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Endless Survival thumbnail

Current thumbnail of Endless Survival.

"Survive endless waves of killers !"
—Main menu description

Endless Survival is a gamemode introduced on 24 December 2018 wherein a group of 1-4 players are tasked with surviving endless waves of Killers. The gamemode takes place within the interior facility of Area 51. Endless Survival becomes increasingly challenging and lengthy the longer it is played, as Killers become tougher and more numerous, forcing players to obtain new weapons or upgrade existing ones at the Pack-A-Punch Machine.

On the Main Menu, Endless Survival features two lobby settings: Public and Private. While Public can be joined by anyone in the server, it lacks the custom match settings present in Private. Public is selected by default, but should it be selected, four selectable lobbies will appear, each of which have separate player requirements of 1, 2, 3 and 4. The lobby will automatically begin a 5-second countdown as soon as the player requirement is met.

Endless Survival private lobby settings

Private lobby options, with the Starting round setting adjusted from 1 to 10.

By contrast, Private lobbies must be created by the player, though they feature several options that change various match rules, such as starting round and whether or not Hellhounds are enabled. Some settings on certain levels disable the saving of the user's score if they are altered (these are Difficulty, Starting round and Hellhounds). the owner of a private server unlocks access to expanded options to the number of players per lobby (100) and the starting round (ranging from 1 to 999).

Several rooms[1] are removed in this gamemode. Secret Paths are also removed.

Gameplay[]

The player must survive against endless rounds, or waves, of Killers which become tougher, and more numerous (unconfirmed formula, tested only for Original difficulty and excluding Hellhound Rounds and Nuke usages: amount = r4 + 1, where r is round, as the rounds progress. (Sum using arithmetic series: r4 × (r + 1) ÷ 2 + r)

Points are this gamemode's main currency, and are used to purchase new weapons, refill the ammunition of ones already owned, use Mystery Boxes and so on. Points are primarily obtained by defending against Killers, awarding a base of 10 per hit to the torso, legs or arms, 20 to the head and 90 upon the Killer's death.

Each match starts at the base of the Main Entrance, with the M1911 already owned. Players who own the Endless survival starter gamepass also start out with the MP5K and 1,000 points. Starting on a custom round other than 1 awards additional points (2,500 for round 5, 5,000 for round 10, 7,500 for round 15 and 10,000 for round 20).

There are barricaded entrances all over the map, which Killers use to spawn in. Most locations contain at least one barricade. These barricades are protected by wooden planks, which are slowly broken by Killers on the other side, and can be repaired by players. Reparing the barricade awards 10 points each plank, or 20 with the Double Points boost. After repairing 10 planks, they will no longer award points due to the possibility of point farming. However, points can be obtained again from the barricade after each round.

There are also boosts that provide various buffs, which occasionally spawn from slain Killers.

Weapons can be upgraded at the Pack-A-Punch Machine, which first requires the power to be enabled. There is also a cost of 5,000 points to PAP a weapon.

Should a player be downed at any point, they will be knocked to the ground, their Cola Perks rendered inactive, can only use the M1911 (which is equipped for the entire duration of their incapacitated state) and their screen becomes black and white (which becomes more grey the longer they are downed). Downed players can be revived with the help of a teammate (this is done through a 1-second interaction, and previously by simply clicking on the incapacitated player). This can happen unlimited times, provided the downed player is revived each time. A yellow danger icon also appears above the downed player's position, making it easy to determine their location. This icon becomes increasingly red the longer that player is not revived. If the downed player is not revived after 50 seconds, they will be killed and cannot be revived, but can spectate the match. The gamemode ends when all players are either incapacitated (without Quick Revive active) or killed.

Players who exit an Endless Survival match at any point, regardless of how the match was exited ('return to main menu' button, client crash, etc.), have their match saved to play again in the future. This preserves things like round count, points, inventory and so on. However, it does not preserve other players; if you exit a multiplayer match and then reload it in solo, the match will continue on as though it was always solo.

Endless Survival match in progress notice

The notice that appears on the Main Menu, informing you of a saved match.

Players can also join each other's matches even if they did not start together, provided they are both on the same round. This mechanic does not respect the joining player's match details (points, inventory, power on/off, etc.), as the only statistic of theirs saved is the round count. While this player can restart the match in solo, they will not regain their original match details prior to joining the other player's match, although map-specific values of the other player's match (such as whether or not the power is enabled) will be carried over. This mechanic also allows dead players to rejoin a match alive, though it still requires being at an identical number of rounds.

The notice for whether or not you would like to reload your match appears at every return to the Main Menu. Clicking 'Abort' prompts a second dialogue, 'Confirm', to verify whether or not you intended to abort (delete) the saved match. This dialogue does not have a timer. Only one match can be saved at any given time. Additionally, should you have a match saved and then decide to start a new match after clicking 'Later', the saved match will be lost.

The 50 rounds badge is awarded upon reaching Round 50, not surviving it.

Extreme Difficulty[]

Extreme difficulty is endless survival, however much harder. It contains all of the killer buffs in the Killers Empowerment Update, as well as buffed killers in health. It is significantly harder to survive, and significantly more dangerous. It is a mode that has savable scores however, so if you want to make getting badges harder, you can take on the Extreme Difficulty challenge.

Weapons[]

All weapons can be obtained from the Mystery Box, hence Mystery Box-exclusive weapons are not listed here. See also: Mystery Box Chances.

Weapon Location Base price (points) Refill price (points) PAP refill price (points)
DB Shotgun Sewer Corridor 600 300 900
Desert Eagle Food Supply 300 150 450
Freeze Gun Kitchen 400 200 600
M14 Main Corridor 200 100 300
M16A2 Sewer Generator 1,000 500 1,500
M1911 N/A: Starter weapon (Main Entrance) N/A: Starter weapon (100)[2] 50 150
M4A1 REDRUM Room 900 450 1,350
MG42 Slenderman's Cage 1,800 900 2,700
MP5k The Vertical Shaft 500 250 N/A
R870 The Vault 500 250 750
Ray Gun Radioactive Weapons Room 3,000 1,500 4,500
SVD Cafe Corridor 800 400 1,200

The cost to reload a non-PAPed weapon is half of the base price, whereas the cost to reload a PAPed weapon is 50% more than the base price.

Spawning locations[]

Items[]

See also: Mystery Box Chances

Item Location Purchase price (points)
Energy Drink Cafeteria
  • Purchase: 100
  • Refill: 200*(2^<number of times refilled>)[3]
Landmine 100
Monkey Mystery Box N/A

Spawning locations[]

Mystery Boxes[]

Main article: Mystery Box
Mystery Box

A Mystery Box.

Mystery Boxes are a feature that exchanges points for various items, primarily weapons. It is useful for obtaining items which otherwise cannot be obtained, such as the AWP or the Monkey, as well as replenishing one's ammunition without the risk of going to that weapon's specific location. Mystery Boxes spawn in approximately 7 locations around the map.

Among the various items Mystery Boxes contain, one of them is the Teddy Bear. Should this item be received, the specific Mystery Box will be made inactive and replaced with the Teddy Bear.

During a Fire Sale, all Mystery Box locations are temporarily reactivated. When the boost ends, the Mystery Box which originally received the Teddy Bear will remain the only active Mystery Box. During the boost, the cost to use a Mystery Box also drops from 950 to 10 points.

Barricades[]

Main article: Barricades

Barricades are wooden planks that block Killers from accessing the area at a given spawnpoint. They are slowly broken down by any Killers attempting to access the area; when broken, they are spread throughout the floor, and are rendered useless. They can also be repaired, putting them back in use and awarding a base of 10 points per plank.

After repairing 10 planks at any number of spawnpoints, they stop awarding points. This limit applies to each player individually. The counter resets at the start of every round, allowing the player to earn more points.

The Carpenter boost instantly repairs all broken planks at every spawnpoint.

Boosts[]

Main article: Endless Survival Boosts

Boosts are a mechanic that infrequently drop from slain Killers. They have several different functions, each benefiting all alive players.

List of Boosts
Name Effect Duration
Carpenter
Carpentar
Fixes all broken barricades on the map. Also restores worn-out barricades. Instant
Double Points
Pnggggg
For every action that awards points, twice as many points are awarded. 30 seconds
Fire Sale
SAKTK Fire Sale
All Mystery Boxes are temporarily reactivated. The points cost to use a Mystery Box is lowered from 950 to 10. Special music plays throughout the entire boost. 80 seconds
Insta-Kill
Insta Kill
All weapons instantly kill any Killers with 1 hit. 30 seconds
Max Ammo
SAKTK Max Ammo
The ammunition of all owned weapons are immediately replenished to full. Instant
Nuke
SAKTK Nuke
All Killers on the map are killed almost instantly, including ones that haven't made it beyond barricades Instant

Cola Perks[]

Main article: Cola Perks
Quick Revive

One of several Cola Perks: Quick Revive.

Cola Perks are a feature that provides the player with various buffs or abilities, such as increased walkspeed or automatically reviving themselves upon death. These are activated by using a certain machine found in locations around the map, requiring not only a varying amount of points but also enabling the power.

Cola Perks lasts until the player is killed, at which point all active perks are immediately lost and must be purchased again. There is also a limit of three simultaneously active Cola Perks at any given time.

Spawning locations[]

Traps[]

Main article: Trap
Endless Survival Fire Trap

An active Fire Trap.

Traps are a feature that automatically kills anything they touch, including both Killers and players. They can be activated by first enabling the power, then using their lever for 1,000 points each.

Traps only last for 30 seconds, after which they have a 120-second cooldown before they can be used again. Each use requires the same amount of points.

Round 666[]

Special events occur upon reaching Round 666. The fog turns bright red, there is a reverb effect for all audio and Killers' appearances are changed to red. See Gallery section.

Round 666 has been a myth within the community for years, but was proven when it was first reached on 18 February 2022. It was reached was when Homermafia1 was hosting a public testing event in the SAKTK Test Servers to check for bugs before the next large update released into the main game.

Homermafia1 only wanted testing done on Area 51 Storming and Juggernaut Mode, but ended the session with Endless Survival as a fun bonus. However, he let 50+ people into a single match and started it on Round 665. Exactly one hour into Round 665, he decided to skip it because it would take too long to get to the next round. The game then switched to Round 666, where the unique properties then took place.

Changes[]

  • The Ammo Box is removed.
  • The Hookshot is unavailable in this mode.
  • Unlike most modes, doors cannot be closed.
  • Areas like The Isolation Vault are removed.
  • Almost all weapons[4] locations are switched and removed.
  • Unlike Classic Mode, Killers health get increased by an unknown amount every round.
  • Vents and secret paths are removed.

Tips[]

  • Because Killer amounts are not determined by player count, it is recommended to have as many players as possible with you. Due to the little time in-between rounds, and the focus required during rounds, it may be ideal to use voice chat in order to more efficiently communicate with your teammates.
    • A popular voice-over-IP software is Discord.
  • There is a bug found in the broken elevator control room where a player who enters will be hidden from the killers. Ray Gun blasts can go through glass barrier (use 1-3 shots). Use this only as an endgame strategy.
    • Safe spot bug
  • Some Killers pose a much larger threat than others, and should be killed immediately. These are primarily Slenderman, Wendigo, Rake, Captain Zombie and Alien.
    • Slenderman is among the largest threats, as it can teleport behind players to take them by surprise. It can also instantly kill players without the Survivor pack gamepass, the Vest and Helmet and full health.
    • Wendigo's immense speed when using its Charge ability, as well as stunning any player hit for several seconds, makes it a very high priority threat.
    • The Rake's Lunge ability can be used from almost any distance and elevation, which can easily take players by surprise.
    • The Alien, Chucky and Eyeless Jack are all extremely dangerous due to their Acid Spit, Maggots Shooting and Ink Spit abilities, respectively. The first two deal large amounts of damage, especially up close. Ink Spit temporarily blinds the player, making it very difficult to detect nearby threats.
    • The Captain Zombie is also an extremely dangerous killer due to it's Zombie Bomb which summons hands from the ground to grab and make the player unable to move.
  • Because the Energy Drink's price doubles with each refill, disregarding the number of uses remaining, it is advised to use the Energy Drink sparingly, although not too sparingly because points are easy to accumulate later on.
    • After just 13 refills, the cost reaches seven digits (exactly 1,638,400), which may be tedious to accumulate.
  • Quick Revive can only be purchased three times. Because of this, it is highly recommended to treat the perk as a 'lifeline', and to use it much more sparingly than the Energy Drink.
  • If you are going for the 50 rounds badge, it is recommended to do it solo due to being much more consistent and not having to rely on other players.
    • You can also use the match saving feature to reach Round 50 over several sessions, instead of doing it all in one session. This is ideal for those who cannot dedicate a large amount of time to the game.
  • The Mystery Box can be a very cost-efficient, and safe, method of obtaining new weapons and refilling your ammunition, especially during a Fire Sale where the cost of using the Mystery Box is cheaper than refilling even the M1911.
  • Killers can still directly harm you through barricades. However, certain Killers' abilities, such as Pinhead's Pins Spread that activates upon death, do not deal any damage. A similar occurrence happens with Captain Zombie's Zombie Summon ability: it cannot be used until after getting beyond the barricade.
  • Before the end of every wave, the last killer will spawn. Use this to your advantage, as no other killer will spawn after that point. Be careful to not let it kill you, nor let it despawn when out of range. Killing the monster will begin the next wave. Use this opportunity to refill weapons, buy perks or roam the map. This is most useful with the less deadly killers such as Jason, Zombie etc. It's not recommended for much deadlier killers like Slender-Man, the Alien (etc.) without a Freeze Ray.

Notes[]

  1. Locations removed from this gamemode: Trash Compactor, Secret Base Room, Toxic Waste Room, The Bunker, Isolation Vault, Boss Chamber.
  2. This value is never seen in-game. It is merely an assumption based on the formula of reloading any non-PAPed weapon to be half of the cost to actually purchase that weapon. Hence, because 50 is seen in-game, it can be safely assumed that 100 is the cost to purchase the M1911.
  3. Refilling the Energy Drink 100 times causes it to cost approximately 2.53e+32 points to refill, or 253 nonillion. After 1,016 refills, the cost becomes approximately 1.40e+308, or 140 duocentillion. There is currently no known value beyond this.
  4. The Ray Gun has the same location as it does in classic mode.

Trivia[]

Gallery[]

Gamemodes Navbox
Standard gamemodes Normal Classic ModeHard Classic ModeExtreme Classic ModeEndless SurvivalBoss RushArea 51 Storming
PVP gamemodes Killer ModeJuggernaut Mode
Miscellaneous gamemodes Killhouse
Upcoming gamemodes Infection Mode
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