State of Decay

State of Decay

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State of Decay: Vanilla Guide
By MAJORLOAD71 and 4 collaborators
The ultimate State of Decay user experience guide, made by well-known Undead Labs Community members and seasoned veterans of State of Decay.

State of Decay is a third person survival-horror game developed by Undead Labs, and released on June 5, 2013. Combining elements of shooters, role-playing and strategy games, the game challenges players to survive a zombie apocalypse by exploring, scavenging, fighting the undead and building and managing a community of both randomly generated and pre-made survivors.
   
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Introduction
I, and my fellow contributors would like to present the most extensive and detailed user experience guide for State of Decay. Every gun, every freak, every home site, you name it, we have it. If we don't have it, we'll get it. This isn't just the basic information, these are tested methods, workarounds, and tips from experienced players.
This has been a project we've been working on since early June 2014, and we hope you enjoy.

If you are looking for something specific, like a specific weapon, hit Control [CTRL] + F at the same time and type what you are looking for to have speedy navigation.


If you enjoyed the guide, please Favorite and Rate Up it really helps us out (and makes us feel good).
General Survival Tips
In this section, both long-time and new players alike provide tips and tricks for surviving the zombie apocalypse. Everything from which gun to use to clever tactics on fighting zombies, we've got you covered.


From user Captain Christmas:
When you've just escaped Mt. Tanner, take the time to enjoy the sites Trumbull Valley has to offer. Go around and scavenge some buildings, get good weapons to start you off. And anything that you would find useless such as kitchen timers, take them up to any enclaves (The Grange, Wilkerson Brothers, Random Enclaves, Etc.) and put it in their Supply Locker for an influence boost. That will give you the makings for an easy start. And while you are out and about before hand, don't be afraid to do some sprinting with Marcus (or Maya) to raise their Cardio skill.
---
Another thing that I've learned (due to being somewhat blind) is during the day, go further out from your home base to scavenge, leaving the closer things for night time. More often than not, i try to use cars as little as possible. So during the day i'll go not to far with a car, and scavenge the area, come back before night, manage at the base, then go walk around doing whatever needs to be done.


From user Nengtaka:
Don't be afraid to go out at night. In most games, zombies will get stronger and smarter at night, but in State of Decay that is not the case. Besides providing an intense, somewhat frightening mood for the player, night does nothing significant to the zombies.

From User Alan Gunderson:
Search the whole building before you decide what to take. If you are worried about space in your bag or vehicle, only search one container at a time and stop when you think you've seen enough to decide that you are going to take the appropriate amount needed.

That way, you aren't finding and taking small slot-taking items only to find a big-ticket item you need to destroy something for. Remember that if you don't search the container you can always come back to the spot later with refreshed searching luck values.

From User Ickleslimer:

When deciding what to take, a few factors you may want to consider -
If you are going somewhere dangerous, you may want to consider bringing an explosive, especially if it's close-to-home. Using these whilst dying will allow you to explode yourself, potentially killing whatever danger killed you, clearing it for future scavengers. Chem Incendiaries are particularly good for this purpose due to their large AoE and damage.

A distraction items can be used if you are being chased, or if you plan on using an explosive. This can draw all zombies to one location, maximizing effectiveness, or away from you, giving you one more person going gently into that good night. Firecrackers are the highest tier of distraction item, acting almost as well as a loud gunshot. Next are flares, and windows breaking (Junk does the trick). These, albeit situational, can still be the difference between making it home and not. Junk can be thrown at windows to break them, and Flares can be used for the same purposes as Firecrackers, except only effective at night. The situation of these items should be considered when packing. If going somewhere in the Trumbull countryside, it's nigh useless bringing Junk. The last tier includes Dolls, Clocks and Timers. All of these are short ranged, and should be considered low priority for bringing. They can produce unreliable results.

Last but not least are suppressors. If you plan on using firearms a lot, it may be worth bringing one of these along. Remember always to put one on your gun, saving you inventory space. It may be worth bringing extra if you're out there for extended periods of time. Which suppressors you bring along can depend on your budget, inventory space and availability of the suppressors. From worst to best it goes Improvised -> Homemade -> Machined. The difference between them is the number of shots it muffles. These are a must for stealth scavenges including guns, and remember, not all guns are silence-able so think about which guns you bring.


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Trumbull Valley Map
Here's one of the most detailed maps made for Trumbull Valley, showing everything every lootable site.
















Having trouble locking into a specific area?

Click Here[stateofdecay.gamepedia.com] to view a zoomable version of the map!
Home Sites
There are seven total Home Sites in Vanilla State of Decay.
In State of Decay, building up and managing your community is the most important task of surviving.

The Home sites will be ranked based on the difficulty of managing and thriving at the Home Site. The three ranks are:
Easy- Anyone can do this, blindfolded. Easy to defend for multiple reasons.
Average- May encounter several problems, but overall easy experience.
Hard- You'll have to stay on your toes. Not easy to defend for multiple reasons.

*Note that built-in facilities cannot be upgraded, so when you make your homesite choice, take that into account.
___


Church of the Ascension
Difficulty Level:
Average
The Church of the Ascension is located in north-east Spencer's Mill. In State of Decay, this is the very first Home Site you will settle in. The reason for it's difficulty level is because of how much harder it is to defend this base compared to other Potential Home Sites.There's plenty to scavenge around nearby, but when the zombies start to congregate, there isn't much you can do to stop them from getting to you. There is only one outpost that will truly protect you, the house on the main road. You can stop the Hordes from coming on the main road, but the backside of the church remains vulnerable and is easily attacked by the zombies.
The Church has 6 total facility slots*, 3 built-in and another 3 open facility slots, where the player can build any facility desired, provided there are enough resources. The built in facilities are the Kitchen, Bedroom, and Watchtower, although in Story Mode, the Medical Area is pre-built for the survivor, but can be destroyed and used for another facility. The Church has one parking space, and only allows for 4 outposts, the lowest amount allowed except for the RV in Breakdown.
The Church is often used as a transitional base to a larger base, such as STW. Your first priority after settling at the Church is to build a Med Center and put an outpost at the house directly in front of the church. This will keep most of the hordes at bay, but the occasional horde will make it through the outpost's defense, and hordes will also attack from behind and the sides the church.

Storage:
  • 25 Food
  • 25 Medicine
  • 25 Ammunition
  • 50 Construction Materials
  • 25 Fuel

Relocation Requirements:
  • 5 People
  • 20 Construction Materials

___

The Kirkman Residence
Difficulty Level:
Easy
The Kirman Residence is located in the middle section of Spencer's Mill. Although it is not far from the Church of the Ascension, it is much easier to defend. If you get the right outpost set up, this base becomes untouchable. Due to the prime location at the heart of Spencer's Mill, the Kirkman Residence is ideal for those looking to go on fast and easy scavenging runs, as well as build up a larger community.
Named after The Walking Dead's creator Robert Kirkman, this base has plenty of resources to get from the nearby buildings, and has more potential than The Church of the Ascension. It is located next to three buildings, and has a gas station not too far away. The player's first priority once settling at the Kirkman Residence should be constructing a watchtower, and setting up outposts at the house across the street, behind, and adjacent to the Kirkman Residence. When you have all four outposts up and the traps are active, the Home Site is nearly untouchable, with hordes being destroyed before the even got close. The Med Center should also be built as soon as possible. Remember to always build a Med Center inside so injured survivors don't get attacked by zombies.
The Kirkman Residence has 7 facilities, with 3 built-in facilities, 3 open facility slots, and one Watchtower space. The three built-in facilities are the Kitchen, Workshop and the Bedroom. The Kirkman Residence also supports 2 parking spots and 6 outposts.

Storage:
  • 50 Food
  • 50 Medicine
  • 50 Construction Materials
  • 100 Ammunition
  • 50 Fuel

Relocation Requirements:
  • 8 Survivors
  • 30 Construction Materials

___

The Savini Residence
Difficulty Level:
Easy
The Savini Residence is a large one-story building, home to Jacob Ritter's friend Sally Savini before the outbreak. Although the exterior of the house is unique, with a gazebo indoor facility slot and a tree house that serves as a built-in watchtower, the interior of the house is similar to that of other houses in Marshall. Directly behind the Savini Residence is a river bank, which eliminates horde attacks from the back wall of the home site. There are multiple houses across the street of the Savini Residence, and one to the right of the house. To the left of the home site is a bridge, with two crashed cars that cannot be moved blocking half of the bridge.
The first priority of the player should be to place outposts at the house to the right of the home site and one directly across the street. This will decrease horde attacks by a sizable margin, but to stop almost all horde attacks, the player should also create an outpost at the Sprang building across the bridge.
The Savini Residence has 7 facilities, four built-in and 3 open facility slots. The four built-in facility slots are the Bedroom, Kitchen, Library and the Watchtower. Due to the watchtower being a tree house, it cannot be upgraded for the ability to boost survivor's shooter experience.

Storage:
  • 50 Food
  • 50 Medicine
  • 50 Ammunition
  • 100 Construction Materials
  • 50 Fuel

Relocation Requirements:
  • 8 Survivors
  • 30 Construction Materials

___

McReady Farmhouse
Difficulty Level:
Hard

This is by far one of the hardest home sites to live in, for several reasons. The first is in the event of a "Too many hordes" scenario, there's really only one ideal outpost, and outposts take quite some time to fix up all of their traps, so you're always at threat of a zombie horde or even a Freak from walking up to your doorstep. The next is that it's so remote, you will need a car for just gathering the necessities. Finally, the home site is not ideal for survival. You are constantly at risk of starving and being overrun, so it's better to choose another home site on the list.

Storage:
  • 90 Food
  • 130 Medicine
  • 90 Ammunition
  • 130 Construction Materials
  • 90 Fuel

Relocation Requirements:
  • 12 Survivors
  • 50 Construction Materials

___

Snyder Trucking Warehouse
Difficulty Level:
Easy
The Snyder's Trucking Warehouse is arguably the best home site in the game. This is determined by many factors, such as the eight facility slots (ten including Watchtower and Radio Room), eight outposts and the ideal location that, with three outposts, can become completely zombie-free. There's little worry about resources, as it is prime location for scavenging runs and with outposts strategically set you could walk anywhere you wanted in Upper-Marshall. The built in Facilities also provide an advantage, such as the Machine Shop which allows cars to be fully repaired. Given that STW as 4 parking slots, that is quite useful.
The built-in facilities are the Workshop (that will be either a regular Workshop or Machine Shop when fixed up), Bedroom, Radio Tower and Storage.

Storage:
  • 110 Food
  • 110 Medicine
  • 110 Ammunition
  • 190 Construction Materials
  • 110 Fuel

Relocation Requirements:
  • 12 Survivors
  • 50 Construction Materials

*The Radio Tower is not counted as a facility slot, as it is built-in at every Home Site and cannot be destroyed.
Home Sites [Continued]
The Alamo
Difficulty Level: Hard


The Alamo is a small tex-mex restaurant located in the crowded commercial section of east Marshall. The Alamo is fairly difficult to defend, as the site can only support four outposts, making a perimeter difficult to establish. Additionally, as the building is located in downtown Marshall, it is within spawning distance of all types of zombies. The building's perimeter wall is not adequate to slow attacking zombies appreciably, and the small number of survivors supported by the structure can be hard-pressed to successfully defend it. Blaine's Grocery to the East is a good spot for an outpost to defend The Alamo. One of the only positives to having The Alamo as a base is being located in the heart of East Marshall, making it a good base for scavenging missions.
The built-in facilities of The Alamo are the Kitchen, Storage and Watch Tower. There are three additional open facility slots, with 1 interior and 2 exterior. A Medical Area should be built in the one open interior slot as soon as possible.

Storage:
  • Food - 65
  • Medicine - 65
  • Ammunition - 65
  • Materials - 90
  • Fuel - 65

Relocation Requirements:
  • 5 survivors (No requirement on Breakdown)
  • 20 building materials

The Fairgrounds
Difficulty Level:
Average

The Fairgrounds is unaccessible until later in the main story, but it is the best (aside from STW) homesite in the Vanilla version of the game. This homesite gives you access to weapons that you would have trouble finding elsewhere in the game, because there are a large amount of buildings in one area. The Fairgrounds has three watchtowers, although only one of them is manned at all times. It it known that while during home defenses, survivors will go onto the other bleachers and use them the same as a normal watchtower. The downside is that there is one prebuilt facility which is the Dining Area, a facility that is generally uneeded in most playthroughs. The Fairgrounds is very similar to Snyder Trucking Warehouse in both size and facilities.
One of the best strategies for The Fairgrounds is to loot and set outposts at buildings nearby, with at least 4 being the buildings next to the road, to stop hoards from attacking your base. Behind The Fairgrounds is a wide open stretch of hills and grass, which means it is an ideal spot for Freaks and other zombies to spawn and wander into the base. With a large enough survivor population, these zombies should be of no worry to you.

Storage:
  • 110 Food
  • 110 Medicine
  • 110 Ammunition
  • 190 Construction Materials
  • 110 Fuel

Relocation Requirements:
  • 12 Survivors
  • 50 Construction Materials



___

Mt. Tanner Ranger Station
Difficulty Level:
Impossible
The Mt. Tanner Ranger Station is technically not a true home site, but it plays a rather large roll in the early development of the story. Although it is labeled as a home site, when you try to move in Lily will question whether or not that is a good idea and no move is made.

Storage:
None Available

Relocation Requirements:
None Available

*The Radio Tower is not counted as a facility slot, as it is built-in at every Home Site and cannot be destroyed or built.
Outposts
Outposts are buildings that improve home site security and provide a relatively safe spot for characters to evade zombie hordes and resupply. The player can create an outpost by going into the building in which the outpost is desired, opening up the radio menu and selecting the "Establish Outpost" option. The outpost must be fully searched (as in all searchable containers are searched, it does not have to be empty) and must be cleared of zombies.
Each home site has a maximum number of 2-8 slots for outposts. Generally, the bigger the base, the more outposts it can support.
Outposts give the player an extended safe area around the building, and will also destroy hordes when they enter into the safe area, if the "Set traps for passing hordes" ability is active.
Outposts also passively give missing survivors a 15% chance of returning to the home site on their own.


Each outpost has a supply locker, one that is connected to the supply locker at the homesite, put into it when the outpost is created. This allows you to put items into the supply locker when going back to your homesite would be inconvenient.

When an outpost is created in a building that has one of the five resources, the outpost will reduce the player's daily consumption for that particular resource by 3, but increases daily consumption of Construction Materials by 1.
For example:
Original daily consumption: -15 Food/day, -5 Material/day
Player creates 1 Food outpost
Daily consumption becomes: -12 Food/day, -6 Material/day
Player creates 2 more Food outposts
Daily consumption becomes: -6 Food/day, -8 Material/day
Player creates 1 Material outpost
Daily consumption becomes: -6 Food/day, -6 Material/day (As 1 Material is consumed to make 3 Materials, leaving the gain only 2)*

When the player wants to abandon an outpost, open up the map and find the location of the desired outpost. The outpost will be labeled with a number, which corresponds with the number of the outpost in the Base Management tab of the Journal.

Outpost Actions
  • Set traps for passing hordes - Cost: 1 Fuel, 1 Influence - Effect lasts 2 real time hours.
    This ability increases the safe zone size of all outposts. In turn, this ability increases the range at which passing zombie hordes will be destroyed.
  • Abandon Outpost - Surrender this location to the zeds.
    Takes one minute to carry out, and can be canceled at any time before that one minute time limit.


Number of Outposts Per Base

Church Of The Ascention-4
  • There are two needed buildings for survival. The house down the road from the Church parking lot and the building to the left of the church, when facing the same road.

Kirkman Residence-6
  • The best strategy for survival is to make all surrounding buildings outposts.

McReady Farmhouse-6
  • The only building near the Farmhouse is directly across from the homesite. Because of it's remote area, this is the only outpost that is any help at all from a survival standpoint.

Savini Residence-6
  • The best buildings to put outposts in are the ones that surround the homesite itself, which includes the two directly in front of the homesite and the building to the left. Across the bridge to the left, the corner building, Sprang Van Rental.

Snyder's Trucking Warehouse-8
  • The best way to survive in STW is to put outposts in the fast-food resturaunt and the building to the right of it. The gas station to the left of the homesite, near the bridge, is a good outpost as well. The warehouse building behind STW offen spawns common infected, Juggernauts and other freak zombies. It is very important that there is a outpost in the building.

Trumbull County Fairgrounds-8
  • The best outpost setup is to make the surrounding buildings outposts, as will as one or two buildings adjacent to the road to keep the homesite safe from hordes. There are a lot of zombies that come from the back of the homesite, but there is unfortunately no building to stop the spawning.


*Courtesy of stateofdecay.wikia.com
Facilities
With the home bases, there is options to customize their effectiveness for your survivors.


Cooking Area


Build Requirements:
  • Requires a Workshop
  • 25 Influence
  • 20 Construction Materials

Build Time:30 Minutes

Facility Bonuses:
  • Protects against food contamination (I.E.: Spoiled food which results in someone getting sick)
  • Allows the preparation of Feasts.

Abilities
  • Cook a Big Meal
    • +20 Max Vitality for Everyone.
    • Costs 5 food, 20 influence and takes 30 minutes
  • Prepare a Feast
    • +20 Vitality and +10 Stamina bonus for Everyone (High chance of needing special ingredients)
    • Costs 5 food, 20 influence and takes 30 minutes

___

Dining Area


Build Requirements:
  • 40 Construction Materials
  • 100 Influence

Build Time:30 minutes

Facility Bonuses:
  • Reduces Discord (Lowers chance of moral missions being triggered)
  • Protects against Vermin

___

Garden


Build Requirements:
  • 25 Construction Materials
  • 50 Influence

Build Time:30 Minutes

Facility Bonuses:
  • Harvest: Provides food daily
  • Green Thumb: Produces higher yields of food. (Requires Plant Expert)

Can be upgraded to...


Greenhouse


Build Requirements:
  • 50 Construction Materials
  • 100 Influence
  • Researched At Library

Build Time:30 Minutes

Facility Bonuses:
  • Harvest: Provides food daily
  • Green Thumb: Produces higher yields of food. (Requires Plant Expert)
___

Library


Build Requirements:
  • 20 Construction Materials
  • 100 Influence

Build Time:30 Minutes

Facility Bonuses:
  • Store of Knowledge: Bonus to Wits (Requires Good Researcher)
  • Scientific Principles: +300% Research speed (Requires Good Researcher)

Abilities
  • Library Access: Allows other survivors to use the library for +2 Ammo
  • Research Steel Pipe Bomb (1 Ammo, 1 Construction Material, 50 Influence, 1 hour 20 minutes)
  • Research Greenhouse Gardening (1 hour 20 minutes)
  • Research Biodiesel (10 Food, 1 hour 20 minutes)
  • Research Pipe Bomb (1 Ammo, 50 Influence, 1 hour 20 minutes)
  • Research Chemical Incendiaries (5 Fuel, 50 Influence, 1 hour 20 minutes)
  • Research Potent Homemade Stims
  • Research Box Mine (1 Ammo, 1 Construction Material, 50 Influence, 1 hour 20 minutes)
  • Research Whistling Box Mine (1 Ammo, 1 Construction Material, 50 Influence, 1 hour 20 minutes

___

Medical Area


Build Requirements:
  • 10 Medicine
  • 10 Construction Materials
  • 20 Influence

Build Time:30 Minutes

Facility Bonuses:
  • Free Health Care: +10 max vitality for everyone. 15% Recovery Chance from injury/ illness each day (For survivors that are hurt or sick)

Can be upgraded to...


Infirmary


Build Requirements:
  • 25 Construction Materials

Build Time:30 Minutes

Facility Bonuses:
  • Free Health Care: +10 max vitality for everyone. 30% Recovery Chance from injury/ illness each day (For survivors that are hurt or sick)
  • Medical Professional: +20% Recovery Chance (Requires trained healer)

Can be upgraded to...


Medical Lab


Build Requirements:
  • 40 Construction Materials

Build Time:20 Minutes

Facility Bonuses:
  • Free Health Care: +10 max vitality for everyone. 30% Recovery Chance from injury/ illness each day (For survivors that are hurt or sick)
  • Medical Professional: +20% Recovery Chance (Requires trained healer)
  • Lab Equipment: Allows Manufacturing of painkillers and stimulants.

Abilities
  • Make Mild Stims (1 Medicine, 10 Influence, 10 minutes): Creates a few homemade Mild Stims
  • Make Potent Stims (2 Medicine, 10 Influence, 10 minutes): Creates a few homemade Potent Stims
  • Make Homemade Painkillers (5 Medicine, 25 Influence, 10 minutes): Creates some Homemade Painkillers.
___

Sleeping Area


Build Requirements:
  • 5 Materials
  • 10 Influence

Build Time:10 minutes

Facility Bonuses:
  • Cots and Futons: +50% Chance of preventing Sleep deprivation.

Bunkhouse


Build Requirements:
  • 25 Construction Materials
  • 3 Influence

Build Time:

Facility Bonuses:
  • Beds: +8 Beds
  • Good Nights Sleep: Increases everyones Stamina by 10. (Must have a bed for EVERYONE!)

Note: The bunkhouse is the same as a Bedroom facility that is prebuilt in many homesites.

When characters are "tired," the AI will automatically take them into the Bunkhouse, where they will sleep until they are fully rested.
___

Storage Area


Build Requirements:
  • 20 Construction Materials
  • 10 Influence
  • Workshop

Build Time:1 Hour

Facility Bonuses:
  • Storage Space +20 for all resources

Can be upgraded to...


Food Storage


Build Requirements:
  • 25 Construction Materials
  • 25 Influence

Build Time:1 Hour

Facility Bonuses:
  • Storage Space +30 for all resources
  • Food Preservation: Prevents against spoilage

Abilities
  • Try preserving some Food (10 Food, 15 Influence, 30 minutes):Reduces chance of food spoilage and food poisoning.
  • Preserve Food (5 Food, 15 Influence, 30 minutes):Reduces chance of food spoilage and food poisoning.

Can be upgraded to...


Refrigerated Storage


Build Requirements:
  • 25 Construction Materials
  • 25 Influence

Build Time:1 Hour

Facility Bonuses:
  • Storage Space +40 for all resources
  • Food Preservation: Prevents against spoilage

Abilities
  • Try preserving some Food (10 Food, 15 Influence, 30 minutes):Reduces chance of food spoilage and food poisoning.
  • Preserve Food (5 Food, 15 Influence, 30 minutes): Reduces chance of food spoilage and food poisoning.
  • Refrigeration: Dramatically reduces food spoilage and food poisoning

___


Facilities [Continued]
Training Area


Build Requirements:
  • 10 Construction Materials
  • 20 Food
  • 50 Influence

Build Time:10 Minutes

Facility Bonuses:
  • Exercise Area: +10 Stamina for everyone. (Requires Fitness Expert)

Can be upgraded to...


Dojo


Build Requirements:
  • 35 Construction Materials
  • 100 Influence

Build Time:20 Minutes

Facility Bonuses:
  • Exercise Area: +10 Stamina for everyone. (Requires Fitness Expert)

Abilities
  • Combat Training: (3 Food, 25 Influence, 1 Minute) Gain increased XP from melee combat.
  • Commerce Train outsiders: (25 influence, 1h 30m) Gain +3 Ammo to train survivors from another Community in self defense.

___

Basic Workshop


Build Requirements:
  • 5 Construction Materials
  • 10 Influence

Build Time:15 Minutes

Facility Bonuses:
  • Dedicated Work Area: automatically repair and reinforce weapons each day.
  • Construction Expertise: +100% Construction rate. (Requires Tools Expert)

Abilities
  • Make Chemical Incendiaries (1 Medicine, 1 Fuel, 10 Influence): Creates a few homemade Chemical Incendiaries (Requires Library Research)
  • Make Suppressor (1 Material, 5 Influence): Creates a couple homemade suppressors
  • Make Firecracker (1 Ammo, 5 Influence): Creates a few homemade firecrackers
  • Make Flame Fougasse (1 Fuel, 5 Influence): Creates a few homemade firetraps

Can be upgraded to...


Workshop


Build Requirements:
  • 25 Construction Materials
  • 50 Influence

Build Time:10 Minutes

Facility Bonuses:
  • Real workshop: Automatically repair Body and Tire damage for vehicles parked overnight
  • Construction Expertise: +100% Construction rate. (Requires Tools Expert)

Abilities
  • Make Chemical Incendiaries (1 Medicine, 1 Fuel, 10 Influence): Creates a few homemade Chemical Incendiaries (Requires Library Research)
  • Make Suppressor (1 Material, 5 Influence): Creates a couple homemade suppressors
  • Make Firecracker (1 Ammo, 5 Influence): Creates a few homemade firecrackers
  • Make Flame Fougasse (1 Fuel, 5 Influence): Creates a few homemade firetraps

Can be upgraded to...


Machine Shop


Build Requirements:
  • 40 Construction Materials
  • 100 Influence

Build Time:10 Minutes

Facility Bonuses:
  • Real workshop: Automatically repair Body and Tire damage for vehicles parked overnight
  • Construction Expertise: +100% Construction rate. (Requires Tools Expert)
  • Power Tools: Automatically repair body, engine and tire damage. Replace lost bumpers and doors.

Abilities
  • Make Chemical Incendiaries (1 Medicine, 1 Fuel, 10 Influence): Creates a few homemade Chemical Incendiaries (Requires Library Research)
  • Make Suppressor (1 Material, 5 Influence): Creates a couple homemade suppressors
  • Make Firecracker (1 Ammo, 5 Influence): Creates a few homemade firecrackers
  • Make Flame Fougasse (1 Fuel, 5 Influence): Creates a few homemade firetraps

Can be upgraded to instead of Machine Shop...


Munitions Shop


Build Requirements:
  • 40 Construction Materials
  • 100 Influence

Build Time:10 Minutes

Facility Bonuses:
  • Real workshop: Automatically repair Body and Tire damage for vehicles parked overnight
  • Chemistry Equipment: Allows the creation of explosives
  • Chemistry Expertise: Prevent explosives mishaps. (Requires Chemistry Expert)

Abilities
  • Make Suppressor (1 Material, 5 Influence, 30 minutes): Creates a couple homemade
  • Make Flame Fougasse (1 Fuel, 5 Influence, 15 minutes): Creates a few homemade firetraps
  • Make Box Mine (1 Ammo, 5 Influence, 15 minutes): Creates a couple homemade box mines. Requires Munitions Shop and Library Research
  • Make Firecracker (1 Ammo, 5 Influence, 5 minutes): Creates a few homemade firecrackers
  • Make Whistling Box Mine (1 Ammo, 1 Material, 5 Influence, 15 minutes): Creates a couple homemade box mines. Requires Munitions Shop and Library Research
[/b]

___
Radio Room[/b][/u]
[/b]


Facility Bonuses:[/b]
    [/b]
  • Command Center: If we work together, we'll find a way to survive

Abilities
    [/b]
  • Offer shelter to survivors (100 Influence)
  • Ask about Food Caches (20 Influence)
  • Ask about Medicine Caches (20 Influence)
  • Ask about Material Caches (20 Influence)
  • Ask about Fuel Caches (20 Influence)

___

Watchtower


Build Requirements:
  • 15 Construction Materials
  • 5 Influence

Build Time:1 Hour

Facility Bonuses:
  • Lookout: Has someone on the watchtower at just about all times, keeping the zeds back.

Abilities
  • Sniping Zombies: (1 ammo, 5 influence) Your community actively picks off any nearby zeds, increasing the safe range around your base.

Can be upgraded to...


Watchtower


Build Requirements:
  • 25 Construction Materials
  • 25 Influence

Build Time:1 Hour

Facility Bonuses:
  • Lookout: Has someone on the watchtower at just about all times, keeping the zeds back.

Abilities
  • Sniping Zombies: (1 ammo, 5 influence) Your community actively picks off any nearby zeds, increasing the safe range around your base.
  • Firearms Training: (3 Ammo, 25 Influence) Gain Increased XP from shooting
  • Commerce Train Outsiders: (20 Influence) Train different groups of survivors for +2 cases of ammo.
___

Parking Area


Facility Bonuses:
  • Parking Space: Space for one car. Cars left here overnight will be repaired a bit if we have a Workshop,
  • Cars left here overnight will be repaired a bit. (Requires Workshop)
  • Supply Drop Off - All resources rucksacks contained inside the vehicle are automatically unloaded and added to storage. (All other items like weapons or consumables still need to be unloaded manually by the player)
___
Freaks
In State of Decay, special infected are known as freaks. There are several different types of freak zombies, ranging from those that alert the horde with one scream, to those that can tear you apart within a matter of seconds. Freak zombies are most likely caused by mutations after they turn.
Here is a guide created by e5futter with a description of each freak, including their descriptions, attacks and strategic ways to kill them.

[Disclaimer: The names for the attacks are not the official names. To the best of our knowledge, they don't have any names.]


Special #1.

Bloater


The bloater is a zombie that has gone through the horrible stages of decay. It is a vile, bloated zombie filled with toxic gas. It can be a very silent enemy, making them deadly at times when battling a group of undead as they come up from behind and get you unexpectedly.

Attacks:

1. Pop!: The only attack the Bloater has is popping when it gets really close to you. the pop will knock your character back. The gasses that come out of it will quickly drain your stamina and health. As well as a chance to make your character become sick.

2. Playing Dead: If you shoot a bloater in the head it will fall to the ground, but it will not be dead. If you get too close to it's body it will explode, and a cloud of gas will surround a small area around the body. If you leave it alone, the bloater will eventually die and will no longer blow up.


Killing a Bloater

Guns only: A good shot to the bloated stomach will kill it instantly.
Do not charge at it with a melee weapon or unarmed. as it will explode when the player is close to it.

Do not run over a bloater, as the gas will surround your car and drain your life and stamina. If you accidentally run over a bloater, you should get out of your car as soon as possible in order to avoid any unneeded damage.

_______________________________

Special #2.

SWAT Zombie


Swat Zombies are the same as any normal zombie except that their entire body is armored. They are pretty easy to kill and don't really serve as a threat unless you are almost dead and out of stamina. Be careful though as they tend to spawn in groups.

Attacks:

1. Clawing: They will do a one handed claw attack the deals a small amount of damage.

2. Grapple chomp: They will grab onto and bite your neck. dealing a moderate damage.

Killing a SWAT Zombie.

There are three ways to kill a SWAT zombie.

1. Melee weapons/unarmed: SWAT zombies can easily be killed by attacking it with melee weapons.

2. Guns: The only type of round that can kill an armored zed is a .50 caliber round, which are very rare. This means that guns are basically useless against a SWAT zombie.

3. Run it over: Pretty simple. Just run the ♥♥♥♥♥♥♥♥♥♥♥♥♥♥ over with a car.

___________________________________


Special #3

Army


Army Zombies are very similar to SWAT zombies, except they are much faster and wear different armor than the SWAT zombies. Army zombies spawn after you have made it to Fairfield in the story mode.

Attacks:

1. Clawing: Army zombies will do a one handed claw attack the deals a small amount of damage.

2. Grapple chomp: They will grab onto the player and bite your neck, dealing a moderate amount of damage.

3. Grapple Chomp (Leap of Faith): The Army Zombie may decide to jump a good distance to grapple chomp you. This can be deadly as when this happens the only way to avoid it would be to dodge out of the way.

Killing an Army Zombie.

1. Melee weapons/unarmed: Army Zombies are easily killed by melee weapons.

2. Guns: The only type of round that can kill an armored zed is a .50 caliber round, which are very rare. This means that guns are basically useless against an Army zombie.

3. Roadkill: The army zombie is very easily killed by a car.

____________________________________


Special #4

Screamer



A Screamer is a zombie that had no arms with it's chest cavity exposed. It is a zombie magnet. They are mostly found inside Infestations. Though they can also be found wandering the world. Screamer's can be really deadly if they sneak up behind you while fighting a group of zombies or other freaks because their howl attracts all nearby zombies.


Attacks

1. Screaming: The screamer will let out a loud and long howl that not only draws zombies near it, But also stuns the player. Making them quite deadly as they can bring the attention of not just regular zombie, But other freaks as well.

Killing a Screamer

1. Melee/Unarmed: If you are quick enough to hit a Screamer before it screams, it will fall down instantly, allowing you to execute it. Screamers should be your primary targets when fighting, because the scream can stun you, leaving you open to other zombie attacks.

2 Guns: A Screamer can be killed by every gun type, so a simple shot to the head will kill it.

3 Roadkill: Running it over is the safest way to kill a screamer, although it would require you to lure them outside first.

[There were too many characters so this will be split into two parts.]
Freaks [Continued]
Special #5

Feral


The Feral is one of the deadliest freaks in the game. It is a strong, fast hunter that can deal massive amounts of damage in just a few hits. It's a vicious predator that should not be taken lightly.

Side Note: When doing the mission "Besieged", The Feral may be one of the two Freaks you encounter mid way through the mission. It is also rumored to be based off of the “Hunter” special infected from Left 4 Dead 2.

Attacks

1. Claw attack/ Rapid claw attack: The feral with unleash some pretty nasty swipes that can stun a survivor and leave them vulnerable. The rapid claw attack is much like the regular claw attack but it is a wild flurry of swipes that may lead to being pounced on.

2. Pounce: The Feral can perform a large leap attack, When landing on top of a survivor they will pin them down and start ripping them to pieces.

Killing a Feral

1: Dodge: When a Feral is getting ready to pounce, dodge it by rolling to the side. It will land on it's face giving you an opportunity to execute it.

2: Use full auto: If you are using a weapon that can switch from Semi-Auto to full-auto then switch it to full auto. Ferals are very fast and nimble, so a lot of bullets are needed to take one down.

3: Dropkick: Drop kicking a Feral will stun it, allowing you to execute it.

4: Bullet Time: With a survivor that is at max level for Firearms and has the Focus Aim ability, a Feral can easily be picked off from a distance.

___________________________________________

Special #4

Juggernaut



The Juggernaut is arguably the most difficult special infected of them all. He is an 8-9 ft. tall zombie that is very large. The Juggernaut can kill a survivor in just a few seconds. Though they are very large, it can also be really fast. Juggernauts can absorb massive amounts of damage and can not be killed by a single head shot.

Side Note: When doing the mission "Besieged", The Juggernaut may be one of the two Freaks you encounter mid way through the mission.

Attacks

1. Grab and Chomp: This move can easily kill you in if you are even remotely on low health. He will grab you by the neck. Pick you up and chow down on your shoulder.

2. Ground Bash: The Juggernaut will do this if you are close to him. It has a small area effect and can do some damage.

3: Backhand: The Juggernaut will sometimes backhand you causing you to fall to the ground. This is sometimes followed by the Ground Bash move.

4: Charge: The Juggernaut will charge at the player, and try and knock him/her over. This attack is triggered when the player is out of range for any other attack to be used. He will always let out a small roar before doing this.

5: Roar: The Juggernaut can let out a very loud roar that can attract other zombies and other freaks, which can make the fight a little more difficult.


Killing a Juggernaut

1. Guns/Focus Aim: Though it may take a few handfuls of bullets, you can kill the Juggernaut with guns. The easiest way to kill him with guns is to use a rifle specialist and hit him in the head. When he charges after you and hit an object, he will also be stunned.


2: Melee/ Unarmed: I know what some of you may be thinking. Unarmed. Why in the f*ck would you fight a Juggernaut while unarmed? It's a matter of if he has cornered you and your weapons are broken. Though it may sound impossible. It can be done in a relatively quick way. I do not suggest just running up to him and start hitting him. As that will most likely result in death.

A great strategy for killing a Juggernaut can be described in four steps:

Step 1: Distance

Get a little far away from him and stand in front of any solid object, such as a wall, fence, or boulder. The Juggernaut will be stunned when he runs into the solid ob

Step 2: Little closer...Little Closer...

Wait for the Juggernaut to perform his Running Shoulder Tackle. Once he performs this wait until he gets a close distance then roll out of the way. He will then hit the solid object and will be stunned for a short duration.

Step 3: Hit hit hit!

Hit the living hell out of the Juggernaut. He will be dazed for only a couple of seconds and, if you are fast enough, can land 5 hits on him with a melee weapon.

Step 4: Repeat

Repeat these steps until the Juggernaut is defeated.


Roadkill: Run him over with a car once and he will be fly backwards and fall down, stunned for a short duration. This will pop your front tires, so you will have to hurry. Hit him with the car again while he is still on the ground and it will kill him. This method is not recommended as it will always result in a wrecked car and can possibly cause the car to explode. When the car explodes, more zombies will be attracted to the area.
Melee Weapons
Blunt Weapons

2x4
Durability: 1/5
Weight: 5.2

2x4 (Bracket)
Durability: 1/5
Weight: 5.3

2x4 (Nails)
Durability: 1/5
Weight: 5.2

Golf Club
Durability: 1/5
Weight: 0.8

Table Leg
Durability: 1/5
Weight: 3.8

Wooden Branch
Durability: 1/5
Weight: 4.0

Cane
Durability: 2/5
Weight: 2.0

Cracked Pipe
Durability: 2/5
Weight: 1.8

Frying Pan
Durability: 3/5
Weight: 8.5

Poker
Durability: 3/5
Weight: 3.0

Prybar
Durability: 3/5
Weight: 4.0

Rusty Pipe
Durability: 3/5
Weight: 2.0

Bat
Durability: 4/5
Weight: 1.8

Cricket Bat
Durability: 4/5
Weight: 3.0

Escrima Stick
Durability: 4/5
Weight: 0.8

Lead Pipe
Durability: 4/5
Weight: 3.0

Mace
Durability: 4/5
Weight: 2.8

Metal Baton
Durability: 4/5
Weight: 1.2

Wooden Bat
Durability: 3/5
Weight: 2.0

Crowbar
Durability: 5/5
Weight: 1.5

Nail Puller
Durability: 5/5
Weight: 2.0

Pipe Threader
Durability: 5/5
Weight: 4.0

Pipe Wrench
Durability: 5/5
Weight: 1.2

Wrench
Durability: 2/5
Weight: 3.2


Edged Weapons

Rusty Machete
Durability: 1/5
Weight: 1.2

Cavalry Saber
Durability: 2/5
Weight: 2.2

Fancy Machete
Durability: 2/5
Weight:

Hatchet
Durability: 2/5
Weight: 1.2

Rusty Kukri
Durability: 2/5
Weight: 1.2

Sword
Durability: 2/5
Weight: 3.2

Tomahawk
Durability: 2/5
Weight: 1.8

Kama
Durability: 3/5
Weight: 1.5

Kukri
Durability: 3/5
Weight: 1.3

Machete
Durability: 3/5
Weight: 1.2

Wakizashi
Durability: 3/5
Weight: 2.2

Broadsword
Durability: 4/5
Weight: 2.4

Falchion
Durability: 4/5
Weight: 2.0

Short Wakizashi
Durability: 4/5
Weight: 1.9



Heavy Weapons

Commemorative Hockey Stick
Durability: 3/5
Weight: 1.5

Chopper
Durability: 4/5
Weight: 2.2

Edger
Durability: 4/5
Weight: 3.0

Hoe
Durability: 4/5
Weight: 3.0

Axe
Durability: 5/5
Weight: 2.4

Crusty Shovel
Durability: 5/5
Weight: 6.0

Shovel
Durability: 5/5
Weight: 7.0

Sledgehammer
Durability: 5/5
Weight: 10.0
The Guns [Part 1]
Here is a list of EVERY gun found in the base game of State of Decay, compiled together by Abhor Deities. This is quite a lengthy read, so it has been divided into three parts.


[Part One]
Pistols
Revolvers

[Part Two]
Assault Rifles
Rifles

[Part Three]
SMG's
Light Machine Guns
Grenade Launchers

___
Part One[/b]

Pistol


G17

Caliber: 9mm
Capacity: 17
Accuracy: 3
Decibel: 2
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 1.4 lbs

G19

Caliber: 9mm
Capacity: 15
Accuracy: 3
Decibel: 2
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 1.3 lbs

G20

Caliber: .45
Capacity: 15
Accuracy: 4
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor capable: Yes
Scoped: Yes
Weight: 1.7 lbs

G21

Caliber: .45
Capacity: 13
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 3
Suppressor capable: Yes
Scoped: No
Weight: 1.6 lbs

G22

Caliber: .40
Capacity: 15
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 1.4 lbs

G26

Caliber: 9mm
Capacity: 10
Accuracy: 3
Decibel: 2
Recoil: 3
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 1.1

Bz 75

Caliber: 9mm
Capacity: 16
Accuracy: 3
Decibel: 2
Recoil: 2
Reliability: 3
Suppressor capable: Yes
Scoped: No
Weight: 2.2 lbs

Bz 75 ST

Caliber: 9mm
Capacity: 14
Accuracy: 2
Decibel: 2
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2.4 lbs

D 1911

Caliber: .45
Capacity: 7
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2.4 lbs

Tac Master 1911

Caliber: .45
Capacity: 7
Accuracy: 4
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor capable: Yes
Scoped: Yes
Weight: 1.8 lbs

Carrier 1911

Caliber: .45
Capacity: 7
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 1
Suppressor capable: Yes
Scoped: No
Weight: 1.6 lbs

1911 A1 Officer

Caliber: .45
Capacity: 7
Accuracy: 3
Decibel: 4
Recoil: 3
Reliability: 1
Suppressor capable: Yes
Scoped: No
Weight: 2.4 lbs

M9

Caliber: 9mm
Capacity: 15
Accuracy: 2
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2.1 lbs

P226

Caliber: 9mm
Capacity: 15
Accuracy: 3
Decibel: 2
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2.1 lbs

P229

Caliber: 9mm
Capacity: 13
Accuracy: 2
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2 lbs

Condor

Caliber: .50
Capacity: 7
Accuracy: 2
Decibel: 5
Recoil: 5
Reliability: 1
Suppressor capable: Yes
Scoped: No
Weight: 2.3 lbs

M11

Caliber: 9mm
Capacity: 13
Accuracy: 3
Decibel: 1
Recoil: 2
Reliability: 3
Suppressor capable: Yes
Scoped: No
Weight: 1.8 lbs

Mi.LE

Caliber: .40
Capacity: 15
Accuracy: 4
Decibel: 2
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 1.5 lbs

Mk. 3 Target

Caliber: .22
Capacity: 10
Accuracy: 3
Decibel: 2
Recoil: 1
Reliability: 1
Suppressor capable: Yes
Scoped: No
Weight: 1.9 lbs

OHWS 40

Caliber: .40
Capacity: 13
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 1.6 lbs

X-lock

Caliber: 9mm
Capacity: 19
Accuracy: 3
Decibel: 2
Recoil: 2
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2 lbs

X-lock Tactical

Caliber: .40
Capacity: 12
Accuracy: 3
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor capable: Yes
Scoped: No
Weight: 2 lbs

___

Revolver


Anvil

Caliber: .50
Capacity: 5
Accuracy: 2
Decibel: 5
Recoil: 5
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 2.3

Blackbird

Caliber: .45
Capacity: 6
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 2.2 lbs

Diplomat

Caliber: .45
Capacity: 5
Accuracy: 2
Decibel: 4
Recoil: 4
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 1.8 lbs

M 1917

Caliber: .45
Capacity: 6
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 2.5 lbs

Model 29

Caliber: .44
Capacity: 6
Accuracy: 3
Decibel: 5
Recoil: 4
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 2.6 lbs

Toro Bravo

Caliber: .44
Capacity: 5
Accuracy: 2
Decibel: 5
Recoil: 4
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 3.2 lbs

River Snake

Caliber: .44
Capacity: 6
Accuracy: 4
Decibel: 5
Recoil: 4
Reliability: 5
Suppressor Capable: No
Scoped: Yes
Weight: 2.3 lbs

Viper P357

Caliber: .357
Capacity: 6
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 3 lbs

Safari

Caliber: .357
Capacity: 6
Accuracy: 3
Decibel: 4
Recoil: 3
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 1.5 lbs

Snub Special .22

Caliber: .22
Capacity: 6
Accuracy: 1
Decibel: 2
Recoil: 1
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 1.3 lbs

SMG

MP5A3

Caliber: 9mm
Capacity: 30
Accuracy: 3
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 6.8 lbs
Fire Select: Semi, Full

MP5K

Caliber: 9mm
Capacity: 20
Accuracy: 2
Decibel: 2
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 5 lbs
Fire Select: Semi, Full

MP7A1

Caliber: 9mm
Capacity: 20
Accuracy: 4
Decibel: 2
Recoil: 1
Reliability: 3
Suppressor Capable: Yes
Scoped: Yes
Weight: 5 lbs
Fire Select: Semi, Full

MP 90

Caliber: 9mm
Capacity: 30
Accuracy: 2
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 5.6 lbs
Fire Select: Semi, Full

MPS 90

Caliber: 9mm
Capacity: 30
Accuracy: 3
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor Capable: Yes
Scoped: Yes
Weight: 5.6 lbs
Fire Select: Semi, Full

UMP 40

Caliber: .40
Capacity: 30
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 6.4 lbs
Fire Select: Semi, Full

M1A1

Caliber: .45
Capacity: 30
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 10.6 lbs
Fire Select: Semi, Full

Super Z

Caliber: .45
Capacity: 30
Accuracy: 3
Decibel: 4
Recoil: 1
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 5.6 lbs
Fire Select: Semi, Full

M-10

Caliber: .45
Capacity: 30
Accuracy: 1
Decibel: 4
Recoil: 4
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 4.3 lbs
Fire Select: Semi, Full

Uzi

Caliber: 9mm
Capacity: 25
Accuracy: 1
Decibel: 2
Recoil: 3
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 7.7 lbs
Fire Select: Semi, Full

Mini-Uzi

Caliber: .22
Capacity: 25
Accuracy: 1
Decibel: 2
Recoil: 1
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 2.1 lbs
Fire Select: Semi, Full

P9 Forge

Caliber: 9mm
Capacity: 32
Accuracy: 1
Decibel: 2
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 6.6 lbs
Fire Select: Semi, Full

PDS

Caliber: 5.56mm
Capacity: 30
Accuracy: 4
Decibel: 4
Recoil: 2
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 5 lbs
Fire Select: Semi, Full

Samurai PDW

Caliber: 9mm
Capacity: 32
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 6.4 lbs
Fire Select: Semi, Full

TMP9

Caliber: 9mm
Capacity: 20
Accuracy: 2
Decibel: 2
Recoil: 3
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 4 lbs
Fire Select: Semi, Full
The Guns [Part 2]
Part Two[/b]

Assault Rifle

Ak47

Caliber: 7.62mm
Capacity: 30
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 11.5 lbs
Fire Select: Semi, Full

Ak47 Custom

Caliber: 7.62mm
Capacity: 30
Accuracy: 4
Decibel: 5
Recoil: 3
Reliability: 4
Suppressor Capable: Yes
Scoped: Yes
Weight: 10 lbs
Fire Select: Semi, Full

AKMS

Caliber: 7.62mm
Capacity: 30
Accuracy: 1
Decibel: 5
Recoil: 5
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 6.8 lbs
Fire Select: Semi, Full

M14

Caliber: 7.62mm
Capacity: 30
Accuracy: 3
Decibel: 5
Recoil: 4
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 9.8 lbs
Fire Select: Semi, Full

M6 SBR

Caliber: 7.62mm
Capacity: 30
Accuracy: 2
Decibel: 5
Recoil: 4
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 7 lbs
Fire Select: Semi, Full

Mk. 16 Mod 0

Caliber: 5.56mm
Capacity: 30
Accuracy: 4
Decibel: 4
Recoil: 2
Reliability: 3
Suppressor Capable: Yes
Scoped: Yes
Weight: 7.2 lbs
Fire Select: Semi, Burst, Full

Ar-15

Caliber: 5.56mm
Capacity: 30
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 6.5 lbs
Fire Select: Semi, Full

Ar-15 Custom

Caliber: 5.56mm
Capacity: 30
Accuracy: 2
Decibel: 4
Recoil: 2
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 6.5 lbs
Fire Select: Semi, Full

M16A4

Caliber: 5.56mm
Capacity: 30
Accuracy: 3
Decibel: 4
Recoil: 2
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 7.2 lbs
Fire Select: Semi, Full

M4A1

Caliber: 5.56mm
Capacity: 30
Accuracy: 2
Decibel: 4
Recoil: 2
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 6.4 lbs
Fire Select: Semi, Full

416 CQB

Caliber: 5.56mm
Capacity: 30
Accuracy: 1
Decibel: 4
Recoil: 3
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 10 lbs
Fire Select: Semi, Full

416D

Caliber: 5.56mm
Capacity: 30
Accuracy: 4
Decibel: 4
Recoil: 2
Reliability: 3
Suppressor Capable: Yes
Scoped: Yes
Weight: 7.3 lbs
Fire Select: Semi, Full

ACR

Caliber: 5.56mm
Capacity: 30
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 7 lbs
Fire Select: Semi, Full

AUG A3

Caliber: 5.56mm
Capacity: 30
Accuracy: 2
Decibel: 4
Recoil: 2
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 4.7 lbs
Fire Select: Semi, Full

Rifle

M107 CQ

Caliber: .50
Capacity: 10
Accuracy: 5
Decibel: 5
Recoil: 5
Reliability: 2
Suppressor Capable: No
Scoped: Yes
Weight: 7.3 lbs
Action Type: Auto-loading

Mk.15

Caliber: .50
Capacity: 7
Accuracy: 5
Decibel: 5
Recoil: 5
Reliability: 4
Suppressor Capable: Yes
Scoped: Yes
Weight: 7.3 lbs
Action Type: Bolt

700 Huntsman

Caliber: 7.62mm
Capacity: 5
Accuracy: 5
Decibel: 5
Recoil: 3
Reliability: 4
Suppressor Capable: Yes
Scoped: Yes
Weight: 6.8 lbs
Action Type: Bolt

700 Huntsman Camo

Caliber: 7.62mm
Capacity: 5
Accuracy: 4
Decibel: 5
Recoil: 3
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 6.8 lbs
Action Type: Bolt

Sidekick

Caliber: 7.62mm
Capacity: 7
Accuracy: 3
Decibel: 5
Recoil: 3
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 6.8 lbs
Action Type: Lever

750 Forester

Caliber: 7.62mm
Capacity: 5
Accuracy: 4
Decibel: 5
Recoil: 4
Reliability: 1
Suppressor Capable: Yes
Scoped: No
Weight: 7.5 lbs
Action Type: Auto-loading

M1 Garand

Caliber: 7.62mm
Capacity: 8
Accuracy: 4
Decibel: 5
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 7.3 lbs
Action Type: Auto-loading

Monag 90/31

Caliber: 7.62mm
Capacity: 5
Accuracy: 3
Decibel: 5
Recoil: 4
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 7.7 lbs
Action Type: Bolt

SKS

Caliber: 7.62mm
Capacity: 10
Accuracy: 3
Decibel: 5
Recoil: 4
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 8.5 lbs
Action Type: Auto-loading

Model 70

Caliber: 7.62mm
Capacity: 4
Accuracy: 5
Decibel: 5
Recoil: 3
Reliability: 4
Suppressor Capable: Yes
Scoped: Yes
Weight: 7.3 lbs
Action Type: Bolt

SOCOM ll ETR

Caliber: 7.62mm
Capacity: 20
Accuracy: 4
Decibel: 5
Recoil: 3
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 9.8 lbs
Action Type: Auto-loading

Mini-14

Caliber: 5.56mm
Capacity: 20
Accuracy: 2
Decibel: 4
Recoil: 2
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 6.3 lbs
Action Type: Auto-loading

Bolt Scout

Caliber: 5.56mm
Capacity: 10
Accuracy: 4
Decibel: 4
Recoil: 2
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 7 lbs
Action Type: Bolt

Dog Leg

Caliber: .45
Capacity: 5
Accuracy: 1
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 5.8 lbs
Action Type: Lever

Ranch King

Caliber: .44
Capacity: 10
Accuracy: 4
Decibel: 5
Recoil: 4
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 8.7 lbs
Action Type: Lever

10/22

Caliber: .22
Capacity: 10
Accuracy: 4
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 6.2 lbs
Action Type: Auto-loading

597 Varmint

Caliber: .22
Capacity: 10
Accuracy: 5
Decibel: 2
Recoil: 1
Reliability: 2
Suppressor Capable: Yes
Scoped: Yes
Weight: 5.5 lbs
Action Type: Auto-loading

983 Squirrel

Caliber: .22
Capacity: 12
Accuracy: 3
Decibel: 2
Recoil: 1
Reliability: 4
Suppressor Capable: Yes
Scoped: No
Weight: 7.3 lbs
Action Type: Bolt
The Guns [Part 3]
Part Three[/b]

Shotgun

Hooker

Caliber: 12 Gauge
Capacity: 2
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 6.2 lbs
Action Type: Pump

Warrior Police

Caliber: 12 Gauge
Capacity: 7
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 2
Suppressor Capable: No
Scoped: No
Weight: 7.3 lbs
Action Type: Pump

Model 870 X

Caliber: 12 Gauge
Capacity: 3
Accuracy: 1
Decibel: 5
Recoil: 3
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 7.5 lbs
Action Type: Pump

Model 1100

Caliber: 12 Gauge
Capacity: 3
Accuracy: 1
Decibel: 5
Recoil: 3
Reliability: 2
Suppressor Capable: No
Scoped: No
Weight: 8 lbs
Action Type: Auto-loading

Model 1100 Malone

Caliber: 12 Gauge
Capacity: 3
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 1
Suppressor Capable: No
Scoped: No
Weight: 7 lbs
Action Type: Auto-loading

Model 1100 Tactical

Caliber: 12 Gauge
Capacity: 7
Accuracy: 2
Decibel: 5
Recoil: 3
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 4.5 lbs
Action Type: Auto-loading

1300 Defender

Caliber: 12 Gauge
Capacity: 7
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 6.8 lbs
Action Type: Pump

1300 Hunter

Caliber: 12 Gauge
Capacity: 3
Accuracy: 2
Decibel: 5
Recoil: 4
Reliability: 1
Suppressor Capable: No
Scoped: No
Weight: 7.8 lbs
Action Type: Pump

1300 Hunter SP

Caliber: 12 Gauge
Capacity: 4
Accuracy: 2
Decibel: 5
Recoil: 4
Reliability: 2
Suppressor Capable: No
Scoped: No
Weight: 6.5 lbs
Action Type: Pump

A-Series Mod. 1

Caliber: 12 Gauge
Capacity: 14
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 2
Suppressor Capable: No
Scoped: No
Weight: 6.9 lbs
Action Type: Pump

M1014

Caliber: 12 Gauge
Capacity: 6
Accuracy: 2
Decibel: 5
Recoil: 4
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 7 lbs
Action Type: Pump

Model 870 T

Caliber: 12 Gauge
Capacity: 7
Accuracy: 2
Decibel: 4
Recoil: 3
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 7.5 lbs
Action Type: Pump

Warrior

Caliber: 12 Gauge
Capacity: 6
Accuracy: 2
Decibel: 5
Recoil: 4
Reliability: 2
Suppressor Capable: No
Scoped: No
Weight: 7.5 lbs
Action Type: Pump

Russian 12K

Caliber: 12 Gauge
Capacity: 10
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 3
Suppressor Capable: No
Scoped: No
Weight: 7.7 lbs
Action Type: Auto-loading

A12

Caliber: 12 Gauge
Capacity: 8
Accuracy: 2
Decibel: 5
Recoil: 2
Reliability: 4
Suppressor Capable: No
Scoped: No
Weight: 7.7 lbs
Action Type: Auto-loading

Warden

Caliber: 12 Gauge
Capacity: 3
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 1
Suppressor Capable: No
Scoped: No
Weight: 5.3 lbs
Action Type: Pump

___

Light Machine Gun

M249 SAW

Caliber: 5.56mm
Capacity: 100
Accuracy: 1
Decibel: 4
Recoil: 3
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 17 lbs

M27 IAR

Caliber: 5.56mm
Capacity: 100
Accuracy: 3
Decibel: 4
Recoil: 3
Reliability: 3
Suppressor Capable: Yes
Scoped: No
Weight: 7.9 lbs

M60E4

Caliber: 7.62mm
Capacity: 100
Accuracy: 1
Decibel: 5
Recoil: 4
Reliability: 2
Suppressor Capable: Yes
Scoped: No
Weight: 22.5 lbs

Launchers

GL 06 Riot

Caliber: 40mm
Capacity: 1
Accuracy: 2
Decibel: 4
Recoil: N/A
Reliability: 5
Suppressor Capable: No
Scoped: No
Weight: 4.5 lbs
Fire Select: Semi-only

GL M32

Caliber: 40mm
Capacity: 6
Accuracy: 2
Decibel: 4
Recoil: N/A
Reliability: 2
Suppressor Capable: No
Scoped: No
Weight: 13.2 lbs
Fire Select: Semi
Explosive Weapons
Explosives are a heat of the moment (pun) life saver, and knowing about them could just save you.
They fall into several different categories, and although there aren't a large variety, they tend to be found in a large abundance.

Regular


Thrown

Firebomb
Weight: 0.60 pounds

Notes:
  • A decent zed burner.

Termite
Weight: 0.60 pounds

Notes:
  • Like a cross between a grenade and firebomb.

M67 Grenade
Weight: 0.30 pounds

Notes:
  • IA worthwhile grenade to get, decent damage, decent noise. For a grenade that is.

Mk2 Grenade
Weight: 0.30 pounds

Notes:
  • These grenades are less common to find.
  • Best of it's class. Toss and Run with this.

Frag Grenade
Weight: 0.30 pounds

Notes:
  • Far from the strongest grenade, but it still does the job.

Wilkerson Private Reserve
Weight: 0.60 pounds

Notes:
  • Stronger than your average firebomb.


Mines


S-Mine
Weight: 1.0 pounds

Notes:
  • Nicknamed "Bouncing Betty"
  • Bounces up before detonating, and hits a decent range of zombies.

Mine
Weight: 1.0 pound

Notes:
  • You take a moment to set these on the ground and arm them. Don't be around when they go off.


Crafted


Thrown

Chemical Incendiary
Weight: 0.60 pounds

Notes:
  • It has a significant difference compared to Fire Bombs and Wilkerson Reserve.
  • You cannot find these through scavenging.

Pipe Bomb
Weight: 1.0 pound

Notes:
  • Damage is equivalent to a grenade
  • You cannot find these through scavenging.

Mines

Box Mine
Weight: 1.0 pound

Notes:
  • A basic land mine, good for killing zeds.

Whistling Box Mine
Weight: 1.0 pound

Notes:
  • Attracts any nearby zombies for about 15-20 seconds, before exploding.
  • You cannot find these through scavenging.

Flame Fougasse
Weight: 1.0 pounds

Notes:
  • Like a pressure sensitive firebomb. You want to stand back before a zed walks on this.
  • You cannot find these through scavenging.



---


Other


Artillery Marker
Weight: <0.01 pound

Notes:
  • These can only be acquired by calling in the Death From Above radio option.
  • You can use this as an alternative for a Blaze of Glory.
Achievements
Below are all the achievements possible to earn for the Vanilla Version of State of Decay.
If it's self explanatory, there will not be any notes on how to complete it.


Gotta Enjoy the Little Things
Used a car door to kill a zombie

Note:
Click the Left Mouse Button [LMB] to open the door.
While driving, open the door to hit any close zombies.


The Bruce
Kill 3 Zombies with an exploding propane tank

Note: Requires a gun. There are 2 different kinds of propane tanks, one is a small tank that you would find in a grill, and the other quite large that you find usually near gas stations.

Manifest Destiny
Build 8 Outposts

Note:
After fully scavenging a building, you can hit [ALT] and choose the "Set up an outpost"

Movin' On Up!
Relocate your home base

Note:
After doing Jacob Ritters "Home Away From Home" Mission a new radio option will pop up, allowing you to relocate to any of the other 6 home bases.
See Home Sites for more details.

Badass
COMPLETE 50 missions or activities with the same character


Vehicular Zombicide
Run over 250 zombies in a car


Everywhere You Look
Have a COMMUNITY size of 15

Note:
Recruit members from other enclaves to have a total population of 15 members.
See Enclaves for more details.

Watch The Birdie!
Distract a zombie to complete an objective


Horde Hoard
Destroy ten hordes in one day

Come And Knock On Our Door
Convince another enclave to join your community

Trust Me, I'm An Expert
Earn a skill specialization for one of your COMMUNITY members


Rule #1
Max out a community member's Cardio skill

Note:
Can be done by sprinting [SHIFT] with the same character often enough, to where after some time they grow to level 7.

Home Improvement
Build a facility

Note:
Can be done in the journal [TAB] by clicking the mouse button, and selecting an option for any of the open facility slots.
See Facilities for more details.

Torn Apart
Be killed by zombies

Holy Rolling
Escape Mt. Tanner and find the survivors at the church

I Can See My House From Here
COMPLETE a survey activity

Note:
Complete a scouting of a specific area from one of the many survey points in the game.

Cannibal FAMILY Picnic
Find the Mt. Tanner Ranger Station


Survivor
Escape Trumbull County

Note:
Beat the game.

It Was Just Police Action
Find out what the army's up to

Home on the Grange
Play MATCHMAKER for Quentin and Becca

Arrested Developments
See things through at the Courthouse

Note: Finish all of the Courthouse (Also known as "The Law") Missions.

Gun Thugs
Help the Wilkersons resolve their differences

Note: Finish all of the Wilkerson Brothers' missions.

Pest Control
Destroy 5 infestations in one day

Land Usage
Build one of every type of facility

I'll Be There For You
Earn 500 Fame

Note:
Fame can be earned by doing missions and improving survivors in a skill.

Mercy Shot
Kill a member of your community to PREVENT them from turning

Note:
Also known as a "Mercy Killing" you take the life of a community member who has fallen gravely ill.

Ya Always Were An A-Hole Gorman
Sacrifice yourself in a blaze of glory

Note:
Visit Sad Shepherd's guide on this achievement!
Click here

Get Yo' Freak On
Kill one of each freak zombie type

Double Dead
Preform a hand to hand double kill special attack


Get Outta My Dreams
Kill one of each freak type with a car
Easter Eggs & Fun things
Warning:
There are potential spoilers in this section.

[Note: We understand that there is many that we are missing, but we wanted to release the guide in a timely fashion, so this will be updated as we go along.]



Easter Eggs


Yet to be added:
-Dantrons Cage
-Plants Vs Zombies back Yard
-Websites
-Dev Wall

Xbox 360 in the Undead Labs Office[/b]
In Eastern Marshall, there is an office building with several "Undead Labs" posters. In the office there is a table with an Xbox 360 and an Xbox 360 controller with a flat screen TV above them.


The Name Crates[/b]

There are several multi colored crates that can be found all over Trumbull Valley. The most notable places are The Courthouse and next to the Snyder Trucking Warehouse. These crates pay homage to some of the most notable names in zombie history such as Robert Kirkman and George Romero.







Fun Things


The Fire Department Bell
If you head over to the Fire Department and you have a gun with some ammo on hand, you can shoot the bell and hear the noise. This bell also attracts several zombies, so you may want to clear out after doing so.


























The Fitzgerald Paintings

These are real paintings that can be found all over Trumbull Valley in houses and various buildings.
The story behind them is that these are the paintings of Undead Brant's mother, who had recently passed away.


Alan Gunderson
For those who didn't know (I sure didn't) Alan Gunderson, the one who complained about you "Damn Freeloaders" was voiced by Undead Labs very own Undead Brant.


The SoD Soundtrack
We've hunted down these amazing peices of work and compiled them here for you to enjoy.
We've put the videos below for you listen to from Youtube, but as an alternative you can listen to them on Spotify.
https://play.spotify.com/album/1HGRCNW0F0BpN4u6fG2bye
Composed by Jesper Kyd











Enclave Basics
Your neighbors can be influence banks, safety nets, or even beneficial to your supply locker... as long as you don't give them the cold shoulder.

Enclaves can be identified by their white symbol on the map with a constant 'safe zone' radius around it. Although normally enclaves interested with interacting with your group will ask you for help as an introduction to them, it is always beneficial to scout them out via exploration or surveying to know what you are getting into. Enclaves typically consist of usually 3 people, with the exception of story-based enclaves, expelled member enclaves, and enclaves with deaths or special conditions. As of a previous title update, one enclave member will be counted in game as the 'leader' or focal point of the group, and will not die in unspecific simulation conditions, as a rule to prevent 'ghost enclaves' from happening.

As you start your Vanilla State of Decay game, the code will always spawn two enclaves in the immediate vicinity of your starting home base, the church. One of them will be asking to join you, while the other will run under normal enclave conditions to introduce the player to the enclave system.

The types of enclaves.

Desperate Survivors

Desperate Survivors should be your highest priority when wondering which non-story group needs you more. When enclaves gain this title, they have an immediate chance of perishing due to whatever circumstance they are in. Sometimes the game will spawn missions for you to dig them out of their hole, while in other circumstances the enclave will be 'unsavable' and will perish before an event where you can assist may occur. Enclaves may turn into Desperate Survivors based on the player's actions, (neglecting the enclave, etc) or may naturally become that way based on the enclave's own decisions where the player has no chance to intervene. Sometimes a group of Desperate Survivors may spawn already with that title.

Eager Survivors

Eager Survivors are groups that appreciate what the player's group is doing and wish to join forces. Within moments of acquiring the title, the enclave should radio in to your group requesting to join. Rarely, under special circumstances where your community fame is high, an enclave may appear already being Eager Survivors based on what they have heard about your group.

Conditioned _______ Survivors

Survivors with a status as their name, such as Confident Survivors, Distrustful Survivors, Trusting Survivors, etc. have their name based on their opinion on trusting other groups, mainly the player. Enclaves with conditioned names are not particularly in trouble, however their name will describe what their actions and attitude toward the player group may likely be. For example, Confident Survivors have a low chance of perishing due to rare circumstances, and despite trust level may not want to join the player's group. Distrustful Survivors will probably not have a high trust level and may not wish to interact with the player's group. There is many possible conditioned statuses for groups.

Story Enclaves

Story Enclaves do not typically run through the regular enclave mechanics unless strictly specified. These are meant to push through the various quest lines and there is usually a multiple of these dotted around the map depending on the player's location in the quest lines.

Enclave Bases

Location

Enclaves typically reside in residential houses, usually at a location with retrospect to the player's. Sometimes Enclaves may reside in livable businesses and other official buildings. It is possible for Enclaves to choose to move, and whether they choose to or not is partially dependent on their player interactions with them. If enclaves feel that they somewhat rely off of the player or wish to interact with them more, if the player moves towns, the enclave in question may move as well. Sometimes Enclaves may move at random, although this occurrence is rare and may possibly relate to nearby infestations.

Supply Lockers and Resources

Enclaves typically have a 'most prominent resource' which influences which supply they may want to trade in trade missions, as well as what they have in their supply locker. Enclaves will offer supplies through their Locker as gifts to the player with the player's influence. It is suggested that the player does not rely off of enclaves for supplies and supplies only as the amount of influence required to accept the items laid out for the player in supply lockers may change alongside enclave conditions. Of course, it is entirely possible for the player to give the enclave items through the enclave's supply locker as well, making them a good alternative to throwing out unwanted weapons and items.

Enclave Missions
Enclave Missions

The types of missions enclaves offer is usually based on how they stand with the player. If the player has done something negative to the enclave, such as mistreatment of one of the members or morally negative choices with them, there is usually a cool-down period before they may ask the player for help again. On the flip-side, the player may offer all of the possible help the enclave may want with the expectation that the group may become Eager Survivors with the intention of joining forces.

Trading and Scavenging



There are four known instances where resources are on the table with enclaves. One of them, the most common, is through taking their requested 'hired help', which is usually assisting them hunting freak zed or other small tasks. These tasks will not usually determine whether the Enclave likes the player's group or not, as the main reward upon completion is resources from the other group.

The second known instance, and also the second most common, is enclaves asking for help scavenging buildings. The player is promised half of whatever they find in exchange for assisting the scavenge and escorting the other survivor home. The player will also have the option to scare the other survivor off of the property and state that the resources their are all the player's, which will almost always result in negative repercussions, mostly with the other enclave. There is also the rare, unlikely chance that when the player escorts the survivor home, they may arrive to find that every survivor in the enclave has died for an unknown but inferrable reason as their base is overrun. At that point, the survivor you have escorted will follow the player home and join up with your community. The player will have the ability to loot the dead enclave for their remaining supply locker stash and the items from the dead survivors.

The third, and most desired instance, is actual trading. The other enclave will request supplies they want in exchange for their own stock, at which point the player may accept the trade and go on a mission to make the deal (with the company of another survivor in the player's group), or the player may use their influence to reject the trade. If the player chooses to do nothing, with the trade request still on the table, a survivor in the player's group may make the trade in place of the player on their own, which may have different possible outcomes.

The fourth rare and somewhat story-based instance is through other enclave's appreciation of the player. Although these mostly happen with the story enclaves, there have been reported instances of other non-story enclaves offering the event. The other enclave may offer supplies, or a select amount of resources to the player just to show their appreciation for positive player actions. These instances are set in stone for interaction with story enclaves, but very rarely may a random enclave offer the player some of their stock.

Resource missions regarding Enclaves are a recommended tactic as it is a lot more certain than trying to scavenge for everything that you need.

Bear in mind that players have found several ways to farm Enclaves for supplies.
Credits
State of Decay Vanilla Guide

Contributing Steam members:
Note: Some users change their username, so below is their username at the time they had started to help with the guide.



Template:
Title Name:
(Delete any of the following sections if they don't apply)

Images & Screenshots:



Videos:



Information:



Information Source:



Other: (And Specify)


(And be sure to do the lines at the end just to show that that is where this sections credits end)
______
Freaks:

Images & Screenshots:
  • e5futter[forums.undeadlabs.com] (UL Forum User)

Information:
______
The Guns [Part 1, 2, & 3]:

Information:

Information Source:
______
Easter Eggs & Fun Things:

Images & Screenshots:

Videos:

Information:



Information Source:



Other: (And Specify)


___
Acheivements:
Information Source:
___
Trumbull Valley Map:

Images & Screenshots:
  • Deadmax (Creator of the map)
___
Facilities:
Information:
  • Captain Christmas

Information Source:
___
Homesites:

Images & Screenshots:
  • Captain Christmas

Information:
  • Captain Christmas
  • Nengtaka

Information Source:
___

Enclaves:

Images & Screenshots:
  • Alan Gunderson

Information:
  • Alan Gunderson
________
Explosives:


Information:
  • (A.M.B.O.) TheGhostlyIsaiah
  • Captain Christmas

Information Source:


___




Special Thanks To:
  • JeremyCarl from the SoD Wikia
  • The Undead Labs Team
  • e5futter[forums.undeadlabs.com] from the UL Forums

***And once again a very special thanks to the Undead Labs Team and Community. This guide would not be possible without you.***
Update Log
Here's a list of all the major updates in the guide:
  • 11/27/2014- The Outpost Update

    -More grammar, spelling and extra information.
    -The Outpost section was added which includes mechanics and strategies for outposts.
    -Nengtaka


  • 9/23/2014- The Alamo Update

    -Grammar and spelling corrections and some extra information added.
    -The Alamo home site was added to the Home Sites [Continued] section.
    -Nengtaka


  • 08/20/2014-Guide was Published on 8/22/2014
    Well everyone, after several months of working on this, it is finally time to publish it.
    We hope that you enjoy learn crucial survival skills from our guide.
    After reading, if you have suggestions or questions, see "Is there something missing?" down below :) -Cpt. Xmas[/list]
Is Something Missing?
Did we miss something that you wanted to see, or have suggestions?

We are open to any and all suggestions, please just ask.

Please Leave A Comment, or Message one of the contributors and we will reply as soon as possible!

Also, be sure to Favorite and Rate Up the guide if you found it helpful!
52 Comments
dylanram Dec 11, 2020 @ 6:43am 
so these are vanilal strats? wehat mods are there that changes alot of it?
Rex Bellator Nov 26, 2019 @ 8:27pm 
I'm sorry Nengtaka but -- while this looks like an overall nice guide -- it is absolutely incorrect to state that night time is the same day in terms of danger. There are more zombie spawns (even more if you make noise) and they will be more active, meaning they will hunt/pursue you more aggressively. I think they might even "see" you better than day time but I'm not 100 percent sure.

Either way that needs to be revised especially if you're aiming this guide for beginners.

Apologies if this has already been discussed I only recently started playing the game again after owning it for a few years and I'm only now looking at guides to look for tips/tricks.
MangAnimE Sep 10, 2019 @ 5:02am 
in 'Fitzgerald Paintings' it should be painted "by" the artist, not painted "of"
Vuyek May 20, 2018 @ 9:00pm 
You didn't put in the most important thing.
Click on the RADIO TOWET aka Lily's post on the base map and you can choose to locate ANYTHING your base needs.

This is a BIG part of the game.
MAJORLOAD71  [author] May 30, 2017 @ 5:27pm 
You can find building materials while scavenging through different buildings, RipTearMaim.
RipTearMaim May 29, 2017 @ 7:42pm 
How do you collect up the materials to upgrade buildings at your base?
Good guide, didnt help me at all as I'm already at or above the skill level present in said guide, but still a good guide, it has everything I would have needed if I were a guide user or a casual gamer. Big ups +++
McKoy Jul 28, 2016 @ 6:20am 
Here's to hoping to see you guys making a guide soon also for State of Decay 2 coming next year. :ily:
Digital_Cake_ Jan 14, 2016 @ 8:36pm 
First 2016 comment.:ghlol:
HewDog Oct 18, 2015 @ 10:30am 
In the easter egg section, there is a [/b] that shows up.