Rebuild 3: Gangs of Deadsville

Rebuild 3: Gangs of Deadsville

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Rebuild for Beginners
By Elizabeth The Based
This Guide is to help beginners know how to play the game.It will cover everything in this Version(0.6) and all up coming versions.
   
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Step 1:Food Supply
The 1st Step is to get a positive food supply.All you have to do is get a nice path of buildings to a *farm.This is going to take a while so you should scavenge buildings with a good amount of food to get by.You could also change any useless buildings you capture into farms.When you capture enough farms your food balance,or the apple to your left,should have a little green arrow going up.That means you are getting more food than you are eating.Now you should keep this balanced with the number of survivors you have or you will go back to losing food.

*Farms vary in size and also vary in how much food they produce due to difficulty.
Step 2:Expansion
Now you are going have to expand yourself!The first step you should take is getting a Lab.You probably don't have a Scientist or a person with experience in Science.Your best person to use if you don't is your builder.Yes,your Builder can do Science research,but it is a good idea to use a Scientist when you get one since they are faster at researching than Builders.If you wish to know which bits of Tech to get check (insert part here).Now you're next step is to keep expanding and getting survivors along the way.They can be found by a blue flag icon.The last step is to keep expanding until you meet a faction.
Step 3:Factions
Factions are your biggest hurtle in the game.The Factions in the game are:

The Granville Riffs: A badass gang of imposing karate dudes with mirrored shades. They value discipline, have a strict code of ethics and take a little too much joy in killing zombies with katanas and well-placed roundhouse kicks. You can hire them as mercenaries once you prove your honor. They are a reference to the Gramercy Riffs from 70's cult movie The Warriors and were featured in Rebuild 2.

The Last Judgement Gang: Also from Rebuild 2, these guys are just the opposite of the Riffs, and the two are always at eachother's throats. The Judgment are a good old fashioned Hells Angels type biker gang, except... they dress like catholic priests. They're all fire-and-brimstone and set to cleanse the world of zombie and human alike. If you're alive, you're probably a sinner, and that's all the excuse they need to roll in and raid your fort.

The Luddies: Part hippie, part luddite, these vegan farmers live off the land, and are so much happier now that civilization has collapsed and they can take off their tinfoil hats: there are no more radio, tv and wifi waves flying around to cook their brains or control their thoughts anymore. You'll clash with these guys if you're truly intent on bringing back the evils of technology.

The Church of the Chosen Ones: Another callback to Rebuild 2/Mobile, this zombie-worshiping cult have formed their own fort in this game. You could say they're a little eccentric but mostly harmless... or are they? If their infectious new religion takes root among your own survivors, watch out – because the ultimate goal of any Church follower is to join the "Chosen Ones" and become a zombie themselves.

St. Micheal's School for Boys: Still living in their former boarding school, this gang of kids is lead by 15 year old Rufus who is the oldest of them because he was held back a year for bad behavior. But it's not quite Lord of the Flies over there yet, and they get by on their ability to sneak, hide and steal.

The Pig Farmers: Avid meat merchants, they've got all these cuts of pork to trade at surprisingly good prices. Well, that is kind of a funny color for pork, and it does taste a little odd, but hey, beggars can't be choosers, right? They really don't like people snooping around their pig farm and will shoot at anybody who gets too close. Do they just value their privacy, or are they hiding something?

The Goverment: These bureaucrats are the last remnants of the actual local government. They claim to have contact with a central organization via a secret government network, and are under orders to regain control of the area and will mercilessly commandeer any supplies they need to do that.

1337cREw: These gamers had gathered together for an epic lan party on the night the zombie infection reached their town. They didn't even notice the dead roaming the streets outside until the Internet finally went down. Now they quest to get back online.
They are better at scavenging than combat, although their base is better defended than most with electric fences, security cameras and motion sensing traps. They trade scavenged equipment and tech to buy fuel for their generators.
Leader Dara is a smart, spunky and opinionated young former programmer, and sometimes a bit of a troll. But when it comes to surviving a zombie attack she's all talk. Years of playing FPSes has not translated to real world gun skills.

The Pharmacists: An anarchistic faction of former drug dealers and misfits and petty criminals. They produce and sell a drug called "bath salts" that increases combat efficiency and happiness at a cost of long-term addiction and withdrawal.
They are a borderline "good" faction, like they're decent people deep down but they see the world as "us vs them" after being marginalized by society for so long. They feel like everyone's out to get them and as anarchists they hate the idea of being dominated by another group. They either don't think about the consequences of getting people hooked on bath salts, or they believe everyone has the freedom to choose.
Leaders Tiff and Therion (never apart) are standoffish and suspicious of others at first, but helpful allies once you get to know them. They weren't always drug dealers. They had real careers and were friendlier people once, but a horrible tragedy made them brooding and distrustful.

The Dahlias: These women have had enough of a male-dominated society putting them in second place, and don't think you need "superior upper body strength" to kill zombies or do what it takes to survive. Tired of being told to stay safe at home and do the laundry, they've got big plans for a brave new world.

Trader Gustav: A one-man faction with no fort to call home, Gustav is a nomadic trader who travels from city to city, and fort to fort with his caravan, selling goods and the occasional special service. Beware of his mercenaries if you choose to cross him.

The Rotten: Not all zombies are alike; in fact some of them manage to keep their wits about them, more or less. Unfortunately they still look and smell like rotting corpses, so most of them get shot on sight by humans. But a few have moved underground and are living a marginal life, hoping someday to find a cure for their illness.
These guys are like the lead zombie from Romero's Land of the Dead. They're brain damaged and some can barely talk but the disease didn't totally liquefy their prefrontal cortex like the other zombies. The Rotten must have some immunity but it didn't kick in right away. They can still think if they try really really really hard. They are very ill people who spend most of their energy trying to suppress the intense lizard-brain emotions telling them to kill you. But brains are flexible, and as with stroke victims, these zombies (*ahem* I mean people) can work hard to gradually regain more of their previous functions.
The rotten are fierce fighters who don't feel pain. They are hard to befriend, but won't attack unless provoked and mostly they want to be left alone.

NOTE:These Faction descriptions are from the wiki,which you should go to for a more in-depth guide,and do not belong to me.

The way you deal with these factions is up to you.If you wish to be at peace with them don't take their territory or do something to them that would make them angry.If you want to destroy them a stack of 4 level 10 soldiers outta do the trick.
Step 4: Victory and Failure Endings
New Nation:If you get enough blocks of your city,you should be told that you can build a courthouse.This can be built anywhere and when you build it,you will have to ally or destroy the other factions.Once you have done this you should win.

Note:This isn't all the endings and the rest will be added as the game is updated.
YOU can help make this guide better.
If you have anything you would like added to this guide,Things I missed in this guide,or grammer mistakes you would like to point out in this guide.Please comment and tell me.I love it when people give me feedback and this is my first guide.I hope you all have fun adventures in Deadsville.
18 Comments
russames 6 Mar, 2016 @ 8:07am 
I personally scout 2 blocks and found clearing them both out then taking a block really effective because no zombies are near the new wall. Just rinse and repeat this process and you will probably do well.
Cursed Hawkins 1 Aug, 2015 @ 7:19pm 
@Narayume i don't mean for this to sound dickish but if you played either Rebuild 1 or Rebuild 2 you would know that you use Schools to train a specific skill but for Rebuild 3 sense Schools only do one Skill only the rest are gonna have to be earned on the field and they aren't restricted to a specific class every Survivor can earn all the skills they just have to be sent on missions that they normally shouldn't do by the game's rules
Narayume 13 Mar, 2015 @ 4:07am 
Any chance you could explain how to train the varies skills? I am stuck at Leadership 1 and need 3 for everything, but I can't figure out how to increase it.
Elizabeth The Based  [author] 7 Mar, 2015 @ 10:11pm 
@ptmadman12, Thanks. I think I might go more in-depth when I get a good amount of free time. I didn't know you could blow up bridges.
ptmadman12 12 Feb, 2015 @ 1:53pm 
Only just noticed the * comment, makes my earlier critism pointless. Sorry.
ptmadman12 12 Feb, 2015 @ 10:55am 
Food is the first priority on start for me. After that I like to scout out a square or two beyond my borders so I get advanced warning of mobs and roamers. I tend ot play with rivers on which gives me a natural barrier to pen a side of my fort against. I've just recently started blowing up bridges, knock all those going ot your little island and your free from all zed AFAIK.
ptmadman12 12 Feb, 2015 @ 10:45am 
Step 1, 4th sentence, "change change" needs one less change.

Given the commens, it may be a good idea to specify what information pertains to what difficulty as you do when it comes to creditting the wiki for the faction descriptions. Beyond that, good start on a guide. Really depends on how in depth you want to take it. As a starter for begginers its not far from beign all it needs to be allowing them to figure the rest out by playing.
Havoc 5 Nov, 2014 @ 10:18am 
Note to all newcomers: Churches provide happiness to every survivor, bonus to the devout, and never get infested with zombies when unclaimed (Aura of turn undead... maybe) Always aim to get at least one as they provide a handy boost
axelwin 4 Sep, 2014 @ 7:15pm 
This is a good guide. I really want this game now!
bukkie661 3 Jun, 2014 @ 9:33am 
I think that you should. Securing farms should be top-priority first turns, and you usually have one office in your beginning fort, that should be transformed into a farm. Then a player should turn attention to beneficial structures like the hospital, bar and church (in that order, IMO). In all cases though, once a farm is capped, the surrounding blocks should be capped too, so that a player gives himself response time to zed-attacks, or dangerous build-ups, before losing the farm-block.