Well, welcome to the Scavenger's Guide, home of all your information on locations. The saying goes "Location, location, location!", and the Dead Zone is no different. Yes, the game offers filters, but some places give more of specific items than others. This guide is to help you find what you need to survive in the Dead Zone.
Please reply with any new information or corrections!
Residences - Most layouts are rather small, meaning rushes can quickly surround you. The living room is normally much more spacious, so its a good place to take a stand in a rush. Large Residences have many chokepoints with the many doors. Residence's give smaller amounts of most things than more specialized places, but through junks, they offer more cloth than a warehouse, as well as being more common than the other great cloth giver, hospitals. They also offer some medical items.
Warehouses - Warehouses layouts differ from uniform to almost maze-like, but they are all rather spacious. Try to stand between the aisles during a rush since your survivors can shoot between them. Warehouses are good for metal and wood, as well as offering some cloth and components.
Supermarkets - Supermarkets layout are smaller and less spacious than warehouses. It's a good idea to bring a melee with for cramped spaces. Supermarkets, as can be expected, offer good amounts of food and water.
Streets - These areas are long and spacious, so more guns than melee are recommended. There are many zombie spawn points, and being in the center is a Bad Idea in a rush. They seem to offer a balance between ammo and guns.
Gun Stores - Like most other store type buildings, these are cramped, but normally have rooms, so chokepoints are a plus. Try to get inside a room without a spawn point to hold off a rush. If the room has a cage, even better, since your survivors can shoot through. Gun stores give more ammo than guns, so they are best if you want to stock up.
Hardware Stores - Again, cramped spaces,so melee is a must. Use the same strategy as supermarkets, but remember that the area is smaller. They offer some wood and metal and components, as well as a small amount of cloth.
Offices - Again closed, but some have spacious rooms with some spawn points visible. In a rush, use the fact of multiple rooms to your advantage and make your stand preferably in one without a spawn point, using the door as a chokepoint. Guns are recommended, but as with all closed spaces, bring one melee. Try not to get caught in the large, somewhat spacious room, as you will soon be surrounded. As the game says, this place is best for junk, with the majority of resource providing junks giving metal, followed by wood junks.
Securities - A sort of mix between a office and a gun store. They have desks and such in some rooms, and gun cages and other gun store like features in other rooms. In a rush, try to get into the caged areas, preferably with only one entrance and no spawn points. At least one melee is recommended, as well as a gun to take advantage of the cages. They offer more guns than a gun store, at the cost of giving less ammo. It is also a decent place to find gear.
Police Stations - A rather large-ish building with cramped office rooms and slightly more open rooms otherwise. Try to find a cell with no spawn point to take a stand in a rush. Some doors may be blocked off with sandbags, so use this to your advantage with guns to shoot through. There may also be a sandbag wall in one of the open rooms, so if a rush takes you by surprise and you can't get to the other defence points, it will have to do as a barrier. Police Stations offer a lot of ammo, with a few guns.They also offer useless junks, followed by metal and wood junks, in that order of rarity.
Hospitals - Another area with many rooms. Some layouts are open, and some are very cramped. In the cramped ones, try to get behind the barricades or the counter wall off one side of attack. The open layout is much more dangerous, with zeds coming from all around if you are in the middle, so try to avoid going there. Again, use the doorways as chokepoints, preferably in a room with no spawn points. Hospitals give medical items, cloth junks, a decent amount of water, and a small amount of food.
Department Stores - These are much more open than other store types, but still no place for a Long Rifle. Zeds will be coming from every side, so try to take cover in between some aisles, or even an uncramped corner. They are a bit like residences, offering a bit of everything, with a focus on food, water and junks.
Stores- Another small area, but not as cramped as other store-types like Supermarkets, thanks to the lack of aisles. They seem to offer a bit of everything. MORE INFO COMING SOON
Edited by Rising Phoenix, 12 July 2014 - 10:09 AM.