MEEKS PROTOCOL TERMINAL v42.20
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// NEW PLAYER SERVER GUIDE

NEW PLAYER GUIDE

Everything you need to know before beginning your survival story.

Meeks Protocol is a long-term PvE survival server built around permanent world progression, cooperative clearing, gradual resource replenishment, dangerous regional sprinters, player-run businesses, repairable utilities, weekly competitions, and an evolving economy. The world does not reset and zombies do not respawn, but loot gradually replenishes in lightly stocked containers.

// QUICK FACTS
Game Version
Build 42
Server Type
Long-term PvE
Day Length
1h 30m
XP Rate
1× Global
Zombie Population
High
Zombie Respawn
Disabled
Loot Respawn
Enabled (24h)
Infection
Blood & Saliva
Knox Mortality
2–3 Days
Mini-map
Disabled
World Map
Enabled
Starter Kit
Enabled
Multi-Hit
Enabled
Weekly League
Enabled
Player Economy
Enabled
EXTREME RISK: REGIONAL SPRINTER ZONES

Read This Before Entering a Town

The server uses random zombie movement speeds with a base configuration containing up to 50% sprinters. A regional zombie system is also enabled in major populated areas.

LOUISVILLEMARCH RIDGEWEST POINTMULDRAUGHBRANDENBURGIRVINGTONEKRON

The regional zombie system has a 100% activation chance in these areas. Regional behavior may override the general zombie-speed configuration.

RECOMMENDED PRECAUTIONS
  • Do not enter a major town alone.
  • Scout before leaving your vehicle.
  • Maintain an open escape route.
  • Avoid fighting multiple sprinters at once.
  • Never fight while exhausted or overloaded.
  • Carry emergency endurance supplies.
  • Do not assume a previously cleared location is completely safe.

Meeks Protocol is designed as a persistent survival world. Players are encouraged to clear territory, build communities, create businesses, trade resources, restore infrastructure, and contribute to the long-term history of the server.

CONNECTION & INFRASTRUCTURE
SERVER NAME
The Meeks Protocol | PZ Community
CONNECTION PORT
17200
MAX PLAYERS
40
PLAYSTYLE
PvE Only (PVP=false)
WORLD PERSISTENCE
Pauses when empty
CORE PRINCIPLES
  • No planned world wipes or resets
  • Permanent zombie clearing
  • Limited resources with gradual replenishment
  • Community cooperation
  • Player-run commerce
  • Meaningful long-term progression
  • High-risk expeditions into populated areas
SAFEHOUSES & CLAIMING
PLAYER SAFEHOUSES
Enabled
MAX SAFEHOUSE CLAIMS
1 per account
MAX VEHICLE CLAIMS
5 per account
CLAIM REQUIREMENTS
Bedroom, kitchen, living room
TRESPASS
Allowed (non-members can enter)
ITEM LOOTING BY NON-MEMBERS
Disabled
FIRE DAMAGE
Disabled
ANIMAL DAMAGE PROTECTION
Enabled
VEHICLE DAMAGE PROTECTION
Enabled
SAFEHOUSE EXPIRY
14 real-world days
KEY DUPLICATION
Mechanics Lvl 5 + Electrical Lvl 2
ACTIVE SERVER MODS
ChuckleberryFinnAlertSystemerrorMagnifierLifestyleHobbiesJeevesClaims & MapAllKnownFixTraderVendingMachinesBrushToolSaveFix & ProximityInventorylgd_antibodies & LGSkillJournalSurvivorLeagueCommunityUtilityRestorationFramework
WHAT THIS MEANS
Zombies do not respawn, so every cleared street permanently reduces the local population. Loot respawns in containers with fewer than 5 items every 24 hours, but rare supplies should still be preserved for the community.
STARTING DATE
July 9
STARTING TIME
9:00 AM
DAY LENGTH
1 hour 30 minutes
DAY/NIGHT CYCLE
Normal
WEATHER
Normal
TEMPERATURE
Normal
RAIN
Normal
FOG
Normal
EROSION
Very Slow
MAX EROSION
~500 in-game days
HOUSE ALARMS
Sometimes
LOCKED HOUSES
Very Often
FARMING SPEED
Normal
PLANT YIELD
Normal
SEASONAL CROPS
Enabled
INDOOR CROPS
Die indoors

One complete in-game day lasts approximately 90 real-world minutes while the server is actively progressing.

POPULATION
OVERALL POPULATION
High
DISTRIBUTION
Urban-focused
POPULATION PEAK
~Day 28
MIGRATION
Every ~12 in-game hours
IDLE GROUP SIZE
~20
GROUP VARIANCE
~50%
NO ZOMBIE RESPAWN

Killed zombies do not naturally respawn.

  • Clearing an area permanently reduces its population.
  • Migrating zombies may still move into cleared territory.
  • Previously cleared roads can become dangerous again.
  • Community clearing operations have a lasting effect.
ZOMBIE BEHAVIOR
MOVEMENT SPEED
Random
BASE SPRINTER %
50%
STRENGTH
Normal
TOUGHNESS
Random
MEMORY
Normal
VISION
Random (normal–poor)
HEARING
Random (normal–poor)
ACTIVE PERIOD
Day and night
DOOR OPENING
Disabled
CRAWLING UNDER VEHICLES
Often
ATTACKING CONSTRUCTION
Enabled
TRIGGERING ALARMS
Enabled
FENCE LUNGES
Enabled
DRAG-DOWN DEATHS
Enabled
REAR VULNERABILITY
High
FAKE-DEAD ZOMBIES
Enabled (world)
MULTI-HIT MELEE
Enabled
PRACTICAL WARNING
A melee swing normally strikes only one zombie. Groups can drag players down, zombies can lunge after crossing fences or windows, and parked vehicles are not guaranteed to block them.
KNOX INFECTION
TRANSMISSION
Blood and saliva
BITE TRANSMISSION
Yes
SCRATCH/LACERATION TRANSMISSION
Possible
MORTALITY
~2–3 in-game days
CORPSE REANIMATION
0–1 in-game minutes
WOUND INFECTIONS
Can reduce health

Knox Cure

CURE SYSTEM
Enabled
CURE CRAFTING
Enabled
REQUIRED MEDICAL LEVEL
6
CURE EFFECTIVENESS
100%
FAILED TREATMENT
Does not consume cure
MULTIPLE CURES PER CHARACTER
Yes
COOLDOWN
24 in-game hours
ANTIBODIES INTEGRATION
Enabled
ANTIBODIES RECOVERY
Possible with high condition
DIAGNOSIS SKILL
First Aid Level 2
NATURAL CURE LOOT
Disabled
ADRENALINE STIMULANT
REQUIRED MEDICAL LEVEL
3
ENDURANCE RESTORED
~70%
EFFECT DURATION
~1 in-game hour
FATIGUE REMOVAL
Partial
COOLDOWN
6 hours
POST-STIMULANT CRASH
Yes
OVERDOSE WINDOW
12 hours
OVERDOSE HEALTH LOSS
10%
EMERGENCY USE ONLY
Stimulants are emergency supplies, not a replacement for sleep and recovery. Repeated use within 12 hours may trigger overdose effects.

Cures must currently be crafted, obtained from another player, or distributed through an approved server system. With the LGD Antibodies mod, survivors can also fight off the Knox virus naturally if they keep their physical condition high. A custom diagnosis UI is available to players with First Aid Level 2 or higher.

WORLD & LOOT MULTIPLIERS
FRESH FOOD & CANNED GOODS
3.0× — Highly Abundant
SKILL BOOKS & RECIPES
2.0× — Abundant
KEYS & LOCKS
2.0× — Abundant
WEAPONS & AMMO
1.0× — Normal
MEDICAL & SURVIVAL GEAR
1.0× — Normal
LITERATURE (PARENT NODE)
1.0× — Normal

The server features a High Zombie Population combined with an Abundant Casual Loot structure, balancing dangerous exploration with rewarding progression.

FOOD & ENVIRONMENTAL SUSTAINABILITY
FOOD SPOIL RATE
Slow
FRIDGE EFFICIENCY
High
LOOT RESPAWN
Enabled (every 24 hours)
RESPAWN THRESHOLD
Containers with fewer than 5 items
PRE-LOOTED BUILDINGS
10% chance at spawn
LOOT RESPAWN ENABLED

Loot respawns in containers with fewer than 5 items every 24 in-game hours.

  • Empty or lightly stocked containers will refill over time.
  • Containers with 5 or more items will not respawn.
  • Approximately 10% of city buildings may appear already looted at spawn.
  • Rare supplies like keys, medical gear, and tools should still be preserved.
RECOMMENDED BEHAVIOR
  • Loot respawns in containers with fewer than 5 items every 24 hours.
  • Fresh food spoils slowly — refrigerators preserve it efficiently.
  • Some city buildings may already be looted at spawn (10% chance).
  • Rare supplies like keys, medical gear, and ammunition should still be preserved.
  • Invest in farming, fishing, and animals for sustainable food.
  • Trade surplus supplies with other survivors.
WORLD CLEANUP
LOW-VALUE GROUND ITEMS
Disappear after 24 in-game hours
ZOMBIE CORPSES
Disappear after 216 in-game hours (9 days)
ROTTEN FOOD
Does not auto-disappear
TARGETED CLEANUP ITEMS
Hats, glasses, maggots, slugs, snails, worms, droppings

Important belongings should always be placed inside secure containers.

GLOBAL XP
SKILL MULTIPLIER
Global (all skills)
FREE CHARACTER POINTS
0
STARTER KIT
Enabled
READING SPEED
2 in-game min/page
MEDIA XP CUTOFF
Skill Level 3
LITERATURE REUSE COOLDOWN
45 in-game days
NEGATIVE TRAIT DIMINISHING RETURNS
Disabled
STARTER LOADOUT
1x Water Bottle1x Apple1x Alcohol Bandage1x Short Baseball Bat

New characters begin with normal occupation, trait, spawn-system, or mod-provided equipment, plus a baseline starter kit to help navigate early encounters.

SKILL JOURNAL (LGSkillJournal)
SKILL JOURNAL
Craftable notebooks
TRANSCRIBE RATE
30% of XP stored
READ RATE
30% XP restored
BOOK MULTIPLIERS RESTORED
100%
RECIPES & VHS RESTORED
100%

Craft bound notebooks to preserve your hard-earned progression. Writing stores 30% of your XP, but reading a journal fully restores all book multipliers, magazine recipes, and VHS completions at 100%.

WORLD MAP
Enabled
MINI-MAP
Disabled
ENTIRE MAP REVEALED
No
LIGHT REQUIRED TO READ MAPS
Yes
UNKNOWN MEDIA INFO
Hidden
UNKNOWN CRAFTING-STATION RECIPES
Visible
PRACTICAL TIP
Carry a flashlight or another light source when traveling because maps cannot be read in darkness.

Meeks Protocol uses a dedicated Utility Restoration Framework. Water and electricity shutoff is disabled — sinks, showers, and power grids remain operational indefinitely to support long-term player settlements. The restoration framework remains available for admin-controlled events and repairs.

UTILITY BEHAVIOR
INITIAL POWER
Operational
INITIAL WATER
Operational
WATER & ELECTRICITY SHUTOFF
Disabled (indefinite)
POWER RESTORATION
Enabled
WATER RESTORATION
Enabled
ADMIN CONTROLS
Enabled
INSPECTION TOOLTIPS
Enabled
OUTAGE ANNOUNCEMENTS
Enabled
FLICKER ANNOUNCEMENTS
Disabled
REPAIR REQUIREMENTS
REQUIRED ITEM
Rubber gloves
SKILL REQUIREMENTS
Appropriate skill levels
INSPECTION TIME
15–45 seconds
REPAIR EVENT HORDE
25–75 zombies
HORDE SPAWN RADIUS
~40 tiles
DO NOT ATTEMPT ALONE

Do not attempt a utility restoration mission alone.

  • Bring backup players.
  • Secure the surrounding area first.
  • Prepare an escape vehicle.
  • Bring medical supplies.
  • Assign players to defend the repair team.
  • Expect a horde when repairs are attempted.
GENERATOR AVAILABILITY
Rare
FUEL CONSUMPTION
Normal
EXTERIOR GENERATORS
Enabled
GAS-PUMP POWER VIA GENERATOR
Enabled
GENERATOR RANGE
~20 tiles
VERTICAL POWER RANGE
3 levels above/below
GAS-STATION FUEL
Infinite
EMPTY-PUMP CHANCE
20%
AUTO SIREN SHUTOFF
Disabled
SAFETY WARNING
Generators must not be operated inside occupied buildings because generator fumes can be fatal.
VEHICLE ABUNDANCE
Normal
GENERAL CONDITION
Normal
INITIAL FUEL
Low
CHANCE OF FINDING FUEL
Normal
LOCKED VEHICLES
Sometimes
EASY VEHICLE USE
Disabled
IMPACT DAMAGE
Normal
OCCUPANT CRASH INJURIES
Enabled
PLAYER-VS-VEHICLE DAMAGE
Disabled
TRAFFIC JAMS
Enabled
CAR ALARMS
Rare
FUEL CONSUMPTION
Normal
VEHICLE POPULATION MAINTENANCE
Enabled
WRECK GENERATION
Enabled

Vehicle armor, reinforced protection, plows, and engine upgrades can increase fuel consumption. Heavier equipment provides more protection but reduces efficiency.

FARMING
CROP GROWTH
Normal
HARVEST YIELD
Normal
PLANT RESILIENCE
Normal
SEASONAL GROWING
Enabled
INDOOR CROPS
Die indoors
COMPOSTING TIME
~2 in-game weeks
FISHING
FISH ABUNDANCE
Poor
RENEWABLE
Yes, but less reliable
ANIMALS
NEEDS DECLINE
Normal speed
PREGNANCY & AGING
Normal speed
EGG HATCHING
Normal speed
MILK & WOOL
Normal speed
FARM ANIMAL FREQUENCY
Often
GRAZED GRASS REGROWTH
~240 in-game hours
BREEDING SEASONS
Enabled
ANIMAL SOUNDS ATTRACT ZOMBIES
Yes
ANIMAL TRACKS
Sometimes
HUNTING PATHS
Sometimes
OFF-SCREEN FOX ATTACKS
Disabled
LIVESTOCK WARNING
Animals should not be kept in dense cities or unsecured commercial properties. Their sounds can attract zombies, and owners accept the risks associated with keeping livestock in dangerous locations.
AIMING PRIORITY
Vs. zombies
GUNSHOT HEARING DISTANCE
Normal
WEAPON JAMMING
Normal
MOODLE EFFECTS ON ACCURACY
Panic, exhaustion, pain, etc.
WEATHER EFFECTS ON ACCURACY
Wind, rain, fog
HEADGEAR EFFECTS ON AIM
Masks, helmets may affect
GUNFIRE ATTRACTS ZOMBIES
Yes
FIREARM AVAILABILITY
Above Average
AMMUNITION AVAILABILITY
Uncommon

Every gunshot should be treated as a potential horde signal. Firearms should be used with an escape plan and sufficient ammunition.

LEAGUE INFORMATION
INTERFACE KEY
F6
SEASON LENGTH
7 in-game days
MINIMUM QUALIFYING KILLS
25
JOIN ANNOUNCEMENTS
Enabled
DEATH ANNOUNCEMENTS
Enabled
DEATH ANNOUNCEMENTS INCLUDE
Survival time, seasonal & lifetime kills
PLAYER THEME OVERRIDES
Disabled
KILL MILESTONES
100
KILLS
250
KILLS
500
KILLS
750
KILLS
1,000
KILLS

Milestone tracking is enabled, but the current milestone item and XP reward fields are empty. These milestones may currently function as tracked achievements unless rewards are configured elsewhere.

WEEKLY PLACEMENT REWARDS
First Place
  • Axe
  • First Aid Kit
  • 6 Canned Foods
  • 1,000 Sprinting XP
Second Place
  • Hand Axe
  • First Aid Kit
  • 4 Canned Foods
  • 500 Sprinting XP
Third Place
  • First Aid Kit
  • 3 Canned Foods
  • 250 Sprinting XP
SYSTEM
Enabled
INTERFACE KEY
B
RADIO FREQUENCY
102.8 MHz
ACTIVATION TIME
6:00 AM Eastern
REMINDER TIME
6:00 PM Eastern
EFFECT DURATION
1–3 days
LOGIN GRACE PERIOD
5 minutes
RANDOM INTENSITY
Enabled
ADMINS EXEMPT
No
GLOBAL ALERTS
Enabled
RADIO BROADCASTS
Enabled
ENVIRONMENTAL SIGNALS
Enabled
IMMEDIATE REPEATS
Avoided
POTENTIAL EFFECTS
Black SkyTropical StaticWhiteoutDead AirHungerThirstFatigueEndurancePanicPain
PLAYER TIP
Check 102.8 MHz and review the current Cursed Frequency effect before beginning a major expedition.
COLLECTING MONEY
WALLETS
$5–$20
CASH REGISTERS
$25–$75
ATMS
$150–$400
SAFES
$500–$1,500
VAULTS
3–10 gems
DECODED CREDIT CARDS
$25–$150

Major currency containers reset after 672 in-game hours, equal to 28 in-game days or approximately 42 real-world hours of continuous server progression. Applicable cracking actions require Metalworking Level 6.

VENDING MACHINES
FOOD & DRINKS
Available
TOOLS
Available
WEAPONS & AMMUNITION
Available
VEHICLE PARTS
Available
CURRENCY EXCHANGE
Available
VALUABLES EXCHANGE
WRISTWATCHES
Accepted
GOLD & SILVER JEWELRY
Accepted
GEMSTONE JEWELRY
Accepted
DIAMOND JEWELRY
Accepted
DOG TAGS & LOCKETS
Accepted
PROTOCOL TOKENS
Accepted

Right-click a dispenser to open its interface, select an item or exchange offer, choose Cash or Bank payment, and confirm. The exchange dispenser converts valuables like wristwatches, jewelry, dog tags, and Protocol Tokens into cash.

BANKING FEES
DEPOSITS
0%
WITHDRAWALS
2%
PLAYER TRANSFERS
2%
BUSINESS TRANSACTIONS
1%
FLAT FEE
$0
BANKING LIMITS
MAX SINGLE TRANSACTION
$25,000
DAILY WITHDRAWAL LIMIT
$2,500
DAILY TRANSFER LIMIT
$5,000
MAX BUSINESSES PER PLAYER
2
PLAYER TRANSFERS
Enabled
BUSINESS ACCOUNTS
Enabled
SALARY PAYMENTS
Disabled
ACTIVITY-BASED INCOME
Disabled
ACCOUNT SECURITY
PIN REQUIRED
4-digit
FAILED ATTEMPTS BEFORE LOCKOUT
5
LOCKOUT DURATION
5 minutes
REQUEST COOLDOWN
2 seconds
VANILLA ATMS
Supported
CUSTOM ATMS
Supported
CREDIT CARD DECODING ATTEMPTS
3
LARGE TRANSACTION REPORTING
$5,000+
SECURITY ALERT
Never share your bank PIN with another player or enter it into chat.
GPS-SUPPORTED SHOPS
Enabled
SHOP ZONE ZOMBIE CLEARING
Enabled
SHOP XP MULTIPLIER
TRADER PURCHASE-PRICE INFLATION
15%
TRADER BUY PRICE
~75% of base value

The economy is designed to remove some currency from circulation while encouraging player businesses, direct trading, gathering professions, crafting specialists, and community commerce.

// SURVIVAL QUICK-TIPS
01Avoid major towns until you can reliably escape sprinters.
02Coordinate with established survivors when starting.
03Preserve rare supplies even though lightly stocked containers respawn.
04Expect migration even in cleared areas.
05Silence alarms and sirens quickly.
06Never conduct utility repairs alone.
07Monitor 102.8 MHz for Cursed Frequencies.
08Do not fight while exhausted, overloaded, or panicked.
09Deposit money instead of carrying your full balance.
10Seek medical specialists for cures and stimulants.
11Keep animals away from dense urban areas.
12Use F6 to monitor Survivor League progress.