The Compound is the player's base in The Last Stand: Dead Zone.
Formerly an abandoned warehouse in the middle of Riverside North, it has been converted into a base of operations for a band of survivors. Many such compounds have been formed across the Dead Zone by Leaders, and they all follow the same basic layout.
All compounds have a warehouse with three entrances (one apparently added after its conversion) in the center, with a set of chain-link fences enclosing an alley on the only side of the warehouse without an entrance and a parking lot on the opposite side. The road ringing the compound has wrecked cars, concrete barriers and other debris on it, none of which can be removed. Its total size is 64 x 53 tiles (counting the unusable road and the fenced off alley), while the building itself is 27 x 25 tiles.
Any additional buildings or facilities that may be present, as well as their positions, may differ depending on the needs, means and whims of the group of survivors inhabiting that specific compound.
A generator is present in every compound, presumably brought in during the conversion of the warehouse. When fed with Fuel, it can speed up building construction, repairs, and upgrades. If there are only five minutes left on the clock, it can speed up construction/upgrades/repairs for free.
Neglect has left piles of debris and damaged, unusable machinery scattered throughout the compound. Junk takes up valuable space, but they also contain useful items and resources. Survivors can remove the junk piles, though it does take time. It can be sped up by tasking multiple survivors to the same junk pile or by fueling the generator.
- Main article: Deathmobile
The Deathmobile is a car customized with additional armor, with one being present at every compound. When fed with Fuel, it can be used to speed up the return of survivors from missions. It's also one of the only objects in the game that can't be dismantled, the others being your first Rally Flag and the Alliance Banner if you're in an alliance.
- Main article: General buildings
As the compound grows larger, more buildings will be needed to support it, as well as the survivors living there. In order to construct these buildings, specialized tools and planning areas must be made available. There are also all manner of specialized structures required in order to utilize some advanced capabilities, such as the Communications System and mass-recycling. Both fall under the General category.
List of General BuildingsEdit
- Workbench (max of 1)
- Engineering Bench (max of 1)
- Weapons Bench (max of 1)
- Gear Bench (max of 1)
- Medical Bench (max of 1)
- Construction Yard (max of 1)
- Battery Array (max of 1)
- Radio Receiver (max of 1)
- Radio Tower (max of 1)
- Two-Way Radio (max of 1)
- Windmill (max of 1)
- Recycler (max of 1)
- Training Center (max of 1)
- Alliance Banner (max of 1)
- Incinerator (max of 1)
- Main article: Storage buildings
The various resources needed to support the daily existence of the survivors and the construction of additional buildings are stored in the compound. Special storage facilities have to be constructed to contain them, ensuring that they do not degrade from exposure to the elements.
List of Storage BuildingsEdit
- Metal Storage (max of 3)
- Wood Storage (max of 3)
- Cloth Storage (max of 3)
- Food Storage (max of 3)
- Water Storage (max of 3)
- Ammo Storage (max of 3)
- Main article: Production buildings
In a disaster situation, self-sufficiency is incredibly important, as scavenging for supplies can be unreliable at times. Various resources can be produced or collected at the compound, providing a safety net for the compound's population should the Dead Zone be unwilling to part with its bounty.
List of Production BuildingsEdit
- Vegetable Garden (max of 2)
- Water Collector (max of 2)
- Wood Drop Off (max of 1)
- Metal Drop Off (max of 1)
- Cloth Drop Off (max of 1)
- Ammo Drop Off (max of 2)
- F.U.E.L. Generator (max of 1)
- Main article: Security buildings
Zombies tend to be attracted by concentrations of survivors, and compounds are no exception. Many survivors will not join a compound that they feel is unsafe, and those already part of it will be unhappy about the lack of safety, negatively affecting their morale. Security buildings like barricades will assuage their concerns, as well as make the compound easier to defend when the inevitable happens.
The current maximum Security rating, with all security buildings built and fully upgraded, is 273.
List of Security BuildingsEdit
- Rally Flag (max of 5)
- Small Barricade (max of 10)
- Large Barricade (max of 10)
- Floodlight (max of 3)
- Watchtower (max of 3)
- Barrier - Spikes (max of 5)
- Barrier - Wire (max of 5)
- Gate (max of 3)
- Compound Door (max of 3)
- Main article: Traps
Traps can be placed to impede the progress of both zombie hordes and human raiders, making it easier for the compound's defenders to fend them off. However, most traps can only be used once and require resources and/or components to rearm/rebuild, making it expensive to rely on them.
List of TrapsEdit
- Wire Trap (max of 4)
- Ding Dong I,II and III (max of 2 each)
- Scatterbomb I,II and III (max of 2 each)
- Wheel of Misfortune (max of 3)
- Pumpkin Bomb (max of 3, Halloween only)
- Decoy Traps (max of 1 each)
- Main article: Comfort buildings
A compound is not only a base of operations, it is also the survivors' home. It is unlikely that survivors will join a compound with only the barest of amenities, and those already living there will not be pleased with such poor conditions, negatively affecting their morale. Comfort buildings like beds and showers make it easier for them to rest and relax, allowing them to fight and work with increased strength.
The current maximum Comfort rating, with all comfort buildings built and fully upgraded, is 125.
List of Comfort BuildingsEdit
Miscellaneous Buildings are purely decorative buildings that serve to spruce up the compound.
- The player's compound is always located in Riverside North, but it will appear to be placed in other locations throughout the Dead Zone to other players, should the player's compound be in their neighborhood.
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