Field Manual // Section 01
Wilderness Sector Files
Five sectors, each with a hazard profile, a resource list and a tactical judgement. The grid references are the ones the manual uses internally; the lede on each card is the shortest true statement about that ground.
Sector Index
5 INDEXEDReading the Terrain
HOW TO PICK A BASEEvery base-siting mistake in this game has the same shape: a squad builds where the loot is, then discovers the loot was there because the ground is indefensible. The sectors above are ranked by hazard, but hazard is not the same as difficulty — it is the shape of the problem you have to solve every night.
Elevation beats walls
SECTOR-02 sits on a plateau with cliff faces on two flanks. That geographic fact is worth more than any palisade you can build, because it converts a four-sided defence into a two-sided one. Choose a base site by counting the directions an infected can reach you from, not by counting the resources inside the fence.
Noise shadows the terrain
A ravine wall absorbs sound the way it absorbs sight. Working inside SECTOR-03's basin means every action you take is broadcast along the ravine floor, which acts as a channel rather than a baffle. Working on a ridge above the same basin gives you the resources without the amplification — the extra twenty minutes of walking is the cost of not being heard.
The corridor is a trap in both directions
SECTOR-04 is the only practical route across the map, which makes it valuable and lethal in equal measure. Raiders camp the wrecks because the wrecks bring traffic; the same wrecks are why you have to cross. Cross it early in the day when the mist is down, do the salvage in one pass, and do not build within a kilometre of it.
Where each resource actually lives
| Resource | Sector | Cost of collection |
|---|---|---|
| Venison, hides, tomatoes | SECTOR-01 | Low — but a rifle shot here costs you the herd and buys a horde. |
| Timber, stone, build space | SECTOR-02 | Low — the safest ground in the valley, which is why it is contested early. |
| Sulfur (gunpowder base) | SECTOR-03 | High — the only resource worth entering a 4x acoustic zone for. |
| Lead (batteries), brass | SECTOR-04 | High — armed raiders contest every wreck. |
| Nothing physical — a signal | SECTOR-05 | Medium — the mast itself is defenceless and everyone knows where it is. |
The table is the whole game in one view. The two safest sectors supply food and shelter; the two richest supply ammunition and explosives; and the resource that keeps four players coordinated sits in the open where any raider can cut it. A squad that understands this stops asking "where is the best base" and starts asking "which two sectors can we hold at once."