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Legacy Goals are missions tied to your survivors' Leader Type.

About Legacy Goals

These missions are not equal with the Legacy Missions you get after wiping out the Blood Plague. In fact Legacy Goals only appear if you still have Plague Hearts left on your map. You're also not required to complete these missions, however some of them can earn you some rewards and benefits you can't obtain otherwise.

Since Legacy Goals are tied to your survivors' Leader Type, you can only get certain missions if you have at least one survivor in your community with the appropriate Leader Type. There's also two types to these missions. Some will only appear if you don't have a Leader yet, while others require someone leading your community. Most of these missions are survivor-restricted, meaning you can only complete them with the survivor coming up with them.

Note: Each Legacy Goal can only be completed once per community. If you lose any of the mission-exclusive benefits due to changing/resetting your map, you can't get them back.

Builder Goals

The following mission will only appear if you have at least one Builder in your community. Some of them require a Builder leading your community.

A Real Fixer-Upper

I found a potential outpost, but it's in the middle of a plague zone. Think it could be worth the risk?

One of your survivors tells your Leader that they found a potential Outpost, but it's in the middle of a plague zone.

To start the mission you must switch to your Leader. After you talk to the community member reporting about the outpost, your task is to scout it. When you arrive, the location will be filled with zombies. Freaks can also be present. The potential Outpost would provide Materials when claimed and is also next to a Plague Heart. You have two options:

  • You can try securing the location, or
  • go back home and tell your community member that it's too risky, thus cancelling the mission.

After reclaiming the location from plague territory and securing it you get to choose one of the following options:

  • You can claim it as an outpost, or
  • go back home and tell your community member that it's not worth it, thus cancelling the mission.

Claiming the location will end the mission.

Note: This mission only comes up if you have a Builder leader and Blood Plague is still a threat in your area.

Your Leader's thoughts during the mission:

  • Starting the mission: A good outpost could bring materials we'll need to fight the blood plague. I should talk to *survivor*.
  • Arriving to the location: *Survivor* was right. This site has potential. But it'll be a tough fight.
  • Securing the location: Glad that's over with. *Survivor* will be happy--this place will make a great addition to our base.

Elbow Room

One of your survivors comes up with the idea that you should move to a bigger base. If you talk with them, you have to following options:

  • you can tell them that your current base is good enough, thus cancelling the mission, or
  • you can agree with them.

If you agreed with them, your survivor will start following you. Your first task is to check out some potential home sites. These sites might not seem better for your survivors than the one you already have, so they give up on relocating your base. However if they like any of them, your mission is to move into that base. (needs confirmation)

  • If they didn't like any of the visited bases, the mission ends after you return home.
  • If they like any of the visited bases, the mission ends after you move your base into the potential home site. (needs confirmation)

Note: This mission only comes up if you have a Builder leader and Blood Plague is still a threat in your area.

Friends with Benefits

A survivor contacts you through the radio. They tell you that they heard about your need for materials, so they ask you to meet them. When you arrive, they tell you the following:

A nearby location has resources we can both use, but there's a plague heart inside. Help us and we'll cut you in.

  • You can refuse to help, or
  • you can agree to do so.

If you agreed to help, the survivor will start following you. After you eliminate the plague heart, you must defend the location for 2 minutes from incoming zombies. When the timer runs out, the zombies stop coming in and the survivor gives you a rucksack of materials. The mission ends and the survivor heads home.

If you refused to help, the survivor will become hostile. After you kill them, your task is to eliminate the plague heart. The mission ends afterwards.

Notes:

  • This mission only comes up if you have a Builder leader and Blood Plague is still a threat in your area.
  • The survivor is a member of an Enclave of two. If you helped them, the enclave becomes allied with you, but they won't provide any enclave benefits. If you refused to help, the remaining enclave member becomes hostile.

Generating Interest

A builder community member comes up with the following idea:

I kinda like keeping the lights on, so how about we build a generator?

To complete the mission you have to build a Generator. If you don't want to build one, you can cancel the mission by talking with the survivor.

Note: This mission only comes up if all of the following applies to your community:

  • Your community has at least one Builder in it
  • Your base has an empty small outdoor slot
  • You don't have a Generator already

Gimme the Loot

You overhear two survivors' conversation through the radio. They talk about finding a huge stash of loot, but they wouldn't be able to carry all of it by themselves, so you decide to meet them.

When you arrive, they'll ask you - What do you want?

  • You can offer to help them out for a share of the loot in return, or
  • you can threaten them to leave you everything they found.

If you chose to help them, your task is to escort them to their destination. After you arrive, they start looting the place. You must defend them for 3 minutes. They'll ignore incoming zombies until the timer hits zero, making your job harder. After they finished looting and the location is cleared out, your reward will be a rucksack of Materials.

If you threatened them, the survivors will become hostile. After you kill them, both survivors will have a rucksack on them (one Fuel and one Materials).

Make Our Own Gear

One of your survivors tell you that you should build a Workshop so you can repair your weapons and craft other items.

If you don't have a Workshop yet, your task is to build one. (needs confirmation) In case you already have a Workshop then your task is to upgrade it.

After the building/upgrading is finished, your next task is to craft three times from your workshop. When you're done, the mission ends.

Note: This mission only comes up if you have a Builder leader and Blood Plague is still a threat in your area.

Pillage and Plunder

One of your survivors tells the community that they found a location worth scavenging for materials. As you approach them, they tell you the following:

I knew you'd want to check it out! It looks promising, but it's crawling with zombies.

  • You can refuse to check it out, thus cancelling the mission without any reward, or
  • you can agree to do so.

Your survivor starts following you. As you arrive, you notice that the location is infested. After you clear it out, your task is to find at least 2 rucksacks of materials. If you found them, depositing them into your Storage will end the mission.

Tip: In this mission the location you have to scavenge will have several rucksacks of Materials (usually 2-4), so make sure your vehicle has enough space in its trunk before heading out.

Sheriff Goals

The following mission will only appear if you have at least one Sheriff in your community. Some of them require a Sheriff leading your community.

Loot Dispute

A survivor calls for your Sheriff's help through the radio. When you arrive to their location, they tell you the following:

We had this place staked out, but before we could go in this maniac showed up and grabbed everything!

When you speak with the "maniac", they tell you the following:

All I did was kill a zombie while scavenging here. Then these troublemakers ran up and accused me of stealing!

Your task is to resolve the dispute by deciding who's got the right to loot the location.

  • If you support the one who called for your help, your relationship with the "maniac's" Enclave turns Cold/Neutral.
  • If you support the "maniac", the one who called for your help will tell you that they're disappointed in you. They might also turn Cold/Neutral. The mission ends afterwards.

Notes:

  • This mission only comes up if you have a Sheriff leader and Blood Plague is still a threat in your area.
  • If you were Allied with the enclave turning Cold after the mission, they'll still provide their Enclave Benefit to you.
  • Since Update 27 there is a possibility that the enclave you did not side with turns Neutral instead of Cold. If they were allied with you and provided you with an enclave benefit prior to this mission, there is a chance that you will get a second enclave benefit once you achieve Allied status with them once again.

Home on the Range

A sheriff community member comes up with the following idea:

We could really use a shooting range on base.

To complete the mission you have to build a Shooting Range. If you don't want to build one, you can cancel the mission by talking with the survivor.

Note: This mission only comes up if all of the following applies to your community:

  • Your community has at least one sheriff in it
  • Your base has an empty small slot
  • You don't have a Shooting Range already

Meet the Neighbors

One of your survivors comes up with the following idea:

I want to find allies in this town who will help us wipe out the blood plague. We can't do it alone.

As you visit one of the Enclaves they tell you about two problematic neighbours: One group keeps making noise by throwing parties, while the other one is hostile to everyone.

You decide to check on the two groups. As you approach the party throwers, their location is overrun by zombies and the group members are dead. The other group will attack you on sight so you'll have to eliminate them. The mission ends afterwards.

Your survivor's thoughts during the mission:

  • Starting the mission: It's time I got to know our neighbors a little better.
  • After talking with the enclave: This will be interesting. Sounds like there are some real characters around here.
  • After meeting the hostiles: Some folks out here just lost their minds.
  • Completing the mission: If I were in charge around here, we'd always know who to count on, and who to keep an eye on.

Protection

A survivor calls for your Sheriff's help through the radio. You have 15 minutes to react to their call, or the mission will fail. When you arrive to their location, you notice that a group of raiders are attacking them.

After you save them, they offer you a rucksack as a reward for your help. You can either accept it or refuse it.

Note: This mission only comes up if you have a Sheriff leader and Blood Plague is still a threat in your area.

Right of Way

A survivor calls for your Sheriff's help through the radio saying the following:

So you're the law in this town, right? Can you get these jerks to stop threatening me every time I walk past their house?

You must travel to the Enclave which bothers the survivor. When you arrive, the survivor will be there too. They tell you the following:

Every time I pass by, these maniacs pull their guns and yell at me. I'm sick of it.

When you question the Enclave about this, they reply to you with the following:

They're noisy and erratic! Last time, they dragged zombies right past our home!

Your task is to resolve the dispute. Depending on who you side with, one party will become Friendly with you, while the other party becomes Cold/Neutral. The mission ends afterwards.

Notes:

  • This mission only comes up if you have a Sheriff leader and Blood Plague is still a threat in your area.
  • Even if both parties are your Allies when this mission comes up, they will turn Friendly and Cold regardless after completing it, however you won't lose the Enclave Benefits they provide to you.
  • Since Update 27 there is a possibility that the enclave you did not side with turns Neutral instead of Cold. If they were allied with you and provided you with an enclave benefit prior to this mission, there is a chance that you will get a second enclave benefit once you achieve Allied status with them once again.

Stolen Meds

You hear a survivor talking over the radio:

Our neighbors just stole every scrap of medicine we had. How are we supposed to put up with this?

Your survivor decides to help them out. One of your community members will like, while another one will dislike the idea. You can answer in any way to the one liking the idea, however

  • if you speak with the one who dislikes the idea and agree with them, the mission gets cancelled.
  • Convincing them or just ignoring both members will let you proceed with the mission without any consequences.

When you arrive to the location, you'll see an Enclave of two survivors. They'll tell you the following:

We were attacked and robbed. My friend is hurt. Can you help us get our meds back?

You can tell them how to approach the situation: aggressively or peacefully. No matter which approach you choose, one of them will start following you.

  • If you chose the aggressive way, the robber enclave will be hostile as you approach them.
  • If you chose the peaceful way, the robber enclave will become hostile after you confront them about the theft.

Unfortunately your follower gets killed during the fight. After you recover the Meds, your task is to head back to the other survivor. You can break the bad news in three ways:

  • You can return the Meds with your condolences,
  • you can offer to take in (recruit) the survivor or
  • you can keep the rucksack for yourself.

If you chose to take them in, you have to take them home before the mission ends. Choosing the other two options will instantly end the mission and the survivor leaves the area.

Your survivor's thoughts during the mission:

  • Eliminating the robber enclave: That's not how I wanted this to happen. I guess I have some bad news to deliver.
  • After breaking the news: This just proves it. Getting society back on track requires law and order.

Winning Allies (A)

A survivor calls you through the radio:

Hey, sheriff. Someone in our community was killed, and the murderer might be one of us. We need your help on this.

The Enclave's location will be marked on your map. One of your community members will don't want you to help them out. Interacting with them will not have any effect on the mission. As you arrive to the Enclave, they'll tell you the following:

Our member disappeared right after the killing. If you bring them back for trial, we can offer supplies to help you destroy the plague hearts.

  • You can refuse to help, thus cancelling the mission without a reward, or
  • you can agree to look for them.

After you find the fugitive, they tell you that they can't go back until they find evidence proving their innocence.

  • You can refuse to help them, which will turn them hostile, or
  • you can agree to help them.

If you agree to help, the fugitive starts following you. Your next task is to find the gun which is the suspected murder weapon. After you find it, you must go back to the enclave with the fugitive.

If you show the evidence to prove their innocence the others will apologize to the fugitive. It also turns out who was the real killer. They turn hostile and you must eliminate them. Regardless of whether you proved the fugitive's innocence, the Enclave thanks you for your help and will provide you with the Plague Heart Supplies Enclave Benefit.

Note: This mission only comes up if you have a Sheriff leader and Blood Plague is still a threat in your area.

Winning Allies (B)

A survivor calls for your help through the radio. When you meet them and talk with them, they'll tell you the following:

We've got our eye on a site nearby with some good medical supplies. Problem is, it's infested. If you help us lock it down, you can call on us whenever you need an emergency supply drop.

  • You can refuse to help, thus cancelling the mission, or
  • you can agree to deal with the infestation.

If you agreed to help, the survivor starts following you. After you clear the Infestation, you have to talk with them again.

Unfortunately, it looks like this whole neighborhood is infested. We can't move in here until we clear more buildings.

  • You can refuse to help them further, thus cancelling the mission, or
  • you can agree to help them more.

Your next task is to clear out two more Infestations. Clearing them out will end the mission, turning the Enclave into Allies and they'll start providing you the Plague Heart Supplies Enclave Benefit.

If you cancelled the mission after clearing the first Infestation... (needs testing)

Note: This mission only comes up if you have a Sheriff leader and Blood Plague is still a threat in your area.

Trader Goals

The following mission will only appear if you have at least one Trader in your community. Some of them require a Trader leading your community.

A Friend in Need

One of your survivors wants to make contact with another Enclave for trading.

The Enclave's location will be marked on your map. Another community member will dislike this idea and tells you that they know those people and their prices are high, so they don't really think that making contact with them is a good idea.

  • You can agree with them, thus cancelling the mission without any reward, or
  • you can refuse what they said or just ignore them. Either way the mission will proceed without any consequences.

When you arrive to the location and make contact with the neutral Enclave they'll greet you with the following line:

Thanks for coming. I know we're asking a lot for these items, but times are tough.

  • You can refuse to trade with them because of their prices, thus cancelling the mission without any reward, or
  • you can accept their prices and start trading.

Now you're able to see their wares and prices, however you're still able to refuse the trading (thus cancelling the mission). To complete it, you must buy a single rucksack from them for 175 Influence. After you purchase the rucksack the mission will end and the Enclave becomes friendly.

Hey, we've made good partners. I think they'll give us better prices in the future. And trade is the key to our survival.

Your survivor's thoughts during the mission:

  • Starting the mission: If I was in charge we'd be making trades and getting what we need from our friends.

Blood Money

A survivor calls you through the radio. They tell you that they have blood plague, but have some items for trading.

One of your community members will not support the idea to visit them, telling you that the sight of a plague infected survivor is not so pretty, and that they can be dangerous too.

  • You can agree with them, thus cancelling the mission without any reward, or
  • you can tell them that it wouldn't hurt to check their wares or just ignore them. Either way the mission will proceed without any consequences.

When you arrive to the survivor's location, they tell you that they have some First Aid Kits, but that can't help with their blood plague. They want to end their suffering, but don't have the strength to do it. They ask you to kill them.

  • You can refuse to help, thus cancelling the mission without a reward, or
  • you can agree to take care of them.

If you agreed to do so, you get the opportunity to either cure their blood plague or euthanize them. They tell you that whatever you choose, you still get the First Aid Kits.

If you gave them a cure, they'll reward you with 3 First Aid Kits.

If you chose to euthanize them, you will still be rewarded with 3 First Aid Kits. They will be on the floor after you kill them.

Note: This mission only comes up if you have a Trader leader and Blood Plague is still a threat in your area.

Build a Trade Depot

Your leader comes up with the following idea:

If we controlled a real trade depot, we could find everything we need to survive.

Your task is to build a Trade Depot. This mission can't be cancelled so it'll stay in your mission log until you start building the facility. After you start building it, the mission ends without any reward.

Note: This mission only comes up if you have a Trader leader and Blood Plague is still a threat in your area.

Forgiveness

A group of ex-cons contact you through the radio. They tell you that they want to help you in the battle against the blood plague, but they want your help first. One of your community members will really dislike the idea to help them, they even threaten you with leaving the group if you do so.

  • You can agree with them, thus cancelling the mission and preventing the survivor from leaving, or
  • you can tell them that the ex-cons deserve a second chance.

When you make contact with the ex-cons, they'll ask you to gather 2 rucksacks of ammo for them.

  • You get another chance to cancel the mission, however
  • you can also proceed with it.

When delivering the first rucksack your community member will show their disagreement again. Delivering the second rucksack will make your community member leave like you would've exiled them. The mission ends and the Enclave becomes Allied with you, providing you with the Ex-Cons: Assault Plague Heart Enclave Benefit.

If you cancelled the mission at any point, the enclave will stay on your map as a Neutral enclave.

Note: This mission only comes up if you have a Trader leader and Blood Plague is still a threat in your area.

Friends with Benefits

A group of military survivors contacts you through the radio. They would like to offer their military skills for some help in exchange.

We're damn good mercenaries, but we don't come cheap. We'll need 3 first aid kits from you if you want us to help. I know you're capable of finding some.

  • You can refuse to help, thus ending the mission without any reward, or
  • you can give them the first aid kits.

If you help them, they'll become an Allied Enclave and will provide you with the Mercenaries: Assault Plague Heart Enclave Benefit.

Note: This mission only comes up if you have a Trader leader and Blood Plague is still a threat in your area.

Life of Luxury

One of your survivors comes up with the following idea:

Most scavengers focus on big items. If we stock up on small comforts, itt will add up when we need to trade.

A location will be marked on your map where supposedly you'll be able to find a luxury item. Another community member will dislike this idea and tells you to forget it since you must focus on necessities instead of these items.

  • You can agree with them, thus cancelling the mission without any reward, or
  • you can refuse what they said or just ignore them. Either way the mission will proceed without any consequences.

When you arrive to the location it will have some zombies around. At least one Freaks is also guaranteed to spawn there. After you find the Luxury Item, the mission ends.

Note: The Luxury item will be one of the following items:

  • Bespoke Watch
  • Costume Jewelry Ring
  • Simple Wedding Ring

Your survivor's thoughts during the mission:

  • Starting the mission: I heard there was some good stuff in the *location*. I'll head over there.
  • Arriving to the location: Maybe this wasn't worth the risk...
  • Finding the item: We need to make sure to loot the luxuries other folks pass over. Always good stuff to have in a trade.

Maslow's Hierarchy

One of your survivors comes up with the following idea:

If we're going to survive, we need a base that can support everyone here. It's time we built our home into a fortress.

Your task is to build a Lounge for the community. Another community member will dislike this idea and tells you that you should use your materials for more important things.

  • You can agree with them, thus cancelling the mission without any reward, or
  • you can refuse what they said or just ignore them. Either way the mission will proceed without any consequences.

After you start building the lounge the mission ends.

Note: This mission only comes up if you have a Trader leader and Blood Plague is still a threat in your area.

Still Crazy

A trader community member comes up with the following idea:

A still would provide water for our base. We could also make our own fuel and potentially expand into true distilling.

To complete the mission you have to build a Still. If you don't want to build one, you can cancel the mission by talking with the survivor.

Note: This mission only comes up if all of the following applies to your community:

  • Your community has at least one trader in it
  • The base has an empty small outdoor slot
  • You don't have a Still already

Strange Request

A group of ex-military survivors contact you through the radio. They tell you that they're willing to help you in defeating the blood plague, but they want your help first. They want you to gather specimens for their research. One of your community members will find their request really fishy so they don't want you to help them.

  • You can agree with them, thus cancelling the mission, or
  • you can tell them that you think alike but you need allies against the blood plague.

When you make contact with the soldiers, they ask you the following:

Our research requires samples of zed flesh. Regular ones, not plague zeds. Can you help me gather some from a nearby neighborhood?

  • You can refuse their request, thus cancelling the mission, or
  • you can agree to help them out.

If you chose to help, one of them will start following you. After you arrive to the neighborhood, your task is to dismember 10 zombie arms. After you're done, the Enclave becomes Allied with you and provides you with the Ex-Military: Assault Plague Heart Enclave Benefit.

Note: This mission only comes up if you have a Trader leader and Blood Plague is still a threat in your area.

Warlord Goals

The following mission will only appear if you have at least one Warlord in your community. Some of them require a Warlord leading your community.

Explosive Heart

The scavenger you met earlier contacts you through the radio, they want you to meet up with them to talk about something that could be beneficial for both of you. When you travel to their location and ask them why are they still here, they tell you the following:

I know I said I was leaving, but I've developed a new bomb. Forget the past and we can take out that plague heart together.

  • You can tell them you're not interested and send them off, or
  • you can accept their offer.

If you refuse to cooperate, the mission simply ends.

If you accept their offer, they'll drop you 3 Napalm Grenades and start following you. Your next objective is to destroy the plague heart they mentioned. After the plague heart is destroyed, the mission ends.

Notes:

  • This mission only comes up if you have a Warlord leader and Blood Plague is still a threat in your area.
  • This mission is a continuation of the Military Supremacy mission. It'll only appear after you complete that.
  • If the scavenger dies during the assault it won't interrupt the mission.

Military Supremacy

One of your survivors report the following to your leader:

I found a potential outpost, but it's in the middle of a plague zone. Think it could be worth the risk?

You must switch to your leader to proceed with the mission. First you have to speak with your survivor to learn more about this potential outpost. They'll start following you afterwards. Next up, travel to the military location. When you arrive, you'll notice someone being there. You can try talking with them, but they'll ignore you. Your task is to free the location from plague territory, then secure the location. Only then you'll be able to speak with the scavenger. They tell you that they're not here for an outpost.

Look, I got the explosives I came for. It's time for me to be moving along.

  • You can offer to recruit them, or
  • you can let them leave.

In case you offered to recruit them, they'll refuse it. After they leave, you must claim the location as an outpost, even if you don't have any free slots. The mission ends once you claimed it.

Note: This mission only comes up if you have a Warlord leader and Blood Plague is still a threat in your area.

Your Leader's thoughts during the mission:

  • Claiming the outpost: *Survivor* did great finding this place. And *scavenger* might make a good ally.

Notice of Eviction

One of your survivors report the following to your leader:

I found a sweet outpost site, but it's occupied. I figured you'd still want to know.

You must switch to your leader to proceed with the mission. Your survivor is already out and about, so your task is to travel to them. When you get there, you have to talk to them to find out why they need help.

I found a potential outpost near a plague heart. It would make a great staging area for that heart, but there's already some people there.

Your survivor starts following you afterwards. Your next task is to visit the survivors your community member was talking about. You must tell them about their unwanted presence. They'll reply:

I've heard about you. You're the one trying to take control of this town. Well, I'm not leaving!

  • You can tell the enclave to join you or they get out, thus turning them hostiles, or
  • you can threaten only the survivor you're talking to, turning only them hostile.

If you threatened the whole enclave... (needs testing)

If you only threatened one of them, the other survivor will surrender after you kill the hostile one, telling you they won't die for their friend's principles and offers to join you.

  • You can choose to recruit them, or
  • kill them, saying you don't take traitors.

After everything's settled with the Enclave, your task is to take out the nearby Plague Heart your survivor mentioned earlier. As an optional task you can claim the location as an outpost. If you choosed to recruit the enclave member, they'll also start following you. Once the Plague Heart is destroyed, the mission ends.

Note: This mission only comes up if you have a Warlord leader and Blood Plague is still a threat in your area.

The Armory

Your Leader tells the community that it's time to step up and do more than just surviving.

Your task is to build an Armory for the community. As an optional task you can talk to your Leader to argue against this plan (cancel this mission). After you finish building the Armory, you must craft a Muzzle Mod or some explosives to complete the mission.

Notes:

  • This mission only comes up if you have a Warlord leader and Blood Plague is still a threat in your area.
  • In case you're still in the starter base of the map you're playing on, your first task will be to move to a bigger base.
  • You might also get this mission if you're in a bigger base, but don't have any large slots open.

Your survivor's thoughts during the mission:

  • Starting the mission: We should get started on building an armory here.

Them's Fightin' Gyms

A warlord community member comes up with the following idea:

Everyone here needs to learn some better moves. Let's build a fighting gym!

To complete the mission you have to build a Fighting Gym. If you don't want to build one, you can cancel the mission by talking with the survivor.

Note: This mission only comes up if all of the following applies to your community:

  • Your community has at least one Warlord in it
  • The base has an empty small slot
  • You don't have a Fighting Gym already

Your survivor's thoughts during the mission:

  • Completing construction: Now that's what I'm talking about. It's time to kick some more ass!

To Catch a Thief

One of your survivors alerts the community:

We've been robbed! Stop that thief!

Your first task is to speak with your community member to find out more about the theft. They'll tell you what the thief stole (a rucksack of your food) and the location where the thief headed afterwards.

  • You can let the thief get away, thus cancelling the mission and losing your food, or
  • you can go after the thief.

After you tracked down the thief, they'll tell you that they only took a little food because they're starving. You have two ways to react:

  • You can tell them to give back what they stole and you'll let them flee, or
  • You can kill them to punish the thief.

If you asked them to give the food back, they'll do so and leave the area. If you chose to kill them, you can pick the stolen food up from their body. Soon after you kill them, two of their friends will show up asking you about what you did to them.

  • You can tell them to clear off or you'll kill them as well, or
  • You can decide to kill them.

Choosing any will end the mission afterwards.

Feels good to take out the trash. They won't be bothering us anymore.

Your survivor's thoughts during the mission:

  • Starting the mission: Zombies are bad enough, but now we have to worry about other humans? I should talk to *survivor* and find out what that thief stole.
  • Talking with your survivor: Some people only understand one kind of help.
  • Killing the thief: They deserved what they got. If I was a thief, I'd expect the same thing.
  • Thief's friends arriving: Who would have thought a person like that had friends?

Turf War

One of your survivors reports the following to your Leader:

I was out scavenging and saw some bodies near a plague zone. There might be some new survivors on our turf.

You must talk with your community member to learn more about what they discovered. They'll tell you the following:

I counted at least 10 bodies near that plague zone. Fresh kills. Must be a lot of survivors nearby.

  • You can tell them to forget it, thus cancelling the mission, or
  • Choose to look into the matter and search for these survivors.

Your task is to travel to the location to investigate the bodies. When you arrive, you'll find 3 dead survivors at the location. As you search their bodies, you'll find a Folded Note showing a "Rendezvous" point on a map, so you decide to go there. At the location you'll find two survivors. You must confront them about their unwanted presence. You have three ways to approach them:

  • You can tell them to leave town,
  • you can threaten them, or
  • you can tell them to join you if they want to stay in town.

If you told them to leave, they'll do so and the mission ends. One of your survivors won't really appreciate that you're "chasing away" people though.

If you threatened them... (needs testing)

If you told them to join you, you can individually decide who you want to recruit or not. If you recruited any of them, your last task is to take them home. The mission ends afterwards.

Note: This mission only comes up if you have a Warlord leader and Blood Plague is still a threat in your area.

Your Leader's thoughts during the mission:

  • Arriving to the location: *Survivor* was right. The *location* is crawling with plague zombies. I'd better be careful.
  • Picking up the Folded Note: This map shows where they came from. I should check it out.
  • Arriving to the "Rendezvous" point: Who's this now?

Weapons for All

One of your survivors comes up with the following idea:

There's a group of arms dealers nearby. Their prices are high, but the selection is huge. Maybe we should check it out.

Your first task is to speak with your community member to find out more about the group. They'll tell you about their location and that they have a huge cache of weapons, probably stolen. Your survivor decides to visit them to tell them that they can't hoard all the weapons. When you arrive you have the following choices:

  • You can try to convince them to give you a discount, or
  • threaten them to give you their weapons.

If you tried to convince them, they'll refuse your request. You have two ways to react to this:

  • You get another chance to threaten them, thus turning the group hostile, or
  • you can leave them unchecked.

Leaving them unchecked will turn the group into a Cold Enclave. They won't refuse to trade with you, but their prices will be enormous. If you threatened them at any point they'll attack you. After you kill two of them, the third one will surrender and asks for your mercy. You can tell them to drop their weapons and you'll spare them or you can execute them for attacking you.

  • If you choose to execute them, you'll have 3 bodies to loot. Each of the bodies will have a gun on them and all of them can even be rare ones.
  • If you spare them, you can loot the two killed survivor, while the spared survivor will also give you a Ranged Weapon, a Melee Weapon, and a Consumable.

The following items are known to drop as your reward if you spare the survivor:

Ranged Weapon:

  • AK-47
  • GSG-W
  • M4A1
  • Vector SMG

Melee Weapon:

  • Breaching Hammer
  • Katana Machete
  • Ultralight Axe

Consumable:

  • Frag Grenade
  • Military Land Mine
  • Smoke Grenade

Your survivor's thoughts during the mission:

  • Starting the mission: Whoever controls the weapons can rule this town. I should talk to *survivor* and find out who's hoarding all the guns.
  • Talking to your other survivor: I need to let these arms dealers know they can't hoard all the weapons.
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