<^^^> |o DEAD / | SLAND / A ~A play in four acts~ O============================================================================O | Table of Contents | O============================================================================O Hit Ctrl + F on Windows Systems and search for the section ID (the five characters in parentheses) to quickly move around in this FAQ. A trailing lower case letter after the numbers simply means the section was added after I finalized the layout. Please read all of 'Before We Begin' (Section A). A. Before We Begin..........................(A0000) i. Introduction........................(A0001) ii. How to Use this FAQ................(A0002) B. Basic Guides.............................(B0000) i. Controls & Mechanics................(B0001) ii. Characters.........................(B0002) iii. Combat & Stamina..................(B0003) iv. Types of Zombies...................(B0004) v. Items, Weapons, and Inventory.......(B0005) vi. Navigation & Maps..................(B0006) C. Main Quest...............................(C0000) i. Prologue............................(C0001) ii. Act I..............................(C0002) iii. Act II............................(C0003) iv. Act III............................(C0004) v. Act IV..............................(C0005) D. Sidequests...............................(D0000) i. Act I...............................(D0001) ii. Act II.............................(D0002) iii. Act III...........................(D0003) iv. Act IV.............................(D0004) E. Et cetera................................(E0000) i. Collectibles........................(E0001) Q. FAQ Stuff................................(FQ000) i. FAQs................................(FQ001) ii. Version History....................(FQ002) iii. Contact/Legal.....................(FQ003) iv. Credits/Thanks.....................(FQ004) O============================================================================O | Before We Begin (A0000) | O============================================================================O Dead Island /---------------------------------------------------------o -------o--------\ Introduction | (A0001) \--------------------------------------------------------o Hello, and welcome to my guide (or FAQ, I'll use both terms) for Dead Island for the PC. I am Jeffrey McGaffigan, or BlueYoshi579, as I chose to be called on GameFAQs forever when I was in 2002 when I was 13 years old. Dead Island is a co-operative first person action-RPG, rather accurately called "Borderlands with zombies" by some. The comparison is pretty apt, you have four characters, who roam a largely open world killing things with a wide variety of randomly generated weapons, occasionally using vehicles for transport; there are plenty of sidequests to distract you from the overall goal of escaping the island. Dead Island /---------------------------------------------------------o -------o--------\ How to Use this FAQ | (A0002) \--------------------------------------------------------o This guide isn’t written for any particular character. I have the most experience with Xian, but any character should be able to complete the game ably. This guide will, at first, try only to guide you through the game in a timely manner, nothing else. Over time, I intend to make this into a more complete guide, with alternate strategies, information on every single sidequest, and highly refined knowledge about everything this game has to offer. However, for now, the goal is to get a serviceable guide online. If I forget to update this section when it is more complete, please email me. This game provides you with a pretty decent map and a good idea of the basic route to take to an objective with the HUD, so I won't be directing you everywhere. If you feel a section needs better directions, send an email. I will, however, try to provide directions to things that aren't the objective, like useful items. This guide will assume you are using default controls, with two exceptions: I bind crouch to ctrl, so if I mention ctrl, I am talking about crouching. I also bind use to E (and thus kick to F), because every game is a Valve game. If you're new to this game, please read all of section B. If you're just looking for help on a specific section, jump to the section you need using Ctrl + F. Many times in this FAQ, I'll type out a long term, then put a shortened form in parentheses after it. For example, Dead Island (DI); here, 'Dead Island' is the full term, and 'DI' is the shortened term. Each quest will have a small info “card” in this FAQ that is a simple transcription of the quest info the game provides. They will look something like the following sample: o----------------------------------------o | Passport to Life | <- This is the name of the quest o----------------------------------------o | Goal: Bring the security keycard to | <- This is the description given | the Lifeguard Tower from Bungalow #11. | in the game. o----------------------------------------o | Difficulty: Easy | <- This is the given difficulty | Reward: 400 XP, Nail’d Mod | <- These are the listed reward(s) o----------------------------------------o O============================================================================O | Before We Begin (B0000) | O============================================================================O Dead Island /---------------------------------------------------------o -------o--------\ Controls & Mechanics | (B0001) \--------------------------------------------------------o Dead Island’s controls can be edited by hitting Esc, selecting Options, and clicking on the Controls tab on the right side of the yellow stripe of tabs. I would start by adjusting the mouse sensitivity, as the default setting is probably far too low for most users. Keep in mind that you should test out this setting in game, not just in the menus, as the two behave differently. Next, on the Controls tab, hit Key Bindings on the bottom middle and tweak things here to your heart’s content. One thing I would definitely change is the quick inventory button. Middle mouse is typically one of the hardest buttons to consistently hold down, and Dead Island is pretty unforgiving about middle mouse in my experience. Once I rebound quick inventory to Tab, I was much better off. One caveat about bindings, however: Dead Island is still a bit buggy, and, specifically, the ‘Use’ key will not rebind quite correctly. I haven’t had any trouble with the new one not working, but the old ‘Use’ key tends to also work for certain actions, which can be troublesome. I’m also not sure why ‘Throw Weapon’ is listed as bound to RMB by default, as throwing weapons involves holding RMB to enter aiming, and then LMB to throw the weapon. If you need any further help with the controls, or can correct me about the throwing of weapons, send me an email/PM. Dead Island is a fairly straightforward game. You kill zombies, complete quests, and gain experience. As you level up, you gain health (and your health immediately refills upon leveling up, which can be useful) and skill points, as well as access to better weapons. If you’ve played Diablo, Diablo 2, or Borderlands, you know the basics of what’s in store for you in DI. Dead Island’s health meter is a series of white blocks that usually appears on the top left of the screen. It can be refilled by eating food, drinking energy drinks, or using health kits. Fruit usually restores about half to three quarters of a block, an energy drink restores about 1.0-1.2 blocks, candy/energy bars about 1.5 blocks, and a medium health kit restores about 2.5 blocks. If you run out of health, you will be knocked down, and will need a teammate to revive you with a health kit, or you will respawn nearby and lose a bit of money. However, respawning restores you to full health, whereas health kits just restore you to their restoration level. Players can lose health by getting hit by zombies, and will die instantly if they enter water that’s too deep. There’s also poisonous water, which can be identified by zombies taking green damage while in it. Zombies also take damage from getting hit, but some weapons and skills can cause other types of damage, such as electric or bleeding. One unique wrinkle to DI is Rage/Fury. Characters acquire Rage by killing zombies; once your Rage meter (a partial circle near the health meter) is full, you can hold your Fury button (Z by default for) about a second to enter Fury mode. You must first unlock Fury mode by spending a skill point on the Fury tree. Further investment in the Fury tree will yield Fury-related bonuses. Fury is extremely powerful, and should be saved for serious danger, such as large groups of zombies attacking an NPC you’re supposed to protect, or a tough zombie and some others. During Fury, you should basically just go nuts and try to make as much use of it as possible. You are not any more resistant to damage during Fury, but can kill things very quickly. You can be knocked down Another fairly unique thing in DI is the presence of locked doors. No, not the standard doors that require you to hunt down keys, but rather the ones that you can bust down yourself. Busting down a door is a fairly simple process, but zombies can interrupt you. To bust down a door, ‘Use’ it, then pull back your mouse, then push it forwards, attempting to stop the bar in or near the red zone. If you get it right in the middle of the red zone, you should bust down the door in one shot (netting you an achievement), saving a little bit of time. If you stop the bar near the red zone but not in it, you’ll probably have to hit it three times. It’s not a very time consuming process, but not a lot of other games have a mechanic quite like it. Melee weapons in DI wear out (quickly), and will need to be maintained frequently. Guns, however, do not wear out (instead, they run out of ammo, which is basically the same thing). Weapons can be repaired at any workbench for a fee relating to how poor their condition is and how much they cost. I have not discovered the exact mathematics of this relationship. Levels, by comparison, are not unique to DI at all. Level is the basic measure of a character’s power. As players level, they acquire more health and skills, and gain access to newer and better weapons and items. As zombies level, they gain health and damage and more types of zombies will appear as the story progresses. You can toggle your flashlight on and off in DI (T by default). The flashlight’s power is represent by a stylized flashlight that appears in the top right corner when it is on. It will drain quite slowly, and will recharge as long as it’s not in use. Dead Island /---------------------------------------------------------o -------o--------\ Characters | (B0002) \--------------------------------------------------------o Each character in Dead Island specializes in a different type of combat - be it guns, throwing weapons, bladed weapons, or blunt weapons. Each also has three skill trees: Fury, which increases the effectiveness of their Fury mode; Combat, which increases their effectiveness with their chosen weapon type; and Survival, which impacts many things, such as decreasing or increasing enemy aggressiveness towards you or how much inventory space you have. The Combat and Survival trees have a starting skill, followed by two tiers of three skills, which lead to a convergence skill (which is an enhanced version of the starting skill), which leads to another two tiers of three skills, culminating in a final version of the starting skill. I’ll provide a diagram. A <- A is the starting skill. You must put a point in A before / | \ you can put points anywhere in the tree. a1 a2 a3 <- a1-3 is the first tier of skills. b1 b2 b3 <- b1-3 is the second tier of skills. \ | / B <- I will call skills A, B, and C “convergence skills”. A will / | \ be the first, B the second, C the third. c1 c2 c3 d1 d2 d3 \ | / C The Fury tree is a little simpler - it has one tier of three skills between each convergence skill. To get through one tier, you must invest three skill points in it, unlocking the next tier or convergence skill. Characters gain a single skill point each time they gain a level, and the maximum level is 50, making for a total of 49 skill points (as you don’t get one on level 1). Each level simply upgrades the magnitude of the skill’s bonus, and these bonuses will be listed in the format x/y/z, where x is the 1 point level, y is the 2 point level, and z is the 3 point level. The skill recommendations presented here aren’t in any particular order, just get things in the order you see fit. o---------------------------------o | Logan Carter - Throwing Weapons | o---------------------------------o Logan is an ex-sports star who got caught up in his own fame and let his ego destroy his life, resulting in a car crash that killed his passenger and ended his career by injuring his leg. He is an expert in throwing weapons, but can also acquire minor proficiency in blunt, sharp, and gun weapons. --- Attributes --- Health: 100 Speed: 100 Stamina: 80 I’m going to assume these are as percentages of a base value. It certainly seems that way. I’m not entirely sure why Speed is there, as everyone has 100 speed. --- Skills --- In case you can’t figure out how these skill trees (maybe tree isn’t the best term) work, look just back up above this. Below each tree will be a brief explanation of each skill in the tree. o-----------------------------o | FURY | o-----------------------------o o-------------------o | Bullseye | o-------------------o o-----------------o-------------------o------------------o | Longshot | Furious Throw | Grazing Hits | o-----------------o-------------------o------------------o o-------------------o | True Bullseye | o-------------------o o-------------------o------------------o------------------o | Wings of Death | Battle Rage | Volatile | o-------------------o------------------o------------------o o-------------------o | Dead Eye Bullseye | o-------------------o Bullseye: Lets Logan use Fury, and hit two enemies with one throw, at a range of 15 meters (m). - Longshot: Fury Range +2.5/5.0/7.5m - Furious Throw: Throw kills get +10%/20%/30% Rage - Grazing Hits: Chance to inflict bleeding 15%/30%/45% in Fury True Bullseye: Logan can hit three enemies with one throw in Fury. - Wings of Death: Chance to instant-kill in Fury 3%/6%/9% - Battle Rage: One-handed weapon kills generate 6%/12%/18% more Rage - Volatile: Decreases Rage needed for Fury by 5%/10%/15% Dead Eye Bullseye: Logan can hit four enemies with one throw in Fury. o-----------------------------o | COMBAT | o-----------------------------o o-------------------o | Heavy Hitter | o-------------------o o-----------------o-------------------o------------------o | Kicker | Fencer | Mass Driver | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Maintenance | Frenzy | Flow | o-----------------o-------------------o------------------o o-------------------o | Sharp Apprentice | o-------------------o o-----------------o-------------------o------------------o | Mighty Throw | Aimed Shots |Way of the Warrior| o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Economical Throw| Shinobi | Telling Blows | o-----------------o-------------------o------------------o o-------------------o |Firearms Apprentice| o-------------------o Heavy Hitter: Blunt Weapons get +5% damage, -10% stamina cost, +1% crit chance, +5% damage on direct hits to the head - Kicker: Critical Hit chance on kicks +5%/10%/15% - Fencer: One-handed weapon damage +5%/10%/15% - Mass Driver: Throwing Range +2.5/5.0/7.5m - Maintenance: Weapon durability +5%/10%/15% - Frenzy: A kill increases damage for five seconds by +10%/20%/30% - Flow: Decreases stamina cost with one-handed weapons by 15%/30%/45% Sharp Apprentice: Sharp Weapons get +5% damage, -10% stamina cost, +10% crit chance, +5% damage on direct hits to the head, and you can Stomp heads. - Mighty Throw: Increases throw damage by 10%/20%/30% - Aimed Shots: Increases firearms damage by 5%/10%/15% - Way of the Warrior: Increases critical hit chance with one-handed weapons by 2%/4%/6% - Economical Throw: Throws do damage to zombies near the target, doing 10%/20%/30% of the base damage the target was dealt. - Shinobi: Gives instant kill chance on throws on equal or lower level enemies of 3%/6%/9% - Telling Blows: Increases critical hit chance on throws by 10%/20%/30% Firearms Apprentice: Reload times -10%, Accuracy +10%, Recoil -10%, Critical hit chance +5%, Critical damage +10% (all for guns) o-----------------------------o | SURVIVAL | o-----------------------------o o-------------------o | Boomerang | o-------------------o o-----------------o-------------------o------------------o | Drunken Master | Efficiency | Deeper Pockets | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Picklock | Conditioning | Scavenger | o-----------------o-------------------o------------------o o-------------------o |Reliable Boomerang | o-------------------o o-----------------o-------------------o------------------o | Fireproof | Custom Maintenance| Discipline | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o |MedicinalPurposes| Appraiser | Reflection | o-----------------o-------------------o------------------o o-------------------o |Righteous Boomerang| o-------------------o Boomerang: Chance to retrieve thrown weapons: 15% - Drunken Master: Increases damage while drunk by 20%/40%/60% - Efficiency: Decreases weapon upgrade costs by 10%/20%/30% - Deeper Pockets: Increases inventory slots by 2/4/6 - Picklock: Pick level 1/2/3 locks - Conditioning: Increases stamina by 10%/20%/30% - Scavenger: Chance of 15%/30%/45% to find weapon in great condition Reliable Boomerang: Chance to retrieve thrown weapons 30% - Fireproof: Fire resistance +15%/30%/45% - Custom Maintenance: Increases durability of customized weapons by 10%/20%/30% - Discipline: You gain additional health of +1/2/3 bars - Medicinal Purposes: Enables Health Regeneration while drunk of 1/2/3 - Appraiser: Chance to find upgraded weapon when looting +5%/10%/15% - Reflection: Chance of 10%/20%/30% to knock out equal or lower level enemies when receiving damage. Righteous Boomerang: Chance to retrieve thrown weapons 50% Logan Assessment: Logan is the all-around character, having no true weapon specialization, aside from throwing, which isn’t really a weapon type. However, Logan also has a large number of weapons that enhance single-handed weapons, so you can create a more effective character if you stick to those. You should definitely put a point into Bullseye, as Fury is useful even at that most basic level. I would definitely also take Longshot, as it will allow you to make more effective use of your Fury. Furious Throw could be useful, but I wouldn’t prioritize it. Don’t take Grazing Hits, as you will typically kill most enemies in Fury long before bleeding damage will matter. If you want the next tier of skills, True Bullseye is required. Volatile and Battle Rage can combine to let you use Fury much more often, but Wings of Death is basically useless, since Fury is basically instant kill mode anyway. Dead Eye Bullseye probably isn’t that useful, since groups of four being in your vision cone are pretty rare, and there are better uses for that skill point. Heavy Hitter is useful, since it’s the starting skill. Don’t take Kicker, as kicks are for suppression and Stomp will be more useful. Aimed Shots could be useful if you don’t have trouble finding ammo, but going all the to Firearm Apprentice to truly make use of it requires heavy point investment. Fencer is very useful when combined with my general strategy of using one-handed weapons with Logan. Mass Driver isn’t as useful as boosting your Fury range, as you don’t have a time limit on normal play. Weapons wear out quickly, so Maintenance will be useful. Max Flow will let you unleash more strikes on enemies, always a good thing. Frenzy doesn’t last very long, and dangerous zombies are alone too often to make it useful. Sharp Apprentice is required for Stomp. Mighty Throw isn’t fantastic or anything, but the skill points were open, and it makes Furious Throw better. Aimed Shots could be useful, but you shouldn’t really be using guns with Logan. Way of the Warrior doesn’t give a big enough boost to be worth it. Economical Throw doesn’t do much damage, and zombies don’t group so often that even 30% AoE damage would be worth it. Shinobi is basically useless, as you’ll have to throw at an enemy at average of seven times (0.91^7 = 0.516) to have a roughly even chance of an instant kill on any one of the seven throws - by then most basic zombies will be dead, and you’ll be low on weapons, while it’s useless on higher level zombies. Telling Blows could conceivably useful if there were more skill points available in the game, but ultimately doesn’t make the cut. Firearms Apprentice is simply buried under too many other skills to be useful. Boomerang is a prerequisite for a number of good skills, take it. Don’t take Drunken Master until you’ve got a decent supply of alcohol, but do take it, as Drunken Master combined with Medicinal Purposes makes non-basic zombies much easier. There’s enough money in the game to make Efficiency less than optimal. Deeper Pockets is okay, since it lets you throw more, but it’s tough to justify it when there are better skills. Maybe you could put some of your final points into it. Picklock is entirely based on how you’re playing - if someone else on your usual team has it, it’s useless, but if not, it’s somewhat useful, and if you play with pubs it’s also somewhat useful. Conditioning will let you attack more, which is always useful. Scavenger isn’t that great, since it will benefit you for about five to ten minutes at a time, when it activates at all. Reliable Boomerang is needed for some decent skills on the next tier. Fireproof is junk, never take it. Custom Maintenance will make you less tied to workbenches, and by the time you get it, you should be able to use custom weapons exclusively (don’t get it until you have a suite of custom weapons, of course). Discipline is recommended, but not integral to the plan. Medicinal Purposes on 3/3 will fully heal you. Logan Recommendation: Bullseye 1 (1) Longshot 3 (4) Furious Throw 3 (7) True Bullseye 1 (8) Battle Rage 3 (11) Volatile 3 (14) Heavy Hitter 1 (15) Fencer 3 (18) Maintenance 3 (21) Flow 3 (24) Sharp Apprentice 1 (25) Mighty Throw 3 (28) Boomerang 1 (29) Drunken Master 3 (32) Conditioning 3 (35) Reliable Boomerang 1 (36) Discipline 3 (39) Custom Maintenance 3 (42) Medicinal Purposes 3 (45) This leaves you with 4 skill points to play around with. If no one else in your regular party is taking Picklock, or if you play with pubs, you can invest in that and have one points left over, spend it as you like. Remember that this spec requires use of one-handed weapons to be good. Be sure to try to finish enemies with throws, as your skills make that both easier and give extra Rage. o---------------------------------o | Purna - Firearms | o---------------------------------o Purna is a former detective with the Sydney Police Department, who was fired for shooting a wealthy, privileged man who she suspected was sexually abusing his teenage daughter (he had pulled the gun on Purna). She feels that the justice system is corrupt and empowers the already empowered groups, trivializing corporate theft of huge sums of money while coming down hard on minor drug offenses. --- Attributes --- Health: 100 Speed: 100 Stamina: 90 I’m going to assume these are as percentages of a base value. It certainly seems that way. I’m not entirely sure why Speed is there, as everyone has 100 speed. --- Skills --- In case you can’t figure out how these skill trees (maybe tree isn’t the best term) work, look just back up above this. Below each tree will be a brief explanation of each skill in the tree. o-----------------------------o | FURY | o-----------------------------o o-------------------o | Guardian | o-------------------o o-----------------o-------------------o------------------o | Inspiring Kick | Attack Formation | Grim Inspiration | o-----------------o-------------------o------------------o o-------------------o | Guardian Spirit | o-------------------o o-------------------o------------------o------------------o | Volatile | Fiery Spirit | Righteous Fire | o-------------------o------------------o------------------o o-------------------o | Guardian Angel | o-------------------o Guardian: Allows Purna to use Fury (A powerful revolver with unlimited ammo), and all team members (including you) get +10% damage, +10% critical hit chance, -15% stamina cost, and +25% health gain - Inspiring Kick: Kills with kicks gain additional Rage of +15%/30%/45% - Attack Formation: Increases damage done by all team members when Fury is active by 5%/10%/15% - Grim Inspiration: Kills with modified weapons gain +10%/20%/30% Rage Guardian Spirit: Fury lasts longer and you can take out two enemies at once, and all team members (including you) get +20% damage, +20% critical hit chance, stamina cost -30%, Health gain +50%, stamina gain +50%, +10% Rage - Volatile: Decreases the amount of rage required for Fury by 5%/10%/15% - Fiery Spirit: Chance of 5%/10%/15% to set enemies on fire during Fury. - Righteous Fire: Killing enemies with firearms gains +10%/20%/30% Rage. Guardian Angel: Fury lasts even longer and you can take out three enemies at once. All team members get +30% damage, +30% critical hit chance, -45% stamina cost, Health gain +100%, Stamina gain +100%, +20% Rage points o-----------------------------o | COMBAT | o-----------------------------o o-------------------o | Blade Fighter | o-------------------o o-----------------o-------------------o------------------o | Vampire | Hard Knocks | Randori | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Gender Wars | Maintenance | Kick of Strength | o-----------------o-------------------o------------------o o-------------------o | Firearms Training | o-------------------o o-----------------o-------------------o------------------o |ElementalAffinity| Cold Rage | Executor | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Wunderwaffe | Rapid Fire | Piercing Shots | o-----------------o-------------------o------------------o o-------------------o | Gun Kata | o-------------------o Blade Fighter: Sharp weapons get +5% damage, -10% stamina cost, +1% critical hit chance, and +5% damage on precise head hits. - Vampire: Kills gain +10%/20%/30% stamina - Hard Knocks: Melee damage +5%/10%/15% - Randori: Stamina cost when fighting groups of enemies decreased by 10%/20%/30% - Gender Wars: Increases damage against male zombies by 5%/10%/15% - Maintenance: Melee weapon durability +10%/20%/30% - Kick of Strength: Kills with kicks gain 10%/20%/30% stamina Firearms Training: Guns get -10% reload time, +2% critical hit chance, +10% accuracy, -10% recoil, and you can Stomp. - Elemental Affinity: Elemental duration +20%/40%/60% - Cold Rage: Kills increase critical hit chance by +4%/8%/12% - Executor: Critical hit chance with firearms +1%/2%/3% - Wunderwaffe: Modified firearms get +10%/20%/30% damage - Rapid Fire: Firearm reload time -10%/20%/30% - Piercing Shots: Increases bullet penetration chance by +10%/20%/30% Gun Kata: Guns get -20% reload time, +3% critical hit chance, +20% accuracy, -20% recoil o-----------------------------o | SURVIVAL | o-----------------------------o o-------------------o | Boost Mood | o-------------------o o-----------------o-------------------o------------------o |Opt. Maintenance | Deeper Pockets | Picklock | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Glory Hound | Conditioning |Custom Maintenance| o-----------------o-------------------o------------------o o-------------------o | Boost Ambience | o-------------------o o-----------------o-------------------o------------------o | Recycler | Recovery | Providence | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Second Chance | Jackpot | Rain of Bullets | o-----------------o-------------------o------------------o o-------------------o | Boost Aura | o-------------------o Boost Mood: Boosts skills related to damage, force, handling, or durability by +15% for everyone (including you) in aura range (5 meters) - Optimal Maintenance: Reduces repair cost by 10%/20%/30% - Deeper Pockets: Increases the number of inventory slots by 2/4/6 - Picklock: Allows opening of locks of level 1/2/3 - Glory Hound: Increases XP for kills and assists by +50%/100%/150% - Conditioning: Increases Stamina by +5%/10%/15% - Custom Maintenance: Increases the durability of modified weapons by +10%/20%/30% Boost Ambience: Boosts skills related to damage, force, handling, or durability by +20% for everyone (including you) in aura range (10 meters) - Recycler: You create +25%/50%/75% more bullets - Recovery: Chance to not get interrupted after being hit while attacking of 20%/40%/60% - Providence: Increases the number of bullets found in loot by 20%/40%/60% - Second Chance: Chance to be instantly revived after death of 10%/20%/30% - Jackpot: Chance to loot rare items +5%/10%/15% - Rain of Bullets: Increases the amount of ammo you can carry by +10/20/30 pistol rounds, +10/20/30 rifle rounds, and +5/10/15 shotgun rounds Boost Aura: Boosts skills related to damage, force, handling, or durability by +25% for everyone (including you) in aura range (15 meters) Purna Assessment: Once you start getting guns, Purna becomes very powerful. Purna players will eventually be able to pretty much always have ammo on them, allowing them to engage dangerous zombies from a safe distance - very useful for suiciders. Before guns, though, Purna will be a little underwhelming. But don’t worry, guns are present for about 75% of the game. Guardian is absolutely essential, as Purna’s Fury allows her to attack with an unlimited ammo gun, making it especially powerful. Inspiring Kick would be useful if Purna weren’t capable of keeping her ammo supplies high with other skills. As it is, it’s rather underwhelming and simply not worth the skill points. Attack Formation isn’t too useful, as the damage boost is modest, and Fury doesn’t last all that long. Grim Inspiration is the way to go on this tier, as by Act II you’ll be able to stick mostly to modded weapons, and the Rage gains are quite useful. Guardian Spirit is useful, and leads to more useful skills. Take it. Volatile is very useful, and especially useful in combination with Grim Inspiration. Fiery Spirit isn’t useful, as Fury tends to cut things down long before burning damage will matter. Righteous Fire is amazing and should be invested in immediately. Guardian Angel is useful enough, and should be taken eventually. Blade Fighter is the gateway to a number of useful skills, take it. It also helps in the early game when you have no guns. Vampire isn’t that great, as once you get guns you won’t be using stamina. Hard Knocks isn’t useful, as once again guns will be your focus, but Randori is even less useful, so take Hard Knocks to clear this underwhelming tier. Gender Wars boosts damage against male zombies, which seem to be about half of the common zombies, and many of the tougher zombies, making Gender Wars very useful. Maintenance, like other skills, doesn’t help guns so it should be avoided; the same applies to Kick of Strength. Wunderwaffe is fantastic, as modded guns will eventually be fairly easy to come by, and the damage boost is pretty good. Rapid fire could be an eventual choice, but reload speeds are already pretty good so don’t pick it until very late. Piercing Shots is basically useless, as enemies never really line up and it doesn’t even activate very often. Gun Kata is great and worth the mere one skill point. Boost Mood is useful and leads to more good skills, take it. Optimal Maintenance doesn’t help guns, skip it (noticing a pattern here?). Deeper Pockets isn’t really worth the points, as Purna doesn’t need a whole lot of weapons to succeed. Picklock is the best option here, really, and parties should usually let Purna handle this skill. Glory Hound is useless at endgame, and besides it will cause you to outlevel your party mates, which makes the game a bit unfun as you force higher level enemies on your friends. Conditioning doesn’t help guns. Custom Maintenance doesn’t help guns either, but we’re out of options on this tier so pick Conditioning or Custom Maintenance as you like. Take Boost Ambience. Recycler is going to help out massively, take it as soon as you can make ammo. Recovery would be useful on a character that focused on melee, but Purna does not do so, so skip it. Providence isn’t too useful, since enemies with bullets appear in packs or not at all, and thus drop enough ammo to fill you up, or you’re stuck making your own. Second Chance just isn’t that useful, as there are better skills, and the chances are just too low. Jackpot I guess you could use, but it’s hard to justify taking Jackpot first, over other, more useful skills. Rain of Bullets is incredibly useful and should be prioritized. Take Boost Aura once you take some other, higher priority skills. Purna Recommendation: Guardian 1 (1) Grim Inspiration 3 (4) Guardian Spirit 1 (5) Volatile 3 (8) Righteous Fire 3 (11) Guardian Angel 1 (12) Blade Fighter 1 (13) Hard Knocks 3 (16) Gender Wars 3 (19) Wunderwaffe 3 (22) Rapid Fire 3 (25) Gun Kata 1 (26) Boost Mood 1 (27) Picklock 3 (30) Conditioning 3 or Custom Maintenance 3 (33) Boost Ambience 1 (34) Recycler 3 (37) Rain of Bullets 3 (40) Boost Aura 1 (41) This leaves you with 8 skill points to play around with, 11 if someone else is handling Picklock for some reason. Spend your spare points as you like. Ammo is a concern with Purna, so make sure you know where people with guns spawn so you can wait for them to reappear (I assume planeswalkers summon them, then leave them behind when their duels are over) so you can kill them and take their ammo. Also make sure to buy up metal scrap and bleach if vendors are selling it, as it will facilitate ammo production. I’d also recommend carrying a stack of Deo-bombs, as they’re great for Rams and Thugs, who both spend enough time not moving much to make the bombs effective. Also, keep in mind that your Fury can restore some or even all of the team’s health, so it’s a greater tool in emergencies than other Fury skills. o---------------------------------o | Xian - Sharp Weapons | o---------------------------------o Xian Mei is a police officer from Hong Kong. Her father inspired her to be a police officer, but she also wanted to see the world despite China’s repressive government. Thus, she sought a job working in foreign countries for the government. Banoi was her first posting. She was stuck working as a receptionist, but was helping a (likely) infected woman the night of the outbreak. --- Attributes --- Health: 90 Speed: 100 Stamina: 100 I’m going to assume these are as percentages of a base value. It certainly seems that way. I’m not entirely sure why Speed is there, as everyone has 100 speed. --- Skills --- In case you can’t figure out how these skill trees (maybe tree isn’t the best term) work, look back up above this. Below each tree will be a brief explanation of each skill in the tree. o-----------------------------o | FURY | o-----------------------------o o-------------------o | Bloodrage | o-------------------o o-----------------o-------------------o------------------o |Assassin’s Guile | Grim Inspiration | Lightning Moves | o-----------------o-------------------o------------------o o-------------------o | Boiling Bloodrage | o-------------------o o-------------------o------------------o------------------o | Volatile | Flowing Strikes | Rerage | o-------------------o------------------o------------------o o-------------------o | Burning Bloodrage | o-------------------o Bloodrage: Allows you to use Xian’s Fury, wherein she pulls out a sweet knife and you can furiously slash without using stamina, doing terrible, terrible damage. - Assassin’s Guile: Increases maximum health when Fury is active by 30/60/90. - Grim Inspiration: Sharp weapon kills generate +6%/12%/18% Rage. - Lightning Moves: Fury movement speed +33%/66%/99% Boiling Bloodrage: Fury lasts longer and does more damage. - Volatile: Amount of Rage needed for Fury -5%/10%/15% - Flowing Strikes: Critical kills generate +27%/54%/81% Rage. - Rerage: Chance of 10%/20%/30% to restore 20% of Rage after Fury ends. Burning Bloodrage: Fury lasts even longer and does even more damage. o-----------------------------o | COMBAT | o-----------------------------o o-------------------o | Blade Fighter | o-------------------o o-----------------o-------------------o------------------o | Flying Strike | Flawless Blade | Maintenance | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Backstab | Effortless | Deep Wounds | o-----------------o-------------------o------------------o o-------------------o | Sharp Expert | o-------------------o o-----------------o-------------------o------------------o | Serrated Blade | Tellings Blows | Poisonous | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Stroke of Luck | Pressure | Master Assassin | o-----------------o-------------------o------------------o o-------------------o | Blade Master | o-------------------o Blade Fighter: Sharp weapons get +5% damage, -10% stamina cost, +1% critical hit chance, +5% damage on precise head hits. - Flying Strike: Attacking with sharp weapons while jumping does +33%/66%/99% damage. - Flawless Blade: Increases damage with sharp weapons +5%/10%/15% - Maintenance: Increases durability of sharp weapons by 10%/20%/30% - Backstab: Increases damage on attacks from behind by 20%/40%/60% - Effortless: Decreases stamina cost with sharp weapons by 10%/20%/30% - Deep Wounds: Chance of 10%/20%/30% on critical hit to inflict bleeding. Sharp Expert: Sharp weapons get +5% damage, -10% stamina cost, +2% critical hit chance, precise head hits get +10% damage, and you can Stomp downed foes. - Serrated Blade: Increases bleeding duration by 30%/60%/90% - Telling Blows: Critical hit chance with sharp weapons +4%/8%/12% - Poisonous: Poison duration +15%/30%/45% - Stroke of Luck: Instant kill chance with sharp weapons 1.5%/3%/4.5% - Pressure: Critical hit chance when enemy is below 50% health +3%/6%/9% - Master Assassin: Increases bleeding and poison damage by 20%/40%/60% Blade Master: Sharp weapons get +5% damage, -5% stamina cost, +5% critical hit chance, +15% damage against fallen enemies, Stomp can be used without Stomping. o-----------------------------o | SURVIVAL | o-----------------------------o o-------------------o | First Aid | o-------------------o o-----------------o-------------------o------------------o | Life Insurance | Vampire | Spectre | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Deeper Pockets | Picklock | Endurance | o-----------------o-------------------o------------------o o-------------------o | Field Medicine | o-------------------o o-----------------o-------------------o------------------o | Choice Cuts | Merchant | Combo | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Rally |Custom Maintenance | Equal Chances | o-----------------o-------------------o------------------o o-------------------o | Surgeon General | o-------------------o First Aid: Medkits are 25% more effective. - Life insurance: Fee for dying -15%/30%/45% - Vampire: Kills gain +10%/20%/30% stamina - Spectre: Threat Factor -5%/10%/15% - Deeper Pockets: +2/4/6 inventory size - Picklock: Pick level 1/2/3 locks - Endurance: Stamina regeneration rate +15%/30%/45% Field Medicine: Medkits are 50% more effective - Choice Cuts: XP reward for severing limbs x2/x3/x4 - Merchant: Item buy price -10%/20%/30% - Combo: Kills within 5 seconds of each other get +10%/20%/30% XP - Rally: Increases stamina regeneration when below 50% health by 15%/30%/45% - Custom Maintenance: Increases durability of modified weapons by 10%/20%/30% - Equal Chances: No penalty for fighting enemies 1/2/3 level(s) higher Surgeon General: Medkits are 75% more effective. Xian Assessment: Bloodrage is necessary for a number of useful skills, and Fury is just useful anyway, take it. Assassin’s Guile is just underwhelming, you lose the health when Fury ends, and Fury lets you kill most things quite quickly anyway, so skip it. Grim Inspiration lets you get to Fury more quickly so take it. Lightning Moves lets you reach (and thus kill) more enemies while in Fury, but it’s not a high priority skill, so take it at some point. Take Boiling Bloodrage and Volatile. Flowing Strikes is too unreliable to be of high priority, but the bonus is quite large, so it could be taken at some point. Rerage isn’t terribly useful, and actually becomes less useful when you take the more useful skill Volatile. Burning Bloodrage makes Xian’s Fury last quite a while, and do even more damage, so it is well worth it. Blade Fighter, like any general weapon skill, is worth it every time. Flying Strike doesn’t really increase damage over time, because it forces you to use more stamina, so it’s not really recommended. Flawless Blade is a straight upgrade, take it. Maintenance should be taken at some point to reduce the need for workbenches and save money. Backstab can be useful for Thugs, Floaters, and... that’s about it. Suiciders you don’t want to get near, Butchers are too quick, and maneuvering around in large groups of zombies is too hard and small groups don’t necessitate even more damage, so Backstab can be skipped. Effortless is probably the best skill in this tier, so I recommend it. Deep Wounds isn’t too reliable, as first you have to crit, THEN you must get lucky again, so I’d skip it too. Sharp Expert is very useful, since it gives you Stomp, plus all those sweet, sweet sharp weapon bonuses. Serrated Blade is useful enough once you start getting weapons that cause Bleeding, but you’d need to build Xian with a focus on bleeding. Telling Blows is the choice in this tier if you aren’t focusing on bleeding or poison. Poisonous is useful if you want a poison-focused build. Stroke of luck just isn’t significant enough, given that you need to hit an enemy 15 times to get a 50% of the instant kill (on level three, no less). Pressure isn’t too useful, as you need to have an enemy half dead to get any benefit, making it essentially useless against common zombies, and only marginally useful against tougher zombies. Master Assassin helps both poison and bleeding builds, and is a good reason to do such a build, as it gives you a decent path to Blade Master (which you should absolutely take). I’m honestly not sure if ANY of Xian’s Survival skills are worth it. The convergence skills are garbage, medkits are an expensive, space consuming way to heal, and not terribly enticing, given how common healing items are across Banoi. Life Insurance is junk, you should generally spend your money instead of hoarding it for no reason. Vampire is okay, but Xian has a lot of other skills that help her stamina usage/regeneration. Spectre is vague, and the numbers aren’t too compelling, and it’s useless if you’re playing alone. Deeper Pockets can be a decent way to make money, but 12 inventory space is room for 7 weapons, 2 stacks of medkits, a gun, Deo-bombs and a free space for whatever. Picklock is probably best left to Purna players, but if you’re playing alone and have gotten to this tier, I guess you could take it if you demand loot (but the best loot is usually from quests). Endurance would be useful if stamina didn’t regnerate fairly quickly as it is. Field Medicine is still junk. Severing a limb gives about 20 XP. Quests give XP by the thousands, so Choice Cuts is a drop in bucket. Merchant is of little use, as weapons are the expensive stuff to buy, and vendors don’t usually have the best weapons. Combo is useless at endgame, and nearly useless, as common zombies give little XP and it’s hard to kill a tough zombie within 5 seconds of killing another zombie. Rally isn’t terribly useful, as you have to be hurt to use it, and you tend to compulsively heal - and if you’ve gotten this far, Xian can heal herself with medkits 50% better. Custom Maintenance is moderately useful, but it’s buried under lots of bad skills. Equal Chances isn’t that good, as zombies are not often above your level. Surgeon General is more effective than Xian’s other convergence skills, but buried under so many bad skills that the cost is almost impossible to justify. Xian Recommendation: Bloodrage 1 (1) Grim Inspiration 3 (4) Lightning Moves 3 (7) Boiling Bloodrage 1 (8) Volatile 3 (11) Burning Bloodrage 1 (12) Blade Fighter 1 (13) Flawless Blade 3 (16) Maintenance 3 (19) Effortless 3 (22) Sharp Expert 1 (23) Serrated Blade 3 (26) Telling Blows 3 (29) Poisonous 3 (32) Master Assassin 3 (35) Blade Master 1 (36) Given the poor quality of Xian’s survival tree, you have so many points that you could build her with a focus on bleeding AND poison. Make sure to mod her weapons so that they cause these, otherwise the points will be wasted. My build leaves you 13 points to spend as you like, so Xian is a bit more free form than the other characters. With Xian, you should use your Fury often, as she builds it pretty quickly with Burning Bloodrage it lasts quite a long time, and Lightning Moves lets you reach a lot of zombies, who will fall quickly to Xian’s hidden blade. Keep your eye out for sidequests giving out bladed weapons - especially a wazikashi or katana, as they have huge power - and be sure to carry a gun for Suiciders. o---------------------------------o | Sam B - Blunt Weapons | o---------------------------------o Sam B is a rapper from New Orleans. Specifically, Sam is a one-hit-wonder, his single claim to fame being the song “Who do you voodoo?” When it was released, he had more money than he knew what to do with, and spent too much of it. When the hits didn’t keep coming, he went back to being poor and was forced to go around the world performing his one hit to scrape together a decent living. He is in Banoi hoping to convince the rich and powerful people to help him get his career back on track with new material. --- Attributes --- Health: 110 Speed: 100 Stamina: 90 I’m going to assume these are as percentages of a base value. It certainly seems that way. I’m not entirely sure why Speed is there, as everyone has 100 speed. --- Skills --- In case you can’t figure out how these skill trees (maybe tree isn’t the best term) work, look back up above this. Below each tree will be a brief explanation of each skill in the tree. o-----------------------------o | FURY | o-----------------------------o o-------------------o | Haymaker | o-------------------o o-----------------o-------------------o------------------o | Feel No Pain | Grim Inspiration |Sticks and Stones | o-----------------o-------------------o------------------o o-------------------o | Greater Haymaker | o-------------------o o-------------------o------------------o------------------o | Volatile | Smash Hit | Painkiller | o-------------------o------------------o------------------o o-------------------o |Incredible Haymaker| o-------------------o Haymaker: Allows Sam B to use his Fury, where he attacks with powerful punches (these are much more powerful than normal fist attacks, because Sam B enchants his fists with magic during Fury). - Feel No Pain: Reduces damage taken during Fury by 10%/20%/30% - Grim Inspiration: Killing enemies with blunt weapons generates +6%/12%/18% Rage. - Sticks and Stones: Receiving damage has a 5%/10%/15% chance of gaining Rage. Greater Haymaker: Fury lasts longer and each punch sends enemies into the air. - Volatile: Decreases the Rage required for Fury by 5%/10%/15% - Smash Hit: Smashing enemies’ heads with blunt weapons generates +20%/40%/60% Rage. - Pain Killer: Each Fury kill regains 3%/6%/9% health. Incredible Haymaker: Fury lasts even longer and enemies can be sent flying away. o-----------------------------o | COMBAT | o-----------------------------o o-------------------o | Heavy Hitter | o-------------------o o-----------------o-------------------o------------------o | Devastation | Effortless | Maintenance | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Lights Out | Tackle | Exploit Weakness | o-----------------o-------------------o------------------o o-------------------o | Blunt Expert | o-------------------o o-----------------o-------------------o------------------o | Hammer Blows | Big Stick | Powerful Impact | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Critical Impact | Aimed Shots | Telling Blows | o-----------------o-------------------o------------------o o-------------------o | Earthshaker | o-------------------o Heavy Hitter: Blunt weapons get +5% damage, -10% stamina cost, +1% critical hit chance, +5% damage on heads - Devastation: Blunt weapons get +3%/6%/9% damage and +10%/20%/30% damage. - Effortless: Blunt weapons use -10%/20%/30% stamina. - Maintenance: Blunt weapons get +10%/20%/30% durability. - Lights Out: Increases enemies’ KO time by 2s/4s/6s (s = seconds) - Tackle: Ability to tackle your enemies/Knock them to the ground/Tackle stamina cost -50%, you can ram through locked doors. - Exploit Weakness: Critical hit chance +2%/4%/6% when enemy’s stamina is below 50%. Blunt Expert: Blunt weapons get +5% damage, -10% stamina cost, +2% critical hit chance, +10% head damage, you can Stomp. - Hammer Blows: Chance to cause instant KO with blunt weapons of 10%/20%/30% - Big Stick: Two-handed weapon damage +2%/4%/6% - Powerful Impact: Modified blunt weapon damage +2%/4%/6% - Critical Impact: Critical hit chance with modified blunt weapons +3%/6%/9% - Aimed Shots: Firearms damage +5%/10%/15% - Telling Blows: Critical hit chance with blunt weapons +1%/2%/3% Earthshaker: The ground trembles with the force of your strikes (not sure if this means anything), Blunt weapons get +5% damage, -10% stamina cost, +3% critical hit chance, Stomp can be used without stopping, You can use a special attack to instantly knock out your enemy. o-----------------------------o | SURVIVAL | o-----------------------------o o-------------------o | Recuperation | o-------------------o o-----------------o-------------------o------------------o | Money Magnet | Motivation | Decoy | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Hardened | Picklock | Deeper Pockets | o-----------------o-------------------o------------------o o-------------------o | Regeneration | o-------------------o o-----------------o-------------------o------------------o | Bone Breaker | Bulletproof | Backfire | o-----------------o-------------------o------------------o o-----------------o-------------------o------------------o | Last Stand | Fence |Custom Maintenance| o-----------------o-------------------o------------------o o-------------------o | Rebirth | o-------------------o Recuperation: Regenerate 10% of max health per minute. - Money Magnet: Increases amounted of looted money by 10%/20%/30% - Motivation: Chance of 10%/20%/30% to turn incoming damage into stamina boost. - Decoy: Threat Factor +10%/20%/30% (more likely to attract enemy attention) - Hardened: Melee damage received -5%/10%/15% - Picklock: Allows opening of level 1/2/3 locks. - Deeper Pockets: +2/4/6 inventory slots Regeneration: Regenerate 15% of max health per minute. - Bone Breaker: XP bonus for breaking bones x2/3/4 - Bulletproof: Bullet damage received -6%/12%/18% - Backfire: Enemies receive 100%/200%/300% damage for knocking you down. - Last Stand: Damage received when health is below critical level -20%/40%/60% - Fence: Item sell price +10%/20%/30% - Custom Maintenance: Durability of modified weapons +10%/20%/30% Rebirth: Regenerate 20% of max health per minute. Sam B Assessment: Haymaker, like every Fury skill, is useful. Feel No Pain is not so useful, since you tend to kill everything quickly during Fury, and Fury doesn’t last all that long anyway. Grim Inspiration is quite useful, since Fury is useful. The chances on Sticks and Stones aren’t really high enough to justify the use of precious skill points, especially since you typically want to avoid taking damage. Greater Haymaker is also useful, as longer Fury lets you do more. Volatile, like Grim Inspiration, lets you use Fury more, which is always a good thing. Smash Hit, while generating significant Rage gains, is up to your playstyle. If you have the patience to smash heads with your blunt weapons instead of using Stomp, go for it; it will cost you a bit more money, though, so keep that in mind. Pain Killer just doesn’t generate much health - at level 3, you would need a group of six zombies (all of which YOU kill) to generate more than 50% of your health. Granted, you do at least tend to use Fury on large groups, so at least it doesn’t run counter to usual tactics. Incredible Haymaker is useful, go for it. Heavy Hitter, like all the weapon covergence skills, is useful, take it. Now, here’s a first: all three skills on this tier are worth considering. I would definitely take Devastation, as knocking zombies down is useful, and +9% damage will help make you a bit more effective. Effortless can result in some significant stamina savings - useful considering Sam B has less than the ladies and blunt weapons tend to have poor handling. Maintenance will save money and make you more effective overall, as your weapons will have an overall longer life between repair benches (which aren’t everywhere). For the second Combat tier, I would recommend avoiding Lights Out, as KOs aren’t that useful when you can just Stomp heads. That said, Lights Out can be taken if Tackle isn’t your style. Exploit weakness only works on enemies that are halfway to the grave, and doesn’t boost critical chance by a lot considering it’s conditional. Take Blunt Expert, though, it’s good. Hammer Blows is most useful with Lights Out, don’t take one without the other. Big Stick and Powerful Impact are sadly lacking in the magnitude of their boosts, but we need to take something to get to the next tier. Take whichever skill(s) in this tier best suit your playstyle. Critical Impact also has underwhelming numbers, not even reaching 10%, but it is three times that of Telling Blows, so it’s the better choice. Aimed Shots is okay, but you won’t be focusing on guns as Sam B. Still, we need something to get to Earthshaker. Recuperation is quite useful, although you’d need a full 9 minutes to heal from a critical injury (you can’t have 0% health, and the last block of health rapidly regenerates for all characters). Still, it’s useful enough and unlocks more useful skills. Money Magnet isn’t useful, take Maintenance instead and you’ll essentially spend less, which is the same as earning more, and also be better at combat (over time) to boot. That said, this tier is a bit bad. Motivation involves taking damage to get your rewards, which isn’t the best strategy. Decoy is probably the best bet here, but it’s not that great either. In the next Survival tier, though, we have a great skill in Hardened. Being able to reduce the most common type of damage by 15% is quite good. Picklock is not necessary to open the next tier if you take Hardened, so leave that to Purna. Deeper Pockets is up to you. Regeneration is useful, and unlocks more useful skills. Bonebreaker gives a multiplier to what is a paltry source of experience, so skip it. You WILL take damage pretty much whenever you engage gun wielding enemies, so Bulletproof is a worthwhile skill. Thugs are the only enemies that will commonly knock you down, so I recommend avoiding Backfire, as it’s only useful against a single enemy type. Last Stand isn’t too useful, as at the critical level you’re nearly dead anyway, so reduced damage isn’t going to make you last much longer. Fence could be useful, but you don’t often sell valuable things. Custom Maintenance essentially boosts your money total too, and is probably the better option if you want Rebirth. Rebirth is okay, but getting to it requires some unappetizing sacrifices, so don’t dump skill points to get it. Sam B recommendation: Haymaker 1 (1) Grim Inspiration 3 (4) Greater Haymaker 1 (5) Volatile 3 (8) Incredible Haymaker 1 (9) Heavy Hitter 1 (10) Devastation 3 (13) Effortless 3 (16) Maintenance 3 (19) Tackle 3 (22) Blunt Expert 1 (23) Big Stick 3 (26) Powerful Impact 3 (29) Earthshaker 1 (30) Recuperation 1 (31) Decoy 3 (34) Hardened 3 (37) Regeneration 1 (38) Bulletproof 3 (41) With Sam B, you should focus on using two-handed blunt weapons. You will deal a lot of damage, and should probably stay at the front of the party. Make sure to ask your fellow players if they plan to use grenades, as those can hurt you. My build doesn’t do much for tanking besides Decoy and Hardened, so it could be useful to have a stack of medkits on you. Dead Island /---------------------------------------------------------o -------o--------\ Combat & Stamina | (B0003) \--------------------------------------------------------o Combat is where you’ll spend a lot time in Dead Island. There are zombies everywhere, and killing them is never a permanent solution - more will always come. To do almost anything to zombies in Dead Island, you’ll need to spend stamina. Stamina is represented on-screen by a blue bar that pops up when you’re not at maximum stamina, indicating how much you have left. When your stamina is depleted, you’ll attack very slowly, and won’t be able to sprint. Stamina is spent by attacking with weapons in melee (shooting a gun and throwing a weapon do not use stamina), including the fists. Jumping, kicking while jumping, and sprinting also use stamina. Kicking while on the ground, however, does not use stamina, and thus kicking will be an extremely useful ability. Zombies have to visible bars when you’re looking at them: a red bar that indicates their health level, and a yellow bar that, as far as I can tell, is basically their stamina. Zombies fall over (usually) when their yellow bar is empty. Some skills mention increasing or decreasing threat (Sam B can increase his, Xian Mei can decrease hers). I’m not entirely sure whether this impacts the range at which zombies engage, or how they prioritize attacking groups of players. Help with this issue would be appreciated. When confronting small numbers (<4) of zombies, I recommend you stick to kicking. Kicking is extremely effective because it rapidly knocks most zombies down, allowing you to ignore them for a few seconds, or finish them off without taking damage. A single Walker is no match for well-timed kicks, and even if more zombies come, you’ll have full stamina to deal with them. Kicking is bound to E by default. You can also perform a jump kick by kicking while in midair, which will knock down any Walker or Infected, using about half your stamina. The reasons I recommend using kicks exclusively for small groups are threefold. Firstly, kicks do not use stamina, allowing you to be ready for more, or to sprint more often. Secondly, weapons wear out very quickly in Dead Island, so you want to conserve their durability as much as possible. Lastly, kicking an enemy down to the ground and then using the Stomp skill can actually be faster than tearing into them with a weapon. When facing four or more zombies at once, I recommend you start off using your weapon. Once you knock some down, suppress them with kicks. Two players should be able to handle even large groups of Walkers/Infected with these methods, and once someone gets the Stomp skill, Walkers will basically become irrelevant. If two or more zombies are near each other, weapons that you swing (most blunt weapons, some bladed weapons) will be able to hit multiple zombies. If you see tightly grouped zombies, try to hit them all. I’ve mentioned the Stomp skill several times thus far, but haven’t explained it. The Stomp skill is acquired in the Combat tree, on the second convergence skill (it’s not the only thing you’ll get from that skill). Once acquired, it will allow you to execute a Stomp on downed zombies when aiming at the head. It can be disrupted if the zombie is about to get up, and takes a few seconds, but it’s a guaranteed kill if it hits. Occasionally, you’ll get critical hits on attacks, or even sever or cripple limbs. A critical hit is simply a hit that randomly does more damage. Several skills can increase the chance of scoring critical hits on various types of attacks, but critical hits are still random. Severing a limb requires a sharp weapon (indicated by a knife when looking at the weapon), crippling one requires a blunt weapon. Since you’re mostly fighting zombies, severing or crippling a limb doesn’t really seem to do anything. I haven’t been able to sever both arms on a zombie without killing it, though, so I’m not sure if there’s much point to damaging limbs. Dead Island /---------------------------------------------------------o -------o--------\ Types of Zombies | (B0004) \--------------------------------------------------------o In Dead Island, you don’t fight just zombies. That said, you’ll be fighting mostly zombies, so the title of this section is still pretty much valid. Anyway, let’s go over the types of enemies you’ll fight in DI. Walker: The most basic type of zombie, walkers aren’t very dangerous. They are only dangerous is groups of four or more. They don’t move too quickly, attack for about 10% of max life of damage, and occasionally wield weapons, which do a bit more damage. Walkers have a special attack where they get up in your face and force you to hit left mouse then right mouse to shake them off. This is probably disorienting the first time, but after that you realize you’re hitting left mouse often when near zombies, and just need to take a moment of that button to hit right mouse. There are a wide variety of Walkers, some having more reach, more health, armor on some body parts (making those parts more durable), weapons, or toxic fumes that will poison the player at close ranges and causes fire modded weapons to kill them in one hit. When dealing with just walkers, you can usually kick them down to the ground and finish them with kicks if you’ve got the time, or weapons/stomp if you want to speed things up. Purna players shouldn’t waste bullets on Walkers, just use kicks or sharp weapons. Infected: Infected are basically enhanced Walkers. They are dangerous in groups or with Walkers, but not alone or in pairs. They can do about 25% per hit, and will rapidly kill you if you’re not prepared. They are also much quicker than Walkers, and make a distinct screaming sound before they approach. However, they still approach very rapidly and can cause severe damage. Infected have a bit less health than Walkers. To deal with Infected, kick them, then rapidly finish them with stomps or weapons. If that doesn’t work well for you, then try using your good weapons on them. Still, a stiff kick will stop their charge and generally save you health. Humans: There are several non-zombie enemies in Dead Island, but they’re functionally identical as far as I can tell. At first they’ll be armed with pistols, then later shotguns and rifles. At first you’ll have to charge up and attack them, but then you can acquire their guns and start shooting them. In general, you should shoot humans, as you’ll take too much damage otherwise. The Thug: A large, powerful zombie capable of knocking players down and even killing them easily if they’re not careful. Thugs have a distinctive roar that you’ll learn to recognize. Thugs move slowly and attack somewhat clumsily, and will disengage combat if you just walk a decent distance away. However, they typically guard important items or areas so avoidance isn’t always an option. Thugs should either be engaged from a distance or from behind. They have a lot of health, so guns/throwing will likely run out of ammunition, but since they move so slowly, you can easily shoot them in the head for about 25% more damage. When engaging in melee, get behind the Thug, and then attack while strafing. This is far from foolproof and will require some dodging. Don’t expect to not get attacked; be ready to back off or use jump while strafing to execute a quick dodge maneuver. The Suicider: The Suicider is a zombie covered in large abscesses that makes a plea for help (or perhaps just death) and is capable of exploding violently. The Suicider’s explosion damages both players and enemies, making it a possible tool for taking out packs if they happen to show up near the Suicider. If you get too close to a Suicider, it will begin the process of exploding. You have a little time to escape, and should do so. When you kill the Suicider, it also explodes. Obviously, you should engage Suiciders from a distance. You won’t encounter them until Act II, so you shouldn’t have to deal with more than three of them before you acquire guns. Once you acquire guns, save ammo for Suiciders unless you’re playing Purna. A Suicider will usually go down in about a clip from a pistol of average power for your level. The Ram: The Ram is a huge zombie in a straitjacket that, as the name implies, tends to charge at players. Like a Demoman in booties, he can change directions to a noticeable degree. Players will take severe damage from the charge. The Ram is also capable of kicking if you stay close to it too long after a charge. The Ram is dangerous, but fairly simple to defeat. You simply put some distance between the two of you, let him charge, dodge (by hitting jump while moving sideways), and hit him 3-6 times, depending upon your weapon speed, and then back off and repeat. He won’t do anything while you’re near him at first, so you usually have a chance to aim for his head to do a bit of extra damage. The Floater: The Floater is a large, corpulent zombie covered in a shiny membrane. It is capable of spitting a dangerous goo on the player that causes damage and impairs vision. If the vomit hits zombies, it will cause them to be vulnerable to fire weapons. The Floater isn’t all that dangerous. The vomit does considerable damage, but is very easy to dodge by circle-strafing around the Floater. Strafing around the Floater also lets you get to its (large) backside, where you should begin striking. Attack it, strafing around to remain behind it (it’s slower than the Thug), until it falls. In the Jungle, many pools of water will have Floaters in them. If you notice them before they get up, kick them back down and then Stomp them for an easy kill. Their head won’t get smashed like other zombies, and the damage will appear to be too little to kill them, but they’ll be defeated. The Butcher: The Butcher is a skeletal zombie with long hair and no hands, instead the bones of his forearms have been ground down to sharp points. The Butcher attacks very quickly and can kill a player in under five seconds. The Butcher also moves quickly, and will rapidly close on you. Guns are the best option for the Butcher, obviously. Failing that, swarm it with every player in the party and have one player constantly kick while the others attack with their best weapons. Dead Island /---------------------------------------------------------o -------o--------\ Items, Weapons, and Inventory | (B0005) \--------------------------------------------------------o There are two main types of items in Dead Island: Weapons and Ingredients. Weapons are (mostly) used to cause damage, but also include alcohol and medkits. Alcohol is used to make molotovs and for a lot of quests, but is classed as a weapon for some reason. Ingredients are used to create recipes, and sometimes for quests. You can hold a total of 12 Weapons (increased by taking ranks in the Deeper Pockets skill) and an unlimited number of Ingredients. Weapons come in three types: Sharp, Blunt, and Firearm. Sharp weapons have a little knife icon next to them, Blunt weapons have a little hammer icon, and firearms have a little gun icon. Each character can take skills that improve a category of weapons (Purna and Logan have multiple specializations categories). Weapons have four fairly simple attributes, and two possible special bonuses. The four attributes are Damage, Force, Durability, and Handling. Damage, obviously, indicates how much damage a weapon will do. Force indicates how likely a weapon is to knock and enemy down on a hit. Durability indicates the speed at which a weapon will wear down (higher durability means more hits). Handling indicates how much stamina a weapon uses (higher Handling means more swings). The two bonuses are elemental damage and critical chance. These are gained by modifying a weapon, which can be done at a workbench with the right weapon, ingredients, and some cash. These things will be indicated to the right of the regular attributes, with elemental type above extra crit chance. Weapons must be maintained, and can be upgraded. To upgrade or repair a weapon, go to one of the many workbenches scattered across Banoi. Weapons have a condition indicated by a percentage, and an upgrade level from 1 to 4, 4 being the highest. Repairing and upgrading both cost money, and will be your primary expense. It should be noted that guns do NOT need to be maintained, but you do require ammo for them, which is basically the same thing. Throwing a weapon does not deplete its condition (nor does it use stamina). Weapons will eventually begin to do less damage as their condition gets low. I have not noticed any performance drop off until about 15%, at which point things drop off a cliff. Weapons will rapidly do less and less damage (starting at about 33% damage and getting rapidly worse) and then hit 0% condition and be unusable until repaired. You’ll need to repair weapons very often, as condition decreases at a fairly ridiculous rate. For this reason, I recommend carrying at least five decent weapons on you, and saving a top-notch one for dangerous zombies. Having a gun for Suiciders and Humans would also be quite useful (Purna players should have several guns to inflate total ammo carried). Ingredients are fairly simple and, since you have unlimited space for them, should be taken no matter what - there’s all sorts of recipes in this game, which use pretty much everything in the game. I would avoid selling ingredients, since they don’t sell for much and can come in handy for both quests and crafting. Dead Island /---------------------------------------------------------o -------o--------\ Map & Navigation | (B0006) \--------------------------------------------------------o You have two maps. The main map, which can be accessed by hitting M. You can click and drag your way around this map by right clicking, and set a waypoint with left click. Every single icon on the map is explained to the right of the map, so I won’t explain them here. Sections of this map with a green tinge mean you have not explored that section yet. You can mouse over something to get more details about it, like seeing what quest(giver) it is. A red icon means it pertains to your current quest. Your other map is the minimap, which is in the bottom right of the screen. It often has what I call a “quest line”, a white dashed line that leads to an objective on your tracked quest. You can track a quest by double clicking on it on the screen. Nothing really appears to happen, and the Track Quest button is permanently grayed out, but it works. O============================================================================O | Main Quest (C0000) | O============================================================================O Dead Island /---------------------------------------------------------o -------o--------\ Prologue: Rise and Shine | (C0001) \--------------------------------------------------------o You must do the Prologue by yourself - you can’t do co-op. Don’t worry, it’s short and simple. You wake up in a seemingly abandoned hotel, aside from some distressed screams in the distance. Immediately to your left is your room’s exit, but take a very brief detour left to the bathroom and grab the medkit. You can never have too many of those. Follow the white dotted line on your minimap, stopping to loot the luggage for some cash. Luggage you can loot will have a pair of gears and directions for opening it. Be sure to grab the loot, not just open the things. After following the path for a bit, you’ll encounter a door you can bust down. Reference Part B, Section 1 for busting down doors if you need help. After that, follow the guide to a barricaded door you can do nothing about, ‘Use’ it, and then follow the path to the elevator lobby. Be sure to loot all the luggage here, there’s quite a bit of stuff to be had. When you’re done, head over to the elevator shaft, open the hatch (hold the Use key), and watch the cutscene as it falls. When you regain control, you’re several floors further down, and a voice will give your instructions to find a weapon at a storage room. First, loot the stuff in the lower lobby, then follow the path, looting as you go. Eventually, you’ll run into some infected and the voice will warn you run in the other direction. Take his advice, these infected are level 50, will defeat you without a doubt. Be sure to sprint (Shift by default), following the dotted path. After this, you’ll run into a fairly long cutscene and nearly be done the prologue. You’ll end up in a beach house after the cutscene. There’s only one thing to do here: head to the door and talk to the woman Jeannine, next to Wayne. Wayne will insist you have a weapon. Grab the Paddle near the door, talk to Wayne again, and assist Sinamoi. Your first action should be to remove the zombie attacking Sinamoi from Sinamoi’s face. After that, just whack the zombies. Sinamoi will be fine once you free him, and you’ll wrap up the prologue. Dead Island /---------------------------------------------------------o -------o--------\ Act I | (C0002) \--------------------------------------------------------o After some more cutscenes, talk to Sinamoi to get your first quest. o----------------------------------------o | Passport to Life | o----------------------------------------o | Goal: Bring the security keycard to | | the Lifeguard Tower from Bungalow #11. | o----------------------------------------o | Difficulty: Easy | | Reward: 400 XP, Nail’d Mod | o----------------------------------------o This quest is pretty much your only option right now. I’m not going to tell you about every single detail on the way so, just follow the path. Eventually you’ll reach the bungalow. Enter it, go to the breakable door, look out for the zombie inside, and grab the security keycard on the desk just beyond the breakable door. o----------------------------------------o | Exodus | o----------------------------------------o | Goal: Get to the Lifeguard Tower; Get | | rid of all the undead in the area. | o----------------------------------------o | Difficulty: Hard | | Reward: 600 XP, Homemade Cleaver | o----------------------------------------o Follow the path. Along the way you’ll find a man trapped in a truck, surrounded by zombies. Save him and he’ll give you 500 XP and open the door to a room with a workbench, as well as a Fact on the desk (Fact #2). Once you reach the gate, activate the key pad and deal with the several Walkers in the area. Do NOT explode or dispose of the propane tank; save it, you’ll need it. Once you defeat the Walkers, open the garage door at the key pad. You will meet a new enemy, the Thug. See the ‘Types of Zombies’ section for more info about the Thug. The Thug has a lot of health and does a lot of damage, but moves slowly and can be circle-strafed fairly easily. However, for this one you can just throw the propane tank at him and then throw a weapon at it. If it doesn’t kill him, just finish him by circle strafing or throwing weapons while backing off. Once you defeat the Thug, head up the stairs on the left side of the garage and finish the Walkers up on the second level, then follow the quest path and talk to Sinamoi over the radio, wrapping up this quest. o----------------------------------------o | To Kill Time | o----------------------------------------o | Goal: Help Mike and Dominic | o----------------------------------------o | Difficulty: Hard | | Reward: Cash | o----------------------------------------o At this point, a large number of sidequests open up, including Ashes to Ashes and On the Air, Mike’s and Dominic’s quests (respectively). To complete Dominic’s quest, you’ll have to do another bunch of sidequests. Just look up the necessary sidequests if you’re having trouble, they’re in alphabetical order by Act. Once you’re done with the diversions, you can return to Sinamoi to take the next quest, A Piece of Cake. o----------------------------------------o | A Piece of Cake | o----------------------------------------o | Goal: Search the hotel’s poolside bars | | for cans of food; Bring 3 cans of food | | to Sinamoi. | o----------------------------------------o | Difficulty: Easy | | Reward: 1500 XP, Baseball Bat | o----------------------------------------o This is a very simple fetch quest. Just follow the quest markers and return to Sinamoi for a reward and your next quest. o----------------------------------------o | Seek’n’Loot | o----------------------------------------o | Goal: Check the two gas stations and | | bring 2 packs of juice. | o----------------------------------------o | Difficulty: Hard | | Reward: 1800 XP, Cash | o----------------------------------------o This will lead you back to the petrol station with a bunch of Thugs and the electricity that you might have shut off. The other gas station only has one, so just go straight to the one Harlan sent you to. Grab the juice, drive back to the Lifeguard Station, and drop them off in the back of the garage, then talk to Sinamoi for another quest. o----------------------------------------o | Born to Be Wild | o----------------------------------------o | Goal: Recover the truck from the | | hotel’s parking garage. | o----------------------------------------o | Difficulty: Very Hard | | Reward: 2100 XP, Diamonds | o----------------------------------------o This is the first quest of Chapter 3. Drive over to the hotel, and follow the quest line to find two Thugs guarding the door. You need a keycard, so kill both of them. If you have Fury ready, use it. If not... well, honestly, go somewhere else and kill things until you do, it’s probably easier and quicker. Once the Thugs are dead, grab the card and enter the hotel. Follow the quest line some more. It will lead you through a bar that has a bunch of alcohol, if you’ve been looking for some. After raiding the bar (or not), proceed along the quest line once more and you’ll meet up with the owner of the voice you heard when you entered, Mike Davis. He will ask you to find a friend named Ken. Drop down through the hatch in the elevator. Once again, follow the quest line (you’ll be doing this a lot). Right away you’ll run into a Thug, which shouldn’t be such a problem anymore. After a while you’ll run into a room with a large pool and many zombies. Jump in the pool and kick them down so they drown. This will make your job a bit easier. Once you’ve dealt with the aquatically inclined undead, proceed down the quest line once more, and you’ll eventually run into Ken, who is a touch miffed about having been brutally attacked by ravenous monsters that no neither mercy nor pain. He asks you to find him some morphine because apparently having your organs chewed on is painful. Follow the quest line, slay the Thug on the way, and return to the poor man with his drugs. Once Ken’s thrist for morphine is slaked, follow the quest line until you get to a place where Mike orders you to take out all the zombies. There’s only three of them, so take them out and proceed to Mike, and speak with the man. He’ll tell you that the security system is fried, which is odd given that he was watching you on it, but we’ll forget about that little plot hole. The issue at hand is that you have reset the security system in the nearby server room. Kill all the zombies in each room before hitting Use on the bluescreened monitors, as the process takes about eight seconds. Once all four stations are reset, return to Mike. He will tell you that you’re free to get the truck. Follow the quest line, stopping at the vending machine to max out your health if needed. Past the vending machine will be the garage and about six Walkers and a Thug. This is another great time to use your Fury. Once the zombies have been dispatched, get in the truck and get ready for some vehicular zombicide. Drive the truck back to Sinamoi, keeping in mind that you have constrained vision and the thing handles about as well as an oil tanker. Park it in the red circle and go talk to Sinamoi. So ends Chapter 3. o----------------------------------------o | Blackhawk Down | o----------------------------------------o | Goal: Investigate the helicopter | | wreckage and bring Sinamoi any | | supplies you find. | o----------------------------------------o | Difficulty: Medium | | Reward: 2400 XP, Shock Mod | o----------------------------------------o This quest begins Chapter 4 - you’re almost done with Act I. Take this quest from Sinamoi, and then follow the quest path to the target area. You’ll get a cutscene, and then meet The Suicider. Don’t get too close, or he’ll explode, killing you. Kill him, then follow the quest line and talk to Nikolai. You must then escort Nikolai to a bunker. Stick close to him, and make liberal use of kicks to suppress zombies, being sure to finish them quickly with stomps or blows to the head. You’ll meet a group of five zombies at a small cliff. Jump down, get behind them, and unleash hell. After a bit more walking, Nikolai will stop and four Infected will charge down the hill. If you can catch them will a clean blow during their charge, they’ll probably die, so try for that. After that you’ll be clear to head to the bunker. After talking to Nikolai and claiming your reward, head through the portal, kill the Suicider, and collect the Brown Skull near his corpse. You’ll want it much later. Return to Nikolai’s bunker and talk to him again for another quest, A Voice From Above the Sky, which you can’t complete until later. Proceed back to Sinamoi. o----------------------------------------o | Misery Wagon | o----------------------------------------o | Goal: Go to a mechanic to reinforce | | the truck. | o----------------------------------------o | Difficulty: Medium | | Reward: 2700 XP | o----------------------------------------o Sinamoi gives this quest, like so many others in Act I. Get in the armored car and drive it to the quest marker. Once there, clear out the dozen or so zombies. Several of them guard the door, the others will trickle in. Eliminate them all and head inside the garage. o----------------------------------------o | Only the Strong Survive | o----------------------------------------o | Goal: Protect the workshop while Earl | | is working. | o----------------------------------------o | Difficulty: Hard | | Reward: 3400 XP | o----------------------------------------o Earl in the garage gives this quest, in case you’re having trouble. Once you accept, head outside. Infected will charge out from the front of the garage area. They will be red flags at a distance, then become red skulls on the minimap. About 12-18 Infected, you’ll get a quest update, and you can go talk to Earl again. Watch the cutscene, and then talk to Jin. She will give you the next quest, On the Road. o----------------------------------------o | On the Road | o----------------------------------------o | Goal: Travel outside the resort to | | find food, medicine, and weapons; Take | | Jin and drive to the City Tunnel. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 5000 XP | o----------------------------------------o Get in the truck and drive all the way across the island. You’ll go so far that you’ll drive all the way to Act II! Dead Island /---------------------------------------------------------o -------o--------\ Act II | (C0003) \--------------------------------------------------------o During the cutscene, you’ll meet the Ram, who you can read about in the Types of Zombies section. Before you fight him, though, you can store items with Jin if you so desire. Proceed up the quests and you’ll get the quest Ram on Heaven’s Door, which consists of killing the zombies besieging the church. Use the conveniently placed propane tank to kill or at least heavily damage the Ram. Do not go under the scaffolding, as the Ram will charge and the zombies will trap you, and you’ll just get yourself killed. You’ll get 2000 XP for the quest, which doesn’t have a quest card because there isn’t a sheet. After that, head into the church and start up Sacred Silence. Bust down the door and defeat the Thug, take his keys, use them on the locked box on the wall and shut off the damnable bells. Return to sister Helen to get the next quest, Drowned Hope. o----------------------------------------o | Drowned Hope | o----------------------------------------o | Goal: Check what’s happened at the | | pump station. | o----------------------------------------o | Difficulty: Hard | | Reward: 4000 XP, Cash | o----------------------------------------o Sister Helen in the church gives this quest. Follow the quest line, but be careful, as you’re heading towards people with guns. They’ll start firing at about 35 meters. If you have a key, be sure to shoot them in the head, as it does plenty of extra damage, often enough to kill them in one hit. Clear the Punks out of the facility. Once they’re all dead, free the two prisoners by removing the pipe from the door. Follow Antonio to find out that, in order to restore the water, you have to do more busywork - specifically, shutting off some active fire hydrants. Talk to him again to get the quest sheet. o----------------------------------------o | Drop by Drop | o----------------------------------------o | Goal: Close 5 hydrants. | o----------------------------------------o | Difficulty: Hard | | Reward: 4500 XP, Meat Bait Blueprint | o----------------------------------------o Antonio in the pumping station gives this quest. Once again, follow your quest line. You’ll quickly find a Suicider. Eliminate it, then proceed towards the first hydrant, where you’ll find a Thug. Kill it and shut off the hydrant. The next hydrant is about 40 meters down the road and has a Ram guarding it. If you have a Deo-bomb, use it. Once the Ram is gone, close the hydrant and go about 180 meters to the next once. You might meet a Suicider on the way there, and there will be a Thug guarding it. Proceed to the next one and defeat another Ram. Shut it off, and head another 160 or so meters to the next; on the way there you’ll quickly meet yet another Ram. At the hydrant, you’ll find a Thug and several other zombies. Once you clear them out and close the hydrant, return to sister Helen (I refuse to call her mother). You’ll also have some new sidequests available, check section D for info. o----------------------------------------o | Way of Salvation | o----------------------------------------o | Goal: Escort Joseph to the wastewater | | plant. | o----------------------------------------o | Difficulty: Medium | | Reward: 4500 XP, Cash | o----------------------------------------o Joseph just outside the church gives this quest. This is an escort mission, which game developers keep including in games because they hate you. Just follow Joseph. There will be two major groups, use grenades or molotovs if you have them. Joseph will generally keep moving, only large groups will bog him down. Most Walkers will just be bypassed, but Infected are another issue. I would avoid using the Stomp attack, as it’s fairly time consuming. Once you reach the sewer door, collect your reward and enter, then talk to Joseph for the next quest, Let the Waters Flow. o----------------------------------------o | Let the Waters Flow | o----------------------------------------o | Goal: Cut the water flow to the canals;| | Open the floodgates. | o----------------------------------------o | Difficulty: Medium | | Reward: 5000 XP | o----------------------------------------o Joseph gives this quest right in the sewer entrance after you finish Way of Salvation. Don’t jump in the water, you are made of lead and will sink and drown. Follow the path, head up the ladder, shut the valve, walk on the cat walk and hit the other valve. Drop down, go down the path to the next ladder, head up it and towards the control room, which has a Suicider in it. Kill it, open the floodgates, and watch the cutscene. You’ll meet the Floater. Go down and clear out the chamber. Read about the Floater in section B. There’s a few Walkers, Infected, and the Floater. Once they’re down, follow the quest line, hold Use to get past the barricaded door, and follow the quest line for 110 more meters. You’ll meet a Thug about 60 meters from the goal. Very near the goal, a Suicider will probably appear if you’re going exactly where you’re told. Once you pass this goal, another will appear at about 140 meters, and another Suicider will appear. At about 95 meters, you’ll meet a Thug. A Suicider will appear at around 65 meters to go, and another at 40 meters. At about 20 meters, you’ll see a jet of steam. Go around it. You’ll get another goal jumping out ahead of you. At about 65 meters, you’ll meet a Thug that’s below you. There’s a propane tank across the way, throw it down at the Thug and his pals and blow it up. You’ll be knocked down, but should not take damage. From there, you’ll finally reach the actual goal, and with it complete Let the Waters Flow and Chapter 6. o----------------------------------------o | Head Against the Wall | o----------------------------------------o | Goal: Talk to the mayor. | o----------------------------------------o | Difficulty: ??? | | Reward: 1000 XP | o----------------------------------------o You arrive in a police station full of jerks. You don’t get a quest sheet for this, but all you have to do is talk to the man at the end of the quest line. You’ll get a cutscene and a new quest. o----------------------------------------o | Supermarket Journey | o----------------------------------------o | Goal: Gather supplies from the | | supermarket. | o----------------------------------------o | Difficulty: Hard | | Reward: 5000 XP | o----------------------------------------o Just follow the quest line after the cutscene to receive this quest. From there, head downstairs and talk to Policeman. He wants you to find him alcohol by way of his sidequest Guard on Duty. It’s a simple quest, just bring him a single bottle of alcohol (look in the mayor’s office). From there, head through the door and take the next door back to the good ol’ sewers. Avoid the water, it’s poisonous. Follow the quest line, along the way you’ll find a Suicider. Further along the way, in a larger room with a slope you’ll meet another. Beyond that, you’ll have a clear shot to the supermarket. Enter. The first thing of note is the steam valve (subtle) you have to close (nooo). After that you’ll meet a Floater. From there, proceed down the quest line until you reach a vending machine. Use it to fill up to max health, then confront the room full of Punks. Use a gun if you have one, pick up one of theirs and use it if you don’t - you’ll take too much damage otherwise. Aim for the head, it will usually drop them in a single shot, and they don’t move very much. Once the room is clear, raid the cash registers - you’ll get thousands in dosh, which is always handy. From there, follow the quest line, only to be shut out. Eventually a different route will show up, move around the area if it doesn’t. Follow the new path. Along the way you’ll meet a Ram that you could avoid if you wanted to. Bash down the door, and then bash down the next door and be ready to fight more Punks. Again, aim for the head. You’ll also find two special enemies, Wolf and Zipper (someone lost the name lottery), who are armed with rifles. They’re both fairly easy to charge with melee weapons if you want to go that route. Once all the enemies have been eliminated, head to the quest marker and activate the food, which will enter the shipping container of its own accord. You’ll get a cutscene where, I believe, the skybox was inspired by Jimi Hendrix. o----------------------------------------o | Bitter Return | o----------------------------------------o | Goal: Get back to City Hall. | o----------------------------------------o | Difficulty: Easy | | Reward: 6500 XP | o----------------------------------------o Just head down the quest line. There’s a few Suiciders, but you already took this path the other way, so you should know it fairly well. You’ll get another sidequest, Big Daddy, Where are You? - complete it by killing the mayor, who is a Thug. Then follow the quest path. Once you get back into the sewers, Suiciders and Thugs abound. Eventually, one Thug will have an explosive barrel near him. After quite a long trek, you’ll make it out. Head back to the church and talk to Helen. o----------------------------------------o | Lady in Trouble | o----------------------------------------o | Goal: Find Jin and the car. | o----------------------------------------o | Difficulty: Medium | | Reward: 5000 XP | o----------------------------------------o Jin has been captured due to her naivete. Head out of the church and you’ll find Joseph lying on the ground. He tells you to head through the sewers and gives you a key. Make your way over to the sewers, there’s nothing of note on the way there. Once in the sewers, you’ll take a very roundabout route to the goal, meeting a few Floaters as you proceed. Once you get into the police station, look for a room with a Thug. In there is a very valuable Pistol Ammo recipe. After that, head down the quest line and you’ll eventually reach the flag. Once you open the door, your task will change to eliminate all Punks. Do so. There are several waves of them. Once you get to the last wave, there is a guy named Rage Machine armed with a rifle. Once you defeat him, enter the door and watch the cutscene (Trigger Warning: If you know what this is, you know what’s coming; if not, there is implied rape in this scene). After that, talk to Jin at the car. You’ll be outside the church, because Jin is a wizard with teleportation magic. Talk to Helen and you’ll complete Faith Will Move Mountains. From there, you’ll be able to head back to the Resort to help Sinamoi. o----------------------------------------o | It’s Never Too Late | o----------------------------------------o | Goal: Deliver supplies to Sinamoi. | o----------------------------------------o | Difficulty: Easy | | Reward: 5500 XP | o----------------------------------------o Head to the truck and it will teleport you back to the resort. Drive it about half a kilometer back to the lifeguard tower to deliver some supplies. Talk to Sinamoi for the next quest. o----------------------------------------o | Bird on the Roof | o----------------------------------------o | Goal: Get to the hotel’s roof. | o----------------------------------------o | Difficulty: Medium | | Reward: 6000 XP | o----------------------------------------o Sinamoi gives this quest. Drive to the hotel, then get out when you wish and follow the quest line. There’s a few Suiciders, but not much to worry about. Near the target door you’ll find some keys that, when picked up, start the quest Gold Digger, which is a complete waste of time. Anyway, enter the hotel, and you’ll get a cutscene, and that will wrap up the quest. Go down the new quest line and talk to Mike, talk to him again, then talk to Jin. o----------------------------------------o | Devastator | o----------------------------------------o | Goal: Blow up the entrance to the old | | Bunker; Get to the tunnel through the | | old bunkers; Get to the jungle village | | and find Mowen. | o----------------------------------------o | Difficulty: Hard | | Reward: 6000 XP | o----------------------------------------o Jin gives the quest sheet once you get the bomb from Mike. Get in the truck with Jin, drive to the quest objective, and then talk to her. You’ll have to escort her to the bunker. No more than three Infected will come at once, but there’s several waves. Once you get to the Bunker, you’ll have three Walkers and a Thug to deal with. Once they’re dealt with, place the explosives and retreat. Jin will approach and use her magical powers to blow them up. Enter the bunker and wait for Jin to head to a manhole. Enter it and you’ll travel all the way to Act III. Dead Island /---------------------------------------------------------o -------o--------\ Act III | (C0004) \--------------------------------------------------------o O============================================================================O | Sidequests (D0000) | O============================================================================O Sidequests are optional quests that (usually) do not relate to the main goal of escaping the island. Dead Island /---------------------------------------------------------o -------o--------\ Act I | (D0001) \--------------------------------------------------------o o----------------------------------------o | A Ray of Hope | o----------------------------------------o | Goal: Find Marcus and fix the | | transformers powering the lighthouse. | o----------------------------------------o | Difficulty: Medium | | Reward: 1200 XP, Wrench | o----------------------------------------o Darvin Bark in the Lighthouse gives this quest as part of Knockin’ on Heaven’s Door. Follow the quest line, kill the four zombies, talk to Marcus. Then you have to go about 150 meters away and go to the other transformer, and bash down the door. This will activate a very annoying alarm. Activate the five switches, kill the Infected that charge out and make your way to Marcus. Tell Marcus the good news, then return to Darvin to complete the quest. o----------------------------------------o | Ashes to Ashes | o----------------------------------------o | Goal: Bring fuel from the gas station | | to burn the bodies. | o----------------------------------------o | Difficulty: Very Hard | | Reward: 900 XP, Molotov | o----------------------------------------o Mike gives you this quest, and it’s necessary as part of Time to Kill. You should complete Lazarus Rising before starting this quest, as having a truck will speed this quest up considerably - carrying the gas slows you down and makes you unable to attack, whereas trucks can carry the gas and are faster than walking. When you get there, someone will talk to you. You can pretty much ignore him. Follow the flags from point to point until you get behind the station and see a ladder. First, look in the yard for a propane tank, throw it onto the roof, climb the ladder, look for a hole in the roof, and drop the propane tank then follow it. Use the propane tank to dispose of the Thug in the room you dropped into. Then activate the switch on the wall near the door, and stock the conveniently placed truck with the gas cans in the garage, then open the barred door. Drive the truck out to the petrol pumps. Once at the pumps, get out of the truck and take a gas canister and place it in the silhouette near one of the pumps. This will cause some Infected to spawn off in the distance. Proceed towards them and kill them, then return to the pump and fill it. Put it on the truck and bring it back to Mike. Drop it in the silhouette and talk to him. You’ll get a cutscene and then he’ll warp upstairs, so head up to collect your reward. o----------------------------------------o | Bloody Health Service | o----------------------------------------o | Goal: Help Jack get into the infirmary | o----------------------------------------o | Difficulty: Easy | | Reward: 500 XP, Cash | o----------------------------------------o You can take this quest once you move Sinamoi’s group to the Lifeguard Station. Look around the facility for Jack, bust the door open, and kill the two zombies inside the infirmary, then turn it in - quick and easy. o----------------------------------------o | Bloody Valentine | o----------------------------------------o | Goal: Take Jessica, Roger’s wife, to | | to James at the Lighthouse. | o----------------------------------------o | Difficulty: Easy | | Reward: 700 XP, Homemade Double Blade | o----------------------------------------o Roger in the Silver Bungalows district gives this quest. He’s in a house with a truck driven through the front door, just off the road. This quest is quite simple, the hardest part is getting Jessica to get in your truck. Simply get in the truck that was in the doorway, drive it around, then stop near the door and hope Jessica gets in. Once she does, drive along the quest line to the lighthouse and drop her off. This will complete the quest, but Jessica will ask you to check on her husband; this is entirely optional and has no bearing on the quest. That said, the newly minted zombie is given the odd name of Roger’s Body, which I guess is sort of amusing. o----------------------------------------o | Counsel of Despair | o----------------------------------------o | Goal: Finish the HELP sign out in the | | clearing. | o----------------------------------------o | Difficulty: Hard | | Reward: 700 XP, Torch Mod | o----------------------------------------o Follow the quest line, and get ready to fight a lot of zombies, including a Thug. There are boxes highlighted, and there are glowing silhouettes of boxes where you need to place them. All the boxes you need to place are in the P of the HELP. o----------------------------------------o | Crash | o----------------------------------------o | Goal: Get Laurie’s husband out of | | wrecked car. | o----------------------------------------o | Difficulty: Easy | | Reward: 400 XP | o----------------------------------------o You meet Laurie, the quest giver, on the road past the hotel. Follow her to the crashed car. Tear the door open partially, then fight the incoming Infected, then free the husband. Take a medkit out of the back door and be on your way. o----------------------------------------o | Death in the Glass | o----------------------------------------o | Goal: Bring Harlan 3 bottles of alcohol| o----------------------------------------o | Difficulty: Very Easy | | Reward: 50 XP, Molotov | | *Repeatable* | o----------------------------------------o 3 Bottles of alcohol for one molotov and XP is a pretty good deal. If you want molotovs, get them from Harlan. o----------------------------------------o | Family Matters | o----------------------------------------o | Goal: Look for Kelly’s husband, a | | concierge named William. | o----------------------------------------o | Difficulty: Medium | | Reward: 700 XP, Homemade Machete | o----------------------------------------o Max in the Lifeguard Station, near the vending machine, gives this quest. Will is all the way up at the northeast corner of the map with Svetlana. You just have to trek all the way up there and return. o----------------------------------------o | Fiery Drinks | o----------------------------------------o | Goal: Acquire 5 bottles of alcohol. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 50 XP, Molotov | | *Repeatable* | o----------------------------------------o Mike will give you 50 XP and a molotov for every 5 alcohols you bring him. The molotov recipe is 2x alcohol and a rag, and costs $50, so this could be a viable alternative, given that alcohol is much more common than rags and this gives a little XP boost. o----------------------------------------o | Fluid Necessity | o----------------------------------------o | Goal: Find 2 gas cans at a gas station | | and deliver them to Harlan. | o----------------------------------------o | Difficulty: Medium | | Reward: 500 XP, Cash | o----------------------------------------o Harlan gives this quest after you complete Make Yourself at Home. When you go to the petrol station to the south of Harlan’s new house, you’ll meet some Infected, Walkers, and Thugs, and get the quest Waterdance. There’s a number of gas cans all over the station, just put two in a truck and bring them back. If you have to, there’s a shed in the back of the area with a truck to its side. Jump on the truck, over the fence, enter the shed, clear it out, and take the gas inside. Once you have enough, bring it all back to Harlan. o----------------------------------------o | Godless Entities | o----------------------------------------o | Goal: Clear the living dead from the | | area in front of the pumping station. | o----------------------------------------o | Difficulty: Easy | | Reward: 1500 XP, Cash | o----------------------------------------o Frank at the water purification gives this quest after you complete Drowned Hope, saving him. Walk out of the pumping station the way you came in, and they’ll pop up all over your minimap. Eliminate them, there’s only about five Walkers. Once they’re dead, return to Frank for your reward. o----------------------------------------o | Hit and Run | o----------------------------------------o | Goal: Acquire the key from Omar’s | | undead deadbeat. | o----------------------------------------o | Difficulty: Easy | | Reward: 600 XP, Cash | o----------------------------------------o Omar in the Hotel Bungalows district gives this quest. Follow the line, but be careful once you get near the hotel, as you’ll encounter a Thug and about five other zombies. Lure the Walkers into the nearby water, and kick them so they drown, then deal with the Thug. Remember to get in strikes when he roars, he doesn’t attack for a few second then. Once you get to the bar, you’ll find the key owner isn’t there, and will have to follow a trail of blood to the key owner - another Thug. This one is in a bathroom, so if you have a longer reach weapon like a paddle, you can keep him trapped in his stall for a bit while you damage him, but you’ll run out of stamina at some point and have to retreat. Once you finish the Thug, take the key and return to Omar. Once you return to Omar, talk to him. He’ll walk through the door and stop. Look on the wall for a painting. Use it, collect your money from Omar, and speak with him for another sidequest. o----------------------------------------o | House Full of Surprises | o----------------------------------------o | Goal: Check out Richard’s house. | o----------------------------------------o | Difficulty: Very Easy | | Reward: Contents of Richard’s house | o----------------------------------------o You receive this quest on the southern part of the easternmost chain of buildings built out over the water and some small islands. It begins with you saving a besieged man named Richard Chase. Once he is safe, talk to him and he’ll give the key to his house, saying you can have whatever you find inside. Proceed about 200 meters up the path, raid his house (I found a great machete inside, but nothing else), and the quest will be done. o----------------------------------------o | Knockin’ On Heaven’s Door | o----------------------------------------o | Goal: Help people around the lighthouse| o----------------------------------------o | Difficulty: Hard | | Reward: 500 XP, Cash | o----------------------------------------o This quest starts immediately when you reach the Lighthouse, but you don’t get the sheet until you head up to the top of said lighthouse. This quest just consists of doing A Ray of Hope, Light My Fire, Tell Me Where It Hurts, and perhaps one round of Wind in the Stomach. o----------------------------------------o | Lazarus Rising | o----------------------------------------o | Goal: Check out nearby car wrecks and | | bring Hank 4 car parts. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 300 XP, use of red truck | o----------------------------------------o You can take this quest once you move Sinamoi’s group to the Lifeguard Station. Hank is in the garage where you fought the first Thug. This quest is very simple, just go up the road and grab four car parts from wrecked vehicles along the road. To do so, go the engine (if the engine is exposed) and hold Use - you will appear to grab something, but wait for a bar to appear and fill before disengaging. Once you reach four, return to Hank and turn in the quest. o----------------------------------------o | Life in the Bag | o----------------------------------------o | Goal: Find an ambulance or lifeguard | | vehicle and bring the paramedic’s bag | | to the tower. | o----------------------------------------o | Difficulty: Medium | | Reward: 700 XP, Sickle | o----------------------------------------o Jack gives you this quest after finding the infirmary devoid of supplies. Simply follow the quest line and grab the box, then return in to to Jack when you have a chance. You can easily do this quest on the way to the lighthouse or to get gas, or during other quests. o----------------------------------------o | Light My Fire | o----------------------------------------o | Goal: Get 4 flares from the wrecks on | | the coast. | o----------------------------------------o | Difficulty: Hard | | Reward: 500 XP, Nail Hammer | o----------------------------------------o Trevor Cohen at the top of the lighthouse gives this quest as part of the quest Knockin’ on Heaven’s Door. You have to follow the quest line down to some wrecked boats on the coast and grab some flares. It’s a bit of a trek, and there’s a Thug at the coast, but it’s a pretty simple quest. o----------------------------------------o | Make Yourself at Home | o----------------------------------------o | Goal: Help Harlan get inside the hut. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 500 XP, Baseball Bat | o----------------------------------------o You meet Harlan near where you meet Laurie from Crash, a bit south down the road. Simply hop up the boxes on the side of the front yard, walk along the top of the fence, and drop down in the back yard. Go around to the other side, bash the door down, kill the Thug inside, and open the door for Harlan. Of note is the fact that the Thug inside never attacked me, but I assume this was just a glitch. Talk to Harlan to complete this quest and get another, Fluid Necessity. o----------------------------------------o | My Precious | o----------------------------------------o | Goal: Retrieve Jeannine’s necklace from| | from bungalow #6 in the Silver | | Bungalows district. | o----------------------------------------o | Difficulty: Easy | | Reward: 500 XP, Slicer | o----------------------------------------o Jeannine in the Lifeguard Station, past the vending machine, gives this quest. Follow the quest line to it. On the way, you’ll encounter Roger and Jessica from the quest Bloody Valentine, take that one up if you like. o----------------------------------------o | Nectar of Life | o----------------------------------------o | Goal: Acquire water for Kim | o----------------------------------------o | Difficulty: Easy | | Reward: 50 XP, Cash | | *Repeatable* | o----------------------------------------o Kim in the Golden Bungalows district house besieged by zombies gives this quest. All you have to do is bring water, which you can find all over the island. It comes in large plastic bottles, quite like water bottles you see today, but a bit larger. o----------------------------------------o | Nighthawk | o----------------------------------------o | Goal: Look near the jungle for the | | location of the aircraft. | o----------------------------------------o | Difficulty: Hard | | Reward: 3500 XP, Military Machete | o----------------------------------------o Monica Goldberg in the Lighthouse gives this quest. You can’t do anything about it until Act III, which is why the rewards are so nice. This quest will be covered in full in the Act III section, it is merely included here because you can pick it up in Act I. o----------------------------------------o | Omar Escort | o----------------------------------------o | Goal: Help Omar get to the Lifeguard | | Tower. | o----------------------------------------o | Difficulty: Easy | | Reward: 600 XP, Revolver | o----------------------------------------o If you’re playing Purna, you should definitely do this quest, as the reward is a gun. Omar gives this quest, and you can only take it after doing Hit and Run, so it should be hard to miss. Just follow Omar and keep zombies off of him. You’ll encounter several Walkers and Infected, but nothing really threatening. Kick them down if they get too close, but Omar will move fairly quickly and the route isn’t that long. o----------------------------------------o | On the Air | o----------------------------------------o | Goal: Go to the lighthouse and bring | | back a signal amplifier. | o----------------------------------------o | Difficulty: Hard | | Reward: 1000 XP, Cash | o----------------------------------------o Dominic on the second level of the Lifeguard Station gives this quest, and it is necessary to complete the main quest To Kill Time. For this quest, just follow the dotted line to the quest marker. However, when you get to the lighthouse, you’ll automatically start another sidequest, Knockin’ On Heaven’s Door. Once you complete Knockin’ on Heaven’s Door, you can enter the maintenance shed and collect the signal amplifier. If you lose track, the shed has a work bench in it. o----------------------------------------o | Out of Stock | o----------------------------------------o | Goal: Get Booze for Stanley | o----------------------------------------o | Difficulty: Easy | | Reward: 400 XP, Cash | o----------------------------------------o Stanley, a besieged man south of the main hotel, gives this quest. It’s not actually repeatable, it just seems that way. In total, he wants 15 bottles of alcohol. He’ll pay pretty well, but if you want molotovs, you can probably skip this quest. o----------------------------------------o | Tell Me Where It Hurts | o----------------------------------------o | Goal: Find a bottle of painkillers and | | 3 bandages for Linda; Check infirmaries| | and ambulances. | o----------------------------------------o | Difficulty: Medium | | Reward: 500 XP, Deo-bomb blueprint | o----------------------------------------o Mick Fler in the lighthouse gives this quest after you start Knockin’ on Heaven’s Door. The infirmary you opened for Jack in Bloody Health Service! has some painkillers and bandages, and the ambulance you found in his next quest has some more bandages. o----------------------------------------o | The Lost | o----------------------------------------o | Goal: Find Maggie and tell Steven her | | location. | o----------------------------------------o | Difficulty: Easy | | Reward: 300 XP, Cash | o----------------------------------------o Steven in the shack you begin Act I is the person who gives this quest. Maggie is located at the Lighthouse, which you must travel to during On the Air, which is part of the main quest To Kill Time. Once On the Air gets you to the lighthouse, look around for Maggie, then return to Steven when you have time. o----------------------------------------o | Time for Booze | o----------------------------------------o | Goal: Find champagne for Svetlana. | o----------------------------------------o | Difficulty: Medium | | Reward: 100 XP, Diamonds | | *Repeatable* | o----------------------------------------o Svetlana in the far northeast corner of the map gives this quest. Champagne is quite rare, but diamonds are necessary for some semi-secret crafting recipes that can be devastating. o----------------------------------------o | Too Much Sugar | o----------------------------------------o | Goal: Get the insulin to Luke’s | | brother, Danny. | o----------------------------------------o | Difficulty: Easy | | Reward: 500 XP | o----------------------------------------o Luke in the Golden Bungalows district gives this quest. Just follow the quest line, bust down the door, and speak to Danny; easy. o----------------------------------------o | Toy Story | o----------------------------------------o | Goal: Find Anne’s Teddy Bear; the bear | | should be in bungalow 15 in the Hotel | | Bungalows area. | o----------------------------------------o | Difficulty: Easy | | Reward: 500 XP, Nuts & Bolts Mod | o----------------------------------------o Anne Snider in the Golden Bungalows distrcit house besieged by zombies gives this quest. Follow the path to her bungalow, there aren’t any zombies of note on the way there. Once you bash down the door, you will be attacked by a man named Hector Lecter, kill him and take the teddy bear. Remember to tell Teddy you’re taking him to Anne, but don’t worry about him, he’s a brave teddy bear. Return to Anne. o----------------------------------------o | Two Hearts | o----------------------------------------o | Goal: Find Anne, Jennifer’s sister. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 500 XP, Heavy Mod | o----------------------------------------o Jennifer, in the far northeast corner of the map, where you find the husband for the quest Family Matters. This quest is fairly simple, just follow the quest line, talk to Anne, and report to Jennifer. o----------------------------------------o | Wind in the Stomach | o----------------------------------------o | Goal: Get two food cans for Ned. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 50 XP, Cash | | *Repeatable* | o----------------------------------------o Ned in the Lighthouse gives this quest. Just bring him canned food. o----------------------------------------o | Waterdance | o----------------------------------------o | Goal: Turn off the electricity. | o----------------------------------------o | Difficulty: Medium | | Reward: 500 XP, Cash | o----------------------------------------o This quest is received automatically when you go to the petrol sation from Fluid Necessity, or as part of the main quest in an effort to get juice. It’s quite simple, you just throw two switches, fight some Thugs, then go over to the tunnel, drop a box beneath the ladder, jump up and mash Use, then climb up and throw the final switch. This will give you access to the main building and its precious juice supplies. Dead Island /---------------------------------------------------------o -------o--------\ Act II | (D0002) \--------------------------------------------------------o o----------------------------------------o | A New Broom Sweeps Clean | o----------------------------------------o | Goal: Kill Nick’s infected friend; | | Report back to Nick. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Cash | o----------------------------------------o You get this quest from Nick, who is near the second poster location for Last Chance on the Wall. Accept it, climb up, enter the house, kill the Thug, and open the door. Nick will talk, and the quest will complete and you can collect your money. You can talk to him for another quest, SPY Game. o----------------------------------------o | A Voice from above the Sky | o----------------------------------------o | Goal: Get a satellite phone from | | Sergei at Nikolai’s restaurant. | o----------------------------------------o | Difficulty: Very Hard | | Reward: 3000 XP | o----------------------------------------o You receive this quest from Nikolai after escorting him to his bunker in Act I, but now we can do something about it. Track the quest and head over to Sergei at the restaurant. He’ll complain about being left behind, give nothing, and the quest will appear to end, but in reality it continues in Act III. o----------------------------------------o | Alcohol for Theresa | o----------------------------------------o | Goal: Bring 5 bottles of alcohol for | | Theresea. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Cash | o----------------------------------------o Theresa in the church gives this quest after completing Drowned Hope. It’s pretty simple, just bring the drunkard some booze. She claims it’s for the injured, but no one in the church looks seriously hurt. I don’t trust her. o----------------------------------------o | Big Daddy, Where Are You? | o----------------------------------------o | Goal: Obtain a universal key from the | | mayor. | o----------------------------------------o | Difficulty: ??? | | Reward: 1500 XP | o----------------------------------------o You’ll automatically obtain this quest after completing Supermarket Journey. o----------------------------------------o | Bleach with a Vengeance | o----------------------------------------o | Goal: Bring 5 boxes of bleach to Tavin.| o----------------------------------------o | Difficulty: Medium | | Reward: 70 XP, Incendiary Grenade | | *Repeatable* | o----------------------------------------o Tavin in the besieged warehouse gives this quest. Bleach is required to make any kind of ammo, so if you have a Purna player in the party, I’d give it to them instead of exchanging it for excessive firepower (Deodorant bombs can do enough damage to take out most things). But if there is no Purna player, it’s up to you how you want to spend your Bleach. o----------------------------------------o | Blood Ties | o----------------------------------------o | Goal: Look for Kwan’s brother. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Cash | o----------------------------------------o Kwan in the warehouse southeast of the church gives this quest. There’s no quest line here, but Kwan said he lives at 13 Sehat’s street... which does us no good whatsoever. The house is, however, almost directly south of the warehouse where you meet Kwan, so just head south until a portal pops up on your minimap, then head into that house. If it’s the right one, you’ll get a red exclamation point and be able to escort Cho. The first group of zombies you’ll meet as you escort Cho is a group of five in a bottle neck. Keep yourself between Cho and them and he’ll be okay. Follow him to the next fight, five more zombies. Follow Cho once nore and you’ll meet another group, this time including a Thug. Cho will wisely stay back and not engage in this fight. This is a decent time to unleash Fury, but it’s not required. Once you escort Cho the last few meters, it’s time to collect your reward. o----------------------------------------o | Cat on the Roof | o----------------------------------------o | Goal: Save Ojibon | o----------------------------------------o | Difficulty: Easy(?) | | Reward: ??? XP, Cash | o----------------------------------------o You get this quest automatically just east of the police station. Just kill the marked zombies, follow Ojibon into a building, and collect your reward. o----------------------------------------o | Divine Light | o----------------------------------------o | Goal: Get 5 batteries for Rian. | o----------------------------------------o | Difficulty: Easy | | Reward: 70 XP, Cash | | *Repeatable* | o----------------------------------------o Rian in the church gives this quest after you complete Drop by Drop. He just wants batteries, they’re not hard to find. Loot electronics. o----------------------------------------o | Fast Aid | o----------------------------------------o | Goal: Bring the medicine to Lucas. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Big Baseball Bat | o----------------------------------------o Lucas, in the same building as Nick from A New Broom Sweeps Clean, gives this quest. If you’re doing One Foot in the Grave, you’ll run across the medicine, but if not just follow the quest line, grab the medicine, and return it. Yet another fetch quest defeated. o----------------------------------------o | Fortress of God | o----------------------------------------o | Goal: Get the tools from Antonio’s | | workshop; Bring the tools to Bruno. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Cash | o----------------------------------------o Bruno in the church gives this quest after you complete the main quest Drop by Drop. This is a very long fetch quest. Just follow the path, grab the toolbox, and return to Bruno. Ignore the truck there, the roads are too clogged to be useful. Bruno has another quest for you after you turn this one in. o----------------------------------------o | Grasp All, Lose All | o----------------------------------------o | Goal: Get rid of the looters in Stan’s | | house; talk to Stan. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Cash | o----------------------------------------o Stan on the east side of Moresby gives this quest. He wants you to kill all the looters in his house. Enter the house, which is right next to him. Inside you’ll find about a dozen Punks with guns. Kill about six of them, then bust down a door and kill four more. After they’re down, return to Stan and collect your prize. o----------------------------------------o | Gold Digger | o----------------------------------------o | Goal: Investigate Bungalow #14. | o----------------------------------------o | Difficulty: ??? | | Reward: ??? | o----------------------------------------o You get this quest by picking up the keys near a door to the hotel on the Resort. You finish this quest by following the quest. There’s nothing good for rewards, don’t waste your time. o----------------------------------------o | Guard on Duty | o----------------------------------------o | Goal: Find and bring alcohol for the | | guard. | o----------------------------------------o | Difficulty: Very Easy | | Reward: 1500 XP | o----------------------------------------o Policeman (he has no other name) gives this quest in the town hall as part of the main quest. He just wants a single bottle of alcohol, look in the mayor’s office like he tells you. o----------------------------------------o | Heroes and Villains | o----------------------------------------o | Goal: Help Vang Chi. | o----------------------------------------o | Difficulty: N/A | | Reward: 3000 XP, Lightning Mod | o----------------------------------------o You will automatically receive this quest on the southwest side of town. Vang Chi will ask for your help, lead you into a melee-armed Punk trap, and then ask you to save his daughter from more Punks. She’s South-south-east from where you meet him. Follow the path. Once you get near it, you’ll get a warning. Pull out your gun and start headshotting them, they’ll kill you too quickly otherwise. There’s over a dozen of them, and once you clean out the main body of enemies, two more idiots are hiding behind a barricaded door. One is directly on the other side of it, and will probably kill you while you’re stuck in the damn door opening animation, which is really great game design (no it isn’t it’s terrible). Once you kill them, shoot the keypad and free Amber. Amber gives you your reward, thankfully. o----------------------------------------o | Imprisoned For Life | o----------------------------------------o | Goal: Open the cells of those in | | custody. | o----------------------------------------o | Difficulty: Easy | | Reward: 3000 XP, Police Baton | o----------------------------------------o Reza in the police station you have to rescue Jin from gives this quest. He gives you a magical item. Go down the hall and into the room with a workbench and activate the switch on the wall (there’s also a Pistol Ammo recipe in the room). Return to him for the prize. o----------------------------------------o | In Cold Blood | o----------------------------------------o | Goal: Put Mugambe’s wife and daughter | | out of their misery. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Heavy Pistol | o----------------------------------------o Mugambe in the church gives this quest. It’s recommended if you’re looking for a gun, as Mugambe gives a heavy pistol as part of the reward, which will be pretty useful. Anyway, follow the quest line to the first destination. You could run into a Ram, Thug, Suicider, or multiples of those, depending upon the route you take. Enter the abandoned house. There are several zombies in the first room, kill them before bashing down the door. Bash down the door and kill Mugambe’s zombie family, they’re not challenging. His fridge has some champagne in it, so grab that while you’re here. If you go the way the quest line shows back to Mugambe, you’ll soon encounter some punks with guns. o----------------------------------------o | Judgment Day | o----------------------------------------o | Goal: Bring the gun from Tim’s house. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Short circuit Mod | o----------------------------------------o Tim in the church gives this quest after you complete his previous quest, Matter of Justice. He wants you to get the One Gun from his castle, and bring it Mount Zombie to slay... wait, no he just wants you to get his gun so he can kill a person. Not give him a gun, not give him a machete, not kill the guy for him. He wants THIS gun, and we (presumably) want his mod, so we’re gonna do this stupid fetch quest. Follow the quest line, enter the house, which is filled with non-toxic smoke. Look for a room with a burning oven. The gun is in a suitcase to the right of that oven. Return to Tim with his damn gun and be done with it. o----------------------------------------o | Last Chance on the Wall | o----------------------------------------o | Goal: Hang the posters in different | | spots in the town. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Impact Mod | o----------------------------------------o Howard Craigson in the church gives this quest. Follow the quest path for about 200 meters. On the way there, I found a corpse with about $600 in the first room I entered. You’ll meet some burning Walkers on the way there as well, don’t stand over them. When you get to the first poster, you’ll pick up the quest Simon Says, and see some zombies besieging a building, which are related to Simon Says. Once you deal with zombie issues in the area, place the poster and head over to the next poster. Head over to the second poster position. You’ll run across a street with about eight zombies on it, you could herd them and use a molotov if you wanted, or you could just slash and smash. Near the second poster you’ll encounter a few more zombies and another quest will be off in the distance. Place the poster and go get the quest if you like. Make your way to the third poster position, there’s nothing too threatening, until you get there and find a Thug across the road. Defeat it, place the third poster, and make your way up the path to the fourth, where you’ll encounter a Suicider. Shoot it if you can, then place the next poster and head on over to the next one. At about 90 meters from the fifth poster position, you’ll encounter another Thug. You know the drill. About 50 meters from the latest goal you’ll meet another Suicider that you could run away from if you needed to... except that there’s another one just up ahead. Down the street from the fifth poster board is yet another Suicider. You could avoid this one, but I wouldn’t take my chances. After placing this poster you can finally return to turn in the quest. o----------------------------------------o | Last Will | o----------------------------------------o | Goal: Take Terrance’s last will and | | testament to his family. | o----------------------------------------o | Difficulty: Easy | | Reward: 1500 XP, Cash | o----------------------------------------o Terrance Barker near the police station gives this quest. He just wants you to talk to someone at the church, so do this quest any old time. But nearby him, you can find the sidequest Cat on the Roof. o----------------------------------------o | Matter of Justice | o----------------------------------------o | Goal: Bring the document file from the | | Police Station. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Pride Gun Mod | o----------------------------------------o (Trigger Warning: If you know what this is, you know what’s coming; if not, there is a mention of rape in the conversation that starts this quest.) Tim in the church gives this quest after you complete Lady in Trouble. Follow the quest line BACK to the police station. Eventually, you’ll be told to search a room for the file. Just go to the back of the room, to the right of the room where you fought RAGE MACHINE (best name) and look for a binder. Grab and make your way back to Tim, who has another, stupider quest for you, Judgment Day. o----------------------------------------o | Message to the Masses | o----------------------------------------o | Goal: Bring the recording to Garrett. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Cash | o----------------------------------------o Huge in the church gives this quest after you complete Drowned Hope. Head towards the quest marker, don’t follow the path religiously, as it lies. You could run into multiple Suiciders, as well as a Ram. When you get close, you should encounter another Ram. Eventually you’ll find your way to Garrett. Give him the recording, then talk to him for another sidequest, The First Head of Cerberus. o----------------------------------------o | One Foot in the Grave | o----------------------------------------o | Goal: Provide Deanna with insulin. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Cash | o----------------------------------------o Deanna in the church gives this quest. You have to go around town collecting insulin. There are multiple locations, one of which also has something for Lucas from another sidequest. Just follow the quest markers, grab the drugs, and return to Deanna. o----------------------------------------o | One Last Breath | o----------------------------------------o | Goal: Bring Carla an asthma inhaler. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Cash | o----------------------------------------o Carla in the besieged warehouse southeast of the church gives this quest. The targets are quite close. There are two options here. On the way to the one in the northeast you’ll meet a Ram, and you only need one and that’s the way I went so that’s all I’ve got. Just jump on a car and laugh at the Ram, he’s pretty simple. Grab the inhaler behind the desk and return to Carla for your reward. o----------------------------------------o | Picture of Bliss | o----------------------------------------o | Goal: Retrieve the picture of Jack’s | | daughter. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Paralyzing Strike Mod | o----------------------------------------o Jack in the warehouse southeast of the church gives this quest. The Paralyzing Strike Mod is fairly unique, so this quest has some decent incentive. Once you get about 25 meters away from the destination, you’ll hear some laughter and Punks will charge out and attack you. These two are armed with melee weapons, unlike most Punks. Kill them, then deal with the one inside the building. Grab the picture in a cavity in the desk, and return to Jack for your reward. o----------------------------------------o | Radio GaGa | o----------------------------------------o | Goal: Search the electrical shop for a | | transformer and some cable for Carl. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Big Splitting Axe | o----------------------------------------o Carl in the besieged warehouse gives this quest. It is, like so many others, a simple fetch quest. Follow the quest line, grab the electronic part and the wire, then return to Carl. The Big Splitting Axe is a pretty powerful weapon, but uses a lot of stamina. o----------------------------------------o | Simon Says | o----------------------------------------o | Goal: Break the siege of the warehouse | o----------------------------------------o | Difficulty: Medium (my guess) | | Reward: 2000 XP | o----------------------------------------o You’ll run across this quest on your way to the first poster for Last Chance on the Wall. Kill the zombies besieging the warehouse and enter it to complete the quest, simple. There will be six quest givers inside the warehouse. o----------------------------------------o | Spicy Drinks | o----------------------------------------o | Goal: Give 5 bottles of alcohol to | | Florencio to get cash. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Molotov | o----------------------------------------o Florencio Morales in the besieged warehouse gives this quest. He just wants some alcohol, which he claims is for defense of the warehouse. It’s a pretty simple quest, do it if you’re looking for cash and XP (and you still get a molotov out of it, so really you’re saving a rag and giving away 3 alcohol). Once you have it, give it to him, talk to him, then claim your molotov. o----------------------------------------o | SPY Game | o----------------------------------------o | Goal: When you reach the Jungle record | | a transmission for Nick. | o----------------------------------------o | Difficulty: Hard | | Reward: 1500 XP, Impact Mod | o----------------------------------------o Nick from A New Broom Sweeps Clean gives this quest. You can’t do anything about it until Act III, but you can pick it up in Act II, so it’s included here. Further details will be available in the Act III sidequest section. o----------------------------------------o | The First Head of Cerberus | o----------------------------------------o | Goal: Activate 4 loudspeakers in the | | Shanty Town. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Cash | o----------------------------------------o Garrett from the end of Message to the Masses gives this quest. The quest markers on this quest disappear if you get too close, and all of the objectives are on roofs, so they aren’t too helpful anyway. For the first speaker, head straight out of Garrett’s shack and climb the ladder near the overturned lorry (truck for Commonwealth readers). There will be a few Punks at the top, eliminate them and activate the first loudspeaker. From the first loudspeaker, find a way down and then head across the street, past the trees and ruined car, left at the first intersection, past the portal on the minimap. You’ll see a stepladder, from there, look to your left and climb the actual ladder. Climb it, head across the planks and down the ladder, then activate the second loudspeaker. Head back up the ladder, and head along the rooftop towards the water tower. Take a right, left, and another right to meet the third loudspeaker and a Thug. Kill it and activate the third loudspeaker. From the third loudspeaker, head back through the gap you came in, and take a right. Jump while sprinting to get to the building across the small gap. You can jump right over the satellite dish, or to the right of it and jump up on the gallow. From there, proceed to the wooden plank bridge, jump while sprinting on the bridge, keep sprinting, and jump from the other end of the bridge to the far building. Head straight to the loudspeaker and activate it. Find a way down and return to Garrett for your reward, as well as another quest (Cerberus has three heads so he has even more work for us). o----------------------------------------o | The Second Head of Cerberus | o----------------------------------------o | Goal: Activate 4 loudspeakers in the | | Eastern Waterfront. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Pistol | o----------------------------------------o Garrett gives this quest after you complete The First Head of Cerberus. Proceed down the path, and you’ll see a ladder near a tree. Climb it, head forward until you see a railing on your right. Head onto the thin platforms, jumping from platform to platform until you reach a plank bridge. From there, jump to the building and activate the loudspeaker. Find your way down, go to the seafront, and look for a ladder on the back of a building. Climb it, proceed along the rooftops parallel to the ocean. You’ll come across a caged area, head around it to some wooden planks. Jump the very small gap between them, enter the cage and activate the second speaker. From there, get down and follow the quest line. Once it disappears, you should be able to hear the crackling. Once you locate the speaker, look for a wooden scaffold. The switch is in there, not up top. Clear the boxes out of the way and enter the caged area. Activate the third loudspeaker. This last one is easy. Follow the quest path, kill the Thug guarding it, and jump up and activate the final loudspeaker (for this sidequest). Return to Garrett for your reward and another quest. o----------------------------------------o | The Third Head of Cerberus | o----------------------------------------o | Goal: Activate 3 loudspeakers along | | Canale Street. | o----------------------------------------o | Difficulty: Medium | | Reward: 1500 XP, Piranha Mod | o----------------------------------------o Garrett gives this quest. Follow the quest line, killing the Thug along your path, possibly with a nearby propane tank, then climb up the ladder across the little creek. The switch is right up on the left of the top of the ladder. After that, head along the quest line, get to the left side of the creek, and head along it until you find a ladder on the side of building. Climb up, look out for Punks, and hit the switch. From there, stay on the rooftops and head down along them towards the other one. From there, proceed back to Garrett. o----------------------------------------o | Three Nails | o----------------------------------------o | Goal: Get the nails for the barricade | | construction. | o----------------------------------------o | Difficulty: Easy | | Reward: 70 XP, Cash | | *Repeatable* | o----------------------------------------o Bruno wants nails. They’re not very useful except for a couple of mods. It’s up to you. o----------------------------------------o | Uninvited Guests | o----------------------------------------o | Goal: Get into Alicia’s house and kill | | all the zombies inside. | o----------------------------------------o | Difficulty: ??? | | Reward: 1500 XP, Battle Double Blade | o----------------------------------------o You should receive this quest on the east side of town, in the northern half, northeast of the besieged warehouse where you can take on a number of quests. Enter the house at the end of the quest line, and kill all the zombies inside. The first group is about eight, then there are a few groups of four or five, and one on the top floor with a Thug. Kill them all, report to Alicia for your reward. O============================================================================O | Et Cetera (E0000) | O============================================================================O Dead Island /---------------------------------------------------------o -------o--------\ Collectibles | (E0001) \--------------------------------------------------------o Text is a poor medium for a guide to something like dozens of small collectibles, so I’ll just link to Gamesradar.com’s guide to the collectibles of Dead Island. It’s right here: http://www.gamesradar.com/dead-island-collectibles-guide O============================================================================O | FAQ Stuff (FQ000) | O============================================================================O Dead Island /---------------------------------------------------------o -------o--------\ Frequently Asked Questions | (FQ001) \--------------------------------------------------------o You'll need to send me question before I can fill this section out! Dead Island /---------------------------------------------------------o -------o--------\ Version History | (FQ002) \--------------------------------------------------------o Version 0.05 - (Sept 12 2011) - Skeleton and Opening sequences Version 0.30 - (Sept 16 2011) - A and B ready for 1.00, C and D through Act I. Version 0.50 - (Oct 06 2011) - C and D through Act II. Dead Island /---------------------------------------------------------o -------o--------\ Contact/Legal | (FQ003) \--------------------------------------------------------o This file is licensed under the Creative Commons Attribution-Share Alike 2.0 Generic license. You are free: to share – to copy, distribute and transmit this work to remix – to adapt this work Under the following conditions: attribution – You must attribute the work in the manner specified by the author or licensor: Credit me as either Jeffrey McGaffigan or BlueYoshi579 (but not in any way that suggests that I endorse you or your use of the work). share alike – If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one. Questions, corrections, comments, and all other forms of feedback are welcome as well. Corrections are especially appreciated - if you send one, please include a name for me to credit you as in the section below. Be sure to have patience and a good topic line, as well. And don't send me questions asking to specifically help you. I, nor any other reasonable FAQ writer, would ever do that. My e-mail: faqiynx AT gmail DOT com - You can also PM me on GameFAQs! Dead Island /---------------------------------------------------------o -------o--------\ Credits/Thanks | (FQ004) \--------------------------------------------------------o SBAllen, for maintaining GameFAQs. CJayC, for creating GameFAQs. A I e x, for being a great FAQ writer. Techland, for making this game. Bears, for not mauling me. You, for reading this FAQ.