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Base Construction & Locations Guide

Work-In-Progress

Base Locations & Info


Ascension Church

Location: Starting base after the tutorial on Mt. Trumball.

Starting Facilities: Radio Room, Medical Area, Church Kitchen, Pastors Quarters,
Watchtower, Parking (x1)

Facility Slots: 2 (Outdoor)

Outpost Slots: 4

Advantages: Starts semi-constructed, with medical and dining facilities. Far


enough out from town to avoid constant horde harassment.

Disadvantages: Hordes will spawn in the forest behind the church. Requires
driving to gain resources, and the low outpost count makes it hard to deal with the
zombie hordes for long.

Kirkman Residence

Location: A large house west and slightly south of the church.

Starting Facilities: Radio Room, Bedroom, Kitchen, Workshop, Parking (x2)

Facility Slots: 4 (2 Indoor, 2 Outdoor)

Outpost Slots: 6

Advantages: Center of town, making it easier to defend by surrounding the home


with outposts. Close to all sorts of salvage, and starts off with a workshop.

Disadvantages: Only small-to-medium groups apply. There isnt much room to


expand, and many missions late in the game take place in Marshall, leading to long
commutes.

Savini Residence

Location: Northwest of the Courthouse, near the northern bridge on the west side
of Marshall.

Starting Facilities: Radio Room, Bedroom, Library, Kitchen, Watchtower, Parking


(x3)

Facility Slots: 3 (2 Outdoor, 1 Indoor)

Outpost Slots: 6

Advantages: Similar to the Kirkman Residence, but closer to fresh and untouched
resources in Marshall. A gunstore and a Police Station are in close proximity, as are
multiple warehouses for easy access to construction materials.

Disadvantages: Limited space for growth. Large groups will have a hard time
building up resources, and one of the facility slots will have to go to bedding.

McReadys Farmhouse

Location: A large lonely farmstead found at the center of the map.

Starting Facilities: Radio Room, Bedroom, Storage Room, Bunkhouse, Kitchen,


Parking (x3)

Facility Slots: 4 (1 Indoor, 2 Outdoor, 1 Watchtower)

Outpost Slots: 6

Advantages: This safe, scenic locations is far off from the deadly outbreak in the
towns to the north and south. Relatively few zombies or hordes will get near.

Disadvantages: Running isnt an option. Youll have to drive to every destination.

The Alamo

Location: Small fast food restaurant base east of the Courthouse, across the street
from the supermarket.

Starting Facilities: Radio Room, Kitchen, Storage Room, Watchtower, Parking


(x3)

Facility Slots: 3 (1 Indoor, 2 Outdoor)

Outpost Slots: 4

Advantages: Close proximity to multiple resource centers, including the massive


supermarket across the street. The police station west of the restaurant is a good
source of ammo. Starts with storage, providing improved material storage for a
smaller base.

Disadvantages: Easy to fortify, but expect constant harassment from zombies. The
dense downtown environment will clog with infestations, and the small outpost
count will make horde attacks difficult to manage.

Snyder Trucking

Location: Large base on the northwestern corner of west Marshall.

Starting Facilities: Radio Room, Warehouse Lockers, Warehouse Storage, Machine


Shop, Parking (x4)

Facility Slots: 5 (1 Indoor, 3 Outdoor, 1 Watchtower)

Outpost Slots: 8

Advantages: The second largest base is one of the best locations. Not far from
downtown, but not surrounded by buildings. Easy to fortify and keep safe by
building outposts on all roads, with close access to a gun store and several
warehouses for construction materials. Plenty of room to expand, with a large
storage room to keep stocked with extra materials. Considered the best base
location.

Disadvantages: The large base takes time to build up, and requires constant care to
lock-down with facilities. Freak zombies spawn often, and a smaller group without
the necessary resources will struggle here.

County Fairgrounds

Location: The largest outpost, found in the rodeo of the County Fairgrounds.

Starting Facilities: Radio Room, Watchtower, Storage Room, Dining Area,


Kitchen, Parking (x5)

Facility Slots: 5 (1 Indoor, 4 Outdoor)

Outpost Slots: 8

Advantages: This is the largest base in the game. There are multiple Army Stashes
very close to the base, all equipped with powerful weapons. Creating outposts in the
warehouses and stores of the carnival will make this base completely impenetrable.

Disadvantages: The base is very out of the way, and only available near the end of
the game. A certain event will occur far into the story opening the gates on both
bridges.

Facilities
Standard Facilities
Radio Room
This is the most important room in your base. Here, you can put out a call to find new
survivors, and request a search for one of five different types of materials.
A Radio Room appears in every base standard. Its an easy room to overlook, but make use
of the powers you gain here. Whenever youre low on ammo, construction material, or food
just put in a request to find more in the Base menu simply select the room.
Watchtower
Another standby that appears in every base. The watchtowers most useful function is the
training function activate it in the Base menu to earn triple XP for shooting zombies.
The Watchtower can also be manned. Make sure you equip survivors with rifles or pistols
whenever they become friends, and a helpful ally will pick off straggler zombies as they
approach. Dont rely on the Watchtower alone to handle hordes, though.
Parking

Every base will feature a handful of parking spots. Make note of where they are on the
map. Once parked, cars can be repaired with upgraded workshops, but only if theyre
parked in a marked space.

Optional Facilities
Basic Workshop (Highly Recommended)
Absolutely essential. The workshop will repair weapons and guns overnight. Once
upgraded, it will repair cars in your parking lot.
If you have a trained carpenter in your base, construction projects will be completed twice
as fast.
Upgrading to a third tier workshop allows the construction of explosive weapons and
armaments, or a machine shop that will fix torn-off doors or lost wheels on cars.
Sleeping Area (Essential)
If youre planning on keeping a busy base, the upgraded sleeping area is essential. Only the
farm base starts with enough beds to house a medium-sized base.
Keeping beds for everyone keeps your survivors rested and happy. If you dont have
enough beds, random survivors will become tired.
Medical Area (Highly Recommended)
At a certain point in the game, a disease will begin to spread. The only way to combat this
disease is with an upgraded medical area.
Medical areas provide treatment to wounded survivors. Instead of healing them, theres a
percentage chance their wounds will heal every day. Upgrades will increase the chances.
Training Area (Optional)
This area is useful, but not essential. If youre seeing lots of gun mishaps, or you want to
improve the stamina of your survivors, get this upgrade. Eventually, youll be able to loan
out this facility to other Enclaves in exchange for bullets.
Cooking Area (Optional)

Totally optional, but an easy way to keep morale high. If youre having morale problems,
the cooking area can produce a large meal that makes everyone happy.
In general, the cooking area isnt completely essential, but it does come with many of the
bases. Make use of it!
Foods will last longer before spoiling with the cooking area. Essentially, youll be able to
store more food.
Storage Area (Recommended)
Several bases come with a storage area, but if you dont have one and want to keep a
sprawling base with many survivors, this is absolutely essential.
Storage areas boost your stockpile limits. Without storage, your base wont be able to store
food or other materials for long.
Library (Optional)
This is one of the cooler facilities, but it can be tough to fit into your limited space. The
Library unlocks many upgrades to other facilities, like the top-tier abilities of the machine
or munitions shops.
The Librarys services can also be traded to other Enclaves for bullets.
Dining Area (Not Recommended)
This is a completely optional area that only serves to enhance morale.
Garden (Not Recommended)
Gardens produce food, letting your base hold out without needing to search for more.
Theres just one problem food is by far the most plentiful resource. Youll be
overflowing with the stuff.
Outposts (Essential)
Building outposts is essential to keeping a base safe.
To build an outpost, a Survivor must explore an area (step over every grey circle) to make
sure it is clear. If it isnt clear, kill any nearby zombies until its a safe zone.

Once the area is safe, loot every single container in the building or field. Keep going until
the prompt at the top-left of the screen informs you that the area is clear of salvage.
Now you can open the radio menu and call to set-up an outpost.
Outposts create a safe zone where zombies will never spawn. Open the Base menu then
select to trap the area this protects against hordes. Any horde that wanders into the
extended safe zone of an outpost will die thanks to some explosive fuel traps.

Home Base Locations


The list below references every Home Base in State of Decay. Check the world map below;
the letters correspond to each base location!
NOTE
Keep in mind every Home Base comes with a built-in Radio Room. The number of facility
slots for each base description includes the communication room! Also, remember that
built-in facilities cannot be replaced or deconstructed!
World Map

Map Key:

A: Ranger Station

B: Church of the Ascension

C: Kirkman Residence

D: McReady Farmhouse

E: The Alamo

F: Savini Residence

G: Snyder Trucking Warehouse

H: Trumbull County Fairgrounds

Base A Ranger Station

NOTE
The Ranger Station, for some strange reason, will be pointed out to you as a potential home
site later in the game. Oddly enough, the bridge to the mountain forest will be out, making
it an impossibility to drive out there (though you can get there by foot). Even when you
attempt to make it a home, the game won't allow you to do so at this time. Why in the heck
would you want to live out here, anyways?
Base B Church of Ascension

Location: Your first default house after the tutorial; central part of Trumbull

Requires: 5 People and 20 Materials

Facility Spaces: 2

Parking Spaces: 1

# of Outposts: 4

Comes with: Watchtower, Church Kitchen and Medical Area

Description: Peace be with you. This base is somewhat away from town (in a small forest),
making it difficult for the pesky Zeds to come knocking. It comes with a special kitchen to
cheer up your team as well. Not bad for your first crib!
Cons: There's no reason to stay here once your community increases. While it has low
space overall, Outposts can only be developed from the distance.
Base C Kirkman Residence

Location: A little south from Church of Ascension; central part of Trumbull

Requires: 8 People and 30 Materials

Facility Spaces: 7

Parking Spaces: 2

# of Outposts: 6

Comes with: Bedroom, Kitchen, and Workshop

Description: This is a tad better than the Church; most notably for its Workshop. Not a bad
step-up to build outdoor facilities and another good base for Outposts.
Cons: The house is a tad too crowded indoors, thanks to its kitchen and bedroom facilities.
It's also distant from towns. 1
Base D McReady Farmhouse

Location: Roughly in the south-center of Trumbull

Requires: 8 People and 30 Materials

Facility Spaces: 4

Parking Spaces: 3

# of Outposts: 6

Comes with: Storage Room, Bunkhouse, Kitchen, Bedroom

Description: This base is excellent to stock up on food. There are several food sources in
the farm field you can rely on. Plus, it comes with a Storage unit as well as an upgraded
Bedroom! You also have the luxury of a large barn and cute bear statue in the front yard!
Cons: It's out in the boonies and requires tremendous traveling for literally every errand.
Base E The Alamo

Location: Southern section of Marshall town

Requires: 5 People and 20 Materials

Facility Spaces: 3

Parking Spaces: 3

# of Outposts: 4

Comes with: Storage Room, Kitchen and Watchtower

Description: A moderate-size home, the restaurant is not too shabby for storage. Since it's
in Marshall town, you've got numerous resources to gather within range.
Cons: Marshall is well known for constant infestations. Expect hordes to invade your home
quite often...
Base F Savini Residence

Location: Just northwest of Marshall town

Requires: 8 People and 30 Materials

Facility Spaces: 6

Parking Spaces: 3

# of Outposts: 6

Comes with: Bedroom, Library, and Kitchen

Description: A decent one-story house that holds a few more Outposts close by. Its built-in
Library will help your community learn new skills for survival early on. It's close to town
as well.
Cons: There's hardly ANY space indoors (only one slot!). You won't find this crib useful
for home improvement.
Base G Snyder Trucking Warehouse

Location: Northwest of Marshall; the big blue warehouse

Requires: 12 People and 50 Materials

Facility Spaces: 9

Parking Spaces: 4

# of Outposts: 8

Comes With: Workshop, Storage, and Bedroom (+8 Beds)

Description: One of the largest (and best) Home Bases. This is close to Marshall town and
is surrounded by warehouses. Effective facilities are available at the start. This is a good
choice if you enjoy building stuff!
Cons: There are no close-range Outposts, making it difficult to form safe zones around
you. The area also lacks diverse resources (mostly materials). 3
Base H Trumbull County Fairgrounds

Location: Beyond the bridge in the northwest corner of Trumbull

Requires: 12 People and 50 Materials

Facility Spaces: 5

Parking Spaces: 5

# of Outposts: 8

Comes With: Dining Area, Storage Room, Kitchen and Watchtower

Description: The LARGEST Home Base in State of Decay. Extremely closed-in area
surrounded by Warehouses, Ammo caches, and other resources. Perhaps the quietest area
where you can build numerous facilities and Outposts.
NOTE
This base won't be available until later (when the Army breaks open the bridge's gate).
Cons: There aren't too many neighbors around. This is the most far-out base in Trumbull,
so all your travels or scavenging hunts will be a long run. Also, it's always good to be safe,
yet this base has so many gates, it's difficult to navigate through.

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