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Choose Your Own Apocalypse

2,06427516
3.5039,748711 (2%)150-200 h
Choose Your Own Apocalypse

Tried and Tested achievement in State of Decay 2: Juggernaut Edition

Tried and Tested

Complete the legacy arcs for all four leader types while in a Dread Zone or a Nightmare Zone.

Tried and Tested-1.0
2 guidesOnline/OfflineSingle PlayerCooperativeDifficulty SpecificMultiple Playthroughs Required

How to unlock the Tried and Tested achievement

  • Lt DavoLt Davo196,222
    22 May 2019 27 May 2019 05 Apr 2020
    31 1 10
    This achievement requires completing a minimum of three dread games and a fourth game you'll probably do in nightmare difficulty, so most of this solution is a general dread & nightmare guide, but it also covers the four legacies.

    Let's get one question out of the way first - "Can I start out in normal difficulty, then switch difficulties to complete the legacy?" No, probably not in the way you're thinking. When you change difficulties, you are effectively bringing your entire community and its storage locker to a fresh Day 1 version of your map. So, you're back in the starter base, all plague hearts are reset, you have no allies, nothing has been surveyed, etc. It's not a bad way to ease into dread mode for the first time, but don't think you're going to skip huge parts of the game in doing so.

    The #1 key thing to remember is that when you choose your community to start the game, the characters from your previous playthroughs will bring not only their skills, but the contents of their backpacks and rucksacks with them. Always keep in mind, when you're about to complete one game, which three survivors are going into the next one and load them up with the things that will help you. I'll have more on that in just a minute, but first, since this achievement requires completing the game four times on dread or nightmare difficulty, I thought a general dread/nightmare guide would be in order. It's long, so you can skip it if you want and go straight to the part of this guide about the four legacies. (Search on *** to jump there.) But if you want to read my general dread/nightmare guide, here it is:

    GENERAL DREAD/NIGHTMARE GUIDE

    Weapons and Enemies: Your biggest threats in dread and nightmare are, in order: 1) ferals, 2) juggernauts, and 3) hostiles. The reason ferals are the biggest threat is because they are the hardest to avoid. When you see juggernauts and hostiles, you can usually choose whether to engage and prepare yourself first, but you better be ready for ferals anytime, anywhere. In nightmare mode, there are feral packs (three ferals) that can shred two of your most badass survivors apart in seconds. For me, the best way to counter this was the 10/22 carbine. This weapon is relatively lightweight, fires very quickly, uses cheap ammo, has a scope, and is suppressible. The variant obtained in the Aunt Prepper quest has a 50-round magazine. Other variants can be found in scavenging or bought from traders or enclaves, but they are all good. Give this gun to whoever is going out of the base and keep it equipped, and these feral packs become a mere nuisance, rather than a game ender.

    Crossbows are also important, and despite all the diferent varieties of crossbows, they all boil down to two kinds: the Echo X-3, and all the others. The Echo X-3 uses lightweight bolts and has a 10-bolt magazine. It is your best friend in clearing out infestations because you can take out multiple screamers quickly, before any of them goes off. It can also save you from multiple ferals in lieu of the 10/22 carbine. It is a rare item that can only be obtained from traders. If you don't have the X-3, then use whichever other crossbow you like, but always carry one.

    Juggernauts can be taken down with a few 50-caliber rounds and/or with frag grenades, pipe bombs, etc.

    The best way to deal with hostiles is to avoid them. If you have to take them on, bring zombait and bloater gas and let the zombies do most of the work. Use the 10/22 carbine and/or crossbow you should always be carrying to add to their problems.

    You'll notice that the only ranged weapons I mentioned were the 10/22 carbine, the .50-caliber rifle, and crossbows. In my nightmare playthrough, I had ample amounts of these and simply didn't use any other weapons.

    Resources and Facilities: In dread mode, resources are a little more scarce, but there's still plenty, with one exception: parts. In normal difficulty, I never paid attention to parts, but in dread, I found I needed to hoard them; i.e. always buy them from traders, salvage broken weapons rather than repair them, use a CNC mill, etc. In nightmare mode, parts were always my most serious, and often critical, resource shortage. Parts are needed to produce toolkits, C4, ammo, meds, and much more. That's why one of my biggest recommendations for dread and nightmare is to buy the Red Talon Workshop. To get it, you must have the Daybreak DLC and play it until you have 2,500 prestige points. Then you have to purchase it from a Red Talon trader who you summon with your radio.

    The Red Talon Workshop is regular a Level 3 Workshop that can be built in one construction job with a minimal amount of materials. So, it will save you a lot of initial construction time and materials. Additionally, it does passive repair of weapons in your storage locker (melee and ranged) without consuming any parts. I cannot stress enough how important that is in dread and nightmare difficulties. Additionally, it is self-powered, meaning that if you have a CNC mill or other upgrade that requires power, you can use it even if your base doesn't have power.

    In nightmare difficulty, the resource shortage is more real. Survivors in your base eat 2 food per day, skipping out on zombie assaults on your base (what the game incorrectly calls "sieges") costs 3 ammo, each gas can costs 2 fuel, and all facilities require many more materials for construction. This means the fertilizer upgrade for your garden/farm/hydroponics is more important than ever, and it makes the rare recycling skill (daily materials & parts income) mighty handy to have. You can make ammo from parts. It all comes back to parts.

    Another very helpful facility is the sniper tower, which gives you an awesome radio command (sniper cover for 50 influence), and also reduces the threat level. You can have a sniper tower and watchtower reducing threat at the same time. The sniper tower requires a builder leader. Now that you can demote leaders, it shouldn't be a big deal to choose a builder as the first leader of your community so that you can build the sniper tower. Then, when the plague hearts are destroyed and you're ready to proceed with a legacy, choose the leader you really want.

    Skills: Not all skills are equal. You need a computer person to upgrade the command center. Specialize him in electronics to make C4, which is the best way to destroy plague hearts. You need a gardener to boost yields in your garden. A chemist/munitions person can make thermite, which is effective against plague hearts and infestations. A medic can heal you over the radio, which is pretty huge if you've used up your painkillers and can manage to climb a roof or container to catch your breath. A mechanic can make toolkits for repairing vehicles. You'll need lots of those, trust me. A utilities person can build a hydroponic garden. A cook is nice to have, but not necessary. I never needed a craftsman, ever. Avoid recruiting actors, musicians, self-promoters, etc. If you find a rare skills trader, some of the useful rare skills include recycling and soundproofing.

    I upgraded all of my cardio skills to Marathon. In dread/nightmare, you're going to be doing a lot more running and a lot less standing your ground. Also, if worse comes to worse (which it will), you can drop all your stuff and sprint all the way across the map without getting fatigued. I also upgraded all my wits skills to Stealth. The main thing in dread and nightmare is to not get detected. Being able to sprint while crouched is huge, and being able to silently open locked doors is double huge.

    Plague hearts aren't that hard. Bring C4 (two), thermite (five), or even frag grenades (three). Apply scentblock before you go in. Let one explosive finish doing its job before using the next one. If using C4, you need to let the heart calm down after the first one before you go in and plant the second one. If using thermite, let it burn away. Followers will usually try to melee the heart, so don't bring a follower from your community. If you really want a follower, recruit one from one of your friendly enclaves for 100 influence. (That also applies to when you're attacking hostile enclaves.)

    "Sieges": if you're out doing something and don't want to come home when a zombie attack on your base is announced, go to an outpost and switch characters. The attack will progress without you and you won't be charged the extra ammo cost. EDIT: With the Juggernaut title update, this still works, but the attack remains at the "clear out the remaining zombies" stage until the player goes home.

    Quests: Some of the quests are quite helpful, while others are a waste of time or too risky. Here's a quick rundown:
    Aunt Prepper - Absolutely do this one at least to the point where you receive the 10/22 carbine. After that, it's still pretty helpful.
    Hunt for Vinyl - This is a relatively quick and easy way to get an ally who becomes an influence farm. Do it.
    Eagle Eye - follow it to get the .50-caliber rifle. I was awarded a rooftop sniper radio command once after completing this quest. I don't know how consistent that is, but it's worth a roll of the dice, because that radio command is a game-changer.
    Ancestral mace - It's a fairly easy quest, but the reward is marginal. That ancestral mace is heavy, and the other weapons aren't especially good. Your choice.
    Action Hero - other than the car you get when you start it (which has a small trunk), all your hard work gets you jack squat. In nightmare, the car has only a little gas and it's already pretty beaten up. I don't do this one.
    Gentleman Cadaver - too much trouble for too little reward. Pass.
    Chief Jackson - it's three scavenging runs that get you an unremarkable blunt weapon, a car with a small trunk, and a loud pistol. Pass.
    Builder - the "elbow room" mission has been very glitchy for me, It often leads to me doing a Save&Exit/Restart to get out of it. But if it works, it's OK to do. The other builder mission gives you four materials rucksacks in one building. Heck yeah to that.
    Trader - the first trader mission gets you an easy friendly enclave, so do it. This is an easy quest.
    Warlord - as far as I know, the "To Catch a Thief" mission can always be resolved via intimidation, so you get a rucksack for a small amount of work.
    Sheriff - nah. You're putting your neck on the line for no good reason.
    The distillers - completing this one gives you a pretty good radio command (food + molotovs + luxury) and if you need a chemist to recruit, they have one. Just know that the last mission is a fight with hostiles. I think it's still worth it.
    The doctors - this quest includes combat with hostiles and finding a portable generator. The reward is either a healing radio command or a medic to recruit to your community. On the whole, it's kind of a lot of hassle unless you're desperate to recruit a medic.
    The mechanics - if you want to hire the rookie mechanic, you can do it after completing the second mission in the quest. The third mission is a pretty hardcore two-wave zombie assault on the mechanics' shop. Survive it and keep them alive and you win a free vehicle delivery boon. It's a nice reward, but brace yourself for a very tough fight.
    The cannibals - this never ends well. Pass.
    Demand for resources - this quest looks like a regular mercy mission that could result in friends or allies, but if you see the word "demand," skip it. You're pouring resources down the drain and will end up with enemies no matter what.
    Plague researchers - you'll never get allies from this quest, but it's a decent way to get some useful biochem items. Your choice.
    Zombie researchers - I used to get this one frequently, but haven't yet been offered it in dread/nightmare. I recall it as being pretty annoying and unhelpful in regular mode.

    Allies: Just because I put this last doesn't mean it's less important. Some allies provide game-changing benefits, while others are useless. But in general, you should try to make a lot of allies. For the most part, new enclaves start out as neutral. Do one favor for them, and they become friends, and another favor turns them into allies. Occasionally, you will have to do another favor down the line to maintain the alliance, but fortunately, they aren't usually very needy.

    Beside the boons they provide, allies are a great way to find new survivors for your community. Recruiting someone will break up the alliance, so you have to weigh that choice.

    Anytime you want to make new allies, use the "Find other survivors" radio command. The new enclave comes in as friends, so one favor for them turns them into allies. another great thing about making friends over the radio is that they usually spawn close by your base.

    For me, the best alliance perks are Rooftop Sniper (radio command), Neighborhood Watch (threat reduction), and Roadside Assistance (gas & toolkit delivery). I won't break up an enclave providing these perks no matter what, and will do anything to maintain the alliance. Allies that provide things like morale boosts and parts income are nice, but if they have a survivor I want, I'm recruiting her. Then I'll call in for a new group and see what perk they give me. Allies that provide offsite meds storage or some other BS just piss me off. I'll recruit someone from their group and then immediately expel her ass just to break them up and get them out of my game.

    I told you it was long.

    ***
    DREAD/NIGHTMARE LEGACIES GUIDE

    The quickest way to earn this achievement is to do four dread playthroughs, but I assume you also want the Over the Rainbow and Peerless achievements, which require that one of your playthroughs be in Nightmare. So, to unlock all three achievements in the minimum four playthroughs, I recommend:
    Dread - Builder
    Dread - Warlord with Builder legacy card
    Dread - Sheriff with Builder and Warlord legacy cards
    Nightmare - Trader

    If you simply want to earn Tried and Tested as quickly as possible, without regard for Over the Rainbow and Peerless, I would alter it to:
    Dread - Builder
    Dread - Trader with Builder legacy card
    Dread - Warlord with Builder and Trader legacy cards
    Dread - Sheriff with Builder and Trader legacy cards

    The builder boon is far and away the best, which is why you want to get that legacy done first. It only has one required fight with hostiles, which is in your base and is at the very end of the game. Choose your three carryover survivors and equip them for your next game before you begin the builder's final mission.

    The warlord has a lot of chances to get into hostilities. He can usually threaten his way through them, but sometimes will have to fight no matter what. His fights are away from the base. He should recruit a friendly follower for 100 influence to take on his missions instead of bringing one of his own people. Once again, choose your three carryover survivors and equipment for your next game before you begin the final mission, which is called Smash the Coalition!

    The sheriff's ending is similar to the warlord's, but I think more of his missions end up in hostilities. Use the same strategy as the warlord - take a friend (not a community member) and choose and equip your three carryover survivors first.

    The trader's ending is similar to the warlord and the sheriff's, but she only has to fight hostiles once, and there is only one specific enemy that has to be killed for her to win. Her final mission is called The Summit.

    The carryovers you should try to bring with previous community members are:
    Skills - computers, gardening, utilities, recycling, mechanics, chemistry, medicine, soundproofing.
    Weapons - 10/22 carbine, Echo X-3 crossbow, .50-caliber rifle, your favorite bladed and blunt weapons.
    Rucksacks - always bring 3 rucksacks of materials!
    Items - Red Talon Workshop prefab, .22 ammo, light crossbow bolts, .50-caliber ammo, C4, thermite grenades, skill books, network signal booster, water cooler (if no builder card), portable generator (with or without builder card - this is a frequent ally request), CNC mill, handgun ammo press, fertilizer, toolkits, vehicle upgrade kits, 1 gas can, plague samples, parts, scraps of circuitry, blood plague bulk pack, other luxury/influence items.

    Guide not helping? View 1 more guide for this achievement.

    Showing most recent comments. View all comments.
    MellygotJazzedCan you not use the method where you save just before the final mission and then delete from console once completed? Allowing you to switch leaders.
    Posted by MellygotJazzed on 19 Aug 20 at 06:48
    Hirsute DaveIt's slightly (or a lot) slower, but I can highly recommend starting with a Green Zone playthrough to build up resources. It's a piece of cake to basically strip mine every building and max out your influence and standing before you move up the difficulty.
    Posted by Hirsute Dave on 08 Sep 20 at 12:41
    Lt Davo@TymanTheLong my guide does not recommend "starting fresh in Nightmare." It recommends bringing three handpicked, maxed-out survivors carrying tons of essential gear. If you do that, there should be no need to go through the extra time and trouble of looting a normal or green map.
    Posted by Lt Davo on 11 Dec 20 at 05:07
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  • bobby trippebobby trippe417,588
    09 Nov 2019 15 Nov 2019 17 Apr 2020
    6 0 1
    One Playthrough + One Community

    This is a fairly simple way of doing all the achievements in a single community. You CAN change difficulties and get all of the achievements with one community.

    Basically, you will build a strong community on normal then switch to nightmare or dread. You will keep your team and all the weapons, skills and items you have but lose your base and some vehicles. You will then delete local saves after completing each legecy.

    0 Daybreak
    I would suggest working on Daybreak during the early phases of the campaign to give you the opportunity to get some CHLOE weapons and strong recruits.

    1 Build
    Start out your community in normal mode. I chose Meagher Valley and found it to be a simple map. Your goal is to build your community up with a diversely skilled team that has at least one of all four hero types. You can check what type they are by going to the menu, community, hitting cn_A and scrolling to their stats.

    Right now you want to build up a great base, stockpile weapons and parts, build influence, upgrade all skills and promote all citizens to hero status. It is OK and advisable to take out some blood hearts for points and practice. Elect a leader if you like.

    BTW, close combat is great; do not equip a weapon for close combat only a knife.

    -Assuming you are working on a full completion, spend some time on daybreak earning prestige. Use the prestige to purchase prefab buildings and then use it to recruit some talent.
    -Build a fabrication to make the best weapons possible. Equip all people with great weapons that they are skilled with. (close combat should only carry a knife). Destroy fabircation when done.
    -Build a lounge to train all the community
    -Trade with the mysterious trader(only appears on Friday, Saturday and Sunday in real time). You are looking for facility mods and 50 call weapons and grenade launchers. Sell all rare goods, knives, extra facility mods, duplicate or unwanted training manuals extra backpack. Then sell extra weapons and guns that you did not break down into scraps. Parts are just as important as influence. Keep at least one of each calibre weapon.
    -Scrap any extra guns and weapons too.
    -Trade with the Red Talon for weapons too.
    -Build a lot of repair kits for the vehicles. They are more expensive in higher difficulties and vehicles break easier.
    -Make some blood plague medicine as you might need it right away and blood plague is more deadly on higher difficulties.
    -Wrap up other easy achievement that will be easier to do on normal difficulty.
    - You should be in good standing if you have 5000+ influence and 600+ parts.

    1.2 Leaders
    Having a leader unlocks a few building options. You can always demote a leader. All this does is lowers their hero status down to citizen again. Whatever hero perks they have will have to be re-earned via trainings or missions. Whatever building you built will stay.

    2 Change Difficulties
    Changing difficulties essentially starts you over but fortunately keeps some things from the starting difficulty.

    Pros:
    -All characters will keeps their stats, skills and status.
    - All items will be in your chest
    - All rucksacks will be in the vehicle or on the character from before
    -All facility mods will go with you and buildings will be broken down into materials automatically
    - All of your current community goods(ammo, meds, food etc) will come with you.

    Cons:
    - Only 2 vehicles will come with you{leave the two with the most storage in parking spaces before switching.}
    -All plague hearts will return
    -Outposts will vanish(destroy current outposts to earn some influence points back
    -Since all of your buildings are gone, they are now in the form of materials. The bad news is that you now have way more materials then you know what to do with and they will start deteriorating. To avoid this, after switching difficulties load any excess materials into rucksacks and store them in vehicles or on the ground until your storage can handle them.
    - Any relationships with other enclaves will be wiped.

    -4x Nightmare very difficult but will only have to clear out the plague hearts one time. There is a very good chance you will lose your leader during the Warlord run
    or
    -3x Dread Zone + 1x NIghtmare Safer but will take more time to rebuild your base and destroy all plagues for both nightmare + dread.

    As soon as you make the switch, travel to the base that you want and start building it back to where it was. All of this building will probably attract hoards and your base will likely get attacked often. If you armed your community with great weapons and super powerful guns, this will be easy. Also, remember to load your vehicles with excess materials/rucsacks.

    One thing to consider for your idle community, despite them shooting guns, they do not use ammo. As long as there is a single round in the gun they will fire it all day. The big guns like the .50 cal, grenade launcher and big CLEO guns are almost always better in the hands of the idle community. It is a pretty sweet sound having your whole base firing big guns when there is a siege.

    3. Destroy the Plague Hearts
    Once you have your base and outposts all figured out start taking down the plague Hearts. They usually go down with 3-4 Molotovs/fuel bombs combined with a 60 magazine 7.62 /auto-shotgun. Apparently a .50 cal rifle takes them out quick too. C-4 and theramite are great too.

    Driving around in a survey car is a quick way to map out the entire area and find all the plague hearts. They are usually pretty durable if you dont take out too many zombies with them.

    Bring a follower with you always. There is an exploit where you can have a third person with you. If you start a side mission that gives you a second follower, you can drag them along anywhere you want them too. Always sneak into a plague heart otherwise your dummy buddy will run in start whacking not leaving you enough room to start a fire. Another options is to bring someone from outside your community instead.

    You can do these hearts in segments too. If things go wrong, you can simply hit start and quit. When you restart, you will be in the same location with the heart having the same damage as before. Plus, the enemies have been cleared.

    Hostiles may be able to get a single lethal head shot in. If for whatever reason you decide to fight hostiles, do it in the daytime and let the dead do most of the dirty work. Make a lot of noise and use gasses to hurt them or attract more dead to them.

    4 Legacy Goals
    With the plague hears being cleared out, the end sequence starts. You have a few option here depending on your gaming preferences.

    a.) If you have more time to devout to this game only, hit start and quit the game now. This creates a hard save and should back up your current game to the cloud. At this point, go into settings and go offline. The last part of the game should take about 1-2 hours for each of the hero scenarios.

    b.) If you have to be online or do not have 1-2 hours where you can devout to the next step, continue on as normal.

    By going offline, you will be able to go back and get all your supplies. But you may miss out on some great weapon. By staying offline for the next part, you also have the safety of being able to save any character from an accidental death.

    At this point play out the Legacy goals that come up for your chosen hero. The hardest one to do is the warlord as their is a lot of fighting with hostile humans. The easiest to do is the trader and that one should be saved for your Nightmare run.

    During your legacy goals, you will finally reach a goal that says "starting this mission will end your community,(or something like that.) While starting the mission does not necessarily end the game, finishing it will restart the game. Hit pause and quit the game. This will create fresh save point if you are playing online.

    The safest step to take now would be to play the final of final bits offline. If that is not an option, that is OK too. The final step will probably take 15 minutes depending on the hero type.

    When you start the game back up, it might take a few minutes of running around before the mission appears again. Bring a follower like always and remember, if things get hairy again, you can always pause and quit or even delete your current save from the console if someone dies.

    Find videos of the final mission to avoid any surprises.

    At the end of the final missions, there will be some dialogue and then it will fade to a cut-scene. If you are offline you have nothing to worry about. In fact you can play this out and start a new community if you are offline. When you are ready, delete your save from the console only. If you are not sure how to do this, follow the below steps written by wetwork M.~

    FYI
    *** Spoiler - click to reveal ***


    - Wait for the legacy goal achievement to pop (mine popped on the load screen after the mission) then press cn_guide then cn_start on State of Decay 2 game in your game tile, then select "Manage game & add-ons"
    - Scroll down to "Saved data" and navigate to your profile name and select it.
    - A window will appear stating you want to delete your save data for State of Decay 2. You want to Select the option of "Delete from console" only.[-i]

    4.2 Rinse and Repeat
    After deleting your save, go back online and start your game. This should bring back the saved data from the cloud.

    Now, demote your leader and choose another. Complete their legacy goals, creating back up saves and deleting them when necessary.

    5 Welcome to your Nightmare
    After you have completed your third legacy it is time to complete the legacy for your final hero in nightmare mode. But first....
    -cancel you outposts for influence points.
    -load up excessive goods into rucksacks and stash them in vehicles.
    -remember you only keep 2 vehicles when you switch difficulties
    -build some vehicle repair kits and gas cans before you switch as nightmare is more expensive to build and your vehicles are weak as paper.

    When you are ready, make the change to Nightmare. Do as you did before and build your base up. You might want to take your time here as sieges are more deadly now.

    Again, feel free to take advantage of pause and quit. Restarting the game is quicker than recruiting and training a new leader. Also, turning off multiplayer gives you the ability to pause the game for real.

    6.2 Final Hero
    Take out the plague hearts again. Something that helps this out is to have a moveable outpost. Take an outpost and delete(via the base menu and clicking the antenna icon for the out post you dont want.) You can then set up and outpost or two in the area where there are plague hearts. In nightmare mode, there are more hearts and they are usually close together. You can now travel lightly back to the outpost plus the outpost will diminish a spawning area in the area that you are working on.

    Assuming that you saved the trader scenario for last, your final mission will go like this. There will be a meeting with 3 enclave leaders and then an ambush with a group of 4 humans followed by a wave of all types of zombies and juggernaut. If you are playing of Meahger Valley, the battle will take place at the flooded factory{center of map}.

    Some things to make this easier for you:
    -Make sure you and your follower are at full health
    -build a gym or a shooting range to increase max health
    -use the infirmary to give you a 1 hour health boost
    -use extra cars to block the entrances to the factory
    -create a nearby outpost
    -leave first aid kits and ammo in the factory before starting the mission conversation and other weapons too including a backup melee
    -use remote whistling bombs to attract the zombies to the hostile humans
    -use the gas launcher on the humans and then switch to anything else after they are dead

    I would suggest that you delete the last save file locally. You never know if there will be some new DLC that you will want an existing community.

    8 True Grit
    Maybe you deleted the final save and kept your community or maybe let the scene play out and you started over again. In either case, the easiest thing to do is idle for your 100 days. I would suggest doing this in a new community. Again, you never know if there will be new DLC.

    It is a little heartbreaking knowing that your survivors are starving and leaving the community as you idle. Know this, they are not real people.

    Take any character and have them climb up high on something. It could be a cell tower, billboards or rooftop of a building. Set the game to have multiplayer on as this will allow you to turn your controller off and time will progress in the game. Also, change your Xbox settings to not turn off when idling or set to an amount you are comfortable with.

    Idle when you are sleeping or working. I am idling as I write this guide. Poor bastard on that rooftop. 0 stamina, few bars of health. All alone on that rooftop. His community consists of one starving and depressed soul. 48 days to go.

    If you are short on your 10,000 kills, you can always start another campaign on normal. If you are doing heartland or daybreak, those will count too.
    Showing only comment.
    KanchanaburiPoor survivors
    Posted by Kanchanaburi on 12 Feb 20 at 22:20
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