State of Decay

State of Decay

(Servono più voti)
State of Decay: Breakdown Guide
Di fullofdreamz. e altri 5 collaboratori
State of Decay: Breakdown is the first DLC released by Undead Labs on November 29th, 2013 for 6.99 on Steam and Xbox Live as a Sandbox mode. This guide describes how to move to the next level, the unlockable hero characters, the new weapons added, and general survival tatics for the home bases and when exploring Trumbull Valley.
   
Premio
Aggiungi ai preferiti
Preferito
Rimuovi dai preferiti
Introduction
I, and my fellow contributers would like to present the most extensive and detailed guide for State of Decay: Breakdown. Every Breakdown-exclusive gun, every Hero, every homesite. You name it, we have it.
This has been a project we've been working on since June 2014, and we hope you enjoy.

In Breakdown, you start off with a random survivor with Lily, and you must choose between three randomly assigned homesites that have randomly-generated AI survivors in them. After you choose, it is pure sruvival with increasingly difficult levels.

To access Breakdown in the game, select "State of Decay Breakdown" from the game menu.

Note that if you enter one of the three game modes, like State of Decay or State of Decay: Lifeline, you will be unable to switch to another game mode without restarting the game itself.



Please note that some of these topics are carried over from our Vanilla Guide.

If we add any new information-that wasn't in the original release of the guide-a summary will be added in the Update Log section along with the date and contributor.

If you are looking for something specific, like a Hero, press and hold Control [CTRL] and press F and type what you are looking for to have speedy navigation.



Also be sure to check out:

Our Vanilla Guide
Update Log
Here's a list of all the major updates in the guide:




DD/MM/YYYY-Guide was Published
General Survival Tactics
From User Shyer:

From User Talien:
  • Don't wait to use healing items until you're 3/4 dead. Even if there's nothing in sight never let your HP drop below half unless you don't care about losing that character, you may even want to keep it above 3/4 if it's a character you really don't want to lose. You never know when that Ninja Feral will jump on you from nowhere and tear you apart, it WILL happen and when it does you'll be SOL. If you're "injured" from a Feral pouncing on you then call Doc Hansen if you have him or switch to another character until that one heals, don't risk losing a character to another Feral jumping you as they can occasionally kill an injured character even if their HP is full.
  • Whistling Box Mines are your best friend. ALWAYS carry at least one if you have access to them, and if you don't then research them ASAP. Nothing else in the entire game is more useful for getting yourself out of a bad situation. I cannot stress enough how great these thing are. Sure you could use a clock, timer, doll, or firecrackers as a decoy but unless you're lucky some of those Zombies can come running after you as soon as the noise stops.
  • Once you have everything researched you don't need a Library anymore and can safely scrap it and replace it with something else. However, if you're chronically short on ammo boxes you might want to keep it for generating ammo from training outsiders. Personally, in an un-modded game, I replace it with another Bunkhouse, or another Garden if food is scarce.
  • If you have certain weapons that you absolutely want to keep in the locker for your own use then make sure you either equip every survivor with both a melee weapon and a gun even if it's a piece of junk like a board, or fill their inventories so they can't take anything out, otherwise you'll find yourself constantly checking each survivor to see who's got your weapons. A good way to fill someone's inventory is put their pack in the locker and load them up with homemade suppressors, then deposit all but one of each stack back into the locker.
  • Build up Cardio by running around your base or outposts, you don't want to be caught by surprise while out of stamina. Never let your stamina drop below half from running if you're away from a safe zone.
From User Captain Christmas:
  • If you are planning on starting a new game, start at level 1 and spend a good time figuring who you want to take with you. I'm terrible at Breakdown but it gets much harder the further you go in, and having a good team of survivors can ease your mind a bit. Also, at level 1 you should spend time training survivors that you feel like you're going to keep with you. You do not want to be training newbies at level 59.
From User Nengtaka:
  • My favorite base is Snyder's Trucking Warehouse, and I usually build a Garden, Sleeping Area, Medical Area, Training Area and a Library. After researching everything I can from the Library, I destroy that facility and make another Sleeping Area.
  • Make sure to have survivors who have traits that add to the Garden, Medical Area, Workshop, Cooking Area and Training Area.
  • Max out your six survivor's skills on the first level of Breakdown, so you will have them prepared for the future levels.
From User ___:/



A few more tips:

  • Train your survivors on the earlier levels, as you will need them to be skilled on the higher levels.
  • Break any 2x4s you have in your locker, or put them in neighboring enclaves' lockers.
  • Don't be afraid to go out at night.
Heroes [Part 1]
Heroes in Breakdown are special characters, many of them being familiar faces, that are unlocked by performing specific tasks, such as killing 100 zombies with heavy weapons. Some have very improved stats, some have special abilties, and some, are just downright badass. Many heroes in Breakdown are directly tied to the State of Decay Storyline.
All heroes have at least one skill that is maxxed out when obtained, such as Sam's "Shotgun" and "Shooting" skills. When heroes are unlocked, Lily will will state that an experienced survivor has been located and that the player should go and recruit them.
Here we will detail the characters, how to unlock them, and their traits.
After Heroes are unlocked in a Breakdown playthrough, they can be chosen as starting characters for any future Breakdown playthrough

Key:
Name of Challenge

Name of Survivor
Character Bio

How To Unlock

Character Traits
  • Character Trait (Effect on skills)


Breakdown Level 1


The Bruiser

Eli Wilkerson
The youngest Wilkerson brother. A reckless hoodlum with a bigass wrench.

How To Unlock:
Get 100 kills with blunt weapons.

Character Traits
  • Thinker (No skill effect)
  • Practiced Taxidermy (Adds Chemistry and Arts and Crafts skills)
  • Liked to Hunt (Bonus to Cardio, Wits and Shooting)
  • Hero (Standard trait for heroes)

The Cop

Owen Lykins
Used to pantomime fighting zombies in his basement with a video camera. Now it's his full-time job.

How To Unlock:
Get 50 kills with pistols.

Character Traits
  • No Nonsense (Bonus Wits)
  • Cop (Bonus Shooting)
  • Liked Range Shooting (Bonus Shooting)
  • Hero (Standard trait for heroes)

The Believer

Pastor William Maroney
Heads up the church in Spencer's Mill. Good at building up our spirits, even in the darkest of times.

How To Unlock:
Earn 500 fame.

Character Traits
  • Team Player (No skill effect)
  • Preacher (Adds counseling skill)
  • Loved Literature (Adds Literature skill/No effect)
  • Bum Knee (Regenerates Stamina 50% slower when crouched)
  • Words of Inspiration (Radio ability that restores max Stamina)
  • Hero (Standard trait for heroes)

The Father

Thomas Ritter
Local carpenter, one of the first to help organize survivors.

How To Unlock
Max out every type of facility. Notes that this does not include built-in facilities, they all have to be created by the player.

Character Traits
  • Father Figure (No skill effect)
  • Liked to Travel (No skill effect)
  • Enjoyed Camping (Bonus Cardio and Wits)
  • Born Leader (Adds Leadership skill)
  • Hero (Standard trait for heroes)

The Dealer

Raymundo Santos
Former county commissioner. Slick bastard. Good at procuring whatever you need ... especially if it's a car.

How To Unlock
Kill 400 zombies with the car door.

Character Traits
  • Gossip (No skill effect)
  • Loved Movies (No skill effect)
  • Tough as Nails (Max Vitality +10)
  • Radio Command: Vehicle Delivery (Having this hero allows the delivery of vehicles through the radio)
  • Hero (Standard trait for heroes)

The Scholar

Charley Marshall
Direct descendant of Ezekiel Marshall himself. Spends a lot of time in the library, reading about it. Great at research.

How To Unlock
Complete all research projects.

Character Traits
  • Trumbull Local (No skill effect)
  • Autocrat (No skill effect)
  • Enjoyed Antiquing (Add Hoarding skill/no skill effect)
  • Historian (Add Research skill)
  • Asthma Attacks (Lower Cardio XP gain)
  • Hero (Standard trait for all heroes)

The Tragedy

Jacob Ritter
Good kid, but a little flaky.

How To Unlock
Get torn apart by zombies.

Character Traits
  • Daydreamer (No skill effect)
  • Student (No skill effect)
  • Practiced Photography (No skill effect)
  • Natural Athlete (Gains the Powerhouse skill)
  • Hero (Standard trait for all heroes)

The Killer

Alan Gunderson
Alan has been a forest ranger with the Department of Fish and Wildlife since he graduated from community college.

How To Unlock
Kill a dying community member.

Character Traits
  • Autocrat (No skill effect)
  • Cop (Increased Shooting)
  • Liked Range Shooting (Increased Shooting)
  • Eagle-Eyed (Bonus Shooting XP)
  • Hero (Standard trait for all heroes)

The Sacrifice


Sergeant Erik Tan
Since the outbreak, he has been tasked with maintaining some semblance of order in Trumbull County. Has access to an artillery site in the mountains nearby.

How To Unlock
Go out in a blaze of glory. (Drop a molotov right before you are torn apart)

Character Traits
  • Jerk (No skill effect)
  • Officer (Bonus to Shooting and Fighting)
  • Artillery Support (Gives the player the ability to use the "Death From Above" radio ability)
  • Hero (Standard trait for all heroes)

The Taskmaster

Captain Diane Montressor
Demands nothing but the best from herself and those around her. Her subordinates privately call her the Monster for her mercilessly high standards.

How To Unlock
Play Breakdown for 10 hours.

Character Traits
  • Braggart (No skill effect)
  • Officer (Bonus to Shooting and Fighting)
  • Intimidation (No skill effect)
  • Artillery Support (Gives the player the ability to use the "Death From Above" radio ability)
  • Hero (Standard trait for heroes)


Breakdown Level 2


The Friend

Ed Jones
Local boy who moved off to the big city, but still comes back to visit every year.

How To Unlock
Reach Breakdown Level 2.

Character Traits
  • Accountant (No skill effect)
  • Nimble (Adds Reflexes skill)
  • Loved "Idol" (No skill effect)
  • Team Player (No skill effect)
  • Trumbull Local (No skill effect)
  • Hero (Standard trait for heroes)

The Phoenix

Becca Collins
As bad as the situation is, in a way Becca welcomes it. The end of the world is an opportunity to forget the past and move on, and she's ready to become a new person.

How To Unlock
Kill 100 enemies with fire.

Character Traits
  • Autocrat (No skill effect)
  • Prison Ink (Add Tatoo skill)
  • Hero (Standard trait for heroes)

The Enthusiast

Lyanna Carter
Her friends used to make fun of her annual trip to the Renaissance Faire. They're not laughing anymore.

How To Unlock
100 edged weapons kills.

Character Traits
  • No-Nonsense (Bonus level Wits)
  • Total Lush (Lowers Wits Gain)
  • Hero (Standard trait for heroes)

Heroes [Part 2]
Breakdown Level 2


The Dead Man

Andy Pimms
Ol' Andy Pimms.

How To Unlock
Kill 5 Bloaters.

Character Traits
  • One-Time Jock (Adds Sports Trivia skill/no skill effect)
  • Alcoholic (No skill effect)
  • Drank A lot (Adds Beer Pong skill/no skill effect)
  • Hero (Standard trait for heroes)

The Hunter

Lincoln Voss
The hunter has become the hunted. And then the hunter again. It's complicated. This guy can shoot.

How To Unlock
50 kills with a rifle.

Character Traits
  • Bro (Adds Beer Pong skill/no skill effect)
  • Liked to Hunt (Bonus to Cardio, Wits, Shooting)
  • Practiced Taxidermy (Adds Chemistry and Arts and Crafts skill)
  • Hero (Standard trait for heroes)

The Mother


Heather LaRue
Zombie apocalypse? Whatever. Try raising five kids.

How To Unlock
Cook a feast.

Character Traits
  • Gossip (Adds Gossip skill/no skill effect)
  • Tough as Nails (Max Vitality +10)
  • Watched Cooking Shows (Adds Cooking skill)
  • Hero (Standard trait for heroes)


Breakdown Level 3


The Convict

Sam Hoffman
As far as Sam is concerned, Trumbull Valley and just about everyone in it can suck her d**k.

How To Unlock
Reach Breakdown Level 3

Character Traits
  • Problem Solver (Bonus Wits level)
  • Liked to Travel (No skill effect)
  • Loved Cycling (Bonus Cardio skill)
  • Nimble (Adds Reflexes skill)
  • Hero (Standard trait for heroes)

The Judge

Judge Constance Lawton
A strict enforcer of the law whose reputation as a hanging judge has only added to her credibility as a leader in the aftermath of the outbreak.

How To Unlock
Perform 50 executions.

Character Traits
  • Autocrat (No skill effect)
  • Lawyer (Adds Jurisprudence skill/Trust gain +10%)
  • Studied Linguistics (Adds Research skill)
  • Tough as Nails (Max Vitality +10)
  • Hero (Standard trait for heroes)

The Mentor

(Sheriff) Carl Parsons
Comes across as a quiet, patient, introspective sort. He's a long-time veteran of the force, and the department frequently partnered him up with rookies, trusting him to show them the ropes.

How To Unlock
50 kills with revolvers.

Character Traits
  • Thinker (No skill effect)
  • Cop (Bonus Shooting skill)
  • Liked Range Shooting (Bonus Shooting skill)
  • Born Leader (Adds Leadership skill)
  • Hero (Standard trait for heroes)

The Fighter
Amelia Crasman
Used to play one of the zombies in an annual "zombie run" event. Doesn't seem quite so funny anymore. At least she's in great shape.

How To Unlock
Kill 5 Ferals.

Character Traits
  • Daydreamer (No skill effect)
  • Parkour Enthusiast (Max level Cardio and Fighting and adds Fitness Guru skill)
  • Natural Athlete (Adds Powerhouse skill)
  • Hero (Standard trait for heroes)

The Healer

Doc Hanson
An old country doctor who knows everyone in Trumbull Valley, inside and out.

How To Unlock
Create Stimulants or Painkillers 5 times.

Character Traits
  • Doctor (Adds Medicine skill)
  • Team Player (No skill effect)
  • Asthma Attacks (Lower Cardio XP gain)
  • Medical Advice (Grants the Medical Advice radio ability)
  • Hero (Standard trait for heroes)

The Biker

Joel Macon
Can fix just about anything... as long as he's got a steady supply of whiskey.

How To Unlock
Create 5 items in the workshop.

Character Traits
  • Drunk (Can be insensitive/no skill effect)
  • Electrician (Adds Construction skill)
  • Practiced Photography (No skill effect)
  • Hero (Standard trait for heroes)

The Gardener

Calliope Morris
She's been learning to grow and store her own food for years, waiting for the end times to come.

How To Unlock
Grow 10 food in the Garden Area.

Character Traits
  • Trumbull Local (No skill effect)
  • Authoritarian (No skill effect)
  • Horse Trainer (No skill effect)
  • Liked Gardening (Adds Horticulture skill)
  • Tough as Nails (Max Vitality +10)
  • Hero (Standard trait for Heroes)


Breakdown Level 4


The Gunner

K.C. Winters
He's the kind of guy you know will have your back, even if you've treated him like ♥♥♥♥. Logged hundreds of hours at the shooting range.

How To Unlock
Reach Breakdown Level 4

Character Traits
  • Soldier (Bonus to Shooting and Fighting skills)
  • Natural Athlete (Adds Powerhouse skill)
  • Hero (Standard trait for Heroes)

The Survivor

Job Wilkerson
The middle Wilkerson brother. A cold-blooded schemer, and a sneaky bastard..

How To Unlock
Scavenge 150 resources.

Character Traits
  • Braggart (No skill effect)
  • Historian (Adds Reseaech skill)
  • Enjoyed Antiquing (Adds Hoarding skill/no skill effect)
  • Fearsome (Adds Leadership skill)
  • Hero (Standard trait for Heroes)

The Hero

Marcus Campbell
Just came to Trumbull Valley for a fishing trip. An imposing guy who knows how to swing an oar.

How To Unlock
Kill 100 zombies with heavy weapons.

Character Traits
  • Born Leader (Adds Leadership skill)
  • Clerk (No skill effect)
  • Natural Athlete (Adds Powerhouse skill)
  • Loved Hiking (Bonus to Cardio and Wits)
  • Hero (Standard trait for Heroes)

The Rebel

Zeika Rivera
She's been hiding from the authorities for years. Hiding from zombies shouldn't be a problem. Knows her way around an AK-47.

How To Unlock
Kill 50 zombies with assault rifles.

Character Traits
  • No Nonsense (Bonus level Wits)
  • Military Contractor (Max level Fighting and Shooting)
  • Hero (Standard trait for Heroes)

The Sniper

Mickey Wilkerson
The oldest Wilkerson brother. He's a psychopathic ♥♥♥♥♥♥♥♥♥♥♥♥♥♥. Can snipe zombies for you across the map.

How To Unlock
Earn 25 headshot streaks. (5 headshot kills in a row, without missing or hitting the body)

Character Traits
  • Liked to Hunt (Bonus to Shooting, Wits and Cardio)
  • Practiced Taxidermy (Adds Chemistry and Arts and Crafts skills)
  • Drunk (No skill effect/can be insensitive)
  • Natural Athlete (Adds Powerhouse skill)
  • Sniper Support (Adds the Sharpshooting radio command)
  • Hero (Standard trait for Heroes)

The Grenadier

Evan Woodrow
Used to blow stuff up in his backyard with a buddy. Never thought he'd get to do it for a living!

How To Unlock
Kill 50 zombies with explosives.

Character Traits
  • Autocrat (No skill effect/can be overbearing)
  • Soldier (Bonus to Shooting and Fighting)
  • Demolitionist (Adds Chemistry skill)
  • Natural Athlete (Adds Powerhouse skill)
  • Hero (Standard trait for Heroes)
Heroes [Part 3]
Breakdown Level 5

The Veteran

Maya Torres
Here in the valley for a hunting trip with some old Army buddies. A veteran sharpshooter.

How To Unlock
Reach Breakdown Level 5.

Character Traits
  • No-Nonsense (Bonus to Wits)
  • Soldier (Bonus to Shooting and Fighting)
  • Hero (Standard trait for Heroes)

The Moustache

Dan Hovenden
Trained a generation of SWAT recruits for the Trumbull County sheriff's office. He stays in contact with his cop buddies, and can call them in at a moment's notice.
How To Unlock
Kill 50 zombies with a shotgun.

Character Traits
  • No-Nonsense (Bonus to Wits)
  • Officer (Bonus Shooting, Fighting and adds Leadership skill)
  • SWAT Support (Adds SWAT Backup Radio command)
  • Hero (Standard trait for Heroes)

The Mercenary

Leon Montague
A few weeks ago, this was not the kind of guy you wanted to see knocking at your door. Now ... it's a relief to have him around. Him and his land mines.

[[i]How To Unlock[/i]
Kill 5 Juggernauts.

Character Traits
  • Problem Solver (Bonus Wits)
  • Fast Hands (Bonus Fighting XP)
  • Military Contractor (No skill effect)
  • Hero (Standard trait for Heroes)

The Ninja

Shark Hoodie Guy
We're pretty sure that isn't his real name. But we're afraid to say anything. You never know when he might be standing behind you.

How To Unlock
Perform 50 stealth kills.

Character Traits
  • Loner (No skill effect)
  • Weekend Ninja (Max Wits level)
  • Eagle-Eyed (Bonus Shooting XP)
  • Hero (Standard trait for Heroes)


Breakdown Level 6


The Scientist

Walter Degrasse
He was sent in to research this disease and find a few answers. Now all he wants to do is find a way out. His hazmat suit is the ultimate defense against freak attacks.
How To Unlock
Reach Breakdown Level 6.

Character Traits
  • Problem Solver (Bonus WIts)
  • Soldier (Bonus to Shooting and Fighting)
  • Demolitionist (Add Chemistry skill)
  • Hazmat Suit (Protection from Bloaters and Screamers' special attacks)
  • Hero (Standard trait for Heroes)
Home Sites
There are seven total Home Sites in Breakdown State of Decay. In State of Decay Breakdown, the Recreational Vehicle (RV) also becomes available as a temporary homesite.
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.
___

Recreational Vehicle (RV)
Difficulty Level:
Hard
The RV is your very first base upon starting a new level in breakdown, excluding Level 1.
This base is very unique, as it's location changes between a multitude of spots all around the Valley. The base consists of the Broken Down RV, with a Radio Outpost facility. You can house up to 2 outposts, giving you some protection against the many hordes bound to come your way.
The difficulty is hard because the experience changes every time you progress a level, it just gets even harder and there is no way to prepare for this as there are about a dozen locations the RV can break down.

Storage:
  • 25 Food
  • 25 Medicine
  • 25 Ammunition
  • 30 Construction Materials
  • 25 Fuel
___


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 treehouse 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 sizeable 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 treehouse, 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 homesite 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


*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

___


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.

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

Relocation Requirements:
  • 12 Survivors
  • 50 Construction Materials

___


The Fairgrounds
Difficulty Level:
Average

The Fairgrounds is inaccessible until later into the game, but this is one of the best (aside from STW) homesites to be at, because of all the weaponry that you would have trouble finding elsewhere in the game. This base does require a bit more manpower, but unlike the other bases, The Fairgrounds has three (unofficial) watchtowers. 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 pre built facility which is the Dining Area, a facility that has its usefulness questioned. But other than that, it's equivalent to that of Snyder Trucking Warehouse

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 technicallty 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 whethr 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.
Facilities
With the home bases, there is options to customize their effectiveness for your survivors.
In Breakdown, it adds one more facility that you have to earn, the RV.

Recreational Vehicle

After the player finish a Breakdown level, the vehicle will become the starting point for the next level. It breaks down randomly at one of the locations throughout Trumbull Valley. These locations are one of the sites that say "Potential Home Location" (when scouting from a high point) even though you cannot live there. The RV is required to be fixed before the player can move onto the next Breakdown level.

The RV temporarily serves as a home site, until the player locates and occupies one of the seven "permanent" home sites.

Build Requirements:
  • Finish Mission: "Find a RV!"

Build Time:Instant

Facility Bonuses:
  • Our Ticket Outta Here: The RV is ready to go when we are. Now we just have to decide how long we want to stick around.

Abilities
  • Load the RV: Time to bail, Let's get the RV packed.
  • Escape Town: Get on the RV and leave the valley in our dust.

Repair Requirements
  • Refuel RV: The RV's gas tank is empty. We're going to have to fill her up if we want to make it out of here.
    Costs 25 Fuel & 100 Influence
  • Fix RV Tires:The RV has two flat tires, but one of them might be salvageable. It's going to take some work to get them all roadworthy...
    Costs 10 construction Materials & 100 Influence
  • Disinfect RV: It looks like somebody was ripped to pieces inside the RV. Probably several somebodies. It smells like the inside of a Bloater.
    Costs 10 Medicine & 100 Influence
  • Repair RV Engine:The RV's engine is shot. It looks like something was chewing on it. We're going to have to fix it, or this trip is over before it starts.
    Costs 20 Materials, 5 Fuel & 100 Influence

___
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.

[Continued on next section...]
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


___

Radio Room

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

Abilities
  • 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)
___

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[/list
Breakdown Exclusive Melee Weapons
Blunt Weapons

Rebar
Durability: 2/5
Weight: 1.8

Baton
Durability: 3/5
Weight: 1.2

[Note: This baton has a different look and Durability.]


Fish Stunner
Durability: 3/5
Weight: 1.3

Rolling Pin
Durability: 3/5
Weight: 2.5


Candlestick
Durability: 4/5
Weight: 2.8

Courtroom Gavel
Durability: 4/5
Weight: 1.7

Kanabo
Durability: 4/5
Weight: 4.0

Pipe Bender
Durability: 4/5
Weight: 3.0

Telescoping Baton
Durability: 5/5
Weight: 2.4

Tire Iron
Durability: 5/5
Weight: 2.0

Edged Weapons

Paper Cutter Arm
Durability: 2/5
Weight: 1.5

Paper Cutter Arm
Durability: 2/5
Weight: 1.5

Movie Replica axe
Durability: 3/5
Weight: 2.6

Royal Igorot Axe
Durability: 3/5
Weight: 1.2

Hedge Shears
Durability: 4/5
Weight: 2.0

Pirate Cutlass
Durability: 4/5
Weight: 2.5

Cutting Machine Arm
Durability: 5/5
Weight: 1.5

Tactical Tomahawk
Durability: 5/5
Weight: 2.5


Heavy Weapons


Microphone Stand
Durability: 2/5
Weight: 4.0

Solid Wood Oar
Durability: 2/5
Weight: 4.0

Crutch
Durability: 3/5
Weight: 3.0

Metal Oar
Durability: 3/5
Weight: 4.0

Brush Axe
Durability: 4/5
Weight: 5.0

Heavy Kanabo
Durability: 5/5
Weight: 5.5

Industial Wrench
Durability: 5/5
Weight: 11.0

Splitting Maul
Durability: 5/5
Weight: 4.5
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.

All of the exclusive guns that do not appear in the Vanilla version of State of Decay, will not be listed here.


[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
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 stomache 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 uneeded 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 zombiesspawn after you have made it 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 flury 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: Dropkicking 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 headshot.

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.
RV Tutorial (With the Roof Riding Exploit)
Full credit goes to the following Undead Labs Forum members:
e5futter
Monolith1985
Marshall
Byerly724
LiNanMian1984
Kolobian

---


Step One: Find the RV

While you are playing Breakdown you will eventually get a message from Lily talking about an RV being spotted somewhere on the Map. You will get a map marker and a mission called "Gotta be a way out". Go to the Map marker and you will find the RV.



Step 2: Prepare The RV

Once you find the RV you will then get a mission called "Prepare the RV" Go to the base section on your journal. You will find a picture of the RV next to the outposts on the bottom left.


There are four different types of missions for Preparing the RV.
  • Refuel the RV: 25 Fuel; 100 Influence

  • Repair the Engine: 25 Building Materials; 5 Fuel; 100 Influence

  • Repair the Tires: 10 Building materials; 100 Influence

  • Disinfect the RV: 10 Medicine, 200 Influence

In Level 1 you will only get one of these missions, Level 2 you get two, Level 3 you get Three, Level 4+ you get all four.

Once you prepare the RV you are ready for the next step.


Step 3: Loading up the RV (With exploit)

After you finishing fixing the RV you will now have a new mission for the RV. Loading it up.



After you activate "Load up". Do not Leave the Valley!!!!!

Instead, Go to the survivor part of your journal and choose your six to go with you. you do this by Hovering over them and Pressing "Y" if you are on Xbox or "E" if you are on PC.

As noted by Monolith1985:

monolith1985 said:
You choose 5 survivors, and the survivor you are playing as when you choose to move on counts as number 6.
If a survivor is away and you have yet to choose your six and don't want to do the check in mission. Do what Marshall has stated below.


Marshall said:
You can simply switch to them. That way they will be teleported back to home and you can switch back to your previous character and place them on the RV without being forced to do the check in mission.

(picture4)
Once you have your six you can leave. Or do the Exploit where you can have more than six people.

To do this you need to have a survivor that is away and you must "Check in" on them.

To Check in on the survivor they must be away from base. Hover over their name and Press "Y" if you are on Xbox or "E" if you are on PC. You will now get a mission on your map called "Checking in!"

Go the survivor and talk to them. You will get 3 prompts. Choose "Get on the RV!"


Here is a very helpful addition from Byerly724 who explains how to force a survivor to be away from home.

Byerly724 said:
To force a survivor to be away from home switch to the and physically leave your base. Then switch to someone else, first survivor should now be away for you to check in on.



And a helpful warning as posted by LiNanMian1984:

LiNanMian1984 said:
Don't try RV roof riding more than 45. Safe side RV roof ride no more than 30.
Tried RV roof riding 62... 4 saves corrupted... Highest level BD6.

Here is another helpful tutorial on roof riders and how it can become a living hell.

LiNanMian1984 said:
The Roof Ride Guide To a Big Happy Base/ P*ssed off You.

First select your 6 to fill the RV with.
Keep your Current Badass MoFo as S**t is about to hit the fan... You are gonna face all matters of hell in the next 10-25 minutes.

Lily announces. "Free locker items enjoy"... This you take advantage of...

The ones that are gonna stay behind have good weapons... Take control remove the items and then... Put the 2 influence suppressir in the place of the items you just removed...

Do this for ALL but the ones you are gonna "Roof Ride" you should have a 1000-2000 influence...

You will now have the ones you don't "Roof Ride" and the ones you do...
Now to talk to these.... Before you start...

Make sure you have 3-6/4-8 meds...3-6/4-8 steel pipe bombs any rifle (100) AR best/lightest 101 round you can carry and not get tired. Don't need suppressors. Make sure you are at the top point of MudaFuking Badass Kickass...

I stress this... You will now face all matters of undead hell... Multiple Feral, Screamer and Bloater and in cases 2-3 Big Un's.
Make sure of having fresh Modern Pick ups... As you are gonna break most of them...

Now go through your list of guys and girls to roof ride... Those that are away from home.
"Check in"... Now you need to get to them ASAP... Cause they CAN and WILL die. I have had my Roof Riders die during this time...

Those that are now "checking In" are anywhere on the map and you are running around like a headless chicken...

Everytime you stop you face hell once you get to the survivor.
Get to the survivor and say to them "Get to the RV" congrats... You survived your first "Roof Rider"...

As you do this it gets more and more hell... I do this 20 times... And need more and more explosives and health every time.

Good luck


Once you have as many as you want (Or everyone) you can then go to your RV in the base journal and click on "Escape town"


Extra Tips: The Supply Locker

When you finally leave the Valley you will come back with just a fraction of what your base had.

Example: Say you had 100 cases of ammo with your base when you left. Now you have 5.

But you will still keep everything in your storage locker. Be prepared because you will have either a very tiny bit of influence or you won't have any at all. In order to gain a lot of influence upon starting a new level equip all of the survivors you are taking with you with guns, ammo, medicine etc. Anything that will give back high amounts of influence upon starting in the "New Valley"

When the next level starts up simply unload all of your survivor's items in the supply locker and you will have a butt load of influence to spend.

Also. The storage locker has a limit. So you could see problems down the line when you can't put anything in the locker. I suggest you take out any melee weapon that has a base damage less than 3 and sell them to enclaves instead of destroying them. Giving them to an enclave will give influence back while destroying does nothing.

LiNan goes into detail about the Locker limits:

LiNanMian1984 said:
255 different icons. (that for each item that is 255 per icon) weapons are 1 for 1 per icon. Back packs are 1 for 1 per icon.

So in total 255 different icons.

2 x 255 pipe bombs = 2 icons
3 x glock 17c = 3 icons
Hope this helps.


Extra Tip 2: Fuel by Kolobian.

Kolobian said:
Here's another tip I've found: if you have between 1-4 fuel, you'll take that amount over to the next level (so you don't need to look for fuel right away). But if you have 5 fuel or more, you'll start with 0. So before I leave, I make sure to reduce my fuel to 4 (such as making flame fougasse until it reduces to 4).


Hope this helps.




Note from creator:
A special thanks to LiNanMian1984, Byerly724, Marshall, Monolith1985, Kolobian, and SticksNstones for the very helpful extras and expansions to the Tutorial.
Easter Eggs & Fun Things
There are several trucks around the map with refrences to e5futter and his pie avatar used on the forums.


Easter Eggs

Shark Hoodie Guy's name
Thanks to e5futter for finding these!

Here are all the names related to the awesome forum members.


A D Young (@Abhor Deities)

Baker (@Capt. C. Baker)

Dantron (@Dantron)

Drake (@Drake GmbH)

Enzo (@Enzo Guy)

Shadow (@ShadowFogkiller)

The Captain (@CaptainAssassin)

Weathers (@Undead Sanya)

And Whisper (@Whisperfire)


Here are the names that are paying homage to the awesome Steam Users. If you think that one of these is you, please let us know so that you can be reconized.

Blades

C. C. Garcia

Cutter

Edge

Freak

Ghost

Ghoul

Hammerhead

Jonah

Snake

Stalker

The Fist

Walker

Whiplash


Fun Things

Adam... Who?
When you first start a new game of breakdown, check your journal.



There will be three entries, and two of them refer to someone named Adam.





There's no record of an Adam before that, no files (that are known of) about him, and no backstory confirmed about him.
So... who is this guy?
Acheivements
Credits
Credit to Steam user Jedo
___
State of Decay Breakdown Guide

Contributing Steam members:


Information:
  • Nengtaka
  • e5futter
  • Captain Christmas
  • stateofdecay.wikia

Information Source:

______
Breakdown RV Tutorial (With Roof Riding Exploit):
(Delete any of the following sections if they don't apply)

Images & Screenshots:
  • e5futter

Information:
  • LiNanMian1984
  • Byerly724
  • Marshall
  • Monolith1985
  • Kolobian
  • SticksNstones
  • e5futter
Note: The above are all UL forum members

Information Source:
___
The Melee Weapons:
(Delete any of the following sections if they don't apply)

Images & Screenshots:
  • Captain Christmas

Information:
  • e5futter

Information Source:
___
The Survivordex:

Images & Screenshots:

Information:

Information Source:
Did we miss something?
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 contributers and we will reply as soon as possible!