Into the Radius VR Artifact Hunting Guide and Tutorial
As you might have seen in our Tips and Tricks article, artifacts are a great way to make money in Into the Radius VR. So let's not waste any time and get right into how you can bag some for yourself so you can start buying all the guns you want.
As you might have seen in our Tips and Tricks article, artifacts are a great way to make money in Into the Radius VR. So let's not waste any time and get right into how you can bag some for yourself so you can start buying all the guns you want.
Prefer watching to reading? Then check out the video version of this article on our Youtube channel.
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Where are the Artifacts?
Artifacts spawn inside big fields of anomalies. Any anomaly field that you find an artifact in once will always spawn at least one after each tide, so keeping a mental map of where you have found artifacts before will keep you in the money. If you would prefer there are also community made maps detailing where anomaly fields that spawn artifacts are, then go right here.
If you don't want to spoil anything for yourself just keep your detector on your shoulder and wave it around whenever you see a particularly dense pack of anomalies, chances are an artifact is somewhere inside.
Extracting Artifacts: A Tutorial
Alright so now that your detector is ticking, what to do next? While many anomaly fields are very different, there is a series of steps that will give you surefire success no matter where you are in the radius. There are two sorts of anomaly fields, so let’s start with the first and most common.
These are dense packs of anomalies found on the ground in a wide open space. In the Pervomany Route you kind find a large field like this just outside the blockhouses which contain the item needed for your first mission. Another example is the hill just past the watchtower beside the road with the entrance to your base. The pile of logs on that hill has a dense pack of anomalies and an artifact spawn inside.
1. First of all you'll want to take a good look around. Enemies might be lurking nearby. You need to decide if they seem to be too far away to bother you or you need to take them down before you go diving for artifacts. Anomalies are deadly to you, but the enemies of Into the Radius aren't injured by them.
2. Now that you know you won't be bothered, use your detector to find what direction the artifact is in. If the blinking light is green, the detector is pointed towards the artifact it is tracking, if it is blue it isn't. Then put on your gas mask and pull out your probes. If the anomaly field has green tint to it and gas clouds floating around, do not go in without a Gas Mask on, as the gas anomalies will kill you quickly.
3. Throw probes around the edge of the anomaly field. What you're looking for is a gap between anomalies that you can slip into. There is always at least one safe corridor through a field of anomalies that leads to the artifacts inside. Find a corridor and then slip into it. Take your time, and if you don't find it pick around the edges. The corridor can be narrow sometimes, but it'll be there somewhere. If there are reflector anomalies be careful not to get lasered, and if you threw a probe directly ahead into a reflector, strafe out of the way before you get zapped.
4. Calmly, slowly, tightropewalk through the corridor. Use your probes to test the area directly in your path. The faster your detector ticks, the closer you are to the artifact. If the corridor splits, use your detector to determine which direction the artifact is in and go whichever way seems to lead you there.
5. Once the ticks are going super fast, point the detector towards the ground and press trigger to reveal the artifact. The Spotlight the detector emits needs to hit the hidden artifact to reveal it, if you don't get it the first time just cover the area nearby in spotlights until you find it. Be careful not to step into any anomalies!
6. Once you've found the artifact use trigger and then the grab button to grab it from a distance. Artifacts can spawn very close to anomalies, so it's always safer to distance grab it.
7. Once you've got the artifact, check your detector to see if there is another. Many fields spawn more than one artifact, so make sure to grab them all before leaving.
8. Once your detector goes quiet, exit the anomaly field slowly and carefully. Retracing your steps and going back out the way you came is always a safe bet, though you might find another corridor out you didn't use before.
9. Profit! Congratulations on your new artifacts. Most just sell for good cash, though some like the Steps and Night Eye artifacts actually have abilities you can use. Whether or not those are useful is up to you, but they're always good money.
Now for the second type of artifact field. These look very intimidating, but as long as you have a gas mask and good balance you won’t have a hard time. These are more obvious, and always have artifacts. Sometimes they’ll be made of earth, or junk, or both. These fields are characterized by being high up off of the ground, and having narrow walkways with few anomalies on them.
The challenge for these fields is not walking between anomalies, but not falling off to your death. A good example can be found in the first zone as well, near the small compound in the northern part of the map. It is a twisting aerial maze of earthen tendrils leading to a couple of floating log houses. All surrounded by gas.
If you’ve pulled off grabbing artifacts out of a normal anomaly field, then these will be a breeze as long as you have a gas mask.
1. Again first clear out any enemies that might be lurking around. You don’t want them to surprise you when you come back down to ground level.
2. Put on your gas mask and find a ramp upwards. Some ramps are covered with anomalies, but others are easy to just walk up after testing with a probe. Some of these sorts of anomaly fields might only have a single entrance.
3. As long as you don't fall off these are a breeze. There will occasionally be an anomaly in on one of the ramps, so keep testing your path forward with your probe. The artifacts in these anomalies always spawn in around the exact same places. For this example the floating wooden houses spawn an artifact each. Just walk up there, take them, and leave, easy.
Well that's all for this artifact hunting guide. Now you can collect all the artifacts that you pass by and emerge unscathed. Above all else just take your time and you’ll be fine. Have fun having fat stacks of cash.
Into the Radius is a fantastic VR game inspired by the book Roadside Picnic which also inspired the S.T.A.L.K.E.R. series of games. It is 29.99$ on Steam and the Oculus Store, and will soon get a port to the Quest 2, so stay tuned for that.
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9 Into the Radius VR Tips and Tricks to Help You Survive the Zone
Into the Radius is a surreal VR Survival Shooter where you take the role of a Stalker tasked by the UNPSC to explore the Pechorsk Zone, complete missions, and return with valuable artifacts. Pechorsk is, however, covered with hostile entities and dangerous anomalies, which means any new Stalker has a pretty short life expectancy. So increase your odds in Into the Radius by using some of these Tips and Tricks.
Into the Radius is a surreal VR Survival Shooter where you take the role of a Stalker tasked by the UNPSC to explore the Pechorsk Zone, complete missions, and return with valuable artifacts. Pechorsk is, however, covered with hostile entities and dangerous anomalies, which means any new Stalker has a pretty short life expectancy. So increase your odds in Into the Radius by using some of these Tips and Tricks.
If you prefer video to reading check out the video version of this article on our youtube channel.
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Use Your Whole Body’s Inventory
Into the Radius gives you more than the usual amount of storage slots on your body, so be sure to make use of them. It’s a good idea to keep a knife on one of your arm slots so that you can quickly access it in case you need to stab something, like the Orbs left behind by Fragment enemies. Probes can go in the other arm slot, so that you can quickly whip them out when travelling in anomaly filled areas.
You also get two shoulder slots, and your artifact detector should go in at least one of them so that you can easily hear it click when an artifact is nearby. You can put one of those old soviet style pocket flashlights in the other, and when it is turned on the light will move to match the direction of your body. It you have a headlamp you can always replace the flashlight in that shoulder slot with something more useful, like a grenade or a monocular.
Being able to quickly access the items you need can be the difference between life and death in the Pechorsk Zone, and at the very least is really convenient. The pouch on your hip can also store items you might need during your travels, or can be a nice place to quickly store loot while on the move.
You will also notice the four magazine pouches you have on your chest. You might want to leave one of them empty so that when you reload you have a place to put the empty magazine that you are taking out of your gun, so that you don’t have to drop it on the ground to free up your hand so you can pick up a fresh one.
2. Feed Yourself
When looking at your watch you might notice a blue bar underneath your red health bar. This is your energy bar. It will deplete when you run, and over time it will get shorter and shorter, with the right half of it being replaced by yellow dots.
These dots represent your character’s hunger, and they will accumulate faster when you are carrying a lot of weight and sprinting a lot. So make sure to always bring food on long expeditions, one can’s worth should be enough to keep you sprinting as much as you like. So keep an eye on your energy bar, you don’t want to run out of energy trying to sprint your way to cover in the middle of a gunfight.
3. Virtual Stock Can Help Keep Your Gun Steady
Though opinions vary on this tip, some have said that enabling the Virtual Stock option in the Settings Menu has made their aiming, especially when sniping, more steady. Whether or not you have an actual physical Gun Stock for your controllers, this setting is worth trying out. You may or may not aim more steadily while using it, so give it a try!
4. Maintain Your Equipment
In Into the Radius you need to take care of your equipment if it is going to take care of you. So make a habit of checking periodically if your equipment needs to be maintained. Armor that’s full as holes won’t protect you, and neither will a rifle that is constantly jamming.
Anything you wear, like Gas Masks and Armor, will also lose durability as you take damage, and will completely disappear if it runs out. Those you can only repair by using the repair bay in the trailer at your base. The same goes for knives, which can deteriorate pretty quickly if you use them often enough.
For your firearms it is especially prudent to repair them sooner rather than later, as they can be repaired easily in the vice by using the ramrod and cleaning paper. Wait too long and you will need to use expensive lubricant spray and the brush. Magazines also need to be maintained, though the lubricant and brush is all that will work on them.
Of course you can always use the repair bay if you don’t want to bother with any of that, but it will cost you more.
5. Anomalies Are Not Always Visible
While anomalies will leave traces of their presence, and sometimes outright show where they are, don’t depend on seeing these before you wander right into them. While you’ll still need to keep an eye out for some like the Web or Black Grass anomalies, generally you should always test the ground in front of you with probes while walking through open spaces.
Sometimes you might walk directly into a Distortion or Electric anomaly if you don’t throw a probe in front of you. No matter how vigilant you are with your eyes and ears, it’s always safer to throw a probe.
6. Artifacts Are Good Money
Money will get you all of the equipment, guns, and bullets that you will need to survive deeper and deeper in the Pechorsk Radius. The first way you will discover to make money is by doing contract jobs for the UNPSC. While you can definitely make good money by doing those, you can make even better money hunting for artifacts. The UNPSC will buy them off of you, and they are plentiful and easy to find.
Just look for large fields of anomalies and pull out your detector, artifacts will generally be nearby. Keep in mind that there is always a safe path through a field of anomalies that leads to the artifacts inside. Just take it slow and use your probes to find the safe route to those delicious goodies, and you’ll practically be printing cash.
The more you hunt for artifacts, the better you’ll get at it. Combining artifact hunting with contracts from the terminal is a great way to make more money in less time. Artifacts will also respawn with each Tide, so your income potential is unlimited.
Scientific items like Weather Monitors and Sample Containers are also profitable to get your hands on out in the zone. Try not to waste your time lugging back food items and flares, they don’t sell for much.
7. Always Be Ready To Fight
Not all enemies make a lot of noise before you see them, or they see you. Even approaching each new area methodically, you can sometimes be surprised. They might see you while you are in the middle of something else, like hunting for an artifact with your detector, or doing inventory management. So in general always make sure that at least one weapon you have is loaded and ready to go.
You also don’t have to pull out the entire magazine and empty it to see how many rounds are inside, just hold the weapon in your hand and hold down the B or Y button (depending on which hand it is in). This will not only display the weapon’s durability and statistics, but also the amount of bullets in its magazine.
This also means not getting caught with your safety on or running out of ammunition. No matter what you should always be ready for a fight in Into the Radius, if you aren’t then you better get back to base and get ready for one. Otherwise you might end up fighting with nothing but a knife.
8. Get Important Equipment ASAP
There are a few pieces of equipment that, no matter what weapons you have, you should get as soon as you can. While what guns you use in your loadout is pretty subjective, and there are a lot of choices, you cannot go without these things.
When you unlock Security Level 2 make sure you buy a Gas Mask and a Head Lamp. The Gas Mask is a must have for traversing gas anomalies, and will also give you some general anomalous protection when you have it on. Some anomaly fields will be impossible to traverse without the gas mask. All of the artifacts you’ll be able to get with the Gas Mask will make it pay for itself.
The Head Lamp sits on your head, never needs to be repaired, and give you light instantly by putting your controller on your head and pressing trigger. The light follows where you look, meaning you no longer have to bother juggling pesky Flashlights anymore, and save inventory slots for more important items.
At Security Level 3 it is extremely beneficial to buy body armor, and the helmet. These increase your protection against claws and bullets a lot, and will save you from death more times than you will even realize. Always wear body armor when out in the Zone, and always wear your helmet when you don’t wear your Gas Mask.
9. Don’t Get Caught in the Tide
Time is strange in the Pechorsk Zone, and can move very quickly. So always take a look at your Tidemeter before every raid, and if you have less than half a day or so to pop in and out of the Radius, maybe just sleep through the tide instead.
If you get caught inside Pechorsk during the tide you will be transported to a random place within the zone. Since the Tide also respawns all of Pechorsk’s enemies and shifts all of the anomalies around, you may find yourself very far away from home and with no cleared path back to your home base. So make sure to keep an eye on the Tidemeter, and make sure you get home before it hits zero.
That’s all of the tips we have for now. Good luck out there in the Zone!
Into the Radius is a fantastic VR game inspired by the book Roadside Picnic which also inspired the S.T.A.L.K.E.R. series of games. It is 29.99$ on Steam and the Oculus Store, and will soon get a port to the Quest 2, so stay tuned for that.
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All Into the Radius VR Enemies and How to Kill Them
Violence in Into the Radius is an inevitability. Even the stealthiest Stalker will inevitably be cornered by the various enemies that inhabit the Perchorsk Zone. So if you want to know what opponents and entities are in store for you in Into the Radius here is the complete list, and tips on how to beat them.
Violence in Into the Radius is an inevitability. Even the stealthiest Stalker will inevitably be cornered by the various enemies that inhabit the Perchorsk Zone. So if you want to know what opponents and entities are in store for you in Into the Radius here is the complete list, and tips on how to beat them.
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Fragments
Fragments are the first enemies that you will encounter in Into the Radius, and can be found all over the Perchorsk Zone. Like all enemies in Into the Radius they are made of a shifting black translucent material. They look like tall, gangly people with their arms hung low, almost to the ground.
When a Fragment notices you they walk towards you. Their footsteps sound somewhat like normal footsteps, but a little off, as though they’re always walking through shards of glass. If a Fragment gets close to you it will try to punch you to death with its long arms.
To defeat a Fragment you need to shoot or stab it enough times that it loses its humanoid form, and becomes a little orb surrounded by the swirling black material that was previously its body. Sort of like a miniature copy of the Orb in the middle of the Radius. The Fragment will recollect itself and be fully restored if the orb isn’t destroyed in ten to fifteen seconds.
Since Fragments lumber slowly towards you and rarely show up more than two or three at a time it is easy to pick them off with firearms, even your starting Makarov PM will make short work of this enemy. If you want to save ammo first let the Fragment get close before shooting it. Then grab a combat knife off of your arm slot and stab the orb before the Fragment regenerates.
Fragments are also some of the first enemies that will wear glowing armored plates, starting in the Pobeda Factory area. These plates have a high chance to stop basic ammunition types (FMJ), so AP or P+ ammunition is much more effective against Fragments, and other enemies, with these glowing armor plates.
Phantoms
Phantoms are the hardest to see of all enemies in Into the Radius. They are so pale that even in the middle of the day they can be hard to make out, and at night you’ll never notice one without a light, except for the sound of its footsteps.
Otherwise they look exactly like Fragments, and act in exactly the same way. Though Phantoms can notice you from much further away, as they have better eyesight than their more visible cousins. Otherwise being hard to see is their main defense, as unlike Fragments they do not leave an orb after you shoot them. Instead they just disappear. Just let them get close so you can shoot them easily.
Unlike most other enemies in the Zone, Phantoms are never armored.
Mimic Policemen
Mimic Policemen are the first ranged enemies that you will encounter in the Perchorsk Radius. They are made of the same black shifting material as all of the other enemies in the Radius. Except they are very humanoid and have a prominent policeman’s cap on their head. Unlike Fragments they have a pretty normal shape. When they are nearby you can hear them say “Where are you?” and their footsteps sound like a boot hitting concrete, very loud and very distinct. They will also occasionally say “Come have Breakfast” or something equally creepy in a little girl’s voice.
Compared to the melee oriented opponents the Mimics are very deadly. Not only will they notice you easily from far away, but they respond quickly to noise. When it notices you the Mimic will crouch down and shoot at you with its PM Makarov pistol. Despite the small size of their weapon they shoot quickly and accurately, dealing a fair amount of damage very quickly even at medium range.
The Mimic Policeman will stick to cover and crouch walk out of it to take shots at you. When it needs to reload it will run to cover again, load its weapon, and crouch walk out to take more shots at you.
Always take cover when fighting a Mimic Policeman. While they are accurate if you are in the open, they will not hit you often if you fire back at them while mostly protected by a hard barrier capable of stopping bullets. Of course, if you’re fighting them with a pistol as well it can be very hard to land a good shot on them more often than they shoot you. So you may have to wait for the mimic to run out of rounds and then dash to a closer piece of cover while the Mimic reloads.
If you are in a very bad spot you can always run away to a piece of hard cover and let the Mimic come closer to you, though this doesn’t always work. If you stick to cover and aim for the head you will generally do alright. If you have trouble against Mimics then make sure to get a firearm that works well at a distance as soon as possible, like the SKS. You will know when you’ve killed one by the high pitched wail that it makes on death.
Seekers
You will first run into Seekers in the Bolotky Village area, the second map in Into the Radius. They look like an average man, but made completely out of darkness with their heads surrounded by dots of pink light. A seeker will charge you the moment it spots you.
Unlike Fragments, Seekers are very fast and sprint right towards you at about the pace of an adult human. Eerily their footsteps make no noise, so if you do not notice a Seeker after it’s initial wail it can easily sneak up on you. If a Seeker gets right beside you it will not attack you with its arms, but instead release beams of light from its head like those from the reflector anomaly. The beams are damaging and are also very bright and disorienting.
Seekers go down in just a few shots, though like Mimics they can be armored. When they are armored their heads will be exposed, so headshots are key. Seekers often force you to shoot them first while you are also being attacked by ranged Mimic enemies. In this case make sure to take cover and let the Seekers come at you before shooting them. Seekers make a great distraction for Mimics. All in all though Seekers aren’t too hard to take down with whatever firearm as they are spiriting at you full tilt, just make sure your gun isn’t empty!
Spawn
Spawn are little balls of black matter with several loose tentacles hanging out of them. They act and sound super strangely, unlike the otherwise human looking enemies found in Into the Radius. You will immediately know if one is nearby by the unique sound that they make, which is a sort of otherworldly chittering that you’ll just have to hear for yourself.
When a spawn sees you it will roll across the ground, tentacles splayed all over the place, until it gets within a few meters of you. Once it does it will momentarily stop completely, before levitating up into the air a couple of meters and then launching itself towards you.
If it hits you it will do a decent amount of damage before flopping back to the ground, and attacking again in a couple of moments. If it misses you it will stick to whatever surface it hit for a couple of seconds, before repositioning and trying again. If the Spawn doesn’t have a line of sight on you, or is too far away to attack, it will roll toward you until it can. The Spawn will do this over and over until you or it is dead.
Spawns move extremely quickly and so are pretty hard to shoot, so at first glance they can be very intimidating enemies. However, if you’re facing a Spawn alone they are actually pretty easy to take down. Just take advantage of how it attacks. The spawn will launch itself at you in a straight line, so if you constantly strafe around the spawn, it will miss you when it launches itself at you. Then shoot or stab it while the Spawn is stuck on the ground.
For such a fast enemy it isn’t very smart, though if coupled with other nearby enemies it can be hard to focus on strafing around the Spawn while dodging bullets or beams. Another way to take out a Spawn is to just hold out your knife and let it skewer itself when it launches itself onto the blade. Again they’re fast, but not super smart.
Just like Phantoms, Spawn are never armored.
Mimic Commados
Mimic Commandos are largely like Mimic Policemen, but with more firepower. Instead of the PM Makarov Pistols they wield automatic weapons and sniper rifles. As you enter the mid and late game areas there will be no enemy more plentiful than Mimic Commandos. They lack the policeman’s cap of their pistol armed counterparts, and instead sport a radio antenna to differentiate themselves. The sniper variant of the Mimic Commando wears a ghillie suit.
Mimic Commandos, also like Mimic Policemen, will occasionally say lines in human voices, like a little boy saying “Is Max coming out to play?” Sometimes these voices are extremely distorted versions of the same lines.
The Mimic Commandos armed with automatic guns will fire at you in bursts. Usually SMGs or lower end assault rifles like the AKM. Some are armed with shotguns, if you’re lucky. While not exceptionally accurate they will still zero in on you pretty quickly and do a ton of damage if you’re not in cover, especially up close. The snipers are the most accurate of all and do incredible damage, owing to their large caliber weapons.
Mimic Commandos sound and act mostly like Mimic Policemen, just with bigger guns. Though they do seem to be able to see a little further and hear a little better. The Mimic Snipers tend to stick to their positions, and be located in fortified locations like watchtowers and blockhouses.
By the time you run into Mimic Commandos you will need to have a long ranged rifle or assault weapon like the AK-74 or M4A1 to compete with them. While one or two Mimic Commandos can be found in the Bolotsky Village, by the time you go to the Pobeda Factory you will need to fight a lot of them.
Mimic Soldiers
Similar to Mimic Commandos, Mimic Soldiers of many types can be found in the Kolkhoz Zarya. They are essentially identical to Mimic Commandos, but have a different look and better weapons.
Mimic Hunters are hooded figures, commonly armed with rifles such as the Tiger Sniper Rifle, or a variety of Automatic weapons. Some are even suppressed such as the VSS. Mimic gunners look similar but carry an assault rifle. Meanwhile Mimic SWAT Team members carry SMGs and heavy armor. Mimic Scouts are more lightly armored looking, and carry AKS-74us.
Kolkhoz Zarya is where these many types of Mimic Soldiers begin to appear in both armored and unarmored forms. They are all differentiated by the types of weapons they carry, and have slightly different looks to them. Their behaviors are generally all the same, when they detect you they will stop and fire, and then advance slowly by crouch walking if you are out of sight.
There are also Mimic Snipers as in Pobeda Factory, with the same behavior of sitting in place in set positions, sniper nests if you will. In general the presence of Mimic Soldiers, and so many of them, in Kolkhoz Zarya and Pechorsk Castle means that firefights are much more common and much deadlier.
Sliders
Sliders can be found in Kolkhoz Zarya, and compared to other enemies in Into the Radius they are extremely frightening to fight. They look like people made of darkness with super long necks and halos around their heads, but bright white eyes like pinpricks of light.
Instead of running at you like other enemies, the Slider will teleport directly in front of you. Each time a Slider teleports it makes a distinct whooshing noise. They don’t just appear, but rather seem to stretch very quickly across space, so that they can get close to you and cut you with their clawed hands. Luckily Sliders will pause after sliding towards you, and give you about half a second before trying to claw at you.
Sliders are the most terrifying and otherworldly enemy in Into the Radius. So at first they can seem formidable, but just like Spawn they are easy to deal with as long as you take them one at a time and calmly. Just let it slide close to you and back up, just like Spawn don’t stop moving when one is after you. When it pauses after teleporting, just put a few rounds into its head, and keep backing away from it. Failing to do so, or getting cornered, will end in a quick death. Only a couple of hits from a Slider will kill you even fully armored and fully healthy.
The BTR
Here we are, saving the best for last. The BTR is the most distinct enemy in Into the Radius. It’s a giant armored car, or APC, whatever you want to call it, made of shifting black matter. Its engine is very loud, so you can hear it coming from a long way away. Wherever it is it will swing its searchlight around looking for you as it drives.
The BTR can’t hear, but if you step into its searchlight it will make you regret it. The BTR will immediately halt and open fire with its autocannon. If this happens your only option is to escape, because the BTR will outgun you every time. Not only will its cannon take you down quickly if you’re in the open, but you have basically no way to destroy it. Realistically no amount of firepower you can bring in will be able to destroy the BTR.
Your only option here is to find cover and then run away as soon as you can, if you can. You do not want to be caught out in the open when the BTR finds you. Just don’t get near it, because you won’t be able to kill it.
Well there’s all of the enemies in Into the Radius. Into the Radius is a fantastic VR game inspired by the book Roadside Picnic which also inspired the S.T.A.L.K.E.R. series of games. It is 29.99$ on Steam and the Oculus Store, and will soon get a port to the Quest 2, so stay tuned for that.
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Unlock all Hidden Recipes in The Walking Dead Saints and Sinners
In The Walking Dead: Saints and Sinners you unlock most recipes and schematics by upgrading your crafting tables. Except for the green recipes at the bottom of each table. These have to be found out in New Orleans before you can craft them. Wondering where to find them? Well then look no further, because we’ve got the complete list here.
While slight details in the environments might be different, the recipe locations are the same on the Quest 2 and PCVR versions.
In The Walking Dead: Saints and Sinners you unlock most recipes and schematics by upgrading your crafting tables. Except for the green recipes at the bottom of each table. These have to be found out in New Orleans before you can craft them. Wondering where to find them? Well then look no further, because we’ve got the complete list here.
If you want to find the new recipes that can be found in The Walking Dead: Saints and Sinners - Chapter 2: Retribution then check out the article with those locations here.
While slight details in the environments might be different, the recipe locations are the same on the Quest 2 and PCVR versions.
Table of Contents:
.45 Revolver and Ammo
Arguably the most straightforward recipes to get your hands on, the .45 revolver and .45 ammunition schematics are found in a safe in the Blue Palace mansion in The Shallows. The Blue Palace is the only building you can enter on this map, and is also the location containing the item you need for your very first mission in the game, a microphone for your radio.
The first time you enter The Shallows a woman will greet you, saying that her husband took off with their children into the Blue Palace, and that she will reward you for finding him. Your reward will be the code to the safe, which is located in the first room to the left of the main entrance to the Blue Palace. The room also contains a portrait and many books, and the safe itself is set in the wall next to some bookcases. There is also an entrance to this room through the crawlspace beneath the house, through some broken floorboards.
To access the safe and get the schematics you can go to the attic of the Blue Palace, get the dead man’s wedding ring, and return it to her for the code. Or if you prefer to not have to walk between her, the mansion, and back again, you could just kill the woman and take the code off of her corpse.
Jambalaya
Jambalaya is arguably the most useful food item in the game, as eating it reduces how quickly your weapons deteriorate for an entire day. If you want to save on materials for weapon crafting, this is a great food item to consume to get your stamina back.
The Jambalaya schematic can be found on the Via Corolla map. This is also the second map that you unlock when playing the game, and also contains the first tower stash that May wants you to steal. The house itself is pretty conspicuous the first time you show up to Via Corolla. Some Reclaimed soldiers will attack the front entrance, and the house itself has a huge banner saying “TOWER”. It is also filled with Tower grunts.
The Tower stash can be gotten easily enough by sneaking through a broken wall at the side of the house and taking it from the fountain, but the Jambalaya recipe is harder to retrieve. That’s because it is inside the house itself, on the counter in the kitchen. You might be able to sneak to get the stash, but sneaking in far enough to get the recipe is extremely difficult. If you’re not ready for a fight to get into the building, then come back another time when the Tower troops are gone.
Beignet
Eating the Beignet will give you a stamina buff for one day, which is pretty good if you want to chop your way through a crowd of walkers without taking a break. You won’t even have to wait for day to get this recipe, as you can get it the first time you meet May outside of the church after the first time you bring Tower intelligence to her.
The first time you enter the churchyard through the catacombs walk past May, and search through the buildings on the left hand side of the street. One of the buildings will have a large kitchen, and on the floor or counters of that kitchen will be the Beignet recipe. While you’re at it you might as well take all of the scrap items you find nearby with you back to your bus.
Gumbo
Gumbo gives you a maximum health buff a day, and can be useful if you think you’re going to be getting into a lot of gunfights.
The Gumbo recipe can be found in Old Town. There is a small building in the corner of Old Town, which is marked red on your map. There is a gate in front, a car in the driveway, and the walls are exposed brick. Inside the house will be a couple of Tower grunts that won’t let you pass without a fight. Kill them and the Gumbo recipe is inside of the refrigerator.
Lever Action Rifle
The Lever Action rifle schematic, like the .45 Revolver and .45 Ammo schematics, is really easy to find because you will have a mission that is right next to it. The first time you go to The Ward you will have a mission to get some Tower intelligence from a warehouse that they occupy there.
The intelligence is in a small room behind the main yard of the warehouse that the Tower soldiers are patrolling. There is a lot of shelving in the room, with a lot of good loot spawns on them. When you’ve found the intelligence for May make sure to get the Lever Action Rifle recipe from the top of the red toolbox right next to it.
Samedi's Hand
Finding some of the recipes is a little more complicated than just knowing where it is located. Samedi’s Hand is a clawed melee weapon that looks extremely cool.
While the safe containing the recipe is in Via Corolla, the code to open the safe is found in The Ward. There is a large shipping office you can explore in The Ward, and you can find the code on top of one of the desks inside, in an office about half way down one of the long hallways on the lower floor. You’ll find it if you just search the top of every desk while you’re inside. Also this is a great opportunity to get some of those juicy keyboards while you’re at it.
Once you have the code the safe is back in Via Corolla. Go to the house that has a front door with lions on either side. Go around the right side of the house and pay attention to the wall. You’ll notice some hand holds in the wall of the house that you can climb up into a little room, which contains the safe with the Samedi’s Hand recipe inside.
Noise Maker Bomb
The Noise Maker bomb is an egg timer strapped to the back of an PWNBOT toy robot. You set the timer, throw the thing, and it makes noise until the time is up and it explodes. Very useful against Walkers. The recipe is easy to find, as the main mission will run you right by it.
In the Rampart High School map, while you’re in the gym looking for Casey’s squadmates you will find the recipe with the last squadmate (Trent) in the little room in the corner of the gym. Get into this room through the top of it by climbing the bleachers and going down through the hole in the top. The recipe is on the floor next to the last squadmate.
4th And Pain
The 4th and Pain axe is arguably the best one handed melee weapon, it is at least the most durable, and it is super easy to use. Basically it is an upgraded version of the Cleaver.
To find this recipe go to the nurse’s office in The Rampart High School. After entering the front room of the nurse’s office go into the bathroom in the back of the office and the recipe will be on the counter next to the sink. Once you see white tile you can’t miss it. To find the nurse’s office go to the west wing of the school. It is on the bottom end of the first floor.
Esteemed Mortal
The Esteemed Mortal is a weird name for what is basically a giant axe made of saw blades. It’s a little cumbersome… but it’s pretty sick.
Before going to the safe you’ll need the code for it, which is located at The Rampart High School. It is on a music stand in the school’s band room. There are a ton of stands and instrument cases in the room, centered around a little podium for the conductor. If you’ve ever seen a band room you will know it when you see it, though it will be pretty dark in there. Make sure to check the music stands thoroughly for the code. (It may be on the ground in the quest version, instead of on a music stand)
Once you have the code the safe containing the recipe is in Old Town in the huge house in the center of the map that is blue on the map. This house is full of Tower soldiers the first time you enter the map, so coming back another time if they are there can be advisable. Once you make your way past any threats the safe itself is on the second floor in the room with a missing wall. There are also good ammunition spawns in the dressers next to it.
Improved Bow
The Compound bow is basically a better version of the first bow you can make. It can fire more arrows before breaking. To get to the recipe though, you will need a key, and that key can be found in Rampart High School.
The key is found next to two dead people in room 201 of Rampart High School, past some doors barricaded with wooden planks, so make sure you take a weapon that can break through them. The room is on the top of the left side of the west wing of the school. Basically the top left corner of the school itself. Once you’ve found it look around the bodies along the opposite wall of the way you came in, the key will be next to them.
With the key in hand go to Memorial Lane and enter the Red House. On the first floor of the house will be a long room to the right of the entrance, with a book case at the end. A key hole will be in that book case. Enter the key and it will swing open, revealing a hidden room. This room will have some worn down weapons, but also the Compound bow schematic.
Explosive Arrows
You’ll find the safe containing this recipe really early on in the Jazz Park, which you can get to through the catacombs in the Cemetery. Getting the code to the safe requires you to get much further on into the game.
Eventually one of Casey’s missions will take you to The Bastion, a map centered around a fortified apartment block in the middle of the map. There is one other building in next to The Bastion though, a little house with a car crashed into it. Around the back of that house you can break through some boards blocking the back door and get inside. The code will be on a little table against one of the walls of the Living Room with the crashed car in it.
Once you have the code you can go back to the Jazz Man park any time of night. If you don’t remember where that is just go down into the catacombs from the Cemetery with your base in it, and take the route that does not go to the church. The safe will be next to the delivery truck on the road just in front of the hole in the ground you enter from
Sticky Proximity Bombs
Sticky bombs are pretty sweet, because you can throw them and they make very effective explosive traps. When you throw one it will stick to the first surface that it touches. Then when anything comes near it it will explode in a pretty wide radius. This recipe is very useful for setting ambushes on patrols and just causing explosive mayhem in general.
The Sticky Bomb recipe is also really easy to find, assuming you get into a lot of gunfights. Eventually Tower and Reclaimed grunts will just start dropping this recipe. If you don’t get it by the first time you visit The Bastion, then human enemies will definitely start dropping then. Though it can drop earlier, even as early as the first time you access The Ward. Just make sure to look around the bodies of any slain human enemies to see if it is on the floor.
AR-416 and 5.56mm Ammunition
Now who in their right mind wouldn’t want a completely automatic assault rifle during a zombie apocalypse? Unfortunately you get the AR-416 schematic around the end of the base game. Though fortunately for you you get plenty of chances to use it during The Aftershocks DLC.
The most straightforward way to get this schematic is from The Reserve’s armory. The recipe for the weapon and ammunition will be sitting there next to all of the other goodies for you to loot. Of course if you want to be a real Saint and save Casey, or just flood all of the Reserve and leave nothing behind, then does that mean you can’t have your fun AR-416 too?
Nope, the recipe is still really easy to get after your assault on The Reserve. After completing The Reserve and starting The Aftershocks DLC, you will get a lot of chances to get into shootouts with human enemies. Each of these enemies has a good chance to drop the AR-416 and 5.56mm ammunition schematics, just like the Sticky Bomb recipe. It’s even possible to get both during the first Aftershocks mission. Just pay attention to the bodies of your enemies after you shoot them, and you’ll be spraying and praying in no time.
There you have it, each recipe in the entirety of The Walking Dead: Saints & Sinners. As a final note, a lot of these recipes can still be found after clearing the main story without going to their locations as listed here. What you get will vary, but defeated Elite Patrols and Death Squads as well as enemies in Aftershocks DLC locations will sometimes drop certain weapons recipes such as 5.56mm ammo, AR-416, Lever Action Rifle Ammo, .45 Revolver Ammo, Lever Action Rifle, and more.
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The Walking Dead: Saints & Sinners is available on Steam for 39.99$. It is also available on the Oculus Store for 39.99$. This is one of the best Virtual Reality experiences out there right now, with extremely polished survival gameplay and a compelling story. Not to mention an unmatched melee combat system, focusing on piercing the skull of course, because zombies. If you like zombie games then this is one you should not miss. Even if you aren’t a huge zombie culture fan, this is a game that is well worth its price tag for even a single playthrough. There’s even an Arena Survival Mode, and more free updates.
7 Most Powerful Weapons in The Walking Dead Saints and Sinners
Here is a List of 7 of the Most Powerful Weapons in The Walking Dead: Saints and Sinners Tourist Edition. There are a ton of weapons to be had in The Walking Dead: Saints & Sinners, but from firearms to fire axes these 7 take the cake as the most devastating and effective.
Here is a List of 7 of the Most Powerful Weapons in The Walking Dead: Saints and Sinners Tourist Edition. There are a ton of weapons to be had in The Walking Dead: Saints & Sinners, but from firearms to fire axes these 7 take the cake as the most devastating and effective.
Cleavers
As far as one handed melee weapons in The Walking Dead: Saints & Sinners there is none that is more durable and as effective than the Cleaver. There’s no need to stab a pointy thing through a walker’s brain with these, that’s too hard, and needs you to be so precise. Instead just swing wildly at their neck or skull for easy disposal! Cutting straight through skull into brain is so straightforward with the Cleaver.
You can acquire the basic Cleaver by upgrading the Survival Bench to level 7. There is also a better version of it called the 4th and Pain. You can get the recipe for it by going to the Nurse’s office in Rampart High School, which is on the 1st floor of the West Wing in the southernmost room.
Cleavers are sharper and last way longer than other one handed melee weapons. Not to mention they also knock down wooden barricades pretty easily. Once you get the hang of it decapitations become second nature, just time it right and aim for the neck. The only downside is that they are hard to throw, but that’s what guns are for!
Nova 1014
There is no zombie killing weapon more iconic than a good old pump action shotgun. Well the Nova 1014 delivers here in The Walking Dead: Saints and Sinners. It has a perfect match of spread and accuracy, holds up to 9 shells (including the chamber) and is the #1 easiest way to get headshots on walkers whether they are alone or in a crowd.
You simply cannot beat the Nova 1014 when it comes to an all around damage dealer from afar. Even your old grandma could use one of these, you hardly even need to aim, so it doesn’t matter if she has cataracts. Just work the pump each time you fire and aim high. You can mow through an entire crowd of walkers with a fully loaded Nova.
AR-416
Ah the AR 416. There’s really nothing to compare it to, it exists on a level of its own. It is the only fully automatic weapon in the game. In terms of getting more bullets down range it is unmatched, unbeatable. It is also accurate, and able to take down enemies at longer ranges than the Nova 1014.
The downside when fighting against walkers with the AR-416 is that you still need to take your time and place shots in order to get that perfect headshot. Of course against other humans with guns that doesn’t matter. Against people there is no firearm more capable than the AR as even the most heavily armored enemies go down in a burst or two from this powerful weapon.
Grass Cutter Katana
There’s just something special about a Katana slicing through a zombie’s neck. It’s just so… visceral and satisfying at the same time. There is no better way to experience that than by using the Grass Cutter Katana in The Walking Dead: Saints and Sinners. The exquisite melee combat system and the shiiing noise the blade makes when chopping through a walker’s neck cannot be beaten. Watching the head fly off is an added bonus.
As far as Two Handed Melee weapons the Katana is unbeaten. Other two handed melee weapons tend to break apart quickly and be very unwieldly. Spike bats and Fire Axes are all heavy, making them not only slow to swing but very draining on your Stamina.
The Grass Cutter is the perfect solution to all of this. Razor sharp and durable, it can take a walker’s head clean off or chop right through their skull. It is fast to swing and does not drain a ton of stamina, hopping from walker skull to walker skull and slicing through them has never been easier with this blade. You’ll feel like an anime swordsman cutting through a crowd of enemies.
Oh, and those with the Tourist Edition of the game can get the Absolution, a replica of Michonne’s Katana from the The Walking Dead TV show. It’s just as good, and looks like an authentic sword all the way from Japan!
Nail Bomb
Admittedly there are some drawbacks to explosives. They’re loud, which can attract walkers and hostile humans alike. They’re also dangerous, and used improperly they can blow you up just as easily as they can blow up your enemies.
But the Nail Bomb also makes a big explosion that can take out a crowd of walkers or guards in an instant. What’s more powerful than an explosion? This is a list of powerful weapons, not quiet ones.
The Nail Bomb makes limbs fly off and causes instant death to anything living or unliving in a respectably large radius. If you’re here looking for power than that is definitely power. It’s easy to use, just chuck The Nail Bomb far away, and wherever it hits the ground, boom.
FS92M 9MM
There are a few handguns in The Walking Dead: Saints and Sinners, but none can possibly beat the FS92M, because all of the alternatives are six shooter revolvers. This isn’t the wild wild west, this is the walker infested ruins of New Orleans, and six bullets just doesn’t cut it compared to 16 in the clip and 1 in the chamber.
The FS92M nine millimeter pistol is semi-automatic, has low recoil, and carries by far the most ammunition out of all handguns. If you want power in your weapons then you want more bullets put into your enemies in less time. That is what the 9mm pistol delivers. Sure the .45 revolver does a little bit more damage, but once you’ve hit someone twice with that cannon the 9mm has already pumped half a magazine into them.
Timed Noisemaker Explosives and Sticky Bombs
Alright so you’ve already heard about explosives here with the Nail Bomb, so why another entry on this list for the other explosive weapons available? Well because nothing there is more powerful than an explosive. A cool sword isn’t, a stream of bullets isn’t. Nothing destroys more completely in The Walking Dead: Saints and Sinners than a big explosion. Especially when that explosion is in the right place at the right time.
Let’s say a patrol of Tower Elite Troops is coming down the road toward you, armed to the teeth. You can ready your gun or charge them with your melee weapon of choice… or you can just throw a sticky bomb into their path and wait. The lead Tower grunt walks into the bomb and boom, half of the patrol is turned into body parts.
Now let’s say a huge group of walkers is right on your tail. Your Cleaver just broke apart in your hands and your shotgun is out of bullets. You could keep running until you’re exhausted, hoping to escape or hide before they pull you apart… or you could pull out an Explosive Egg Timer, set it to 5 seconds and toss it behind you as you run. The walkers will be distracted by the noise and crowd around it before… boom!
There’s nothing more powerful than blowing your enemies to bits. The Sticky Bomb Schematic drops from human enemies around the mid game, and the Explosive Egg Timer recipe is in the Rampart Gym beside a dead body behind the locked double doors (you can get in by climbing over the bleachers). Unless a rocket launcher is added later on, it doesn’t get more dangerous than that.
The Walking Dead: Saints & Sinners is available on Steam for 39.99$. It is also available on the Oculus Store for 39.99$. This is one of the best Virtual Reality experiences out there right now, with extremely polished survival gameplay and a compelling story. Not to mention an unmatched melee combat system, focusing on piercing the skull of course, because zombies. If you like zombie games then this is one you should not miss. Even if you aren’t a huge zombie culture fan, this is a game that is well worth its price tag for even a single playthrough. There’s even an Arena Survival Mode, and more free updates.

