Game dying light additional task firefly. Walkthrough of the game Dying Light: The Following. We won't go there again

Begin walkthrough of the game Dying Light from receiving instructions for the task, after which our character will jump out of the plane with a parachute. After landing, people will immediately attack us, and then zombies will come running at the sound of shots, and if it weren’t for Jade and Amir, who came to the rescue, the game would have ended). Waking up in the room, the first thing we do is get acquainted with the controls, which are quite standard. After looking around the apartment, we go out into the corridor where, after talking with the guard, we go to room 190 to talk with the boss. Room 190 can be found by following the mini map; the mission objective will be marked with an orange circle. In order to get to the room you need, we pass along the corridor to the stairs along which we go up to the 19th floor, there you will find the room you need, press F to open the door.

Having entered the 190th room, we go out onto the balcony where we communicate with Rahim, who will eventually send us to the 13th floor to look for the missing person. Returning to the corridor, we go to the elevator, which takes us to the 13th floor. Having exited the elevator and talked on the radio with the VGM, after which we heard cries for help and armed with a pipe, we walk along the corridor in the indicated direction. Having reached the required room, we kill the first zombie, then open the door to the bathroom and talk there with Mark, who will need health care. Our task, before help arrives, is to find gauze and alcohol to create a first aid kit and stop Mark’s bleeding. We go around all the rooms highlighted in orange and inspect them using the “Sense of Survival” button Q. After, among other things, you find a bottle of booze and gauze, open the item creation menu and collect a first aid kit with which you return to Mark.

Having provided first aid to the survivor, we return to the 19th floor and communicate with Rahim, after which we go to room 194 and, having opened the player’s cache there, change into clean clothes. Next, we return to the corridor to the stairs along which we rise to the roof, where we climb, guided by the yellow marks, to the boom of the tower crane along which we move to the neighboring building, where we speak with Rahim again. At the end of the conversation, we jump down after Rahim, after which we go in the indicated direction, guided by the mini map and arrows on the walls, listening to Rahim’s tips, crouching and jumping in the right places, as well as learning the basics of parkour overcoming all sorts of obstacles. As a result, having returned to the crane, we climb onto it and return along the boom to the tower, catching the first attack along the way.

After another conversation with Rahim, we take the elevator down to the first floor, where the first thing we do is talk to the storekeeper and get from him who will give us weapons and some supplies. Our next task will be to get an antizine injection from Dr. Zere. Going out into the street, turn left and move in the indicated direction to the playground, where you will find Dr. Zere in the trailer. To avoid running into zombies, it is better to move along the roofs, although no one is stopping you from going ahead or running away from the zombies. One way or another, having reached the safe zone and talking with the doctor, we set off for the next task.

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Emergency blackout

First, we talk to Spike, whom you can find in the same safe zone as Dr. Zere, after which we receive explosive packages and set off to prepare a trap for Bracken’s mission. Our task is to reach the specified point, where by lifting the hood of the car we activate the trap. Next, we will be sent to help a person who has fallen into a trap; upon arriving at the place, we kill the zombies trying to enter the room, after which we open the door and deal with another zombie into which the person we were trying to help has turned. Next, in the same room, turn on the power to “unlock” the safe zone.

Then we go up to the roof of the indicated building to contact the VGM and report the situation. The next task will be to activate two more trap machines. This time there are a lot of zombies around and to distract them you will have to use the explosive packages received earlier, throwing them away from the cars. Having finished with these traps, we go to activate the light traps, the first of which will be on the wall of the building, in order to get to it we go up to the roof, from where we can go down to the trap, in the same way you can reach and activate the next trap.

The next light traps that also need to be activated will be on lampposts located in an area similar to a depot. You can get to one of the traps by jumping from a neighboring post, to the second by climbing onto the roof of the building from which you can jump to the post with the trap (you can get to the roof with metal structure, which can be reached by jumping from the same pillar). And you can get to one more trap by climbing onto the carriage.

After you activate all the traps, we go to the electrical substation, where we need to find switchboard and fix the light problem. At the substation, a healthy zombie with a huge hammer will block our path; he is too slow, so we can simply bypass him. Having entered the substation room, we open the distribution board by pressing the F button until the indicator is full and, using a switch, we supply power. Now all that remains is to get to the safe zone and go to bed. Having woken up, we communicate with Spike, then we climb onto the indicated roof to make a report to the VGM, after which, returning to the Tower, we speak with Brecker.

Air cargo

Coming out of the tower, we again contact the VGM at the indicated point and then set off to look for the cargo dropped from the plane. First, we check the cargo dropped in the basin area; upon arriving at the place, we inspect the area highlighted in orange and find a box on one of the buildings (with a parachute on the roof) that turns out to be empty. After this, we will see two more boxes being dropped and now our task is to get to the cargo first. On the way to the cargo, we will hear a child's cry, we will need to clear the building from zombies and then find a girl named Clara in one of the closets. Then Jade will help the child, and our task is to continue the path to one of the cargoes, but upon arriving at the place we will see that the looters got to it first.

Trying not to catch their eye, we set off to look for the second box. Having arrived at the place, we inspect the drop zone, highlighted in orange on the mini map; the box we are looking for will lie in a vacant lot behind the fence. Having killed all the zombies around, we inspect the contents of the box, after which we receive from the VGM to burn all the antizin, which is what our character will do. All that remains is to return to the Tower, and since night has fallen, you will have to hurry, trying not to come into view of the zombies, which are much more dangerous at night. Having reached the tower, we again communicate with Breker, and after that we go to negotiate with Rais about the purchase of antizine.

Agreement with Rais

And so, having received a new task, we go to the camp of Rais’s gang to conclude an agreement with him on the purchase of antizine. Having reached the place, we go inside the building and talk with Rais, the result of the negotiations will be our work for this citizen. To receive the task, we approach Karim (whose uncle lives in Texas), and after a short conversation, Karim will send us to turn on the FM modulators on two communication towers.

Having gone out into the street, we climb onto the railway car to contact the VGM again, and after that we go to the first long-distance communication antenna. Having arrived at the place, we destroy or distract the zombies in the area around the antenna, after which we open the door to a small extension near its base and turn on the power to the antenna there. After turning on the power, we climb onto the tower; some levels can be climbed using stairs, others by clinging to striped ledges.

Once at the top, we open the shield, finding that everything inside is torn apart, after which, having contacted Karim, we go to the second antenna (you can go down by catching on the cable, just like in the passage of Far Cry 4). Having reached the second tower, you will find that the fence around it is energized. To get over the fence, climb onto a rock slightly higher than the fence, from which you can jump over the fence and get straight to the tower.

After talking at the tower with a certain Alexei, we climb up again, hoping that it’s not in vain that we’re climbing to this height, this time the equipment will be in order. Having restored the connection, we again go down the cable, after which we quickly return to the marauders’ base to Rais, who, instead of antizine, will send us on the next mission, promising two boxes of medicine after its completion.

Collecting tribute for Rais

After talking with Rais, we again communicate with Karim who will send us to collect tribute from local surviving citizens. First of all, after leaving Rais’s camp, we again get in touch with the VGM, after which we go to Jafar’s workshop, whom we will need to “convince” to pay Rais. Next, we go east to the entrance to the tunnel, where the courier from the fishing village should wait.

Having reached the place, we go into the right tunnel, on the right side there will be a door, opening it, we pass along the corridor to a red locked door, knocking it out we will stumble upon the “scorer”. Having examined the remaining rooms in the tunnel and not finding the courier, we go to the fishing village to look for a guy named Gursel. Having reached the village, we close the gate and destroy all the zombies, after which we look for Gursel at one of the marked points.

We go to collect the third tribute at the ferry crossing, there we will need to talk with Morgan, and after the conversation, pick up the briefcase with money from the table. Having thus finished collecting tribute, we go back to Rais’s headquarters, but on the way Karim will send us to look for the missing patrol of marauders.

We will be able to find the killed looters in the indicated place near the gas station, our task is to find an envelope with drawings, so we will need to examine the corpses. However, the shooter holed up on the roof will interfere with this in every possible way. An envelope can be found on a corpse just next to the building where the shooter is holed up; in addition, explosive packages and homemade grenades can be found in the yellow van.

Having found the envelope, we return to Rais to receive a reward, but instead of the promised two boxes we will only receive a few portions of medicine. Having got out into the street, we climb onto the cars again to communicate with the VGM, after which we return back to the Tower where we report the situation to Breken, and after talking with him we get out onto the roof and again contact the VGM.

Brothers and sisters
Help Jade

After Jade contacts us, we agree to help her, and to do this, the first thing we need to do is meet the girl in one of the carriages. After watching a short video, we learn that Rais’s militants are bringing something into the local school building, which is exactly what we have to find out. Having separated from Jade, we go to look for the entrance to the school building; the door to the basement will be locked, so we will have to get inside through the roof. You can get to the roof by first climbing the fence next to the playground and jumping from it to the crossbar sticking out of the wall, and from there climb onto the roof.

On the roof itself we go into a small superstructure inside which we will find a hatch leading to the school building. Having gone down inside, we inspect all the rooms on all floors, searching all the bags and boxes. As a result, having stumbled upon the looters, you need to kill them all and turn off the alarm before the dead run in (in the room highlighted in orange). Next, having passed through the library room and killed all the enemies there, we look around in search of antizin.

Having not found the medicine, we take the keys to the door leading to the basement from one of the cabinets, after which we go down there (to get into the corridor you need to move the cabinet away from the door). As a result, going down to the basement and meeting Jade there, we help her open the box in which we will find explosives. Having sent Jade to the tower, we ourselves are left to deal with Rahim’s thugs, and after we kill everyone, we get out of the school ourselves. On the street we will again see a strange mutant who will run away from us, after which we ourselves will go to the tower.

Hunting the Runner

Having returned to the tower and reporting everything, we communicate with Rahim, after which we go to talk about the new mutants who are called “runners” with Dr. Zere. After talking with the doctor, it will be tedious to get him a sample of a new zombie, and to do this, wait until nightfall and go hunting for zombies. Find one of their habitats marked on the map (you can find them in the tower from the storekeeper), kill one of them and, after examining the body, return to Doctor Zera with the samples. The main thing during the hunt is not to get caught by other dangerous creatures, which are especially numerous at night, so it is better to hunt near one of the shelters.

Help Rahim

After communicating with Dr. Zere, Rahim will contact you and ask you to help him blow up the mutant nest. The first thing you need to do is get to Rahim himself and first you need to look for him on the overpass, there will be no one there except the dead, so after examining the bodies we go to look for him at the depot. You can get into the desired building through the door, after which, having cleared the room from zombies, we communicate with Rahim, who has locked himself in the carriage.

Having received the explosive from Rahim, we set off to install it; we will have a little more than three minutes to do this. Having jumped into the sewer hatch, we swim and then run to the exit to the surface. Then we run along the healthy drainage drain to the building, run inside and, not paying attention to the zombies, climb to the second floor. On the second floor we run into a small room littered with corpses and climb into a hole in the ceiling, thus ending up on the third floor.

There, on one of the concrete supports (marked with a yellow cross) we install the first charge, after which we go up the stairs to the fourth floor, where, after running along the corridor, we find ourselves in a room without floors. Having jumped down or along the beams, you need to move to the exit to the next room from where you will reach the second column by placing another charge on it. Now through the hole in the wall made by a healthy zombie we run through the building to the exit. Returning to Rahim at the depot, we find that he has already turned into a zombie, killing him we return to the tower.

Pit

We quickly run to the site where Dr. Zere’s trailer is located, it was attacked by Rais’s people, our task is to get there in 30 seconds. Without having time, we still destroy all the enemies in the territory adjacent to the trailer, some of whom are armed with firearms, so we be careful. Having cleared the territory, we communicate with the wounded Malik from whom we learn that Zere was kidnapped, our task is now to save Zere. Having set off at the indicated coordinates, we will get to Rais’s headquarters, but all the doors will be locked, so we will have to look for a workaround. In order to get into the building we need to climb onto the roof, to do this, first of all we go around the building on the right side, there we can climb a couple of floors up the balconies. Further moving along the same balconies, we will find ourselves in the courtyard, which is patrolled by armed guards, so try not to catch their eye. Well, if, after all, you are noticed, you will have to destroy all the enemies, and only then climb along the balconies to the roof. One way or another, having climbed onto the building, we will eliminate several marauders holed up on the roof, after which we will find a hatch in one of the superstructures through which we will get into the building. In the building, having contacted the VGM, or rather the Ministry of Defense, we find out that we have 48 hours before bombs are dropped on the city.

So, without wasting time, we go to the elevator, open the doors and go down the cable. Having opened another broken door to get out of the elevator shaft, we continue to move along the corridors in the indicated direction, eliminating unwary looters along the way and collecting everything that is bad, especially from locked boxes. As a result, having reached the basement and having shot all the enemies there, we will find Doctor Zere in one of the rooms, but we won’t be able to go far with him, after a short blackout we will be surrounded by Rais’s people. After watching a short video, we will find ourselves in the arena, which the locals call “The Pit,” our task is to survive. First of all, we collect weapons lying on the floor and containers; in addition to the usual junk, you can find damaged fittings, with its help you can easily deal with ordinary zombies climbing out of containers. Having cleared the arena of ordinary dead, we pick up the machete thrown to us, after which we will need to fight with the Destroyer, in battle with this enemy we jump to the side when he attacks with a running start and hide when he throws pieces of concrete at us. You can attack this enemy when he runs into some obstacle. After the strike, the destroyer will be disoriented for several seconds, which is precisely the time to strike.

In addition to the destroyers, ordinary undead will also run out into the arena, so be careful. Well, when you finally deal with all the enemies, pick up another dropped item, after which Rais and his guards will come down to you. After watching a short video in which our character contrived and knocked down two guards, as well as cutting off Rais’s hand, we run away from this damned place. Having run through the pipes, we move to the left, to the scaffolding on the wall along which we can climb up. Then we run again through the pipes, running along a narrow beam from one building to another. Turning right and running a little forward, we again run across the narrow beam to the neighboring building. Well, then along the pipes to the building in which we jump into the elevator shaft. Then we move along the basement in the indicated direction, or rather to the stairs along which we go up several floors, to the door, opening which you will leave the construction site. Having got out into the street, we try to move towards the tower until our character loses consciousness. When you wake up, all you have to do is pick up your things from your bag.

Saviors

After all the attacks, finding ourselves at the pier, we set off to look for people who can get us into “Sector Zero”. Having walked in the indicated direction, climb onto the roof of the marked building from there you can get to the door. After knocking and talking to the guy named Senk who opened the door, we go to the tunnel leading out of the slums. A collapsed overpass leads to the tunnel, so to climb onto it you will first need to get onto the roof of a neighboring building, similar to a warehouse. Having jumped from the roof onto the overpass, without any problems you will reach the tunnel, running along which we will reach the door through which we will go down into the sewer.

After walking along the corridor and knocking on the marked door, we meet a guide named Hasan, after which we follow him through the sewer. As a result, Hassan will take us to a certain place after which we will have to move alone. After the grate is moved from the floor, we jump down and swim through the tunnel to a small room. Having got out of the water, we cling to the yellow pipe from which we climb onto a small platform with a spotlight, an arrow on the wall will indicate the further direction, if you fail to jump to the platform opposite, then you can get to it from below by also climbing the pipe and broken railings.

Further, having passed through the tunnel, we will find ourselves in a small room with a fork from which only one exit will be open with an arrow pointing down where and go down the stairs. Moving further along the narrow corridor, we fight with zombies or go around from the platforms above, at the end there will be a locked hatch and a huge zombie in a fireman’s suit. Having gotten rid of the dead man, we turn the yellow valve. We go through the tunnel again, having previously destroyed the exploding zombie that has settled there, and everyone else too.

After going to the end of the tunnel, you will find yourself in a small room, which will turn out to be a dead end, but it will be full of supplies including firearms and ammunition. Having returned a little back in a small room, we again climb along the yellow pipe to the upper platform marked with an arrow on the wall. Next, through the broken door we will get into a room with a spitting zombie, having put the dead thing to rest, we again climb along the yellow pipes to the platform right under the ceiling. In the next room you will need to get over the fence; to do this, we first climb onto the platform from above, then jump over, catching onto the yellow pipe on the opposite wall, along which we can get over the fence.

After passing through the next tunnel we will receive a message from Hasan who betrayed us. We turn the yellow valve again to open the grate, behind which we jump down. Having fallen into the water, we swim without emerging, otherwise we will definitely be shot. We emerge only when we swim through the tunnel, and then, having got out of the water, we go into the next room and destroy the people who ambushed us. Next, we move along the sewer, guided by the arrows on the walls, until we get to the surface. Having shot all the enemies in the courtyard, we go up to the second floor of the building, having examined the entire second floor, we find a staircase along which we go up to the door to the roof, so we found the way to Sector Zero.

Find ISKR

In this mission, our task is to get to the tower, which is the tallest building in this part of the city (visible from afar). The easiest way to get to the tower is to move along the roofs of buildings. Having arrived at the place, we climb up the scaffolding until we find ourselves at the entrance to the room where Troy is sitting with his people. After talking with Troy, we find out that Jade is at the university there and we go.

Higher education

Having gone to the university, we also move along the roofs, although you can also move along the streets, except that there will be more trouble with zombies. As a result, having reached the place, you will still have to climb the university building or move to it via wires from a neighboring building. Having penetrated inside, we will not find Jade, but after talking with Fidan we learn that she has left in an unknown direction. Next, having got out into the street, we communicate via radio with Troy, who will call us back to the tower to show us a news report caught by Smart Guy through interference.

fiery face

Having received instructions, we go to a meeting with Michael, who will be waiting for us in the sewer; getting to the indicated place costs on the roofs. Having run to a construction site enclosed by a fence, we climb over the fence and, not paying attention to the spitting zombies, if you don’t want to waste time, we jump into sewer well. Then we swim through a tunnel of sewage and emerge to the surface, finding ourselves in a room with a door, opening which we get into the sewer. In the tunnel, in order to pass through the passage blocked in front, we dive under the grate on the floor and swim forward. Having emerged from the other side of the tunnel, we move in the indicated direction to a room full of zombies, one of which will explode almost immediately. Having killed all the dead, we go further along the tunnel to a hole in the ceiling, through which we get into the building where we need to find Michael.

After talking with Michael, we go to install explosives on the switched on gas stoves in apartments 105, 106, 134 and 137. Taking the explosives from the bedside table, we first go up to the first floor and call the elevator. During the ascent, the elevator will break down and we will have to climb up the elevator shaft clinging to the black and yellow ledges. Having thus reached the ninth floor, we go around all the rooms, in one of the rooms in the ceiling there will be a hole through which we will get to the tenth floor, here they will be the first two apartments in which you need to install explosives. After installing explosives in apartments 105 and 106, we return to the corridor where, moving in the indicated direction, we reach the stairs along which we rise to the twelfth floor.

This time we are looking for apartments with numbers 134 and 137 and installing explosives on gas stoves in them, in general everything is the same as on the tenth floor, except for the crying of children and the zombie child who attacked us. As a result, having installed all the charges and killing a bunch of dead people along the way, we return back to the basement, and to do this, the first thing we do is jump into the elevator shaft by going down the cables. Using the elevator again, we fall down and then, having destroyed all the zombies at the entrance, we go to the indicated point to find Michael’s detonator. Next, we go into the next room and jump into the hole in the floor, again ending up in the sewer. Having reached the room with a healthy dead man through the tunnels, we kill this dead man and then climb onto the platform from above. Jumping from one platform to another, we will reach the tunnel leading to the exit to the surface, where we will detonate the charges.

Meeting point and Museum

After the building we set on fire is destroyed by a strike from an airplane, we go to the meeting place, namely the red building near the Emerald Canal. Having examined the allocated room inside, instead of Jade we will find an inscription inviting us to the museum. Before going to the museum, we talk with Tariq, who worked as a caretaker in that very museum. You can find Tariq on the roof of a building with a garden or simply by following the marker. From a conversation with Tariq we learn that you can get to the museum by swimming underwater from the Emerald Pond, so first we go to this very pond. Having arrived at the place, we dive into the marked area of ​​the reservoir, at the bottom we fish for a flooded gate through which we swim to the museum, trying not to linger along the way, otherwise we may run out of breath. Having sailed along the corridors, we will find ourselves in a room with bars, here you will be able to breathe again, and in order to go further you need to climb over one of the bars.

As a result, having reached the marked door, we open it, thus entering Rais’s headquarters. Moving further through the dungeons of the museum, you will again have to swim through the corridors with corpses and fish. To avoid drowning and get to the next air pocket, inspect the grates; some of them will have holes through which you need to swim. As a result, we surface in a small well and climb along the ledges to a hole in one of the walls. Then, moving along the corridors in the indicated direction, we break down the obstacles from the boards that we encounter on the way and sometimes climb the ledges on the walls. Finally, having reached a hole in the wall, we climb out through it into the courtyard, where, having finished off several opponents, we pass to the gate behind which Rais’s people ambushed us.

Having shot all the enemies, we climb up the stone blocks placed in the room to the upper tier, and from there, continuing to destroy Rais’s guards, we move in the indicated direction. Having reached a room with closed roller shutters, we lift them and walk along the corridor to another museum hall, where we go down to the first floor. Having gone out into the street and having destroyed all the enemies there, we go into the next building, continuing to fight our way through in the indicated direction. Rising to the second floor of the next museum hall, we will see in front of us a room with a statue of a horseman full of the dead. Our task is to get to the opposite side of the room, it’s safer to do this along the slabs placed above, although you can try to run through the crowd of zombies if you suddenly fall down and you’ll have to do that, or kill them all.

As a result, having reached the room where the dead are breaking into the locked gate, we clear the area and then enter the gate ourselves. Having finally discovered Jade, we help her fight off the mutants and then go to the exit, where our character will begin another attack, this time with hallucinations. Finding ourselves in some kind of delusional reality, we move along pieces of land, metal structures and pillars of the ever-disappearing Jade. As a result, having reached the red door, for further passage you will need to open it, thus returning to reality. After this, Jade, who injected us with antizine, will kill four guards, and then turn herself, we will only have to watch how our character breaks her neck.

Finally, you will have to fight with Rais’ assistant named Tahir, the battle is not as difficult as with the destroyer, we just attack the enemy, trying to evade his blows, and towards the end of the fight several ordinary marauders will appear from which we will also need to get rid of. Having defeated Tahir and cut his throat goodbye, we get out of the museum, having destroyed a couple of opponents on the street, we take all our weapons and supplies from the hiding bag, after which we return to Sector Zero, where we again go to meet with Troy, who will again sit on the very the top of his tower.

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On air

And so, after talking with Troy, we go to the radio mast, and to do this, you will first need to go down into the sewer, the entrance to which can be found by following the marker (in fact, there are at least two entrances and I think that it doesn’t matter which one you use. Having gone down into the sewer, we go along corridors, looking into locked rooms and opening locked chests there. As a result, through the tunnel we will get to a barricade behind which there will be, apparently, an abandoned shelter, here you will also find several chests and hear a child crying. The child, as in one of the previous tasks, will turn out to be especially noisy a mutant who is almost impossible to approach. To deal with him, throw him into his room, for example gas cylinder and shoot him. A lot of infected people will come running at the noise, one of which will be especially large, and he will break through one of the barricades, freeing up our further path.

Having killed all the dead, we pass through the broken barricade and further along the corridor we get to a fork with two closed tunnels, you can open them by rotating the yellow valves, we need the one on the right. Having run through the tunnel to another fork, we climb under the grate lying on the floor and go under it to the left into the rooms with barrels and, as you might guess, the red ones are explosive, which, if successful, will help us clear the room of the infected. Next, you will need to climb up the pipes and jump from one platform to another, or as our character said, “now we need to climb from here to there.” Having passed through the entire room, we climb into a small drain from which we climb out onto the first platform. Next, we climb onto the platform on the right, from which we will move along the blue pipe to one of the platforms in the center of the room. Then we cling to the yellow pipe and climb to the end, eventually jumping onto the next platform.

Having thus found ourselves above the entrance through which we entered the room, we pass to the stairs along which we rise to the next landing. Then, by climbing along the blue pipe under the ceiling, you can get to the exit to which we are so striving, but every time I fell down from this pipe and started all over again until I ignored the blue pipe and tried to jump onto the remains of the platform by the wall along which you can get to that the same exit. Once on the stairs, we climb up several floors, after which we run along the corridor, simultaneously destroying all the infected and inspecting the neighboring rooms. Having reached the next staircase, we climb it several more floors where we will find a way out to the surface.

Next, we will need to jump down from the small platform on which we find ourselves, while we need to land on bags of garbage, but someday we will be unlucky and we will land on a bunch of rusty knives. After a successful landing, we go to look for the key card to the substation; you can find it in one of two marked places, or rather in one of the containers converted into offices. So we move to the indicated points and inspect all the containers there that we can climb into. As a result, having found the key card, we go to the power plant, where with its help you can open one of the rooms, and inside in the room with the hanged man you need to turn on the transformer (the switch is located in one of the three metal cabinets.

Now, having returned to the street, we approach the foot of the radio mast and turn on the control panel located there, after which, having fought off the next attack of the infected, we climb onto the radio mast through the gap in the grating. First, we go up along a cable channel painted with a characteristic yellow-black stripe, then we jump onto the platform from which, using the stairs, like normal people, we go up several more levels. Having reached the broken ladder, we jump from its edge on one of the side supports (where the rope is wound on top). Having thus reached the next platform, we jump from it onto the mounts of the antenna emitters, from one to another until we rise to the next platform from which we again climb up along the cable channel, and then along the beams also painted in black and yellow stripes. Having killed the infected on the next tier of the antenna, we continue our way up the normal stairs. On another platform we again climb to the mounts of the emitters along which we get to the striped beams, and then along them to the top of the radio tower where we connect the amplifier.

Then, after watching a short video, you can go down from the tower, but before that you should climb to the very top, there you will find the “Flag”. Having descended from the radio tower along one of the cables, we go to the entrance to the tunnel through which we will need to go. Along the way, as always, we will come across several groups of infected people; ordinary zombies can be killed, but it is better to run away from a group of night mutants without engaging in battle with them. Finally, having reached the hatch with water, we dive there and swim through the sewer tunnel to the exit to the old city.

Clinic

Having got out of the sewer onto the street, we go to the building of the local clinic, and upon arriving at the place we crawl under the half-closed door. Once inside, we go to the elevator, where we go to the lower floor. After the elevator stops, press the button to try to open the door, and then open it with your hands. Having got out of the elevator, we go to the security room, which will be on the left, but to get into it you need to go straight to rooms similar to locker rooms, in one of them there will be an open ventilation in the ceiling through which we will get to the security room. In the security room, among other things, we take the key card and open the doors using the remote control. Next, leaving the room using the key card, we go to the main corridor, the door to which will now be open. Having passed along the corridor, we turn to the laboratory, the entrance to which will be on the left. In the laboratory we go to the disinfection chamber which will be full of infected people.

To open the cell door you need to start the sanitation process, and for this you need to turn on the generators, so we return to the main corridor again. From the corridor we go into the office area, the door to which Dr. Camden will open for us, and there we again climb into the ventilation along which we get to the upper part of the main corridor. Next we move along the yellow-blue pipes, eventually turning right and moving between the pipes to the other side of the corridor, from there we can get into the laboratory warehouse. Here our task is to get to the opposite part of the room, preferably without going down, since the chemicals on the floor will cause additional damage. And so, having climbed up to the forklift standing in the corner, we lower the load along which we can get to the upper part of the corridor, where, moving through the pipes, we get to the next room.

Having destroyed all the mutants below, we approach the next loader and this time lift the load to get into the corridor through the door. The room opposite, which can be accessed through the window, is the machine room we are looking for. Once inside, we turn on two of the three generators, after which we return to the laboratory to the disinfection chamber and start the sanitation process by pressing the big red button on the wall. Having passed through the disinfection chamber, we will meet with Camden, after talking with him and giving samples, we return to the exit from the clinic and then go to the indicated place, at the very top of a healthy tower (you can climb up along the ledges sticking out from different sides towers) to communicate with the VGM.

Evacuation

After talking with VGM, or rather with Rais, we go down from the tower along one of the cables, now our task is to get to the indicated point, which will be the entrance to the sewer. We move along the sewer tunnels in the direction indicated by the marker; the arrows on the walls can be ignored. As a result, having reached the room with yellow pipes, we climb up along them, jumping from pipes to beams, from beams to pipes, and so on, in some places, in order to jump to the pipe, you will have to climb onto the door grate. Having reached the very top, we pass along the open tunnel until we find ourselves on the surface, here, bypassing or killing all the infected, we will reach the entrance to the next tunnel, which will be locked, to open it we turn the valve. Having passed forward, we will find ourselves at a fork, the passage on the left will be locked, the passage on the right with the arrow pointing down should be ignored, so we continue to move forward. Finding ourselves in a room with water in which we had already been, we jump down, after which, having got out of the water, we pass in the indicated direction to the entrance to the Slums.

Once in the tunnel, we get out of it, heading to the entrance to the main headquarters of Rais and at the same time to the final part of the story passage. Having entered inside, we go up the stairs to the highest possible floor on which we go into the door marked with a marker. Then, after a short conversation with Rais, we begin to run away from the zombies chasing us. Having jumped down, we run to the right, rising to a small platform from which we jump down into a pile of garbage. Next, we run in the indicated direction, trying not to be distracted and not to get infected. Having run into a dead end, we climb into a pipe where there will be a deep well into which we will need to jump. Finding ourselves in the sewer again in this way, we quickly eliminate the small zombie, preferably before he starts screaming; a headshot should help, or simply run up and strangle him. Next, we run at full speed through the tunnel, scaring away the night monsters with rockets or a UV flashlight, but it is advisable not to stop.

We overcome obstacles in the form of holes using the surviving floor structures, and you can run around a crowd of ordinary zombies or fly over their heads by catching on one of the two cables. Having run forward, we jump over the next hole, after which we climb up the yellow pipes. Having run a little further forward, we will again find ourselves near the yellow pipes, this time we will have to run up them. Continuing to run through the tunnel, we jump over another hole, eventually ending up at a room with a ladder on the opposite wall to which we need to jump. Having climbed the stairs, we will eventually get out of the sewer and end up on the platform where we first met the destroyer. From here, having climbed up the container near the wall, we climb onto the remains of the scaffolding along which, by climbing, we get to the very top, where we get into the elevator that takes us to the upper floors of the neighboring building.

Next, to the “music of suffering performed by slaves,” we clear the floor from the infected, passing to the stairs from which we jump to the next floor. After talking with the dying Karim, we jump from the building to a crane standing nearby (bags of garbage are a guide for landing). Having walked along the boom of the crane, we jump from it to the neighboring building, where we also destroy all the infected, after which we rise, or rather, jump from the stairs to the next floor. Having killed all the enemies, we go around the passage blocked by bars outside the building. Having destroyed all the undead on this floor, we again get out of the building from its unfinished side and this time we jump along the concrete beams until we get to the entrance inside. Having cleared the territory again, we go to the unfinished elevator shaft along which we go up, climbing along the yellow beams. As a result, at some point we will climb to the very top using the stairs, which will not be locked in this structure. Having thus found ourselves at the top of the crane, we again climb onto its boom, which at this time will be fired at by Rais from a grenade launcher, so we quickly run to the end of the boom and Before the crane falls, we jump from it onto the neighboring building, catching on to the yellow panels with which it is sheathed.

Climbing along the yellow panels, having reached the top, we go around the building around all the same panels, as well as the remains of scaffolding and just boards. Finally, having reached the roof, we climb the stairs to the very top where Rais is already waiting for us. After a short conversation, press A to dodge the knife thrown at us, then during a fight with Rais, press the buttons that appear on the screen to dodge the enemy’s attacks, at the end of the fight, press F until the indicator is filled, thus piercing Rais with his own weapon. Another short conversation follows, after which Rais, a tenacious bastard, will try to push us off the building. Hanging on the container, press the F button when Rais begins to unclench our character’s fingers, after which we throw the enemy with a knife in his throat off the building and communicate with the VGM and Dr. Camden. At this point, the passage of the main plot will be completed, but many additional tasks will remain, unless of course you completed them during the game.

Side quests:

On hooks

Having received the task, the first thing we do is go to a meeting with the brothers Tolga and Fatin. Having reached the right place and having talked with the bros, we go to the railway depot, where our task is to find the hooks. The first thing you need to do when you get there is to get into the warehouse of the railway depot; the easiest way to do this is through the hole in the roof. Once on the grate under the ceiling, we go to a red chest that will fall down as soon as we approach it, the main thing is not to fall down on its own. Having gone down into the hole, jump onto one of the shelves, then you will need to scan the room by pressing the Q button, but the first thing you should do is deal with the mutants below, killing them all or at least throwing an explosion package to the side to divert their attention. As a result, the desired hooks will be found in one of the wooden boxes that can be easily broken, taking them, we get out of the warehouse in the same way as we got inside, after which we return to Tolga and Fatin.

Steal stolen goods

The next task that we will undertake to carry out will probably be “Steal the stolen goods”, after talking with Jafar we go to the construction site indicated by him where Rais’s people found something important. Having arrived at the place, we make our way into the construction site through the hole under the fence, on the left side. Next, you will need to clear the territory from Rais’s fighters, as well as from the mutants who have run in if you make any noise. Rais' people will be armed with firearms, so you should be careful, or arm yourself with a gun before this task. Having killed all the enemies, we inspect the containers placed around the construction site, one of them will be locked, breaking the lock inside you will find a box with dynamite that needs to be taken to Jafar. Before you go to Jafar, you can climb onto the remains of the bridge overhead and kill all the infected there to unlock the next shelter.

Queen of the Witches

Another side quest in Walkthrough of the game Dying Light to complete which we will first need to wait for the night. It is best to do this in the shelter closest to the place where the task is completed, but if you like to run around the city at night, then this is not necessary. In general, after it gets dark we go to the indicated place, there will be a cave in which we need to collect ten mushrooms. To get into the cave you will have to dive into a small body of water nearby; only underwater can you get to the right place. Once in the cave, we inspect the area, collecting mushrooms that will glow green. Having collected required quantity we return to Dalia to complete the task and receive the reward.

Mothers Day

After Bracken is wounded in the head, he needs medications for seizures, you can get them from a certain person named Ghazi. So, first of all, we go to the indicated place and look for the house we need, knocking on the doors of the three marked houses. Finally, having found Gazi, we receive from him the task of getting chocolates and the film “Charlie”. When we first get to the movie rental, we open the lock of the door on the front side of the building (between the windows). Having thus got inside, we turn off the alarm that has turned on (the remote control is on the wall opposite the entrance), after which we find a cassette with the film “Charlie”. Next, we go for chocolate for Gazi’s mother, we can find it inside a small cafe; to get inside, lift the slightly open roller shutters. Having received chocolate and a movie, we return to Gazi’s house and give back the things we found, after which we climb into the room through the roof. You can get to the roof of Gazi's house by jumping from the roof of a neighboring building. After talking with Gazi again, we take the medicines and return to the Tower to complete the task.

This section covers all side missions. Many of them are very complex, requiring participation in difficult battles, searching for tricky and hidden objects, and considerable pedantry. Read on to find out where it all begins and ends so you can access the most exciting challenges anytime!

Birth of a baby

Location: Macarius is located on the eastern side of the map, near the overpass
Difficulty: medium

In the Slums there is a building with someone screaming in it (south of the overpass). Knock on the door to speak with a survivor named Macarius. His wife is giving birth, and a little alcohol could save her life. This is a pretty good disinfectant in a pinch. Find some bottles and bring them to Macarius.
He asks for more alcohol and forces me to do this entire race several times. After the third attempt, you will be able to pick the lock on the door. Look inside to receive your quest reward.

A Survival Guide to Zombie Land


Availability: after completing the second half of "The Treaty with Rais"
Location: Talk to Neil in the Harbor
Reward: 5000 Survival XP and $2000
Difficulty: medium

Neil is a journalist who needs to get back his interviews and videos from the outbreak. The notes are located in the Internet cafe at the top of the map. Take a decent supply of weapons, because the enemies there are thick. Fight your way or run to the cafe, and then look on the second floor (from the back) to get inside. There is a door there that can be hacked, but listen for the approaching infected as you open it.
DO NOT enter the cafe quickly. Run sideways into the room to see the Bomber happily waiting to blow you up, then immediately retreat to avoid dying from the explosion. When he dies, go back in, close the door and search. There is a Note, a Statue and the actual Notes that Neil needs.
Next is the camera. Ugh. She's on an overpass with about 300 infected people. It will be something. Approach the overpass from the depths of the island. It's too high to climb from the water, so walk around and climb onto the overpass further. The matter is greatly simplified if you have the Dexterity skill “Vault Jump”; it allows you to run along the overpass and jump over the infected that get in the way. Otherwise, stay on cars and buses, and if pinned, use Firecrackers as a distraction.
The car you need is black. It is on the east side of the overpass and is mostly located behind the guard railing. So it's quite easy to notice. Use the Firecracker to distract the infected from the car, and then try to open the trunk. When the car falls into the water, wait on land, talk to Neil on the Radio, and then dive for his camera. She's still in the trunk, which is at the bottom. Swim, get it, and then return to Neil for your reward!

Seaweed


Availability: after completing the second half of "The Treaty with Rais"
Location: Find Job Board in the Harbor, in the eastern part of the Slums
Reward: 2500 Survival XP and $500
Difficulty: easy

Job Board conveys Sofia's request to collect Algae. The woman lives in the southeastern part of the harbor. She asks people to collect Underwater Herbs so that they can be used to make medicine for the locals. The best lake for collecting Algae is marked on the map, and you can go there and get some herbs when you have time. free time. Once you find them, the quest will complete and you will receive experience. Return to Sofia to claim your money.

Bandages and medicines


Availability: After completing the events following "The Sisters Brothers"
Location: Job Board in the Tower, first floor
Reward: 2500 Survival XP and $1500
Difficulty: easy

Take this quest from Job Board and look for three Syringes, Painkillers and Gauze. Take them to Toygar to get experience and money. That's all! All three item types are components, so it takes some digging, but you may already have everything you need. If not, carefully inspect first aid kits and other places with medical supplies. The stores also have some of what you need. Gauze is usually sold and is not that expensive.

Hero


Availability: upon reaching the Old City
Location: Ozan in the Old City, in the Troy Tower
Reward: 2500 Survival experience (each race) and Father's Vault (not a bad weapon)
Difficulty: medium

Look for the boy in Troy Tower, on the upper bridges. Talk to him. His name is Ozan and he wants you to show how cool you can be. He will give you access to your father's treasure if you succeed.
Use the teddy bear to start the first challenge. You are running against the clock through markers in the Old Town. There are six markers in the first race. This is almost impossible to do without using Slides and Forward Rolls. Freerunning skills also help a lot.
You should also keep your eyes on the ground and avoid direct routes that will cause you to fall between buildings. It’s better to waste a second on a hook than to climb another floor or two again!
Return later to start the second race, which has five checkpoints. She is more intelligent. You won't need great reflexes, but you will have to take careful steps the entire way. Crossing the street is always the difficult part, so look for cables to bridge large gaps.
Another tricky place is located towards the end. The last marker is high, and you fell off the building after the fourth one. Land safely on the garbage bags, jump onto the white van and from there onto the columns with the marker.
The last race is something with something. There are six markers and very little time, and the jumps can be tricky. First, jump down and turn right. Use the lamppost to get across the street and up to the first marker. Run through it and continue to the next one.
Carefully get down to the ground and cross the street (even if it's a little past the next marker for easier climbing). Grab it and then make a careful jump off the next lamppost to cross the next street. This will take you to the third marker very quickly.
Then the only question is to jump off the roof and land safely on the garbage bags. The rest of the race is pretty straight forward, but it's still hard to finish with more than a few seconds to spare!

Binoculars


Availability: after completing the second half of "The Treaty with Rais"
Location: Job Board in the Harbor, in the eastern part of the Slums
Reward: 2500 Survival XP and $1000
Difficulty: easy

Fishermen in the harbor want Binoculars so they can see enemies approaching. Take the task from Job Board in the city (in the middle of the zone), then start looking for binoculars. There is a hint in the quest description where a good place to search is. Turn around and look at the antenna on top of the hill overlooking the harbor. Yep, that's where we should go.
Check each antenna level for Binoculars. It's halfway up the structure, but you don't want to miss it on such a long climb. Take the item and return to the harbor. Give Santiago the Binoculars and claim your reward.

Cubes for a boy


(moves into missions Dungeon and Troll)
Location: Kadim is located in the Magic Fortress Safe Zone
Reward: 5000 Survival experience, 15000 Survival experience and then 10000 Survival experience + Blueprint: Angel Sword
Difficulty: easy

Kadim - in the Magic Fortress, Safe Zone in the eastern part of the city (it's in the building you enter through the roof). Invite the boy to bring his blocks. He dropped them as he explored the lower levels of the building.
LOCATION OF THE CUBES
On the stairs leading down from the Kadima floor.
Three are on the landing below these stairs.
Four more are one level below (three in the box and one nearby on the floor).
Look for the last cubes on the floor just around the corner.
When you finish collecting the cubes, take them to Kadim. Tell Rupert what you heard. After talking with Rupert, a new quest will appear.
It's called "Dungeon". Take the Key from Rupert and return to the basement. Open the door and follow the left branch to turn off the electricity that creates a trap on the other side of the level.
With the lights out, it's easy to walk through the basement and find the locked room where Rupert's wife is. Get rid of her, look for a locked chest in the room, and then return to Rupert. Talk to him to complete the quest.
However, before you leave, another one will appear. The little girl also hears something! Let's help her. Leave the Safe Zone and look for the Troll your new friend heard.
In the courtyard below there is a Brute and several ordinary zombies. Shoot the Brute, avoiding the bites, and wash your hands. So simple! It was even possible to kill this nonentity with a baton.
Oops, something else is happening - a battle with the Destroyer! Use Side Dodge to avoid attacks and punish the bad guy with attacks from behind. Once he's dead, you'll need to meet Rupert at his workshop on the other side of town. Standing on the ground floor at the entrance, he will give you plans for the Angel Sword - an excellent recipe. You can also find several Pistols in the workshop.

Cease and desist henceforth


Location: Erol is in the old school

Difficulty: medium

You will hear from the guard in the Tower that armed men have gone to the school. Find it in the west of the map and talk to the man in front of the building to get inside. Erol is just outside the door (he helped you in). Talk to him to agree to solve his problem.
Go north until you reach the marker. There will be a message from Karim on the radio, but it is not addressed to you. Kill all infected nearby, search the bodies on the ground for a Walkie-Talkie. One of the people in yellow has it (who would doubt it). Take it and get a quest update.
Head south to find Gabriel's Estate. Find the stairs in the northwestern part of the marked area that lead to the basement of the building. There's nothing particularly valuable downstairs, but at the end of the hallway there is a staircase leading up to the main level. Climb it and sneak through the next floor. There are plenty of Rais people here, so use firearms or just the latest weapons. Use small rooms as cover, going out to shoot at Rais's people and returning so that they come to you.
Use the elevator on the other side of the level to get to top floor. There is no light, but you can climb up the shaft and exit through the open doorway. Karim is there, in one of the corner zones. Talk to him peacefully. When you're done, leave the building and return to school. Talk to Erol again. Now he needs Paint. Go to the building that is now marked on your map. There's a bunch of infected on the roof if you haven't unlocked that Safe Zone yet. Get rid of them and look around the outer perimeter of the roof for a can of Paint (it's near the edge).
Another jar is located below, on the outer scaffolding, and the third is on the upper scaffolding, on the corner of the building. Get all three and go to the roof of the school. Paint over the four highlighted dots, then talk to Erol again. His last request is to get the bag from the basement. Exit and get to the back door. Enter the basement through it and carefully search the yellow room (you need to open all the bags and drawers). When the quest refreshes, run through the building and up the stairs. You cannot keep up in time and change anything. Talk to Karim on the roof. Complete the quest and open the air cargo containers before leaving; There are three of them on the roof!

Chasing the past


Availability: During the Museum
Location: Talk to Tariq at the top of the Old City Safe Zone
Reward: 10,000 Survival XP and $2,000
Difficulty: easy

Talk to Tariq after you get information about the museum from him. He will try to enlist your help regarding the orphan he found. The little boy is missing a brother who may still be alive in the Old Town.
Take the quest from Tariq and go to the southwestern part of the city. Find the marked door at ground level and enter the building. Go up the stairs and open the door on the first floor (right). Search the apartment for evidence. You will find a recording there. After listening to it, go upstairs and look into the apartment on the left. There will be another entry that will direct you to the basement. Search there and listen to the evidence you found, but return to Apartment 3 (the one on the second floor). In the front there are Keys to a door in the basement that you cannot open. Take them.
Go back downstairs and open Door #4. Look at what's in the room, and then use a good melee weapon to kill the person who came through the door on the other side. Kill him well.
When everything is clear, return to Tariq to talk to him and complete the quest... almost. He will give you the keys to the treasury under the Museum. You must dive into the lake to the south and find the underwater tunnel that leads there. There will be a room with several locked chests. Enjoy Jewelry Cases and the latest weapons hidden inside. It was worth your time!

Coffee


Availability: after you kill your first Runner
Location: Job Board in the Tower

Difficulty: easy

Get this task from Job Board and look for a lot of Coffee for Toygar (the guy who hangs around with Board). Coffee is easiest to find in old bars and shops, but sometimes you can also pick it up from the phone. You need 20 units to complete the quest, so it's all a matter of being patient and completing other tasks along the way. Just bring the Coffee when you have enough!

Crayons for children


Availability: after you kill your first Runner
Location: Job Board in the Tower
Reward: 2500 Survival XP and $1200
Difficulty: easy

Five sets of Crayons would bring an element of normalcy to the lives of the children in the Tower. Your job is to go old school, find some and bring them home. The school is located on the right side of the map, in an industrial area.
Go around the school and climb over the barricades to get inside. You may have to talk to the guy guarding the door if you haven't been here before. Either way, you will be given access to a small area. Three sets of crayons lie on the table at the front of the room. The other two sets are in the small passage behind and to the right (one set lying on the ground may be hard to see, so use Night Sense or just look carefully).
Take it to the Tower and ride the elevator to the top. Give the crayons to Kate in room 204.

And do you believe?


Availability: after completing "University"
Location: Mafid is located in the Library Safe Zone, in the western part of the Old City

Difficulty: medium

Look for Mafid near the window in the library. He hears sounds in the quarantine zone and, of course, would be glad to know what their origin is. Exit the building and go to the northwest corner of the Old City. There's actually music coming from the apartment upstairs. Climb up and enter.
A new Safe Zone will open. Inside is a man named Donkey. Talk to him for a bit. He needs Night Herbs from the northern shore, growing near the water. Go there at night and collect six special plants. This area of ​​the forest is home to Toads and zombies, so bring a ranged weapon so the enemies on the rocks won't bother you too much while you're collecting.
Take the herbs to Donkey and place them in the coppersmith for the sacrament. He will tell you a prophecy that will complete the quest, but will immediately begin a new one (Shadow of the King).

Dying Lunch


Availability: after the “Treaty with Rais”
Location: Irvine is located in the “Penultimate” Safe Zone, in the upper right corner of the Slums
Reward: 2500 Strength experience and $500
Difficulty: medium

This challenge is located on top of a small building to the southwest. Talk to the film director, then kill 40 infected with the Double-Barrel Shotgun in a limited time without getting killed.
Don't try to hit the head; With this weapon you deal so much damage that a kill is practically guaranteed. Just gather your opponents together by running around them and shoot into the crowd as often as possible. Retreat when you're reloading and stay that way until you've earned all your kills.
Get rewarded for this and return to Irwin later for another challenge. This time he wants you to shoot 60 infected with a machine gun. Jump back if the Virals get too close, fire in bursts instead of holding the trigger, and hit heads whenever possible. Be especially careful of the Toad that spawns on the roof opposite your starting point, and avoid exhausting easy targets. As soon as the ranks of zombies thin out, cross the street to the train station. There are still a lot of them, and getting the required number of kills will not be difficult.
The third test is a headshot competition. You must collect 30 pieces in the allotted time. On the field there are mostly zombies, and two more Brutes (as your secret weapon). Use the crosshair to improve Crane's accuracy, and be sure to score some headshots when targeting Brutes to increase your score as quickly as possible. You can get almost 10 headshots from one Brute, so don't miss this opportunity.
Otherwise, just stay calm and aim. Random kills aren't great here, so don't shoot until you have the perfect shot. Don't look at your watch. If you run out of easy targets, turn around, jump off the bus and kill the infected on the overpass.

Electronic parts


Availability: After you kill your first Runner
Location: Read what Job Board writes
Reward: 2500 Survival experience and Blueprint: Electrician
Difficulty: easy

Receive a message from Job Board and bring Toygar some Electronic Parts. He needs five sets of Electronics. They are rare and expensive, but can still be found if you check locked chests throughout the city.

Escorts


Availability: before you move from the Slums to the Old City
Location: throughout the Slums
Reward: various
Difficulty: medium


NICK PESTO
There is a busy American man (Nick Pesto) at the gas station. He wants to be escorted to the Tower, but he needs to pick up a couple of items along the way. First he takes you to Rais' group. They are near his bag. Throw Firecrackers to attract the zombies' attention to the thugs, and then attack from relative safety from an ambush.
There Nick will receive his ring, but he needs a Passport. Follow the building where it is hidden. You'll probably be attacked along the way, but the enemies aren't too strong. Nick even helps out a little during the fight (don't count on him too much, though, because he's not that great of a guy).
After this, Nick goes to the Tower. Stay with him all the way and defeat the Brute, who is within a stone's throw of the front door. Use standard hit-and-run tactics to kill the Brute without taking his rebar. Once inside, Nick will give you the Infernal Blueprint as a reward for escorting him - not bad!


TRADING AGENT
Farouk is a sales agent located on a bench next to the Tower in the Slums. Talk to him when you want to be an escort. This task is divided into three stages, and the first two are quite easy. Take Farouk to his clients and protect him from minor attacks from ordinary zombies that naturally occur while moving through the Slums.
At the last stage, you can stumble upon Rais's thugs or something worse. Keep a firearm or good melee weapon at the ready, keep your health at maximum, and use sprint to attack anything that threatens Farouk. If you get to the Tower with him, you will receive the Fire Launcher Drawing!


WEREWOLF
Near the warehouses in the center of the Slums, you meet a cursed man. He needs to collect the ingredients to cure himself of this scourge. Lead him around the market to get three items for this cleansing "potion", and then take Babar to the Tower. He will give you the Holy Ghost Blueprint as a reward. Towards the end of the route, a Brute appears, but this is the only serious threat.


THEFT FROM RAISA
Ranged weapons can really help with this escort, so have one ready if you have one!
To the west-southwest of the Tower is a former member of Rais' team. His name is Ahmet, and he is hiding inside a small blue building. Enter the main part of the store and use the door behind the counter to reach Ahmet. Start escorting him and take him to a storage facility that he knows about. Before and after this there will be regular zombies in the area, but no major massacres yet.
They start when you cross the railway. Several of Rais' boys attack. Shoot them from a distance with whatever firearm you have, or rush towards the carriage and quickly kill the Heavy on the roof (he's a big threat). When he is defeated, heal, jump down on the bandits without guns and finish the battle.
There will be one more fight (with regular zombies and a Brute) and then a skirmish with several Toads before you reach the Tower. Needless to say, this escort is killer! But at the same time, it’s fun, and at the end you get the Puff-Puff-Pass Drawing.


FISHERMAN
Talk to the fisherman who often stands in front of the Tower. His name is Omar. Help him get around the city and collect several necessary things. There will be a lot of fighting involved in this escort. There will be Infected, Toad, Brute and many ordinary zombies. The most dangerous thing is on the bridge at the very beginning. Shoot the Brute standing there, or provoke him and retreat when he tries to break the explosive barrel!
Take Omar to the items of his desires and then to his favorite fishing spot. For your work, he will give you a GTFO Blueprint.

Family doctor


Availability: after completing Part 2 of the “Treaty with Rais”
Location: Victor is located in the Harbor, in the east of the Slums
Reward: $3750
Difficulty: easy

Talk to Victor at the harbor and use his medical bag to begin the challenge. You must deliver four sets of supplies to different points in the Slums. You can't use the Grasping Hook, and there are also a number of small elevation changes and dangerous zombies around. Stay to the left as you approach the first marker so you don't end up below it. This is followed by a straight run to point 2, then a sharp right turn to reach 3. From there it's a straight path to the last marker, and getting there on time is easy. Look out for the Bombers, but other than that it's less of a race and more of a treat.
Meet Victor later for another race. There are many more goals here. First visit the house ahead, then left to reach the next one two floors up. Next, in a circle, visit the remaining targets.
There's plenty of time. Your task is to prevent yourself from being killed by the Bombardiers or distracted by the Infected. The actual “racing” aspect is far-fetched. Avoid battles, keep moving, and the race will be feasible.

Fan zone


Availability: after “Higher education”
Location: you will receive a message in the eastern part of the city
Reward: 10,000 Survival XP and $1,500
Difficulty: difficult

When approaching the Fan Zone in the eastern part of the Old City, you can hear a message. Get even closer to the source and track the quest you receive to understand where to go. Noah (with the Embers) will also give advice on this post. There is a barricade around the center, but careful jumping and a Firecracker as a distraction will allow you to get inside.
Find the elevator on the main floor, call it and ride up. Look there for an explanation of what's going on. In the conference room on the left there is a Personnel Card, a Pistol and a good set of ammunition.
Use the card to open the video and audio recording room in the corner of the building. One of the doors there is barricaded, but the other is not. Go there and find the entrance to the adjacent computer room. Turn off the computer, search the room and return to the elevator.
Try to use it, and when it stops, make your way into the mine. Crawl through the ventilation and fall exactly to the floor you were looking for. With a ranged weapon in your hands, fight the attacking psychopath (he has a Military Rifle). Or rush in with a really powerful melee weapon and attack over and over without letting it fire.
Kill the enemy and turn on the power supply. Find many Throwing Stars in this room, then use the elevator to return to the first floor. This will complete the quest, but you will also receive $1500 from Noah (in the Troy Safe Zone).

Firefly


Availability: after completing the second half of "The Treaty with Rais"
Location: Safe Zone in the southwest
Reward: 5000 Survival XP and 10 Flares
Difficulty: difficult

Zayed is located in the Safe Zone in the southwestern part of the city. Talk to him to start the quest. He needs to get supplies from the hangar to the north. Go there and find a way into the hangar; At first it is not clear how to get there.
If you have the Grasping Hook, pull yourself up to the hanging roof on the side of the building and make your way out from there. Otherwise, go to the eastern hangar. Using the metal supports next to this building, climb onto the lower roof and jump until you can get to the hangar. The jumps are quite tricky, so take your time.
Rais' people are inside the hangar, so take heavy weapons with you. Remote is best because these guys have guns. Kill the guards at the top, then go to the far end of the walkways to safely descend onto the carriages. Kill any zombies that get in your way as you move from car to car. Open their doors and look for the Zinc you need. He's all there.
When you have Zinc, move through the doors or along the upper paths to the side rooms of the warehouse. The turpentine is on the floor there. Take it and return to Zaid.

Man in Gas Mask


Availability: after completing the second half of "The Treaty with Rais"
Location: Musa is located at Fisherman's Wharf
Reward: 5000 Survival experience and Warmaster
Difficulty: medium

Musa guards the gate. He tells you about a crazy man who runs around in a gas mask and causes trouble. Go to the marker and find an almost closed garage in a large building. Open it and talk to the zone inhabitant. Yes, he is quite eccentric.
You need to find the bag with “treasures” that he threw into the lake nearby. Make sure it's daytime so you can see the water and swim to the marked area. It's wide, but the designated area gets smaller as you get closer to the center (which is where the bag is). Look for the Oar sticking vertically out of the mud at the bottom. It's right next to the bag, so use it as a guide. Take the loot and return to the Man in the Gas Mask.
He will provide you with information. Return with her to the village and inform the guard at the gate. Then search the house of Gursel (the guy you had to shake for money when you first appeared in the village). He has a gas mask in the kitchen, in a basin. Hm…
Talk to Gursel again. He is outside, next to his house. This ends the quest, but don't forget to take the reward from Musa near the gate.

Gasification


Availability: after completing the second half of "The Treaty with Rais"
Location: radio call
Reward: 5000 Survival XP
Difficulty: easy

When you reach the Tower, the radio says it's out of gas. This is how the “Gasification” quest begins. You need to find Jeff's fortress next to the train station. It's on the other side of the map, so it's a long way. Jeff is in a blue building surrounded by a stone wall. He is on the second floor, and you can talk to him through a partially boarded up window. Find out what you need to do to get gas flowing again.
There are three valves nearby. One is in a tunnel, another is under an overpass, and the third is near a bridge.
The bridge valve has two problems. First, you need to climb onto the bridge and jump off. You can climb nearby, so it's not so bad. Kill all the zombies at the top, then drop down to face the second problem. A large zombie inside a fenced area with a valve. Actively attack and dodge to kill him, then open the valve. When you're done, climb up the pillar to jump out of the area.
The valve in the tunnel is easy to find and reach, but it is surrounded by a number of zombies. Keep a strong melee weapon in your hands and kill many of them; otherwise you won't have time to turn the valve without being interrupted. The last valve is under the overpass. It's also easy to find, but zombies like to gather there. Area of ​​effect weapons such as Grenades would be useful for such a battle, since the infected may crowd on the stairs leading to the valve. If he's not there, lure them out with a few ranged attacks and use hit-and-run tactics to end things.
Your next target is the primary distribution valve. Go there, but don't go directly into the structure. There are powerful zombies there, and you can't get to the right valve from above. Instead, go outside to the other side of the facility and look for the rain drain that leads under the gas plant (where the valve is located). Take out the larger zombies at the valve and turn on the gas supply.
Quickly leave the area and look for the new marker that appears. This is the gas flow control zone. Go there and turn off the gas in three more valves. They are all on the same platform. To find them, follow the blue pipes and look out for the white valves at ground level. If a section is on fire, there is still a valve there that needs to be turned. When you're done, return to Jeff. Talk to him and then leave the camp. Something will happen and you will receive a quest reward.

Good night Mr. Bahir



Location: Upper Tower, in the corridor
Reward: 3500 Survival XP, $697
Difficulty: medium

When you return to the Tower, listen to the noise. Several people are banging on the door of Room 202. They need you to pick the lock. Do this and check the room. Talk to Bahir in his bedroom. Pass what you learn to Lena in the Isolator. After talking with Lena, go up to the roof. The guy you need is named Yusuf. It's on the left, around the corner. Talk to him seriously, then leave the Tower.
There are several survivors living in and around the pharmacy. Follow the marker to find these gentlemen and chat with their leader. He is trying to praise his product, but you have already seen the effect. Prepare a good weapon and defeat a group of assassins to complete the quest.
This the right time to try out the created weapon if you have not already done so. It is often deadlier and easier to handle. These guys aren't kidding; they have throwing weapons and their own equipment for hand-to-hand combat, and their leader is a nimble fellow who constantly evades. So ditch the slow melee weapons and get something that's fast and deadly at the same time.
Don't be afraid to use First Aid Kits to stay alive, and if things get really bad, jump over the fence. Use cars in the yard to prevent opponents from grouping. Try to force them to come at you in ones or twos, thinning out the enemy ranks by killing less important thugs before tackling the boss.
When you win, make a short radio call to complete the quest. As a result, you will receive a reward, but before you leave, find a Note and a Drawing of a Toxic Grenade in the pharmacy.

Shooter


Availability: after completing the "First Mission"
Location: Talk to Davud in the Upper Tower
Reward: 3500 Survival experience
Difficulty: easy
Healing Potion


Availability: after completing “Higher Education”
Location: Rupert is in the Magic Fortress Safe Zone (in the east)
Reward: 10,000 Survival XP
Difficulty: medium

There is a kindergarten inside the building in the eastern part of the city. He's still working under a man named Rupert, and he has a quest for you. You must find Insulin for a child with diabetes. There are a couple of pharmacies in town, so look for your medicine there. The Southern Pharmacy is under the control of Rais. Ambush his men by shooting from afar or throwing Firecrackers (the Infected nearby will probably hear this and attack, making your attack easier).
After you kill everyone and everything, pick the lock on the pharmacy door to look for Insulin. Alas and ah. So head to the northern pharmacy. She's on the ground, so don't worry about the apartment above her unless you're looking for supplies or the Statue.
Open the metal bolt that leads to the pharmacy, and then run inside to turn off the screaming alarm. She's in the second room, on the left. Kill everything that comes after you (and there will be a lot of them, even if you quickly deal with the alarm). Then - to the search!
Call Troy when you don't find anything here either. Use the computer in the back to get information on where to look next. When you get the address, move south and go down to the ground, approaching the building. To get to your destination, you must be under an open window and use a hook to climb up.
Be quiet while searching the apartment. There are probably powerful enemies nearby and several Infected ready to tear you to pieces if you run into them. Continue towards the kitchen once the path is clear. Grab the message from the refrigerator and leave the apartment.
Go to the designated pizzeria, kill all the zombies inside and turn over the bodies to find the insulin you need. Return to Rupert's Safe Zone and hand over the medicine. This is how the quest ends.

Main missions

The main campaign of Dying Light consists of dozens of missions that must be completed in in a given order. It is recommended to complete side missions in parallel, since otherwise it will be difficult to complete the game without a pumped-up hero.


Side missions

Pay attention to characters with whom you can start a dialogue.

Only a few additional missions will appear for you automatically; you will have to activate them yourself. There are "exclamation mark" icons on the map, indicating characters from whom you can obtain a mission. For completing such missions you will receive various rewards: in addition to experience, you will be able to get money, rare weapons, blueprints or upgrades for weapons. The goals of such missions are very diverse: from freeing people hiding from zombies to assisting other groups in the battle with strong mutants.

The most profitable missions are those that involve accompanying characters from one point to another. On the map, such missions are shown as a “shield”. These missions are harder and longer than regular missions, but completing them will usually reward you with blueprints for rare weapons or weapon upgrades.

Some missions can only be completed at certain times of the day. If nothing happens after arriving at the mission point, you will need to return here at another time.


Small tasks and random encounters

You can help the surviving people you meet along the way.

Minor quests in Dying Light are randomly generated. After reaching a certain location, they can be activated automatically. As you explore locations, pay attention to the map where icons may appear.

Such tasks are not recorded in your journal, but this does not mean that you should ignore them; completing them will give you experience points and other valuable rewards.

If you fail a minor task, you will not be able to repeat it again. Don't worry, because in the future you can find exactly the same mission in the game.

Some randomly encountered characters do not give out quests, but in dialogue with them you can learn about the place where valuable objects are hidden, etc.


Challenges

Challenges are not available at the start of the game. You can activate them by reaching the corresponding marker on the map. For completing them you receive experience points.

Calls are divided into four groups:

1. Timed challenges: you are asked to go through a certain location within the allotted time. Don't try this until you've leveled up your character's skills.

2. Combat Challenges: You are invited to win the battle under certain conditions.

3. Calls in quarantine zones: You must visit quarantine zones. They are generally difficult to complete, so save these types of competitions for the late game.

4. Cooperative Challenges: These challenges have various objectives (killing a large number of enemies, collecting valuable items) and can only be activated by completing the game in co-op with a friend.

Types of Collectibles

There are quite a lot of secrets in Dying Light. In most cases, you can find them while exploring the open game world. Some secrets may only be available during missions.

Secrets fall into five main categories, with most collectibles having no effect on your character's development or power. These are just collections. These five groups are:

1. Zombie figurines. In total there are about 100 of them.

2. Dying Light flags. There are about 30 of them in total, with most of them hidden on the towers.

4. Notes. After receiving the note, you can read it in your inventory.

5. Marvin Zucker's War Journals. Once you find a page from the magazine, you can read it in your inventory.

Story Walkthrough

Chapter 1. Awakening
Dying Light Walkthrough

Reward: 750 experience points.

Leave the room and listen to a short conversation with the guard. Move to room number 190 (the mini-map points to the right place). Another guard will stand near the door - Zafer. Go inside and talk to Rahim, who is standing on the balcony. After the conversation, leave the room and get to the elevator, near which Timur will stand.

Go down to the 13th floor. Get to the number the game points to and go inside. Let's find the first zombie. Push it with your feet and use melee weapons to defeat the monster. Go through the door leading to the bathroom and talk to Mark, who needs help.

Unlock the first one drawing – “First Aid Kit”. To produce a first aid kit you will need to find 1 piece of gauze and 1 bottle of alcohol (alcohol). Examine the neighboring rooms and find the necessary ingredients. Open your inventory, go to the “Drawings” tab and create a first aid kit. Return to Mark and heal him.


Go back to the elevator, move to the 19th floor and talk to Rahim again. Find number 194 and interact with the bag (this is a cache). Select the clothes tab and change into the clean clothes Rahim gave you. Find the stairs and go higher.

When you get to the tower, you will be told about parkour. Approach the edge, run and jump over. Climb up and get to the place where Rahim is waiting for you. Stand on the edge and jump through the hole to land safely on the mattress bags.

Climb an unfinished building, perform new movements. Move in the order shown in the screenshot above. Before jumping, stand at the edge. Climb up, jump and cross the platforms and ledges. Now you need to go upstairs. Next, find Rahim and chat with him.

Leave the roof, return to the 19th floor and use the elevator again, but this time go down to the first floor.

Talk to the quartermaster, who will give you a table leg, a master key, a first aid kit and much more. Leave the tower, but the main door here is blocked. You need to find a large hole with a blue light and jump through it. Go outside.


After leaving the tower, move south. Your goal on the map is marked with the number “1”. You can get there either on the rooftops, or by moving secretly through the city streets. After arriving at the site, climb the damaged fence or cross it over the roofs. Follow the large trailer where Dr. Zeze conducts his research. Talk to the doctor to get the antizine and unlock a new task.

Chapter 2. Emergency de-energization
Dying Light Walkthrough

Reward: 3250 experience points.

Start this mission by talking to Spike, who can be found in a small house in the safe zone. After talking with him, take the fireworks.

You need to return to the tower, get to the car that is parked on the western side of the shelter. Activating the light trap is quite simple, since there will be no zombies in the area. When the trap is ready, listen to the radio message from Jade.

The person you must rescue is in the safe zone north of your position. Get to this area and go through the main gate. Attack the two infected trying to enter the small building. When the fight is over, open the door. Unfortunately, the person who needed to be saved has already turned into a zombie. Deal with him.

Find the fuse box (in the room where you killed the last infected) on the wall and use it. You will be able to unlock the safe zone. After a few seconds you will hear the noise of a radio station. GRE will contact you. You need to climb to a high point nearby.


Once again you need to find car traps. Climb up and leave the safe zone. Move along the roofs to a new marker on the map. Below there will be several marked cars surrounded by undead. Spike will cover you. Remember those fireworks Spike gave you? Equip them and throw them down to attract the zombies' attention. You must move to the cars and make traps. While the fireworks are burning, the undead will ignore you.

Move along the top to encounter fewer undead. Get to the light tower. About two-story brick building you will meet the first boss. To climb the tower, you need to move from the neighboring building along a wooden bridge. Build a trap.

As you may have guessed, you still need to prepare a few tools. There is nothing complicated here. One of difficult moments: in the middle of the train tracks. Climb onto this object, jump onto the pillar near the light trap. Go up and then go down wooden beam. Move to the last marked location and interact with the switches.


Move to the marked area, climb over the wire. The entire area on the map will be marked in yellow, which means that the desired target is somewhere within these limits. At the edge of this area there is a fuse box that is what you need. Here you will encounter the first enemy with a weapon - a sledgehammer or concrete rebar.

Move to the roof to avoid damage. Remember that this enemy can cause more damage to health in one hit than previously encountered mutants. Try to pump up your character's health by this point. Ultimately, you should get inside the substation. Turn on your flashlight and find the fuses. Restore power supply. In the lit room, collect loot. Head back to the nearest safe zone.


(Co-op mode unlocked)

After leaving the hut, go back to Spike near the tower. Talk to him and leave the building. Go to the roof of a nearby building and contact GRE. Return back to the tower and take the elevator to the 19th floor, where Rahim's headquarters is located. When you go through the door, watch the cutscene. Chat with nurse Lena and complete the mission.

Chapter 3. Air cargo
Dying Light Walkthrough

Reward: 5000 experience points.

Follow the elevator and leave the tower. Using parkour, get to the marked roof and contact the organization.

After a short dialogue, move to the Cauldron area marked on the map. When you get there, the yellow area will appear on the map again. There is an inactive one here safe home. If you have a desire, then activate it first. On the roof of the blue house there will be a box dropped from a helicopter. It can be recognized by its dangling parachute. Hack the box to see its contents.


After you see two more dropped boxes, leave the roof and move to a new location. Move closer to refresh the target, then quickly jump back to reduce damage.

Follow the marker to another box. When you find yourself in the area where it was dropped, the yellow zone will appear again. Here you will meet several zombies.

You will need to kill four zombies. When everyone is defeated, a cut-scene will activate. Flying creatures are extremely fast, dangerous and resilient opponents. You need to use the weapon Spike gave you against them. Light traps can also be used. But it’s best to hide from them as long as possible. Avoid them at all costs!

When you reach the tower, take the elevator to the 19th floor, go through the headquarters door and talk to the character.

Chapter 4. Agreement with Rais
Dying Light Walkthrough

Reward: 22500 experience points.

Leave the tower and head west. Get to the location marked on the map, run past the zombies and climb onto the car to get over the fence. Move west again, knock on the door and watch the cutscene.

After talking with Rais, find the door leading inside the garrison. Here you must talk to Karim and receive your first task.


Leave Rais' headquarters and head north. In the marked area, climb onto one of the carriages. Contact GRE. Next, move northwest to the first radio tower. Once you are there, you will be attacked by Toad. This monster spits acid, which can poison the hero (when poisoned, the health reserve slowly decreases). Dodge the monster's attacks and try to quickly kill the Toad. Use ranged weapons (for example, throw stars) or fight with melee weapons (in this case the monster will be practically defenseless).

In addition to the Toad, there will be another monster - the Bruiser. In order to defeat him, you can try to blow up the red barrels. You don't have to kill him: use fireworks to distract the enemy. Regardless of which option you choose, interact with the gate and kill another zombie. Use the switch to restore power.

Now you can get to the first radio tower and start climbing to the top. Use the ladders and grab onto the interactive edges (yellow and black). Don't rush, think through every step, because if you make a mistake, you can fall from a height, which will lead to inevitable death. There's a zombie waiting for you at the top that you can push down. Find a window and open it. Listen to the conversation with Karim and go down the rope to the very bottom.


The second radio tower is located east of here. It will be surrounded by an electric fence, but it will be quite easy to deal with. Climb up the nearby rocks and stand as shown in the picture above. Run along the edge and jump onto one of the metal balconies. Here you can chat with Alexey, or immediately start climbing higher. Just like before, use stairs and interactive edges. Open the next box and activate the radio tower. Use the rope to get down to the very bottom. Return to the garrison to meet Rais again, and also talk to Karim.


Leave the garrison and move east. Climb onto one of the carriages on the bridge and contact the organization. Move to a new place. When you reach the marker, go into the small camp area and find Jaffar. Talk to him to get compensation.

Next, you will need to get to the tunnel entrance, located northeast of your current position. Once you're there, go inside the tunnel (where there's a burning car) and find the south door. Explore the corridors on the sides and open the red door. After watching the cutscene, you will meet new enemies - bombers. As you guessed, they will explode.


The next destination is a fishing village located in the eastern part of the Slums. When you arrive, you will need to deal with all the monsters in the village. But first, close the gate as quickly as possible to prevent new enemies from entering the village. Start killing monsters. Pay attention to runners. Try to break their legs or push them off the roof. Also, don't forget about new explosive enemies. Throw throwing weapons at them, in particular axes or stars. After all enemies are destroyed (a new safe zone is unlocked), find Guzel's hut. Talk to him and get compensation.


Leave the fishing village and head towards the port located north of your position. Go past the barricades, moving along the top, and find Morgan in the port. After a short conversation, take the bag lying on the table.

Now head west. While you are moving towards the garrison, Karim will contact you. He will report a loss of contact with one of the patrols. Drive to the gas station. Before you get closer to the gas station, make sure your health is restored.

Start by opening the back door of the yellow van. Take all the grenades you find. Run away quickly, as there is an armed enemy on the roof of the gas station. You need to kill him, only then explore the area. The easiest way: throw a grenade so that it flies over the fence and lands on the roof. You can also use firearms or other throwing weapons. You can go up to the roof, deal with him and get the rifle. In addition, by opening the hatch there, you can unlock the safe zone.

When the battle is over, find the bodies of the patrolling soldiers. Examine the body of the dead mercenary located closest to the gas station building. Turn over the body and find the envelope you need to pick up.

Return to the garrison in the western part of the city. When you are there, first talk to Karim, then knock on the blue door and talk to Rais.


Leave the building and get back to the carriage, climb up and contact GRE. Return to the tower, go inside the shelter, use the elevator and listen to the conversation with Jane. Go to the room where Bracken is located. Follow the stairs to get onto the roof and chat with Rahim. Climb to the top of the roof and stand there to contact the organization. Ultimately, everything will end with a dialogue with Jane.

Chapter 5. Brothers and sisters
Dying Light Walkthrough

Reward: 40,000 experience points.

Head to the meeting point with Jade, who can be found in a van near the school. Open the van door. After watching the cutscene, move towards the school and climb onto its roof. Go to the blocked entrance and use the stairs to go higher. There will be mutants on the roof. Pay attention to Toad and Bombardier. After killing one of them, an infected runner will appear. You can push him off the roof. Find the door on the roof, open it and immediately take a step back. Wait for the mutant to explode, then go inside. Use the hatch to find yourself inside the school.

Start exploring the school. There is only one path leading to your goal, but you will have to move pieces of furniture to clear your path. Bandits will appear on one of the lower floors. Use traps with bombs, a Molotov cocktail and throwing or firearms. If you use melee weapons, do so only in narrow corridors where you will not be surrounded by enemies. Jump back and to the side to dodge enemy attacks.

Move on and turn off the alarm using the switch on the wall. In addition to fighting bandits, you will encounter several infected. Explore the large yellow area that will appear on the mini-map after the security room. Find a large chest, open it, but there will be no antizine inside.

Explore the area to find the basement key. Unblock the passage by moving the wardrobe and break the boards. To do this, you can use any weapon.

As you explore the next part of the building, note that an infected person is waiting for you in the stairwell. A runner will appear after him, so be prepared to run into him as well.

Use the keys to open the door to the basement and then find the room where the valve is located. Interact with him. As you go further, Bombardier will stand in the way.

After watching the cutscene and meeting Jade, the final battle with the bandits will begin. Use grenades and Molotov cocktails against them. After you kill them all, leave the school building.


You can return to the tower. Inside, take the elevator and go up the stairs. Follow to the roof, talk to Rahim. Now you can chat with two people in the tower - Dr. Zeze and the Quartermaster (lobby). Find out about a new type of infected.

Wait until night falls and open the slum map. You need to get to one of the places marked on the map, where there will be new type infected. You must get there while avoiding any battles with monsters. Use light gadgets to illuminate the location. After discovering a new monster, make sure that there are no other opponents near it. If they are, then distract them by throwing fireworks, or lure the monster itself away, and then kill ordinary zombies. Sneak up to the monster, use a good melee weapon to kill it, preventing it from hiding (see screenshot below). When the zombie is dead, examine the body and get a sample of its skin.


You can now return to Dr. Zeza, who is now in the safe zone south of the tower. Give the skin sample to the doctor and talk to him. You will receive a new one drawing - poisonous explosion.

Leave the trailer and wait until Rahim gives Crane his contact information. Go north and check the area where there are several dead bodies. Examine these bodies and you will find Omar. Talk to Bracken on the radio.


Head north again. This time you need to get to a warehouse near the road. Open the door to go inside (loading a new location). Attack the zombies surrounding Rahim's hideout. Use melee weapons or Molotov cocktails. When you try to open the carriage door, a Toad will appear. Kill the enemy as quickly as possible while dodging the acid flying at you.

Talk to Rahim and take two bombs from him. You will have 3 minutes to plant all these bombs and leave the place. Don't wait for the objectives to update, but immediately go through the hole and get to the sewer. Get out of the water and use the ladder to get to the surface.

1. Run to the place where you should plant the first bomb. To move quickly, use parkour techniques. Ignore the normal mutant zombies. You will have to kill only runners and only if they are at close range with Crane. Find the marked pillar and place a bomb on it.

2. Find the place where you need to plant the second bomb and go to the wall. Wait for the Brute to destroy it, then defeat him or pass by.

After this, you will need to leave this place before the bombs explode. Get to the exit, jump down and go through the pipes. If you have never been delayed anywhere before, you will have more than one minute to spare.

You can turn around and look at the explosion. Go down the stairs, go into the sewers and swim to the other stairs to return to the warehouse. Approach the carriage and watch the cut-scene.

You can now leave the warehouse and head back to the tower. When you are there, talk to Bracken, who is waiting for you on the first floor.

Chapter 6. The Pit
Dying Light Walkthrough

Reward: 55,000 experience points.

When Rais' men attack you, jump out of the tower and head to the safe zone you were in before. You need to get to this place in less than 40 seconds, so don't engage in combat and use parkour.

When you are in the safe zone, attack the bandits using firearms or throwing weapons. Don't go beyond the safe zone because screams and gunshots may attract runners. Also, keep an eye on the flames. Once the battle is over, enter the trailer to find Malik, who is badly wounded. Wait until a new dialogue with Bracken begins.


Move west to the Raisa garrison. The surprising thing is that you won’t have to fight the bandits guarding the building. You can't go through the main door, so go around the building and position yourself on the north side. Find the red van, climb onto its roof and begin to climb the building to the indicated location (see picture above). You will be able to reach the roof and surprise the enemies standing here. Moreover, they can be pushed down. Go to the southern part of the roof and find a hatch leading inside the building.

Listen to the GRE conversation, then start exploring the garrison. Get to the elevator to open the door. Jump onto the rope to go down to the floor below. Open the door again and go forward. Soon you will encounter enemies inside the garrison for the first time. You can ambush some of them, but still the other part of the bandits will try to make sure that it is you who fall into it. In battles, use Molotov cocktails and throwing weapons. Dodge attacks without forgetting about it. Follow to the lower floors.

While exploring the garrison, go into the rooms you meet along the way. One of these rooms will be the armory. Inside you can find a pistol and an assault rifle. The rifle can be used to destroy bandits! Aim for their heads if the opportunity presents itself. Hide behind obstacles. Keep an eye on the mini-map, which will help you avoid an ambush. Look around the locations for barrels that you can shoot at, thereby exploding them and nearby enemies. Don't forget to collect ammo left after killing enemies. You will soon find Dr. Zeze; a cutscene will start.


When you take control of Crane, you will find yourself in the arena. All equipment will be taken away from you. (Looking ahead, at the end of the mission you will return it to yourself). You need to survive two rounds in the Pit.

In the first round you need to defeat several dozen ordinary zombies. First, try to get a melee weapon (rebar or hammer), and also find as many throwing knives as possible. You can search for them using the Survivor Sense skill. Most of the weapons will be on top of the containers, and some will be on the ground. Explore the arena as you will spend about 5 minutes here. In addition to weapons, collect fireworks that will help you distract opponents and kill them in small groups.

You need to attack ordinary infected only after you have collected at least 2-3 melee weapons. Try to kill zombies one by one, use spikes in a circle. Unfortunately, the runners will appear in the arena at the same time, and you will have to face them all at once. Climb to the top of the container or stand on narrow ledges. Wait until the infected begin to rise towards you, then attack (if you have the appropriate skill) or jump on top of them, performing techniques. There is no need to be a hero: there are too many monsters, and your strength is running out. There are no first aid kits on site!


Battle with the Destroyer in the arena

After destroying all the infected, you will move on to the next round, in which you will need to defeat the giant mutant - the Destroyer (a scale with his health reserve will appear at the top of the screen). Spend some time learning the monster's two special attacks. During one of them, you will have to constantly move around the location, and then dodge to the side at the right moment. The monster's second attack: throwing pieces of concrete in your direction. In this case, you will also have to dodge or hide behind cover.

To attack the monster, use the machete that Rais will throw to you. At least until it breaks. Stand near a wall or other obstacle and wait for the Destroyer to use its attack. Dodge at the right moment, and then quickly attack the enemy while he is vulnerable. You need to hit the exposed parts of his body. Move away from him and repeat the procedure. Another interesting tactic is to use gas cylinders located in the arena. You can throw them at the monster's feet and then explode them.

A little later, during the battle with the Destroyers, things will become completely bad. You will see runners heading towards the arena. You shouldn't ignore them, as these scoundrels will constantly prevent you from attacking the Destroyer. As soon as you see them, run as far away from the Destroyer as possible, climb onto the concrete ledge and attack the runners. You can also try to push them onto the spikes. Use throwing knives to slow them down. Continue fighting the Destroyer until you kill him. Don't take risks! After defeating the monster, pick up the first aid kit lying on the ground. Watch the cutscene.


As soon as control returns, start running away. You won't be able to stop during this episode. Follow the route that the game tells you without making mistakes. If you have few health points left, you can use the first aid kit found in the Pit.

Once you reach the parking lot, the chase will end. There will be one zombie here. Go towards the exit, leave Raisa's base and proceed away from it. Avoid meeting with the infected and wait until the main character loses consciousness.

You will find yourself on the pier. Listen to Bracken's monologue and take the bag lying on the table to return all your equipment.

Chapter 7. Saviors
Dying Light Walkthrough

Reward: 15,000 experience points.

Advice. Before starting the mission, try to complete all the side quests in the Slums, because after completing this task you will move to a new area of ​​Harran - "Old Town".


Move into the buildings located in the central area of ​​the Slums. It is best to move along the rooftops to find the desired balcony. Knock on the door and talk to Kenk, who is the representative of the saviors. Talk twice.

From this point you can start moving towards the new part of Harran. The tunnel is located in the southwestern part of the location, if you look at the map. The bridge leading to the tunnel is destroyed, but you have several alternative routes. The best option is to go up to one of the warehouses located to the west of the destroyed bridge and position yourself in the place shown in the picture. Cross over the scaffolding, past the concrete barriers and head south.

Avoid collisions with zombies, for example, jumping from one car to another, and get to the destroyed tunnel. On the right side there will be a door through which you can get into the sewer. When you reach another door, knock. After listening to Khazan, jump into the small hole in the ground. You will find yourself in an underwater tunnel.

Once you're on the other side of the large gate, grab the yellow pipe attached to one of the walls and start moving slowly to the side. You will need to perform several difficult jumps to get to the small, and from there to the large balconies. Now you can go into another tunnel. Go down and follow the white arrows.


After exiting the tunnel you will find yourself in a location with big amount zombie. The passage is narrow, which means using Molotov cocktails is a good option. Keep an eye out for Runners and Brutes to kill: approach them, use a quick attack and jump back. When you clear the location, you can turn the valve located nearby, thereby unblocking your passage.

Go into the next tunnel and pay attention to the Bombardier. At the right moment, you must run back to avoid damage. Kill the runners and move on. Select pistols and cartridges, as they will be useful to you in the future. To continue your journey, jump onto one of the balconies. In some room you will see a Toad. You can get close to this monster and kill it in melee. Or, as an option, shoot the monster with a pistol using cover. Continue forward, grabbing the yellow pipes.

In the next corridor, jump to the yellow pipes located against the wall on the right. Move to the left side, turn the valve to open the door, and jump into the water. The main character will be ambushed by Rais' people sent by the traitor Khazan. Do not swim on the surface as this greatly increases the risk of serious injury. Stay underwater and try to swim to the next area as quickly as possible. Climb onto the metal platform, heal, take out the gun and move on.

Without taking any risks, shoot the bandits. Use cover to avoid damage. Look at the mini-map. Take your time, as some enemies will appear from the side rooms. After destroying the first enemy group, go forward. You will soon see stairs and enter the courtyard. Sneak up to the bandits and destroy them by acting suddenly. Follow the balcony, find the stairs and get to the door that leads to the Old Town. Chat with Troy and the mission will be completed.

Chapter 8. Find the SPARK
Dying Light Walkthrough

Reward: 5000 experience points.

After talking with Troy, head to the ISCR headquarters in the Old Town. If possible, move along the roofs, as this will make the path shorter. You need to get to the two tallest towers.

Once you are near the tower, climb higher on it. Move up the ledges. Don't rush, because one mistake and you'll end up at the bottom. At the top, talk to Mike and open the window in the attic. Watch the video and meet Savvy and Troy.

Chapter 9. Higher education
Dying Light Walkthrough

Reward: 15,000 experience points.

Head towards the university building, located in the central part of the Old Town. All entrances from the ground will be blocked, so you need to go up to the roof.

Talk to the guard and go inside. Here you must meet Fidan.

After talking with him, leave the university and listen to Troy's message on the radio. Follow Troy's directions and return to ISCR headquarters (again through the attic at the top of the tower). Watch the video and the mission will be completed.

Chapter 10. Fiery face
Dying Light Walkthrough

Reward: 20,000 experience points.

Move to the south of the Old Town location and you will see Toads walking around the area. Find a small hole and jump through it to find yourself in a flooded tunnel. Get to the door in the sewer and go through it. Inside, notice the broken part of the floor. Jump into the water and get to another part of the underwater tunnel. Go through the big hole and continue on.

Soon you will be running away from zombies. Pay attention to the scorers, who should not approach you. Shortly after opening the new door, Crane will lose his strength for a moment. There's nothing you can do about it. Get to Michael and talk to him. You learn that you need to plant four explosives in four different parts of the building. Grab the four remote explosives from the nearby shelf and open the red door to begin exploring the skyscraper.


Bomb 1, 2. First, you must reach the 10th floor. So go up the stairs, find the elevator on the first floor and use it to go up to the tenth.

Unfortunately, the elevator will stop before reaching the 10th floor, somewhere halfway. Get out of it and climb through the hole to the roof. The screen should become distorted. Climb using the ledges and yellow-black edges. Turn around to find the ledges above. Jump to the open door on the 9th floor and begin exploring it. Pay attention to the ceilings in the rooms. In one of the rooms the ceiling will be destroyed. You can go higher, to the 10th floor. Explore the location, deal with zombies, of which there are quite a few here. Among the enemies you will meet two bombardiers.

On the 10th floor you need to find apartments No. 105 and No. 106. In both apartments you will have to destroy several mutants using Molotov cocktails (against large groups). In each of the apartments find gas stove and interact with her to plant the first two bombs.


Bomb 3, 4. Go to the stairs and go higher to the 12th floor. There will be one bombardier and several infected. Find a room whose ceiling will be destroyed and go up to the 13th floor.

On the 13th floor, check apartments No. 13 and No. 137. In apartment No. 134 you will meet a new type of zombie - Screamers (zombie children). The first time you won't be able to prevent the monster from screaming. After shouting, other zombies will arrive to answer the call. Please note that the Screamer himself cannot attack you, he only calls other opponents for help. Therefore, in the future you need to avoid direct contact with the Screamers if you do not want to fight a horde of mutants. Deal with the mutants who have come running using Molotov cocktails. Among others, Toad will also be here. When you clear the floor, return to apartment No. 134. You can kill the Screamer using firearms, but it is better to follow the game's advice. Approach the monster and press the “action” key to kill the enemy.

After you clear apartment #134, find the gas stove and place the third explosive on it. Proceed to apartment No. 137, where you can’t expect any surprises.


Detonator. After listening to the conversation with Michael, return to the floor below by jumping into the large hole in the apartments on the floor. Get to the elevator and open the doors. Go down the ropes to the very end. Go inside the elevator car, press the button to go down to another floor. Immediately after exiting the elevator, you are attacked by a large group of infected led by the Brute.

Follow the linear path of the yellow zone, go down to the basement as indicated on the map. Find the detonator here. Pay attention to the scorers. Take the detonator, move into the nearest tunnel, go to the end and follow further.

Soon you will find yourself in the sewers, where there will be another Brute. Defeat him or ignore him, taking advantage of the fact that the enemy is very slow. Climb the stairs and jump from balcony to balcony, then reach the large pipe. Climb the last ladder and leave the sewer. Use the detonator to activate the explosives. Listen to conversations.

Chapter 11. Meeting place
Dying Light Walkthrough

Reward: 5000 experience points.

Head to the indicated building to meet Jade. (This is east of where you entered the sewers in the previous mission). Once you're there, go up to one of the open windows. Enter the room with large writing on the wall and deduce that Jade has been kidnapped by someone.

Chapter 12. Museum
Dying Light Walkthrough

Reward: 20,000 experience points.

Listen to the conversation with Troy on the radio and leave the building. According to the first task, you need to meet with the curator of the museum, which was captured by Rais and his people. The curator is located in a safe zone, in the northern part of the city. You can get there as soon as you go up to the roof (there will be a large garden here).

After talking with Tariq, head to the museum and proceed through the indicated location. You should find the underwater tunnel shown in the screenshot below. Enter this tunnel. Don't waste your time, because you won't be able to stay underwater for a long time.


After exploring the underwater corridors, you will find yourself in a place where you can float to the surface and replenish your air supply. You should not cling to walls, etc., so as not to slow down your swimming. You'll soon reach a ladder and be able to leave the water. Please note that there is a closet here.

Secret. In order to open this cabinet, you need to complete the mission “Chasing the Past” and get the key.

Go through the red door to find yourself in a new location. Enter the water, move without stopping. The screenshot below shows where you need to be careful. You will need to squeeze between the grating and the ceiling.


As you swim underwater, look for places where you can surface and replenish your air supply. Jump along the ledges, and after Crane encounters vision problems, move along the narrow corridors. To destroy wooden barriers, use any melee weapon. Don't fall from a height, as this can cause you to lose a decent amount of health. Jump into the water one last time and swim to the large square near the museum.

Below there will be two opponents. Try to shoot them as quickly as possible. Approach the next area where the first of few battles will begin after listening to Rais' speech. If you wish, inspect the area to the left as soon as the battle begins. Inside there is ammo and a double-barreled shotgun. But to eliminate opponents, it is best to use a machine gun. To find enemies faster, use the mini-map. Also, pay attention to the explosives thrown by your opponents.

After you deal with the first group of enemies, a second squad will appear on the location. The enemies will be on the balconies. You can shoot down from below, or climb up and fight up close. In any case, you will have to get to the upper level as soon as the opponents are defeated. Find the door leading to the next area, which will be guarded by several bandits with machine guns. Raise the gate and move forward, ignoring the hallucinations.

When you find yourself in open space, opponents will attack you. Move forward, killing the villains who stand in your way.

Soon you will reach a room with a huge number of zombies. Don't try to kill them, just run away. This is where skills that reduce damage taken from zombies come in handy.

In the next part of the location, you need to deal with the infected who have crowded around the door behind which Jade is located. You can shoot enemies from the balcony above, or jump down and fight them in close combat. After the battle, go to the large gate, listen to Rais's speech and begin the battle again. Try to kill the most dangerous opponents first. Use Molotov cocktails.

Hallucinations will begin. Get to the place where Jade appears. Avoid falling, but even if you fall down, you will not lose experience points. You won't experience any serious problems. Using rock climbing skills, get over obstacles. At the end of this sequence there will be a more or less complex episode. You need to jump from one vertical pillar to another. When you jump over, climb to the top and jump to the next pillar. After the hallucinations are over, watch the video.


Battle with Tahir

Now you must face Tahir, who is in charge of everything here. During the battle, you will only be able to use a machete. Access to additional equipment is prohibited. The same goes for first aid kits. Do the same as when fighting other bandits. Hit the machete after dodging Tahir's attack. If possible, do not go far from the boss, as he will start using firearms. To avoid damage, dodge to the side and move back.

After you reduce Tahir's health by about half, regular enemies will appear in the location. The battle will become much more difficult. Attack normal enemies that move away from the boss. Use parkour to attack, weaken or stun enemies. When you've dealt with everyone, finish the fight with the boss until his health bar is empty.


Head to the marked museum exit in one of the previously visited areas. There will be enemies near the vans. Use the weapons found on Tahir against them. Find the character's bag and interact with it to return all the equipment.

You can now leave the museum and listen to the conversation with Dr. Camden on the radio. Finally, move to a new location where Troy is located - a lonely tower. You may encounter problems while finding the entrance to the tower. Find the window shown in the screenshot above. Make your way through the window, move along the ledges to the very top, where you will meet Troy.

Chapter 13. On the air
Dying Light Walkthrough

Reward: 20,000 experience points.

Move to the northern part of the Old Town, where you will need to find a staircase leading to an underground corridor. Open the gate on the left and get to the door to the sewer. After this, you will find yourself in a new part of Harran - “Antenna”, from where you will have to broadcast a message.

After loading a new location, you will not immediately find yourself on the antenna. First you will have to cross the sewer. You will be able to find the double-barreled shotgun if you missed it in the previous mission. There will be a Screamer in one of the rooms ahead. Quickly run up to the monster and deal with it by pressing the “action” key.

Immediately after killing the Screamer, approach the barricade in the northwest, which the monster should break. Run back to the place where the shotgun was found. Go up to the balcony and wait for the mutant and many other opponents. They were summoned during the scream of the dying Screamer. Take advantage of the fact that the enemies can't climb up and shoot them from the ledge. It's best to use a shotgun. First of all, defeat the main mutant, and then deal with the rest.

It is recommended not to linger too long on the balcony, since the killed infected will soon be replaced by new ones. Move towards the barricade, clearing your path, and go northwest. You will find yourself near two grates leading to the next sewer. Approach any of the grates and interact with the valve. It will take you a few seconds to turn the valve, so first make sure there are no monsters behind you. Go through the new passage, enter the next room and kill the Toads.

Your next task is to get to the balcony above. This is the only way to leave the sewer. Head northwest and find a ledge you can climb up to. Move along metal beams and jump over to the adjacent platform. Go through the blue pipe, which will lead you to that same balcony.


Look up and pick up the yellow pipe shown in the screenshot above. Turn right along the pipe. Drop down after you reach the platform above. Turn around and jump towards the balcony. After a while, you will have to go through two blue pipes that will lead you to a platform. Turn towards the last balcony and make the final jump.

Leave the room, go up the stairs and in the next room you will meet the infected. If you have the appropriate skill, you can sneak up and kill those from behind. If you use a firearm, other zombies will come running towards the sound.


As a result, you must reach the exit from the sewer. Stand on the ledge, turn towards the blue bags and try to get over them. Next, you will need to find the key card, and in order to do this, you need to study the two marked points on the map. Go to the place that is closer to you - to the northeast. Attacking zombies is completely optional. Examine the four blue containers - two at the bottom and two at the top. There won't be a key here.

Now move to another yellow area in the central part of the map. You need to be much more careful here. Try to kill the toads on the containers first. It is not necessary to fight the rest of the mutants. Through the hole on the roof, get to the containers and take the access card from the corpse of the container to the south.


Next, you will need to get to the substation in the northwestern part of the map. It's best to use the main road. Approach the closed area in the south and climb over the fence. Try to get to the roof and kill the toads. Deal with the remaining scorers. The remaining mutants can be ignored. Use the key card to open the door to the building. Go to the second room and find the fuse box.

Leave the building and lure the zombies away, towards the south. Then quickly go to the base of the antenna and use the control panel. Move away and wait for the elevator to break. Go through the hole and climb the stairs to the very top. Turn left and jump onto the platform shown in the screenshot below. Go up the other stairs.


As you make your way to the top, you will encounter some of the most challenging episodes. Basically all of these situations will make you jump towards the red or gray tower element. Each time, jump and hold the jump button until you land. On one of the balconies, turn around and see an interactive ledge just above. There will be corpses on one of the platforms. Attack the zombies before they rise to their feet on their own. Soon you will reach the indicated point. Open a window and start broadcasting the message. Taking the GRE will give you new goals.


Now you need to get to the tunnel in the central part of the map. Use the rope and go down. When you reach the tunnel, you will find a small white door and open it. After returning to the main tunnel you will encounter more zombies. Deal with at least some of the mutants, for which use Molotov cocktails. Head south.

Go to the end of the tunnel, you will be attacked by jumpers. Don't attack them as you will inevitably fail. Instead, start running away, use lamps during the chase, thanks to which you can slow down the monsters.

Once you climb onto the truck's trailer and reach the door, the chase should end. Follow the corridor and swim through the underwater tunnel. Soon you will see a door leading to the Old Town. After speaking with Dr. Camden (when you return to Old Town), the quest will be completed.

Chapter 14. Clinic
Dying Light Walkthrough

Reward: 35,000 experience points.

The clinic is located in the northwestern part of the Old Town, you must go there. There will be at least two mercenaries on the roof of the clinic. You can defeat them, although it is not necessary to do so in the game. The fact is that you can enter the clinic through the entrance on the ground.

Go under the partially raised gate, bandits are waiting for you on the other side. These enemies use only melee weapons, so dealing with them will be quite easy. Once you get inside the clinic, go to the elevator and call it by pressing the button.

Wait for the elevator to go down and head into the underground complex. Go to the door and open it. Kill the infected enemies first, go further to the door with a large pool of blood near it and listen to Camden's comments. Go to the toilet, where you will again have to use your weapon. Find an open ventilation shaft there, get inside and get to the security room. After you kill the officer, do two things: take the key card and use the terminal to open the door that was recently seen. Leave the room and follow through the new passage, dealing with the zombies.

Move forward along the long corridor and turn into the tunnel on the right. Approach the locked isolation room and listen to Camden's comments again. You must return to the main corridor and wait for the scientist to unlock the door on the left. That's where you need to go. While exploring the installation, pay attention to the group of zombies lying on the ground. Go around them and finish them off before they try to bite you. Use the access card to enter the office and kill the bombardier from a safe distance. Find the ventilation shaft here and climb inside. Follow forward and exit on the other side. Go between the yellow and blue pipes.

The upper path leads you to a room with green gas. Stay away from gas if you don't want to lose your health. Climb the ledges higher and you will find yourself above the infected. You need to get to the forklift near one of the walls and pull the lever. Distract the zombies in advance by throwing fireworks to the side. After using the forklift you will have access to another vent. Follow through it, in the new room you will reach another forklift. But there will be bandits here. After the forklift moves the platform, go underneath it and leave the room.

Go to the room at the other end of the main corridor where the generator is located. Try activating the generators. Two of the three generators will restore power to the underground complex.

Return to the large corridor and go further. Attack zombies from a distance using a Molotov cocktail. Be careful during this part of the mission. Dodge the mutant, but don't attack him. Just run to the other end of the corridor and use the key card to move on.

You can now access an isolation room that was previously unavailable. Once inside, press the red button and wait for the procedure to complete. Kill some zombies in the process. Go to the next room to meet Dr. Camden. After the conversation, return to the elevator; there will be no mutants on the way.


Once you are in the Old Town, go to the new location in the central area to contact GRE. This is one of the tallest towers in the area and, as you might have guessed, you need to climb to the very top. Move along the ledges of the tower, look around to see other places with which you can climb higher. When you find yourself at the very top, talk to Rais.

Chapter 15. Evacuation
Dying Light Walkthrough

Advice. Once you find yourself on the Raisa skyscraper in the Slums, you will not be able to return back. No one will allow you to complete side quests or fulfill the conditions of challenges. However, after completing the final mission, you will be able to continue your journey through Harran based on your earlier saves.

Advice. Before you start this mission, try to create as many first aid kits as you can. Also, learn some new parkour skills because that's what you'll need.


Rice's skyscraper is located in the Slums, which means you'll have to head back there first. You can go through the main passage through the sewers that you used during the mission "Rescue". But this option is bad because it will take up a lot of your time and effort until you get to your destination. In addition, you will have to fight monsters, jump on buildings, etc.

If you do decide to go this route, then follow a linear route. You will be attacked by numerous groups of zombies. You don't have to fight them, using your parkour skills to escape further. Next there will be a very inconvenient episode where you need to jump onto platforms and ledges above. Try to be precise with each jump. At the end of the route you will leave the sewer. Deal with the Toads and turn the valve.

If you don't want to waste your time, you can get to the Slums via an alternative route. Return to the tunnel area through which you ran away from the night zombies at the end of one of the previous quests, “On the Air.” Go down to the sewers located in the south of the Old Town. Once you're in the new area, you'll only be able to walk down a few hallways and swim along a flooded tunnel. Soon you will reach the door leading to the Slums.


If you take the long path, as the game leads you, you will find yourself in a tunnel that you have already visited before. If you chose the alternative route we suggested, you will find yourself in a safe zone in the north of the Slums. In both cases, your current goal is the Raisa skyscraper, which is his headquarters. Once you are near the skyscraper, find the red door and interact with it to get to the next area.

Head to the upper floors and ignore the image distortion, as everything will soon return to normal. After reaching the new large area, you will see a cutscene and talk to Rais, who will unleash a horde of zombies on you. Do not try to fight the infected, as their number is constantly restored. Instead, run away from them. Climb the metal scaffolding, which will allow you to leave a kind of arena.

When crossing construction site Keep an eye out for mutants and other elite zombie enemies. Follow this until you find yourself in a small tunnel. Move through the tunnel and jump into the hole. Once you find yourself in the sewers, run up to the Screamer and silence him. Move on.

From this moment on, mutants will constantly appear around Crane. Just like before, don't waste your time on them. Use ultraviolet weapons to slow down enemies and reduce the chance of damage. The most important thing now is to escape from them. Along the way, jump onto the small platform and climb onto the ledge above, then use the yellow pipes. When you find yourself in an area where there are two ropes, use them to get around the group of zombies. Take a long jump to the stairs a little to the right. Climb up it.


After you leave the sewers, go forward. Climb onto the overturned container and use the scaffolding to begin the climb. Look for interactive ledges. When you find yourself on the ledge above, go inside the red elevator, press the button and wait until it reaches its final destination. Leave the elevator and go forward. You don't need to run anywhere else, but it is still recommended not to run into zombies. Find the stairs and, when you are near the destroyed part, on the edge, jump to the floor above. Find the seriously wounded Karim and talk to him.

Go to the edge. You need to run up and jump to land on the blue bags. After landing, eliminate the zombies and rise up. Move through the scaffolding to the next building, kill the bombardier and find the destroyed stairs. Continue your way, make several precise jumps onto concrete surfaces. Before each new jump, inspect the distance.

When you reach the vertical ledge, jump towards the metal elements and climb up to the balcony. Climb up some ladders to the top of another crane. Run forward before the crane is destroyed. Go to the ledge on the wall of the adjacent building and use them to climb higher. Now you need to perform a series of difficult tricks (walking on narrow elements of a skyscraper, jumping onto adjacent ledges, etc.). Towards the end of the climb, crouch down to get under the metal elements.


Soon you will find yourself on the roof of a skyscraper. Go up the last stairs to meet Rais. Be prepared, because during the cutscene you will need to press the keys (buttons) indicated on the screen. Click on the additional "action" key.

When you complete the sequence, watch the cutscene. Remove the dagger from Crane’s body by pressing the “action” key (button), and then use it to finally deal with Rais.

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9. Higher education. 10. Fiery face. 11. Meeting place. 12. Museum.
13. On air. 14. Clinic. 15. Evacuation.
Additional missions: Slums, Old Town, Antenna.
Achievement "Honorary Reader Site"
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Access: after you complete the second half of the "Treaty with Rais" quest.

Region: eastern part of the map, not far from the overpass, talk to Macarius.

Reward:

Difficulty level: average.

The quest becomes available immediately after you complete half of the story quest “Treaty with Rais.” In the Slums there is a task in which one person will shout something. It is located on the south side of the overpass. First, you will need to knock on doors to talk with a survivor named Macarius. It turns out that his wife is giving birth and he urgently needs alcohol. The alcohol would be a good disinfectant for his wife. So, you need to find several bottles and take them to Macarius.

At some point he will ask you to bring him more alcohol, so you will have to make a huge run again to find a couple more cans. You will also have to run a little to get the reward. The reward is kept behind some doors that are locked, so you have to unlock them. Once you open them, you will receive a reward for your task.

A Survival Guide to Zombie Land

Access:

Region: Harbor, talk to Neil there.

Reward: 5000 experience points for Survival, 2000 bucks.

Difficulty level: average.

You can take on the task only after completing almost the second half of the main task “Treaty with Rais”. So, you will meet a man named Neil. Neil turns out to be a journalist. He will need to return the interview with outbreaks about the epidemic. In general, this is the whole problem, since all his data remained in the Internet cafe, which is located a little higher on the map. We recommend that you take more weapons with you when completing this task, as the enemies you will encounter are quite difficult. In the cafe you will need to get to the second floor, so you have a choice: either run with the breeze, or break through with a fight. You can access the second floor from the back. The doors to the inside of the building will have to be broken down. When hacking, be sure to listen to what is happening around you, as the infected may unexpectedly arrive.

We categorically do not recommend that you enter the cafe very quickly. Inside you will be met by a Suicide Squad, so if you run inside, you will not have time to think again before the Suicide Squad will explode. It’s best to enter carefully, and then when you provoke him, quickly run out. As a result, there will be no suicide bomber, and you will be able to pass through calmly. Inside the cafe there will be one interesting note, a mini-statue and notes that our journalist Neil needs.

Now it's time to pick up the most important thing - the camera. Now the camera is already on the overpass, and there are about three hundred infected people there. We recommend moving to the overpass from the depths of the island. It will be too high to climb from the water side, so you will have to walk and climb onto the overpass a little further. The job will be easier if you have a skill like Vault Jump, which is in the Agility tree. With this skill, you can quickly run and jump over zombies that block your path. If you do not have this skill, then we recommend that you climb onto a car or bus and fight off the zombies there, and if you are pinned down, then use firecrackers. So, the camera is in a black car. This car is located on the eastern part of the overpass, mainly behind the railings, which serve as a barrier. It's not difficult to spot him. Using firecrackers, you will have to distract the other part of the zombies, at which point you will need to rush to the trunk of the car. After the car starts falling into the water, wait on land and then chat with Neil on the radio transmitter. As soon as the conversation ends, you will have to dive for the camera. Please note that you will have to swim to the very bottom. Once you get this damn camera, go back to journalist Neil and take his well-deserved reward!

Seaweed

Access: after you complete the second part of the quest "Treaty with Rais".

Region: eastern part of the Slums, Harbor, talk to Job Board.

Reward: 2500 experience points for Survival, 500 bucks.

Difficulty level: easy.

The quest can be obtained after you complete the second half of the main quest “Agreement with Rais.” A man named Job Board gives you a request from a girl named Sophia: she needs to collect a couple of seaweeds. This girl lives in the southeastern part of the harbor. She makes medicine from aquatic plants for local residents, thereby helping everyone survive. The healthiest and richest lake will be marked on your map. And outside of the mission, you can go there to collect useful herbs purely for yourself. As soon as you collect the seaweed and return to Sofia, you will immediately receive a well-deserved reward from the girl.

Bandages and medicines

Access: after the events after the mission "Brothers, Sisters" take place.

Region: Tower, first floor, talk to Job Board.

Reward: 2500 experience points for Survival, 1500 bucks.

Difficulty level: easy.

The quest can be taken immediately after the events before the main quest “Brothers, Sisters” take place. You can take the quest from the same Job Board. You will need to find three syringes, gauze and painkillers. To complete the task, you need to take all these items to a man named Toygar. If you do not have all three suitable components, then carefully inspect each first aid kit. In general, everything related to medicine needs to be carefully examined and everything found there. necessary items It won't be difficult for you. As a last resort, you can buy all this from a merchant. Gauze is completely cheap and is not in short supply.

Hero

Access:

Region: Old Town, Troy Tower, talk to the boy Ozan.

Reward: 2500 experience points for Survival after each race, access to the storage room where weapons are stored.

Difficulty level: average.

You can take this task only after you reach the Old City. You will need to find a boy named Troy. The boy is on the upper bridges. When you find him, chat with him. It turns out that his name is Ozan and he will ask you to show how cool you can be. If you comply with his request, he will give you access to your father's treasury.

To start his first test, take a teddy bear. You will need to run through the markers that are located on your radar. There will be only six markers in the first part of the race. You will not be able to pass this test if you do not use “Sliding”, “Forward Roll”, “Freerunning Mastery” and that’s it. In addition, you will have to avoid roads that will lead to a descent or fall from the roof. It is better to spend a few seconds on a hook than a minute lifting a high-rise building.

After you have completed the first test, a little later you can go back to the boy and start a new test, which will now have five checkpoints. This time the test will be with an intellectual bias. You won't have to use your excellent reflexes and much more just yet. Here it is best for you to watch your every step and when crossing the street it is best to use a cable. Another problem may arise at the very end. The last marker is quite high. After the fourth, you need to make a “soft landing”, that is, it is best to fall on garbage bags. After this, quickly climb onto the white transport and further climb the columns from it.

The last race will be more difficult - time is short and the obstacles are difficult. You need to go through all six markers, each of which has its own special "trick". At the very beginning, it is best to jump down and turn sharply to the right. Soon you will need to quickly cross the street, so a pillar nearby will help you with this. Next, move up to the first marker. Keep running. At some point you will need to carefully go down and cross the street. As you pass the next marker, jump to another pillar and cross the next street. You will soon arrive at the second marker quite quickly. Then all you have to do is jump off the roof as safely as possible and land on the garbage. The rest of the race will be only linear, so you can easily make it in time.

Binoculars

Access: after you complete the second part of the quest “Treaty with Rais”.

Region: Eastern part of the Slums, Harbor, talk to Job Board.

Reward:

Difficulty level: easy.

The quest becomes available immediately after you finish completing the second half of the story quest “Treaty with Rais.” So, the fishermen who live in the Harbor ask you to bring them Binoculars (to see the enemies that will approach them). This task can be taken from a person named Job Board, who is located in the city (middle of the zone). After this, you can start looking for binoculars. The description of your task will have an excellent hint on where to search. Turn around and look for the antenna, which should be located at the top of the hill. This is where you need to go.

Once you find yourself near the antenna, try to check each level of the antenna to find the Binoculars. It is located halfway to the very top of the building. On such a long climb, it is better to try not to miss it. Once you find this item, take it quickly and go back to the harbor. Now return these binoculars to Santiago and receive a well-deserved reward for your efforts.

Cubes for a boy

Access: The quest goes into the "Dungeon" and "Troll" quest, available immediately after finishing the "University" quest.

Region: safe zone "Magic Fortress", talk to Kadim.

Reward: 5000 experience points for Survival, 15000 experience points for Survival, 10000 experience points for Survival, Blueprint: Angel Sword.

Difficulty level: easy.

The task becomes available to you only after completing the “University” story mission. The task can only be taken from Kadim, who is located in the Magic Fortress (a safe zone in the east of the city). So, the boy will ask you to bring him all the cubes. He lost them all while exploring the lower floors of the building. Well, it's time to go look for everything.

Location of the cubes: you will find the first cube immediately on the stairs that lead you from the floor where Kadim sits; you will find three more cubes on the platform of the stairs below; going down one more level, find four more cubes; three more cubes will be in the box; the other will be near the box on the floor; your last cube will be on the floor just around the corner.

Once you finish collecting the cubes, quickly return back to Kadim. Next, tell a man named Rupert about what you heard and soon, after a short conversation, a new task will appear, which is called “Dungeon”. Take the key from Rupert and go back to the basement. Open the previously locked doors and move to the left branch. You can easily go through the basement and find the closed doors where Rupert's wife will be located. It turns out that Rupert's wife has converted and needs to be gotten rid of. Once you kill her, do not leave immediately, but look for a closed chest in this room. After this, return to Rupert. To complete your task, just talk to him.

Before you leave, a new character will appear and ask you for help. This character will be a little girl, but what is more strange is that she hears something. We need to help her. Leave this safe zone and find the Troll that the little girl heard. It will soon turn out that there is a Brute in the courtyard below along with a couple of low-level zombies. It will be necessary to kill everyone. After you kill the Brute, the Destroyer will appear, which will also need to be defeated. When fighting the Destroyer, try to use evasion. As soon as you kill the Destroyer, you will need to meet with Rupert in the workshop, which is located in another part of the town. When you arrive at the place, he will give you the drawings of the “Angel Sword” (an excellent recipe). In addition, in this workshop you can also find a couple of pistols.

Cease and desist henceforth

Access: after you kill the Runner for the first time.

Region: old school, talk to Erol.

Reward:

Difficulty level: average.

The quest becomes available immediately after you kill the Runner for the first time. You will soon learn from one of the Tower guards that a couple of well-armed people are heading to the school. Find this school ( West Side your card) and talk there with the man standing near the building. After the conversation, he will let you inside. Erol will be located immediately by the doors. Talk to him and agree to complete a new task.

It's time to go north, where the key point is located. A message soon arrives from Karim that was not addressed to you. Next, kill all the zombies nearby and quickly search the bodies. You need to find the Walkie Talkie from the corpses. The radio is located with one corpse in yellow clothes. As soon as you find the required item, you will immediately receive a new task. Now head south to find Gabriel's house. You will have a marked area - in it, in the northwestern part, find a staircase. This staircase will take you to the basement. There won't be anything interesting here. Just move around the basement until you find a new staircase. Eventually you will end up on the main level of this building. As soon as you go up the stairs, you will meet Rais' soldiers, so you will have to work with them a little.

Once you clear the area here, then move to the elevator, which is located on the opposite side of you. It turns out that the light does not work, so you need to climb up the shaft to the top. Eventually you will meet Karim. Just have a peaceful conversation with this person. As soon as your conversation is over, you can leave this place and go back to the school. Upon arrival at the place, talk with Erol again. Now he needs to find paint. Move to the building that will be marked on your map. If you have not yet cleared this safe zone, then there will be a very large concentration of zombies on the roof. If you haven’t vacated this space, then you have to do it now. If you are released, then just find a can of paint. which is located on the edge of the roof.

After this, all that remains is to find two more cans of paint. The second bank will be located in the external scaffolding, the last one - in the internal scaffolding (corner of the building). As soon as you get the specified amount of paint, return to the school and go up the roof there. On the roof you will need to paint over four dots (they will be highlighted) and after that, go back to Erol. The task does not end here, as he will ask you to get him a bag that is in the basement. Get out and go to the back door of the school. Go down to the basement and carefully examine the yellow room there. In this room you need to open and check all the bags and boxes. As soon as your task is updated again, quickly go through this building and then go up the stairs. You will not be able to change anything in this task. All you have to do is talk to Karim on the roof. Before the final part of the task, you only need to open and search all the cargo that was dropped.

Chasing the past

Access: in the process of completing the "Museum" task.

Region:"Old City" safe zone, top, talk to Tariq.

Reward: 10,000 experience points for Survival, 2,000 bucks.

Difficulty level: easy.

The quest is available while completing a quest related to the Museum. So, you will need to talk with Tariq, after you have received information about the museum from him, he will ask you to help him in the case of a recently found orphan. The little boy needs his brother, who may still be alive. It is located in the Old City.

Take Tariq's quest and go to the indicated location on your map. There will be a marked door at ground level - enter it. Once inside, go up the stairs and open the doors that are on the first floor on the right side. You need to carefully inspect the apartment. Eventually you will find one entry. Once you listen to this recording, move up one floor and look into the apartment located on the left side. In this apartment you will find new entry, which will already hint that it is necessary to check the basement. Search the basement. When you find a new recording, listen to it. After that, go back to the apartment on the second floor. Here you need to take the keys to the doors that are locked in the basement. Take the keys and go back to the basement.

Down in the basement, open doors number four. Inspect the open room and then take out some kind of weapon to kill the person who has currently passed through the door on the opposite side. Now you can go back to Tariq. He gives you the keys to the treasury of the local museum. To get to this place, you will need to dive into the lake in the southern part and find an underwater passage there. Once you are in the right place, you will find a couple of locked chests. These chests are your reward for the work done.

Coffee

Access: after killing his first Runner.

Region:

Reward: 25000 experience points for Survival, 1200 bucks.

Difficulty level: easy.

You can take on the task immediately after you kill your first Runner. You can take the task from Job Board. You will have to search and collect coffee for Toygar. Coffee will usually be found in bars and shops. To complete this task you will need to bring Toygar twenty pieces of coffee. It all depends on your patience and endurance. As soon as you bring the required amount of coffee, the task will be completed.

Crayons for children

Access:

Region: Tower, talk to Job Board.

Reward: 2500 experience points for Survival, 1200 bucks.

Difficulty level: easy.

The task, as before, is available after you kill your first Runner. The task can be taken from Job Board in the "Tower". These crayons could defuse the situation in their shelter. So, you have to go to school and find some crayons. The school you need will be located on the right side of your map (industrial area).

Once you are there, go around the school and climb over the barricades. Next, make your way further inside. If you have not been here before, then you will have to talk a little with the man at the door. Either way, you are given permission to find key items. The first three sets of crayons will be on the table in the first part of the room. The other two sets will be in the small hallway in the back and on the right side. Another set will lie on the ground, it is difficult to notice in pairs, so it is best to use the Night Sense skill or simply inspect every centimeter. How do you collect it? required amount crayons, then go back to the “Tower”. You will need to give the crayons to Kate, who is in room 204, so you will need to take a short ride in the elevator.

And do you believe?

Access: after you finish the "University" task.

Region: Western part of the Old City, Library safe zone, talk to Mafid.

Reward:

Difficulty level: average.

The task becomes available immediately after completing the main task, which is related to the “University”. Find a man named Mafid near the window in the library. He hears some strange sounds from the quarantine area, so he wants to find out what is happening there. So, exit this building and head in the northwest direction of the Old City. You soon find out that there is something playing there. Get up and make your way to this place. Inside you will meet a man named Donkey. After talking with him, you find out that he needs "Night Herbs", which are located on the northern shore. These herbs grow near the shore. You should go there at night. Please note that in these places you will meet not only zombies, but also a couple of Toads. We recommend that you prepare a ranged weapon. Once you collect the necessary herbs, go back to Donkey and put them in the indicated place. Next, Donkey will tell you about some prophecy that ends your current task and begins a new task called “Shadow of the King.”

Dying Lunch

Access: after you complete the task "Treaty with Rais".

Region: upper right corner in the Slums, safe zone "Penultimate", talk to Irwin.

Reward: 2500 experience points for Strength, 500 bucks.

Difficulty level: average.

The quest becomes available after you complete the story quest "Treaty with Rais." You have to pass a rather difficult test. You will have to start the test at the top of a small house, which is located in the southwest direction. First, talk to the film director, after which you have to kill forty zombies with a double-barreled shotgun in the allotted time, while you need to try not to die.

With this gun, you don’t have to try to aim at the head, since you will deal such damage that you will destroy most of the body. Just collect enemies in heaps, and then start shooting them in droves at once. When you're reloading, it's best to retreat. Once you complete forty kills, return to Irvine for your reward.

Arriving at him a little later, you begin a new test. This time you have to shoot sixty zombies! You will now have a machine gun at your disposal! So, if Viruses get too close to you, we recommend that you quickly move back. In addition, now you need to try to shoot your enemy in the head and not shoot with heavy fire. At some point, Toad will join your cheerful company. The toad will come out from the place where your task began. As soon as there are enough zombies, move to the railway station, which is located nearby. At this point, finishing off zombies to the specified number will not be difficult for you.

The last test is the hardest, since now you have to make thirty headshots (shots in the head). You have to take thirty headshots in the time allotted to you. There will be a lot of zombies on the field and at some point two Brutes will appear. For more accurate accuracy, do not forget to use a scope! If you headshot a Brute, then you'll get as many as ten headshots, so keep that in mind. Basically, you just need to stay calm and aim more accurately. An accidental kill will not count in any way, so you need to aim anyway. If you have run out of cannon fodder, then we recommend that you leave the bus and go to the overpass. Afterwards, you can go for your reward.

Electronic parts

Access: after you kill the Runner for the first time.

Region: read what Job Board writes.

Reward: 2500 experience points to Survival, Blueprint: Electrician.

Difficulty level: easy.

The task becomes available after killing the first Runner. You will receive a message from old Job Board. He will tell you that now Toygar needs to bring a couple of electronic parts. You will have to find five sets of electronics. Please note that they are very rare and very expensive, but in any case it is possible to find them. Look often in locked chests and in cities in general. After you collect the kits, return to the indicated goal and receive your worthy reward there.

Escorts

Access: before you end up from the Slums in the Old City.

Region: covers the entire territory of the Slums.

Reward: miscellaneous.

Difficulty level: average.

The quest becomes available immediately after you move from the Slums to the Old Town.

Nick Pesto

So, at the gas station you will find a rather busy American named Nick Pesto. He will ask you to take him to the "Tower". But the whole problem is that along the way you need to take a couple more items with you. To begin with, it will lead you straight to Rais's group. Rais' thugs will stand near Nick's bag, so first you need to get rid of them so that the path is clear. In general, we recommend that you throw a couple of firecrackers first to attract the zombies' attention. When the zombies arrive in Rais's group and the fight begins, you need to make your way further past all this carnage and pick up Nick's bag.

Nick will receive his favorite ring in the bag, but there is no passport in the bag, so we move on. Move to the next point. Most likely, you will be attacked on the way to the key point, but the enemies will not be too strong. In addition, Nick will also provide you with his support in battle (but you shouldn’t count on him too much in battle). After you pick up your partner's passport, you can go straight to the "Tower". Try to follow Pesto directly, as at some point your movement will be interrupted by the Brute. Use standard battle tactics against him - hit and run. After you find yourself in a shelter together, Nick gives you the “Hell Blueprint” as a worthy reward for his escort.

Trading agent

Your next client is Farouk (aka sales agent). You can find Farouk on a bench in the “Tower” near the Slums. Once you talk to him, you will need to provide a new escort. This case will be divided into three stages. The first two stages of the escort will be quite easy. Just accompany Farouk while he goes around his clients and protect him from various raids that will occur.

The last stage is difficult because you may stumble upon Rais’s thugs or some other strong enemy. We recommend that you immediately prepare some very powerful firearms or hand-to-hand weapons. In addition, your health should be at maximum, you will need to sprint if something threatens your sales agent! If everything goes smoothly and he arrives at the “Tower” alive and unharmed, then you will receive the “Fire Launcher Blueprint”.

Werewolf

Near the warehouses, which are located in the very center of the Slums, you will meet a cursed man. His curse is exactly what this is all about - you will need to collect the specified ingredients for a cure. You will need to guide him around the market (protect him, of course) while he selects the ingredients he needs. After he collects all the necessary items for his potion, you can calmly take him to the “Tower”. As a reward, he will give you the “Drawing of the Holy Ghost”. And keep in mind that somewhere towards the end of the route the Bruiser will visit you again.

Theft from Rais

In this task, firearms will greatly facilitate your passage. In the southwest direction from the "Tower" is a former member of Rais's thugs. This man's name is Akhmet. He will be hiding inside the small blue house. In order to get to Akhmet, use the door that is located behind the counter. After you make your way to him, you will need to escort him to a storage facility that only he knows about. As long as you move, everything should go relatively calmly. The difficulty of this task begins after you cross the railway embankment. At some point, you will first be attacked by Rais' thugs. Please note that there will be a machine gunner sitting on the roof, so first we recommend shooting him first (as it can create a huge number of problems)! Next, deal with the remaining enemies. As soon as you kill everyone, immediately heal (if you need it).

Next there will be a fight with the Bruiser, zombies and Toads, so get ready. Everything will happen before you arrive at the "Tower". This is a very difficult escort, but in return you will receive a worthy reward - “Drawing Puff-Puff-Passed.”

Fisherman

Chat with the local fisherman who is standing near the "Tower". It turns out that his name is Omar and he needs to go around the town and collect a couple of very important things. In this escort you will have to fight quite a lot. Monsters such as the Toad, the Brute and even the Infected will stand in your way (this is not counting those ordinary zombies, of which there are a lot here). The most dangerous moment will be on the bridge, since the Bruiser is standing there along with a very dangerous barrel that can explode, so we recommend that you first lure him to a more convenient place, and only then kill him. As soon as you guide Omar to the items he needs, you will also need to take him to the place of constant fishing. As a reward, he will give you the "GTFO Blueprint".

Family doctor

Access: after you complete two parts of the quest "Treaty with Rais".

Region: eastern part of the Slums, Harbor, talk to Victor.

Reward: 3750 bucks.

Difficulty level: easy.

Chat with Victor, who is located in the harbor. To start the test you need to use his medical bag. So, you will have to deliver four deliveries of medicine to different points in the Slums. In addition, you will not be able to use your grappling hook. When you reach the first marker, it is better to stay to the left, as otherwise you risk ending up much lower than the key point. After this point, there will be a direct run to the second. After the second point, you will need to turn in the other direction and run to the third point. From the third point, all that remains is to run straight to the last one - the key point. Try to keep an eye on the Bombers. Overall, the race is quite simple. To start a new race, you will need to meet with Victor a little later. There will be many more key goals in the new race. First, you will need to visit the house that is in front, after which you will need to immediately turn to the left to reach the next point, which is already two floors higher than the previous one. In the end, you just have to make the same circle to run through the remaining points.

You will be given quite a lot of time, so basically you just need to prevent the Infected or Bombers from killing you. The idea is simple: avoid skirmishes and constantly be on the move.

Fan zone

Access: After you complete the "Higher Education" quest.

Region: you receive when you are in the eastern part of the map, at some point you will receive a message.

Reward: 10,000 experience points for Survival, 1,500 bucks.

Difficulty level: difficult.

The task can be taken after you complete the story task “Higher Education”. As soon as you approach the Fan Zone (which is located in the eastern part of the Old City), you will hear unknown messages. By getting a little closer, you can find out the source and even receive a task. After this, you will have a corresponding marker on the map. Noah will give you advice on the messages you have received. There is a barricade in the very center and in order to get there, you will need to use a couple of pitards as a diversionary maneuver. On the central floor you first need to find an elevator. As soon as you find it, call it and ride it up. On the top floor, look for something that may explain the strange messages you have received. Go to the conference room and look for staff cards there. In addition, you can also find a pistol there along with excellent ammunition.

Using the found card, open the video and sound recording equipment room (it is located in the corner part of this building). There will be two doors leading there, one of them will be blocked, but the other will be free. Go there and find the computer room. Once you find it, turn on the specified computer and carefully inspect this room. After that, go back to the elevator.

When you ride the elevator, it will stop about halfway and you will have to use the shaft. Next, crawl into the ventilation shaft and in the end, you will find yourself on the floor that you have been looking for for so long. At some point you will be attacked by a psycho with a military rifle, so you will have to use firearms. There is also the option to attack him with a very strong melee weapon and simply not give him a chance to get up.

In general, as soon as you kill him, activate the energy supply. In this room you can take a huge number of throwing knives. When you are ready to leave, use the elevator to take you back to the first floor. At this point, the task is completed, but you can still go to Troy or Noah for an additional reward.

Firefly

Access:

Region: safe zone, which is located in the southeastern part.

Reward: 5000 experience points for Survival, 10 pcs. signal flares.

Difficulty level: difficult.

You can take on the task immediately after completing the first half of the “Agreement with Rais” task. So, you need Zaid and he is in his safe zone, which is located in the southwestern direction of the city. To start the task, you just need to talk. He will ask you to get supplies for him, which are located in the hangar in the north. Go there, and when you arrive at your destination, you will need to find a way inside this hangar.

If you have a grappling hook with you, then pull yourself up to the roof that hangs on the side of the building and then make your way inside. There is another option: you will need to move to the eastern part of the hangar. Next, using iron fastenings, climb onto the lower roof and jump further until you find yourself near the entrance to the hangar. Jumping here will be quite problematic, so it’s best not to rush.

Rais' soldiers will be sitting inside this hangar, so you will have to fight with them. It’s best to use ranged weapons against them, as always, since the guys also have a couple of guns with them. First, get rid of the soldiers that are sitting upstairs. After this, go to the farthest part of the path. At the end you will be able to go down to the carriages extremely safely. Now open the doors and find the zinc that you needed (all the zinc will be here). As soon as you take the zinc, immediately move through the doors or to the upper paths. From here, move to the rooms on the side. You will find turpentine on the floor here. After collecting the components, you can safely return back to Zaid.

Man in a gas mask

Access: after you complete the second part of the quest "Treaty with Rais".

Region: Fisherman's Wharf, talk to Musa.

Reward: 5000 experience point to Survival, Warmaster.

Difficulty level: average.

The quest can only be accepted after you complete the first half of the main quest “Treaty with Rais.” Musa will guard the gate. He will tell you about a sick man who put on a gas mask, runs around and brings a lot of problems to everyone. Go to the marked marker and in a huge building you will find an almost completely closed garage. Open this garage and have a short conversation with a local inhabitant of this place. It turns out that he is very eccentric (man in a gas mask).

You will have to find his bag of treasures, which he abandoned near the lake. Before you go further, we recommend that you first check if it’s nighttime for you? Because if it’s night, then you won’t be able to see anything in the water - if it’s day outside, then quickly go to this place. Yes, the search area will be quite large, but the closer you get to the center, the smaller the search area becomes. So, in this search, an oar will greatly help you, which serves as a guide. Immediately behind this oar is the bag of a man in a gas mask. When you find it, take it and go back to your customer.

In return he gives you valuable information. With this information, return to the guard and tell everything that the man in the gas mask told you. After that, go search the house of Gursel (the guy you first shook up for money in the village). Upon arrival at his house, you find a gas mask in his basin in the kitchen. It's time to talk to Gursel. He is on the street near his house. The task ends here and don’t forget about your reward from Musa.

Gasification

Access: after you complete the second part of the quest "Treaty with Rais".

Region: make a radio call.

Reward: 5000 experience points to Survival.

Difficulty level: easy.

When you get to the “Tower” you will most likely be informed that they have run out of gas for some reason. At this point the task begins. So, you need to go to Jeff, which is located near the local railway. The railway will be located quite far away (the opposite end of the map). Once you get to the required place, then go into the house of blue color- This is where Jeff sits. In the house, go up to the second floor. You can only talk to this person through the window. In general, during the conversation, find out what you need to do in order to restore the gas supply.

During the conversation, you will learn that you need to find the valve. There are three of these valves in total. One valve is located in one of the tunnels, the other is located directly under the overpass and the last one is the third, located near the bridge. The valve located near the bridge has two problems at once. The first problem is that you must first climb onto the bridge and then jump off. You can climb up nearby. There will be a lot of zombies at the top and you will need to kill them all. After the massacre, jump and face the next problem. Inside the area that encloses the valve, there are stronger and larger infected. To defeat them, try to dodge more actively and attack them quickly. Once you kill all the enemies, you can open the valve. To get out of this place, use the pillar that stands nearby.

As for the tunnel valve, it won’t be difficult for you to find and turn it, but you still can’t do it without a fight. It is best to pick up some strong weapon for close combat. You will need to kill a large number of zombies, because if this is not done, they will be able to prevent you from turning the valve.

The last valve will be located under the overpass. Finding this valve will also not be difficult for you, but as usual there will be infected people there. To clear the area of ​​corpses, grenades would be very helpful to you; they will be very effective and can remove almost all enemies at once. If you do not have such a weapon, then it is best to use a remote weapon, while luring out the infected. The same tactic is suitable here - hit and run away.

Your next target is the valve, which is responsible for the primary distribution. Go there, but try not to immediately enter the structure, since there will be very strong infected people there, you won’t be able to easily pass by them, and subsequently you won’t be able to get to the higher valve. We advise you to go outside to the opposite side of the establishment and find a drain there that will lead you straight to the gas complex, where the required valve is located. There will be a couple of strong infected near the valve, so you should remove them first. After this, you can safely turn the valve.

Now it's time to hurry up and quickly find the marker marked on your radar. This marker is the zone that is responsible for the direction of the gas. Go there quickly and turn off the gas in three valves. They will all be located on the same platform. To find them, follow the blue pipes and watch when the white valves appear. If the area is burning, then there is a valve there that you need to turn. Once you're done, go back to Jeff. When you arrive before him, chat and then you can safely leave here. Then something will happen and in the end, you will receive your well-deserved reward.

Good night Mr. Bahir


Access: after you finish the "First Task".

Region: Tower, top, corridor.

Reward:

Difficulty level: average.

The task can be taken immediately after you complete the "First task". When you return back to the “Tower”, listen carefully to what kind of noise you hear here. It turns out that a couple of people are trying to knock down the doors to room 202. At some point, they will ask you to pick the door lock. Do this quickly and check the room carefully. After you talk with Lena, go up to the roof of the “Tower”. on the roof you need to find a guy named Yusuf. Yusuf is located on the left side around the corner. Talk to him and go to the new mark on your map.

So, there are other survivors living in the pharmacy and generally around the pharmacy. Move to the indicated marker and find people. Once you are there, talk to the leader. He will begin to tell you how supposedly good his product is (but you have actually seen the truth - his product produces extremely negative effects). Get ready for battle, so take your weapon and kill all the villains.

Please note that the enemies will be serious. They will throw throwing weapons at you, attack you with strong weapons in close combat, and the leader will constantly dodge your attacks! We recommend that you take some kind of fast and deadly weapon, since otherwise they will quickly get rid of you.

Once you defeat these guys, make a small radio call and the task will be completed. The task will be completed at this stage, but we recommend that before leaving you look inside the pharmacy and take the note and the “Drawing of a Toxic Grenade” there.

Shooter

Access: after you finish the "First task".

Region: top of the Tower, talk to Davud.

Reward: 3500 experience points for Survival.

Difficulty level: easy.

After you return from the "First Mission", at some point you will come across a man named Davud. He gives you a new task. So, it will be necessary to find a cannon for him and bring it back to him to the “Tower”. If you took this task at the beginning of the game (at the first opportunity), then most likely you will not have an extra gun, or rather, you will not have any at all. It's time to go in search of weapons. The further you move from the shelter, the greater the chance of finding some useful and valuable loot will increase. We recommend that you check all the chests and huge trucks (there is a chance to find valuable items in them). In addition, usually chests with valuable loot will be locked, so we recommend that you take a couple of master keys with you (of course, you can have more if today is not your day).

As soon as you find a barrel that you can share with the customer, quickly return back to the Tower and give it to Davud. In return, he gives you the key to his “Thrift Shop”, but does not give any reward yet. Now he needs to bring one figurine, which is currently in his store. In principle, it’s not a bad idea to go such a distance, since along the way you can get lost quite well.

Move quickly to Dawood's store. The necessary thing will lie behind the door in the garage (somewhere at ground level). In general, go through, unlock the doors and take everything you can, as there will be a lot of very useful things here. The most important thing is not to forget to take the figurine. As you return back to the “Tower”, you will receive a message on the radio - you need to return to Davud as soon as possible. So, at the place of arrival, to collect more information, chat with Salma. At this point, the task stops briefly. A little later, at some point you will be able to find Davud in one of the sewers (when you make your way to the old part of the city). In general, when you find him, just chat and don’t do anything for now.

The task will continue when you find yourself in the Old City. There will be a message on the radio that will give some information about old Davud. A new mission, “Lost in Space,” will appear immediately. In general, you will need to carefully comb the southwestern part of this territory (Old City). At some point you will have a marker regarding this task - follow it. You will find yourself near a building. You need to go inside through the entrance, which is located on the top floor. There you will meet Davud again. In the future, you will have to kill all the walking corpses, then go to the back rooms and look in the closets for Sammy. Once you find the boy, chat with him and the task will be completed.

Healing Potion

Access: after you complete the "Higher Education" task.

Region: safe zone "Magic Fortress" (eastern part), talk to Rupert.

Reward: 10,000 points to Survival.

Difficulty level: average.

Inside the house (eastern part of the city) there is a kindergarten, and it is still working and is headed by a man named Rupert. Go to him for a new task. So, you will be asked to find insulin for one of the children (he has diabetes). You'll have to scour several local pharmacies for your medication. Please note that the pharmacy in the south belongs to Rais. You can go there immediately, but you will have to kill all the thugs. It is best to ambush them, shooting from a long distance. There is also the option of throwing a couple of firecrackers at him, so that eventually the infected who are in the vicinity will come running to the thugs.

In general, after you kill everyone, you will need to pick the lock on the doors to the pharmacy. Once you do this, start looking for insulin. Alas, there won’t be anything here, so it’s time to move on to the next pharmacy (located in the northern part). This pharmacy will not be located on the ground, so if you are going to go into the apartment below, then you will find a couple of materials and a figurine there.

Open the metal doors that block the way to the pharmacy. Once you do this, quickly move through the pharmacy and turn off the alarm, which is screaming incredibly loudly (second room on the left side). After you have dealt with the alarm (and no matter how quickly), the infected will come to you, so you will need to clear this place first.

After you have cleared the pharmacy, we begin the search for insulin. If you don’t find anything here, then call Troy. Use the computer that is located at the back of this building. On your computer you can find information on finding the medicine you need. As soon as you receive the desired address, then go to the southern part and when approaching the house, go down to the ground. To be in right place, you will need to be under the window of the building and use your “cat” to then be inside.

When you search this room, do everything extremely quietly, since very strong enemies + infected (of which there are a lot) will be located not far from you. Move carefully into the kitchen. There will be a message on the refrigerator - take it and leave this place.

So, you have a direct target on the pizzeria. Go to this establishment and kill all the zombies inside. Once you clean this place, start looking for insulin. Once you find the medicine, then finally go back to Rupert and give him the medicine. This will complete the task!

Smoking herbs

Access: in the early stages.

Region:

Reward: 3500 experience points to Survival, Drawing: Natural First Aid Kit.

Difficulty level: easy.

So, a man named Job Board has one task. Go to him. He will instruct you to collect twelve pieces of lavender plants. The task is a little problematic, since you will have to search for these plants for a considerable amount of time. In general, lavender will grow in the east of this territory, but even there there is not so much of it that the required number of plants can be collected at one time.

We recommend that you use the Night Sense skill to better find plants (since they can grow in pairs in very dense vegetation). It is best to look a little higher, somewhere near or even on cliffs, islands, but not near the shore. During this task you will find a lot useful plants, so it’s best to take everything you can find, since absolutely everything will be useful when passing the game. Once you collect all the plants, return back to Job Board.

Envious runner

Access: after you complete the "Treaty with Rais" quest.

Region: southeast safe zone, contact Volkan.

Reward: 1000 experience points to Agility.

Difficulty level: difficult.

A man named Volkan believes that he is the best runner in the city. It's time to prove this man wrong. You will need to conduct a series of tests, which consists of a couple of races. These tests focus only on the basics - speed and reflexes. You can’t give much advice here, but there are still a couple of things that simplify the process.

To begin with, try not to slow down at the markers, don't slow down and keep moving forward. You won't have to make sharp 180-degree turns anywhere, so you can save quite a lot of time. Speed ​​through each marker quickly and don't slow down.

In each race it will be prohibited to use the “Cat”, which is a completely fair game. But no one forbids you to use your skills - for example, “Vault Jump”, which will allow you to overcome a couple of infected people without losing your speed at all. The next useful skill is “Forward Roll”. This skill will help you not waste precious time in moments of falls, which you will undoubtedly experience. Next, “Freerunning Skill” is a very useful and irreplaceable skill that helps in any case. “Freerunning Mastery”, “Maximum Freerunner” are the same useful skills, but to take them, you first need to make good progress at a higher level.

Guide to Killing

Access: after you pass the "Pit".

Region: shop in the lower part of the Tower, chat with Buckshot there.

Reward: 2500 experience points to Strength.

Difficulty level: easy.

Go for a new task to a man named Buckshot, who is located in a shop at the bottom of the “Tower”. So this man has an interesting idea about how to enable people to understand what is happening in Harran. But first you will need to complete a couple of his tasks.

First, you will need to kill 40 infected with a baseball bat! Get down from the starting point very carefully and then jump from the trailer, thereby overcoming the barbed wire. Eventually you will find yourself on the street. We recommend that you aim higher, and it’s even better to take a longer swing. As soon as the “clients” run out, go a little to the right and there will be a new pack of rotten corpses. At this point you can easily gain the missing number of kills.

After you pass the first test, you are immediately asked to take the second one. This time you will need to kill zombies using throwing stars. As soon as the test begins, take a weapon and start shredding the next zombies. Ammunition won't be a problem, so throw stars as often as possible to get the specified number of kills as quickly as possible. The targets will be located completely along all the docks, so you need to not just stand still, but move. At some point, the easy targets will run out and Toads will arrive to replace them and attack you from a distance. It’s better not to mess around with them for a long time and kill them right away, as they can create a huge number of problems for you. Better yet, get away from them and go to a new pack of ordinary zombies and continue to calmly rack up kills.

After you complete the last task, you can safely return back to the “Tower” and receive your well-deserved reward there along with heaps of compliments that the locals will tell you.

Legless spider

Access: during the mission "Public Figure".

Region: Old Town, top of the building, chat with the man named Spider.

Reward: 10,000 experience points for Survival and 1,500 bucks, for the second task 15,000 experience points for Survival and 1,500 bucks.

Difficulty level: average.

Near the courtyard in the Old Town there is a man named Spider. He will be marked on your map as a new quest giver. Walk up to him and talk to him. In the end, you will need to take the package that lies near him on the ground. At this point the current task begins.

You need to find three pieces of Shisha in the northeastern part of the Old City. The marker that is marked at the farthest eastern part will be located at ground level in a small store. You will receive all three pieces of Shisha in this store, but there is a problem - the store area is overcrowded with crowds of zombies. Firecrackers will help a lot here. Throw them and when the infected are distracted, quickly go inside the store.

Once you take all three pieces of Shisha, then go in a northwest direction to a man named David. Upon arrival, it turns out that his apartment is under siege by Rais’s thugs, so David will need to be saved. We recommend that you take some kind of firearm so you can shoot them without getting shot yourself.

Break through slowly to David's apartment. Along the way, you will meet even more Rais bandits than were on the street. It is best to lure them to the doors, where you yourself will ambush them. Once everything is over and you untie David, be sure to make sure that you put down all the thugs. As soon as everything calms down, talk to the hostage again. After the conversation, a new safe zone opens up for you and in addition you are given some more money.

After David sits down, talk to him again and receive a task that is related to the main one. The new connected mission is called “Hell from Above.” So David has an idea about what caused this terrible epidemic. It will be necessary to find a couple of samples of a fallen meteorite in the city.

Exit the building and move north all the way to the lake. There must be fragments from a meteorite in this lake. At the beginning you won’t be able to find anything, but not far from this lake there is a generator, which is surrounded by the infected as usual. In general, it doesn’t matter whether you kill everyone there or lure them out, the point is that you need to start the generator located there. As a result, all the necessary samples will be illuminated with a small light silhouette, which will make your search easier.

Go around the entire lake and collect all the samples that are there. If the zombies wandering around here bother you, then either beat them, distract them, or simply shoot at the nearby explosive cylinders. After you collect all the samples, quickly return back to David. She will give you money and some information about what caused this epidemic.

Gas for lighters

Access: after you kill the Runner for the first time.

Region: Tower, contact Job Board.

Reward: 2500 experience points to Survival, Blueprint: Fry Them and Kill Them.

Difficulty level: easy.

A man named Toygar needs to bring five cans of gas for a lighter. The task is certainly difficult, since gas is rarely encountered, but the reward is definitely pleasing. The drawing that you will receive as a reward will add fire and electric damage to your weapons (Wrench, Cleaver, Pickaxe, Army Shovel, Sickle)!

Midnight Bride

Access: How to complete the second half of the quest "Treaty with Rais".

Region: Harbor, contact Job Board.

Reward: 2500 experience points for Survival, 1000 bucks.

Difficulty level: easy.

About this building you need to contact old Job Board. Take it and together in the evening go to the eastern part of this map. You will have a marked area where the "Midnight Bride" should grow (this is a delicate flower, purple). In general, the easiest way to find this plant is with a flashlight on.

Once you pick some pieces of this flower, you will return to a man named Gürsel. He will give you a reward for the work done. The road back will be very long, and there are many dangers awaiting you (fires, zombie attacks - it’s night after all), so just be extremely careful.

Mothers Day

Access: after completing the "First task".

Region: upper part of the Tower, Bracken's room, contact Lena.

Reward: 3500 experience points for Survival, 697 bucks.

Difficulty level: average.

Lena gives this task immediately after the meeting with Bracken and Jade takes place. Chat with her on the way out. She gives you a task that is related to the medicine for seizures. The medicine is in the city, or rather in a person. who still lives there.

Well, exit the “Tower” and move in a northeast direction. You can walk almost the entire road along the overpass. If you move exclusively on the roofs of vehicles, then you will not be in any danger. Once you are near Gazi's house, go down the overpass. The packages that will be located nearby will facilitate and soften your fall from the overpass. So, knock on Gazi's house. After you have received complete silence in response, pick the lock on the door. Inside you will find that there is no one here, so you need to search the two neighboring houses (Ghazi probably lives in one of them).

Before you get into Ghazi’s house, you’ll have to find a couple more items. Tear off your map and look at the markers. You need to find a videotape and some chocolate. Go to the main streets, and from them go through the tunnels and find yourself in the city. In the city, you need to first go to the video store, and then look into the candy store. Be careful, as you may come across quite strong zombies. As a couple, you will meet infected people who are dressed in armored suits - you need to be careful with them. So, in the video store you can go through the back door, which is located on the first floor of this building. Once inside, go to section “C” and find the video tape you need there. Due to the noise, at some point you will attract three very fast runners. There are two options here: either you run away and fight them off along the way, or you immediately take the fight and kill them. When the runners come towards you, immediately attack them.

No one will guard the candy store, and there will be no alarm system inside. Go there and find some chocolate there. When you finally take all the necessary items, then return back to Gazi. Unexpectedly, Ghazi still doesn’t want to let you in. You'll have to break into his house, so go to the side of his house and climb to the top. In general, climb onto the roof and at the top you will find a hatch that leads inside. When you are inside and searching, do not forget to take the statue with you along with the note. Finally, have a nice chat with the inhospitable Ghazi. When you talk, take the medicine with you - you will need to take it back to the girl Lena. Lena will be located on the eighteenth floor of the Tower. After you bring her the medicine, you will receive a worthy reward for your hard work.

Oh, where are you, brother?

Access: after you complete the second half of the "Treaty with Rais" quest.

Region: northern part of the Tower (underground), contact Osman.

Reward:

Difficulty level: average.

There are tunnels in the northern part of the map - look there and you will find in one of the chambers a person whom you have already met before. Talk to him to find out how you can help him. He will ask you to find his brother.

Leave this area and head south all the way to the market. After you hear strange sounds, go to the building that will be marked for you. There is a lock on the doors on the left side - you will need to pick it. Once you do this, you will find a ventilation shaft inside above your head. Next, crawl along these ventilation passages, thereby making your way even further into the building.

Eventually you will end up in a warehouse. There will be a Bombardier here and if he didn’t work while you were in the ventilation, then avoid his attention. Afterwards, you will need to repel a huge attack from zombies who will attack you from the direction of the hall.

Once you have resolved all the problems, then go to small room, which is located in the corner. There you will meet the brother who needed to be found. After that, exit through the doors (which are located behind him) and quickly return back to Osman. At the exit, a new problem awaits you: the market alarm has gone off and there is now a huge number of infected people. You will have to make your way through crowds of enemies, since there is no other option.

If you have the opportunity, it is better to grab some more explosives on the way to Osman, since you will meet a considerable number of Rais’s thugs there. In addition, it would be nice if you also took a firearm with you. Once you kill all the bandits of Rais, you will quickly find Osman. To complete this task, you will need to talk to him. After the conversation, he will give you three keys to local city storage facilities.

Outposts

Access: at the beginning of the mission "Public Figure".

Region: Troy Tower, talk to the man named Savvy.

Reward: 10,000 experience points to Survival.

Difficulty level: difficult.

So, a man named Savvy will tell you about the strongholds of Rais, which are located in the old part of the City. There will be a huge number of thugs in these strongholds, so the local surviving people simply cannot muster the strength to push them out of there, for which you can fill your pockets to the top with cartridges, materials and first aid kits, and recapture the strongholds of the Rais bandits.

After you have prepared your firearms and melee weapons, it is time to climb up to the tall building that is located in the Old City area (it will be marked). There is an elevator near the roof - it will help you get to the main part of the outpost, where a skirmish will soon occur. Through the elevator shaft, make your way to the top floor of the base. In order to complete this task, you will have to kill a considerable number of Rais's thugs. And if you take the elevator down at each of the outposts, then you will still have a constant element of surprise. This will be especially useful in combination with the Takedown skill.

Soon you will need to comb two office floors, so we recommend that you take some good firearms. If you stand in an open area, then you will die without any problems. We recommend that you also avoid the center until you get rid of most of the enemies running around here. Don’t forget about your radar, as it will help you assess the upcoming threat in each room.

After you kill all the enemies, carefully examine the building. Here you can find emergency packages that you will need to drag back to your base. These items will give you a lot of experience towards the Survival skill. A little later it will be necessary to clear the outpost of Rais's thugs. which is located on the radio. This place is also very valuable for loot and experience, so if you have the opportunity to clear this place, don't hesitate.

On hooks

Access: after you complete the second half of the "Treaty with Rais" quest.

Region: northern edge of the Slums, talk to Fatin and Tolgan.

Reward:

Difficulty level: average.

Talk to the Courier, who is located near the Job Board (Tower). So, the courier will tell you about two people who work for a very rich businessman in Iran. You need to find these people and collaborate a little with them.

Find Tolga and Fatina. Head to the northern part of the map to the gas station. Once you find them, talk to them and find out what you can do in their current task. Warehouses (in the south) will be marked on your map immediately after the conversation, so you need to head out. Move to the railway junction and make your way to the central warehouse there. On the opposite side of the room, climb onto the carriage, then jump onto the striped yellow bars to climb even higher. Pull yourself up to the upper paths. Eventually, you will end up in the designated part of the warehouse.

On the spot you will need to kill very strong zombies in the company of the Brute. After you clear this place of enemies, open the chests and in one of them you will find the Drawing: Lighter. Next, you will need to break the boxes that are located in another part of the room to get hooks (they are hidden inside the boxes). Now you can go back to Fatin and Tolge. A little later they will be able to give you a new task.

Once the radio call goes over, go back to meet the guys. They are located in the northwestern part. So, the task will be quick, since you will need to quickly pick up three car batteries at a station with buses. The guys will instruct you where to go, where to look and much more.

Go to the station and search three of the four vehicles standing here. The yellow doors open to you on the side, so you can get inside through them. Car batteries are constantly located in front of the bus, not far from the steering wheel (a little lower). Don't forget to bring a couple of firecrackers with you if you don't want to end up in major skirmishes. And even without this, you will need to take firecrackers, since you can be pinned down on the bus while you are inside. In general, take the batteries and then go back to the guys. Upon arrival, you will receive a worthy reward for your efforts.

A little later another call comes in. This time the guys will be already in the Harbor. You will need to give them a dozen power cables and duct tape. You will have to collect all the materials yourself, so the current part of the task will relate to convenient cases, and not to a quick passage. That is, you won’t be able to complete it in one sitting. In general, we leave the search to you.

After you have obtained and taken the materials to the guys, you will now be sent to search for the sonar. It will be located on the opposite part of the bridge, so again you will need to take firecrackers with you, in addition, the “Vault Jump” skill would be very useful here, since in the future you will mainly encounter zombies with balloons and Biters. You will have to either distract these enemies, or simply kill them in order to gain some time for the search. The camp you will find is just a couple of tents. In this mini-camp you can get lost a little and find that very sonar. In addition, there is also a warehouse with first aid kits. Before you complete this task, it will be very useful to carefully examine this place, as there are many necessary items here.

Poisonous herbs

Access: after you have completed the second half of the "Treaty with Rais" quest.

Region: Harbor (eastern part of the Slums), talk to old Job Board.

Reward: 2500 experience points in Survival, 1000 bucks.

Difficulty level: easy.

So, go to Job Board and get a new task from him. After this, go to the stream, which is marked on your map near the ravine. Once you find yourself in a ravine, move along the water and carefully inspect the area, as you need beautiful purple flowers - these are the ones you will need to collect. The flowers are called Wolfsbane. You will need to collect ten of these plants in total, after which you will return to Musa and give them to this man. Musa is located in the Harbor, inside a small workshop. Give him these plants and get money in return.

Posters

Access: how to open the Old City.

Region: key points will be located on your radar.

Reward: 10,000 experience points in Survival.

Difficulty level: difficult.

So, in the Old City there are tests called Posters. Each such Poster has its own task, and the test begins the moment you approach it. One is located in the western part of the center of the Old City. It will be located quite high on the roof and its test is that you will need to shoot ten jumpers. This test should be started only at night. At the time of the test, you are given a double-barreled shotgun and endless ammunition for it. It is best to stand on the balcony, where you begin your test. Jumpers will climb towards you. You should try to kill them before they get to you. You should fight back until the enemy group begins to noticeably shrink. As the number of opponents is significantly reduced, quickly go down and new enemies will soon appear there. Here you will need to stay away from the ordinary infected so that they do not bother you. Once you meet the deadline and kill ten jumpers, the test will be passed.

The next Poster is located in the northeastern part of the center of the Old City. In this test, your best bet is to be extremely stealthy. This time the Poster will take place during the daytime and you will need to kill eight infected from behind using the Takedown skill. At the same time, it will not be possible to use distracting techniques, so it will become a little difficult when completing this task.

The best skill for this challenge is the Crushing Vault skill. Moreover, even if a zombie notices you, you can jump over it (at the same time stunning it) and hit your opponent from behind with the Takedown skill. With enemies located on the roofs of buildings, it is much easier to use this tactic, since there they do not accumulate in large groups of corpses. In order to kill your targets, use the stun and the Takedown skill. If you do not have the Vault Jump skill, then it is best to stay below and try to quietly sneak up on your enemies. Of course, it will become noticeably more difficult for you to complete the test in this way, and besides, it takes a lot of time, but without skill you will have no other choice.

The next Poster is located in the northern part of the center of the Old Town. This challenge will test your climbing skills. A high tower will be given, which you will need to climb as soon as possible, so first you need a plan, because if you don’t have one, then a fiasco will await you every time. In order to climb up this tower, you will need to first climb the next one. First you will need to jump off the railing where you appear at the very beginning, and then run straight to the farthest tower.

You will first need to jump onto the small canopy between these towers, and then quickly get off the building that is located on the right side to quickly climb to the top. Next, go to another tower and half the way up you will need to climb along the right side, and then go to the left side. When you find yourself near the top, move a little to the right and pull yourself up quickly. Now turn around and jump onto the nearby tower. Once you find yourself in the specified location, the task will be completed.

The fourth Poster is located in the northeastern part and this time it will not be located on the roof, but on the ground. You will have to swim into the sea and pick up six boxes that are located at the bottom. The test is very simple - dive as deep into the water as possible and first collect the boxes (four) on the right side, then quickly emerge and take in air. Next, swim quickly to the next boxes, take in air again and dive. In general, you dive for the last two boxes, pick them up and the test is completed!

The poster located in the farthest eastern part will once again test your climbing skills. To begin with, simply move to the marked tower, but you should not immediately try to climb this tower from the outside, since you simply will not have anything to cling to. Go around this building and climb inside through the window. As soon as you find yourself in the window, you should not immediately go forward, as you will instantly fall down and subsequently lose a lot of time. Just stand on the windowsill and look carefully ahead - there is something to cling to. Jump forward. Pull yourself up now and then, make a couple more careful jumps up. If you do everything carefully and correctly, then you will have a fairly large amount of time left. Once you are at the top, there will be another window. Climb out through this window, climb to the top and this will complete the next climbing puzzle. If you fall down, then you still have about fifteen seconds to climb back to your current position and even higher.

In the southeastern part of the Old City there is also a Poster that will test your combat skills. So, as usual, you will have endless ammunition. This time you will have to kill zombies with cylinders. Your position is on one of the hills, so it will be much easier for you to destroy key targets without being attacked. If the zombies with the tanks don't turn towards you, then shoot at their legs to make them fall. After that, all you can do is shoot at the cylinders while they try to get back on their rotten legs. When your targets run out, move to another place using the transport that will be located here. In general, all you have to do is get the required number of kills and the test will be passed.

The New Poster is located in the southern part of the Old City. This time you will have to complete the race. There are a lot of problems in this race, so let's look at everything in order. First you need to cross the gap between the metal cables not on the ground. After you pass the third key point, do not try to swim for a long time. Get out of the water quickly and activate your sprint in order to reach the next point on time. Otherwise, the race will be easy, but you shouldn’t relax. It is very important that you have upgraded all your skills in the Dexterity skill. The skills in this tree are very important in races. In the future everything is simple.

The next test also applies to races. It is located in the northwestern part of the Old City. But this race will not be the same as the previous one. The timer will take pity on you, and there won’t be any particularly difficult puzzles. But in return, you will have to quickly run away from a huge number of Toads! It's better not to even try to wake up this whole crowd. We recommend that you constantly throw firecrackers to distract you and do not move exactly straight so that the Toads hit you. You need to actively dodge everyone, while not forgetting to throw firecrackers, but otherwise you just need to quickly run to the key point.

Near the town center is another Poster that will test your climbing skills one last time. You will have quite a lot of time, so don’t stress too much and move towards the key point. First, find the white van, which is located on the left side of the blue building under the bridge. In general, jump onto this vehicle, and then onto the blue roof. From this place you can get to the bridge. After a couple of seconds have passed, you will find yourself at the base of the key tower. Now climb further, simultaneously moving from the left side to the right. You've already had similar ascents, so you won't encounter anything new. In this test, even small mistakes will not entail complete failure, since there will be a sufficiently large amount of time left.

After you pass all these tests, a man named Bozak will contact you and ask you to find him. It is located in the western part of the city center, not far from it there is a safe zone. In general, as soon as you find yourself nearby, climb to the top of the house. At the top you will find a flag and useful drawing: Exploding throwing stars. In addition, Bozak himself will be there. While he is talking, quickly pack your things, because in the end he will turn out to be a psycho and will have to be killed. This ends a very long and painful passage of Posters.

Psychopath

Access:

Region: north part from the Tower, talk to Jeffy.

Reward: 2500 experience points in Survival.

Difficulty level: average.

Go to a man named Jeffy, who is located on the north side of the "Tower", in the Slums area. He will ask you to take another test. To begin with, you will need to cut off 40 infected hands in the short time that will be allotted to you. For this test you are given an incredibly cool, indestructible weapon! But the test still remains difficult to pass. To begin with, you will need to aim lower and not allow the desire to make a head every time. You need to hit the corpses on the torso and arms so that you end up with the maximum number of severed limbs. It all starts on the roof, where you will make (if you follow our instructions) more than twenty points, but you will still have to look for new clients for home surgery. We recommend that you descend to the ground on the left side, and be extremely careful during the descent. There will be a fence located nearby: climb over the fence and quickly run to the parking lot, where there are simply a huge number of zombies! A couple of swipes at this sweet spot and you've already passed the test! At the same time, you should not choose targets - hit everyone who comes across. After you complete this challenge, take the money you earned from Jeffy and come back a little later.

In the next challenge you will have to impale fifteen infected on spiked traps. To begin with, go to the left side and you can put at least four people there on the spikes using the “Grabbing” skill. When planting zombies on spikes, you should first let them get a little closer to you, and only then plant them in the place where you want them.

So, in the third test you will need to break thirty zombie legs, as usual, a short period of time is given. The test is again not an easy one. To begin with, you should aim at the kneecaps, that is, not at the feet or at the sides. When you start marking your legs, position is of no small importance. If you get close enough to the infected, then you will end up hitting him in the stomach anyway, even if you aim at the right place - keep this in mind. In order to make the correct shot, it is necessary to maintain the distance between the swing. There will be quite a lot of targets, but still not enough, so you will need to go to the highway. Use the exit there on the right side and from there jump to the entrance, which is located on the opposite side. A huge number of zombies await you in this place. Another very important point is that you need to move further at the very beginning of this test, until the time begins to count in the timer.

Fourth test interesting topics that you have a cool new weapon - a real sword. With this sword you will chop your enemies like sausage. Always aim for heads and necks, don't stop swinging those weapons, move and overcome packs of standing zombies! Once you clear the gas station, you will then need to go around the gas station building on the left side to kill a new pack of infected.

The next test will follow immediately after the previous test. This time you have to take a huge ax and cut thirty infected into two parts. If you're not careful then the goals will end before that How do you get the required number of kills? When wielding an ax, you need to know that in order to split the enemy in half you need to press on him and swing well. Once you get thirty kills, the test will end. And instead of giving you a reward, the guy will try to kill you, so get ready for him to attack you. Kill the psycho and take his safe zone to yourself.

Race for life and death

Access: How do you get to the Old City?

Region: northwest part from the center of the Old Town, talk to Bayram.

Reward: 2500 experience points for Survival, you get money for every victory.

Difficulty level: average.

Talk to a man named Bayram and you will unlock a new challenge. We advise you to take as many firecrackers as possible before completing this challenge. You will need to wait until nightfall to begin completing this challenge. During the passage, you need to use sprint as often as possible, forget about your stealth and use firecrackers so that there is not a whole horde of enemies behind you. Once you reach the finish line, you can start a new test a little later.

The new test is another chase. Now it’s better to take a clinging hook with you. This time the hook will be much more useful than the firecrackers. The new race will be quite long, so you simply cannot do without a hook, and besides, it will not be prohibited in this race. We do not recommend moving around buildings all the time. It is best to use a direct path and it does not matter that it is located on the ground, you need to get to the finish line as quickly as possible. You will be noticed by many different evil spirits (including Jumpers), but no one will be able to catch up with you.

Once you complete the next test, come back for the next one the next evening. The third test is very easy compared to the previous ones. This time, your best bet is to move across the rooftops. You will be able to use the grappling hook again, so cling to those places where you can overcome difficult obstacles. You'll have a few seconds left if you push a little. Keep in mind that your reward for victories will increase every time and for winning the third test you will receive as much as 1,500 bucks, so it’s time to think about passing the next test.

Your last run will go by very quickly. You'll get some good money for this easy challenge! Just rush quickly through the area, while clinging to the hook. There is no need to worry about distracting maneuvers, since the enemies pursuing you simply will not have enough time to catch up with you. For your last win you will receive 2500 bucks!

Gunsmith Rupert

Access: how to find yourself in the Old City.

Region: University, talk to Fidan.

Reward: 5000 experience points to Survival.

Difficulty level: average.

In the university library, which is located in the Old City, talk to a man named Fidan. He will share information with you about an excellent gunsmith who is located in this territory. Fidan will ask you to find this person. Head to the northeastern part of the Old City. Move into the flesh until you see the penthouse where Rupert is supposed to live.

So, climb up and make your way inside this building. Rupert will be a little shorter in kindergarten. Chat with him and find out more about this place. Soon the task moves into another task, and the current one ends at this point.

Spare glasses


Access: early stages of the game.

Region: Tower, talk to Job Board.

Reward: 3500 experience points for Survival, 1000 bucks.

Difficulty level: easy.

Go to Job Board and after that, go to the next room to Kalik. He will tell you where you can find his apartment, which is located on Ivy Road. The location of the apartment is not far, if you look at your map it will be a little higher on the right side of the "Tower". Overall, go to this place. Once you find the building you need, climb to the top along the iron bars that are located outside the windows of this house. There will be a hole in the roof - jump into it and find yourself inside. So, inside the house, the glasses will be in a small bag, somewhere on the middle floor. In this task, the Night Sense skill will be very useful to you.

Next, you will have to find a book in the same apartment. Now go to the first floor and examine all the rooms that are there. The book you need should lie near the bookcase that fell. You can also spend a little time to see what else Kalik collects. In general, after you have found the necessary items, go back to Kalik in the “Tower” and receive your reward.

Steal from a thief

Access: after you complete the second part of the quest "Agreement with Rais".

Region: Jaffar safe zone.

Reward: 5000 experience points for Survival, 1000 bucks.

Difficulty level: easy.

Jaffar, who is supposed to give you the quest, will not be trusted at first after the events in the quest "Treaty with Rais", so you will need to convince him to tell you what happened in the area where he is. So, at some point he will ask you to carefully examine the construction site, where Rais's thugs may find something valuable.

Go to the marked marker that is indicated on your map and gradually make your way inside. To climb up, use your grappling hook. For this task it is best to take some good ranged weapon. If you don’t have one or for some other reason you don’t want to use it, then hide behind some boxes and carefully lure enemies to you and gradually kill them. When you fight with so many enemies, you will really need first aid kits, and a lot of them. You just have to put a huge number of people here.

After this big massacre has passed, open the blue container, which is located on the back side of the site. Inside this box you will find a couple of sticks of dynamite. Take all this stuff and quickly return back to Jaffar. In the end, you will have the dynamite.

A little later you will need to return to Jaffar again. At this stage, a new task begins. Now it's time to chat with a man named Kurt (he is on the opposite side of the garage). It turns out that he needs to get new toys for his interesting experiments.

Go to the overpass and look for a truck in this place. The truck is located at the edge (you will immediately find it, as it almost flew off the road). Near this truck there will be a Brute in the company of Toads and ordinary zombies. First you need to destroy the Toads, with the help of which these monsters can easily kill you. Here some kind of remote weapon will be very useful to you; it can be either a firearm or a throwing weapon. After the massacre has passed, climb to the left side of the transport and take the battery there. Next, this battery should be taken to Kurt. After that, you will be sent to the local landfill. In the landfill you need to find six metal parts, six kitchen utensils and six power cables. Carefully comb this area and after you have found all the items, return back to Kurt.

While Kurt is going about his business, leave the garage. You should return only when the bomb is ready and when it is ready, Kurt will call you to him. In general, go back to Kurt and take the bomb from him. Next, the bomb will need to be taken to the tunnel, which is marked on your map. Once you find yourself in the right place, plant a bomb at the very end of the tunnel and get out of here as soon as possible. Trouble happens and the plan begins to fail, so quickly return back to the explosives. When you reactivate this bomb, you will now run much faster than last time. After you get out of this tunnel, go back to Kurt. This will complete the task and you will receive your reward. In addition, you will receive the Recipe: Kurt Bomb.

Best Runner

Access: after you have completed the second part of the quest "Treaty with Rais".

Region: northwest direction from the Tower, talk to Rocket.

Reward: 1000 experience points to Survival.

Difficulty level: easy.

Not far from the “Tower”, in a barricaded building, lives a man named Rocket. After talking with him, he will give you a series of tests. Each such test will be a race as usual. Please note that your Survival level must be high enough to take the Clinging Hook skill, so you should level up a little first.

So, the essence of your first test is that you will need to pull yourself up to the rooftops with a hook. Thus, getting to the markers. If you still have the Forward Roll skill, then it will be much easier for you to pass this test. With this skill, you can “softly” jump down without taking damage or wasting precious time.

The next race will be the same in style, but a little more difficult. The hook has no cooldown, so use it as often as possible. Using the grappling hook, you can complete this race without being on the ground. The whole point of this race is that you need to hang on, pull yourself up and move to key points. Be careful at points that have various ledges or uneven areas. Spend time on your hook so you can gain a lot more time in the end. Before falling, constantly throw out the hook and eventually you will be able to fly in the air. After you pass the second marker, turn sharply to the left and leave. Go around the gas guy's fortifications and quickly run to the next marker, which is located on the side of the streets. As a result, you will simply avoid the safe zone, which would take you much longer.

To start the next run, come back a little later. The only way to lose in this test is to fall down hard and very often. To move from top to bottom along the markers, use your grappling hook. With it, you can quickly overcome obstacles and avoid direct damage to you. In this case, your falls will also not cause support. Get to the finish line and get your well-deserved reward. It may seem to you that everything is over here, but it is not, a little later, when you find yourself in the Old Town, your task will become active again.

The fourth run becomes active when you reach the southwest side of the Old Town. At this place you will again meet old Rocket. He has a small race for you that has an unrealistically large number of active markers. Move to the first wall and climb over it, then run directly to the key point. Next will be a straight race without any deviations. It is necessary to act extremely quickly and at the same time accurately.

After completing the previous race, go back to Rocket a little later and start completing the last challenge. Five markers await you along with a perfectly laid out route! Go quickly to the first key point. Use the covered route ahead and turn right a little later. After that, quickly run to the second key point. Jump onto the wall on the left side and when you find yourself near the new point, climb to the top. Next, you will need to carefully move from house to house to eventually end up at the third point. Next, use the nearby solar panels, which are located on high poles, to pass the parking lot, which is further away. You will have a huge amount of time left to still have time to take the last point, but it is important before taking the last point not to jump off the roofs, but to get over them exclusively. Falling down will cost you your life at worst, and at best you will suffer very serious injuries. To eventually descend more gently, use the garbage bags that are nearby. They will not only soften your fall, but will also provide you with a brilliant victory! In the end, you will find yourself at the finish line and this is the end of Rocket's tests. You turned out to be the best runner.

Bunker

Access: after the task "Find the Embers".

Region: roof of the Old City safe zone, talk to Ihsan at the top.

Reward: 10,000 experience points to Survival.

Difficulty level: average.

Ihsan is searching for a cache of supplies that should be somewhere in the Old City. He has suspicions that one of the clerks in the city knows something about the cache, but this is where a problem arises, since he needs to somehow extract the necessary information from this person. Therefore, he asks you to get the information you need.

Find the building, which is located in the western part of the center of the Old Town. What you need to find will be located on the top floor and do not confuse this place with the roof. Make your way carefully under the constructed barricade and wake up a man named Tabit (he will be sleeping in the safe zone). When you talk to him, he will send you in search of the Mayor's seal.

Climb to the very top of the hotel called "Atar". This hotel is located in a south-west direction. It will be marked on your map. The entrance is on the roof of this building. Climb to the top and then make your way inside. Inside, wander around the corridors a little and go around the carefully sharpened barricade. Behind the barricade there is a hole that will lead you into the elevator shaft - climb through there. Next, go down one level and continue going down. Soon you will come across a hall with a passage to the first floor. Make your way and then use the computer responsible for the system of this Atar hotel. Using the system on the computer you can find the Mayor.

Once you find out where the Mayor’s number is located, go there and get the stamp there. There is also a box in the same room. There will be an infected person sitting in the bathroom, so be careful, as you will have to quickly attack him. After you have taken the seal, go back to the lowest floor and dismantle the barricade there, and then go outside. Now it's time to take the seal to Tabitha.

After you have handed over the seal, it is time to go to the local City Hall. When you arrive at the place, climb up the gate and move towards the main doors. Once inside, you will need to defeat the Infected, Brutes and even Biters, who simply overflow this building. If you don't do this, then one of them can suddenly get to you and kill you.

In general, once you have dealt with all the enemies, then go to the basement and break open the doors there. There will be a lone Toad inside, so smack it quickly. You now need to get into the bunker. Talk to Tabit on the radio and find a key that can unlock the doors. The key is located outside, in a western direction. Upon arrival you will meet zombie policemen. Along with this wonderful company there will also be a Destroyer. The key, of course, is with the Destroyer, so you have to kill everyone.

Once you get the key, then go back to the bunker, which is located in the basement of the City Hall. Thabit is already in the basement near the bunker door. After you talk to him, use a couple of physical methods to convince him that he was not very pleasant to work with. After that, open the bunker and find a warehouse along the right side of the tunnel. It will be locked, but if you use the ventilation, then you can get inside. Once you find yourself inside, collect everything you can and return to the Storekeeper to get a lot of experience from him. This completes the task.

Prodigal son

Access: after you complete the second part of the quest "Treaty with Rais".

Region: Slum, Antenna, talk to Alexey.

Reward: 5000 experience points to Survival, Blueprint: Classic Zombie Mode.

Difficulty level: easy.

After you activate the Antennas for Rais, talk to Alexey there. It's on the second antenna where you were. After talking with Alexei, you will need to find his little son. Go to the "Tower" and take the elevator up. On the top floor, talk to the man named Ayo, who is located in the corner. This person has information that concerns Christov, so you need to know it.

Once you have received all the information that Ayo has, then exit the “Tower” and move to the skyscraper that Kristov was supposed to inspect. Once you find yourself near the skyscraper, you will receive a radio call from Kristov, but he will not be nearby at all. Head north and find the hotel where he is waiting for you.

Once you find yourself in the right place, quickly close the gate so that the enemies do not get close to you. But in addition to those enemies, there will be Toads, Brutes and Biters inside, so you will need to clear this place in order to start moving on. On the left side of the house, break the window and make your way inside through it. Quickly turn the switch inside. As a result, the location will become a safe zone. Go further and soon you will meet Kristov on one of the buses. Chat with him and then return to his father. Now it will be necessary to persuade Alexey to change his current position.

As you finish your task, Rais’s thugs will come to visit you. We'll have to get everyone to bed as quickly as possible. Once you kill all the enemies, don’t forget to talk to Alexey one last time, as he will give you the Blueprint: Classic Zombie Mode.

King's Shadow

Access: after the task “Do you believe?” is completed.

Region: begins immediately after the prophecy is spoken.

Reward: 7500 experience points to Survival.

Difficulty level: easy.

Head southeast through the city towards the marked area on your map. Upon arrival, you will see beautiful doors made of glass, there will be lists of addresses, which are indicated in blue. So, you need number 77. Go there and go up the stairs on the right side. Next you need to find number 107, which will be the same as the stairs, on the right side (the number is located on the next floor). In room 107 you need to find a key card. Once you find this item, then go down below. Use this card to open the premises of former staff. In this room, take other key cards, mostly you only need the key card for room 206.

Once you take the key card, go to the first floor and turn right straight to the elevator. Go up the elevator shaft to the second room. The room is at the very end of this corridor. The numbers on the doors are askew and now it seems that this is number 209. But you don’t leave and go inside. In the room, open the cargo box and take everything that is there. On the small table, don’t forget to pick up Rais’s notes. This completes the task, but in addition to the task, you can wander around the hotel and find many useful things.

As soon as you complete the prologue in the main campaign, you will be able to launch The Following add-on (as it is written in the game itself). In my case, the storyline of the original game was completed 100%.

THE WAY OUT

Objective: Find a way out of the sewer.

After watching the introductory video, you appear in the sewers. Move forward through the sewer pipe and jump down. Go a little further and dive into the water through the hole in the pipe. Swim to the other side and hold down the Spacebar to get to land. Follow the left wall, climb onto the ledge and jump forward. Continue moving and in a few seconds you will find yourself on the surface. The goal has been achieved.

After talking with Lena, a new goal will appear.

Goal: Find someone who knows more about this rumor.

Follow the left along the mountain, jump along the ledges. A little further you will need to cling your hands to the depression in the rock and climb all the way to the right. Now look in the opposite direction and jump to the other ledge. Walk along the log and make a dizzying jump into the water.

Perhaps one of the most memorable tricks in the game: jumping into the water from a bird's eye view!


Follow the marker on the map and you will find a fenced area. To get over the fence, go along it to the left. Around the bend you will find two blue pipes. Climb onto them and jump over the fence. You can climb over any gate. After talking with Eylem, the goal will be achieved.

Goal: Learn about "people who don't convert."

Goal: Find the main one.

Move left and after a few meters on the left side you should see a barn (a long gray building). The first door will be open. Approach her and chat with the character. When he moves away, go inside and see Jasir and his daughter on the right. After their conversation, talk to Jasir. Both goals have been achieved.

Goal: Find someone who wants to talk to you.

Exit the barn and watch the cutscene. You will meet Kaan.

CAAN AND ABEL

Objective: Look for the car on the nearby farm.

Leave the safe zone and move towards the marker. Please note that, unlike the original game, in the expansion you will find yourself in a location with a small number of buildings. Therefore, you need to move carefully, but if necessary, be prepared to run. When you reach the neighboring farm, climb over the fence...

Goal: Steal a car.

There will be several thugs on the farm itself, so prepare for a fight. Having dealt with them, jump into the buggy. Return back to the farm.

Objective: Report success to Kaan.

Objective: Ask the girl where Kaan is.

Enter the trailer, but Kaan won't be here. But you can talk to the girl. After talking with her, the quest will end.

FINDING FAITH

Objective: Go to the pumping station.

Ride the buggy to the checkpoint. There will be a lot of zombies at the main entrance to the station, so I advise you to go along the fence to the right. You can go around it near the water. As soon as you find yourself in a fenced area, you will be given a new task.

Objective: Talk to the bandit leader.

Follow to the indicated location and chat with the leader. In any case, a battle will begin and you will have to kill all the bandits.

Goal: Find out who is screaming.

The building you need will be marked on the map. All doors leading inside are locked. You need to go upstairs to the place where the slightly open red door is located. Once up, go through another red door. Go downstairs and look around the first floor. Approach the red door, where the last bandit will break out. After killing him, free the hostage. Ali will try to open the water, but something will go wrong.

Objective: Ride along the pipe to the main valve.

Leave the building, get into the buggy and ride along the pipe marked with a yellow line. Eventually, the pipe will lead you to another fenced area. Climb over the fence using the white minibus. Enter the only building through the door, go down to the basement and turn on the flashlight (key T by default). Follow the doorway, turn right and go forward to the very end. Here you will see the very valve that you must close. After closing it (after talking with Ali), return to the farm. Approach Jassir and chat with him. You will need to follow him inside the barn and continue the conversation.

TRUST LEVEL

From now on, any help you give to the community will increase trust on the part of the “Faceless Ones.” This is the only way you can achieve a meeting with the Mother. To increase your trust level, you must complete side quests, help people, and create safe zones. Go to bed.

A STRANGER IN A STRANGER COUNTRY

Goal: Help locals.

This task requires you to increase your level of trust, so let’s move on to completing side tasks.

In the morning you can go to the house located at the main entrance (the man you met when you first visited the community is still there). Go inside the house, go up to the second floor and find the stairs to the attic. Climb it and talk to the man sitting on the floor. Hearing his story will increase his trust. Go to the barn where Jasir is and look at the blue door to the left of the table. On this door there are notes with tasks and photographs of missing people. Take both tasks and collect the photos. The tasks will be entered in your journal, but as for missing people, their location will be marked on the map with the corresponding markers (not always).

The same Kaan who agreed to talk to you when you first visited the farm.


STRANGE NOISE

Objective: Deal with mysterious sounds in the park.

Get into the buggy and go to the indicated location on the map. Having arrived at the place, go down and kill all the zombies. Find a stone well and go down. Kill the monster and go to the other side of the cave. Jump into the water and swim along the rope. You need to swim quickly, because the path is not short, and there is little air supply. After getting out of the water, climb the ledges and kill three zombies. A little further there will be another hole with water. Jump into it and continue swimming along the rope. Eventually you will find a man. Talk to him and the quest will end.

DOWN THE RABBIT HOLE

Objective: Destroy the jumper nest.

Move to the indicated location. It is advisable to visit it at night, when the Jumpers leave it and walk on the surface. During the day, the activity of Jumpers in the caves is high, and therefore the difficulty of the task is increased. Once in the cave, inspect it, killing ordinary zombies and those that seem to be “tied” to the ground. You must clear the entire cave before daylight comes (the Jumpers will return and the task will be almost impossible).

MECHANIC

Objective: Meet Bilal at the gas station.

Drive to the marker on the map and climb to the roof of the gas station building. Bilal is in the building itself. Jump to the ground, go through the doorway near the guy sitting on the chair and immediately open the door on the right side. Watch the cutscene, after which a new task will automatically appear.

GRAIL OF THE MOTORIST

Objective: Get to Silas's truck standing on the highway.

As usual, the location of the truck is indicated on the map. Drive there and you will see a high highway. You need to climb up. You can do this by going up the mountain and walking along the entire road, and then jumping over the gap. But there is a closer way. Notice that there are two train cars below. Climb onto the carriage, and from it climb along the platforms to the very top. Enter the truck and chat with the Trucker. Spare parts can now be purchased directly from him.

LIGHT TO THE PEOPLE

Objective: Ask Bilal about the power plant.

As soon as you move away from the mechanic and leave the buildings, you will hear a characteristic sound - the electricity has gone out. Enter back into the building. A new task is automatically activated - “Light for the People”. Talk to Bilal to find out the essence of the problem.

Mechanic Bilala, who will give you several side quests.


Objective: Find the insulator on the electrical tower. Deliver the NPDS to Bilal.

So, you need to deliver a fuse and an insulator to Ali. Bilal gave you the first item during the conversation. But he warned that without an insulator, the fuse would immediately blow. It is noteworthy that the electrical tower from this mission and the truck from the mechanic's previous task are located next to each other.

The tower is easy to recognize. Climb up using the yellow-black ledges. Remember to use the mouse wheel to look in the other direction. Move to the edge of the arrow and knock one of the insulators down. Go down and pick up the fallen insulator from the ground.

Proceed now to your destination. The power plant is located a little far away, so it’s better to go by car. Here you should find Ali. Ali is on the right side of the enclosed area when looking at the dam. Ali sits on his haunches and digs into the shield, and next to him stands the Faceless Man in a mask, reading a prayer. Kill the enemies nearby and chat with Ali. This task will not be completed yet.

Objective: Go inside the dam.

Open the door, go forward and you will see another door. A surprise awaits you behind it - a huge armored zombie. It's not worth killing him. It is best to make explosive packages and throw them to the side. As long as they make noise and you do not touch the monster, the enemy will not notice you. Go to the indicated place and you will find a regular transformer on the wall. Activate the switch, but nothing will happen.

After talking with Ali, jump down the hole in this room. The required transformer is located on one of the middle floors. Just go down until the marker becomes normal. Walk up and activate the switches.

Jump down, where there are a lot of monsters. By the way, you can attract them with an explosive package and throw a grenade into the crowd. You need to go under the water near the grate and get under it. Once in a room with sewer pipes, turn the valve to the left and open the grate. Follow the pipe towards the exit.

Go upstairs and talk to Ali as soon as you kill all the zombies surrounding the building. When Ali comes out and starts finishing his work, you will need to protect him. This is quite easy to do. Finally, talk to Ali one last time. The quest is completed.

Note. To receive the reward, you need to return to Bilal and give him the NPChS.

RADIST

Objective: Get to the transport company's warehouse.

So, when you drive away from the power plant, some guy will contact you. He asks for help because he fell into a fissure in the warehouse closest to the power plant. Move there after talking with him on the radio, climb over the fence. The boy will say that he got into the warehouse through the roof. Climb onto the truck between the two buildings and use the visor to reach the roof. Find a hole and jump down. Open the door and climb over the crates to reach another part of the warehouse. Go to the scarecrow in the center and pick up the toy sword.

The boys will appear, and a little later - the Destroyer. This time the monster will have to be killed. Attack him with firearms. Shoot the helmet! When the helmet is destroyed, shoot in the head. This is the only way to kill the Destroyer. However, if you do not have ammo, then make the Destroyer run towards you. You must quickly move away so that the monster crashes into the wall. He will be stunned for a short time. At this point, attack him with a sword, ax or other melee weapon. With these items you can also break the helmet and subsequently kill the monster.

Next you need to get to the boys. Go to the next room, where there is a corpse of a man in a red jacket. Turn over the corpse, pick up a photograph of the missing person and another item. Under them you will find a key - pick up the key and open the door nearby. Climb up and find yourself in the boys' lair. Mission accomplished - get out of here through the roof.

HEART OF DARKNESS

Objective: Destroy the Jumper nest.

On the notice board inside the gas station there is a sheet with a new task. Accept it. We need to destroy the Jumpers' nest. There are a lot of enemies in this nest during the day, so go to the place at night.

PEDAL TO THE FLOOR

Objective: Ask Bilal about racing posters.

On the notice board inside the gas station there is a large poster with a picture of a buggy and the words RACE. Race? Talk to Bilal to find out more about this..

The same poster that you can see on the notice board inside the Bilala gas station.


LESS WATER

Objective: Talk to Jasir.

Some time after you serve water to people, Jasir will contact you. He will say that something is wrong. Return to the farm and talk to him. Water makes people sick and you have to find out what's wrong.

Drive back to the pumping station. The door you previously used to get inside (at the top) is now closed. Go to the water, dive and see three pipes. There is a lock on the middle pipe - open it using a master key. Swim through the pipe, turn left, then right. You will soon emerge inside the station. Kill three bandits. Power needs to be restored, but the door through which you can quickly get to the transformer is locked.

Go down and go to another door, which is located exactly under the previous one. Bekir will appear. Chat with him. In the end, you still have to kill him. Having done this, go into the room and go up the stairs. Turn on the transformer. Mission accomplished!

MAIL MADNESS

Objective: Get to the post office.

There is a note on Jasir's desk. Read it. The boy is waiting for a gift from his mother, who left for Harran before the epidemic. Accept the task. Follow the indicated location where the post office is located. By the way, if you go outside, the same boy will be near the barn opposite. You can chat with him.

Go to the post office, which is located in a small village near the Bilala gas station. Find the branch marked on the map. Next you will need to get inside. Open the door on the first floor, go inside and close the doors behind you. Go to the end of the corridor and turn off the alarm using the red button on the wall. Having done this, try to get inside through the nearby doors. It won't work.

Climb the stairs to the floor and you will see a hanged man. Find the keys on the table. Go downstairs and open the door. Search ALL packages that are interactive. When you do this, Crane should say that there is no package for the boy. Find the notice board on the wall between the two doors. Read the note and remove the van keys.

Now two marks will appear on the map - these are two vans. The first van is nearby. Get the letters out of it. You can take these letters to the owners and receive a reward. Nothing complicated, but you'll have to run.

Move towards the second van, which will be on the high highway. Open it and take the package. Take it to Jasir and receive your reward.

Jasir, the community elder on the farm.


STRANGER IN A STRANGER LAND (CONTINUED)

When your level of trust with the Faceless Ones is increased, you can return to Jasir. A Faceless Man will stand nearby (rank should be “Guest”). Talk to him and you will be rewarded with a crossbow. He will say that you should continue to help people.

FORK

Objective: Find Sabit.

After you receive a gift from the Faceless One (crossbow), a new additional task will appear on the door near Jasir. Accept it. You need to find Sabit, who was helping the farmers. You can also ask Jasir about him.

Move to the indicated location. Climb the mountain using equipment (a crampon with a rope). Break the glass of Sabit's hut and climb inside. The herbs you need to find are located under Jasir's house. Jump down and you will see a fallen bag and wooden boxes. There is a bag under one of the wooden boxes - search it and you will find herbs. Return to Jasir and give him the herbs.

Note. If you go even lower down the rope, you will find yourself in the Jumpers' lair. But there will be no enemies here, except one. Follow the sound and you will see Sabit. Kill him to end the torment.

HARVEST

Objective: Clear the area.

The task is taken on the notice board located at Bilal's gas station. Just go to the indicated area and kill all enemies. There will be a Hell Toad here. How did I do it? Stand behind the fence, having first killed the enemies around the closed area, and then throw grenades at the toad. Search the corpse of the Hell Toad, where there will be a reward for the task “Harvest” as part of the Dying Light: The Following walkthrough on the website.

WE WILL NOT GO THERE AGAIN

Goal: Put all the unfortunate souls in the city to rest.

The task is taken on the notice board located at Bilal's gas station. Go to a small village where you will need to find four unfortunate souls in the indicated areas. These are little zombie children. They are marked on the map with a specific symbol. Point it at it and you'll understand.

So, as soon as you find them, come close and press the F key. This way you will kill them. Markers of unfortunate souls show their location as if from a satellite. You cannot see on the map whether the child is above or below relative to your position. It must be said that one child will be on the tallest building. The second child will be inside the truck. Two more are located inside the house. You can only get inside one of the houses through a door that needs to be broken open. My advice: use explosive packages to distract the zombies, and at that moment break down the door. Return to Bilal and tell him that all the children have been killed.

Objective: Find out from Bilal about the poisonous oil.

The task is taken on the notice board located at Bilal's gas station. Just pick it up and talk to Bilal.

LAZARUS

Goal: Find out more from Ezga.

The task will hang on the door near Jasir (I got it after “Post Madness”). After talking with Jasir, go to the house guarded by Eylem, go up to the second floor and enter the back room. Ask Ezgi about the task.

Ezgi, daughter of Jasir.


Drive to the indicated location and clear the location of bandits. You can only get here through a hole in the fence. Just walk around the perimeter of the area, carefully examining the wall. When you kill all the bandits outside, then enter the house with the porch to make sure that all the enemies are dead. Go down to the basement and kill the last enemy. You hear some noise. In the same basement, find a wooden door leading even lower (on the floor, hatch). Open and go down. Talk to Erkan.

After talking with Jasir, return to the farm and inform Ezgi that Erkan is alive.

RUN, RUNNER, RUN

Objective: Kill the Runner and bring his liver to Jasir.

The task will hang on the door near Jasir (I got it after “Post Madness”). You should already know how to kill Runners from the original game. Do this and bring the liver. Next, you will need to throw the liver into the indicated barrel and talk to Jasir again.

REQUEST FOR HELP

Objective: Clear the area.

The task will hang on the door near Jasir (I got it after “Post Madness”). Just move to the indicated location and kill all enemies. There will be a leader here - Lamenter. It's slightly larger than the Destroyer you fought at the power plant. You need to kill him. When he throws stones, try to hide behind buildings. Otherwise there is no hiding from them. You must lure him onto walls and houses. The mourner will hit. After this he is temporarily stunned. Destroy his helmet first and then attack his head. Take the reward from the Weeper's body.

LETTER TO SIR

Give the letter from the first van to Sera, who is on the farm in the house guarded by Eilem.

LETTER TO EILEM

Give the letter to Eilem, the man you met when you first visited the farm.

After some time, a stern man named Eilem will have a completely different attitude towards Kyle Crane.


LETTER TO PAUL

Give the letter to Polat, who is in one of the farm's barns.

MEETING

Goal: Get to the Eye of the Sun.

When you have the rank of “ally”, you will receive an invitation to a meeting of the Mother and the Faceless Ones. The Faceless One should contact you and inform you about this. Just complete side missions. Follow the indicated location. Don't turn off the road - it leads to where you need to go. Climb the mountain along the steps and paths, go to the temple. Watch the video. Afterwards the Priest will explain to you what happened.

Goal: Continue to help the Children of the Sun.

Now you must continue to complete additional tasks.

Leave here, Jasir will contact you soon.

Goal: Get to Jasir.

Follow to the farm. Talk to Jasir. He will give you an army magnetic card as a reward. Continue to help the Children of the Sun.

EXCITATION

Objective: Get to Adam's house.

When you return to Jasir after the temple, there will be a new task hanging on the door. Take it.

Move to the town and find the indicated house. Walk around it and find the roller shutter gate. Lift them to get into the adjacent annex. Find a hatch on the floor and go down. Move through the basement until you see a hole in the wall on the right. This hole leads to Adam's house. Now comes the relatively difficult part of the game.

You need to find notes with clues. They are on all three floors. There are fewer of them on the ground floor. Inspect everything. The floor of all floors, cabinets, notes on the walls, on paintings, on beds and other pieces of furniture. A total of four seats must be entered into the CCP! After this, the goal of looking for clues will be completed.

They are marked on the map.

EXCITATION: SEA VIEW

Objective: Find the secret cave under the lighthouse.

Move to the indicated location. There will be a lighthouse at the top. But you go down to the shore, to the right of the lighthouse (if you go to it along the road). You need to go down within the yellow area. Below, in the rock, find a passage. This passage is right at the edge of the yellow area. Crouch down and go into the cave. Take the revolver from the chest.

EXCITATION: STOCKY BED

Objective: Find the cave under the dead tree.

Move to the indicated location. Climb to the top. You may have already been here on Jasir’s instructions. You need to get into the cave. It would seem that there is a cave inside the house, but it will not lead you under the tree. Follow the tree itself on the edge of the hill. Carefully walk to the edge and look down. You should see some ridges. Jump down and look for a long crevice through which you can get under a tree. Take the second revolver from the chest.

EXCITATION: THE WELL OF WISHES

Objective: Find the secret cave under the statue.

Move towards the temple where you first met the Mother. As soon as you enter the cave with a metal staircase up, note that you don’t have to go up, but jump down along the ledges. There is water below, so you can safely jump deeper into the cave. Find a chest underwater, break it open and take out a revolver.

EXCITATION: SIX FEET UNDER GROUND

Goal: Find Tom's grave.

Follow to the cemetery and start searching all the graves in the marked area. You are interested not in small, but in large graves with signs hanging on them. One of these signs will say Tom. Move it aside and you will find a note and a saber.

EXCITATION (CONTINUED)

Objective: Give the saber to Jasir.

Return to Jasir and give him the saber to complete this lengthy quest.

View of the Suburb from above.


FALLEN FROM THE HEAVEN

Objective: Inspect the crash site.

After visiting the temple, Jasir should contact you again and tell you about the crashed plane. You could also see him immediately after attending the meeting. Move to the place indicated on the map and approach the burning plane. Fatin and Tolga, acquaintances from the original game, will contact you. Go to them, climb the tower and talk about everything. Take the tracking device from the box located here.

Follow the signal in the marked area. You should find Volkan's backpack, which is in the middle of a wheat field, near the parachute. The closer you are to your destination, the stronger the signal will be. The screenshot below shows the location of the backpack.

The location where you can find the backpack for the quest "Falled from the Sky".


Next you will switch to another channel. We will have to try again to find Volkan. Go to Jasir's farm. Enter one of the barns and you will find Polat. Talk to Polat standing behind the workbench. This quest will end, but a new one will begin.

THE GREAT TRAIN ROBBERY

Objective: Get to the railway bridge.

Follow to the indicated location, and then kill all enemies on the railway bridge. Once all the enemies are killed, you will have to walk past all the cars and knock. There will be brothers in one of the carriages who will open the door. Chat with them, the task will be completed.

UNBREAKABLE BOND

Objective: Ask Jasir what happened. Go to the farm and talk to Jasir. He will tell you that Ezgi ran away. Well, you'll have to follow her. Move to the place indicated on the map, to Ozan's farm. Kill all the enemies, and then examine the two corpses on the ground, where there is still a pool of blood. One of them is Ozan. Read the note and talk to Jasir on the radio (automatically).

Follow to the campsite, kill the enemies and search all the trailers. In one of the trailers there are Ezgi and her friend.

In order for Ezgi and her friend to enter the city, you must check the indicated tunnel. Follow your destination, go into the tunnel and kill everyone you see until you reach the checkpoint. Now the mission will be completed, but...

MARTYSHKIN WORK

Objective: Return to the tunnel and help Ezgi.

Everything you did went down the drain. Return to the tunnel and find Ezgi. Kill the zombies, then talk to Ezgi. To do this, go up to the truck and open the right door of the container. After this, return to Jasir and tell him that his daughter has gone to the city. Mission Complete.

ANOMALIES

Objective: Investigate a strange phenomenon

Move to the marked area. Don’t be afraid to approach the big guy, because near the jeep there is that same blue cloud of smoke that protects from monsters. Approach the jeep. Behind him will be a long box. Open the box to complete part of the quest.

Return to the farm and find the Faceless Man in the barn. Chat with him, he will tell you that you need to explore the cave.

Follow the cave, move deeper into it, killing opponents. Eventually you should notice an army convoy. Check the back of the truck first. Go inside and look in the only locked drawer. But there is nothing in the box.

THE OLD MAN AND THE SEA

Objective: Find the entrance to the mansion.

At a certain moment, the Faceless One should contact you and inform you about a certain ethnographer. Move to the mark on the map and you will find yourself near the mansion. Find a wooden bridge in your backyard. It's destroyed. Walk up to it and look down to the left. You will see the continuation of the bridge. Jump down there using the "crampons", go into the cave and enter the basement of the mansion.

Here you will need to destroy the wooden boxes to move the closet and get into the mansion itself. Be careful because there is a gas cylinder behind the crates. If you hit it with a cold weapon, an explosion will occur in a few seconds. Go up to the top floor and talk to Atilla sitting in one of the rooms.

Now you need to fix the cable to get electricity back into the mansion. Go outside. On the map, the active point is shown as a long yellow line. This is the cable. You need to walk along it and find three break points. Go to the very end. Stand with your back to the missing gate, while being on the territory almost adjacent to the mansion.

So this is where the cable just starts. Do you see a building with stairs (steps) ahead? Go up the stairs, enter the building and look immediately to the left. There is a broken cable on the floor. Repair it by holding down the F key.

You will find the other end of the cable near a large metal tower nearby. The cliff is on the ground, in the grass. Once the cable has been repaired, power will need to be restored.

There are three active points. Start the generator inside the barn. Screw in the plugs on that same metal tower. Finally, switch the toggle switches on the pole. You can climb onto the pole and tower only with the help of a “crampon” with a rope.

Now return to Atilla and talk to him to complete the quest.

THE UNFINISHED STORY

Objective: Examine all shrines.

The task is given by Atilla himself. There are three holy places to visit. They are all marked on the map. Head north from Attila's house first. Swim through the water and you will find a rock in the middle of the sea. Climb to the very top. Kill the three zombies that will be lying here. Find the drawing on the rock and examine it by pressing the F key.

Follow the new marker, which is located in the lower right corner of the map. Jump into the water, dive down and find the stone with the second design. Press the F key. It remains to find the third place. It's not difficult to find. Just move there and look at the drawing on the rock.

After talking with Athill on the radio, move to the place marked on the map. It's next to the third shrine. Climb to the top of the mountain. Use the hook with rope. Examine the image on the monolith. Jump down into the hole nearby, under the tree, and remove the Faceless Man's mask from the corpse.

Hunting towers, which in the game are kind of control points.


Return to Atilla and give him the mask. The task will be completed.

SECRET PROJECT

Objective: Talk to the brothers.

At some point the brothers will contact you. Go to their indicated location and find out more about the task. They will ask you to find some details. In principle, you should have had all this for a long time. Give Fatin the parts and receive your reward. The brothers will say that they need time.

The brothers will contact you in a few minutes. Meet and find out that they need fuel (they will be in the same carriage). Go in search of fuel. Fortunately, fuel will be in all cars during this quest. Having collected 11 containers, return to Fatin and give them to him. This will complete the quest.

STUPID DESTINY

Goal: Find out what happened to Atilla.

Follow back to Atilla's house as soon as you are informed about it. Go into the house and go upstairs to Atilla's office. There is a note hanging on the office door - read it. Next, go down into the dungeon through which you came to the mansion the very first time. Examine Attila's corpse and take the mask. After taking the mask and listening to Faceless’s message, go back to the office and pick up the book that the ethnographer wrote.

JET TRAIN

Objective: Bring the twins a gas pipeline from the wreckage of the plane.

Go to the plane crash site that you have already visited. Go to the hood and take out the gas line. Return to the brothers and give them the gas pipeline. Watch what happens.

AT THE END OF THE TUNNEL

Objective: Get to the granary.

Follow to the indicated place and go upstairs. First, jump from the grain hill onto the platform. Find the stairs up and go up. Further the stairs are blocked. Find another flight of stairs. It seems to be closed, but there is a hole on the side of the wall. Jump over the hole onto the flight of stairs. Go upstairs, kill everyone and in the far room on the roof you will find a hostage - Brother Orkan. Talk to him. Leave the room, after which the Priest will contact you.

After talking with him, you will have to visit the lighthouse. Climb up the walls. There are windows on each tier. You must climb through the window on the penultimate tier. Climb inside and go up the steps. Open the door and watch the video.

Kill all enemies for the mission to count. Next, find a box with capsules near Kaan's corpse. Take all three capsules.

FOLLOWERS

Goal: Get to the entrance of the dam before the bandits.

You have a limited amount of time for this task - six minutes. Drive to your destination without turning anywhere or being distracted by anything. Use all the jumps, etc. Climb up the red structure, go to the adjacent platform and climb the wall higher. Jump to the top of the red platform. Run along the pipe along the wall and climb higher along other ledges. Go through the door.

Follow the corridor to the checkpoint, listening to Mother's voice. Go through the door, approach your mother and talk to her.

GOOD ENDING

There are two endings in the game. The first ending - you agree to help Mother save the world and admit that this is not a cure, but real poison. In this case, follow Mother, open the door and activate the warhead. That's all!

BAD ENDING

Second ending - you refuse to help Mother. In this case, you have to fight with her. What can I recommend? Just kill Mother's ghosts first. Until, eventually, Kyle feels like he's getting sick. From now on, you will kill Mother's ghosts with your bare hands. If you move away, after a few seconds your health will begin to recover on its own.

Next you will have a fight with the Mother herself. Attack her with your hands. Try to move away from her when your health is low. At the same time, move back forward, without taking your eyes off the Mother herself. When she runs up, try to strike a counter blow and retreat again. This way you can restore your health. At the end, when the mask falls off and Mother has very little health left, she will attack you. Press the F key several times. After dropping it, finish it off and watch the final video of the game..

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