@ USEC: You can step diagonally into the exit square, unless it was blocked.
Someone asked before, what spraypaint does. All it does is mark the minimap, and the different colors let you color code your markings. Yellow, pink, green, and blue. Obviously you shouldn't use green or blue on the sewer walls (do use them on the room floors, since they're gray) because those colors don't show up very well; which leaves yellow and pink. Personally i use one color to mark the grates, and then the other color to mark the begining of a dead-end path, possibly moving or building barricades to block it more perminately. [I like to use blue for marking big barricades positions, and green for small barricades. Store rooms are marked by a barricaded door, because SURVIVORS STEALING MY FOOD]
CHAR Offices: Don't use a pistol to kill the gaurds, use a hunting rifle; the stats are better, and the more firearms skill you have it'll be even easier then with the pistol. Personally whenever i see a CHAR Office i break the barricades down to 1 hit left, then leave for the next one. I let the zombies handle it for a few days, come back, and THEN kill the gaurds when they're sleeping, and they will be sleeping because i didn't make so much noise by breaking the barricade.
Police Department: People who are sleeping in the jail cells won't walk into the doorway. You can open/close the doors to crush-kill them, then re-examine the cells for who are still sleeping and then wake them up by shouting. Repeat.
Doing this is great for clearing the space before you release the CHAR employee, because then you can actually run-and-gun him when he transforms. Just make sure the employee is ASLEEP when you do this, otherwise you'll crush him, too.
Sadly because some items can get destroyed when you kill whoever is holding them, you may not get the food item the jailed people have --
this is why item destruction should be an % option, including 0% destruction.CHAR spoilers:
The CHAR Underground Facility (CUF, by the music file) has a fixed number of zombies and CHAR Gaurds/employees. Once you kill everything underground, the entire facility will be perfectly safe; i'm currently working on proving this by systematically barricading every room, then looking/listening for breaks. (it looks good that it really is a no-spawn area) I also believe it's always set to be the largest map size possible; no idea if the zombie % influences how many of them start as spawns down there, or if the civilian % influences how many CHAR employees there are.
Zombies inside the facility do NOT climb up the stairway from what i've seen, even if you've left scents going up/down.
For anyone still wondering, the power breakers are in the 4 corners of the map. The room is basically lined with them, so you'll spend several turns (read: entire game hours) activating them.
Lastly, there ARE living CHAR gaurds and employees that exist for a few days inside of the CUF, because there's no other real explanation as to how a Zombie Prince and friends have damaged health bars. There is also the rare undamaged furniture. In theory, if you get there fast enough, you may find more CHAR Employees then zombies.