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Weapons, Mods, Blueprints and Shops Guide


Shiftie
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Weapons, Mods, Blueprints and Shops Guide!

 

Still finishing this up, but posted early in the hopes of getting some input on what to add/change/remove, and most importantly, for any corrections I need to make. Formatting and a bit of coloring coming soon (probably starting tonight).

 

Patch Notes: Detergent is now Bleach, big change. Also, my drop rates are Pre-Patch and probably need to be tweaked. Apparently the Exceptional (orange) item drop rate has been increased substantially. And the title of The Machete is now Tijuana Machete.

 

Drops = Gained From Either Zombies/Humans or from Chests/Other Objects, Drops are also purchasable. Treasure = From Treasure Chests only (although I may be wrong in saying some of them are treasures, but that's the only non-quest location I've found a named weapon). Rare does not mean the weapon is green/blue/purple/orange in those terms, it simply means that type of weapon is harder to find and thus the upgraded (blue, etc.) versions of that are even harder to find.

 

After most names I've listed the Act you will start to see them in (or see them in the most), and in general weapons are most commonly found in their starting Act.

 

Weapon quality/rarity is classified by color, starting at white being the most common, then green, blue, purple and finally orange which will always have the best stats possible while the stats of all lesser rarities can vary greatly (Blues can sometimes be better than a purple version of the same weapon, same level.)

Index:

Post 1 -
Weapons:
Clubs

Post 2 -
Weapons:
Blades, Guns

Post 3 -
Weapons:
Guns Con't., Thrown.
Blueprints:
Others, Melee Mods

Post 4 -
Blueprints:
Melee Mods Con't., Firearm Mods

Post 5 -
Blueprints:
Firearm Mods Con't. Shops

Post 6 -
Shops
Con't. and
Materials/Miscellaneous

Post 7 -
Materials/Miscellaneous
Con't.

Weapons

 

Clubs

 

Clubs are defined as blunt weapons that deal a large amount of force damage, greatly increasing your chance of knocking your opponent to the ground and then adding a massive amount of damage to the downed zombie. Solid hits from a club can also break bones in anything from a Walker to a Thug, lowering their damage output greatly or simply crushing the zombie's head. In general, clubs have more range but a slower swing than most blades, as well as a higher average durability.

 

Ban - Ultra Rare Treasure (Unconfirmed)

Baseball Bat - Complete "A Piece Of Cake" or "Make Yourself At Home" Mission Location: Resort , relatively uncommon for the duration of the game

Big Baseball Bat - Act II - Rare drop

Blunt Speaker - Ultra Rare Treasure (Unconfirmed)

Bouncer's Pal - Ultra Rare Treasure (Unconfirmed)

Broomstick - Act 1 - One of the first weapons you'll see, relatively common for the early part of Act 1 and decreasingly common as the game progresses

Construction Hammer - Unknown, wouldn't imagine it's Ultra Rare (boring name) but I have not seen one to my knowledge

Crowbar - Common drop in the early levels, better versions are Rare in later Acts

Cudgel - Act 3 - Awarded to you for completing the quest "Remains of the Damned" from the crazy voodoo lady in the Northern Middle/NE part of the Jungle. Very rare, generally found in Acts 2 and 3.

Exotic Mace - Rare to Very Rare drop, I've personally seen one drop in Act IV, however I saw one for sale in my New Game + Act 1.

Flanged Mace - Uncommon drop.

Frying Pan - Act 3 - Obviously the best weapon in the game..but seriously, these start to appear in the River Village in Act 3 and maybe a handful can be seen in Act 4.

Gabriel's Sledgehammer - Act 2 - Complete "Bury The Dead" Side Mission Location: City of Moresby

Hammer - Common early on, again upgraded versions can be rarely found later on

Hanbo - Ultra Rare Treasure (Unconfirmed)

Heavy Baton - Very rare, mainly in Act 2.

Heavy Hammer - Uncommon drop

Heavy Morning Star - Uncommon to a bit rare, can be found from late Act 2 onward.

Heavy Pipe - Act 1 - A rare version of the pipe that is dropped more so in the first two Acts and can almost exclusively be found on the ground/walls after Act II.

Homemade Double Blade - Act 1 - Very Rare, however rather common at the Act 1 shops.

Homemade Machete - Act 2 - Uncommon drop and I think maybe a quest reward (?)

Home Run - Ultra Rare Treasure (Unconfirmed)

Italian Plumber - Ultra Rare Treasure (Unconfirmed)

Kanabo - Very rare drop

Mace - Act 2 - "Sacred Silence" quest reward, also very common in Act 2.

Machete - Act 1- Very common from Act 2 onward. A Brutal Machete is awarded for completing "A Matter of Honor" in Act 3.

M.C. - Ultra Rare Treasure (Unconfirmed), sing U Can't Touch This to make it appear.

Maul - Ultra Rare Treasure? (unconfirmed)

Metal Baseball Bat - Act 2 - Very rare drop.

Metal Baton - Act 2 - Most commonly found in Act II.

Metal Kanabo - Act 4 - Quest reward for "The Green Mile" from Titus Kabui.

Military Machete - Act 2 - Fairly uncommon in Act 2/4 but rather common in Act 3 (and I believe there's a quest for it there as well)

Nail Hammer - Act 1 - Complete "Light My Fire" Side Mission Location: Resort, otherwise pretty common in early Act 1. An new Nail Hammer can be gained from the quest "Visit the Pub" from the Overpass Camp.

Paddle - Act 1 - The very first weapon you come across, very common for the first few main quests of Act 1.

Pick of Destiny - Act 3 - Complete "Fallen Angel", given to you by Chris in the Northern Overpass Camp.

Pickaxe -Act 2- Rare drop from around Act 2/3+

Pipe - Act 1 - Simple plumbing equipment turned weapon. Common in the first Act to 2 Acts and shifted more to mainly being found on the ground/walls (as intact pipes) after Act 2.

Police Baton -Act 2- Complete "Imprisoned For Life" Side Mission: Location: Police Station, also pretty rare, possibly only dropped from police/guards in Act 2 (Police Station) and Act 4 (Armory area).

Sledgehammer - Act 2 - Rare drop, also gained through the quest "Full Metal Jacket" from Titus in the Prison, the awarded sledgehammer will be Purple and most likely the best hammer you will have in your possession at the time.

Spade - Act 1 - A very rare version of a shovel that you will probably only find leaning against a wall in a few places. You'll need it for the bury the dead quest at the Church toward the end of Act 2 and you can be guaranteed one outside of Matutero's hut in Act 3.

Stick - Act 1 -Common early on and still found from time to time in the end game.

Tonfa - Act 2 -Rare drop from Act 2 onward.

Wooden Baton -Act 2 - Very rare drop from about Act 2 onward.

Wooden Plank - Act 1 - Uncommon through most of the game, which is great since it's basically useless.

Wrench - Act 1 - Complete "A Ray Of Hope" Side Mission Location: Resort, uncommon drop more or less for the first Act and decreasingly common drop for each successive Act.

Edited by Shiftie
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Blade

 

Blades are generally faster than clubs but have a shorter reach. They huge direct damage, sometimes resulting in dismemberment or decapitation as opposed to the knockdowns and broken limbs a club would inflict. However, blades tend to be more delicate than clubs and require more frequent repairs.

 

Assassin's Greed - Ultra Rare Treasure

Axe - Act 2 - Rare drop

Banisher - Ultra Rare Treasure

Big Splitting Axe - Act 2 -Complete Carl's"Radio Ga Ga" Side Mission Location: Warehouse in the City of Moresby

Bolo Machete - Act 2 - Complete "Faith Will Move Mountains" Main Mission Location: City of Moresby

Bushmaster - Ultra Rare Treasure

Cane Knife - Act 1- Rare Knife variation from Act 1.

Diving Knife - Act 1- Very common in the first Act

Double Blade - Act 1 - Becomes a common drop for about half an Act. In Act 2, save Alicia from the Siege in Moresby and you'll get a Brutal Double Blade. Another Battle Double Blade can be found in Act 4 for stopping the siege on Sebastian's bungalow in the Southern Laboratory map area.

Eviscerator - Ultra Rare Treasure

Exotic Cane Knife - Act 1 - Rare, primarily Act 1 and early Act 2.

Exotic Double Blade - Act 4 - An upgraded version of the Double Blade basically. Very Rare drop in Act 4, but is the quest reward for "Painful Insanity" which you will get from Harland a few main quests into the Prison.

Hatchet - Act 3 - Quest reward for "Blood in the Tropics" from Loren in the River Village. Sadly, as fun as hatchets are to use these aren't all too common, I'd say Rare overall from Act 2-3 mostly.

Homemade Cleaver - Act 1 - Complete "Exodus" Main Mission Location: Resort , also a rare drop

Homemade Double Blade - Act 1 - Quest reward for "Bloody Valentine" from Roger Nelson in the bungalows between the Lighthouse and Lifeguard Tower.

Homemade Knife -Act 1- Uncommon in the first Act or so.

Homemade Machete - Act 1 - Complete "Family Matters" Side Mission Location: Resort, rare drop from then on

Katana - Act 3 - Quest reward for "Deus Ex Machina", given to you by Connor in the Southern Laboratory Bungalows (can be easily missed or glitch out if you progress too far in the main story), also a rare/very rare drop from this point on

Kitchen Knife - Act 1 - Uncommon and primarily in Act 1, and oddly enough in kitchens of future Acts (uncommon there too)

Knife - Act 1- Uncommon in the first Act or two

Kukri - Act 3 - Quest reward from the survivor Sebastian's quest "The Dead Don't Eat Crackers", found in Southern Laboratory (the map.) Very Rare drop other than that from Act 3ish on.

Machete -Act 1- Common drop in the later portion of the game with a couple variations be awarded for completing quests. Can also be found in the first two Acts, but generally just the Weaker Machete versions (ie Homemade)

Master Chef - Ultra Rare Treasure

Military Knife - Act 1- Rare knife variation primarily found early on.

Military Machete - Act 2 - Rare drop that can first be seen in late Act 2, and also received as a reward for finally finding the damn aircraft in Act 3 ("Nighthawk" quest)

Reaper - Act 3 - Quest reward for "Man of Faith", main quest from Dr. West at the Laboratory.

Sickle - Act 1 - Complete "Life In The Bag" Side Mission Location: Resort , also becomes an uncommon drop around this point.

Slicer -Act 1- Complete "My Precious" Side Mission Location: Resort

Sugar Cane Knife -Act 1- Uncommon Act 1 Knife (possibly also a quest reward, if not the one below this)

Tanto - Ultra Rare Treasure (unconfirmed)

Tijuana Machete -Act 3- Quest reward for "Where's My Pineapple" given to you by Nguyen in the Laboratory.

Two-Handed Axe - Unknown, not sure if I've ever even seen one..

Viking of the South - Ultra Rare Treasure (unconfirmed)

Wakizashi - Act 3 -Quest reward for "Message of Love", the final quest from Sebastian (Besieged survivor) in the Bungalows to the South of the Laboratory.

Wicked Knife - Act 2 - Very Rare, I think I've only ever seen it dropped once.

Wicked Sickle - Act 2 -Complete "Six Feet Under" Side Mission Location: City of Moresby (The required Spade can be found randomly in shovel spawns, or guaranteed in Act 3 outside of Matutero's building.)

Zed's Demise - Act IV - Quest reward for "Banoi Butcher" in the Prison (talk to they guy in the back corner of the main hall where the prisoners are. Widely considered the best weapon in the game; massive damage, great speed and reach with above average durability.

 

Guns

 

Well, guns shoot bullets. There are three varieties: Pistol, Rifle and Shotgun. Pistols can be either semi-automatic (Which also has a "Heavy" version, more power and smaller clips) or revolver with the latter dealing significant damage while being far slower than the former. Rifles are either fully automatic, or semi-automatic. Semi-automatic rifles are (in my experience) less powerful, but very accurate, allowing you to better place your shots and essentially get more use out of your ammo since full auto = Recoil = missed shots. Shotguns also come in two flavors: standard and short, with short shotguns being a sawed-off variation. There is not any major differences between the two in my experience (untested post patch), both shotguns were relatively crappy pre-patch and are still a bit inferior to my vision of a shotgun.

 

Auto Rifle - Complete "Chasing Shadows" Main Mission Location: Jungle or Police Station, also become very common among Punks and other humans for the remainder of the game (when they don't have pistols most of the time they'll have on of these)

Crowd Pleaser - Ultra Rare Treasure (Shotgun)

Defender of the Motherland - Ultra Rare Treasure ( Assault Rifle)

Heavy Pistol - Act 2 - Complete "In Cold Blood" Side Mission Location: City of Moresby, very powerful, very awesome and Very Rare version of the pistol found from Act 2 onward. Also rewarded to you for finishing "Dante's Kitchen" for Titus in the Prison.

Magnum - Act 3 - Very Rare revolver drop and awarded to your for finishing "Rotting Flesh" from a Scientist in the Lab.

McCall's 9mm - Ultra Rare Treasure (Pistol)

Pistol - Act 2- Complete "The Second Head Of Cerberus" Side Mission Location: City of Moresby, Very common weapon for Punks/Guards/etc. to use.

Revolver - Complete "Omar Escort" Side Mission Location: Resort , also relatively common in Act 2, but decreasingly common as pistols become more popular in Act 3+

Short Shotgun - Act 3 - Complete the quest "Short Shotgun" from Nguyen. Also a Very Rare drop rate. In act 4, do Dreyfus' quest "Acid Funk" for an upgraded version of the Short Shotgun. See below for details.

Edited by Shiftie
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Shotgun - Act 2 - Very Rare drop, generally pretty poor quality when you find it in the last 2 Acts (you may come across some as early as the Police Station, however) In my general opinion, shotguns are awful in this game. Widely considered to be the ideal zombie killing tool, I have only ever efficiently killed zombies with them if they are a sprinting Infected and I blast them in the face. The developer's also managed to pair poor damage with horrible reload speeds, which is a joke considering you can't be doing anything aside from walking when you reload or otherwise you'll be interrupted. HOWEVER, I did use a shotgun on the aforementioned zombie scenario to net myself the headshots for the 10 Heads are Better than 1 achievement.

Single Shot Rifle - Act 2- Common from Chapter 3 on, I found plenty of these on the Punks by the downed airplane in the Jungle. Generally bare a resemblance to an M16 type rifle with a much better iron sight than their fully auto counterparts, but I have not seen enough damage to justify the slow rate of fire (albeit they are very accurate)

 

Thrown

Deo-Bomb - Complete a quest for LaChance in the Laboratory, also craftable (See Below). Basically a ghetto grenade; not quite as powerful but the mats are pretty easy and it gets the job done. I never really had use for them though.

Meat Bait - Crafted via the blueprint (see below), used to force zombies to gather around a particular spot, allowing you to run passed or blow them all up. Your choice.

Molotov - Craftable (important :) ), also the quest reward for "Ashes To Ashes" and a number of other repeatable quests (the best one being the man stuck in the shack in the Western Resort area, only 3 bottles)

Sticky Bomb - Act 2 - A crafted item that can be attached to a knife and thrown at an enemy for explosive results.

 

Blueprint Locations

 

Blueprint Name - Location

Materials

 

Other Blueprints/Weapons

 

 

Developer’s No. 1 Craft – Find and place the Orange Skull

Electro Military Knife - $10,000, 1x Battery, 5x Diamonds

Developer’s No. 2 Craft – Find and place the Green Skull

Homerun Baseball Bat - $10,000, 1x Battery, 5x Diamonds

25% Critical chance and 3x electric damage. Basically a suped up Tesla Mod.

Developer's No. 3 Craft - Find and place the Blue Skull

Plaguebearing Military Knife -$10,000, 1x Oleander, 5x Diamonds

100% Critical Hit Chance with 1x Poison

Developer No. 4 Craft – Find and place the Purple Skull

Mindblowing Military Knife - $10,000, 1x Battery, 5x Diamonds

75% chance of blowing up your opponent's head

Developer’s 666 Craft – Find and place the Brown Skull

Left Hand of Glova - $10,000, 5x Diamonds

Instant knockdown of the target (Except Rams, they suck) opening them for stomps

Chainsaw - Cabin in the Jungle just West of Overpass Camp (Watch out for the walking tank/easter egg) Does noticeably awful damage but can still effectively kill most enemies (Except Rams..), however it is impossible to repair (but can be retrieved multiple times)

 

 

Melee Mods

 

 

Bleeding Mods

 

Nail’D Mod: Act 1 – Complete “Passport to Life” quest

$200, Nails x2

Requires a wood based club for modification (ie Bats, Tonfas, Sticks, etc.)

Ripper Mod: Requires either a preorder code or Bloodbath Arena DLC.

+3% damage, Bleed, 5% Crit Chance, +50% Crit Damage, +500% Critical Duration

$100, Duct Tape x2, Wire x2, Belt, Large Battery, Circular Blade, Metal Scrap x2

Requires any variation of a baseball bat.

Nuts and Bolts Mod: Act 1 - Complete “Toy Story” quest from Anne Snider in the bungalows between the Lighthouse and Lifeguard Tower

$200, Bolts x2

Requires some metal clubs for modification (Metal Bat, or various Metal Batons)

Barbed Wire Mod: Act 2 - Once you meet the mayor in chapter 7 and go back into the sewers, continue along the path until you reach the basement of the market. From there, keep straight until the path forks, with a workbench and the mod (on a shelf) in the room your left. You need to jump onto a fallen shelf to enter the right room.

$200 and Barbed Wire x2

Requires a Bat, Baton, or Mace

Glazed Mod: Act 2 - Located Inside of Alicia's apartment in NE Moresby (Note: Must be acquired prior to finishing her quest and leaving her building)

$400 and Glue x2, Rag x2

Requires a Bat or Baton

Saw Disc Axe Mod: Act 3 – Complete “Second Aid” quest, given to you by Otha Cantu on a road to the SW of the Overpass Village. She is an awful driver and launched all the boxes you need to gather off of a bridge.

$1000 and Circular Blade, Bolts x2, Steel Rod, Clamp x2

Requires a Bat or Kanabo/Hanbo

Razor Mod: Act 3 – Found in the Russian Bunker out in the jungle.

$600 and Blade x2, Bolts x3, Metal Scrap x2

Requires a Bat or Baton type weapon.

 

Critical Mods

 

Heavy Mod: Act 1 – Complete “Two Hearts” quest from Jennifer Snider in the Diamond Bungalows. Although labeled as Act 1, I was unable to get this until later on (Act 3). But she's in the same building as the guy you need to find for the woman in the Lifeguard Tower.

Increases critical hit chance by 4%

$400 and Weight Plate x1, Gears x1, Clamp x2

Requires a number of hammers (incl. Sledgehammers) as well as multiple one-handed pickaxe/crowbar type weapons

Piranha Mod: Act 2 – Complete “Third Head of Cerberus” quest, given by Garett Grant at the radio station.

$600 and Weight Plate x1, Gears x1, Blade x1, and Clamp x2.

Requires a Sledgehammer or variation, or a variation of a pickaxe.

Weighted Mod: Bunker 6, SE corner of the map. Must be obtained after Chapter 1, otherwise the siege will not be taking place yet.

Adds 4% critical hit chance

$200 and Weight Plate x1, Clamp.

Requires a number of hammers (incl. Sledgehammers) as well as multiple one-handed pickaxe/crowbar type weapons

Shark Mod: Act 3 – Shark mod comes from Carter's quest "Death Wish" in the jungle river village.

Adds 6% critical hit chance

$1000 and Weight Plate x1, Gears x1, Metal Scrap x2, Clamp x2, Blade x3

Requires any variation of a Sledgehammer

 

Fire Mods

 

Torch Mod: Act 1 – Complete “Counsel of Despair” quest.

$400, Rag x2,Glue x2, Gas for Lighter x2

Requires one of most wood based clubs.

(Earliest chance to get the Steam Punk Achievement)

Phoenix Mod: Act 3 – Found in the boathouse after completing “Soldier of Fortune” quest. Also, in Moresby during “Boat Supplies”, found in Mowen’s shipping container.

Barbed Wire, Wire x2, Large Battery x2, Steel Rod x2, Belt, Duct Tape x3, Flares

Requires a Fireaxe type weapon

Edited by Shiftie
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Impact Mods

 

Impact Mod: Act 2 – Complete “Last Chance on the Wall” quest from Howard Craigson in the Church.

Duct Tape x2, Wire x2, Battery x2

Works with any club type weapon.

Lightning Mod: Act 2 – Complete “Heroes and Villains” quest, a sort of siege/ambush quest that appears in SW Moresby

Duct Tape x2, Wire x2, Battery x3, Metal Scrap x2

Requires nearly any club type weapon.

Magic Wand Mod: Act 2 – Found in City Hall, on the Mayor’s desk during your second visit.

Duct Tape x3, Wire x3, Large Battery x2, Phone x2, Electronics Scrap x2

Requires a Baton, Sledgehammer, Pickaxe, Mace or one of a few other club types.

Tesla Mod: Act 3 - Found in the Laboratory's Generator room.

Duct Tape x3, Wire x3, Large Battery x3, Phone x2, Belt x2, Engine Parts

Requires a Sledgehammer

 

 

Poison Mods

 

Venom Mod: Act 2 – In the Sewers, look in the Workbench after passing through several water chambers.

Oleander x2, Bleach x2, Algae x2, Flexible Hose

Requires any blade type weapon.

Toxic Mod: Act 2 – During “Sacred Silence” quest, found on Helen’s desk.

Paralyzing Strike Mod: Act 2 – Complete “Picture of Bliss” quest from Jack in the Warehouse.

Oleander x3, Bleach x3, Suicider Meat x2, Lemon Juice x2, Flexible hose x2

Requires any blade type weapon.

Deathstalker Mod: Act 3 – Complete “Substance of Matter” quest, given by Frank at the Lab.

Oleander x3, Bleach x3, Floater Meat x2, Soap x2, Flexible Hose x2, Stingray Tail

Requires any blade type weapon

 

Shock Mods

 

Shock Mod: Act 1 – Complete “Black Hawk Down” quest from Sinamoi.

Duct Tape x2, Wire x2, Battery x2

Requires most advanced blade weapons.

High Voltage Mod: Act 2 – During “Drowned Hope” quest, found near a workbench in the Pump Station.

Duct Tape x2, Wire x2, Battery x3, Electronic Scrap x2

Requiers most advanced blade weapons.

Short-Circuit Mod: Act 2 – Complete “Judgement Day” quest, given by Tim at the Church.

Duct Tape x3, Wire x3, Large Battery x2, Magnet x2, Electronic Scrap x2

Requires the more advanced blade weapons.

Old Smoky Mod: Act 2 – Complete “Spy Game” quest, given by Nick in an abandoned house.

Duct Tape x3, Wire x3, LP4000 Battery, Magnet x2, Belt x2, Blade x2

Requires a Machete type blade.

 

 

Firearm Mods

 

Explosive Mods

Pride Shotgun Mod: Act 2 – Found in the armory of the Police Station. It can also be found in the middle of the City Hall courtyard, on a turned over desk.

Deodorant x2, Metal Scrap x2, Wire x2, Gas For Lighter x2

Pride Gun Mod: Act 2 - Quest Reward for "A Matter of Justice" from Tim at the Church

Deodorant x2, Metal Scrap x2, Wire x2, Gas For Lighter x2

Pride Rifle Mod: 2 Locations, Act 3 - Next to a tent in a camp located in the ravine SW of Overpass village. Either travel West or South to reach one of the entrances to the ravine, or East from the plane crash and North from the bus crash siege. OR Act 2 – Complete “A New Broom Sweeps Clean” quest, in Nick’s house. Speak with Nick after finishing the quest.

Deodorant x2, Metal Scrap x2, Wire x2, Gas For Lighter x2

 

 

Fire Mods

Striker Rifle Mod: Act 4 – As you do the "Locked Armory" main quest in the Prison you will spot this in the Armory.

Gas for Lighter x2, Metal Scrap x2, Glue x2, Bleach x2

Striker Gun Mod: Act 2 – Striker gun mod is in the very last room of the market (warehouse shootout). From the entrance, it's by the back left corner on a pile of crates with a mattress on top, a bit in front of the far left shipping crate.

Gas for Lighter x2, Metal Scrap x2, Glue x2, Bleach x2

Striker Shotgun Mod: Act 3 – Complete “A Wounded Crank” quest, given by Sam, found in the bunker between the crash site and the River Village. Bring a medkit.

Gas for Lighter x2, Metal Scrap x2, Glue x2, Bleach x2

 

 

Poison Mods

Detox Gun Mod: Act 3 – Complete “Insect Repellent” quest, given by Dr. Lachance in the Lab.

Oleander x2, Metal Scrap x2, Bleach x2, Flexible Hose

Detox Rifle Mod: Act 3 – Complete “Show Must Go On” quest, given by Amanda in the Overpass Village.

Oleander x2, Metal Scrap x2, Bleach x2, Flexible Hose

Detox Shotgun Mod: Act 3 – During “Where is My Pineapple”, given by Dr. Nguyen in the Lab. When entering his bungalow, find it on a chair in the living room.

Oleander x2, Metal Scrap x2, Bleach x2, Flexible Hose

 

Shock Mods

Shock Gun Mod: Act 2 – Found in the first sewers, in a backroom of the control room.

Metal Scrap x2, Battery x2, Magnet x2

Shock Rifle Mod: Act 3 – Complete “Power Slaves” quest, given by Willie in the Jungle Lab.

Metal Scrap x2, Battery x2, Magnet x2

Shock Shotgun Mod: Act 3 - When you go with Morwen to pick up stuff in Moresby, head to just North of where you need to pick up Titus' gift and you'll see some guys trying to break into a weapon shop. Help them out and you'll find this in the hallway as you do so.

Metal Scrap x2, Battery x2, Magnet x2

 

 

Ammo Blueprints

Pistol Ammo: Act 2 – In the Police Station, search the first floor security office. Find it on the desk, lit up.

Bleach, Metal Scrap x2

Rifle Ammo: Act 3 - Overpass Camp quest "Little Prince" from Claire. The quest may or may not tell you where he is, depending on how the game feels, but he is in River Village in one of the huts on the hill (same hut as the Afran kill quest guy)

Bleach, Metal Scrap x2

Shotgun Ammo: Act 2 - During the side quest "Matter of Justice", upon completion of your task at the Police Station a side room will open up as you leave the Chief's office area(and a zombie rushes out of it) . Head into the newly opened hallway, then into the only unlocked door to find a filing room and the Shotgun Ammo Blueprint in the back corner.

Bleach, Metal Scrap x2

 

 

Thrown Mods/Blueprints

Molotov: Located in the Hotel server room (via main quest) in the room with the Thug, basically take a left once you enter the first server room when you go to restart all of the servers. Drops wise, they are very rare, however I found many more during my 2nd playthrough. If they haven't been made more common by the patch, expect to start seeing them relatively often around Act 4.

$50 and Alcohol x2, Rag

Deo-Bomb: Act 1 – Complete “Tell me Where it Hurts” quest from Mick Fler in the Lighthouse.

$50 and Deodorant x2, Duct Tape x1.

Meat Bait: Act 2 – Complete “Drop by Drop” quest.

$50 and Meat x3, Duct Tape x1

Sticky Bomb Mod: Act 2 – Complete “Drowned Hope" given to you by Helen at the Church

$50 and Bleach x1, Wire x1, Duct Tape x1, Wrist Watch x1.

Also requires one of a number of one-handed Knife variations.

Edited by Shiftie
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Grenade: I have seen them as early as Act 1 (2nd playthrough), however they are mainly found in a few key locations, such as before the main quest in the Jungle to kill the Armored guy for his boat and just before the final boss in the Prison. I have also come across several in the Sewers and Police Station, among others (all 2nd playthrough). There is a guaranteed location in City Hall 2, just after you jump over a pile of boxes on the balcony overlooking the courtyard there will be a grenade next to a dead body. Also, they can apparently be purchased (I have personally never seen them, as you will tell from my Shops list).

 

 

Shops

Note: Shops rotate their stocks from time to time, generally changing zones or relogging your game will make them automatically change their stock (certain items excluded), other times it can be 15-30min rotations. In general, shops are mostly used for selling your excess baggage and buying Medkits, as well as purchasing the occassional Exceptional Weapon or some needed materials.

Key Note for Modding/Blueprint Materials: Rodrigue in the Church is your best bet for Ammo Blueprint materials as he will have both of them about 85% of the time and at least one of them 90%+ (once you hit the prison, the shops should generally have the two materials between the 3 of the shops).

 

Key Note for Oleanders: I have found these at 2 shops Pre-Prison for those looking to grind out the quest xp via massive amounts of cash. It rotates between Dwight at the Overpass Village and Javier at the Lighthouse (possibly more, but the only 2 I've seen) about every 30min. Changing maps won't make them restock. In Act 4, Jeremy will fill your Oleander order from time to time if you need them for items or want to stock up before finishing the game and starting a New Game +.

 

Also Note: I did not make multiple trips to the distant shops (ie Michael in the Jungle and Kurt in Moresby), I never shopped at either and overall don't find either place very convenient or necessary.

 

Any help with the shops stocks and prices would be greatly appreciated.

 

 

Act I

 

Wayne (Lifeguard Tower)

Barbed Wire $120

Blade $330

Deodorant $150

Flexible Hose $200

Floater Meat $1500

Gas for Lighter $140

Glue $130

Large Battery $250

Magnet $600

Phone $560

Wire $120

Stingray Tail $2200

 

Javier (Lighthouse)

Algae $160

Battery $200

Bolts $200

Clamp $140

Bleach $170

Electronic Scrap $360

Flares $2200

Large Nail $205

Metal Scrap $170

Oleander $115

Steel Rod $210

Suicider Meat $1700

Weight Plate $400

Wrist Watch $250

Flares $2200

 

Act II

 

Rodrigue (Church)

Battery $200

Deodorant $150

Bleach $170

Duct Tape $100

Floater Meat $1500

Gas for Lighter $140

Metal Scrap $170

Suicider Meat $1200

Wire $120

 

Florencio (Warehouse)

*First shop with Large Medkits and only shop with Molotovs (I believe)

Electronics Scrap $360

Gears $250

Glue $130

Large Medkit $500

Lighter $140

Molotov $500

Nails $130

Phone $560

 

Eric (Building a bit S of Warehouse)

*Also has Large Medkits, but just South of Warehouse so 2nd shop to have them :)

Circular Blade $500

Engine Parts $2500

Flexible Hose $280

Grenades $600 - Unconfirmed, although thought to be very rare among a few shops, this being one of them.

Rag $75

Steel Rod $210

Stingray Tail $2200

 

Kurt (in a group of buildings a bit NW of the Abandoned House w/ Nick)

Blade $330

Bolts $200

Large Nail $205

Magnet $600

Small Pistol Ammo $500

Small Rifle Ammo $1500

Small Shotgun Ammo $1000

Weight Plate $400

 

Act III

 

Keenan (River Village)

Barbed Wire $120

Circular Blade $500

Deodorant $150

Glue $130

Grenade $600

Large Battery $200

Phone $560

Small Pistol Ammo $500

Small Rifle Ammo $1500

Small Shotgun Ammo $1000

Wire $120

 

 

Dwight (Overpass Camp)

Algae $160

Belt $110

Clamp $140

LP4000 Battery $2000

Oleander $115

Steel Rod $210

Weight Plate $400

Wrist Watch $250

 

Joel Dirt (Laboratory Locker Room)

Battery $200

Bolts $200

Clamp $140

Large Nail $205

LP4000 Battery $2000

Oleander $115

Pistol Ammo $1000

Rag $75

Small Pistol Ammo $500

Small Shotgun Ammo $1000

Steel Rod $210

Suicider Meat $1700

Wrist Watch $200

 

 

Michael (Shed in the NE part of the Jungle)

Blade $330

Duct Tape $100

Flares $2200

Large Nail $205

Edited by Shiftie
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Act IV

 

Brian (In the Prison Entrance Hallway, side room)

Barbed Wire $120

Circular Blade $500

Deodorant $150

Engine Parts $2500

Gas for Lighter $140

Stingray Tail $2000

Wire $120

 

 

Jeremy (Prison)

Glue $130

Lemon Juice $80

Lighter $140

Oleander $115

Phone $560

Soap $150

Steel Rod $210

Suicider Meat $1700

Weight Plate $400

 

Arthur (Prison)

Belt $110

Battery $200

Bleach $170

Bolts $200

Clamp $140

Flares $2200

Gears $250

Large Nail $205

Rifle Ammo $3000

Small Pistol Ammo $500

Small Rifle Ammo $1500

Small Shotgun Ammo $1000

Wrist Watch $250

 

 

 

 

Materials/Miscellaneous List

 

Alcohol -Used for molotovs and molotov repeatable quests. Very common in the former vacationland, just be sure to search through refrigerators and look on shelves often, especially around the many bars in the game.

Algae $160 -Trashcans and floaters? About all I've seen of this stuff.

Bandages - Required for a few quests, mainly early on. You will find several between the first aid room in the lifeguard station and the lifeguard truck. Do Jack's two quests at the lifeguard station to find the 2 locations.

Barbed Wire $120 - Not very common, or very useful for that matter, but you will come across them from time to time and often near a workbench.

Battery $200 - Very abundant and used for a few repeatable sidequests. You will get these most of them time when you search through a computer tower case, which are very common.

Belt $110 - Very common to be found in a number of searchable objects and also dropped quite frequently.

Blade $330 - Not very common and can be found in a few places, such as trash cans or cabinets.

Bleach $170 - Relatively common, but not nearly enough if you plan on relying on them for easy ammo. Can be found in cabinets throughout the game, and for whatever reason the occasional zombie will have some.

Bolts $200 - Often found on shelves or in cabinets near workbenches.

Brand Champagne - Required for the Diamonds quest in the Diamond bungalows, NE Resort. These only spawn in a few locations and are always found in refrigerators. You will come across a good amount (about 10-15) of them in the back area of the Hotel kitchen (there's a partition separating that from the main partition). The market can also be a good place to find and even grind them in the room with the hostages or a few other places. Other than that, check the fridges at a few spots, especially the warehouse in Southern Moresby where Nick and the gang are, and the fridges in the Laboratory.

Canned Food - Required for a number of quests. You'll come across them rather often, and often find a few of them in the bunkers as the related quests generally suggest (jungle/resort bunkers both have them)

Car Part - Can be found in the cars for the lifeguard tower quest.

Circular Blade $500 - I seem to come across these on shelves during Act 3 the most. Not common otherwise.

Clamp $140 - Pretty common, can be found in cabinets, on shelves, and on the occassional zombie.

Deodorant $150 - Also common, usually on a zombie and sometimes in a cabinet.

Diamonds - Can be gained from the quest in the resort (See Brand Champagne above), from Main Quest in the resort and in the Mayor's safe in City Hall 2 (Under his desk).

Duct Tape $100 - Too common. Can be found on shelves, in cabinets, often by workbenches. If you need a couple of these just head to the Lighthouse workbench for 2.

Electronics Scrap $360 - Also too common. Basically the same deal as above, minus the Lighthouse location.

Edited by Shiftie
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Engine Parts $2500 - The "uncommon" materials all seem to be on or near a Thug/Butcher/Floater in my experience. These are all used for the best mods, which should be saved for the best weapons, so running out of them shouldn't really occur. If it does occur, you can always buy one.

Flares $2200 - See Engine Parts

Flexible Hose $200 - Found on shelves most often and occassionally in cabinets. Not very useful so expect to have a fair number of them.

Floater Meat $1500 - Dropped by Floaters, obviously. Maybe about a 20-25% drop rate.

Gas for Lighter $140 - Relatively uncommon, but I usually find these in trash cans or cabinets.

Gears $250 - Cabinets mostly, common.

Glue $130 - Toolboxes, cabinets, shelves. Common.

Gotu Kola - Required for a quest in the River Village, Jungle. These can be found near water, ie near floaters, but a safe place to grab the amount you need is the pool just before the downed plane in Western Jungle.

Large Battery $250 - An uncommon pickup from computer case towers.

Large Nail $205 - Cabinets or shelves, often near workbenches. The Lighthouse cabinet usually has one of these.

Lemon Juice $80 - What you will usually find in a refrigerator anywhere in the game.

Lighter $140 - Zombies, trash cans and cabinets usually. Relatively common.

LP4000 Battery $2000 - See Engine Parts

Magnet $600 - About as common, maybe a bit more so, than finding a battery in a computer case.

Meat - Dropped by any zombie.

Metal Scrap $170 - Generally on shelving or in cabinets and the occassional toolbox. Most likely gonna need to buy (a lot) to make ammo if that's your thing.

Nails $130 - Shelves, cabinets and toolboxes. Pretty common.

Oleander $115 - Dropped by zombies, rarely, but primarily purchased.

Painkillers - Required for a couple of quests. You can get 2 from the first aid room in the lifeguard station.

Phone $560 - Oddly enough, you get these by searching phones. Nothing remarkable, pretty common.

Rag $75 - Generally found in trash cans or on zombies (floaters and suiciders seem to fancy them)

Soap $150 - Cabinets, sometimes trash can, or a stinky zombie. Far too common and not too helpful.

Steel Rod $210 - Cabinets and trashcans are the usual hiding spots for this uncommon item.

Stingray Tail $2200 - See Engine Parts

Suicider Meat $1700 - From suiciders. Maybe a 10% drop rate. Luckily Suiciders are pretty common.

Weight Plate $400 - Cabinets and toolboxes or a shelf from time to time.

Wire $120 - Most often found near a workbench and can be found in most everything, although they seem to be most commonly sitting on a shelf. Something else I always had to buy.

Wrist Watch $250 - Cabinets and zombies are the main source for this. Sometimes trashcans too.

Edited by Shiftie
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Wow awesome! Thanks for a great list. One constructive thing - you have the mods and their effects all in bullets and it makes it really hard to read through and distinguish where the info for the next mod begins. Either get rid of the extra bullets or put the name of the mod in bold or something.

 

Somewhat related: Any idea what the difference is between some of these mods that seem identical? I never can decide which one to use. For example, what's the difference between all the shock mods? I have Short Circuit, Shock and High Voltage and I don't understand nor see a difference in them.

 

Also, is the "materials list" only a list of what is needed to make all the mods? It seems like a bunch is missing.

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First off, the bullets.. I know they look messy atm. I had it all neatly indented and everything in my word doc but that obviously didn't translate and my plan now is to bold the names as you stated and go from there. Hopefully I'll at least start that tonight, and hopefully it'll look ok.

Edit: It doesn't help that after the first post the forum bulleted whatever it felt like lol. I'll de-bullet the stuff that shouldn't be bulleted.

Edit 2: Missed what you were talking about the first time around but i went ahead and bolded the stuff anyway. Looks better imo.

As for the related mods: Good question lol.. I was thinking the same thing myself when I was putting this together, but aside from different materials and sometimes weapons there isn't too much of a difference that I can tell. Not including the similar mods with different crit % and damage of course.

As for the materials list: Ya, I'm hoping to do basically what I've done with everything else and add some general locations of the stuff. Really not entirely necessary, and as you said it doesn't look complete (I have yet to check it with the game and will do so soon as well).

 

 

Anyway, thanks for your input, I'll address the issues ASAP

 

(Reposted for shameless bump :()

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Very nice guide! Totally gonna use it to make sure I don't miss some mod.

 

Though, some mods' location you describe are either wrong or might change each playthrough:

The Pride Rifle mod was not a reward for the Act 2 "A New Broom Sweeps Clean" quest for me. As a matter of fact I have yet to find it!

 

I've seen this location listed all around, on different guides, including in the official strategy guide (which also lists the Barbed Wire mod as a quest reward during Act I... but I got it the same way you described in your guide).

 

This might mean that some mods can switch between a set number of places??

 

For example, the Pride Shotgun mod: you said it could be found in 2 different locations?!

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This might mean that some mods can switch between a set number of places??

 

For example, the Pride Shotgun mod: you said it could be found in 2 different locations?!

 

I have no idea... but I think you can get the pride shotgun mod from a mission also.

As for it being in two different locations as opposed to a mission and location... i have the faintest idea.

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I want you guys to know, I went at a store and the guy had a gun selling for 82000...Cant remember then name but It is not in the store anymore so I think that stores change stuff sometimes..and yes it was 82K! it was in red tough cuz I only had like 10K

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As for the related mods: Good question lol.. I was thinking the same thing myself when I was putting this together, but aside from different materials and sometimes weapons there isn't too much of a difference that I can tell. Not including the similar mods with different crit % and damage of course.

 

(Reposted for shameless bump :()

 

After making them last night, it seems like they must be stronger with each electric mod, for example. I noticed the shock mod uses batteries, whereas the short circuit mod uses large batteries, and the old smokey mod uses LP4000 batteries. So I assume that since the batteries increase in value for each mod, it must mean those mods do more electric damage.

 

By the way, guide looks awesome now.

 

 

Though, some mods' location you describe are either wrong or might change each playthrough:

The Pride Rifle mod was not a reward for the Act 2 "A New Broom Sweeps Clean" quest for me. As a matter of fact I have yet to find it!

 

Likewise, I've done A New Broom Sweeps Clean and I have yet to see the Pride Rifle mod. I've gotten Pride Gun and Pride Shotgun but no rifle yet.

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I want you guys to know, I went at a store and the guy had a gun selling for 82000...Cant remember then name but It is not in the store anymore so I think that stores change stuff sometimes..and yes it was 82K! it was in red tough cuz I only had like 10K

 

Happened to me too! The store at the Warehouse (Moresby) had a 91k Orange Single-Shot Rifle... No fancy name though. Of course I couldn't buy it and now it's most likely gone forever in the abyss of randomness :'(

 

 

After making them last night, it seems like they must be stronger with each electric mod, for example. I noticed the shock mod uses batteries, whereas the short circuit mod uses large batteries, and the old smokey mod uses LP4000 batteries. So I assume that since the batteries increase in value for each mod, it must mean those mods do more electric damage.

 

The difference is in the damage dealt when you get a critical hit.

The first of each "family" (fire, electricity, bleeding, poison) is "x1" elemental damage. And it goes up to "x4". The best example for this are the Shock mods as it has all 4 levels.

 

You can tell which one is which by looking at the Cost of the creation:

x1 200$ (ex: Shock)

x2 400$ (ex: High-Voltage)

x3 600$ (ex: Short-Circuit)

x4 1000$ (ex: Old-Smokey)

 

The "x4" of each elemental family is limited to a precise weapon though (Old-Smokey = Machete, Phoenix = Fire Axe...), and requires a green ingredient (LP4000 battery, Flare...)

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Do you have any info about these mods:

Stun Bomb

Red Hot Blade Mod

Shock Bomb

Slash Mod

Poison Bomb

 

i've seen them come up on a few sites:

http://www.ign.com/wikis/dead-island/Weapons_Mod_Blueprints

http://deadislandwiki.com/wiki/Weapon_Mods

http://deadisland.wikia.com/wiki/Mods

http://www.gamefront.com/dead-island-blueprint-locations/

http://www.gamefaqs.com/xbox360/942713-dead-island/faqs/62955

 

however no info on obtaining them.

 

 

also, your info for obtaining the Pride Rifle Mod & Shock Shotgun Mod is wrong; here's the proper location:

http://forums.steamgames.com/forums/showthread.php?t=2122596

 

EDIT:

can confirm i got the pride rife mod there; also found alot of Gotu Kola all around there.

 

EDIT 2:

alright, to supply more info the "Boat Supplies" quest is the beginning of chapter 15. I can also confirm this is the location for the shock shotgun mod.

Edited by NnuttHowze T9X
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reposted for BUMP!

 

I've seen the same items come up (Stun Bomb, Red Hot Blade, etc.) and was hoping some info on them would be released by now (waited a bit on posting this for that reason, but no dice).

 

 

 

The Shock Shotgun Mod description isn't wrong..it's actually the same spot as your link >.>

 

 

 

Pride Shotgun Mod = I got it at the armory, as I stated. A quick google search pulled up people finding it in City Hall 2 and my spot was seconded.

 

 

 

And the Pride Rifle Mod location I will ADD to. I am 10000000000% positive I did not get this there as I had the mod at the end of my first playthrough and I didn't even visit that area of the Jungle. I'll make this location 1 though since most people seem to get it there, but as for 2 locations in general I don't know what's up with that but that is still the quest reward I get...

 

 

 

I bolded Brand Champagne, thanks for the heads up..

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Just an addition/update to your Guns-Guide:

 

Defender of the Motherland

 

--> http://deadisland.wikia.com/wiki/Defender_of_the_Motherland

 

It belongs to the three LEGENDARY GUNS in this game. Haven't found one yet. So guys let me know if you find the McCall's 9mm. I want that pistol. ;)

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Just an addition/update to your Guns-Guide:

 

Defender of the Motherland

 

--> http://deadisland.wikia.com/wiki/Defender_of_the_Motherland

 

It belongs to the three LEGENDARY GUNS in this game. Haven't found one yet. So guys let me know if you find the McCall's 9mm. I want that pistol. ;)

 

Good call, thanks on catching what I missed. I also went back and noted what type of gun the three are (assault/pistol/shotgun)..so people can go "OMG I LOVE _________ I NEED THE BEST ONE!" and look at the list :p

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GRENADES: During Act III, Jungle, you buy them from the River Village Vendor. You may need to respawn his inventory for them to show up but they always appear... eventually. I've beaten the game 3-times and that's the only vendor that has them.

 

I have 99999 of them so I'd like to trade for Orange LV50 Guns.

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Good call, thanks on catching what I missed. I also went back and noted what type of gun the three are (assault/pistol/shotgun)..so people can go "OMG I LOVE _________ I NEED THE BEST ONE!" and look at the list :p

 

Yeah no problem. I was hoping you come back for an update. ;) I really want the McCall's 9mm so bad.

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