Gate of the Dead · player guide

Raids and the Outpost

From chapter 26 the living become as much trouble as the dead. Bandits raid the camp every few days, and their forts appear on the map. In chapter 27 you claim an outpost of your own, and they come for that too.

Bandit raids (chapter 26)

A raid comes every two or three days, starting between 8 am and 6 pm Sydney time. It's the same for every player. The alarm shows three hours ahead on the camp screen. Once the raid starts you have six hours to fight it.

The raid alarm: about 327 bandits, 73 of them shooters, who shoot at the Outer Wall first, with Get Ready and Not Yet buttons
The alarm. It tells you how many are coming and when you have to fight them by.
  • The fight is a gate night, 20 below the last night you held (never a boss night), a little harder and faster. One in four walkers, runners and helmets is a bandit shooter. Shooters stop short and shoot the Outer Wall before the gate.
  • Energy: the same as a gate night.
  • Held: Scrap Metal, steel, ammo, parts (once the Forge is built) and a one-in-four chance of a Leader Key.
  • Lost, or not fought in time: the raiders take a tenth of your timber, steel, food, water, fuel and ammo.

Tip: keep the Outer Wall upgraded. It takes the shooters' fire while your defenders work.

Bandit Forts

  • Chapter 26
  • A big squad
  • Gold Key on the first clear

A new map mission: the forts are where the raiders sleep. A Bandit Fort needs a big squad, which takes two squad slots and twice the troops. Big squads go on foot or by bike, not by truck, and the trip takes three hours longer than other missions.

A Bandit Fort level 3 on the map: power needed 298, 3 hours 9 minutes out and back, the loot, and the big squad picker
A Bandit Fort. The first clear of each level pays a Gold Key.

Forts pay the most steel, ammo and parts of any mission. Chapter 26 asks for Bandit Fort level 2.

The Outpost (chapter 27)

A second, small camp on the map. Pick one of three sites; each makes different things.

Choose a site: Hilltop Farm (food and water), Old Quarry (steel) and Petrol Station (fuel and Scrap Metal)
The three sites. Pick with care: moving costs 2,000 Scrap Metal.
SiteMakes
Hilltop FarmFood and water
Old QuarrySteel
Petrol StationFuel and a little Scrap Metal

The outpost has four buildings: the Outpost HQ, the yard (makes the site's materials), the store (how much it holds) and the watchtower (its defence). The outpost has its own crew, which builds one thing at a time and doesn't use the camp's crews. The Outpost HQ can't go higher than your Headquarters, and the others can't go higher than the Outpost HQ. Builds cost timber, steel and the usual build energy.

Hilltop Farm at Outpost HQ 8: food and water an hour, 18,400 waiting to collect, and the four buildings
The outpost. Collect the store before it fills; it stops making when full.

Attacks on the outpost

The outpost is attacked once or twice a week, between 9 am and 9 pm. You get two hours to answer: Defend adds a quarter to the watchtower's strength. After that it's settled on the watchtower alone. A lost defence takes half of what's in the outpost's store, so collecting often keeps your losses small.

Moving the outpost costs 2,000 Scrap Metal. Its buildings keep their levels; what's in its store is lost.