The Sawmill
South-west of the Quarry, in the forest, stands the Sawmill, long abandoned. The mill stays broken for all practical purposes; your use for the place is posting a zombie lumberjack there for a constant flow of Logs and Sticks. Someone also left a chest behind.
The chest
Inside are 2 Reanimation Liquids and an Inquisitor’s Note I describing the Inquisition’s efforts to control the risen dead.
Setting up the lumberjack
| Structure | Technology | Materials |
|---|---|---|
| Lumberjack stand | Zombie Lumberjack (75 red, 10 blue) | 2 Wooden Planks, 6 Bricks |
| Timber stockpile | Zombie Lumberjack | 4 Wooden beams, 12 Bronze Nails |
| Porter Station | Zombie Lumberjack; building one unlocks a second | 2 Wooden Planks, 4 Bricks |
| Upgrade Sawmill | Zombie Lumberjack II (120 red, 25 blue) | 2 Wooden Planks, 4 Bricks |
Zombie Lumberjack follows the Circular Saw on the tree, and like the other zombie-gathering technologies it’s hidden until both entrances to the Old Mine are open.
Hand a zombie an axe and station it at the stand. Every round yields 1 Log, 2 Sticks and a red tech point, ticks the Dead Lumberjack inspiration, and then repeats automatically. Output goes directly into the sawmill’s storage, and the Porter Station ferries logs to the factory wood heap. Zombies with the Logger perk finish each round in fewer steps.
There at the start
What the scene files place here before you arrive: named objects, and what is inside each container.
| Container | Contents |
|---|---|
| Simple Chest |
Notes
- Upgrade Sawmill is purely cosmetic. It replaces the broken mill with a repaired-looking one and nothing more; the lumberjack’s output is identical.
- Unconfirmed: when the sawmill becomes reachable. The files place it on the map but don’t say what blocks the path, so whether you can walk there before the forest opens hasn’t been tested in play.