************ SURVIVOR CHARACTERS ************ This is a table of all 32 Survivors and their character skills, including personal and tribal averages: Tribe Person Occupation Stren. Run. Cook. Empat. Build. Cunn. Field. Swim. Asser. Commu. Average Tagi Dirk Teacher 50 60 40 40 50 50 50 50 40 40 47.0 Tagi Kelly River Guide 60 70 50 60 50 40 60 70 60 45 56.5 Tagi Richard Corporate Trainer 65 45 55 60 50 70 60 65 70 65 60.5 Tagi Rudy Retired SEAL 65 50 50 50 60 50 70 65 65 55 58.0 Tagi Sean Neurologist 50 50 50 40 40 40 40 50 40 40 44.0 Tagi Sonja Musician 40 40 60 60 50 60 40 40 60 60 51.0 Tagi Stacey Lawyer 40 60 50 50 40 50 40 50 60 60 50.0 Tagi Susan Truck Driver 55 50 50 40 45 55 50 50 65 40 50.0 Pagong B.B. Retired Builder 50 50 50 40 75 55 60 40 60 60 54.0 Pagong Colleen College Student 40 45 50 60 40 45 40 45 55 40 46.0 Pagong Gervase Youth Coach 65 60 40 55 40 40 35 30 50 60 47.5 Pagong Greg Journeyman 50 60 50 60 40 55 50 50 60 60 53.5 Pagong Gretchen Homemaker 55 60 50 40 40 60 50 60 60 50 52.5 Pagong Jenna College Student 50 50 50 50 50 50 35 50 40 50 47.5 Pagong Joel Salesman 50 60 50 40 40 50 40 60 40 40 47.0 Pagong Ramona Biologist 40 60 40 40 40 50 40 50 40 40 44.0 Kucha Alicia Personal Trainer 65 58 40 50 40 55 45 55 65 55 52.8 Kucha Debb Officer 55 50 45 50 45 40 50 55 50 45 48.5 Kucha Elisabeth Designer 40 60 42 70 50 65 45 50 50 70 54.2 Kucha Jeff Project Manager 55 55 46 55 50 55 42 55 55 55 52.3 Kucha Kimmi Bartender 45 45 45 75 45 45 40 45 45 45 47.5 Kucha Michael Software Producer 50 50 50 55 50 45 55 55 55 52 51.7 Kucha Nick Law Student 55 57 40 45 40 50 55 60 45 45 49.2 Kucha Rodger Teacher 47 45 55 60 65 52 65 40 55 55 53.9 Ogakor Amber Admin. Assistant 45 50 50 55 50 40 40 50 55 40 47.5 Ogakor Colby Auto Customizer 70 62 35 65 47 50 50 60 60 50 54.9 Ogakor Jerri Actor 45 45 60 40 40 60 35 45 65 65 50.0 Ogakor Keith Chef 55 50 60 50 55 40 40 50 55 40 49.5 Ogakor Kel Army Officer 55 55 45 45 55 55 55 55 55 55 53.0 Ogakor Marylyn Retired Detective 45 45 50 60 40 50 40 45 55 60 49.0 Ogakor Mitchell Songwriter 45 45 45 60 45 48 40 50 40 55 47.3 Ogakor Tina Nurse 45 52 50 40 50 60 45 55 55 65 51.7 Tagi Average 53.1 53.1 50.6 50.0 48.1 51.9 51.3 55.0 57.5 50.6 52.1 Pagong Average 50.0 55.6 47.5 48.1 45.6 50.6 43.8 48.1 50.6 50.0 49.0 Kucha Average 51.5 52.5 45.4 57.5 48.1 50.9 49.6 51.9 52.5 52.8 51.3 Ogakor Average 50.6 50.5 49.4 51.9 47.8 50.4 43.1 51.3 55.0 53.8 50.4 Total Average 51.3 52.9 48.2 51.9 47.4 50.9 46.9 51.6 53.9 51.8 50.7 When you create your own Survivor, you get 530 points total, which means an average stat of 53.0. Since the average existing Survivor has an average stat of 50.7, you start with 23 extra points. Assuming all stats are equal (which they aren't) we can say the toughest overall Survivor is Richard, who has an average stat of over 60! 2nd place is Rudy, and 3rd place is Kelly W. Note all are from Tagi. The weakest Survivor is a tie between Sean and Ramona, with average stats of only 44. The toughest from Ogakor is Colby, and the toughest from Kucha is believe it or not Elisabeth, and the toughest from Pagong is believe it or not B.B. The tribes in order from toughest to weakest are Tagi, Kucha, Ogakor, and Pagong. Hence if you're looking for a challenge, play as Pagong against Tagi. Better yet play as Ramona from Pagong. The Survivor with highest Strength is Colby (70). The fastest running Survivor is Kelly W (70). The best cooks are a tie between Keith and Jerri and Sonja (60), and the worst cook is Colby (35). The most empathic is Kimmi (75), with 2nd place Elisabeth (70). The best builder is by far B.B. (75), with 2nd place Rodger (65). The most cunning is of course Richard (70), with 2nd place believe it or not Elisabeth (65). The best in fieldcraft is Rudy (70), with 2nd place Rodger (65). The best swimmer is Kelly W (70), and the worst is Gervase (30). The most assertive is Richard (70), and the most communicative is Elisabeth (70). The highest average stat Survivors have is running (52.9), and the lowest is Fieldcraft (46.9), which shows the Survivors often don't study survival before going on the show. ;) ************ CUSTOM SURVIVOR CHARACTERS ************ Here's a list of the 16 custom survivors you can select from and modify and their default characteristics: Tribe Person Occupation Stren. Run. Cook. Empat. Build. Cunn. Field. Swim. Asser. Commu. Average Custom Ane VP, Personnel 32 57 47 56 36 58 47 63 69 65 53.0 Custom Carly Chopper Pilot 60 50 35 40 65 45 70 70 55 40 53.0 Custom Ed Teacher 45 45 60 65 55 55 60 55 40 50 53.0 Custom Erik Day Trader 94 96 35 50 35 55 40 5 80 40 53.0 Custom Fulton Professor 45 60 70 70 45 60 30 40 35 75 53.0 Custom Gwen Programmer 47 47 42 53 58 79 47 47 58 52 53.0 Custom Kerry Naturopath 47 47 73 78 36 62 36 47 47 57 53.0 Custom Kevin SWAT trainer 58 65 30 50 45 50 60 66 53 53 53.0 Custom Lance Tennis Coach 70 70 43 45 32 43 43 76 59 49 53.0 Custom Lauren Grad Student 49 60 27 76 27 76 43 49 49 74 53.0 Custom Lucy Journalist 45 58 55 58 45 54 52 42 54 67 53.0 Custom Norm Lawyer 43 43 43 44 43 76 38 43 81 76 53.0 Custom Sandra Accountant 52 47 64 54 42 67 46 53 63 42 53.0 Custom Snake Roadie 75 45 44 50 76 44 71 30 49 46 53.0 Custom Trish Bartender 44 44 60 80 44 55 33 44 49 77 53.0 Custom Will Botanist 50 50 45 60 55 60 75 30 55 50 53.0 Custom Average 53.5 55.3 48.3 58.1 46.2 58.7 49.4 47.5 56.0 57.1 53.0 All custom Survivors have 530 points total, which means an average stat of 53.0. Since the average standard tribe Survivor has an average stat of 50.7, the custom ones start with 23 extra points so should be a little tougher. The custom Survivors are on average most ahead in Cunning, Empathy, and Communication. The tribe Survivors have balanced stats, usually ranging from 40's to 60's, and the numbers are almost always divisible by 5. The custom Survivors are all over the board, and tend to have irregular numbers. Note Erik the seemingly wimpy Day Trader, who has Strength and Running in the 90's! ************ STATISTIC STRATEGY ************ Here's information on the meaning of the Survivors' statistics in the game, and tactics to take based on them. My finding aren't necessarily complete, but here are the impressions gotten so far: Strength: Important. Affects your performance in strength related challenges. Affects how far you can toss things (e.g. Stomp challenge), and also how fast you move heavy objects, and/or how long you can go before getting fatigued. Note if you're strength is too low, you seem more likely to be voted out pre-merge, and if you're strength is too high, you seem more likely to be voted out post-merge. Running: Important. Affects your performance in physical challenges not based on pure strength, like your speed in the race in the second half of the Prison Break challenge. Also affects general endurance, i.e. how long you can move heavy objects before getting fatigued. Cooking: Semi-useless. Only affects your performance when selecting "Cook" as your survival period task. If your skill is poor, expect your tribe to have less food. Don't pick this when playing Colby (has cooking 35). Empathy: Semi-important. Affects the size of the bands showing how the other Survivors feel about you in the emotional energy display. High Empathy means narrow bands so you can more accurately see how they feel. I don't think this does anything else. Building: Useless. There's no survival period shelter building task, and no challenges based on building. I don't think this affects anything in the game. Make this zero when creating a custom Survivor. Cunning: Semi-useless. For computer Survivors this may affect how well they strategize, and it (along with mental energy) seems to affect how well computer Survivors do in the multiple choice mental challenges. I don't know of any way this helps a human Survivor. Fieldcraft: Important. Affects your performance in the survival period tasks. Specifically when selecting fire tender, water boiler, food gatherer, and hunting/fishing, and perhaps helps cooking as well. If your skill is low, expect your tribe to not have a fire, have less water, etc, and your physical and other ratings to drop. Swimming: Useless. There's no challenges or survival period tasks that involve getting wet. I wondered if this helps the speed of your boat in the river slingshot challenge, or your effectiveness in the getting water task, but I don't think this stat does anything. Assertiveness: Important. Affects how well Survivors respond to the commands you give them in challenges, e.g. when moving them through a Maze or telling them to slow down when they're fatigued. May also affect how likely Survivors are to go along with you when talking with them. For example, saying "I can't believe what soandso gets away with" will make the other person more likely to vote against them. Communication: Important. Probably affects how likely Survivors are to tell you who they dislike when talking with them, and maybe how truthful that information is. It's always useful when a Survivor tells you who they want to vote against, instead of engaging in random small talk. In addition to the core statistics, the energy ratings are useful to consider too: Physical energy: Important. Affects your performance in physical challenges, combined with the Strength and Running stats. Raise this by winning challenges and making sure your tribe has enough food and water. If your tribe runs out of something, expect this to drop. Participating in challenges may drop this too. I wonder if picking someone to join you in a challenge will lower thier physical energy? Hence picking a Survivor you don't like to help, resulting in them running lower on energy could be a strategy (although there are problems with non-allied Survivors not responding as well to command). I also wonder if choosing not to select a survival period task and instead just sit around will help regain energy. Note if you have too much energy compared to other Survivors, they seem more likely to vote you out. Mental energy: Semi-useless. Along with cunning, for computer Survivors this may affect how well they strategize, and how well they do in the multiple choice mental challenges. I don't know how this helps a human Survivor, although if low enough it may affect physical performance too. Emotional energy: Important. This is a combination of physical and mental energy, and controls the number of points you get in the emotional energy display to assign to other Survivors to form alliances. Emotional energy isn't displayed or dealt with anywhere else. If this gets too low, it's hard to have enough points to keep all your alliances intact. One of the main complaints people have with the game are the "moving heavy object" challenges take too long to complete. However when your Strength and Running are near maximum, these challenges actually become fun, and you zoom through them! I tried a game with Erik, the custom Survivor who has Strength and Endurance in the 90's, and was amazed at his performance. For example in the often considered annoying Ant Hill challenge (e4 immunity) he was able to roll the biggest rock up the hill only having to rest once! (In other words set effort to Max, when fatigue reaches the "g" in "fatigue", set effort to Min and wait until fatigue goes to zero, them set effort to Max again and you're done!) When you have Strength 100, you seem to move heavy objects twice as fast as you do with Strength 50. When you have Running 100, you seem to get fatigued twice as slow as you do with Running 50. In other words, a default Survivor with 50/50 will take about four times as long to complete a challenge as one with 100/100. You can win the game with any character. For example, for a challenge I won a full game playing as Colleen (Pagong vs. Tagi). She's tied for the lowest Strength of any Survivor, so I just had to make sure to get past the early episodes where low Strength people tend to get the boot. Would you want to go up against America's Sweetheart in the final 2? I certainly wouldn't! Colleen won the million unanimously. :) ************ CHALLENGE LIST ************ Here's a table of all 24 reward and immunity challenges in the game. The page at http://survivorgame-info.com/?page=hints is incomplete, only listing 21 challenges, and has some errors in it. Here I name each challenge, give a brief description of it, list where it happens (you always get the same challenges in the same order), and what the reward you get from it is and how that reward helps you. There are 13 episodes in Survivor: The Interactive Game. Most episodes have a reward challenge followed by an immunity challenge. E1 (starting episode) and E7 (first episode after the merge) only have immunity challenges. E13 (final episode) has two immunity challenges and no reward challenge. E1 (16 left, Full game starts here) E1 Immunity: Mastermind [Slide tiles to make picture] E2 (15 left) E2 Reward: Prison Break (for container of waterproof matches) [Drag log up hill, then run on foot] E2 Immunity: Dugout Dash [Slingshot from boat] E3 (14 left) E3 Reward: Log Labor (for four new blankets, increase physical and mental energy) [Whole tribe rolls large log up hill] E3 Immunity: Lob In [You and partner toss rocks into pools worth 5, 10, and 20 points] E4 (13 left) E4 Reward: Night Labyrinth (cooking spices, increase mental energy each meal) [Go through 5x7 passage Maze, then guide others through] E4 Immunity: Ant Hill [You and two partners roll rocks up hill] E5 (12 left) E5 Reward: Leading the Blind (5 lb sack of mixed soup beans, increase physical and mental energy) [Guide partner to flags] E5 Immunity: Outback Slinger [Slingshot on foot] E6 (11 left) E6 Reward: Up and Over (picnic spread, increase physical and mental energy) [Carry large rock and toss over fence, one partner helps with fence, another partner carries rock rest of way] E6 Immunity: Blow In [Answer questions] E7 (Tribes merge! 10 left, Medium game starts here) E7 Immunity: Labor of Hercules [Drag log up hill] E8 (9 left) E8 Reward: Wobbly Sling (1/2 lb chocolate bar, increase physical and mental energy) [Slingshot with moving targets] E8 Immunity: Stomp [Fling rocks as far as possible] E9 (8 left) E9 Reward: Raise The Flags (can of peaches and tin of sardines, increase physical energy) [Listen to story, then race to answer questions] E9 Immunity: Herbert Delta Challenge [Slingshot from boat with moving targets] E10 (7 left) E10 Reward: Give it a Burl (three course dinner, increase physical energy) [Toss darts into target] E10 Immunity: Walkabout [Race through 6x9 passage Maze] E11 (6 left, Short game starts here) E11 Reward: Knowledge Wheel (evening with relative from home, increase mental energy) [Answer questions] E11 Immunity: Long Walk Home [Slingshot from boat and on foot] E12 (5 left) E12 Reward: Bush Brains 101 (bottle of wine and cheeses and crackers, increase physical and mental energy) [Answer questions] E12 Immunity: Fire Fly [Toss torches up on platform] E13 (Final four) E13 Immunity #1: Dead Squares [Last one able to move wins] E13 Immunity #2: Bush Telly [Slide tiles to make fire path] In summary we have: * 5 Move heavy object challenges * 5 Slingshot challenges * 3 Answer question challenges (4 counting Raise The Flags) * 3 Toss object into target challenges (4 counting Stomp) * 2 Maze solving challenges * 2 Slide tiles in a 3x3 grid to make correct arrangement challenges * 2 Unique challenges (Leading the Blind, Dead Squares) Note the only challenges where your stats matter are the 5 move heavy object challenges, where your Strength and Running and those of your partners affect how long they take. Strength is also the main factor in Stomp. Assertiveness plays a role in how likely tribemates are to listen to your instructions. For all other challenges, whether you win is based entirely on your own skills. ************ CHALLENGE STRATEGY ************ To start a challenge in the first place, just make it to the appropriate episode, and after the survival period the challenge will automatically load and begin once Jeff says "time to pack up and head off to challenge beach". For winning challenges, here are some tips: Move heavy object challenges: Set effort to Max, and when fatigue reaches "g" in "fatigue", set effort to Min, and pause until fatigue goes to zero, then set effort to Max and repeat until done. After fatigue gets about 75% full, you'll notice yourself slow down significantly. Slingshot challenges: Give priority to the high value targets, i.e. those worth 4 and 2 points, as opposed to those worth 1. Don't ignore the 1 point blue diamonds though, as they add up. Aiming while you're automatically moving can be a challenge, where I like to aim before the target, keep the mouse still, and let my crosshairs automatically sweep across the target, at which point I fire. Answer question challenges: This is mostly memorization. After a while you'll see the same questions again, so you'll just get better and better with practice. Note the computer Survivors do better the more mental energy they have. Play a full game, and by the time you reach the end computer Survivors will miss almost every question. Play a short game where the computer Survivors have full mental energy, and watch them get most every question right. Toss object into target challenges: This is a matter of figuring out the right place to stop the meter at to hit the target, and then being quick enough to stop it at the right point. For the Stomp challenge, to win you always want to stop the meter at its highest point. Maze challenges: The Mazes are always the same, so it's just a matter of memorizing the way through. The tribe Maze has the exit in the corner closest to the goal at the top of the hill, and the individual Maze has the exit in the corner opposite where you start. I like the Maze challenges because you get to control your Survivor, and besides Mazes are cool. :) Slide tile challenges: The final picture is always three moves away from where you start. It's just a matter of clicking on the right three tiles, and doing so quickly before the competition does. Note you can make your Survivor walk over to the next tile before the first tile has finished moving. Dead Squares: This is probably my favorite challenge in the game, because it's very strategic, and the right actions to take depend on what the other Survivors do. This is especially fun in multi-player, where players can cooperate to run other players out of room and make them lose. I wish there was an eight player version of this on a larger board, like there was in Survivor I. Maps of the Mazes used in the two Maze challenges are below. On the left is the 5 by 7 passage Maze you go through then guide your tribe through in e4. On the right is the 6 by 9 passage Maze you go through solo in e10. In both cases you start at the bottom and end at the top. The "large" Maze is extremely easy: Turn left at the first junction to avoid that first dead end, then follow the right hand wall. Note the real Maze in the e5 immunity on Survivor II was 13 by 17 passages, which shows that the real Survivors had a much larger Maze to go through, and they also had to hit five checkpoints in order before exiting. + +---------+ | | +-+---+---+ | | | | | +---+---+ + | | +-+ +---+ | | | | | | | | | +-+ + + +-+ | | | | | +-+ | | | | | | | | | | | | +-+ +-+ | | | | + +-+ | | | | | | | | +---+-+ + | | | +-+ | +-+ | | | | | | | | +-+ + +-+ | | +---+ | + | | | | | | | | | + + +-+ | +-+-+ + | | | | | | | | | | | | | | +-+ +-+-+ | | + +-+ + | | | | | | | | +-----+ +-+ +---------+ + O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O * Walter D. "Cruiser1" Pullen :) ! Astara@msn.com * O My Survivor memorabilia page: http://www.astrolog.org/home/survivor.htm O * Kim Powers: (K)ind, (I)ntelligent, (M)oral, (P)hysically fit/pretty ;) * O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O*O