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		<id>https://wiki.nomoreroominhell.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Leonskennedybl</id>
		<title>No More Room in Hell - User contributions [en]</title>
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		<updated>2026-05-03T21:48:41Z</updated>
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	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Listen_Server_Setup&amp;diff=1033</id>
		<title>Listen Server Setup</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Listen_Server_Setup&amp;diff=1033"/>
				<updated>2014-03-01T06:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Setting up a Listen Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
This article covers the bare minimum for server setup. Additional guides are recommmended!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What is a &amp;quot;listen&amp;quot; server?''&lt;br /&gt;
&lt;br /&gt;
A listen server is run through the game's software, it's functionality that's built in.&lt;br /&gt;
&lt;br /&gt;
This is ideal if you need to host a temporary server for friends to join within your city or province/state.&lt;br /&gt;
&lt;br /&gt;
''Jump to the article:'' [[Listen_Server_Setup]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''What is a &amp;quot;dedicated&amp;quot; server?''&lt;br /&gt;
&lt;br /&gt;
A dedicated server is technicaly a server that is availiable all the time, day or night, 24/7, 365. To do this it has a dedicated machine to use.&lt;br /&gt;
&lt;br /&gt;
Special hardware should be used to run a dedicated server the right way. However, since it's just another piece of software you could use a spare computer.&lt;br /&gt;
&lt;br /&gt;
''Jump to the article:'' [[Dedicated_Server_Setup]]&lt;br /&gt;
&lt;br /&gt;
== Connectivity ==&lt;br /&gt;
{{Note|This article details port forwarding in a basic manor. If you’re familiar, you can skip it.}}&lt;br /&gt;
&lt;br /&gt;
To get things started, we should talk about what these &amp;quot;external&amp;quot; and &amp;quot;internal&amp;quot; IP addresses are, and how they affect you.&lt;br /&gt;
&lt;br /&gt;
You will probably have a DHCP server in your house/apartment. Most of the time this will be your router, but in some cases it could be something else. DHCP is a system that allows the router (or other device) to pass out internal IP addresses to other devices (such as your computer, laptop or tablet) that connect to it. Inside your network, all the devices talk to each other by using these '''internal''' addresses. Only devices inside your network can talk to others with these addresses - as they are reserved for use in LAN networks.&lt;br /&gt;
&lt;br /&gt;
{{Note|You can tell a LAN network ip from a public one as LAN IPs tend to start with 192.168}}&lt;br /&gt;
&lt;br /&gt;
If your friend wanted to connect to your NMRiH server, they may see it having the ip 192.168.1.2. This is what you see too, but your friend will scream and kick at not being able to connect. Just like you, your friend will be using these internal addresses as well. The problem here is that they correspond to computers/devices on ''their'' network, so when they try to connect, their router will '''only''' search on ''their'' network for a device that has the 192.168.1.2 address. In order to solve this problem, this is where external ip addresses come in. &lt;br /&gt;
&lt;br /&gt;
Your router is assigned a public (external) IP address by your ISP's modem so it can communicate to computers around the word. This public address is also used when someone wants to give you data (websites, game servers, etc.). You can tell your router to pass on information it gets on a &amp;quot;port&amp;quot; to a computer inside the network. This is done by specifying the IP of the machine on the network, and what port to send it to. The common term for this is called &amp;quot;Port Forwarding&amp;quot;, as it forwards the port(s) to another computer/device. This article won't go into detail about how to do that, but a great place to start is http://www.portforward.com, which will show you how to port forward.&lt;br /&gt;
&lt;br /&gt;
To play on the server '''you only need to have 27015 (UDP) open/forwarded'''. The server doesn't use TCP traffic on this port for gameplay and thus is recommended that you do not forward it.&lt;br /&gt;
&lt;br /&gt;
{{Note|While port forwarding is a quick and easy way to do this, it can be easily &amp;quot;messed up&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
Now remember reading before about DHCP? It will come back to haunt you sadly. Since there is a limited amount of internal IP addresses, the router will try free up internal IP address for use. It will do this by removing unused addresses. These include computers/devices that are not on. So if you happen to turn the computer off that hosts the server and another device connects, it is likely to take that address your computer had and thus breaking the port forwarding you did. In order to prevent this from happening, you will have to set a static IP for the machine (technically the machine's ethernet interface).&lt;br /&gt;
&lt;br /&gt;
That should now all be clear, you may be wondering where to get your external/public IP from. There are many sites that show you it - even Google &amp;quot;What is my IP address&amp;quot;. After obtaining it, send it to your friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now, many will argue at why you only need 27015 (UDP) open. Why not 27015 (TCP) with all those other ports as well? The remote console (RCON) for the server runs on 27015 (TCP) and can lead to security issues and Denial of Service attacks (DoS). ''You should only allow the TCP traffic in if you know what you're doing.'' Other ports shown in other guides are not needed, and thus don't need to be opened.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Listen Server==&lt;br /&gt;
&lt;br /&gt;
First we must enable the developer console. This developer feature will assist you in customizing the server. You can find this in the options menu for No More Room in Hell. While in the keyboard tab, click the advanced button. Now check the box marked as &amp;quot;Enable developer console&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Back at the main menu, click create server and choose your desired options, then start the server.&lt;br /&gt;
&lt;br /&gt;
Many players report &amp;quot;freezing&amp;quot; or NMRiH not responding after starting the server - this is perfectly normal. Let is take it's cource, in some cases you could wait upto 10 minutes for it to finish. After it has finished loading, you will have to set sv_lan to 0 in order for your friends to connect. You can do this by opening the console with the ~ key, then typing in ''sv_lan 0'' and pressing enter. The map must be restarted/changed for it to come into affect, with ''changelevel nmo_chinatown''. You can now close the developer console.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If your server is not listed in the server browser, your friend will have to do some work with the developer console.&lt;br /&gt;
They can use this command in the console to connect: ''connect XXX.XX.XXX.XXX''. ''Where XXX.XX.XXX.XXX is '''your''' public IP address.''&lt;br /&gt;
&lt;br /&gt;
You should be done now, so go ahead and enjoy your very own listen server!&lt;br /&gt;
&lt;br /&gt;
==Server Commands==&lt;br /&gt;
&lt;br /&gt;
You can use these commands on listen servers as well as dedicated servers. Enter the command/cvar you want to use, and the value (if it requires one).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''sv_votekick_timer 10''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''While on a listen server, open the developer console with the ~ key.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Command/Cvar&lt;br /&gt;
! Description&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| changelevel&lt;br /&gt;
| Peacefuly change the map to another, and tell clients it's changing.&lt;br /&gt;
| changelevel nms_northway&lt;br /&gt;
|-&lt;br /&gt;
| map&lt;br /&gt;
| Force the server to change the map to another. Used to reload configuaration as it kicks all clients (Server Shutting Down).&lt;br /&gt;
| map nms_northway&lt;br /&gt;
|-&lt;br /&gt;
| kick&lt;br /&gt;
| Kick a player right away.&lt;br /&gt;
| kick dark_st3alth&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Weapons&amp;diff=746</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Weapons&amp;diff=746"/>
				<updated>2013-11-10T20:58:48Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Explosives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
The weapons in No More Room in Hell are meant to reflect a varied assortment of civilian, law enforcement and military firearms as well as obvious and unique melee weapons for close combat. Weapons are usually common in and around the opening areas of a level, to equip players initially. Weapons become less common place and more rare as the levels go on, forcing players to search high and low from obvious places such as gun shops to the less conspicuous areas such as behind a knocked over book shelf.&lt;br /&gt;
&lt;br /&gt;
=== During Gameplay ===&lt;br /&gt;
Weapons can be equipped from the Radial Inventory, by clicking on the weapon with Mouse1. Clicking Mouse2 on the weapon will drop it to the ground for another player to pick up. Weapons can also be equipped by scrolling with the mousewheel.&lt;br /&gt;
&lt;br /&gt;
By [[Beginner's Guide#Controls|default]], pressing and holding Mouse2 will shoulder the firearm to ironsights mode for more precision. Your movement and field of view are more constrained while in ironsights. Releasing Mouse2 will return you to hip firing.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment have an assigned mass that will affect the player's mobility and agility. A encumbrance of inventory will also result in a faster stamina drain. &lt;br /&gt;
&lt;br /&gt;
==== Bashing ====&lt;br /&gt;
&lt;br /&gt;
The ability to bash, to shove back an opponent, is a key gameplay mechanic to NMRiH. &lt;br /&gt;
[[File:bash.jpg|thumb|alt=Bashing|The &amp;quot;bash&amp;quot; function in action]]Zombies can grab players preventing any further movement and massively increase the risk of infection. Bashing (sometimes referred to as &amp;quot;shoving&amp;quot;) a zombie will push them out of your way by a couple of feet and break any hold on you that they may have had. Generally speaking bashing does not do much damage, but some weapons such as the [[SKS]] (which features a bayonet) do substantial damage when bashing.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
Melee weapons are by far the most common place of all weapons in NMRiH. They can be found all over the place and vary in size and speed. Some melee weapons are one handed, which allows them to be used with the flashlight. Most melee weapons do not have this ability however, as many are large and cumbersome.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16.8%&amp;quot;|Attack interval&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;33.6%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16.8%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;16.8%&amp;quot;| Normal !! width=&amp;quot;16.8%&amp;quot;| Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fists_icon.png|70px|link=Fists]]&amp;lt;br /&amp;gt;[[Fists]]&lt;br /&gt;
| 0 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Knife_icon.png|70px|link=Kitchen Knife]]&amp;lt;br /&amp;gt;[[Kitchen Knife]]&lt;br /&gt;
| 5 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Hatchet_icon.png|70px|link=Hatchet]]&amp;lt;br /&amp;gt;[[Hatchet]]&lt;br /&gt;
| 20 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fire_axe_icon.png|70px|link=Fire Axe]]&amp;lt;br /&amp;gt;[[Fire Axe]]&lt;br /&gt;
| 40 || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Baseball_bat_icon.png|70px|link=Baseball Bat]]&amp;lt;br /&amp;gt;[[Baseball Bat]]&lt;br /&gt;
| 10 || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sledge_hammer_icon.png|70px|link=Sledgehammer]]&amp;lt;br /&amp;gt;[[Sledgehammer]]&lt;br /&gt;
| 40 || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:wrench_icon.png|70px|link=Pipe Wrench]]&amp;lt;br /&amp;gt;[[Pipe Wrench]]&lt;br /&gt;
| 12 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Pipe_lead_icon.png|70px|link=Lead Pipe]]&amp;lt;br /&amp;gt;[[Lead Pipe]]&lt;br /&gt;
| 40 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Shovel_icon.png|70px|link=Spade]]&amp;lt;br /&amp;gt;[[Spade]]&lt;br /&gt;
| 50 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Crowbar_icon.png|70px|link=Crowbar]]&amp;lt;br /&amp;gt;[[Crowbar]]&lt;br /&gt;
| 40 || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Machete_icon.png|70px|link=Machete]]&amp;lt;br /&amp;gt;[[Machete]]&lt;br /&gt;
| 5 || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Chainsaw_icon.png|70px|link=Chainsaw]]&amp;lt;br /&amp;gt;[[Chainsaw]]&lt;br /&gt;
| 60 || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
=== Charged Attacks ===&lt;br /&gt;
All melee weapons feature a &amp;quot;charged&amp;quot; attack which can be accomplished by pressing and holding Mouse1 ([[Beginner's Guide#Controls|default]]) and given a few seconds the attack should be fully charged. Winding up with a charged attack is a sure way to deal a massive blow to any hostile, but keep in mind that charged attacks drain stamina in chunks.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
Tools in NMRiH are used in two capacities. The first is behaving more or less like a traditional melee weapon (except the flaregun, which behaves like a pistol). The second capacity is the special functionality of each, filling a certain roll that is unique for each tool. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Weight&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;20%&amp;quot;|Attack interval&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;40%&amp;quot;|Damage&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;20%&amp;quot;| Normal !! width=&amp;quot;20%&amp;quot;| Charged Attack&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Welder_icon.png|70px|link=Welder]]&amp;lt;br /&amp;gt;[[Welder]]&lt;br /&gt;
| 7 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Fire_Extinguisher_icon.png|70px|link=Fire Extinguisher]]&amp;lt;br /&amp;gt;[[Fire Extinguisher]]&lt;br /&gt;
| 40 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Flare Gun_icon.png|70px|link=Flare Gun]]&amp;lt;br /&amp;gt;[[Flare Gun]]&lt;br /&gt;
| 5 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Claw_Hammer_icon.png|70px|link=Claw Hammer]]&amp;lt;br /&amp;gt;[[Claw Hammer]]&lt;br /&gt;
| - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Maglite_icon.png|70px|link=Maglite]]&amp;lt;br /&amp;gt;[[Maglite]]&lt;br /&gt;
| 15 || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Special Applications ===&lt;br /&gt;
As listed above each tool has its own unique abilities. Many of these are used to complete objectives (extinguishing fires, cutting through doors) while others augment the gameplay (barricading doors, signalling for a supply drop). By default if the player uses Mouse2 ([[Beginner's Guide#Controls|default]]), this will activate the Special of the tool. This applies to all except the flaregun, whose functionality is only achieved if fired in to the sky at an angle at or greater than 75 degrees.&lt;br /&gt;
&lt;br /&gt;
== Firearms ==&lt;br /&gt;
&lt;br /&gt;
=== Round in the Chamber ===&lt;br /&gt;
&lt;br /&gt;
In No More Room in Hell, Firearms have two sets of default capacities. The '''magazine capacity''' and a '''round in the chamber'''. '''Magazine Capacity''' tells how many bullets are within a magazine, while a '''round in the chamber''' tells whether a round is loaded into the guns barrel or &amp;quot;chamber&amp;quot; itself, ready to fire. &lt;br /&gt;
&lt;br /&gt;
For example, the [[Beretta M9]] has a magazine capacity of 15 rounds but can hold 16 rounds in total with a round chambered. This would look like this, 15+1. To achieve this goal, simply reload while still having rounds in the magazine. Most weapons have this by default and will be listed with the original magazine ammo count and a plus to say whether the weapon can accept a round chambered. There are only certain exceptions of this rule where weapons do not receive this feature.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition Check ===&lt;br /&gt;
&lt;br /&gt;
Almost all firearms, as well as the [[Flare Gun]] and [[Chainsaw]] can have an ''Ammo Check''. By holding down Reload ('''R''' by default), the player will initiate a small animation which the player will check the weapons total ammunition count. As of the 1.05 update, Characters will play an audio cue to how many rounds are remaining in their current magazine. &lt;br /&gt;
&lt;br /&gt;
In the case of Handguns, Shotguns and some Rifles with capacities below 15 rounds, the player will give an approximate number of the remaining rounds left in their weapon. For weapons such as the MP5A3, M16A4, MAC-10, Beretta M9 and Winchester 1892 will refer to a rough approximation of the number of rounds left in the magazine such as &amp;quot;Magazine is full&amp;quot;, &amp;quot;Over Half&amp;quot;, &amp;quot;Half a Mag&amp;quot; and &amp;quot;Almost full&amp;quot;, only until the weapon drops below 15 rounds will an exact number of rounds be stated. In the case of the Beretta M9, the term &amp;quot;Magazine is Full&amp;quot; refers to a fully loaded magazine plus a round in the chamber.&lt;br /&gt;
&lt;br /&gt;
=== Ironsights ===&lt;br /&gt;
Iron sighting is possible with all firearms, and can be done by holding down Mouse2 ([[Beginner's Guide#Controls|default]]) for the desired duration.&lt;br /&gt;
[[File:Iornsight 1911.png|thumb|alt=Ironsights|Iron Sights on the 1911 pistol.]] Ironsighting raises the firearm up to eye level allowing you to look down the sights and greatly improve your accuracy, and narrow your cone of fire to help preserve ammunition.&lt;br /&gt;
&lt;br /&gt;
====Focus Mode====&lt;br /&gt;
&lt;br /&gt;
Handguns will allow you to enter a 'focused' aiming mode, which will double your damage and give you a 75% chance to knock a zombie back. To activate this mode, simply enter Iron Sights mode and stand still for 3 seconds. If done correctly, your vision will have a sanguine tint and a Depth of Field effect, along with your character holding his/her breath. Currently this only affects Handguns.&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;| Loaded !! width=&amp;quot;10.5%&amp;quot;| Carried !! width=&amp;quot;10.5%&amp;quot;| Used !! width=&amp;quot;10.5%&amp;quot;| Point&amp;lt;br /&amp;gt;blank !! width=&amp;quot;10.5%&amp;quot;| Medium&amp;lt;br /&amp;gt;range !! width=&amp;quot;10.5%&amp;quot;| Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:mkIII.png|70px|link=Ruger Mark III]]&amp;lt;br /&amp;gt;[[Ruger Mark III]]&lt;br /&gt;
| - || - || - || [[.22 LR]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:M29fs.png|70px|link=Beretta M9]]&amp;lt;br /&amp;gt;[[Beretta M9]]&lt;br /&gt;
| 10 || 15+1 || - || [[9mm Luger|9x19mm]] || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:1911.png|70px|link=Colt 1911]]&amp;lt;br /&amp;gt;[[Colt 1911|Colt National Match 1911]]&lt;br /&gt;
| 10 || 7+1 || - || [[.45 ACP]] || - || - || - || Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sw686.png|70px|link=Smith &amp;amp; Wesson 686]]&amp;lt;br /&amp;gt;[[Smith &amp;amp; Wesson 686|Smith &amp;amp; Wesson 686-6]]&lt;br /&gt;
| 15 || 6 || - || [[.357 Magnum]] || - || - || - || Yes&lt;br /&gt;
|}&lt;br /&gt;
[[Ruger Mark III]] - The Ruger Mark III is the latest variant of the Ruger [[.22 LR|rimfire]] pistols. Popular across the states as a premier and inexpensive target pistol used to introduce hundreds if not thousands of shooters to the sport of pistol shooting or to try new and inexperienced pistol shooters alike, it offers a smooth action and near non-existent recoil. Frequently a popular pistol for &amp;quot;Plinking&amp;quot;, Target Shooting and close range pest control. &lt;br /&gt;
&lt;br /&gt;
[[Beretta M9]] - A common civilian and law enforcement sidearm chambered in [[9mm Luger]] ammunition. The M9 is also the standard sidearm of the United States Army. It holds 15 rounds per magazine.&lt;br /&gt;
&lt;br /&gt;
[[Colt 1911|Colt National Match 1911]] - 100 years of pedigree have gone in to making the Colt 1911 one of the finest handguns ever built. After many years in service with the US Army, the rugged, powerful and reliable [[.45 ACP|.45]] pistol still sees much use in the civilian firearm market. It holds seven rounds per magazine.&lt;br /&gt;
&lt;br /&gt;
[[Smith &amp;amp; Wesson 686|Smith &amp;amp; Wesson 686-6]] - One of Smith &amp;amp; Wesson's finest modern double-action revolvers, the [[.357 Magnum]] 686-6 features a 4.5 inch barrel and a six-round cylinder.&lt;br /&gt;
&lt;br /&gt;
=== Shotguns ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;| Loaded !! width=&amp;quot;10.5%&amp;quot;| Carried !! width=&amp;quot;10.5%&amp;quot;| Used !! width=&amp;quot;10.5%&amp;quot;| Point&amp;lt;br /&amp;gt;blank !! width=&amp;quot;10.5%&amp;quot;| Medium&amp;lt;br /&amp;gt;range !! width=&amp;quot;10.5%&amp;quot;| Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:sv10.png|70px|link=SV10]]&amp;lt;br /&amp;gt;[[SV10|Beretta SV10 Perennia]]&lt;br /&gt;
| 35 || 2 || - || [[12 Gauge]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Mossberg 500A.png|70px|link=Mossberg 500A]]&amp;lt;br /&amp;gt;[[Mossberg 500A]]&lt;br /&gt;
| 35 || 5+1 || - || [[12 Gauge]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Remington 870.png|70px|link=Remington 870]]&amp;lt;br /&amp;gt;[[Remington 870|Remington 870 Police Magnum]]&lt;br /&gt;
| 35 || 8+1 || - || [[12 Gauge]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Superx3.png|70px|link=Super X3]]&amp;lt;br /&amp;gt;[[Super X3|Winchester Super X3]]&lt;br /&gt;
| 35 || 5+1 || - || [[12 Gauge]] || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
[[SV10|Beretta SV10 Perennia]] - A high-class trap shooting over-under shotgun manufactured by Fabbrica d'Armi Pietro Beretta in Italy, this [[12 Gauge]] shotgun features premium hand-treated wood and a hand engraved polished steel alloy nickel-plated receiver. This full size beauty of a sporting shotgun sells for a wopping $3500.&lt;br /&gt;
&lt;br /&gt;
[[Mossberg 500A]] - The Mossberg 500 is a series of shotguns manufactured by O.F. Mossberg &amp;amp; Sons. Intended for use in harsh and dirty conditions, such as waterfowl hunting or combat, the Model 500 series is designed to be easy to clean and maintain as well as being affordable on the current market today. The Mossberg 500A denotes the 12 Gauge variant firing 2 3/4&amp;quot; 00 Buckshot loads from a 5+1 magazine.&lt;br /&gt;
&lt;br /&gt;
[[Remington 870|Remington 870 Police Magnum]] - One of the best selling pump-action shotguns ever designed, the Remington 870 has seen an unending, massive wave of popularity in the civilian market since its introduction in 1951. It is also a favorite of local and state police forces, as well as an issued firearm of many branches of the Department of Defense. It comes with an 8 round tube magazine.&lt;br /&gt;
&lt;br /&gt;
[[Super X3|Winchester Super X3]] - A semi-automatic [[12 Gauge]] shotgun designed specifically for the sporting and hunting civilian market, the Winchester Super X3 has won numerous awards for its reliability and ergonomics, being used frequently in competitive shooting or in bird hunting. It can hold five rounds.&lt;br /&gt;
&lt;br /&gt;
=== Rifles ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;|Loaded  !! width=&amp;quot;10.5%&amp;quot;|Carried  !! width=&amp;quot;10.5%&amp;quot;|Used !! width=&amp;quot;10.5%&amp;quot;|Point&amp;lt;br /&amp;gt;blank  !! width=&amp;quot;10.5%&amp;quot;|Medium&amp;lt;br /&amp;gt;range  !! width=&amp;quot;10.5%&amp;quot;|Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Ruger1022.png|70px|link=Ruger 10/22]]&amp;lt;br /&amp;gt;[[Ruger 10/22]]&lt;br /&gt;
| 25 || 10+1 || - || [[.22 LR]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Winchester 1892.png|70px|link=Winchester 1892]]&amp;lt;br /&amp;gt;[[Winchester 1892]]&lt;br /&gt;
| 30 || 15+1 || - || [[.357 Magnum]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sks.png|70px|link=Simonov SKS]]&amp;lt;br /&amp;gt;[[Simonov SKS]]&lt;br /&gt;
| 40 || 10 || - || [[7.62x39mm|7.62x39mm Soviet]] || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Sako.png|70px|link=Sako 85]]&amp;lt;br /&amp;gt;[[Sako 85]]&lt;br /&gt;
| 45 || 5+1 || - || [[.308|.308 Winchester]] || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
[[Ruger 10/22]] - With over five million manufactured rifles since 1964, the Ruger 10/22 is one of the best selling and most common civilian [[.22 LR|rimfire]] rifles in the world. By no means fancy or posh, this cheap simple rifle has been used for generations to introduce children to the world of shooting sports, and is frequently used for target plinking, small game hunting and pest control. The version in-game sports a black synthetic stock and frame with a clear satin receiver and barrel. It holds 10+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Winchester 1892]] - The Model 1892 made its debut at the closing of the American Frontier but nonetheless, the '92 has appeared throughout countless western Motion Pictures and Television shows. Modern reproduction models, which utilize stronger materials are re-chambered to fire modern pistol cartridges such as the [[.357 Magnum]]. The Model 1892 is popular amongst Cowboy Shooters and re-enactments and is often a popular hunting weapon for Varmints and Intermediate game by Civilian Shooters. The Model 1892 in-game chambers [[.357 Magnum]] rounds with a magazine capacity of 15+1 rounds.&lt;br /&gt;
&lt;br /&gt;
[[Simonov SKS]] - Designed by Sergei Simonov for the USSR in 1944 and based on the German StG-44 and the Russian AVS-36, the SKS was one of the first firearms to be chambered for the now-infamous [[7.62x39mm|7.62x39mm Soviet]] cartridge. The SKS is a wildly popular rifle in the civilian market due to its cheap cost and high surplus numbers. Most in civilian ownership can trace their origins to service in the Red Army. It is loaded by ten round stripper clips.&lt;br /&gt;
&lt;br /&gt;
[[Sako 85]] - Manufactured by Finnish firearm manufacturer Sako Limited, the Sako Model 85 was first built in 2006 for the international hunting and sporting market. It is available in a wide range calibers ranging from .22-250 Remington all the way up to .416 Remington Magnum. The Sako 85 featured in NMRiH is equipped with a Bushnell Dusk and Dawn hunting optic, and chambered in [[.308|.308 Winchester]] with five round magazines plus 1 chambered.&lt;br /&gt;
&lt;br /&gt;
=== Military &amp;amp; Police ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Weight&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Ammo&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;31.5%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;10.5%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10.5%&amp;quot;| Loaded !! width=&amp;quot;10.5%&amp;quot;| Carried !! width=&amp;quot;10.5%&amp;quot;| Used !! width=&amp;quot;10.5%&amp;quot;| Point&amp;lt;br /&amp;gt;blank !! width=&amp;quot;10.5%&amp;quot;| Medium&amp;lt;br /&amp;gt;range !! width=&amp;quot;10.5%&amp;quot;| Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:M164.png|70px|link=M16A4]]&amp;lt;br /&amp;gt;[[M16A4|FN M16A4]]&lt;br /&gt;
| 40 || 30+1 || - || [[5.56mm|5.56mmx45 NATO]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Mp5a3_.png|70px|link=MP5A3]]&amp;lt;br /&amp;gt;[[MP5A3|HK MP5A3]]&lt;br /&gt;
| 30 || 30+1 || - || [[9mm Luger|9x19mm]] || - || - || - || No&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:mac10.png|70px|link=Ingram MAC-10]]&amp;lt;br /&amp;gt;[[Ingram MAC-10|MAC-10]]&lt;br /&gt;
| 30 || 32+1 || - || [[.45 ACP]] || - || - || - || No&lt;br /&gt;
|}&lt;br /&gt;
[[M16A4|FN M16A4]] - Based on the original AR designed by Eugene Stoner in 1958, the decades have been good to the classic design and have seen it pass through a number of iterations. The current standard assault rifle of the United States forces is the M16A4 manufactured by FN Herstal, and is commonly used in a semi-automatic fire mode and often equipped with a Trijicon ACOG optic as well as KAC M5 handguard for equipping vertical grips. They come equipped with 30 round magazines chambered in [[5.56mm|5.56mmx45 NATO]] ammunition.&lt;br /&gt;
&lt;br /&gt;
[[MP5A3|HK MP5A3]] - Made famous in 1980 after being used in a raid by British SAS commandos to liberate the Iranian Embassy in London, the MP5 family of submachine guns has gone on to become one of the best selling and most widely used submachine guns in the world. It is used in the United States by numerous local, state and federal agencies from everything from security to law enforcement to special forces operations. The MP5A3 is chambered in 9mm Luger and uses 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Ingram MAC-10|MAC-10]] - Developed by Gorden B. Ingram in 1964, the MAC-10, officially known as M-10 was a highly compact, blowback operated machine pistol firing the [[.45 ACP]] cartridge and was predominately made from steel stampings. While it was used by US Navy Seals during the Vietnam War, it later gained a bad reputation after civilian models could easily be converted to fully automatic fire being used by various criminal organizations and the popularly televised &amp;quot;Gang Culture&amp;quot; where it became synonymous with &amp;quot;Drive-By Shootings&amp;quot;. Regardless the weapon had a high rate of fire of nearly over 1000 rounds per minute, dwindling its 30 round magazine capacity in less than a second.&lt;br /&gt;
&lt;br /&gt;
=== Explosives ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;16%&amp;quot;|Weapon &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;36%&amp;quot;|Ammo &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;36%&amp;quot;|Damage&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; class=&amp;quot;header&amp;quot; width=&amp;quot;12%&amp;quot;|Mag Lite&lt;br /&gt;
|-&lt;br /&gt;
! Loaded  !! Carried !! Point&amp;lt;br /&amp;gt;blank  !! Medium&amp;lt;br /&amp;gt;range !! Long&amp;lt;br /&amp;gt;range&lt;br /&gt;
|-&lt;br /&gt;
! [[Image:Frag Grenade.png|70px|link=Frag Grenade]]&amp;lt;br /&amp;gt;[[Frag Grenade|M67 Fragmentation Grenade]] &lt;br /&gt;
| - || - || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
[[Frag Grenade|M67 Fragmentation Grenade]] - The M67 grenade is a fragmentation hand grenade used by the United States military. The M67 is a replacement for the M61 grenade used during the Vietnam War, and the older Mk 2 &amp;quot;pineapple&amp;quot; grenade used since World War II. Hand Grenades come in a variety of types, the most common being Fragmentation grenades. &amp;quot;Frag's&amp;quot; as they are colloquially named are designed to explode with metal fragments inducing injury or death. In No More Room in Hell, Frag Grenades have a large blast area and are very effective versus Zombies.&lt;br /&gt;
&lt;br /&gt;
=== Ammo ===&lt;br /&gt;
''[[Ammunition|Go to full article 'Ammunition']]''&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Fire_Extinguisher&amp;diff=745</id>
		<title>Fire Extinguisher</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Fire_Extinguisher&amp;diff=745"/>
				<updated>2013-11-10T20:55:49Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Weapons|Go to full article 'Weapons']]''&lt;br /&gt;
[[File:Fire_ext.png|500px|thumb|alt=Fire Extinguisher|A common Fire Extinguisher.]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Template:Weapon_Info|Fire Extinguisher|Fire_ext.png|[[Weapons#Weapons|Melee]]|Rare|Moderate|Moderate to High|No|}}&lt;br /&gt;
&lt;br /&gt;
Fire Extinguishers are pieces of emergency equipment used for fire suppression. NMRiH features a multi-purpose fire extinguisher for fighting many different kinds of fires. It will behave as a standard melee weapon, though alternate fire will ready the hose for spraying fire suppressing foam.&lt;br /&gt;
&lt;br /&gt;
Currently Fire Extinguishers have no use in the game as the Fire Suppression mechanic has not been implemented yet.&lt;br /&gt;
&lt;br /&gt;
As a weapon, the Fire Extinguisher in NMRiH is a slow speed, two-handed weapon that deals medium damage.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Often only encountered during Survival Maps, the Fire Extinguisher is a useful tool as its fire suppression mechanic has been implemented. The Fire Extinguisher is often found inside Supply Drops.&lt;br /&gt;
&lt;br /&gt;
As a weapon, the Fire Extinguisher is heavy, slow and only deals medium damage with a relatively short range. The fire extinguisher should be avoided as it is not a reliable weapon. If anyone should find themselves using the weapon, keep your distance and make effective use of both charged and light attacks, a charged attack will usually knock a foe back, while a light attack is ample to finish them off however its slow speed and short range is its main downsides and should be dropped as a more suitable weapon is found.&lt;br /&gt;
&lt;br /&gt;
== Pros and Cons ==&lt;br /&gt;
&lt;br /&gt;
''Pro's''&lt;br /&gt;
&lt;br /&gt;
* Used for Fire Suppression&lt;br /&gt;
&lt;br /&gt;
''Con's''&lt;br /&gt;
&lt;br /&gt;
* Heavy&lt;br /&gt;
* Slow&lt;br /&gt;
* Takes up alot of Inventory space&lt;br /&gt;
* Only deals medium to high damage&lt;br /&gt;
* Uses up alot of Stamina&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
*250 kills with the fire extinguisher will grant the achivement Only YOU. This is a reference to Smokey the Bear's line, &amp;quot;Only YOU can prevent fires.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Fire_Extinguisher&amp;diff=744</id>
		<title>Fire Extinguisher</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Fire_Extinguisher&amp;diff=744"/>
				<updated>2013-11-10T20:54:25Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Pros and Cons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''[[Weapons|Go to full article 'Weapons']]''&lt;br /&gt;
[[File:Fire_ext.png|500px|thumb|alt=Fire Extinguisher|A common Fire Extinguisher.]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{{Template:Weapon_Info|Fire Extinguisher|Fire_ext.png|[[Weapons#Weapons|Melee]]|Rare|Moderate|Moderate to High|No|}}&lt;br /&gt;
&lt;br /&gt;
Fire Extinguishers are pieces of emergency equipment used for fire suppression. NMRiH features a multi-purpose fire extinguisher for fighting many different kinds of fires. It will behave as a standard melee weapon, though alternate fire will ready the hose for spraying fire suppressing foam.&lt;br /&gt;
&lt;br /&gt;
Currently Fire Extinguishers have no use in the game as the Fire Suppression mechanic has not been implemented yet.&lt;br /&gt;
&lt;br /&gt;
As a weapon, the Fire Extinguisher in NMRiH is a slow speed, two-handed weapon that deals medium damage.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Often only encountered during Survival Maps, the Fire Extinguisher is somewhat of a useless tool currently as its fire suppression mechanic has not been implemented yet. The Fire Extinguisher is often found inside Supply Drops and merely functions as a means of taking up space.&lt;br /&gt;
&lt;br /&gt;
As a weapon, the Fire Extinguisher is heavy, slow and only deals medium damage with a relatively short range. The fire extinguisher should be avoided as it is not a reliable weapon. If anyone should find themselves using the weapon, keep your distance and make effective use of both charged and light attacks, a charged attack will usually knock a foe back, while a light attack is ample to finish them off however its slow speed and short range is its main downsides and should be dropped as a more suitable weapon is found.&lt;br /&gt;
&lt;br /&gt;
== Pros and Cons ==&lt;br /&gt;
&lt;br /&gt;
''Pro's''&lt;br /&gt;
&lt;br /&gt;
* Used for Fire Suppression&lt;br /&gt;
&lt;br /&gt;
''Con's''&lt;br /&gt;
&lt;br /&gt;
* Heavy&lt;br /&gt;
* Slow&lt;br /&gt;
* Takes up alot of Inventory space&lt;br /&gt;
* Only deals medium to high damage&lt;br /&gt;
* Uses up alot of Stamina&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Category: Weapons]]&lt;br /&gt;
&lt;br /&gt;
*250 kills with the fire extinguisher will grant the achivement Only YOU. This is a reference to Smokey the Bear's line, &amp;quot;Only YOU can prevent fires.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Gamemodes&amp;diff=743</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Gamemodes&amp;diff=743"/>
				<updated>2013-11-10T20:36:09Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
: Objective mode focuses on banding a group of survivors together, who must complete a series of predetermined tasks in order to complete the map they're in. Unlike in other zombie mods, No More Room in Hell uses an Objective Branching system which allows the map to randomly decide which objective the survivors must complete before they move on into the next area. This means that in every new round, the tasks that the survivors must accomplish may change, so they have to be vigilant and cautious. The ultimate goal is to reach the extraction zone before time runs out. Generally, Objective maps range from small and linear maps, to large and complex maps.&lt;br /&gt;
&lt;br /&gt;
: The objectives range from simple item collecting to say, firing a nuclear ICBM. Most of these objectives will have a glow outline which will highlight its importance to the player. You, the player, can also use the compass to help locate these areas or items (default key is C). Grey dots point you to the current objective you need to go to, red dots point you to important objects that you need to carry or pick up and bring to the current objective (grey dot on the compass)&lt;br /&gt;
&lt;br /&gt;
: If you are unaware on what to do, you can also bring up the current objective on your screen which also provides the compass (default C).&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
&lt;br /&gt;
: Survival mode focuses on two things: Area Defense and Survival. &lt;br /&gt;
&lt;br /&gt;
: The National Guard designated certain areas as &amp;quot;safe zones&amp;quot; for survivor groups to regroup at and wait for extraction. Unbeknownst to the survivors though, the &amp;quot;safe zones&amp;quot; are actually being used as zombie bait to lure the massive undead horde away from the major metropolitan areas, to buy the National Guard some time to evacuate the remaining populace (as well as giving them breathing space after constant battles with the undead).&lt;br /&gt;
&lt;br /&gt;
: Players must defend predefined areas (the loading screen and the compass will show where they are) while simultaneously attempting to stay alive. These predefined areas (referred in-game as &amp;quot;Zones&amp;quot;)  may differ across each map but generally, they're relatively safe to return to and regroup. &lt;br /&gt;
&lt;br /&gt;
: Zombies will enter the map through a wave system. The longer you survive, the more zombies you must face down (25 zombies in wave one vs. 210 zombies in wave two) and runners/children will start to make a more common appearance. &lt;br /&gt;
&lt;br /&gt;
: After each few waves, the National Guard will send in a UH-60 Blackhawk to deliver your group supplies in the form of a supply crate. (determined by each individual map/level). The crate contains various weapons, items, and ammo. Dead/late-joining players will also respawn in this phase. You can call for more supply drops by shooting a flare gun out into the open sky. However, the chopper will only appear if you used up the pre-existing supply crate that was dropped earlier (the National Guard wants you to make every bullet count before they hand over more supplies from their own dwindling pool!)&lt;br /&gt;
[[File:Def bag.png|thumb|alt=duffel bags|A duffel bag that is used to repair zones.]]&lt;br /&gt;
&lt;br /&gt;
====Zones====&lt;br /&gt;
&lt;br /&gt;
: If zombies enter the predefined areas that you need to defend, they will start attacking/vandalizing/destroying the place. If you allow the areas to fall, the National Guard will consider you a lost cause and discontinue their supply drops, leaving you with no help and no shelter, surrounded by an angry horde of undead... However, if you manage to keep onto those predefined areas long enough, the National Guard may send in a form of extraction! (decided by map/level) In the new update, if you allow all of the zones to fall, the game will end and you will have to restart.&lt;br /&gt;
&lt;br /&gt;
=====Zone Repair=====&lt;br /&gt;
: Players can repair these areas by finding duffel bags with glow sticks on them, and dropping them into the safe zone. These bags are located inside specially marked crates (long, narrow yellowish crates with FEMA marked on them). They will replenish 25% health to the safe zone.&lt;br /&gt;
&lt;br /&gt;
====Health Stations====&lt;br /&gt;
: Players can also set up health stations in the safe zone, they'll need to find specially marked red crates (big, red crates with some FEMA markings on them). Once you've found one, just place the crate into the predetermined spot that you need to put it into (meaning, place the crate into a transparent looking health supply crate boundary). Each crate can heal up to 200 health.&lt;br /&gt;
&lt;br /&gt;
====Respawning====&lt;br /&gt;
: You have two ways of respawning in survival mode; waiting till the next wave starts, or using up your earned respawn tickets. You earn a respawn ticket by killing at least 20 zombies in the current wave. If unused, these tickets will be removed at the start of the next wave. If you use a respawn ticket, you will spawn in with 100% health. Otherwise, you will respawn with 50% health.&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Gamemodes&amp;diff=742</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Gamemodes&amp;diff=742"/>
				<updated>2013-11-10T20:35:55Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
: Objective mode focuses on banding a group of survivors together, who must complete a series of predetermined tasks in order to complete the map they're in. Unlike in other zombie mods, No More Room in Hell uses an Objective Branching system which allows the map to randomly decide which objective the survivors must complete before they move on into the next area. This means that in every new round, the tasks that the survivors must accomplish may change, so they have to be vigilant and cautious. The ultimate goal is to reach the extraction zone before time runs out. Generally, Objective maps range from small and linear maps, to large and complex maps.&lt;br /&gt;
&lt;br /&gt;
: The objectives range from simple item collecting to say, firing a nuclear ICBM. Most of these objectives will have a glow outline which will highlight its importance to the player. You, the player, can also use the compass to help locate these areas or items (default key is C). Grey dots point you to the current objective you need to go to, red dots point you to important objects that you need to carry or pick up and bring to the current objective (grey dot on the compass)&lt;br /&gt;
&lt;br /&gt;
: If you are unaware on what to do, you can also bring up the current objective on your screen which also provides the compass (default C).&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
&lt;br /&gt;
: Survival mode focuses on two things: Area Defense and Survival. &lt;br /&gt;
&lt;br /&gt;
: The National Guard designated certain areas as &amp;quot;safe zones&amp;quot; for survivor groups to regroup at and wait for extraction. Unbeknownst to the survivors though, the &amp;quot;safe zones&amp;quot; are actually being used as zombie bait to lure the massive undead horde away from the major metropolitan areas, to buy the National Guard some time to evacuate the remaining populace (as well as giving them breathing space after constant battles with the undead).&lt;br /&gt;
&lt;br /&gt;
: Players must defend predefined areas (the loading screen and the compass will show where they are) while simultaneously attempting to stay alive. These predefined areas (referred in-game as &amp;quot;Zones&amp;quot;)  may differ across each map but generally, they're relatively safe to return to and regroup. &lt;br /&gt;
&lt;br /&gt;
: Zombies will enter the map through a wave system. The longer you survive, the more zombies you must face down (25 zombies in wave one vs. 210 zombies in wave two) and runners/children will start to make a more common appearance. &lt;br /&gt;
&lt;br /&gt;
: After each few waves, the National Guard will send in a UH-60 Blackhawk to deliver your group supplies in the form of a supply crate. (determined by each individual map/level). The crate contains various weapons, items, and ammo. Dead/late-joining players will also respawn in this phase. You can call for more supply drops by shooting a flare gun out into the open sky. However, the chopper will only appear if you used up the pre-existing supply crate that was dropped earlier (the National Guard wants you to make every bullet count before they hand over more supplies from their own dwindling pool!)&lt;br /&gt;
[[File:Def bag.png|thumb|alt=duffel bags|A duffel bag that is used to repair zones.]]&lt;br /&gt;
&lt;br /&gt;
====Zones====&lt;br /&gt;
&lt;br /&gt;
: If zombies enter the predefined areas that you need to defend, they will start attacking/vandalizing/destroying the place. If you allow the areas to fall, the National Guard will consider you a lost cause and discontinue their supply drops, leaving you with no help and no shelter, surrounded by an angry horde of undead... However, if you manage to keep onto those predefined areas long enough, the National Guard may send in a form of extraction! (decided by map/level)In the new update, if you allow all of the zones to fall, the game will end and you will have to restart.&lt;br /&gt;
&lt;br /&gt;
=====Zone Repair=====&lt;br /&gt;
: Players can repair these areas by finding duffel bags with glow sticks on them, and dropping them into the safe zone. These bags are located inside specially marked crates (long, narrow yellowish crates with FEMA marked on them). They will replenish 25% health to the safe zone.&lt;br /&gt;
&lt;br /&gt;
====Health Stations====&lt;br /&gt;
: Players can also set up health stations in the safe zone, they'll need to find specially marked red crates (big, red crates with some FEMA markings on them). Once you've found one, just place the crate into the predetermined spot that you need to put it into (meaning, place the crate into a transparent looking health supply crate boundary). Each crate can heal up to 200 health.&lt;br /&gt;
&lt;br /&gt;
====Respawning====&lt;br /&gt;
: You have two ways of respawning in survival mode; waiting till the next wave starts, or using up your earned respawn tickets. You earn a respawn ticket by killing at least 20 zombies in the current wave. If unused, these tickets will be removed at the start of the next wave. If you use a respawn ticket, you will spawn in with 100% health. Otherwise, you will respawn with 50% health.&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	<entry>
		<id>https://wiki.nomoreroominhell.com/index.php?title=Gamemodes&amp;diff=741</id>
		<title>Gamemodes</title>
		<link rel="alternate" type="text/html" href="https://wiki.nomoreroominhell.com/index.php?title=Gamemodes&amp;diff=741"/>
				<updated>2013-11-10T20:34:36Z</updated>
		
		<summary type="html">&lt;p&gt;Leonskennedybl: /* Zone Repair */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Objective===&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
: Objective mode focuses on banding a group of survivors together, who must complete a series of predetermined tasks in order to complete the map they're in. Unlike in other zombie mods, No More Room in Hell uses an Objective Branching system which allows the map to randomly decide which objective the survivors must complete before they move on into the next area. This means that in every new round, the tasks that the survivors must accomplish may change, so they have to be vigilant and cautious. The ultimate goal is to reach the extraction zone before time runs out. Generally, Objective maps range from small and linear maps, to large and complex maps.&lt;br /&gt;
&lt;br /&gt;
: The objectives range from simple item collecting to say, firing a nuclear ICBM. Most of these objectives will have a glow outline which will highlight its importance to the player. You, the player, can also use the compass to help locate these areas or items (default key is C). Grey dots point you to the current objective you need to go to, red dots point you to important objects that you need to carry or pick up and bring to the current objective (grey dot on the compass)&lt;br /&gt;
&lt;br /&gt;
: If you are unaware on what to do, you can also bring up the current objective on your screen which also provides the compass (default C).&lt;br /&gt;
&lt;br /&gt;
===Survival===&lt;br /&gt;
&lt;br /&gt;
: Survival mode focuses on two things: Area Defense and Survival. &lt;br /&gt;
&lt;br /&gt;
: The National Guard designated certain areas as &amp;quot;safe zones&amp;quot; for survivor groups to regroup at and wait for extraction. Unbeknownst to the survivors though, the &amp;quot;safe zones&amp;quot; are actually being used as zombie bait to lure the massive undead horde away from the major metropolitan areas, to buy the National Guard some time to evacuate the remaining populace (as well as giving them breathing space after constant battles with the undead).&lt;br /&gt;
&lt;br /&gt;
: Players must defend predefined areas (the loading screen and the compass will show where they are) while simultaneously attempting to stay alive. These predefined areas (referred in-game as &amp;quot;Zones&amp;quot;)  may differ across each map but generally, they're relatively safe to return to and regroup. &lt;br /&gt;
&lt;br /&gt;
: Zombies will enter the map through a wave system. The longer you survive, the more zombies you must face down (25 zombies in wave one vs. 210 zombies in wave two) and runners/children will start to make a more common appearance. &lt;br /&gt;
&lt;br /&gt;
: After each few waves, the National Guard will send in a UH-60 Blackhawk to deliver your group supplies in the form of a supply crate. (determined by each individual map/level). The crate contains various weapons, items, and ammo. Dead/late-joining players will also respawn in this phase. You can call for more supply drops by shooting a flare gun out into the open sky. However, the chopper will only appear if you used up the pre-existing supply crate that was dropped earlier (the National Guard wants you to make every bullet count before they hand over more supplies from their own dwindling pool!)&lt;br /&gt;
[[File:Def bag.png|thumb|alt=duffel bags|A duffel bag that is used to repair zones.]]&lt;br /&gt;
&lt;br /&gt;
====Zones====&lt;br /&gt;
&lt;br /&gt;
: If zombies enter the predefined areas that you need to defend, they will start attacking/vandalizing/destroying the place. If you allow the areas to fall, the National Guard will consider you a lost cause and discontinue their supply drops, leaving you with no help and no shelter, surrounded by an angry horde of undead... However, if you manage to keep onto those predefined areas long enough, the National Guard may send in a form of extraction! (decided by map/level)&lt;br /&gt;
&lt;br /&gt;
=====Zone Repair=====&lt;br /&gt;
: Players can repair these areas by finding duffel bags with glow sticks on them, and dropping them into the safe zone. These bags are located inside specially marked crates (long, narrow yellowish crates with FEMA marked on them). They will replenish 25% health to the safe zone.&lt;br /&gt;
&lt;br /&gt;
====Health Stations====&lt;br /&gt;
: Players can also set up health stations in the safe zone, they'll need to find specially marked red crates (big, red crates with some FEMA markings on them). Once you've found one, just place the crate into the predetermined spot that you need to put it into (meaning, place the crate into a transparent looking health supply crate boundary). Each crate can heal up to 200 health.&lt;br /&gt;
&lt;br /&gt;
====Respawning====&lt;br /&gt;
: You have two ways of respawning in survival mode; waiting till the next wave starts, or using up your earned respawn tickets. You earn a respawn ticket by killing at least 20 zombies in the current wave. If unused, these tickets will be removed at the start of the next wave. If you use a respawn ticket, you will spawn in with 100% health. Otherwise, you will respawn with 50% health.&lt;/div&gt;</summary>
		<author><name>Leonskennedybl</name></author>	</entry>

	</feed>