Missions: Every Quest Line on the Server
On top of the normal trader jobs, The Loot Lounge has several quest lines of its own. Here's all of them, roughly in the order you'll meet them.
| Quest line | Level | How you get it | Guide |
|---|---|---|---|
| Somewhere to Start | New | Starts the moment you spawn | This page |
| First Light | New | Starts after the Basics of Survival | This page |
| Trader jobs | Any | Any trader's job list | This page |
| House Contracts | Any | Trader job list, or a Contract Slip from loot | This page |
| The Undercity | 5+ | Starts when you finish First Light | The Undercity |
| The Seven | 15+ | Any trader: "Ask about the red moon" | The Seven |
| Project Z contracts | Varies | Items from loot, traders and the Radio Station | Project Z |
| Raid Contracts | Endgame | Trader job list, top trader tier | This page |
Somewhere to Start and First Light
Somewhere to Start marks your nearest trader the moment you spawn. When you've finished the game's Basics of Survival challenges, First Light begins: seven short quests that teach you the server.
- First Light: craft a stone shovel.
- Know the Neighbours: visit a trader. Type /tp to travel between traders you've found.
- Clear the Small Stuff: clear a building and report back. The reward is a rifle and ammo.
- Something to Breathe: craft three Charcoal Filters for the Undercity (the big dead grey trees in the burnt forest are coal).
- Earn Your Keep: kill 25 zombies. This pays your first TLL Chips.
- Cash Out: find the Cashier's Cage at a trader and learn how banking works.
- The House Is Open: you're ready. Finishing this starts the Undercity story.
Trader jobs
Traders give the normal jobs (clear, fetch, buried supplies, restore power and so on), and finishing them raises your trader tier, which unlocks better jobs.
- You can hold up to 5 trader jobs at once. Jobs shared with you by your party don't count.
- House Contracts and the other TLL quest lines don't count toward your daily quest limit.
House Contracts
The server's main repeatable mission: an 18-floor ladder of wave-defence fights, each ending in a boss.
How a contract works
- Take a contract from any trader's job list, or use a Contract Slip found in loot. Slips for deeper floors only drop from better loot.
- Go to the marked building and start it at the rally point.
- Hold your ground through the waves. Each wave lasts 45 seconds: 3 waves on the first floors, 6 on the top ones.
- Kill the boss. Its bag holds your chips and a page of the House Ledger.
- Turn it in at any trader for XP and Dukes, and pick your reward.
Rules
- Stay on the floor. Leave the site and the contract fails.
- Night floors only run at night: floors 2, 5, 6, 8, 11, 12, 14, 15, 17 and 18.
- Floors 16 to 18 are gear-gated: you need House-Marked Rounds and a House Warding Plate from High Rollers.
- No daily limit, and contracts can be shared with your party.
- Deeper floors show up as your trader tier rises.
| Floors | Section | Waves | Bosses |
|---|---|---|---|
| 1 to 6 | The Opening Floors | 3 to 4 | The Pit Boss, then the Floor Manager |
| 7 to 12 | The High-Stakes Floors | 5 to 6 | The Back-Room Boss, then the Whale |
| 13 to 18 | The Vault Floors | 6 | The Vault Keeper, then two or three bosses at once |
Floor 1 pays 4,000 XP and 560 Dukes; floor 18 pays 29,500 XP and nearly 5,000 Dukes, plus chips on every floor. The more contracts you clear, the smaller the House's cut when you bank chips: 16% at 10 contracts, 13% at 25 and 10% at 50. Collect every ledger page to read the whole story; it ends on floor 18.
Raid Contracts
The hardest fights on the server: The Croupier Prime, The Whale and The Proprietor. They appear on the trader job list at the top trader tier.
- You need both raid keys from High Rollers: House-Marked Rounds to hurt them, and a House Warding Plate to survive their aura.
- Each fights in two phases and calls in elite adds.
- They pay the most on the server: 40,000, 55,000 or 80,000 XP, 4,000 to 9,000 Dukes, and the biggest chip payouts in the game.
The Undercity story
Eight quests across two chapters take you from your first sinkhole down to the deep chamber. It starts when you finish First Light. See The Undercity guide.
The Seven
A 42-mission horror campaign. Start it at any trader: "Ask about the red moon", then "Take the sealed page", and read the page. Level 15+ is advised. See The Seven guide.
Project Z contracts
Project Z adds supply contracts, weapon enthusiast contracts, five one-off Stupid Bets (each pays a skill point), Rare Contracts for permanent stat boosts, Legendary Contracts, Boss Hunts and expeditions from the Radio Station. See the Project Z guide.
International Market quests
The Market PC hands out basic quests that pay zombie ears, which you spend there. See The International Market guide.
Tips for every mission
- Read the whole description before you accept. Night-only, gear-gated and level warnings are all there.
- Pack before you go: extra ammo, healing, food, water and a repair kit.
- Pick your ground at the rally point: a corner or doorway so everything comes from one side.
- Bank your chips on the way home. You lose them if you die carrying them.
