Last Day on Earth: Survival Wiki

Expeditions[]

The expeditions game mode can only be launched from the settlement location. There are currently three expeditions available:

Each expedition has 40 stages. Four out of every five stages give an immediate reward. Every 5th stage adds to the daily loot, which can be collected at the Headquarters or the Minivan once a day and refreshes with the daily reset (at 00:00 UTC). Remember to claim the loot daily and it will transfer to in the storage just outside the entrance to Headquarters for safe keeping (note: you can only take things out of this storage so it is recommended to only collect what you need).

Malison sitting on the storage for the daily bonus, next to the entrance to the headquarters building..

Malison sitting on the storage for the daily bonus.


Tips[]

Recommended Mercenaries[]

  • Any combination is good, it's actualy just about leveling the mercs up, don't bother trying to find a perfect squad or synergy. Eventually you'll stuck at Destroyed Station level 39 and Old Train Station level 35 even with maxed out mercs, because the zombies heal too fast. In theory, you need Rachel, Tucker and Murphy (mercs with slow rate of fire) to be able to get past those levels.

Hunger and Thirst[]

  • When you start a expedition, you hunger and thirst Will go to 75, and your level of cleanliness will also reset. So If your character is hungry, thirst or needing a shower, you can start a expedition.

Note: If your hunger or thirst is above 75, It will go down to 75

Threats, Mercenary Conditions and Squad Perks[]

Throughout the expeditions. Every level will have different threats and survivors having different conditions, which may affect your strategy. As described in the table below:

Threats[]

Threat Effect
Berserker Attacks mercenaries with "Attack" Trait first.
Scientist Attacks mercenaries with "Support" Trait first and deals critical damage to them.
Parasites Slow but appear in large groups. AoE attacks are most effective.
Miner Destroys sandbags, turrets, and shields with one blow. Penetrates Murphy's shield and deals critical damage. When his health goes below 50%, he strikes with a special attack. Its damage grows with each blow.
Explosive Zombies Explodes after reaching low hp. Can be detonated with Tucker's aimed shot.
Armored Zombies Melee damage against these enemies reduced by 40%
Alarm Firearms trigger an alarm, drastically shortening the timer on expedition. (Firearms are the weapons like SCAR or Glock17)
Raging Zombie The zombie heals every attack and gains faster attack speed as it gets attacked, high fire rate mercenaries are not recommended.
Sporemound Upon taking Area of Effect (AoE) damage, releases gas that deals damage to the mercenaries.

Mercenary Conditions[]

Condition Effect
Infection Sprayer Damages 1% of the mercenary's health every 5 seconds. Blocks health restoration from using abilities.
Sandbags Protects a mercenary from zombie strikes and explosions. Lemmy cannot deploy a turret and Jack "Of All Trades" cannot deploy a shield there.
Oil Puddle Reduces mercenary's movement speed and attack speed.
Explosive Barrel Explodes when damaged. Deals damage to all nearby targets equal to 85% of their maximum health.
Toxic Puddle The mercenary in the puddle loses 5% of their health every 3 seconds.

Squad Perks[]

Perk Requirement Effect
Die-Hard (2) 2 Mercenaries in the squad with the Die-Hard trait All the mercenaries increase the chance of a critical hit by 7.5%
Die-Hard (4) 4 Mercenaries in the squad with the Die-Hard trait All the mercenaries increase the damage of a critical hit by 15%
Daredevil (2) 2 Mercenaries in the squad with the Daredevil trait When damage is taken, the damage of all the mercenaries increases by 0.1%,

it accumulates for up to 25 times (2.5% on the maximum level

Daredevil (4) 4 Mercenaries in the squad with the Daredevil trait All the mercenaries increase their armor and health by 3%
Quickdraw (2) 2 Mercenaries in the squad with the Quickdraw trait When the active skill is being used, there's a 20% chance it will cool down instantly
Gifted (2) 2 Mercenaries in the squad with the Gifted trait The duration of the active skill cooldown for all the mercenaries is reduced by 35%