Days Gone Walkthrough: Lost Lake and Iron Butte
- No One Saw It Coming (He’s My Brother)
- Not Gonna Kill Anyone (He’s My Brother)
- No Place Else to Go (You’re safe now)
- We’ve All Done Things (He’s My Brother)
- Sherman’s Camp Is Crawling (Earning Our Keep)
- Searching for Lisa (You’re Safe Now)
- I Need Your Help (I Remember)
- Now You See It (He’s My Brother)
- Playing All Night (He’s My Brother)
- With Other Men’s Blood (He’s My Brother)
- It’s on a Mission (I Remember)
- A Goddamn War Zone (Bounty Hunter)
- Flow Like Buried Rivers (Earning Our Keep)
- You See What They Did (Earning our keep)
- Do You Have My Back? (Earning our keep)
- On Herod’s Birthday (I Remember)
- I Could Use a Hand (He’s My Brother)
- Seeds for the Spring (Bounty Hunter)
- I Got a Job for You (Earning our keep)
- It Couldn’t Be That Easy (Earning our keep)
- They Don’t Like Visitors (Earning our keep)
- That’s When I Knew (I Remember)
- It’s a Long Story (Earning our keep)
- Moments of Lucidity (I Remember)
- Riding the Open Road (He’s My Brother)
- The Only One He’s Got (Surviving isn’t living)
- I Got Work to Do (Surviving isn’t living)
- Some Kinda Freak Expert (Earning Our Keep)
- Lines Not Crossed (Earning Our Keep)
- We’re Not Hiding (Earning Our Keep)
- That’s His Mistake (Earning Our Keep)
- Drinking Himself to Death
- About Boozer’s Arm (Surviving Isn’t Living)
- Was this a good idea? (Surviving Isn’t Living)
- You Twisted My Arm (Surviving Isn’t Living)
- You Could Have Done More (I Remember)
- Not Like I Got a Choice (Surviving Isn’t Living)
- No Beginning and No End (I Remember)
- Better to Light One Candle (Earning Our Keep)
- Outta the Darkness (Earning Our Keep)
- Something to Heal His Soul (Surviving Isn’t Living)
- Have It Your Way (Surviving Isn’t Living)
- Trying to Help the Camp (Keep Them Safe)
- Don’t Get Caught (Ripped Apart)
- They Don’t Feel Pain (Ripped Apart)
- It Was the Only Way (Ripped Apart)
- I Kept My Name (Ripped Apart)
- Should Have Seen It Coming (Ripped Apart)
- Riders Sent to Find You (Ripped Apart)
- They Will Never Stop (Keep them safe)
- Without Being Seen (Keep Them Safe)
- You Won’t Be Needing This (Keep Them Safe)
- Now That’s an Idea (It’s All We’ve Got)
- That Never Gets Old (Surviving Isn’t Living)
- Time for Some Payback (Surviving Isn’t Living)
- I’m Good With That (Keep Them Safe)
- I Was Distracted (I Remember)
- Why Am I Here? (I Remember)
Having seen what can be done to people in Belknap and having witnessed how Boozer suffers with his arm, Days Gone protagonist Deacon St. John decides to take his friend to Lost Lake region, closer to the same-name camp.
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.
No One Saw It Coming (He’s My Brother)
Having rescued Lisa from rippers and having handed the girl to Rikki, return to the heroes’ shelter on O’Leary Mountain and go to sleep. It won’t help though: Boozer will experience hallucinations and nearly shoot Deacon’s head off.
The protagonist will ultimately be able to disarm Boozer and come to the conclusion that he has blood poisoning – he started hearing voices in delirium. No one will help with this problem in Cascade and Belknap, so St. John will offer his friend a ride. Go outside and lead Boozer to your bike.
Mount on your bike together with your friend and drive along the route marked on the mini-map, listening to the one-sided dialogue of the characters and melancholic music. Having reached the destination, the heroes will stop for a night, and Deacon will go to Lost Lake to find antibiotics.
Not Gonna Kill Anyone (He’s My Brother)
During his last visit to Lost Lake, the protagonist quarreled with the local leader Iron Mike, so the character cannot go to the camp. In this regard, Boozer will urge Deacon to act covertly and avoid killing anyone on the way to the goal.
At the end of the cutscene, follow two patrolmen going to Lost Lake, moving from one tall grass area to another. Do not come close to them or you’ll be detected and have to restart the mission.
Having reached the guard on the outskirts of the camp, hide in the reeds and throw a stone to the left side to divert his attention – while aiming, watch the enemy who is marked with a turquoise glow. This opponent will respond to the noise of your ‘’shell’’.
Make sure that you do not go too far from the route marked by quest indicators or you’ll fail the mission. However, the route prepared by the developers provides enough opportunities for a relatively comfortable stealth play.
From the above-mentioned guard, make a small detour to the bunch of grass by the rock to which you can climb. Once at the top, move along the right side of the location from bush to bush until you reach the junction shown on the last screenshot in the gallery.
You won’t be able to go to the right because of the guards. Be careful when rushing to the thickets on the left side as Iron Mike and Skizzo (camp security chief) are walking on the nearby path. Follow them at a safe distance until you reach the entrance to the local hospital – a wooden building opposite the workshop.
A path of high grass leads along the building – jump there, wait until Mike and Skizzo pass by and open the locked door with a knife. Go inside and grab the container with antibiotics from the windowsill. The hero will be caught in action by Rikki and her friend Addy, the local doctor.
At first, the ladies will think that Deacon is stealing drugs for Tucker but, having seen the medicine and having learned about Boozer’s condition, will offer their help. Follow Rikki outside to complete this quest and immediately start the next one.
No Place Else to Go (You’re safe now)
Now that the situation has calmed down a bit, it’s high time to ride to Boozer. In the absence of your own bike (it remains at the place of the overnight stay), you will have to use another bike as a passenger. Take the back seat and listen to the dialogues of characters.
Rikki will tell you that Liza was a part of a group that collected supplies but ran away. Deacon won’t be pleased with the news and will accuse Skizzo (he distributes survivors into groups) but the protagonist’s companion won’t share his anger – that was the girl’s own choice.
Boozer will meet the heroes with the barrel of his shotgun but after he will later agree to visit the doctor. At the end of the cutscene, get back on the bike and follow Rikki. The mission will end once you have delivered Boozer to the infirmary, and you won’t receive any reward.
We’ve All Done Things (He’s My Brother)
Follow Rikki – on the way to the camp’s main building, you will learn that Iron Mike has made a truce with the leader of rippers, Carlos. Now, fanatics cannot invade the territory of the camp and vice versa. This circumstance will play its role later but for now enter the mansion.
Skizzo won’t be happy to see new people in ranks of Lost Lake residents but he cannot resist Mike’s will – the heroes stay, and St. John will be obliged to help the camp to earn a place for himself and his wounded friend.
Ultimately, Mike will invite the protagonist for a walk to the pier – on the way, the characters will talk about Deacon’s and Boozer’s plans and about the needs of the camp. Once you reach your destination, the mission will end, and you’ll get 6000 experience points and 1750 units of trust for Lost Lake camp.
Sherman’s Camp Is Crawling (Earning Our Keep)
The first quest in the new camp is to help with supplies for the infirmary where Boozer is trying to recover. As it turns out, Addy needs a Liston knife – back at the times of Civil War, before the invention of antibiotics (there are practically none of them in Lost Lake), it was used to carry out operations in field hospitals.
The good news is that you know the location of the medical instrument – it’s Sherman’s Camp that is situated to the north-east of your current camp. The bad news is that it is an infestation zone full of zombies. If necessary, purchase supplies from local sellers and move to the quest indicator.
If you want to clear Sherman’s Camp of freaker nests, we advise starting from the western part of the location – in the opposite case, the east ‘’end’’ is much closer to the target. In this guide, we’ll choose the second option.
Dismount your bike near the gas station – if you go further, the noise of the engine may attract zombies’ attention. You are interested in the souvenir shop in this part of the location. Before you go to the building, you should clear the area of zombies – use melee weapons and/or stealth deathblows.
The doors and windows of the souvenir shop are closed/boarded, and the only way to get inside is to use a fire ladder at the back door. Shoot down the lock holding the structure using a weapon equipped with a sight (otherwise, you’ll attract local zombies) and climb inside.
There’s nothing to grab in the shop – both floors are completely devoid of useful items. Go to the glass showcase, break it by long pressing the ‘’square’’ and pick up Liston knife. Take the familiar route back to Addy to get 4000 experience points and 300 units of trust for Lost Lake camp.
Searching for Lisa (You’re Safe Now)
Having helped Addy, the main character will think about Lisa’s situation. She disappeared in the area of Rogue Camp to which her squad was sent – so, you should go there. This location is another infestation zone, so we advise you to go on this mission during daylight to minimize the number of freakers.
The search area is marked by yellow color on the mini-map. In the center of this area, you’ll find a one-storied house with boarded windows and closed doors. To get inside, you need to push the car that blocks the manhole into the garage – make sure there are no enemies in the nearby before you start removing the vehicle.
Having sneaked into the building, find the closet that blocks the passage to the far room (it is located next to the front door) – there’s a gap between this closet and the wall through which you can squeeze through. Pick up a note handwritten by Lisa from the dresser in the kids’ room – you’ll get 4000 experience points and 1250 units of trust for Lost Lake camp.
I Need Your Help (I Remember)
On the way to Sherman’s camp to get Liston knife (see ‘’Sharman’s camp is crawling’’), the hero will be contacted by O’Brian. He does not have any new information about Sarah, but he will still ask for a service – you need to meet him at a certain place, the coordinates of which you’ll learn using the stolen NERO transmitter.
Go to the specified point – O’Brian wants something from Deacon in exchange for taking risks. The hero will be provided with a wave recorder and GPS beacons and asked to keep the transmitter at hand. At the end of the cutscene, the researcher will contact you and tell to spy on his colleagues who are doing something interesting.
Go to one of NERO landing sites – before you reach the goal, O’Brian will contact you and ask to follow the corporate helicopter. Keep up with the aircraft in order not to fail the task and try not to crash into the trees.
Having arrived at the landing site, dismount your bike and hide in the nearest bushes. As in the past, the territory is guarded by bullet-proof NERO employees who should be avoided by all available means.
Your task is to install the tracking sensor on the helicopter. You can do this with any part of the cabin, so choose a place close to the thickets of tall grass to avoid being detected by two patrolmen in the nearby. If you do not have the time to do this, throw a stone to distract one of the guards.
The scientist and his two assistants are studying a living freaker in the yard between the house and the barn. Hide in the grass at the porch, wait for the soldier to pass by, squat and rush to the thickets near the target. The researcher will mention a new kind of zombies – albinos.
At the end of the monologue, return to your bike – you need to move stealthily as you shouldn’t be noticed by NERO employees. Move along the fence near the house until you get past the lone patrolman. You’ll get 4000 experience points for the completion of this mission.
Now You See It (He’s My Brother)
Return to Lost Lake camp and go to the local infirmary to see Boozer. He feels bad and Deacon can’t do anything about this. At the exit from the building, Skizzo will offer the hero to take a walk.
According to him, a nomad recently came to the camp and told him about a plane with medical supplies that crashed on the rippers’ territory. Due to the truce, Iron Mike does not allow the inspection of the crash site.
Deacon will question Skizzo’s motives – perhaps, he is trying to make the hero brake the truce with rippers. However, there’s no other option – Boozer needs medicines. At the end of the cutscene, you’ll get 2000 experience points and 500 units of trust for Lost Lake camp.
Playing All Night (He’s My Brother)
Some time after you have completed the previous mission (not immediately), Skizzo will contact you and tell you to move to the rippers’ territory to get antibiotics in the crashed plane. Purchase suppressors from a merchant in Lost Lake (you need the first level of trust) and head to the quest indicator.
Having arrived at the site, the hero will learn that he has time until morning – that’s when Skizzo’s guards return to their posts. Go to rippers’ fortifications and dismount your bike – the way further is blocked by a car. A group of fanatics prevents you from immediately accessing the car.
To facilitate your life, try to kill at least several patrolmen in the stealth mode – there’s a machine gunner in the enemy squad (a man with a strange-looking backpack). His attack is very strong, but he dies from a couple of Molotov or a headshot after he has lost his helmet.
At the end of the fight, push the car that blocked the passage – the next clearing is guarded by a very alert machine gunner who will notice the hero even if he tries to sneak past him at a distance of two hundred meters. You can use the car as a shelter.
The central road to the target is guarded by two shooters with laser sights who are located on the tower. Kill them with a sniper rifle that has a suppressor installed on it or bypass them – there’s a small wood in the nearby which will allow you to materially shorten the path to your goal. You’d be better off taking your bike with you or you’ll later have to run a lot.
The crash site of the medical plane is guarded by the breaker – a particularly tenacious and strong type of freakers who can eat his less prosperous fellows. You won’t be allowed to grab antibiotics before you win the battle against this mini-boss, so you’ll have to fight.
First, the good news – the breaker may be killed with a stealth deathblow using the skill Executioner (you need to start upgrading Deacon by choosing skills from the Melee branch). Turn left from the starting point and bypass the monster from the back to avoid being detected.
You still have options in case you do not have the above-mentioned skill – numerous supplies, traps and explosive containers are scattered across the battlefield. Place the trap near the canister and, when the monster loses the ability to move, blow up the box. Repeat until victory.
As in the case with the bear, the breaker runs faster than the protagonist and has just two attacks – a grip and an attack at run. You can dodge both, and you can get out of the grip without damage to your health if you quickly press the button that appears on the screen.
If you have decided to engage in an open fight, you need to take a machine gun of the previously encountered enemies (you can get ammo for the machine gun on the way to the mini-boss). At this stage, this weapon is quite powerful and has good ammo capacity.
When the monster is dead, collect the ammo and ingredients in the area and then grab the medical container (it awaits you in the ‘’cabin’’ of the plane). Secure the load in the backseat of the motorcycle and rush to the quest indicator.
Skizzo and his men will meet Deacon at the exit from rippers’ territory. The mission was only partially successful: there were not as many medicines in the plane as the heroes expected. Rikki will come and tell you that you need to see Addy – she has important news for the protagonist.
With Other Men’s Blood (He’s My Brother)
Follow Rikki – on the way to the camp, the characters will discuss how Deacon obtained the medicines. Mike had been long negotiating with Carlos, the rippers’ leader, to split the cargo equally between two factions – apparently, the diplomatic efforts of Lost Lake leader did not bear any fruits.
Meanwhile, things are not going well at the infirmary – Boozer’s arm infection reached a point where the limb must be amputated. Thanks to St. John’s help, the operation will be a success, and the protagonist will console himself with the thought that he saved his friend.
At the exit from the infirmary, Iron Mike will meet Deacon, ask him about Boozer’s perspectives and accuse him of recklessness – violation of truce with rippers may have serious consequences. Anyway, you’ll get 6000 experience points and 1750 units of trust for Lost Lake camp.
It’s on a Mission (I Remember)
At the end of the previous mission, head to the site of NERO field operation. Having received a short briefing from O’Brian, move forward to the helicopter landing site – this time, you won’t have to install beacons.
Moving from one bunch of tall grass to another, get to the cave entered by the researcher and his assistant. The entry is blocked by a guard – you can sneak behind his back or distract his attention by throwing a stone. The alternative option is to use the ‘’back door’’ if you walk a little further along the cliff.
Inside, the scientist and his colleague are discussing the nature of the virus that hit the population of Earth – supposedly, it could be the result of someone’s evil intent. Overhear the conversation – approximately at the middle of the dialogue you need to move to the nearer thicket of bushes – get outside and return to the bike to get 4000 experience points for this mission.
A Goddamn War Zone (Bounty Hunter)
Soon after the completion of the quest ‘’With other men’s blood’’, Rikki will contact Deacon and tell him to visit the workshop – there’s a task for him. Having decided that he was underpaid, Shane ‘’Red’’ Riley killed a woman and escaped with supplies. Now you need to track down and eliminate the villain in brick-colored boots (hence the nickname).
Riley and his friends settled in Pioneer Camp – by the time you arrive, the bandits will get involved in the fight with freakers. Red decided to hide in a one-storied building in the center of the location. You cannot get inside the building because of the locked doors – you need to get the keys.
Dismount near the camp gates, eliminate two marauders near the shooting range – preferably using a weapon with a suppressor – and analyze shells on the table. Follow the route shown on the mini-map which will lead you to a campfire site but be careful – there’s a shootout here.
As marauders are busy with jackals, you’ll be able to sneak up to the enemies from the back or deal a silent headshot. At the end of the fight, inspect the remains of chewed tobacco near the fire and move in the direction of a small hut behind the bridge – there’s another clue inside.
Descend to the public toilet, keeping to the right side. The bandits gathered there – one is located by the building and two more will arrive on motorcycles. Do not shoot the bikers’ heads – they wear helmets. The sniper rifle, which could be bought in Lost Lake once you have the first level of trust, kills enemies even when you simply hit their bodies.
The last clue is located near the cubicles – a trail from it leads to the main camp building. You can get inside using the main entrance or the open window on the second floor (climb on the outhouse). In any case, you will not be able to avoid the fight – there are too many enemies in a small space.
Do not lean out of the shelters unless necessary and do not try to kill everyone at once – focus your fire on one enemy at a time. At the end of the fight, collect the ingredients in the nearby and take the keys from huts at the reception desk – now you can go to get Riley.
Theoretically, you can get the keys without analyzing evidence but in this case, you will not decrease the number of bandits, and the hero will have to face three pairs of enemy bikers in addition to the ordinary garrison at the exit from the building.
You are not required to kill anyone except Red to complete the mission, so you can sneak past street bandits to the hut shown on the screenshot above. You can get inside using both main and back entrance – we advise choosing the second option to get to one of the enemies from the back.
As for Riley, he is no different from ordinary thugs and dies from a couple of machete blows. The enemy has an axe, so try to strike first. Having done the job, remove the red boots from the corpse and return to Rikki to get the reward – 5000 experience points and 1150 units of trust for Lost Lake camp.
Flow Like Buried Rivers (Earning Our Keep)
Having completed the previous task, go to the entrance to the Lost Lake mansion – Deacon will invite Iron Mike for a walk. The characters are heading north of the lake – follow your companion to the trio of freakers stuck in the mud. Kill helpless mutants and move on.
Having climbed the slope, the heroes will see the purpose of their journey – a huge horde of freakers marching towards Metolius cave. Run after Iron Mike to follow the horde from a safe distance, hiding in the grass when necessary.
Having reached the zombies’ day lair (they get out at night), St. John will offer an ambitious plan – blow up the cave entrance to block the mutants and prevent other hordes from coming here. Mike will be interested in the plan and propose to move back to the camp.
On the way to the goal, the protagonist will tell how he learned so much about the freakers’ habits. Upon arrival, Iron Mike will tell Deacon to wait at the bridge – the old man knows where to get the required amount of dynamite for the job. For the completion of the mission, you’ll get 2000 experience points and 100 units of trust for Lost Lake camp.
You See What They Did (Earning our keep)
At the end of the previous mission, go to the quest indicator – Iron Mike is waiting for the hero at the exit of the camp. Get on your bike and follow your companion – the dynamite that was used to expand local mines had to be registered in the district court in Sherman’s camp.
Having arrived at the site, Mike will point towards city hall. The keys to the entrance are kept by the commissioner whose body lies in the nearby building along with the corpses of dozens of other former residents of Sherman’s camp. Grab the quest item, follow the old man to the city hall and unlock the door.
Climb the stairs to the commissioner’s office – inside, Iron Mike will find a map with the location of all mines (and the potential location of all dynamite stocks) in the area. At the exit, the characters will hear the sounds of approaching motorcycles – marauders have arrived.
Do You Have My Back? (Earning our keep)
Descend to the vestibule and hide behind a cover – three bandits block the way out of the building. Kill one of them with a headshot while no one sees you and eliminate two others with Mike’s moral support (he provides little help in the battle). Take ammo and/or fire ax from the rack and run out into the fresh air.
Follow the old man – down the street, a group of four marauders was attacked by freakers. Eliminate a couple of shooters while they are not paying attention to the heroes so that you do not find yourself under crossfire once the mutants are dead.
A little further down the road, you will face three more marauders. Hide behind fences, cars and garbage bags. Use the skill Focused Shot to ‘’catch’’ bandits leaning out of their shelters.
The last push – five thugs (three shooters, two melee fighters) on the ground and one shooter on the roof of the gas station. Try to start by eliminating the ‘’camper’’ – use the rifle with an optical sight for this job.
Having eliminated the sniper, switch to the ‘’infantry’’. The enemies armed with machetes will run to you themselves while you’ll be better off eliminating shooters from afar. At the end of the fight, get on your bike and ride towards the camp.
Having dismounted on safe territory, the characters will discuss the pacifist convictions of the old man who firmly believes in his truce with Carlos. For the completion of the mission, you will get 6000 experience points, 400 units of trust for Lost Lake camp and a draft of the device that lures enemies.
On Herod’s Birthday (I Remember)
The icon of this quest will appear on the map immediately after the completion of the previous one. Move to the quest indicator in Rogue Camp to contact O’Brian – there’s another NERO expedition in the nearby.
Before you eavesdrop on a researcher, you need to install a beacon on the helicopter which has landed to refuel. Wait until the patrolman located on the right side of the aircraft turns away and quickly hide behind the fence to avoid detection.
Squat and move towards the gas station – when the researcher and his assistant are the last men inside the building, jump into it and hide behind the wall or the upturned table. Approximately in the middle of the conversation, NERO employees will decide to go outside – you should keep up with them.
Go along the gas station building until you reach a truck and hide behind the fence or in the thickets of tall grass to overhear the rest of the conversation. Once you have completed the task, bypass all guards and return to your bike to get 4000 experience points.
I Could Use a Hand (He’s My Brother)
Following the quest ‘’Do you have my back?’’, the protagonist will decide to visit Boozer in the infirmary. Biker’s sense of humor survived amputation – in addition, medicines obtained by Deacon were used by Addy to save two more people. At the end of the cutscene, you’ll get 2000 experience points, 500 units of trust for Lost Lake and your friend’s shotgun.
Seeds for the Spring (Bounty Hunter)
Soon after the completion of the quest ‘’Do you have my back?’’, Rikki will contact the hero and tell him that Lynchman, a criminal who killed two farmers and escaped with important seeds, was recently seen on the shore north of Lost Lake camp.
Go to the quest indicator and examine the bag on the quay (ammo will lie in the nearby) – Lynchman and his two friends will appear on the far slope. Get on your bike and chase the criminal and his accomplices.
As in the case of any pursuit, you need to bring the ‘’health’’ of leading enemy bike to zero. Pistol’s ammo is not sufficient enough to destroy all three targets, so we advise getting a sawed-off shotgun (you need a second level of trust in the camp).
Theoretically, you are not obliged to kill Lynchman’s minions but in practice, you’ll be better off eliminating them to avoid periodic shots at you. Due to general fragility, these enemies are extremely vulnerable to rams but do not overdo it – you’ll need your durability to deal with the leader.
As soon as the ‘’health’’ of the enemy bike decreases to zero, the enemy will fall down, and the hero will get him. After a brief conversation with the villain, the mission will come to an end, and you will get 4000 experience points and 700 units of trust for Lost Lake camp.
I Got a Job for You (Earning our keep)
Return to Lost Lake camp after you have completed the previous quest and go up to the central building. Skizzo will ‘’catch’’ the protagonist and tell him to do some business. Rikki will quickly get into the conversation and ‘’intercept’’ Deacon, referring to the instructions of Iron Mike.
Rikki will lead the protagonist to the broken generator behind the infirmary – the heroine wants to go north to the dam to check the performance of local transformers and power lines. Perhaps, it will be possible to return power to the camp.
In absence of alternatives, St. John will agree – at the end of the cutscene, go to the gates, get on your bike and follow Rikki to the place of destination. On the way, the characters will discuss the past, present, and future. Once you arrive at the site, the current mission will end, and a new one will start.
It Couldn’t Be That Easy (Earning our keep)
At this stage, the heroes need to find out why electricity does not come through. Just run after Rikki while she inspects the station’s broken machinery. Ultimately, your companion will decide to clean the hole under water – clogging interferes with the functioning of the turbines.
While she deals with the clogging, Deacon needs to run to the previously quiet turbine and check it for operability. Finally, the device will show signs of life. Return to Rikki to deliver good news – now you need to check the transformers (there’s still no electricity).
The inspection won’t provide answers, but Rikki will propose to take a look at switchboards at the lower floor of the station. Help the girl so that she can open the gates – on the way to the desired room, you’ll feel a disgusting smell. Freaker nests are ahead.
They Don’t Like Visitors (Earning our keep)
Each of the two sections of the basement floor has one freaker nest. You will not have to spend Molotov – Rikki will set the nests on fire – so you’ll just need to shoot the disturbed ‘’tenants’’ (four freakers per nest). Use shotgun/sawed-off shotgun, melee weapons and/or bullet time.
Be careful – your companion may die if you allow at least one of the freakers to get to her. The girl will resist for some time but will later die if you do not provide help. Ammo is scattered around the rooms – collect it before you start dealing with nests as you won’t be able to do it later.
Having eliminated the zombie threat, the characters will activate switchboards and return power to the station. Once back outside, Rikki will raise the topic of over-fixation on the past (a hint at Deacon’s wife), but rippers won’t allow the conversation to proceed.
That’s When I Knew (I Remember)
Despite the truce between Carlos and Iron Mike, the fanatics came after Deacon – they recognized him by a sign on his back. At the beginning of the battle, you’ll be attacked by a cultist with a melee weapon, while the enemy with a shotgun will try to get to the right flank.
There are many enemies on the way to motorcycles, so do not hurry and do not waste your bullets. First, eliminate the sniper on the roof of the building in the center of the ‘’arena’’ – his position allows him to shoot almost any part of the area, and you’ll need breaks during the shootout.
Move from cover to cover and deliver headshots (use bullet time) – this is the most effective way to kill your enemies. A machine gunner stands on the parking lot in the far part of the location – eliminate ordinary rippers before you deal with him.
As usual, you’ll need a couple of Molotov and a bomb to deal with the heavy shooter. At the end of the fight, Rikki will share rippers’ leaflet which tells the sectarians to find Deacon and Boozer – it’s still unclear why Carlos wants their heads.
It’s a Long Story (Earning our keep)
Having restored power at the dam, Rikki will want to check the transformers at the south – following his companion, Deacon will tell her how he became a biker. Having reached the goal, the characters will find sparking equipment on the pole and decide to start repair work the next morning.
Then, Rikki will want to show the protagonist something that is related to the freakers. This something is a horde of mutants at the old sawmill which goes out everyday as if on a schedule. Return to Lost Lake camp to get 6000 experience points and 400 units of trust for the camp.
Moments of Lucidity (I Remember)
Following the completion of the previous mission, Deacon will recall O’Brian’s request to track another NERO field expedition. Having arrived at the transmitter near Creek Camp, run to the helicopter and install a beacon onto it – no one will be at your side of the aircraft.
Rolling from one thicket of tall grass to another, squat up the slope to the orange house. There, a researcher examines a freaker corpse on the porch. Approximately in the middle of a dialogue with the assistant, the scientist will stand up – follow her at a safe distance.
The researcher will move to the turquoise building. You do not need to go inside to overhear the conversation – just stand or sit outside close to the source of sounds (behind the car or near the window). Return to your bike to get 4000 experience points.
Riding the Open Road (He’s My Brother)
Having left Lost Lake camp after the mission ‘’It’s a long story’’, Deacon will contact Rikki and ask her to invent an excuse for his absence – he decided to go to O’Leary mountain to get Boozer’s bike to raise his mood after amputation.
You are not obliged to take a long ride to the former ‘’lair’’ – if you have sufficiently upgraded your fuel tank, you’ll be able to use fast travel. Upon arrival, you’ll find two aggressive Copeland’s men – kill them.
Enter the fenced area and get on the bike marked by the quest indicator – you will be automatically transferred to your friends. Boozer will be very happy to see his iron horse again, but, unfortunately, he’ll never be able to use it.
At the end of the cutscene, Rikki will contact you and tell that mechanics have taken Deacon’s bike (you have left if on O’Leary Mountain) to the local workshop. The completion of this mission will yield 2000 experience points, 500 units of trust for Lost Lake camp and a custom accent for the bike.
The Only One He’s Got (Surviving isn’t living)
After the previous quest, Addy will contact the protagonist and ask him to visit the infirmary. Upon arrival, she will strongly advise Deacon to keep an eye on Boozer as he is his only friend. At the end of this brief mission, you’ll get 2000 experience points and 500 units of trust for Lost Lake camp.
I Got Work to Do (Surviving isn’t living)
Following Addy’s advice, the protagonist will decide to visit Boozer during his work on the farm (it’s located next to Lost Lake camp and you can use fast travel). Your comrade won’t be in a talkative mood. At this point, the mission will come to an end, and you won’t get any reward.
Some Kinda Freak Expert (Earning Our Keep)
At the end of the previous mission, return to Lost Lake and go up to the mansion where Iron Mike and Skizzo are discussing how to get dynamite to blow up the caves. Not far from the camp, there’s a mine called Lucky Lad. It was about to be expanded, so there should be explosives inside.
Skizzo does not trust Deacon, so Mike will propose that they go together – it is necessary to move immediately as there will be much more freakers in the morning. At the end of the cutscene, go down the slope to your bike. The characters will arrange a race to the point of their destination – cut corners in order to win.
Upon arrival, the heroes will see abandoned and disassembled motorcycles of Torres and Evans – Skizzo’s men who were sent to examine the situation and did not return. Supposedly, zombies were the obstacle that did not allow to transfer their bikes back to the camp – the roof of the mine’s office is full of newts. You’ll have to deal with them in the next quest.
Lines Not Crossed (Earning Our Keep)
To move further along the storyline, you should kill all eight newts in the nearby. You can find a couple of them on the ground, but you’ll have to go to the roof to eliminate the remaining six enemies. Zombies will not attack you on their own – you’ll first need to shoot one of their comrades.
In a melee fight, ‘’teenagers’’ die from one or two blows with a powerful melee weapon or from four strikes with a knife. You can shoot them down, but we advise using bullet time to avoid wasting ammo.
Having cleared the roof, get inside, turn to the right, go to the unlocked cabinet and pick up a bunch of keys from boxes with dynamite inside the mine. Go down to the first floor and find a box with fires on the closet, then come to the door and activate the cutscene.
Ultimately, Deacon will have the keys, while Skizzo will take the fires. Go outside and head to the passage leading inside the mine. Help your companion to clear the road and follow him to the dead end. Break the warning sign (wait for the ‘’square’’ to appear on the screen) and crawl through the low tunnel into the depth.
The mine’s walls will collapse behind the heroes’ backs – there is no turning back. Follow Skizzo until you see corpses of Torres and Evans – one lost his hand and died of blood loss while the second one engaged in cannibalism but eventually decided to commit suicide and shot himself in the head.
After burning the bodies, follow your companion to the first hall with the dynamite safe – there’ll be no explosives inside. In addition, fires left by Skizzo to help you navigate through the mine have mysteriously changed their location and now lead to a spacious room.
While Skizzo will be searching for the prankster, a newt will attack Deacon and steal the keys. At the end of the cutscene, break the wooden barrier through which the thief escaped and analyze two clues down the tunnel to determine the route of the villain.
Move to the next tunnel and turn to the right room on the descent. The newt will jump out when you try to pick up the keys from the floor – quickly press the flashing buttons to throw the enemy off yourself. If you fail, the mutant will kill the protagonist.
Having overcome the resistance of the enemy, finish him off with a knife, grab the keys and run to Skizzo – he attracted the attention of adult freakers. In a closed space, firearms will not be effective, so we advise you to use melee weapons scattered around the hall.
Deacon will tell Skizzo that he is unhappy with his decision to use pistol in the battle. Then, Skizzo will agree to move on. The current mission will end, and the next one will immediately begin. Once again, you won’t receive any reward – it awaits you at the end of the current quest chain.
We’re Not Hiding (Earning Our Keep)
Follow Skizzo – on the way to the second safe, the characters will discuss rippers’ interest in catching Boozer and St. John. Biker friends proudly carry their biker vests and do not hide, but the hero’s companion will advise Deacon to be careful – Carlos is a serious opponent.
Having reached the warehouse, open the door – there’s still enough dynamite in the mine. The heroes will grab it and go outside, but a group of marauders will prevent them from reaching their bikes. You’ll have to deal with the bandits in the next mission.
That’s His Mistake (Earning Our Keep)
Your enemies are five thugs – two will be located near the bikes, while three will start searching the yard in front of the office. Fortunately, the patrolmen are far from each other, so you can eliminate them one by one in a stealth mode.
The situation is a bit more difficult with the pair of guards behind the gates – it’s almost impossible to stealthily sneak up to both of them. In this regard, eliminate the first one with a shot from a sniper rifle that has a suppressor installed on it, and kill the second one with a deathblow from the back.
Having put a box with dynamite to his bike, Skizzo will propose to seize power in the camp taking advantage of Mike’s trust – an erroneous trust, according to your companion. Deacon will refuse to participate in this coup, and you’ll get 6000 experience points and 400 units of trust for Lost Lake camp.
Drinking Himself to Death
Upon arrival to Lost Lake after the previous mission, you will learn that Boozer disappeared: according to Skizzo, he took a bottle of whiskey and went ‘’home’’. Get on your bike and go on the road – the hero will contact his friend who will tell him that he is on the farm.
The only nearby farm known to the protagonist belongs to Lost Lake – head there. From local guards, you’ll learn that Boozer moved towards an abandoned estate to the north. The one-armed biker will not be there, and the hero will decide to inspect the house.
The bottle standing on the table near the TV will bring Deacon to Boozer’s trail. Going back to the porch, you’ll face a banshee – a loud zombie woman who attracts all freakers in the area with her scream. The scream deals damage at a short distance, so do not come close.
At the end of the cutscene, eliminate five standard mutants – you can use your bullets freely since there are many boxes with ammo in the nearby. The screamer will try to escape – leave her alone or kill her; she will not bother you anyway.
Examine the bottle on the bridge leading to the road and get on your bike. Wait until the protagonist talks to Boozer using transmitter and learns that he is on another farm. Having arrived at the site, you’ll find an abandoned barn with a few newts on the roof.
The ‘’teenagers’’ will not attack the hero, so you can leave them alone. Enter the room, examine several empty bottles on the boxes and proceed to the next house. Go to the second floor and find vomit on the bed in the bedroom.
The vomit will lead Deacon to his friend’s trail – go outside, get on the bike and wait for further instructions. Stumbling literally on every word, Boozer will tell you that he is on the road that unexpectedly ends. Ride along the marked route until you see the next evidence.
Dismount, inspect the bottle on the tarmac, get back on your bike (you will not be allowed to continue without it) and ride forward. Maneuvering between cars, you will finally get to Boozer. He wants to get back to Farewell, but the realities of life get in his way.
A horde of freakers ready to break loose will be located at the background in the course of conversation. Using reverse psychology techniques and putting pressure on painful memories, Deacon will convince his friend that they need to get out of this place while they still have the means to do it.
At the end of the cutscene, rush away, get out of the ‘’labyrinth’’ of cars and drive to the quest indicator – the route on the mini-map will appear when the characters will be far enough away from the crowd of mutants. Upon arrival at the camp, Boozer will go to sleep, and you will get 6000 experience points and 1750 units of trust for Lost Lake camp.
About Boozer’s Arm (Surviving Isn’t Living)
Following the completion of the previous mission, Rikki will contact Deacon to inquire about Boozer’s health – the quest will be activated at the end of the conversation. Go to the quest indicator – the hero will ask the mechanic to attach a blade as a prosthetic for his friend.
Rikki will agree with this idea but warn that she needs time. If you do not want to wait, teleport or ride to Marion Forks Tunnel NERO Checkpoint and spend a night there. The next morning, Iron Mike will contact you and tell that you need to get a metal pipe, a hunting blade and scrap.
You can find all three ingredients in Marion Forks where you have first met Lisa. Go to the unfinished building next to the girl’s house (in daylight, there should be no enemies in the nearby) – a short metal pipe is lying on the table in the far-left room from the main entrance.
The next item that you must find is the hunting blade. You will need to search for it in a hunting store near the gas station. Inside, you’ll find evidence (blood). Exit through the back door to the parking lot and look at the body. The trace from the body will lead you to a freaker. The mutant is busy with a dead man – the desired weapon lies next to him.
The last task is to collect scrap. You can use the resources that you already have, so if you possess ten units of scrap you won’t have to search for anything. In the other case, inspect the cars’ hoods – there are plenty of them in Marion Forks.
Take the required parts to Rikki – thanking the girl for help, the hero will get 4000 experience points and 1250 units of trust for Lost Lake camp. The prosthetic requires some time to be crafted, so you can go about other business.
Was this a good idea? (Surviving Isn’t Living)
As soon you go back into the open world at the end of the previous mission, you’ll get a call from Rikki – the prosthetic is ready, you can go back and see how it is installed for Boozer. Actually, this is the whole task – for its completion, you’ll get 2000 experience points and 500 units of trust for Lost Lake camp.
You Twisted My Arm (Surviving Isn’t Living)
At the end of the previous quest, go to the site in front of the gates of the Lost Lake camp – O’Brian will contact Deacon and ask for a last favor. The researcher has obtained information about Sarah and is ready to share his findings after you complete his request.
Boozer, who is going to the farm, will meet the hero when he prepares for the ride. St. John will persuade his friend to join him (this won’t require much effort). Having gained control of the motorcycle, ride along the route marked on the mini-map to Melakwa Lake near Pioneer Camp.
Having arrived at the site, get off your bike and hide in the bushes that provide a view on the improvised landing area – Deacon will explain to Boozer how to spy on NERO employees. Next, run from one thicket of tall grass to another to get to the porch of the house where the researcher collects samples of freaker dung.
Having obtained a sample of a sufficient size, the employee will move to the building located up the hill. Wait until the patrolmen in the nearby turn away or leave and roll to the thickets near the helicopter. Do not waste time (or you’ll be left behind) and run behind the bus, then move to the bushes near the house.
Do not rush to the bike once you have obtained the information – let the soldiers and the researcher move towards the helicopter. Upon return to Boozer, the heroes will discuss what they have heard and decide to meet with O’Brian. At this point, the current mission will come to an end.
You Could Have Done More (I Remember)
Having arrived at the site, Deacon will leave his one-armed comrade to guard the bike while he goes to talk with O’Brian whose helicopter has just landed in the nearby. Let’s start with the good news – Sarah survived the operation and was sent to a camp on the outskirts of Chemult.
The bad news is that the camp was destroyed and the only ones who survived were certain NERO employees and people with access rights. It will be difficult to hear this information, but Deacon will still thank the scientist for the help provided to Sarah. In addition to this sad news, Boozer won’t be near the bike when Deacon returns.
Not Like I Got a Choice (Surviving Isn’t Living)
You cannot return to the camp without your friend, so you must find him. Run along the trail up to the corpse of the ripper at the top of the hill. Having examined the body, move along the route marked on the mini-map which will lead you to Rogue Camp.
Go to the empty streets of the camp (even if you haven’t destroyed freaker nests here) and examine the dead dog that lies on the road. Leave the unfortunate animal and run to the house opposite the one where Deacon found Lisa’s note – you’ll find Boozer who tries to calm down the dying retriever.
As it turns out, rippers walk around the camp, killing healthy dogs for fun. Once the dog dies, the heroes will go outside. The one-armed biker will be full of anger and run to stab the sectarians.
At this stage, you simply need to keep Boozer alive – he can cope with a fanatic in a one-on-one battle but needs help against a larger number of opponents. Shoot the enemies and even hit them with melee weapons, staying close to your friend.
Once you have dealt with the rippers, run back to your bike together with Boozer. There, the friends will discuss new information provided by O’Brian. At first, Deacon will not admit the obvious – Sarah’s death – but the still powerful Boozer’s left hook will convince the hero that it’s a wrong approach.
Having gained control of the motorcycle, take your friend to the farm – Boozer missed half of his shift. On the way, Deacon will come up with an excuse for Skizzo, but it won’t save the one-handed biker from work. For the completion of this quest chain, you’ll get 6000 experience points and 1750 units of trust for Lost Lake camp.
No Beginning and No End (I Remember)
Seemingly resigning to the thought that Sarah is dead, Deacon decides to go to the church where they got married to say his final goodbye. Having arrived at the quest indicator, the protagonist will hear marauders inside the building and rush there.
There are six enemies in the building, while the benches placed around the hall provide an excellent cover. Lean out of the bench only when shooting and use bullet time. You can also deal a couple of stealth deathblows before the hero is detected.
Once the enemies are eliminated, St. John’s thoughts will transfer to his wedding day. The pleasant memories will be interrupted by unpleasant reality – several more gangsters came to the chapel, including an armored individual.
Melee weapons are useless against armored opponents until you remove the armor with your shots. With proper skill, you only need two shots – one in the helmet and another one in the head. Finish off the remaining opponents to get back to the past.
At the exit from the church, Deacon will decide to burn it down to distance himself from the past. For the completion of this mission, the hero will get 3000 experience points. At the end of the quest, you’ll get access to two new quests at once, but, in all likelihood, your next mission will be…
Better to Light One Candle (Earning Our Keep)
Rikki, who is ready to start repairing the transformer on the pole (see ‘’It’s a long story’’), will wait for the protagonist at the main gates of Lost Lake camp. So, unless you have deliberately decided to enter the camp from the opposite side, this mission will have to be executed first.
Follow your companion while she says that it’s better to light one candle than curse the darkness. Cursing the darkness was the way of living for the population of Lost Lake for the last couple of years. According to Rikki, the restoration of light in the camp will be the first step out of the darkness.
Having arrived at the site, the heroes will find a trio of freakers, although they should not be there during the day. Kill the mutants and make sure that you have melee weapons, scrap to repair them and ammo (search the police car in the nearby).
Help Rikki to get on the pole – only she has the necessary qualification to repair the transformer – and pay attention to newts on the roof of the gas station. Unlike all previous cases, this gang will not hesitate to attack the characters.
While your companion is busy with repairs, you need to defend her. It’s better not to wait until mutants start jumping on the pole, so shoot them in advance. Any melee weapon except for the knife will be very effective.
When there are no opponents in the nearby, Rikki will get back to the ground and propose returning to the camp – along the way, the heroes will discuss bad news about Deacon’s wife. Following the restoration of power, celebrations will begin in Lost Lake – only Skizzo will stand with a displeased look.
Outta the Darkness (Earning Our Keep)
As soon as Deacon decides to leave the party, Rikki will notice blood on his hand and propose to go to Addy’s infirmary to disinfect the wound. Follow the girl to the empty infirmary where an awkward scene awaits the characters.
Skizzo, who appears to have an unhealthy passion for other people’s relationships, will secretly watch the intimate conversation of the heroes. For the completion of this mission, you’ll get 6000 experience points, 400 units of trust for Lost Lake camp and a custom accent for your bike.
Something to Heal His Soul (Surviving Isn’t Living)
Another cutscene mission. Return to the infirmary after the previous mission to talk about Boozer with Addy. According to her, he needs to heal his soul rather than body. We’ll later figure out how to do this, but now you’ll get 4000 experience points and 1250 units of trust for Lost Lake camp.
Have It Your Way (Surviving Isn’t Living)
Some time after the quest ‘’Outta the darkness’’, Addy will contact Deacon and tell him where to find a healthy puppy for Boozer – as we have already learned, the one-armed biker really loves dogs. Head to the area marked on the mini-map.
Inspect the traces on the trailer near the porch of the two-storied house and use it to climb inside the structure. Examine the evidence near the sofa. It will lead you to the bedroom on the first floor where, apparently, lies the corpse of the owner. Grab dog food from the dresser and go outside.
A freaker is trying to get inside a flimsy barn behind the house – someone piteously whines there. Eliminate the mutant with a stealth deathblow from the back and put dog food in front of the structure. In case you do not have dog delicacies, you can use the meat of a wild animal – a small fluffy puppy will run out to the smell of food.
Despite the surrounding post-apocalyptic chaos, the dog will quickly become sympathetic to Deacon and will happily go with him to cheer up Boozer. For helping your friend and completing this mission, you’ll get 4000 experience points and 1250 units of trust for Lost Lake camp.
Trying to Help the Camp (Keep Them Safe)
Following the previous mission, Skizzo will contact St. John and propose him to meet behind the main house. Lost Lake’s security chief has a plan – he wants to sneak (once again) to the territory of rippers, get a fuse for the dynamite and blow up the freaker caves as the hero proposed.
The sectarians blocked the traditional entries to their territory but, according to Skizzo, there’s another way to get there. The conversation will end, and you’ll get 3000 experience points and 750 units of trust for Lost Lake camp for the completion of this short mission.
Don’t Get Caught (Ripped Apart)
Go to the specified place to meet with Skizzo at the border of Iron Butte – this is the territory controlled by rippers. In the light of the secretive nature of the assignment, you’ll have to leave your bike and walk to avoid attracting unnecessary attention with the noise of your engines.
Run after your companion – the heroes will discuss the latest unplanned skirmishes with the fanatics and off-screen negotiations with Carlos conducted by Skizzo. Ultimately, the heroes will reach a high ledge and split – Deacon will stay below, alone against four hungry wolves.
All four enemies will run from the side from which you came to this place. In this situation, you can shoot the animals if you keep the passage at your aim and use bullet time. The alternative option is to eliminate your enemies using melee weapons, timely dodging their attacks.
Sometime after you have finished your battle, Skizzo will come with a ladder – the protagonist will use it to climb onto the ledge. You can skin wolves’ carcasses while you are waiting for your companion to later exchange them for credits and units of trust in the camp.
Having dealt with the obstacle, the characters will stumble upon a crowd of rippers standing around a huge bonfire. Skizzo will explain that they are pumped with phencyclidine, so they cannot feel pain. Anyway, the heroes will decide to avoid the crowd of fanatics and choose a detour.
They Don’t Feel Pain (Ripped Apart)
Run after Skizzo who feels extraordinary confidently in an unfamiliar territory. On the way to the goal – the transport complex – the heroes will pass by the rippers’ improvised crucifixes. On one of them, they will find an alive woman.
Despite companion’s warnings, Deacon cannot leave the poor woman in this state. However, they will not be able to save her as her legs are broken and she cannot run away from danger. Having fulfilled their moral duty, the protagonist and Skizzo will move on.
It Was the Only Way (Ripped Apart)
At night, the building of the transport complex is practically unguarded – the characters will see a crowd of rippers going away when they approach their target. However, you can’t get inside from the front, so you’ll have to make a detour. The bypass route involves a fight with a couple of freakers – be careful.
Pick up ammo from the parking lot behind the building and go to the back door. Your task is not that easy – due to the jammed mechanism of the door, Deacon will get to the warehouse alone. The situation is complicated by several dozens of aggressive-passive newts inside.
If you do not have melee weapons, we strongly advise grabbing a hammer at the loader. Without leaving the starting place, kill all ‘’teenagers’’ on the ground and shoot those who are located on the cabinets over your head.
You will be able to meet Skizzo again only after you have completely cleared the room, so get to the open space through a narrow passage and eliminate the remaining enemies. If you wish, you can use boxes to climb on the shelves to get a better view on your surroundings.
Open the door for your companion, help him climb up to the second floor and wait until he drops a box. Having climbed to Skizzo, go to the office where the characters will find a box of fuses. At the exit from the building, Deacon will get a treacherous blow at the head and wake up in a completely different place.
I Kept My Name (Ripped Apart)
When St. John opens his eyes again, he will see rippers’ leader Carlos with a gas torch in his hand. The leader of cultistы is actually an offended friend of Deacon and Boozer named Jessie. Having applied fire to the limb of the former comrade, the sectarian will go away.
The help will come from an unexpected side – ripped (this time according to her own will, it seems) Lisa will release the protagonist. The girl wanted to forget all the horrors of life and decided to join the fanatics – now she has neither name nor regrets.
Left alone with yourself, leave the room and sneak up to three rippers who are torturing prisoners. Deal stealth deathblows from the back to the villains. Go to the second floor without touching anyone and sneak into the unlocked passage along the right wall.
Using wooden chairs and tables as cover, deal a stealth deathblow to a lonely cultist and then use your knife to unlock the nearby door. Do not pay attention to three sectarians in the next room and just go outside.
In order to position himself properly in the territory, Deacon needs to find the bonfire. Keeping to the right side of the location, go to the vomiting ripper on the track and kill him with a stab in the back. There are too many enemies on the main street, so we’ll bypass them.
Moving along the right edge of the area, eliminate another fanatic on the way to the second house (there’s nothing in the first house). Inside, the hero will find a fanatic and all his equipment except for the biker vest. St. John needs it, so he’ll have to find this part of his wardrobe.
At the end of the cutscene, heal yourself with a bandage and examine the evidence on the floor to get on the trail of the ripper who took your vest. Go outside and bypass the above-mentioned bonfire along the porch of the one-storied house on the opposite side of the street.
Having sneaked to the right of the yellow SUV and to the left of the burning barrel, squeeze into the passage to the left of the locked doors of the building where two rippers are located. Having obtained your vest at the end of the cutscene, go back to the street to see Lisa who is dragged into the nearby building.
Jump into the broken window and go to the bedroom where the girl is kept. Deacon will save her and strongly advise to run away from this place – the rippers know who released the hero and they do not tolerate traitors.
Should Have Seen It Coming (Ripped Apart)
At the end of the cutscene, collect supplies that lie near the door – grenades, Molotov cocktails, ammo – and reload all your weapons. At the exit from the building, you will notice how three rippers run to their bikes outside the ‘’fortress’’ – the sectarians prepare to attack Lost Lake.
Pay attention to the abandoned bike parked up the slope – there’s no reason why you should not use this vehicle. Deacon’s bike is almost a kilometer away, while the road to the goal is full of rippers and freakers.
Rush to the exit from the rippers’ territory which is guarded by five sectarians. Now that the hero has weapons, you can confront your opponents in case stealth does not work out. Having eliminated your enemies, run to your bike – once you reach it, the current mission will end.
Riders Sent to Find You (Ripped Apart)
As soon as the hero moves, two bikers will appear – they were sent from Lost Lake to find Deacon. The three characters need to get back to the camp, but the road will be periodically blocked by enemy bikers – in total, there are four of them.
In order to complete the mission, you need to accompany at least one of the two companions to the place of destination. Watch the scale of their total health and try to shoot and ram enemies as fast as possible – there’s no ammo or bike durability scale here, so make your moves at ease.
They Will Never Stop (Keep them safe)
Having arrived at the camp, Deacon will find pure chaos – rippers are slaughtering defenseless civilians. The protagonist will save one of them, Nicole, and learn about other hostages. Your primary task is to save them.
Having gained control over the hero, search enemy corpses and pick ammo in the nearby. You are not required to kill random fanatics who terrorize Lost Lake to complete the mission. In this regard, you can run past most opponents if you don’t want to spend ammo.
The desired hut is guarded by two sectarians. One of them likes to set himself on fire and then chase you. You’ll be better off dealing with this individual from afar as he will still be able to set himself on fire if you attack him with a melee weapon, dealing damage to the character.
Having eliminated the second guard, open the door and use bullet time (just in case) to deal a headshot to the ripper who holds a woman hostage. Release the captives, collect supplies from the corpses and run to the infirmary at the opposite end of the camp.
There are many enemies on the way to the goal (including machine gunners). There are two options: you can methodically shoot them/strike with melee weapons, cautiously moving from cover to cover, or rush ahead, applying bandages on the run if necessary.
Anyway, once you get to the infirmary, you’ll become a part of an intense Mexican standoff. The situation will be quickly resolved by a siren – Iron Mike and Carlos negotiated a truce. Deacon will arrive only at the final stage of negotiations, but it is also full of action.
During the discussion, you will learn that Skizzo made a deal with the leader of rippers – he wanted to surrender St. John and Boozer to rippers in exchange for the safety of the camp. Mike will not appreciate this move and put the traitor behind bars after driving away Carlos and his gang.
Bikers are infuriated by the outcome – Skizzo is safe, while the mad Jessie (Carlos) threatens everything. Having decided to attack the rippers’ fortress together, friends will disperse, and you’ll get 6000 experience points, 400 units of trust for Lost Lake camp and a draft of a proximity mine.
Without Being Seen (Keep Them Safe)
Having received the reward for the previous mission, descend the stairs leading to the basement of the Lost Lake mansion and grab a box of dynamite. At the exit from the building, turn to the right and simply run to your hut – nobody will see you – to complete this short mission.
You Won’t Be Needing This (Keep Them Safe)
Your second task is to take a box with fuses from Skizzo’s house. On the way, you can visit the traitor himself (a side quest ‘’Like Your New Digs?’’) – he is in the cell opposite his hut – to get a chance to make fun of him and get 3000 experience points.
Let’s get back to the main task – in the house, you will find not only the above-mentioned fuses but also a powerful sniper rifle (it’s better than the one you can buy in the camp at the second level of trust). At this point, the mission will come to end – do not expect any reward.
Now That’s an Idea (It’s All We’ve Got)
Once you have dynamite and fuses, go to Addy – nobody has yet treated the wound on Deacon’s arm. After this, go back to your hut for a serious conversation with Rikki. The hero wants to blow up the reservoir over the rippers’ camp, while Rikki strongly disapproves of this plan.
Boozer waits for you at the gates of the camp – join your friend and ride towards the dam. On the way to the goal, there’s a tunnel full of aggressive fanatics. Many enemies will try to engage in close combat with you, so shoot them down before this happens.
A powerful weapon can be dropped off your opponents in this area – a ripper blade. Make sure to grab it and use it with skills Hard Hitter and Home Run to deal huge damage at a short distance. In case you do not want to search for a new ‘’sword’’, repair the one you have with scrap over and over again.
In addition to melee fighters, you’ll have to face shooters in this tunnel. Hide behind the cars to avoid getting caught in a crossfire and do not hesitate to use Skizzo’s sniper rifle – there’s plenty of ammo for this rifle in the area.
Having eliminated the enemies, collect all useful items in the nearby and return to your bike. Slowly maneuver through the tunnel and press full gas at the exit. Having arrived at the site, the heroes will split their roles: Boozer will set charges while Deacon will provide him with sniper support.
That Never Gets Old (Surviving Isn’t Living)
Climb to the tower – inside, you’ll find ammo and supplies – and get ready to cover Boozer. Fortunately, you will not have to worry about ammo during this sniper segment of the game – developers will provide you with endless ammo but force you to reload from time to time.
Work in advance – don’t wait until the enemies start shooting at the one-armed biker and kill them before this happens. It will allow you to avoid tense situations when your friend’s health will trend to zero under rippers’ crossfire.
The installation place for the first charge is guarded by two sectarians, while the installation place for the second charge is watched by three enemies (they will move towards Boozer). Use bullet time to quickly ‘’catch’’ enemies moving from side to side and decrease the number of misses.
When Deacon’s friend is finished with the second bomb, three enemy bikers will ride into the parking lot of the station and open fire. Fortunately, Skizzo’s rifle has double optical zoom and kills enemies even if you shoot at the body, so you won’t have to aim at the head.
After the bikers, a machine gunner will enter the ‘’scene’’. Lean out of your cover when the enemy does not shoot, use bullet time and try to make accurate shots – the cultist will die after three-four successful shots.
Shoot two more ordinary rippers at the lower tier of the dam and wait for the charge to be installed at the pressure water piping. After this, Boozer will find himself under pressure from sectarians while a sniper will materialize near the building at the distance. Start by eliminating the shooter to focus on protecting your friend.
Fortunately, ordinary opponents will not be active in their movements, greatly facilitating your task. Boozer will be attacked from the back once he places the fourth (the last one) bomb. Shoot the enemy down – use bullet time for accuracy – and watch the huge wave drown the base of rippers.
Having gained control over the motorcycle at the end of the cutscene, head to the half-flooded fanatic camp. Upon arrival, the heroes will rush to avenge Carlos for all his past sins. As usual, we’ll be doing this in the next mission.
Time for Some Payback (Surviving Isn’t Living)
Run to the quest indicator and hide behind a low cliff – the courtyard of Carlos’ ‘’mansion’’ is guarded by about ten rippers including a machine gunner sitting on the upturned truck. Before you start dealing with the enemies, wait for the patrolman who is coming to you (Boozer will warn you).
You should start by eliminating the machine gunner as he presents the biggest danger. The first shot will come for ‘’free’’ (as the hero has not yet been detected) while you’ll have to quickly make the remaining shots or Deacon will risk being killed with a speedy burst of fire.
Your next target is the ‘’torch man’’ who sets himself on fire with Molotov and then runs to hug you. It may be hard to identify him in the heat of the battle, so just stay alert and occasionally glance at the mini-map.
The last advice for this stage of the mission – try not to waste all ammo for the sniper rifle (several boxes lie at the sides and one is located on the slope). Before you kill the last ripper, a breaker will rush into the arena, and this weapon will become indispensable.
Allow the oversized freaker to deal with the remaining fanatics. Meanwhile, try to aim at his head – he dies from one headshot from Skizzo’s rifle. If you fail to deal the headshot, hit the mutant at the body several times – he will not be in time to reach your position before dying.
Once you have dealt with all the enemies on the arena, go back to Boozer – during the battle, he will jump down and throw smoke bombs at enemies, making it difficult to aim – and collect useful items from the corpses and from the ground. There’s nothing more to do here so run to the quest indicator.
Given the number of enemies at the previous stage of the mission, the defense of Carlos’ ‘’palace’’ leaves much to be desired – 5-6 cultists armed with guns/shotguns. Use shelters and allow your friend to distract enemies – do not be greedy with ammo as you won’t need it in the near future.
Having reached the goal, the heroes will split. Boozer will remain downstairs and help Deacon to climb up to the hall where Carlos (aka Jessie) is located. At this point, this mission will end (no reward again) and the next one will immediately begin.
I’m Good With That (Keep Them Safe)
The fight against Carlos (Jessie) will not go on your terms – the rippers’ leader will breathe some hallucinogens into St. John and tear away all his weapons and craft items: the boss battle is a knife battle.
The combat strategy is very simple: wait until the opponent starts his attack, dodge it (R1 + left stick in the right direction) and deal your attack. Repeat until victory but try not to make more than one strike during your attack – the opponent can quickly engage in counterattack.
Having eliminated Carlos and his rippers, Deacon and Boozer will meet at the remains of the fanatics’ base, sum up the interim results of their work – sectarians are dead, but bikers now have no acquaintances left – and return to Lost Lake.
After the fight, St. John will visit Iron Mike who is praying in the camp’s chapel. During a frank conversation about the meaning of life and struggle for existence, the old man will confess that he let Skizzo go and told him not to return to avoid further bloodshed.
The protagonist won’t be happy with the news of sudden amnesty but there’s nothing he can do about it. For the completion of the mission, you’ll get 6000 experience points, 1750 units of trust for Lost Lake camp, a draft of ripper axe and two custom accents for the bike.
I Was Distracted (I Remember)
At the end of the previous mission, go to the site at the main gates of the camp – here, Rikki teaches Addy the basics of bike control. The scene awakens Deacon’s memory of how he once took Sarah from work during the lunch break.
An uncompromising guard named Jim actively tried to prevent Deacon from meeting Sarah. Ultimately, the couple managed to ride a bit. However, the main thing that St. John will take out of this flashback is that Sarah had a rather high position in her firm Cloverdale.
Wasting no time, the protagonist will contact O’Brian – only NERO employees and people with federal clearance were evacuated from that camp. Obviously, the hero’s wife had such clearance. The researcher will promise to check this out. While Deacon is nervous, you’ll get 3000 experience points.
Why Am I Here? (I Remember)
Right after the end of the previous mission, O’Brian will contact Deacon and tell him to meet in Cascade – he wants to give something important to the hero. This something is Sarah’s ID badge – the protagonist was right, and his wife really had federal clearance.
This means that Sarah was transferred to the secret service base which was captured by local militia a year ago. It’s hard to say where exactly the camp of the improvised military is located, but the researcher will mention Crater Lake – that’s where Deacon must go. In the meantime, you’ll get 3000 experience points for the completion of this mission.