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Horizon Zero Dawn wiki Activities
There’s a lot that can be done in Horizon Zero Dawn wiki. horizon wiki Activities are just one of the many distractions that can yield loot, or more information about the world. Below are all the activities, and what they do for you.
Bandit Camps
These are, as you would expect, camps full of Bandits. Simply walk to them on the map, kill all the enemies inside and you will finish the camp. You’re…
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World Map
Horizon Zero Dawn Wiki world map of The game Horizon Zero Dawn Wikiworld is split into a handful of story regions to that you gain access by finishing the foremost plot. the first hours of the game area unit restricted only to the realm throughout that Aloy grew up. Then you’ll gain access to the whole area controlled by Nora tribe. once finishing some quests you’ll gain access to the whole…
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Horizon Zero Dawn all machines
Horizon Zero Dawn all machines
horizon zero dawn wiki Machines are the technologically advanced, mechanized creatures which are the dominant species of the land. They typically bear strikingly similar designs to various forms of wildlife, such as avians, deer, and even dinosaurs.
History wiki Machines
The first machines were created by Faro Automated Solutions as domestic servants, the Focus, and @lfred. However, Faro soon…
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Horizon Zero Dawn Tips and Tricks
Horizon Zero Dawn Tips and Tricks
This page collects horizon wiki tips and tricks, strategies, and Cheats and Secrets you need to succeed in Horizon Zero Dawn Wiki , from which weapons you should by to how to kill machines.
Gameplay Tips and tricks
Here you will find tips, strategies and advice that applies can be used throughout a play through of Horizon Zero Dawn Wiki Guide.
Always Have a Full Med Pouch
This may seem obvious,…
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Potions Crafting
There are two main types of horizon wiki Potions Crafting that can be crafted in Horizon: Zero Dawn wiki.
Health Potions
This potion restores 150 health upon use. Crafting Requirements:
2 Rich Meat
3 Fatty Meat
Health Boost Potion
This potion boosts your max HP by 150. This effect only lasts a short time. Crafting Requirements:
3 Fatty Meat
5 Bony Meat
Full Health Potion
This potion will refill…
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There are a total of 23 Grazer Training Dummies in the Nora Region that you must destroy foe the “Downed 23 Grazer Dummies” trophy. The dummies look like the Grazer machine, but made out of metal and straw. Unlike the other collectibles, you cannot buy maps for these and you cannot check which ones you have downed.
Simply go up to one, and then smack it with R2 to down the dummy. It’ll break, and count towards the trophy. There are exactly 23 to destroy, so you need all of them for the trophy.
List of Dummy Locations
Keep in mind that fast travel is your friend for this task, because luckily, nearly all of the dummies are steps from a campfire. If you haven’t gotten the Golden Fast Travel Pack, head to a Hunting Goods Merchant in Meridian to pick one up for 50 Metal Shards, 10 Fatty Meat, and 1 Fox Skin. Easy to find materials if you’ve been keeping up with hunting animals!
Here’s the list below.
Aloy and Rost’s Home: 7 Dummies
The first dummies encountered in the game are right at Aloy’s first home, used for, well, practicing!
You can see two if you take a few steps north from the house’s entrance.
Three are down the path, to the right of the gate, and the last two are by the campfire.
Mother’s Heart: 2 Dummies
Fast travel to the campfire in Mother’s Heart and turn south to find the first one here.
Look at the house south east of the campfire, and check behind it to the left to find the other one here.
Mother’s Watch: 2 Dummies
There are two dummies right outside the gate of Mother’s Watch, where the campfire is.
One to the left of the campfire, and one to the right (behind the stack of rocks.)
Mother’s Cradle: 2 Dummies
Head west from the campfire inside Mother’s Cradle to find the dummy just off the path, behind the merchant’s hut.
The other dummy is just outside of Mother’s Cradle.
With a little perseverance, you can jump over the rocks directly south of the campfire, putting you on the path to the next dummy just a few steps ahead right outside a merchant outpost.
Mother’s Rise: 2 Dummies
Look west from the campfire, up on top of the cliff. You should see the first dummy there! Now head north, just past the merchant in town to find the other one by a roasting fire.
Nora Hunting Grounds: 2 Dummies
To find these dummies, simply take a few steps southeast from the campfire at the Nora Hunting Grounds.
You’ll be able to see both of them from the ledge.
Devil’s Thirst Camp: 1 Dummy
This is a Level 7 Bandit Camp, so be wary if you haven’t cleared it yet. Head south on the path from the campfire inside Devil’s Thirst.
You’ll see the dummy right behind the gate.
Mother’s Crown: 2 Dummies
Travel to the campfire inside the village of Mother’s Crown…
Then head to the northwest tip of the town to find both of the dummies here.
Hunter’s Gathering: 2 Dummies
The first dummy here is directly north of the campfire, behind the tents.
Take a left (toward west) from here, to find the other dummy.
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  It’s behind the rocky ledge by the Banuk painting on the rock.
Two-Teeth: 1 Dummy
This may still be a Level 9 Bandit Camp if it hasn’t been cleared, so be wary when entering. Fast travel to the campfire directly west of here then head east toward Two Teeth.
Take the fork north that takes you right behind the camp, where you’ll find the last dummy.
  Downed 23 Grazer Dummies There are a total of 23 Grazer Training Dummies in the Nora Region that you must destroy foe the "
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Banuk Ice Hunter
The horizon wiki Banuk Ice Hunter is one of the many Outfits found in Horizon: Zero Dawn wiki . This armor set provides a large bonus to Freeze resistance.
Banuk Ice Hunter Light
No Mod Slots, 30 Freeze Resistance
Costs 40 Metal Shards, 1 Metalburn
Banuk Ice Hunter Medium
1 Mod Slot, 30 Freeze Resistance
Costs 150 Metal Shards, 1 Shell-Walker Lens
Banuk Ice Hunter Heavy
2 Mod Slot, 50 Freeze…
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Tearblaster The tearblaster is a short-range ranged weapon that fires blasts of compressed air, easily stripping armor and components off machines without the need to aim precisely.
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Disc Launcher
Disc Launchers are heavy artillery weapons mounted on the backs of Thunderjaws, capable of doing immense blast damage.
How to obtain
Disc Launchers are normally seen in pairs on a Thunderjaw‘s back and serve as their heaviest weapon. One is mounted above each leg. Using weapons that deal tear damage will remove these weapons, causing it to fall to the ground and allowing it to be used by Aloy.
U…
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The horizon wiki Carja are an advanced and powerful tribe ruled by a monarch, Sun-King Avad. They call their nation the Sundom and their capital city is Meridian. They have a vast population and more advanced economically and militarily compared to the other tribes.
History wiki Carja
The Carja originated in the “Savage East”. Their first Sun-King, Araman, discovered the Leaves of the Old Ones from which he brought to his tribe the knowledge of observing the Sun, its movement, and solar worship. Furthermore, the Carja gained from the Leaves the first writing. For reasons unknown, the Carja were attacked and driven from their original homeland by hostile tribes that were once their peaceful neighbors; they were either scared or envious of the Carja’s knowledge. The Carja were forced to migrate westward in a harsh journey as many families, including Araman’s, perished on the wayside. Their journey ended when they discovered the Spire and Araman declared the Spire’s mesa lands as their new haven, naming it Meridian.
Under the reign of the 3rd Sun-King Sadahin, the Carja expanded their dominion and established the present day Sundom. Through the next several generations of Sun-Kings, the Carja continued to expand their domain and growth all the way to Daybreak until their expansion ceased after a failed expedition into the Forbidden West and was strained by their attempts to conquer the Savage East.
Following a brief peaceful interlude, the Carja under the reign of the 12th Sun-King Hivas began to re-militarize, fight with other tribes, and capture slaves. During the reign of the 13th Sun-King Jiran, the Sundom came under threat of the machines and the Derangement. Jiran believed that human sacrifices to the Sun god were necessary to stop the machines’ aggression. The Carja then began a series of attacks on tribal settlements and captured tribals to be used in bloody sacrifices in what became notoriously known as the Red Raids.
Jiran‘s atrocities greatly alienated some of his people, including his son Avad, who eventually turned against his father and forged an alliance with the Oseram tribe. After Jiran was killed by his own son, Avad succeeded his father and became the 14th Sun-King. He proceeded to end the Red Raids and begin a series of reforms in the Sundom such as outlawing slavery. However, not all of the Carja followed the new king, especially those who remained loyal to Jiran. These dissenters and remnants of Jiran’s old regime fled from Meridian and established their own kingdom in Sunfall and became known as the Shadow Carja.
Peace remained between the Carja and the other tribes, but recently there have been conflicts between the tribes.
Society
The Carja are a patriarchal society. Women are socially excluded from joining the military and priesthood. The Carja also have a class system, with nobles, artisans, and commoners. There are two markets in Meridian, one for nobles and the other for commoners. At night in Meridian, most commoners take the elevators to their homes in the surrounding villages.
The Carja see themselves as separate from other tribes, and look down on outsiders such as the Nora as primitives. By the events of the game, Avad has been trying to reform the Carja’s views and policies, such as openly accepting gender and status, abolishing slavery, and tolerating other tribes.
Known Members
Ahsis
Sun-King Avad
Balahn
Cantarah
Daradi
Dirid
Elida
Gavan
Three-Toe Huadiv
Ilsadi
Irid
Jahamin
Warden Janeva
The Mad Sun-King Jiran
Juwan
Kindiv
Kudiv
Lahavis
Lakhir
Ligan
Blameless Marad
Marzavid
Mournful Namman
Nasan
Nil
Studious Palas
Ranaman
Ravan
Talanah Khane Padish
Vanasha
Zaid
Known Settlements, Outposts, and Gates
Brightmarket
Daytower
Estates
Lone Light
Meridian Gate
Meridian (capital)
Meridian Village
Royal Maizelands
Sunstone Rock
Dawn’s Sentinel
Day’s Height
Trivia
The Carja culture seems similar to that of the Aztecs and Romans.
Additionally, the Carja’s use of Oseram Vanguard troops as royal protectors is similar to the Eastern Roman Empire, the Byzantines, use of Germanic soldiers as their Varangian Guard.
The naming convention has male names ending in a consonant, while those of females end in a vowel sound.
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Carja The horizon wiki Carja are an advanced and powerful tribe ruled by a monarch, Sun-King Avad…
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Blast Sling The blast sling is a slow-firing sling that lobs explosive bombs with various trigger mechanisms, such as impact, timer, or proximity. It is best used to deal high impact and area damage, and can be used in both aggressive and stealthy playstyles.
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Traps Traps are weapons that can be used to snare and destroy Machines in Horizon Zero Dawn. They can be created using the Crafting system.
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Sylens’ Lance Sylens' Lance is an upgraded melee weapon, capable of dealing Shock damage in addition to impact damage.
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All-Mother
All-Mother is a fertility goddess worshiped by the Nora tribe. She represents the creation of life in general, and for them, is physically embodied in their world as a sacred mountain. They direct their prayers towards this mountain, for they believe that this is where all life came from.
In reality, the basis of the All-Mother and the Nora religion comes from the GAIA facility access door…
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Old Ones
The Old Ones are the humans of the old world, specifically humanity up to 2066 A.D.
History
Humanity by the mid-21st century was a technologically advanced civilization, having designed and built incredible technologies. Foremost among these was advanced robotics, from artificial intelligence and self-replicating robots to enormous war machines designed to supplant entire armies.
However, the…
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Operation: Enduring Victory
Operation: Enduring Victory was the unified war-plan employed by the Old Onesin their fight against the Faro Plague. With victory impossible, Enduring Victory’s main goal was to give time for Dr. Elisabet Sobeck and her team to complete Project Zero Dawn. Operation: Enduring Victory was spearheaded by the United States military, and was in place from November 3rd, 2064 to the latter half of 2066,…
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Project Zero Dawn
Project Zero Dawn was the code name for a massive terraforming system designed to reseed life back to Earth after the complete destruction of all life on the planet, and the defeat of the Faro Plague. In order to have more willing participants for Operation: Enduring Victory, the public was misled that Project Zero Dawn was a superweapon capable of ending the war.
Background
Faro Automated…
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