Days Gone Walkthrough: Crater Lake and Highway 97
- Riding Nomad Again (Surviving Isn’t Living)
- Mayday! Mayday! (I Remember)
- Not from around here (I Remember)
- We’re Fighting a War (I Remember)
- Prove It To Me (A Good Soldier)
- Driven to Extinction (A Good Soldier)
- Don’t Give Me Orders (A Good Soldier)
- A Target on Their Backs (A Good Soldier)
- I promise to never leave you (I Remember)
- I Don’t Have a Pic (A Good Soldier)
- A War We Can Win (I Remember)
- We Will Take Back This World (A Good Soldier)
- Return to Diamond Lake Camp (Bounty Hunter)
- Keeping Souvenirs (Bounty Hunter)
- I Know Things Are Strange (I’m never giving up)
- I Know the Look (A Good Soldier)
- I’ve Had Better Days (A Good Soldier)
- Afraid of a Little Competition? (I’m Never Giving Up)
- I Tried to Hit That Once (A Good Soldier)
- You Got the Wrong Guy (Bounty Hunter)
- Just Another Requisition Form (I’m Never Giving Up)
- Can I Ask You Something? (I’m Never Giving Up)
- So Many of Them (I’m Never Giving Up)
- You Couldn’t Stop Shaking (I’m Never Giving Up)
- You Can’t Be Replaced (A Good Soldier)
- What Kept Me Going (I’m Never Giving Up)
- I Knew These People (I’m Never Giving Up)
- Expect the Worst (I’m Never Giving Up)
- We Couldn’t Take the Risk (I’m Never Giving Up)
- This One’s on Me (A Good Soldier)
- I Don’t Wanna Hang (A Good Soldier)
- This Could Be It (I’m Never Giving Up)
- You Alone I Have Seen (A Good Soldier)
- How Far We’ve Fallen (A Good Soldier)
- He’s Not Big on Tunes (A Good Soldier)
- I’ve Got a Plan (I’m Never Giving Up)
- The Anarchist Spy (Bounty Hunter)
- What It Takes to Survive (I’m Never Giving Up)
Having learned that Sarah may be alive, Days Gone protagonist Deacon St. John decides to move into the new region alone – long journeys are not for Boozer as he has a disability and a pet while taking people away from Iron Mike is also not a good idea.
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.
Riding Nomad Again (Surviving Isn’t Living)
At the end of the mission ‘’Why am I here?’’, Deacon may return to Lost Lake camp to advance in the story – just go to the mansion at the top of the camp. As the game warns, further walkthrough will make northern regions inaccessible – we’ll add that this is a temporary restriction.
The roads to Crater Lake are either closed or inaccessible, but Iron Mike knows a way, according to his own words from a year ago. The old man does not approve of the protagonist decision to leave the camp but agrees to help the hero if he does not return.
Having gained control over St. John, make sure to pick up a special weapon from your locker in the hut – Skizzo’s sniper rifle has been taken away from you – and buy ammo for all your guns. You won’t have the ability to increase your ammo in the near future.
To initiate your ‘’relocation’’, talk to Boozer and give him your biker vest – the one-armed biker will say farewell to Deacon and wish him to find Sarah. At the exit from the camp, Rikki and Addy will wait for the hero – the first is clearly dissatisfied with the protagonist’s choice, while the second will say a few kind words.
Follow Mike at the end of the cutscene – there’ll be no difficulties on the road, so just listen to the conversation of characters. Having arrived at Thielsen Pass, the characters will part, and you’ll continue on your own. Upon reaching the summit, Deacon will hear shooting and calls for help – it’s time to deal with this problem.
Mayday! Mayday! (I Remember)
Move to the quest indicator to see a bear terrorizing local militia – two fighters are on the roof of the hut, while the third one is being eaten. There’s no choice – you need to eliminate the mutated animal.
Unlike the previous collision with a similar beast (see ‘’Lots of Sick People’’ in Belknap), you will not be able to hide from the enemy in this mission. There’s only you, a huge monster, and a relatively open area with several explosive barrels.
Make some shots from the crossbow/sniper rifle while the animal does not see you. As before, the bear runs fast and can catch up with Deacon. To avoid being hit, make a timely roll in any direction when the enemy approaches you.
If the protagonist had bad luck and ended in the paws of the mutant, quickly press the button that you see on the screen – if you have the ‘’Executioner’’ skill, you can get out of the grip and kill the bear (you need to timely press the ‘’triangle’’). By this time, you could have obtained this skill.
In case you do not have this skill and do not want to be grabbed by the bear, use the tactics ‘’shoot-roll-run’’ (explosive barrels will serve as a small bonus). Having shot several dozens of rounds at the head of the enemy from a (preferably) rapid-fire weapon, dodge and run away. Repeat until victory.
Not from around here (I Remember)
When the mini-boss finally collapses, militia members Rick Mullins and Glen Russel will offer Deacon their help in getting to Diamond Lake camp to meet with the local commander. Mullins will stay with the dead comrade while Russel will show you the way.
Follow your companion to the above-mentioned camp – St. John will try to find out some info about Sarah but won’t learn much. Captain Kouri will meet the characters at the entry to Diamond Lake. This soldier carries Deacon’s ring on his finger.
The hero will express his desire to join militia – he wants to explore the fort as his wife must be somewhere in the nearby. Kouri will have no objections and agree to show the area to the protagonist. Once again, there is no reward for the completion of this mission.
We’re Fighting a War (I Remember)
Follow Kouri while he tries to find out in which camps Deacon worked before. Ultimately, the captain will give some local credits to St. John – be prepared to earn trust in one more camp – for the rescue of soldiers and warn you that only the colonel can make the decision to enlist you.
At the end of the cutscene, go to the man in the yellow-black vest – the guy does not look like a militiaman which means that he can be a knowledgeable nomad. It will turn out that Wade Taylor is a useless junkie who will simply mock Deacon.
Following the unproductive conversation, the character decides to take matters into his own hands and go search for Sarah on his own – visit the three nearby tents to make sure that your wife is not there. After this, Kouri will contact Deacon and tell him to come to the gates.
Prove It To Me (A Good Soldier)
In order to enter the army of the mysterious colonel, Deacon must show what he is capable of. Get on your bike and follow Kouri to the place where you have met Russel and Mullins – the are completing the improvised funeral of the deceased comrade.
The captain wants to check whether St. John can track down a deserter and thief named Vasquez. The protagonist will find a rough draft of Diamond Lake supply routes in the bag left on the ground – the above-mentioned fugitive is tied to marauders. We’ll search for the villain in the next mission.
Driven to Extinction (A Good Soldier)
Start by visiting the hut near which you fought against the infected bear. In addition to a few useful items, you’ll be able to find a clue – an empty bag for ammo and rations – which will lead Deacon and his companion to Vasquez’ trail.
Move along the route marked on the mini-map, stopping to analyze quest items (fence, footprints, shells) from time to time. Ultimately, you’ll get to the remains of elk shot by Vasquez. Currently, the wolf is busy with the carcass – he won’t be scared away by your loud screams, so you’ll have to fight.
As soon as you shoot the animal or hit it with a melee weapon, three more wolves will appear on the battlefield. They attack as a group, so do not stand still and constantly roll to avoid damage. If you have sufficiently upgraded your melee skills, the wolves will die from one-two blows.
Having examined elk carcass after the skirmish, climb the slope, pick ammo from the box near the backpack abandoned by Vasquez and go to the mass grave where a huge horde of freakers is located. You won’t be able to do anything with them now, so follow Kouri to a military truck parked in the nearby.
Several bike tracks lead from the vehicle – apparently, Vasquez has many friends. Climb to the abandoned forest village where the deserter and his friends drag a defenseless girl into the hut.
Don’t Give Me Orders (A Good Soldier)
Such behavior infuriates Deacon, so he will rush into the battle. Kouri will try to stop the recruit but St. John is not yet an official militia member, so he is not obliged to take captain’s orders.
There are as many as fifteen enemies in the camp, and you’ll have to kill them all to advance in the storyline. Given the number of enemies, you’d be better off starting the mission in a stealth mode – by the way, your companion can and sometimes will eliminate the bandits on his own.
Use well-known stealth techniques: hide in the bushes or behind tall cover, lure enemies by throwing stones, deal accurate headshots form a rifle with a suppressor or a crossbow. We recommend dealing with the sniper in the car in the far side of the camp as early as possible.
The area in front of the house where Vasquez took refuge with his hostage is guarded by three opponents: two patrolmen and a guard by the door. Eliminate the latter with a silent headshot and deal with the other two in the stealth mode. The passage on the left side is blocked, so you’ll need to move inside the territory along the right flank.
Fortunately, the opponents are located far enough from each other, so you won’t have to use special tricks to eliminate them. If you wish, you can let Kouri kill a couple of marauders – the thugs do not pay much attention to him.
Having reached the railroad tracks, eliminate the sniper if you haven’t done it before and then proceed to other opponents. Start with the woman patrolling the porch of the house on the left side (see the screenshot above) and then deal with the marauder inside a small building on the platform on the right side.
Stealth elimination of the remaining three opponents who guard the hidden passage to Vasquez’ shelter is a more complicated task since they are located close to each other. You can try to eliminate one of them with a silent headshot and then sneak up behind the backs of the remaining two marauders, but it is highly likely that you will be detected.
Having cleared the enemy camp, squeeze through the manhole at the base of the house that leads to the deserter’s lair. Behind the door, the seemingly helpless hostage would repeatedly stab lifeless Vasquez. Anyway, the girl is ‘’saved’’, the mission is completed, and Deacon has passed his test.
A Target on Their Backs (A Good Soldier)
Having gained control over the motorcycle at the end of the cutscene, follow Kouri to meet the colonel. Along the way, the characters will discuss their previous service, and the captain will offer to stop at the site with a view on Wizard Island – the main base of the local militia.
Deacon will tell Kouri that he has visited these places with his wife. Kouri will show him a photo of his wife Karie. This sentimentality will make St. John indulge in pleasant memories – you’ll find yourself in another flashback.
I promise to never leave you (I Remember)
The captain’s story will remind Deacon of the day when he proposed to Sarah. In this fragment, you will only have to follow your companion and watch the conversation of the characters.
I Don’t Have a Pic (A Good Soldier)
Deacon will lie to Kouri about the name of his wife and her photo – he cannot just trust the man who wears a ring given by you to your beloved woman. Having picked an upgraded club at the bench, get on your bike and follow the captain to meet with the colonel.
A War We Can Win (I Remember)
Having arrived at Wizard Island – an island in a flooded crater (hence the name of the region, Crater Lake) – the hero will find himself at the ceremony with Taylor and the ‘’rescued’’ girl (her name is Crystal). Colonel Matthew Garrett leads the ceremony.
Crystal will eventually be sent to the labor camp, Wade will be forgotten, while Deacon will be accepted into militia ranks. After this, follow the colonel to the local infirmary – Dr. Jimenez will examine the protagonist. The doctor will want to get such a valuable recruit to himself, but Garret will refuse.
The doctor will assume that St. John has already been assigned to the ‘’witch’’ – one of the most eccentric individuals on Wizard Island. On the way to the ‘’ark’’ (a mountain full of tunnels), your companion will tell how he saw this fortress in a divine vision – the commander is a bit crazy.
Having received the branded militia cap, the hero will immediately get a promotion – Deacon will start his service as a corporal. His first task is to find a job. Colonel will help with employment – he will introduce him to the chemical engineer James Weaver and…
… to lieutenant Sarah Whitaker who is also known as a local witch. The separated spouses will immediately recognize each other but there’s no place for romance at a time of post-apocalypse. Sarah’s priorities have changed – she wants to win the long war against freakers.
From now on, the hero will fulfill requests from Whitaker and Weaver for the delivery of certain ingredients, while you will receive 10000 experience points, 700 units of trust for Wizard Island camp, a crafting recipe and a custom accent for your bike.
We Will Take Back This World (A Good Soldier)
After your first meeting with Sarah, go to the top of Wizard Island to talk with the colonel who is enjoying tea made by his wife. Garrett will give you a side quest and then release Deacon, and you will get 7000 experience points and 1500 units of trust for Wizard Island camp.
Return to Diamond Lake Camp (Bounty Hunter)
Some time after the previous assignment, captain Kouri will contact you and ask to return to Diamond Lake for a briefing. Actually, this is the whole mission. Do not expect any rewards as all meaningful actions will be performed in the following quest.
Keeping Souvenirs (Bounty Hunter)
Captain Kouri will tell you that Vasquez, the deserter from the mission ‘’Driven to extinction’’, had a companion named Lee Anderson who escaped after killing the guard. The army does not tolerate such behavior, so you need to track the villain down and kill him.
Go to the area marked on the map and examine the corpse of the mutated wolf on the road next to the trash container. The trail will lead you to a broken bike from which the beast pulled the unfortunate Anderson and then dragged him into a nearby lair.
Follow the paw prints (make sure that the mountain is on the right side of your path) until you see the entrance to the cave. Inside, you will find three aggressive animals. They run fast and deal material damage, so you need to be careful.
If you have the skills Hard Hitter and Home Run from the melee skills branch, you’ll be able to kill the wolves with a couple of blows (not with a knife). Note that melee weapons attack slower than animals, so do not forget to periodically roll to avoid damage.
Also, be careful with shooting: unless you hit the mutated wolf between his eyes, the enemy will have the possibility to run up to you and bite before dying. Once again, dodges are your best friends.
The skill Ear to the Ground will come in handy as it outlines the enemies in survival vision. The skill will allow you to know where the attack will come from and be prepared for it.
Now you are ready to enter the cave and shoot the wolf in front of the entrance before his two comrades have the time to arrive at the battlefield. Having eliminated the trio, take another injector from NERO box to increase the player’s characteristics and follow the blood trail to the inner part of the location.
Having sneaked through a low passage behind the stone stairs, you will get into the corridor. As soon as the hero starts moving towards his goal, two mutated wolves will attack him. There are two potential attack directions – the far side of the above-mentioned corridor and the hole in the side wall.
Having eliminated the duet, walk into the spacious ‘’hall’’ – there’s another wolf here. You should kill the wolf with a melee weapon as another pair of aggressive animals who are located in the nearby ‘’tunnel’’ may run to the sound of the shots.
Keep to the left wall and move to the offshoot from the main ‘’room’’ – two pairs of wolves will await you on the road to the quest indicator. Prepare to roll a lot and aim at the beasts’ faces to speed up each battle.
Ultimately, you will reach a narrow passage through which you’ll see the daylight and, more importantly, the corpse of Lee Anderson. Squeeze through the gap and eliminate the mutated wolf who hides in the nearby before running to the goal. Get the proof of kill (a bandage) and go out into the fresh air.
We’ve got some bad news for you: while you have wandered in the dark cave, a bear walked into the settlement where Deacon was tracking Anderson. The good news is that you are not obliged to fight against the beast! Just run to your bike and rush to Kouri to get the reward: 5000 experience points and 2750 units of trust for Diamond Lake camp.
I Know Things Are Strange (I’m never giving up)
Some time after the completion of the previous mission (you need to leave the camp), Deacon will contact Kouri and tell him that lieutenant Whitaker (Sarah) needs yeast. Captain will examine his records and say that the baking ingredients should be located in the kitchen of the Crater Lake administration.
There are two ways to get to the building – from the southern side and from the northern side (there’s a cliff on the western side and rocks on the eastern side). We strongly recommend the first option because, in addition to several ordinary freakers and newts, the building is guarded by three (!) breakers who will necessarily notice you if you choose the second route.
There is only one entry to the house – the locked door from the southern side of the area. Hiding behind the fences, sneak up to the lock and break it when no one is watching – the main enemy forces are grouped at the opposite end of the parking lot. Once inside, grab the yeast from the shelf in the back room and rush to your motorcycle.
Even if the hero was detected, it’s not the end of the world – you will simply need plenty of ammo, patience and skill. Do not forget to roll away from breakers’ attacks, aim at their heads during bullet time and do not be afraid to be grabbed in case you have the Executioner skill.
The alternative option is to simply run away and return when the enemies forget about Deacon’s existence and calm down. Having obtained the yeast one way or another, return to Sarah, or lieutenant Whitaker, for another quest and reward – 7000 experience points and 1500 units of trust for Wizard Island camp.
I Know the Look (A Good Soldier)
Following the previous mission, Dr. Jimenez will contact St. John and ask him to visit the infirmary. The doctor is familiar with injuries of bikers and other gangsters and will bandage the burned hand of the protagonist. At the end of the cutscene, you will get 4000 experience points and 1000 units of trust for Wizard Island camp.
Roughly at the same time, the hero will be contacted by captain Kouri who will tell you about the colonel’s daily speeches on the platform where you took the oath. These are optional tasks which consist of one long Garrett’s monologue and provide you with a fair share of experience points and units of trust for the camp.
I’ve Had Better Days (A Good Soldier)
Following your visit to Dr. Jimenez, you will be contacted by Taylor (the junkie from Diamond Lake) who will tell you that he tracked down a suspicious recruit. However, Wade won’t have the time to finish his speech as he will be caught, judging by his screams.
Go to rescue the hapless soldier. Upon arrival at the marauders’ camp, the protagonist will witness an unpleasant scene – Taylor, who refused to rat his colleagues, will lose his ear and then get dragged into the nearby cave.
The entry to the bandits’ lair is guarded by a dozen thugs who should be eliminated if you want to save the junkie. Fortunately, most guards do not look at the sides and/or are located far enough from their comrades, so you’ll be able to kill at least several guards in the stealth mode.
Having cleared the site in front of the cave, break the door and go inside. Do not waste time, get out your rifle or pistol, turn on your focus and shoot the marauders’ leader at the head. For the completion of the mission, you’ll get 7000 experience points and 1500 units of trust for Wizard Island camp.
Afraid of a Little Competition? (I’m Never Giving Up)
This quest will become available soon after you have visited Dr. Jimenez. Lieutenant Whitaker has another order – this time for silica gel. The hero will be advised to look for it in a small agricultural store in the south-west, near Mazama Village.
The specified building is the newts’ lair. There’s a hole in the roof – you can get there by climbing along the inverter unit at the wall. Once inside, use melee weapons to eliminate the trio of teenage zombies and grab the silica gel pack from the shelf of the closet in the sales area.
When you push the car that is stuck in the store wall, note that your actions will trigger an alarm on another car. Loud sounds may attract screaming ravens flying in the nearby, so do not stay long at one place.
Having returned to lieutenant Whitaker, the protagonist will find Weaver in her tent – the two researchers have, let’s put it like this, creative differences. Having expressed the accumulated dissatisfaction to his wife and having received an apology, Deacon will find himself outside, and you will earn 7000 experience points and 1500 units of trust for Wizard Island camp.
I Tried to Hit That Once (A Good Soldier)
At the exit from lieutenant Whitaker’s tent, Weaver will complain that St. John ignores his requests. The chemical engineer needs polystyrene – you should look for it next to the truck that crashed near the water tower to the south of Chemult.
In addition to the upturned vehicle, you will find several nests of infected ravens (they look like real bird nests and are located on the trees). There is no reason to spend bullets on these birds, so just burn down their nests with Molotov cocktails.
Six groups of plastic cups with polystyrene are located directly on the road that leads to the upturned truck while the remaining one is inside, so you won’t have to go far. The most imperceptible objects are located on the top of the climb and behind a burned stump.
Once you have collected the supplies, return to Weaver – he will warn the hero about Sarah (it’s dangerous to flirt with her) and invite you to test his Napalm Molotov. At the end of the cutscene, you’ll get 7000 experience points and 550 units of trust for Wizard Island camp.
You Got the Wrong Guy (Bounty Hunter)
Soon after you have completed the mission ‘’Afraid of a little competition?” – most likely, you’ll be chasing ingredients for Weaver – colonel Garrett will contact the hero and order him to catch the escaped officer alive. As usual, the villain killed the guard and took the army bike.
The villain is hiding somewhere in the region of South Rim drive – you know the place due to the quest ‘’I know things are strange’’. Park your bike near the fence and examine the blood in the nearby – the traitor will be behind hero’s back on his bike.
As usual for these assignments, you need to push the enemy’s bike ‘’health’’ level to zero. If your pursuit is lengthy, several comrades will join the villain and start attacking Deacon. Despite this, you can complete the mission without touching these minions in case you don’t have enough ammo.
During your walkthrough, you should have accumulated enough points to reach the second level of trust at Lost Lake camp or the first level of trust at Wizard Island. In both camps, you can get decent sawed-off shotguns (sidearms) which literally destroy opponents at close distance.
As soon as the enemy’s bike ‘’health’’ scale drops to zero, the enemy will drop off the bike and the hero will get him. Following a short conversation, the mission will come to an end, and you’ll get 5000 experience points and 1800 units of trust for Wizard Island.
Just Another Requisition Form (I’m Never Giving Up)
After you have fulfilled Weaver’s request, lieutenant Whitaker can provide you with a new quest. In contrast to previous missions, Deacon won’t ride alone – to escape the routine, Sarah will decide to join her husband on a mission.
In this mission, you need to follow your companion to her tent for a quick equipment change and then to the bike. Make sure that you have made the necessary purchases from the local gunsmith before the start of the mission as you won’t be able to do it during the quest.
Can I Ask You Something? (I’m Never Giving Up)
Here’s another peaceful mission – you need to drive with Sarah to the Chemult community college. On the way, the protagonist will find out that the ring he gave to her was confiscated when she was admitted to the militia. The mission will end while you arrive at the place of destination.
So Many of Them (I’m Never Giving Up)
Go to the locked gate and help your companion so that she can drop you a box. Use the box to get over the fence and follow Sarah to the college building – newts are on the roof, but your wife will not allow to kill them now, so move forward.
Use your knife to open the door at the entrance to the building and help your wife to move the cabinet to access the campus. You are not able to get in immediately since there’s a dozen freakers outside the window. Deacon will go to deal with zombies while Sarah will cover her husband from a safe distance.
There’s no big reason to use stealth tactics or save ammo (you can find a pack at the entrance to the college), so just eliminate the mutants in any convenient way – especially since the protagonist’s companion will shoot zombies from time to time.
Having eliminated the freakers, go along the fence to the unlocked window opposite the stairs. Help Sarah to get in and watch the building that is located on the other side of the yard – in a few seconds, zombies will rush from this structure. Before the enemies disperse, throw a bomb at them to facilitate the process.
When your wife throws you a box, use it to climb inside the building. Having got to the street from the opposite side of the building, go through the courtyard to another unlocked window where you can help Sarah to get in. Soon after this, the hero will hear screams and shots.
Push the blue SUV that stands near the wall to the window so that you can get inside. Run along the corridors until you see your wife – she has just eliminated a big crowd of freakers. Having recovered from the shock, Sarah will stand up and move on.
In the next scene, the characters will find themselves near the science building – the ultimate goal of their journey. The entrances to the building are blocked from the inside – you will need to go around the building with your companion to see this – while newts have gathered on the roof.
Since zombies somehow got there, the heroes also can – push the army truck to the covered gallery leading to the building and rush to the crowd of mutated teenagers. If you want some extreme experience, you can climb directly to the monsters. In other cases, shoot them from afar.
Use the broken glass of the roof light to get inside. Follow your wife to the lab that has a centrifuge – the device is needed for further research of the virus. The room will be filled with corpses of students and teachers who decided to die before the zombies got to them.
Sarah is used to the horrors of the post-apocalypse – she will grab the necessary device and head to the exit. However, the road back to the bike won’t be calm – a decently sized group of marauders entered the college territory.
You Couldn’t Stop Shaking (I’m Never Giving Up)
Besides bandits, ordinary freakers will also appear on the square in front of the scientific complex. Let the enemy ‘’factions’’ kill each other (you can provide some help for the mutants) and then eliminate the survivors. Inspect the site for valuable items and head to the exit from the campus.
The road to the parking lot will be blocked by three ordinary marauders and one armored enemy. In case you have a sniper rifle (aiming at the head with a gun is pure pain) and a decent supply of focus, you can eliminate the villain’s helmet with the first shot and destroy his head with the second one.
Main enemy forces have settled in the parking lot, including a couple of armored machine gunners. To even out the odds, Sarah will throw smoke grenades at your feet. However, this only complicates your task, so stay away from them.
We advise you to stay close to the stairs as it will be periodically visited by reckless marauders. If by this time you go down to the parking lot, you may become vulnerable to an attack from the back or from the flank which equals death in this chaos.
Otherwise, our advice does not change – don’t lean out of covers until necessary, use bullet time, use bombs and Molotov cocktails and shoot armored machine gunners at their heads (it’s great if you still have ammo for your sniper rifle).
At the end of the fight, return to Sarah for the centrifuge and then go to your bike. By the end of the cutscene, the hero will find himself in militia fortress, and you’ll get 10000 experience points and 700 units of trust for Wizard Island camp.
You Can’t Be Replaced (A Good Soldier)
Following the completion of the previous mission, go to the infirmary to change bandage – the infirmary is guarded by Taylor who lost his ear and does not look pleased with his current position. Well, at least the oxycodone is free.
Meanwhile, Dr. Jimenez wants to take a ride with Deacon, but the colonel does not like the idea – if something happens to the doctor, there is no one to replace him. At the exit from the tent, you’ll get 4000 experience points and 1000 units of trust for Wizard Island camp.
What Kept Me Going (I’m Never Giving Up)
At the end of the previous mission, go to lieutenant Whitaker – her further research is hampered by the absence of a DNA synthesizer. Fortunately, Deacon knows where to get it – at Sarah’s former workplace, in the building of the pharmaceutical company named Cloverdale.
At the exit from the camp, the heroes will meet Kouri and Garrett – Weaver will be ready to test his new weapon by the end of the week, while the protagonist’s wife has some progress in her research. Emphasizing the importance of Whitaker as a militia member, colonel and captain will go away, leaving the couple alone.
Your route lies through Thielsen Pass which was used by St. John to move to Crater Lake. At the border of the region, one of Kouri’s soldiers will try to interrupt the heroes’ journey but will come back to his senses once he sees Sarah. You will not have to control your bike up until you reach the tunnel – just listen to the characters’ conversation.
The road further is blocked by an SUV which stands in the middle of the road – push the car away, get on the bike and maneuver between obstacles to the exit at the opposite end of the tunnel. The entrance to Cloverdale territory is located around the corner.
The good news is that there’s still power in the enterprise. The bad news is that this power prevents heroes from getting inside. Fortunately, the local AI-assistant AIRI is also functioning, and it will allow Sarah to unlock the entrance ‘’doors’’.
As it turns out, the irrigation system of the research center is also working, so local plantations are full of food. The heroes won’t have the time to enjoy this discovery as criers will fly in, and the spouses will have to take refuge in an unlocked car. The next mission will begin once you exit the car.
I Knew These People (I’m Never Giving Up)
Motionless civilian vehicles at the exit from Cloverdale territory are full of corpses – somebody (you can examine the evidence near the starting point to see the reconstruction of events) has eliminated the company’s employees when they decided to leave.
Follow Sarah – the terminals near the central building of the complex are not working, and Deacon will quickly understand why. Judging by active surveillance cameras, someone has settled in the structure. The heroes won’t get a response from the surveillance system, so they will go to the emergency unit which cannot be blocked.
Shoot the lock at the vertical stairs and climb onto the fire platform. Sarah will conclude that nobody could have crossed the electrified fence, so it was Jim who settled inside – that same guard who actively prevented Deacon from meeting his girlfriend at work.
Expect the Worst (I’m Never Giving Up)
Once you are at the warehouse of Cloverdale’s service building, you’ll find yourself under fire from three Jim’s companions. Shoot them and then go down the stairs. You must quickly find shelter since another trio will soon arrive from the adjacent room.
Do not relax once you have eliminated them – two more guards are located on the second floor, near the exit from the warehouse. Climb to the next platform to be on the same level with your enemies or sneak behind their backs to kill them with a melee weapon.
When Sarah opens the door to the scientific part of the building, keep your weapons ready – several bandits will start running away from you. Shoot them down or let them go and then hide behind the barrels/container at the sides of the glass corridor – enemies will appear from both sides.
At the exit to the next room, the heroes will see Jim running into the atrium – the doors will close, and the nearby terminal will not allow to open them. Follow your wife until she offers to create a temporary ID for Deacon. While Sarah is distracting the guards from the roof, the protagonist will prepare a surprise for them.
Help your wife to get from the air conditioner to the top of the building and return to the terminal. When you hear the shots, unlock the door (you won’t be allowed to do it earlier anyway) and run to the rescue – four Jim’s minions are waiting for you on the second floor of the atrium, and four more are located on the first floor.
Fortunately, the sudden nature of your attack will allow you to eliminate most enemies ‘’for free’’ – most of them will be busy with Sarah – while altitude advantage, numerous shelters and ammo boxes will allow the protagonist to deal with the enemies located below.
At the end of the fight, go to the main security guard office – he will confess of the murder of innocent Cloverdale employees and will agree to open the necessary door - at the barrel of a gun, of course. There’s no way you can release such a dangerous individual, so only two people will enter the lab.
Having seen all her old equipment and have recalled her latest works at Cloverdale, Sarah will come to the conclusion that her research was used for dubious purposes. The lady will be very upset, but fortunately Deacon and the cherished DNA synthesizer are in the nearby.
We Couldn’t Take the Risk (I’m Never Giving Up)
At the exit from the research center, St. John will recall the Lost Lake camp, whose inhabitants likely need food supplies that are stored at Cloverdale. To share supplies with friends, Deacon needs to turn off the electric fence.
Run to the building next to the greenhouses – two crier nests are located in the nearby. The birds will not allow you to unlock the door of the necessary building, so use Molotov cocktails to destroy their nests (in the nearby, you’ll be able to find the components of the ‘’gadget’’).
Pull the switch once you are inside. After this, the hero will contact Boozer and Rikki to tell them the good news (about supplies and Sarah) – you’ll learn that one-armed biker has become the head of the camp security service. When you return to your wife, the weather will completely deteriorate, and you’ll have to stay for a night in a hut.
Having arrived at the fortress of the colonel, Deacon and Sarah will warmly say goodbye to each other which will not escape from the sharp eye of captain Kouri. At the end of the cutscene, you’ll get 10000 experience points, 700 units of trust for Wizard Island camp, a draft of a remote bomb and a custom accent for your bike.
This One’s on Me (A Good Soldier)
Following the previous mission, Kouri will contact you and tell you to come to the infirmary – Dr. Jimenez was killed, while Taylor has disappeared with all the drugs. For such unpleasant news, you’ll get 4000 experience points and 1000 units of trust for Wizard Island camp.
I Don’t Wanna Hang (A Good Soldier)
Ride out of the camp – Deacon will contact captain Kouri and tell him that he went to track Taylor. He recently mentioned that he wanted to visit a ski base – there’s only one such base in the area. The colonel ordered to take the junkie alive – he wants to arrange a public execution.
Upon arrival, examine the snow-covered motorcycle, ignore newts prowling in the nearby and run along the route marked on the mini-map. The trail will lead the hero to the parking lot of a ski resort – there, you’ll see a group of marauders.
Start by eliminating two snipers – the sniper rifle with a suppressor will do the job since it may be hard to get close to the shooters to eliminate them with a stealth deathblow. There’s no special reason to hide – most gangsters walk around in groups, so engage in open attack.
Hide behind stones and other obstacles and do not forget to use bullet time to facilitate aiming. After the death of the last opponent, a mortally wounded thug will walk out of the base door.
At the end of the cutscene, go inside the building to meet Taylor. From the conversation with him, you will learn that doc was simply at the wrong place at the wrong time. However, this does not reduce the severity of the crime, and the unfortunate killer does not want to be hanged.
The hero will inject drugs into Taylor’s body, and he will die from an overdose. Captain Kouri will not spot the trick and will burn Wade’s body together with other corpses so that freakers do not get them. At the end of the mission, you will get 7000 experience points, 1500 units of trust for Wizard Island camp and a custom accent for your bike.
This Could Be It (I’m Never Giving Up)
Following the previous assignment, lieutenant Whitaker will contact you and tell you to visit her. The scientist is closer than ever to a breakthrough in her research, but she needs an alive newt for the final push. To perform the task, you’ll be provided with a strong tranquilizer with five charges.
Go to an old camping site at Rim Drive. A whole colony of infected children settled there, but Sarah needs a specific one – a girl in a red T-shirt. You need to neutralize her with a shocker and bring her back. If the mutant dies, you’ll have to start from the control point.
The ‘’girl’’ is located behind the camping site, near the trailer – as soon as you get close enough, your target will be marked by a quest indicator. You won’t be allowed to simply grab your target – first, you need to eliminate all other newts in the nearby.
Shoot/ kill with melee weapons ordinary newts – they will run on you themselves – and then shoot at the ‘’girl’’ in red with a tranquilizer. Do not use melee weapons after you have neutralized her, or you will kill the mutant. Before you grab her, visit the house to get another NERO injector.
Kouri will wait for you at the entrance to the camp. Having paid attention to the mini-freaker at the back seat of Deacon’s motorcycle, the captain will warn the hero that no liberties between soldiers and officers are allowed (a hint at the recent farewell scene between the spouses).
Anyway, Sarah’s experiment won’t be successful – the newt will die, while the effect should have been the opposite. St. John will convince his wife to continue her research, but the development of further plans will be interrupted by a soldier – the colonel calls.
You Alone I Have Seen (A Good Soldier)
Lieutenant Weaver’s weapon – Napalm Molotov – is finally ready for a test. Deacon and Kouri are sent to destroy a horde of freakers. Having arrived at the site, the protagonist will propose to do everything alone.
There are many ways to deal with a big zombie horde. For example, you can shoot freakers and throw grenades at them, then return back to the bike and ride away. The mutants will ultimately return to their original positions, while you’ll be able to use the element of surprise once again.
Any crowd of freakers has the same speed as Deacon when he jogs, so they cannot catch up with him. However, they can easily eat motionless protagonist, so do not stay at any place for any material period of time.
Two very useful skills will come in handy – Carry That Weight (Survival branch) and Up the Ante (Ranged branch). The first one doubles the maximum amount of ingredients, traps and throwing objects that you can carry, while the second one doubles the amount of ammo.
Both skills are at the very end of their respective branches, so you may not have the time to unlock all of them. If you need to choose, take Carry That Weight – at this stage of the walkthrough, ranged weapons have sufficient ammo capacity, and additional ammo is scattered across the ‘’arena’’, while you are always short of gadgets.
Choose high-speed weapons for this mission – shotguns are too slow. At the second level of trust for Wizard Island camp, you can buy Chicago Chopper – an extremely balanced gun with huge ammo capacity.
As for the tactics, grab remote bombs and Weaver’s Napalm Molotov cocktails from the containers near Kouri’s motorcycle. If you have the bonus provided by Carry That Weight skill, you’ll be able to take six items of each of these objects – you won’t have to run back to replenish your supplies.
If you do not have enough resources to produce bombs and Molotov cocktails, search the gas station and nearby buildings – this will also allow you to scout the area and learn the location of explosive barrels and ammo containers which will come in handy during the battle.
The horde awaits you near the railroad tracks at the far end of the region and will not interfere with your examination of the rest of the location. When you are ready, throw a couple of napalm cocktails and/or bombs into the crowd (make sure that the explosion gets past freakers at the front of the crowd) and run away.
Do not waste your stamina – you will need it for critical situations when you must break away from the horde or roll away (this move also consumes stamina). Try to push a crowd of mutants into a bottleneck (see the example above) to shoot them down or throw a Molotov.
When running away from zombies, search for explosive objects – barrels, canisters, tanks. Let the mutants come closer and pull the trigger – you’ll thin out the enemy ranks and arrange a big ‘’boom’’. One timely explosion can eliminate as much as 15% of the collective health of the horde.
Be careful – mutants do not run in a single crowd but in several piles. Sometimes, two-three species group with each other and chase you. In this regard, stay alert so that you do not fall prey of a small enemy group when you are focused on the larger crowd.
Our last advice – do not be greedy. You will always be able to throw the last Napalm Molotov or shoot another round of bullets at the enemies, but you may not have the time to get out of a bunch of freakers surrounding the enemy. There are no intermediate saves here (only at the bike), so death will throw you back to the very beginning of the mission.
When the last mutant falls, do not forget to collect the ears of the defeated monsters – even if their bodies have disappeared, the trophies are still available (use crosses on the mini-map). The captain will praise your self-possession, and the characters will return to Wizard Island.
Upon arrival at the fortress, you will learn that all local research personnel including lieutenant Whitaker was ordered to move at the territory of the ark (caves in the mountain) away from dangerous individuals like Taylor.
Sarah is infuriated but there’s nothing she can do – she must obey the orders. Deacon promises to rescue his wife from this prison, while she will only give him an order for some poisonous plant. We will search for it in the following missions, but for now you will receive 10000 experience points and 700 units of trust for Wizard Island camp.
How Far We’ve Fallen (A Good Soldier)
Having exited Sarah’s tent at the end of the previous mission, St. John will be contacted by captain Kouri – the colonel wants to meet the hero in his apartment. To get there, go from the entry to the cave from the side of the camp, pass by the warehouse and then turn to the left.
After some nostalgia, the colonel will give you a side quest – a soldier who reported to lieutenants Weaver and Whitaker went AWOL and took the colonel’s Bible with him. At the end of the cutscene, you will get 7000 experience points and 550 units of trust for Wizard Island camp.
He’s Not Big on Tunes (A Good Soldier)
Lieutenant Weaver’s corner is located at the opposite side from colonel’s apartments. The chemist needs music or at least some sounds in the darkness of the ‘’ark’’, so he will ask the protagonist to get a functioning MP3 player – during the post-apocalypse!
However, you won’t have to search around all this hell to find the gadget. On the way out of the camp, Deacon will be contacted by Weaver who will tell that he left the device in one of the ‘’tents’’ on the territory of Chemult Community College. You are interested in a barrack near the flagpole.
The above-mentioned location is an infestation zone, and a non-permanent residence of one of the biggest freaker hordes in the game. In other words, there may be no zombies there when you arrive. If you are not lucky, lead the mutants away and quickly return to the quest area.
We advise you to approach the target from the southern side as the risk of meeting mutants in this case is lower. Look at the map and run to the lower right barrack (see screenshots) – you’ll see an American flag above. Grab the MP3 player lying next to the bed and run away.
Having obtained the device, return to Weaver. Once he receives the gadget, the researcher will immediately dive into the music – the player is not broken and still has power. For the completion of this mission, you’ll get 7000 experience points and 550 units of trust for Wizard Island camp.
I’ve Got a Plan (I’m Never Giving Up)
Some time after you have completed the quest ‘’You Alone I Have Seen’’, Deacon will contact lieutenant Whitaker to find out the details about her new order. You need to get samples of water hemlock – an extremely poisonous plant which could be found on the banks of swamps in general and along the north edge of the Klamath Marsh in particular.
Upon arrival, look for white umbrella-like flowers – if you have the skill Hawkeyed, the plants will be highlighted with a skull icon on the mini-map, which will greatly facilitate your search. Also, you can meet ordinary freakers and infected ravens, so stay alert.
Once you have obtained five samples of water hemlock, you must return to the ark to give them to Sarah. The protagonist will promise to free her by the next meeting and in return will get a special request. For the completion of this mission, you’ll get 10000 experience points, 700 units of trust for Wizard Island camp and a draft of a poison bolt.
The Anarchist Spy (Bounty Hunter)
Sometime after you have completed the quest ‘’You alone I have seen’’, the colonel will contact Deacon and tell him to catch another criminal – an anarchist spy. Having repaired and refueled your bike, go to the specified point in the north of the region.
Park your bike opposite the hut with its ‘’face’’ to the slope through which you came here. Once you have examined the corpse in the hut, you’ll see an anarchist on his bike – if you have correctly positioned your vehicle, you’ll be able to get close to the criminal at the very beginning of the pursuit.
As usual, you need to destroy the ‘’health’’ of the enemy bike. The opponent will throw Molotov cocktails at you. If you drive your bike through the flame three-four times, your engine will break down – it’s an almost guaranteed ‘’game over’’.
As soon as the ‘’health’’ scale of the enemy bike drops to zero, the opponent will fall down, and the hero will quickly get to him. The mission will come to an end after a short conversation with the villain, while you will get 5000 experience points and 1800 units of trust for Wizard Island camp.
What It Takes to Survive (I’m Never Giving Up)
Sometime after you have completed the quest ‘’You alone I have seen’’, Deacon will contact O’Brian and ask him to help rescue Sarah from militia’s grip. The researcher will first say that he can do nothing about it but then tell Deacon that there’s a service that the protagonist can provide.
Go to the specified place – O’Brian will provide St. John with equipment for biopsy of a special freaker who leaves in the cave near Mount Scott. By the way, the mutant is responsible for the disappearance of a squad which consisted of four people – ride to the quest indicator.
Freaker shit is everywhere at the entrance to the cave. This fact does not inspire the hero, but he must go inside. On the road to the goal, the scientist will explain that the head of the missing squad, a specialist named Cooper, was his close friend.
Theoretically, you can spend some time searching for three other NERO employees (they are marked with crosses on the mini-map). You are not obliged to do it, but there’s a clue near each of them that will help you to reconstruct the events. Also, you will find useful items like ammo or medkit.
You only need to find Cooper to advance in the storyline – he is located in a big hall in the center of the cave and is surrounded by a huge amount of supplies, materials and weapons. We strongly advise you to collect all these goods right now as you may not have the time to do it later.
Oddly enough, Cooper is still (barely) alive. The researcher will warn you about the unprecedented speed and abilities of the reacher – the experimental freaker whose biopsy is required to advance in the plot – and will ask his beloved Jenn to the ‘’phone’’.
At the end of the cutscene, you’ll find yourself one-on-one with the mutated zombie. He is indeed fast but does not have big supply of health or immunity to the Focused Shot skill – shoot at his head with a shotgun/sawed-off shotgun/rifle to kill him quickly.
The villain has the habit of literally dissolving in the darkness and then becoming invisible. If you have lost sight of the enemy, follow the threat indicator on the mini-map to avoid putting your back next to the mutant. Melee weapons are effective in this case – the most powerful units stun the opponent.
When the monster falls, collect the supplies if you haven’t done it before as a cutscene will start soon – Deacon will perform a biopsy while O’Brian will tell him to get out of the cave: the freaker horde is coming.
Despite the researcher’s recommendation, you won’t be allowed to leave the location before you destroy the zombies – moreover, certain remote corners of the cave are also out of your reach. Fortunately, this horde is not that big but can put some pressure on you due to poor visibility and enclosed space.
This horde does not have a health scale, so you won’t be able to track your progress. Be prepared to mutants coming from different sides – try to separate yourself and the monsters with some kind of an obstacle and use Molotov cocktails and bombs between gunfire bursts.
Having destroyed the horde, Deacon will automatically return to O’Brian and give him the results of the biopsy. After mutual accusations, the researcher will tell Deacon to call him when St. John needs to rescue his wife. You will get 10000 experience points for the completion of this mission.