Items
Villedor hands out very little for free. Aiden's health and stamina only grow when you inject Inhibitors, a blueprint only improves when you feed it Infected Trophies, and the Nightrunner tools that open up the Central Loop stay at their base level until you pull Military Tech out of a rooftop airdrop. This guide gathers everything our Dying Light 2 item pages cover: what each resource does, where it actually comes from, and which ones deserve your time first. For the systems that spend these resources, such as weapon repair and lockpicking, see the mechanics guide.
Every resource at a glance
| Resource | What it does | Where it comes from | Our page |
|---|---|---|---|
| Inhibitors | Three of them buy one permanent upgrade to health, stamina or immunity | GRE containers and trailers, GRE Anomalies, Military Airdrops and story quests; 126 exist and the story hands over 6 | Inhibitor locations |
| Blueprints | Recipes for consumables, arrows, bolts, weapon mods and charms | Quest rewards plus the Bazaar, Fish Eye, Main Terminal and Peacekeepers Floating Fortress vendors | Blueprints |
| Infected Trophies | The upgrade currency for blueprints, lockpicks and weapon mods | Dropped by infected, guaranteed from blue Encounter markers | Infected Trophies |
| Military Tech | Upgrades Nightrunner tools such as the Paraglider and Grappling Hook | Military Airdrops on the tallest rooftops | Military Tech |
| Feathers | Crafting material for arrows, crossbow bolts and weapon upgrades | Rooftop Birdhouses, one or two at a time | Feathers |
| Trinity Graffiti | Nine mural collectibles in a single district | Spray cans left within a few steps of each wall | Trinity Graffiti |
Inhibitors
A single Inhibitor does nothing. Bank three and you can inject them for one upgrade to health, stamina or immunity, and that is the only way those bars grow in Dying Light 2. Our tips page makes the case for stamina first, because climbing and ledge grabs drain it long before health becomes the problem, and our health and stamina page points out that the early game hands you six without much effort: two upgrades before you have really started exploring.
How the game points you at them
Aiden's GRE Access Key speaks up whenever an Inhibitor sits within 50 meters, and a distance readout appears in the lower-left corner of the screen. Close to within 10 meters, switch on Survival Sense and the container lights up. That is enough for the early districts. Once the main quest "Broadcast" is done, go back to the VNC Tower and speak to Lieutenant Row for the GRE Detector Tool, which plots every Inhibitor inside the coverage of any Radio Tower you have activated. Light up all six towers and the whole map is annotated for you.
| Radio Tower | Where to find it |
|---|---|
| VNC Tower | Activated for you during Broadcast |
| North Loop Radio Tower | The tallest building in the Wharf |
| Historical Communications Tower | Among the high-rises on the northwest side of Downtown |
| Saint Joseph Medical Radio Relay Tower | Where Trinity meets Houndfield, on their northern border |
| South Loop Radio Tower | Next to the bridge in western Lower Dam Ayre |
| Military Relay Tower | Southwest corner of West Borough |
Where they cluster
Our Inhibitor locations guide walks 38 spots that hold 63 Inhibitors between them, and most spots hold two or three. Grouped by district, the pattern is clear: Horseshoe and Trinity are the richest early hunting grounds, Downtown and Garrison carry the Central Loop's share, and a handful sit in water or on quest paths you will cross anyway.
| District | Spots | Inhibitors | What to look for |
|---|---|---|---|
| Horseshoe | 6 | 14 | Three each inside the THV Genomics Center and the THV Study, two in the Motel during The Raid, two on top of the Water Tower, two south of the Willow Windmill during The Only Way Out, two from Anomaly C-A-22 |
| Trinity | 5 | 11 | Three in the building with a beehive on its balcony, three in the small building south of PK Windmill, two beside the Larch Windmill, two from Anomaly C-A-05, one behind the GRE door at the bottom of the Dark Hollow |
| Downtown | 7 | 10 | Two by the ticket machine in Metro: Downtown Court, two in the Electrical Station control room during A Place to Call Home, two in the tall western building during Orders, singles from Military Airdrop THB-1LO, the City Space sign, a rooftop safe and a top floor near New Dawn Park |
| Garrison | 6 | 9 | Five in and around the VNC Tower (a trailer at the north entrance, a chest during Broadcast, the roof-edge office after it), two from Anomaly C-A-55 on the highway, one in the Electrical Station's Room C safe, one from Military Airdrop THB-UT0 |
| Houndfield | 5 | 7 | Three in Saint Joseph Hospital during Markers of Plague, one on the hospital roof from Airdrop THB-04B, one in the Nightrunner's Hideout safe, one in a GRE trailer north of the district name, one underwater east of the Electrical Station |
| Lower Dam Ayre | 3 | 5 | Two from Anomaly C-A-34 during Closure, two from the flipped trailer in The Lost Light, one under the bridge to Muddy Grounds |
| Quarry End | 2 | 3 | Two from Anomaly C-A-01, one in a GRE container down the subway stairs |
| Muddy Grounds | 1 | 1 | On the rest-spot table once Metro: King William Bridge has power |
| New Dawn Park | 1 | 1 | Rooftop north of the Fish Eye Canteen trader |
| Observatory area (east) | 1 | 1 | A chest by a wooden path in the water on the Garrison border |
| Quest reward | 1 | 1 | Finishing the side quest The Fire Biomarker |
Two of the safes in that list have their combinations on our safe codes page: the Downtown safe near the bandit camp opens with 3 1 3, and the Garrison Electrical Station safe in Room C opens with 3 1 4. The Anomaly Inhibitors only appear at night, after you have beaten the boss infected guarding each site, so plan those visits around the clock.
Blueprints
Stay Human changed how blueprints reach you. You no longer stumble on random recipes in the world; each one is unlocked by a quest or bought from a specific vendor, and it then lives in your inventory for good. Upgrading a recipe costs Infected Trophies at the Craftmaster's Upgrade tab, with uncommon trophies covering the first tiers and rare ones needed higher up. Our blueprints page lists 33 item recipes and 29 weapon-mod recipes with their sources, which break down like this.
| Source | Item blueprints |
|---|---|
| Tutorial and quests | Medicine (tutorial), Lockpicks and Throwing Knives (Markers of Plague), Decoy (The Arrival), Molotov Cocktail (Unruly Brother), Immunity Booster (The Only Way Out), Arrows (Let's Waltz!), Regeneration Booster (helping Jack and Joe at their bandit camp) |
| Peacekeepers Floating Fortress vendor | Toughness, Poison Resistance, Fire Resistance, Electrical Resistance and Swimming Boosters, Boomstick, Remote C4, Lacerating Arrows, Exploding Arrows |
| Fish Eye vendor | Muscle Booster, Endurance Booster, DIY Grenade, Infected Blade, Toxic Arrows, Infected Arrows |
| Bazaar vendor | Fire Arrows, Shock Arrows |
| Main Terminal Station vendor | Mines |
| Any vendor | UV Lamp |
| City alignment level 4 with the Peacekeepers | Bolts, Stun Bolts, Lacerating Bolts, Freeze Bolts, Impact Bolts, Toxic Bolts |
| Mod slot | Blueprints and where they come from |
|---|---|
| Tips (11) | Spark from the Spark of Invention quest; Venom, Flame, Voltage, Blaze, Acid and Slit from the Bazaar; Ice, Puff and Fling from the Floating Fortress; Frost from the Fish Eye |
| Shafts (11) | Fling from the Main Terminal; Inferno during The Raid; Spark and Venom from the Bazaar; Frost, Avalanche, Bane and Slaughter from the Fish Eye; Flame, Lightning and Catapult from the Floating Fortress |
| Grips (2) | Empowerment from the Bazaar; Reinforcement from the Floating Fortress |
| Charms (5) | Inhibitors Pack (Markers of Plague), Gang Leader (The Raid), Master of Onion (A Place to Call Home), Renegade Mask (Veronika), E3 2019 Biomarker (X-13) |
If you only upgrade three recipes, our writers pick the Lockpick, because picks are almost never found and every locked car and chest wants one; the Molotov, whose fire burns longer than the other fire options and holds a wave of infected in place; and the Remote C4, the best explosive in the game, although its blueprint only reaches you in the second half of the story. The Reinforcement grip is worth a mention too, since it slows durability loss on whatever weapon carries it, as covered in our weapon repair guide.
Infected Trophies
Trophies are tokens that appear in your inventory when you loot a dead infected, and they are the currency for every blueprint, lockpick and mod upgrade. They come in three rarities, each tied to a class of enemy.
| Rarity | Dropped by | Used for | Where to farm |
|---|---|---|---|
| Uncommon | Virals, Howlers, Spitters | The first few upgrade tiers of any blueprint | Virals swarm at night and are the quickest kills |
| Rare | Goons, Bolters, Banshees | Mid-level upgrades | Goons spawn regularly in Old Villedor |
| Unique | Volatiles, Demolishers, Chargers | The highest upgrade tiers | Chargers turn up in infected story missions, Demolishers are usually boss fights |
Infected marked with a blue Encounter icon on the map always drop a trophy, and any other infected has a chance to, so search every body. Two settings tilt the odds further: the drop rate rises on lower difficulty, and resting at any safe spot to push the clock to night fills the streets with spawns. Full farming notes are on our Infected Trophies page.
Military Tech
This is the scarcest material in the game and the only one that upgrades Nightrunner tools. Unexplored airdrops show as question marks on the map; look at one through the binoculars and it turns into a parachute icon, red if Aiden cannot reach it yet because he lacks the stamina or the Paraglider. A parachute draped over a rooftop is the same tell. Inside the crate the tech is easy to walk past: check the right-hand side of the open chest and interact with the GRE key. Spend it at a Craftmaster's Upgrade tab, where the Paraglider, Grappling Hook and other tool upgrades cost roughly one to three pieces each. Our Military Tech page has the full walkthrough, and the airdrops themselves are also one of the better XP sources in our leveling guide.
Feathers
Ranger-style play runs on feathers, which go into arrows, crossbow bolts and weapon upgrades. They come from Birdhouses on rooftops, usually one or two per box, and the boxes sit among rooftop gardens of Chamomile, Cordyceps, UV Shrooms, Honey and Lavender. When you notice a trail of pickable plants, you are close to one. Feathers sell to merchants for a little Old World Money, but they are scarce enough that our feathers page advises keeping them for crafting.
Trinity Graffiti
Murals are painted across every district, but seeing one is not enough: the collectible only registers when you pick up the spray cans lying nearby and tag the wall. Our Trinity graffiti page maps the nine in Trinity, and the cans follow a pattern of being within a few steps of each piece.
| Mural | Where the cans are |
|---|---|
| United in Fun Everyone Can Play | Climb the parked vehicles over the iron-bar fence; the tag is right of the goalpost and the cans sit on the bench beneath it |
| Happy Skeleton | Facing the wall from the marker, the cans are on the edge of the building |
| McHazmat | Painted on the back of a white van in the street below a rooftop; drop onto the van, cans just under the tag |
| Jar Jar Things | On a balcony beside the graffiti |
| Fallen Angel | Rooftop with a pile of tyres; the cans lean against a structure across from the mural |
| Angels and Demons | Behind a white van; the cans are at its front next to a garbage basket |
| Hell and Heaven | From the sixth mural, climb the container marked Flowers; the cans are under the tag |
| This is the End of the Beginning | Beside a skeleton on the ground in front of the building |
| Shadow of the Nightrunners | Under the mural, next to some plants |
Frequently asked questions
Do I need the GRE Detector to find Inhibitors?
No. The GRE Access Key's voice line and distance readout work from the start, and Survival Sense pinpoints a container once you are within 10 meters. The detector, unlocked after Broadcast, simply marks every Inhibitor within active Radio Tower range on your map.
Which vendor stocks the most blueprints?
The Peacekeepers Floating Fortress vendor, with nine item recipes and seven weapon mods on our page's list. The Fish Eye and Bazaar vendors carry eleven recipes each.
Can Military Tech be used on weapons?
No. It only pays for Nightrunner tool upgrades. Weapon mods are crafted from scrap, rags and other junk, and their recipes are upgraded with Infected Trophies.
Are any of these collectibles tied to story choices?
Only indirectly. The Regeneration Booster blueprint depends on helping Jack and Joe at their camp, and the six bolt recipes arrive at city alignment level 4 with the Peacekeepers, which depends on the facilities you assign them in our faction assignment guide.