No Such Place Guide
Find what you need before heading into the zone: gear, ammo, missions, loot sources, and map locations.
Plan your run
Tools and guides for deciding what to wear, what to bring and what to do next.
Items and gear
Weapons, ammunition, armour, food and everything you can carry, with where each one comes from.
Crafting
What you can make, the materials it needs and where to make it.
Missions
Objectives, requirements and rewards, with what each one unlocks.
Enemies
Health, protection, attacks and drops for everything you can meet.
Maps and locations
Find where to go, what is there and what you can loot.
[Neutral-82]「市場」Interactive map with loot containers and extraction points 新手關卡Interactive map with loot containers and extraction points [Origin-00]森林地區 — 1961Interactive map with loot containers and extraction points [Origin-00]燃燒林 — 1963Interactive map with loot containers and extraction points [Origin-08]白門街88號 — 1999Interactive map with loot containers and extraction points [Origin-12]灰樺山 15:27Interactive map with loot containers and extraction points [Origin-12]灰樺山 15:35Interactive map with loot containers and extraction points All locations8 entries
Guides to start with
Fuller explanations for the systems players ask about most.
Tutorial Level walkthrough: loot, quests, and danger spotsA route through the tutorial's supply searches, abandoned safe house, optional camp, and Fish encounter. Corrupted weapons and gear: stabilize, revert, or risk itHow item corruption changes equipment, how quickly it progresses, and how Stabilizing Powder and the Revertor differ. Safe House objects explained: toilet, mirror, workbenches, and moreWhat the Safe House interactables do, which ones are ordinary loot containers, and which ones advance crafting or trade. Enemy damage types and resistances explainedHow impact, puncture, slash, disintegrate, and true damage are reduced, and how to make a useful weapon choice. Combat effects explained: damage, knockback, and modifiersWhat the player-facing combat values on weapons, ammunition, armour, and consumables mean, how melee light and heavy attacks cause status effects, what alcohol (Tipsy and Drunk) does, and which raw fields are intentionally not shown. Research Table: the tools, notes and materials every project needsWhich tools and notes are installed at the Research Table, what each project uses up, what it needs you to know first and what it unlocks.