Days Gone Walkthrough: Cascade
- He Can’t Be Far (Chasing Leon)
- We’ll Make It Quick (Chasing Leon)
- I Say We Head North (Chasing Leon)
- Bad Way to Go Out (I Remember)
- You Got a Death Wish (He’s My Brother)
- Drifters on the Mountain (Gear Up for The Ride)
- Bugged the Hell out (He’s My Brother)
- No Starving Patriots (Gear Up for The Ride)
- Sounded Like Engines (He’s My Brother)
- Smoke on the Mountain (He’s My Brother)
- Out of Nowhere (Chasing Leon)
- They’re Not Sleeping (Finding NERO)
- Drugged Outta His Mind (Gear Up for the Ride)
- Clear out Those Nests (He’s My Brother)
- Price on Your Head (Chasing Leon)
- Deliver to Copeland (Chasing Leon)
Having put his wounded wife Sarah in a NERO helicopter, Days Gone protagonist Deacon St. John stays together with his best friend Boozer against the infected world. Two years have passed since then: the protagonist’s wife could not be found, and bikers started taking orders from survivors’ camps.
In these guides, we will tell you how to deal with storyline tasks in the most effective way. You will not find the 100% clearing of the locations, all collectibles and character upgrades.
Days Gone narrative is divided into storylines – each with its own idea. By completing quests, you advance one or another scenario branch which is reflected in the corresponding menu section. The dominant storyline (there may be several of them) will be shown next to the quest titles.
He Can’t Be Far (Chasing Leon)
The first storyline mission starts with a chase – Leon and Alvarez have stolen a fridge bag with medicine from Hot Springs camp and escaped. After this, Leon left his companion to be eaten by freakers. The thief must now be captured, and the stolen supplies should be returned.
At the end of the cutscene, follow Boozer – no one demands driving miracles from you at the beginning of the game, so familiarize yourself with driving: R2 – gas, L2 – brake, ‘’cross’’ – acceleration, left stick – direction.
You won’t be able to catch up with your target so do not hurry. Leon will set the engine of his bike on fire and will have to dismount after this incident. Now the heroes need to track down the thief – the mission will come to an end, and the next one will begin.
We’ll Make It Quick (Chasing Leon)
Press the right stick (R3) to activate survival vision. This mode highlights interactive objects and footprints of humans and/or monsters tracked by Deacon. For convenience, the developers have added indicators to the mini-map so you can use it for navigation.
Follow the trail until you reach a clearing – the exits from this clearing lead in two directions. Investigate the evidence marked by a magnifying glass icon to determine the direction of Leon’s movement. The criminal is waiting for the characters in a small camp ahead.
As a result of a brief shootout, Leon will catch a bullet in his side and rush to the waterfalls. Using survival vision if necessary, move along the route marked on the mini-map – you can spot one of the many freaker hordes to the right from the fence through which Leon moved.
Leon won’t be able to escape from the heroes in his current condition. Fearing the monster horde, he will confess that he has hidden his loot in the old cemetery in the nearby. In the early version of the game, Deacon had the freedom to decide whether he should kill the target or leave him at the mercy of zombies, but the developers have dropped this idea in the release.
At the end of the cutscene, follow Boozer to your bikes. Visit the tent camp along the way to pick up two ingredients – a rag and a sterilizer. Hold L1, select the ‘’medical’’ section with your right stick and craft a bandage. Apply the medkit (R2 after crafting and left arrow) and move on.
Once you have returned to motorcycles, you’ll learn that Leon had managed to shoot Deacon’s fuel pump. Boozer will propose to regroup on Mt. O’Leary, but the hero will insist on immediate repair – fortunately, the Truckstop ‘’Crazy Willie’s’’ is located in the nearby.
I Say We Head North (Chasing Leon)
Temporarily left without a vehicle – Deacon will cover the ‘’wounded’’ iron horse with branches – the protagonist will take the back seat at Boozer’s bike. The road ahead is blocked by cars that need to be removed to continue the journey – for some reason, you cannot bypass them.
Dismount, go to the army truck that blocks the road and push it away (just hold ‘’square’’) – the heroes will be attacked by bandits. Quickly poke the flashing button to break out of the grip and go on the offensive.
Deacon is armed with an infinitely durable knife (it won’t break) – the hero performs a melee attack when you press R2. R1 allows you to make somersaults to roll away from the enemy. The combination of the left stick and the above-mentioned R2 shifts the protagonist’s attention from one enemy to another.
Use this knowledge to defeat the bandits – in this mission, they die from a couple of pokes with your knife, but in the rest of the game the marauders will be much stronger. At the end of the fight, get on Boozer’s bike and move to the entrance to the Belknap tunnel.
Bad Way to Go Out (I Remember)
It’s very dark in the Belknap tunnel, so the heroes decide to proceed with caution – Deacon will take his friend’s shotgun and flashlight (activated by pressing the down arrow on the gamepad) and walk, while Boozer will slowly ride his bike behind the protagonist.
On the way to the next scene, examine the cars in the tunnel – Days Gone allows you to open the hoods (pipes, suppressors) and trunks (various items) if they are not too damaged. The interactive vehicle elements are highlighted by small triangles in survival vision.
Pick up several ingredients from the cars on the right side and then proceed to a small corridor on the same side to get two components of the bandage. Once you have accumulated the resources, we advise you to immediately proceed to crafting: before upgrades, you can only keep a very small amount of materials with you.
Slightly ahead in the tunnel, the heroes will stumble upon a freaker nest – by destroying these monsters’ lairs, the hero makes the roads a little safer. In the future, this factor (and the capacity of the bike’s gas tank) will affect the availability of fast travel.
To eliminate a particular nest, you need to burn it down (using Molotov or crossbow fire bolt) – for now, Deacon will do this for the player, while you’ll only need to use your shotgun to kill zombies who run out of the fire. Let them come closer to maximize damage from the shot.
After you have killed two freakers, a cutscene will begin, showing how the protagonist smashes one of the already dead opponents. According to Boozer, the hero acts like this only in periods when he plans to visit the nominal grave of his wife Sarah in the refugee camp.
Move on until the alarm is activated in one of the cars in the front – three zombies will run to the noise. Kill them using shotgun or pistol (fast switch is tied to the ‘’triangle’’). If the enemies come too close, do not forget to roll back from them to avoid damage.
Once you have dealt with the threat, examine the cars in which you can break in – pay attention to the fact that you can usually find bullets in the trunks of police vehicles. One such set replenishes the stock of all the protagonist’s firearms at once.
The way forward is blocked by an SUV. You can only push it away from the service tunnel on the left side – as soon as you go there, Deacon will be attacked by a freaker. Throw him off by quickly pressing the displayed button (otherwise, you’ll instantly die) and pick up crafting ingredients in the adjacent room.
Having moved the car, fight your way (another alarm) further, looking into the trunks and under the hoods in search of crafting materials – in the adjacent service tunnels, you’ll be able to find at least a couple of unattended bandages.
Another freaker nest is located at the exit from the tunnel – take the beer bottle from the bag on Boozer’s bike and use the crafting menu to create Molotov (section Throwables). Having selected the item, hold L2 to aim and R2 to throw.
Having eliminated the inhabitants of the nest, get on the bike and ride to Crazy Willie’s. Upon arrival, you will find that the neighborhood is full of zombies – adults and children (jackals). We have already met the former, while the latter behave timidly until the hero is close to death or enters their territory.
It’s not a good idea to fight against so many freakers so Deacon will propose a plan: Boozer will lure most monsters out of the area while the protagonist will sneak into the garage to get the fuel pump. You’ll execute on this plan in the next mission.
You Got a Death Wish (He’s My Brother)
The Truckstop Crazy Willie’s and the adjacent motel is the first infected area in the game. On its territory, there are four zombie nests at once – you can find a sufficient number of ingredients for Molotov on the location, but for now arsons won’t bring a lot of dividends.
There are three ways to get to the garage with the fuel pump – the road to the left contains adult freakers, the central part of the location is the jackals’ domain (and also contains a significant number of ordinary zombies). The passage along the right ‘’wall’’ is almost unprotected so we’ll move there.
Squat in order to avoid unnecessary attention, sneak up behind the back of the living dead swarming in a corpse and stealthily finish him off. Do not forget to step on the bodies of the defeated monsters to automatically get their ears – you will be able to exchange them for credits and trust in the camps.
Do not go to the parking lot behind the motel – there are four freakers there – and jump into a small building opposite the broken window. Among other things, you’ll find bandages and a wood baseball bat there. This situational weapon is more powerful than the knife but breaks more and more with each blow.
Having jumped outside on the opposite side of the house, kill another zombie from the back. Several bunches of tall grass are located in the nearby – there, no one sees the hero (unless you have been detected before), so you can hide from freakers and other enemies.
Descend the slope towards the garage, picking useful items along the way – the front door is closed, while the approaches to the rear entrance are blocked by a fence, so you will have to go through the nearby warehouse. Inside, you’ll find ingredients, a board (weapon) and a suppressor for the pistol (under the hood of the car).
Once you get outside, you’ll find yourself straight behind the garage – a jackal will notice you and quickly climb onto the wooden extension to the roof of the building. To get inside, you’ll have to follow the monster.
Before this, examine the cars in the nearby – in the trunk of the burgundy car, you’ll find another zombie child. Quickly press on the displayed button to kill the enemy and throw him off. In case you fail to do this in time, you’ll have to start from the previous checkpoint.
Two more jackals will await you at the top of the garage. Eliminate them with your bat or another tool, pick up crafting items that lie in the nearby and jump into the hole under your feet.
In the shop floor where Deacon will find himself upon landing, he will face another junior freaker – the tactics of dealing with this type of enemies stays the same. At the end of the brief fight, examine this room and the adjacent ones – you’ll find plenty of stuff including the fuel pump.
As soon as you get the required item, the hero will contact Boozer, but the conversation will be short. The friend was ambushed by rippers – local sectarians who want to be like freakers and who voluntarily shred their own face and other parts of the body.
Rush to the quest indicator through the main entrance which is unlocked from the inside – there’ll be no enemies along the way – until you see a cutscene: mad cultists decided to burn Boozer’s tattoos on the right arm. The friend must be saved or he will lose his limb.
Bypass the fallen truck and hide behind the concrete divider to eliminate the first of the three aggressors. Get out of your cover only to make a shot and finish off the two remaining enemies. Do not throw Molotov at your enemies or your friend will die.
Deacon will help Boozer – his hand is badly burned – to get on the bike and will take him to the temporary base in the tower on Mt. O’Leary. Boozer feels bad after the incident so the hero will decide to go and get clean bandages (and his own bike) alone.
Drifters on the Mountain (Gear Up for The Ride)
Before you go, pick up ammo from the box to the left of the exit and look into the gun locker on the right side. Here, you’ll find all weapons you have bought (not the ones you have picked up) including the crossbow – a silent and potentially multifunctional (thanks to different types of bolts) means of dealing with enemies.
Before they have parted, Boozer took his shotgun from Deacon so the protagonist will go on a mission without his main gun – for some time, you’ll have to get by with additional (pistol) and special (crossbow) weapons. However, you’ll soon be able to fill this gap.
Once you get outside the safe location, move to the quest indicator until you see a marauder. Follow him – you won’t be able to catch up with him so don’t bother with stealth – to the bandit camp. The criminals decided to rob and kill our heroes.
In total, the camp contains six enemies. As soon as they get to their posts, they will become extremely vulnerable to Deacon who is moving around in a squatting position. In order to keep an eye on your opponents, mark them (R2) using your binoculars (up arrow).
Theoretically, you are not required to use the stealth tactic in this segment, but stealth killings are a great way to save ammo and the durability of the suppressor/melee weapon. In addition, it will quickly get dark during this mission, greatly facilitating your stealth endeavor.
Start by eliminating two patrolmen in different ends of the camp and then proceed to the guards – all of them are located relatively far from each other so they won’t notice the death of their comrades. Before you deal the deathblow, make sure that no one is looking in your direction.
Once you have eliminated the marauders, clear their fortifications – you can find crafting items, a medkit and a primary weapon (rifle). Do not forget to craft various devices to clear the space for new resources, or you’ll periodically stumble upon a warning saying that the limits of your inventory have been reached.
Having finished collecting useful items, move forward in the direction of Deacon’s bike – on the way, you’ll face several single freakers. You can try to deal with them to get a few extra experience points or focus on your mission and bypass the enemies.
The hero won’t find his bike once he reaches the place of destination – it was stolen by Copeland’s men (he is the leader of the nearby camp). At the end of the cutscene, you’ll see one of them. Follow the thief but do not rush – the quest indicator will anyway point to the fugitive.
The chase will lead you to Copeland’s camp – you can meet freakers along the way, but you are not obliged to fight against them. The character will be allowed to get inside and advised to talk to Manny, the local mechanic. Deacon’s bike is already in a disassembled state in his workshop.
Before the hero has the time to do something stupid, Copeland will come and invite you to talk. The main truth searcher of Days Gone has not received the delivery of stolen drugs from Leon (he will also notice his bloody cap) and wants to fix this.
In addition, the hero needs to complete one more task to start trading in the camp. He needs to deal with a group of bandits entrenched in the area of a radio tower to the west from Mt. O’Leary. After the conversation, return to Manny to get a new motorcycle and rewards for the completion of the mission.
Bugged the Hell out (He’s My Brother)
Following the return of the bike, Deacon will have two available quests: ‘’Bugged the hell out’’ (get sterile bandages for Boozer) and ‘’No starving patriots’’ (clear up the ambush camp of the radio tower at Copeland’s request). You will have to deal with both missions, but we’ll start from NERO’s mobile first-aid post is it is located closer.
Move to the quest indicator to find the coveted post. We advise you to save your progress before entering the area – you can do this next to the motorcycle/bed while holding the ‘’triangle’’ during gameplay or by selecting the appropriate menu item.
The medical center is ‘’guarded’’ by several adult freakers – theoretically, you do not have to kill them, but you’ll soon have to run a lot so it’s a good idea to get rid of these enemies. Fortunately, they mostly walk alone and at a distance from each other, so you can deal stealth deathblows to them.
Having eliminated zombies in the area, start collecting useful items. You can find some ammo in the trunk of the police car. An axe is stuck in the wall between two wings of the medical center – this is one of the most powerful types of melee weapons in the game. The skill Field Repairs will allow you to repair tools with the scrap you find in the game.
To get inside, you need to activate the generator that is located to the left of the building. However, it does not have fuel. Fortunately, a fuel canister will lie on a tow truck in the middle of the road in front of the building. Pour fuel into the device but do not rush to turn it on – first, you need to take some precautions.
Loudspeakers are hanging from two places on the roof of the building – if you start the generator right now, the speakers will make loud sounds and attract freakers. We do not need this, so use the trash container to get up and cut off the treacherous loudspeakers with your knife or shoot them down.
Having secured yourself against potential zombie attacks, turn on the generator and enter the first-aid post. Here, you will find useful items, including ammo and medkit, and a bed – you can use it to save progress and change the time of day (from night to day or vice versa).
Sterile bandages for Boozer lie in the white box. In the same place, someone has forgotten a NERO injector. Each such syringe allows you to permanently increase one of the character’s characteristics: health, stamina or focus. The latter option becomes available after you have purchased the skill Focused Shot.
Listen to the voice record (any medical post has one such record) and/or rest on the bed, then return to the fire tower. If you are close to your bike, you can use fast travel – the process consumes fuel but there’s an eternally full gasoline canister on the territory of the heroes’ shelter.
Go up to your friend and hand him the bandages – asleep, Boozer will almost blow the protagonist’s head with his shotgun. The mission will end with the cutscene – you’ll get 3000 experience point and 750 units of trust for Copeland’s camp.
No Starving Patriots (Gear Up for The Ride)
Having obtained sterile bandages for Boozer, proceed to Copeland’s quest – your motorcycle will ensure that the trip to the quest indicator is short. The ambush camp at the radio tower contains ten marauders at once, and you’ll need to kill them all to advance in the storyline.
If you come too close to the guarded area on your bike, the noise will attract guards of the outer perimeter of the camp. You can use this to your advantage – hide in the bushes on the slope and wait until enemies come closer, then sneak up to them and deal a stealth deathblow.
However, even without this five guards outside the camp are located far enough from each other. The only exception is the couple in a barn – one is busy with a car, while the second one is watching him. Eliminate the watcher from the back (he stands next to the doorway) and then repeat the procedure with his friend.
Also, do not forget to kill the bandit who is walking among the trees to the left of the main entrance to the camp (otherwise, you’ll have to return). The enemy is located far enough to not appear as a threat on the mini-map if you do not purposefully walk in that direction.
We do not advise you to go through the main entrance to the marauders’ territory – guards are standing on both sides of the passage. Instead, get inside through a truck in the fence. One of the above-mentioned guards will stand next to it – eliminate him and hide behind the box to avoid attracting attention of his colleagues.
Go around the brick building counterclockwise and deal with the enemy who is walking between transformers. Next, move closer to the radio tower, hide behind generators and kill the guard, then sneak up to two guards who do not move – at the edge of the cliff and near the main entrance.
Having eliminated the enemies, inspect the pinking generator (it will be marked by a quest indicator). As soon as you fix it, a woman will point a gun at the hero. The situation will end peacefully, while Deacon will have the opportunity to collect weapons and useful items scattered around the camp.
Next, head to the above-mentioned brick building and open the hatch cover that leads to an underground bunker. You are interested in a map which contains marauders’ notes. Having examined the document, the protagonist will complete the mission and receive the reward – 1500 experience points and 800 units of trust for Copeland’s camp.
It should also be noted that the restoration of the tower’s performance will allow Cope to go on air with his program Radio Free Oregon. Each issue is a kind of a collectible that counts towards your accomplishments even if you miss the monologue.
Sounded Like Engines (He’s My Brother)
Following the previous quest, when Deacon is still in the bunker, Boozer will contact him and ask to check the engine noise from the side of O’Leary Mountain. Before you get outside, craft a spiked bat if necessary – the ingredients are at hand, the recipe will be automatically available.
Go outside and climb the stairs to the radio tower – there’s no way to speed up the process so just enjoy the views. Having climbed to the top, take your binoculars – a smoke is rising from the forest not far from the heroes’ shelter. Go back to the ground – the mission will be completed, and you’ll receive 2000 experience points.
Smoke on the Mountain (He’s My Brother)
Another group of marauders has chosen a place on the northern slope of O’Leary Mountain – Boozer will ask to clear the camp. Go back to your bike and move to the quest indicator – if you wish, you can visit your ‘’base’’ for quick refueling.
This bandit fortification is more impressive than the previous one. There are nine enemies, while traps and ridgepoles are installed around the perimeter. The latter do not deal damage but notify the gangsters of the hero’s presence. Hold ‘’square’’ to neutralize the device.
A good idea is to mark all enemies with your binoculars – in this case, no marauder will be able to get to you unnoticed. A simple stone will also be an indispensable tool – it will allow you to lure specific (watch the highlight) enemies to your position in order to deal an easy stealth deathblow.
Generally, the tactics are the same as last time – first of all, deal with single opponents, separate couples with diverting maneuvers and do not hesitate to use firearms. Typically, there are no freakers in the nearby, so you won’t get into trouble.
Having killed the last bandit, you will get 3000 experience points and 2000 units of trust for Copeland’s camp. After a brief conversation with Boozer, Deacon will announce his desire to go after Leon’s stash hidden in the Pioneer cemetery – let’s move in that direction.
Out of Nowhere (Chasing Leon)
On the way to the cemetery, Boozer will contact Deacon and ask him to take care of Alvarez’ body. Do not rush to enter the territory after you have arrived – first, examine the evidence next to the statue and then burn the woman’s corpse (so that freakers do not get it) to get 2000 experience points and complete a side task She Rode with Us.
Go through the gates and turn to the left on the fork – according to the tip, the cache is located near the angel statue. The road to the sculpture will be indicated by a zombie who is busy with the remains of a deer. Kill him with a blow from the back and jump over the hole in the fence.
Go to the monument and analyze the evidence to find out where Leon has hidden his stash – before you do this, you won’t be able to get the box. The container needs to be tied to the bike, but you still need to get there.
As soon as Deacon moves, he will see a NERO helicopter above his head – a machine belonging to that very company that took his wife, Sarah, to certain death. Working aircraft in the midst of apocalypse is a big event, but the hero first needs to get out of the cemetery.
Run to the entrance using the familiar route but be careful as the road and the square in front of the gates was suddenly occupied by several freakers. Before you can put medicines into your vehicle, you will need to get rid of the danger – use a melee weapon.
Having fixed the medicines, get on your bike and follow the quest indicator behind the helicopter – its route is predetermined so you do not need to hurry. Upon landing, a few soldiers in protective suits and a scientist will run out of the aircraft. We’ll follow NERO’s staff in the next mission.
They’re Not Sleeping (Finding NERO)
The game will warn your right from the start – the protective suits of NERO employees make them invincible to your attacks. In other words, it’s useless to shoot and beat researchers – stealth is the only available option. Note that you cannot use weapons during this mission so do not expect to destroy freaker nests in the nearby.
Go down the slope towards the guard and jump over the fence. Then, bypass the boulder clockwise, keeping to the tall grass. Wait until the patrolman comes closer to the helicopter and follow the researcher to the wooden bridge.
Get over the railing into the bushes and sneak up to the researcher to overhear his conversation with a colleague. If you move away too far, you’ll be taken to the nearest control point, so stay close. In the middle of the conversation, the couple will move to another position – follow the enemies through the bushes under the bridge.
A scientist will tell about huge hordes of freakers (400 – 500) that sleep in local caves – you can’t go there yet. Among other things, the researcher will mention some O’Brian – a NERO employee with that name took Sarah to that ill-fated helicopter.
Having listened to the dialogue, return to your bike. Use the same route as before – the bridge, bushes, boulder, fence on the slope. For the completion of this mission, you’ll get 3000 experience points and a recipe for a residue bolt for your crossbow – it turns enemies against each other.
Drugged Outta His Mind (Gear Up for the Ride)
Before we decide the fate of Leon’s stash, we advise you to finish the remaining tasks in Cascades (the region in which you are currently located). Some time after you have completed the mission Smoke on the Mountain, Copeland will contact Deacon and ask him to detain the drug addict who shot several people in the camp.
Head to the specified point but make sure that your vehicle has enough fuel and durability – in the other case, the protagonist won’t be allowed to take the mission. You can repair the motorcycle using scrap and fuel it in the heroes’ shelter on O’Leary Mountain.
Examine the corpse on the shore and be prepared for a chase – after your analysis is complete, a criminal will jump out of nowhere and ride away. Get on your back and start the chase. In order to successfully complete the mission, you need to get the enemy bike’s ‘’health’’ scale to zero.
It works like this: you press on L1 to fix the target and then use R1 to shoot from the sidearm. The closer Deacon is to the opponent, the more accurate and more powerful is the hit. We advise to take a sawed-off shotgun (if you have already found it) but you can still complete the task using an ordinary pistol.
As soon as the ‘’health’’ scale of the enemy motorcycle reaches zero, the enemy will drop out of the machine and the hero will get to him. After a brief conversation, the mission will come to end, and you’ll get 3000 experience points, 1600 units of trust for Copeland’s camp and a customized sticker Copeland’s Camp for the bike.
Clear out Those Nests (He’s My Brother)
Sometime after the completion of the mission Smoke on the Mountain, Boozer will contact you and announce that he wants to clear freaker nests in a logging camp near O’Leary Mountain. The hero’s comrade can’t fight so Deacon will take the mission.
It’s up to you to decide the time of day to go on your mission (you can sleep in the shelter to get the desired time of day). There are more mutants in each lair during daylight, but they are not as strong as in the night. Also, wandering zombies will appear in the camp closer to dusk so we advise you to go when the sun is still shining.
There are six nests on the territory of the infected area – four in the warehouse and two in the open space (see the map above). There are two ways to deal with this mission – you can methodically clear each lair from freakers, wasting resources, or work according to the principle ‘’throw Molotov and run’’.
At this stage of the walkthrough, when your weapons are weak, you are short of ammo and do not have many attacking gadgets, we advise you to choose the second approach to save ammo and nerves. Handfuls of ash left after the destruction of nests won’t run away, so you’ll be able to get to them later.
Do not forget to save your progress at the motorcycle and inspect the camp for Molotov ingredients – this is your main method of eliminating freaker nests. Mutants should not be present on the territory of the camp during daylight so the hero will not be interrupted.
Start the ‘’cleaning’’ from the warehouse. There are four nests there, and you can carry only three Molotov, so you’ll have to act fast – make sure you have the necessary amount of resources to produce additional Molotov.
Throw the first bottle in the corner nest and run to the opposite side of the room, crafting another cocktail along the way. Do not waste time (mutants are on the way), eliminate the remaining three nests and run outside through the hole under the last one.
If you act fast, you’ll face just one of the disturbed ‘’tenants’’ during the second round of your shots – this will happen because you must stand close enough to the nests. You need to eliminate the nests in a row as later the room will be filled with freakers.
Once you are done with your business at the warehouse, run away if you need to break away from zombies that chase you and then switch to the two remaining enemy lairs. They stand at a distance from each other so the inhabitants of the first one should not prevent you from destroying the second one.
An explosive barrel stands next to an infected house that is closest to the warehouse – you can use it to save Molotov cocktails. Do not wait for confirmation of your success once the barrel has exploded and rush to the remaining nest in order to throw Molotov.
Having eliminated all six nests, you will complete this mission and get the reward – 3000 experience points and 1600 units of trust for Copeland’s camp. There’s nothing more to do in this region after you have completed Boozer’s request, so it’s high time to take Leon’s stash to ‘’motherland’’ – to Hot Springs camp.
Price on Your Head (Chasing Leon)
Having finished your business in the Cascades, head to Hot Springs camp which is located in Belknap. The gameplay part of the mission includes the ride itself and a conversation with two characters. However, the journey may pose some danger, so we’ll focus on it in more detail.
The road to Tucker is rather long by Days Gone standards – several kilometers – so do not forget to fuel your bike before departure or visit the gas station near Crazy Willie’s Truckstop. In the other case, you’ll have to go to the place of destination on foot and then pay for returning the bike.
In addition, rippers are active in the region of about 500 – 600 meters to the target – they love road ambushes. You are simply knocked out of your seat with a sniper shot which leaves the bike in an extremely poor condition, while the hero finds himself surrounded by armed opponents.
In order to avoid the trap, follow the quest indicator keeping to the rocks on the right side – this will allow you to avoid collision with your enemies. The remaining way will be peaceful – as soon as you are behind the external gates of the settlement, a cutscene will begin.
At the end of the cutscene, go to the target indicator to talk with the camp leader Ada Tucker and local gunsmith Alkai Turner. The latter has spotted a group of rippers in the area, but he cannot say in which direction they moved – this could be a problem.
Left alone with Tucker, Deacon will hand her Leon’s bloody cap – the proof of the accomplished mission. During a joint trip on the golf cart, you’ll learn about a young girl seen in the Marion Forks area – you need to find her before freakers do it.
We’ll return to the mysterious traveler in future tasks but now head to talk with Alkai. You will learn that rippers purposefully chase Deacon and Boozer – the reason for this is still unknown. Examine what Turner has to offer and return to your bike.
Now you need to determine who gets Leon’s medicine bag – Tucker, whose drugs were stolen, or Copeland, whose people need them. The first one should theoretically help you with weapons while the second one should provide assistance with bike parts, but in reality, there’s no difference between the two options.
Regardless of your choice, you’ll get 2000 experience points and 5000 units of trust for Hot Springs camp. The same amount (for Copeland’s camp) could be obtained if you take the stash to Copeland – this assignment has its own mission.
Deliver to Copeland (Chasing Leon)
For some reason, the task is not shown it the relevant story line. However, you can still get a reward for completing it.
You’ll get this quest only if you decide to give the drugs stolen by Leon to Copeland. The hero needs to get to the specified camp (you can use fast travel) and give the package to the leader. The reward is 2000 experience points and 5000 units of trust for Copeland.