Steal and Cure a Zombie: Pen Guide
Pen Guide
- Earning role: Place cured zombies in the pen to earn money.
- Capacity: Gameplay shows house/base upgrades increasing the number of creatures it can hold.
The pen is your earning collection
In Steal and Cure a Zombie, the pen receives a cured zombie and lets it earn money. Hunting supplies the capture and the lab handles treatment; the pen gives that work its continuing purpose. If your aim is income, follow each capture through to placement.
This makes collection space a practical consideration. More captures are useful when they can become part of a collection you can actually manage. Finish the current zombie's treatment and placement before deciding how many more creatures you want to bring back.
Capacity and a better capture are different goals
Gameplay shows a house/base upgrade that increases the number of creatures it can hold. Capacity gives you room, while acquiring and curing another zombie supplies a creature for that room. One does not replace the other.
If space is your immediate obstacle, investigate the capacity options shown in your session. If space is already available, focus on completing a capture or making a collection choice. This prevents a capacity purchase from becoming a default response to an unrelated escape or treatment problem.
Decide what your next pen change should achieve
Set a simple objective before changing the collection: fill available space with a cured capture, make room for a useful addition, or compare which creature you want to keep earning. Judge the change by that objective rather than by the number of purchases you make.
The Steal and Cure a Zombie extra pen slot guide covers the separate optional +1 Pen Slot pass, including its dated offer. Read it when you are comparing a paid extra space with the collection you already have, rather than assuming every pen upgrade has the same cost or effect.