ï»¿============================================================================= -------------------------------[STATE OF DECAY]------------------------------ ============================================================================= State of Decay Walkthrough & FAQ Copyright Â© 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 â€œKolobianâ€ 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 youâ€™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] Spencerâ€™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. â€œToo many hordesâ€ 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. Snyderâ€™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 moodsâ€”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. Donâ€™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. Donâ€™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? Theyâ€™ll miss. A juggernaut is about to grab you? Roll and heâ€™ll miss. A feral is about to pounce on you? Roll while heâ€™s in air and heâ€™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 itâ€™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. Youâ€™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, itâ€™ll increase their chance of instantly decapitating zombies. Youâ€™ll be able to slash through most zombies in 1-3 hits. If you level up a powerhouse (such as Marcus) with edged, theyâ€™ll be killing most zombies in 1 hit. Itâ€™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 canâ€™t fatigue, get injured or die. So take this time to level Marcus upâ€”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 itâ€”itâ€™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 youâ€™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 themâ€”either way itâ€™ll reduce their mood as well), splurging through base supplies, running away, requiring a â€œmorale 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 someoneâ€™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 theyâ€™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 â€œtoo many hordesâ€ event, etc. A survivor with a bad mood not being played can have their mood raised by being helped by someone elseâ€”ex: you rescue a survivor needing help and itâ€™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 wonâ€™t get any new missions and the timers for the other missions will be frozen, and the survivor(s) youâ€™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 theyâ€™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 wonâ€™t save). This way youâ€™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. Itâ€™s harder to do this in the regular campaign because the game is so short, but if youâ€™re wanting to see how long you can last, love scavenging or want to play Breakdown, you need to be aware that thereâ€™s a limited amount of space. At some point, you might need to unload the crappier stuff you donâ€™t want by dropping them off at another enclaveâ€™s storage locker (that way youâ€™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, itâ€™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, thatâ€™s all you get. If you bring home a rucksack, youâ€™ll get those resources added to your base supply, but you can also improve morale, moods, and youâ€™ll get some individual items added to your storage locker. So essentially youâ€™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. Iâ€™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 nearbyâ€” survivors get freaked out about nearby infestations. Make sure your outposts are set. Keep a good supply of base resourcesâ€”at a very minimum, have at LEAST 30 food and 30 ammo. Anything under that and youâ€™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 â€œXâ€ 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, youâ€™ll be directed to head to the Rangerâ€™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, youâ€™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, youâ€™ll hear a couple gunshots in the distance, and then another mission will become available (and youâ€™ll see another blue circle on the mini map to show the area where the noise came from). Donâ€™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, youâ€™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, youâ€™ll see no one is there, but there are items to scavenge. Hold the â€œYâ€ button to search the items that are glowing. Once you are done searching, itâ€™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, itâ€™s the â€œtutorialâ€ phase, so zombies canâ€™t kill you (not until you cross the river), and you canâ€™t fatigue. Ed canâ€™t die at this point either. So I recommend gathering all the items you can and leveling up Marcusâ€™ skills, which Iâ€™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 â€œXâ€ over every campsite and cabin. You can also search the restrooms. If you find a â€œbig backpackâ€ then equip it so you have more space. During this time youâ€™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 wonâ€™t happen until after youâ€™ve made it to Spencerâ€™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 itemâ€™s description, youâ€™ll see how durable it is. At this point in the game, most of the melee weapons arenâ€™t that good, but thatâ€™ll improve later. Collect as many as you can because they can break (even though itâ€™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 Marcusâ€™ skills You can see his skills by selecting his character in the menu (press up and tab over to his character) Marcusâ€™ 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 â€œspecial skillâ€ 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 canâ€™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 (â€œMayaâ€) 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 donâ€™t think thatâ€™s necessary at this time. If you leveled up Marcus like I recommended, itâ€™s not that necessary right now. Either way, head back to the Rangerâ€™s Station. ----------------------------------------------------------------------------- Mission: Escape Mt. Tanners [ESCAPETANNERS123] When you come back to Rangerâ€™s Station, youâ€™ll notice everyone is dead. This is scripted and thereâ€™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 itâ€™s time to leave the area. At this point, you need to get the stuff you gathered into Marcus and Mayaâ€™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 thatâ€™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. Donâ€™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 wonâ€™t ever break while sheâ€™s using it. NPCâ€™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, youâ€™ll be able to drive the truck that is there. I recommend driving it south to the bridge, where youâ€™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 thereâ€™s another mission later in the game where you need to come back here, and itâ€™s much more convenient having a vehicle here. If you choose to cross on foot, thereâ€™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 youâ€™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, youâ€™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, youâ€™ll hear a voice (Lily) who tells you a little about whatâ€™s going on. A marker will show where the church is and you simply head into the next town (Spencerâ€™s Mill) and go to the church. Once you arrive, youâ€™ll be greeted by Alan, who isnâ€™t too pleased with more people joining, especially with Ed looking sick. Lily will come greet you and walk you into the church. ========================Location: SPENCERâ€™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, sheâ€™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 itâ€™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 groupâ€™s assets, including influence, population (how many people in your group), labor (how many people who arenâ€™t tired/injured/sick), fame (groupâ€™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 pastorâ€™s quarters (which sleep 8). There are two blank spots to build new facilities. You donâ€™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 overnightâ€”-no more breaking weapons). Your group: Itâ€™s also good to see who is in your group right now: thereâ€™s Marcus, Ed, Maya, Lily (the radio operator), Alan (the guy who doesnâ€™t want you living there), Pastor Will (who is treating Ed in the infirmary), Jacob (Lilyâ€™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 hurtâ€” when he is better, he will be playable). Youâ€™ll eventually be able to earn Samâ€™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 survivorsâ€™ profiles, thereâ€™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 (â€œeagle eyedâ€ allows the survivor to level up shooting quicker, â€œfast handsâ€ level up fighting faster, etc.), and some survivors come with skills already leveled up some (a boxerâ€™s fighting and cardio is already leveled up a little). Some traits are negative, such as â€œsmoked a pack a dayâ€, which makes cardio take longer to level up. Some are personality traits, such as â€œautocratâ€ or â€œjerkâ€, 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 â€œaccountantâ€, â€œliked 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 youâ€™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 daysâ€™ worth of food stored up. You can also reduce how much you consume with outposts or certain facilities (like the garden). At this point, donâ€™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, youâ€™ll have to take out stuff and start dropping them off at other enclavesâ€™ storage lockers or break them). This usually isnâ€™t a problem in this game, but it is in the Breakdown DLC. Nonetheless, it can still happen in this game too, so itâ€™s something to keep in mind. Thereâ€™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 wouldnâ€™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, youâ€™ll get influence, and when you take items out, itâ€™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 groupâ€™s fame/reputation, which is directly related to influence. If your influence amount goes higher than your fame amount, then youâ€™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 â€œcooling offâ€ 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. Iâ€™ll explain it a little more below in the â€œscavengingâ€ area. --Establish outpost: Outposts create safe zones where zombies wonâ€™t spawn [unless you make loud noises]. That doesnâ€™t mean zombies from outside the safe zone wonâ€™t occasionally wander in, but itâ€™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, youâ€™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 isnâ€™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: Thereâ€™s also other radio features found by accessing the journal/menu and selecting the radio room â€œfacilityâ€. 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 sheâ€™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 itâ€™ll show you where you can find the supplies. On the feature to look for survivors, if she finds some sheâ€™ll tell you a location to pick them up (and they are usually being attacked at the moment). You wonâ€™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 youâ€™re kneeling & trying to protect yourself. At this point you need to hit the â€œBâ€ 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, theyâ€™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 useâ€”-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, itâ€™s going to be fairly low. Itâ€™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 survivorâ€™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 underâ€œgoodâ€, â€œneutralâ€ and â€œbadâ€ 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 â€œtoo many hordesâ€ 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 Spencerâ€™s Mill and Marshall, as well as all the countryside in between. Thereâ€™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 restaurantâ€™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 youâ€™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, theyâ€™ll tell you to break into the building. Head to the front door and use the â€œXâ€ button to barge in. Once inside, theyâ€™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. Iâ€™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 mapâ€” clusters of zombies. Itâ€™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. Youâ€™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 donâ€™t have a time limit to complete (which I refer to as â€œmissionsâ€), and missions from other survivors (including your group or other survivors) who need help, which I refer to as â€œside missionsâ€ 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. Iâ€™ll go into the consequences of not completing them individually later. Now itâ€™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 itâ€™s fully searched.Youâ€™ll likely find 1-2 caches of ammunition, but just leave them there for now. Itâ€™s okay if you canâ€™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 thatâ€™s done, pull up the radio and select â€œcreate outpostâ€ 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 itâ€™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, youâ€™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, itâ€™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. Youâ€™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 youâ€™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 (itâ€™s a good distance away) and then run up to the crappy looking building. Youâ€™ll find out that Eli (Jacobâ€™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, youâ€™ll be given some molotovs from their storage lockerâ€”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 (thatâ€™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. Heâ€™ll come up the porch and start charging the door, but he wonâ€™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. Donâ€™t worry if the flame hurts the Wilkersons and you lose trust, you can never recruit themâ€”itâ€™s programmed that you canâ€™t, so it really doesnâ€™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 youâ€™ve killed the zeds & juggernaut, itâ€™ll cut to a scene of the Doc explaining that Eli isnâ€™t going to make it. You volunteer to kill him. After killing him, the mission ends. You donâ€™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 arenâ€™t necessary to complete. They donâ€™t advance the story and thereâ€™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 youâ€™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 theyâ€™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. Youâ€™ll have to watch their back and kill the zombies that come in, but youâ€™ll gain extra influence and trust. You donâ€™t have to escort them back, however. You can just continue on with your game and theyâ€™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 thereâ€™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 youâ€™re going to eventually relocate, thereâ€™s no need to overly build up the church because the facilities donâ€™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 charactersâ€™ Skills [TIPSTOLEVELUP123] Donâ€™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, itâ€™ll keep you from getting tired (until you stop running). After around 21-23 snacks, youâ€™ll max out on cardio (unless you have someone with a penalty like â€œsmoked a pack a dayâ€. In that case itâ€™ll be closer to 50 snacks. But you donâ€™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 wonâ€™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 Wilkersonâ€™s place. Itâ€™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! Iâ€™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 thereâ€™s a bunch of zombies in there. If you donâ€™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 itâ€™s good to clear them out. They usually have 1-2 â€œscreamersâ€ 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, itâ€™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. Itâ€™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 itâ€™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 donâ€™t have to complete the mission with Maya, but youâ€™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 â€œJackâ€ who has gone missing. Normally Iâ€™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 itâ€™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 Iâ€™ve found Jack, Iâ€™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 thatâ€™s likely where your outposts will be, so you wonâ€™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. Sheâ€™s lost a friend, and you can help her find Andy. After searching a couple houses, youâ€™ll find Andy has already turned. Kill him to end the mission. At this point, Sam should become playable, if she hadnâ€™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] Youâ€™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, youâ€™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. Itâ€™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.Itâ€™s essentially a surveying missionâ€”-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] Youâ€™ll overhear Sgt. Tan asking for permission to help some survivors being attacked by zombies and being denied. Itâ€™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. Itâ€™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. Itâ€™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 wonâ€™t leave your side until the mission is finished or one of you dies. Moreover, while you are on a mission, Lily wonâ€™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. â€œToo 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 survivorsâ€™ moods will drop (to scared/angry/depressed), and youâ€™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, youâ€™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. Itâ€™ll have you go to another location to kill some zeds â€œthe old fashioned wayâ€. After this, another location pops up that you are supposed to â€œsneakâ€ to. So hold â€œBâ€ 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 youâ€™re supposed to shoot these zombies. (You donâ€™t have to thoughâ€”-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 canâ€™t shoot them (unless you use .50 caliber ammunition). But thereâ€™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 gasâ€”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 arenâ€™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 doesnâ€™t tackle you. Then you can simply run up to it and instant kill it while itâ€™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 Iâ€™d recommend just using a vehicle. If you are near a location it could be, yell the taunt, and if itâ€™s there, heâ€™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 wonâ€™t do any good. Donâ€™t try to run them over either. The good news is because they are so big, they canâ€™t fit through doors, so if you run into one (and you wonâ€™t until after the first Wilkerson mission), you can run into a house and they canâ€™t get in. They are also slow, so itâ€™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, youâ€™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 paceâ€”donâ€™t ram it, just hit it hard enough to knock down, and then continue driving. Donâ€™t back up. Keep driving. Itâ€™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 itâ€™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 itâ€™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 â€œhalfâ€ of the loot, which is a full cache of one resource. 2. Stranger in trouble. This is similar to regular escort missionsâ€”-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 itâ€™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 â€œfreakâ€ zombies will come. If you hurt the survivors you are trying to protect (ex: throwing molotovs), itâ€™ll hurt their trust in you. If one of them dies, you will fail the mission. Thereâ€™s usually a couple waves of zombies, and after youâ€™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. Theyâ€™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, youâ€™ll see that they want you to drive someone (that theyâ€™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. Youâ€™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, youâ€™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, Iâ€™d recommend doing it, even though youâ€™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, heâ€™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 itâ€™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, youâ€™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 Spencerâ€™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 donâ€™t hit any fences. Head to the extreme west side of Marshall to look at Snyderâ€™s Trucking Warehouse (even though youâ€™ll have to come back here again), then drive to east Marshall near the big supermarket, and youâ€™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. Youâ€™ll get out, heâ€™ll talk about it, a sick guy will come out and turn to a zombie in front of you (kill him), and then youâ€™ll leave. Head to Snyderâ€™s again to complete the mission. At that point, youâ€™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 Snyderâ€™s Trucking Warehouse [MOVETOMARSHALL123] There are a variety of bases, but the best one is Snyderâ€™s Trucking Warehouse.