recursal/Fanatic-Fandom huggingface dataset:
Escrima Stick

### Description

To the untrained eye, it looks like a stick. The trained eye sees twelve ways it can cripple you.

> *"To the untrained eye, it looks like a stick. The trained eye sees twelve ways it can cripple you."*
>
>

The **Escrima Stick** is a Blunt Melee Weapon in State of Decay 2.

## Gallery

The Statistics of the Escrima Stick as seen in-game.The Escrima Stick equipped.
Facility: Red Talon Bunkroom

## Red Talon Bunkroom

The **Red Talon Bunkroom** Facility is only available after you unlock its prefab in Daybreak. It functions similarly to a Spartan Barracks (extra beds, morale penalty) but only requires a Small Slot to build.

Accepts Sleeping and Universal Facility Mods.

## Red Talon Bunkroom

Provides five beds, a mod slot, and a morale penalty.

**Requirements:**

* Small Slot (Indoor)
* Prefab: Red Talon Bunkroom
* 2 / 2 / 3 / 4 / 5 Materials
* 1 Labor

**Facility Actions:**

* None

**Passive Effects:**

* Beds (**+5 Beds**)
* Cramped Quarters (**-5 Morale**)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

## Ransacked Red Talon Bunkroom

This unique version of the Red Talon Bunkroom is a built-in facility in the Red Talon Daybreak FOB base. It functions the same way as the regular one, however it needs to be "upgraded" to provide 5 beds.

Accepts Sleeping and Universal Facility Mods.

In-game description: Provides three cramped beds, a mod slot, and a morale penalty. This space clearly used to have 2 more beds. With a bit of work, we can replace them.

**Building Requirements:**

* None (built-in)

**Facility Actions:**

* Refurbish the Red Talon Bunkroom (**Replace Missing Beds**)

**Passive Effects:**

* 3 Beds (**+3 Beds**)
* Cramped Quarters (**-5 Morale**)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

### Red Talon Bunkroom (Red Talon Daybreak FOB)

Provides five cramped beds, a mod slot, and a morale penalty. Two of the beds are a little different than the rest, because we made them ourselves.

**Upgrade Requirements:**

* 2 / 3 / 4 / 6 / 8 Materials
* 13 / 25 / 33 / 38 / 50 Parts
* 2 Labor

**Facility Actions:**

* None

**Passive Effects:**

* Beds (**+5 Beds**)
* Cramped Quarters (**-5 Morale**)
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)
Burninator

## Information

The **Burninator** is a special medium vehicle. It is similar to a Rhames V but in "patriotic" flair. The honking functionality for this vehicle, instead of the horn, shoots flames from under the chassis that can damage zombies if they are within range. Using said flames quickly consumes fuel.

## Trivia

* The name "Burninator" is likely a reference to "Trogdor the Burninator" from the web series Homestar Runner.
Civilian Vector Carbine

**Civilian Vector Carbine** is a ranged weapon available in *State of Decay 2*.

## Description

*"Semi-auto, civilian-legal variant of the Vector submachine gun. The carbine configuration offers an extended mag and higher precision, but less mobility and visibility."*

## Characteristics

* Rare variant of the Vector SMG
* Increased accuracy.

## Variants

* Spec Ops Vector SMG - Vector assault variant with sight, extended magazine and full auto.
* Vector SMG - Vector assault variant.
* Civilian Vector Ultracompact - Vector pistol variant.
Double Bit Axe

### Description

Once wielded against towering forest giants, this long-handled axe delivers top-of-the-line zombie-chopping action.

> *"Once wielded against towering forest giants, this long-handled axe delivers top-of-the-line zombie-chopping action."*
>
>

The **Double Bit Axe** is a Heavy Melee Weapon in State of Decay 2.

## Gallery

The Statistics of the Double Bit Axe as seen in-game.The Double Bit Axe equipped.A 3D render of the Double Bit Axe.
Community Goals

**Community Goals** are missions for the benefit of your community.

## An Infestation Situation

One of your survivors wants to take out an Infestation because they're starting to pose a threat to your community. The mission begins when you take control of the survivor.

> "*I'm going to clear out an infestation. If we want to survive, we can't let the zombies take over our town.*"
>
>
>

Your task is to destroy an infestation. The game marks one for elimination, but it doesn't matter which one you clear from the map. Once an infestation is taken out the mission ends and you receive 100 Influence as a reward.

## Moving Time

Someone from your community proposes the idea that it might be a good idea to move someplace bigger.

Your task is to relocate your Home Base. Once you move you receive 100 Influence for completing the mission.

**Notes:**

* You can move to any Home Site you'd like.
* This mission can only come up while living at smaller bases, so the game won't ask you to move out from larger bases.

## Zombie Threat at Home

One of your survivors alert you that zombies are converging on your home to siege it. You have 10 minutes to return home.

If you make it home in time you get 30 seconds to prepare for the siege. Then the siege begins. Depending on the Threat level the siege length and intensity can vary.

* Minimal Risk (1-6): 1-minute siege, only zombies.
* Attack Risk (7-10): 1-minute siege, may include Bloaters.
* Serious Attack Risk (11-14): 2-minute siege, may include Screamers and Armored zombies.
Once the siege ends you need to clear your base from any stragglers. Once your base is secure the mission ends and you receive 200 Influence as a reward.

**Notes:**

* If you miss a siege (don't make it home in time) you lose 3 Ammo, simulating that it was used by your community while fending off the siege. In case you don't have enough Ammo in your Storage when missing a siege your survivors will receive injuries and facilities will be damaged.
* Sieges happen periodically, which means having higher threat level won't make sieges more common, they'll just be longer and harder.
* If your is in the No Risk threshold (0 threat) there will be no sieges.
* You can summon sieges with the Announcer Box and Bell Tower facilities, allowing you to farm Influence.
FAL

**FAL** is a ranged weapon available in *State of Decay 2*.

## Description

*Often called "The Right arm of the Free World" due to its ubiquitous presence around the globe. Easy to operate, easy to clean, and easy to fix with common tools.*

*In a world where gunsmiths are hard to find, it's no secret why this rifle is a Network favorite, handed down from person to person.*
FBI Fighting Rifle

**FBI Fighting Rifle** is a ranged weapon available in *State of Decay 2*. The weapon was introduced as part of the World War 2 Pack. It comes with a Vintage Rifle Compensator.

## Description

*This vintage weapon, based on the military BAR, once saw action in the hands of federal agents battling heavily armed criminals. Its custom features allow the delivery of large-caliber firepower with surprising control.*

*This weapon is equipped with a unique compensator attachment that aids stability and power. It can be removed and attached to other firearms if desired.*
Facility: Generator

## Generator

The **Generator** is one of the three Utility Facilities. It can provide base-wide power by using fuel. While running, it also provides a morale bonus for the whole community.

It doesn't have a Facility Mod slot.

"*Fuel up the generator and get it running, providing base-wide power until it's empty.*

*Will improve Utilities Skills*" Text in-game, Information Card.

## Generator

Provides base-wide power when gassed up, consuming fuel and making a lot of noise.

**Building Requirements:**

* Small Slot (Outdoor)
* 4 / 5 / 7 / 10 / 13 Materials
* 3 Labor

**Facility Actions:**

* Start the Generator
	+ **Bonuses**: Knowledge of Utilities
	+ Base-wide Power for 1h 0m
	+ +3 Zombie Threat for 1h 0m
	+ **Cost**
		- 4 Fuel
		- 1 Labor
		- 5 Seconds
* Upgrade: Generator 2 (**Reduced Fuel Cost To Run**)

**Passive Effects:**

* Electric Light! (**+5 Morale**; requires Power)

## Generator 2

Provides base-wide power when gassed up, consuming some fuel and making noise.

**Upgrade Requirements:**

* 5 Scraps of Circuitry
* 5 / 6 / 8 / 12 / 15 Materials
* 3 Labor

**Facility Actions:**

* Start the Generator
	+ **Bonuses**: Knowledge of Utilities
	+ Base-wide Power for 1h 0m
	+ +3 Zombie Threat for 1h 0m
	+ **Cost:**
		- 2 Fuel
		- 1 Labor
		- 5 Seconds
* Upgrade: Generator 3 (**No Noise**)

**Passive Effects:**

* Electric Light! (**+5 Morale**; requires Power)

## Generator 3

Provides base-wide power when gassed up, consuming some fuel and making negligible noise.

**Upgrade Requirements:**

* Builder Leader
* 10 Scraps of Circuitry
* 5 / 6 / 8 / 12 / 15 Materials
* 3 Labor

**Facility Actions:**

* White Noise Generator (**-4 Zombie Threat for X Duration**)

**Passive Effects:**

* Electric Light! (**+5 Morale**; requires Power)
* -1 Fuel Per Day

## Backup Generator

The **Backup Generator** is a unique built-in Generator facility, only found in the Mike's Concrete and Mohr & Mohr Distributing bases. It provides the same benefits as a Generator 3. Can't be demolished.

It doesn't have a Facility Mod slot.

In-game description: Provides base-wide power, consuming some fuel and making only a little noise.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* White Noise Generator (**-4 Zombie Threat for X Duration**)

**Passive Effects:**

* Electric Light! (**+5 Morale**; requires Power)
* -1 Fuel per day
Community Names

Whenever you start a new community the game randomly gives them a name.

## About Community Names

When creating a new community you can choose which survivors will be the starter members of it, however you are unable to choose what the community's name will be, but it will be randomly assigned from a pool of pre-defined community names. Though it doesn't affect gameplay or anything, players usually care about what's it going to be. On this page you can see possible community names.

Each community name has a rarity to it. According to Undead Geoffrey each name has a weight to it, meaning the more they weigh, the more likely you'll get them. Common (or Simple) Community names have a weight of 30, while the rare ones only have a weight of 1. Every other name is in between, so we're going to call them uncommon.

Note: If you start a community with survivors from your legacy pool, deleting the community will place the legacy survivors back to the pool. This way you can restart a community as many times you want to get a community name that fits your liking.

## Common Community Names

Common/Simple Community names are the simplest and most common names you can get for your community. Also when you play State of Decay 2 for the first time your community is guaranteed to get one of these names. They are the following:

 The Newcomers
 The Settlement
 The Wanderers

## Uncommon Community Names

The following Community names are considered as uncommon:

## Rare Community Names

The following Community names are the most rare:

## Heartland Community Names

Depending on which duo you start your Heartland game with you'll always get the same community name.

* The Lost Sheep - when starting with Larisse and Aunt Fi
* The Network Expedition - when starting with Quincy and Helena
Ambulance

The Ambulance is a 2 door van that can be upgraded into a Vandito with a Heavy Upgrade Kit.

The Ambulance features 6 slots, 2 less then other vans and come with working sirens. The sirens have a larger sound wave than the normal horn therefore attracting more zombies.

**Note:** The sirens are removed when upgraded into a Vandito.

The Ambulance is clearly marked by it's signature red cross, medical insignia, and sirens. When finding an Ambulance its trunk will often contain medical supplies. The following items can spawn inside:

* Bandage (2-3)
* First Aid Kits (1-2)
* Medicine Textbook
* Meds Rucksack
Drucker County (Map)

## Map

**Drucker County** is one of the five Campaign maps of State of Decay 2, alongside Cascade Hills, Meagher Valley, Providence Ridge and Trumbull Valley.

## History

What would be known as Drucker County formed millions of years ago being a plateau and was home to various wildlife species such as Bison and Buffalo.

Over time natives settled in the area. They were very small secluded tribes and often kept to themselves. A major expansion of the area didn't happen until the western expansion era and brought many people to the region, the most notable being Alfred Drucker, the "founder" of the county.

## Current Conditions

Drucker County is largely abandoned and in ruins, with wrecked cars and trucks blocking the roads. The county seems to have had a greater military presence than the other locations, as evidenced by the presence of military blockades, evacuation centers, and surviving members of the Army scattered across the plateau.

## Locations

Drucker County has 16 locations to visit and explore.

## Home Sites

Just like Cascade Hills and Meagher Valley, Drucker County has 7 Home Sites as well. They are the following:

* Barricaded Strip Mall - Huge Base in Mathilda
* Cabin Park Motel - Medium Base in Lake Brimley Park
* Knight's Family Drive-In - Large Base in Knight's Pass
* Mike's Concrete - Large Base in Tamfield
* Vogel House - Starter Base in Kettle Rock Bend
* Wally's Bar and Grill - Small Base in Santa Maya
* Wheelhouse Truck Stop - Medium Base in Meturato
CLEO Battle Rifle

## CLEO Battle Rifle

### Weight

16 lbs

**CLEO Battle Rifle** is a ranged weapon available in *State of Decay 2*.

## Description

*"Challenge: Large volume of standard targets.

Solution: Maximize rate of fire while retaining accuracy.

Survival\_Rate\_Goal: +2.5%.

-excerpt from CLEO blueprint"*

## Characteristics

* Base variant of the CLEO Sharpshooter Rifle

## Location

* It can be purchased from Red Talon traders in exchange of Prestige.
Controls

## Xbox Controls

### **Xbox Control Notes**

* Some names have been changed to be understood better, such as Turbo was renamed to Sprint, and Map was changed to Open Map.
* If a command doesn't work in specific conditions, it is listed as N/A.
* For **LS (Click)**While aiming, the command is dependent on the gun having a scope.
* For **A**while driving, you must be driving a Police Cruiser.
* For **A**while aiming, the fire mode is dependent on if the gun is Semi Automatic, or Fully Automatic.
* Items Marked with **\*** are for the Controller D-Pad.

## PC Controls

### **Quick Use Items**

 **MOUSE WHEEL UP** | Previous Item
 **MOUSE WHEEL DOWN** | Next Item
Danforth Slugger

### Description

A Network-affiliated maker named "PapiEdgar\_11" perfected and shared a simple process for filling an everyday wooden bat with lead, without losing durability.

The resulting weapon delivers high-value strikes on a shoestring budget.

> *"A Network-affiliated maker named "PapiEdgar\_11" perfected and shared a simple process for filling an everyday wooden bat with lead, without losing durability.
>
> The resulting weapon delivers high-value strikes on a shoestring budget."*
>
>

The **Danforth Slugger** is a Blunt Melee Weapon in State of Decay 2. It is affiliated with  The Network.

## Gallery

The Statistics of the Danforth Slugger as seen in-game.The Danforth Slugger equipped.A 3D render of the Danforth Slugger.
Facility: Lumber Pile

## Lumber Pile

The **Lumber Pile** is a unique built-in miscellaneous facility, only found in the Lundegaard Lumber Mill base. It serves no purpose other than taking up a large facility slot.

In-game description: This pre-packaged pile of lumber will make for excellent building materials, once we've sorted them out.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Dismantle

**Passive Effects:**

* No Passives

## Trivia

* Dismantling this facility will yield you 10 Materials.
CLEO Longblade

Goal\_02: Retain optimal balance and ease of use.

-excerpt from CLEO blueprint

> *"Goal\_01: Maximize rate of standard target elimination.
>
> Goal\_02: Retain optimal balance and ease of use.
>
> -excerpt from CLEO blueprint"*
>
>

The **CLEO Longblade** is a Bladed Melee Weapon in State of Decay 2. It is included in the  Daybreak DLC

## Gallery

The Statistics of the CLEO Longblade as seen in-game.The CLEO Longblade equipped.
Dead Man's Cutlass

### Description

The masterfully designed pommel glows with the eerie luminescence of the countless souls claimed by Davy Jones' Locker. It's just what you need to take arms against a sea of thieves. I mean troubles.
--Cash Beaumont

> *"The masterfully designed pommel glows with the eerie luminescence of the countless souls claimed by Davy Jones' Locker. It's just what you need to take arms against a sea of thieves. I mean troubles.
> --Cash Beaumont"*
>
>

The **Dead Man's Cutlass** is a Bladed Melee Weapon in State of Decay 2.

## Gallery

The Statistics of the Dead Man's Cutlass as seen in-game.The Dead Man's Cutlass equipped.
Facility: Announcer Box

## Announcer Box

The **Announcer Box** is a unique built-in facility, only found in the Whitney Field base. It allows you to either summon sieges or lower your base's zombie threat. Can't be demolished.

It doesn't have a Facility Mod slot.

In-game description: Attract zeds, or reduce base noise.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* Draw In The Zeds (requires Power)
* White Noise (requires Power)

**Passive Effects:**

* No Passives

## Trivia & Notes

* After you defeat the siege you summoned with the Draw In The Zeds Facility Action, you get a temporary *-8 Threat Reduced by Siege* effect.
* You can actually stack the aforementioned effect by summoning sieges one after another. You must wait until your current siege ends though.
* Summoning sieges is also a quick and easy way of farming Influence. Don't forget to tend to your injured after each siege when needed.
Community Skills

**Community Skills** are fifth skills primarily for the benefit of the community. Each of them provides the knowledge of a profession which are required for building and upgrading certain Facilities and using certain Facility Actions within your Homesite. These skills are granted by certain Traits or can be learned with appropriate Textbooks and through certain Outposts. They can be leveled up by using appropriate Facility Actions or by using the same Textbooks and Outpost Actions you can use for learning them.

Upon reaching level 7 they can be specialized, providing additional knowledge for more advanced Facilities and Facility Actions. When reaching level 7 with a specialized skill, they will also provide additional bonuses for the entire community.

Each Community Skill has Special versions as well which are only available for certain characters in Heartland. There is also a unique Community Skill in Heartland called Drill Instruction.

## Community Skills

Can't find the Skill you're looking for? Check out Core Skills and Quirk Skills too!
Gwazi

**Gwazi** was a wooden dueling roller coaster located at Busch Gardens Tampa. The name Gwazi originates from a fabled creature with the head of a tiger and the body of a lion. Accordingly, the two sides of the roller coaster's track were named "Lion" and "Tiger". Often, the two tracks were called "yellow" and "blue", with yellow being the primary color of the Lion trains and blue being the primary color of the Tiger trains. The ride, which reached a maximum speed of 51 miles per hour (82 kilometres per hour), utilized over 7,000 feet (2,100 m) of track when taking both sides into account. Though both sides were similar, they were not completely identical.

## History

Construction on Gwazi began sometime after the closure of the Busch Brewery which closed in 1995. Gwazi opened soon after on June 18, 1999 as Florida's first dueling wooden roller coaster constructed by Great Coasters International (GCI) and operated with Philadelphia Toboggan Company's (PTC) trains starting with six of them. At the time, the Dueling Dragons inverted coasters (later known as Dragon Challenge), at Universal Studios' Islands of Adventure (closed in November 2017), and Gwazi, at Busch Gardens Tampa Bay, were the only dueling coasters in Florida just opening a month apart.

Due to the Philadelphia Toboggan Company designed trains and other aspects, which have been known to deliver considerably rough rides on Great Coasters International designed wooden coasters, Gwazi was well known for giving rough ride experiences to park visitors which was a constant problem plaguing the ride since the park first opened Gwazi.

At the beginning of the 2010 season, Gwazi was spotted with what appeared to be Millennium Flyer trains on the track, with water dummies on board. In 2011, the ride's original "old" Philadelphia Toboggan Company's trains were subsequently removed and replaced with Great Coasters International's Millennium Flyer trains in efforts to try and improve what little smoothness Gwazi had, and to try and fix the ride from its notorious roughness.

At the end of the summer season during 2012, the Tiger side of Gwazi closed due to budget constraints. Soon after the closing of the Tiger side, a bridge was built across the Tiger side's loading platform, and one of the Tiger's trains was relocated onto the Lion side's track. Later, Busch Gardens confirmed that Gwazi's Lion track would officially close on February 1, 2015 due to low ride attendance, operating costs, and guest feedback. After 15 years of operation, the attraction's last train was dispatched on February 1, 2015, and Gwazi closed indefinitely.

Although the future of the attraction has yet to be clarified, Gwazi's trains have been reused for InvadR (another wooden roller coaster) at Busch Gardens Williamsburg. In addition, wood planks from the ride have also been reused in other Sea World Parks including SeaWorld Orlando and in Busch Gardens Tampa itself.
Clarington House

The **Clarington House** is one of seven home sites located in Meagher Valley. It is the starter base of the map, located in Turtle Ridge, on the eastern part of the map.

> "*A small but easily defensible home with enough space to support a small community.*"
>
>
>

## Facilities

The base has **10** facility slots in total: 5 small outdoor and 5 small indoor slots.

### Built-in Facilities

* Chef's Kitchen
* Command Center
* Double Bunk Room
* Master Bedroom
* 2x Parking
* Storage
* Trash (Clearable)

## Layout

The Clarington House is a 2-story house - just like Cascade's Justineau House and Drucker's Vogel House.

The base is surrounded by a head height brick wall which can easily be climbed by friends and foes alike. Some sections have barbed wire on the top, but it doesn't help much during sieges - zombies can get in from a lot of directions. There are 4 entry points: A single gate on the front, another one on the south side, and two gates behind the garage (one on each side). Unfortunately the garage is only a set piece and has no functionality. There's a small outdoor slot in the front- and the backyard as well. The backyard also has the Trash facility which can be cleared, allowing you to build something else in its place.

The house has 4 entrances: The main door in the front, a side door on the north side, and two sliding door frames in the back - one downstairs and the other upstairs, accessible from the terrace.

Downstairs you can find the Master Bedroom, the Command Center, and the Double Bunk Room. The Master Bedroom must be repaired before you could use it. There's also a trashed bathroom, however it provides no benefits, just like the garage. Upstairs you can find your Storage, the Locker, and the Chef's Kitchen.

Both Parking spots are located in front of the garage.

## Trivia & Notes

* This house is most likely a reference to Deb Claringtion, a character from the zombie comedy film Night of the Living Deb.
Doomsday Pack

The **Doomsday Pack** was an exclusive content pack for those who owned the game's Ultimate Edition. Since Update 28 it is free for everyone.

## Contents

The Doomsday Pack allows the player to call in the following radio commands:

### Vehicle Delivery: Ultimate Edition Vehicle Delivery

An Impaler with the Skull Eagle paintjob will be delivered near to you. Though its radio command has a cooldown, you're allowed to call in the vehicle as many times you want.

### Supply Drop: Ultimate Edition Melee Weapons

A supply drop will be delivered near to you. It can only be called in once per community and will contain the following items:

* 3x Apocalypse Bat
* 3x Apocalypse Sword

### Supply Drop: Ultimate Edition Ranged Weapons

A supply drop will be delivered near to you. It can only be called in once per community and will contain the following items:

* AA-12
* X-36C
* EVO 3

### Supply Drop: Ultimate Edition Supply Drop

A supply drop will be delivered near to you. It can only be called in once per community and will contain the following items:

* 3x Molotov
* 3x Pipe Bomb
* 2x Improvised Suppressor
* 2x First Aid Kit
* 2x Hiking Pack (Brown Camouflage)
Enigmatic Axe

### Description

This expertly crafted Michigan-style double-bit axe reeks of strong coffee and old blood. One shudders to imagine what it has seen... or done.

> *"This expertly crafted Michigan-style double-bit axe reeks of strong coffee and old blood. One shudders to imagine what it has seen... or done."*
>
>

The **Enigmatic Axe** is a Heavy Melee Weapon in State of Decay 2.

## Gallery

The Statistics of the Enigmatic Axe as seen in-game.The Enigmatic Axe equipped.A 3D render of the Enigmatic Axe.
## Obtaining

The Enigmatic Axe is a hidden weapon found on the Providence Ridge map.
It is found to the mid South-West side of the map.

I found it best to go to the self storage lockers along the main road and book it west from there. Your looking for a rock formation blocking the path and in the center there is an opening.

Once beyond the rocks there is an overgrown path that when followed leads to a shrine of sorts. There will be a statue of the towns lumber jack mascot and a lootable box at his feet.
Drone Hacking

**Drone Hacking** is a Facility Action.

Description: *Brute-force our way into the headless drones circling around upstairs, temporarily unlocking radio options. Programming expertise unlocks access to stronger drone types. Will improve Computers skills.*

**Result:**

* Recon Drone Available for 1h 0m

**Available at:**

* Command Center 3

**Requirements:**

* Knowledge of Computers
* Power

**Costs:**

* 13 / 25 / 33 / 38 / 50 Parts
* 1 Labor

**Bonuses:**

* Knowledge of Programming: Provides "Attack Drone Available for 1h 0m".
Championship Bat

### Description

The bat used to win the game the whole town talked about, lovingly maintained and fitted with a custom grip.

> *"The bat used to win the game the whole town talked about, lovingly maintained and fitted with a custom grip."*
>
>

The **Championship Bat** is a Blunt Melee Weapon in State of Decay 2.

## Gallery

The Statistics of the Championship Bat as seen in-game.The Championship Bat equipped.
12g shells

**12g shells** is a type of ammunition in *State of Decay 2*.

## Description

> "*A great defensive round, covering a wide area in buckshot with each trigger pull. Great for knocking down or dismembering groups of zeds, but sorely lacking in range and precision.*"
>
>
>

## Weapons that use 12g shells

Sidearms

**Note:** B — Can get from The Bounty Broker. D — Can be delivered by a Doomsday Pack. H — Can be found in Heartland.
EVERYTHING (1,0,0,0,1)

Start of part!

 G
 {a-a1a1:35px;
 G
 {a-a1a1:35px;

Due to budget cuts, all Ts had to be replaced with Pewdiepie
Pewdiepie
Pewdiepie
Diepie killed all p, i, or e. All lines and ! died as well
Peo
scG
sc4x
Oeo
(aaa:3)o;
Everything was solved
Urine
Screen
Shrillex
Oreo
BATTERY is ON
The battery destroyed everything, but activated the screen!
Screen
This will migrate to the first virtural part of Grideverything, or Grideverything Hidden Rebirth P2 (Durvenson will migrate)
Screen
Echo-X1 Combat Crossbow

**Echo-X1 Combat Crossbow** is a ranged weapon available in *State of Decay 2*.

## Description

*"In a world where ammo is tough to come by, a soldier could do worse than carry one of these bad boys. Decent range, a nice optic, and plenty of killing power. Best of all, the zeds won't hear it comin'."*

*--Kelly "Sasquatch" Eldridge*
Facility: Fuel Extractor

## Fuel Extractor

The Fuel Extractor Facility can only be found in the Heartland DLC. It provides daily Fuel income and extra Fuel Storage.

When you move into the base this Facility is broken down and requires repairing.

In-game description: A fuel pump and filtration rig that provides a daily income of fuel and plenty of fuel storage.

**Requirements:**

* None (Built-in)

**Facility Actions:**

* Load Gas Can

**Passive Effects:**

* Fuel Extraction (**+4 Fuel Per Day**)
* Enormous Fuel Storage (**+100 Max Fuel Storage**)
Facility: Haven Device

## Haven Device

The **Haven Device** is a Defense facility introduced with Update 26. It eliminates zeds within its effective range.

It doesn't have a Facility Mod slot.

**Note:** With the release of Update 33 the facility has been completely reworked. Previously it reduced your base's Threat level drastically (preventing sieges), while also killing any zed wandering into its killzone. Since the siege mechanics have been overhauled it no longer prevents them from happening, and it can only eliminate a handful of zeds before going into cooldown for about 15 minutes.

In-game description: A CLEO-powered zombie warding device. Its effect is much stronger when it is powered, and it is much cheaper to maintain with access to water.

**Building Requirements:**

* Large Slot (Outdoor)
* Haven Capsule
* 8 Scraps of Circuitry
* 3 / 4 / 5 / 8 / 10 Materials
* 1 Labor

**Facility Actions:**

* None

**Passive Effects:**

* Haven Protocol (**Kills Zombies in Base**)
* Burning Through Parts (**-100 Parts Per Day**)
* External Power Source (**Extended Area of Effect**, requires Power)
* Liquid Cooling System (**Reduced Parts Cost**, requires Water)

## Notes & Trivia

* To unlock this facility you'll need to complete the Meeting CLEO: The Haven Protocol mission on the Trumbull Valley map.
* Installing this facility will cause a massive siege before it'd start defending your base.
* The effect Haven Protocol used to provide **-80 Zombie Threat** which basically meant no sieges regardless of your difficulty settings. Since the facility's rework it affects neither the Noise Level or Siege Threat of your base.
* When External Power Source is active (facility has Power access), the effect Haven Protocol changes to **Kills Zombies in Safe Zone**.
* When Liquid Cooling System is active (facility has Water access), the effect Burning Through Parts changes to **-25 Parts Per Day**.
* Zombies and Freaks wandering into the kill zone of the Haven Device will start glowing green and burn from the inside. After a short amount of time their head will explode (as for bloaters, they pop really quickly). Zombies getting out of the kill zone will turn from glowing green to glowing yellow. However, re-entering the kill zone will once again trigger the green glow and start the countdown to elimination.
* The yellow glow of zombies is caused by the mixing of red and green colors. When a zombie enters the killzone the red glow is replaced by green, however when they leave it the red glow is applied on top of the green glow instead of replacing it.
5.56 mm rounds

**5.56 mm rounds** is a type of ammunition in *State of Decay 2*.

## Description

> "*Standard-issue rifle round use in a wide variety of platforms. Very effective at dismembering foes, while being fairly easy to control.*"
>
>
>

## Weapons that use 5.56 mm rounds

**Note:** B — Can get from The Bounty Broker. D — Can be delivered by a Doomsday Pack. H — Can be found in Heartland.
Facility: Field Hospital

## Field Hospital

The **Field Hospital** is one of the 4 Leader Projects - it is unlocked by the Sheriff Leader. It functions as a Level 3 Infirmary, however it also provides special treatment options and a passive +10 Max Health for everyone.

Accepts Medical and Universal Facility Mods.

In-game description: Enables passive recovery of Health and removal of trauma, injuries, and infection. Treats blood plague. Crafts plague cure and other medical items. Can produce meds. Can use meds to remove all infection and injuries in the community.

**Building Requirements:**

* Sheriff Leader
* Large Slot (Outdoor)
* 2 Cases of Chemicals
* 8 / 10 / 13 / 20 / 25 Materials
* 4 Labor

**Facility Actions:**

* Treat Plague & Infection
* Craft Items & Produce Meds
	+ Health Recovery
		- Craft Bandages
		- Craft Weak Painkillers (requires Water)
		- Craft Painkillers (requires Water)
		- Craft Strong Painkillers (requires Water and Knowledge of Pharmacology)
	+ Injury & Trauma Recovery
		- Craft First Aid Kits (requires Water and Knowledge of Medicine)
	+ Blood Plague
		- Prepare Plague Cure
		- Prepare Bulk Cure (Luxury Item)
		- Divide Bulk Cure
	+ Produce Resources
		- Produce Meds
* Medical Help
	+ Active Character
		- Emergency Medicine
		- Infection Therapy
	+ Community
		- Primary Care (requires Knowledge of Medicine)
		- Boost Injury & Trauma Recovery (requires Knowledge of Surgery)
		- Boost Infection Therapy (Requires Knowledge of Pathology)
* Special Treatment Options
	+ Physical Therapy
	+ Infection Therapy

**Passive Effects:**

* Preventive Medicine (**+10 Max Health**)
* Treatment Beds x3 (**3 Plague Treatment Beds**)
* Enhanced Passive Recovery (**Passive Heal: Health, Injuries**; requires Meds in Storage)
* Scrapes and Bruises (**-2 Meds Per Day**)
* Inpatient Care (**+15 Influence Per Day)**
* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)

**Notes:**

* Inpatient Care will grant you +15 Influence for every Friendly Enclave in the map at the moment the facility is complete. Future Update will make it more dynamic and change according to the amount of Friendly Enclave you gain/lost after the facility is complete.
Checkpoint Delta

The **Checkpoint Delta** is one of six home sites located in Trumbull Valley. It is the starter base of the map, located on the western part of the map.

> "*Once upon a time the military used this place to control the bridge. It's not quite a forever home, but it's got four walls so it'll do for now.*"
>
>
>

## Facilities

The base has **9** facility slots in total: 6 small outdoor and 3 small indoor slots.

### Built-In Facilities

* Command Center
* Military Cots
* 4x Parking
* Storage

## Layout

The Checkpoint Delta is a former military outpost. It's the only Starter base with more than two Parking spots, however it also has less slots for building facilities than the others.

The base is surrounded by a sturdy metal fence which provides a perfect base perimeter. There are 2 entry points: A metal door on the west and another one on the east side. The slide gate next to the eastern entrance is also climbable. The base is easy to navigate through, everything can be found in a common open space. The two small outdoor slots are found along the western wall. The Storage is next to the slide gate, while the Military Cots, Command Center, and the Locker are coupled together on the south.

There's also a small platform above the Military Cots which serves as a great shooting platform.

You can find the Parking spots by the two entrances, 2 on each side.
CLEO Pistol

## CLEO Pistol

### Weight

5 lbs

**CLEO Pistol** is a ranged weapon available in *State of Decay 2*.

## Description

*"Goal\_01: Deliver reliable, small-scale weapons platform.

Goal\_02: Minimize cost and time for manufacture.

-excerpt from CLEO blueprint"*

## Location

* It can be purchased from Red Talon traders in exchange of Prestige.

## Variants

* CLEO Machine Pistol - Full-auto variant with larger magazine.
Achievements

Currently there are **153** Achievements for State of Decay 2, worth **2400** Gamerscore in total.

## Campaign Achievements

The following achievements can be unlocked while playing Campaign:

## Daybreak Achievements

The following achievements can only be unlocked while playing Daybreak:

## Heartland Achievements

The following achievements can only be unlocked while playing Heartland:
Facility: Command Center

## Command Center

The **Command Center** is one of the three basic facilities. Every home site has a Command Center; in fact, when you move to another base you'll bring over your existing radio equipment, meaning your Command Center upgrades will be kept and your installed Facility Mod will be retained, so you don't have to install it again.

Accepts Command Center and Universal Facility Mods. Must be upgraded first.

## Command Center

Lets us spend influence to locate resources or survivors. Determines outpost limit. Upgrade to raise the limit and allow facility mods.

**Building Requirements:**

* None (built-in)

**Facility Actions:**

* Upgrade: Commands Center 2 (**+1 Outpost, Unlock Map Exits**)

**Passive Effects:**

* Outpost Support (**+2 Outpost Limit**)
* Radio Menu Unlocks (**Find Resources, Survivors**)
* Short Scouting Range (**+250m Passive Scouting**)

## Command Center 2

Lets us spend influence to locate resources or survivors, as well as spend labor to earn influence. Determines outpost limit (upgrade to raise it).

**Upgrade Requirements:**

* 5 / 6 / 8 / 12 / 15 Materials
* 2 Labor

**Facility Actions:**

* Friendly Broadcast
* Upgrade: Command Center 3 (**+1 Outpost, Hack Drones**)

**Passive Effects:**

* Outpost Support (**+3 Outpost Limit**)
* Radio Menu Unlocks (**Find Resources, Survivors, Towns**)
* Map Exits Unlocked (**Map Exits Unlocked**)
* Medium Scouting Range (**+325m Passive Scouting**)

## Command Center 3

Lets us spend influence to locate resources or survivors; spend labor to earn influence; and hack drones for radio commands. Determines outpost limit.

**Upgrade Requirements:**

* Knowledge of Computers
* Power
* 10 Scraps of Circuity
* 8 / 10 / 13 / 20 / 25 Materials
* 3 Labor

**Facility Actions:**

* Satellite Broadcast
* Drone Hacking

**Passive Effects:**

* Outpost Support (**+4 Outpost Limit**)
* Radio Menu Unlocks (**Find Resources, Find Survivors**)
* Drone Reconnaissance (**Radio Unlock: Drone Recon**; requires Recon Drone Available)
* Drone Strikes (**Radio Unlock: Drone Strikes**; requires Attack Drone Available)
* Map Exits Unlocked (**Map Exits Unlocked**)
* Long Scouting Range (**+400m Passive Scouting**)

**Note:** You need Knowledge of Programming to unlock Drone Strikes with the Drone Hacking Facility Action.

## Base-Specific Passives

Certain home sites will grant the facility a unique passive effect as long as your community lives there.

* Barricaded Strip Mall: Art Gallery in Command Center (**+3 Morale**) (+10 with Knowledge of the Arts)
* Church on the Hill: Gorgeous Environment (**+3 Morale**)
* Container Fort: Castle Doctrine (**4 Armed Guards (No Cost), -2 Zombie Threat**)
* Country Church: Gorgeous Environment (**+3 Morale**)
* Wheelhouse Truck Stop: Good Radio Equipment (**+35% Command Center Action Speed**)
Facility: Master Bedroom

## Master Bedroom

The **Master Bedroom** is a unique built-in sleeping facility, only found in certain bases. It provides the same benefits as a Sheltered Beds, however it provides a small morale bonus and can take a Facility Mod. Can't be demolished or upgraded.

Accepts Sleeping and Universal Facility Mods.

In-game description: Provides two beds and a morale bonus.

**Building Requirements:**

* None (Built-in)

**Facility Actions:**

* None

**Passive Effects:**

* Queen-Sized Bed (**+2 Beds**)
* Well-Appointed (**+3 Morale**)

**Bases with this Facility:**

* Clarington House
* Justineau House
* Vogel House
Facility: Forge

## Forge

The **Forge** is one of the five Crafting & Building Facilities. It allows the crafting of melee weapons. With the right knowledge it also allows you to convert parts to materials and vice-versa.

Accepts Workshop and Universal Facility Mods.

In-game description: Makes awesome melee weapons. Converts parts to materials and vice-versa.

**Building Requirements:**

* Knowledge of Craftsmanship
* Large Slot (Outdoor)
* 2 Cases of Chemicals
* 8 / 10 / 13 / 20 / 25 Materials
* 4 Labor

**Facility Actions:**

* Craft Melee Weapons
	+ Normal Weapons
		- Craft Rebar Club (requires Knowledge of Craftsmanship)
		- Craft Mower Blade Sword (requires Knowledge of Craftsmanship)
	+ Masterwork Weapons
		- Craft Transmission Mace (requires Knowledge of Metalwork)
		- Craft Crow's Beak (requires Knowledge of Metalwork)
		- Craft Razor-Edge Machete (requires Knowledge of Metalwork)
		- Craft Rebar Blade (requires Knowledge of Metalwork)
		- Craft Coffee Can Mace (requires Knowledge of Metalwork)
* Convert Materials to Parts (requires Knowledge of Metalwork)
* Convert Parts to Materials (requires Knowledge of Construction)

**Passive Effects:**

* Daily Maintenance (Noisy) (**-1 Materials Per Day, +1 Zombie Threat**)
Echo-S4 SMG

**Echo-S4 SMG** is a ranged weapon available in *State of Decay 2*.

## Description

*"Damn, I got some spec-ops brothers and sisters who would've killed to have one of these during the outbreak. Lightweight, rapid-firing, and with an integral suppressor that makes wastin' zeds quieter than church. It's basically an MP5-SD, only it's brand new. Who the fuck is making these things?
--Kelly "Sasquatch" Eldridge"*

## Characteristics

* Variant of the MP5SD.
* Holo-sight.
* Fitted with an integral Suppressor.

## Location

* In the Heartland campaign, this submachine gun can be found in green military containers.
* It can be traded to/from another player in a **Heartland** multiplayer session to be used in a main game community.
* As of Update 35, it can be obtained via the Echo Labs CLEO drop Mysterious Broadcast mission in a main game community.

## Variants

* Restored Echo-S4 SMG - Trumbull Valley Bounty Pack variant

## Notes

* The Echo-S4 SMG, is one of the six Echo Guns to be found in a Heartland campaign to obtain the 'Shots in the Dark' Achievement
* This shares the same stats and functionality as its 'Restored' variant obtained via the Bounty Broker.
Kraken

**Kraken** (named for the fictional sea monster of the same name) is a steel floorless roller coaster located at SeaWorld Orlando in the United States. Manufactured by Bolliger & Mabillard, the ride features a total of seven inversions including two vertical loops, a dive loop, a spiraling camelback (zero-g roll), a cobra roll and a flat spin Kraken opened on June 1, 2000. It is also the world's second longest floorless coaster elongating up to 4,177 feet (1,273 m). The coaster was refurbished and renamed to Kraken Unleashed. The refurbishment included Virtual Reality.

## History

In 1999, Six Flags Great Adventure spent $42 million on new attractions including a prototype Floorless Coaster by Bolliger & Mabillard, Medusa (later Bizarro). The immediate popularity of the ride, led to SeaWorld Orlando and three other amusement parks to announce plans to install Floorless Coasters in 2000; aside from the announcement of Kraken on May 6, 1999, Six Flags Marine World announced Medusa, Six Flags Ohio announced Batman: Knight Flight, and Six Flags Fiesta Texas announced Superman: Krypton Coaster. Kraken was announced as costing approximately $18–20 million. Kraken's announcement more than one year out from its opening was an attempt by the park to drive international attendance.

Construction for the ride was well underway in January 2000. During construction, Superior Rigging & Erection was responsible for erecting the supports and track of the roller coaster.

On June 1, 2000, Kraken officially opened to the public. At the time of opening Kraken held the record for the tallest and longest roller coaster in the state of Florida. It held this record until 2006 when Disney's Animal Kingdom opened the 4,424-foot-long (1,348 m) Expedition Everest.

## Characteristics

The 4,177-foot-long (1,273 m) Kraken stands 153 feet (47 m) tall. With a top speed of 65 miles per hour (105 km/h), the ride was the fastest roller coaster at SeaWorld Orlando until the opening of Mako in Summer of 2016. The ride features seven inversions including two vertical loops, a dive loop, a spiraling camelback (zero-g roll), a cobra roll and a flat spin (corkscrew).

## Ride experience

After riders have boarded the station floor is retracted and the front gates open, Kraken Unleashed departs with a right U-turn out of the station. This leads directly to the 153-foot-tall (47 m) chain lift hill. At the top, the train crests the lift hill and follows a fairly level turn to the right before dropping 144 feet (44 m) towards the ground. The ride then enters the first 128-foot-tall (39m) vertical loop followed by a diving loop, passing by Mako's lift hill. A spiraling camelback (zero-g roll), where riders experience a feeling of weightlessness, is followed by a cobra roll. A banked turn to the left leads into the mid-course brake run. The exit from the mid-course brake run drops down directly into the second vertical loop. A subterranean dive into Kraken's lair is followed by a flat spin. The ride concludes with a final brake run and a short path back to the station.
Cricket Bat

### Description

Though the sun may well have set on empires large and small, the soul of mighty Britannia lives on in this humble yet powerful instrument.
--Cash Beaumont

> *"Though the sun may well have set on empires large and small, the soul of mighty Britannia lives on in this humble yet powerful instrument.
> --Cash Beaumont"*
>
>

The **Cricket Bat** is a Blunt Melee Weapon in State of Decay 2. It can be obtained through the The Bounty Broker by having teammates kill 10 Zombies grappled by you. It is included in the  Fearsome Footage Pack.

## Gallery

The Statistics of the Cricket Bat as seen in-game.The Cricket Bat equipped.
Electric Eel

**Electric Eel** is a steel roller coaster at SeaWorld San Diego in San Diego, California, United States. Built and manufactured by Premier Rides, Electric Eel opened on May 10, 2018.

## History

Construction on Electric Eel began in Fall 2017. The last piece of track was installed in January 2018. The ride opened on May 10, 2018.

## Ride experience

Electric Eel launches out of the station up into a partial twist. The train then falls back through the station, where it is accelerated backwards into another twist. Once again, the train falls back into the station and riders are accelerated to a top speed of 62 miles per hour (100 km/h). It then travels up to a height of 150 feet (46 m) where it completes a non-inverting half-loop, a heartline roll (ranking it among the tallest inversions in the world) before exiting in a second non-inverting half-loop. It then enters a full non-inverting loop before returning to the station.