Steam, select 'Community', 'My profile', 'View all my games', then the game and view stats.All Tied Up: Complete 'Twine Peaks Storm Shield Defense 6'. Guardian Angel: Save 10,000 Survivors in successful missions.

Plays Well with Others: Complete 1,000 Play With Others missions. Amped for Expansion: Complete 'Canny Valley Storm Shield Defense 6'. Into the Night: Complete 'Twine Peaks Storm Shield Defense 1'.

Many Planks: Complete all the Main Quests in Plankerton. Uncanny!: Complete all the Main Quests in Canny Valley. Unspeakable Horrors: Kill 20,000 Mist Monsters in successful missions. World Explorer: Fully explore 1,500 zones in successful missions.

All Together Now: Complete 'All Together Now' (Daily Quest). Become a Superhero: Complete 'Hero Training - Stage 2'. Before and After Science: Complete 'Before and After Science'. Can You Feel that Shield Power?: Complete 'Homebase Storm Shield Defense 6'. Constructor Leadership: Unlock access to the Constructor Hero. Crank Up the Gain: Complete 'Plankerton Storm Shield Defense 6'.

Darwin Rewards: Complete 'Weapon/Trap Evolution'. Dragon Slash!: Unlock access to the Ninja Hero.

Future Days: Complete 'Canny Valley Storm Shield Defense 1'. Gotta Get Rifty: Complete 'Rifty Business'. Gunsmith: Craft your first weapon. Hired Gun: Unlock and Slot your first Storm Shield Defender. Launch the Rocket: Complete all the Main Quests in Stonewood. Liberation!: Complete 'The Battle of Plank Harbor'.

Man on a Mission: Unlock and Slot your first Mission Defender. Outlandish!: Unlock access to the Outlander Hero. Proven Defender: Complete 'Defender Training - Stage 2'.

Quad Squad: Complete 'Quad Squad'. Ray.README: Complete 'Ray.README'. Rescue the Survivors: Complete 'Rescue the Survivors'. Retrieve the Data: Complete 'Retrieve the Data'. Ride the Lightning: Complete 'Ride the Lightning'.

Shelter from the Storm: Complete 'Homebase Storm Shield Defense 1'. Shelter Skelter: Complete 'Shelter Skelter'. Some Sort of Rocket: Complete your first mission. Survivor Specialist: Complete 'Survivor Training - Stage 2'. Take Out Those Husks: Protect the survivors.

Two Swirls: Complete 'Two Swirls'. Walk the Plank!: Complete 'Plankerton Storm Shield Defense 1'. Wow, I'm Inside!: Complete 'Six Minutes'.

Evil Things with Crazy Teeth: Complete 'Toxic Treasures - Stage 10'. Go Gnome!: Destroy 100 Garden Gnomes in successful missions.

Loot Legend: Loot 300 Treasure Chests in successful missions. Talented Builder: Build 500,000 Structures in successful missions. Oops.: Complete 'I'm Probably Dead'. Epic Troll Stash: Complete 'Epic Troll Stash'.

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Home > Monsters > Zombie

Zombies are corpses reanimated through dark and sinister magic.

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.

Creating A Zombie

'Zombie' is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell. Nostalgia nitro drag racing.

Speed

If the base creature can fly, its maneuverability rating drops to clumsy.

Zombie SizeNatural Armor Bonus
Tiny or smaller+0
Small+1
Medium+2
Large+3
Huge+4
Gargantuan+7
Colossal+11
Armor Class

Natural armor bonus increases by a number based on the zombie’s size:

Base Attack

A zombie has a base attack bonus equal to ½ its Hit Dice.

Attacks

A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.

Zombie SizeSlam Damage
Fine1
Diminutive1d2
Tiny1d3
Small1d4
Medium1d6
Large1d8
Huge2d6
Gargantuan2d8
Colossal4d6
Damage

Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)

Special Attacks

A zombie retains none of the base creature’s special attacks.

Operative

Special Qualities

A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Damage Reduction (Ex)

A zombie has damage reduction 5/slashing. Zombies are lumbering masses of flesh.

Single Actions Only (Ex)

Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Saves

Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.

Abilities

A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills

A zombie has no skills.

Feats

A zombie loses all feats of the base creature and gains Toughness.

Environment

Any land and underground.

Organization

Any.

Hit DiceChallenge Rating
½1/8
1¼
2½
41
62
8-103
12-144
15-165
18-206
Challenge Rating

Depends on Hit Dice, as follows:

Treasure

None.

Alignment

Always neutral evil.

Advancement

As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.

Level Adjustment

—.

Kobold ZombieHuman Commoner ZombieTroglodyte Zombie
Size/Type:
Hit Dice:2d12+3 (16 hp)2d12+3 (16 hp)4d12+3 (29 hp)
Initiative:+0-1-2
Speed:30 ft. (6 squares; can’t run)30 ft. (6 squares; can’t run)30 ft. (6 squares; can’t run)
Armor Class:13 (+1 size, +2 natural), touch 11, flat-footed 1311 (-1 Dex, +2 natural), touch 9, flat-footed 1116 (-2 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:+1/-4+1/+2+2/+3
Attack:Spear+1 melee (1d6-1/×3) or slam+1 melee (1d4-1) or light crossbow+2 ranged (1d6/19-20)Slam+2 melee (1d6+1) or club +2 melee (1d6+1)Greatclub +3 melee (1d10+1) or bite+3 melee (1d4+1) or slam+3 melee (1d6+1) or javelin+0 ranged (1d6+1)
Full Attack:Spear+1 melee (1d6-1/×3) or slam+1 melee (1d4-1) or light crossbow+2 ranged (1d6/19-20)Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)Greatclub +3 melee (1d10+1) or bite+3 melee (1d4+1) or slam+3 melee (1d6+1) or javelin+0 ranged (1d6+1)
Space/Reach:5 ft./5 ft.5 ft./5 ft5 ft./5 ft
Special Attacks:
Special Qualities:Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traitsSingle actions only, damage reduction 5/slashing, darkvision 60 ft., undead traitsSingle actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:Fort +0, Ref +0, Will +3Fort +0, Ref -1, Will +3Fort +1, Ref -1, Will +4
Abilities:Str 8, Dex 11, Con Ø, Int Ø, Wis 10, Cha 1Str 12, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1Str 12, Dex 7, Con Ø, Int Ø, Wis 10, Cha 1
Skills:
Feats:ToughnessToughnessToughness
Environment:Temperate forestsAnyUnderground
Organization:AnyAnyAny
Challenge Rating:½½1
Treasure:NoneNoneNone
Alignment:Always neutral evilAlways neutral evilAlways neutral evil
Advancement:NoneNoneNone
Level Adjustment:
Bugbear ZombieOgre ZombieMinotaur Zombie
Size/Type:
Hit Dice:6d12+3 (42 hp)8d12+3 (55 hp)12d12+3 (81 hp)
Initiative:+0-2-1
Speed:30 ft. (6 squares; can’t run)40 ft. (8 squares; can’t run)30 ft. (6 squares; can’t run)
Armor Class:16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 1615 (-1 size, -2 Dex, +8 natural), touch 7, flat-footed 1516 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:+3/+6+4/+14+6/+15
Attack:Morningstar +6 melee (1d8+3) or slam+6 melee (1d6+3) or javelin+3 ranged (1d6+2)Greatclub +9 melee (2d8+9) or slam+9 melee (1d8+9) or javelin+1 ranged (1d8+6)Greataxe +10 melee (3d6+7/×3) or gore+10 melee (1d8+5) or slam+10 melee (1d8+5)
Full Attack:Morningstar +6 melee (1d8+3) or slam+6 melee (1d6+3) or javelin+3 ranged (1d6+2)Greatclub +9 melee (2d8+9) or slam+9 melee (1d8+9) or javelin+1 ranged (1d8+6)Greataxe +10 melee (3d6+7/×3) or gore+10 melee (1d8+5) or slam+10 melee (1d8+5)
Space/Reach:5 ft./5 ft.10 ft./10 ft.10 ft./10 ft.
Special Attacks:
Special Qualities:Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traitsSingle actions only, damage reduction 5/slashing, darkvision 60 ft., undead traitsSingle actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:Fort +2, Ref +2, Will +5Fort +2, Ref +0, Will +6Fort +4, Ref +3, Will +8
Abilities:Str 17, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1Str 23, Dex 6, Con Ø, Int Ø, Wis 10, Cha 1Str 21, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1
Skills:
Feats:ToughnessToughnessToughness
Environment:Temperate mountainsTemperate hillsUnderground
Organization:AnyAnyAny
Challenge Rating:234
Treasure:NoneNoneNone
Alignment:Always neutral evilAlways neutral evilAlways neutral evil
Advancement:NoneNoneNone
Level Adjustment:
Wyvern ZombieGray Render Zombie
Size/Type:
Hit Dice:14d12+3 (94 hp)20d12+3 (133 hp)
Initiative:+0-1
Speed:20 ft. (4 squares; can’t run), fly 60 ft. (poor)30 ft. (6 squares; can’t run)
Armor Class:21 (-1 size, +12 natural), touch 9, flat-footed 2116 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:+7/+16+10/+21
Attack:Slam+11 melee (2d6+7) or talons+11 melee (2d6+5)Bite+16 melee (2d6+7) or slam+16 melee (1d8+10)
Full Attack:Slam+11 melee (2d6+7) or talons+11 melee (2d6+5)Bite+16 melee (2d6+7) or slam+16 melee (1d8+10)
Space/Reach:10 ft./5 ft.10 ft./10 ft.
Special Attacks:
Special Qualities:Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traitsSingle actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves:Fort +4, Ref +4, Will +9Fort +6, Ref +5, Will +12
Abilities:Str 21, Dex 10, Con Ø, Int Ø, Wis 10, Cha 1Str 25, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1
Skills:
Feats:ToughnessToughness
Environment:Warm hillsTemperate marshes
Organization:AnyAny
Challenge Rating:46
Treasure:NoneNone
Alignment:Always neutral evilAlways neutral evil
Advancement:16-20 HD (Huge)None
Level Adjustment:

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