Our Division 2 coverage is five pages, and four of them keep sending you to the same places. A control point pushed to Level 3 pays a blueprint on one page, ticks a Gunner Field Research box on another and holds a pair of Lion Eyes on a third. A Public Execution feeds a control point’s level and is also the activity the Gunner asks you to run with a marksman rifle. So this hub is not sorted by page. It is sorted by what you are doing in Washington, and under each activity it lists what our pages say that activity pays.
Two pages stand apart. The weapon tier list is a pick per class rather than a place, so it closes the hub, and the expansion content in New York gets its own section because nothing in Washington pays it.
Reading Order
| Page | What it settles | Read it when |
|---|---|---|
| Weapon tier list | One or two guns per class out of 70, with the stat that earns each its place | Before you spend a blueprint |
| Items guide | The three collectible sets ranked by how much of each you must finish before it pays | When you start farming |
| Blueprint farming | The three-vendor loop, control point rewards and the 58 blueprint entries | At Level 30 |
| Gunner unlock | All twenty Special Field Research challenges across five stages | After Title Update 4, with the other specialisations unlocked |
| Civic Center caches | Five SHD Tech cache routes in one New York district | In Warlords of New York |
| Angel Hunter Mask | Six fridges, five statues, one Hunter | Once your difficulty is set for good |
Control Points
A control point is the activity our pages price most often. The blueprints page says that once Black Tusk has retaken the map, a point taken to Level 3 hands you a blueprint on completion, and that the count of points you can push to Level 4 shows when you hover over one. The Gunner page then builds five of its twenty challenges on captures: Downtown West under an active Sharpshooter specialisation in stage 1, Southwest under Survivalist in stage 2, Downtown East and Federal Triangle under Demolitionist in stage 3, and two in stage 5 that dictate the gun rather than the specialisation. Light Gunnery wants an LMG at Ivy Tunnel and The Mast, and Mounted Guns wants the point’s own mounted gun through the defence phase, leader included.
That last one has a farm the page spells out. Die during the defence, revive at the nearest checkpoint and fast travel to the friendly team still assaulting, and the defence phase resets with your kills kept. The mask page adds a sixth reason to visit one specific point: the fridge at the Riverside Gas Station control point holds the third pair of Lion Eyes. For the Gunner captures, each stage-1 to stage-3 challenge excludes the point you already held at the start, so the count is of new captures.
Open-World Activities, One Weapon Each
The Gunner page assigns four activity types a weapon class and forbids skills for the duration: a Public Execution with a marksman rifle (stage 1), Propaganda broadcasts with a shotgun (stage 2), Convoys with a submachine gun (stage 3) and Territory Control with an assault rifle (stage 4). The blueprints page ties two of those four back to the section above: Public Executions and Territorial Control are the events that lift a control point toward Level 4. Run them with the right gun and the same afternoon pays twice.
Three more challenges are open-world kill counts with no activity attached. Roaming Gunners asks for the heavy LMG carriers, We’ve Got a Pulse counts only kills landed inside a pulse’s ten-second window, and Foam Party wants enemies killed while stuck in the Foam Chem Launcher’s foam, which the page says to fire on cooldown.
Strongholds, Missions and the Hotel
Six of the Gunner challenges are boss conditions, one per stage plus a second on Roosevelt Island, and the page marks five of them as Normal or Hard difficulty, with the Basilisk the exception. Roach at the Bank Headquarters has to be shocked more than once, with Shock Ammo lying on the floor of the open area where he appears. Kelly, the Air and Space Museum boss, has to be fired upon three times before he goes down. Wade at the Viewpoint Museum loses his helmet first. Ridgeway at the Capitol Stronghold must be beaten without an Armor Kit used anywhere in the mission. Basilisk at the end of the Roosevelt Island Stronghold carries six armor pieces to strip before the kill, and Roosevelt Roundup wants mounted-gun kills in the same stronghold, with the first gun near the early objective and a minigun on the right flank.
The Grand Washington Hotel carries the two challenges that are neither boss nor open world. Mounted Gunnery counts kills from the mounted gun in the atrium on Normal or Hard, and the page suggests setting a checkpoint so you can die and farm the wave. This is Madness wants kills on confused enemies, and the page’s method is to replay the hotel until three have fallen.
Settlements and Vendors
The two settlements pay in two ways. Their projects hand over twelve blueprints, seven of them Campus projects and five Theater, and the items guide tables them by settlement with the project each one sits behind. Their vendors, together with the White House vendor, are the endgame source: buy at one, fast travel to the next, buy there, and the stock at the first has reset by the time you return. The blueprints page wants purchases at all three per pass, says the loop can fail under Level 30, and notes that the reset also works at the New York vendor.
Exotics do not come from any of this. The ten exotic blueprints on the page are earned from challenges and quest lines it does not name, and a vendor’s only exotic service is the Reconfigure Blueprint that lifts one you own to your bench level.
The Expansion: Caches and a Hunter
Warlords of New York brings two pages. The Civic Center page routes five SHD Tech caches, each a crate of upgrade materials you can spend on your character or on a Safe House loot crate: an alley climb, a sewer with a shootable glass door and a key that sometimes fails to drop (the fix is a key box in the control panel room), a rope climb by Columbus Park, a white truck beside black shipping containers, and a noodle shop roof. None of the five depends on another.
The Angel mask page dates its Hunter to the expansion, which the page says brought eight masks in all, and then sends you round six fridges between Jonns’ burger shop up by the White House and Kobes at Constitution Hall. The eyes go into five Lion Statues that, as a rule, turn to face the next one, the fifth a long way from the first four, and the last one spawns the Hunter. Two rules matter more than the route: a difficulty change deletes every eye you hold, and a death to any Hunter restarts the chain from the first fridge. The mask has no stats.
The Guns Worth Crafting
The weapon tier list is honest about its timing, saying the meta was too young for a firm ranking when it was written, and then names a pick per class anyway from the game’s 70 varieties: the FAMAS for rate of fire and the Kalashnikov for damage per bullet among assault rifles, the Vector for damage per second and the Socimi for base damage among SMGs, the M60 alone among light machine guns, the MK17 as the one semi-automatic rifle worth its recoil, the Double Barrel with about 288,000 DPS among shotguns, the M44 for base damage and the SVD for DPS among marksman rifles, and the Diceros sidearm that comes with the Demolitionist specialisation.
Seven of those ten can be crafted from the blueprint lists under those names, which is why the items guide reads the two pages together. The three that cannot are the Kalashnikov, the Socimi and the SVD.
Questions Our Pages Answer
How do you unlock the Gunner specialisation?
Complete the five-stage Special Field Research added in Title Update 4, four challenges per stage. The stage-1 to stage-3 capture challenges need the Sharpshooter, Survivalist and Demolitionist specialisations active, so those come first.
Where do you farm blueprints at Level 30?
The vendor loop between the White House, the Theater and the Campus, and any control point you take to Level 3. Under Level 30 the loop may not reset, so the projects and missions are the source.
What are SHD Tech caches for?
Upgrading your character or opening the loot crate in a Safe House. The Civic Center holds five.
What These Pages Do Not Cover
Builds and gear sets, two of the biggest Division 2 guide searches and neither with a page here; the other seven Hunter masks the Angel page mentions; the source of each exotic blueprint; the Battery Park and other New York cache sets beyond the Civic Center; and the Dark Zone, which the weapon page names only as the reason its ranking is provisional.

