

I'm doing my best to not spoil anything, but if you need a hand in regards to keeping the generator online: There's a certain room down the hall from the infirmary which contains a locked cage that's full of bottles and a certain room by the chapel that's got a nigh bottomless fuel tank, if you can get the bolt cutters and get that bottle room open and find the time to schedule a few runs down to the chapel and that fuel tank room, you can easily stockpile a dozen or so fuel bottles, which can be poured into the generator to keep it running. Biggest thing you'll want to do is cut down on the amount of time you're spending idly roaming or bumbling around between point A and point B, especially because shaving a few minutes off the time of a run can mean the difference between reaching the generator while the bunker's still lit up and getting detoured because it's dark and the monster decided to get aggressive. What I've been doing is ending each scavenging run by locking myself in the admin office and turning the generator off before alt-tabbing to draw out my next route and any points of interest I need to check from the map. Remember, if you're in the saferoom and you've got the doors locked, as far as I'm aware, there's zero way it can reach you, though some players have said it apparently 'has a way', I'm not sure as to whether or not that's the case. I've honestly found that priority one seems to be scavenging for fuel and planning 'expeditions' between points of interest.

I've heard players reporting everything from longer patrol times lasting up to 10 minutes before it lost interest to much faster speeds and even heightened senses/aggression, especially regarding hearing and tracking injured players. Unfortunately the monster's aggression and 'longevity' seem to get cranked up to 11 when the generator is off.
