Dying Light: The Beast Walkthrough

General information

The release date of the game ” Dying Light: The Beast ” is September 18, 2025.

Developer: Techland . Publisher: Techland .

Story completion time: 20 hours. 100% completion time: 50 hours.

Dying Light: The Beast system requirements

Characteristic Minimum requirements Recommended requirements
CPU Intel i5-13400F
AMD Ryzen 7 5800X
Intel i5-13400F
AMD Ryzen 7 7700
RAM 8 GB RAM 16 GB RAM
Video card NVIDIA GeForce 1060
AMD Radeon 5500 XT
Intel ARC A750
NVIDIA GeForce RTX 3070 TI
AMD Radeon 6750 XT
Intel ARC B580
Disk space 70 GB 70 GB
Operating system Windows 64-bit: 10 Windows 64-bit: 11

 

Walkthrough

1. Rise and Shine
Dying Light: The Beast Guide

Objective: Find a way out of the laboratory

We play as Kyle Crane. At the end of the first game, we were captured and placed in a closed laboratory for experiments. This continued for 13 years, until one day, unknown individuals arranged our escape.

We wake up on the lab floor, with dead scientists nearby. Crawl forward and grab the radio. A stranger named Olivia will contact us and tell us how to escape. Grab the flashlight with UV mode nearby (mouse wheel). Crawl into the marked ventilation hatch and break it open (press F).

Inside the vent, turn on the flashlight (press T). In the new room, crawl into the hallway, then into the room on the left. Crawl to the medicine cart and inject yourself with adrenaline . After that, you’ll be able to get back on your feet.

 

Objective: Escape from the laboratory

We go to the marked door and try to open it with the button. Olivia will hack the door remotely, press the button again, and go through. In the hallway, we’ll encounter a zombie; punch it with your fists (LMB). Hits drain your stamina bar. You can use the flashlight to temporarily blind enemies. You can kick (E key). You can dodge to the side (spacebar).

We go into the side room and crawl through the vent (crouch and press C). There are a lot of infected in the large hall, so it’s best to avoid fighting them. To do this, turn off the flashlight, stay quiet, and move slowly. Crawl under the shelf ahead. In the hall, sneak along the right wall. Go forward behind the curtains on the right and left toward the exit. If anyone notices us, it’s best to run forward.

In the empty corridor, Olivia will open the door to Sector B. The infected are locked in glass cells here. The glass of one cell will break, and two zombies will attack us. We’ll rip a pipe out of the wall and use it as a weapon. We’ll fight off the enemies.

Goal: Survive!

We open the elevator ahead. Someone will see us and block the elevator. Olivia will disable the blockade, and all the doors will open. A horde of zombies will rush us. In the fight, we’ll build up a red rage bar, automatically switching to “Monster” mode, and we can defeat the horde with our bare hands. Olivia will tell us that the Baron transformed us into another creature during his experiments. After defeating us, we enter the elevator.

 

Objective: Climb the elevator shaft

The elevator will lock again. Climb through the hatch onto the roof of the cabin. In the shaft, jump (spacebar) and grab the beams on the wall. Climb higher. If there are no beams higher, look to the side and jump to another wall where you can grab onto something. At the top, crawl through the vent, drop down into the pit, and exit to the floor.

 

Objective: Escape the complex

We’ll see the round hermetic doors begin to close; we need to jump out quickly. Run down the corridor (shift), passing boxes and other obstacles. Slip under the last door (shift + C). Reward: 10,000 experience .

 

2. Safe Harbor

Objective: Reach the monastery

Outside, we’ll find ourselves in a forest among the mountains. Olivia will tell us we’re in the Western Alps, near the settlement of Xathor Woods. We need to descend from the mountains to the monastery, where Olivia herself will be waiting for us.

Seeing rocks in the way, go around them to the right and jump over them (spacebar). At the observation deck, kill the zombies, search the bodies (hold F), and find random materials. Go right, along the wooden path. Descend to the water, and jump onto the rocks ahead. The monastery gates are locked; from there, go left, jump up, and climb over the stone fence.

We search the courtyard for items. We can use Survivor’s Sense (Q) to highlight active items that can be picked up or searched. We’ll find some bait near the gazebo; use it as a flashlight (mouse wheel). There are four zombies down by the door; throw a bait to draw some of them towards us. We kill them one by one.

Weapons have durability. If the weapon’s durability is at minimum, the game will prompt you to repair it. This requires scrap metal. The necessary material is found on the body to the right of the door.

Objective: Find another way to get inside

The main doors are locked. From the doors, we move slightly to the right, clinging to the stone wall where some bricks are missing. We crawl along the ledge to the right, around the corner of the building, climb up the window there, and on the upper ledge, we crawl to the left, cling to the balcony railing, and climb up.

 

Goal: Create a safe place

Jump down into the courtyard and crawl under the marked grate. Kill all the zombies in the building. Deal a few hits, then finish them off (F). Lock the front door. There’s a generator near the central column; start it (F).

From the generator, we follow the cables, killing a few more enemies. Everything on the second floor is locked. We climb up the dark stairs. A zombie stands with his back to us on the bell tower, leaning against the cliff. Kick him (E), and he’ll fall to his death. Hack the electrical panel nearby, turning on the protective UV lighting. The building is now a safe zone.

Olivia will come to us. She was also held captive by the Baron, but not for long. Now she plans to take revenge on him and calls on us to participate. First, we need to obtain medicines from powerful chimera monsters.

Objective: Kill the chimera

Boss: Reaper . A powerful monster will appear in the courtyard. It attacks several times up close. It’s best to constantly run away from it. From a distance, it will charge and try to ram us. At the last moment, dodge to the side (spacebar + right), and the boss will crash into the wall and be temporarily stunned. At this point, we can safely land a few hits.

When we finish him halfway, he’ll roar, and regular zombies will come to his aid. While he’s screaming, you can hit him a few times. He’ll start hitting three times, and with his final blow, he’ll thrust his dagger into the ground and get stuck for a couple of seconds. Walk up and hit him.

Once we win, Olivia will come down, extract GDI genetic material from the monster, and inject it into us. After that, we’ll sleep for a few days and experience memories from the past. When we wake up, we’ll be able to choose a new skill.

 

Objective: Check your stash

Talk to Olivia. Examine the large bag for the starting items. Special items for pre-ordering and purchasing the premium version of the game will also be found here. Talk to Olivia again and open your inventory (I).

Go to the workbench and pick up the book “Beginner’s Guide .” In the workbench menu, you can use the book to upgrade the “Bandage” consumable. Collect the scattered resources at the workbench and craft the “Hunting Bow” weapon in the menu. Olivia will give you a pair of binoculars . Level up.

Reward: 10,000 experience, 5 lockpicks, 500 old world money .

 

3. Life After Life
Dying Light: The Beast. Walkthrough gamesisart.ru

Objective: Find allies in the fight against the Baron in the valley

Olivia will send us into the city to search for allies. From the safe room, head east and jump out the window, landing in a dumpster with a mattress.

At this point, the game’s online mode (F4) and the global map (M) will open. (The global map has a non-standard cardinal direction: north points to the bottom left corner, not the top. The compass is rarely used, so we’ll navigate using the map, assuming north is at the top.) The entire world is divided into regions, each with a level indication. For now, only the National Park (1) and Old Town (1) are suitable for our level.

 

Objective: Find out where the smoke is coming from

From the park, we descend to the river. You can stand on a high cliff and use binoculars to look at the house where the smoke is coming from. Across the river is a campsite, and five zombies are gathered near the house with the smoke. The main entrance is locked, but you can jump over the bars around the corner to the right. A lone survivor lives inside, but he’ll chase us away, but he’ll tell you that the rest of the people have taken refuge in the city hall building.

Objective: Explore the city

There’s a jeep parked in the southern part of the campsite. It’s possible to drive into town, but the streets are too narrow to navigate. The GPS is pointing off to the side, but we ignore it and rely on the map.

Along the way, you can capture a couple more safe zones on towers. Each tower rewards experience and a weapon or armor blueprint. At the very first tower, you’ll get the “Fire Arrows” blueprint. Then we cross the bridge and, at the fork, enter the city on foot.

Regular zombies can’t climb walls, so it’s easier to navigate the rooftops. On the upper floors, you can enter through open windows; there are many useful resources inside. On the lower floors, there are entrances to “Dark Zones,” marked with question marks on the map. There are also plenty of resources inside, but you need to be quiet and avoid being seen by the infected in a straitjacket.

In the city, we climb to the very top platform, where the town hall is located. There’s a crowd of zombies in the square in front of the building. You don’t need to kill them all; it’s enough to lure a few away from the entrance doors. You can lure the zombies into the fire to burn them. When there’s no one at the entrance, run inside.

Objective: Find survivors in the town hall

Inside the town hall, dead special forces soldiers are lying around. We’ll pick up an S-0M pistol from one of the bodies . Ammo is scarce in the game, so conserve it. You’ll have to fight mostly with melee weapons.

In the courtyard, we kill all the infected. There are gas cylinders lying around, but don’t touch them yet. Search the corners, grab weapons and a Molotov cocktail . Once we kill everyone, a powerful monster will jump out at us.

Boss: Defect . At close range, he can slam his huge fists into the ground. If we move further away, the boss will jump right at us, which is what we need to take advantage of. Run back, stand near the gas cylinder, and when the boss jumps, dodge to the side. The boss will land on the gas cylinder, destroy it, and explode. While the boss is burning, approach and hit him. If that doesn’t work, grab a pistol and shoot the gas cylinders from a distance while the boss is nearby.

 

Objective: Go to the tower to help the Sheriff

After the victory, we’ll collect a sample of the chimera’s blood (+1 Beast Point). We’ll enter the shelter, where there are many survivors. Father Jacob will thank us, but will tell us of an even more terrifying monster that attacked them earlier. We’ll be sent to find the Sheriff, who has gone to restore the lights.

In the main hall, look up at the window where the monster jumped out, climb up the right column, then along the center wall. Kill the infected above. Climb up to the clock tower. On one floor, you’ll see a wounded ranger sitting; he’ll hand you his ammo. Further up, cling to the white ledge on the right, crawl left, jump higher onto the wooden bridge, and onto the ladder leading to the hatch.

 

Objective: Turn on the power

At the top, we’ll see the Sheriff dispatch two zombies. She’ll send us down to repair the lighting. We slide down the rope, kill the nearest zombies, and enter the building. Inside, an enemy will attack from the left.

We’ll pick the lock (the principle is taken from Skyrim): move the mouse in a circle, trying to find the right position, and repeatedly press “A” (left) on the keyboard. Press “A” lightly at first to avoid breaking the lock pick. The closer we get to the right position, the faster the lock will turn, and the longer we hold “A.” We’ll turn on the generator inside the room. However, the standard cables on the walls are damaged; we need to install new ones.

Objective: Connect electrical panels with cable

We open the panel on the wall and take a roll of cable. We connect one end to the generator. Then we crawl through the ventilation hatch under the ceiling. As we move, the number of meters of cable we’ve already used will be shown in the lower right corner.

On the roof, climb up the clock tower, using the ledges with white markings. Grab the clock hands, crawl left along them, and jump to the side turret. At the top, move right and jump over the turrets on the fence to allow the cable to pass through directly. Return to the Sheriff’s platform, insert the other end of the cable into the panel, and turn on the UV light.

The sheriff will introduce herself as Florence. We’ll descend to the safe zone together. The wounded ranger we met earlier will reveal to everyone that he’s been bitten, so he’ll shoot himself. We’ll learn that the locals don’t have Antizin—a cure for zombie bites. Reward: 10,000 experience, resources, 2 weapons, 500 coins .

There’s a merchant in the town hall where you can buy new clothes, weapons, and consumables. Press “C” to sell him all valuable items; they won’t be of any use anywhere else. It’s best not to sell your useful items; they’re often sold at too low a price.

 

Campsite tower (1) . Climb up several tiers. No difficulty. Reward: “Fire Arrows” blueprint , 2000 exp .

Fishing Tower on Fishing Island (1) . Climb onto the planks below the tower, jump, and grab onto the beams on the camouflaged wall. Jump back and climb higher. At the top, jump onto the rope, swing left around the corner, and jump back. Reward: 2000 experience, shirt .

Library Tower (1) . Inside the tower, the stairs are blocked by a lattice fence. In the center, grab onto the wooden beam and jump left three wooden beams. Climb the ladder higher and jump to the high platform in the corner. Outside the window is an exit to the roof; don’t go there. Inside the tower, grab onto the red cornice and then onto the wooden beams in the center.

Take the cable in the clock tower. There are three mechanisms around that can be activated with the cable. Insert the cable into the far panel, which will cause the circle with the handle to spin. Grab the handle, and when it rises to the top, jump forward onto the wooden beams. Climb up and throw down the ladder. Disconnect the cable at the bottom, climb the ladder, and insert the cable into the top panel. Reward: “Fire Extinguisher” blueprint .

Tower on Amusement Island (1) . Jump under the tower and grab onto the short ladder on the second floor, crawl to the right, and climb up. Kill the spitting zombie. Jump higher onto the hanging rope and immediately bounce forward, grabbing onto the third floor. Grab the next rope, swing forward and around the corner to the right, grabbing onto the fourth floor. At the top, throw down the ladder. There’s a treasure map D2 in the house (upper floor near the rooster weather vane). Activate the small switch to the left of the front door. Reward: 2000 experience, Mercenary Gloves .

 

4. The Inner Beast

Objective: Talk to Jacob

Inside the town hall, we climb up to the second floor. You can get there directly from the center by climbing the kiosk and the white cornice on the wall. In the office, we speak with Father Jacob. He’ll task us with tracking down the dangerous beast he mentioned earlier. We’ll set off straight into the night.

 

Objective: Find traces of the Beast

On the second floor, go to the far corner, climb the ladder, and exit through the window directly onto the rooftops. Jump to the next roof and examine the body. Press Q to reveal the monster’s tracks and follow them.

Night in the game lasts from 7:00 PM to 8:00 AM. During this time, “jumpers”—strong and fast zombies—crawl to the surface. If they spot us, they’ll raise the alarm and give chase. It’s impossible to fight them all off; you need to hide from them in safe places with UV lighting.

As soon as we see the jumper’s red mark, quickly turn off the flashlight, sit down, and crawl behind any obstacle. If the eye mark fully accumulates, the chase will begin. While the jumpers are away, you can use the flashlight; without it, you won’t be able to see anything on the rooftops. The tracks will constantly loop, but will eventually lead us to the northeast of the city.

Objective: Reach the explosion site

While we’re following the monster’s tracks, we see an explosion in the distance. We head there; the tracks lead in the same direction. We descend to the square under the bridge. We kill a dozen zombies near the burning cars.

Once we kill everyone, a Jumper will appear, and it will definitely notice us. We quickly run to the van where there’s a UV light. The Jumper won’t be able to get inside; the light will burn it. Inside the van, we grab the machine gun , examine the body, and hear radio chatter. We learn that the beast attacked a nearby church.

 

Objective: Get to the church

From the northeast bridge, head south to the higher ground. We might encounter a few more jumpers along the way, so proceed quietly. The main doors are closed. From there, follow the tracks: left, down some stairs, into the crypt under the church. The beast crawled through a hatch in the ceiling, and we need to go around this area to the right, through the tomb. In the basement, quietly avoid the sleeping zombies. Go to the far right corner, push aside the wooden partition, and climb through the hatch behind it.

Objective: Climb the tower

Inside the church, almost all of the Baron’s soldiers are dead. The Beast will finish off the last of them and jump out the top window. We need to climb up there too. There are several “runners” in the room; they won’t let us climb the walls because they can crawl too. They move faster in combat than regular zombies, but die just as easily.

Go to the corner, climb onto the wooden platform, grab onto the white ledges on the wall, crawl left onto the semicircular section, and jump back to the platform in the center of the wall. If you can’t reach it, crawl along the white ledges to the side, jump onto the balcony with the organ, and throw down the ladder from there. From the balcony, jump onto the chandelier, then onto the rope, swing on it, and jump to the central platform.

Next, jump to the side platform, from there grab onto the white ledges inside the bell tower. At the top, climb onto the wooden beam and jump from there into the window.

 

Objective: Catch the Beast

We’ll reach the church roof in the morning. The beast has fled to its night shelter, and we’ll follow its tracks. The trail will lead us to the railway tunnel in the south of the city.

In the tunnel, open the right side door to the storage room, kill the zombies, grab a bunch of resources, and find the note “Farewell .” Ahead, make your way through several rooms. On the rails, you’ll encounter a giant zombie armed with a hammer. His attacks are powerful but slow. Wait for his strike, dodge, and then strike. Repeat until victory.

We pass through the train car, following the tracks. On the right, we search all the lockers. We go through the halls with water. In a separate part of the tunnel, we’ll see a wounded soldier. The beast will attack us from the side; up close, it will look like us. The dying soldier will throw a grenade, and this will save us. The beast will run away, and the jumpers will chase us.

 

Objective: Escape the tunnels

Run back the way you came. All the necessary doors will be marked. Choose paths free of enemies or obstacles. At the end, jump out of the tunnel into the light, and the jumpers won’t be able to reach you. Call Olivia and tell her about the Beast. Reward: 11,200 experience, 500 coins .

 

5. First Blood
in Dying Light: The Beast. What to do

Objective: Talk to Olivia

We return to the monastery in the park. Olivia will show us on the map where to look for the next chimera. We head to the eastern swamps.

 

Objective: Find the transport that carried the chimera

We descend back to the campsite, get into a jeep at the parking lot, and head east. The GPS will again show the wrong route. Turn left at the roundabout and find the truck we need on the overpass. The Chimera has escaped from the truck and escaped. Inside the truck, we examine the guard’s body; there’s a note on it that says “Transportation Instructions . ”

 

Objective: Follow the chimera’s trail

The tracks lead from the overpass into the water. Jump off and swim to the first island. Follow the tracks left along the shore, passing under the highway. Ahead to the west, we’ll see the second island, completely shrouded in fog. Swim there. We go around the school bus and examine the capsule device near a large tree. A dead scientist is nearby; he has the tape “Baron’s Research Note #1 . ”

Objective: Kill the chimera

Boss: Mist . This chimera constantly runs away from us, summons regular zombies, jumps onto their shoulders, and charges at us. You need to constantly watch the boss to dodge her attacks. After dodging, hit the boss a few times, after which she’ll run away again. Occasionally, she’ll spit poison, so you need to dodge.

It’s best to stand near some obstacles to protect yourself from sudden attacks from at least one side. We can only deal significant damage to this boss in Beast mode, so it’s best to constantly attack regular zombies to build up your red bar faster.

Once victorious, we’ll collect the chimera’s blood (+1 Beast Point). Olivia will search for the next chimera, and we’ll head to the town hall. The first side buildings will appear there. Reward: 5200 experience, 800 coins .

 

What Lurks Among the Pines (1)

Inside the town hall, head to the southeast corner, to the table with the map. Eli will ask you to save his father, William, even though he dislikes him.

From the city, head southwest. In the national park, you’ll come to a ranger’s house. There are a lot of zombies at the front door. We circle the house, unlock the back door, and inside we’ll find a cave map and a spare cave key . On a shelf nearby is “William’s Wife’s Letter .” On a separate shelf, we’ll examine a family photo .

From outside, we head towards the cave. From the house, we head towards the rocks, jump onto the branch-bar, and immediately jump back. Climb the white ledges to the right around the corner, then jump over another branch-bar. If that doesn’t work, you can simply climb to the top along the path on the right. At the top, use the key to unlock the barred door.

We’ll find William in the caves; he’ll mistake us for his son. He’ll ask us to blow up the cave to destroy all the zombies inside. The explosives are already planted here; all that’s left is to run the cables. On the table nearby is the “Policeman’s Note . ”

We pull the first cable near William, go right along the beams, and hook it to the charges on the cliff. After grabbing the second cable, climb the rocks ahead, jump left, then right, onto the grated platform. Beyond the tunnel, jump onto the next platform. The third cable is already laid, but it’s torn in one place. We descend down to the zombies and stealthily kill them from behind. Sneak along the cable, find a drop near the sitting jumper, and wrap it up. A little further on, grab the fourth cable. You need to use it to climb up to the wooden platform, but you can’t go straight ahead. Climb the rocks to the right and crawl left. Once finished, run forward and jump off the rocks back to William.

William will give us a knife. He’ll decide to stay here and immediately detonate the charges. We run through the tunnels, jump into the water, swim through, and climb the rocks. We swim through another pool and emerge. We return to Eli at City Hall. We’ll keep the knife.

Reward: 10,000 exp, 2 books .

On the warpath (1)

Inside the town hall, head north and speak with a merchant named Dag. He’ll ask you to find the missing squad. They went to check the stash by the well and never returned.

In the city, we head north. There are a lot of zombies near the well, including one with a hammer. We attack the strong enemy immediately, and in the fight, he will scatter all the others. After clearing the area, we examine three bodies under the stairs. A “Bloody Letter” is left on the bodies . We return and report this.

Reward: 4000 exp, boots, 2 books .

 

On the Warpath: Part Two (1)

A little later, we go check on another squad in the northeast of the city. We enter the church, where we’ve already been in the story. Inside, we kill all the zombies. Among them is an armored zombie warrior, and a spitting enemy upstairs; it’s best to waste your ammo on him. Some squad members are hanging under the organ balcony, and next to them is another “Bloody Letter . ”

Reward: 4000 exp, 2 books .

 

On the Warpath: Part Three (1)

In the south of the city. We need to clear the area around the army convoy. There’s a fog bank here, a couple of strong zombies. When it’s safe, we’ll examine the tire tracks on the ground and the bodies of the fallen squad near the truck. There’ll be a mine under the body; we’ll explode and lie unconscious until nightfall.

We need to quickly return to the town hall at night before the jumpers spot us. At the base, Doug will tell us about the bandits they had previously spared and let go, but are now seeking revenge.

Reward: 4000 exp, 2 books .

On the Warpath: Part Four (1)

From the town hall, head southeast. We hear gunshots and search for the source. We climb to the top floor of the house. In the kitchen, we’ll find a dying bandit. After interrogating him, we learn that his accomplices are hiding in the library. We can finish him off at his request, or leave him for dead.

Reward: 4000 exp, 2 books, K13 pistol .

 

On the Warpath: The Final Part (1)

We reach the library. The doors will close behind us. Inside, we search all the halls; on the shelves are “Dirty Note” and “Castor Woods Newspaper .” We speak with the man in the librarian’s booth, after which three warriors will attack us.

Once we kill them, the woman in the booth will sound the alarm, and zombies will rush into the building. You need to quickly destroy four bells on the walls: two on the bottom floor, two on the top floor. There are stairs leading up near the second bell, but you can also climb up in the hall, along the map stand, and along the slanted beam above the cabinet.

On the second floor, there are four texts: “Dirty Note” and “Excerpt from a Medical Handbook .” After killing all the enemies, enter the librarian’s booth. The woman was killed by a running zombie. Return to the town hall.

Reward: 4000 exp, armor, 2 books .

 

6. High voltage

Objective: Talk to the Sheriff

The Sheriff and Jacob will send us to the hydroelectric plant to restore the main power supply. From the city, we head west to the separate Entertainment Island (1).

 

Objective: Reach the power plant

Objective: Reach the owner of the voice

Upon arrival, we’ll hear a technician’s voice. A window on the second floor will be marked in the building to the right. There’s a separate building on the corner of the building; we can climb up to it via the container. From the roof of the building, jump onto the building, grab the ledge, crawl around the corner to the right, climb higher near the windows, and then crawl further to the right around the next corner, where we can reach the roof. From the roof, jump onto the balcony by the window, drop the ladder, and enter the window.

Objective: Get into the main building of the power plant

Technician Largo will tell you that the generator room is flooded and can’t be fixed. We’ll convince him we can handle everything if he gives us some pointers. We head outside and head to the main building.

How to get to the window: Where the bridge begins, there’s a ramp on the left. Run up and jump from it, grabbing onto a pipe on the building. You can only climb the pipe where there’s no grating. Climb to the end of the pipe, crawl along the ledge to the right, descend to the lower windows, crawl to the right, and across the ledges on the square pipe. Continue crawling along the windows to the right. On the balcony, throw the ladder into the water, and we can start from there.

From the balcony, climb up, crawl between the windows to the right, toward the pipe, jump right from it, climb up the next pipe to the top floor, crawl to the left window, and climb inside. Inside, pick the lock and knock out the ventilation hatch.

 

Objective: Get into the turbine room

In the hall, we kill all the infected. We go into the room with the chairs and pick up “Major Yablonsky’s Briefing” from the shelves . In the hallway, we go down the stairs and open the doors. In the next room, there are a dozen more enemies, including a fat guy who can explode near us. We open the hatch ahead and jump into the flooded room.

Objective: Deal with the flooding in the turbine hall

We swim underwater to the north, through the doors and the ventilation hatch. If we start running low on oxygen, we surface at the ceiling and look for the round depressions—they’re the only places where air can be found. In the far room, we turn the two valves on the pipes. We swim back and resurface.

On the first floor, we go through the Control Room doors and try to turn on the pump panel, but it doesn’t work. We go into the next rooms, turn on the backup line panel, and grab the cable on the right . If we pull the cable around the hallway, it won’t be long enough. We move the cabinet next to the generator, knock out the hatch behind it, and crawl into the ventilation. We connect the cable to the panel on the right, and turn on the pump panel again, pumping out the water.

 

Objective: Start the turbine

We return to the main hall, where all the zombies that were previously floating in the water will attack. We descend through the hatch into the drained turbine room. We try to turn on the panel, but it turns out there’s no water reaching the turbines.

We examine the large red intake pipes; they’re missing a valve. We return to the room with the control panel. There’s a locked door nearby, the Storage Room. There’s a ventilation hatch in the wall to the right; we crawl through it. In the storage room, we examine the shelves and find a valve key . We head back to the pipes and use the key to turn two valves. We activate the control panel, and the lights will come on.

Objective: Talk to Largo

Largo will call us to his office. We go to the Control Room on the second floor. There he admits that he works for the Baron and that it was on his orders that the power plant was shut down. We’ll be surrounded by the Baron’s soldiers and captured.

We’ll be taken to the main hall, where we’ll enter Beast Mode and dispatch the nearest soldiers. Quickly jump up to the floor above, kill the two soldiers with rifles, then the rest. Pick up all the weapons. Head to the control room and turn the power back on.

 

Objective: Clear the power plant of Baron’s fighters

We climb back up through the rooms, the way we entered. There will be three enemy fighters along the way. Humans often dodge in combat and can throw knives. First, block the enemy’s attack; he’ll pause for a second, allowing us to land a normal hit. Next, there’s one fighter and one brute. The brute is clumsy, but you should definitely dodge his hammer attacks.

The riflemen on the roof have taken up advantageous positions. They’ll be hard to reach, so it’s best to use ammo or arrows on them. There’s a crate of ammo on the way. Head to the southern corner of the roof and drop the ladder there.

In the neighboring building, we can visit the technician’s room; it’s a safe zone. Return to the Sheriff at the Town Hall. Reward: 10,000, jeans, 500 coins .

 

Cable Guy (1)

According to the story, we’ve started up the power plants, but we also need to reboot the smaller substations in the city. Head west of the city. In the fenced-in yard, kill three Spitters and one Strongman. Break open the hatch on the substation roof. Turn on the panel inside. There’s a “Flame” schematic nearby . You need to extend the cable from the top pole where the Spitter was standing. Climb the adjacent concrete pole, jump to the pole’s platform, and extend the cable into the building’s hatch. Go to Pietro, the technician.

Reward: 10,500 experience, 2 books, a radio (we’ll be able to activate traps in cars and on electric fences). After this quest, we’ll be able to activate other substations; they’ll act as side activities. Simply hack the doors and turn on the panels.

 

Relay in the residential area (1) . We’ll turn it on in a side quest.

Relay in the museum (1) . South. Hack the door downstairs. “Acid” diagram .

Substation in the tourist area (1) . East. Breaking down the door.

 

Hydro-puzzle (1)

Technician Pietro’s second mission. We need to restore the base’s water supply. From the city, follow the map northeast. After the bridge, enter the pumping station courtyard. The main entrance is locked, so follow the right wall, look for the spot where the jeep knocked out the building’s window, and sneak through the window. In the engineer’s room, read the “Shopping List .” Go to the lower hall, examine the round pressure gauge near the turbine. Everything is fine here.

We head to the water utility’s repair base, near the power plant, where we’ve already been. A giant zombie and a dozen smaller enemies are wandering around the courtyard. We can’t enter through the doors. We head to the side wall, climb the scaffolding to the roof, climb into the ventilation box, and drop down to the floor inside.

There’s a safe in the engineer’s office; we need to find the password. In the hallway, we break into the next door. On the desk by the computer, we read “Incident Report.” The password is inside. We go to the safe and enter: 27-01-15 . Inside, we take the chief engineer’s key . We go down to the first floor, unlock the door with the key, and inside, we examine the water supply map. To exit, in the hall, we lift the shutter door on the left.

In the city, east of the town hall, we explore the sewer service station. We break down the door at the entrance. Inside, we check the pressure gauges; everything is fine there, too. Open the hatch here and descend into the sewers. We’ll hear someone hitting a yellow pipe. We follow the tunnels along the pipe. There are lone zombies along the way. We’ll reach a hall where we need to kill all the enemies.

After that, we enter the door on the second floor. A family of three has taken refuge inside; they turned off the water to prevent anyone from finding them. They’ll turn it back on. We need to clear a path upstairs for them to escape. The next corridor has power; look for a hatch in the wall on the top left and crawl through. In the corridor below, turn off the fuse box, and the power will go out. Kill all the zombies you encounter. We’ll meet some allies on the surface.

Reward: 10,000 exp, sleeve, 2 books .

Clear rhythm (6)

In the town hall on the second floor, talk to the scientist. Tom will ask you to bring him three materials for his device: a motor, audio cables, and Kevlar. In his room, on the cabinet to the left, read “Mark’s Notes” to learn the search locations.

1. Cables. In the south of the city, go to the top floor of the building, look for a ventilation hatch inside, and go down to the first floor. In the dark area, stealthily eliminate all the zombies. On the illuminated stage, grab the cable and the “Snake – A Song by the Band” tape . Exit the same way.

2. Electric Motor. In the east of the city, enter a dark store. Inside, two Screamers are wandering around on two floors. Climb up unnoticed, near the locked door, and crawl through the hatch on the left under the ceiling. In the warehouse, grab the Electric Motor, other supplies, and the “Tearing Strike” schematic .

3. Kevlar. From the city, head across the northeastern bridge to the level 6 zone. Immediately beyond the bridge are train cars guarded by soldiers. Crawl quietly to about the 5th car, then break open the military chest inside to grab some grenades and some Kevlar.

Reward: 5000 exp, 2 books .

 

Positive vibe (1)

We’re heading south to the city to test Tom’s device. The scientist is hiding in a brick building, and there are speakers outside. He’ll try to find a frequency that will repel zombies, but they’ll flock to the speakers instead. We need to protect the speaker from enemies.

During the fight, we connect another cable to increase the power. Another crowd of zombies will come running, including one giant. Once we kill them all, Tom will apologize for the failed experiment and give us music and a trap.

Reward: 5000 exp, jeans, 2 books .

 

7. New Dying Light Strain
: The Beast. How to get there

Objective: Ask Jacob and Sheriff about the monument

Olivia will tell us she found a chimera near the monument. We need to ask the survivors about this place. At the town hall, we speak with the Sheriff and learn that the Baron is conducting chemical experiments there.

 

Objective: Find out what the Baron is doing near the monument

We head to the Estates region (6). The monument consists of two huge steles. A “Beaver Soldier” statue stands in one spot . Ten zombies, several Spitters, and a giant roam the area. You don’t have to kill them all; just search the two green vans. Near one of the vans, we’ll find an empty capsule and dead people. On the other side, we unlock the van’s door and examine an empty E&F steel cylinder inside. Olivia will tell you that the E&F factory is nearby.

 

Objective: Clear the safe zone

On the map, head left and up. On the way to the factory, you need to find a safe spot. In the residential area, jump from the white van into the second-floor window. Or, on the other side, on the first floor, jump into the hatch above the door and climb up the landing.

Inside the shelter, we kill three zombies and lock the window and door. The only way out is through the hatch in the ceiling. Take the “Training” diagram from the workbench . From the room, follow the blue cable, descend down the stairs to the basement, and crawl through the hatch to the right of the door. A fuse has blown in the fuse box. Go to the storage room nearby, grab the fuses, and fix it. The local zombies will attack us, but we defeat them. Return to the safe room and go to bed.

Objective: Get to the E&F factory

Objective: Find another way to the factory

There’s a car near the safe zone; we’ll use it to head to the factory. Enemy riflemen are already positioned behind the large tanks. We need to find a way around to the roof.

We enter the smaller, ruined cistern, climb up onto a pile of rubble inside, and jump up the crossbar higher. We turn around and jump even higher along the second crossbar. Climb the red pipe. At the top, we emerge onto an outer semicircular bridge. From there, jump onto the grates ahead, crawl to the right, and climb up to the roof with the arrows.

On the roof, we crawl through the ventilation hatch and silently kill the rifleman at the other exit. There’s another enemy nearby behind a barrier. It’s best to take out the riflemen on the adjacent roof with a bow, a precise headshot. We jump down the balconies into the courtyard, eliminating the regular soldiers one by one. We enter the building and open the blue doors.

 

Objective: Find out what the Baron does at the factory

Soldiers will spot us. We’ll see the chimera escaping from a distance. Kill all the soldiers in the two-story hall. On the first floor, examine the cage and tank. Follow the blue cable, open the doors, and find a scientist behind them. He’ll tell you they’re testing a new strain of the chimera virus. You can lure the chimera with a gas cylinder. Pick up a shotgun and the “Baron Research Note #2” tape nearby .

Objective: Deliver the gas cylinder to the landfill

We descend into the basement. There are locked doors along the way; from there, we return to the stairs and crawl through a ventilation hatch on the side. We stealthily kill several zombies and grab the gas cylinder . If enemies attack, temporarily drop the cylinder nearby and then pick it up. We unlock the barred door along the way and exit.

From outside, you can put the cylinder in the trunk of your car and drive to the junkyard. But the distance is short; you can walk there carrying the cylinder. We throw the cylinder over the fences and climb in ourselves. At the junkyard, we insert the cylinder into the white capsule. Baron’s soldiers will interfere, so fight them off. The bright red gas will attract the chimera.

Boss: Leviathan . This giant rams or slams his hands into the ground, causing a wave of force. If he slams in front of him, attack him from the side. If he’s about to slam his fist into the ground, jump away. Later, he’ll start screaming to summon regular zombies. Build up your red bar, transform into Beast, and throw lying engines at the boss. Otherwise, it’s best to attack him with explosive weapons.

 

Objective: Bring Olivia a sample of chimera blood

We return to the monastery and hand over the samples. We pick up the tapes near the girl : “Olivia’s Message to Father” and “Dr. Bennett’s Message .” Afterwards, we head to the mayor’s office. The Sheriff will call us along the way, and we’ll go on the next mission together. Reward: 10,000 experience, 500 coins, and the Survivor’s Jacket .

 

A power line pylon in the village (1) . It’s impossible to climb the pylon from the ground. We go to the nearby cliff, jump from there to the branch-crossbar, and then jump back to the pylon. Then we climb the steel beams. There’s a diagram of the “Electric Knife” at the top .

Tower near the pipes (6) . You need to climb two round towers. First, go to the building next to it, climb up the wooden boxes at the back to reach the roof. From the roof, jump onto the tower where there are some gaps between the bricks. Climb up the gaps, crawl to the right, jump onto the adjacent tower, climb up it, and then up the ladder. We’ll reach the first bridge between the towers; there’s a grappling hook on it for descent.

We also climb up to the second bridge and start the generator there. Among the materials is the “Trophy: Parkour .” We climb to the top of the tower, where we’ll find “Note from Anna,” treasure map A2 (in the building where we started the climb, behind the main door).

Highway Bus Hideout (6) . There’s a fenced-in area with buses on the highway. Lock the doors on the left and right sides from the inside. Inside the bus, near the workbench, you’ll find the “Rust” schematic , the “Issue #8: Threads of Truth” tape, and treasure map D4 (the treasure is in the nearby factory).

There’s no power at the panel, so we need to climb up to the neighboring factory. Go left around the corner, climb up the blue steel structures, crawl to the right, grab the windows, jump onto the air conditioners, and then crawl up from there. If that doesn’t work, you can climb up from the right side, using the pipes and the air conditioner. Grab the cable on the roof and return to the buses. Reward: 3000 experience, 7-piece sword .

Relay at the Factory (6) . Reward: 3000 exp, 2 items .

Valuable cargo (6)

At the mayor’s office, talk to Keller. He’ll ask you to retrieve a container of ammo from the river bottom. Head north to Entertainment Island. Dive into the canal, and while underwater, constantly press Q to reveal the container’s silhouette. First, scan a few items on the bottom, and then you’ll notice the container in the center.

We return to the shore and climb onto the southern crane, clinging to the beams on any of its supports. We throw down a ladder from above. We try to operate the crane, and discover there’s no power.

We jump onto the hanging rail on the nearby crane and quickly cross the canal. On the other side, we climb onto the van, jump onto the building’s canopy, and climb the square box to the roof. There’s a broken panel here; we need to get power from another location.

The green door near the control panel won’t open. On the other side of the building, we look for a broken window on the second floor and enter a dark area. From the room, we crawl through the ventilation hatch. In the warehouse, there are a couple of cabinets and a couple of doors that can be hacked. We look for a large hole in the floor and go down to the basement. In the room with blue barrels and jam jars, we crawl through the hatch, then look for a hatch in the ceiling, and emerge in another part of the warehouse. We hack the doors and collect all the resources.

The required electrical panel is in the basement, in the central part of the building; you need to break down a small door. Grab the cable and use it to climb up through the large gap. Climb the shelves in the warehouse, then climb the ladder on the top floor. Insert the cable in the office, press the switch on the right, and grab the second cable further to the right . Go outside, jump from the roof to the nearest edge, run along the rail, and reach the far crane, where we connect the cable. Sit at the control panel and use the crane to lift the container out of the water.

When we go down to check the container, a car of bandits will pull up. They’ll offer to split the weapons. We can agree or decline. If we agree, the bandits will keep their promise and leave first aid kits instead of ammo. We’ll receive a Cassette with Old Rock Hits . Inside the container are two first aid kits, a book , and the “Ice” diagram . Allies will arrive for the remaining ammo. Reward: Keller’s Lucky Bullet .

Tragedy in Paradise (6)

If we’ve activated safe spots on both Fisherman’s Island and the residential area near the chemical plant, we’ll return to the house near the plant. A couple named Beth and Brad have taken up residence inside. They used to live in Paradise Corner, but zombies have infiltrated it. They’ll ask you to clear out their island.

We go to Paradise Island. Destroy all the zombies. Inspect the sign in front of the hut. Check the connected cable. We’ll see one cable thrown into the water. Disconnect this cable from the panel. Inside the house, on the table, is the “Electric Schema .” We go around the house, climb through a low hatch in the back, and inside, on the table, we’ll find a note reading “Our Story .” We examine the dead girl; she has a tape of “Pammy’s Last Words . ”

Find a fuse on the shelves and insert it into the panel. The siren will sound, and more zombies will rush onto the island. The speaker is on a pole above the bridge; shoot it. Turn the valve next to the bridge to raise it, which will stop the zombies from arriving. Kill all the enemies that come running. Return to the couple.

Reward: 7500 exp, cap, 2 books .

Village Tower (6) . To the east, near the memorial. Jump onto the lower platform of the tower, grab the rope, swing left around the corner, and grab the second platform. In the center, break through the weak boards, cross the beam, and jump onto the broken ladder. At the top, smash the crates. Reward: 2000 experience, sleeve .

River Tower (6) . Climb the tree with planks to the side of the tower. Jump onto the tower. Shoot the wooden crates above to reach the platform above. The tower contains treasure map D1 , the “Explosive Knife” diagram .

Tower in the mountain shelter (6) . Climb the nearby cliff along the white ledges. From there, jump onto the tower. There are headphones inside .

 

8. Let there be vengeance

Objective: Talk to the Sheriff

The sheriff told us that the Baron is conducting some kind of experiment in the mine, and that he himself is participating. We’re heading to the mines in the southeast.

Before the cliffs, we’ll see a convoy of Baron’s warriors. Next, we need to climb the cliffs. We cling to the white ledges and climb higher along the tree. We climb even higher, jump onto the ledges on the left, and climb up. We run through the clearings, along the ledges again, jump over a branch and crossbar, and cling to the tree roots. We crawl up the cliffs to the right. We’ll meet the Sheriff on the cliff.

 

Objective: Enter the mines

A few soldiers remain guarding the area in front of the mine. We descend the path to the right and jump up the branch and crossbar into the house. Stealthily eliminate the shooter. We kill the remaining shooters through the windows with a silent bow. We jump down into the grass and stealthily kill the rest from there. Near the containers and the generator lies the tape “Baron’s Research Note #4 .” We use the master key to break open the mine door.

 

Objective: Find out what the Baron’s men are doing in the mine

We pass through several halls inside the mine, then kill the warriors in the corridors. Here we can make noise; the enemies won’t be able to surround us in narrow spaces. We can break through the wooden wall to release zombies onto the warriors. We unlock the wooden door and kill all the soldiers behind it. There are enemies with shotguns here; it’s best to shoot them from afar. After killing them all, we examine the panel.

It turns out the Sheriff handed us over to the Baron in exchange for the safety of her people. We’ll be surrounded by soldiers armed with electric weapons. We’ll see the Baron himself. We’ll try to fight off the enemies, and in the battle, we’ll release a new kind of chimera from the container—a Beast similar to us. The soldiers will chase the Beast, and we’ll hide in the container. The Baron will fire at the rocks, and the container will be filled with rocks.

Objective: Find a way out of the mine

After waking up, we climb out of the container through the hatch in the ceiling. We crawl through the water-filled tunnels. Along the way, we’ll encounter a lair of jumpers; it’s best to pass unnoticed, otherwise a dangerous chase will ensue. When the two jumpers separate, we sneak behind the seated monster. Then, we run to the surface.

 

Objective: Deal with the Sheriff

We’ll return to the mayor’s office. Jacob will tell us that the Sheriff packed her things and disappeared. We’ll leave Jacob in charge of the base. He’ll tell us about a group of outcasts who were already bitten, but stopped the infection with rare mushrooms. We need to enlist their help.

Reward: 10,000 exp, 750 coins, survivor’s shoes .

 

9. Lovers of the Dark
Dying Light 3. Guide, Walkthrough

Objective: Find survivors in the caves

According to the map, we’re heading far northeast. At Jacob’s request, one of the survivors will contact us along the way, not via radio, but telepathically. We’ll agree to meet at the farm.

 

Objective: Defeat the Baron’s fighters

We’ll see several warriors in the farmyard; we’ll kill them stealthily. Then we enter the two-story house and unlock the double doors on the right. Telepath Sven will ask us to find his friends, who were tracking the Baron’s men and have disappeared.

 

Objective: Find the missing members of Sven’s squad

We need to go further east. We can take the mercenaries’ jeep. We’ll see a large combine harvester between three houses. We enter the house and climb through the window behind the wooden partition. Inside, we break down the door, look up in the central corridor, and jump through the hatch. In the attic, we examine the enemy patrol map on the table. Scouts were here, but they were caught. Let’s go inspect the patrol locations.

 

Objective: Search Sven’s men at the outpost

We move south on the map. We enter the red brick house through the window, kill a couple of guards, and grab a radio from the kitchen table. From the soldiers’ conversations, we learn that the prisoners are at a pig farm.

Objective: Get to the pig farm

We’re heading a little north. In front of the house, a gunner on a cart is firing at zombies. We can enter the building directly through the main entrance. We’ll hide inside and see from a distance how the hostages are loaded into a car. They’ll attack us from behind. In the barn, we kill six fighters, seven gunners, and two thugs. Then we get out and follow the road west, but there are no signs or targets yet.

 

Objective: Reach the hostages

Sven will contact us a little later and point us to a new location, where the car with the hostages stopped. We drive closer to the central island. At the intersection, we’ll see an accident; the drivers have been killed by zombies, and the hostages are lying in the back, almost dead. We get behind the wheel and drive to the survivors’ cave. We need to get there within 3:00 minutes.

Inside the cave, we’ll find a base of survivors, albeit infected. The leader, Lydia, will refuse to help and chase us away. We’ll climb to the upper level and speak with Sven, who will introduce us to the radio operator, Selby. We’ll obtain a radio transmitter to place on the tower and eavesdrop on enemy communications. To climb up, we’ll obtain a grappling hook .

Reward: 10,000 exp, hook, gloves, 750 coins .

 

Highway Tower (6) . From the elevated area, run along the log, jump onto the crossbar, and reach the tower. Grab the rope and swing to the right around the corner. Reward: Mercenary Boots , Treasure Map C2 .

Relay on the farm (6) . Unlock the door and climb higher inside the tower. There’s no power inside, but there’s a “Frost” circuit . On the top floor, break through the wooden wall. Outside, jump to the light pole, then to the pole with the switchboard. Grab the cable, slide down the rope, connect the cable inside the tower, and activate the relay.

Caretaker’s House (6) . On the eastern highway. Inside the house, there’s a “Cutters” circuit diagram . You need fuses in the panel. From the outside, lock the gate and window. Enter the garage, grab the cable, go down the hatch in the floor, and run the cable to the panel. Inside the house, in the hallway, grab the fuses on the bottom shelf and insert them into the panel.

Farm Tower (6) . There’s a pile of hay underneath the tower, but you can’t reach the beams from there. You need to use the grappling hook, grab the beam with the ribbon, and jump higher. At the top are the “Fire Bolts” diagram , treasure map A3, and “Giga’s Letter . ”

Abandoned House (6) . To the south, near the roundabout. There’s a live power cable in the courtyard. After killing all the enemies, climb into the garage and disconnect the cable. In the courtyard, wrap up the broken part and reconnect the cable. The “Knuckle Duster” blueprint is on the workbench .

Don’t remember it badly (6)

In the cave, we go into the far hall, where the old man Starchild lives, growing mushrooms for everyone else. He’ll ask us to bring bark from the Tree of Madness and the gallbladder of a newly infected person.

1. Head west to the abandoned park. In the search zone, head toward the semicircular rock. A strange bloody tree grows between the rocks. When we cut off a piece of bark, the tree will scream, and all the zombies will attack us. Run away.

2. Head east to the house in the swamps. You can only enter the house through the hole in the roof. Inside, there’s a cemetery for the infected, and there are many “Messages” notes on the wall. Four people, already turned into zombies, are locked in the basement. Kill them, search them, and take the organ you need. Read their “Messages” notes nearby . A silhouette with many circles is drawn on the wall.

After gathering the ingredients, head south into the mountains of the national park. In the mountains, we’ll find a campfire and a tent where the Child of the Stars is staying. He’ll craft a potion and give it to us to initiate the vision. In the dream, we’ll find ourselves in the laboratory from the prologue, and we’ll see ourselves in all the cells. We’ll proceed to the end of the corridor. Boss: Demon . Outside, in the red clearing, we’ll engage in battle with our doubles. Fight them until we reach the red meter. Transform into a beast and chase the Demon monster, which constantly jumps away from us. Once we kill it, the dream will end.

Reward: 10,000 exp, 2 books .

The Last Wish (6)

On the lower floor of the cave is a nurse named Amelia, with a dying old woman named Iris. He will ask you to bring her the music box left by her husband, Henry.

We head to the eastern stream, where Iris’s house is. Inside, we climb upstairs, break open the door, and take the key to Iris’s house and “Note for Iris” from the dresser. There’s a safe in the bookcase. We learn that the code can be found in her husband’s shop in town. There’s a “Recipe” in the kitchen . In the basement, there’s a treasure map (C4 ). We break open the ventilation hatch and crawl into the pantry behind the bars. Outside the house, we go to the tall tree; underneath it is her husband’s grave, and we place a flower on it.

In town, explore the northern store. There’s a note at the entrance titled “Code Reminder .” Inside, go to the right room and find a note titled “Iris’ Safe Code . ”

We return to Iris’s house. But inside we find signs of forced entry, and the safe itself is missing. Outside, follow the burglar’s trail to the next house to the east. Climb through the boxes into the locked garage through the window. Inside, kill several bandits. They have three safes, and nearby are “Note from Tette,” “Safe Codes,” and Treasure Map B3 . You can open all the safes:

Left safe – 20-07-06 – music box.

Right safe – 11-17-08 – jewelry.

Separate safe – 71-61-45 – jewelry.

Return to the old woman. Reward: 10,000 experience, 2 books .

 

10. The air is full of secrets

Objective: Install a transmitter on a radio transmitter

From the caves, we head southwest toward the radio tower. We climb the power line pylon along its steel beams. A little higher, we climb not from the outside, but from inside the pylon, clinging to the square hole in the center. At the top, we insert the repeater. It turns out the soldiers’ conversations are encrypted.

 

Objective: Bring the radio to Selby

We need to get one of the Baron’s men’s radios to access the radio code. Head northwest to the dark zone “Boutique.” Kill a squad of soldiers, search the body of the axe-wielding strongman, and retrieve the radio. Return to Selby Cave. We learn that repeaters need to be installed on two more towers.

 

Objective: Find transmitters in military convoys

Near the cave, we reach the highway. To the east, we’ll find a convoy of three armored personnel carriers. Kill all the zombies around us, search the body of a zombie soldier, and find a keycard that can open all three vehicles. Approach the APCs from behind, unlock the door, and collect the resources. Among the resources, we’ll also find a military transmitter .

 

Objective: Install a transmitter on a radio repeater

We head west along the highway. The power pole we need is protected by a chain-link fence on all sides. We follow the wires to the neighboring power pole, which is northwest on the map. We climb the steel structure with the ribbon, jump from it to the crossbar branch, and then to the power pole. We climb to the top, grab the central wire, and slide down it to the power pole we need, where we set up the transmitter.

Objective: Install a transmitter on the bell tower

We head into the city, to the bell tower in the south. There are a dozen zombies at the entrance; we run past them and squeeze through a narrow opening. Inside the building, in the center, we climb onto the wooden booth and from there to the second floor. We climb the ladders, jump onto the steel bar, then onto the recess with the red cloth, and crawl to the right. In front of the locked door, look toward the center of the tower, jump onto the hanging rope, and swing forward. From there, we can return to unlock the door.

We exit onto the balcony and climb the right wall with the white indentations in the bricks. Outside the tower, crawl to the right, grabbing onto the next indentations on the columns. Jump onto the crossbar and onto the next platform. Crawl up the brick wall. Grab onto the ledge under the statue, crawl to the right, and jump onto the round column. Around the next corner, we’ll enter the tower. Inside, descend the ladders to unlock the door.

At the top, under the bell, we cling to the beams on the wall, jump to the crossbar in the center, and from there to the upper beams on the other wall. Near the bell, we throw down a ladder. Outside, we look for a round column with notches and climb it. At the very top, there’s a shield; we insert the device. We’ll start intercepting the soldiers’ conversations.

 

Objective: Disarm the explosives under the town hall

Sven will inform you that the Baron’s men are planning to blow up City Hall right now. We have 3:30 minutes to prevent the explosion. We slide down the rope from the bell tower. Then we run across the rooftops, jump down into the lowland where the military convoy is stationed, and enter the sewer tunnels.

In the dungeon, right by the entrance, there’s a rifle; equip it. There will be several fighters and riflemen along the way; shoot them in the head immediately, without wasting time on close combat. After eliminating the enemies, detach the first charge from the central support. Enter the two-story hall, kill the enemies here, and remove the second and third charges from the supports. After this, City Hall will be safe.

The town hall residents will thank us for saving them. Later, Olivia will tell us she’s found a new chimera; let’s go see her. Reward: 10,000 experience, 750 coins .

 

Cargo platform tower (6) . Grab the beam with the ribbon, swing, and grab the lower beam. Climb higher, jump left, then right. Boards are blocking entry to the tower window; shoot them and climb up. Reward: 2000 experience , “Bleeding Knife” diagram , treasure map E4 .
For Your Mind Only (6)

After completing the first quest for the Child of the Stars, we’ll receive a message from him. We return to the cave and talk. He’s found a place where his telepathy isn’t working. The old man will instruct us to investigate it.

From the cave, head west toward the train tunnel. In the depot yard, you’ll find a crashed jeep. Kill all the infected around it, then examine the driver. Emma is dying at the wheel and will ask you to save her son inside the tunnel. There’s “Emma’s Diary” on the right seat .

We follow the tracks to the tunnel. The entrance is guarded by five riflemen; kill them. Inside, we search everything and read “Rick’s Observations .” A strange voice will speak to us. We continue deeper into the tunnels; the zombies won’t bother us here. Along the way, we’ll see a dead soldier; we’ll take the explosives from him .

In the caves, we’ll see Rick, who’s been consumed by the biomass and become part of the swarm. He’ll offer to join the swarm. Rick will regain consciousness for a while and ask you to kill him. Shoot him. After that, all the zombies will attack.

On the way back, you need to plant four explosive charges. The first one is in the swarm cave. Run back out of the cave into the corridors, plant the second charge in the dead end on the left. Next is the corridor with the red pipes, plant the third charge on the central column. The fourth charge is right at the exit. Run outside and blow up this cave. Return to the old man, Child of the Stars.

Reward: 10,000 exp, 2 books, explosives .

Castorwood Drift (6)

On the eastern highway. In a field under some gas pipes, you’ll see a crashed jeep; you can hear a radio inside. Kill all the zombies around and grab the radio. Travis will tell you he runs betting races, and this was his only driver. He’ll suggest you come see him.

A little further south, we enter a secure garage. We’ll meet Travis and his assistant. They’ll offer us a qualifying run. We head out onto the road and start the race near the pole. You need to complete the course in under 2:00 minutes. Reward: 200-1000 XP .

Three more trails will open later:

1st route “Le Mani”. In the area of ​​estates. 2:50.

Route 2 “Old Town”. In the south of the city. 2:04.

Route 3 “Factory 500”. In the northwest, near the factory. 2:10.

Back to the garage. 4000 experience, 2 books, car repair kit .

 

11. Toxic Relationships
Dying Light: The Beast. How to Climb

Objective: Meet Olivia

We head south, to the center of the national park. We get into Olivia’s jeep; she’ll show us the exact spot. We head to a circular area with ruins. There are gas dispersal devices here.

 

Objective: Find the gas cylinder

On the map, head northeast, into the bushes above the platform. Once we insert the canister into the device and spray the gas, a new type of monster will attack.

 

Objective: Kill the chimera

Boss: Toxin . This is a stronger version of the Spitter. It also spits acid, but more frequently and over a wide area. Climb to a higher ground; up close, it will fight back with its arms, then jump to a new location. Constantly chase it, or fire at it from afar.

Reward: 10,000 exp, 800 coins, beast point .

 

Chain reaction (6)

We return to the survivors’ cave. Selby will tell us that the Baron’s soldiers are transporting chemicals and that we need to intercept them.

We reach the campsite in the southwest of the map. There are three gas cylinders scattered around. Kill all the zombies near them and turn off the valves to shut off the gas. After that, enter the house, where Dr. Lucy Brown will be. She worked for the Baron, but when she refused to complete the task, they planned to kill her here with zombies. She’ll ask you to get supplies and a car.

We’re heading to the Baron’s outpost, far to the east. There are several gunmen around the house; we eliminate them or steal supplies without them noticing. We need to grab the canister from outside, then the box from the house, and bring them to the back of the jeep. Once everything is loaded, we get in.

Along the way, we learn that Selby is planning to kill the scientist. We need to reach the meeting point and find Lucy within 2:30 minutes. We can get there in 1 minute, and spend the rest of the time searching the two-story house. Right at the entrance, there’s a sofa you can jump over, but beyond that, there’s nothing in the house. As soon as we reach the sofa, turn left and unlock an inconspicuous door. We’ll see Selby and Lucy. We can choose whether to let him kill the scientist or not. It won’t affect anything.

Reward: 10,000 exp, 2 books .

Hunting for Yaga (11)

If you’ve unlocked the safe zone in the southeast of the map, near the roundabout and highway, a quest will soon appear there. You’ll see Hunter Max in the courtyard of a house. He was hunting a monster but sprained his ankle, and he’ll offer to finish his hunt.

The mission can only be completed at night. If it’s daytime, we go straight to bed right here at home. At night, we make our way higher into the national park, looking for the wrecked car and the body near it. There’s a protective light nearby, so you can hide from the jumpers.

From the crash site, we follow Yaga’s trail. This monster climbs to the higher ground and leaps at us like Mgla. We dodge and strike her several times. After defeating her, we take her hand as a trophy.

We go meet Max at the substation. Night can now be turned into daylight in any safe location. Near the substation, we’ll see soldiers arriving; we’ll eliminate them unnoticed. Near the building, we move the plywood sheet, climb through the window, and speak with the wounded hunter. Max was fulfilling the Baron’s contract to get to his scientist and avenge his wife’s death. He’ll ask us to finish off the scientist who created this Yaga.

We go outside and examine the tracks of the departed car. We cross the ford onto the central island to the Psychiatric Hospital. We kill several shooters near the house. We break into the house and talk to the scientist. He asks you not to kill him and offers money. We choose whether to kill him or not. Either way, he’ll run outside, and more soldiers will arrive. We kill them all.

Return to Max. He’ll be dead from his wound. Near him is a note: “Max’s Last Words .” Reward: 7,500 experience, 2 books, crossbow .

 

12. Last bell

Objective: Meet Olivia

Sven will inform you that Baron’s scientists were conducting experiments at the school, and that all research materials must be retrieved from there.

 

Objective: Talk to the Outcast Scout

We head to the southern part of the estates, toward the school. Outcast scout Ray Sato is hiding in an overgrown school bus; we speak with him. Bandits have attacked the Baron’s lab, which is a good opportunity to gather information. We need to get to the gym in the basement, where the lab is located. We head toward the building, climb the canopy and air conditioners, and climb into the attic window. Inside is a dark area with numerous zombies.

 

Objective: Retrieve research materials from the checkpoint in the gym

In a dark area, sneak up on the zombies and silently kill them from behind. Scan the area to spot a jumper in a straitjacket from a distance. If he sees us, he’ll raise the alarm, and all the zombies will attack us. You can also kill the jumper with a grapple from behind.

First, we go down the stairs. A supply depot is visible behind the double doors. We break down the single door on the left and crawl into the adjacent room on the right. Grab the wrist guards from the table. In the same room, we crawl through the ventilation hatch and descend to the floor below.

We pass through the flooded basement, then through a wide corridor filled with zombies. We climb a little higher. On the top floor, when we scan, we’ll see bandits, but below, there are only zombies. Down below, we follow the left wall, break open the door, and find the laboratory where Dr. Camilo Marin is hiding. He’ll give us the key to the main archive .

Objective: Clear the way for Camilo

In the doctor’s office, we open the hatch in the floor and descend into the basement. We clear the tunnels of all zombies, including one explosive one. We proceed to the building’s exit. Outside, we call the doctor to come out. The scout will take him to the Outcast base. We return to the office.

 

Objective: Retrieve research materials from the safe

We proceed to the gym, which has been taken over by bandits. We eliminate the enemies unnoticed. We collect the documents on the tables: “Dr. Alper’s Letter,” “Description of Heliostrin,” “Research Results Report,” “Report #1,” “Report #3,” and the tape “Baron’s Research Note #6 .” We use the key to unlock the cabinet on the far wall and retrieve the research .

 

Objective: Deliver research materials to Lydia

The Baron’s soldiers will arrive at the school to retake their laboratory from the bandits. A firefight will break out. You can avoid the fight and sneak out through the main entrance. Once outside, return to the cave and talk to Lydia. It turns out they didn’t make it to the base; they disappeared.

Objective: Find Ray and Camilo

We head south, to the center of the estates between the ring roads. We’ll see a crashed car and kill the zombies around it. A dead Ray is behind the wheel. Use your senses and follow the doctor’s tracks, heading east on the map.

The tracks will lead to a blue house with a locked front door. We circle around the house, find an open window on the second floor, and climb up the drainpipe at the corner. Kill the zombies inside. At the locked door, climb through the hatch in the ceiling.

We go down the stairs and kill more zombies on the first floor. We need to kill everyone, even in the dead-end rooms, only then will we be able to open the double door where the doctor is hiding. Lydia will arrive and recognize the doctor as an old friend.

Reward: 12,500 exp, 6 bullets, 800 coins, revolver .

 

Remain human (6)

In the Outcasts’ Cave, we speak with the Polster brothers. Jamie asks for help for his older brother, Liam, who needs a cure for his immune deficiency.

We head to the center of the estates, to the dark “Pharmacy” area. There’s a “Beaver Apothecary” statue in front of the entrance. Search all the places with the “Magnifying Glass” symbol. The “Regeneration Booster” blueprint is on the tables . The required medicine won’t be found.

Liam will contact us by radio and say that searching for a cure is useless; it’s better to find a gift for his younger brother. We head slightly north and enter the dark “Clothing Store” area. Inside, we go into a corridor with locker rooms and grab a T-shirt with the band’s logo from a stall inside . We learn that the brothers are the sons of the founder of the band “Bloodsucking Hares.”

We go to the boarding house in the mountains, in the south of the map. We enter our father’s mansion through the doors; inside, on the table, there’s a “Radio Intercept Log” and a “Dirty Note .” Outside, on the balcony with a round table, there’s a “Dirty Note .” Inside the building, we open the double doors, go down the landing, and crawl through the hatch in the ceiling. We grab a couple of bottles from the cellar .

We climb the stairs to the attic. There’s no direct route, so we go down one floor, crawl through a hatch in the toilet, and climb up. We climb to the ceiling, looking for a photograph, but find only a child’s drawing . We go out onto the balcony to enjoy the view.

Head northeast on the map to find Liam at the farm. Kill all the zombies in the yard, including those inside the barn. When there are no enemies left, approach the door with the note “Liam’s Letter .” Inside, you’ll find Liam, now a zombie, and kill him. Return to the cave and give all the collected items to Jamie’s younger brother.

Reward: 10,000 exp, 2 books .

 

13. Fear and Loathing at the Cement Factory
in Dying Light: The Beast. Russian Walkthrough

Objective: Meet Olivia

Olivia has tracked down another chimera. We head northwest to the cement plant. We get into the car and listen to the information. Ahead, we run through a suspended container over a canal. We climb onto the roof of a sloping corridor, jump down, and enter the dark factory workshop. Inside, we look for a barred door and enter.

 

Objective: Kill the chimera

Boss: Matriarch . This is an upgraded version of the Mist boss. She also attacks from afar, but the rest of the time she runs away and summons runners. When close, she can attack with her claws. If she’s far away, you should track her by her sound wave: the higher the wave, the better. Towards the end, she’ll summon four runners at a time. It’s best to build up your red meter and finish her off while transforming into a beast.

 

Objective: Deliver the sample to Olivia

After defeating the boss, we’ll collect her blood. Outside, we reach the monastery. We learn that Olivia’s father, one of the scientists, brought us from Harran to the Baron. Her father is currently being held hostage. Olivia will send us to Camilo’s cave to figure out how to finish off the Baron. Camilo, the scientist, will ask us to bring him some drugs from the mental hospital.

Reward: 10,000 exp, shoulder pad, 800 coins.

 

Power line pylon at the gas station (6) . In the northwest of the map, near the factory. The pylon you need is protected by barbed wire on all sides. Climb onto the factory roof via the drainpipe at the corner. Then climb the round brick tower. At the top is a note reading “Fear of Heights .” Slide down the rope from the tower to the pylon. Reward: “Shock Arrows” schematic .

Hotel (6) . In the southwest of the map, near the highway. The courtyard is completely protected; you can only climb over the gate. Kill all the bandits in the courtyard; you don’t need to activate anything. Inside the building is the tape “Issue #1: Secrets of the Valley” and the “Spark” schematic .

Love Sign (6)

In the Outcast Cave, talk to the shopkeeper; she’ll ask you to find Ron and Anna. Head to the center of the estates, toward the southern ring road. In the house you’re looking for, almost all the doors are locked. Climb up to the large balcony and break open the door. Inside, examine the table with medicine, and next to it, there’s a “Castor Woods Newspaper – October 10th.” In another room, you’ll find a map with coordinates. A “Note from Ron,” treasure map B2 , is also on the table .

We reach the train station in the city. Approach from the tracks, kill the guards inside the train, and pick up the note “Come back quickly .” Inside is the code 65-83-35 . Near the train, we enter the station building and kill more soldiers. Unlock the door and find Ron being interrogated in the room. After killing the guard, Ron will die from his wounds. We learn from the enemy radio where to find Anna.

An art gallery in the south of the city. The building is locked from below, so we climb the walls to the second-floor balcony where a gunner is stationed. Inside, we kill a group of enemies. We enter the room and find a pregnant Anna. She and Ron were planning to surrender to the Baron to save their child. They figured the lab would be better than the cave. We’ll report Anna’s whereabouts.

Reward: 10,000 exp, 2 books .

 

14. Flying over the mudskipper’s nest

Objective: Get to the jumpers’ nest

From the Outcast Cave, head west through the tunnels. After the tunnel, head north on the map. At the marked spot, enter the clearing between the rocks. From the corner, run left back along the rocky wall, grab the lowest white ledge, and climb higher. Crawl around the separate rock to the right, climb it, and jump across to the main rock.

 

Objective: Find the nest in the caves

We enter the cave. There are only a few runners in the way. We climb up the white ledges, crawl left, jump onto the left rock, and then higher. At the top, grab the blue rope and descend into the cave to the runners. Here we’ll find the dead scientists and the gas device.

 

Objective: Kill the chimera

Boss: Phantom . This is an invisible jumper. It only becomes visible when it starts attacking. You can track it by sound. There’s a waterfall and some water nearby; head there to see the boss’s movements through the water. Dodge its attacks in time and strike back.

For winning, we’ll immediately receive 4 Beast Points. We pass through the crevice, climb up the tree’s central root, swim underwater, and find ourselves in a cave with red growths.

 

Objective: Collect blood samples from the Jumper nest

We quietly creep past several active runners. We sneak up behind the motionless jumpers, chained to the ground, and draw blood. We repeat this three times.

Once we’ve collected all the samples, we’ll be chased. Run through the tunnels without stopping, jumping over every zombie in our path. We need to slip through a low opening, then block the exit from the nest. Return to Lydia in the cave.

Reward: 12,500 exp, cap, 800 coins .

 

15. The Buried Truth
of Dying Light: The Beast

Objective: Talk to Olivia

We head northeast on the map. We get into Olivia’s car, and she’ll tell us about another chimera at a nearby factory.

 

Objective: Find the chimera

We enter the factory, where there’s a large grated floor and plants. We search the floor for the only cell without a grate and jump to the bottom. At the bottom, we break through the wooden barrier, remove the sheet of iron behind it, and enter the arena.

Boss: Colossus . This is an upgraded version of the Leviathan boss: it can ram or slam the ground. Simply hitting it will cause it to take very little damage. First, lure the boss onto one of the toxin crates to have it destroy it. While the boss is toxin-infused and its health bar turns green, any hit will deal significantly more damage. In Beast Mode, you can hit the Colossus without the toxins.

 

Grain Silos (11) . In the east of the map. Climb onto the van and jump from it onto the inclined steel beam. Run along the beam around the silo and jump over the crossbar onto the red pipe. Then, jump across two more crossbars to the platform between the silos. Climb the final crossbar higher. Jump from the wide beam onto the rope to the next red pipe.

On the upper platform, we throw down the ladder. Kill all the zombies up there. Take the “Saw-Shot” and “Lights Out” schematics from the workbench . Take the cable from the upper panel, take it to the center, and go down the two ladders. Connect it to the lower panel. Return to the top and turn on the power.

Reward: 3000 exp, club, saw gun .

 

16. The walls have voices

Objective: Meet Lydia

We head to the central island. We enter the house by the road. Lydia and Camilo are already here. The scientist created a booster for Lydia’s abilities from the blood of the Jumpers, and now she can telepathically control the behavior of the infected monsters. We’ll be sent to search for cures in the mental hospital, and Lydia will keep the monsters’ aggression in check.

 

Objective: Infiltrate the mental hospital

Objective: Find the generator in the basement

We head to the hospital, avoiding attacking or approaching any zombies along the way. We enter the building. Inside, we need to go to the right into Block “B,” but it’s locked. We go left into Block “A.” In the hallway, we wait for the runner to leave the center and then unlock the ventilation hatch. In the room, we read the entry “Eleanor Fisher’s Story .” We take the “Basement” map from the wall . We hack the door and start the generator.

 

Objective: Find the hospital employee’s access card

From the generator, we exit into the corridor and climb into the elevator ahead. In the elevator shaft, we climb along the beams to the floor above. Only one chamber in the corridor is open, with a drawing of “Aocalypse” inside . At the corner of the corridor, we enter the operating room, which contains “Project 1913: Hel,” “Project 1913: Hans,” and a map of “First Floor .” We return to the open chamber with soft walls, climb through the ventilation, and in the next chamber, there’s a recording of “Project 1913: Otto.” We take the access card from the doctor’s body .

Objective: Find the medicine warehouse in building “B”

We head into the hallway to the double doors, use the map nearby, and open the way. All the passages are blocked by zombies; we avoid them, jumping over the bunks. We’ll find the door to the warehouse, but we need a fingerprint to open it. “Project 1913: Ingrid” is on the table nearby .

We continue down the corridors, unlocking the doors back into the hall. We go to Block “B”, enter the office, and take the dossier “Sven Lundström”, “Iris Voiter”, and the tape “Voice Memo 1, 3” . We crawl through the hatch under the ceiling, find the doctor’s body, and take his hand and knife. There are notes here : “Farewell Letter” and “Rei Sato” .

 

Objective: Find the drug “Neurorexis”

We return to the door and place our hand. In the warehouse, we grab the document “Maria ,” break into two cabinets, and find the necessary medicine inside . The alarm will go off, alarming all the zombies, and Lydia won’t be able to hold them off. We quickly run through the corridors, jumping over all the zombies. We need to reach the window, jump out, and find ourselves outside.

 

Objective: Return to Lydia and Camilo

We return to the city and climb into the attic of a building where Lydia and Camilo are hiding. We’ll give them the medicine. We’ll hear over the radio that the Baron’s troops have attacked the city hall.

Objective: Get to the town hall

We’ll jump across the rooftops to City Hall; we need to make it there in 1:30 minutes. There’s a squad of fighters in the square, and several survivors are fighting them. We need to disable the gas dispenser in 2:30 minutes, which can be done during the fight. One enemy has a shotgun; he’s the most dangerous, so we’ll kill him from afar.

 

Objective: Deal with Baron’s troops at the mortar nest.

The square will be shelled with mortars, spraying red gas. We need to neutralize them within 8:00 minutes. We run to the next block and climb onto the roof. There are a couple of soldiers around the mortar on the roof, but a sniper is covering them from the next window. It’s safer to spot the sniper first, kill him from afar, and only then attack the mortar.

Once we destroy the first mortar, two more markers will appear. We run to the other blocks and destroy the same mortars there. There’s a sniper covering each one.

 

Objective: Collect gas grenades

We return to the square. We kill the zombie clusters, and when there are no enemies nearby, we collect the smoke bombs from the floor. We need to clear all the bombs within 3:00 minutes. The Sheriff will contact us. She’ll apologize for betraying us and warn us of the next danger.

Boss: Chimera . Dodge its rams and jumps, approach from the side, and attack. This monster is much easier than the previous bosses. However, later, two chimeras will appear at once. Stand somewhere around the corner so only one of the bosses can approach us, and attack it. Once we defeat one boss, Lydia will take the other away using telepathy.

The Sheriff will come to us. We’ll tell her everything we think. Lydia will also come here, and she’ll also remind the Sheriff that she shouldn’t have exiled some of the people. After we’ve sorted things out, we’ll unite against the Baron. Lydia plans to use telepathy to find the Beast, which will allow her to lure the Baron out of his impenetrable fortress.

Reward: 12,500 exp, 750 coins .

 

17. Bait and beast

Objective: Get to the E&F factory

We’re heading to the factory in the northwest. Once there, we need to climb to the top floor of the building. From outside, climb up the lighted cabin to the roof of the first floor. Jump through the corner on the left onto the steel platform, climb the wall to the upper roof, and enter.

 

Objective: Find two red gas cylinders at the E&F factory.

There’s a Jumper wandering around the building on the ground floor; you need to hide from it. There are three areas with double paths, and while the monster is taking one path, sneak through the other. In the far room, grab the gas cylinder, take it outside the same way, and place it on the loading dock. Go back into the building and take out the second gas cylinder in the same way.

 

Objective: Drive through the marked places

Our allies will arrive. We’ll get into a jeep with a canister and head to the northern forest to spray the red gas there. We need to pass through 27 points in 5:30 minutes. At the end of the route, the Beast will spot us and attack. We’ll go inside the cave together.

Objective: Distract the Beast without harming it.

Boss: The Beast . At Lydia’s request, avoid attacking the boss for the first 0:20 seconds, only dodge its attacks. It’s best to run around the double tree. Lydia won’t be able to subdue it with telepathy; you need to weaken it. Hit the beast with a baseball bat.

Once we’ve reduced his health to 1/3, we need to wait another 0:20 seconds before hitting him. We keep hitting him until we’ve reduced his health to 2/3.

When the Beast can’t get up, Lydia will take control of it. We’ll inject it with our blood plasma, and the Beast will become more human.

Reward: 20,000 exp, keychain, bat, 900 coins .

 

18.
Dying Light: The Beast: The Finale

Objective: Find out how the Beast is doing in the Outcasts’ Cave

In the cave, we’ll see the Beast awaken and speak. His name is Aiden; he and our friend Spike rescued us from the lab, but ended up captured himself and became a new test subject. The Baron will call us and demand the Beast’s return. While we sleep, Aiden will return to the Baron. Our allies will find plans to underground tunnels, which we can use to infiltrate the fortress.

 

Objective: Enter the tunnels

We head to the southeast of the map, where there’s a fortress perched on a high cliff. We dive into the water and swim into a cave beneath the cliff. Inside, we find a bricked-up doorway, plant explosives on it, and retreat.

 

Objective: Get into the mansion through the tunnels

At the dead end, look up and climb the wooden beams on the walls. Higher up, we’ll emerge on the edge of the cliff, climb the white notches, and into the next corridor. We break through the wooden wall and climb up the beams. At the top, we grab onto the platform with the red cloth, and behind it, we crawl into the circular corridor. Here, we blow up the third doorway. A little higher, we break down the door and emerge into the fortress courtyard.

Objective: Eliminate the shooters on the walls

We sneak around the courtyard at night, killing four snipers unnoticed. If we’re spotted, we’ll have to fight off all the warriors. Morning will soon come, and we’ll be spotted anyway. After eliminating the snipers, we head to the center, enter the room, and hack the panel to open the gate.

 

Objective: Defeat the Baron’s fighters

The allies will enter through the gate, and a firefight will begin. First, eliminate the sniper on the balcony. It’s best to use your machine gun or other ammo here.

Once we’re victorious, the Baron will come out onto the balcony and unleash his pet chimeras on us. The allies will remain to fight, and we’ll be sent after the Baron. In the building’s lobby, kill all the warriors. It’s best to use a shotgun or revolver here. There are also some enemies with shotguns. After killing everyone, enter the elevator at the top.

Objective: Follow the Baron deeper into the complex

We’ll take the elevator down to the railway tunnel. We’ll kill the snipers on the platform above, aiming for the red cylinders. We’ll get into the jeep and drive through the tunnel. There will be warriors and zombies along the way. At the next station, we’ll enter the laboratory corridors we escaped from in the prologue.

Boss: Chimera . A monster will emerge from a capsule in the large hall; engage in combat. Two chimeras will then emerge, and a third will join them. Fighting them all at once is difficult, so it’s best to simply avoid them. Lydia will take control of one of them, and they will gradually kill each other.

We follow the medical corridors, pressing the buttons near the doors. There will be a dozen warriors and riflemen along the way. When we reach the round hall, it’s a dead end. Return to the fork and search the other corridors with doors; we need Block “1C.”

We’ll find the room where Spike is chained. We’ll try to free him, but we’ll be trapped. Olivia will activate the sleeping gas in the room and then take a blood sample.

Objective: Defeat the Baron

We’ll wake up at a set table. Our allies are sitting nearby, all chained to chairs. The Baron will explain that everything is going according to his plan; he let us go so we could undergo field testing. The Baron will start killing the hostages: Spike, the doctor. Olivia will try to kill the Baron, but she won’t be able to. Lydia will help, and Olivia will free us all.

Boss: Baron . Together with Aiden, we chase the Baron. We’ll catch up with him outside on the helipad. First, kill all the riflemen and warriors. The Baron himself is armed with a grenade launcher.

We run up to the boss, land a few hits, and then immediately retreat. When we get close, the Baron throws a gas grenade underneath himself. He’s wearing a gas mask and won’t take any damage, but we’ll take a lot of damage; this is his most dangerous attack.

Later, the Baron will begin summoning zombie runners. We must constantly dodge them to the side, out in the open. Once they’re weakened, Lydia can take control of them, and they’ll attack the Baron.

When the Baron reaches 1/4 health, Lydia will be attacked, and Aiden will go to rescue her. We’ll be left alone with the Baron. It’s best to transform into a beast and quickly finish him off at close range.

Boss: Baron (chimera) . He’ll inject himself with infected blood and transform into a fast and dangerous chimera. Fight in the open. If we hide, he’ll start firing poison at us. First, dodge his attacks to the side or back, and only then attack him.

When we hit him at half health, he’ll start jumping in place. You need to quickly jump over the wave of force emanating from him. The rest of the time, continue to dodge and attack him.

After defeating the enemy, we’ll throw him onto the rocks and pierce him with a pipe. We’ll hear that a representative of the VGM organization is nearby in the helicopter. They’ve been collaborating with the Baron, and now they’ll offer us the same. If we refuse, they’ll fly off into the sunset. Credits roll.

After finishing the story, we will be able to continue playing in the open world.

 

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