============================================================================= -------------------------------[STATE OF DECAY]------------------------------ ============================================================================= State of Decay Walkthrough & FAQ Copyright © 2015 Kolobian Author: Kolobian Email: ex_kolobian@yahoo.com UPDATE: July 20th, 2015 version 2.1: I created some new sections to detail the new changes that came with YOSE. If you are just playing the original State of Decay, just skip these. If you are playing YOSE, please see my new section [YOSECHANGES] as well as the more detailed section for the new YOSE mission, [YOSECLEO]. ----------------------------------------------------------------------------- April 24th, 2015, version 2.0 update: I updated some of the changes from patches that came after my FAQ, in particular the function of outposts and the creation of the Bonus Report. If you are a returning player, please make sure to see my section on Outposts [Outposts123]. There were other changes, such as inventory system in vehicles, and the snack & ammo bugs were finally fixed. ----------------------------------------------------------------------------- Created: February 26, 2014 Version: 1.0 If you have any questions or comments, feel free to email me. You can also contact me via GameFaqs, Reddit or the Undead Labs forum. I use “Kolobian†as my screen name for all of them. ----------------------------------------------------------------------------- ============================================================================= ----------------------------------------------------------------------------- This is a comprehensive, in-depth guide to both the original State of Decay (Part 1) and the DLC: Breakdown (Part 2). In this guide you’ll find a thorough walkthrough with details and tips on all aspects of the game, including completing missions, strategies, recommendations, explanations of features, freaks, bases, facilities, specializations, achievements, etc. I organized the State of Decay walkthrough primarily on location and game progress, followed by more detailed sections on specific topics (the simulation, outposts, traits, etc.) After that I have a walkthrough and guide for the DLC: Breakdown. If you are just looking for a specific topic, I created corresponding searchable terms with each main section below. Use Control + F to quickly find the appropriate section. For example: to access the DLC: Breakdown section, just search [DLCBREAKDOWN123] and it'll jump down to that section. This FAQ is compatible with Xbox and PC versions. For the FAQ, I primarily use Xbox controls since even when I play on the PC, I use the Xbox controller.I do have a section detailing all the controls for traditional keyboard and mouse players though at [PCCONTROLS]. This is compatible with the Year One Survival Edition (YOSE). ----------------------------------------------------------------------------- ============================================================================= T a b l e o f C o n t e n t s ============================================================================= STATE OF DECAY 10 Quick Tips--------------------------------------------[10TIPS] YOSE Changes---------------------------------------------[YOSECHANGES] YOSE new mission type: CLEO DROP-------------------------[YOSECLEO] PART 1: State of Decay Walkthrough-----------------------[SODWALKTHRU] Mt. Tanner Location Mission: Find Help---------------------------------------[FINDHELP123] Mission: Lay of the Land---------------------------------[SURVEYTANNER123] TIP: Learn the fighting controls-----------------[FIGHTING123] Mission: Search the cabins-------------------------------[SEARCHCABINS123] TIP: Scavenge & level up Marcus--------------------------[SEARCHTANNERS123] Mission: Distant gun shots-------------------------------[DISTANTGUNSHOTS123] Mission: Escape Mt. Tanners------------------------------[ESCAPETANNERS123] Mission: Voice on the radio------------------------------[VOICEONRADIO123] Spencer’s Mill Location Mission: Home Sweet Home---------------------------------[HOMESWEETHOME123] TIP: Learn about your base, your group, etc.-----[LEARNBASE123] Topics include a basic explanation of: melee weapons resources & rucksacks gun information skills assets home info facilities your group traits influence morale storage locker the radio resource consumption death morale attitude/mood map Mission: Lay of the land----------------------------------[SURVEYSPENCERS123] Mission: Vet clinic---------------------------------------[VETCLINIC123] Side Mission: Eager survivors-----------------------------[PICKUP123] TIP: Set up outposts--------------------------------[SETUPOUTPOSTS] Mission: Help Jacob---------------------------------------[OKNOWHELPJACOB123] Mission: Get Doc from the Wilkersons----------------------[GETDOC123] Side Mission: Sam Hoffman---------------------------------[HELPSAM123] Mission: Army Sighting------------------------------------[ARMY SIGHTING123] Mission: Army Activity------------------------------------[ARMYACTIVITY123] Side Mission: Eyes in the Skye----------------------------[ARMYEYES123] Mission: Insubordination----------------------------------[INSUB123] Grange Mission: Stranger in Trouble-----------------------[GRANGESTRANGER123] TIP: Build up your base & level up group------------[BUILDC123] A. Scavenge full supplies/call runners--------------[CALLRUNNERS123] TIP: Trick to pull out an extra resource------------[RESOURCETRICK123] B. Church facilities--------------------------------[CHURCHFAC123] C. Tips on how to level up skills quickly-----------[TIPSTOLEVELUP123] D. Clear infestations-------------------------------[INFESTATIONS123] E. Side missions/objectives/tasks-------------------[SIDEMISSIONS123] 1. “Too many hordes†2. Morale missions 3. Distractions 4. Search and Rescue 5. Escort 6. Lay of the land/survey the area 7. Train other survivors 8. Trade goods 9. Clear infestations 10. Zed hunts F. How to Kill Freaks--------------------------------[KILLFREAKS123] 1.Army/SWAT zeds 2. Bloaters 3. Ferals 4. Juggernauts G. Interact with enclaves/recruit enclaves-----------[ENCLAVES123] 1. Scavenger? 2. Stranger in danger 3. Missing Survivor 4. Trade Goods 5. Clear out infestations 6. Zed hunts 7. Besieged survivors 8. Eager survivors Wilkerson Missions----------------------------------------[WILKERSONS123] 1. Accusations 2. A helping hand 3. Nervous survivor 4. Unwelcomed guest 5. Neutral Observer TIP: Get ready to move-------------------------------[GETREADYTOMOVE123] Mission: Home Sweet Home----------------------------------[JOCOBMOVE123] Marshall Location TIP: Move to Marshall and set up base----------------[MOVETOMARSHALL123] Mission: Scene of the Crime-------------------------------[CRIME123] ---Normal & alternate variations of missions Mission: Mercy Shot---------------------------------------[MERCYSHOT123] Side Mission: Save Doc Hanson-----------------------------[SAVEDOC123] Side Mission: Memento-------------------------------------[MEMENTO123] Ray Santos Missions---------------------------------------[RAYSANTOS123] 1. An elevated perspective 2. Sweet Ride 3. Deliver Goods Marshall Courthouse Missions------------------------------[COURTHOUSE123] 1. The Law 2. Civic Duty 3. Trouble at the Courthouse 4. Eager Survivors The Grange Missions---------------------------------------[GRANGEMISSIONS123] 1. Indefensible 2. A Discrete Request/Help Sheriff 3. Bad Tidings Fairfield Location Mission: Sergeant Erik Tan--------------------------------[TAKEDOWNWALL123] TIP: Loot military tents & helicopter Mission: Lone Soldier-------------------------------------[LONESOLDIER123] Mission: Exit Strategy------------------------------------[EXITSTRATEGY123] TIP: Warning about 2 last missions!!! Mission: The Armory--------------------------------------[THEARMORY123] Mission: The Wall-----------------------------------------[THEWALL123] V. 10 quick tips for the game overall----------------[TIPS123] VI. State of Decay Achievements-----------------------[ACHIEVEMENTS123] VII. Detailed components/Strategies/More info A. Controls: Xbox controls------------------------------------[XBOXCONTROLS123] PC Controls--------------------------------------[PCCONTROLS] B. Important Traits and Skills----------------------[TRAITSSKILLS123] Improvable skills: ---powerhouse, reflexes, and leadership Non-improvable skills: ---counseling, chemistry, construction, ---cooking, horticulture, medical, research C. Weapon Specializations---------------------------[WEAPONS123] 1. Melee Weapon Specializations --Blunt Weapons Specialization------------[BLUNT123] --Edged Weapon Specialization-------------[EDGED123] --Heavy Weapon Specialization-----------[HEAVY123] 2. Gun Specializations------------------------[GUNSPEC123] D. Special Techniques-------------------------------[TECHNIQUES123] --Marathon, Combat Endurance, Ninja, Rage, Instance Focus E. Outpost FAQS-------------------------------------[OUTPOSTS123] F. Understanding the Simulation---------------------[THESIMULATION123] G. Attitudes/Moods----------------------------------[MOODS123] H. The different bases------------------------------[BASES123] 1. Church of the Ascension--------------------[CHURCHBASE123] 2. Kirkman Residence--------------------------[KIRKMANBASE123] 3. McReady Farmhouse -------------------------[MCREADYBASE123] 4. The Alamo----------------------------------[ALAMOBASE123] 5. The Savini House---------------------------[SAVINIBASE123] 6. Snyder’s Trucking Warehouse-----------------[SNYDERSBASE123] 7. Trumball County Fairgrounds----------------[TRUMBALLBASE123] I. Facility information-----------------------------[FACILITIES123] 1. Cooking Area-------------------------------[COOKING123] 2. Dining Area--------------------------------[DINING123] 3. Garden Area--------------------------------[GARDEN123] 4. Library------------------------------------[LIBRARY123] 5. Medical Area-------------------------------[MEDICAL123] 6. Sleeping Area------------------------------[SLEEPING123] 7. Storage Area-------------------------------[STORAGE123] 8. Fitness Area-------------------------------[FITNESS123] 9. Watchtower---------------------------------[WATCHTOWER123] 10. Work Area---------------------------------[WORKSHOP123] J. Credits & Thanks---------------------------------[CREDITS123] PART 2:---------------------------------------------------[DLCBREAKDOWN123] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ------------------------STATE OF DECAY : BREAKDOWN-------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ VIII. Differences with SOD-------------------------------[DLCDIFFERENCES123] IX. Walkthrough A. Find a home-------------------------------------[FINDANEWHOME123] B. Level 1 set up and tips-------------------------[LEVELONE123] C. Traits and team building------------------------[DLCTEAMBUILDING123] D. Find & repair the RV----------------------------[RV123] E. Preparing to leave the valley-------------------[PREPARERV123] F. Loading RV & leaving the valley-----------------[LEAVEVALLEY123] ---TIP: Trick to bring more than 7-----------[RIDEONTHEROOF123] G. Levels 2-6--------------------------------------[EARLYLEVELS123] H. Levels 7+---------------------------------------[LATERLEVELS123] I. DLC: Breakdown TIPS-----------------------------[DLCTIPS123] X. Unlocking Heroes--------------------------------------[DLCHEROES123] XII. YOSE heroes-----------------------------------------[YOSENEWHEROES] XIII. DLC: Breakdown Achievements -----------------------[DLCACHIEVEMENTS123] ***************************************************************************** ----------------------------------------------------------------------------- Ten tips for State of Decay: [10TIPS] ----------------------------------------------------------------------------- Quick Tips: 1. Master the finisher & combat roll. 2. Specializing in weapons makes you far more effective at killing zeds. 3. Take your time on Mt. Tanner to level up Marcus 4. Pay attention to individual moods—you want everyone in a good mood 5. Use survivors needing help as free backup to do what you want 6. Your storage locker has only 255 slots total. Don’t fill up. 7. Bring rucksacks home > opening them up, most of the time 8. Set outposts & the mines to increase the protection zone 9. Have lots of supplies/get rid of infestations/keep high morale 10. The simulation can either help or hurt you, depending how you play. Tips explained: 1. There are a couple combat moves that are essential to master, starting with the finisher (LB + Y on Xbox360, LShift + E for PC), which instantly kills a zombie lying down or kneeling. It kills them regardless whether you have a melee weapon or are unarmed. Don’t just stand there hitting the zombie over and over when you can just quickly kill it. Unarmed? Learn the drop kick (LB + A on Xbox360, LShift + Space on PC). That way, you can drop a zombie on its back, then run over and perform the finisher. But most importantly, master the combat roll (LB + B on Xbox360, LShift+ LCtrl on PC) to get you out of trouble. A zombie running up behind you about to attack? Roll? They’ll miss. A juggernaut is about to grab you? Roll and he’ll miss. A feral is about to pounce on you? Roll while he’s in air and he’ll fall on his face. Tons of zombies attacking and you just need to get out of there? Roll a couple times away from them and it’ll break you free, allowing you to escape. 2. Specialize in a weapon and level it up. This will make a big difference in your effectiveness. When you get to level 4 of either fighting or shooting, it will let you pick a weapon to specialize in. You’ll have to choose it in the menu section for that player. Specialization vastly improves the usefulness of that weapon and makes killing zombies much easier (and more satisfying). For instance, if you level up an edged specialist, it’ll increase their chance of instantly decapitating zombies. You’ll be able to slash through most zombies in 1-3 hits. If you level up a powerhouse (such as Marcus) with edged, they’ll be killing most zombies in 1 hit. It’s incredibly satisfying to just slash through a ton of zombies this way. Specialized melee weapons will also unlock a choice between two new moves to unlock. For instance, blunt weapon specialists have an uppercut move they can unlock that knocks down the zed (even ferals), which can then be followed up immediately with a finisher. I recommend new players start with more melee specializations, at least at first. Once you get more familiar with the game (and have found or crafted more ammunition), then you might try some of the gun specializations. 3. In the original State of Decay, the first part on Mt. Tanner is technically in a tutorial mode, so unlike the rest of the game, you can’t fatigue, get injured or die. So take this time to level Marcus up—sprint everywhere to max out his cardio, fight tons of zombies to level fighting and powerhouse (and select the wrestling slam when you can unlock it—it’s awesome), scavenge everything, get a feel for the various combat moves and whatnot. I recommend specializing Marcus in edged weapons, as you should find a couple up there (and Maya will at least have one you can take). Once you cross that bridge however, the game is on and you’ll be able to fie. 4. If someone is in a bad mood, find a way to improve it. Understanding how moods work in this game is very important to keeping your base functioning. There are three types of moods: good moods, neutral moods and bad moods, and survivors will switch between these moods depending on events. If someone is in a bad mood, they will be more likely to cause trouble, including fighting with other survivors (including sometimes injuring them—either way it’ll reduce their mood as well), splurging through base supplies, running away, requiring a “morale missionâ€, committing suicide, and not fighting back when zombies attack you. Someone in a good mood will behave better, will fight back more when zombies attack, and sometimes will bring in extra supplies during the simulation. Neutral moods basically have no positives or negatives. A base with everyone in a good mood will run much smoother and have far fewer issues, but obviously there will be events that occasionally lower someone’s mood, and at the beginning of the game most people will have neutral/bad moods. How you improve moods is by having them feel like they’ve accomplished something: switch to them and complete some missions (either story missions or missions for other survivors, like zed hunts), clear infestations, bring in rucksacks, kill the hordes during the “too many hordes†event, etc. A survivor with a bad mood not being played can have their mood raised by being helped by someone else—ex: you rescue a survivor needing help and it’ll improve their mood. 5. Need free backup? Exploit the survivor missions. The game is programmed to have survivors asking you for help and this can feel overwhelming when you want to explore or scavenge. The trick is that once you activate one of these missions (such as a zed hunt), you won’t get any new missions and the timers for the other missions will be frozen, and the survivor(s) you’re helping will follow you until the mission is done. That means if you want to take them to go scavenge for an hour first, you can. Just avoid the mission area and they’ll keep following you, watching your back, regardless whether they get hurt or not. Just make sure you eventually finish whatever task they asked help for (otherwise the game won’t save). This way you’re keeping those survivors happy, you get free backup, and you can still explore/do whatever. 6. Your storage locker has a limit of 255 slots total (melee weapons, guns & backpacks combined), so it absolutely is possible to run out of space. It’s harder to do this in the regular campaign because the game is so short, but if you’re wanting to see how long you can last, love scavenging or want to play Breakdown, you need to be aware that there’s a limited amount of space. At some point, you might need to unload the crappier stuff you don’t want by dropping them off at another enclave’s storage locker (that way you’ll at least get some influence back). One trick I employ is to use at least one vehicle's inventory as a spot to save higher influence items you find while scavenging but don't want to sell yet. Save them until you need the influence, and then sell them off to the enclave. 7. In general, it’s typically always better to bring home a rucksack as opposed to opening them up. While opening them up will give you items right now, that’s all you get. If you bring home a rucksack, you’ll get those resources added to your base supply, but you can also improve morale, moods, and you’ll get some individual items added to your storage locker. So essentially you’re getting both by bringing it home. Food rucksacks add snacks and coffee to your supply, medical rucksacks add medicine bottles, ammo rucks add various ammo, fuel adds molotovs, and construction supplies add a melee weapon. 8. Set your outposts (and then select to use mines in the menu). Outposts not only create a safe zone where you can access your storage locker, but it also kills hordes on impact, reduces the chance of survivors needing help/going missing, reduces infestations in the area, and offsets your daily usage of supplies. If you create an outpost with a known resource still in it will reduce your daily usage of that resource by 3. So if your ammo usage is -10 and you have two ammo outposts, it will reduce your usage to -4. If you had 5 ammo outposts, it would create +5 ammo. Set your outposts up in a way that provides a nice blanket of protection around your base, and try to set them up in locations that have good resources. I’d recommend ammo and construction supplies outposts if you can. See [OUTPOSTS123] for more information. 9. Keep your base happy. Get rid of any infestations nearby— survivors get freaked out about nearby infestations. Make sure your outposts are set. Keep a good supply of base resources—at a very minimum, have at LEAST 30 food and 30 ammo. Anything under that and you’re going to have potential negative events (especially with the ammo). I shoot for at least 50 for food and ammo, at least. Try to get at least 20-30 medicine, at a minimum (preferably more). Sometimes flu season comes and can take 10 medicine during the simulation (and your survivors get sick if not), so make sure you have enough. With construction supplies, make sure at a minimum you have enough construction materials to last a couple days in the simulation (at least 2 to get the bonus report benefits). 10. The simulation shows what happened while you were logged off, and is all related to how you left the game. For instance, your daily usage of supplies is consumed (or created), certain items in your storage locker are restocked (medicine, snacks), tired survivors will be replenished (unless you don't have enough beds), sick/hurt survivors will have a chance to recover, any research or projects started will be finished, and potentially some events based on facilities (ex: if you don't have a watch tower, a freak could break in and kill someone). Sometimes survivors will bring in more supplies. If survivors were left in a bad mood, they could act up by running away if you don't have a counselor. You also benefit from the bonus report if the 2nd day of the simulation runs. At that point, as long as you have enough construction materials to support the daily usage, you'll get an additional +3 resource of every outpost's generated resource added on top of your supplies, as long as you left one resource in the outpost. see [THESIMULATION123] for more information. ----------------------------------------------------------------------------- [YOSECHANGES] YOSE changes The YOSE version does have some changes from the original, so if you're a returning player you'll notice some changes: 1. The heavy weapon low sweep has drastically been nerfed, so it is not as effective as it used to be. If you specialize someone in heavy weapons, you might consider choosing the "spin" move as opposed to the "low sweep". 2. Lifeline soldiers Hawkes, Kilo, Vince and Sasquatch were added in as heroes that you can unlock. They also bring the Lifeline radio options, such as drone strike. If you are a returning player, your game also included a special character, Gurbani Kaur, who has 2 unique swords and one unique rifle that has a built in suppressor. The Lifeline heroes can be unlocked via challenges like the other heroes, and Gurabani can be unlocked via the radio option (once you have reached an official homesite or the base, so in the campaign version, you need to get to the church first, in Breakdown you need to join an enclave, and Lifeline you need to get back to the base. I have a section for unlocking the new heroes if you need help at [YOSENEWHEROES]. 3. The difficulties between the original and YOSE are technically the same in regards to zed density and whatnot, but YOSE has a larger distance it can snap to targets, so you can spawn and attract more zeds in YOSE. Also, you'll likely see more freaks in one spot. So you can be attacked by 2 ferals and a juggernaut at once now. 4. If you purchased a "day one" disk, it included the prepper's pack, which includes a camouflaged RV, a folding axe, and a rifle that has a built in grenade launcher. This can be obtained via the radio menu, and if you're playing Breakdown, can be called once per level. 5. There are some graphical changes, including the survivor profile, how zeds walk, how survivors swing their weapons, some light fog at times, etc., as well as new music. 6. All the weapons from Breakdown and Lifeline are now available in all 3 games. There's also new vehicles (SUVs), and some new vehicle skins. 7. The default front kick you'd do when you were unarmed has been replaced by a knife attack. It's pretty cool, but it's only effective one on one. 8. Some of the facility features from Lifeline are now available, such as being able to make snacks and coffee (in the kitchen), being able to craft ammunition (in the munitions shop, after researching it), and being able to immediately repair damaged weapons at the storage locker (as long as you have built at least a workshop or better. Oddly, the built-in workshop won't do it apparently, but any other one will). 9. Some missions that never or rarely worked in the original are now working in YOSE. For instance, there's a mission where you go to an enclave's residence, pick them up, and then go scavenge a location. 10. There is a new mission type in YOSE: CLEO drops. I have a full section on that in the next section, [YOSECLEO]. 11. If you're playing on Xbox One, there will be monthly challenges that unlock a special radio option, such as a unique weapon or a new survivor. Check your achievements to see what the monthly challenge is. 12. The "roof riding" exploit in Breakdown was removed. You can no longer take more than 7 people to the next level in YOSE. It still works in the older version though. 13. There's a new type of gun and ammunition: incendiary shotguns, which fire incendiary shotgun shells. These are great because like the regular shotguns, in the hands of a shotgun specialist that can kill a bunch of zeds in one shot. The difference is now they can also kill armored zeds too (by lighting them on fire), so shotgun specialists became even more valuable. Also, since incendiary shotguns light up the zeds, they can be effective in anyone's hands, even non-specialists. Incendiary shotgun shells can be manufactured in the munitions shop for 4 fuel. ----------------------------------------------------------------------------- CLEO DROPS---------------------------------------------------------[YOSECLEO] There's a new mission type in YOSE in all 3 games (the original, Breakdown & Lifeline), which involves supply packages dropped randomly in the valley. In this game and Breakdown, Lily will intercept some strange recording which has a female voice using military alpha characters mixed with numbers. When she tells you about it, an icon will appear on the map showing where it landed. The supply crate has a beacon attached that makes a ton of noise, which attracts lots of zeds. You drive to the beacon, which will be surrounded by zeds, kill them and then shut off the beacon (by searching the container) before it attracts more zeds. Then loot whatever is in the crate and leave. The container typically has some type of resources (food, ammo, construction etc.), and often new weapons (melee and guns), as well as other helpful items, such as machine made suppressors (good for 50 shots), snacks, mines, grenades, etc. They aren't unlimited, however. Eventually, usually after the 6th one, Lily intercepts a message that CLEO (whatever CLEO is) has experienced a problem and won't be sending anymore. There's usually around 6 in the story version, as well as Breakdown (however, apparently Breakdown is supposed to have more than that, so eventually we'll get a patch to increase how many we get in Breakdown). Since the noise attracts so many zeds, it can be difficult, and each new one will be a little harder (at least in regards to how many freaks there are). The first one you might be able to just run over all the zeds, jump out, turn the beacon off and then loot everything and leave. But eventually, more freaks, including bloaters and juggernauts, will be there. So here's some tips and strategies: --Unfortunately, this is not a mission you can bring a follower (unless you are using the exploit trick which I'll mention in a few paragraphs). --Before leaving to the location, check on the map to see where it is. Most are in the countryside where you can just drive up and smash a bunch of them, but not all. There are some spots where it falls within a fenced location. One example is the fenced warehouse that's along the road in between the two bridges--I've had CLEO drops there, and you can't drive there. In those situations you'll want to stock up extra good. --Bring someone leveled up. Don't bring a newbie. I typically bring one of my fighters with a good gun and lots of ammunition (to shoot any bloaters or juggernauts). Sometimes I'll drive up and hit all the regular zeds and any ferals, then jump out and shoot any bloaters or juggernauts, and then melee any remaining zeds before shutting off the beacon. --If you have Walter Degrasse in your group, he's very handy to use since the bloaters won't affect him. --Since they're all standing near the beacon, one strategy is to roll up on them and then throw grenades or molotovs at the group. If you have an artillery or drone marker, it's even better. Just toss it at them and watch them all light up, and then go loot everything. TRICK/EXPLOIT: If you really don't want to deal with all the zeds, there is a known trick. Mentally note where the CLEO drop is, then start a different mission (such as a zed hunt). Then head over to where the CLEO drop is (you won't see it on the map, but it's still there). There won't any zeds, at least not the levels you'd normally see. You might have a couple from wandering around, but not the same CLEO zed intensity. Then just loot the container and go finish whatever mission you started. At that point, you'll see the CLEO mission is still technically active, so you just need to drive near it and it'll recognize you shut off the beacon. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------- State of Decay Walkthrough [SODWALKTHRU] ----------------------------------------------------------------------------- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOTE: The Walkthrough is primarily organized by location and story progress. So when new elements/features are unlocked, I'll discuss them at that time, as well as general tips and advice at certain points in the game. Following the walkthrough I have more specific sections (such as different facilities, bases, or concepts like the simulation, outposts, etc.) If you just have questions on the simulation or outposts, you can quickly locate that section with the searchable phrases provide below. ----------------------------------------------------------------------------- ============================Location: MT. TANNER============================ Mission: Find Help [FINDHELP123] Immediately upon entering the game you start as Marcus and need to help Ed, who is being attacked by zombies. Use the left stick to head over to Ed and hit the “X†button to have Marcus attack the zombies. When they are kneeling or knocked down, you can do a "finisher" move which kills the zombie zombies, you’ll be directed to head to the Ranger’s Station, which will appear on the little map as a blue circle. You can either run there and simply kill any zombie that attacks, or you can sneak by holding the B button, which makes you crouch. If you ever need to get away quick, you can also sprint (hold LB + your direction), but note that it will drain stamina. Once you get to the Ranger Station, you’ll have a short conversation with Thomas Ritter, who tells you to climb the water tower around back to get your bearings of the area and then sweep the cabins for survivors. ----------------------------------------------------------------------------- Mission: Survey the area [SURVEYTANNER123] The water tower is right behind the Ranger Station. Head out the door and over to the ladder, and press up. Climb to the very top and the survey mission begins, showing you a progress bar for how much more you have to find. Hold the LT button to survey, hover over a question mark, and it will tell you a description of what you are looking at. Continue looking around the map until you have found everything. When you are done and start heading down, you’ll hear a couple gunshots in the distance, and then another mission will become available (and you’ll see another blue circle on the mini map to show the area where the noise came from). Don’t do this mission yet. Instead, pull up the map (back button) and locate the other mission that Thomas Ritter gave you to sweep the cabins for survivors. On the map you can click on that blue circle to set it as a location on the map. Follow it until you get to that cabin. Tip: Become familiar with the combat controls, including unarmed: [FIGHTING123] -----------------------------[Fighting Controls]----------------------------- For PC controls, see [PCCONTROLS] Combat you can do at any time, even if unarmed: Y = kick, or stomp on a zombies head that is on the ground.** LB+A = drop kick (knocks them on the ground) LB + Y= pushes a zombie LB + Y when a zombie is on the ground or kneeling: finisher/instant-kill: instantly kills any zombie on the ground or kneeling. LB + B = combat roll (which also is a stun if you hit a zombie with it) **In YOSE, the front kick will be replaced with a knife attack, at least when there aren't many zombies around. Combat that requires a melee weapon equipped to do: X = regular attack A = a stronger attack B = dodge (if you immediately follow it with a melee attack, you’ll knock them down) Combat you need a gun equipped to do: LT= Aim your gun RT= Fire gun LT + Y= reload ----------------------------------------------------------------------------- Mission: Search for Cabins [SEARCHCABINS123] In the cabin, you’ll see no one is there, but there are items to scavenge. Hold the “Y†button to search the items that are glowing. Once you are done searching, it’ll either tell you nothing was found or show you what was there, which you can then pick up. You can also speed search by holding the LB button + Y, but note that can lead you to making a loud noise--which attracts a bunch of zombies. Continue searching until you have searched everything in the room, and then Marcus and Ed will discuss whether they should continue searching cabins or head to the gun shots. TIP: Before completing the next mission, I recommend taking this time to scavenge for items and level up Marcus. At this point in the game, it’s the “tutorial†phase, so zombies can’t kill you (not until you cross the river), and you can’t fatigue. Ed can’t die at this point either. So I recommend gathering all the items you can and leveling up Marcus’ skills, which I’ll discuss a little below. ----------------------------------------------------------------------------- Scavenge Mt. Tanners & level up Marcus [SEARCHTANNERS] Scavenge for supplies: Go to every location and search everything. (Avoid the blue marker that triggers the next mission).When your backpack is full, head to the Ranger Station and drop off extra items in the storage locker. Continue scavenging until there is an “X†over every campsite and cabin. You can also search the restrooms. If you find a “big backpack†then equip it so you have more space. During this time you’ll find a variety of items (that appear at random and will be different from game to game), including: 1) Medicine: When activated, restores partial vitality. How much it restores depends on the strength of the medicine. 2) Snacks: This restores stamina (which drains when you are fighting or sprinting) 3) Stimulants: These restore stamina when you are fatigued (which won’t happen until after you’ve made it to Spencer’s Mill) 4) Firecrackers/dolls/alarms: These make noise to bring the zombies towards the area. 5) Flares: It lights the area up (and can bring zombies). 6) Guns: If you find one, you can fire it by holding LT to aim, and RT to fire. 7) Suppressors: You attach it to whatever gun is equipped and it reduces the noise when firing for so many shots 8) Junk: As that name says, it's junk. Don't pick it up. 9) Melee weapons: blunt, edged, and heavy. If you look at the item’s description, you’ll see how durable it is. At this point in the game, most of the melee weapons aren’t that good, but that’ll improve later. Collect as many as you can because they can break (even though it’s easy to fight without weapons too.) To use items, you can select them in your inventory with the direction pad and hitting LB to trigger it. You can tell which item is selected because it'll appear on the regular screen near the mini-map. Level up Marcus’ skills You can see his skills by selecting his character in the menu (press up and tab over to his character) Marcus’ profile and skills: --Cardio: This is how long you last fighting or sprinting. To level it up, you need to sprint everywhere. Use snacks to refill your stamina. As you level up, your max stamina will rise. --Wits: This is how quickly you can search a location when scavenging. You level it by searching, and a library (later in the game) will raise your wits quicker. --Fighting: The higher your fighting skills, the higher your max vitality. You raise it by fighting zeds. --Shooting: The higher your level, the easier it is to aim. It increases with headshots. -- Leadership: Being able to recruit survivors quicker. You raise it by leading into the fight first or cheering your fellow survivors when they are killing zeds (RT + Y) --Powerhouse: This is how much you can carry, as well as extra power during fighting. It increases your ability to kill zeds, allows you to fight with heavier weapons easier, and unlocks extra moves when you level it up. This levels up by fighting, although slower than the fighting skill. At level 3, you can unlock a more powerful kick or shove (either work), and at level 6 you can unlock a suplex slam or double kill (the suplex is AWESOME). There is also a section where you can unlock a “special skill†including marathon, fighting, ninja, rage and shooting. At this point, wait on picking one of these until later. I have a specific section on choosing traits and specialization. See: [TECHNIQUES123] TIP: I recommend taking this time to level up his cardio (by sprinting) and fighting & powerhouse (by fighting). Sprint everywhere and fight a ton. When it comes to specializing a weapon for Marcus (at level 4 of fighting), I recommend edged. You should be able to find a couple dull blades, and Maya will have an axe that you can take when you later retrieve her. Remember: he can’t die or fatigue at this point, so level him up a bunch. Once you have Marcus leveled up in cardio and fighting (and preferably powerhouse), then head to the next mission. ----------------------------------------------------------------------------- Mission: Distant Gun Shots [DISTANTGUNSHOTS123] As you head in the direction, you'll hear more shots. Getting closer, you see a female character (“Mayaâ€) shooting zombies. Kill the zombies heading toward her and it will cue a cut scene. After that, you are to head back to the Ranger Station. At this point it tells you that Maya is playable, and that you can switch between the two. Some people choose to switch to her and level up her fighting and cardio, but I don’t think that’s necessary at this time. If you leveled up Marcus like I recommended, it’s not that necessary right now. Either way, head back to the Ranger’s Station. ----------------------------------------------------------------------------- Mission: Escape Mt. Tanners [ESCAPETANNERS123] When you come back to Ranger’s Station, you’ll notice everyone is dead. This is scripted and there’s no way to prevent it. A cut scene will occur, and then Ed will be attacked. Run over and help him. At this point, Ed is injured and the three will decide it’s time to leave the area. At this point, you need to get the stuff you gathered into Marcus and Maya’s bags. If you have another big backpack, have Maya equip it so she can carry more. Load up the medicine, weapons, snacks, and ammo first. You might not be able to bring everything, and that’s ok, just get the essentials. Maya has some snacks so I recommend switching over a couple to Marcus so that he has some, and make sure he has a good weapon. Don’t carry over his limit or his stamina will drain quicker when sprinting. Maya and Ed will continue fighting with whatever weapons they have (note: even if you give Maya a crappy weapon, it won’t ever break while she’s using it. NPC’s fight the same regardless how much weight they are carrying or what type of weapons they have). When you are done, leave the Ranger Station and heads towards the truck that is located near the warehouse. Once you get close enough, Ed will say that he took a walkie-talkie & keys from the dead guy. At this point, you’ll be able to drive the truck that is there. I recommend driving it south to the bridge, where you’ll notice the bridge is out. You can either jump it (get a good start) or get out and cross the river below. I recommend the latter option because there’s another mission later in the game where you need to come back here, and it’s much more convenient having a vehicle here. If you choose to cross on foot, there’s a path leading down to the river on the right of the bridge, and then once down there you head right a little bit and you’ll see some rocks that you can climb up (by using Y to climb). NOTE: At this point, the tutorial is over and you CAN die, so make sure to use medicine if your vitality gets low. Once you cross the bridge, you’ll see a car not too far away. Get in it. At that point it will cue the next mission. ----------------------------------------------------------------------------- MISSION: Voice on the radio [VOICEONRADIO123] Once you cross the river, you’ll hear a voice (Lily) who tells you a little about what’s going on. A marker will show where the church is and you simply head into the next town (Spencer’s Mill) and go to the church. Once you arrive, you’ll be greeted by Alan, who isn’t too pleased with more people joining, especially with Ed looking sick. Lily will come greet you and walk you into the church. ========================Location: SPENCER’S MILL============================= ----------------------------------------------------------------------------- Mission: Home Sweet home [HOMESWEETHOME123] Lily gives you a tour of your home base. Simply follow her and listen as she points out the main area, her radio station, the kitchen, the beds, and the infirmary (where Ed is). After talking, she’ll tell you they need more meds, hand you a rucksack bag, and then say that you can survey the area (like how you did at Mt. Tanners). ----------------------------------------------------------------------------- Tip: Learn about your base, group, and basic features [LEARNBASE123] Basic Features & New Elements Journal/Base information menu: Pressing up brings up your journal and your base information. From left to right, it has your character information, their skills, your assets and home tabs Melee weapons: When you highlight one, it shows you the weight and durability. If it’s damaged (shown as yellow), you can place it in the storage locker and it will repair overnight (as long as you have a workshop). Guns: When you highlight a gun, it will show you how it is rated on a variety of levels (from top left going down): accuracy, noise level, kick when firing, durability, whether it can be silenced, and whether it can have a scope. If a gun is damaged (shown as yellow), it can be placed in the storage locker and repaired overnight (as long as you have a workshop). A damaged gun will occasionally jam while you are trying to shoot it. Skills Tab: This shows your progress in leveling up your skills, and is also where you can choose weapon specializations and unlock skills. Assets: This shows a breakdown of your group’s assets, including influence, population (how many people in your group), labor (how many people who aren’t tired/injured/sick), fame (group’s reputation), beds, your stockpile information for how much food, medicine, ammo, construction supplies and fuel you have, the storage limits for each item, and how many resources of each your group is using per day. Home: This shows your base, including what facilities you have (and where you build/upgrade them), and your outposts. Facilities: By pulling up the menu, you can see the church has a shooting tower (outside), an infirmary (outside), a kitchen, and the pastor’s quarters (which sleep 8). There are two blank spots to build new facilities. You don’t have many supplies to build much yet, but you can at least build a workshop (which allows damaged weapons put in the storage locker to be fully repaired overnight—-no more breaking weapons). Your group: It’s also good to see who is in your group right now: there’s Marcus, Ed, Maya, Lily (the radio operator), Alan (the guy who doesn’t want you living there), Pastor Will (who is treating Ed in the infirmary), Jacob (Lily’s brother who is missing),and Sam (the girl with the unique shirt). At this point, only Marcus and Maya are playable (because Ed is hurt— when he is better, he will be playable). You’ll eventually be able to earn Sam’s trust (and thus she will be playable), as well as Jacob, and any new survivors who join the group; however Alan, the Pastor, and Lily will never be playable. New survivors who join your group will be playable once their trust is earned. You can build trust by bringing in supplies, completing missions, and helping fellow survivors during side-missions, which are now available. Side missions are when other survivors are asking you to help them, such as zed hunts, clearing infestations, finding missing people, creating a distraction, etc. Traits: When you look at your survivors’ profiles, there’s a variety of traits listed with each survivor. Some relate to their previous jobs, hobbies, natural characteristics, personalities, interests, background, etc. These traits can correlate with skills they have (a "foreman" will construction skills, a "medic" will have "medical skills", etc.) or to aptitudes on leveling up certain skills (“eagle eyed†allows the survivor to level up shooting quicker, “fast hands†level up fighting faster, etc.), and some survivors come with skills already leveled up some (a boxer’s fighting and cardio is already leveled up a little). Some traits are negative, such as “smoked a pack a dayâ€, which makes cardio take longer to level up. Some are personality traits, such as “autocrat†or “jerkâ€, which means they might cause some drama/fights with other survivors. Other traits & skills have nothing to add or take away to the survivor (like “accountantâ€, “liked to travelâ€, etc.) The Simulation: When you exit the game, it eventually enters into a simulation-- your survivors will continue bringing in and using supplies, as well as fighting zombies and hordes. Resource supplies & Rucksacks When you search locations now, you'll see sometimes you'll find a supply of resources (Ex: bag of medicine). If you bag it up in your rucksack and take it home, it adds to your base resources. There are 4 types of resources: food, medicine, ammo, construction supplies, and fuel. When you find a resource, you can choose to either gather it all into a rucksack, break it open, or leave it there: 1) A rucksack is a bag that goes on top of your backpack. It'll slow you down and drain stamina if you try to run with it on. Once you rucksacked a resource you can't open it up. You can either take it home or leave it on the street to bring home later. (Note: You can have 10 rucksack bags on the map at a time, but any more it'll start deleting old ones). Unfortunately at this time you can't tell another survivor following you to pick up a rucksack or put any in your vehicle. It has to be
something you carry.
2) You can break open the resource to see the items individually.
Breaking up food usually gives you snacks and sometimes mild stimulants
like coffee or energy drink. Medicine bags broken up give you medicine
or stimulants. Ammo bags will give you ammunition and sometimes grenades.
Construction supplies broken up will give you a melee weapon (but the
quality depends--sometimes you'll get a crowbar and other times you'll
get a 2x4. I wouldn't recommend opening up construction resources for
this reason).
3) Leave it at the location until later. If you go to your map, you'll
see it notes what known resources are left in the buildings you have
searched.
Resource consumption:
In the asset tab of the menu, you can look at your supplies and see how
much food, medicine, ammo, construction supplies, and fuel you have. You
can also see how much you’ll use daily (during the simulation) See
[SIMULATION123]. For instance, you might have 10 available food, and see
that you are using -8 a day (since there are 8 people, at the moment).
Food and ammo are based on how many people you have in your group.
Medicine is based on how many people are hurt or sick. Construction
supplies are primarily for building or upgrading facilities, and its
consumption is based on how many facilities and outposts you have. Fuel is
for setting mines at your outposts, so you generally are only using 1 per
game day. Food and ammo are your most important resources, so try to have
a couple days’ worth of food stored up. You can also reduce how much you
consume with outposts or certain facilities (like the garden). At this
point, don’t worry too much about it. I'll explain more about it a little
later.
Your storage locker:
As the game explained, you can drop off items (to gain influence), or to
take out stuff (for influence). There is a section for ammunition,
stackable items (like medicine/stimulants/grenades), melee weapons, guns,
and backpacks. There are a total of 255 slots, and everything outside of
the stackable items takes up one slot. Each stackable slot holds 255
items. This means that it is possible to fill up the storage locker if
you put too much in (in which case, you’ll have to take out stuff and
start dropping them off at other enclaves’ storage lockers or break them).
This usually isn’t a problem in this game, but it is in the Breakdown
DLC. Nonetheless, it can still happen in this game too, so it’s something
to keep in mind. There’s a section on the menu that tells you how many
melee and guns you have, so if you see it getting too high it wouldn’t
hurt to start taking out the cheaper weapons and getting rid of them.
You can also put damaged weapons in your storage locker to be repaired
overnight (as long as you have a workshop).
Influence:
Influence is respect earned from other survivors and is gained by
completing missions and bringing in supplies. Now when you drop items off
into the storage locker, you’ll get influence, and when you take items
out, it’ll cost you some (and it always costs a little more to take out
than put stuff in). Try to have at least 50-100 influence, at the
minimum.
Fame:
This is based on the group’s fame/reputation, which is directly related
to influence. If your influence amount goes higher than your fame amount,
then you’ll start losing some of the extra influence (this is just to
balance out the game and keep people from scavenging a bunch at the
beginning and then never needing to worry about influence again). You
can raise your fame level by recruiting more people, doing missions, and
leveling up your characters.
The Radio:
Pressing down on the d-pad brings up the radio, which should have a few
options you can buy with influence (note: each radio option has its own
“cooling off†time to prevent you from using it too frequently. Radio
options:
--Call scavengers:
If you find a building with known resources in it, you can tell Lily to
send someone to pick up the bag. It takes 3 minutes to recharge before
being able to call more. I’ll explain it a little more below in the
“scavenging†area.
--Establish outpost:
Outposts create safe zones where zombies won’t spawn [unless you make
loud noises]. That doesn’t mean zombies from outside the safe zone won’t
occasionally wander in, but it’ll be much safer for you and your group.
Your survivors will have greater chances of making it home if they go
missing in the area, you’ll have access to your storage locker in the
outpost, and the outpost will reduce your daily usage of supplies.
See:[OUTPOSTS123]. It has a 10 minute cooling off period.
--Relocate Home Base:
This allows you to move the base (however it isn’t available in the main
game until completing a later mission with Jacob. It has a 60 minute
recharge (and can only be used 3 times).
There are other radio options you can unlock later by completing missions,
including being able to call for backup (a SWAT team shows up and helps
you for a couple minutes), sharpshooting (Mickey provides some covering
fire), words of inspiration (Pastor Will restores your max stamina),
death from above (artillery strikes fall where you throw the marker),
vehicle delivery (a random vehicle from the map spawns near you),
construction advice (finishes all construction projects), and medical
advice (restores max vitality after being injured).
Using the radio to look for supplies or survivors:
There’s also other radio features found by accessing the journal/menu and
selecting the radio room “facilityâ€. From there, you can ask Lily to look
for
survivors (for 100 influence) or to look for specific types of resources for
20 influence. For instance, you can tell Lily to look for construction
supplies, and then she’ll give you a couple locations you can find that
supply on the map. Just bring up the map, click on the question mark and
it’ll show you where you can find the supplies. On the feature to look for
survivors, if she finds some she’ll tell you a location to pick them up (and
they are usually being attacked at the moment). You won’t always find
survivors this way, sometimes you have to use the radio feature a couple
times in a row to find people.
Understanding how/when people die & the permadeath feature:
Since you are out of the tutorial, now your playable character can die,
as can the survivors who are following you. When zombies start attacking,
you lose vitality. When it drops low enough, the zombies can take you down
to where you’re kneeling & trying to protect yourself. At this point you
need to hit the “B†button as quickly as possible to get back up. The
longer you are down, the more your max vitality drops. If it drops all the
way, you will die and the zombies will rip you apart.
Unlike other games, if a survivor dies, they die for good (unless you start
a new game, of course). There is a trick to stop it, although some gamers
might consider it unethical: if you turn of the game/power before you die,
and then log back in, your character will be at the base (potentially
injured, but alive).
The survivors who follow you are fairly tough, but they can die. When they
need help, they’ll yell for assistance. Usually you'll see a little icon too.
Sometimes they can get up on their own once or twice, but if their health
is low enough, they can die. When this happens, they will usually throw a
grenade at the last second and kill the group of zombies gnawing on them.
If you are nearby when they throw the grenade, this can hurt you. If a
vehicle is nearby, it'll blow up.
Emotes:
When you hold down the RT, it shows you a variety of emotes you can say: Y
is cheer (you can gain trust by cheering when another survivor is killing a
zombie), X is taunt (draws zombies to you), and A and B is agree and
Disagree, respectively (no use—-I think these two were put here when the
game was supposed to be co-op). I use the taunt feature frequently,
especially when I'm levelingup fighting. I'll use the cheer too, but it
has to be timed exactly right to get the bonus of gaining emotional trust.
Morale:
This is how your group overall feels as a community. When you start out, it’s
going to be fairly low. It’ll rise as you complete missions and bring in
supplies. Every day you log back in, the morale will be around 50% (but can
be improved).
Attitude/mood:
A survivor’s mood is how they are feeling. It affects how effective they are
and how they interact with others. There are many types of moods that fall
under“goodâ€, “neutral†and “bad†moods. (You can tell by seeing the
emoticon
next to their attitude). Bad moods lead to trouble, including fights with
other survivors (which can reduce their moods, cause injury, reduce morale),
lead to runaways and even suicides. You can improve moods by doing missions,
completing tasks, bringing in necessary tools to complete a construction
project, destroying hordes during the “too many hordes†problem, helping
other survivors, and bringing in resources. This becomes important to
monitor during the DLC: Breakdown. I have a full section on moods if you
want more information: [moods123]
Your map:
Now more of the map is unlocked, including Spencer’s Mill and Marshall, as
well as all the countryside in between. There’s still one portion that is
blocked by the Fairgrounds (which will be unlocked further along in the
game), but outside of that there is a large map you can freely explore.
-----------------------------------------------------------------------------
Mission: Lay of the Land
SURVEYSPENCERS123]
Before you do anything, going to the menu screen and select to build a
workshop. Once it's built, it will allow damaged weapons (they turn yellow)
to be repaired over night, so you won't have to worry about breaking them
anymore. If they turn yellow, you just put them in the storage locker and
they'll be repaired. But you need the workshop first. You'll note there
is still one spot where you can build something, which you can wait on
until you know what you want to build/have enough supplies. You can be
another bunk bed room so that everyone has a bed, or you can build a dojo
that will increase the speed at leveling up your fighting skills. I do
the dojo, but it really doesn't matter too much because you're going to
want to move from the church as soon as you can.
Drop any extra items you have from the Ranger Station into the storage
locker and make sure you have a couple snacks and medicine, etc. Once Marcus
is ready, leave the church and head back to the vehicle. Drive to the marker
and park in the fast food restaurant’s parking lot. Climb the fence to access
the tower and then climb all the way to the top. From there you have to
survey the town until it says you are done. Eventually you’ll spot a vet
clinic and deduce that you can get some antibiotics for Ed there. At that
point, another message will broadcast to the radio from an unknown group of
survivors who want to join the group. Climb down and get into the vehicle.
Tip: Build a workshop so that damaged weapons can be repaired.
Tip: Vehicles now have inventory slots (how many depending on the vehicle)
so now you can put resources, weapons, medicine, ammo, etc. in the
vehicle!
-----------------------------------------------------------------------------
Mission: Vet clinic
[VETCLINIC123]
Pull up your map to put a marker where the vet clinic is and get into your
vehicle. Lily will tell you that Sam and Alan are going to join you, and then
Alan will chime in telling you not to drive up in a vehicle because it brings
noise. So park your vehicle at that gun store across the street from the fast
food joint and then start heading to the vet on foot. Once you arrive,
they’ll tell you to break into the building. Head to the front door and use
the “X†button to barge in. Once inside, they’ll start looking for
supplies
while you are supposed to kill any zombies that come near or into the
building. If you want, you can also search the building to find some supplies
too. If you find a cache of medical supplies (as opposed to individual
items), it allows you to either break open the bag and grab the items
individually or rucksack the entire cache of supplies. I’d recommend picking
it all up as a rucksack. Then begin leading Sam and Alan back to the base.
Along the way, Sam will tell you some advice, such as not making too much
noise. At this point, you might notice hordes on the map— clusters of
zombies. It’s best to just avoid them at this point, so you should sneak
past them. If a horde is coming down the main road, you can sneak in the
wooded area to the right of the street. Start heading back towards the fast
food restaurant and gun store, and then up that street like you're going
back to the church. Eventually, Sam will complain that her rucksack is
tearing and that she needs a vehicle, so at that point head back to the
vehicle you left at the gun store. Alan will head back to the base on his
own. Then drive Sam home and head to the storage locker to drop off the
supplies. You’ll see now you have more than enough medical supplies and a
cut scene will begin.
-----------------------------------------------------------------------------
Side Mission: Eager Survivors want to join you
[PICKUP123]
Note: The game simply calls everything a mission, but there are different
types of missions: ones that advance the plot and typically don’t have a
time limit to complete (which I refer to as “missionsâ€), and missions from
other survivors (including your group or other survivors) who need help,
which I refer to as “side missions†to differentiate between the two. Side
missions are optional and not required to advance the plot, however not
completing them in the time limit (typically 30 minutes) results in a small
loss of morale and trust, a drop in mood, and sometimes if it relates to
another enclave, the collapse of their enclave. I’ll go into the consequences
of not completing them individually later.
Now it’s time to go pick up the survivors who asked to join you when you were
surveying the area. You could use Marcus or Maya, but since I typically
have Marcus already leveled up quite a bit by now I switch to Maya so that
I can level her up a bit during this mission. Since she's picking up 3
survivors, that means 3 people watching your back. So after I pick them up,
before taking them back to the base I'll set up all 4 outposts, but since
there is a time delay between how long you can use it, I'll also take care
of nearby infestations too (since you have the back up), and just kill zeds
for a bit.
------------>TIP: Set up your outposts before heading home.
[SETUPOUTPOSTS]
Head to the gun store and search every item in the place until it’s fully
searched.You’ll likely find 1-2 caches of ammunition, but just leave them
there for now. It’s okay if you can’t pick up everything because we are
going
to turn it into an outpost. You need to fully search the building and have it
clear of zombies (no zombies in or near the building). Once that’s done, pull
up the radio and select “create outpost†for 50 influence. It will put a
storage locker in the building, so now you can drop off some of the cool guns
or ammo you found (which will always increase your influence). Look at the
map and see how it made a little circle around the gun store. Since there
was ammo in the building, it has created an ammo cache which reduces your
ammo consumption by 3, so if it was -9 before, now it’s -6. Now, go to your
menu where you can see the outpost, and choose the option to set the mines
for 1 fuel. This will increase the zone of protection (check your map to see
how big it is). If a horde comes into contact with it, it will ignite the
mines and blow them up. (Then they will be automatically set up after
about a minute or so). Now we are going to set the other 3 locations.
What I recommend is to set your other outposts in areas that will
essentially protect most of the town. Looking at the map, you can
see the protection the outpost gives, and the protection of the base, but
there is a gap in between: go put the second outpost in one of those houses
in between the two. When you search it, you’ll likely find food caches.
Keep it there and set it as an outpost to create a food outpost (which
then reduces your food by 3 a day). Go place your other two, preferably
as food or ammo construction facilities. Once you have all four set up,
then take the group home. Your character by now is plenty tired and needs
a good rest. Once you come home, it’ll show three new survivors have joined
(and at least 1 will be playable).
-------------->TIP: Clear infestations & level a survivor up
Since there is a 5-10 minute wait between when you can set up an outpost,
use this time with the backup to clear any nearby infestations. It's
simply an area with lots of zombies, including 1-2 "screamers" (when
they scream, it hurts your ears, temporarily making you vulnerable).
Shoot them/kill the screams as quickly as possible, and then take out
the rest of the zeds too. You can also drive up to it, honk until zeds
come out, and then mow them down. But I would recommend melee as much
as possible to level up Maya. For more on infestations, see
[INFESTATIONS123].
Once you take the survivors home, the 3 will join your group. 1 will be
immediately playable, the others will be once their trust improves.
-----------------------------------------------------------------------------
Survivor missions: Zed hunts/clear infestations/scavengers?/distractions
Tip: Missions relating to saving Ed are priority over everyone else right
now.
At this point, you might start getting requests for help from your survivors
or survivors from another enclave. I have another section that details that
in more detail. Lily will also start giving some story missions, such as
seeing what the military is up to and Lily's brother Jacob needing help.The
ones you want to make sure you do ASAP are those relating to saving Ed, as
he will die if he doesn't see a Doctor. So when the mission to help
Jacob comes up, do it right away. That way it unlocks the mission to
fetch doc, which will ultimately save Ed. If the mission to save Jacob hasn't
spawned yet, just do any of the missions where survivors are asking for help
until then. For more on missions you'll get from your survivors, see
[SIDEMISSIONS123]. For more on killing particular freaks, see
[KILLFREAKS123].For more on interacting with other enclaves, see
[ENCLAVES123].
-----------------------------------------------------------------------------
Mission: Help Jacob
[OKNOWHELPJACOB123]
Jacob is in a barn outside of map. You’re going to need to look at your map
to see where it is. Drive there and go kill the zombies attacking him and
his friend, Eli. A cut scene will follow, and then you’ll be asked to do a
distraction so that Eli can run away. Forget the firecrackers you were
given, just get in your vehicle and drive to the area, lay on the horn for
a bit, and then drive off. Drive Jacob home and the mission will complete.
-----------------------------------------------------------------------------
Mission: Get Doc from the Wilkersons
[GETDOC123]
Jacob tells Lily that Doc is at the Wilkersons, and you learn you need to
go fetch him to save Ed. Do not delay this mission, as Ed can die if you
put it off at this point. This is a besieged mission, so you need to make
sure you have at least 2 good melee weapons, a gun & ammo, and some snacks
and medicine. Drive to the location (it’s a good distance away) and
then run up to the crappy looking building. You’ll find out that Eli
(Jacob’s friend) is hurt, that the Doc is trying to help him, and that a
bunch of zombies are heading this way. You need to help board up all the
windows and kill the zombies that attack. There will be a bunch of them,
and most importantly, there will be a juggernaut there (the BIG freak).
Once you start boarding up, you’ll be given some molotovs from their
storage locker—save these for the juggernaut.
When the zombies start coming, you can either shoot them through the
windows or go outside and kill them all (that’s what I usually do).If
you go out front a little ways, you'll get some help from Mickey who can
snipe from above.
However, watch out for the Juggernaut and get inside when he appears. If
you are outside and he approaches, keep a distance. He can rip you apart
if he grabs you. If he attempts to charge, roll out of the way. It's
easiest to kill him from inside the building, so get back in there if
you weren't already.
He’ll come up the porch and start charging the door, but he won’t be
able to get in. The boards you set up will start breaking, so some zombies
will start coming in. Kill any that come in, and then throw a Molotov out
the window to hit the juggernaut. Repeat until he dies (usually 3).
If you need more, the Wilkersons have more in their storage locker. Don’t
worry if the flame hurts the Wilkersons and you lose trust, you can never
recruit them—it’s programmed that you can’t, so it really doesn’t matter
whether you earn their trust or not. Just stay alive. Or if you have a
gun, you can just stand inside shooting him in the head.
ALTERNATIVE TIP: If you run out in the yard and let the juggernaut
follow you (roll & run to keep distance), Mickey will help kill him &
other zeds.
fter you’ve killed the zeds & juggernaut, it’ll cut to a scene of the Doc
explaining that Eli isn’t going to make it. You volunteer to kill him.
After killing him, the mission ends. You don’t need to take Doc back to
the base, he just automatically goes back there (even though you might
not see him). When you get back to the base, you'll see a quick cutscene
(or at least here it) where Doc says Ed should make it. Then you get
a message saying Ed is better (and now playable). Shortly after this,
Jacob will heal too.
After this it unlocks new Wilkerson missions which aren’t necessary to
complete. They don’t advance the story and there’s no time limits, but
completing them will increase the weaponry the Wilkersons have in their
storage locker [which will be expensive], and eventually unlocks the
radio feature "Sharpshooting". I discuss their story missions a little
later.
Since now you've saved Ed, now you can take you time scavenging, leveling
up your survivors, or doing missions to advance the plot. Below, I'll
discuss some of the missions that'll pop up, as well as interactions
with other enclaves, leveling up your survivors, bases, how to kill
freaks (as you'll start getting more requests for help killing them).
-----------------------------------------------------------------------------
Tip: Scavenge/level up survivors/upgrade base/etc.
Now that you've hopefully saved Ed, there isn't a need to rush (unless you
want to). Now you can take as much time as you'd like, but I'd advise
against building up the church too much because once Jacob heals he's
going to want to look for new bases. But until then, you can still
scavenge for supplies, level up survivors, help other survivors requesting
help, etc.
Building up your base:
[BUILDC123]
A. Scavenge for supplies & calling runners
Search through the houses, find resources, rucksack them up, and take them
home. If you reach the maximum storage capacity (which at the church is very
low: 25 each for food, medicine, ammo, and fuel, and 50 for construction
supplies), then you’ll start using the supplies quicker (so try not to
exceed the limit). You can call for a scavenger (for 10 influence) to
come pick up a resource and take it home. However, I highly recommend not
calling them unless they will always be in the protection of your outpost
because if they get in trouble, you need to help them ASAP or they’ll die.
Once they arrive at the location, you can escort them home if you want by
walking up to them and selecting the option. You’ll have to watch their
back and kill the zombies that come in, but you’ll gain extra influence
and trust. You don’t have to escort them back, however. You can just
continue on with your game and they’ll make it back on their own (unless
they ask for help of course, and in that case, drop everything and go help
them). Note: they are SLOW.
----------------------> Extra resource trick:
[RESOURCETRICK123]
There is also a trick that allows you to take 1 extra resource out of the
building via the runner option. Say you find a house with 1 food resource
and 1 construction resource. You rucksack the food up and throw it
outside to pick up later, so now it just shows the construction supplies
in the building. Now call for a scavenger and after Lily says they are
on their way, THEN pick up the last bag. Even though it says there’s
nothing left, the scavenger will still find a resource bag of the last
resource that was left in the building (which in this case was
construction).
NEW: Now with vehicles having their own inventory slots, you can put
multiple rucksacks in a vehicle (how many you can hold depends on
the vehicle) and drive them straight home). This saves so much time.
B. Upgrade your home base
[CHURCHFAC123]
Since you’re going to eventually relocate, there’s no need to overly
build up the church because the facilities don’t transfer. But I have
a section on facilities if you are interested in them. [FACILITIES123].
If you have YOSE, at least build a workshop so that you can instantly
repair any damaged weapons at the storage locker (very handy.)
Sometimes I build a dojo to get the extra XP for fighting (and being able
to train other enclaves for 3 ammo), but nothing more than that (unless
you love shooting, then upgrade the watchtower to a shooting platform).
Build up the other supplies, but wait on the construction supplies
until you are either building something or getting ready to relocate
your base (later in the game).
C. Level up your characters’ Skills
[TIPSTOLEVELUP123]
Don’t just play Marcus. Play other characters and level them up,
especially cardio and fighting. Pick good weapon customizations.
For more info, see: [WEAPONS123]. Here are some tricks on leveling
up:
1) Cardio:
Get over 20 snacks, have someone follow you, and just go on a long
run (well, technically you are sprinting the whole time). Run the
perimeter of your outposts and eat snacks to continuously replenish.
If you eat them without stopping, it’ll keep you from getting tired
(until you stop running). After around 21-23 snacks, you’ll max out
on cardio (unless you have someone with a penalty like “smoked a
pack a dayâ€. In that case it’ll be closer to 50 snacks. But you don’t
need to just go find a bunch and then run. What you can do is scavenge
and then before logging out, simply use up all your snacks (because the
simulation will use them all up and only give you 2-6 back, depending
on how good your food supply is).
2) Wits:
If you want to level wits quicker, build a library (as you'll gain
extra XP when scavenging). In the original game I didn't find it as
necessary, but in the DLC it's a must to raise wits.
3) Fighting:
Have the dojo set to give you extra fighting XP and go fight zeds.
It won’t take long to level up. Use taunts or noise makers to get
more to attack you.
4) Shooting:
You gain it by shooting zombies, particularly head shots. Leveling up
the watch tower to a shooting platform gives you an option to increase
shooting XP. There's also a trick where zombies on fire count as
shooting XP as long as you are aiming the gun (this can make you level
up really quick). Make sure you are getting the shooting platform
extra XP and then equip a gun, grab a bunch of molotovs and maybe a
couple firecrackers. Head to the surveying platform in Marshall
slightly off the road to the Wilkerson’s place. It’s slightly past
the trailer park. Climb up to the first level (not the top), and
throw a firecracker to bring some zombies. Then when you get a bunch
there, equip a Molotov, aim your gun at the zombies, and then throw
the Molotov (while still aiming the gun). The zombies caught on fire
and dying will count as shooting XP! I’ve been able to fully level up
shooting in just a couple minutes this way! Note: In higher levels of
the DLC: Breakdown, this area can sometimes spawn TOO many zombies to
the point that it glitches out.
If you have characters with powerhouse, nimble or leadership skills,
you can level them up by fighting.
D. Clear out any nearby infestations
[INFESTATIONS123]
If a building or area is infested, it will be red on the map. This means
there’s a bunch of zombies in there. If you don’t clear them out, they will
eventually spread and start taking over other buildings, and it could hurt
morale (or worse, someone might run away because they are too scared). So
it’s good to clear them out. They usually have 1-2 “screamers†in the
area: armless zombies that let out a loud scream that temporarily stuns
you (and makes you vulnerable to attack) and attracts more zombies. Once
you get near an infestation, it’ll show you how many screamers are in the
area, and the zombies will come pouring out at you. Kill them all to clear
the infestation. Try to take out the screamers right away. If you are
going to go clear an infestation, make sure to bring some extra snacks and
medicine. It’s also good to bring a buddy if you can (you can ask a survivor
to follow you for 100 influence. They will follow you until they get sick
or injured). There are easier ways to do it: if you pull up in a vehicle
and just honk, you can just mow them down until it’s clear. This hurts
your vehicle (but there are tons of vehicles around at this point). If you
have found any grenades or molotovs, you can also toss them in there to
blow them up. Later in the game you can make steel pipe bombs in the
munitions shop and one of those can destroy an entire infestation in one
toss.
-----------------------------------------------------------------------------
Mission: Army Sighting
[ARMYSIGHTING123]
Use Maya for this mission. Head over to the location on the map where the
army was spotted and a short cut-scene will happen. You don’t have to
complete the mission with Maya, but you’ll get more conversation out of Sgt.
Tan if you do. After the conversation, you just have to leave the area to
complete the mission. If you don't have Maya (or someone with military
experience, you get a quicker cut-scene where they tell you to leave).
-----------------------------------------------------------------------------
Grange Mission: Stranger in Trouble.
[GRANGESTRANGER123]
Some survivors in Marshall are asking about their friend “Jack†who has gone
missing. Normally I’d say to wait on Marshall missions, but this is one to
do because it unlocks a radio option that will help you after you move. So
drive to their location in Marshall, agree to help, and then search for Jack.
Once you find him, you take them back to their base at the Grange. After
completing it, you'll get a new radio feature: construction advice (which
completes all construction going on). It costs 200 influence, but it’s very
helpful when you move to your next base and have to start building all the
facilities.
------------> Tip: This is a great mission to scavenge with. After I’ve
found Jack, I’ll usually drive around east Marshall and scavenge some of
the houses with the 3 of them backing me up. The houses in the north right
(north of the super market) and the southern houses slightly east of the
river (south of the courthouse) often have good weapons in them. I usually
find better guns (including assault rifles), better melee weapons (higher
quality weapons, or cooler weapons), etc. So when you do this mission,
set up a temporary outpost in one of the houses and just scavenge some
of east Marshall (wait on west Marshall because that’s likely where your
outposts will be, so you won’t need the backup to search those places).
------------> Tip: Level up Ed some
Since Ed is now feeling better, have him do this mission to level him up
some. You'll have at least 2 people watching your back, so you can
scavenge and level him up by fighting zeds/running/etc.
-----------------------------------------------------------------------------
Side-Mission: Sam Hoffman
[HELPSAM123]
A mission comes up to help Sam. She’s lost a friend, and you can help her
find Andy. After searching a couple houses, you’ll find Andy has already
turned. Kill him to end the mission. At this point, Sam should become
playable, if she hadn’t already. She is a character to level up because she
has the nimble trait, which allows her to do a sweet spin kick that knocks
down all the zombies nearby (and can stop a feral).
-----------------------------------------------------------------------------
Mission: Army Activity
[ARMYACTIVITY123]
You’ll hear a broadcast of a woman blaming the army, and then having the
radio taken away from her. Lily says to go check on the situation. When
you get to the area, you’ll see the army threatening two survivors before
they send them away. You need to go find them and bring them back to the
base. Just search the houses until you find them. It’s always the same
two characters: the funeral director and Karen, the lush. Take them back
to the base to end the mission.
-----------------------------------------------------------------------------
Side Mission: Eyes in the Sky
[ARMYEYES123]
Sgt. Tan will occasionally ask for your help finding hordes.It’s essentially
a surveying mission—-you climb up the tower they send you to and point out
the hordes. The military will drop artillery strikes and take them out.
-----------------------------------------------------------------------------
Mission: Insubordination
[INSUB123]
You’ll overhear Sgt. Tan asking for permission to help some survivors being
attacked by zombies and being denied. It’s clear he wants to help them
anyway. Head over to the farm (you might need to drive through the field to
access it--drive slow if you do!) to back up Sgt. Tan. It’s not too difficult
because you also have Sgt. Tan, 2 extra soldiers, and the survivors in the
building. After completing it, Sgt. Tan rewards you by offering you
artillery assistance. It’s now in a radio option that you can access.
Tip: When you have a bunch of influence, call in a strike. It gives you a
marker to throw for the artillery strikes to happen, but you get to choose
when (and who) throws it. What I like to do is to put the markers in my
storage locker and save them for later. Once they are in the artillery
locker, it only costs 6 influence to pull one out, so I like to stock up
on them.
-----------------------------------------------------------------------------
Side missions/objectives/tasks
[SIDEMISSIONS123]
The following are new activities you will encounter from here on out:
TIP with side missions: Most of the side missions involve a survivor
following you until you complete the objective (kill the zed, bring them
home, etc.) This means that you can use them as backup by taking them to go
scavenge for a while before finishing their objective, and they won’t leave
your side until the mission is finished or one of you dies. Moreover, while
you are on a mission, Lily won’t be giving you new missions or harassing
you.
Not doing any of the missions will result in a minimal loss of morale and
trust (and worsened mood), unless otherwise noted.
1. “Too many hordesâ€
When Lily says this, there will be a bunch of hordes on the map (or they
will appear one at a time). You need to kill them all (or let the
outposts kill them). Some are headed to your base, and sometimes they are
headed to other buildings--you can tell where they are headed by clicking
on them on the map. If they are headed to another building and you don't
stop them, they will infest the building. If you don't stop them before
they get to your base, they will attack your home.
2. Morale missions:
Sometimes your survivors’ moods will drop (to scared/angry/depressed),
and you’ll need to cheer them up to keep them from hurting themselves or
others, or running away. When you get a notice that someone needs a morale
talk, walk up to the person in question and click Y. Choose to go on a
walk. Then you need to take them to an area highlighted on the map to
kill some zeds while your survivor gives them a pep talk, and then you
head back.
3. Distraction:
If a survivor is asking for you to create a distraction, all you need to
do is go to a particular area and make a bunch of noise (yelling taunts,
throwing firecrackers, turning on the police siren, or honking your
horn for a while). Once you make enough noise, it'll end.
4. Search and Find:
If a survivor has gone missing, you’ll eventually get a tip of their
last whereabouts. Walk through the houses and search each room until
you find them, and then head home. If you are playing the DLC: Breakdown,
you must find them before logging out or they will die. In the original
game, your friends (those who have max trust with the group) won't die,
however new survivors who join without full trust still can (but won't
always)-- Nonetheless, pick them up.
5. Escort:
One of your survivors is in trouble and needs help. Drive over there,
kill the attacking zombies, and then take them home.
6. Lay of the land:
Lily wants you to go survey the area from a particular spot.
7. Training mission:
This usually happens later in the game, but it can still happen in
Marshall. Lily tells you that you are so good at surviving that it might
be good to train some of the rest of us, and then asks you to train a
particular survivor. To do this, go to the survivor and say that you can
train them. It’ll have you go to another location to kill some zeds “the
old fashioned wayâ€. After this, another location pops up that you are
supposed to “sneak†to. So hold “B†to crouch down and start sneaking
there. Once you get close enough your character will say to attach a
suppressor if you have one, as you’re supposed to shoot these zombies.
(You don’t have to though—-you can easily kill them with melee weapons
if you want). If you are looking to build trust, yell compliments as
the other survivor shoots zombies. Yes, this is one of the few times
they will actually use guns. Once you kill the zombies at the second
location, the mission will be over.
8. Trade goods:
A survivor wants to trade goods with another group. Do the trade
because it increases the trust with the other enclave. Not doing
this reduces trust with the enclave.
9. Clear infestation:
Help clear an infestation. Not doing this will also increase the chance of
more infestations popping up.
10. Zed hunts:
A survivor wants help killing a particular type of freak. It shows you a
couple spots where you can find the zombie, you find it, and then kill it.
But each type of freak is a little different, so let me explain:
-----------------------------------------------------------------------------
How to Kill Freaks
[KILLFREAKS123]
1. Army and SWAT zeds:
They have body armor, so you can’t shoot them (unless you use .50 caliber
ammunition). But there’s no need to worry, they are just as easy to kill as
regular zeds.
2. Bloaters:
These are pale looking zombies with a large gut (that is filled with
poisonous gas). If anything touches the bloater (ex: a person, a bullet,
etc.), it will explode and let out that gas—which, if near it, will DRAIN
your stamina and life. If you run one over, you need to get out of the
vehicle right away (because it holds the gas in it for a while). What you
need to do is shoot them in the stomach from a distance. You can also get
sick from the gas too, so stay away from it.
3. Ferals:
These are one of the nastiest in the game because they lunge at you,
taking you down, and then rip you apart. If they get you on the ground,
you need to spam the B button to get up. (You can usually do it if you
aren’t low on health). They usually roar when you are nearby, and then
charge at you. If you have a good weapon, you might be able to shoot it
(but it will try to dodge the bullets). The best way to defend against
it is to roll when they pounce, because the feral falls on its face if
it doesn’t tackle you. Then you can simply run up to it and instant kill
it while it’s on the ground. If you have a nimble character who can do
the spin kick, that can drop a feral to the ground too. If you have a
zed hunt for a feral I’d recommend just using a vehicle. If you are
near a location it could be, yell the taunt, and if it’s there, he’ll
come running out. Jump in your vehicle and ram him.
4. Juggernauts:
These are giant zombies that can rip you apart in one move. DO NOT try
to melee hit them from the front, it won’t do any good. Don’t try to
run them over either. The good news is because they are so big, they
can’t fit through doors, so if you run into one (and you won’t until
after the first Wilkerson mission), you can run into a house and they
can’t get in. They are also slow, so it’s easy to outrun them.
There are a couple ways to kill the juggernaut:
1) Shoot it in the head repeatedly, preferably with higher caliber
(although smaller caliber will work too, you’ll just need more).
2) Molotovs/grenades/mines/etc. Usually it takes 3 to take one down
(ex: 3 molotovs)
3) Grenade launcher: kills it after two shots.
4) Using a vehicle: there is a way to kill a juggernaut with a
vehicle (best with a truck), but it will seriously damage the
vehicle. Hit it at a slow/medium pace—don’t ram it, just hit it hard
enough to knock down, and then continue driving. Don’t back up. Keep
driving. It’ll crush his head. The vehicle will be damaged, but still
repairable if you have a machine shop.
5) Melee attack his back. Get in front of a fence or wall and let the
juggernaut charge you. Roll out of the way so that he hits the wall
or fence and is stunned, and then start hitting him in the back.
Repeat this a couple times and it’ll kill him.
Not doing zed hunts also occasionally results in the survivor
attempting it on their own and becoming injured. It also worsens their
mood. So I recommend always helping at least your survivors.
-----------------------------------------------------------------------------
Interact with regular enclaves/ Enclave missions
[ENCLAVES123]
There are other groups of people living around the map that you can interact
with, typically with 3 people in them. They can be found in pretty much any
residence, and can even relocate if they want. When you find one, you have
access to their storage locker. The higher the trust you have with them,
the better the influence costs. These are great for when you want to find
ammunition, extra snacks, or just want to drop off items into their storage
locker (such as if yours is getting too full) . The more missions you
successfully complete, the higher the trust you have, and once it’s at
its maximum they will usually ask to join you (although at a later point
in the original game they stop asking).
Some of the missions you can get from enclaves include:
1. Scavenger
This is where Lily says that others have been scavenging in our area and
to go check it out. You can go watch their back as they pack up some goods
and then escort them to their base. They will give you “half†of the loot,
which is a full cache of one resource.
2. Stranger in trouble.
This is similar to regular escort missions—-someone is in trouble, and
you need to go clear out the zombies around them and potentially escort
them back to their base.
3. Missing survivor.
You find out they are missing one of their survivors and then go
looking for the lost person.
4. Trade goods.
One of your survivors will say they want to trade goods with another
enclave and that they want you to escort them. You escort your survivor
to the location, they trade goods, and you kill any zombies that come
near them during the mission. After that, you head home and complete the
mission. Even if the trade offer is crappy (ex: they want some of your
ammunition for food), still accept it because it’s a great way to build
trust and/or gain new survivors.
5. Clear out an infestation.
This one usually has you meeting two enclave survivors who want help
clearing out an infestation. Pretty simple: just go and destroy the
infestation.
6. Zed hunts.
Just like regular zed hunts: you find the person and then go hunt down
the freak and kill it.
7. Besieged survivors:
This mission is a little more difficult than regular missions as you
have to go to the location, kill any zombies in the building, board up
the windows (press Y when near the location), and then kill the zombies
that come to attack. You can shoot through the window or go outside and
kill the zombies that way, but watch out because sometimes “freakâ€
zombies will come. If you hurt the survivors you are trying to protect
(ex: throwing molotovs), it’ll hurt their trust in you. If one of them
dies, you will fail the mission. There’s usually a couple waves of
zombies, and after you’ve stopped them and kept the other survivors
alive, the mission will end. Not doing this sometimes ends with the
enclave collapsing, if their trust is low enough.
8. Eager survivors:
When an enclave's trust is full, usually they will call you on the
radio saying they are interested in joining. You go to their enclave
and choose whether you want to take them in or not, and then if you do,
watch their back as they pack up their goods and then escort them home.
It's a good idea to check out their storage locker and empty it of any
ammunition they might have.
Their missions are optional. Not doing them results in a minimal
loss in morale, and loss in trust from them.
-----------------------------------------------------------------------------
Wilkerson Missions
[WILKERSONS123]
1. Wilkerson mission: Accusations.
Lily says she hears reports of survivors getting robbed by other survivors
and wants you to confront the Wilkersons. Drive up there and go talk to
them. They’ll deny it and tell you to leave.
2. Wilkerson mission: A Helping hand
You hear a radio transmission asking for someone with a vehicle to help
out the Wilkersons. If you go out there, you’ll see that they want you to
drive someone (that they’ve beaten up) back to his home. By completing it,
the Wilkersons will tell you that they found some new guns that are in
their storage locker.
3. Wilkerson mission: Nervous Survivor
Lily tells you she overheard a transmission from a nervous survivor,
and to go check it out. Go to the location on the map and talk to the guy.
You’ll see some of the Wilkersons threatening the survivor and then
telling him he has two days to deliver the ammo to their location. You
are given the choice to offer 5 ammo to pay the debt (if so, you’d have
to drive home, retrieve the ammo, and then deliver it to the Wilkersons).
You can also decline to help the survivor. If you have the ammo,
I’d recommend doing it, even though you’ll never be able to recruit
this enclave.
4. Wilkerson mission: Unwelcomed guest
Lily will tell you that one of the Wilkerson boys is at the base and
wants to talk with you. When you begin the mission, they tell you
they want a neutral observer to help a trade go smoothly. If you say
yes, it begins the next Wilkerson mission (which you will need to do
if you want the achievement). If you are tired of the Wilkersons,
you can tell them to screw off.
5. Wilkerson mission: Neutral Observer
If you agree, he’ll give you the location to pick up the group of people
they want to do business with. Once you get there, you have the option to
either pick them up and help the Wilkersons, or tell the group that it’s
a bad idea and end it. If you want the achievement, you have to escort
the group to the Wilkersons. Once you deliver them to the Wilkersons, you
will be told to leave the area. After leaving the area, you’ll hear shots
and see journal entries that the three of them are dead (you can pick up
their backpacks if you want). There will be new guns at their storage
locker to pick up too (but they will cost more in influence).
-----------------------------------------------------------------------------
Tip: Get ready to move [GETREADYTOMOVE123]
I recommend moving right after finishing the next mission, so it's important
to be ready first. The reason why is you need 12 people to move into Snyders
and there's an event that happens sometime after the next mission where
2-4 of your survivors will die. So it's better to already be moved before
that happens so you don't have to recruit a bunch more people. If you don't
have 12 now, either do more missions with enclaves and/or use the radio
option to look for more survivors.
In addition to at least 12 survivors, you want to have construction supplies
stored up. It costs 50 to relocate, and then it's real handy to have at
least 50 more so that you can start building right away. So in the meantime,
bring back some construction resources (use the scavenger trick I mentioned
earlier to get extra) to build it up now. Or now that you can use vehicles,
you can load up a truck full of construction materials and leave the truck
near Snyder's for easy access right away.
Once you have 12 people and at least 50-100 construction, do Jacob's
mission. After that, you can walk into Snyder's and use the option to
relocate for 100 influence. At that point you'll have to take down your
old outposts and set up new ones, in addition to building new facilities.
-----------------------------------------------------------------------------
Mission: Home Sweet Home
[JACOBMOVE123]
Don't do this move until you are ready to move. See above tip.
Jacob wants to go look at potential homesites. He has two in mind in
Marshall that you can drive to and end the mission, but you get extra wits
by looking at each one. So if you want a big boost in wits, go look at ALL
the potential homesites: So get in your vehicle and drive to the Kirkman
residence (the house right next to the gun store in Spencer’s Mill). Jacob
will talk about it a little. Then drive to McReady Farmhouse out in the
country. You can find it by driving out past the vet clinic, taking a left
at the road near the sports car, and then staying straight until the end
of the road. Jacob will talk some more. Now drive to Marshall. You can just
drive through the field to cut through, but go slowly so you don’t hit any
fences. Head to the extreme west side of Marshall to look at Snyder’s
Trucking Warehouse (even though you’ll have to come back here again), then
drive to east Marshall near the big supermarket, and you’ll find the Alamo.
After that, you just need to drive to the Savini house, which is the house
Jacob had targeted in the first place. You’ll get out, he’ll talk about
it, a sick guy will come out and turn to a zombie in front of you (kill
him), and then you’ll leave. Head to Snyder’s again to complete the mission.
At that point, you’ll be able to relocate bases.
TIP: One trick you can do is while looking at bases with Jacob, simply
take down two of your current outposts and use them in Marshall. Put
one in the gas station immediately to the right of Snyders, and the other
in the construction warehouse across the street. At a minimum, this will
protect your base from hordes once you relocate.
-----------------------------------------------------------------------------
============================Location: MARSHALL===============================
TIP: Relocate your base to Snyder’s Trucking Warehouse
[MOVETOMARSHALL123]
There are a variety of bases, but the best one is Snyder’s Trucking
Warehouse. In the DLC the Savini one can be preferable at times, but in the
original game, there is no substitute: it’s the best base. It allows
you to build the most, it’s one of the safest bases, it's near lots of good
scavenging locations, and it has 8 outposts.
At Snyder's, you have the most choice in what you build. It comes with a
full machine shop, storage facility and locker room that provides 8
beds, as well as a dedicated area for a watch tower that can be
upgraded to a shooting platform. After that, you have 5 open spots
(1 indoors, 4 outdoors). What I do is build a medical lab, dojo, bunkroom,
greenhouse, and library (temporarily to do all the research I need,
such as strong stimulants, biodisel, greenhouse, etc.). Then I replace the
library with a kitchen. If I decide to reduce my population below 8
(which sometimes I do), I'll replace the extra bunkbeds with a dining
room.
As far as recommendations:
Definitely build:
1. A medical lab that you upgrade at least to an infirmary. This gives you
a 20% vitality boost, lets hurt/sick people heal faster, etc.
2. A dojo. This lets you level up fighting faster, gives you an automatic
10% stamina increase, allows an additional 10% stamina increase if you
have a fitness expert and run a fitness regime, and lets you train
outsiders for +3 ammo. This is a great way to build up your ammo
supply!
Recommended:
3. A bunkbed room. If everyone has a bed it will give you a 10% stamina
boost. Since you have 12 people and only 8 beds, it's good to build
some more beds. It's not necessary though, but helpful.
4. A garden upgraded to a greenhouse. Unless you set up a bunch of food
outposts, which I don't recommend, it's nice to have your food taken care
of.
5. A library. At least so that you can upgrade to a medical lab,
research strong stimulants, the greenhouse, biodiesel (so that you
can convert food into fuel), etc. It also improves wits quicker, and
has a commerce option for +2 ammo.
good options that could replace one of the recommended:
1. A kitchen. It has an option to cook a meal or feast (if you have
a cook) that gives you a 20% vitality boost or both the vitality
boost and another 10% stamina. But it takes 20 minutes to get
the boosts, and the feast often requires special incredients. It can
be very helpful. In YOSE it also has the ability to make snacks,
which can be very helpful to some people.
2. A dining room. This helps reduce the morale loss you get from
survivors fighting (typically will just go down from good mood to
a neutral mood, as opposed to straight to a bad mood). It also
helps prevent morale missions. This one is good if you have
survivors with negative traits who are always picking fights.
If you like the idea of making bombs or setting traps that blow
zeds up, you could also choose to build a munitions shop
(build another workshop and then upgrade it up to a
munitions).Then with the library you research everything first,
and then it lets you build pipe bombs, steel pipe bombs,
mines, whistling box mines, etc. But once you do all the
research, then you can take down that facility and all the items
will be available at your machine shop.
YOSE UPDATE: You can now make snacks in the kitchen and craft
ammunition in the munitions shop, so those two facilities become
much more recommended. I like to build a kitchen, a medical lab,
a dojo, a munitions shop and a library, and then once I'm done
with the research I'll replace the library with something else.
TIP: If you completed the first Grange mission earlier, you have an option
called “construction adviceâ€, which automatically finishes all
construction. What you can do is start building all your facilities and
call it in to immediately finish all the construction projects. It has a
long cool off period (90 minutes), but it lets you finish one full round
of facilities really quickly.
Recommend Outpost set-up:
At the same time you also need to be setting up your other outposts, as
hordes will start coming. There's two issues concerning outposts:
1) Location. You need a couple surrounding your base to protect
from hordes and to generally protect your survivors coming and
goinging.
2) What they produce. In particular, I highly recommend ammo
and construction materials outposts. If you have a garden &
the one food outpost, that should take care of your food
intake. Fuel isn't a problem because there's plenty, and you
can make it (research Biodiesel/make it at storage unit).
Medicine you don't go through that frequently, although it's
not a bad outpost to have.
My go-to places I go to first when I'm setting up outposts:
1) The gas station to the right of Snyders. (food)
2) The construction warehouse across the street (construction)
3) The gun store down the street (ammo)
4) The house across from Savinis (ammo) OR
The house right nextdoor (construction)
5) Ma's corner store (medicine)
6) The warehouse in between ma's and outpost 2 (construction)
7) The house under construction on the hill (construction)
8) The warehouse BEHIND savinis (construction)
I try to aim for 4-5 construction, 2-3 ammo, 0-1 medicine, 1 food.
Usually I can get it from this combination, but sometimes not.
If I can't get what I want from the above, then I might choose
one of the following instead of one of the above (or more).
1) The police station in east marshall (ammo)
2) The further house on the left in west marshall (construction)
3) The grange construction building (construction)
Tip: ALWAYS leave 1 resource in the outpost. This lets you benefit
from the bonus report. The bonus report happens on the second
day of the simulation as long as you have enough construction
materials to support your daily usage. It gives you an additional
+3 resource of every outpost you have directly to your storage.
So if you have 4 construction outposts, 3 ammo, and 1 food, then
you would get +12 construction materials, +9 ammo and +3 food
added to your supplies from the bonus report.
TIP: If you begin a side mission while you are building your facilities
(such as helping neighbors clear an infestation) and simply take your
time setting up outposts and collecting construction materials, you won’t
get the construction delays where you have to go find extra items—-they’ll
just build and finish. This is a great way to set up your outposts and
build all your facilities without being distracted by Lily giving you
new missions.
-----------------------------------------------------------------------------
After getting settled in, Lily will tell you about a new disease going
around ("Black Fever") and that Pastor Will isn't looking too good.
Eventually he becomes sicker. The next part in the game depends on whether
Alan is home when Pastor Will turns or not.
-----------------------------------------------------------------------------
Mission: Scene of the Crime
[CRIME123]
You get an urgent message from Lily to return home. A cut scene begins
where everyone is angry at Alan for killing Pastor Will.
Alternate ending of this mission: If Alan is out during this time period
(ex: waiting on you to come help with a zed hunt), then Pastor Will turns
into a zombie and then kills 2 of your survivors.
Note: There used to be a big debate concerning whether you can save Pastor
Will or not. You can’t. He is scripted to die; it’s just a matter of when.
Sometimes it might look like he is got better and is fine, but then you’ll
still get the same message from Lily and find Alan shot him (or worse,
that Alan didn’t shoot him and now 2 of your survivors are also dead).
-----------------------------------------------------------------------------
Mission: Mercy Shot
[MERCYSHOT123]
Regardless whether Alan killed Pastor Will or not, Alan usually starts
to get sick. You get a mission to take him to a secluded area (it will
point one out), and then at the appropriate time, shoot him. A mercy shot
is scripted, however it is possible for Alan not to die if, for whatever
reason, you got the mercy shot mission earlier in the game (ex: I once
had a mercy shot mission for one of the first survivors I brought in because
I accidentally blew up the propane tank he was near, causing him extensive
internal bleeding). Either way, you should be down at least 2-4 survivors
right now. [This is also why I recommend moving quickly, because if you were
still at the church when this happened then you wouldn't be able to move to
this location until you recruited more people first.]
-----------------------------------------------------------------------------
Side Mission: Save Doc Hansen
[SAVEDOC123]
Some point after the Mercy Shot mission (and it happens randomly so it
might take a while), Lily will tell you that Doc Hansen is in trouble.
He is at the graveyard in Spencer’s Mill, so once the mission appears,
you need to drive there right away. There will be a bunch of zombies,
so it’s good to bring someone who is leveled up. Once you pull up, you’ll
see him getting attacked. Run over there ASAP and start killing them.
If you are successful, there’s a short cut scene and you get
a new radio function: medical advice. This allows you to call the Doc
whenever you are injured (ex: a feral bites you, lowering your maximum
vitality), and he will restore your maximum vitality.
-----------------------------------------------------------------------------
Side Mission: Memento
[MEMENTO123]
Like the Doc Hansen mission, at some point Lily will mention that she
misses her dad and wishes she had the watch she gave him. You don’t
need to do it, and it can be done at any point. Once it becomes available,
you have to drive back to Mt. Tanners to get the watch. Now, this is one of
the more difficult missions as Mt. Tanners now is full of zombies, hordes,
and even freaks. The Ranger station will be infested. So, you need to load
up on snacks and medicine and head up there ready to fight. If you didn’t
jump the bridge and left the truck there, it’ll be easy because you can just
cross the river, jump in the truck, drive to the Ranger’s Station, honk
until everyone comes out, and just run everyone over. If you jumped the
bridge, you’re probably going to have to do it on foot. If so, take extra
snacks and medicine, extra ammo, etc. One trick you could do is get a
couple flame fougasse or mines and then you when a bunch begin charging
you, set one, get back a little, and watch them all explode when they run
over it.
Once you take out the zombies near the Ranger’s Station, go inside, clear
out the building, and then your survivor will find the watch. Take it back
to Lily to complete the mission.
-----------------------------------------------------------------------------
Ray Santos Missions
[RAYSANTOS123]
1. Mission: An elevated perspective
You get a transmission from a man wanting to meet on the roof of a
Marshall building. You head over there and overhear a conversation between
your character and Lily (which varies based on whether the character you
selected is from the area or not, and then once there, climb the ladder
(in the back) and listen to the cut scene. He tells you he will call again
later.
2. Mission: Sweet Ride
Ray tells you he has a present for you and to meet him. You do and he gives
you a sports car, and asks you to drive him to a location to drop of some
supplies to another group. You follow the marker, going through the field
and running over zombies as he requests. At the farm there’s a short cut
scene and that’s it.
3. Mission: Deliver Goods
This is a mission that doesn’t always happen. Sometimes Ray asks you for
help delivering some goods to another group of survivors (in exchange for
5 ammo to you for helping), and sometimes this mission doesn’t come up.
Of the 10 playthroughs, I only got it once.
-----------------------------------------------------------------------------
Marshall Courthouse Missions
[COURTHOUSE123]
Note: Sometimes Courthouse enclave will also give you an additional side
mission, like zed hunt or clear an infestation.
1. Mission: The Law.
You go to investigate the transmissions heard over the radio claiming to
have a “safe†facility. You drive over to the courthouse and go talk with
the judge, who will tell you they have a safe society and that to join
you need to turn over your guns. After declining, she tells you that she
wishes you would before the option is forced and that the “wild westâ€
doesn’t last forever. Following that, she walks away and the Sheriff
talks to you, saying that if you help him clear some infestations that
maybe he could talk with the judge or work out some trade agreement.
Agreeing automatically starts the next mission.
2. Mission: Civic Duty
You agree to help the Sheriff clear out some infestations and you,
the Sheriff, and a couple cops head out to clear the locations.
Usually it has you clear 1-2, and then after finding the 3rd
infestation you overhear a transmission from a survivor asking for
help, and the Sheriff decides to go find the survivor, who is missing.
New spots show where the survivor might be and you simply need to go
find her, and the mission ends. As a thank you, the sheriff now gives
you the new radio option to call for backup (a SWAT Team appears for a
couple minutes and helps you kill whatever you need killing).
Sometimes after this you’ll get a request or two to do a zed hunt or
clear an infestation from two of the regular survivors at the
courthouse. I would recommend doing them.
3. Mission: Trouble at the Courthouse
Note: This one doesn’t become available until after you have completed
the Grange’s “Ask the Sheriff†mission. This mission begins with you
overhearing that there’s some trouble at the courthouse, so you go to
investigate and find that it has been overrun with zombies. Kill the
zombies around the survivors in the front lobby.
4. Mission: Eager Survivors
Eventually, you’ll receive a radio transmission from two survivors at
the courthouse who want to join. Head over there and let them join you.
It’s always the same two characters: the girl in pink is a powerhouse
(like Marcus), and the cop is a smoker with good shooting skills.
-----------------------------------------------------------------------------
The Grange Missions
[GRANGEMISSIONS123]
(They had an earlier mission that I recommended you to while in Spencer's
Mill (about finding Jack). If you didn't do that, the first mission will be
to help his friends locate him and return them to the base)
1. Grange Mission: Indefensible
For this mission to become active, you need to have the first courthouse
mission completed. You’ll get a message from the Grange that they need
help building a watch tower. This one can be pretty difficult, so make
sure you take a stronger character with snacks, medicine, and some ammo.
You are supposed to watch their backs as they build the watch tower, as
well as sometimes escort the other group bringing supplies over. You will
have a couple waves of zombies that come running so be ready. There’s
usually at least one freak, so be ready to fight a feral or juggernaut
that comes your way. When you complete it, there will be a cut scene
where the Sheriff comes up and calls Becca “Alex†and then leaves.
2. Grange Missions: A Discreet Request & Help the Sheriff
Quinton wants to know why the Sheriff called Becca “Alexâ€, so he asks
you to go ask the Sheriff. Head to the courthouse and talk to one of
the guards, who will tell you that the Sheriff is out hunting a feral.
He will give you a couple spots to look for him. When you find the
Sheriff, you have to help him kill a feral. After that, he will tell
you about Becca's history.
3. Grange Mission: Bad Tidings
Go find Quinton and he’ll ask what you found out. You will be prompted
whether you tell him the truth or not. I recommend saying no—don’t
tell him the truth. You’ll get the achievement for concluding their
missions, and Quinton will realize that whatever her past was, he
doesn’t care or want to know. The enclave stays happy (even though
they’ll never join you) and you’ll always have access to their
storage locker.
If you choose to tell him the truth, he will obviously get distressed
at the news and then storm off. Later, you’ll get a call from the
Grange saying that Quinton was missing, and so you have to go find
him. After you find him, you’ll get a distressed call that Becca is
in trouble. So you rush there to find that she is dead. Quinton is
upset. After you leave, he kills himself, and the Grange enclave
collapses. Then you’ll get the achievement for concluding their
missions.
==============================Fairfield Area=================================
Army Mission: Sergeant Erik Tan
[TAKEDOWNWALL123]
This mission finally opens up the Fairfield area, which until now has been
blocked by gates. You overhear a broadcast of an angry soldier at the bridge
yelling to be let in. Lily tells you to go investigate. When you arrive at
the bridge, you’ll find Sgt. Tan (who has a slight cough) yelling to be let
in. A short cut scene will occur where he’ll decide to blow the barricades
down and give you a tour. You have to protect Sgt. Tan as he sets the
explosives, and then you, Sgt. Tan and a couple soldiers are given a
location to go check out in the Fairgrounds. There will be a bunch of
good military stuff in the area, so what I recommend is to go to your
menu and get rid of one of your outposts. Head over to the Fairgrounds
to the military area, to the far west entrance. Go to the location (near
the military tents) and you’ll find the main Army unit has abandoned the
area. Sgt. Tan and the soldiers leave, and the mission ends.
-------------->TIP: Set up an outpost in the building right next to the
military tents. There’s tons of good military weapons and ammo in this
area, so you can just drop off that stuff right away. Search the tents
and the crates near the outpost. You should find a ton of military ammo,
and likely assault rifles and/or grenade launchers. There are some other
areas great for finding more military weapons and ammoL
1)The helicopter always has some good stuff in it.
2) Near the south entrance of the Fairgrounds, there are some more army
tents that have military gear in them. To get there requires either
navigating through the Fairground or jumping over the boxed containers
creating a wall. (There’s a generator you can jump on that lets you
climb on top of the container, then hop off to the other side.) Then
you can scavenge the military tents for their gear. To get back over
there’s some sandbags to jump on, which then let you climb over the
container.
3) From point 2, if you walk north a little there's so more tents that have
ammo and construction.
3)Each bridge (there’s 2) has a military cache there that either
contains weapons, ammunition or military medical supplies.
-----------------------------------------------------------------------------
Army Mission: Lone Soldier
[LONESOLDIER123]
Sgt. Tan asks you to meet him at an abandoned church in Fairfield. You meet
him and find that one of his soldiers is really sick. He asks you to leave
the building while he handles the situation. After you do, you hear a shot,
and then a cut scene occurs between you and Sgt. Tan. He has an idea what
is making people sick, and says that you guys need to check another
military area that is by the reservoir. You head over there and look at the
reservoir to see that zombies are in the water. You realize that the water
isn’t safe and that you need to leave the valley. Then the mission ends,
but before you leave, scavenge the tent right there. There’s usually good
medical medicine there (which you can either take back or open up).
-----------------------------------------------------------------------------
Army Mission: Exit Strategy
[EXITSTRATEGY123]
You meet at the wall to discuss how to leave the valley. Sgt. Tan points
out that there is a giant wall blocking the one path out, and Lily suggests
blowing it up. To do that requires collecting C4, which Sgt. Tan says he
knows where to find some.
-----------------------------------------------------------------------------
------------> IMPORTANT NOTE ABOUT THIS PART IN THE GAME!!!!!!<--------------
The completion of the next mission ("The Armory") permanently moves two
of your survivors to the start of the final mission, which means you’ll
never be able to play them again in this game. So if you want to scavenge
or sandbox the game, this is the time to do it! Wait on the next mission
until you are ready to end the game. On the final mission, the characters
it takes WILL use their guns, so make sure everyone in your group has a
good gun before the next mission (as it would suck if it took one of your
characters who just has no gun or a crappy gun. It’s much cooler seeing
them shoot assault rifles, in my humble opinion.)
-----------------------------------------------------------------------------
Army Mission: The Armory
[THEARMORY123]
This mission is fairly difficult, as the building that has the C4 is
infested (with lots of army zeds which, as mentioned, are harder to shoot).
There will also be a juggernaut in the area. You’ll have 3 soldiers
backing you up, but there will be a ton of zombies. You want a full stack
of snacks and medicine, a leveled up character, and a good gun to take
out the juggernaut (or some molotovs). I’d recommend either a heavy weapons
specialist or edged weapons specialist as they are best at killing lots
of zombies swarming on you. As mentioned in the above tip, the
completion of this mission will permanently take two of your survivors
(to place at the wall, for the last mission), so if you have a favorite
character that you can’t stand the idea of not being able to play, then
use that character to finish this mission (as obviously it won’t take
any character you are currently playing).
Head to the location, which is the southern entrance of the Fairgrounds.
Immediately, a bunch of zombies will attack, so be ready. After you
kill them, it’ll show you the building that is infested. But don’t run
there right away, you should take out the juggernaut which is waiting
around the corner. Jump on the generator near the container to let you
climb up to the top, and then walk around like you are about to jump
over to side with the military tents—-but don’t jump yet. At that point
the Juggernaut should come out, but he won’t be able to get you on top
of the crate. At this point you can just snipe him in the head a couple
times or drop some molotovs on him to kill him.
Then head into the infested building, which has a bunch of fences
separating the room. There will be some screamers, so get ready to
shoot them. Clear out the area, and a cut scene will follow where they
take the C4 and leave.
-----------------------------------------------------------------------------
Mission: The Wall
[THEWALL123]
This is the last mission of the game, so get your favorite character and
load them up with a stack of medicine, snacks, ammo, etc. There will be
3 freaks—usually 1 feral and 2 juggernauts. If you want to make this
mission easy, bring a grenade launcher with extra ammunition.
When you get to the wall, you’ll need to protect Sgt. Tan’s back as he sets
the C4. Everyone splits up and starts fighting the zombies that approach.
There’s usually a feral that comes up the road, so be ready for him.
A juggernaut will come from the right side, near the crate. If you want to
end it easily, just blast any feral or juggernaut with the grenade launcher
(feral takes 1, juggernaut takes 2).
Sgt. Tan will try to ignite the C4, but finds it doesn’t work. So you’ll
have to watch his back again. Usually another juggernaut will come.
After that, the final cut scene happens as it shows you how they get through
the wall. I won’t spoil it, so you’ll just have to complete it. The credits
will roll and then it will go back to the title screen.
If you choose to continue, it will place you how your game was before you
selected to do the final mission.
-----------------------------------------------------------------------------
*****************************************************************************
-----------------------------------------------------------------------------
IV. Quick tips for State of Decay
[TIPS123]
1) Set up outposts (and set the mines to expand the zone of protection). It
makes it safer for your group, kills hordes, reduces or even adds to your
supplies during the simulation, and gives you access to your storage
locker. They are very handy!
2) Level up cardio and fighting first. This will keep you alive against
the zeds. Specializing in weapons (like edged and heavy weapons) will
make you more effective in combat and unlock new moves (like the low
sweep).
3) Nimble and powerhouses are keepers. Powerhouses can carry more weight,
more items per slot, have more power, and have special utility and
defensive moves to unlock. Nimble characters regenerate stamina quicker
and also have special utility and defensive moves.
4) If you need someone to follow you for a while, help a survivor asking
for help but don’t finish it (and stay away from the mission complete
area). Then you can do whatever you want and they will follow you as long
as you need (until you complete the mission or one of you dies). Also,
new missions won’t pop up while doing this, so it shuts Lily up.
5) If you need to kill someone, have them follow you and let a horde
kill them. It’ll cost you 100 influence, but your survivors won’t
freak out, resulting in less morale and diminished moods.
6) If you have tons of available missions and are trying to figure out
which you have to, which you can wait on, etc., remember that in general
missions that advance the story (courthouse, grange, military, finding
Jacob that first time, etc.) can wait, with no consequence. The only
missions that have a time limit involve getting Doc (at the Wilkersons
& saving Doc at the gravesite. Everything else can be postponed with
no consequence. Requests for help from your survivors or other
survivors do have a time limit, but you don’t have to do them. If they
expire, you’ll get a small drop in morale (and obviously they won’t be
that happy with you), but no real consequences. As long as they are
your friend with full trust, your friends can’t die from you not
completing a mission or during the simulation. [Except runners--if
you call for scavengers and they ask for help, you need to help them
as they can die].
7) Learn and master the combo roll. It’s effective in getting you out of
trouble and in getting rid of zombies.
8) Noise brings zombies, so guns without suppressors or speed searching
without the ninja special skill will likely bring in more zombies.
9) If a feral is charging you, roll when it leaps. He’ll miss you and then
you can run over there and perform an instant kill. Or, if you have a
nimble character, you can spin kick them in the face and knock them down.
10) You can kill juggernauts with one of the following methods: a lot of
gun shots to the head (the amount of bullets depends on the caliber of
ammunition), multiple (3) molotovs or grenades thrown at it, setting 2-3
mines that it walks into, hitting it in the back with melee (NOT front),
or by knocking it over with a vehicle (at a slow/medium pace) and then
driving forward to crush its head.
11) If you are low on influence you can switch to another playable survivor
and have them drop their melee weapon and gun into it. The survivor will
later come back and take out new weapons later (for no cost to influence).
On that note, try to always have your survivors equipped with a gun because
if they don't have one, they'll go pick one out of the storage locker--and
they LOVE to pick up the grenade launcher. If a survivor on guard duty has
a rocket launcher, they might blow up all of your vehicles.
-----------------------------------------------------------------------------
*****************************************************************************
-----------------------------------------------------------------------------
V. State of Decay Achievements
[ACHIEVEMENTS123]
Most of these you'll get just from completing the game.
"Cannibal Family Picnic": Got to the Mt. Tanner Ranger Station.
"Holy Rolling": Escaped Mt. Tanner and found the survivors at the church.
"Survivor": Escaped Trumbull County.
"It Was Just a Police Action": Found out what the Army was up to.
"Home on the Grange": Played matchmaker for Quentin and Becca.
"Arrested Developments": Saw things through at the courthouse.
"Gun Thug": Helped the Wilkersons resolve their differences.
(Note: you must accept all the missions)
"Pest Control": Destroyed 5 infestations in one day.
"Watch the Birdie": Distracted zombies to complete an objective.
"I Can See My House From Here": Completed a survey activity.
"Land Usage": Built one of every type of facility.
"Home Improvement": Built a facility.
"I'll Be There For You": Earned 500 Fame.
"Mercy Shot": Killed a member of your community to prevent them from
turning. (with “mercy missionâ€)
"Come and Knock on our Door": Convinced another enclave to join your
community.
"Manifest Destiny": Built 8 outposts.
"Everywhere You Look": Got 15 people in your community.
"Movin' On Up": Relocated your home base.
"Rule #1": Maxed out a community member's Cardio skill.
"Trust Me, I'm an Expert": Earned a skill specialization for
one of your community members.
"Horde Hoard": Destroyed 10 hordes in one day.
"Ya Always Were An A-Hole Gorman": Sacrificed your life in a blaze
of glory. Hint: you need to have a grenade equipped and after you are
taken down, throw it right before you die.
"Torn Apart": Got killed by zombies.
"Get Yo' Freak On": Killed one of each freak zombie type
"The Bruce": Killed 3 zombies with an exploding propane tank.
"Double Dead": Performed a hand to hand double kill special attack.
Note: this is something only a powerhouse character can do. After
you level up your powerhouse skills, there will be an option to
unlock the wrestling slam or double kill move. To get this
achievement, you need a powerhouse with the double kill skill
who performs it successfully (need to be standing still when two
zombies approach you).
"Gotta Enjoy the Little Things": Used a car door to kill a zombie.
"Get Outta My Dreams": Killed one of each freak zombie type with your car.
"Vehicular Zombicide": Ran over 250 zombies.
"Badass": Completed 50 missions or activities with the same character.
-----------------------------------------------------------------------------
*****************************************************************************
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V. Detailed components/Strategies/More info
Basic Xbox Controls
[XBOXCONTROLS123]
Left stick: controls movement on foot/ honks horn on car
Right stick: controls the camera/turns flash light on and off/ turns car
lights on and off
X= action button (attacks with melee weapon, smashes doors open, opens car
door while driving, turns on siren in police cars)
Y= Interact button (talk with people, open doors, search items)
A= jump/climb
B= dodge and crawl (hold B)
Start: Pauses game
Back: Opens up the map
Up on the directional pad: Opens up your journal/home menu
Down on the directional pad: your radio
Left or right on the directional pad: circle through your inventory
RB: Use the item currently equipped
LB + direct: Sprint (uses stamina)
LT: aims guns/ drives vehicle in reverse
RT: shoots guns/ drives vehicle forward
Fighting Controls:
Combat you can do at any time, even if unarmed:
Y = kick, or stomp on a zombies head that is on the ground
LB+A = drop kick (knocks them on the ground)
LB + Y= pushes a zombie
LB + Y when a zombie is on the ground or kneeling: finisher/instant-kill:
instantly kills any zombie on the ground or kneeling.
LB + B = combat roll (which also is a stun if you hit a zombie with it)
Combat that requires a melee weapon equipped to do:
X = regular attack
A = a stronger attack
B = dodge (if you immediately follow it with a melee attack, you’ll knock
them down)
Combat you need a gun equipped to do:
LT= Aim your gun
RT= Fire gun
LT + Y (reload gun)
PC Controls [PCCONTROLS]
On the PC, I still use an xbox controller, so all of those keys are just the
same.
If you use keyboard and mouse:
On Foot:
Movement: WASD
Camera: Mouse
Sprint: LShift
Defend/Stealth: LCtrl
Interact: E
Cycle Items: Mousewheel (need alt for no wheel — suggestion below)
Use Current Item: F
Reload Gun: R
Light: T
Melee Attack: LMB
Aim Gun: RMB
Shoot Gun: LMB
Zoom/Switch: Q
In Vehicle:
Accelerate: W
Brake/Reverse: S
Steering: A/D
Emergency Brake: Space
Door Attack: LMB
Headlights: T
Horn: Q
Get Out: E
Menus
Open Pause Menu: Esc
Open Journal: Tab
Open Radio: LAlt
Open World Map: M
Move: Mouse
Zoom: Mousewheel (need alt for no wheel)
Place Waypoint: LMB
UI Navigate: WASD
UI Select/Accept: Space
UI Back/Cancel: Esc
Advanced Combat:
Dodge LCtrl
Roll LShift + LCtrl
Kick E or LMB
Dropkick LShift + Space
Push LShift + E
Stomp E
Finisher LShift + E (or Z)
-----------------------------------------------------------------------------
Traits and Skills
[TRAITSSKILLS123]
Skills that can be leveled up:
A: Natural Athlete/Powerhouse
B: Nimble/Reflexes
C. Leadership
Helpful skills that cannot be leveled up:
D: Counseling, Chemistry, Construction, Cook, Fitness Expert, Horticulture,
Medicine, Research, Tattoo
-----------------------------------------------------------------------------
A. Natural Athlete/Powerhouses
[POWERHOUSE123]
If a survivor has the “natural athlete†trait, then they will have the
powerhouse skill. As you level it up (by fighting) there are a couple
benefits:
1) Strong Back: You can carry more weight in your pack than normal
survivors
2) Pack Mule: You can carry more items per stack (Ex: 4 snacks instead of 3)
3) Powerhouse: Reduced stamina penalty when using heavy weapons, and you
can swing them easier/faster.
4) Big Guns: Allows you to control machine guns easier
As you level up the powerhouse trait, it increases the blow/kill chance,
so powerhouses will kill zombies quicker. You’ll have more one hit instant
kills with a powerhouse.
It also unlocks special moves:
Utility Skill:
At level 3, you’ll be given the opportunity to either replace your push
with a more powerful shove which will knock zombies down (LB + Y) or
replace your kick with a stronger one that knocks the zombie back and
staggers them (Y).
Recommendation: Both are great, but I prefer the kick because it gives
me some distance with the zeds.
Defensive Skill:
At level 6, you’ll be able to unlock either pro wrestling (LB + B =
suplex zombie. If you hit Y during the suplex, it will slam the zombie
down, killing them) or the double kill (LB + B, standing still), which
smashes two zombies heads together, killing them.
Recommendation: The pro wrestling option. It’s awesome. It allows you
to throw zombies over you OR pick them up and slam them down, to their
death. It’s a great defensive move, and the slam works easily and
takes very little stamina. It’s also fun too.
Usefulness: A powerhouse is very useful to the group as they make
great scavengers (since they carry more) and great fighters (since
they hit harder and kill faster).
-----------------------------------------------------------------------------
Nimble/Reflexes characters
[REFLEXES123]
A nimble character will have reflex skills that can improve their stamina
regeneration and unlocks some cool moves.As you level up the reflexes, it
increases their stamina regeneration, so it refills much quicker.
Unlockable moves for Reflex characters:
Utility Skill:
After leveling up reflexes to level 3, it will give you the choice to
replace your normal kick (Y) with a sweep kick or spin kick.
Recommendation: while the sweep kick is nice for tripping any zeds around
you, the spin kick is better because it also knocks down nearby zeds AND
stops ferals. A kick to the face will stop a leaping feral and knock it
on its face, leaving you easy access to follow up with an instant kill
move.
Defensive Skill:
At level 6, it will allow you to unlock either the leapfrog (LB +B)
which knocks a zombie down as you leap over it, or the instant counter
(LB+B), which if done when a zombie is attacking will trip and then kill
them.
Recommendation: either the instant counter (which requires you to be not
moving when you perform it), or nothing at all. Don’t do the leapfrog
because it disables your roll (which is far more effective than the
stupid leapfrog).
-----------------------------------------------------------------------------
Leadership skill
[LEADERSHIP123]
A survivor with high leadership skills receives a higher friendship bonus
when completing missions (such as escorting a survivor or helping a
besieged enclave), making it easier to earn their trust quicker. Maximum
trust allows survivors who are in your group to be playable, and with other
enclaves it makes them want to join you faster.
You increase leadership skills by either leading in combat or by using
the cheer emote (RT+ y) to the other survivor as they are killing someone)
-----------------------------------------------------------------------------
Helpful Skills that can’t be leveled up
Counselor:
Reduces violent arguments between your survivors, and helps prevent
suicides, and running away-—especially during the simulation.
Chemistry:
Allow you to build a munitions shop, and prevent mishaps when making
explosions
Construction:
Decreases construction time on building projects/upgrades and allows the
creation of a machine shop. If you want to fully fix vehicles, you need
a construction expert.
Cooking:
Allows you to prepare feasts in your kitchen.
Fitness Guru:
Reduces injuries and allows for an exercise regime when a dojo is built.
Horticulture:
It improves the effectiveness of your garden/greenhouse. Note: you
usually see the benefits in the journal.
Medicine:
Allows you to upgrade the infirmary to a medical lab and increases the
chances of healing hurt/sick survivors.
Research:
Speeds up research projects in the library and increases the wits bonus
a survivor receives while scavenging.
Tattoo Artist (DLC only):
This gives all your survivors a matching tattoo that raises trust and
morale. Basically, the only one who has this skill is Becca, and only
in the DLC: Breakdown.
There are plenty of other “skills†like “computer skills†and
“sodukuâ€
skills, but in the zombie apocalypse they fall under useless.
*****************************************************************************
-----------------------------------------------------------------------------
Weapon specializations
[WEAPONS123]
1. Melee Weapon Specializations:
A. Blunt
B. Edged
C. Heavy weapons
-Pistol, Revolver, Rifle, Shotgun and Assault Gun
2. Gun Specializations
When you level up your survivor’s fighting to level 4, you can choose a
melee specialization (or if you prefer guns, you can choose a gun
specialization once you get to level 4 in shooting). When you specialize,
you can unlock special attacks. I’ll explain those and go into the pros
and cons of each:
Melee Weapon Specializations
A. Blunt weapons (Ex: Bats, crowbars, lead pipes, etc.)
[BLUNT123]
As you level up blunt weapons, it increases your chances of knocking
down zombies. A leveled up blunt weapon specialist can easily knock
down zombies and then perform the instant-kill. While it can
occasionally kill a zombie with one attack, the combat is usually
knocking them down and then killing them on the ground.
Special attacks (you can pick 1 of the 2):
---Uppercut: Knocks the zombies down with an uppercut. This is very
great at knocking down zombies in front of you (and sometimes killing
them). It can also work on ferals. Another perk is you can immediately
follow up with a finisher before right as the zed hits the ground.
---Spinning attack: Spins and knocks all the nearby zombies down. If
you are surrounded by zombies, this will knock them all down.
Pros of specializing in blunt weapons: blunt weapons are everywhere,
most of pretty durable, and feel reliable when using them. Any
character can effectively wield a blunt weapon, and the special
attacks are both easy to use and effective. If you are going to
level up in blunt, the uppercut is the one to go simply because its
more powerful and can knock ferals down.
Cons of specializing in blunt weapons: the uppercut and spinning
attack primarily just knock zombies down. Since it involves
knocking zeds down and then finishing them, it tends to take more
stamina than the other weapons, largely because you're always
you have to knock them down and then perform the finisher. The finisher
is also much slower than the other weapon types.
My Recommendation: Overall, I don't like blunt weapons as much
because they drain stamina much more than the others. In the normal campaign/
story version, it isn't as noticable, but it is in higher levels of Breakdown
when there's more zeds. But some players really love blunt weapon specialists
for that uppercut move, so it's one of those weapons you got to try to see
how you like them.
-----------------------------------------------------------------------------
B. Edged weapons ( Ex: kukri, broadsword, machete, kama, etc.)
[EDGED123]
As you level up edged weapons, it increases your chance of decapitation.
So a fully leveled up edged weapons specialist is primarily slicing
through most zombies with 1-2 hits.
Special attacks (you can pick 1 of the 2):
---Low slice: You can do a low sweep that cuts the legs off the zombies
in front of you (which effectively kills them). Zombies with armor will
just be knocked over, though. It usually only kills 1-2 zeds though.
---Decapitate: This automatically (and slowly) decapitates one zombie.
It can also be interrupted by attacking zeds if not done at the right
time. I personally think this one is a waste of a special attack since
a fully leveled up edged weapon specialist will usually kill most zeds
in one swing anyway.
Pros: Edged weapons are light, quick, and very effective at instantly
killing zombies in 1-2 swings each.
Cons: Many edged weapons are only ok durability, so they’ll be getting
damaged quicker (until you find higher durable edged weapons). It’s
not quite as great when you are surrounded by zombies by zombies on
all sides, but if you master the combat roll, you can get around this.
My recommendation: Edged weapons are awesome because they are light
and slice through zombies easily. I usually make my nimble/reflex
characters edged weapons specialists because they seem to complement
each other. The spin or sweep kick counter-acts the one area edged
weapons are weak in by knocking down all nearby zombies. However,
anyone can be an effective edged weapon specialist (and powerhouses
in particular have more instant decapitations).
Update: lately I've been using my powerhouses as edged specialists
because that extra power really makes you a killing machine.
-----------------------------------------------------------------------------
C. Heavy Weapons (ex: Heavy Axe, sledge hammer, etc.)
[HEAVY123]
Heavy weapons are heavier, usually really durable, but also much slower
than blunt or edged weapons. If wielded by a non-powerhouse, it’ll
decrease stamina slightly faster than normal. As you level up heavy weapons,
it increases the change for a might blow (kill/knockdown zombies).
Against zombies one on one, it usually knocks them down or kills them,
but it is slower.
Special Moves:
---Low Sweep: does a vicious low sweep and dismembers the legs of all the
zombies in front (and all around you). This is the one to do because it
can kill 6 zombies in one swing.
YOSE players: In YOSE, this low sweep was unfortunately nerfed to be
less powerful. Now it only trips 1-2 zeds, and dismembers 1 zeds. So
it's still ok, but it's not as powerful as it used to be. As such,
many are using the Spin option instead:
---Spin: Slow attack that knocks down all the zombies around you. This can
be followed up with a bunch of finisher moves (and since the heavy weapon
finisher is extra fast, you can kill a bunch of them before they get back
up).
Pros: A heavy weapons specialist can handle larger groups of zeds.
Cons: They are slower and there are fewer heavy weapons than other light
weight weapons. Also, if you care about points (leadership board), you
only get the maximum points for killing a zed by killing it, so the low
sweep won’t count, point wise, if you let them die on their own.
My recommendation: If you're playing the original State of Decay (not
YOSE), the heavy weapon low sweep is a great move for killing lots of
zeds. The mere fact that the developers took note of that and seriously
nerfed it in YOSE should tell you something. But if you're playing YOSE,
it's clearly not as powerful. It's still good, but it's not the zed killing
machine it was. It's still great for knocking lots of zeds downs.
-----------------------------------------------------------------------------
Gun Specializations (available at level 4 shooting)
[GUNSPEC123]
Note: you can’t have both a melee & gun specialization (unless you use a
mod on a PC)
--Pistol Specialization: As you level up pistols, it increases the rate of
fire.
Many players like pistol specializations because the ammunition is more
available when scavenging, the guns are lighter, they can hold more ammo
than revolvers, and can be suppressed.
--Revolver Specialization: As you level up revolvers, it increases stopping
power.
Revolvers aren't as great in this game because they are loud and can't be
suppressed. They also only hold a few bullets. It's not recommended to level
up in revolvers.
--Rifle Specialization: As you level up rifles, it increases the target
snap distance
This is a good specialization because you automatically target zeds faster,
making headshots easier to get. Rifles are great at killing freaks too.
--Assault Weapon Specialization: As you level up, it increases your ability
to control the weapon
These are good specializations now that it's easier to find good assault
rifles.They are great for killing juggernauts since they can carry more
ammo, and higher caliber. It's best in the hands of a powerhouse though.
--Shotguns Specializations: As you level up shotguns, it increases the kill
zone size.
Shotguns are loud, but in the hands of a specialist they are zed killing
machines. Leveled up they can kill a horde in 1-2 shots.
Overall: If I’m going to level up a character in weapons, it’s going to be
in rifle (for the ability to snap onto targets) or shotguns (great at
taking out hordes when fully leveled up, or taking out infestations).
However, if you want to level up an assault weapon specialist, it's
best to use a powerhouse (as they can control it better).
YOSE update: Now that there's a new type of ammunition (incendiary
shotgun), shotguns are even cooler before because not only do they kill
more zeds as you level them up, but with incendiary shotguns you can
actually kill armoured zeds too.
-----------------------------------------------------------------------------
*****************************************************************************
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Special Techniques
[TECHNIQUES123]
Special Techniques: Marathon, Combat Endurance, Ninja, Rage, and Instant
Focus
You can only pick one trait, and most unlock after reaching level 7 of a
particular skill:
1. Marathon:
This is unlocked at level 7 of cardio. This decreases how much stamina
you lose from sprinting by 50%. This is great to give to a survivor you
want to run long distances, such as in the DLC: Breakdown when you need
to either find a vehicle or get to a base at the start of each level.
In the original game it isn’t as necessary since vehicles are everywhere.
2. Combat Endurance:
This is also unlocked at level 7 of cardio. This decreases how much
stamina you lose from combat by 50%. This is great to give to your
fighters who are specialized in melee weapons.
3. Ninja:
This is unlocked at level 7 of wits. It removes locked doors and
allows you to speed search quietly (with no fear of making a loud
noise). It also lets you sneak twice as fast by holding LB when
sneaking. In the original game, I never used the ninja, but when
I started playing the DLC: Breakdown I learned how handy they are
(as making noise at a higher level will bring TONS of zombies
towards you). I like to have at least 2 ninjas for when I need
to scavenge a bunch of houses.
4. Rage:
This is available from the beginning and when chosen gives you a
small amount of stamina back when you kill. I don’t recommend it
because unless you were a powerhouse doing nothing but the wrestling
slam, you won’t get that much from it (as opposed to just choosing
combat endurance).
5. Focus Aim:
This is unlocked at level 7 of shooting and allows you to slow the
world down as you pick your perfect best shot. It does slowly drain
your stamina while activated, but it’s very handy at getting head
shots or taking down freaks. If you have a survivor leveled up in a
gun specializations, this is probably the best special technique to
have. Since it drains stamina, many people like to have their
nimble/reflex characters have focus aim since they generate stamina
quicker.
-----------------------------------------------------------------------------
*****************************************************************************
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[OUTPOSTS123]
NEW: For returning players, medicine and fuel outposts now work, you must
have a resource in a building when you create an outpost for it to generate
that resource (no more empty buildings defaulting to ammo--now they will
do nothing), and there's a bonus report during the simulation as long as
you leave a resource in the building.
~~~~~~~~~~~~~~~~~~~~~~~~~~ Outpost Faq~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Outposts are buildings that provide a safe zone (which can significantly
be expanded in size by selecting to set mines in the “Home†menu feature).
They provide multiple benefits, including:
1) They create a resource cache that reduces your daily usage of a resource
by 3 per day (real life day—i.e. during the simulation). So if you have
a food generating outpost, it creates 3 food per day, so if you have 10
people eating -10 food a day, it reduces it to -7 a day.
The benefits do stack, so if you had 4 food generating outposts, that
would create 12 food a day, which would mean it ADDS 2 food a day for 10
survivors (since they only eat 10 a day).
2) Creates a radius (safe zone) where zombies don't spawn. If a horde
comes into contact with the outpost, the mines blow up and kill the
horde (and the mines are reset automatically). This also means that
missing survivors will have a greater chance of making it home if they
are in the outpost protection area. It also makes it much safer for
your runners (when calling for scavengers) if they are in this safe
zone. This does not mean that zombies from outside the safe zone can’t
wander in—they can and will—but they’ll be far fewer of them around.
3) Puts a storage locker in the building, which means you can drop or
take out necessary items here instead of going to the base. Note:
Rucksacks must be taken home to the base.
******How to set an outpost******
1) You must fully search the building—-that doesn’t mean you have
to take everything out, just that you need to search every
location. If there is still a ? in the top left, that means
there’s still something left to be searched.
2) Whatever is in the building (ex: food cache) determines
what type of resource it produces.
2) The building must be cleared of zombies
3) Once it is fully searched and cleared, then you use the radio
to choose to set the outpost. Note: each base only has so many
outposts, depending on its size. The church and the Alamo have 4,
Kirkman’s Residence, McReady Farm, and the Savini house each have
6, and Snyder’s and the Fairgrounds have 8. (And on the DLC:
Breakdown, the RV has 2)
4) If you ever need to remove an outpost, you can do it from the
“home†menu.
***How to set mines/traps to expand the protection zone***
Go to the “Home†tab on the menu (hit up to bring up the journal
and tab over to “Homeâ€) . At the bottom of the page will show you
the outposts you have set. Click any of them and select to set
mines (for 1 fuel). The mines will be automatically reset if
hit by a horde, however they are only good for one game day
(2 hours). After that you’ll need to reset them in the menu.
***How to make an outpost generate a supply***
If an outpost has a resource (food, ammo, medicine, construction
supplies, fuel) in it, it will generate supplies for that known
resource. So if there is food in the house when you set the outpost,
it will be a food outpost.
If there are multiple resources (such as ammo and fuel), it will pick
the item that has the most resources (ex: if there are 3 fuel resources
and 1 construction, then it will be fuel) OR if there are equal amounts
(1 fuel and 1 construction), then it will pick it in alphabetical order
(ammo> construction supplies> food> fuel>medicine). If you have multiple
resources and want to pick which one to set the outpost to, remove the
OTHER resource. Ex: if you have a building with ammo and food and want
to set it as a food outpost, remove the ammo first, and then set it as
an outpost (it will only see the food, so it’ll create a food outpost).
***Understanding the BONUS REPORT***
On the second day of the simulation, as long as you have enough
construction materials to support your daily usage, then your
survivors will go collect +3 of whatever resource each outpost is
generating to every outpost that has a resource still in it. So if
you have 4 construction outposts, 3 ammo and 1 food, that means it
will add 12 construction, 9 ammo, and 3 food straight to your
supplies! Just make sure you always leave at least one resource
in the outpost and have enough construction supplies to cover
the daily useage. This is a great way to get additinal supplies
during the simulation.
Q: What if there are no resources in the building? “Nothing left�
A: Then it will not produce anything. Nada. It used to be that it
would default to ammo, but those days are long gone. Make sure there's
a resource in the building before making it an outpost!
Q: Can I throw a rucksack in there to make it generate it?
A: No, it has to be a known resource in the building that you
found from searching.
Q: How long will the outpost give me the usage reduction? What if I
take out the resource AFTER making it an outpost?
Once you have set an outpost to produce resources (via reducing your
usage), it will continue to do so until you take down the outpost.
You can even remove the resources in it AFTER you have set up the
outpost and it’ll still give you the benefit (until you abandon
the outpost—at which point it obviously stops). However, if you take
it out, you won't benefit from the BONUS REPORT. So it's best to
leave it in the outpost.
Q: What are the best resources for outposts to generate?
A: Your two most important resources are ammo and construction
materials. Food can be found everywhere, and with a garden you'll
never have to worry about it. You don't go through that much
medicine so it really isn't that necessary, and even less
so for fuel (and you can make fuel from food). Construction
materials are also harder to find and unlike ammo, there's
no way to make them through facilities. So it's best to aim
for construction and ammo outposts.
Q: Can I create an outpost in ANY building?
A: No, it won’t let you in those tiny sheds, tents, or bases.
Q: Why would I ever want to take down an outpost?
A: If you find a better outpost, relocate your base, or if you want a
temporary location to access your storage locker. If I’m in Marshall
and want to go scavenge Fairfield, I’ll just go temporarily set up 1-2
outposts to give me a little extra protection and allow a place for me
drop supplies. When I’m done, I’ll take them down and move them back.
Q: What is an ideal outpost set up?
A: You want your outposts to protect your base and the nearby scavenging
areas that you and your survivors will want to scavenge. The idea set up
is to place them apart but close enough together that (when the mines
are set) the outpost zones slightly connect, with minimum overlap, and
no gaps in between.
-----------------------------------------------------------------------------
Understanding the Simulation
[THESIMULATION123]
Just as your survivors are always leaving the base to bring in supplies
and kill zeds while you aren’t playing them, the game continues even when
you log off. During the simulation, your survivors will bring in and use
supplies, they’ll fight zombies, and if they are in a bad mood, they might
act out (including running away and committing suicide). How you find the
base when you log back in is related to how you left it.
There are 3 points to know about the simulation: understanding how resource
usage works, what items are consumed during the simulation, and how to
prevent survivors from acting up (ex: running away).
Resource usage
One of the biggest complaints I read from new players is how all their
supplies are gone when they come back. This can be really frustrating at
first, but once you learn how to effectively manage your supplies then
you’ll see the simulation PRODUCES MORE supplies for you instead of losing.
You can absolutely make your base sustainable.
First of all, understand how it uses supplies. Food and ammo are based
on how many people you have living in your base, so if you have 10
survivors at your base, your survivors will use -10 food and -10 ammo
per day (during the simulation). Medicine is based on how many people
you have sick or injured, so it will only reduce when a survivor needs
it during the simulation. The only exception is based on random events
(food spoilage, medicine expired, etc. then you might randomly use -2
or so in those supplies). Fuel doesn’t reduce during the simulation; it
only reduces when you choose to set your mines or if you use it to create
weapons. Construction supplies usage is based on your facilities and
how many outposts you have. So if you have a high population, you’re
going to go through food and ammo more. If you are at a larger base,
you’re going to burn through construction supplies.
How to reduce the usage (or better yet, set it so you gain more
during the simulation):
A. Watch your population.
B. Set outposts to reduce usage. See [OUTPOSTS123] to learn more
about outposts or how to have them produce resources. I recommend
having 4-5 construction outposts and 2-3 ammo, if you can do it.
C. Use facilities to create supplies:
-The fully grown garden can give you +6 food, and a fully grown
greenhouse gives you +9. If you have a bigger population or only 1 food
outpost, this is a great way to have the simulation generate more food
for you. If you have a plant expert, it’ll increase the chances of the
garden/greenhouse producing more food during the simulation.
-The Dojo allows you a commerce option to train outsiders for +3
ammo. It’s available right away.
-The Shooting Platform allows you a commerce option to train
outsiders for +3 ammo.
-The library allows you a commerce option for +2 ammo
-If for whatever reason you are low on fuel, you can turn food into
fuel via the storage unit (create biodiesel).
If you set up outposts effectively and use facilities to generate
resources through commerce, then you won’t have a problem with
the simulation using up supplies. With a lower population, it’s
easy to come back to see MORE supplies.
D. The Bonus report. [BONUSREPORT123]
On the second day of the simulation, as long
as you have enough construction supplies to cover its daily
useage, then your survivors will pull +3 of the resource from
every outpost and add it directly to your supplies,as long as
there's at least one resource in the outpost. So if you have
4 construction outposts, 3 ammo, and 1 food, that means you'll
gain +12 construction, +9 ammo, and +3 food directly to
your supplies! Just make sure you always leave one resource
in the building, and always have enough construction
materials to support its useage.
Your survivors will remove some items and add other items
1. You will gain 2-6 snacks depending on your food supply. If you have
a weak supply, you’ll get 2 snacks. A good supply will get you 4, and
a great supply will get you 6. From my experience, “great†appears
to be more than 50, “good†seems to be around double your population
and above, and poor is anything less than that.
2. Other items that might be put into the storage locker
--If you have a medical lab, you will find 5 medicine (not the kind
you make with medical lab, a weaker/cheaper one that is about 6
influence), and 5 regular stimulants. These do not stack and add on
daily though—as long as meet the above conditions, you’ll always have
that exact amount waiting for you, regardless if you used them all
before.
--If you have a machine shop, you could find some homemade
suppressors or flame fougasse created for you.
Reducing problems during the simulation.
1. Outposts increase the chance of missing allies coming home safely
on their own. So if you move into a new base and then log off before
setting up the outposts, you might have problems when you come back.
So set your outposts up!
2. If you don’t have enough ammo, you can lose people during the
simulation. I’ve never had this happen to me, but I’ve heard of
other players saying they lost people in the simulation from their
base being overrun by hordes. You can remedy this by always having
enough ammo. (I like to have at least double my population, at minimum).
Same thing with a watch tower--if you don't have a watch tower,
a freak can break in and kill someone.
3. If a survivor has a bad mood that reflects fear or panic, they can
run away during the simulation. If they are depressed, they can kill
themselves. Note: In the original game, survivors you have full trust
with won’t die during the simulation, however this doesn’t apply in
the DLC: Breakdown—-your friends can and will run away or kill
themselves if you let their moods sour long enough. You can remedy
this by having the survivor with a poor mood complete missions
(including side missions like zed hunts or escorts), clearing
infestations, killing hordes during the “too many hordes†problem,
bringing back necessary items to continue construction, helping
other survivors, and bringing in resource supplies.
*******HAVE A COUNSELOR: They can keep your survivors from running
away or killing themselves during the simulation. I have a couple
games going right now and a counselor in each, and every one of them
has saved a survivor from certain doom. If you are playing the DLC:
Breakdown, you need a counselor.
4. Have enough supplies so that you don’t run low during the
simulation. If your survivors are starving, you will come back to
everyone having a bad mood, which means more morale missions, more
runaways, more fighting, etc. I honestly recommend at least 50 food.
Beds are similar. You don’t need a bed for everyone (I do recommend
it though), but if you have more than double the people as you do beds
(20 people with only 8 beds), your survivors will start suffering from
fatigue, and that can affect their
mood.
5. If you have too many infestations, it will affect survivor moods,
which will increase the chance of them running away.
6. If you don't have a kitchen, sometimes you can get sick. This
doesn't happen that much though.
So basically: Have enough supplies, set up your outposts, pay attention
to moods, take care of infestations, have enough beds (at least enough to
prevent fatigue problems), etc.
-----------------------------------------------------------------------------
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Attitude/Moods
[MOODS123]
A survivor’s attitude/mood determines their behavior and effectiveness.
There are numerous moods that can basically fit into three groups of moods:
good (ex: Supportive, trusting), neutral (ex: concerned, brusque), and bad
(ex: depressed, panic). You can which tell whether it’s a good, neutral, or
bad mood based on the emoticon to the left. :-) :-| :-(
If it’s a bad mood, survivors might act out by running away or committing
suicide.
There are also some moods that might encourage fighting in your group
(ex: insensitive, overbearing). These are common when your survivor has
traits like “jerkâ€, “autocratâ€, “braggartâ€, etc. They can cause
trouble
and hurt morale or moods.
Some moods (Ex: meek, nervous) might initiate morale missions where you
need to take the survivor out for a walk, kill some zeds, and give them
a little pep talk.
It’s best to keep survivors with good moods, obviously, or at minimum
neutral moods. Their moods improve to good moods when they feel safe
and productive. To help prevent moods from souring:
1) Make them all feel productive. That means don’t just play one
character. If someone is in a bad or neutral mood, switch to them
and complete some missions.
2) Have a bunch of rucksacks lying around and have survivors bring
them in when they have a neutral or bad mood.
3) Make sure you have enough supplies, particularly food and ammo.
4) Make sure your base is protected by outposts
5) Don’t let infestations spread. Take out any nearby infestations
right away.
6) Help survivors when they ask for it. If you ignore them and it
times out, their moods will sour. Helping them can improve their mood
and your survivors’ mood.
7) Calling scavengers can improve their moods (because they are
bringing in supplies). Same goes with escorting them home (you
could improve either of your moods).
8) Have a counselor to reduce fights and help prevent runaways/suicides
during the simulation
9) If you have a group with lots of jerks, autocrats, and/or
psychopaths, you might benefit from a dining room. That can help
prevent or at least reduce fighting.
10) Killing your survivors when you control them worsens the mood of
everyone in your group. If you start killing a bunch of people, your
survivors will freak out. If you need to get rid of survivors, have
them follow you for 100 influence and take them someplace where they
will die—such as run towards a horde, let it get closer, wait for the
following survivor to start fighting them, and then step back and
watch. It’ll cost more influence, but won’t affect moods.
Likewise, if you are trying to improve a mood, you can do that by
completing missions, bringing in rucksacks, clearing infestations,
bringing in missing components during construction, helping your
survivors who need help, helping other enclaves/survivors, destroying
hordes during the “too many hordes†problem (but only during that
mission—killing normal hordes won’t do any good), etc.
What about when there are no active missions to complete or infestations
to clear?
--Use the radio to look for supplies (ex: food). Then when it finds
possible locations for the resources, go find one.
--Call for scavengers and escort the scavenger home. This can improve
your mood and the other scavenger’s mood.
--Bring in more rucksacks.
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The Different Bases
[BASES123]
1. Church of the Ascension
2. Kirkham Residence
3. McReady Farmhouse
4. The Alamo
5. The Savini House
6. Snyder’s Trucking Warehouse
7. Trumball County Fairgrounds
Note: I don’t count the Ranger’s Station because you can’t ever upgrade or
move back there.
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Church of the Ascension Base
[CHURCHBASE123]
Location: Spencer’s Mill
Built-in facilities: Bedroom, Kitchen, Watchtower
Available slots to build: 3
Available parking spots: 1
Outposts: 4
Storage capacity: 25 food, 25 medicine, 25 ammo, 50 construction, 25 fuel
Requirement to move in: 20 construction materials and 5 survivors
Pros of the church as a base: If you just want a challenge, this is the
base to get.
Cons: This is basically the worst base because it’s simply too small and
hard to defend. It’s not good for scavenging because it only holds a
minimal amount of supplies. Assuming you build a medical base and a
machine shop, that leaves you with only 1 available facility to build.
More importantly, with few buildings around the perimeter, it means
you can’t adequately protect the base with outposts, leaving it
vulnerable to hordes.
Overall: I wouldn’t recommend moving here. If you’re playing the
original game, move to a better base as soon as you can.
-----------------------------------------------------------------------------
Kirkman Residence
[KIRKMANBASE123]
Location: Spencer’s Mill, slightly south of the Church of Ascension
Built-in Facilities: Bedroom, Kitchen, Workshop
Available slots to build: 3 slots + 1 watch tower
Available Parking Spots: 2
Outposts: 6
Storage capacity: 50 food, 50 medicine, 50 ammo, 100 construction,
50 fuel
Requirement to move in: 30 building materials & 8 survivors (6 for
DLC: Breakdown)
Pros: With outposts, you can not only easily secure the base, but also
most of Spencer’s Mill.
Cons: The workshop isn’t upgradeable, so if you want a machine or
munitions shop, you’re going to have to use one of the other available
slots.
Overall: Ok base. Great for those wanting to fully scavenge Spencer’s
Mill before moving to Marshall.
-----------------------------------------------------------------------------
McReady Farmhouse
[MCREADYBASE123]
Location: Central Region
Built-in facilities: Bedroom, Bunkhouse, kitchen, storage
Available slots to build: 3 + watchtower
Available parking spots: 3
Outposts: 6
Storage capacity: 80 food, 80 medicine, 80 ammo, 130 construction,
80 fuel
Requirement to move in: 30 construction materials and 8 people
(5 in DLC: Breakdown)
Pros: It’s great for bigger populations, and if you know how to drive
through the fields, you can quickly get to either Spencer’s Mill or
Marshall for scavenging.
Cons: Like the church, it’s kind of in the middle of nowhere, with
few spots to place an outpost to protect it. You can have one in the barn
to stop 1 horde, but if there are multiple hordes, they’ll get through.
It’s also a pain if you want to call scavengers to come pick up supplies,
as they often will need your help.
Overall: The Farmhouse is best for experienced or those looking for a
challenge
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The Alamo
[ALAMOBASE123]
Location: Downtown Marshall (near the supermarket)
Built-in facilities: Kitchen, Storage, Watch tower
Available slots to build: 3 + Watch tower
Available parking spots: 3
Outposts: 4
Storage capacity: 65 food, 65 medicine, 65 ammo, 90 construction, 65 fuel
Requirement to move in: 20 building supplies and 5 people (no pop.
requirement for DLC: Breakdown)
Pros: It’s located near lots of great scavenging locations, and has a
larger storage capacity to hold all the supplies you find. Moreover,
if your population is too small to go anywhere else, this is the spot
to go. It is securable with outposts.
Cons: It’s small, with limited building space, and only 4 outposts.
Overall: This is a great temporary place if you want to scavenge a bunch
of supplies (or build up a bigger population) and then move to another
base.
-----------------------------------------------------------------------------
The Savini House
[SAVINIBASE123]
Location: west side of Marshall
Built-in Facilities: Bedroom, Library, Kitchen, Watchtower
Available slots: 3
Available parking spots: 3
Outposts: 6
Storage capacity: 50 food, 50 medicine, 50 ammo, 100 construction,
50 fuel
Requirement to move in: 30 building materials & 8 survivors (5 for
DLC: Breakdown)
Pros: It’s easy to secure and is located in a prime location for
scavenging. With a watch tower already built, it feels safe very quick,
and it seems like there’s enough slots for the best facilities.
Cons: It’s best for a smaller population of 8 or less. You can't upgrade
the watch tower to a shooting tower.
Overall: If you have a small group (8 or less), this is the best
base in the game.
-----------------------------------------------------------------------------
Snyder’s Trucking Warehouse
[SNYDERSBASE123]
Location: far west side of Marshall
Built-in Facilities: Bedroom, storage facility, and machine shop
Available slots: 5 + Watchtower
Available parking spots: 4
Outposts: 8
Storage capacity: 110 food, 110 medicine, 110 ammo, 190 construction,
110 fuel
Requirement to move in: 50 building materials & 12 survivors (10 in
DLC: Breakdown)
Pros: Very easy to secure. Only 2 outposts will cover all routes to
the base (the gas station to the right of it and the construction
warehouse across the street). Then you can place the other 6 outposts to
fully cover the entire west half of Marshall, giving you and your survivors
a wide area of protection. With the number of available slots, you can
house higher populations and build all the facilities you want. Moreover,
there’s a ton of construction buildings nearby, making it easy to find the
supplies you need. Additionally, the build-in machine shop will also work as
a munitions shop (as long as you have done the required research first)
Cons: It’s harder to move to (higher construction & population
requirement), and the watch tower needs to be built. So until it’s done,
it can feel less safe. There’s also a couple bugs relating to the
warehouse: sometimes it’ll glitch and you’ll get a workshop & Alamo
food storage instead of the machine shop and regular storage (which
means you’ll have to build another machine shop if you want to repair
vehicles), and a message that states you have too many supplies when
you don’t (which you can just ignore).
Overall: Best facility overall, especially if you want to take your time in
the valley. In the original game, this is pretty much the best location
to get.
-----------------------------------------------------------------------------
Trumbull County Fairgrounds
[TRUMBALLBASE123]
Note: not available in the original game until a much later mission opens it
up.
Location: Fairgrounds
Built-in Facilities: Storage, dining room, kitchen, watch tower
Available slots: 5
Available parking spots: 5
Outposts: 8
Storage Capacity: 110 food, 110 medicine, 110 ammo, 190 construction, 110
fuel
Requirement to move in: 50 materials and 12 people (10 in DLC: Breakdown)
Pros: Big enough for larger populations, with lots of room to build your
favorite facilities. It’s also located near lots of good spots to find
military weapons, ammo and medicine. Easy to secure and protect most of
the town with outposts.
Cons: Outside of the military caches, there’s not much nearby scavenging
opportunities, so you’re going to have to drive to Marshall quite a bit.
It also has the dining room as a pre-built facility, which most players
consider useless.
Overall: I wouldn’t recommend it because it's too far away from most of
the scavenging areas & missions. It’s better to just temporarily set up
an outpost up there and scavenge the military caches and then call it good.
-----------------------------------------------------------------------------
*****************************************************************************
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Facilities
[FACILITIES123]
1. Cooking Area
2. Dining Area
3. Garden
4. Library
5. Medical Lab
6. Sleeping Area
7. Storage Area
8. Fitness Area
9. Work Area
-----------------------------------------------------------------------------
Cooking Area
[COOKING123]
Pre-Requisites to build: 20 Building materials, 25 influence, and a workshop
Benefits:
1) Protects against Food Contamination (which makes people sick/loss of
morale)
2) Allows you to cook a meal (adds +20 max vitality for 1 game day, or if
you have a good cook, you can prepare a feast (adds +20 vitality and +10
stamina for 1 game day)
Pros: It’s great to have a kitchen when you are leveling up survivors and
could use the boost in max vitality and stamina.
Cons: A feast usually requires you to find special ingredients in order to
complete, and it takes 30 minutes for the benefits to kick in.
YOSE: Now you can create snacks in the kitchen, as well as coffee (and at
some point we'll be able to make pie). This makes the kitchen much more
useful since you can make snacks if you're running low.
-----------------------------------------------------------------------------
Dining Area
[DINING123]
Requirements: 40 construction and 100 influence
Benefits: Allows a place for survivors to eat together. Reduces discord.
Protects against vermin.
Pros: If you have a psychopath and survivors who don’t along, a dining
area will help reduce the fighting (which can result in loss of morale,
people getting moody, etc.)
Cons: Unless you have survivors with negative personality traits or
you've already leveled up your group as much as possible, the other
facilities will give you more benefits than the dining area.
-----------------------------------------------------------------------------
Garden
[GARDEN123]
Grows food to reduce your daily usage (or even create a surplus). You can
upgrade to a greenhouse to grow more food
Requirements for a garden: 25 construction resources and 50 influence.
Yields a max of 6 food a day (it starts as 2 food and then increases by 2
each game day until 6), and opens up the ability to research a greenhouse
at the library.
Requirements for a greenhouse: 50 construction, 100 influence, and library
research must be complete.
Yields a max of 9 food a day) (it starts at 3 food and then increases by 3
each game day until 9)
Pros: For larger populations, or if you just want to build up your food
supply so that you don’t ever have to worry about finding food again,
then a garden is great. If I’m going to take a break from a game for an
extensive amount of time, I’ll build a garden (and then greenhouse) first,
so that when I come back it’ll have well over the maximum food amount.
Cons: With as much food resources are available out there, it just isn’t
necessary to have a garden.
-----------------------------------------------------------------------------
Library
[LIBRARY123]
Requires: 20 construction supplies and 100 influence
Allows you to:
1) Research ways to improve facilities and make weapons
2) Adds a wits bonus for survivors
3) Gain +2 ammo by giving enclaves access to the library
Types of research available:
--Garden Research (requires a garden):
**Greenhouse: After crops are fully grown, it creates 9 food per
day.
--Storage facility Research (requires a storage facility):
**Biodiesel : Lets you convert food to fuel.
--Medical Lab Research (Requires a Medical Lab)
**Research Potent Homemade Stimulants
--Munitions Lab Research (Requires a Munitions Lab)
**Research Chemical Incendiaries (Also requires a Medical Lab)
**Research Box Mines.
**Research Whistling Box Mine
**Research Pipe Bomb
**Research Steel Pipe Bomb
Pros: The library is very helpful because it lets you upgrade certain
facilities, unlocks cool weapons (the Whistling box mine and steel pipe
bombs are awesome), and gives you a boost in wits while scavenging. In
the original game, this might not seem as necessary, but in the DLC:
Breakdown, it’s essential. The ability to allow others to access the
library for +2 ammo is helpful too.
Cons: There really aren’t any cons, but there does come a time when you
might not need it anymore: once you have completed the research, you
never have to research it again (even if you move bases, and even when
you move to new levels on the DLC: Breakdown), and if all your
survivors’ wits are maxed out. You do still have that +2 ammo and the
ability to create strong medicine in the medical lab, but I usually
replace my library after I’ve used it to its full potential.
YOSE: You now have the option to research ammo manufacturing.
-----------------------------------------------------------------------------
Medical facility
[MEDICAL123]
Requirements for a basic medical area: 10 construction resources
+ 20 influence
--Benefits of the medical area: +10 max vitality for everyone. 15% Recovery
Chance from injury/ illness each day
Requirements to upgrade to an infirmary: 25 construction resources
--Benefits of the infirmary: +10 Max Vitality for everyone. 30% Recovery
Chance from injury/illness each day.
--If you have a Medical Professional: +20% Recovery Chance.
Requirements to upgrade to a medical lab: 40 construction resources, a
library, medical professional
--Benefits of the medical lab: +10 Max Vitality for everyone. 30%
Recovery Chance from injury/illness each day.
--If you have a Medical Professional: +20% Recovery Chance.
--Allows the manufacture of painkillers and stimulants:
Painkillers and stimulants that can created in the Medical Lab:
--Make Mild Stims: creates 3 Mild Stims (requires 1 medicine + 10
influence)
--Make Potent Stims: creates 3 Potent Stims (requires 2 medicine + 10
influence)
--Make Homemade Painkillers (needs a library): Creates 3 (strong)
Homemade Painkillers (5 medicine + 25 influence)
Pros: You need one. Your survivors will get hurt and sick, and this
increases the chances of healing them. It also keeps sick people from
spreading their illness (since they are kept in the medical area).
Without that, a sick survivor can get everyone else sick (which can
also be fatal). I also love to use my medical lab to create potent
stimulants (they last sooo much longer) and homemade painkillers
(because they are stronger).
Cons: There used to be a debate whether you needed to upgrade it all the
way to a medical lab, but after reviewing the code I found that each time
to upgrade the lab, it reduces the chances of one of your survivors getting
sick. So I guess the con is that it's really best to upgrade all the way
to a medical lab, even though it takes some time.
-----------------------------------------------------------------------------
Sleeping area
[SLEEPING123]
Requirements to build a sleeping area: 5 construction supplies, 10
influence
Benefit: +50% chance of preventing sleep deprivation.
Requirement to build bunk beds: 25 construction supplies, 3 influence
Benefit: Provides 8 beds
Good Night’s Sleep: Increases everyone’s stamina by 10 (Must have a bed
for everyone)
Pros: There is a pre-built facility in nearly every base, and if not, you
need one. If you have more than 8, you should build a second one to get
that instant +10 stamina.
Cons: It’s possible to have more survivors than beds, as long as you don’t
have more than double the survivors as beds—-you start having problems
with fatigue.
-----------------------------------------------------------------------------
Storage area
[STORAGE123]
Requirements: 20 construction supplies and 10 influence
Benefits: +20 storage to food, medicine, ammo, construction supplies and
fuel
Upgrade to food storage area
Requirements: 25 construction supplies and 25 influence
Benefits: + 30 storage to food, medicine, ammo, construction supplies
and fuel and ability to preserve food
Upgrade to refrigerated area
Benefits: +40 storage to food, medicine, ammo, constructions supplies
and fuel, ability to preserve food, and refrigeration (dramatically
reduces food spoilage and/or food poisoning)
Pros: Being able to bring home more supplies is nice, and after
researching biodiesel it allows you to covert food into fuel. If you
ever wanted to stay on the map for as long as possible, this could be
handy.
Cons: It’s not necessary. Most facilities have a big enough storage
facility as you need.
-----------------------------------------------------------------------------
Fitness Area
[FITNESS123]
Requirements to build an exercise area: 10 construction supplies + 50
influence
--Benefits: +10 stamina for everyone
--If you have a Fitness Guru: Prevents injuries. Allows establishment of
a Fitness Regimen.
Requirements to upgrade to a dojo: 35 construction supplies + 100
influence
--Benefits:+10 stamina for everyone
--If you have a Fitness Guru: Prevents injuries. Allows establishment
of a Fitness Regimen.
--Combat training: increases XP during combat
--Commerce: Train other survivors for +3 ammo
Pros: A dojo is very helpful because it gives you extra stamina (+20
if you do an exercise regimen), allows you to quickly level up your
survivors’ fighting (which increases their vitality), and allows an
easy way to always have ammo coming in.
Cons: Once your survivors are totally maxed out you won’t need it as
much, unless you like the extra stamina boosts and ability to gain ammo.
-----------------------------------------------------------------------------
Watch Tower
[WATCHTOWER123]
Requirements to build a watch tower: 15 construction supplies and 5
influence
Benefits of a Watch Tower:
1) Allows your survivors to assign someone to watch and snipe zombies
2) Sniping zombies—for 1 ammo, it temporarily gives a larger safe area
around the base (for an hour)
Upgrade to a Shooting Platform for 25 construction supplies and 25
influence
Benefits of a Shooting Platform:
1) All the Benefits of a Watch Tower
2) Firearms training: Survivors gain extra XP for shooting
3) Commerce: Train other survivors for +3 ammo
Pros: It’s a necessary facility that keeps the base safer. When you
want to level up shooting, the firearms training is very helpful!
Cons: You should always have a watch tower, at the minimum. After
everyone’s shooting is leveled up you don’t need a Shooting Platform,
unless you want the extra XP.
-----------------------------------------------------------------------------
Workshop
[WORKSHOP123]
Basic Workshop -----> Work shop ---> Machine Shop OR Munitions shop
The basic workshop automatically repairs weapons that are put in the
storage locker overnight. Upgrading to a real workshop allows for the
repair of body and tire damage. If you have a tools expert, it will
speed up the construction rate by 100%.
You can upgrade to a Machine shop OR a Munitions shop:
A. Machine Shop (full automotive repair)--Requires a tools expert
Benefits:
--Repairs weapons and restores vehicles like new (need a tools expert).
It also speeds up the construction rate by 100% if you have a tools
expert.
--It also allows you to make suppressors (reduces the noise for firing
guns when attached), firecrackers (makes noise to bring zombies to the
area), and Flame Fougasse (fire based mines)
Pros of the Machine Shop: Fully repairs vehicles. Absolutely essential,
especially in the DLC when the number of cars starts decreasing.
Cons: None really, it’s one of the most useful facilities.
B. Munitions Shop (create explosives)--Requires a chemist
Benefits:
--Chemistry Equipment: Allows the creation of explosives
--Chemistry Expertise: Prevent explosives mishaps if you have a chemist
--What you can make: Suppressors, firecrackers, flame fougasse, box mines,
whistling box mines, pipe bombs, steel pipe bombs, chemical incendiaries.
Pros: In the original game I never found too much use for the munitions
shop because there really weren’t that many zombies to warrant it
(usually), however when I started using it the DLC: Breakdown I found it’s
very helpful to have—-at least for a few, earlier levels because of two
reasons: whistling box mines and steel pipe bombs. The others are OK but
nothing that great, but those two are absolutely awesome to have in later
levels of Breakdown.
Cons: You don’t need a munitions shop all the time. I find it best to
build one, do the research, make a ton of whistling box mines and steel
pipe bombs, and then tear it down. If you have a machine shop, it'll
also you to continue making the weapons at that facility. Also, if you
go to the Snyder’s Trucking Warehouse (after you’ve done the research),
you’ll be able to create all the same explosives from its pre-built
machine shop (without needing to first build the munitions shop).
YOSE: Now you can manufacturer ammunition, which makes the munitions
shop as good--if not better--than most of the other facilities.
Unfortunately, unlike the other items that Snyder's machine shop will do,
it won't let you manufacturer ammunition there. You have to have the
munitions shop. If I'm at Snyders, one of my slots is typically a munitions
shop--unless I stocked up on so much ammo in the previous level that it's
not necessary.
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Credits & Thank You’s
[CREDITS123]
Credits:
1) For specifics on character traits and moods, I used the information
page from Undead Labs
------------> https://undeadlabs.com/about-state-of-decay/
2) For some facility and base information, I used the State of Decay Wiki
------------> http://stateofdecay.wikia.com/wiki/State_of_Decay_Wiki
Thank You's:
1) Thank you to Undead Labs for creating such a dynamic game AND caring
enough about the fans to update it with patches and new content! I can't
wait for the new DLC: Lifeline!
2) Thank you to my patient husband for putting up with me as I played this
game over and over and over, despite having bought me other games, and
having to constantly hear Lily's banter with the character: "I'm headed
home", "we'll crack open a cold one for you", "there you go" "whatcha'
got?", "Oh you know, stuff" over and over. <3
If you find any incorrect or old information, or have any awesome
tips/strategies you'd be willing to share, please let me know and
I’ll credit you in the next update.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Part B: DLC: Breakdown
[DLCBREAKDOWN123]
=============================================================================
----------------------------[DLC: Breakdown]--------------------------------
=============================================================================
The DLC: Breakdown is the first DLC for State of Decay. It’s a non-mission
sandbox version of the game where the objective is to build up a base and
team of survivors, find & repair a RV, and then when you are ready, leave
the valley to go to a higher level of the game (where the map replenishes
supplies and you need to build up a new base and find & repair a new RV).
To access DLC: Breakdown, after downloading it you can select it at the
main screen on State of Decay—-it will give you a choice to play State
of Decay or Breakdown.
Here are some more details about Breakdown:
1. Each level becomes increasingly harder, with more zeds (including
freaks), who do more damage to you, with fewer supplies and fewer
vehicles on the map. However, it levels off at level 12, and then
after that it’ll continue with that level of difficulty. There are
99 levels (but you can continue beyond that, it’ll just continue to
say it’s at level 99).
2. Levels 1-6 have a set of “heroes†that can be unlocked (and you
unlock any unlocked heroes from earlier levels). These heroes
consist of well-known survivors from the original game (such as
Marcus, Ed, Maya), characters you couldn’t play (the Judge, Becca
Collins, etc.), as well as new characters (Walter, Leon, etc.) Most
of them either have harder-to-find weapons or are already leveled up
in various skills. Some have radio options (artillery support, vehicle
delivery, words of inspiration, back up, etc.). You can unlock heroes
from the level you are on and any earlier ones. Unlocked heroes can
be selected as the character to start as on new games. I have a
detailed section on unlocking heroes below, at [DLCHEROES123]
3. When you start Breakdown, you begin as a random character
(because you haven’t unlocked any heroes yet).
4. Your RV can hold a total of 7 people, including Lily and 6 survivors
of your choice. When you choose to load the RV, YOU MUST TAB OVER AND
SELECT THE SURVIVORS YOU WANT TO TAKE OR ELSE YOU’LL BEGIN THE NEW LEVEL
WITH JUST THE ONE CHARACTER AND LILY.
5. Your storage locker carries over, but most of your supplies to do
not (only up to 10 food, 1o medicine, 10 ammo, 30 ammo, and 4 fuel).
6. After you leave in the RV, you eventually “break down†at a random
location on the map and have to start again (find a new base, find a
new RV to fix up, etc.)
-----------------------------------------------------------------------------
Differences between the original game and the DLC: Breakdown
[DLCDIFFERENCES123]
1) Your friends can die during the simulation. In the original game, the
simulation would never kill anyone in your group that you had full trust
with, but that safety net is gone: your survivors (including heroes and
even your original player) can die in the simulation. If a survivor runs
away and you don’t find them before logging out, they will probably be
dead when you log back in. Your survivors can even run away or commit
suicide during the simulation so you need to pay attention to moods
and have a counselor
2) Some bases have reduced restrictions for moving in, typically
requiring fewer people in your group. Snyder’s Trucking Warehouse,
for instance, only requires 10 people in the DLC: Breakdown.
3) The entire map is fully available at the beginning.
4) There are characters who were previously unplayable who are now
playable (Unlockable heroes), as well as new survivors.
5) The game can end. In the original, if you killed off all of your
survivors you’d wipe out, but then it would just have a random
survivor join the group. In the DLC, if everyone dies, the game is
over.
6) A “Check-in†feature which allows you to see where other survivors
are when they are away from the base. It allows you to go tell them
to come back or get on the RV.
Note: At this point in the guide, I’m assuming you are familiar with
State of Decay, so I don’t go into any of the details like freaks,
infestations, strategies, facility information. It’s still up near
the top if you need to access it.
-----------------------------------------------------------------------------
*****************************************************************************
-----------------------------------------------------------------------------
DLC: Breakdown Walk-Through & FAQ
Find a Base
[FINDANEWHOME123]
When you begin the game, you will spawn at a random location and be
immediately attacked by zombies. Once you kill them, you’ll talk with Lily.
Apparently you and Lily are the only survivors of your previous group, and
now it’s time to find a new group. At that point there will be three
enclaves available to join, so open the map to see where they are
located. There’s two ways to do it: you can either just go join any
group, or you can check out each base first and see who already is living
there. I like to do the latter so that if I see an enclave with survivors
I like (known powerhouses or nimble characters, or survivors I know with
particular traits/skills), I’ll pick that group, regardless of the
location. For instance, there is one particular regular survivor who is
extremely helpful: the medic/electrician girl (who wears a white “Sprangâ€
shirt). She has medical and construction skills, has eagle eyes (so she
levels up shooting quicker), etc. She is very helpful in this game
because she has the two most needed skills. If you see an enclave with
her, join it (or, after you have joined the game, have her enclave join
you).
Once you have picked a base, there will usually be a nearby surveying
mission, and then the “too many hordes†issue will pop up pretty quick
after that. Since you’ll likely be focused on team building during your
earlier levels, I recommend relocating to Snyder’s Trucking Warehouse
so that you can hold a larger population and build all the necessary
facilities to help level them up. So head over to Snyder’s Trucking
Warehouse, set up outposts, and start building facilities.
Recommended Level 1 Set Up Tips
[LEVELONE123]
Recommended outpost set-up:
1. The gas station to the immediate right of Snyder’s Trucking Warehouse.
2. The construction building across the street from the base.
3. The gun store down the street.
4. The house across from Savini house or the one to the right
5. Ma’s Corner Store near the surveying tower
6. The third construction building from Snyder’s (in between outpost 2 and 5).
7. The house under construction up the hill.
At this point, you should have nearly all of west Marshall covered by outpost
protection. If I want an extra ammo outpost, I'll pick the courthouse or the
police station, if I want an extra construction outpost, I'll pick either
the abandoned building behind the Savini house or one of the buildings
near the grange.
For me, this usually means 1-2 food outposts, 0-1 medicine, 1-2 ammo,
and 4-5 construction outposts. [outposts123]. Generally I just prefer a
nice blanket of protection over west Marshall, hence the layout.
Recommended facilities for Level 1:
1. Watching tower upgraded to a Shooting Platform (so you can level up
shooting quicker)
2. Bunk beds. Odds are you will have a large group initially, so have
some extra beds ready.
3. Medical facility upgraded to a medical lab. Do the research to learn
how to make meds.
4. Fitness facility upgraded to a dojo (so you can level up fighting
quicker)
5. A library (so you can do research, and to level up wits quicker)
6. A munitions lab. Stock up on suppressors and steel pipe bombs. You'll
need suppressors, especially in later levels, so stock up now.
Steel pipe bombs are awesome because they are so powerful. Usually just
one throw into a window of an infested location will clear it, or at least
take out the vast majority of them. Later in the game you might encounter
an area with 5 infestations in a row, so having a couple steel pipe bombs
will make it much easier.
If you're playing YOSE, start stocking up on some ammo, especially the type
you'll be using. I stock up on 5.56, 7.62, shotgun and incendiary shotgun
shells, but those are the types of guns I use.
-----------------------------------------------------------------------------
Recommended Traits for Team Building
[DLCTEAMBUILDING123]
Must have survivor traits:
1. Medical expert to increase the chances/speed of recovery for injured
and sick survivors
2. Construction expert to speed up construction and repair vehicles
3. Counselor. Your survivors couldn’t die during the simulation in the
original game, but they can in this game. You need someone to talk people
out of running away or committing suicide during the simulation, as well as
reduce fighting among the group.
Valuable traits that are very helpful to have in your group:
1. Fitness expert. It’s good to have one because it allows for an exercise
routine that increases your maximum stamina by 10% (on top of the fitness
area's 10% benefit) and reduces injuries.
2. Leadership skill. A survivor with high leadership skills will build
trust faster, allowing for enclaves to join much quicker. It’s much nicer
only doing 1-2 missions to get them to join as opposed to 5-6, especially
if the group is located up in the Mt. Tanner area.
Traits that are good to have at least temporarily:
1. Research expert. It’s good to have someone who can quickly reduce
the time for research projects, but once it’s all researched, there
really isn’t that much benefit to keeping them.
2. A chemist. You need a chemist to build a munitions shop and to
reduce accidents when making the mines/explosives, etc. However,
once you get a good quantity of them built up, you really won’t
need a chemist.
Traits that are helpful, but not "must have" or as valuable comparatively
(Not that I’m saying you shouldn’t have one—they are helpful. I just
don’t place their value as beneficial as others).
1. Cook.
Yes, they can cook a feast and get +20 vitality and +10 stamina, but
if you didn’t have a cook, you could still make a meal for +20 vitality
(and with no need to go get a special ingredient). So all you’re getting
is that +10 stamina, which isn’t necessary if you have other bonuses
(such as enough beds and the dojo). I don’t think the game even
permits all the bonuses to stack. I think you can get +30 percent,
at the most (with a fully leveled up character), but not +40. So
it’s much better to just have a fitness expert with a dojo and just
use the regular meal (and I rarely even use the regular meal
anyway—it takes 30 minutes to work and that’s just too long for me).
2. Plant expert.
You can still get +9 food a day from a fully grown greenhouse even
without a plant expert, and while the expert might “find†more during
the simulation, I think the +9, plus any food outposts you have, will
be plenty sufficient to give you an abundance of food.
-----------------------------------------------------------------------------
Team building
Note: The beauty with State of Decay is that in general there's no right
or wrong way to level up & specialize survivors. If you go to a State of
Decay forum and read the opinions of other experienced players, you'll see
a variety of opinions. The ones expressed below are mine just to give you
an idea, but in no way am I saying it's the only or best way to build a
team. Experiment and see what you like the most. The following is just
to give you an idea for how to approach the concept of team building:
There's a couple methods for team building:
One method is to look for survivors with two benefits, such as
Powerhouse + Counselor, Nimble + Leadership, medical expert +
construction expert), with the exception of heroes who might have a
really helpful radio option. See [DLCHEROES123] for more about heroes.
Another way to look at team building is to consider what jobs they will
do. For me, I have the following “jobs†(not listed in the game--just how
I use them) I’ll give survivors in Breakdown:
1. Runners.
These are the survivors who go find the first vehicle and/or run to
establish the base, or go anywhere you don’t want a car to go (since
cars make noise that attract zombies, and in later levels, that can
mean a ton of zombies). Even if you have Ray to deliver a car to
you, you’ll still want one survivor who can run long distances if
need be.
--For me, I like to make a nimble character a runner, preferably
with edged weapons. They will find the first vehicle, set up the first
2 outposts around the base, and then move into the base. I prefer
nimble because they can handle the constant stream of zombies and any
ferals who attack them. But you can make anyone a runner. Just max
them out on cardio and give them the marathon skill. Sometimes I'll
have a shotgun specialist be a runner since I always give them the
endurance trait (so they can run longer).
2. Ninjas/scavengers.
These are the survivors with the ninja trait who do the scavenging
and outpost set up after moving into the base.
-For me, I like to use my powerhouses for these tasks because they
can carry more, and with their extra power they can handle any group
of zombies that approach them. I’ll give my Ninja/scavengers heavy
weapons or edged weapons, depending on my mood.
3. Fighters.
If there’s an infestation to clear or if someone needs saving
(ex: escort), I usually send in a fighter. These are people whose purpose
is just to kill as many zombies as possible. For me, I prefer melee
specializations with the combat endurance, typically with a survivor
who has the nimble or powerhouse trait. For example, nimble and edged
is a favorite, or even nimble and heavy. If you used the reflex move
to trip a bunch of zeds, you could follow up with a bunch of heavy
weapon finishers before they got up. Powerhouses are great too,
especially with edged weapons because they'll be instantly decapitating
most zeds. Blunt works too, especially if you use the uppercut, but
like I mentioned before, it'll be more stamina consuming.
You don't need them to have a powerhouse or reflex trait though. One
of my favorite survivors I make a fighter is Walter Degrasse, who
has the hazmat suit. In the original game, I'll give him a heavy
weapon and low sweep, and in YOSE versions I'll give him an edged
specialization and combat endurance.
But gun specializations work too, especially in YOSE now that we can
manufacture ammunition. My favorite is the shotgun specialist because
once leveled up, they can do serious damage--especially if you are
using the incendiary shotgun (which can even kill armored zeds.)
For shotgun specialists, I'll usually give the marathon trait so that
they can run longer (as the other special techniques aren't as helpful.)
I've seen many other good combinations with guns, but mentally I
label them as "shooters", which I have in the next category.
4. Shooters.
For taking on juggernauts or areas you want to use a gun in, or to score
headshot combos, it's good to have at least one shooter. I like to have
someone who is leveled up in rifles or assault rifles, largely because
I prefer my survivors carry military type weapons. But I've seen many
other players enjoy also leveling up handgun specialists, although I've
never really been into them. As mentioned above, I love shotgun
specialists though, especially in the YOSE version.
4. “Home†/"radio option" survivors.
Sometimes I have a survivor I just keep at the base (such as the
combat/medic) because I don’t want to risk losing them.
There's also quite a few heroes that give great radio options ("vehicle
delivery", "medical advice", "sharp shooting", etc.) that are keepers,
but might not be survivors you want to take out into battle-- either
because you really don't want to lose their radio option or because you
don't think they are as effective outside of the base. I'm not a fan of
most gun specializations, so if I have Ray, he's likely just going to
chill at the base.
-----------------------------------------------------------------------------
Find & Repair the RV
[RV123]
Find the RV:
After a while (typically after doing the first survey mission after moving
into a base), Lily will tell you that she heard there is a broken down RV
outside of town. If you check the map, you’ll see a “?†marking its
location.
You can also find the RV before Lily points it out on the map by driving
around and looking for it. Simply drive up to it and Lily will start
talking “You found the RV? How does it look?†At that point, she’ll
tell you what’s wrong with it.
Fixing the RV:
There are four possible problems (which you can access via the RV slot
on the “Home†page):
--1) The engine isn’t working: To fix it, you need 20 materials,
5 fuel, and 100 influence
--2) Needs sanitizing: to sanitize the RV, you’ll need 10 medicine and
200 influence
--3) 2 flat tires: To fix it, it’ll cost 10 construction supplies
and 100 influence
--4) Fill the Tank: To fill it, you’ll need 25 fuel + 100 influence
Like building facilities, some of these might have delays that require
extra tools (especially fixing the engine and sanitizing.)
On level 1, you’ll only have one problem to fix. On level 2, you’ll
have 2, on level 3, 3 problems, and 4 and beyond will have all 4.
-----------------------------------------------------------------------------
Preparing to leave the valley
[PREPARERV123]
Preparing to leave the valley/Important Steps Before loading the RV:
1) Make sure you have 30 construction supplies. If you have fewer than
that, then sometimes you’ll have fewer construction supplies when you
leave the valley.
2) Do not have more than 4 fuel before leaving the RV. If you have 5
fuel or more, then you’ll start the next level with 0 fuel (and thus
have to find some right away). If you have 1-4, then you’ll be able to
set your mines right away when you make an outpost.
3) Clean out your storage locker. It all carries over, but there is a
maximum limit (255 slots combined, including melee weapons, guns,
backpacks, etc.) If you don’t watch it, after a few levels you’ll
max out and be unable to put new items in until after you remove some
items. It’s much easier to simply prevent that from happening as
opposed to waiting until it happens and then doing damage control.
So take your crappier weapons and either break them (if they are 6
influence) or take them to a neighboring enclave. Get rid of the
extra backpacks too, especially the small ones.
4) When you start the next level, you will begin with zero influence,
so load up some of your survivors with higher influence guns or melee
weapons. That way, when you go to the next level you can drop some
weapons into the storage locker and get some influence.
5) If you don’t have Ray and are going to use a runner to get to the
first vehicle and/or base, then you want to load up on snacks so that
your runner can make it whatever distance they need to run. It’s good
to have some extra snacks right away anyway.
6) Check your achievements. Once you leave to the next level, it will
erase your progress on most of them (outside of the achievement for
Diane Montessori).
-----------------------------------------------------------------------------
Loading the RV and Leaving the Valley
1. Make sure you followed the above steps/advice above.
2. Choose to Load the RV.
At this point, Lily will say that we knew this day was coming and that
it’s time to load the RV.
At this point you must SELECT THE SURVIVORS YOU WANT TO TAKE. Do not just
click to leave the valley yet!! Tab over to the menu showing your group,
select them each individually and choose “get on the RVâ€.
If someone is away from the base, you’ll have to select the option to
“check in†on them. Lily will contact them via the radio, giving their
location, and then you must go that location and tell them to get on
the RV.
If there are survivors you are leaving behind, make sure they don’t have
any weapons you want. But don’t leave them unarmed (because if you do,
they’ll just go pick new weapons out from the storage locker anyway).
So leave them with a cheap melee weapon and gun.
TIP: Trick to bring more than 7 people
[RIDEONTHEROOF123]
NOTE: This does NOT work in YOSE, but it will work in earlier games.
Although the official limit on the RV is 7, you can get extra survivors
in the RV via the “check in†feature. It only works if they are away
from the base and you can “check inâ€, and then go to their location and
tell them to “get on the RVâ€. If you wanted to exploit this trick and
bring someone who is at the base (and thus has no “check in†feature),
simply switch to them, leave the base and run down the street a little,
switch back to the other survivor, and then “check in†with that other
survivor. Now they will be somewhere else on the map and you can tell
them to get on the RV. Note: This may be something they fix in future
updates, but for now it works and is considered “riding on the roofâ€).
Since I recommend going to Snyder’s Trucking Warehouse for at least
the first couple levels, I recommend using this trick to bring along
a couple extra people (you need 10 to get into the warehouse).
3. Leave the valley
At this point it will ask if you are sure, and then you’ll have to
confirm that you acknowledge your unlocked achievements will reset.
Once you confirm, you’ve officially left the valley and the screen
will show you a breakdown of your score.
The RV leaves the valley and then breaks down somewhere randomly on
the map.
-----------------------------------------------------------------------------
Guide for Levels 2-6
[EARLYLEVELS123]
When the next level begins, you’ll spawn at one of the random locations.
The RV acts as a temporary base with access to your storage locker, however
your influence is at 0, and your supplies are minimal. It’s time to find a
new base. For levels 1-6 (or so), I recommend Snyder’s Trucking Warehouse,
as you’ll likely still be team building and leveling up survivors (after
that I go to the Savini house). Snyder’s, however, is a little harder to
move into: you need 50 resources (so two more bags than you already have)
and 10 people (if you don’t have 10, it’s ok, I’ll explain how you can do
it quickly)
1) Drop items for influence. If you don’t have 10 survivors, have Lily use
the radio to look for survivors. If you have Ray, this is a good time to
have him deliver a vehicle. Before you leave the base, you want 100
influence (for the 2 outposts). Make sure you have the 100 influence
before leaving because you won’t be coming back to the base for a while.
2) Pick up the hero. If you have Ray, you can just have him deliver a car
right away and then drive to the new hero. If not, get one of your runners
(make sure they have snacks and medicine) to run towards the hero. It’s an
escort mission so expect zombies to be attacking the hero. You’ll usually
see a car on the way there, but even if not, you’ll have some backup
with the hero (at that point, run to a tower and survey the area to find
a car, then go get it).
3) Once you have the hero and a vehicle, don’t head home right away.
Drive towards Snyder’s Trucking Warehouse, but don’t park near the
two outposts. Park a little further away (such as near the gun store)
and jog there so that you don’t bring a ton of zombies (they are
attracted by the door slams).
4) Set up your first outpost at the gas station to the immediate
right of Snyder’s. Set the traps to expand the outpost. Then head
over to the construction outpost and set that one up. Now once
you eventually move in, you’ll have immediate protection from
hordes as just these two outposts will protect the base from
all directions.
5) Go get some construction supplies, but preferably not from the west
side of Marshall (save those for building up your base.) Drop them
right outside the protection zone of the RV (so that no one else brings
them in). You do this because the RV’s max storage is 30, so once you
drop in those extra bags it’ll start slowly using up the extra amount.
Wait until you are ready to move to the base to run them in. Gather at
least 2 (preferably more though). When you move into the base, it’ll
eat up 50 of those supplies, so you won’t have much to start building
with. So if you can, it's better to get some extra construction bags
right there so that you can have more to start building with.
6) Escort the hero back to the RV and end the escort mission. If you
have 10 survivors, skip to step 8. If you have less than 10, go to 7.
7) Making sure you have enough people: Lily will tell you whether she
found some survivors. If she did, go pick them up and bring them back
to the base. At that point, you’ll have 10 and can skip to 8. If she
didn’t find people there’s a couple strategies you can do: use the
radio again and/or completing missions for enclaves and then recruiting
them (preferably with someone with leadership skills). Another way is
to unlock some of the new heroes (or ones you didn’t unlock from
earlier levels). Many are just “kill so many zombies with this weaponâ€
and are easy to do, so you can just add some heroes [DLCHEROES123]
and go to the next step.
8) Bring in the construction supplies and then drive to Snyder’s and
select to move to the base.
Now set up the base and build outposts
Outpost recommendations:
Same as mentioned earlier (you should have the gas station and
construction warehouse, so: the gun store, the house in front of
Savini’s, the abandoned warehouse behind Savini’s, Ma’s corner store,
the third construction warehouse between Ma’s and outpost 2, and the
house under construction on the hill).
Facility recommendation:
Bunk Beds, Shooting Platform, Medical Lab, Dojo, Library, and then
whatever else you prefer. You don’t need a munitions shop because
that’ll all be available at the pre-built munitions shop if you
researched it all on level 1. So if you want the extra vitality boost
from the kitchen, build that. If you want more food, the greenhouse.
If you have survivors’ with negative traits that cause lots of trouble
(jerks, psychopaths, etc.) then a dining room might be helpful for you.
Tip: If you don’t want to be bothered by Lily or don’t want to deal
with construction delays, start an enclave mission and put off
finishing the mission until you have brought back enough construction
supplies and built your facilities. If you use this strategy,
obviously your survivor will begin tiring after a while, so carry
stimulants to refill the max stamina bar. If you miss refilling it
in time and your max stamina drops too low, use the radio option to
have Lily give you a pep talk. It will restore your max stamina
entirely.
Continue finding your best team (preferably by recruiting enclaves
or unlocking heroes), and leveling them up. Keep your supplies at
the base up (at least food and ammo), watch survivor moods, etc.
When you are ready to move to the next level, repeat these steps
up through level 6. Each of them comes with a hero, and odds are
you will still be leveling up your team up through 6 (especially
because you’ll probably want Walter, the hero unlocked).
-----------------------------------------------------------------------------
Tips for lower levels:
1) I recommend leveling up 2 of your survivors' wits to 7 per level in these
early levels. With a library, you should be able to do this easily by
scavenging Marshall and Spencer's Mill. When you need to go scavenge areas
outside your outposts, take 1-2 outposts down and use them temporarily in
other areas (for protection and to have a location to drop or pick up
items). Another strategy you can use when scavenging areas outside your
outpost protection is to first clear a couple houses in a row (which creates
a mini-safe zone), and then go back and scavenge them.
2) Make sure to be building whistling mines, & steel pipe bombs.
You'll probably see why when you go scavenge Spencer's Mill at some point
and run across 5 infestations in a row.
3) Practice your dodging and rolling. Each level, the zeds do more damage,
so the better you are at avoiding being scratched/bitten, the better you'll
do in later levels.
4) Note the locations where you're finding certain types of supplies
(especially construction supplies).
5) If you like using guns, stock up on homemade suppressors (that reduce
noise for 30 shots). Get as many as possible.
6) If you have one of the heroes with artillery support, you can throw
the markers in a storage locker and save them up (and then anyone can use
them). Save them up.
7) Watch your storage locker. Whenever you bring in a construction
rucksack, it adds 1 melee weapon (usually a 2x4). Get rid of them.
When scavenging, sometimes it's best to just immediately take it to an
enclave instead of home first. With vehicle inventory, this makes it
much easier to save some good influence weaposn to drop off.
8) Make sure all your survivors have a gun equipped (with a suppressor).
If they don't have a gun, they'll go grab one in the storage locker, and
NPCs LOVE the grenade launcher. If one of your survivors at the watch
tower has a grenade launcher, they'll make a ton of noise, likely destroy
your vehicles, and potentially injure other survivors. I like to have my
survivors have LMG's (with suppressors) so that they can destroy anything
that approaches the base.
9) If you find yourself low on influence and don't/can't go do some task
to raise it, you can simply switch to another character and drop some
items for quick influence. Like point 8 noted, your survivors will go
grab something from the storage locker on their own (which won't affect
your influence).
10) As noted in earlier steps, if you find you have over 20 snacks,
take a survivor you want to keep on a long run to max out their cardio.
Maxed out cardio and fighting should be the first priorities in leveling
up survivors.
11) Unlock heroes (which I discuss more below at [DLCHEROES123])Some are
useless, but others have handy radio options that can be very helpful.
Repeat steps of preparing to leave, loading the RV and leaving. During
levels 2-6 I recommend staying at Snyder's and team building. At 7 you
should have your team picked and leveled up, so go to the next point
below for later levels.
-----------------------------------------------------------------------------
Guide for levels 7 +
[LATERLEVELS123]
Differences with level 7 and up:
1) Zombies stop appearing on the mini-map
2) More zombies RUN as opposed to walk
3) No new heroes that unlock at the start of the level (you can still
unlock any from earlier levels that are still unlocked though)
4) Far fewer vehicles and resources. At level 10 or so, you might only
find 10 vehicles on the map. At 12, you might find 5.
5) I’m assuming by now that you have your team and they are maxed out,
as such, I’m going to recommend the Savini house instead of Snyders.
Unless you want to continue recruiting enclaves frequently, the Savini
house will be just fine for you.
Why Savini house now?
1) It’s quicker to move into. No need for extra survivors or rucksacks.
2) No bad pre-built facilities like Kirkman’s residence.
3) It comes with a pre-built library, bedroom, kitchen and watch tower.
All you need to build is a medical lab (or even just the infirmary if you
don’t care for making medicine), a machine stop, and then whatever you want
for the last spot. Some like a dojo for the extra stamina, some like a
garden/greenhouse to get a bunch of food, some like the dining room to
reduce fighting, etc.
4) It’s easily defendable with just a couple outposts.
5) It’s located near the best scavenging sources (which you’ll be able to
protect with your outposts)
Moving to the Savini house (recommended).
1. Drop influence and either have Ray deliver a vehicle or go find one.
You can either run to a surveying tower and look for a vehicle or just
start running to the base. I’ve never had a time where I didn’t find
one within a few minutes, at most.
2. Drive to the gun store, get out of the vehicle and jog to the Savini
residence. You don’t want that extra noise bringing a ton of zeds.
3. Before setting up any outpost, go walk into the Savini house to
make sure there isn’t an enclave already here. It’s rare, but possible.
If there is an enclave, do just my steps for the Snyder’s Trucking
Warehouse for the level.
4. Set up your two outposts: I like either the house across the
street (ammo/food) or right next door (construction) for one outpost.
Then the other at the gun store. I used to put one in the Sprang
building, but the fuel outpost feels like a waste.
5. Go back to Savini’s and move the base. At this point, you can
start setting up your outposts and building facilities.
Savini outpost recommendation:
You already have the house and gun store, now set one up in the
ma’s corner store, the house being constructed on the
hill, and the abandoned warehouse behind Savini’s. This protects your
base and all the houses that are great for scavenging. This leaves
you with one extra outpost. Pick one of the construction buildings
or another gun location (such as the courthouse or sheriff office).
Facility recommendation:
Medical lab and Machine shop, at a minimum. The last one is based on
your preferences. The game will recommend a dojo (and that’s a great
way to get extra stamina & ammo), but really anything works here.
Note: Unlike the trucking warehouse, your machine shop won’t
automatically let you also build the bombs/mines unless you build a
munitions shop first. But at this point you hopefully have some of
your supplies stocked up on. If not, build a munitions shop (you can
always tear it down afterwards and then use the machine shop)
Other tips for levels 7 and above:
1. Vehicles bring noise, so I would discourage using them unless you
have a far distance to go.
2. When zeds attack you now, they will take quite a bit more vitality
than they did in earlier levels. So hopefully you have mastered the
dodging and the combat roll.
3. Always have a suppressor because noise will bring tons of zombies,
especially in areas outside the outpost. If you make a loud noise
while scavenging, you might find yourself being attacked by 10-30 zombies.
4. Since the chance of a ton of zombies attacking you is higher, it's
good to have some "escape" plan for every survivor. This could be using
radio options like sharpshooting or SWAT support (if you have unlocked
the appropriate heroes), or having everyone carry an artillery marker
or whistling mine. Extra snacks and medicine should be a given too.
5. Watch out for bloaters! There will be a lot more of them in later
levels. They love to come up behind you when you've been swarmed with
a ton of zombies (and that can be an instant death trap in some
circumstances). If you love driving through zombies, be cautious
in the later levels because they are in the roads more frequently
(and it sucks if you hit one because the poison will drain your
stamina and vitality-- if you hit one, drive a little further to
get away from any zombies and then get out of the vehicle ASAP).
6. Once you reach level 11, the following levels will continue
at that difficulty level.
7. Use survey points to locate freaks like the feral and juggernaut.
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DLC: Breakdown General Tips
[DLCTIPS123]
1. Reflex characters and Powerhouse survivors are the best skills to have
because they each have unique utility and defensive moves that can be
unlocked. Who doesn’t like spin kicking a feral in the face or using a
suplex to slam a screamer to its death?
2. Your survivors can die during the simulation. Invest in a counselor
to help prevent runaways and suicides.
3. You need to pay attention to moods/attitudes now. You keep people happy
by making them feel safe (outposts, clear infestations, stock up on
supplies, etc.) and having them feel like they are contributing (completing
missions/tasks/brining in supplies)
4. Noise brings zombies, and in the higher levels that could mean 10-30
zombies! Use suppressors on your guns (the good ones that work for 30-50
shots), search silently, and be careful about using vehicles. In later
levels it’s often easier to just jog somewhere and come back.
5. Watch out for bloaters! They are easy to kill, but when you are busy
fighting a ton of zombies and then a bloater walks up behind you and
explodes it could easily be a death sentence. You will definitely see a
marked increase in bloaters everywhere as you level up, including in the
streets while driving!
6. Whistling Mines and Steel Pipe bombs will help you in later levels so
stock up on them. Too many zeds? Need to get away NOW? Pop a whistling
mine down. It’ll make noise, attracting all the zombies to it while you
make your escape and then BOOM, they’re dead. Run across a row of 5
infestations in a row? Grab a bunch of steep pipe bombs and throw it
through the windows. Often 1 will destroy all the zombies in the
building and clear it.
7. The Heavy Weapon specialization “low sweep†can kill 6 zombies in
one blow. Low sweep + combo roll + low sweep = dead horde. The edge
specialist has a similar (but not as effective) leg chop that also
works well with the combo roll. Of course, leveled up edged specialists
can slice through most zombies with 1-2 blows too. So IMO, heavy
weapons and edged weapons are MUCH better than blunt weapons since
they can quickly kill a ton of zombies (whereas the blunt weapon can
know a ton down, but then you still have to kill them). [Note:
This doesn't apply to YOSE-- YOSE nerfed my beloved heavy weapon]
8. A leveled up shotgun specialist with a good shotgun can kill a
horde in one shot. But it makes a ton of noise so be ready for more
zombies to come!
9. If you want to take some fuel to the next level, have between 1-4
when you leave, otherwise you’ll start the next level with 0 fuel.
10. Likewise, you start the next level with 0 influence, so load up
the backpacks with guns and weapons so that you can immediately drop
them into the storage locker.
11. Your storage locker can hold 255 slots total
(melee/guns/backpacks/stackable items/stackable ammo combined), so
you need to watch how many slots you have taken to prevent it from
filling up. Drop off your crappier weapons and backpacks to
neighboring enclaves for influence.
12. Before moving to a base, the RV gives you two outposts. Use
them to set up around your base so that it will have adequate
protection once you move in (as the “too many hordes†always comes
soon after moving in).
13. It's debatable who the best heroes are, but the ones who provide
radio options that aren't found with any other survivors include:
Ray Santos (vehicle delivery), Doc Hansen (medical advice),
Mickey Wilkerson (sharp shooting), Dan Hovenden (SWAT team backup),
Walter Degrasse (Hazmat suit), and Diane Montressor and Erik Tan
(artillery support).
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Unlocking Heroes
[DLCHEROES123]
Note:
1) When heroes are unlocked, they begin as an escort mission. If you don’t
pick them up before turning the game off and letting the simulation run,
they’ll die. Pick them up before turning the game off.
2) If there are a bunch of missions already active (ex: other survivors
wanting to join you), then it will temporarily prevent the hero mission
from becoming active. If this happens, either let the other enclaves join
you or tell them no.
3) Unlocked heroes are forever unlocked—they can’t be unlocked again on
new games (unless on a different account, of course). They are put in
the pool of possible recruitable survivors who you could find at
neighboring enclaves. However, in the Xbox version, they are very
rare to find right now. There is an update that will likely be
released with their new DLC: Lifeline that will fix this problem
and have them show up more frequently.
4) Heroes left unlocked in lower levels can always be unlocked in later
levels.
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Level 1 Achievements/Heroes
Eli Wilkerson
“The Bruiserâ€
Unlock with: 100 Blunt Weapons kills
Eli comes with max fighting and a heavy weapon specialization, as well
as chemistry skills. I usually keep him for a while so that I have a
chemist until I find a better replacement (like Walter). That way I can
build my munitions shop right away and not worry about accidents making
the bombs and mines.
Owen Lykins
“The Copâ€
Unlock with: 50 Pistols kills
Owen has max shooting with a pistol specialization. I’m not a fan
of pistols, so Owen is not a keeper. The only benefit is he’s easy
to unlock (such as if you need to unlock a survivor before moving
into Snyder's Trucking Warehouse).
Pastor William Mulroney
“The Believerâ€
Unlock by: earning 500 Fame
Pastor Will isn’t maxed out on anything, and in fact will take longer
to get his cardio up. He is however a counselor, and unlocks a radio
command “words of inspirationâ€, which fully restores your stamina.
I keep him in my group until I find another counselor. Moreover, his
radio command is helpful when I’m leveling up my other characters
because it doesn’t take too long before they fatigue. You’ll
unlock him without even putting any effort into it.
Thomas Ritter
"The Father"
Unlock by maxing out every type of facility
Thomas has Construction, Leadership skills, and an M1 Garand.
To unlock him you need to build (and fully upgrade) every
facility:
1. Build a watch tower and upgrade it to a shooting platform
2. Build a medical facility and upgrade it to a medical lab
3. Build a fitness area and upgrade it to a dojo
4. Build a garden and upgrade it to a greenhouse
5. Build a workshop and upgrade it to a machine shop
6. Build a workshop and upgrade it to a munitions shop
7. Build a storage facility and upgrade it to refrigerated storage
8. Build a sleeping area and upgrade it to bunk beds
9. Build a library
10. Build a kitchen
11. Build a dining hall
He’s good to keep around until you find someone else with
construction skills and/or leadership.
Raymundo Santos
"The Dealer"
Unlock with 400 kills with car door
Ray has max shooting with a revolver specialization, construction
skills, and unlocks “vehicle deliveryâ€. He likes TV/movies a
little too much, so it’ll take longer to level up his cardio.
Ray is a favorite to be put on many teams since he has
construction skills and the ability to have vehicles delivered.
But note that his revolver specialization might mean that he’s
best left at the base (unless you love shooting guns, of course).
To unlock him you need to get 400 kills with a CAR door. It won’t
work with a truck door. I find the farm land is the best to hit
zombies. It’s better to just hit 1-2 at a time with the edge of
your door instead of trying to get a bunch through a horde
(most will hit the bumpers and not count).
Charley Marshall
“The Scholarâ€
Unlock by completing all research projects
Charley is the most pointless hero there is. They nerfed his
original character (he used to have powerhouse and chemistry
skills), and just gave him research skills (which is pretty
much pointless since you’ve already researched everything
and research carries over). He also a cardio penalty which
makes it harder to level his cardio up.
To unlock him you need to research everything:
Garden: Research greenhouse
Storage: Research biodiesel
Medical: Research potent homemade stimulants
Munitions shop: Research chemical incendiaries, box mines,
whistling box mines, pipe bombs, steel pipe bombs
Jacob Ritter
"The Tragedy"
Unlock by getting torn apart by zombies
Jacob comes exactly like he did in the original—-just with
powerhouse skills. There’s no need to keep him unless you just
like his character (or perhaps, want to give Eli some company).
Alan Gunderson
“The Killerâ€
Unlock Kill a dying community member
Alan comes with max shooting, rifle specialization, and an MK. 15
This is one of the harder heroes to unlock because you need to
trigger a mercy mission, which can only happen when someone is
really sick or really injured. It needs to be someone who isn’t
your friend yet (trust isn’t full yet/they aren’t playable),
which you can find either when you first join a group or by
using the radio. Survivors from other enclaves who join come
with trust already earned, so it can’t be them. It’s best to
attempt unlocking Alan at the start of a level.
When you have someone in your group who isn’t your friend, you
can either wait until they are sick, or deliberately try to get
them sick. Ex: Have them follow you and walk into a bloater
(and then they’ll run home). If they are sick, remove any
medical facility you have and turn the game off. Let the
simulation run. Log back in and hopefully it’ll show their
sickness has worsened to “black feverâ€. If so, go
complete some random enclave mission, and typically
after that it will trigger the “mercy missionâ€
If you can’t get them sick by running them through a
bloater, you can also try seriously injuring them. Have
them stand near a large propane tank and shoot it. They
will be injured and start running home. You can try
running them over too to maximize the damage. Then, same
thing, take down the medical lab and turn off the game.
When you come back, hopefully they are still injured, with
the note that they might not make it. Do a random enclave
mission and hopefully it will trigger the “mercy missionâ€.
I don’t like keeping Alan, but I do like his rifle. Since
he’s an autocrat, he’ll usually start more fights too.
Erik Tan
“The Sacrificeâ€
Unlock by going out in a blaze of glory
Erik has max shooting with assault weapon specialization, and the
radio command “Death from above†(artillery strikes). He also has
a sweet assault rifle, but also has the “jerk†trait.
To unlock him, have a survivor you are willing to sacrifice take
and equip a grenade, find some zombies, and essentially get taken
down. The key is you need to throw the grenade right before you
die (which you can start spamming the RB button once the survivor
goes down. They will throw it a second after the red screen comes).
Cpt. Diane Montressor
“The Taskmasterâ€
Unlock by playing for 10 hours
Similar to Erik Tan, she has max shooting with assault rifle
specialization and unlocks the radio feature to call for artillery
strikes. She also has leadership and fitness guru skills, which
makes her a keeper, at least until you find some other good survivors.
Unlike the other achievements, this one will carry over. So you
don't have to play 10 hours in one level to unlock Diane.
Tip: When you call for an artillery strike, it gives you a marker.
You can just throw them in the storage locker and then have any
character equip and use them later. I recommend stocking up a
bunch of them.
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Level 2 Achievements/Heroes
Ed Jones
“The Friendâ€
Unlock by: Reaching Level 2
Ed Jones is like the character in the original. He has reflex skills,
so if you need another survivor with reflex skills, Ed works.
Becca Collins
"The Phoenix"
Unlock by: 100 kills with fire
Becca has maxed fighting with edged weapon specialization. She is also
the game’s only tattoo artist (which raises morale). She’s not that helpful
because it takes 30 minutes for the tattoos to work, and by that time I can
have raised my morale all the way three times already.
Lyanna Carter
“The Enthusiastâ€
Unlock by: 100 Light Edged Weapons kills
She has maxed fighting with edged weapon specialization and has a movie
axe. Not worth keeping IMO.
Andy Pimms
“The Dead Manâ€
Unlock by killing 5 bloaters
Andy has max wits and fighting, and 9 chemical incendiaries. If you
need someone with max wits, here you go. But I personally can’t stand
looking at him.
Lincoln Voss
“The Hunterâ€
Unlock with 50 Rifles kills
He has max shooting with rifle specialization and chemistry skills.
I usually don’t unlock him unless I need extra people to go to Snyders.
Heather LaRue
“The Motherâ€
Unlock by cooking a feast
She has max fighting and cooking skills (which seems pointless since to
unlock her in the first place you need a cook to prepare the feast).
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Level 3 Achievements/Heroes
Sam Hoffman
“The Convictâ€
Unlock by reaching level 3
Sam has maxed gun skills with a shotgun specialization. This version of
Sam doesn’t have the reflex skills like in the original, so unfortunately
I have no use for her. In the original, she was one of my favorites :(
Judge Constance Lawton
“The Judgeâ€
Unlock by performing 50 executions
She has max shooting with a shotgun specialization and research skills.
She also wields a gavel, naturally. She at least has the TS 15 shotgun,
which is a little more effective than the one Sam had, but that’s about
it. She’s also an autocrat who can be overbearing and cause trouble at
home.
Carl Parsons
“The Mentorâ€
Unlock with 50 revolvers kills
He has max shooting with a revolver specialization and leadership skills.
I usually don’t unlock him unless I need someone else to go to
Snyder’s Trucking Warehouse.
Amelia Crassman
“The Fighterâ€
Unlock by killing 5 ferals
Amelia is one of the best heroes in the game. She has powerhouse and
fitness guru skills and her cardio and fighting is already maxed out
(but no weapon specialization is chosen so you can pick your favorite).
Doc Hanson
“The Healerâ€
Unlock by using the medical lab 5 times.
Doc comes with medical skills, of course, as well as the “medical
advice†radio option (which allows an injured survivor to be healed
and have their maximum vitality restored). He’s actually pretty handy
for that medical advice, but he does take longer to level up his cardio.
To unlock him you need to use the medical lab 5 times (either by
creating stimulants or painkillers).
Joel Macon
“The Bikerâ€
Unlock by making 5 weapons in the workshop
Joel has max fighting, blunt specialization, and construction
skills. He also has an automag.
Calliope Morris
“The Gardenerâ€
Unlock by growing 10 Food in the garden
Calliope has max fighting with an edged weapon specialization and
horticulture skills. Seems silly unless you really want a plant expert.
To get this to work you need the food to grow during the simulation.
So If your garden is producing 2 food and you log off, then when the
simulation runs, it’ll show 2 food grown. If you have a fully grown
greenhouse, 9 will grow.
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Level 4 Achievements/Heroes
K.C. Winters
“The Gunnerâ€
Unlock by reaching Level 4
K.C. has max shooting with an assault rifle specialization, powerhouse
skills, and comes with an M27 IAR. Many consider him a favorite because
powerhouses can wield assault rifles a little better than others.
Job Wilkerson
“The Survivorâ€
Unlock by scavenging 150 resources
Job has max wits and shooting (with shotgun specialization), leadership
skills, and research skills. He also starts with a doubleshort and
Wilkerson Private Reserve x6
Marcus Campbell “The Heroâ€
Unlock with 100 Heavy Weapons kills
Similar to his character in the original game, he has leadership and
powerhouse skills.
Zeika Rivera
“The Rebelâ€
Unlock with: 50 Assault Rifles kills
She has max fighting and shooting with an assault rifle specialization.
Max Fighting, Shooting, Assault Weapon Specialization. I usually hold off
unlocking her unless I need another person to go to Snyders.
Mickey Wilkerson
“The Sniperâ€
Unlock by earning 25 headshot streaks
Mickey comes with max shooting (with rifle specialization), powerhouse
& chemistry skills, and unlocks the “sharpshooting†radio command.
It takes a little time to unlock him. To get a headshot streak, you have
to make 5 headshots in a row without missing. To do this get someone with
a gun specialization and the focus aim, load them up with ammo and snacks,
and go out and find a horde. When the horde charges, use the focus aim to
slow down time and line up the shots. The reason why I recommend attacking
hordes is because they usually are all just regular zombies (no armored
zeds).
You can also go to survey tower in Marshall along the road to the
Wilkersons and climb to the first level (not the top), lure some zombies
over, and then take shots that way (but there will be armored zombies
there so don’t shoot at them or you’ll miss and not get a headshot).
Evan Woodrow
“The Grenadierâ€
Unlock with 50 explosives kills
Evan has powerhouse and chemistry skills. He’s not bad if you need another
powerhouse (especially since he doesn’t have a gun specialization already
chosen)
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Level 5 Achievements/Heroes
Maya Torres
“The Veteranâ€
Unlock by reaching level 5
She has max shooting and rifle specialization.
Dan Hovenden
“The Moustacheâ€
Unlock with 50 shotguns kills
Dan has max shooting and shotgun specialization, comes with an A12 Custom
shotgun, and also unlocks the radio command SWAT backup.
He’s a favorite because of the SWAT backup.
Leon Montague
“The Mercenaryâ€
Unlock by killing 5 juggernauts
Leon has max fighting and shooting skills (no specialization chosen), and
starts with a tomahawk, RPK, and 4 mines.
Shark Hoodie Guy
“The Ninjaâ€
Unlock by performing 50 stealth kills
He comes with max wits, and starts with a wakizashi, short wakizashi, MPX,
and 3 machined suppressors. He’s one of the most popular characters.
To unlock him takes a little bit of work. You need to perform the
“stealth kill†which is done while you are crouching and pressing LB and Y.
There are a couple strategies:
1) Use a character with the ninja special skill (because they sneak faster)
and simply come up behind zombies and kill them. Fields tend to be the best
place to get these kills; or
2) Use a character that can easily knock a zombie down (such as a nimble
character with the sweep or spin kick). Knock them down and then, while
they are still down, crouch near them and perform the same command. It
still counts as a stealth kill.
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Level 6 Achievement/Hero
Walter Degrasse
“The Scientistâ€
Unlock by reaching level 6
Walter is one of my favorites because he has the hazmat suit
(which makes him immune to screamers and bloaters). At higher levels
when there are bloaters –everywhere- he is an asset. He also has
chemistry skills and comes with a crowbar, SuperZ, and 6 thermite.
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[YOSENEWHEROES]
YOSE UNLOCKABLE HEROES
Royell Vincent
"The Joker"
Available on level 1 or higher by creating ten snacks in the kitchen
He has the fitness expertise trait.
Alicia Hawkes
"The Commander"
Available to unlock at level 2 or higher by completing 3 surveys.
These can be surveys Lily asks you to do or finding a surveying tower that
hasn't been surveyed from. Prety easy.
She starts with max shooting, has leadership and the radio command for drone
recon.
Kilohana Young
""The Defender"
Available to unlock at level 3 crafting 300 rounds of ammo
He comes with leadership skills and the radio option for incendiary barrage.
Kelly Eldridge III ("Sasquatch")
"The Operator"
Available to unlock at level 4 by killing 10 Screamers
He has the radio option to drop drone strikes.
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DLC: Breakdown Achievements
[DLCACHIVEMENTS123]
The Sacrifice: Go Out in a Blaze of Glory (Breakdown Level 1 or Higher).
The Dead Man: Kill 5 Bloaters (Breakdown Level 2 or Higher).
The Judge: Perform 50 Zombie Executions (Breakdown Level 3 or Higher).
The Survivor: Collect 150 Resources (Breakdown Level 4 or Higher).
The Mercenary : Destroy 5 Juggernauts (Breakdown Level 5 or Higher).
The Ninja: Execute 50 Stealth Kills (Breakdown Level 5 or Higher).
The Scientist: Reach Breakdown Level 6.
The Rescuer: Unlock All Heroes.