Days Gone Walkthrough: Belknap
- What Did You Do? (I Remember)
- Searching for Something (I Remember)
- What’s a Nice Girl (I Remember)
- It’s Not Safe Here (You’re Safe Now)
- Lots of Sick People (You’re safe now)
- It’s a Rifle, Not a Gun (He’s My Brother)
- We’re Getting Low on Meat (He’s My Brother)
- Making Contact (Finding NERO)
- They Won’t Let Me Leave (You’re Safe Now)
- The Rest of Our Drugs (Bounty Hunter)
- I Brought You Something (You’re Safe Now)
- I’ve Pulled Weeds Before (I Remember)
- Give Me a Couple of Days (He’s My Brother)
- What Have They Done (You’re Safe Now)
Having chosen who will receive drugs stolen by Leon, the main character of Days Gone Deacon St. John temporarily finds himself in the Belknap region where, among other things, Hot Springs camp is located. Boozer and his wounded arm still need help, and the characters remain determined to move north.
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.
What Did You Do? (I Remember)
Some time after you have arrived at Hot Springs, Boozer will contact you and reproach Deacon for his desire to visit Sarah’s memorial plate in the refugee camp in the north-west of Belknap. The hero will try to defend himself, but the flowers he collected (stonecrop, not tulips) speak against him.
If you go to the starting point of the quest through Marion Forks (at the very north of the zone), you will have to move through the tunnel. Approximately at the middle of your route, the road will be blocked by a car. To move further, you will have to push it away – do not worry, there are no enemies in the nearby.
The lower tier of the location is occupied by freakers – they go around the location one by one and are far enough from each other, so they do not present any material danger. If you wish, you can kill all mutants in the stealth mode to safely collect ingredients after this.
Having reached the climb to the upper level, you’ll be tasked with killing nine zombies on your way to the goal. The site in front of Sarah’s memorial stone is full of explosive barrels, so you have a backup option in case you fail at stealth.
Besides opportunities to create chaos, the location has numerous bunches of tall grass, boxes and sandbags which allow you to hide from enemy eyes. You should also mark enemies with your binoculars to avoid unpleasant surprises.
Having eliminated the danger, go to the plate – Deacon will lay flowers and indulge in unpleasant memories. The flashback will tell you how Sarah got a knife wound in that ill-fated night in Farewell. At the end of the cutscene, you’ll get 3000 experience points and 750 units of trust for Hot Springs camp.
Searching for Something (I Remember)
From Sarah’s memorial stone, descend to the car that blocked the shortcut – at this moment, the protagonist will notice NERO helicopter flying above. Move the car to get a shortcut to the nominal grave of the hero’s wife and return to the bike.
The actual starting point of the mission is situated right behind Marion Forks. A mobile medical NERO post is located close to the target – if you have unlocked it, you’ll materially shorten your journey. Having arrived at the site, the hero will begin his pursuit of the aircraft.
Nothing extraordinary is required to complete the task. Just follow the quest indicator and avoid dangers of the open world if possible – freakers and mutant wolves along the road are still able to attack the protagonist and kick him off the bike.
At a certain moment, NERO soldiers will shoot at Deacon, but the hero will not be stopped – put your bike back into riding position and rush forward until the helicopter lands. Researchers will try to install a sensor on a jackal but will make noise, attract the attention of the horde and hastily escape.
In a hurry, employees will leave a couple of boxes with equipment and a working transmitter on a clearing. The hero wants to get this stuff but five freakers present an obstacle. Theoretically, you can eliminate the enemies in the stealth mode but if you do not want to waste time hiding in the bushes, you can simply shoot them all.
Once you have dealt with the enemies, try to pick up the transmitter – suddenly, it will be taken by a jackal. He can’t completely escape due to storyline reasons, so eliminate him from afar or use melee weapons.
Once you have the communication device, grab useful items from the boxes and return to the bike. Deacon will tell Boozer that he wants to find O’Brian if he is alive and will indulge in memories.
What’s a Nice Girl (I Remember)
The hero will be taken to the day when he met Sarah – her car broke, and the protagonist decided to give her a lift. The young lady worked for a certain biopharmaceutical company which had just opened an office in the nearby and was engaged in a study of rare plants.
In this quest, the player will need to listen to dialogues in cutscenes, operate the camera during rides and use hero’s fists in a collision with a group of enemies. For the completion of this flashback, you’ll get 2000 experience points.
It’s Not Safe Here (You’re Safe Now)
Following the completion of the previous quest, Deacon will contact Hot Springs to clarify where exactly in Marion Forks the young girl was spotted. Tucker will give a tip – Hungry Jim’s. The place is easy to find thanks to a giant statue of a lumberjack leaning on a pile of pancakes.
Having arrived at the site, go down to the stream under the bridge and analyze the evidence – the girl’s route passed through the above-mentioned restaurant. While you examine the interior, the rippers will appear in the area – apparently, they also want to find the girl.
To move further along the storyline, you need to eliminate all fanatics in the area. Start by dealing with the enemy who has arrived at the restaurant and then hide behind the fence – a sniper is located on the balcony of the nearby hotel.
First of all, you need to eliminate the shooter. However, we do not advise moving along the main street – you’ll get into a fight. Instead, pay attention to a gas station across the road – it is guarded by only one ripper. Use the school bus as cover, sneak up to the enemy and deal a stealth deathblow.
Go around the building clockwise to avoid patrolmen and sneak up to the structure where the sniper is situated, killing enemies from the back along the way. Having dealt with the ‘’camper’’, pick up his rifle (special weapon) if you wish and finish off the remaining opponents.
You are not finished with rippers yet – at the bookstore located at the side of the road that is opposite the hotel, you’ll find three more opponents. By now, stealth is very optional – there are too many enemies in an open space.
Use sniper rifle or another suitable weapon to eliminate the above-mentioned trio. After this, fanatics on the nearby street will become active. In total, girl’s house seen by Tucker’s men is surrounded by 6-7 enemies.
Try to shoot accurately and do not stay out of your shelters for a long time or you’ll catch a bullet. If you have already bought the skill Focused Shot, you can use bullet time to make headshots which guarantee the death of your enemies.
Rippers will try to use a bombshell to lure Deacon out of his shelter – if you see that the enemy is preparing to throw it, shoot (minus one sectarian) or run away. Explosions in Days Gone are very powerful.
Having cleared the street, collect scattered supplies and pay attention to the boarded house – all doors and windows are closed and the only way to sneak inside is to use a ladder that lies on the ground at the rear entrance. Get inside to find the elusive girl.
The survivor’s name is Lisa – her mother told her to urgently return home from school but upon return she only found a note. Hoping to see her parents again, the girl hid and did not intend to leave her fortress, but Deacon managed to convince her to take a ride to Hot Springs.
Lots of Sick People (You’re safe now)
In order to help Lisa, get to Tucker camp, you first need to get to your bike. This is not that easy to do as freakers have suddenly flooded the streets of Marion Forks.
Practice shows that it is impossible to get to your bike without a fight, but you can still minimize the number of clashes with mutants. Get outside, go behind Liza’s house and move towards the crossroads – the girl will follow you.
You need to get to the building opposite the bookstore (there’s a hole in the fence) – there are four zombies at the inner parking lot. At least one of them (or more if you are lucky) can be eliminated stealthily, while the others should be shot (using a suppressor) or smashed with a melee weapon.
Having eliminated the enemies, continue moving towards your bike along the outer boundary of the location – there are fewer mutants here. Two more zombies will be located in the courtyard of the house in front of the gas station – sneak up behind the back of one of them and eliminate the second one in a melee fight or using firearms.
The bad news is that the access to the motorcycle is blocked by a mutated bear. The ferocious animal can tear the main character apart in a matter of seconds if you act carelessly. You can’t ignore the bear, so you’ll have to fight.
Despite the size, the animal runs quite fast and can catch up with exhausted Deacon. Once the bear is close to the character, he will try to pin you down. Make a timely roll in any direction to avoid this scenario.
If the protagonist was caught by the monster, you should quickly press the button that will appear on the screen – the skill Executioner will allow you to get out of the grip and kill the aggressor. However, the probability of having this skill at such an early stage of the game is extremely small.
The good news is that there are mini-tanks with fuel and explosive barrels standing around the gas station. Both successfully blow up after a couple of shots and deal huge damage to your opponent. The main thing is to position yourself so that the explosive object is located at the enemy’s route.
The alternative option is to climb onto the roof of the gas station or Hungry Jim’s and shoot the bear (assuming sufficient ammo supply). The only problem with this tactic is that the bear will realize that he can do nothing and start chaotically running around the location.
Once the enemy is defeated, take Lisa from the trash container near the gas station where she has been sitting all the time and get on the bike together. Follow the route marked by the game while listening to the girl’s stories about how she collected thunder eggs with her father.
The road will lead the heroes into a dark tunnel where bandits await them – in fact, you can get to Hot Springs using another route, but the developers have chosen this way for you. ‘’Dump’’ Lisa when you come close to the enemies, prepare for the shootout and hope that you haven’t wasted all bullets on the bear.
You will have to deal with six opponents – five shooters and one melee fighter. Avoid getting out of your shelter if you don’t really need it and shoot accurately (use Focused Shot). When two enemies stand together, throw Molotov or bomb.
Following the battle, pick up a medkit from the medical car and go to the place of destination. Upon arrival, you will learn that Tucker was Lisa’s neighbor. Despite this, the former prison guard will treat the girl just like everyone else. For the completion of the mission, you’ll get 4000 experience points and 750 units of trust for Hot Springs camp.
It’s a Rifle, Not a Gun (He’s My Brother)
For the next three missions including this one, the heroes will have to go back to the Cascade – Boozer and O’Brian won’t change their respective locations to ensure the integrity of our guide. Go to Copeland after you have finished the previous mission – he will teach Deacon to hunt.
After you have learned that the key to success is to track the animal, look at the dry grass at the cliff – you’ll get on the animal’s trail. Move along the route marked on the mini-map until you see deer’s dung in front of you – it will lead the heroes to the animal’s pasture.
Copeland will provide Deacon with a sniper rifle in case he does not have one. During aiming, use double magnification to better see the target. However, no matter how accurate you are, the maximum you can achieve is to wound the deer.
After this, the character will get the ability to track the game – use survival vision to find blood from the wounded animal and hold ‘’square’’. The track will lead the protagonist to the corpse – the deer had no chance to escape far away with his side shot from a sniper rifle.
Having skinned the corpse and having received a dubious compliment from his mentor, the character will automatically return to Copeland’s camp where he will part with the sniper rifle but receive 3000 experience points and 600 units of trust for Copeland’s camp.
We’re Getting Low on Meat (He’s My Brother)
At the end of Copeland’s private lesson, the protagonist will contact Boozer and find out that meat is running out in the shelter on O’Leary Mountain, so you need to replenish your supplies. Fortunately, Deacon has acquired hunting skills, so the mission should not present material problems.
Your task is to collect five units of meat from wild animals. The game will direct you towards a bunch of deer but, due to the open space nature of the game world, the hunting may not go according to plan as animals do not stand still and may accidentally run into wolves or even freakers.
Anyway, take either crossbow or sniper rifle. The first one ensures that you do not make much noise while the second weapon allows you to shoot from afar. Having noticed the character, the animals start to run – make sure that you have the skill Focused Shot.
Having tracked and killed a sufficient number of local animals, return to Boozer – you can use fast travel if your bike is in the nearby. For the completion of the mission, you’ll get 2000 experience points and modest thanks from your comrade.
Making Contact (Finding NERO)
Soon after you have completed the mission Lots of Sick People, NERO’s transmitter will show signs of life – O’Brian (the one who put Sarah inside the ill-fated helicopter) heads to Metolius Springs to conduct additional analysis. It’s high time to visit the researcher.
Go to the quest indicator until the cutscene begins. Once you have control over the hero, leave your bike and go to the yellow-colored area on the map – this is the landing place of NERO helicopter. O’Brian will get out of the aircraft accompanied by several soldiers.
Hide your weapons since you cannot attack anyone here – only stealth tactics are available. Move along the trees on the left side to the only bunch of tall grass on this side of the road. As soon as the patrolman turns away (this moment is shown on the screenshot), run to the reeds by the stream.
From now on, just follow O’Brian and his bodyguard, moving from one bush to another – the route is suitable for such moves. Once he reaches the lake shore, the hero can ask several questions that tormented him for a long time.
You will learn that Sarah was not taken to the camp that was attacked by freakers. Instead, she got into some southern camp on the territory of Silver Lake. Also, it will turn out that O’Brian is not responsible for the death of Deacon’s wife – he saved her that fateful night, putting an IV and taking her to the hospital.
Here’s the result of the conversation: the researcher will try to find any information about Sarah’s fate and report to the protagonist – NERO transmitter will come in handy. Left alone with himself, the hero will become timidly optimistic, and you’ll get 3000 experience points.
They Won’t Let Me Leave (You’re Safe Now)
Following the meeting with O’Brian, the hero will receive a new task – he must visit Lisa in the Hot Springs camp. Talk to the girl – she would like to leave the settlement, but she has no such freedom and is forced to work – and get 2000 experience points for the completion of the mission.
The Rest of Our Drugs (Bounty Hunter)
Some time after the completion of the previous mission, Tucker will contact the hero and ask him to capture Roach alive. He is the colleague of Leon and Alvarez who fled together with the remains of the drugs. That’s another motorcycle chase, so refuel and repair your bike before you go on a mission.
Having arrived at the site – the ruins of a burned building near Marion Forks – examine the evidence on the rocks in the nearby. At the end of the analysis, Roach will appear on the motorcycle out of the corner and rush past you. Get on your bike and go after the criminal.
Just like in the previous chase, you need to bring the ‘’health’’ scale of the enemy bike to zero. We advise using sawed-off shotgun which deals great damage at a short distance – but you can still get by with an ordinary pistol.
Unlike the drug addict, Roach has friends who will join him if the hero spends too much time catching the bandit. However, these henchmen tend to withdraw from the battlefield from time to time (they simply run into a big boulder) and do not have too much health.
Please note that both fuel and durability of your bike as well as your sidearm ammo are not infinite, so don’t waste your bullets. A timely ram can bring material dividends especially at good speed.
As soon as the ‘’health’’ scale of the enemy bike goes to zero, the opponent will fall down, and the hero will catch him. After a brief conversation with the villain, the mission will come to an end and you’ll get 4000 experience points and 2300 units of trust for Hot Springs camp.
I Brought You Something (You’re Safe Now)
Having caught Roach, the hero will contact Boozer and ask him whether he knows where to find thunder eggs (stones with beautiful core) – Deacon wants to cheer up Liza a bit. The comrade will advise him to search for them in the souvenir shop near Belknap Crater.
Go to the quest indicator to find a local tourist center. If there’s someone near the building, it’s freakers or wolves who have accidentally walked into the area. Use the window to sneak inside and pick up the only remaining thunder egg from the shelf.
Return to Hot Springs camp and find Liza – she is in the recreation area following another hard workday. The girl will show modest appreciation of the gift, but the mission is still a success – you’ll get 2000 experience points and 500 units of trust for this camp.
I’ve Pulled Weeds Before (I Remember)
Following the previous mission, Deacon will decide to visit Boozer – he does not respond to radio calls. As it turns out, he has a fever – the wounded hand is in bad shape. Trying to find the solution to the problem, the protagonist will again think about the past.
As a botanist, Sarah knew many things about plants and actively shared her knowledge with Deacon. For example, she taught her man how to gather lavender plants which contain substance that can be used to synthesize medicine for patients with burns.
At the end of the cutscene, follow Sarah to the lake. Here, you need to gather three lavender plants – they are all located by the shore, so you won’t miss anything. Sarah will promise to make herbal tea, and you’ll get 2000 experience points.
Give Me a Couple of Days (He’s My Brother)
Having recalled the healing abilities of lavender in the previous mission, Deacon decides to gather them in real life. They grow near rivers and on the lake shores. Suitable conditions can be found in the Horse Lake area, near the NERO post.
The place you need is located near the railway crossing – be careful as there’s a freaker horde in the abandoned cars. To avoid provoking them ahead of time, try to get to the target along the widest arc.
There’s nothing particularly difficult in this mission – the hero needs to pick three flowers along the lake shore. Having collected the required amount, return to Boozer and hand him the healing ointment. Following an intense conversation between two friends, the mission will end, and you’ll get 3000 experience points.
What Have They Done (You’re Safe Now)
After the previous mission, Tucker will contact Deacon and tell him that rippers attacked the camp. In addition, the sectarians have kidnapped Lisa – Alkai followed them up to Belknap Crater but did not go further.
Move to the quest indicator – before you go to save the girl, it makes sense to buy stuff in Hot Springs. Having arrived at the tourist center, the hero will find Lisa’s backpack near the right side of the building. Pick up supplies scattered in the nearby and climb the slope to fanatics’ fortifications.
At the top of the hill, one of the rippers will mock the person tortured to death. Squat and sneak up to the villain to eliminate him with a deathblow from the back. If necessary, pick up a machete from the damped fire and move on.
Descend to the entrance to the cave which is guarded by two enemies. You can stealthily eliminate one of them – in case his partner is far away from the place of murder, he won’t hear the noise of the deathblow. Collect supplies and go inside.
At the fork, turn to the right and hide behind an oblong stone. Wait until the patrolman checks the area in front of you and turns away, then deal a deathblow. Another cultist is dealing with a corpse near the stairs that lead outside, standing with his back to you – a poor choice of position.
Do not rush behind the turn once you get outside – there, two rippers are talking to each other. Instead, go to the ingredients-packed table at a nearby clearing. You’ll need supplies since it’s hard to deal with the next section in the stealth mode – it’s too narrow and there are too many enemies.
If you have a suppressor, you can eliminate the far talker with a headshot and the near talker with a stealth deathblow. Another pair of opponents patrols the passage to the back part of the location behind the rock. If you make noise, they’ll come to get you.
Follow the quest indicators – ignore the climb leading to the right side from the main path – to a lone guard in the center of a spacious clearing. Having eliminated the enemy, move along the only available route until you reach the place shown on the screenshot above.
You can use your sniper rifle to eliminate the cultist on the slope (you’d better use a suppressor) – otherwise, the villain will run up the road and drag you into a shootout. Having eliminated the enemy, run forward until you are tasked with killing all rippers in the area.
Approximately at the same time, a shooter at the far platform will start searching for you with his laser sight. As if this was not enough, several sectarians with melee weapons and firearms will descend from the fortification closer to the hero’s position.
Eliminate the immediate threat – the machete that you have previously found will come in handy (especially if you have purchased skills from Melee branch), and then deal with the sniper. If you have a long-range rifle, you’ll be able to ‘’remove’’ the villain with one headshot (or with a couple of shots at the body).
In case you do not have a suitable weapon, you should stay in your shelter as long as you can, dash to your target and aim quickly (or you’ll get shot) – the same advice is valid for those who have eliminated the shooter at the platform.
When the nearby enemies are eliminated, sneak up to the sniper (if you haven’t dealt with him before) for sweet revenge and collect useful items scattered around – for example, boxes with ammo. Meanwhile, Liza is lying cut and tied at the base of the site.
Having freed the girl (she won’t immediately recognize the hero), Deacon will propose to retreat. There’s no choice – run along the same route until you see a group of enemies running out from behind the slope. Deal with the opponents and follow Lisa – she knows a shortcut.
The road to the exit from this terrible place will be blocked by two more cultists – hide behind one of the shelters and shoot them down from a safe distance. At the end of the fight, run towards high stone steps that will lead the heroes to the finish line.
Two remaining sectarians look very interested in the hero’s motorcycle – smash them to death with a melee weapon or eliminate them using your sniper rifle before they can get close to you. Once on the bike, Deacon will offer Lisa to take her to Lost Lake camp on the south – the girl will have no energy to object the proposal.
Ride along the route highlighted by the game until the character tries to arrange a meeting with Rikki – one of the active citizens of the above-mentioned camp. During his last visit to Lost Lake, the protagonist quarreled with its leadership, so he will transfer Lisa using an intermediary.
At first, Rikki won’t believe that Deacon is ready to do something good for free, but, having heard about the girl’s horrific story, will put the girl on her bike and take her to a safe place. Hero and Boozer also need to go there, but for now you’ll get 4000 experience points and 1000 units of trust for Hot Springs camp.