Area + 3
Description[edit | edit source]
Variant 1[edit | edit source]
District police station, likely to have weapons.
Variant 2[edit | edit source]
District HQ, likely to have weapons.
Background[edit | edit source]
The local cop-shop of the UCPD, formerly used to maintain law and order in their respective district of Union City, serving as a beacon of hope to those who need it and justice to those who defy it. The officers that used to operate from it have long since been evacuated or killed. However, they are likely to have left behind some of their equipment.
Possible finds[edit | edit source]
- Office-related junk is a common find in the 'office area'.
- Finding weapons, as well as weapons-related gear and components, is nearly always certain in the weapons locker.
- It is also possible to find small amounts of resources and other types of gear or components here.
Level calculation[edit | edit source]
The level of a police station is always 3 levels higher than the area it is in.
Tactics[edit | edit source]
There are six different variants: three medium-sized maps and three large maps, with the latter containing more obstacles and rooms. In the first four, survivors will always spawn on the exit zone, while survivors spawn nowhere near the exit zone in the last two maps.
The first variant has five zombie spawns, two of which can be guarded simultaneously by a proficient survivor. (One near the office area and the other in the nearby locker room). Three other spawns exist on the other side of the map, and they can be covered by one or two survivors. This will leave the map free for the designated scavenger.
The second variant has seven zombie spawns, with at least one in all the rooms except the one with the exit zone. Several of the doorways may be blocked off, forcing both survivors and the zombies to use the same routes. Keeping survivors together is the best option to avoid being swarmed and separated. Due to the cramped nature of the map, short-ranged firearms and melee weapons are highly recommended.
The third variant has only three zombie spawns, all located in the corridors. A group of survivors with long range weapons (such as assault rifles) can easily handle the zombies that spawn while the scavenger clears the map. A shotgun may also be desirable to hold off zombies that get too close.
The fourth variant has seven zombie spawns — one in a conference hall near the starting point, one in the main hallway, one in a bathroom, two in the holding cells, one in an interrogation room, and one in the cafeteria. The fifth variant has six zombie spawns — one in a conference hall, one in the main hallway, one in the office, one in the garage, one in the easternmost holding cell, and one in the bathrooms. The sixth variant again has seven zombie spawns — one in the hallway near the starting point, one in the garage, one in a bathroom, one in the hallway next to the gun lockers, one in the hallway near the holding cells, and two in the office area.
Due to the size and nature of the last three variants, a combination of assault rifles and shotguns is strongly recommended. Keep the group together to protect the designated scavenger, as a lone survivor is no match for the quantity of infected that spawn.
Trivia[edit | edit source]
- "District police stations" are present from Riverside to Brookvale East while "district HQs" are present from Brookvale South onwards.