Guide: Trans-Coast Logistics Concourse Challenge

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WARNING: This page may contain spoilers and ruin the joy of adventure.
The fun of a challenge can be in figuring out how to survive. This guide may spoil that experience!
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Overview

The Trans-Coast Logistics Concourse can be thought of as "Lab Light." A lot of the same points that will help you survive and escape the building are the same as helping you escape the lab, but the challenge is not as grave and the foes encountered will not be as fearsome as those found in a lab facility.

Character Creation

The challenge grants you six points upon choosing it. You will be locked into the "Security Guard" profession. As far as jobs go, this one is middle of the road. Your starting equipment includes an extendable baton, an M9 with 45 rounds, and a foldable knife. However, there is no place on your person to store the baton, so try to find a backpack or other storage.

Starting Position

You will spawn directly in the middle of the middle level of the building. You might also spawn in one of the locked security quarters. It is likely that there will be gashacks and/or security drones swarming you within seconds, so it is imperative you break out for a safe location. Remember, security bots can't open doors but zombies can smash glass. You can either choose to break out towards the front, or deeper into the facility. Going towards the "front" will take you most directly to the entrance, while south will lead you further into the facility.

Enemies

The zombies inhabiting the building are largely technician, security guard, and scientist zombies. However, standard, tough, and fat zombies can be found sparingly. Bolstering the ranks of the undead will be feral security guards and mad scientists as well. Beware of feral security guards laying in ambush, as they are armed with the same equipment as you and will open fire on sight. They can be detected by listening for footsteps instead of shuffling behind locked doors. In the medical wing of the starting floor, there will be a large number of mutant test subjects. Do not enter this area without being armed with something bigger than your peashooter, as they will make short work of you if they close the distance. Fortunately, they cannot open the metal doors separating the medical wing from the main concourse, and they are subject to morale and bleeding.

The biggest challenge confronting a starting character is the Secubot armed with an M16 in the terrace. While it will make short work of the zombies in its path, it will quickly turn its sights on you. However, its capabilities in close combat are not as threatening if you've got a strong character. Lure it to the concrete elevator in the front of the concourse and beat it until it stops moving. You might be able to loot some STANAG magazines from it for your troubles.

In the "warehouses" located on the sides of the bottom and second levels, which can be accessed through a keycard, you may occasionally find shocker brutes behind the winch doors.

Up one level will be the security crew quarters, as well as the hospital section. The upper catwalk will be ringed by mil-spec search lights, and employee verification drones.

Escape

The main entrance of a lab is secured with two gun turrets and ID card readers. There will also be a large horde of mid level zombies waiting for you outside the entrance, who will rush the glass doors the moment they spot you. The metal doors are secure enough that they won't be able to break through, but you will need to find a suitable way to either evade or dispatch them. Unlike the Lab, there will be two side loading docks that are also guarded by one turret and a small crowd of enemies. Therefore, it may be easier to break out laterally.