Welcome to the Days Gone: 100% Achievement Guide. This guide provides a detailed walkthrough to help you achieve a 100% completion rate in the game. Use the search bar with Ctrl+F to find specific Achievements or Collectibles. If you encounter any issues or have questions, leave a comment and I will assist you. Happy hunting!
Introduction:
Achievement Breakdown: (61)
Story Related: (17)
Secondary Objectives: (8)
Character: (6)
Collectibles: (7)
Slay: (8)
Miscellaneous: (5)
Challenge Mode: (10)
For 100% in Days Gone, we will need to complete two full playthroughs. Our first playthrough will earn us the bulk of all our Achievements & we will spend the most time during it exploring/finding all the Collectibles we need. Our second playthrough will be on NG+ as well as on the hardest Difficulty, Survival II. The efforts you put into our first playthrough will pay dividends in our second playthrough!
In NG+, all of our: Skills, Crafting Recipes, Bike Upgrades, Collectibles, Encampment Credits, Encampment Trust, & purchased Weapons (Weapons in our Locker) will carry over. The only thing that does not carry over is our Materials & Consumables. This is actually an extremely fun (& not actually all that difficult) second playthrough as, with all the Weapons & Upgrades purchased, all we need to spend Credit on is Ammo. Meaning you can just go insano on all the enemies & waste as much bullets as you want; we will be swimming in Credits…
For the Best Friends Forever (For Life) Achievement we need to max out our Trust Level with 3/5 Encampments in the game. This takes a lot of Trust & is a big time investment. Taking over Ambush Camps, eliminating Infestations, taking over NERO Checkpoints, & completing Storyline Missions gives free Trust to the Encampments in the same Region. We can also turn in Freaker Ears, Meat, & Herbs. To reach Level 45 & purchase all the Skills Points, we will essentially need to complete ever single Storyline Mission in the game as well as take out a decent number of Hordes; it is highly likely you will earn Level 3 Trust in all 5 Encampments as a result without needing to farm for it.
The best Encampments in the game to befriend are the two final ones we encounter, Wizard Island & Diamond Lake, found in the Crater Lake Region. These will give us access to the best Bike Upgrades & Weapons. In early game, you should only choose one of the starting three Encampments to put the bulk of your “Trust items” towards: Copeland’s Camp (Bike Upgrades), Hot Springs Camp (Weapons), or Iron Mike’s Camp (Both).
While there are 240 Collectibles in the game, we only need to find 75% of them being 181/240. Unfortunately, unlike Materials, lootable corpses, & Weapons, Collectibles are not highlighted Survival Vision. This means you basically need to be right on top of a Collectible before you will see the icon to interact with it.
This guide does not cover the locations of all 240 Collectibles, only the 181 of them we need! I will do my very best to logically layout where to find Collectibles as we come across them naturally. It is very possible that you can come across Collectibles earlier then they are mentioned in the guide, or ones not mentioned at all depending on how you explore the world. If you are a completionist & want to go above & beyond locating all 240 Collectibles, consult Map Genie’s beautiful interactive map. I personally love Map Genie & use their help whenever possible during my 100% projects.
https://mapgenie.io/days-gone/maps/oregon
The last phase of our 100% is covered in Challenge Mode. There are 12 Challenges where we need to complete different objectives, earn high scores, & earning a Gold Medal in each Challenge. These can be quite difficult, however I have linked extremely useful video guides done by the YouTuber Borislav 247 that we will be able to use to make things easier…
For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
Before You Play!: Sometimes, when we are performing Tracking events, the icon for what we are supposed to investigate will not appear. Typically, you are able to use Survival Vision in these areas, & an icon will appear on what we are supposed to investigate. Occasionally, an icon will not appear, which can be super confusing & annoying to manually locate. If this happens, you need to really home in on where your Controller is vibrating; if you are using Keyboard & Mouse, this becomes even more difficult. Typically, you are looking for specks of blood on the ground, crashed bikes, corpses, or out of place objects.
*Guide contains major spoilers.
Sequence 1: 730 Days Gone…
2. Belknap: Crazy Willie’s
3. Storyline Progress: Chasing Leon, Infestation Exterminator, Gear Up For the Ride
4. Unique Crossbow Bolt Kills: 1/5
5. Infestations: 1/13
6. Collectibles: 9/181
7. Achievements: 2/61
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For our first playthrough, you are free to choose whichever Difficulty you prefer; I recommend Normal or Easy to get used to the game. For our second playthrough, we will be playing on the challenging Survival II Difficulty!
Over the course of the game, as we play, occasionally do some “donuts” as you drift on your Bike; for the Farewell Drift Achievement, we need to accumulate 10:00 minutes of drift time. There are many Storyline Tasks that give us infinite Bike gas, so take advantage of that when you can. This is easy to farm at the end of the game, but the more you accumulate “naturally” the faster the end game grind will go…
Storyline – Chasing Leon: After the brief Prologue scene, we will be thrown right into the action a few years later.
Collectible #1 – Crude Drawing of An Angel Statue: Our first Collectible will be acquired through the story after we catch up with Leon at the falls.
Achievement #1 – Finders Keepers: Unlock your first Collectible.
There are 240 Collectibles in total found in the game, but the only other two Achievements involving them requires us to get 50% & then 75% of them all. Meaning, we just need to get 181/240 Collectibles; we have a lot of lee-way & do not have to find them all.
Freaker Ears: As we progress through our first Storyline, we will have to enter an old tunnel full of cars blocking our way. As we go ahead of Boozer & clear vehicles out the way, we will begin fighting Freakers. As of now, we will begin collecting Freaker Ears automatically anytime we kill a Freaker; for the Lend Me Your Ears Achievement we need to collect 989 Freaker Ears. This will come through natural progression as we will definitely be killing well over this amount of Freakers as we play…
Storyline – Infestation Exterminator: When we reach Crazy Willie’s Garage to find some spare parts, we will have to deal with a large pack of Freakers in the area. Explore around & we can find four Nests; for the Infestation Exterminator Achievement, we need to destroy all 13 Infestations in the game. Infestations are a series of Nests that need to be destroyed with fire to be cleared out. Search around for Materials so that we can make at least 4 Molotovs to destroy these first Nests we find.
As we explore, we can also kill enemies through stealth if we quietly get up behind them; we will need to get 100 stealth kills for a different Achievement…
Collectible #2 – Mayweed: Sneak down to the lower section where the three motel buildings are; we can find this Herb near the Northmost building around its right side near a Dumpster.
Collectible #3 – Frontier Motel Brochures: Head down to the Southwest most motel building (the main office) & climb in through an open window to find this Tourism Collectible on a chair across from the reception desk.
Collectible #4 – Bristly Manzanita: Exit the motel reception outside, & we can find this Herb a few paces South beside a large rock on the roadside below the Frontier Motel main sign.
Infestation #1 – Crazy Willie’s: There is just enough Materials around the gas station, Frontier Motel, & Crazy Willie’s Garage to craft the 4 Molotovs we need. Use them, & destroy the 4 Nests contributing to this Infestation; if you cannot find enough Materials, we can always return here later on.
We can find a lot of the needed Materials on top of the first Nest where all the child-like Newts are lurking.
Collectible #5 – Arrowhead: With the Frontier Motel cleared, head further down West over to the actual garage area of Crazy Willie’s. On the slope in between the garage & the Frontier Motel we can find this Herb.
Collectible #6 – Seeking Gorgeous Men: As part of Storyline – He’s My Brother, we will need to drop in through the roof of Crazy Willie’s Garage to search for parts. When we do, go into the backroom past the reception desk & we can find this Tourism Collectible on the office desk.
Achievement #2 – Just A Flesh Wound: Get out of Crazy Willie’s.
Story Related. Collect the used fuel pump from the Bike in Crazy Willie’s Garage & we will then have to go & rescue Boozer from some enemy Rippers who ambushed him. Afterwards we will be chased away by a Freaker Horde, & unlock our Achievement.
Weapon – Crossbow: When we regain control of Deacon at the O’Leary Mountain Safehouse, we will unlock free roam of the world. Before we leave the tower with Boozer, go over to the Gun Locker & collect a Crossbow. For the Variety Is the Spice of Life Achievement, we need to kill any enemy with all five different types of Crossbow Bolts; they are all craftable & unlocked through Storyline progression.
Collectible #7 – Mountain Sorrel: As stated in the Introduction, I do not cover all 240 Collectibles in this guide, but I will take us to as many as I can that make sense in our immediate proximity for 75%.
On this note, we can find three new Herbs around this Safehouse. South of the main watchtower, we can find some Mountain Sorrel close to a small metal storage near the fence line.
Collectible #8 – Wood Lily: On the opposite side of that metal shed, we can find the Wood Lily Herb nearby.
Collectible #9 – Salmon Berry: Exit the compound & we will spot someone lurking around spying on our Safehouse. Before we chase after them, take the left path at the fork in the road Southward & we will shortly come upon this Herb near the roadside.
Storyline – Gear Up For the Ride: Follow our Waypoint after the spy, back to the Marauder Camp. There are 6 Marauders in total we will need to kill; please note, that for the You’ve Got Red On You Achievement we need to loot 541 items from human corpses. While almost all Achievements in the game can be earned easily in Post Game, this one is way more tedious to do with the lack of human enemies. At every single opportunity, make sure you loot human corpses as we playthrough the game; use up Materials, Items, or Ammo when you need to so you can free up space as it only counts if the loot goes into our Inventory!
Unique Crossbow Bolt Kill #1 – Standard Bolts: If you grabbed a Crossbow from our Gun Locker, be sure to kill at least one Marauder with our Standard Bolts.
Sequence 2: You Salvaged My Bike?!
2. Storyline Progress: Gear Up For the Ride, He’s My Brother
3. Unique Crossbow Bolt Kills: 1/5
4. Anarchist Cairn: 1/12
5. NERO Checkpoint: 1/12
6. Ambush Camps: 1/14
7. Infestations: 1/13
8. NERO Injector: 1/30
9. Collectibles: 19/181
10. Achievements: 5/61
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Storyline – Gear Up For the Ride: Go to locate your stashed Bike, but it will be gone when we arrive. Nearby we will spot a Survivor from Copeland’s Camp & we will need to chase him down.
Achievement #3 – Kitchen Courier: Sell animal Meat or Herbs to any Encampment.
When we reach Copeland’s Camp, we can find a Kitchen Vender close by the front gates. Sell them any of the Herb Collectibles or Wolf/Deer Meat you’ve collected to unlock this Achievement; for the most part, all Herbs & especially Meat are safe to be sold.
We can also sell off our collected Freaker Ears as well at a Bounty Collectors to earn Camp Credits & Trust.
Collectible #10 – The Right to Bear Arms: After we speak with Copeland up at his lodgings, search around up here to find two Character Collectibles; this one can be found on his desk next to a radio.
Collectible #11 – Hunting Season: We can find this other Character Collectible on an end table close to the first Collectible.
Achievement #4 – Don’t Stop Me Now: Unlock your first Skill.
After we finish with Copeland, go down & speak to Manny to progress Storyline – Gear Up For the Ride & we will earn a lot of Xp. Enough Xp for our first Level Up.
There are three different Skill Trees to choose from: Melee, Ranged, & Survival. We can select any Tier 1 Skill from these Trees to unlock our Achievement.
Collectible #12 – Happy Birthday, Stud: After we speak with Manny, walk in behind him at his station to find this Character Collectible on a small shelf.
Collectible #13 – Zen & the Art of Bike Repair: Go over to the opposite end of Manny’s work area near a white truck frame is to see this Character Collectible on another small shelf.
Storyline – He’s My Brother: Of our two active Storylines, let us go North from Copeland’s Camp to the NERO Checkpoint at Little Bear Lake to find something to help Boozer.
Collectible #14 – Teller Cabin: When we leave Copeland’s Camp, begin driving towards the NERO Checkpoint to the North. Cross the creek but when we reach a small crossroad in the road, take the left fork over to a ruined cabin close by to find this RIP Collectible.
Collectible #15 – Mobile Medical Unit Recording 0820: At the NERO Checkpoint now, refill the generator with gas to be able to enter the building. Close to the cooler where we can find aid for Boozer, there will be this NERO Intel on the counter next to a sink in the same room.
NERO Injector #1: We can find our first NERO Injector in the same cooler where we find the sterile bandages for Boozer.
Achievement #5 – Better Living Through Chemistry: Upgrade either your Health, Stamina, or Focus for the first time.
Use the NERO Injector to upgrade any of the three options to unlock this Achievement. There is another Achievement for maxing out one of the three of them which will take 10 NERO Injectors to do; there are 30 in total to fully max everything out…
NERO Checkpoint #1 – Little Bear Lake: We will have completed our first of 12 NERO Checkpoints after it is fully cleared; there are two more to clear in the Cascade Region.
Collectible #16 – Scaly Hedgehog: Once we have the bandages for Boozer, begin taking the road North from the NERO Checkpoint back to O’Leary Mountain Safehouse. A couple meters up the dirt road we need to take, we can spot this Herb to the left of the road.
Collectible #17 – King Bolete: Carry on up the dirt road down the right fork up past a small info booth & we will reach a second info booth that has a picture of a Mountain Lion & Lavender on it. Get off your Bike here & head up the dirt road to its right to find this Herb growing below a tree nearby.
Collectible #18 – Black Currant: Return to your Bike & take the road to the left of the info booth to yet another fork in the road. Get off your Bike at this fork, & walk in between them to see this Herb growing just off the road.
Anarchist Cairn #1: As we carry on down the road North towards the Safehouse, we will reach a bridge crossing a creek. Instead of going over the bridge, drive past it & carry on up the road. Stay to the left of the next fork, & keep going up the hill until the road curves Northwest. Get off your Bike, & run up a grassy slope above the road & head around some rocks to our left to spot an Anarchist Cairn overlooking the road below us. Kick it over.
There are 40 Anarchist Cairns in total in the game, but we only need to destroy 12 to unlock the Go Kick Rocks Achievement. They do not count as Collectibles either or give us any Xp.
Storyline – He’s My Brother: Return back to the Safehouse with the bandages now & we will progress this Storyline.
Collectible #19 – Horn of Plenty: It will now be time to help out Copeland & take out the Ambush Camp that is set up at the Radio Tower. Leave O’Leary Mountain down the road to the West & we can find this Herb off the side of the road shortly after passing the junction.
Ambush Camp #1 – Radio Tower: Get to the Ambush Camp, & there will be 10 Marauders that we will need to kill; there are 14 Ambush Camps in the whole game. We need to wipe them all out for the Ambush Camp Hunter Achievement; there are two more to clear in the Cascade Region.
Storyline – Gear Up For the Ride: When the Ambush Camp is clear, repair the radio tower to restore power, & locate a hidden bunker below the camp. Down here we can find a map to progress this Storyline as well as mark a NERO Checkpoint & NERO Site onto our Map.
Storyline – He’s My Brother: Climb the radio tower & we can spot some smoke off in the distance just East of O’Leary Mountain Safehouse. Someone has set up camp…
Sequence 3: Roads Better Left Alone
2. Storyline Progress: N/A
3. Unique Crossbow Bolt Kills: 1/5
4. Anarchist Cairn: 2/12
5. NERO Checkpoint: 2/12
6. Ambush Camps: 2/14
7. Infestations: 1/13
8. NERO Injector: 2/30
9. Collectibles: 25/181
10. Achievements: 5/61
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As a rule of thumb for exploration: always travel by daytime. Freakers are less active & Hordes are typically sleeping/stationary in their hibernaculum. Travel at night, & Hordes will be out on the prowl which will make grabbing some Collectibles near impossible! This is also not a concrete rule… If you are really unlucky, something woke the Horde up & it could be prowling around their dwelling, though do typically return back to it shortly…
Anarchist Cairn #2: Before we go after the camp near O’Leary Mountain, switch your current objective to track Storyline – World’s End instead & head North to the Horse Lake NERO Checkpoint. As we drive along the dirt road towards the highway, look off to the left side of it just before getting to it to see an Anarchist Cairn on some flat boulders.
Collectible #20 – Home of the Free: Shortly after we left the Radio Tower Safehouse, we will receive our first Radio Free Oregon broadcast from Copeland. These are Collectibles that will trigger over the course of the game as we pass time or complete events; there are 20 of these in total & they are basically unmissable/free Collectibles for our Achievement.
Do not skip these or we will not unlock them as a Collectible!
Collectible #21 – Inspector Field Note 1376: Ride on up to the NERO Checkpoint now & pull over before you reach it; make a Quick Save before progressing! There is a Horde here!
There are three things here that should draw your attention: train cars full of Freakers, the NERO Checkpoint below it, & a medical tent South of the Checkpoint near a large mass grave… Naturally, train contains the Horde.
First, if it is safe to, sneak over to the medical tent & carefully walk through the mass grave over towards a green fuel delivery truck where we can find this NERO Recorder on top of its front bumper.
NERO Checkpoint #2 – Horse Lake: Carefully approach the NERO Checkpoint building now, & we will need to find a way to get inside it. At the North end of the Checkpoint, we can find a blue truck close to the railway tracks we can push over to the building; close to where we found the truck, we can also find a Gas Can next to the train itself. Due to the Horde which we absolutely cannot defeat at the moment, be sure to Save often; we cannot alert them to our presence at any cost…
Before we climb up the truck onto the roof of the Checkpoint, we first have to destroy a rogue Speaker; if we do not destroy all the Speakers, the Horde will be perpetually alerted if we activate the Checkpoint. Directly below where the railroad bridge crosses the road, we can see a small security booth with wires leading to it from the Checkpoint; shoot down the Speaker on it with a Silenced 9mm or your Crossbow.
Now return back to where we were prior, grab the Gas Can & use the truck to get on top of the roof. Cut the wires of the Speaker that is to our right, then use a Silenced 9mm or Crossbow to shoot down the Speaker at the opposite end as us. With the Gas Can, carefully drop down into the fenced yard below us. Fill the Generator with gas, & we can enter inside the Checkpoint.
Collectible #22 – Field Recording 1260: Walk through the NERO Checkpoint, & we will approach a white cooler at the end near the bed. To our right, we can find another NERO Recorder next to a large microscope on a counter.
NERO Injector #2: Go to the white cooler now, & we can loot our next NERO Injector & unlock the Checkpoint as a Safehouse.
Horde – Death Train: All that matters is the aforementioned items. So long as you have a Quick Save at your Bike nearby, use the random spawn chance for where the Horde is located to your advantage. Make sure to have all three Speakers destroyed as well as get the Safehouse activated. Dying will reset the Hordes location & is acceptable… A lot of the aforementioned Collectibles are based off luck & Horde position; if you do not want to wait out Hordes, skip these until we are strong enough to actually kill them.
Remember Freakers are less active during the daytime. Whenever you are in areas near Hordes, make sure it is daytime so we have an easier time evading them.
Collectible #23 – Field Note 1674: When you are ready, & if it is safe to do so, follow the rail tracks around Horse Lake to the Northwest. The tracks will lead to a dead end where a tunnel was collapsed; we can find this NERO Recorder on the tracks directly in front of the rubble.
Ambush Camp #2 – Jefferson Rail Tunnel: When we got close to the Recorder, we should have uncovered the location of the next Ambush Camp. There are 14 Marauders here we will need to kill to clear this Camp. Be watchful for hidden Bear Traps!
Be sure to loot all human corpses you come across & create as well… Activating the Safehouse in the bunker will grant us insight over East & mark a new Infestation, NERO Checkpoint, & some Historical Markers for us to locate next.
Collectible #24 – Ink Cap: Once the Ambush Camp is clear, we can find this new Herb located along the dirt road leading down from the bunker on the West side of the camp.
Collectible #25 – Property Rights: If enough time has passed, we may also receive the next broadcast from Radio Free Oregon.
Sequence 4: The Dirt I’m Buried In
2. Storyline Progress: He’s My Brother
3. Anarchist Cairn: 3/12
4. Unique Crossbow Bolt Kills: 1/5
5. NERO Checkpoint: 3/12
6. Ambush Camps: 2/14
7. Infestations: 2/13
8. NERO Injector: 4/30
9. Collectibles: 37/181
10. Achievements: 8/61
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Collectible #26 – Rainbow Falls: Set your Waypoint to the Westmost new Historical Marker on our Map. Off the dirt road, head over to the waterfall to locate this Collectible.
Infestation #2 – Nest #1: Now things will get spicy. On our Map, we can see the location of the Old Pioneer Cemetery Infestation. Head to the first Nest at the Southwestern side of the Infestation; be sure to Quick Save once you are close.
We can find the Nest set up in a washroom; burn it with a Molotov.
Collectible #27 – Blue Camas: From where the Nest was, head up the hill to the North to the dirt road above it & we can find this new, & final, Herb for the Cascade Region.
Anarchist Cairn #3: Drive East from the previous Nest across the road & we will head up a hill towards an open plateau on a cliff where there is a wrecked car. Near the car, look where the cliff ledge is to see an Anarchist Cairn overlooking the cemetery below.
Collectible #28 – Peter Skene Ogdon: Head to the next marked Historical Marker at the front entrance of Old Pioneer Cemetery now & we can find this Collectible at the base of a statue.
Collectible #29 – Old Pioneer Cemetery Brochure: From the statue, head inside the front gates & immediately look to your left to find this Brochure on the short stone wall leading down into it.
Collectible #30 – Margaret Alice Miller: Now make your way over to the next marked Historical Marker on our Map due East; it must be reached through the cemetery grounds.
Infestation #2 – Nest #2: While still in the cemetery, we can find our next Nest to destroy for the Infestation as well. It will be set up inside an old red barn.
Collectible #31 – NERO Evacuation Notice: Leave the cemetery grounds back to your Bike, & start following the road East towards the NERO Checkpoint. As we go, we will eventually come across a red truck & police car; we can find this notice on the road in between them.
Collectible #32 – Wild Bergamot: Keep following the road down East & we will reach the Old Pioneer Cemetery NERO Checkpoint. Just in front of the entrance near some sandbags & a red truck, we can find this new Herb.
NERO Checkpoint #3 – Old Pioneer Cemetery: Push the blue truck out of the way & we can enter the grounds behind the Checkpoint. Kill a few Freaker stragglers then be sure to destroy the Speaker on the Checkpoint roof at the back as well as the Speaker facing the front entrance, then destroy the Speaker all the way out on the road on top of the traffic stop.
Fill the Generator with gas & enter inside.
NERO Injector #3: Complete the NERO Checkpoint by looting the NERO Injector from the white cooler inside.
Collectible #33 – Mobile Medical Unit Recording 1111: On the counter across from the NERO Injector we can also find this new NERO Recorder.
Collectible #34 – Grotto Caves: From the NERO Checkpoint, return back up the road & head towards the last marked Historical Marker to find this one set directly in front of Grotto Caves…
Collectible #35 – Research Field Note 0701: Enter inside the massive Grotto Caves now until you reach a crossroad in the path. Take the path left, & the cave will open up where a NERO beacon will be. Get over to the beacon & we can find this NERO Recorder on a table next to a white cooler.
NERO Injector #4: White coolers can only mean one thing. Open it up to collect another NERO Injector.
Infestation #2 – Nest #3: From Grotto Caves, make your way up the hill towards the final marked Nest & destroy it.
Infestation #2 – Old Pioneer Cemetery: Destroying all three Nests in the area will eliminate the Old Pioneer Cemetery Infestation.
Achievement #6 – D.Y.I. Oregonian: Craft 50 Items.
By this point, if you have been using your Crossbow often as well as “wasting” Bandages & Moltovs so you can collect more loot from corpses, we should earn this Achievement in no time.
Collectible #36 – Built to Last: We can potentially hear a new broadcast by Copeland.
Achievement #7 – First Time Buyer: Upgrade your Bike for the first time.
Return back down to Copeland’s Camp & sell off your Freaker Ears & or Herbs. By now, we should have increased our Trust Level with Copeland’s Camp to Level 1 which will unlock a bunch of new Bike Upgrades for us to purchase. The most expensive Upgrades are in Performance, while the Upgrades in Visual & Paint are much cheaper.
Buy any Level 1 Upgrade to unlock this Achievement.
Achievement #8 – Farewell Original: Purchase an Upgrade under the Performance, Visual, & Paint categories for your Bike.
As the Achievement states, buy at least one Upgrade from each of the three categories. If you are low on Credits, just buy the cheapest Upgrades.
Collectible #37 – Battle of the Misty Lake: While we are down here, if you have not already done so, pop over to our last marked Historical Marker at the South end of Misty Lake, & we can find it to the right of a burning pile of refuse tacked to a small rock off the road.
We are unable to get to the NERO Research Site found South of here until we can collect a Nitrous Upgrade for our Bike.
Storyline – He’s My Brother: With our brief recon mission done, let us get back to the task at hand & investigate that potential Marauder Camp set up near O’Leary Mountain.
Get to the Camp & we will need to eliminate 9 Marauders to clear it.
Sequence 5: From the Shadows
2. Storyline Progress: Chasing Leon
3. Unique Crossbow Bolt Kills: 2/5
4. Anarchist Cairn: 4/12
5. NERO Checkpoint: 3/12
6. Ambush Camps: 3/14
7. Infestations: 3/13
8. NERO Injector: 6/30
9. Collectibles: 45/181
10. Achievements: 10/61
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Storyline – Chasing Leon: Our next task will be collecting Leon’s Stash found back up at Old Pioneer Cemetery. When we arrive, the time of day will shift to night. Enter into the cemetery & make your way over to where we found Historical Marker – Margaret Alice Miller. From the angel statue, search the nearby sarcophagi to locate Leon’s Stash.
As soon as we do, a NERO Helicopter will fly over. Get the Stash secured to the Bike then track down the Helicopter to see what NERO is up to. Listening to the NERO Researcher speak about Grotto Cave… & yeah, I sent you into the Grotto Cave Horde’s hibernaculum. But they are not active yet.
Collectible #38 – Research Field Note 2000: Story Related. We will obtain this Recording after the NERO Researcher finishes speaking in front of the Grotto Cave.
Achievement #9 – The Ends & the Means: Discover what happened to NERO.
Story Related. Return back to your Bike after eavesdropping on the NERO Researcher to unlock this Achievement.
Completing this event will reward us with the Residue Bolt Recipe as well!
Collectible #39 – The Dead Can’t Speak: We may hear a radio broadcast from Radio Free Orgon on our way back home…
Storyline – Chasing Leon: Briefly return to O’Leary Mountain, then we have a side task of returning back to Old Pioneer Cemetery to dispose of an old friend’s corpse. Ride there (or Fast Travel) & throw a Molotov on where Alvarez lies next to the statue out front of the cemetery.
Collectible #40 – The Black Helicopters: We may hear a radio broadcast from Radio Free Oregon as we ride along…
Collectible #41 – Research Field Note 2055: Since we completed Find NERO – They’re Not Sleeping, return back to the outside of Grotto Cave. From the Historical Marker near the entrance, turn around & look off to the our left in the East to see a new stack of black metal crates near a boulder close by. Look on top of them to find this NERO Recorder.
Anarchist Cairn #4: Before we deal with the Infestation at the Logging Camp, we will want a nice base of operations nearby at the final Ambush Camp here in the Cascade. Ride down South from the Cemetery towards it, & we can see a side road leading off our left to the East as we get near Horse Creek. Head up it, past an empty Freaker hibernaculum, & we can find this Anarchist Cairn on the cliff edge overlooking it just off the road.
Ambush Camp #3 – Horse Creek: Turn around back down the road, & continue riding along the creek & cross over it to get to the entrance to our last Ambush Camp. Leave your Bike at the entrance & begin sneaking your way through killing the Marauders; there will be 14 in total here.
We can find the bunker for the Ambush Camp underneath the radio tower in the area. The map we find down here will mark another NERO Site as well as a Historical Marker up at the Caldera Reservoir.
Collectible #42 – Bunker Down: We may hear a broadcast from Cope on Radio Free Oregon after clearing out this Ambush Camp.
NERO Injector #5: From the Horse Creek Ambush Camp, head out North on foot & we can find a barbed wire log we can crawl under. Pass through the small trench, being mindful of the hanging Freakers… & we will exit out at the NERO Site on the other side of the rail bridge. We can find our NERO Injector in the white cooler directly beside the beeping NERO Beacon.
Collectible #43 – Black Box Recording 1001: Look directly to the right of the NERO Injector to find this Recorder on a crate.
Storyline – He’s My Brother: Now to appease Boozer, & further our own interests, we will eliminate the last Infestation to be found in the Cascade Region over at the Logging Camp. There are no Collectibles here.
Infestation #3 – Logging Camp: There are six Nests in total to destroy for this Infestation & they will all be marked on our Map. It is best to do this during the daytime when the Freakers are less active; there will be much less of them out roaming around.
Achievement #10 – Welcome to the Party, Pal: Clear all Ambush Camps, Infestations, & NERO Checkpoints in a single Region.
If you completed all 3 Ambush Camps, 3 NERO Checkpoints, & 2 Infestations in the Cascade Region, we should unlock this Achievement.
For me, the Achievement didn’t unlock here & actually unlocked as soon as I captured the Iron Butte Pass NERO Checkpoint (in the next Sequence). If it does not unlock for you here, wait until we take that aforementioned NERO Checkpoint, & let me know in the comments. I will update the guide if that is the case.
Unique Crossbow Bolt Kill #2 – Residue Bolt: Looting Nests will give us Nest Residue which is the specific Material we need to Craft these Bolts. Make one, then be sure to kill at least one Freaker with it; these Bolts are weaker, so Headshots are best with these.
Collectible #44 – Caldera Reservoir: Since it is marked on our Map already, we may as well ride up to the dam & snag this Collectible from an info booth.
Horde – White King Mine: To get access to the NERO Site in White King Mine… we need to evade the Horde that has made its hibernaculum inside it. The best way to do this, is to go to the mine at night, when the Horde is out scavenging for food. This is terrifying. Before you get too close, be sure to Quick Save at our Bike.
NERO Injector #6: You will know right away that the Horde is out & about in front of the mine. If you alert them with your Bike, be sure to ride a safe distance away before Saving. Once you are secure, sneak over to the mine from the opposite side as the Horde. Alerting them with your Bike will bunch them up so when you lose the aggro you can at least know where the bulk of the Freakers are.
Regardless, enter into the mine undetected by the Horde, & locate the NERO Beacon a little ways inside it. Close by it, we can find a white cooler with our NERO Injector in it.
Collectible #45 – Researcher Field Note 1677: We can find this Recorder close by the NERO Beacon across from the white cooler.
Once you have everything, get the (Censored by Steam) out of here!
Sequence 6: The Rippers
2. Belknap: Crazy Willie’s, Black Crater
3. Storyline Progress: Gear Up For the Ride
4. Unique Crossbow Bolt Kills: 2/5
5. Anarchist Cairn: 7/12
6. NERO Checkpoint: 4/12
7. Ambush Camps: 4/14
8. Infestations: 3/13
9. NERO Injector: 8/30
10. Collectibles: 54/181
11. Achievements: 10/61
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Storyline – Gear Up For the Ride: With nothing really left to do, go search after that Drifter for Copeland close to Little Bear Lake. Investigate the murder site, & we will need to chase after the suspect on our Bike. Shoot out their tires with our 9mm & tie them up to complete this task.
NERO Injector #7: At Copeland’s Camp, be sure to equip the Nitrous 1 Upgrade to your Bike, then ride down South towards the marked location of the Southern NERO Research Site. To get to it, we will need to Nitrous across a gap over a creek; before you attempt it, make a Quick Save at your Bike. This is a finicky gap & may take a few attempts to get the timing right. You cannot boost too soon or too late.
Once you are across, search near the wrecked helicopter to find the classic white cooler with this NERO Injector in it.
Collectible #46 – Flight Data Recording 2097: Right beside the white cooler, we can also find this NERO Recorder.
Collectible #47 – My Cold, Dead Hands: During this time, we may hear this radio broadcast from Radio Free Oregon.
As of now, we have completed all Ambush Camps, Infestations, NERO Checkpoints, & found all the NERO Injectors in the Cascade Region. We got the bulk of the Collectibles when it made sense to, but there are still a few rogue ones around that I won’t cover. If you are a completionist or just interested in finding them, use the Map Genie link in the Introduction; we have plenty for now & still have five more Regions to explore too!
With the Cascade done for now, we can turn our attention over to the Belknap Region. Here there will be 3 Ambush Camps, 3 Infestations (including the one we removed at Crazy Willie’s), 2 NERO Checkpoints, as well as 4 NERO Injectors.
At our current spot in the Story, there is also 4/7 active Hordes in this Region we will need to watch out for!
Collectible #48 – Don’t Run: Going back to Crazy Willie’s is as good a place as any to start in Belknap. From the NERO Checkpoint at Little Bear Lake, ride through the tunnel West. When we exit the tunnel, take the first dirt road off our left & follow it up to an old Ripper camp overlooking the valley. Here, follow the sound of a radio to a generator under some propped up sticks; turn off the generator to kill the signal & collect this RIP Sermon.
Collectible #49 – Bitterroot: From the RIP Sermon, keep following the road up to the top of the abandoned camp & we can find this Herb close by.
Collectible #50 – Stone Crop: In the same area as the previous Herb, we can find another new Herb close to the cliff walls.
Collectible #51 – Researcher Field Note 1735: Return back down to the highway & follow it over to the Frontier Motel (if you have yet to clear the Infestation here be sure to do that!). Turn up Crater Ridge Road & follow it up to a viewpoint overlooking the motel; here we can find a NERO Recorder on top of a green table.
As a forewarning, at the very South end of Crater Ridge, the Twin Craters Horde has a hibernaculum in the cliffs at the Region border.
Anarchist Cairn #5: This Anarchist Cairn is off the beaten path, but easy enough to find. Ride all the way up to the top Southwestern corner of Crater Ridge & we can spot this Cairn on a plateau overlooking the area.
Collectible #52 – McKenzie Pass “Robber’s Pass”: Ride up the highway past Crazy Willie’s Garage to the West until we reach a four-way junction. Take the McKenzie Wagon Road down to the South, & very shortly we will see two benches & a tree near a Historical Marker off our left.
NERO Checkpoint #4 – Iron Butte Pass: Take the dirt road West now & it will lead us back to the highway again. Follow the highway Southwest & we will arrive shortly at the Iron Butte Pass NERO Checkpoint. This Checkpoint is overrun by Rippers so we will have to fight to take it over!
Kill the Rippers, destroy the 7 Speakers (follow all the power cables), fuel up the generator, & restore power to unlock this NERO Checkpoint as a Safehouse.
NERO Injector #8: Enter inside the NERO Checkpoint & we can collect a new NERO Injector.
Collectible #53 – Mobile Medical Unit Recording 1788: We can also find this Recorder in the building on a table close to our Bunk.
Anarchist Cairn #6: Carry on West along the highway from the NERO Checkpoint & we will have to cross a bridge. Stop on the bridge, then walk underneath it to find this Anarchist Cairn close to the river’s edge.
Collectible #54 – Memorial of the Unknown Mailman: Continue West on the highway & we will mark the Black Crater Ambush Camp. A short ways onwards, we will see a crashed semi-truck with a trailer to the left of the road. Follow the small dirt road to the left of the semi, & we can see a viewpoint at the Black Crater Recreation Area. In between the Recreation Area & the semi will be a cluster of boulders where we can find this Historical Marker.
Anarchist Cairn #7: Go back over to the semi now & this time cross over to the opposite side of the road as it over to the nearby plateau overlooking the river below to see an Anarchist Cairn on top of it.
Ambush Camp #4 – Black Crater: Now, we deal with that Ambush Camp; it has 14 Rippers we will need to dispose of.
Sequence 7: Crossing Over
2. Storyline Progress: Chasing Leon, I Remember, Bounty Hunter
3. Unique Crossbow Bolt Kills: 2/5
4. Anarchist Cairn: 9/12
5. NERO Checkpoint: 4/12
6. Ambush Camps: 5/14
7. NERO Injector: 9/30
8. Infestations: 3/13
9. Collectibles: 63/181
10. Achievements: 11/61
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Collectible #55 – Salome Hot Springs: Follow your Waypoint for Storyline – Chasing Leon over to the Salome Hot Springs. Before we go up to the Hot Springs Camp itself, ride over to this newly marked Historical Marker.
Collectible #56 – Salome Hot Springs Guestbook: From the Historical Marker head over to the main lodge building for the Hot Springs & we can find this Collectible inside the office room on the lower floor. It is in the same area as the bar & main reception desk.
Storyline – Chasing Leon: Now it is time to enter the Hot Springs Camp & unlock a new Encampment for us to work with. Go to the North dig site we are directed to & we will meet their leader, Tucker, & the militia lead, Alkai.
Collectible #57 – A Portrait of Salome: After we speak with Alkai at his gun store, walk around to the left of his set up to find this Character Note on a table beside it.
Collectible #58 – Trust No One: Return back over to where our Bike is parked outside a large green building. Look on a small wooden bench next to some stairs & we can find another Character Note.
Achievement #11 – Special Delivery: Make a delivery to Tucker or Copeland.
Story Related. When you approach your Bike, you will need to make a decision about who to give Leon’s Stash to: Tucker or Copeland. All we will receive is a Trust bonus; the Achievement will unlock when you make the decision.
If you choose Hot Spring Camp, you will reach Trust Level 1, & if it is Cope’s Camp then you will be well on your way to Trust Level 2.
Anarchist Cairn #8: Leave the Hot Springs Camp, & we will receive a new update to the Storyline – I Remember. Before we set off North, head West directly across from the Hot Springs towards a NERO Research Site that is marked on our Map from the Black Crater Ambush Camp.
Like a previous Research Site, we will need to cross a gap using some well timed Nitrous; be sure to make a Quick Save before you attempt the jump!
On the other side, we will need to climb up a ledge to reach the site; there will be an Anarchist Cairn right in front of us at the top of the ledge.
NERO Injector #9: Carry on up the path from the ledge to get above where a NERO Helicopter had crashed; we can find the NERO Injector in a white cooler on some crates.
Collectible #59 – Flight Data Recording 2041: Close to the NERO Injector, we can find this Recorder on some different crates nearby.
Storyline – Bounty Hunter: Tucker will eventually reach out to us over the radio & tell us she has a job for us. Return back to Hot Springs Camp & hear her out & we will receive a new Encampment Job.
These are technically Side Quests but they are good to complete. We will get Credits as well as Trust; for the Best Friends Forever (For Life) Achievement, we need to fully max out our Trust Level with 3/5 Encampments in the game. This takes A LOT of Trust to do…
Storyline – Bounty Hunter: Since we can tie finding Collectibles with it, let us go after Limbo. Return down the highway & head up North to his hideout. Limbo wears a green coat as an identifying feature; kill him & bring his tire iron back to Tucker to complete the task.
Collectible #60 – The Lava Arch: Beware! We are approaching a Horde; only attempt this during the day. From Limbo’s hideout, we can strike out further North down the road & we can find this Historical Marker in front of a large lava rock archway.
Anarchist Cairn #9: From the Historical Marker… head a few steps inside the lava rock arch & we can find this Anarchist Cairn at a crossroads inside; to the left, will be the cavern where the Lava Arch Horde is resting… you can probably hear them we are that close.
Collectible #61 – Captain Jack: Ride down to the highway from here & begin following it East. A little ways down, at a four-way crossroad with some concrete pathways leading off, we can find this Historical Marker on a large granite boulder off the side of the highway.
Collectible #62 – Belknap Caves: Continue down the highway South now from this position & take a left onto Grahm Road towards the Belknap Caves National Monument. Follow this dirt road down to the visitor center, & take a left path marked by Reaper signs. Follow this path around & we can find an entrance to the Belknap Caves. Head inside it to the opposite end, exit the cave, & we can find this Historical Marker right in front of us.
Ambush Camp #5 – Belknap Caves: Backtrack out of the caves & return back to Grahm Road. Keep following it along East & we will have a new Ambush Camp marked for us. Be very careful approaching this Camp; if you try flanking around them to the East, they have Bear Traps & a large group of Freakers in a cave here. It is not a Horde, but there is still way more than we can safely handle at once right now.
Instead, take the high road around the upper backside of the Camp & we can peak into it as we go to Mark enemies. There are 14 Marauders in total we need to kill; noise can still draw out the Freakers so be careful. If possible, try to get the enemies to fight & kill each other!
The bunker is found close to the bridge leading over to the Ambush Camp from the upper road to the East.
Collectible #63 – Belknap Crater: Lastly, we can head to a new Historical Marker that was just marked on our Map North of the Belknap Crater Ambush Camp.
Sequence 8: Wandering Star
2. Storyline Progress: N/A
3. Unique Crossbow Bolt Kills: 2/5
4. Anarchist Cairn: 11/12
5. NERO Checkpoint: 5/12
6. Ambush Camps: 6/14
7. Infestations: 4/13
8. NERO Injector: 10/30
9. Collectibles: 78/181
10. Achievements: 11/61
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NERO Checkpoint #5 – Marion Forks Tunnel: Fast Travel to O’Leary Mountain, or just drive up from wherever you are… to the marked NERO Checkpoint at Marion Forks Tunnel in the Northeast corner of Belknap. There are 4 Speakers we need to destroy before we should power up the Generator. Unlike previous NERO Checkpoints, we will also need to find a NERO Fuse to power up the shelter; it can be found in a white cooler inside a nearby trailer.
NERO Injector #10: Enter into the shelter now & we can of course find a new NERO Injector. Technically as of now, this is the soonest you could have earned the Performed Enhanced Achievement if you used every single NERO Injector so far on either Health, Stamina, or Focus.
Since that is highly unlikely, & due to how useful these things are, I will continue to include the locations for all 30 NERO Injectors in the game; you will be glad I did for our second playthrough on Survival II Difficulty…
Collectible #64 – Mobile Medical Unit Recording 0980: True to form, we will also have a new NERO Recorder we can collect inside the shelter close by the NERO Injector.
Infestation #4 – Nest #1-3: Head West from the NERO Checkpoint & we will reach the small town of Marion Forks. Here will be the Hungry Jim’s Infestation. Before we cross the bridge into town, we can find 3/5 Nests in some of the buildings here.
Collectible #65 – Agoseris: After destroying these first few Nests, before we enter the town, head North up a dirt road along Shadow Lake towards the far end. Along the way, we can spot this Herb along the road.
Anarchist Cairn #10: Be forewarned! We are approaching the territory of the Shadow Lake Horde; traverse in the daytime at your discretion!
As we close in on the North end of the lake, search between two boulder mounds along the beach to find this Anarchist Cairn near the water.
Collectible #66 – Indigenous Petroglyphs: Follow the dirt road around to the far end & we can see this Historical Marker just outside a large rock archway that the road passes through. This is very close to the Shadow Lake Horde’s hibernaculum so be careful!
Infestation #4 – Nest #4: From here, very carefully ride through the arch past the hibernaculum around Shadow Lake to return to Marion Forks on the opposite side of the wrecked bridge. As we come down, we can find a Nest inside the gas station we approach.
Collectible #67 – Hungry Jim’s Menu: Across the street from the gas station, we can head over to Hungry Jim’s restaurant. Inside, we can find this brochure on one of the tables.
Collectible #68 – Outlaw Memorial: Carry on through the town & enter into the Old Wagon Hotel found across from the large church. We can find this Historical Marker plaque attached on the outer wall to the left of the front doors.
Infestation #4 – Nest #5: Head further down the street, past the church, & we can see the Marion Forks Bookstore. Enter inside it, & we can find our last Nest for the Infestation.
Infestation #4 – Hungry Jim’s: Eliminate all five Nests in Marion Forks to eradicate this Infestation.
Collectible #69 – Marion Forks Postcards: With the Nest gone, search the far wall in the bookstore near a red couch to find this Collectible on a small table.
Collectible #70 – Marion Forks Bumper Stickers: Enter into the staff room & we can find this Collectible here as well on an office table.
Collectible #71 – I Can’t Go On: Leave the bookstore & head down a nearby residential street leading South to the very end where we can enter a house at the top of a hill. In the house, we can find this Character Note on the kitchen counter near the oven.
Collectible #72 – Inspector Field Card 1375: Drive back down the road now & carry on up another one nearby leading North towards the Shadow Lake Recreation Area. Just up the road we will come across a mass grave site; we can find a NERO Recorder over in the corner on a barrel underneath a small shelter.
Collectible #73 – Crowberry: Continue up the dirt road & follow it a short ways to the right to come across a patch of Crowberry next to the road.
Collectible #74 – Desert Hackberry: We are now officially finished with Marion Forks & can continue on West. Leave the town & begin driving up the highway. Veer off to the right up a dirt road & we can find this Herb alongside it just before we reach a junction point.
Anarchist Cairn #11: Further West turns into a series of different dirt roads. If you follow the Northmost road West, we will come across an overlook with an Anarchist Cairn resting on it.
Collectible #75 – Belknap Fire Season Warning Sign: From the Anarchist Cairn, begin following the nearby dirt road up to the South & we will come across a wildfire danger level sign set to Extreme. Interact with it for a Collectible.
Collectible #76 – Three Fingered Jack Viewpoint: Keep following the dirt road South to the top of the hill where we can find a small campsite near a Historical Marker.
Ambush Creek #6 – Bear Creek Hot Springs: As we go a tad further West, our final Ambush Camp in Belknap will be marked for us. Take out the 15 Marauders here & we can find the hidden Bunker at the top Northwest end of the camp right up against the cliff wall.
Using the Marauder Map down here will mark our last Infestation & NERO Research Site where a NERO Injector is located…
Collectible #77 – The Benefits of Bear Creek Hot Springs: At the top of the Ambush Camp will be a large house site that will actually be the main office for the Bear Creek Hot Springs. Enter inside, & we can find this brochure on top of the reception desk.
Collectible #78 – Bears? Where?! Black Bears Awareness Poster: Ride down from the Ambush Camp onto the main dirt roadway & keep heading East. When we come to a small bridge crossing the river, drive over it to a small rest stop with some public bathrooms. Here we can find a Collectible posted to the wall near the sign for the women’s side of the bathroom.
Sequence 9: It’s All My Fault…
2. Cascade: Copeland’s Camp
3. Storyline Progress: I Remember, It’s Not Safe Here, He’s My Brother, Gearing Up For the Ride
4. Unique Crossbow Bolt Kills: 2/5
5. Anarchist Cairn: 12/12
6. NERO Checkpoint: 5/12
7. Ambush Camps: 6/14
8. Infestations: 5/13
9. NERO Injector: 11/30
10. Collectibles: 82/181
11. Achievements: 12/61
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Infestation #5 – Nest #1: To start in our final area of Belknap, return down to the highway & cross the bridge over to the South most Nest in the Infestation; we can find a Nest in the back of a truck just past the bridge.
Infestation #5 – Nest #2: Follow the dirt road North up Parkett Road to shortly find another Nest inside a ruined cabin.
Anarchist Cairn #12: Before we carry on further down Parkett Road, look over to the West around the smaller lake where the Nest was over towards… what looks like a Horde hibernaculum… because that’s exactly what it is. Near the water in front of the entrance, we can kick over an Anarchist Cairn.
Be careful as the Patjens Lake Horde will be sleeping inside it!
Achievement #12 – Go Kick Rocks: Knock down 12 Anarchist Cairns.
If you have been following along with the guide, we will unlock this Achievement after destroying our 12th Anarchist Cairn; from here on, I will no longer be including them on my Collectibles Maps. There are 40 of them total in the game…
Infestation #5 – Patjens Lakes Infestation: Carry on down Parkett Road to the final Nest location & destroy it to complete the Infestation.
Collectible #79 – Mobile Medical Unit Recording 0817: We have slowly been inching our way to our current main Storyline Waypoint. Follow it up into an abandoned NERO refugee center & stealthily (or loudly) get past the few Freakers that roam around. At the far Southwest end of this camp, where our objective will be switched to killing 9 Freakers, we can enter into the open building here to find a NERO Recorder on a counter near some Materials.
Storyline – I Remember: Clear out the remaining Freakers & we can go over to Sarah’s memorial site. Here we will get a more elaborative snapshot of the events that happened two years ago. This is where we were supposed to link up with her… but it was overrun by Freakers before we got here…
It will be extremely late when we are finished here, & we will have to navigate out of here in the early morning. As we go to leave, we will catch a glimpse of a NERO Helicopter flying East. Get back to your Bike & pursue it!
Collectible #80 – NERO Death Camps: As we are riding along, we will most likely hear a brand new Radio Free Oregon broadcast.
Storyline – I Remember: Ride over to Marion Forks & when we reach the Waypoint, we will trigger a time lapse to early morning once again & have to actively chase down a NERO Helicopter.
Near the end of the chase, some story will happen… & we will need to carefully evade an angry Twin Craters Horde. Though they fortunately are not after us…
The bulk of the Horde will clear out, with only a few on scripted patrol paths. Wait for the Horde to be a good ways away before making your move. When we go to collect the NERO Radio, a Newt will steal it; be ready, & quickly shoot it down asap with Focus if you can.
NERO Injector #11: Now… we will do something sketchy. To reach that NERO Research Site marked on our Map, we will need to enter the Patjens Lakes Horde’s hibernaculum like we had to back at White King Mine. Wait until nightfall at Hot Springs Camp, then carefully ride on up. On the perimeter, be sure to make a Quick Save at your Bike in case things go wrong.
Carefully sneak into the hibernaculum & follow the blinking red glow of a NERO Beacon to reach the site. We can find the NERO Injector in its cooler near the Beacon.
Collectible #81 – Field Recording 1577: We can also find this NERO Recorder close by on a crate. Now get out of here!
Storyline – It’s Not Safe Here: Return back to Marion Forks, & at Tucker’s request, search around the town to locate that woman who was spotted around here. Follow her tracks & a large gang of Rippers will also be looking for her; this is a great opportunity to work towards the You’ve Got Red On You Achievement.
When we find the woman… or girl, we will need to sneak back through town to get to our Bike. When we do… there will be a MASSIVE Black Bear casually standing beside it. Getting onto the roof of the gas station will keep you out of its reach, but you’ll have to be patient waiting for it to come into your line of sight to attack it.
Once it is dead, get on your Bike & take the girl down to the Hot Springs Camp to stay with Tucker… hopefully we don’t regret this.
Completing this Storyline Task will now unlock Bears as a permanent new threat we need to worry about in the world…
Storyline – He’s My Brother: Return back down to Copeland’s Camp & we can progress this Storyline next. In this, we will just have a grand ol’ time hunting deer with Copeland.
Collectible #82 – Animals Don’t Watch the Sky: As we ride along after we complete this Task, we should hear a new Radio Free Oregon broadcast.
Storyline – I Remember: There will now be two different Tasks we can complete for this Storyline. Before we go after O’Brian, let’s make another pit stop to Sarah’s memorial; keep an eye out for Deer to collect Meat off of for our next Task in Storyline – He’s My Brother.
Storyline – Gear Up For the Ride: Tucker may also reach out to us to give us an Encampment Job if you want more Credits & Trust for the Hot Springs Camp; we will have to track down a rogue Survivor just below the NERO refugee camp we visit to see Sarah.
Sequence 10: Come What May
2. Belknap: Hot Springs Camp, Marion Forks, Belknap Caves, Patjens Lakes
3. Lost Lake: Iron Mike’s Camp
4. Storyline Progress: He’s My Brother, I Remember, You’re Safe Now, Bounty Hunter, Ripped Apart, Protecting the Weak, Gear Up For the Ride
5. Unique Crossbow Bolt Kills: 2/5
6. NERO Checkpoint: 5/12
7. Ambush Camps: 6/14
8. Infestations: 5/13
9. NERO Injector: 11/30
10. Collectibles: 89/181
11. Achievements: 15/61
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Storyline – He’s My Brother: Collect any five pieces of Meat & return them back to Boozer back at the O’Leary Mountain Safehouse.
Storyline – I Remember: With no other remaining business, head down to Caldera Reservoir to try to locate the NERO operative, O’Brian, to progress the main story. Patiently follow O’Brian along as he gets further separated from his NERO escort; we can confront him when he is examining the dead Deer.
Collectible #83 – Researcher Field Note 2006: Story Related. We will collect this NERO Recording while listening to O’Brian conduct his field test.
Storyline – You’re Safe Now: After our new lead on finding Sarah, we should return back to the Hot Springs Camp to see how Lisa is making out…
Storyline – Bounty Hunter: Fast Travel to a location & we should hear from Tucker over the radio that we need to track down the Drifter named, Roach. Once you find him, chase him down & shoot him off his Bike.
Achievement #13 – The Art of Bike Repair: Apply 100 Scrap to your Bike.
This will come naturally as we playthrough the game & our Bike takes damage. Do not purchase the Tier 4 Survival Skill – Monkey Wrench until after we have the Achievement unlocked or else it will take twice as long to complete!
Storyline – You’re Safe Now: To make Lisa feel better back at the Hot Spring Camp, we will need to locate a “Thunderegg” geode. Search around the Belknap Caves Visitor Center, collect one, & return back to see Lisa.
Storyline – I Remember: Return back to O’Leary Mountain to witness a new flashback with Sarah as we try to remember a medical formula to help with Boozer’s fever.
Storyline – He’s My Brother: Go back to the location in our flashback to find the Lavender around Horse Lake… if you recall correctly, it is within the patrol range of the Death Train Horde so be extremely careful!
Collectible #84 – Lavender: Story Related; collected along the shores of Horse Lake.
Storyline – You’re Safe Now: Shortly after completing the previous Storyline’s Task, Tucker will reach out to us & say that they were attacked by Rippers & that Lisa is now missing. Go back to the Belknap Caves Visitor Center & fight your way through the Ripper camp to get to her; this is a really good place to earn progress towards the You’ve Got Red On You Achievement.
When you get back to your Bike, we can take Lisa down South of the Cascade Region to the border of the Lost Lake Region.
Storyline – Ripped Apart: A while back Copeland will have messaged us with a new Encampment Job. Head over to Copeland’s Camp to see what it is about. Rippers have set up a new Camp just North down the hill from the Radio Tower.
Storyline – Ripped Apart: The Ripper Camp will have 8 Rippers that we will have to kill; not so bad, though they will get reinforcements bringing their number up to 14.
Collectible #85 – Pain Is A Gift: As we ride North down the hill from the Radio Tower Safehouse, we can see/hear a RIP Sermon nearby just off the side of the road before we reach the Camp.
Storyline – Protecting the Weak: As we ride away for a few minutes, Copeland will soon reach out to us with yet another Encampment Job. Like the previous Job, he will want us to take out another camp, this one belonging to the Marauders. Infiltrate the Camp, kill the Marauders, & free the hostage Survivor from Copeland’s Camp.
Achievement #14 – Surviving Isn’t Living: Rescue 10 Survivors.
We can rescue Survivors through Storyline Tasks as well as random encounters we find while travelling. Whenever you see a blue ? on your mini-map, & it isn’t too inconvenient a time, go check it out as it could be a Survivor you can save. Occasionally, you can even rescue two Survivors in one event!
Storyline – I Remember: Go up to visit Sarah to give her another synapsis of what we have been up to… before we get things rolling with the next Storyline.
Storyline – Gear Up For the Ride: When you are ready to progress the current main Storyline, ride up to O’Leary Mountain to see Boozman. We will need to take Boozer down South to Iron Mike’s Camp in the Lost Lake Region…
Achievement #15 – Lost & Found: Drive south with Boozer.
Story Related. We will unlock this Achievement after we reach our first campsite down in the Lost Lake Region after our driving sequence…
Collectible #86 – Mica Cap: We now need to sneak into Iron Mike’s Camp to steal some antibiotics for Boozer. Just below where we set up our camp for the night, we can find this Mushroom on the side of the dirt road.
Collectible #87 – Bullrush: Follow the two Survivors down to where they cross through the rushes to reach the Camp. Instead of carrying on after them, take a left along the water & sneak on the shore towards a wooden bridge. We will find this Herb along the way.
Collectible #88 – The Old Generator: We now need to painstakingly sneak past all of the guards & follow Iron Mike & Skizzo a little ways further into the Camp to reach the infirmary. Break inside, but do not go after the antibiotics yet. Instead follow the room around to your left & we can find this Character Note on top of a cabinet behind a blue curtain.
Collectible #89 – Straying From the Path of God: Keep following the room around clockwise & we can find a set of stairs leading to the upper floor where we can find another Character Entry.
Storyline – He’s My Brother: Grab the antibiotics & we will of course get caught. A lot of plot will happen, & long story short, we will unlock Iron Mike’s Camp as a new Encampment.
Sequence 11: Starting Over
2. Belknap: Hot Springs Camp
3. Storyline Progress: Earning Our Keep, Ripped Apart
4. Unique Crossbow Bolt Kills: 2/5
5. NERO Checkpoint: 5/12
6. Ambush Camps: 7/14
7. Infestations: 6/13
8. NERO Injector: 12/30
9. Collectibles: 104/181
10. Achievements: 15/61
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Iron Mike’s Camp: We now have access to Iron Mike’s Camp. If possible, save all of your Herbs, Meat, & Freaker Ears to be deposited here instead of at Copeland’s or Hot Springs Camp. The Weapons & Bike Upgrades here are the best available to us right now; this should be one of the three Encampments you raise your Trust with to Level 3 for the Best Friends Forever (For Life) Achievement.
Collectible #90 – Moon Trees: While we are in Iron Mike’s Camp we can scoop up a few more Collectibles. In the center of the Camp, we can find this Historical Marker in front of a large encircled tree.
Collectible #91 – Wrench In Hand: From the Bike Shop where Rikki is, head West down to the blue roofed cabin close by to enter into Rikki’s home. In the kitchen, we can find a red wrench that will become our Collectible.
Collectible #92 – Your Lamp In the Sky: The next Collectible can also be found in Rikki’s home & is a poster pinned to the wall near the front door.
Collectible #93 – Let There Be Peace: Head over to the massive lodge building where Iron Mike himself stays & enter inside. On the first floor, walk over to the far end close to the fireplace & we can find this Character Note on a table against the leftmost wall.
Collectible #94 – I’ll Always Be With You: Go upstairs now & we can find this Collectible on a desk in Mike’s bedroom.
Collectible #95 –Yesterday: Go to our own Cabin now & sleep until nightfall. Now head over to Southeast end of the Camp near the garage & we can find the Camp Guitarist (he spawns between 7:00pm-10:00pm). Stand near them & once he starts to play, we will hear a song.
There are 6 Camp Guitarist songs that we are able to hear. We can farm all these out by resting until night & visiting him; they will be marked by a blue ? whenever they are active. I will add new Songs to collect whenever we return to Iron Mike’s Camp to keep us sane…
Storyline – Earning Our Keep: When you are ready to carry on, go & speak with Addy for a job that will take us to Sherman’s Camp.
Collectible #96 – Sherman’s Camp Brochure: Story Related. We will acquire this Collectible from Addy after we speak with her as a part of the story.
As we explore Lost Lake, currently there are only 2 active Hordes, one of them being the largest Horde in the entire game located at the Old Sawmill…
Infestation #6 – Sherman’s Camp Infestation: Before we start looking for the medical supplies for Addy at Sherman’s Camp, let’s first go around & destroy the three Nests in the area to clear out the Infestation.
Collectible #97 – Architectural Memorial: Right outside the massive Sherman’s Camp County Courthouse, we can find this Historical Marker along its outside wall.
Storyline – Earning Our Keep: When the Infestation is taken care of, go to the Gift Shop where our Storyline Waypoint is located & collect the medical supplies for Addy. Shoot down the ladder attached to the fire escape & we can climb up to the second floor. Down on the first floor, miraculously, we can find the Liston Knife she specifically was looking for.
Collectible #98 – Sherman’s Camp Farmer’s Market Poster: Before we return back to Iron Mike’s Camp, we can snag a couple more Collectibles in the area. To start, head North to where we entered Lost Lake from the Cascade & take the driveway up to River Bends Farm. We can find this poster inside the main house on a wall near a cabinet with the landline phone on it.
Collectible #99 – Coltsfoot: Now, head across the road to the River Flows Farms. Ride past the barns across a small creek where we can find this Herb growing just on the other side of the bank.
NERO Injector #12: Further up the hill from River Flows Farms, we can locate a NERO Beacon… directly outside of a hibernaculum, but fortunately for us it is empty… at this point in time anyways. Go up the small hill to it & we can collect a new NERO Injector.
Collectible #100 – Research Field Note 1960: We can find this NERO Recorder on the table beside the Injector cooler.
Storyline – Earning Our Keep: Take the Liston Knife back to Addy to complete this Task.
Collectible #101 – Mirror: While here at Iron Mike’s Camp, wait for it to be 7:00pm-10:00pm to hear another song from the Camp Guitarist.
Storyline – Ripped Apart: We will have received a new Encampment Job from Tucker during our time here in Lost Springs. Return to the Hot Springs Camp in Belknap & we will be tasked with eliminating a newly made Ripper Camp just Southeast of Crazy Willie’s Garage.
Collectible #102 – Lucky Lad Mines: Return back to Lost Lake, & we can Fast Travel to the Iron Mike’s Farm Encampment in the Northeast of Lost Lake. From here, follow the mountain range down Southeast up a dirt road leaving the Roberts Bridge Road. At the top of the hill, we can see a small work yard for the Santiam Industries mining company. Head in behind the main office building where the Lucky Lad Mines is located, & follow the outer cliff wall to the right to find this Historical Marker plaque.
Ambush Camp #7 – Deerborn: When we got into the work yard, we will have picked up the location of a new Ambush Camp further South of our position. Head to it & eliminate all 15 Marauders, & find their Bunker located in the center of their tents set up at the top area of the Ambush Camp.
The Ambush Camp Map we look at here will mark an Infestation & both of the NERO Checkpoints onto our Map.
Collectible #103 – The 45th Parallel: The Ambush Camp will have marked this Historical Marker found close to the Peltro Gas Station just West of Sherman’s Camp; we may as well collect it.
Collectible #104 – The Earth Is Ours: I am unsure what the trigger for this Radio Free Oregon broadcast is, but you may potentially hear it sooner than later in your travels…
Sequence 12: Abandon All Hope
2. Storyline Progress: You’re Safe Now
3. Unique Crossbow Bolt Kills: 3/5
4. NERO Checkpoint: 7/12
5. Ambush Camps: 8/14
6. Infestations: 8/13
7. NERO Injector: 14/30
8. Collectibles: 116/181
9. Achievements: 15/61
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NERO Checkpoint #6 – Old Sawmill: We will be unable to go to the NERO Research Site that got marked on our Map as we need the Nitrous Level 2 Upgrade to reach it. Instead, we will ride further South to the Old Sawmill; the infamous Old Sawmill Horde is found here & is… there are over 500 Freakers in it. Ride around the sawmill yard, not through it, to reach the NERO Checkpoint; the Horde is using the largest building in the yard as its hibernaculum.
When you reach the NERO Checkpoint, make a Save at your Bike; if you mess up with the Speakers… we will have an entire Horde coming after us. There are 8 Speakers in total we need to destroy before we should refuel the Generator…
NERO Injector #13: Enter into the NERO Checkpoint now to collect our next NERO Injector.
Collectible #105 – Mobile Medical Unit Recording 1301: To find our NERO Recorder for this area, we need to go over to the trailer that has our Gun Locker in it; the Recorder will be on a counter inside it.
Collectible #106 – Bearberry: Leave the NERO Checkpoint now asap, & ride South towards two bridges. As we go, we can find this Herb to the left of the dirt road here.
NERO Checkpoint #7 – Santiam Tunnel: The final NERO Checkpoint won’t be too far away from the first & can be found further South from our position. Ignore the Infestation for now, & ride straight to the Checkpoint. When you arrive, make a Quick Save at your Bike!
There are only 3 Speakers to destroy. We also need to replace a broken NERO Fuse on the trailer which can be found inside a container in the nearby Nest built into the side of the tunnel entrance.
NERO Injector #14: Enter the NERO Checkpoint after it is fully powered up, & we can collect our NERO Injector inside.
Collectible #107 – Mobile Medical Unit Recording 1231: We can find this NERO Recorder close by the Injector in the trailer.
Infestation #7 – Berley Lake: With one Nest down already, head further down the road from the Checkpoint to find two more Nests right across from each other; one will be in the side of some rocks while another is in the back of a broken-down white truck.
Continue down the main road North & we can find our last Nest inside an old cabin next to the waterfalls.
Collectible #108 – Adam Finch Stout Label: From the Nest, drive across the road to the West & we can see a large blue house close by. Ride up to it, & enter the house to see it was last used in a party. We can locate this Collectible as a poster on the wall next to a Light Wizard arcade machine.
Ambush Camp #8 – Berley Lake: Our last Ambush Camp can be found further West of our location just past Berley Lake; it will become marked when we get close. Kill the 13 Marauders & we can find their Bunker at the lower end of the Camp directly East from the Ambush Camp Marker on our Map.
We can use the Ambush Map inside to essentially mark the entire rest of the Lost Lake area including three new Historical Markers & the final Infestation. We will also learn the Incendiary Bolt Recipe!
Collectible #109 – Berley Lake: From the Ambush Camp, ride Southeast to the backside of Berley Lake where we can find a lone gazebo & our Historical Marker on a nearby rock.
Infestation #8 – Nests #1-3: Ride over to the Rogue Camp & we will have all 6 Nests marked on our Map from the Ambush Map we looked at. Eliminate the first 3 Nests around the town site.
Unique Crossbow Bolt Kill #3 – Incendiary Bolt: With our newfound Recipe from the Ambush Camp, before sure to Craft these new Bolts & get a kill with them while there are so many Freakers around.
Collectible #110 – Rogue Camp Whiskey Menu: Nearby in the town site, enter into the Bucking Elk Lounge & we can find this Collectible on one of the serving tables.
Infestation #6 – Rogue Camp: Across the road, head over to the nearby Peltro Gas Station & we can find the last 3 Nests to be destroyed to complete this Infestation.
Storyline – You’re Safe Now: When the Infestation is dealt with, select this Storyline & search around Rogue Camp for Lisa. Search around & we can track her down in a nearby home…
Collectible #111 – I Can’t Forget: Story Related. We won’t find Lisa here, but here tracks will lead us to this Character Note that she left behind.
Collectible #112 – Camp Pioneer: With our business done at Rogue Camp, ignore Storyline – I Remember for now & head to our marked Historical Marker from that Ambush Map. Ride up to Camp Pioneer & we can find the Marker shortly upon entering.
Collectible #113 – Meet the Campfire Cadets: Enter into the main Camp Pioneer lodge & we can find this Collectible on the first floor on a table underneath the stairs leading to the second floor.
Collectible #114 – Our Lies: Return back to Iron Mike’s Camp if you have not already been to deposit our Bounties & Food. While here, rest & wait for the Camp Guitarist to appear to hear this song…
Iron Mike’s Camp – Trust Level 1: Having completed all Infestations, NERO Checkpoints, & Ambush Camps in Lost Lake we should have reached Trust Level 1 at Iron Mike’s Camp. With this we can purchase the new Engine II Upgrade for our Bike.
Collectible #115 – Metolius Lava Cave: From Iron Mike’s Camp, head North to the last marked Historical Marker on our Map. We can find it at the top of a hill just outside the cave.
Collectible #116 – Researcher Field Note 0988: Now enter into the cave & travel to the first fork in the path. Take the left path & we can find this Recorder on some old distillation barrels against the wall. Don’t worry, the cave is currently empty.
Sequence 13: The Iron Law
2. Iron Butte: Wagon Road
3. Belknap: Patjens Lakes
4. Storyline Progress: I Remember, He’s My Brother, Bounty Hunter, Earning Our Keep, Marauder Camp Hunter
5. Unique Crossbow Bolt Kills: 3/5
6. NERO Checkpoint: 7/12
7. Ambush Camps: 8/14
8. Infestations: 8/13
9. NERO Injector: 15/30
10. Collectibles: 122/181
11. Achievements: 19/61
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NERO Injector #15: Our last order of exploration, so long as you got the Engine II Upgrade, is to ride down to the NERO Research Site close to the Deerborn Ambush Camp. Near the site, ride down to a small wooden bridge crossing a stream & make a Quick Save at your Bike. Then accelerate up the hill towards the jump; engage Nitrous when you are near the trees by the jump to clear the gap.
We can find the NERO Injector in a cooler close to the wreckage of the NERO Helicopter.
Collectible #117 – Flight Data Recording 2044: At the camp on the other side of the crashed Helicopter, we can find this NERO Recorder on a crate near some Materials.
Storyline – I Remember: With all our exploration done here in Lost Lake, we can now push forward & progress further into our Storylines. Go to the Rogue Camp to meet up with O’Brian to see what he needs from us.
Storyline – I Remember: O’Brian needs us to investigate what other NERO Researchers are currently looking into. A NERO Helo, as they are referred to, will fly by & we will be tasked with following it over to Berley Lake.
Collectible #118 – Researcher Field Note 2071: Story Related. Place the tracking device on the Helo, & then sneak up to where the Researcher is to overhear some of their conversation. Sneak into the house & we can eavesdrop on them from a close by window; listen to the full conversation to receive this NERO Recorder automatically.
Collectible #119 – They’re Coming For Us: We will be able to hear a new Radio Free Oregon broadcast after completing the previous Storyline’s Task.
Storyline – He’s My Brother: Return back to Iron Mike’s Camp & go see how Boozer is doing. After we do, Skizzo will approach us & get us to follow him back over to the lodge to hear of a pretty important discovery.
Collectible #120 – Perfect: While here at Iron Mike’s Camp, sleep or wait around until 7:00pm to hear a new song from the Camp Guitarist.
Storyline – He’s My Brother: After some time, Skizzo will get back to us, & we can progress to the Western border of the Iron Butte Region at Camp Pioneer. Carefully navigate through the Ripper territory to the Northeast to find the crashed plane. When we arrive, we will encounter a new type of Freaker, the Breaker.
Once it is killed, get the antibiotics from the wreckage & ride back to Iron Mike’s Camp. There are Collectibles all throughout the Iron Butte Region, but no sense hunting after them until we have free roam here…
Storyline – I Remember: It is time for our bi-weekly catch up with Sarah at her memorial back in Belknap.
Collectible #121 – She’s My Drug: On our drive up to see Sarah, Rikki will have reached out to us over radio saying she has an Encampment Job for us. When we arrive, we may as well wait until 7:00pm to snag another Camp Guitarist song.
Achievement #16 – Wannabe Fortune Hunter: Unlock over 50% of the Collectibles.
If you have been following along with the guide, we will unlock this Achievement after grabbing our 121st Collectible. If you have been going above & beyond you may have unlocked this sooner. If you still need more, don’t worry as all Collectibles can be acquired in Post Game.
Storyline – Bounty Hunter: Go see Rikki to receive a bounty hunting Task to go & kill the Drifter, Red Riley, who is holed up at Camp Pioneer. Search around the area & kill him; he can be found inside one of the cabins, but we will need to enter it through the roof.
Storyline – I Remember: We can complete our next Task for O’Brian & track down one of his GPS points.
Collectible #122 – Researcher Field Note 2064: Story Related. Another NERO Helo will arrive at the falls close to the Old Sawmill & we will need to tail the Researcher. They will enter into a nearby cave system; sneak around to an alternate entrance to the cave to be able to eavesdrop on the Researcher & collect this NERO Recorder.
Storyline – Earning Our Keep: Return back to Iron Mike’s Camp & go speak with the man himself for a job. Jog with him up to the Metolius Lava Cave; we will also see why it was a good idea to have looted the Collectible inside it earlier…
Meet with Mike outside the Camp as he collects some things, & you two will figure out how to deal with the Freakers now living in Metolius Cave. To do so, we will have to collect a map listing the locations of all the mines containing dynamite from the Sherman Camp Courthouse.
Achievement #17 – I’m Out of Control: Unlock 15 Skills.
When we reach Level 16, we will be able to unlock our 15th Skill & unlock this Achievement.
Achievement #18 – Brothers In Arms: Check up on Boozer.
Story Related. As part of Storyline – He’s My Brother, go check in on Boozer at the infirmary to see how he is doing to unlock the Achievement.
Storyline – Bounty Hunter: As we go to leave Iron Mike’s Camp, we will hear from all the Encampment Leaders that they have jobs for us to do. We will also get this separate Task from Rikki as well for this Storyline.
Track Lynchman down & knock him off his Bike.
Storyline – Marauder Camp Hunter: Go see Rikki now for what her Encampment Job is. Track down a rogue Drifter Camp & kill all 8 of them.
Achievement #19 – Old Reliable: Kill 200 enemies with a Crafted Weapon.
As we play through the game, make a point of using Crafted Weapons such as Nail Bat, Reinforced Bats, or Sawblade Bats to kill enemies. Using “pre-made” Melee Weapons like Fire Axes, Machetes, or un-upgraded Bats or Boards will not count.
Sequence 14: He’s My Brother
2. Belknap: Hot Springs Camp
3. Lost Lake: Rogue Camp, Iron Mike’s Camp, Deerborn
4. Storyline Progress: Bounty Hunter, Protecting the Weak, I Remember, Earning Our Keep, Surviving Isn’t Living
5. Unique Crossbow Bolt Kills: 3/5
6. NERO Checkpoint: 7/12
7. Ambush Camps: 8/14
8. Infestations: 8/13
9. NERO Injector: 15/30
10. Collectibles: 130/181
11. Achievements: 20/61
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Storyline – Bounty Hunter: Go to see Copeland now & we will have another Bounty Hunter Task to complete. Track down Ned Walker close to the Horse Lake NERO Checkpoint… & the Death Train Horde. Be sure to Save before approaching & that it is daytime.
Either do this stealthily or you can attempt to weaponize the Horde, but that is super risky. Once Ned is dead, return back to Cope.
Storyline – Protecting the Weak: Go see Tucker now & she will task us with finding her man Larson who went missing up at Marion Forks. Rescue him from a group of Marauders who are held up at the Old Wagon Hotel.
Storyline – I Remember: Now it is time for us to report back to O’Brian & track down yet another NERO research team. Like our very first Task from O’Brian, we will need to sneak up to the landed Helo & place a tracker onto it.
Collectible #123 – Researcher Field Note 2060: Story Related. Once the tracker is placed on the Helo, sneak over to the nearby Peltro Gas Station to eavesdrop on the NERO Researcher to obtain this recording.
Collectible #124 – Sun Won’t Shine: Wait until 7:00pm back at Iron Mike’s Camp & we can catch another Camp Guitarist song. This is our final Camp Guitarist song & we no longer have to worry about these anymore…
Storyline – Earning Our Keep: Go up to Mike’s Lodge & Rikki will have a new Task for us to complete, getting us out of “marsh duty”. She will take us up to the Caldera Reservoir all the way up in the Cascade. Get the dam operational to power up Iron Mike’s Camp; we will need to kill Freakers & Rippers.
Collectible #125 – My Beautiful Wife: After completing the previous Task in Storyline – Earning Our Keep, we can find this new Character Note beside Deacon’s bed in our cabin.
Collectible #126 – Our Only Guest: We can also find this new Character Note beside Boozer’s bed as well.
Storyline – I Remember: We have one last Task from O’Brian regarding tracking down NERO Researchers. Ride over to Rogue Camp & wait for the NERO Helo to arrive; we will need to place a tracker inside it.
Collectible #127 – Researcher Field Note 2068: Story Related. Tail the NERO Researcher now & eavesdrop on her conversation to receive this recording.
Storyline – Protecting the Weak: As we ride away from the area, Rikki will tell us she has an Encampment Job for us. Return to Iron Mike’s Camp & we will be Tasked with locating the Butler twins who went missing along the Metolius River. Track them down & rescue them from the Marauders who have taken them.
Storyline – Bounty Hunter: During this time, Tucker will have reached out to us with yet another Encampment Job of her own. Report to Hot Springs Camp & we will be Tasked with finding & killing Rick Marsdon just South of Camp.
Storyline – He’s My Brother: Now it is time for us to do something nice for Boozer & try to bring his Bike down from O’Leary Mountain to Lost Lake. Fortunately for us, Addy will have some people bring our Bike back to Lost Lake… so we do not need to hike all the way back to the Cascade to recover it.
Storyline – Surviving Isn’t Living: Ride around outside Iron Mike’s Camp & Addy will reach out to us over the radio to see if we can pop over to the infirmary.
Now go over to Iron Mike’s Farm & pay Boozer a visit to see how our buddy is doing… though we won’t be very sympathetic to the poor guy.
Collectible #128 – The Just Shall Not Starve: Copeland will know we progressed some plot & throw on another Radio Free Oregon broadcast for us to listen to.
Storyline – Earning Our Keep: Go back to Iron Mike’s Camp & let’s carry on with figuring out how to blow up the Freaker hibernaculum. Go with Skizzo to Lucky Lad Caves close to the Deerborn Ambush Camp.
Collectible #129 – Researcher Field Note 2073: After a long trek through the caves, we will find the explosives but have to fight off a few waves of Freakers. When they are all dead, we will make our way to the exit of the mine. When you reach a junction with some rail tracks, Skizzo will go straight ahead to a wooden door to progress. Instead of following him, follow the rail tracks down to the left to find a different wooden door we can open. In through here, we can find a side tunnel where this NERO Recorder will be on a blue barrel next to a dead NERO Soldier.
When this Task is done, we can freely come back to this location if you miss finding the Recorder.
Storyline – Surviving Isn’t Living: When we return back to Camp, we will hear that Boozer has up & left the Camp. Search for him around Iron Mike’s Farm & we will encounter a new Freaker, the Screamer. Kill her as fast as you can so she doesn’t call even more Freakers down! Like the Breaker, this Task will now spawn Screamers as a regular enemy we may encounter…
Locate Boozer, escape the Horde, & bring him back home.
Achievement #20 – Make It Rain: Spend 20,000 Credits at one Encampment.
When we reach Trust Level 2 with Iron Mike’s Camp, we will have a whole slew of new Bike Upgrades & Weapons we can purchase. We can easily spend 20,000 Credits here for the Achievement; each Camp has its own Credits associated with them.
This can also be easily unlocked at one of the two final Encampments we meet later on in the game…
Storyline – Surviving Isn’t Living: When you are back at Camp, go see Rikki & we will plan out making Boozer a prosthetic knife hand.
Collectible #130 – Numb the People: Go to leave Iron Mike’s Camp, & we will hear yet another Radio Free Oregon broadcast from Cope.
Sequence 15: Ghost of the Past
2. Lost Lake: Iron Mike’s Camp, Rogue Camp
3. Cascade: Copeland’s Camp
4. Storyline Progress: Surviving Isn’t Living, Bounty Hunter, I Remember, Marauder Camp Hunter, Earning Our Keep, Keep Them Safe, Ripped Apart, Keep Your Friends Close
5. Iron Butte: Ripper Temple
6. Unique Crossbow Bolt Kills: 3/5
7. NERO Checkpoint: 7/12
8. Ambush Camps: 8/14
9. Infestations: 8/13
10. NERO Injector: 15/30
11. Collectibles: 134/181
12. Achievements: 21/61
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Storyline – Surviving Isn’t Living: After we ride around a bit, we will receive our “shopping list” from Rikki & need to visit a construction site way up in Belknap for a part to Boozer’s prosthetic. Still in Marion Forks, go to the Masterson’s Bait & Tackle shop to find a blade. We then need to have a full 10/10 Inventory of Scrap; check under the hoods of cars for the best places to find Scrap.
Storyline – Surviving Isn’t Living: Return the parts back to Rikki so she can start working on Boozer’s prosthetic.
Storyline – Bounty Hunter: While we were out & about, Rikki should have contacted us with a new Encampment Job. Speak with her & we will need to track down Joshua Harper. He can be found just South of Rogue Camp though he will be caught being swarmed by Freakers… lucky us. Bring his bandanna back to Rikki.
Storyline – Surviving Isn’t Living: When we return back, we should also be able to witness Boozer getting his new prosthetic.
Storyline – Surviving Isn’t Living: Once this is done, O’Brian will reach out to us for a final recce run; we get to bring Boozer along too. Go to Camp Pioneer where the NERO Helo will land & eavesdrop on the NERO Researcher like we always do.
Collectible #131 – Researcher Field Note 2102: Story Related. We will receive this recording while we eavesdrop on the NERO Researcher.
Storyline – I Remember: Go South of Rogue Camp & we will meet up with O’Brian face to face to learn some more news about Sarah.
Storyline – Surviving Isn’t Living: When we return to our Bike, Boozer won’t be there & we will have to track him down. When we find him, we will need to take out some Rippers who are killing dogs… just because they are evil people.
Storyline – Marauder Camp Hunter: As we ride around, Tucker will reach out to us with a new Encampment Job. Go see her at Hot Springs & we will be tasked with wiping out a new Ripper Camp just West of the Iron Butte Pass NERO Checkpoint. There are 6 Rippers here to kill plus reinforcements.
Storyline – I Remember: Go back to Sarah’s memorial stone & once again re-grieve for her.
Collectible #132 – The Advanced Guard: As we ride, Cope will reach out to us with a new Encampment Job as well as bless us with a new Radio Free Oregon broadcast.
Storyline – I Remember: Ride on over to the church in Marion Forks, kill the Squatters here, & pay our final respects to Sarah. Time for some closure… or try to find some anyways.
Storyline – Marauder Camp Hunter: Report to Copeland now to see what he wants. He will tell us that there is a group of Marauders camped out way up in the North of the Cascade that he wants us to deal with. There are 12 Marauders here to kill…
Storyline – Earning Our Keep: Return to Lost Lake, & let’s ride out with Rikki to fix that broken transformer to bring power to Iron Mike’s Camp.
Storyline – Bounty Hunter: Before we go see Addy at the infirmary, pop over to see Rikki for a new Encampment Job. Ride out to the Old Sawmill NERO Checkpoint to go kill Two-Dog. Be extra careful here as to not attract the Old Sawmill Horde to us!
When we find him, Two-Dog will run to the opposite North end of the Old Sawmill & we will need to quietly locate him & take him out. If he sees us, he will shoot & bring the Horde down on us. So, you need to either stealth kill him or immediately bug out after killing him. Bring back his knife to Rikki after we are done; bringing a Sniper Rifle can make this easier.
Storyline – Surviving Isn’t Living: Go to the infirmary now to see Addy & she will mention that we should go find a doggo for Boozeman. Ride around for a bit outside the Camp & she will get back to us that one was seen just West of the Deerborn Ambush Camp.
Get the Dog Treats & we can lure out the poor abandoned puppy here to take back to Boozer.
Storyline – Keep Them Safe: Skizzo will shortly reach out to us that he needs to talk to us at the lodge. He will talk us into a very bad plan to go back into Iron Butte to get the detonation cords we need for the dynamite… Meet him at the entrance at Camp Pioneer to get the party started.
Our second foray into Iron Butte will once again be railroaded, so don’t worry about Collectible hunting right now. If you come across some though, feel free to collect them.
Collect the detonation cord with Skizzo & he will show us his full appreciation for our work at Lost Lake.
Storyline – Ripped Apart: After some plot, we will need to escape the Ripper Temple. Get your gear back & locate your Bike. Though we get our Weapons back… all our Materials & Consumables will be gone so we need to fully restock up from scratch which sucks.
Achievement #21 – Take Back Your Name: Return the favor.
Story Related. Get back to your Bike after escaping Iron Butte to unlock the Achievement.
Storyline – Keep Them Safe: When we return to Lost Lake it will be all out chaos. Help Iron Mike’s Camp fight off the Ripper invasion & come very close to being screwed over once again.
Storyline – Keep Your Friends Close: In the aftermath, go & taunt our new prisoner through the boarded-up window of their prison.
Storyline – Keep Them Safe: Go over to Skizzo’s cabin & we can collect the detonation cords we need for the dynamite.
Collectible #133 – With Honours: While in Skizzo’s cabin, we can find this Character Note on the tiny dinner table with cardboard boxes on it.
Collectible #134 – The Sh1t List: We can also find this other Character Note on a small desk against the wall to the bathroom.
Sequence 16: Rest In Peace
2. Iron Butte: Iron Butte Ranch, Ripper Temple
3. Belknap: Patjens Lake, Hot Springs Camp
4. Storyline Progress: Keep Them Safe, I Remember, Bounty Hunter, Marauder Camp Hunter, Protecting the Weak
5. Unique Crossbow Bolt Kills: 3/5
6. NERO Checkpoint: 8/12
7. Ambush Camps: 8/14
8. Infestations: 8/13
9. NERO Injector: 16/30
10. Collectibles: 144/181
11. Achievements: 22/61
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Storyline – Keep Them Safe: Go to the Lost Lake Lodge now, & abscond with the box of dynamite & take it back to our cabin. Once that is done, go to the infirmary to check in on Addy.
Go back to your cabin to prepare the dynamite & link up with Boozer at the gates.
NERO Checkpoint #8 – Rogue Tunnel: We now get to venture into Iron Butte with a little bit of free roam. We do have Boozer with us, but he won’t prevent us from exploring a little ways. As soon as we enter Iron Butte through the Ripper controlled Rogue Tunnel, we will exit out into a NERO Checkpoint. There are 7 Speakers we will need to take out.
NERO Injector #16: We can find our NERO Injector in the NERO trailer at the top of the hill.
Collectible #135 – Mobile Medical Site Order TS-27-760GDQ: We can find this note in the other NERO trailer where the Gun Locker is located.
Collectible #136 – The Rising Is Coming: Drive down the road from the NERO Checkpoint & we can find a Peltro Gas Station. Follow Carlos’ voice around the side of the building to disable a RIP Sermon.
Collectible #137 – Iron Butte Ranch Masters Tournament: Enter into the gas station storefront & we can find this Collectible on the reception desk.
Collectible #138 – Golden Currant: A short jog up the hill back towards the NERO Checkpoint & we can find this new Herb growing in between the two locations.
You may have already collected this Herb in our previous travels in Iron Butte.
Collectible #139 – Indian Pipe: Now jog up the hill just South of the gas station, above a cave, & we can find this Herb growing.
You may have already collected this Herb in our previous travels in Iron Butte.
Storyline – Keep Them Safe: We cannot really explore any further, so ride on down to the dam. We will need to defend Boozer as he sets the charges on the dam – fortunately, we have unlimited ammo with the SSR Sniper Rifle. Defend Boozer & blow the dam to cripple the Ripper forces.
Collectible #140 – Blue Camas: Before we carry on, get back off your Bike & run down to the edge of the outflow to find this new Herb.
You may have already collected this Herb in our previous travels in Iron Butte.
Collectible #141 – Ink Cap: Run back over now to the road & into the dam’s parking lot to find this Mushroom growing next to the concrete wall.
You may have already collected this Herb in our previous travels in Iron Butte.
Storyline – Keep Them Safe: Now it is time to end things with Carlos. Go to the Ripper compound & storm it!
Achievement #22 – You’ve Got Red On You: Collect 541 Items from corpses.
This is a grindy Achievement that you have hopefully been working towards since the start of the game. Whenever you fight human enemies, always try looting them. If possible, waste Materials & Consumables to open up room in your Inventory; it only counts if you actually loot the bodies. It is best to really work towards this Achievement while we still have Ambush Camps & story events as grinding this in Post Game can be even more tedious.
With this unlocked, we can relax around corpses & only take what we need from now on.
Storyline – Keep Them Safe: Fight through the surviving Ripper forces & get to Carlos where we will have a Far Cry 3 style boss battle with Carlos.
Collectible #142 – Riding With the Mongrels: Story Related. We will receive this Character Note after speaking with Iron Mike after we are finished in Iron Butte.
Storyline – I Remember: Walk over to the front gates to grab our Bike & we will see a flashback with Sarah.
Storyline – I Remember: Ride up to the NERO refugee camp to visit with Sarah once again & catch her up on what has happened.
Collectible #143 – It’s All A Lie: As we leave Sarah, we will hear a well-timed Radio Free Oregon broadcast by good ol’ Cope.
Storyline – Bounty Hunter: As we ride, Tucker will reach out to us with an Encampment Job; this is our final Encampment Job for Hot Springs Camp. Go see Tucker & we will need to track down Wheeler who has betrayed the Camp. Go back up towards the NERO refugee camp & take him out; collect his pocket watch & bring it back to Tucker.
As of now, the only Trust we will be able to earn with Hot Springs Camp is through Bounties, Herbs/Meat, & bringing Survivors here. In Post Game we can destroy Belknap Hordes for Trust…
Collectible #144 – Cleanse Our Minds: We may hear another Radio Free Oregon broadcast as we ride around; the trigger was eliminating Carlos.
Storyline – Marauder Camp Hunter: We will also receive a new Encampment Job from Rikki as well, go see her & she will ask us to wipe out a Drifter Camp set up at the Iron Butte border just past Camp Pioneer.
Storyline – Protecting the Weak: Ride around for a bit & Rikki will reach out to us again with an Encampment Job; this is the final Encampment Job from Lost Lake. Go track down the AWOL camper, Jeremy, & bring him back to Lost Lake.
Sequence 17: Rip & Tear
2. Storyline Progress: N/A
3. Unique Crossbow Bolt Kills: 3/5
4. NERO Checkpoint: 8/12
5. Ambush Camps: 10/14
6. Infestations: 8/13
7. NERO Injector: 17/30
8. Collectibles: 158/181
9. Achievements: 22/61
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Collectible #145 – Waldo Lake: Before we carry on with other Storylines, we can finally go & explore Iron Butte now that it is “safe”. There are two Ambush Camps & a final NERO Injector we can collect here; fortunately, there are no Hordes.
Drive down Waldon Road towards the ruined dam & eventually we will see a campsite sign on the left side of the road past the Peltro station. Shortly after going down this dirt road, we will find an Ambush Camp. To go through the front entrance is suicide, so it is better to go around & flank it from the West. As we approach the overlook to the drained reservoir, we will see this Historical Marker in plain view at the cliff edge.
Ambush Camp #9 – Red Wood RV Park: Enter into the Ambush Camp now & kill the 20 Rippers inside it. It is the biggest Ambush Camp we have encountered so far. Once they are dead, we can find their Bunker entrance at the North end of the camp past the outhouses.
Collectible #146 – The Free: Before we leave the Ambush Camp, go back to the cliffs we first entered the camp from to the West near the reservoir & we can find a RIP Sermon to disable.
NERO Injector #17: The Ambush Camp will have marked a NERO Research Site on our Map, & it is very close by at that. To get to it though, we will need to jump a gap that is not very obvious. When standing on the road below it, looking at the crashed NERO Helo, we can see a white car & a teal FDU truck; this is all below our jump. The jump is the ledge above the white car over to the ledge above the teal truck. Ride around the area to the West to access the jump & make a Quick Save at your Bike. Make sure you are able to pick up full speed & use Nitrous properly take full advantage of it before the jump.
We can make this jump with our current Upgrades; you may need to angle the wheels to make it or even angle it downwards to just throw Deacon onto the cliff.
Once you made it, approach the crashed Helo & climb a small ledge behind it to find our NERO Injector.
Collectible #147 – NERO Site Order TS-03-900SQM: We can find this Collectible near the where we landed from the jump beside a ruined skeleton in a ruined yellow NERO jumpsuit.
Collectible #148 – Iron Butte Ranch: North of the Ambush Camp, a new Historical Marker will be marked on our Map on what looks to be boulders overlooking the ruined Ripper encampment. It will be in plain sight when we head to it.
Collectible #149 – Sacrifice For Freedom: Now we ride out to clear the rest of Iron Butte. North of the Peltro station, ride up the dirt roads & we can find a RIP Sermon being played from on top of a rock.
Collectible #150 – Snowbrush Ranch: The Ambush Camp will have marked a final Historical Marker on our Map. Ride over to Snowbrush Ranch & we can find the Marker in front of the main homestead.
Collectible #151 – Snowbrush Ranch Alpaca Farm: Enter into the homestead now & we can find the ranch brochure on a coffee table next to… a mess.
Collectible #152 – Iron Butte: From the Snowbrush Ranch, ride out Northeast & we can find some ledges to climb up the side of the large rock face. Follow the ledges along, past an Anarchist Cairn, to the top of the path to find a Historical Marker.
Collectible #153 – Rest In Peace: Ride further North now towards the Camp Pioneer entrance to Iron Butte. Ride around up above the passage to find a RIP Sermon at the cliff edge.
Collectible #154 – The Ultimate Goal: Ride out almost directly West from where we are now towards the large sniper’s nest to find another RIP Sermon on a lower ledge just below it.
Collectible #155 – Devil’s Lake: Begin heading up Wagon Road to the North & we can find this Historical Marker at a small pullout to our left beside a tree, overlooking the lake to the West.
Collectible #156 – Iron Butte Meteorite: Keep following Wagon Road North, past the crashed airplane, & almost as soon as we discover the last Ambush Camp we can see a Historical Marker to the right of the road.
Collectible #157 – Fear the Rising: While we are stopped, head across the road from the Historical Marker to find a RIP Sermon in between some weird wooden Ripper structures.
Collectible #158 – Founder’s Tale: Keep following the road down towards the Ambush Camp now & we can find this next RIP Sermon near a campsite info booth off the side of the road.
Ambush Camp #10 – Wagon Road: Go to the Ambush Camp now & take out the 20 Rippers here. Their Bunker can be found inside the small tunnel system in the upper East side of the Camp.
Sequence 18: Till Death Do Us Part
2. Lost Lake: Iron Mike’s Camp
3. Crater Lake: Thielson Pass, Diamond Lake Camp, Wizard Island Camp
4. Storyline Progress: I Remember, Surviving Isn’t Living, A Good Soldier
5. Unique Crossbow Bolt Kills: 3/5
6. NERO Checkpoint: 8/12
7. Ambush Camps: 10/14
8. Infestations: 8/13
9. NERO Injector: 17/30
10. Collectibles: 171/181
11. Achievements: 24/61
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Storyline – I Remember: With the Iron Butte & the Rippers dealt with, it is time we continue on with the story. Rendezvous with O’Brian up in the Cascades at Proxy Falls to see what he has to show us.
Storyline – I Remember: Before we return back to Lost Lake, once again for potentially the last time, ride up to Belknap to visit Sarah at the refugee camp.
Collectibles #159 – Traitors Shall Hang: As of speaking with O’Brian, we will hear a new Radio Free Oregon broadcast as we ride around.
Storyline – Surviving Isn’t Living: Return back to Lost Lake & speak with Iron Mike about that hidden trail leading to Crater Lake. As it says, this is a Point of No Return for the game & we will be locked into some story for a while & unable to go back to the mainland. Finish any business & buy any Bike Upgrades you have left before carrying on!
Meet Iron Mike at the gates when you are ready, & ride with him to Thielsen Pass.
Achievement #23 – Riding NOMAD: Take to the road alone.
Story Related. Ride through Thielsen Pass, alone, & reach the summit for a nice view & our Achievement.
Storyline – I Remember: At the top of the pass, we will hear gunfire & a mayday call. Ride down to assist them in fighting off a Rager. The people we saved will actually be county militia – ride with the Corporal to the Diamond Lake Encampment.
Storyline – I Remember: When we arrive at the Camp, we will be introduced to Captain Kouri & see something… unsettling.
Speak with the other Drifter we see here to get the run down of things… & search around the Camp for clues.
Collectible #160 – To Protect & Serve: If you follow the Drifter into the tent he went towards while searching for clues, we can find this Character Note inside it on a footlocker near a bunk.
Collectible #161 – Fishing At Diamond Lake Village: Jog over towards the pier at the lake edge of the camp & we can find this brochure pinned to the side of a small shelter where a woman will be processing some fish.
Diamond Lake Camp: We will begin with Trust Level 1 here which is nice, & a few Credits to spare as well. Diamond Lake Camp has the best Bike Upgrades in the game; this is one of our three Camps we want to earn max Trust Level 3 with.
Storyline – I Remember: After we finish searching around the Camp, the Captain will radio us to meet him at the front gates. Ride with him back up to Thielson Pass to see the people we met up with earlier.
Collectible #162 – Silverweed: When we get off our Bikes at the cabin, we can explore around the area a little bit. We can find this Herb behind a boulder just East of the cabin where its overhang attaches to.
Collectible #163 – Inspector Field Note 1680: Track down the Captain’s rogue soldier during Storyline – A Good Soldier, & we will encounter a Horde at a mass gravesite. Sneak around to the opposite side of them & wait for them to leave. See a short cutscene with the Captain, then turn around & head back to the gravesite. Investigate the step ladder to a tractor with a plow attachment to find a NERO Recorder on it.
Collectible #164 – Booker-Hicks Logging Camp: We will eventually track down the rogue militiaman to an old logging camp. Before or after you kill all the Marauders here, go to the front entrance where we first entered the camp to find a Historical Marker plaque attached to the outer wooden fence line.
Storyline – A Good Soldier: After you “pass the test”, ride with the Captain down South to meet the Colonel for their militia operation at Wizard Island.
Collectible #165 – To Have & To Hold: Story Related. We will receive this Character Note from Captain Kouri when he shows us a picture of his wife along the ride.
Storyline – A Good Soldier: Enter Wizard Island & we will be initiated into the militia by Colonel Garret… & we have to give up all our rings (Censored by Steam) man!
Achievement #24 – Hold On Tight: See a familiar face.
Story Related. We will unlock this Achievement after we meet up with our new requisitions officer…
Collectible #166 – Deacon’s Alive???: Story Related. We will acquire this Lab Note after we speak with our requisitions officer.
Collectible #167 – Flying High: When we are finished getting caught up to speed on the situation, walk over to the tent across from the Bounties stall to find a barracks. Enter inside & we can find this Character Note on a table to the left side in the tent.
Collectible #168 – Delivery Boy: Now go over to the far-right side of the tent & we can find another Character Note on a stack of footlockers.
Collectible #169 – Doctor Abturo: Begin making your way up the road to the summit of Wizard Island, but take a right shortly up the path towards a small encampment. Navigate around a large tent structure to the backside where we can enter through a back door & find this Character Note on a table inside.
Storyline – A Good Soldier: Head all the way up the road now to the top of Wizard Island to meet with the Colonel for an assignment, standard issue.
Collectible #170 – Sleepy Tea: Before we carry on, re-enter the tent with the Colonel in it & look behind him on the long green folding tables to find this Character Note.
Collectible #171 – The Good Book: Across from the last Collectible, we can find this next Character Note on a crate in the same tent.
Wizard Island Camp: Like the Diamond Lake Camp has the best Bike Upgrades in the game, the Wizard Island Camp has the best Weapons available in the game. These two Camps are musts to obtain Trust Level 3… especially this one, as it will equip us with the guns we need to start taking on Hordes…
Sequence 19: Restoring Order
2. Storyline Progress: Bounty Hunter
3. Unique Crossbow Bolt Kills: 3/5
4. NERO Checkpoint: 9/12
5. Ambush Camps: 11/14
6. Infestations: 8/13
7. NERO Injector: 20/30
8. Collectibles: 179/181
9. Achievements: 24/61
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Storyline – Bounty Hunter: Report back to Diamond Lake & Captain Kouri will have a new Encampment Job for us. We will need to track down another rogue militiaman & bring him to justice; same Tasks… different place. To get to him though, we will have to travel pretty far down South in Crater Lake…
Infestation – South Oregon Crier Nests #1-5: Begin riding Southeast from Diamond Lake up towards the outer highway around Wizard Island where Collectible #172 is marked on the above Map. When we get close, we will come across a strange new kind of Nests; Crier Nests in trees. There will be 5 to burn here, & you will see it is a part of an Infestation with 42 Nests! This will take many many Molotovs…
Collectible #172 – Researcher Field Note 2043: Before we return to our Bike to carry on & keep walking along the highway South where there is a car pile up & the road fell away. Here we can find a troop transport with a dead NERO Soldier beside it who has a Recorder near him.
Collectible #173 – The Federal Ark: As we ride around, we may hear a new Radio Free Oregon broadcast, even way down here.
Collectible #174 – Mazama Village: Follow the trail now to Anderson’s last known location around Mazama Village. We can find this Historical Marker shortly after crossing over the wooden bridge to the area we need to begin searching.
Storyline – Bounty Hunter: As we start tracking Anderson, we will see he was dragged away by Runners.
NERO Injector #18: Follow the trail into a nearby cave, but before we climb into a side passage after Anderson, look behind us to hear a NERO Beacon that has a NERO Injector cooler beside it.
Collectible #175 – Researcher Field Note 1463: We can also find a NERO Recorder beside it.
Storyline – Bounty Hunter: Go after Anderson now & find where his corpse ended up in the cave; it is a bit of a maze in here with lots of Runners to harass us. Once we find him, take his armband & return back to Diamond Lake.
Infestation – South Oregon Crier Nests #6-10: Return back down to Mazama Village & we can find more of the Crier Nests to torch close to the Peltro gas station. Four will be in the same tree with a fifth a little ways further down on a power pole. Before or after, be sure to find Materials scattered around to make more Molotovs.
Collectible #176 – Golden Chanterelle: Before we carry on, we can scoop up some new Herbs if you have not already done so. We can find these Mushrooms close to the creek across the road from the Nests we burnt.
Collectible #177 – Mazama Falls: While looking for Anderson, a nearby Ambush Camp will have been marked on our Map. It is now time to take it out. When we turn down the road with the NERO Checkpoint sign on it, park your Bike & head over towards Mazama Falls off our right to find this Historical Marker.
Ambush Camp #11 – Spruce Lake: This Ambush Camp… is actually set up inside a NERO Checkpoint. These are late game Marauders; they are very well equipped! So you will need to unleash everything at these men to take them out; there are 15 of them in total.
Be extremely careful when fighting the Marauders as there is actually a large swarm of Freakers (basically a Horde) living inside the nearby tunnel. Though it is completely blocked off by vehicles, if we are too loud, they will wake up & come out of the tunnel to attack. They also do not seem to go back to the tunnel when lured out either…
We can find the Bunker hatch inside the tent at the top Northwest edge of the Camp near the front entrance. It can be easily reached from outside the Camp if you need to evade the Freakers.
NERO Checkpoint #9 – Spruce Lake: Sleep to reset the swarm if you alerted them, & now we will prepare to access the NERO Checkpoint. There are 7 Speakers to be taken out; it is paramount you get them all before restoring power or that swarm will be back!
NERO Injector #19: After refuelling the Generator & replacing the NERO Fuse, we can access a new NERO Injector.
Collectible #178 – Mobile Medical Unit Recording 1683: We can find this NERO Recorder in the same trailer as the NERO Injector.
Infestation – South Oregon Crier Nests #11-15: Begin riding East along the highway towards a newly marked NERO Research Site & we will come across another five Nests for the South Oregon Crier Infestation.
NERO Injector #20: We can find this NERO Injector in its cooler inside the homestead on the first floor in the kitchen.
Collectible #179 – Researcher Field Note 2069: This Recorder will be right beside the cooler.
Sequence 20: Gotta Burn Them Out
2. Storyline Progress: I’m Never Giving Up, A Good Soldier
3. Unique Crossbow Bolt Kills: 4/5
4. NERO Checkpoint: 10/12
5. Ambush Camps: 12/14
6. Infestations: 10/13
7. NERO Injector: 24/30
8. Collectibles: 181/181
9. Achievements: 26/61
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Storyline – I’m Never Giving Up: Follow our waypoint further East along the road & we can reach the Visitor’s Center where we can potentially find Yeast for Lt. Whitaker. Lucky us though… when we arrive, there will be not one but three Breakers to greet us.
Achievement #25 – This Is A Knife: Kill a Breaker, Reacher, or Rager with a Knife.
To best earn this Achievement, you will need the Tier 5 Melee Skill – Executioner. With this, we can not only Stealth Kill the aforementioned Freakers, but if we are grabbed by them, we can also receive a prompt to perform an instant kill if we time it right.
If you do not have the Skill, make sure you work towards it. There will be plenty more of these enemies throughout the Story & they can also be encountered more frequently than you’d like as random spawns…
Collectible #180 – Crater Lake: The Ambush Camp we were at will have marked this Historical Marker on our Map; it can be found in the center of the Visitor’s… Center.
Collectible #181 – Crater Lake Postcards: Pry open the door on the left side of the Visitor’s Center to enter a small café. Look around on one of the seating tables to find this Collectible.
Achievement #26 – The Broken Roadshow: Unlock over 75% of Collectibles.
If you have been following along with the guide, you will unlock this Achievement after collecting the 181st Collectible. You may have unlocked this Achievement sooner if you found more Herbs or Collectibles I missed, or you may still have a few more to go. As of now, I will stop recording & mapping Collectibles.
However, we still need 3 more Ambush Camps, 5 more Infestations, 3 more NERO Checkpoints, & 10 NERO Injectors to find that I will still be tracking for you. There are a total of 250 Collectibles in the game & a lot will be present while we complete other Tasks or objectives.
Storyline – I’m Never Giving Up: We can find Lt. Whitaker’s Yeast on one of the shelves in the café.
NERO Injector #21: If you look on your Map, we can see a small island just Southeast of Wizard Island that we can ride down to from here. As you can probably assume, we will need to take a jump to reach the island.
Head over to the crashed Helo & we can find the NERO Injector beside it.
NERO Injector #22: Before we bring Lt. Whitaker the Yeast, let’s go to that other marked NERO Research Site that is East of the Diamond Lake Encampment. As we ride up towards it… we will see a charnel pathway leading to a hibernaculum; it is active, & belongs to the Mount Bailey Horde, so you need to be quiet. Sneak past it, & we can find another NERO Injector next to a NERO Beacon.
Storyline – A Good Soldier: We can find yet another NERO Research Site, & nearby at that, if we go to the Lost Cabin Mine for Lt. Weaver. We can find the Ore Testing Kit we need in Westmost cabin & can enter it be sidling through a wall around the backside.
Enter into Lost Cabin Mine now & begin collecting the different cinnabar samples we need. When you are done, take the elevator & exit out of the mine.
NERO Injector #23: When we get off the elevator, don’t exit out of this new tunnel & instead head deeper in it (it is empty don’t worry). Follow the tunnel along to a different entrance & we can see a side passage with a NERO Beacon blinking in it. Head to it, & we can find a NERO Injector nearby.
Storyline – A Good Soldier: Take the samples back to Lt. Weaver at Wizard Island.
Storyline – I’m Never Giving Up: Now go see Lt. Whitacker & give her the Yeast we collected.
Ambush Camp #12 – Cascade Lakes Railway: Before going to see Dr. Jiminez, let’s quickly go back out into the (Censored by Steam) & deal with the Eastern half of Crater Lake. Head up towards the plateau South of Booker-Hicks Logging Camp, & as we get near, we will mark the last Ambush Camp in this Region. Ride up to it & take out the 15 Marauders here.
Their Bunker can be found at the Southeast end of the Camp close to the railway tracks.
Unique Crossbow Bolt Kill #4 – Explosive Bolt: We will learn how to make Explosive Bolts from this Ambush Camp; be sure to Craft some & kill any enemy with them when you can.
Infestation #9 – Tumblebug River: The Ambush Camp will have marked a lot of new things on our Map, one being the Tumblebug River Infestation. Ride down to it & there will be three Nests we will need to destroy.
NERO Checkpoint #10 – Volcanic Legacy Scenic Byway: Carry on East from the Infestation to the marked NERO Checkpoint at the Volcanic Legacy Scenic Byway (why would you call it that?). Take out the 6 Speakers & enter the trailer to find our NERO Injector…
NERO Injector #24: Found inside the trailer with our Bunk in it.
Infestation #10 – Rimview Ranch: Head South over to the next marked Infestation on our Map & there will be another three Nests we will need to destroy.
Infestation – South Oregon Crier Nests #16-20: As the final side business, go ride South from here to dispatch another five Nests for the South Oregon Crier Infestation that are marked along the highway.
Sequence 21: Beyond the Pale
2. Highway 97: Aspen Butte, NERO Research Site, Cascade Lakes Rail Line, Chemult, Bare Bay
3. Storyline Progress: Law & Disorder, Protecting the Weak
4. Unique Crossbow Bolt Kills: 4/5
5. NERO Checkpoint: 10/12
6. Ambush Camps: 14/14
7. Infestations: 11/13
8. NERO Injector: 27/30
9. Achievements: 29/61
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Storyline – Law & Disorder: We will have received this Task on our last visit to Wizard Island. If you have not already done so, go over & listen to the Colonel’s nighttime speech about decency.
Do not go see Dr. Jiminez yet, & let’s go polish off the last objectives we need to clear in the final Region…
As a forewarning for Highway 97, there are Hordes everywhere & where you least expect them to be…
Storyline – Protecting the Weak: We will have gotten this Task a long time ago from the Colonel. Now it is time to venture over into the Highway 97 to search for a missing soldier. When we arrive, there will be Marauders at the train tunnel that we will need to deal with. Kill them all, & free Lt. Justine to complete the Task.
Ambush Camp #12 – Aspen Butte: As we rode into Highway 97, we will have picked up the presence of a new Ambush Camp which can be found at an old radio tower. Head over to it & kill the 15 Marauders found here; the Bunker is located inside small concrete structure near where all the transformers are.
The Ambush Camp Map will mark: 2 NERO Research Sites, 1 NERO Checkpoint, 2 new Infestations, & a set of Nests belonging to the South Organ Crier Infestation.
NERO Injector #25: From the Ambush Camp, head up to the NERO Research Site just due Southwest of our position up the mountain. Ride up the trail & we will enter into an empty cave where we can find a NERO Injector next to a Beacon.
Infestation #11 – Cascade Lakes Rail Line: Ride North over to the marked Infestation at Cascade Lakes Rail Line & there will be 5 Nests for us to eliminate.
Infestation – South Oregon Crier Nests #21-26: We can also find the next 6 Nests in the South Oregon Crier Infestation here as well; if you do not have the Materials for more Molotovs, be sure to return back here when you do…
NERO Injector #26: Head South from this Infestation to the next marked NERO Research Site. The site is located inside a shallow hibernaculum (empty fortunately) & we can find the NERO Injector next to a Beacon.
Infestation – South Oregon Crier Nests #27-29: South of the small town of Chemult, we can spot some more Nests for the South Oregon Crier Infestation.
Infestation – Chemult College Nests #1-3: While I know you are swimming in Molotovs right now, we have another Infestation marked on our Map from that Ambush Camp at Chemult College. Once again, when your Molotov supply is good, there are six Nests here that we will need to eliminate… however we will only be able to eliminate the outer 3 Nests as the last 3 are locked in the College grounds & are Story locked.
You need to be really careful about making too much noise with these Nests as the Goose Gardens Horde is shut up in a house just to the East.
If you have Kerosene but not Beer Bottles, consider crafting Incendiary Bolts instead. You can make 3 Bolts per 1 Kerosene which means 3 Nests destroyed instead of 1 Nest destroyed per Molotov…
Ambush Camp #14 – Bare Bay: From where we are, we should be able to see a column of smoke billowing to the South along the furthest river marked on our Map. Ride over towards it, & our final Ambush Camp will be discovered. There will be 19 Marauders we will need to kill; their Bunker is located at the Southwestern end of the Camp along the fortification walls.
The Ambush Map will reveal the final 2 NERO Research Sites, 1 NERO Checkpoint, & last clusters of Nests for the South Orgon Crier Infestation. As of now, we have all we need for Achievements marked on our Map…
Achievement #27 – Ambush Camp Hunter: Complete the Ambush Camp Hunter Storyline.
If you have been following along with the guide, we will unlock this Achievement after eliminating the 14th Ambush Camp. Each Region has Stats/Progress we can look at on our Map, if you are missing an Ambush Camp you will be able to see which Region it is in.
Achievement #28 – Ghost of Farewell: Get 100 stealth kills.
If you have been making a point of getting stealth kills over the course of the game, you should not have too much more to go (if you have not already unlocked the Achievement). Don’t farm the Achievement out if you are not there yet as we still have a bit more of the game to go.
In Post Game, if you still need the Achievement, venture out into any Region at night & stalk Freakers to stealth kill as they are an infinite source of enemies…
NERO Injector #27: To the Northeast of Bare Bay, we can see a NERO Research Site marked on our Map on the other side of the river. Ride over to it, & we will have to take a Nitrous Jump to a small island then a second Nitrous Jump over to where the Research Site is; compared to some of our other jumps, these ones are not bad at all. We can find the NERO Injector next to a crashed Helo on this side of the bank.
Achievement #29 – Performance Enhanced: Max out either your Health, Stamina, or Focus.
This is the longest you could have gone without unlocking this Achievement; most likely, you earned this Achievement a long time ago. Each of the three attributes takes 10 NERO Injectors to max out & there are exactly 30 NERO Injectors in the entire game. For fidelity, I will still include the locations of the remaining two NERO Injectors.
Sequence 22: Those Avenging Angels…
2. Crater Lake: Wizard Island Camp, Booker-Hicks Logging Camp, Mazama Village Visitor’s Center
3. Storyline Progress: A Good Soldier, Bounty Hunter, I’m Never Giving Up, Law & Disorder
4. Unique Crossbow Bolt Kills: 4/5
5. NERO Checkpoint: 11/12
6. Infestation: 12/13
7. NERO Injector: 29/30
8. Achievements: 30/61
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Infestation – Nests #30–35: Southwest from the Ambush Camp, through the marsh, we can find 6 more South Oregon Crier Nests in three different trees.
Infestation #12 – South Oregon Crier: Travel West now to the marked NERO Research Site at the bottom South corner of Highway 97, & we can find the final 7 Nests for the South Oregon Crier Infestation to eliminate.
NERO Injector #28: Carry on over to the NERO Research Site, & it is set up underneath a broken bridge. Get under the bridge, & we can find a NERO Injector up against some rocks near the water’s edge.
NERO Checkpoint #11 – Pillette Bridge: Head to the marked NERO Checkpoint at the Western edge of Highway 97. The Lobert Draw Ridge Horde has their hibernaculum set up inside an old railway tunnel just outside the Checkpoint to the South, so you need to be very quiet as we do this. Destroy the 5 Speakers & power on the Generator to access the NERO trailer.
NERO Injector #29: We can collect this NERO Injector inside the trailer.
As of now, there is only one last NERO Checkpoint, NERO Injector, & the last few Nests to the final Infestation Story locked at Chemult Community College.
Storyline – A Good Soldier: Now it is finally time to go over to see Dr. Jiminez to get your arm checked out… it’s probably well past infected at this point.
Almost immediately upon leaving the medical tent, we will hear from that new rookie, Taylor, & he got more than he bargained for.
Storyline – A Good Soldier: Get to where the Marauder Camp is set up & kill them all to rescue Taylor. Easy peasy.
Storyline – Bounty Hunter: I am unsure when we received this Task (I totally missed it being mentioned to me somehow) but we will have a new Bounty Hunter Task from Colonel Garret to locate Crystal Adkins. Track her down towards the Logging Camp & we will need to eliminate a host of Marauders here, then rescue Adkins as well… Take her rings back to the Colonel to complete the Task.
Storyline – I’m Never Giving Up: Now it is time for us to continue finding materials for Lt. Whitacker. Go to the Mazama General Store & search around for the Silicate; it can be found inside on one of the shelves.
Storyline – I’m Never Giving Up: Take the Silicate back to Lt. Whitaker at Wizard Island Camp… & be thanked with another requisition form.
Storyline – Law & Disorder: While we are here, we can hear another “motivating” speech from the Colonel.
Storyline – A Good Soldier: Ride back down into Highway 97 to search for Lt. Weaver’s Polystyrene. We will need to collect 7 different samples of it scattered around a wrecked semi-truck.
Storyline – Bounty Hunter: Over the radio, the Colonel will give us another Encampment Job to track down someone who murdered two soldiers & stole a Bike. Track them down to the Crater Lake Visitor’s Center & we will need to take the AWOL Soldier out in a big chase.
With that done, report back to Wizard Island.
Storyline – A Good Soldier: Report back to Weaver & deliver the Polystyrene cups to him to help develop Napalm Molotovs.
Storyline – I’m Never Giving Up: After we are done with Weaver, go back to see Lt. Whitacker & they will personally accompany us on this next requisition run.
Storyline – I’m Never Giving Up: Lt. Whitacker will accompany us on a requisition run to the Chemult Community College – the last location with our remaining “open world” Achievements.
Collect the centrifuge & fight off both Freakers & Marauder to get out of the College grounds.
Storyline – Law & Disorder: On our return to Wizard Island Camp, we can listen to the Colonel ramble on for some easy Xp…
Achievement #30 – There’s No Stopping Me: Unlock 30 Skills.
Around this point in the game, we should be (or be close to it) Level 31. At Level 31 we can purchase 30 Skills & unlock this Achievement.
If you have not already done so, be sure to acquire the Executioner Skill to unlock the This Is A Knife Achievement.
Sequence 23: I Was Raised In Hell
2. Crater Lake: Diamond Lake Camp, Wizard Island Camp
3. Iron Butte: Cloverdale
4. Storyline Progress: Marauder Camp Hunter, A Good Soldier, I’m Never Giving Up, Law & Disorder, Surviving Isn’t Living
5. Unique Crossbow Bolt Kills: 4/5
6. NERO Checkpoint: 12/12
7. Infestations: 13/13
8. NERO Injector: 30/30
9. Achievements: 33/61
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NERO Checkpoint #12 – Chemult Community College: With Chemult College opened up now we can access our final NERO Checkpoint & last few Nests. There is a catch though, as the Chemult Community College Horde roams around in this area. Pay very close attention to where they are! This will be one of our hardest challenges yet as we are not quite at the readiness to take on a Horde (unless you are, then by all means). Be patient & strategic with running away. I found it is not easier to do this at night, as the Horde will actively patrol around the Checkpoint.
Of course, there are many Speakers here that we need to destroy. Take it slow, & use a Silenced Weapon or Crossbow from afar to take out Speakers close to where the Horde sleeps… which is right smack in the middle of where the NERO trailers are set up. There are 6 Speakers across the three NERO trailers then another 2 Speakers found on stadium lights at the South end of the Checkpoint; just follow the wires.
Don’t be afraid to take some Speakers down, flee if the Horde is alerted & sleep at the Aspen Butte Ambush Camp to reset them. Always Quick Save at your Bike before entering the college grounds.
Once the Speakers are down, we will now need to locate a NERO Fuse by investigating the backside of the Northmost NERO trailer. To find the Fuse, head all the way around the stadium grounds counterclockwise from the NERO trailer. Directly behind the closest Horde swarm’s sleeping place under the tarps is a long tent; there are Freakers sleeping inside it as well. To lure them out, throw an Attractor over towards the opposite side we are going to enter the tent from (towards the score sign) & quickly sneak in to investigate for the Fuse. If detected, get to your Bike & go back to the Ambush Camp.
The Fuse is actually found inside the tent further South of the one we investigated, inside a cooler.
Now all that is left is to fill the Generator with gas. The Generator is just North of the Horde, but the Gas Can is right in their midst. Though tedious, the safest option is to go back to the Aspen Butte Ambush Camp & manually run the Gas Can there down to the Generator. Though before turning it on, it may be safest to hike back to the Ambush Camp to collect our Bike to Quick Save/have an escape route if we accidentally missed a Speaker.
NERO Injector #30: We can find our final NERO Injector in the trailer that we had to replace the Fuse on.
Achievement #31 – World’s End: Complete the World’s End Storyline.
We will unlock this Achievement after accessing the 12th & final NERO Checkpoint.
Infestation #13 – Chemult College Infestation Nests #4-6: With the hard part done, we now have a Safehouse to hide in. There are a final three Nests for the Chemult College Infestation found at the far South end of the stadium. Take them out from afar with Incendiary Crossbow Bolts or very stealthily eliminate the aggro’d Freakers with silenced Weapons.
Be warned that the Horde is alerted very easily; it is best to snipe the Nests with our Incendiary Bolts close to our Bike so we can quickly escape.
All NERO Checkpoints will be marked on our Map if we have viewed all Ambush Camp maps.
Achievement #32 – Infestation Exterminator: Complete the Infestation Exterminator Storyline.
If you have been following along with the guide, eliminate the last few Nests for the 13th Infestation to unlock the Achievement. All Infestation Nests will be marked on our Map if we have viewed all Ambush Camp maps.
Storyline – Protecting the Weak: During our time out, we will have received word from Captain Kouri about a new Encampment Job. We will need to track down Private Ross who was taken prisoner by some Marauders in Eastern Highway 97.
Storyline – Marauder Camp Hunter: We will also have received word from the Colonel about an Encampment Job for Wizard Island. Return over to the Camp to learn of some Rippers who have somehow made it down to Highway 97. Locate their camp & annihilate them.
Storyline – Marauder Camp Hunter: Almost immediately after finishing the previous Task for the Colonel, he will reach out to us again with yet another Encampment Job for the same Storyline. We will be sent out to Highway 97 again to take out a Marauder Camp. There are a lot of Marauders here & they are heavily armed/armored so be careful.
Storyline – A Good Soldier: Once that is all done, report back to Dr. Jiminez & get your arm checked again.
Storyline – I’m Never Giving Up: Go & see Lt. Whitacker next, & we will actually be heading over Thielson Pass back to Iron Butte…
Storyline – I’m Never Giving Up: Go to the Cloverdale research facility & infiltrate it to look for some more lab equipment. Marauders will of course have taken up residency here so we will need to evict them as we progress through the facility.
Collect the machine the Lt. needs & get back to Wizard Island Camp.
Achievement #33 – It’s Getting Cold Outside: Reconnect with what you lost.
Story Related. We will receive this Achievement after we complete the current Task for the Storyline – I’m Never Giving Up.
Storyline – A Good Soldier: When we return back to Wizard Island, Captain Kouri will ask us to meet up with him at the Camp infirmary. It’s bad…
Storyline – Law & Disorder: Go & listen to another rant from the Colonel… sir, yes sir; though this one at least is necessary. RIP Captain.
Storyline – Surviving Isn’t Living: At the Aspen Butte radio tower, go & make a brief catch up with ol’Boozman after all this time.
Sequence 24: Pious Immolation
2. Highway 97: Chemult Ski Resort, Chemult, Beasley Lake, Beaver Marsh Rest Stop
3. Storyline Progress: Marauder Camp Hunter, Protecting the Weak, A Good Soldier, I’m Never Giving Up, Law & Disorder, Bounty Hunter
4. Unique Crossbow Bolt Kills: 4/5
5. Achievements: 36/61
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Storyline – Marauder Camp Hunter: Before we go after Taylor, we will receive two new Encampment Jobs from our handlers. Go see Captain Kouri at Diamond Lake & we will need to eliminate an Anarchist Camp set up in the Northern end of Highway 97.
When we reach the hostage Soldier… prepare yourself. Directly above us is the Beaver Marsh Rest Stop Horde. As soon as we free the Soldier, they will begin dropping down an old elevator shaft & come after us! We have to run as fast as we can & escape the mine.
Storyline – Protecting the Weak: Report to the Colonel at Wizard Island to receive another Encampment Job. We will have to rescue yet another captured Soldier, Sergeant Melinda Foster. She was fortunately taken not that far from Wizard Island.
Storyline – A Good Soldier: Now it is finally time for us to track down Taylor. Ride up to the ski resort & eliminate all the Marauders here to find Taylor. We will deal with him in our own way…
Storyline – I’m Never Giving Up: Wait around for a bit & Lt. Whitacker will radio us to meet her back at Camp to show us a breakthrough in her research. Before you go see her, be 100% sure you have some powerful Weapons for fighting Freakers equipped as we will be locked into a nasty Storyline Task following this one…
For Lt. Whitacker’s next few tests… she will need us to tranquilize a Freaker & somehow bring it back to her. It turns out that she actually needs a specific Newt for her tests. Locate the Newt & return back to Lt. Whitacker.
Storyline – A Good Soldier: Our conversation with the Lt. will be interrupted, & we will promptly be tasked with testing Lt. Weaver’s new Napalm Molotovs. How will we test them? Well, by eliminating a Horde. The Chemult Station Horde to be exact; there are 300 Freakers in this Horde…
This will be a very hard thing for us to do, especially if you are under equipped. There are many Explosive Barrels & Oxygen Tanks around the gas station. If you can, make Proximity Mines & lay them down near the Explosive Barrels to kite the Horde through as you run. Use all your Pipe Bombs, Molotovs, & Frag Grenades as you run away. Throwing Attractors or Attractor Bombs can be a great way to group the Freakers up.
Achievement #34 – One Down: Defeat your first Horde.
This is technically a Story Related Achievement but can be unlocked sooner if you are proficient enough. We will unlock this Achievement after defeating the Chemult Station Horde at the latest…
Don’t forget to collect all the Freaker Ears!
Achievement #35 – Lend Me Your Ears: Collect 989 Freaker Ears.
By this point in the game, you should have collected a lot of Freaker Ears. After killing this Horde, it should give you more than enough to unlock the Achievement. If not, it isn’t a big deal as there is still more to the game left & worst case, you just kill another Horde or two once we are in Post Game.
It is best to spend our Bounties & Kitchen offerings at Diamond Lake Camp as our Storyline Tasks should bring us close to Trust 3 at Wizard Island Camp.
Storyline – A Good Soldier: While we are still in the “Ark” after the last cutscene back at Wizard Island, go over to speak with Lt. Weaver & he will ask to find him an MP3 player.
Go & speak with the Colonel next to receive a different Task.
We will be bombarded by new Storyline Tasks in the next few moments; we have lots to do.
Crater Lake – Diamond Lake Camp:
Storyline – Marauder Camp Hunter: A while ago, we will have been asked by Kouri to come see him for an Encampment Job. Do just that, & we will be Tasked to go clear out a final Camp of Marauders set up close to Diamond Lake.
Achievement #36 – Marauder Camp Hunter: Complete the Marauder Camp Hunter Storyline.
This was our final Marauder Camp Hunter Storyline Task to be completed. If you have been completing all available Encampment Jobs between all 5 Encampments, we will unlock this Achievement after this Storyline is at 100%.
Storyline – Protecting the Weak: We will receive a new Task from Captain Kouri shortly after completing the previous Encampment Job. Return to see him & we will need to track down a missing soldier around Camp Adair. Kill the Marauders & rescue Gomez from the watchtower at the upper end of the Camp.
Storyline – Law & Disorder: Return back to Wizard Island to listen to the rambling Colonel. Xp is Xp, am I right?
Storyline – I’m Never Giving Up: As one of our many newly acquired Tasks, we can go & meet up with our old acquaintance O’Brian close to Beasley Lake at in Highway 97.
We will be Tasked with tracking down a specific Freaker that NERO is studying close to the Aspen Butte Safehouse.
Locate the NERO Researcher, Cooper, & things will go South as we are introduced to the final type of special Freaker. The Reacher. Fortunately, it is no match to a Headshot & the use of Focus. Our woes don’t end with the Reacher as we will also need to take out a large swarm of Freakers (they say its’s a Horde, but there are probably only 30-60 Freakers we need to kill). Still a lot.
Poison Bolt Recipe: Once we complete this Task for O’Brian, we will unlock this new Crafting Recipe; these are the final type of Crossbow Bolts we can Craft.
Storyline – Bounty Hunter: Close by where we are near Beasley Lake, we can complete the Encampment Job given to us by the Colonel over the radio a while back. Track down Private Meyers & recover the Colonel’s Bible from an Anarchist camp.
Take the Bible back to the Colonel to complete the Task.
Storyline – Bounty Hunter: We have another Bounty Hunter Task to complete for the Colonel as well – this one at Beaver Marsh. When we investigate the targets last known location, they will ride away on their Bike & we will need to run them down.
This is our final Task in the Bounty Hunter Storyline!
Sequence 25: Sheep to the Slaughter
2. Crater Lake: Wizard Island Camp
3. Lost Lake: Iron Mike’s Camp, Berley Lake
4. Iron Butte: Iron Butte Ranch
5. Cascade: Copeland’s Camp
6. Storyline Progress: A Good Soldier, I’m Never Giving Up, Surviving Isn’t Living, Race Against Time, Protecting the Weak
7. Unique Crossbow Bolt Kills: 5/5
8. Achievements: 39/61
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Storyline – A Good Soldier: Now we need to go & locate an MP3 Player for Lt. Weaver. Unfortunately for us, we will need to go back to the Chemult Community College NERO Checkpoint area… the Horde roams. If you are feeling emboldened by taking down the previous Horde, you can try your hand at defeating this one as well; there are only 125 Freakers in this Horde.
Search around the three marked tents for the MP3 Player.
Storyline – I’m Never Giving Up: While we are out in Highway 97, ride down to Bare Bay & search around the wetlands for 5 Water Hemlock samples.
Storyline – A Good Soldier: Take the MP3 Player back to Weaver at the Ark.
Storyline – I’m Never Giving Up: Now deliver the Water Hemlock samples to Lt. Whitacker in the Ark as well.
We are getting extremely close to finishing the Main Story!
Storyline – Surviving Isn’t Living: Before we go any further, report back to Aspen Butte & give Boozer a radio.
This is the last Task in this Storyline!
Unique Crossbow Bolt Kill #5 – Poison Bolt: In our travels, now that we have the Poison Bolt Recipe, we can begin finding bottles of Poison as a lootable Material. Keep your eyes open as it is rare. Alternatively, & it is much much easier to find, we can now loot Water Hemlock as a Poison around the Bare Bay Ambush Camp…
Achievement #37 – Variety Is the Spice of Life: Kill an enemy with every type of Crossbow Bolt.
If you have been following along with the guide, we will unlock this Achievement after getting a kill with the Poison Bolt. We will unlock all Crossbow Bolt Recipes through eliminating Ambush Camps or just through natural progression in main Storylines.
Storyline – A Good Soldier: Beginning this next Task will lock us into the final Storyline Tasks of the game! We have not reached Trust Level 3 with either Diamond Lake Camp or Wizard Island Camp. While we do not have to farm the last Trust we need, you are more than welcome to if you want top tier Bike Upgrades & Weapons; at the moment eliminating local Hordes is the best way to earn Trust. You don’t technically need them though; we will farm the last remaining Trust we need in Post Game quite easily while we grind Xp for our last few Levels.
If you have not already done so, purchase the Chicago Chopper from the Weapons Merchant as it is the best Trust Level 2 Weapon for taking on Hordes!
When you are ready, go to the marker & let’s begin the end. It gets bad…
Storyline – Race Against Time: When we get our things together after speaking with Captain Kouri, it will be time for us to ride out to Lost Lake & get back to Iron Mike’s Camp.
Achievement #38 – Morior Invictus: Ride out to take back what’s yours.
Story Related. Return back to Lost Lake & speak with Boozer & Rikki about what to do next; the Militia are coming.
As of now, we are nearing the end of the game. We can now see all present Hordes on our Map in the four Northern Regions. All end game Hordes are awakened as well.
Storyline – Race Against Time: Meet up with Boozeman & Rikki to check over the new tank-truck. Then it will be turned over to us to fulfill our part. Ride out the Iron Butte Ranch, & beware, we have a Horde to wipe out here. Iron Butte Ranch has a Horde of 300 Freakers! If you are not prepared, you need to loot around before engaging to get stocked on Bombs, Mines, & Ammo.
There are many many Explosive Barrels, Boxes, & Trucks we can use to our advantage. After wasting what Bombs & Mines you have, kite the Horde around through all of the explosive objects to eat chunks out of their numbers. Don’t forget to go around & collect all the Freaker Ears when you are done!
When the truck is loaded up with fertilizer, we will be able to do a few small errands… before we must take on yet another Horde. Really use this time to stock up on Materials & replenish your Bombs, Molotovs, & Mines; you will need every single one of them for what comes next…
Storyline – Protecting the Weak: Cope will radio us with the last Encampment Job for his Camp while we are out & about. For the Xp, & chance to obtain more Materials, go see him & we will learn that the Camp has been attacked by Squatters. They have taken the Mechanic, Manny.
Ride out to the last known position, clear out the Squatters, & rescue Manny.
Storyline – Race Against Time: For our next Task, we need to go around & eliminate three Militia Camps that have popped up South of Iron Mike’s Camp. Once again, really focus on looting & getting all your Consumables replenished.
Achievement #39 – Best Friends Forever: Receive the Allied Trust status with an Encampment.
If you have not already unlocked this Achievement, you most likely will at some point completing our last new Tasks for Iron Mike’s Camp. Due to how much Storyline Tasks we complete for them, this is the easiest Camp to reach Trust Level 3 with.
If you still do not have enough by the end of the game, we can easily farm the last bit of Trust we need by killing Hordes…
Sequence 26: Morior Invictus
2. Crater Lake: Wizard Island Camp
3. Storyline Progress: Race Against Time, All Storylines
4. Achievements: 45/61
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Storyline – Race Against Time: Yep… it is that time, & yes, it is a part of the story. We must take out the largest Horde in the game: the Old Sawmill Horde. This is the largest Horde in the game & has over 500 Freakers in it. Get all your Consumables ready & equip both the Chicago Chopper along with the RPD if you purchased them.
If you do not believe you can take out the Horde in one shot, then run! Freakers in Hordes stay dead, & we can strategically whittle the Horde down in multiple guerrilla attacks. Kill what you can, flee & restock, return & kill more. Save before you begin any fight with the Horde!
Remember that the Horde feeds in the large pit outside the sawmill hibernaculum every night. If you set up on the roof & wait for them to leave, you have the best chance of wiping out many Freakers with your Consumables. Hordes also have a patrol range; if you can get a Horde to chase you to the end of their range, they will be reluctant to chase you out of it. This means you can lure them out & then mow them down as they turn around to walk back to the Sawmill.
Once the Horde is eliminated, we can get the last supplies we need for out truck-bomb.
Storyline – Race Against Time: Blast through the gates of Wizard Island Camp & fight your way to the Ark. Once you are inside, we will need to disarm three Explosives meant to fully seal the Ark off to the outside.
Achievement #40 – I’ve Been Waiting For This: Take revenge, once & for all.
Story Related. Once the Explosives are disarmed, we will need to fight & defeat our old arch nemesis; we will unlock this Achievement after we properly kill them for good.
Storyline – Race Against Time: Now, we finish this.
Achievement #41 – Days Done: Complete the story of Days Gone.
Story Related. We will unlock this Achievement after the Credits finish rolling.
Now, we have our Post Game mop up to do. It shouldn’t take long, hell, it will even be pretty fun as far as Xp grinding goes too.
Trust Level 3 – Wizard Island Camp: Our first priority for Post Game is to max out our Trust with the Wizard Island Camp. If you do not already have it, focus on eliminating Hordes in Crater Lake for Trust along with Freaker Ears to turn in. When we max out our Trust with Wizard Island, we will have access to the best Weapons in the game making taking on future Hordes a lot easier.
When farming Hordes, try to solely use Weapon ammo as opposed to Consumables. Sounds like counter-logic to what I was saying early, but now that we are in Post Game, the bulk of what we are doing is Horde slaying. That means we will burn through Consumables like water. It is best to hoard them & rely on easily replenished bullets… When you run out, just retreat & go back to Camp to restock & return to finish a Horde off.
Trust Level 3 – Diamond Lake Camp: Next, we need to earn Trust Level 3 with Diamond Lake Camp so we have access to the best Bike Upgrades in the game; kill Hordes in Highway 97 & collect the Freaker Ears for the fastest growth.
Achievement #42 – Best Friends Forever (For Life): Gain the Allied Trust status with three different Encampments.
If you maxed out Trust Level 3 with Iron Mike’s Camp, Wizard Island Camp, & Diamond Lake Camp we will unlock this Achievement. Earning Trust Level 3 with Copeland’s Camp & Hot Springs Camp also contributes of course but they are not really worth it.
Complete all Encampment Jobs & kill Hordes in the associated Regions for the fastest way to grind Trust.
Nitrous III Upgrade: At Trust Level 3 with Diamond Lake Camp, we can at long last purchase the Nitrous III Upgrade. This is essential for unlocking the Burnout Apocalypse Achievement.
Achievement #43 – Burnout Apocalypse: Use Nitro & Drift at the same time on your Bike for at least 5s.
Now that we have the Nitrous III Upgrade, exit Diamond Lake Camp, begin a drift & engage our Nitrous. The Nitrous III Upgrade will let us use Nitrous for over 5 seconds & if we are able to maintain a drift for at least 5 seconds straight then we will unlock the Achievement.
The easiest location I found to do this at, with much trial & error, was actually back in Belknap at the Hot Springs Camp. Outside Hot Springs Camp there is an old pool that is half flooded. Be sure you the Standard Tires equipped (least amount of Traction) then begin to drift in the pool. Once you are drifting good, let go of the brake button, & engage Nitrous. If you have Nitrous III this should unlock the Achievement.
Achievement #44 – Farewell Drift: Accumulate 10 minutes of drifting while on your Bike.
Ideally you have logged a bunch of drift time across our long playthrough. But if not, now is the time to grind out our last few seconds/minutes. Go to any Safehouse or Gas Station that has a Gas Can nearby; no sense wasting Credits for this. Now just… drift around in a circle. Constantly… until we unlock the Achievement.
Achievement #45 – Mr. Fahrenheit: Unlock 45 Skills.
Our final Achievement to unlock on this playthrough is to fully max ourselves out & purchase all 45 Skills in the game. This requires a lot of Xp. Be sure to complete all available Storylines first of all as they give us the most Xp.
When you have nothing left to do, systematically go & eliminate all available Hordes until you have the needed Xp. Potentially tedious, but there is no faster way of earning Xp as we get Xp for individual Freaker kills as well as a lump sum for eliminating the Horde they below to.
Alternatively, you could just save this for NG+ as all our current Level will carry over…
NG+ Prep: As a plus for beating certain percentages of Storyline – Horde Killer, we will acquire very powerful Weapons as rewards. If you really want to excel in NG+, you may want to consider going above & beyond to finish this Storyline.
I also highly recommend maxing out the Trust in all 5 Encampments, so it is one less thing we have to worry about. Eliminating Hordes in the Camp’s Region & handing over the Bounties is a quick way to do this. Be sure to buyout all the best Weapons & Bike Upgrades as well!
73% Complete
Sequence 27: Survival II NG+
2. All Storylines
3. Achievements: 50/61
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When you think you are ready for the next playthrough, select New Game+ from the Main Menu & be sure to select the Survival II Difficulty! We are unable to change the Difficulty for the entirety of the playthrough until we beat the Main Storyline to unlock three Achievements but most notably, the 2 Days 2 Gone Achievement, for beating the game on Survival II while also on NG+.
Survival Difficulty (I or II) will disable the ability to Fast Travel as well as hide our HUD from us so we cannot see our current Health, Stamina, Focus, or Weapon Ammo. We can actually briefly get around this by using Survival Vision which really helps! We can check our current Ammo for our Weapons using the Selection Wheel as well…
The differences between Survival I & Survival II is in the amount of damage we take & how much damage the enemies take to die; obviously Survival II being the most difficult experience. Hordes remain the same size & enemies do not spawn in any greater numbers as well.
Since we have already earned the bulk of our Achievements already, we can blast through this playthrough & skip all of the side Storylines, Collectibles, & Encampment Jobs. Only do Encampment Jobs if you need to for Credits… or just want to. Save as often as possible! NG+ does not offer any new lore or cutscenes so you are free to skip all cutscenes if you want to save time…
Whatever you do, do not Save over your original first playthrough Save; make a separate Save for NG+! This is just in case you need to return to it for whatever reason.
Looting: As we playthrough the first few Storylines, make sure you loot Materials at every possible opportunity; especially in the beginning as we have 0 Materials. We will be relying on our Consumables a lot more in this playthrough than we did in the first. All our known Recipes will carry over from our first game so we can loot every single type of Material right off the start.
Achievement #46 – Logan’s Shadow: Kill an enemy with every type of ammo from a mysterious weapon earned in New Game+.
We will receive the BND-150 Sniper Rifle in our Weapons Locker as soon as we gain access to one through NG+. For the Logan’s Shadow Achievement, we need to kill a human enemy or Freaker with each of the four types of ammo we can Craft for it.
The different types are: regular bullets (doesn’t need to be Crafted), X34 Gas Dart (needs Poison & Scrap), EDT Dart (needs a Spark Igniter & Scrap), & the Explosive Dart (needs Gun Powder & Scrap). Craft all the types when convenient then kill a Freaker or human enemy with at least one of each ammo type (animals do not seem to count). It may take more than one shot to kill a Freaker on this difficulty, so make sure you Craft extra just in case!
This can be done at any point during this playthrough. Since it will require precious Materials, I recommend holding off on using it for now until you are more stocked up on the essentials. But once you are, feel free to bang this Achievement out; waiting until night can give you easy access to Freakers.
Achievement #47 – Days Gone In 60 Seconds: Defeat a Horde in under 1 minute in Survival Mode.
Since we start out with all our best Weapons & are max Level, we can in theory take on Hordes immediately; outside of the BND-150, there are no new Weapons we can get for NG+. The best Hordes to fight are the Death Train Horde near the Horse Lake NERO Checkpoint or the White King Mine Horde which is close by. These Hordes are the some of the smallest in the game & also are tightly packed together during the daytime.
Before you engage them, make a Quick Save in case you fail to kill them all in under a minute. If you are using the Chicago Chopper &/or the (RPD, MG45, or MG55) you should have no issues defeating the Horde, especially if you open up with a Napalm Molotov or Frag Grenade as your first attack; the invisible timer will start as soon as the first Freaker in the Horde dies.
Eliminating all the easy Hordes without unlocking the Achievement can make earning it basically impossible later on… So if you cannot or do not want to attempt this Achievement right now, just save these two Hordes!
Speed Running Storylines: All we really have to do is complete the “gold” marked Storylines to beat the game. All Side Missions (grey) or Encampment Jobs (brown) marked Storylines are completely optional. You also do not have to clear any NERO Checkpoints, Infestations, or Ambush Camps if you do not want to. With the size of our Gas Tank in our Bike, you can basically just drive between Encampments without fear.
Storyline – He’s My Brother: Sneaking into Lost Lake’s infirmary to find antibiotics for Boozer is probably one of the more annoying parts of this playthrough. If you are trying to rush, you are almost guaranteed to be caught. Take your time & take it slow.
Passing Time: Since the bulk of our Storylines are based out of Lost Lake Camp, they may not always be immediately available to us. When there are no more “gold” Storyline Waypoints, ride around outside Lost Lake Camp for a few seconds to receive your next Storyline Task over the radio.
Captured By Carlos: The worst part of this playthrough is when we are captured by Carlos in Iron Butte. We will lose all of our hard-earned Consumables & Materials & we will have to completely restock ourselves on everything… all over again.
Hordes: During the last few Storyline Tasks (starting when we need to test Weaver’s Napalm Molotovs) we will begin fighting Hordes. The Freakers will take a few extra bullets, but apart from that, the same rules apply as they did in our first playthrough. Be sure to always loot the areas after we kill the Horde as they are usually chalk full of Materials we can use to replenish our Consumables.
Achievement #48 – One More Ride: Complete the story of Days Gone in New Game+.
Story Related. Blitz through the main Storylines as fast as you can (want to) & we will unlock these three Achievements after defeating the County Militia & were playing on NG+.
Achievement #49 – Surviving Is Living: Complete the story of Days Gone in Survival Mode.
Story Related. We will unlock this Achievement as well while playing on Survival II Difficulty (it is retro-active).
Achievement #50 – 2 Days 2 Gone: Complete the story of Days Gone on Hard II or Survival II in New Game+.
Story Related. The penultimate Achievement for this playthrough. While we could have earned this through playing on Hard II Difficulty, it would have not unlocked the Surviving Is Living Achievement.
81% Complete
Sequence 28: Challenge Mode
2. Patches: 2/12
3. Sub Challenges: 6/48
4. Achievements: 51/61
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As of now, all we have left to do is complete our final 11 Achievements in Challenge Mode. There are 12 Challenges we need to complete which are: two Combat Challenges, four Bike Challenges, & 6 Horde Challenges. In these, not only do we need to earn a Gold Medal in them, but each Challenge has its own four Sub Challenges we need to complete as well.
Gold Medals are very difficult to obtain & should be saved for last as we are able to obtain Rings & Patches that will give us buffs, making them “easier” to earn.
As we play, we will earn Credits as well. Save all of your Credits for Upgrading Rings! Do not waste it on Characters or Custom Accents (yet). Rings will actively make things easier for us; we will most likely need to fully max out over 2/3 of the Rings to Level 3 to assist us in Gold Medals.
If you want an easier time earning a Bronze Medal in the following Challenges… consider scrolling down further where I cover the Gold Medal strategies. I use the help from the YouTuber Borislav 247 & have included some extremely useful video guides of theirs at your convenience.
For this Challenge, it is surviving as long as you can against an endless Horde. We start out with the IDF Pup, MG55, & the Lil’ Stubby as our Weapons along with an assortment of Consumables.
Sub Challenge #1 – Calculation: Get 10 kills using Barrels or Crates.
To start we will dedicate our first run through of this Challenge to earning this Sub Challenge. Kite the Horde around to as many exploding Barrels & Crates as you can & get at least 10 kills using them.
Sub Challenge #2 – Trapped: Get 10 kills with Traps.
The next Sub Challenge we will work towards is this one. We should have 6 Proximity Bombs & 6 Remote Bombs in our Inventory. As we run away from the Horde, quickly throw these down & get at least 10 kills with them.
This is probably as far as you will get before dying. Once a Sub Challenge is completed, it will count towards the You Done Good, Kid Achievement & you do not have to repeat it unless you want the bonus Points. You can earn any Medal in that Sub Challenge as well…
Patch #1 – Endure: The other two Sub Challenges are pretty difficult & will be saved for when we get stronger. Earn a Bronze Medal in Challenge – Surrounded to earn this new Patch. There are 12 Patches in the game & are unlocked via earning at least a Bronze Medal in all 12 Challenges.
For Bronze, we need to earn 10,000 Points. To make our run more successful, we will want to locate the SMP9 Sub Machine Gun & the Chicago Chopper Assault Rifle… which are unfortunately found inside the Gas Station & Gift Shop right where the first Horde of the Challenge spawns.
The Chicago Chopper is found in the Gift Shop on the second floor; do not run around the corner on the first floor as it is a dead end & you will die! Kite the Horde away from the Gift Shop wasting as much of your IDF Pup ammo in the process, run inside up to the second floor, & the Chicago Chopper will be on a table right beside the fire exit. Grab the gun, jump out the fire escape. If you throw a Molotov into the doorway you enter on the first floor, it can keep the Horde off you for a few seconds.
Next for the SMP9, get to the Gas Station & it will be found on the reception desk inside. Be quick with this one as it is easy to get boxed in.
Now that we have our primary guns, we need to make sure we are on top of our Ammo. Ammo boxes can be found in most of the named buildings around the map.
If you cannot manage to get the Bronze Medal, don’t beat your head against this & save it for later. We will only get stronger with Rings & Patches that will make this much easier to accomplish…
For this Challenge, we will begin only with the Boot Knife in our possession; we must loot Weapons, Consumables, & Materials as we go.
Sub Challenge #3 – Silent Night: Stealth kill 2 Marauders.
As soon as the Challenge begins, there will be a Marauder walking away from us. Sneak up behind them & Stealth kill them. Immediately get away from them, as another Marauder will be patrolling towards us from behind; evade them, & stealth kill them as well to complete this Sub Challenge.
Obviously, this can be completed in many different ways…
Sub Challenge #4 – Brutality: Kill 10 Marauders with a Melee Weapon.
This next Sub Challenge may be its “own run” as it is hyper aggressive & not optimal for a high score. Some Marauders will carry Melee Weapons, make a point of grabbing one. Lurk in the bushes when you can & catch the Marauders off guard; do not charge into them.
The Marauders all spawn in groups of three at the start which does make managing them easier. Their aim isn’t perfect & it is possible to roll past their gunfire. Stealth kills do not contribute to this Sub Challenge.
Sub Challenge #5 – Shots Fired: Get 25 Headshots.
This Sub Challenge will be a key one for earning high scores & working towards Bronze. Stray away from machine gun type Weapons & more towards high accuracy ones like the M14. After two full playthroughs of the game, you should be pretty proficient at performing Headshots on Marauders.
Sub Challenge #6 – Relentless: Kill 50 Marauders.
This will also come naturally while working towards earning Medals. The key for this is when you are low on Ammo or Consumables, leave the last Marauder alive in a wave & run away to hide. Once they lose you, you can sneak around & loot all the dead enemies for supplies.
Sometimes, you just won’t find Ammo for your equipped Weapons & you will have to swap to a different one that the Marauders were carrying. The longer you go for, the better armored & equipped the Marauders will get.
Patch #2 – Medicate: Earn a Bronze Medal on Challenge – Survive to unlock this Patch. To earn Bronze, we need to achieve 6000 Points which is not actually too bad; you may even get Silver. This Challenge is much easier than Surrounded…
Sequence 29: Getting the Hang Of It
2. Patches: 4/12
3. Sub Challenges: 14/48
4. Achievements: 51/61
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For this Challenge, we need to ride as fast as we can to eight drop off points marked by large yellow columns. Ride to each of the drop off points & then to the finish line to complete the Challenge.
Sub Challenge #7 – Slider: Drift for 10 total seconds.
This is an easy Sub Challenge to complete. Simply start the race & just drift on the spot. Ride forwards, boost, drift. Rinse & repeat until you log 10 cumulative seconds. This method will wreck your time however & you will have to restart after completing the Sub Challenge.
Sub Challenge #8 – Ramped Up: Use 5 ramps.
We can typically find ramps close to or leading to the yellow beacons where we need to drop off Sterile Bandages. Simply ride off 5 to complete the Sub Challenge; you can even ride off the same one 5 times in a row.
Sub Challenge #9 – Airtime: Get 20 total seconds of airtime.
Speaking of riding off the same ramp 5 times in a row, for this Challenge, find a ramp or a high point & ride off it to get as much airtime as you can. Ride back up & off of it to accumulate 20 seconds of airtime.
Sub Challenge #10 – Furious: Clear the Challenge in less than 3:30 minutes.
This Challenge is easier than it sounds. We have 4:00 minutes total to complete this Challenge, so we basically need at least 30 seconds to spare. Without us wasting time, if you ride straight to each drop off point, you should have no issues with this Sub Challenge.
Patch #3 – Gas Guzzler: Earn a Bronze Medal (30,000 Points) on Challenge – Drifter’s Run to unlock this Patch.
We need to complete this Challenge as fast as we can, though the timer goes up & not down fortunately. For these first few Challenges, ignore the timer & take your time.
Sub Challenge #11 – Berserked: Get 3 Reside Bolt kills.
Whether we are in stealth or not, get as close as you can to a Marauder, & hit them with a Residue Bolt; we have three. The Residue Bolt will enrage the Marauder & they will run off to begin killing their allies; have enraged Marauders kill at least three other enemies to complete the Sub Challenge.
Sub Challenge #12 – Crafty: Kill 3 enemies with Traps/Distractions/Throwables.
At the very beginning of the Challenge, we have enough Materials to build 2 Attractor Bombs & 2 Molotovs. Between these, sneak close to Marauders & start out by seeing if you can kill some with the Attractor Bombs. Ideally, you can get at least 1. Next get close up to two other Marauders & point blank hit them with a Molotov (being sure they are not standing in water) to kill them & complete the Sub Challenge.
Sub Challenge #13 – Camp Ghost: Kill 12 enemies before alerting the camp.
For this Challenge, we have access to Binoculars & are able to Mark enemies. Take your time & Mark as many Marauders as you possibly can before moving in. Stealth kills & silent Crossbow kills will count. We can also highlight enemies using Survival Vision as well so take full advantage of that.
We can “spook” enemies but by alert, we cannot have the Marauders actively shooting & attacking us. They can get spooked & investigate which is fine so long as they are not aggro’d.
I recommend moving around the camp to the right from where we spawn to get around to where the Marauder Sniper is. Kill the 5 Marauders near the watchtower, then we can use it as a vantage to Mark most of the camp. We also just have a standard Crossbow, not the Drifter Crossbow; more often than not, it let me down. I recommend doing as many Melee Stealth Kills as you can. Attractors & Attractor Bombs can also be used without giving us away.
If you are discovered early, Restart the Challenge & try again. Or you can just play it out to grind out a bit of Reputation Xp.
Sub Challenge #14 – Quick & Painful: Defeat the camp in under 6:00.
There are 25 Marauders in total to kill & we must do this in under 6:00 minutes. Channel your inner John Wick, & throw stealth out the window (if you are comfortable with that). Make full use of the Residue Bolts to turn enemies against themselves & be sure to either collect a high powered gun or Craft some Pipe Bombs for when the two Heavy Marauders come after us.
This is actually not as bad as it sounds, & aside from the two Heavy Marauders, all others are unarmored & can be killed very quickly. If you pick your shots right, you can kill over half the enemies using the US556 Rifle we start with. Heavy Marauders are immune to Residue Bolts unless they are hit in the upper thighs where they have no Armor!
Patch #4 – Condemned: Earn a Bronze Medal (5,000 Points) on Challenge – Ambush Camp Rush to unlock this Patch.
Sequence 30: Piling Up the Bodies
2. Patches: 7/12
3. Sub Challenges: 26/48
4. Achievements: 52/61
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Similar to Challenge – Surrounded, we must fight an endless Horde, but fortunately they are not alerted when the Challenge begins. This time, our starting Weapons are the Swat 10, Eliminator, & the Crossbow with a good supply of Consumables; I recommend immediately grabbing the US556 off the nearby truck where we begin. We also have 0 healing items, so the health you start with is all you have for the entire Challenge. We also have access to a Bike as well.
Sub Challenge #15 – Bolted: Get 15 kills with Crossbow.
This is the first Sub Challenge we can complete; we even start with 15 Bolts & have plenty of Scrap to make more.
If you stand in behind your Bike & shoot at the left side of where the Horde is gathered, the Horde “shouldn’t” aggro & come after you so long as you keep shooting. There is a good chance you can even get a Gold Medal on this Sub Challenge just doing this…
Sub Challenge #16 – In Scope: Get 30 Headshots.
You may or may not be able to achieve this one in the same run. Take your time & slowly back yourself to the far corners of the area to disperse the Horde; if you get far enough away from their feeding ground, they will get confused & some may turn around to head back to it.
Take advantage of your Focus Cocktails to help with your accuracy.
Sub Challenge #17 – Needles Risk: Get 100 kills without Dodge Rolling.
These next two Sub Challenges are all about setup. Take full advantage of your Proximity & Remote Mines & place them in areas that will catch the Horde off before we alert them. The same strategy we used for Sub Challenge – Bolted also applies for at least 50 kills.
One of the hardest parts of this Challenge is not accidentally rolling, as by now, it is probably second nature to you.
When the Horde comes after you, pop a Stamina Cocktail & Focus Cocktail & sprint away from them. Be sure to keep a healthy distance away from them at all times & use Focus to kill any who get to close. Especially if you are using the US556, this is not too difficult to achieve.
Sub Challenge #18 – Untouchable: Get 100 kills without taking damage.
Use the exact same strategy as above.
Patch #5 – Steady: Earn a Bronze Medal (60,000 Points) on Challenge – Keep Them Safer to unlock this Patch. Keep doing the guerrilla tactic fighting; get as many Crossbow kills as you can, back away & kill the ones that come after you. Getting Medals in the four Sub Challenges are the way to do this with the last two obviously being worth the most Points.
This Challenge plays out a bit differently from the first Bike Challenge we completed… for this Challenge, we drive a Golf Cart & need to taxi Survivors around. We have a 40 second timer that constantly depletes; drop off Survivors or run over Freakers to add more time to the clock.
Sub Challenge #19 – Close Call: Park close to 4 Survivors.
Drive to the beacons where the Survivors are. When you enter them, abruptly halt on your Golf Cart as close as you can to them; they cannot be run over so feel free to get as close as possible.
Sub Challenge #20 – 5 Star Driver: Drop off 3 “Happy” Survivors.
Happiness level is determined by how fast you drop a Survivor off at their destination. They need to be dropped off before the green section of the Happiness meter depletes.
Sub Challenge #21 – Street Sweeper: Run over 5 Swarmers.
This can be done in between Survivor pick ups or deliberately as a separate run. It is as simple as it sounds.
Sub Challenge #22 – Wild Speed: Drop off 1 “Hard” Survivor.
The Survivor beacons all have different colours associated with them. A Hard Survivor will have a red beacon around them. Pick them up, & get them to their destination without failing; they don’t have to be Happy.
Patch #6 – Hit & Run: Earn a Bronze Medal (10,000 Points) on Challenge – Dead Don’t Ride to unlock this Patch. Bronze is pretty simple to unlock, especially if you obtain multiple Sub Challenges in the run.
For this Challenge, we have an endless Horde coming after us. What makes this one different, is we can burn Nests to create Zones… which I have no idea what that does for us outside of adding to the Challenge. Be aware of your surroundings because new Hordes can spawn in from any direction without warning.
Sub Challenge #23 – In Da Zone: Get 100 kills inside a Zone.
When the Challenge begins, quickly get to a Nest asap & burn it to create a Zone. Now we must stay inside this Zone & get 100 kills from the Horde. Depending on the Nest/Zone you pick will make this easier or harder. Take full advantage of your Focus Cocktails!
Over time, the Zone will slowly decrease in size until it disappears. If it does, you need to get to a new Zone & initiate it.
Sub Challenge #24 – Claustrophobic: Get 100 kills inside buildings.
This is an endurance Sub Challenge & ties into Zone kills well. Bob & weave in/out of buildings to wrack up as many kills as you can. If you get overwhelmed, flee to the next building. Be very careful not to get backed into a corner!
Sub Challenge #25 – Breathless: Get 25 kills with Oxygen Tanks in a Zone.
This is a hyper specific Sub Challenge & will most likely need multiple attempts. Go Zone by Zone (being sure to activate them) & locate Oxygen Tanks inside them. Kite the Horde onto them & blow them up. Ideally, you can do this in 3-4 Oxygen Tanks.
Throwing an Attractor over the Oxygen Tank is a very easy way to group the Freakers up.
Sub Challenge #26 – Mass Destruction: Get 100 Explosive kills.
Tied similarly to the previous Sub Challenge, we need to kite the Horde into exploding Barrels, Crates, Oxygen Tanks, or our own Pipe Bombs to accumulate 100 kills. Use Attractors to group them into objects.
Patch #7 – Stopwatch: Earn a Bronze Medal (25,000 Points) on Challenge – Infested to unlock this Patch. This can be tricky to obtain, but if you are going for In Da Zone or Mass Destruction, there is a good chance you will be over the required amount.
Achievement #52 – Worthy: Fully Upgrade any Ring.
When we reach Rank 4, we will be able to max out our first Ring to Level 3. This will take 225 Credits to bring a Ring from Level 1-3.
By the end of Challenge Mode, we will probably end up maxing out all 12 Rings before we start earning Gold Medals…
Sequence 31: The Open Road
2. Patches: 10/12
3. Sub Challenges: 38/48
4. Achievements: 52/61
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For this Challenge, we will have 1:00 minute to complete a race to reach Crazy Willie’s Garage. Every race gate we pass through will award us with more time on the clock. For the most part, it is extremely easy to earn all 4 Sub Challenges as they will most likely just come naturally will we complete it.
The hardest part of this Challenge is the Bike damage we will sustain, so plan for ways to keep your Bike as intact as possible.
Sub Challenge #27 – Road Killer: Kill 3 Freakers.
The easiest of the Challenges is just making sure you hit at least 3 Freakers as you ride.
Sub Challenge #28 – Air Apparent: Get 10 total seconds of airtime.
There are many many many jumps on our line to getting to the finish & accumulating 10 seconds of airtime is very easy. Just make sure to hit as many jumps as you can.
Sub Challenge #29 – Desert Drifter: Drift for 8 total seconds.
When taking corners, be sure to drift. If need be, you can just deliberately waste an attempt just drifting.
Sub Challenge #30 – Sick Line: Maintain a Score Chain of 55 seconds.
Out of all the Sub Challenges for this Challenge, this will be the one requiring the most attempts. Every time you Boost, take a jump, drift, or hit a Freaker it will increase our Score Chain (it is the x??? counter we accumulate). We need to continuous increase our Score Chain without it resetting for 55 seconds.
Especially near the very beginning it is very easy to drift & maintain our Score Chain. If there are big distances between Freakers or jumps, then be sure you are consistently doing small drifts to keep our Score Chain active. If you mess up, just restart & try again from the beginning.
Patch #8 – Knucklebreaker: Earn a Bronze Medal (25,000 Points) on Challenge – Outride to unlock this Patch. If you are able to finish the Challenge, especially if you completed the Sick Line Sub Challenge, you will definitely earn a Bronze Medal.
This is a nasty Challenge as we have to kill an entire Horde of 300 in under 3:00 minutes. What is worse, is the Horde charges at us from less than 20m away so we have a real bad start. Fortunately, there are explosives everywhere which feed into our Sub Challenges. We also are given some pretty high caliber Weapons.
Sub Challenge #31 – One Shot: Get 30 Penetrative kills.
As soon as the Challenge begins, swap to the .50 BMG, enter into Focus, & unload into the Horde. When we need to reload or Focus ends, sprint away from the Horde & reset for another barrage. Especially when using the BMG, penetration is a given…
Sub Challenge #32 – Concentrated: Kill 20 Freakers while using Focus.
Similarly tied to the above Challenge, just get as many kills in Focus as you can. When it runs out or the Horde gets too close, run away to reset & re-enter Focus for more kills.
Sub Challenge #33 – Pyromaniac: Get 25 kills using Barrels or Crates.
Run around the map kiting the Horde into exploding Barrels & Crates. Enter Focus when a good chunk is around one & detonate it.
Sub Challenge #34 – Resourceful: Get 25 Environmental kills.
This Sub Challenge is very specific, but not hard to obtain once you know what you are doing. Around the map, there are these wooden/pallet like bridges that stretch across some buildings or vehicles. Get on top of the vehicle or roof & kite the Horde across these bridges to break them, earning you Environmental kills.
Patch #9 – Indestructible: Earn a Bronze Medal (15,000 Points) on Challenge – Reload to unlock this Patch. Seeing as most of the Sub Challenges can be completed all in one run, earning this Bronze Medal is very simple.
Our final Bike Challenge is another race. The premise for the race is interesting as we need to complete it in 20 seconds… but the timer does not decrease if we are actively throttling our Bike. If we stop applying the gas or fall off our Bike, the timer will begin to go down. This is an iron knuckle ride; drift to take corners instead of letting go of the gas! Applying the brakes will also reduce the timer!
Sub Challenge #35 – Drive By: Kill 2 Freakers while on the Bike.
Very simple to do.
Sub Challenge #36 – Hang Time: Get 5 seconds of airtime.
This will be our next easiest Sub Challenge. The suspension on our Bike is awful, so you really need to be careful with your jumps!
Sub Challenge #37 – Can’t Time: Boost for 20 total seconds.
This is also pretty straightforward; use Nitrous as often as you can throughout the race.
Sub Challenge #38 – Won’t Stop: Finish within 0:15 seconds or less.
This Challenge is not as tough as it sounds, or at least, it really isn’t too much harder than completing the Challenge itself. With only a timer of 20 seconds, you need to at least have 5 seconds left on the timer before finishing the race.
Drift is your number one friend & you can use it in advance to slow down while not having to use the brake or release the throttle.
Patch #10 – In Sight: Earn a Bronze Medal (40,000 Points) on Challenge – Hog Wild to unlock this Patch. Completing the Won’t Stop Sub Challenge will most likely earn you your Bronze Medal.
Sequence 32: A Little Offbrand
2. Patches: 12/12
3. Sub Challenges: 46/48
4. Achievements: 53/61
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For this Horde Challenge, we need to defeat five waves of Freakers.
Sub Challenge #39 – Alert: Kill 15 Swarmers while using Focus.
This is the easiest of the four Sub Challenges. Whenever we fight Freakers, make a point of trying to take out as many as you can in Focus.
Sub Challenge #40 – Explodable: Get 15 Explosive kills.
This is the next easiest. There will be plenty of explosive Barrels, Crates, as well as Pipe Bombs & Frag Grenades in our starting building. Kite Freakers into the explosives to get 15 kills.
Sub Challenge #41 – Obliterate: Get 25 Growler kills.
This one is trickier to do as it is more specific & a lot more finite. By “Growler” they are referring to a unique Weapon that we can find on the very top floor bedroom; it is essentially a mini-gun. If this is a brand new run, sprint to the upper bedroom as fast as you possibly can, grab the Growler, & face the single stairway we came up; this is the only way the Freakers can reach us. Wait for the Freakers to bunch up in the doorway, engage Focus, & blow them away.
The Growler cannot be reloaded & has finite ammo though it will respawn in the same location at the start of every wave.
Sub Challenge #42 – Homebody: Spend 2:00 minutes inside.
This is easier than it sounds, especially if you are getting the 25 Growler kills. Hold out in the upper bedroom, making sure you loot as much ammo & Materials (quickly) as you reach it. Then in tandem with the Growler, just hold out for a minimum of 2:00 minutes without leaving the building.
Patch #11 – Undying: Earn a Bronze Medal (20,000 Points) on Challenge – Dead Before Daylight to unlock this Patch. You can easily earn this Bronze Medal while attempting the Homebody Sub Challenge.
For our final Challenge, we have a knock off “COD Zombies” style of level where we can only acquire Weapons by purchasing them with Freaker Ears. We start out with 50 Freaker Ears & only our Boot Knife. Having the Bullets & Ram Ring equipped is almost mandatory.
Sub Challenge #43 – Regifted: Use the Surprise Box 3 times.
The Surprise Box is a random Weapon generator that cost 20-30 Freaker Ears to open & is marked by an orange beacon. For your first run, push to earn this Sub Challenge & always immediately b-line to these Surprise Boxes.
Since we start with 50 Freaker Ears, we should be able to open the first one. Then we will need to make sure we kill/loot more for the last two.
Sub Challenge #44 – Economy Simulation: Spend 100 Freaker Ears.
Opening the three Surprise Chests will cost 90 Freaker Ears meaning you just need to buy another random Weapon or Consumable for 10 more Freaker Ears.
Sub Challenge #45 – Keep Them Safest: Get 100 kills.
This will also most likely be earned in the process of trying to open the 3 Surprise Chests.
Sub Challenge #46 – Who Needs Guns: Get 100 Environmental, Exploding, or Incendiary kills.
As we open the Surprise Chests, try kiting the Horde into explosive Barrels & Crates or luring them across the breakable wooden bridges for Environmental kills. This may need its own specific run separate from our Surprise Chest run…
Patch #12 – Unstoppable: Earn a Bronze Medal (10,000 Points) on Challenge – Black Friday to unlock this Patch.
Achievement #53 – Gotta Patch ‘Em All: Unlock all 12 Patches.
Earn at least a Bronze Medal on all 12 Challenges to unlock all 12 Patches. We do not need to max them out for this Achievement, but we will be doing that regardless as we need to earn a Gold Medal on all Challenges anyways…
Sequence 33: Perfectionist
2. Sub Challenges: 48/48
3. Gold Medals: 3/12
4. Achievements: 57/61
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Now it is time for us to persevere & earn our 12 Gold Medals as well as our 100%. I would not have been able to do this without the help of Borislav 247; if you use their linked videos to earn your Gold Medal, please Like the video & consider Subscribing to their channel to show your support. It really goes a long way for them!
https://www.youtube.com/@borislav247
As you’ll recall, we glossed over two Sub Challenges back on our very first Challenge, Surrounded. Ironically, it won’t be much easier though at least we have a slew of Patches & Upgraded Rings now to boost our success. The best way to earn the next two Sub Challenges… is actually the same way we earn a Gold Medal. Before starting the Challenge, if you have the Credits to spare, purchase & equip any Character Skin & Custom Accent for $45 Credits each; we need to earn a Gold Medal with them equipped for the I Make This Look Good Achievement.
Sub Challenge #47 – Ranked: Get 100 kills with High Chain.
High Chain is a bonus multiplier that takes effect after you kill over 50 enemies in quick succession. Once you hit High Chain, we then need to log 100 kills. If you wait too long between kills, the multiplier will disappear & you will need to boost it back up to 50; your kills towards this Sub Challenge will not be lost if you lose High Chain but you will have to restart from 0 if you fail completely & die.
Consult Sequence 28 for the location of the Chicago Chopper & the SMP9 as they will definitely help out for killing Freakers quickly. The biggest thing for this is Stamina consumption…
Borislav 247 discovered a great “glitch spot” that we can take advantage of where the Freakers will not be able to reach us. The caveat, is we need to immediately head to where he takes us in the video, & we cannot really loot around. It is very easy to overshoot when trying to land on the “glitch spot”; try to “relax” & not spam move too fast, or you will go too far & have to repeat it.
https://youtu.be/WKK8n29Ti74
If the Freakers end up crowing the rooftop we came off of, & not congregate in the streets in front of us, quit to the Main Menu & restart the Challenge. Do not just restart the Challenge from the “Retry Menu”. If we do that, they will keep going to the rooftop; for whatever reason, quitting to the Main Menu will undo this… Use up your IDF Pup & Lil’ Stubby ammo first to kill off the first two Hordes & save your MG55 & as many Consumables as you can for when the larger Hordes arrive to really capitalize on the Points. Pair up Attractors with Pipe Bombs.
Sub Challenge #48 – Earful: Get 250 Freaker Ears.
This will come naturally as you attempt to earn the High Chain most likely (or when we go for the Gold Medal). Just remember on some of your runs to back track over areas you killed a lot of Freakers to be sure.
If need be, after earning the Gold Medal, drop down off of the “glitch spot” roof into the bulk of where the Freakers corpses are to most likely get more than enough Freaker Ears.
Achievement #54 – You Done Good, Kid: Earn a Medal in all 48 Sub Challenges.
Each of the 12 Challenges has 4 Sub Challenges to complete. To earn the Achievement, we need to earn at least a Bronze Medal in all 48 Sub Challenges.
Achievement #55 – Second (the) Best: Earn your first Silver Medal in a Challenge.
You most likely will have earned this Achievement naturally as we played through the first run of the Challenges, but if not, it is guaranteed to unlock once we earn a Gold Medal.
Achievement #56 – Golden Boy: Earn your first Gold Medal in a Challenge.
This can be earned by unlocking a Gold Medal on any of the 12 Challenges.
Achievement #57 – I Make This Look Good: Earn a Gold Medal in a Challenge with a Character Skin & Custom Accent equipped.
If you equipped a Character Skin & a Custom Accent for our Bike, we will unlock this Achievement as well when we earn a Gold Medal. Be sure to snag this while we obtain our Gold Medals, so you do not need to go back & earn another Gold Medal just for this Achievement…
Gold Medal #2: We will jump around now & do what I think are easier to “Gold” Challenges. The Bike Challenges are pretty straightforward & also compound on one another; the higher tier Patches make the other Bike Challenges easier.
Important things to note:
– The golf cart has no fuel or health, so you can kill as many Freakers as you want & use Nitrous every chance you get. Just don’t drive into deep water…
– Always drive as close as you can to the Survivors; they cannot be run over
– Always Drift-Pick Up Survivors & drop them off while drifting for extra Points
– If your running low on time, do more “Yellow” Survivor drop offs & avoid “Red” so you can bank up more time on the clock
Gold Medal #3: The key to this Gold Medal, in my opinion, is to reach a Score Chain of 120 to earn the Gold Medal on Sub Challenge – Sick Line. This essentially means you need to complete the entire race in a single “line” without ever losing your Score Chain. If you need more in depth visual help, we will call upon Borislav 247 again for a very well done video tutorial.
https://youtu.be/UKfo-hbNJP0?list=PL-ix8YCxPxIHeKzON0IqaaSfv6WAvxBRe
What Borislav does not cover, that I found essential for my own success, is to use your Side Arm to kill Freakers as we ride by. Instead of ramming them, & slowing us down, at every opportunity shoot at & kill Freakers in our path with our Side Arm. Not only does this help maintain our Score Chain, but it also gives us points toward Sub Challenge – Road Killer.
Sequence 34: Angel of Death
2. Gold Medals: 7/12
3. Achievements: 59/61
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Gold Medal #4: This Challenge will build off of what we learn from the previous one in maintaining our Score Chain as well as killing Freakers on the go; for reference, I always end up losing my Score Chain halfway through the Challenge before I reach the Horde. When you do reach the Horde however, make a point of using up all of your Side Arm ammo & drifting to accrue a sizable Score Chain. As well, hit as many Ramps as you can to simultaneous work towards the Airtime & Ramped Up Sub Challenges. Lastly of course, you need to hit the Gold Medal for Sub Challenge – Furious & complete the Challenge in under 2:35 minutes.
https://youtu.be/w2EuJP9wcdE?list=PL-ix8YCxPxIEFGqyWWQomD3UdxWil0_Td
Achievement #58 – Lost & Damned: Reach the Founder Rank.
Founder Rank is obtained by getting to Level 6 in Challenge Mode. This takes 90,000 Xp to earn & will definitely be acquired at some point while we earn our 12 Gold Medals…
Gold Medal #5: This Gold Medal may be the easiest out of all the previous Bike Challenges. As soon as the race begins, never let off the gas period. Only use the hand brake to drift if you need to. When we pass Freakers, shoot them, & drift around to finish them off should you miss to earn a Gold Medal for the Sub Challenge – Drive By. Hit as many jumps as you can to earn a Gold Medal in Sub Challenge – Hang Time. Drift when you can, to maintain your Score Chain, but earning a Medal beyond Bronze is not mandatory. The biggest kicker for your Points will be earning a Gold Medal in Sub Challenge – Won’t Stop for never taking your foot off the gas.
If you need it, we can once again reference Borislav 247’s great video guide.
https://youtu.be/ZppCWqjIc_c?list=PL-ix8YCxPxIGRG-AXTNyLjX8oUD_bdUyT
Achievement #59 – Dolla Dolla Bills, Y’All: Spend 3000 Credits on your Loadout.
By this point, we should have earned over 3000 Credits. Firstly, Upgrade all 12 of our Rings to Tier 3 as they directly influence our gameplay. Once that is done, feel free to purchase any Character Skins or Custom Accents you desire until we unlock this Achievement.
We are guaranteed to earn well over the required amount as we earn Gold Medals on our 12 Challenges…
Gold Medal #6: This Challenge is not too bad, but it does require to essentially do a perfect run & earning a Gold Medal in almost all Sub Challenges. For the first three waves (including the starting two Marauders) you will want to kill them using Stealth Kills to earn a Gold Medal in Sub Challenge – Silent Night.
Next, you will want to solely focus on getting your 50 Headshots while also collecting a few good Weapons along the way such as the Sledgehammer & the MWS Assault Rifle (there is way more ammo for Assault Rifles than other Weapons). When Armored Marauders arrive that we cannot take out with Headshots without wasting a lot of ammo, use your Melee Weapon to kill them. Later on you will want to obtain the PDW Pistol & the Fireaxe for the same reasons.
Keep on eye on Sub Challenge – Relentless as there are exactly 100 Marauders to kill in this Challenge. Consider this your “timer”, as once they are all dead, the Challenge will end (there is actually one final wave after we kill 100 Marauders… so actually 108 of them in total. Be sure to have all your Sub Challenges completed before the Challenge ends! If you need some visual aid with this Challenge, Borislav 247 can help us out.
https://youtu.be/Km1QMvEbCFM?list=PL-ix8YCxPxIFWfgz-gW4HUkJwJqq_Tuwi
Gold Medal #7: The key factors for earning a Gold Medal on this Challenge is to of course complete it under 3:30 minutes for a Gold Medal in Sub Challenge – Quick & Painful, but also to accrue a Score of at least 15,000 Points. To get a good Score, you need to raise your Score Chain up to at least above 50 by killing Marauders & also by looting Items; having the Joker Ring equipped can be very useful.
We also want to earn at least a Bronze & or Silver Medal in the Crafty & Berserked Sub Challenges. Whenever possible, use your Residue Bolts on Marauders & ideally they can kill at least 7 other enemies. Then be sure to kill at least 3 other Marauders using Molotovs, Frag Grenades, Proximity Mines, etc. These can be reversed, so 3 Residue Bolt kills & 7 Consumable kills.
So long as you are fast, you can get detected & void Sub – Challenge Camp Ghost; it is not necessary so long as you can reach a Score of 15,000 Points.
As always, Borislav 247 has our backs with another great video tutorial should you need more assistance.
https://youtu.be/1gwUpUvW4WA?list=PL-ix8YCxPxIF-7mwYF0YnT7NjMW39az0m
Sequence 35: Get Low!
2. Gold Medals: 12/12
3. Achievements: 61/61
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Gold Medal #8: Now we will begin banging off the Horde Challenges. The first, & arguably easiest, is Dead Before Daylight. Once again with the help of Borislav 247 we can easily earn ourselves the Gold Medal & simultaneously earn a Gold in all four Sub Challenges.
https://youtu.be/Y1snEB0NimM?list=PL-ix8YCxPxIFbc0AFvaeSYMoCKv1LNVse
Gold Medal #9: For this Gold Medal, we will be earning close to Gold Medals on all Sub Challenges; be sure at no point you take any damage or perform a Dodge Roll! It is a hard habit to break if you are a spam roller, but we need to earn a Gold Medal in Untouchable & at least a Silver in either the Needless Risk Sub Challenge &/or the In Scope Sub Challenge.
Start out at the very beginning of the Challenge & stand behind your Bike. From here safely bombard the Horde with your Crossbow until you earn a Gold Medal in Sub Challenge – Bolted. Once this is done, carefully sprint around to the backside of the Horde without alerting them & throw your Napalm Molotovs & any other Throwables you can manage to whittle them down. Once they start to give chase, run & use your Focus Cocktails to kill those that remain. Give yourself some distance between the Horde, use a Focus Cocktail & kill a bunch, run away. Rinse & repeat.
For a more focused strategy, check out Borislav 247s great video guide for this Challenge.
https://youtu.be/yfhaRsfLUXU?list=PL-ix8YCxPxIHgnRuThhT_eY0j8Y-FFdpD
Gold Medal #10: This Challenge has a lot of random chance involved with it due to Horde spawn locations, but it can be completed super quickly if the run is good. The biggest focus is building up a high Score Chain & killing all Freakers inside a Zone for Sub Challenge – In Da Zone. You can also dabble with Sub Challenge – Mass Destruction, but that one is mostly an aside; you can completely ignore killing enemies indoors & with Oxygen Tanks. The Score Chain is key though & you can easily triple the required Gold Medal Score if you build it up high enough.
For a more focused strategy, check out Borislav 247s great video guide for this Challenge. For Rings, you will want to use Bullets & 1%er.
https://youtu.be/yfhaRsfLUXU?list=PL-ix8YCxPxIHgnRuThhT_eY0j8Y-FFdpD
Gold Medal #11: The key to this Challenge is speed as well as building up a high Score Chain as well. We will also want to earn Gold Medals in Sub Challenges Resourceful & Concentrated if we can with Silver Medals in the other two. I would recommend to use the Bullets & Lionheart Rings as well.
For a more focused strategy, check out Borislav 247s great video guide for this Challenge.
https://youtu.be/6grKPuWp8Xs?list=PL-ix8YCxPxIFcZcf0om2CDgrBFE9X7HiG
Gold Medal #12: For our final Gold Medal, we will want the Bullets & Ram Rings equipped.
Borislav 247 has a super quick video with a flawless run we can use. This is a very fast Gold Medal, but can be extremely difficult to pull off right due to how formulaic you have to be. You basically need to do it all perfectly. It is very easy getting caught by a Freaker by being slightly too slow & it will mess the entire run up.
https://youtu.be/ycTXkc5DyWc?list=PL-ix8YCxPxIEICeIJe-cWtG5C35QlCdL5
The key to success on this Challenge is, of course, is accumulating a high Score Chain of at least over 300+ with the Growler. Once that is achieved, & you can maintain it, you are almost guaranteed your Gold Medal.
Achievement #60 – Gold Team Rules: Earn a Gold Medal in all 12 Challenges.
We will unlock this Achievement after earning the final Gold Medal you need in all 12 Challenges.
Achievement #61 – One Percenter: Go above & BEYOND, unlocking all 61 Achievements in Days Gone.
Story Related. We will unlock this Achievement after we have earned all 60 other Achievements in the game. Congratulations!
Conclusion:
For some Challenge Mode may be a major roadblock in your 100%, but I strongly encourage you to check out the linked videos done by Borislav 247. He does an incredible job at simplifying the Gold Medal runs for all 12 Challenges. Please go & Like (& Subscribe to their YouTube Channel if you want the karma points) to Borislav 247, especially if they helped you earn a Gold Medal; give this guy all the love & support!
If this guide helped you achieve 100%, rate the guide or let me know in the comments. Helps me know if I am doing things right!
100% Complete
Thank you for choosing Cynic, & I will see you in the next guide!
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And that wraps up our share on Days Gone: 100% Achievement Guide: Days Gone. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Cynic 0055, who deserves all the credit. Happy gaming!