Items
Our three Division 2 item pages have no place in common. The blueprint farm runs between the White House and two Washington settlements, the SHD Tech caches sit in the Civic Center of the Warlords of New York expansion, and the Angel Hunter Mask chain starts in a burger shop north of the White House. What they do share is a payout rule, and the rule is different for each set.
A blueprint pays the moment you buy it, finish the project behind it or push a control point to Level 3. A cache pays when you pick it up, and the other four do not care. The mask pays once, after six fridges, five statues and one Hunter, and two things can wipe the chain. This page sorts the three sets by that rule, then gives each its list.
Three Sets, Three Payout Rules
| Set | Pieces | When it pays | What undoes it |
|---|---|---|---|
| Blueprints | 35 on the weapon list, 12 from settlement projects, 11 exotic entries | Per blueprint: on purchase, on project completion, or when a control point reaches Level 3 | Nothing stated; the vendor loop can fail below Level 30 |
| SHD Tech caches, Civic Center | 5 | Per cache, on pickup, spent on SHD upgrades or a Safe House loot crate | Nothing; cache 2 has a key bug with a workaround |
| Angel Hunter Mask | 6 pairs of Lion Eyes, 5 Lion Statues, 1 Hunter | Once, when the Hunter dies; the mask is cosmetic | A world difficulty change deletes every eye; a death during any Hunter fight restarts the whole chain |
Blueprints Pay Per Piece
The blueprints page gives three sources and ranks them by when they stop being useful. Main missions, side missions and settlement projects hand over blueprints early and only early; the page calls their rewards early-game items. The endgame source is the vendor loop: buy a blueprint at the White House, fast travel to the Theater or the Campus and buy another, travel back and the first vendor’s stock has reset. The page says to buy from all three vendors each pass, warns that the loop may not work below Level 30, and adds that the reset works at any vendor, the New York one included.
The third source is the map itself once Black Tusk has taken it back. A control point that reaches Level 3 pays a blueprint when you finish it, and hovering over a point shows how many can be pushed to Level 4 through the Public Executions and Territorial Control events tied to it. Those same captures count toward five of the twenty Gunner Field Research challenges, so a Level 30 agent chasing blueprints and the Gunner can run one route for both. One oddity the page records: deconstructing an item can hand over the blueprint for the Manic assault rifle.
The 35 on the Weapon List
The list runs to five blueprints in each of seven classes. Read it against our weapon tier list and seven of that page’s ten picks have a namesake here or on the project table: the Vector SBR .45 APC, the Black Market M60 E6, the Police Mk17, the Double Barrel Shotgun, the Custom M44 and the Diceros, with the FAMAS 2010 coming from a Campus project. The Kalashnikov, the Socimi and the SVD appear on no blueprint list under those names.
| Class | Blueprints |
|---|---|
| Assault rifles | Tactical Mk 16, G36 Enhanced, FA SA-58 Para, F2000, Black Market AK-M |
| Submachine guns | Vector SBR .45 APC, Tactical UMP-45, Tactical AUG A3P, P90 Replica, MP5 ST |
| Light machine guns | Military MK46, Infantry MG5, Custom L86 A2, Black Market RPK-74 E, Black Market M60 E6 |
| Rifles | Urban MDR, Police Mk17, M1A CQB, M16A2, LVOA-C |
| Marksman rifles | SRS A1, SR-1, SOCOM Mk20 SSR, M700 Carbon, Custom M44 |
| Shotguns | Tactical Super 90 SBS, SPAS-12, Double Barrel Shotgun, Custom M870 MCS, Black Market SASG-12 S |
| Pistols | X-45, Tactical M1911, Px4 Storm Type T, Police 686 Magnum, Diceros |
The 12 Behind Settlement Projects
Seven of the twelve project blueprints come from the Campus and five from the Theater, and the split by class is even: two assault rifles, two submachine guns, two rifles, two marksman rifles, two shotguns, one light machine gun and one pistol. The table groups them by settlement, because that is the order you will finish them in.
| Settlement | Project | Blueprint |
|---|---|---|
| Campus | West Side Repair Crew | FAMAS 2010 |
| Campus | Deep Recovery Force | Black Market T821 |
| Campus | Infrastructure Repair Operation | Classic M60 |
| Campus | Coast Guardians | SIG 716 |
| Campus | Constitution Hall Recovery | Classic M44 Carbine Replica |
| Campus | Southside Security | M870 Express |
| Campus | Outfit Triage Team | Military M9 |
| Theater | Cold Storage Construction | Police M4 |
| Theater | Underground Pump | Converted SMG-9 |
| Theater | Water Keeper Liberation | USC .45 ACP |
| Theater | Secure Salvage Route | Model 700 |
| Theater | Food Independence | Super 90 |
The Exotic Entries
Exotic blueprints come from named challenges and quest lines rather than vendors, and the page lists ten weapons plus one calibration entry: Sweet Dreams, Ruthless, Pestilence, Nemesis, Merciless, Lullaby, Liberty, Eagle Bearer, Diamondback and Chatterbox, then SHD Calibration. It does not say which challenge pays which. The one thing any vendor does sell for an exotic is a Reconfigure Blueprint, which lifts a weapon you already own to the level of your crafting bench.
SHD Tech Caches Pay Per Pickup
The five Civic Center caches are independent: each one is a crate of resources and upgrade materials that you can put into your character or into the loot crate of a Safe House, and missing one costs you nothing but that crate. What varies is the route, and the page’s five routes range from a climb up some boxes to a sewer with a locked door and a bugged key.
| Cache | Landmark | Route | Catch |
|---|---|---|---|
| 1 | The alley just before the Civic Center boundary | Left into the alley, right at the wall vents, up the boxes | None |
| 2 | Open manhole at the north-east of the university | Ladder into the sewer, past the broken pipe, first left, shoot the glass door, control panel, shoot the lock, kill the enemy for a key, door on the right | The enemy sometimes drops no key; reload, or open the key box in the control panel room |
| 3 | South side of Columbus Park, by a police car | Alley, shoot the climbing rope, up to the roof, stairs to a locked door, follow the wires and shoot the panel | None |
| 4 | Dumping site with black containers, far north-east | Climb the white truck beside the containers and follow the path to the roof | None |
| 5 | Noodle shop east of Columbus Park, near cache 3 | Stairs inside the restaurant to the roof, right, into the fenced area | None |
The Angel Hunter Mask Pays Only at the End
The mask page opens by saying eight Hunter masks turned up with Warlords of New York, and that this one works differently from the Divide, Psycho and Drip masks we covered before: nothing happens until six pairs of Lion Eyes are in your bag, and the eyes are all in refrigerators. Four of the six fridges are in restaurants, one is in a gas station and one is behind the counter at a place called Kobes. The mask itself has no stats.
| Pair | Building | Fridge |
|---|---|---|
| 1 | Jonns’ Burger Shop, north of the White House | Beside the vending machine |
| 2 | The Donut Shack behind DZ West | In the kitchen at the back |
| 3 | Riverside Gas Station control point | Inside the station |
| 4 | A burger joint in Downtown East | In the kitchen |
| 5 | A noodle bar on Judiciary Square | In the kitchen |
| 6 | Kobes, at Constitution Hall | Behind the counter |
With all six pairs, plug the first into the first Lion Statue. The statue turns, stops, and faces the way to the next one, and the page says the first four are close together while the fifth is a long way off. The last statue spawns a single Hunter that the page rates as not hard, with the usual advice to stay in cover when he winds up and to bring a full squad. A final statue that does nothing is not a bug; it means a pair was missed.
The two resets are why this set sits last on the table. Changing the world difficulty removes every Lion Eye from your inventory, and dying to any Hunter sends you back to the first fridge. Set the difficulty before the first burger shop and do not touch it again until the mask is yours.
Where to Go Next
Blueprints are the set that feeds the rest of our Division 2 pages: the crafted guns are the ones the weapon tier list ranks, and the control points that pay them are the ones the Gunner unlock makes you capture under three other specialisations. The Division 2 hub walks all five pages by activity, so you can see what a single control point, convoy or stronghold pays across every page at once.
Blueprint Questions
Who sells blueprints in The Division 2?
Vendors at the White House, the Theater settlement and the Campus settlement, plus the New York vendor. Their stock resets when you fast travel between them and buy at each stop, once you are at Level 30.
Where do blueprints come from before Level 30?
Main and side missions and the twelve settlement projects in the table above. The page rates those rewards as early-game items.
What do you do with a blueprint?
Craft the weapon or gear piece it names. Exotics have a separate Reconfigure Blueprint, sold by any vendor, that raises an owned exotic to your bench level instead of building a new one.