The Factory

The Factory is an abandoned Inquisitor factory under your house: a hall of conveyor belts, broken mechanisms and zombie-driven carousels. It is the only place where conveyor belts work. With it running, zombies make building kits, furniture, food and the town’s supplies for you, and porters carry the crates into the town. Larry hears the clanking behind the basement wall early on, but you cannot dig through for a long time.

Getting in

The factory has five entrances, and clearing any one of them counts as finding it: the two blockages in the south wall of your house’s basement, one in the vineyard cellar, one in the tunnel under the Crossroads well, and the one between the hall and the Old Mine. All five need a Reinforced Beam (the mine one also 4 Building Kits I, the others 4 Iron Details) and Building mastery 3 to 8.

Reinforced Beams are made from oiled beams, and beams come from the Circular Saw, which sits behind 40 reputation with Jack. That comes with his first iron order at the port, so although the story points you at the basement wall much earlier, the factory has to wait until then.

Once you are in, break any heap of junk in the hall for Larry’s “I told you clearing that debris would be worth it.” Breaking the rubble on the east side also opens a ladder to your yard, a shortcut from outside. It can only be broken from the inside.

The twelve blockages

Besides the five entrances, the underground is split up by more blockages. All twelve count toward the Clear the Way inspiration, whose last level needs all twelve.

Where Blockages Clearing them also
House basement → the tower (the first one, from the Albert story) 1 —
House basement ↔ morgue basement 2 — (the only ones without a Reinforced Beam: an Iron Detail and 3 Oiled Planks each)
House basement ↔ factory hall 2 Entrance
Vineyard cellar 2 Both cleared: the vineyard cellar Porter Station
Tunnel under the Crossroads well 2 With the two below: the Supply Storage Porter Station
Warehouse cellar 2 The one on the warehouse side only after you have been inside the warehouse
Factory hall ↔ Old Mine 1 Entrance

None of the blockages can be queued or made several at a time; clear each one by hand.

Running it

  • Belts. The Conveyors technology, behind 50 reputation with Jack, gives you conveyor belts, splitters and underground belts. Goods move one cell every 2 seconds. Workbenches on the line with a zombie at them start as soon as the belt brings their materials.
  • Power. Belts need power: each belt cell, splitter and station costs 1. Power comes from Zombie Carousels: each takes up to four zombies, and every zombie walking in one adds 7. Two broken carousels are already in the hall; each is fixed with 6 Bronze Gears, 4 Bronze Details and 4 Wooden Planks at Building 5. If power falls below what the belts need, the whole factory stops, zombies and workbenches included.
  • More floor. Six broken conveyor mechanisms in the hall each open another area to build on once repaired, with bronze, iron or steel parts depending on the mechanism.
  • Broken walls. Two broken walls in the hall can each be blown up with a single Dynamite (Demolish the Wall), which changes only the factory itself.
  • Raw materials. Finding the factory opens seven material heaps in your yard (marble, stone, wood, clay, sand, coal, iron ore). They appear to share their contents with the matching heaps inside the factory (Unconfirmed).

The factory’s number, shown as belts/power, counts for Jack’s Factory Tour: it needs 20, and the game takes the smaller of the two numbers, so you need at least 20 belt cells running on at least 20 power.

Getting goods out

Finished crates leave the belt at a Supply Station and a Zombie Supply Porter stacks them in the Supply Storage room. From there:

  • the Supply Storage Porter Station, unlocked when both well-tunnel blockages and both warehouse-cellar blockages are cleared, carries 22 kinds of supply crates through the tunnel to the cellar of the town warehouse;
  • the vineyard cellar Porter Station brings beer and wine from the vineyard cellar onto the factory’s drinks pallet.

The story later asks for Zombie Power from the factory’s Bioreactor, 5 Wheat each, which runs without a zombie.

There at the start

Notes

  • Only the five entrances count as finding it. Clearing the other blockages first does not; the game only starts listening once you have heard the clanking from the house basement.
  • The factory tutorial never appears. Its quest has no way to finish, so the three tutorial pages on belts, workers and gears are never shown.
  • Jack’s workshop in the town has belts, but they are scenery. They only work in the prologue.
  • Taking down a factory workbench, carousel or storage gives back everything it cost.