Crane wakes in the Tower, earns the survivors' trust (a rescue on the 13th floor, the roof crane and Rahim's parkour test) and gets his Antizin shot from Dr. Zere, then runs his first job for Spike: traps for Brecken's night run, the Playground safe zone, a broken substation and a night spent indoors.
The opening two story quests are a guided tutorial. Crane starts with next to nothing; the quartermaster hands him his first weapons, a lockpick and a medkit, Mark teaches him the Medkit blueprint, and at the end of the job Spike adds the UV Flashlight, a trap kit and the Flares blueprint. The clock stands still until the next quest, Airdrop, so daylight lasts as long as you need; the only night here is the one First Assignment makes you sleep through. Only the Tower, the Courtyard and the few blocks around them matter now: the counted safe zones, the side quests and the rest of the Slums' collectibles open from the next sections on. Three trophies come with the story here.
Leave the arcade and the Bozak poster for later
The Tower has a Hellraid arcade cabinet near the traders and a poster for The Bozak Horde. Don't start either yet: both modes get their own sections at the end of this guide.
Safe zone: The TowerArea
Location
The Slums · The Tower – You wake up inside it after the opening cutscene, in a small flat off the main hall. Nothing to secure: tick it once you are on your feet. Your stash bag is in room 194 on the 19th floor, and the quartermaster stands on the ground floor next to the way out.
Summary
The survivors' high-rise and Crane's home base for the Slums: quartermaster, traders, your stash, the request board and, later, the poster that travels between the two main maps. It is safe from the start; securing it is not needed for any trophy.
The Slums · The Tower, room 190 – Awakening sends you to room 190 to see the boss: walk the hallway from your flat, go up a floor and pass the guard at the door. Rahim waits on the big balcony; after the talk, cross to the far end of the balcony and pick up the little statue there.
Summary
One of the 100 zombie statues hidden in Harran. They give no reward and no trophy, and the Tower holds two of them.
The Slums · The Tower, ground floor – From Rahim's balcony, take the lift at the east end of the floor (Timur guards it) to the 13th floor: kill the infected at Mark's door, find gauze and alcohol in the other flats, craft a Medkit from the Blueprints tab, heal him and return to Rahim. Change into the Fresh Clothes at the stash in room 194, take the stairs to the roof, cross the crane, leap into the mattresses and follow Rahim's yellow ledges and arrows through the parkour test. Back in the Tower, ride the lift from the 19th floor to the ground floor: the note sits at the bottom of the large blue request board on your right as you step out.
Summary
One of the 67 text collectibles the game counts (notes, Battle Journal entries and recordings), and the first you can pick up.
The Slums · The Tower, ground floor – From the request board, walk to the quartermaster and take his starting kit. The journal lies on top of the metal shelving to the left of his counter, above the red medical boxes, a few steps from the gap you drop through to leave the Tower. Look up if you can't see it.
Summary
One of the 67 text collectibles the game counts; the Battle Journal entries are a survivor's combat tips, in 17 parts.
Awakening: Mark, the crane and Dr. Zere's AntizinQuest step
Location
The Slums · The Tower and the Courtyard – The 13th floor, the crane and the parkour test on the way to the two collectibles above are this quest's first part. From the quartermaster's shelf, drop through the big blue-lit hole in the floor to get outside, go south to the fenced Courtyard, climb the broken fence and find Dr. Zere behind his large trailer for the Antizin shot.
Summary
The first story quest: a rescue on the 13th floor, Crane's first craft, the leap from the roof crane and Rahim's parkour test, then an Antizin shot from Dr. Zere. Three trophies come with it.
The Slums · The Courtyard – The fenced yard just south of the Tower where Awakening ends: Dr. Zere's trailer stands at the back and Spike's cabin is inside the fence. Nothing to secure; tick it when you reach Zere.
Summary
Dr. Zere's mobile lab, guarded by Spike's scouts; Spike also runs a quartermaster here. Rais's men raid the Courtyard during The Pit; afterwards it no longer works as a safe zone.
The Slums · The Courtyard – In the Courtyard, climb onto the roof of Dr. Zere's truck, by a guard and some blue sandbags: the blueprint is in a yellow box up there.
The Slums · Parking lot west of the Tower – From Zere's truck, talk to Spike in his cabin inside the Courtyard fence to start First Assignment, and take the Firecrackers he offers. Its first car trap is on the street on the Tower's west side: arm it, then take the steps down into the parking lot there. At the back of the lot is a wall of missing-person posters; the note leans against it beside a sitting teddy bear.
Summary
One of the 67 text collectibles the game counts (notes, Battle Journal entries and recordings).
The Slums · Playground, north of the Tower – From the poster wall, Jade radios about a runner trapped in a safe zone further north. Get into the walled ground over the main gate (or from the white van onto the bent fence), kill the two infected at the door of the small utility building in the far corner, then the one inside, who has already turned. Flip the fuse box in that room.
Summary
A walled football ground just north of the Tower that First Assignment makes you secure. It is the first safe zone you switch on yourself, but the game hands it to you as part of the story, so it does not count toward the safe-zone trophy.
The Slums · Playground, north of the Tower – Once the Playground's lights are on, turn round in the utility room: the journal lies on the floor next to the stash bag.
The Slums · Playground, north of the Tower – In the same utility room, where you threw the fuse switch: on a small wooden box beside a candle near the bed.
Summary
An early weapon-mod blueprint that adds an electric shock to knives. Optional.
There is a spike trap just south of the Playground. If you have a Molotov and a few Firecrackers, this is an easy early chance at the trophy for kicking a burning infected onto spikes (BBQ): lure a group with a Firecracker, set them alight and kick one into the trap. It can be done any time later too.
First Assignment: car and light traps, the substation and the nightQuest step
Location
The Slums · North and north-west of the Tower – From the Playground, climb a nearby roof high enough to radio the GRE. Two more car traps are close by, ringed by infected: throw Firecrackers from a roof or balcony to pull them off, then hold the button on each car. Four light traps wait north-west by the railway: the first is easiest from a roof, dropping onto a small balcony; for the one nearest the tracks and the bridge, climb the pole beside it and jump to the little bar that carries it. The last trap blows the power, so Spike sends you west to a substation, where a Goon smashes out. Killing it is optional: distract it with Firecrackers or shoot the gas bottles, and search the three boxes (one outside, two inside the building) until one holds the lever. Run back east to the Playground, sleep in the bed until morning, then report to Spike, who hands over the UV Flashlight, a trap kit and the Flares blueprint. Climb a rooftop to call the GRE and take the Tower lift up to Brecken.
Crane's first job for Spike: arm traps for Brecken's night run, fix the power after it fails, and sit out the night in the Playground. It ends with a meeting with Brecken and opens the Tower's side quests.
The Slums · The Tower, roof – After meeting Brecken, climb the stairs to the roof: the checkers board is opposite the roof door. Make a move, then leave and come back before the next one: ride the lift down to the ground floor and back up, or step outside the Tower's grounds. After five moves you win and the blueprint is left on the board.
Airdrop starts: Crane radios the GRE from a lookout by the Tower, and eleven inactive safe zones appear on the map. This section secures all of them, plus a visit to the Black Serpent Bazaar, before going near the drop.
Crane has his starting gear, the UV Flashlight from Spike and the Tower, Courtyard and Playground safe zones from the first two quests. Airdrop begins in the Tower: once Crane has called the GRE, eleven inactive safe zones (red houses) show up across the Slums. The quest marker points to the Cauldron; leave it alone for now and secure the zones first, in a loop that runs east of the Tower, north to the harbour and the blown-up highway tunnel, west to the Slabs, and back east through District C to the Cauldron. Each one you secure is a bed and a respawn point for the night that comes at the end of this quest. Left for later: the other collectibles and side-quest steps the loop passes (they are listed with their districts in the next sections), and the drop itself with the first Volatile chase, which section 4 takes once the Slums sweep is done.
Time of day during this stretch
The clock may not move until you reach the drop, or it may start running as soon as Airdrop begins. Securing every zone before the drop is safe either way: if dusk turns to night while you are out, sleep in the nearest bed you have secured and the game skips to morning.
Rescue events on the way
Survivors under attack by infected show up as blue icons on the map while you roam. Saving them pays a reward and survivor XP, and these events keep coming back, so a later rescue count can be started here.
Airdrop: leave the Tower and contact the GREQuest step
Location
The Slums · The Tower – Back in the Tower after the night in the Playground, go to Brecken's room, where he and Lena hand out the job. Leave the Tower and climb the lookout point nearby that the quest marker shows; Crane radios the GRE from there. The marker then moves to the drop in the Cauldron: ignore it for now.
The third story quest: Brecken wants Crane to go after a supply drop before sunset. Calling the GRE from a lookout near the Tower puts the eleven inactive Slums safe zones on the map.
The Slums · District D, east of the Tower – From the lookout, head due east of the Tower to the nearest red-house icon. Climb onto the building's roof and get in from there, kill the infected inside, then switch the power on to light the UV lamps.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night.
The Slums · District D, radio tower – From the building east of the Tower, go north to the next red house, a tall radio mast south-west of the Infamy Bridge. Start at the power panel at street level, then climb the mast all the way up to a second panel at the top to finish securing it.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. This one needs power twice: once at the foot of the tower and once at the top.
The Slums · Fisherman's Village – From the radio tower, carry on east to the Fisherman's Village by the Infamy Bridge and go in through its front gates. Climb onto the roof of the house straight away on your right as you enter: the entry lies on a chair in the shade of a blue tarp.
The Slums · District B, west of the Ferry Harbor – From the Fisherman's Village, head back west past the radio tower into District B to the gas station that stands west of the Ferry Harbor and south-east of the Construction Site. The roof is the only way in: drop into the old shop from the rooftop lookout, push the locker across the only door, kill the infected in the shop, then use the fuse box.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. No trader ever moves in here.
The Slums · District B, the northern tunnel – From the gas station, go to the northernmost red house: the mouth of a blown-up highway tunnel high in the cliff. Get into the site through a hole low in the outer fence, or jump the gap in the broken overpass, then follow the broken road up to the tunnel entrance. A large group of infected waits inside; kill them all, then use the fuse box.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. A metal door further into the tunnel stays shut to you until much later in the story.
Safe zone: apartment block west of the Construction SiteArea
Location
The Slums · District A, west of the Construction Site – From the Construction Site, head west into District A to the next red house, an apartment complex. Jump up into the building and follow the on-screen steps to secure it (usually: kill the infected, close the way in, restore the power).
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night.
The Slums · The Slabs, west of the bus station – From the apartment block, carry on west past the Cauldron red house (leave it for the end) to the big bus station in the north-west corner of the Slums; the walled sports court is just west of it. Go in through the metal front gate or over the fence and shut the gate. A biter, two gas-tank infected and a rebar-swinging Goon are inside: kill them, or pull them outside and shut them out, then use the fuse box in the shack.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. A trader sets up here a few days after you secure it.
The Slums · The Slabs, west of the Sunny Apartments – From the north court, head south to the second walled court, west of the Sunny Apartments quarantine zone. Close the front gate, kill the infected inside and use the fuse box in the concrete hut in its corner. Keep out of the flooded playground just outside: the water is electrified, and two Goons in work suits guard an airdrop crate with a hard lock there.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. A trader sets up here a few days after you secure it.
The Slums · The Slabs, scaffolded apartment roof – From the south court, keep going south to the apartment block wrapped in scaffolding, west of the Bites Motel. Its doors are barricaded, so climb the scaffolding on either side of the building to the roof, kill the infected up there and use the fuse box.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. Several ziplines leave the roof once it is yours, and a trader moves in later.
The Slums · District C, by the southern tunnel – From the Renovated Rooftop, head south and then east into District C to the roadside bar near the southern road tunnel, west of the Black Serpent Bazaar: a fenced square with a tree in the middle and a red van parked in front of the bar. Shut the north gate, kill the infected, then fit the fuse in the box inside the bar. Car traps and UV or electric traps are set around it.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. No trader ever moves in here.
The Slums · District C, a few blocks west of the Tower – From the Tunnel Bar, head east to the market behind wrought-iron fencing, a few blocks west of the Tower, and walk in through the gate: survivors already hold it.
A fenced survivor market lit by big UV lamps, with traders and quest givers; it does not count toward the safe-zone trophy. You can sleep in the open here.
The Slums · District C, east of the Bazaar – From the Bazaar, go to the red house just east of it. Close its gates, kill the infected and switch the power on.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night.
The Slums · The Cauldron, under the main overpass – From the zone east of the Bazaar, head into the Cauldron under the main overpass, north-west of the Playground safe zone: the red house is the top floor of a three-storey house in the middle of the district, next to where you set a trap for Brecken's runners in First Assignment. Climb up to that floor, kill the few infected on it and on the roof terrace, then use the fuse box. Do not go to the drop marker yet.
A red-house safe zone you secure yourself: one of the 17 that count toward capturing every safe zone. Once secured it gives a bed, a stash and a place to wait out the night. It is the last of the eleven and sits in the middle of the Cauldron, so it makes a handy base for the drop. No trader ever moves in.
The Slums opens up: the Tower, the Bazaar and the north
From the Cauldron the walk sweeps the north (four quarantine zones, Pearls in the Mud and a handful of blueprints), comes back past the statues north of the Tower, fetches a pistol in the south-east, takes the Tower's first three side quests, then goes west through the Bazaar and Bento's drug store to Gazi's house.
Section 2 ended at the Cauldron safe zone with eleven red-house zones secured, so there is a bed in every district. Crane still has only his starting gear and the UV Flashlight, and the clock may be frozen at dusk until the Cauldron drop: use the time. This stretch opens with the north (the Stuffed Turtle, the Sunny Apartments, the Underground Parking and the blueprints by the Construction Site), loops through the statues north and south-east of the Tower, and only then rides the Tower lift for Mother's Day, Goodnight Mr. Bahir and Gunslinger, with a pistol already in the pack. It ends with the Bazaar, Bento's drug store and Gazi's house in the far south-west. Left for later: the east (the Fisherman's Village, the Infamy Bridge), the rest of the south and west, the Cauldron drop and the first night (section 4), and every safe zone a later side quest hands over. Nothing in this section is missable.
Carry lockpicks
Several stops below have hard locks: the GRE chests in every quarantine zone, the video store in Mother's Day, a gas-station storeroom. A lockpick costs one metal part to craft (three at a time), and ten successful picks earn Open Sesame along the way.
Zombie statue: safe zone near the first airdropCollectible
Location
The Slums · The Cauldron safe zone – Inside the Cauldron safe zone you just secured: on a shelf by the sleeping bag.
The Slums · The Cauldron, grocery – From the Cauldron safe zone, go a short way north-east to the small grocery in the middle of the district: the statue stands on the shop counter.
A quarantine zone shows on the map only once you are close, and the entrance prompt appears at its taped-off door. Inside, the objective is either a set of DROP packages or clearing a nest. The zones can be replayed, and the GRE chests stay where they are, so nothing is lost by leaving one half done. The Underground Parking and the Bright Mountain Tunnel are the hardest in the Slums: if either is too much now, carry on and come back once you are stronger.
Quarantine zone: Stuffed TurtleAchievement
Location
The Slums · Stuffed Turtle supermarket – From the Cauldron grocery, go north past a blue building on the district's north edge to the big supermarket that blares a looping advert, near a group of large apartment blocks. Inside, the floor is electrified water: hop from the drinks fridge door to the shelves, then to the counter, and switch off the fuse box at the back. Five DROPs are on the shelves and in the back rooms (an easy lock; a Bomber may wait in the office). The 2 GRE chests are behind a hard-locked door; Virals keep coming while you work.
A quarantine zone, one of the eight base-game zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks and hold good weapons. The smallest and easiest zone, with 2 GRE chests.
The Slums · The Slabs, Sunny Apartments – From the Sport Court (South) safe zone, cross east to the apartment block south of the bus station; the entrance is at the back of the building. Smoke fills the corridors and hurts: crouch to stay under it and bring medkits. GRE chests sit behind hard locks on the first floor (a bathroom, a child's bedroom and two in the apartment across the hall) and in a locked bedroom upstairs, where one of the last infected is shut in.
A quarantine zone, one of the eight base-game zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks and hold good weapons. The goal is to clear the nest (every infected inside), and it holds at least four GRE chests.
The Slums · Quarantine zones – It unlocks as the fifth GRE chest opens, which happens in the Sunny Apartments if you opened both chests in the Stuffed Turtle. Chests can be opened during a zone or on a later visit.
A Parkour Fever trophy: open five GRE chests inside quarantine zones (the Xbox list calls them Dead Zones). The two Stuffed Turtle chests plus the Sunny Apartments' are more than enough.
The Slums · Underground Parking, east of the bus station – From the Sport Court (North) safe zone, go east past the bus station to the apartment block behind it; the garage entrance is there. Start behind the barricade, where the biters cannot reach you, and stay quiet: gunfire and car alarms bring the Volatiles. The DROPs are in vans, a biohazard crate by the stairs and car boots (the yellow cars have alarms); skirt the electrified pool. The four GRE chests stand along the route, the last by the metal fence at the end.
A quarantine zone, one of the eight base-game zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks and hold good weapons. Five DROPs to find, four GRE chests, and Volatiles in the dark.
The Slums · Bus station, waiting room – Back outside, walk over to the big bus station west of the Underground Parking and go into its main reception building. In the first room through the door, the waiting room, the journal lies on a wooden bench along the south wall, under a blue notice board.
The Slums · Underground Parking roof – From the bus station, go back to the Underground Parking and climb the building itself (it stands near a gas station): from the air conditioner by the central hallway, jump to the lamp on the balcony and work up to the roof. By the maintenance room, hop on the crate painted with a pink bunny and drop into the gap between the crates and the wall. Hit the blue toolbox there about 75 times and it opens.
An optional Easter-egg blueprint for a machete that kills most early enemies in one blow. The machete cannot be repaired or modded and does not work on Nightmare.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Kick the toolbox.
PC (Steam)
Press the interact key on the toolbox instead of kicking it.
The Slums · Construction Site – From the Underground Parking, head north-east to the Construction Site safe zone at the blown-up highway tunnel. The blueprint is in one of the blue cargo containers beside the safe zone, on a desk next to a laptop.
The Slums · Construction Site, above the safe zone – Still at the Construction Site: this is the northernmost flag in the Slums. Climb onto the unfinished freeway above the safe zone, from the blue containers or from the highway junction; the flag stands up there on a rock pillar among ruined buildings.
The Slums · North-east, by the river – From the Construction Site, head into the north-east of the Slums and follow the river until it leads you to a small, out-of-the-way shack. The blueprint is in the box behind it.
The Slums · North-east, grassy ledge with a tree – Still in the north-east, find the small canyon and come at it from the far east. Follow its northern edge to a broad grassy ledge, then keep west and climb to the higher ground, where a big tree stands beside a barrel of burning wood. The blueprint is in the chest there.
Zombie statue: on a chest of drawers in a room of a houseCollectible
Location
The Slums · North of the Tower, west of the highway tunnel – Heading back south toward the Tower, aim for the mouth of the highway tunnel north of it. The statue is in a house a short way west of the tunnel, on a chest of drawers in one of its rooms.
The Slums · Above the highway tunnel – From the house, look for the building that overlooks the tunnel the main highway runs into (it is not the tallest one around). The flag stands on the edge of its roof.
The Slums · Playground safe zone – From the tunnel, carry on south to the Playground, the safe zone where First Assignment had you sleep through the night. The blueprint is on the desk, beside the chair.
The Slums · Between the Playground and the Tower – Walk on south toward the Tower. About halfway between the Playground and the Tower, one room is reached only through a window: the statue is in its chest of drawers.
Zombie statue: small house east of the TowerCollectible
Location
The Slums · East of the Tower, small houses – From the bus, go south past the Tower's east side to the cluster of little houses just east of it. The statue is on an open shelf in one of them.
Zombie statue: lowest floor, south-east of the TowerCollectible
Location
The Slums · South-east of the Tower – From the sandbox, head south: in a building south-east of the Tower the statue is on a shelf on the lowest floor.
Dawud in the Tower wants a gun, and the one sure early pistol is on this loop: on the south-east shore, across a small inlet, a cabin holds a dead man with a German 9mm pistol on the floor beside him. Take it; police cars you lockpick can also hold guns.
Zombie statue: small building south-east of the TowerCollectible
Location
The Slums · South-east of the Tower – Keep going south-east to a small building and check its shelf.
The Slums · South-east bay, rock island – On the south-east shore near the Fisherman's Village, look out to sea for a small rocky island and swim to it. On its far side a body is pinned by a huge sword: hold the interact button for two to three minutes to pull it out. The body then burns (step away from the flames) and leaves the blueprint behind.
The Slums · Central electric station, south – From the bay, head west along the south of the Slums to the central electric station. Get into the fenced-off area in its south-east corner (the tall wall next to it is the way over); the blueprint is in a small yellow box on the ground.
Zombie statue: top floor, south of the TowerCollectible
Location
The Slums · South of the Tower – Heading back north to the Tower, stop at a building south of it, a little east of the Courtyard: the statue is on a chest of drawers on the top floor.
The Slums · The Tower, 18th-floor clinic – Lena catches Crane as he leaves Brecken's room after the First Assignment meeting, and the quest starts on its own. If you walked past her, take the Tower lift to the 18th floor, where she runs the clinic. Gazi's place goes on the map.
A side quest from Lena: Brecken needs anti-seizure medicine, and a man called Gazi may still have his late mother's supply. It opens automatically after the First Assignment meeting.
The Slums · The Tower, 20th floor – Ride up to the 20th floor and find the small crowd outside room 202. Talk to Brijesh, pick the easy lock and speak to Bahir inside. Pick up the Antizin flask from the floor and talk to him again, then take the flask down to Lena on the 18th floor.
The Slums · The Tower, 20th floor – Back on the 20th floor, Dawud stands in the doorway of room 203, the recreation room. Talk to him to start the quest.
The Slums · The Tower, 20th floor – Give Dawud the pistol from the cabin on the south-east shore (see the tip above). If you skipped it, go back for it: the cabin is across a small inlet, and the pistol is on the floor beside a dead man.
Dawud takes a pistol and hands over his pawn-shop key. He takes a pistol from your pack, and players report it can be the best one you carry: have only a cheap pistol on you.
Goodnight Mr. Bahir: Yusuf on the Tower roofQuest step
Location
The Slums · The Tower, roof – From the 20th floor, take the stairs opposite the lift up to the roof. Yusuf sits by one of the scaffoldings; talk to him and the quest points you to a drug store north-west of the Tower.
The Slums · The Tower, roof crane – While on the roof, climb the scaffolding to the very top of the Tower and walk out along the big construction crane toward the neighbouring building. The flag is on the crane's highest point.
The Slums · Dawud's pawn shop, east of the Tower – Leave the Tower and head east past the little houses to the pawn shop. The only way in is the gate, which takes a few seconds to raise and cannot be done while you are attacked: kill or lure off the infected first (Firecrackers thrown from a roof work, but mind the cars near the shop if you use Molotovs). Use Dawud's key on the back room and take the action figure.
The Slums · Dawud's pawn shop, back room – Still in the back room that Dawud's key opened: shut the door behind you and look at the cork board on the wall to your right (the door along the shop's east wall). The note is pinned there.
The Slums · Dawud's pawn shop, counter – On the way out through the shop, check the drawers behind the counter: the note is in the one to the right of the cash register.
The Slums · The Tower, 20th floor – Head back to the Tower; Brecken comes on the radio as you go. Ride up to the 20th floor and talk to Salma to finish the quest.
Flag: blue barrel south-west of the TowerCollectible
Location
The Slums · South-west of the Tower – Leave the Tower by the steps on its west side, head south-west and cross a small metal bridge. Climb the building on your left: the flag is on a blue plastic water barrel on its roof.
The Slums · West of the blue-barrel roof – Go west to a red-brick building smothered in leaves. On its third floor a metal cage is grown over with foliage: climb onto it, drop in through the opening in its top, and the flag is on the little wooden table.
The Slums · Black Serpent Bazaar – Carry on west to the Black Serpent Bazaar safe zone. The note is on a table between the bedroll, the trader and the start of the parkour challenge, under a wooden awning at the market's north end.
The Slums · Railway overpass, west-central Slums – In the west-central Slums the railway runs over an overpass, and a brown bus stands up on it. The blueprint is on the driver's seat.
Zombie statue: in an open chest on top of a houseCollectible
Location
The Slums · North-east of the drug store – Continue east toward Bento's drug store, north-west of the Tower. Just north-east of it, the statue is in an open chest on a house roof.
The Slums · Bento's drug store, north-west of the Tower – Go to the fenced yard behind the drug store and talk to Bento. Four men rush you on the ground and a fifth throws stars or hatchets from the roof, cutting off the obvious way out. Set the oil puddle alight with the explosive tank or a Molotov, keep moving and heal often. When the last one is down, Lena radios and the quest ends.
Bento cooks fake Antizin behind his drug store and will not stop: his whole gang has to go. Killing them ends the quest and turns the drug store into a safe zone.
The next five are fixed pickups, but their exact spot on the map isn't pinned down: only the building is known. Survivor Sense makes a nearby blueprint glow green, so switch it on as you pass buildings that match, here and in the later Slums sections.
Blueprint: BarbershopWeapon
Location
The Slums · South of the first highway curve – Find the three-storey house south of the highway's first curve, where the road turns into a long straight. The ground on its east side is level with its second floor, so walk straight in: the blueprint is in a small wooden box on a shelf on that floor.
The Slums · Two-storey building with a garage – A two-storey building with a large garage shut by metal doors: raise one of the doors. Inside, the blueprint is in a small yellow box on a wooden table under a poster.
The Slums · Beige tent by a metal depot – Near the Jealous Runner challenge, a large beige tent stands beside a big metal depot. The blueprint is on the small desk inside, next to a laptop and a microscope.
The Slums · Gas station storeroom – At a gas station, the storeroom has a hard lock on its door. Pick it: the blueprint is on top of one of the shelves inside.
Quarantine zone: Holy Year TunnelAchievementDLC: Cuisine And Cargo
Location
The Slums · End of the westbound railway – From the drug store, follow the railway west until the westbound tracks end; the entrance is there, near some glowing mushrooms. Inside, Virals pour out of two manholes: climb onto each hanging container and use its switch to drop it onto the manhole, then kill everything left.
A Cuisine & Cargo quarantine zone (the Definitive Edition includes it): a railway depot where the nest has to be cleared. It is not one of the eight that the Trespassing counter shows, so it is optional here.
Holy Year Tunnel GRE chests (5)ItemDLC: Cuisine And Cargo
Location
The Slums · Holy Year Tunnel – Three are inside the green container with a blue, hard-locked door beside the far (east) manhole; the other two are in the north-west part of the depot. A silver chest in the back container on the second track from the left cannot be opened: ignore it.
The Slums · End of the southbound railway – Follow the railway to where the tracks end in the south of the Slums. In the tunnel, the DROPs are in the first wagon, a later wagon between cement sacks, a wagon of crates by the metal-beam cart, and a blue container you enter through its roof; the last is at the end of a smoky corridor through an easy-locked door on the east wall (crouch in the smoke). GRE chests: behind a fence, by a Goon, and two behind a hard-locked door where the smoke starts.
A quarantine zone, one of the eight base-game zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks and hold good weapons. Five DROPs among derailed wagons, four GRE chests, and a lot of Virals.
The Slums · Gazi's house, far south-west – Head into the far south-west corner of the Slums, below the overpass: the quest marks a few buildings, and Gazi's is the westernmost. Knock and talk to him; the video store and the shop go on the map.
The Slums · Video store, south-west – Clear or distract the infected at the store first: the door by the big metal spike strips at the front is the way in, behind a hard lock, and opening it sets off an alarm that draws Virals (and Volatiles at night). Get inside, shut the door behind you and use the alarm switch on the wall. The tape is in the back left corner.
The Slums · Shop, south-west – At the shop the quest marks, kill or lure away the infected by the gate, use the prompt to open it, kill the one inside and pick up the box of chocolates.
Mother's Day: in through the roof for the pillsQuest step
Location
The Slums · Gazi's house – Give Gazi both presents. To get in, climb the building on the hill behind his house onto the overpass, cross it, edge along the narrow catwalk on its underside and drop to the walkway, then onto his roof and through the brown hatch. Talk to Gazi first, then take the pills from the room opposite his, and check that room's computer desk for Note #21 (the next item). Leave by the hatch. There is no need to walk back now: give Lena the pills on the 18th floor the next time you are in the Tower, and tick this then.
Gazi takes the presents but shuts the door, so Crane lets himself in from above for the medicine. Handing the pills to Lena in the Tower ends the quest (Champion weapon upgrade, $500).
PC (Steam)
Speak to Gazi before picking up the pills: taking them first has left the quest unfinishable on PC.
The Slums · Gazi's house, far south-west – In Gazi's house, in the ground-floor bedroom where the pills were: on the desk with the computer. If the desk is empty, the note may appear only once Lena has the pills: pick it up on your next visit to Gazi's house, in through the brown roof hatch.
The Slums free roam: the south, the east and the west
A loop of the open Slums while the Airdrop crate waits: from Gazi's house up the west side, across the north, down the north-east coast and the Infamy Bridge to the radio tower. Then the Cauldron drop and the first night run, and the first jobs that need the clock to move: "Voltage", the Infamy Bridge jump and a first Volatile kill.
Crane stands at Gazi's house in the far south-west with the pills for "Mother's Day" (Lena gets them on the next Tower visit). He has the red-house safe zones from the start of "Airdrop" (the Cauldron's among them), the Tower, the Courtyard and the Playground, and "Gunslinger" is done. The "Airdrop" crate at the Cauldron can wait: the clock stands still until you reach it, so no night falls on this loop (by another reading the clock already turns; if night does fall, sleep it off in any secured safe zone). The walk climbs the west side from Gazi's house, cuts across the north, comes down the north-east coast to the Infamy Bridge and ends at the radio tower. Then come the Cauldron drop and the first night run, and "Voltage" once "Airdrop" is over. Left for later: text collectibles and statues inside places a later quest opens (the internet cafe, Khaliq's house, the Red Flower Cafe, Ryan's scrapyard, the gas tunnel and gas plant, the Infamy Bridge safe zone, Hanson's roof, Alexei's antenna and its gas station, Shakur's house, the Stuffed Turtle doorway, Osman's stash, Salim's house, Macary's building) come with those quests or the story steps that pass them. Nothing in this section is missable.
Statues and flags
Zombie statues and flags are optional: no trophy counts them. Most statue spots are known only as a short description and a map point, so the directions below are often no closer than the block or the building; Survivor Sense marks a nearby collectible with an orange icon.
Zombie statue: armchair below the GarrisonCollectible
Location
The Slums · South-west, below the Garrison – From Gazi's house in the far south-west corner (the "Mother's Day" house), head north along the western edge of the Slums toward the walled apartment block of Rais's Garrison; about two-thirds of the way there, look for an armchair: the statue sits on it.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Rail yard west of the Bazaar – Go north-east past the gas plant south-east of the Garrison to the rail yard west of the Black Serpent Bazaar. Search the railway carriages there: the statue is inside one of them.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Harran Public School – Go north from the rail yard to Harran Public School. In front of its main (quarantine) entrance stand green shipping containers: in the first room, the note is in one of the blue lockers, an open one on the top row.
Summary
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
The Slums · Garbage dump north-east of the Garrison – Head west from the school, just north of the railway line, into the garbage dump north-east of the Garrison. Right of the scrapyard's main gate stands a hut: the entry is on the armchair on its porch.
Summary
One of Marvin Zucker's Battle Journal entries, part of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
Zombie statue: rooftop chest by the dumpCollectible
Location
The Slums · North of the garbage dump – From the dump, go a short way north toward the numbered apartment blocks. On the roof of a building there, roughly in the middle, stands a chest: the statue is on top of it.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Western apartment blocks – Go west into the complex of apartment blocks with big painted numbers. At its southern end, the flag hangs on a metal bar jutting from a roof corner. It is either block "02" (up the scaffold on its side, then to the far edge of the roof) or the red block "06" (from the ledge above the front door, balcony to balcony; the bar is over a burning air conditioner). The other block holds the north-end flag, further on.
Summary
One of the 30 flags in Harran: worth 500 Agility XP when picked up. No trophy needs it.
Zombie statue: grocery shelf by the apartment blocksCollectible
Location
The Slums · Western apartment blocks – Close by the southern end of the same complex is a grocery shop. Inside, the statue is in a wooden box on one of the shelves.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Angel monument, far west – Go west from the grocery to the very edge of the Slums, where an angel statue stands among herbs. The zombie statue sits in front of the angel.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · West, between the angel and the apartments – Head back north-east from the angel toward the apartment complex. A long, low building stands in between: climb to its roof, where the statue is on a table.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Western apartment blocks – Back in the apartment complex, find the two blocks with blue-painted balconies and window frames. Climb the eastern one by its entrance, window ledges and balconies; on the roof, get onto the stairwell housing: the flag is on a pole there.
Summary
One of the 30 flags in Harran: worth 500 Agility XP when picked up. No trophy needs it.
The Slums · North-east of the apartment blocks – Just north-east of the blue-balconied blocks, find the mouth of a long drain. Go in: the statue lies beside a body inside the drain.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Western apartment blocks – At the northern end of the same complex, the flag is on a metal bar sticking out from a roof corner: the one of blocks "02" and "06" you did not climb for the south-end flag ("02": scaffold on its side, then the far roof edge; red "06": balconies from above the door, bar over the burning air conditioner).
Summary
One of the 30 flags in Harran: worth 500 Agility XP when picked up. No trophy needs it.
The Slums · Bites Motel – From the north end of the apartment complex, head east to the Bites Motel by the train yard. Look first in the reception office right of the main door, downstairs: the entry should lie on its white counter beside a small plant. If it is not there, search the rooms upstairs.
Summary
One of Marvin Zucker's Battle Journal entries, part of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
The Slums · Bites Motel, upper floor – Upstairs at the same motel, a second-floor room has a locked door: pick it. The blueprint is on the shelf between the TV and the wardrobe.
Summary
A one-off blueprint lying in the world. Optional: no trophy needs it.
Zombie statue: boat on the far-north shoreCollectible
Location
The Slums · Far north shore – From the motel, head north-east past the Construction Site safe zone (the blown highway tunnel in the cliff) and on to the shore at the top of the map. In front of a small house there lies a wooden boat: the statue is in it.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Lake of the Drowned – Go back south past the Construction Site to the Lake of the Drowned. On its west shore, a small house holds the statue in its wardrobe.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
Zombie statue: ground-floor table in a tall houseCollectible
Location
The Slums · North-east of Shakur's house – Cross to the east side of the lake, past Shakur's house by the river, and go north-east toward the coast. A house of several storeys stands there: the statue is on the table on its ground floor.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · North-east coast – Carry on east to the rocky north-east coast. Swim in between the rocks to a cave: the statue is beside a chest inside it.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
Zombie statue: couch on the shore past the Ferry HarborCollectible
Location
The Slums · North-east shore, east of the Ferry Harbor – Follow the shore south-east, past the Ferry Harbor (the northern port). On the shore beyond it stands a couch with the statue on it.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · North of the radio tower – Turn south-west, inland, to the streets north of the radio tower safe zone. A bus stands there: the statue is on one of its seats.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
Zombie statue: shopping cart under the bridgeCollectible
Location
The Slums · North-east of the radio tower – A little further south, just north-east of the radio tower, look below the bridge there for a shopping cart; the statue is inside it.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · North of the Fisherman's Village – Head east toward the Fisherman's Village. Just north of it, near a bus, a car has the statue in its boot.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Infamy Bridge – Get onto the Infamy Bridge and keep to the left: climb the first big support cable up to the metal platforms, then up to the top of the pillar. Ride the zipline across to the next pillar top; the flag hangs on a metal frame sticking out there. Jumping from it into the sea is survivable.
Summary
One of the 30 flags in Harran: worth 500 Agility XP when picked up. No trophy needs it.
Zombie statue: under water by the bridgeCollectible
Location
The Slums · Infamy Bridge, in the sea – From the flag, drop into the sea on the bridge's north side. The statue lies under water about halfway between the shore pillar and the bridge's cut-off middle section; dive and search there.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Bridge HQ, middle of the Infamy Bridge – Swim on to the concrete pillars of the bridge's far section, climb onto the landing and up inside the left (north) pillar by its yellow pipes, back to road level past the gap; drop onto the rubbish heap below. Go through the medical tents on your right: in the first research-tent area, the entry sits on a stool by a desk.
Summary
One of Marvin Zucker's Battle Journal entries, part of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
Zombie statue: teddy-bear shelf by the coastCollectible
Location
The Slums · South-east of the Fisherman's Village – Swim back to the shore by the Fisherman's Village, then go south-east along the coast to a small house. Inside, the statue is on a shelf next to a teddy bear.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
The Slums · Radio tower safe zone – Go west to the radio tower safe zone, the antenna that overlooks the Infamy Bridge. Climb to the very top platform (the last ladders take care); the flag waits at the end of a metal beam.
Summary
One of the 30 flags in Harran: worth 500 Agility XP when picked up. No trophy needs it.
The Slums · South of the radio tower – Just south of the antenna is a small group of buildings. The house at its north-east corner has a "Pawn Shop - Cash for Gold" sign in front; on its roof, the flag hangs at the end of a wooden plank sticking out from the edge. It is hard to see from below.
Summary
One of the 30 flags in Harran: worth 500 Agility XP when picked up. No trophy needs it.
The Slums · South of the pawn-shop sign – Go a short way south from the pawn-shop sign, toward the Tower. A small room stands on a rooftop there: the statue is in its wardrobe.
Summary
One of the 100 zombie statues in Harran. No trophy or reward needs it.
Opening the crate starts the clock again: the drops that follow lead into the first night, with Volatiles out. Heal up first and carry Night Vision Boosters if you can craft them. On the run back, stay on the rooftops, use the UV flashlight to slow a Volatile, and set off the light traps you pass (the prompt appears when one is in range).
Airdrop: the Cauldron crateQuest step
Location
The Slums · The Cauldron – From the Cauldron safe zone, go to the marked building with a parachute on its roof and open the crate. It is empty, and two new drops come down.
The Slums · The Cauldron – Before chasing the new drops, look around the same building (blue, just south of the Stuffed Turtle): on its upper floor, beside a crate, lies the parachutist's body. Roll it over: the entry is underneath.
Airdrop: the two drops and the first night runQuest step
Location
The Slums · The Playground, the second drop, the Tower – Rais's men reach the first drop (at the Playground) ahead of you: slip past them, they carry guns. Follow the marker to the second crate and watch the scene; then night falls. Run for the Tower or any secured safe zone (in a safe zone, sleep to morning), pushing the chase to level 2 on the way for Prom Night (next item), and report to Brecken on the Tower's 19th floor; he hands over the Runner's Suit.
The end of "Airdrop": the race for the two new drops, nightfall, and Crane's first run home with Volatiles out. Reporting to Brecken ends it and starts "Pact with Rais".
The Slums · On the night run – During the run home, let the Volatiles see you, break line of sight so they start searching, then get spotted again: the chase climbs to level 2 (two lit marks beside the radar). Escape them or reach the Tower or a safe zone and the trophy pops. If you shook them off at level 1, try again on any later night.
The Slums · The Tower, ground floor – After reporting to Brecken, hand Lena the "Mother's Day" pills if you have not yet, then take the lift down to the Tower's ground floor and talk to Alfie in his workshop off the lobby.
Starts the side quest "Voltage": restart two substations, then the central station at night to spring Alfie's trap on the Volatiles there. It opens once "Airdrop" is over.
The Slums · North and east substations – If it is night, sleep in the Tower until morning first. Both substations are marked on the map. The northern one is fenced off, and its small building has a locked door to pick; the eastern one stands open, with an infected inside. Throw the lever in each.
The Slums · Eastern substation – At the eastern substation of "Voltage", search the small room for a chest: the blueprint should be inside. If it is not, it comes as Alfie's reward instead, after "Voltage" or after the later "Searchlights".
Voltage: central station master panel at nightQuest step
Location
The Slums · Central station, far south – Scout the central station in the far south of the Slums by day; it swarms with infected, so move over them, not through them. The Courtyard (Zere's lab, south of the Tower) is the nearest bed: sleep there until night. Climb in where the fence is pushed down in its eastern corner (or jump across the transformers) into the chain-link enclosure, and use the master panel in the southernmost building. The surge kills the infected around it and the quest is done; Alfie has your reward when you next pass the Tower lobby.
The Slums · Central station, far south – It lights up the moment the master panel in the station's southernmost building is reset: the bed is right there to sleep through to morning or the next night.
The Slums · Infamy Bridge, the broken end – Sleep at the central station until the next night (or go on now), then make for the radio tower safe zone by the bridge. At night, get onto the bridge's road and sprint along the wrecks to the point where it is blown away; jump into the sea from that broken end, not over the side rails. The bridge is packed with infected after dark, so keep moving.
The Slums · Any night, near a safe zone – On this night or any later one, pick a fight with a single Volatile close to a safe zone, such as the radio tower's, so you can dive inside once it drops. A firearm makes it far easier; Molotovs and electric fences help too. If your gear is not up to it yet, leave it for a later night: it cannot be missed.
Rais's three jobs (two antennas, a collection round, a lost patrol) and the side quests they open: Spare Glasses, Tunnel Vision, Gas Mask Man, A Survivor's Guide to Zombieland, Incense Herbs, the start of The Prodigal Son, and Gassed Up.
Airdrop is over: the clock now runs, nights bring the Volatiles, and Brecken sends Crane west to Rais's Garrison. Rais's jobs cross the whole Slums: two antennas in the north, a collection round from Jaffar's Wheelstation to the Fisherman's Village and the Ferry Harbor, and a lost patrol at a gas station. Four of the stops become safe zones. Side quests are taken as the jobs pass them; the most important is A Survivor's Guide to Zombieland, finished here because it is the one side quest players report losing. Left for later: The Prodigal Son after its first talk (the Tower's upper floors are closed for a while at the end of this chapter), and the Fisherman's Village request-board quests.
Pact with Rais: meet Rais and Karim at the GarrisonQuest step
Location
The Slums · Rais's Garrison – From the Tower, head west to Rais's Garrison, a fortified apartment block in the west of the Slums. Slip past the infected at the front, climb onto a car to get over the fence, then go on west and knock on the door for the meeting. Afterwards find the door into the building and talk to Karim.
The Slums · Rais's Garrison – No capture needed: it opens with the story once Crane has met Rais. A door in the courtyard leads to the main floor; a small room on the roof holds a second way in.
The Slums · Rais's Garrison – On the roof of Rais's Garrison, the building where the small rooftop room gives a second way in. No more exact spot is known: search the roof on one of this chapter's visits.
One of the 100 zombie statues in the base game; optional (no trophy needs them). Take it while working for Rais: the Garrison is reported sealed for good after "The Pit".
Pact with Rais: power the two radio towers (Toad, Goon; Alexei's tower)Quest step
Location
The Slums · The antennas north of the Garrison – From the Garrison, go north to the railway, climb onto a wagon to call the GRE, then make for the first antenna in the far north-west. A Goon and a Toad guard it: kill the Toad quickly, then kill or lure off the Goon, open the shutter (two biters inside) and throw the power switch. Climb the antenna by its ladders and yellow-and-black ledges, open the box at the top, and ride the rope down. The second antenna is east, behind an electric fence: climb the rocks behind it, run off the jutting ledge onto a metal balcony, talk to Alexei, climb, switch it on, then go back to the Garrison and talk to Rais and Karim.
Karim's first job: bring Rais's radio antennas back online. The first one is broken, so the job ends at a second antenna run by a survivor called Alexei.
The Slums · First antenna (far north-west) – At the first antenna of Rais's job, the small red-brick building in front of the mast has two garage doors; one opens during the job. Inside, the journal is on a desk beside the lockers.
The Slums · First antenna (far north-west) – Climb the same first antenna again, using its power cables, to the top platform; the flag stands on a box up there.
The Slums · Alexei's antenna – Opens by itself when Crane gets inside the electric fence around the second antenna on the job above. The bed and stash are in the main building at the foot of the tower.
The Slums · Alexei's antenna – At the very top of Alexei's antenna, above the box you switched on. From a rock ledge nearby, get onto the first platform, climb the yellow beams, and finish with a corner jump onto the beam over the drum-shaped dish.
The Slums · The Tower – Before Rais's next job, return to the Tower. Read the Spare Glasses note on the request board in the lobby, by the lift, then talk to Khaliq on the ground floor. While at the board, also take the Incense Herbs note beside it (its lavender comes later, near the Ferry Harbor).
Spare Glasses: Khaliq's house south of the TowerQuest step
Location
The Slums · Khaliq's house – From the Tower, go south to Khaliq's house. The only way in is from above: get in through the broken roof to reach a balcony with a red door. The glasses are in a bag on the floor upstairs, next to drawers with a diploma; the book is the one volume still standing in a ground-floor bookcase (pick up the books there until you find it). A door bolted from inside lets you out; take both items back to Khaliq in the Tower.
The Slums · Khaliq's house – Inside Khaliq's house, on the Spare Glasses visit above; no more exact spot is known, so search the rooms while you look for the glasses and the book.
Tunnel Vision: Blake, then Ryan's junkyardQuest step
Location
The Slums · Ryan's junkyard – Talk to Blake, the guard near the Tower entrance. Then head for the house with red smoke rising from it, in a junkyard under the overpass west of the Tower (the map marks it): climb into the yard, knock, and talk to Ryan, who hands over a note.
The Slums · Black Serpent Bazaar – From Ryan's junkyard, make for the Black Serpent Bazaar safe zone, where Aziz waits. He points to two road tunnels in the south-west where the courier's car was left.
Tunnel Vision: the courier's car in the south-west tunnelQuest step
Location
The Slums · South-west road tunnels – From the Bazaar, head south-west to the southern (and longer) of the two marked tunnels and open the car boots. The package is usually in a limousine parked by a side door. If it is not there, search the other cars, including a white SUV near the middle of the tunnel watched by a Goon, and then the northern tunnel.
Tunnel Vision: Aman, 19th floor, then the junkyard bandits and RyanQuest step
Location
The Slums · The Tower, 19th floor; Ryan's junkyard – Take the package to the Tower and ride the lift to the 19th floor, where Aman waits in one of the rooms. Carry what he gives you back to Ryan's junkyard, where a large group of bandits is trying to break in: thin them out from behind the fence with throwing weapons or Molotovs and keep moving, as some of them throw too. Once they are dead, knock and talk to Ryan.
Aman prepares the package, and Crane carries it back to Ryan. Bandits are waiting at the junkyard; finishing the quest ($1,000) turns Ryan's place into a safe zone.
The Slums · Ryan's junkyard – Leave the garage and walk around Ryan's house to the right: against its wall, next to an empty green bin, the note lies on a pair of old bus seats.
The Slums · Jaffar's Wheelstation – From Ryan's junkyard, go to the railway bridge east of the Garrison and climb a wagon on it to call the GRE. Carry on to Jaffar's Wheelstation, a blue garage building inside white fences and barbed wire that looks over the market toward the main highway. Find Jaffar in the camp and take his payment; the safe zone opens with the story.
The Slums · Fisherman's Village – First meet Rais's courier: in the tunnel with burning cars north-east of Jaffar's, take the southern door, work through the corridors beyond to a red door and open it (the first Bomber shows itself there). Then go east to the Fisherman's Village. Shut the main gate at once so no more infected get in, then kill every infected inside, watching for Runners and for Bombers (burst these from range). Then find Gursel's hut and collect the payment.
The village on the eastern shore by the Infamy Bridge; clearing it becomes a safe zone with a bed, a trader, a bounty board and two challenges. Gursel, Rais's next payer, lives here.
The Slums · Fisherman's Village – In the Fisherman's Village, go to the building farthest to the north-west (the Golden Hammer workshop). In its bedroom the note lies on a mattress, on the lower bunk by the wall.
Gas Mask Man: Shakur's garage north-west of the villageQuest step
Location
The Slums · Shakur's garage – From the Fisherman's Village, head north-west to Shakur's gated garage (the map marks it). Open the shutter and hear Shakur out.
The Slums · Shakur's garage – Opens by itself the first time Crane talks to Shakur at his garage on the step above. Use its bed now if you need one; it will not stay safe after the quest.
Gas Mask Man: treasure bag on the lakebedQuest step
Location
The Slums · Lake of the Drowned – From Shakur's garage, go north to the lake and dive where the search circle is. Near the deepest part an upturned boat lies on the bottom; the bag is a short way south of it. Surface often to breathe, then carry the bag back and throw it to Shakur.
The Slums · Shakur's garage – Before leaving Shakur's place, go round to the back of the house, by the river: a wrecked green car stands there with its boot open, and the journal is inside.
Summary
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
Gas Mask Man: Gursel's hut, the gas mask; MusaHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Slums · Fisherman's Village – Return to the Fisherman's Village and ask the guard at the main gate who has a key: Tom, Gursel and Musa. Search their huts; the gas mask is on a washbasin in Gursel's. Talk to Gursel, then to Musa.
Back in the village, three people hold a gate key, and one of their huts hides a gas mask. Ending the quest with Musa gives the Champion weapon upgrade.
The Slums · Fisherman's Village – In Gursel's house (above the fish market, the first building on the right inside the gate), on a small bookshelf to the left of the front door as you come in.
The Slums · Ferry Harbor – From the Fisherman's Village, head north to the port. Climb over the barricades, find Morgan and take the bag from his table; the harbour opens as a safe zone with this last payment.
The old ferry dock, held by survivors living on a barge; its bounty board is where Neil Fallon waits. After "The Pit" most of the harbour is overrun and only the barge stays held.
Pact with Rais: collect Jaffar's, the courier tunnel's, Gursel's and Morgan's paymentsQuest step
Location
The Slums · Ferry Harbor – Done in the four stops above: Jaffar at his Wheelstation, the courier behind the red door in the burning-car tunnel, Gursel in the Fisherman's Village, and Morgan at the Ferry Harbor. Tick it when Morgan's bag is in hand; Rais's next call comes on the way back west.
A Survivor's Guide to Zombieland is handed in at the Ferry Harbor barge. Players report losing it once the barge is gone, and the harbour is overrun after "The Pit". Do all four steps below before moving on with the story.
A Survivor's Guide to Zombieland: Neil Fallon at the boat launchQuest stepMissablePoint of no return
Location
The Slums · Ferry Harbor – In the Ferry Harbor safe zone, talk to Neil Fallon by the bounty board at the boat launch. He left his satchel of notes behind in an internet café, and his camera is in the boot of a black car stuck on the Infamy Bridge.
Why you can lose it
Players report that once Neil Fallon's barge leaves the Ferry Harbor the quest can no longer be handed in, and the harbour is overrun after "The Pit". Finish all four steps before "The Pit".
Point of no return
Talking to Brecken on the Tower's ground floor after the Volatile nest: Siblings ends and The Pit begins in the same scene.
Incense Herbs: lavender on the islets beyond the bargeQuest step
Location
The Slums · Rocky islets east of the Ferry Harbor – With the Incense Herbs note from the Tower board, go east from the Ferry Harbor barge to a pair of rocky islets in the north-east corner of the Slums; the map shows lavender icons there. Pick six plants on and around them (Survivor Sense shows the ones tucked into bushes). Hand them to Toygar beside the Tower request board as you pass the Tower on the way to the café below.
A Survivor's Guide to Zombieland: the internet café satchelQuest stepMissablePoint of no return
Location
The Slums · HyperHouse internet café – From the Tower, go south-east to the HyperHouse internet café. Kill the infected at the entrance, pick the easy lock, and step back as the door opens: a Bomber is inside, and Runners follow the noise. Fallon's satchel is under one of the computer desks.
Why you can lose it
Players report that once Neil Fallon's barge leaves the Ferry Harbor the quest can no longer be handed in, and the harbour is overrun after "The Pit". Finish all four steps before "The Pit".
Point of no return
Talking to Brecken on the Tower's ground floor after the Volatile nest: Siblings ends and The Pit begins in the same scene.
The Slums · HyperHouse internet café – In the internet café, on the desk where Fallon worked (where his satchel was hidden), in front of a keyboard in the south-east corner of the room.
A Survivor's Guide to Zombieland: the black car on Infamy Bridge, dive for the cameraQuest stepMissablePoint of no return
Location
The Slums · Infamy Bridge – Head east to the Infamy Bridge and work along it car roof to car roof, vaulting the infected. Fallon's black car hangs through a broken barrier at the edge. Opening its boot sets off the alarm and drops the car into the water: get clear of the noise, climb down, dive to the wreck on the bottom and take the camera from its boot.
Why you can lose it
Players report that once Neil Fallon's barge leaves the Ferry Harbor the quest can no longer be handed in, and the harbour is overrun after "The Pit". Finish all four steps before "The Pit".
Point of no return
Talking to Brecken on the Tower's ground floor after the Volatile nest: Siblings ends and The Pit begins in the same scene.
A Survivor's Guide to Zombieland: back to FallonQuest stepMissablePoint of no return
Location
The Slums · Ferry Harbor – Swim up from the bridge and go north back to the Ferry Harbor safe zone; give Neil Fallon the satchel and the camera.
Why you can lose it
Players report that once Neil Fallon's barge leaves the Ferry Harbor the quest can no longer be handed in, and the harbour is overrun after "The Pit". Finish all four steps before "The Pit".
Point of no return
Talking to Brecken on the Tower's ground floor after the Volatile nest: Siblings ends and The Pit begins in the same scene.
A side quest for the journalist Neil Fallon. It is the one side quest players report losing, so it is done now, well before "The Pit". Returning both items pays $2,000.
The Slums · Taurus gas station below Alexei's antenna – Heading back west toward the Garrison, Karim radios about a patrol lost in the Slabs; the marker is the gas station below Alexei's antenna. Go in with full health. Take the DIY Grenades from the back of the yellow van, then deal with the armed bandit on the station roof: lob a grenade over the fence, use throwing weapons, or climb a shelf and jump up. His Police Rifle lies where he falls; open the hatch on the roof and drop in to secure the safe zone.
The Slums · Taurus gas station below Alexei's antenna – Inside the gas station you have just secured, in the station shop: look in the corner by the bedroll: the journal rests on a white mattress there.
The Prodigal Son: Alexei on the radio towerQuest step
Location
The Slums · Alexei's antenna – Once the gas-station gunman is dead, Alexei shouts down from his antenna. Jump onto a metal balcony of the tower, as on Rais's antenna job, and talk to him.
The Slums · Alexei's antenna – Climb down to the safe zone's main building at the foot of Alexei's antenna; the note is on the table behind the stash bag.
Pact with Rais: the lost patrol at the gas station, back to RaisQuest step
Location
The Slums · Gas station; Rais's Garrison – At the gas station, roll over the soldiers' bodies; the dead mercenary closest to the building has the envelope. Take it west to the Garrison: talk to Karim, then knock on the blue door for Rais.
The Slums · Fort Jefferson – Alfie's call comes as Crane leaves the Garrison with Rais's Antizin. Head to Jeff's fort in the west of the Slums (the map marks it), jump over its defences or climb its roof to a small balcony, and talk to Jeff at the half-open shutter.
The Slums · Fenced pipe yard south of Fort Jefferson – Just south of Jeff's fort is a small, square fenced yard full of pipes, one of the quest's valve spots. The only way in is to drop from the bridge beside it; the note lies on a cardboard box next to a pile of blue rubbish bags.
Summary
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
Gassed Up: the four valves (viaduct, tunnel, railway bridge, underwater main)Quest step
Location
The Slums · West Slums gas network – From Jeff's fort, go to the valve under the viaduct and kill the Toad beside it before turning it (it takes a few seconds). Next, in the road tunnel, take the side passage on the left into a row of narrow rooms. Then go north-east to the fenced valve by the railway bridge: from the bridge, kill the Toad and shoot or burn the Goon inside before dropping in. Last, at the main valve, dive into the water, swim into the tunnel, deal with another Goon, turn the valve and get out fast.
The Slums · Road tunnel under the overpass – In the road tunnel of the second valve: go through the door in the south wall by a white car and on east past a second door into a room of infected. Clear it; the note is on a desk with a computer at the back.
The Slums · Gas distribution plant – At the gas distribution plant south-east of Rais's Garrison, a lone blue building has a hard-lock door (clear the infected around it first). Inside, the note is in the medical cabinet on the wall.
Summary
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings).
Gassed Up: the three blue-line valves; JeffQuest step
Location
The Slums · Fort Jefferson – Back on the surface, follow the blue pipes and turn the three valves on that line quickly: more infected and Runners keep arriving, and jets of flame block the way. Then return to Jeff's fort, talk to him and run clear before the explosions in front of it.
Pact with Rais: the Antizin to the Tower, Brecken, the roof callHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Slums · The Tower – From Jeff's fort, climb a wagon on the railway north of the Garrison to call the GRE, then head for the Tower with the Antizin; on the way Jade reports an outbreak on the 18th floor. Ride the lift, check on Brecken in his room, and take the stairs to the roof to meet Rahim. Finish on the higher part of the roof, where Crane can call the GRE unseen.
The Slums after the pact: Tower floors, the Fisherman's Village, the west
With Rais paid off, the Tower's upper floors open again: a loop of side quests from the Fisherman's Village, Jaffar's Wheelstation and the train yard, Osman's quest in the north, Kurt's bomb and the Infamy Bridge searchlights, before Siblings begins.
Pact with Rais is over and Siblings is waiting: leave it for now. The Tower lift reaches the upper floors again (the 18th floor stays shut), and Jaffar's Wheelstation, the Fisherman's Village, the Ferry Harbor and Alexei's antenna are safe zones. Toads and Bombers now roam the Slums, and the Police Rifle from the patrol's gas station is worth carrying: several of these quests put Rais's gunmen in front of you. The walk starts in the Tower, loops east from the Fisherman's Village, then works the west (Jaffar's Wheelstation, the train yard, the Bites Motel, Alexei's antenna and Osman's tunnel in the north), spends a night on Kurt's bomb and the far western edge, and ends back east on the Infamy Bridge at night. Left for later: Siblings and the quests it opens (next section), Total Security and the last Slums sweep before The Pit.
The Prodigal Son: Ayo, Tower 19th floorQuest step
Location
The Slums · The Tower – In the Tower lobby, ask Blake or Deniz about Kristov; they point you to Ayo. Take the lift up to the 19th floor and talk to Ayo: Kristov was sent toward a newly built skyscraper and has not reported back.
The Slums · The Tower, apartment 191 – Stay on the 19th floor and find apartment 191, now the Tower's sick bay. Step into the treatment room: the journal lies on a chair beside a patient's bed, on your right as you come in.
The Slums · The Tower, 20th floor – Go one floor up to the 20th, where the residents live, and search the children's playroom: the statue is inside it.
The Slums · The Tower – Ride the lift back down to the lobby and talk to Alfie in the ground-floor workshop. Keep the quest for the end of this section, when the route is back by the bridge.
On the Hooks: the Messenger in the Tower lobbyQuest step
Location
The Slums · The Tower – The Messenger stands near the request board in the lobby. Talk to him; Tolga and Fatin call some time after you leave the Tower, and the route meets them at Jaffar's Wheelstation.
The Slums · Fisherman's Village, Golden Hammer workshop – From the Tower head north-east to the Fisherman's Village safe zone. Find the house with a boat propped against one wall and a Golden Hammer workshop sign over its wide garage door; the blueprint is on the wooden desk by the window inside.
Four side quests are notes on the request board in the middle of the village: Poisonous Herbs (Musa), Binoculars (Santiago), Dulse (Sophia) and Midnight Bride (Gursel). Take every note the board shows; if one is missing, look again after handing one in. The first three are done on the loop below; Midnight Bride is a night job in the far west later in this section.
Where's My Mother?: Meliha's hutQuest step
Location
The Slums · Fisherman's Village – Meliha is hammering on a hut door near the waterline. Talk to her, then pick the door's lock (medium), search the rooms and tell her nobody is inside.
Where's My Mother?: Harun under the broken bridgeQuest step
Location
The Slums · Under the Infamy Bridge – Ask the fishermen about Harun (the one standing outside the hut where Yasmina is knows): he hangs out under the broken Infamy Bridge. Dive in and swim out to the platform built round a big pillar to talk to him, then swim back and speak to Yasmina at Meliha's place.
Where's My Mother?: Jamil in the red buildingQuest step
Location
The Slums · Red Flower café and bar – Head south-west from the village to the red-painted Red Flower café and bar; go in from the street or by a balcony. Kill the infected on every floor, push two wardrobes across the doors, then open the third wardrobe, in the children's bedroom, where Jamil is hiding, and talk to him.
The Slums · South of the Tower – With the note taken, the Wolf's Bane patches show on the map; the nearest lie south and south-west of the Tower, a walk west from the Red Flower café. Pick 10 of the tall purple flowers and keep them for Musa when the loop returns to the village.
A Baby is Born: Macary's building east of the overpassQuest step
Location
The Slums · North-west of the Red Flower café – Go back east: Macary's building is a short walk north-west of the café, marked by a woman's screams. Get in by a balcony hatch, drop a floor, slide the wardrobe aside and knock, then bring Macary 3 bottles of alcohol three times (9 in all; his own house has two in its freezers, and traders sell more). After the third delivery, pick the lock on his door and look inside.
Macary claims his wife is in labour and keeps sending you for alcohol. Finish it in this stretch: Macary's group does not stay in the Slums for the rest of the story.
Binoculars: board note, the radio tower safe zoneQuest step
Location
The Slums · Radio tower safe zone – From Macary's building go a short way north to the radio tower safe zone you secured during Airdrop. Climb to its middle platforms: the binoculars lie on a cardboard box by a mattress, near the zone's stash. Keep them for Santiago.
Where's My Mother?: Salim's workshop, AidaQuest step
Location
The Slums · Salim's workshop – Salim's workshop is far to the north near the big lake (the road there runs through a tunnel, and a safe zone stands next door). Knocking sets off his alarm: fight the incoming infected from the roof, since every one nearby counts, then kill Salim and take his key. Inside, move the wardrobe on the north wall, take the trapdoor to the basement and free Aida; Meliha pays when the loop is back in the village.
The Slums · Lake of the Drowned – From Salim's workshop go to the big lake just west of it (the Lake of the Drowned, where Gas Mask Man's bag lay); the dulse is marked on the map. Most grows on the lakebed with a faint glow and some in the shallows (Survivor Sense helps): collect 5 and keep them for Sophia.
The Slums · Ferry Harbor safe zone – Go east from the lake to the Ferry Harbor safe zone, north of the Infamy Bridge. The blueprint lies on a wooden table under a red-and-white metal roof, next to the trader.
Summary
A fixed blueprint pickup: a bleeding mod for hammers.
Walk south from the Ferry Harbor to the Fisherman's Village and hand in: Meliha (Where's My Mother?), Musa (the Wolf's Bane), Santiago (the binoculars) and Sophia (the dulse). Keep the Midnight Bride note.
Blueprint: WelderWeapon
Location
The Slums · Jaffar's Wheelstation garage – Cross the Slums west, past the Tower, to Jaffar's Wheelstation. In the garage, where Zaid works, the blueprint is on the workbench beside a blue locker.
The Slums · Jaffar's Wheelstation – Talk to Jaffar at the Wheelstation (Kurt, nearby, may send you to him). Keep the quest: the construction site is on the route's northern leg.
On the Hooks: Tolga and Fatin, the warehouse hooksQuest step
Location
The Slums · Train-yard warehouse – Once Tolga and Fatin have radioed, meet them at their van by the Wheelstation, then go to the warehouse north of it: hang from the yellow pipe on its side, shimmy left, jump to the street lamp, climb to the roof and break a glass roof panel to drop in. Smash pallets and crates for the small blue box of hooks (a firefighter Goon is inside, and some walkways give way). Climb out the way you came and take the hooks to the twins.
Firebug: zinc and turpentine in the train-yard warehouseQuest step
Location
The Slums · Train-yard warehouse (north) – Zaid's warehouse is a little further north than the hooks one; Rais's men hold the roof (more come once you attack) and a rifleman waits inside, so use throwing weapons or a gun (he drops a Police Rifle). Drop in through the roof hole and search the train wagons in the hall for two blue buckets of zinc powder. Then climb back to the walkways, drop through the broken section into a small room and work door by door to the turpentine in the last room, and bring both to Zaid.
The Prodigal Son: secure the motel (safe zone), KristovQuest step
Location
The Slums · Bites Motel – Track The Prodigal Son and head north from the Wheelstation toward its marker; near the train yard Kristov radios from the Bites Motel, just north-west of the warehouses. Shut the gate (the only way in), clear the lot and the rooms (a Toad on the balcony, a Goon in the yard best left for last) and switch the power on to secure the safe zone. Talk to Kristov at the bus.
The Slums · Bites Motel – Secured in the step above: the gate shut, the lot and rooms cleared and the power on. It sits by the train yard in the north-west.
The Prodigal Son: Alexei's hut, Rais's menQuest step
Location
The Slums · Alexei's antenna – Head east to Alexei's antenna (the second tower, inside the electric fence); Alexei now waits in the small building at its foot, not on the balcony. Five of Rais's men attack after your talk: use blades, throwing weapons or a gun, keep fire such as Molotovs away from Alexei, then talk to him again.
O Brother Where Art Thou?: Osman in the North TunnelQuest step
Location
The Slums · North Tunnel – From Alexei's antenna go north to the tunnel at the far north of the Slums, on the west side of the big lake. Inside, take the door on the north side and follow the corridors to a gate; Osman is hiding behind it.
Steal from a Thief: the construction site, dynamiteQuest step
Location
The Slums · Construction Site – Go east from the tunnel to the Construction Site in the north, by the lake. Rais's men hold it, with two rifles and a Police Rifle among them, so fight from cover with a gun (Runners join once the shooting starts). Take the keys from the easternmost container hut and the dynamite from the chest in the northernmost container; Jaffar gets it when the route is back at the Wheelstation.
O Brother Where Art Thou?: Nazim's buildingQuest step
Location
The Slums · Stuffed Turtle, loading dock – Head back south-west to the Stuffed Turtle, south of Alexei's antenna, and go in by the loading dock where Rais's van is parked, not by the quarantine zone's front doors. Take the keys from the bathroom floor, open the locked room and climb the fallen cupboard into the vent; when a Bomber blows up below its end, drop down and fight the fast infected from the high shelves. Nazim is in the next room; infected crowd the loading dock as you leave.
O Brother Where Art Thou?: defend Osman's hideoutQuest step
Location
The Slums · North Tunnel – Return to Osman's hideout in the North Tunnel. Rais's men, two of them named (Victor and Havoc), hold the corridors on the way: a gun or traps in the narrow passages work well. Talk to Osman when they are dead.
The Slums · Stuffed Turtle, front entrance – Heading south from Osman's tunnel, stop at the Stuffed Turtle's front entrance (the quarantine zone doors): the note is wedged in the doorway.
The Slums · Bus station, the Slabs and the Cauldron – All three are marked on the map: from the Stuffed Turtle head north-west to the first, on the north side of the bus station (open the door), then the second, a house a little south of the bus station with a safe zone just beyond it. The third is on the top floor of a house in the Cauldron, under the main road and east of the train tracks, with a red crate outside; a zombie statue is in it too.
From the Cauldron stash head south-west to Jaffar's Wheelstation and hand Jaffar the dynamite: that finishes Steal from a Thief. His next job, through Kurt, comes by radio a while later.
Quarantine zone: Chemical StorageAchievement
Location
The Slums · Chemical Storage – While Jaffar's call is pending, find the Chemical Storage building on the far western edge of the Wheelstation's district; the way in is a taped-off sliding door that looks like part of the wall. Inside, cross the electrified fence by the shelves or the zipline (its switch is on the east wall) and take the east gate into the chemical hall. Keep to the tops of the containers and barrels, away from the toxic spills, shoot the Toads with a bow or gun, and drop into the containers for the five DROPs.
The Big Bang Thesis: the truck battery and the materialsQuest step
Location
The Slums · Overpass north-west of the Wheelstation – The battery is in a truck hanging off the overpass north-west of the Wheelstation; a Toad and a Goon guard it, so kill them or lure them away with firecrackers. Take the Car Battery back to Kurt with six each of Metal Parts, Household Supplies and Power Cables (loot, the quartermaster or any trader, including the Wheelstation's). He needs a while to build the bomb and radios when it is ready.
The Big Bang Thesis: Kurt's bomb in the tunnel, at nightQuest step
Location
The Slums · Tunnel west of the Wheelstation – Take Kurt's Bomb from his table and, at dusk, go to the barricaded tunnel west of the Wheelstation; hide off the road until the Volatiles come out after dark and move away. Walk to the far end and plant the bomb at the quarantine wall; it fails, so follow Kurt's radio advice, arm it again and run clear. Back at the Wheelstation (a safe zone) Kurt hands over the blueprint.
Midnight Bride: board note, the far west at nightQuest step
Location
The Slums · Far western edge – The same night, go north-west from the Wheelstation to the far western edge of the Slums, where the marker covers a small park between two apartment blocks. From 21:30 to 06:00 the five flowers glow gold (Survivor Sense helps; keep the flashlight off). Sleep in one of the safe zones within about 100 m until morning, then carry the flowers east to Gursel in the Fisherman's Village.
The Slums · Infamy Bridge, tallest pillar – By daylight, after Gursel, walk from the Fisherman's Village onto the Infamy Bridge. Coming from the Slums, the first big support cable is on your left: run up it to the metal platforms and climb them to the top of the tallest pillar, where the blueprint sits in a small yellow box.
Summary
A fixed blueprint pickup: an electric and toxic mod for most blunt and one-handed weapons.
The Slums · Infamy Bridge searchlights – Sleep in the village until evening and set out at dusk (the bulbs may also come out by day); on the bridge, use the side balconies or run the deck past the Volatiles to the lit spot under the lamps, which they avoid. From the van roof there, climb the southern pillar to a high balcony, ride the rope to the northern balcony (kick off the infected that burst out), then climb the northern tower's yellow pipe and ladder to the red door. Take the bulbs still glowing green, stepping back from lamps that spark, climb the south wall for the upper set (a small safe zone with a bed is beside them); Alfie in the Tower lobby takes the bulbs.
The Slums · Infamy Bridge safe zone – In the small safe zone beside the bulbs at the top of the bridge, the note lies on the floor just past the bedroll.
The Slums · Infamy Bridge, top – The bedroll room next to the searchlight bulbs, at the top of the climb; it unlocks when you reach it after taking the bulbs. Sleep here, or slide down the rope.
Walk back to the Tower and give Alfie the bulbs. That clears the side quests Rais's deal opened. Siblings starts with Jade near the Harran Public School and opens the next round of Tower and school quests.
Siblings
Jade and Crane break into the Harran Public School, Crane hunts his first Bolter at night for Dr. Zere, clears the side quests that open at the school, the Tower and the Bazaar, and ends with the bomb run through the Volatile nest.
"Pact with Rais" is done: the Tower's upper floors are open again (the 18th stays sealed), the Fishermen's Village, the Bazaar and Jaffar's Wheelstation are hubs, and Survivor rank should be around 10 or 11. Don't count on the Grappling Hook yet: it is a Survivor skill that comes later. This section follows "Siblings" to the night Bolter hunt, then takes the side quests it opens before going back to the story: Cease and Desist and the twins' batteries around the school and the Slabs, two Tower board jobs, and Dahlia's chain of potions out of the Bazaar, which needs two nights. The overpass and the Volatile nest come last, up to the cutscene back at Rahim's boxcar. The school visits also take its two notes, its safe zone and a blueprint in a classroom. Left for later: the other four Bolters for the hunting count, the next Tower board jobs and the report at the Tower that starts the next story quest (all in the next section, the last Slums sweep).
Counters you can feed from here
Kills with guns and bows, kills with throwing weapons, and rescues of survivors that Rais's bandits are harassing all count toward later grinds. Bandit rescues are rare in Old Town, so take every one you see in the Slums from now on.
Siblings: the Harran Public School with JadeQuest step
Location
The Slums · Harran Public School – From the Tower, follow the quest marker to the boxcar by the school in District C and open its door to find Jade. Climb onto the school roof by the balcony over the blocked front entrance and its ladder, deal with the Toads and Bombers up there, open the roof door and step back until the exploding infected behind it has gone off, then drop in through the hatch. Inside, flip the alarm switch, take the Basement Keys from a closet by the library, clear the wardrobe and planks off the way down, turn the valve in the basement and beat the last group of bandits.
Siblings: Bolter Tissue at night for ZereQuest step
Location
The Slums · Courtyard – It is dark when you leave the school: make your way to the Tower, ride the lift and climb to the roof for Rahim, then talk to Dr. Zere and to the quartermaster in the lobby, who puts the Bolter feeding grounds on the map. At night (sleep in a safe-zone bed if it is light), keep the flashlight off, make sure no Volatiles or other infected are close, and crouch up behind a Bolter to kill it with a strong melee weapon before it runs; search the body for Bolter Tissue. Take it to Zere's trailer in the Courtyard just south of the Tower.
Back at the Tower, Zere wants a fresh sample from a Bolter, a rare night-only infected that flees when it senses you, and gives the Bolter Poison blueprint for it. This Bolter is the first of the five that the Bolter Hunting count needs.
Rahim radios as you leave Zere's trailer and the quest points north to the overpass. This route first does the side quests that have just opened at the Tower, the school and the Bazaar, and goes to the overpass at the end of the section.
Electronic Parts: hand in to ToygarQuest step
Location
The Slums · The Tower – From the Courtyard, walk into the Tower lobby and read the request board by the lift; take the Crayons for the Kids note from the same board. Hand two Electronic Parts to Toygar, who stands beside the board: if you don't have them yet, they turn up as loot (gas stations are a good bet) and some traders sell them, so hand them in on a later visit.
The Slums · Harran Public School – Blake, the guard by the Tower entrance, mentions people seen at the school; the lead is not needed. Go back to the school and use the main front entrance, the one that was shut during the story: talk to Edward at the door, then to Erol, who sits inside in a wheelchair.
After Jade and Crane cleared it, a small group of survivors led by Erol, the former governor of the province, moved into the school. Erol says Rais wants him dead and asks Crane to deal with the men hunting him.
The Slums · Harran Public School – It is the survivors' area you walk into through the main entrance to meet Erol: nothing to clear or switch on. If the map does not show it as a safe zone, nothing is lost: it does not count.
Once Jade and Crane have driven Rais's men out, Erol's group of survivors shelters in the school and it becomes a safe zone. It is not one of the 17 that count toward capturing every safe zone.
The Slums · Harran Public School – In Erol's room, on the table just north of his wheelchair, next to a laptop and a radio set. If it is not there yet, it appears once "Siblings" is finished.
The Slums · Harran Public School – From Erol's room, cross into the side room opposite (the south side room past the main entrance): the note lies on a desk beside a pile of CDs. If it is not there yet, it appears once "Siblings" is finished.
Crayons for the Kids: crayons in the school; KateQuest step
Location
The Slums · Harran Public School – With the board note taken, pick up the crayon boxes in the survivors' area on the school's first floor, around Erol: most sit together on the central table, one on a chair and one on the floor by a hopscotch drawing; Survivor Sense shows any you miss. Keep them until you next pass the Tower (after Cease and Desist below) and give them to Kate on the 20th floor.
Assault and Batteries: Tolga and Fatin at the schoolQuest step
Location
The Slums · Harran Public School – Tolga and Fatin radio at a random moment some time after the school visit in "Siblings". When the call comes, meet them in front of the school's main entrance. If it hasn't come yet, carry on with the steps below and come back to this one when it does.
Cease and Desist: the dead mercenary's walkie-talkieQuest step
Location
The Slums · The Slabs – From the school, head north-west to the area Erol marks in the Slabs, near the bus station. Walk between the buildings until you hear a voice on a radio, then kill or distract the infected and search the bodies: one of Rais's men lies among the dead infected with the walkie-talkie.
Cease and Desist: block estate building 5, KarimQuest step
Location
The Slums · Gabriel Estate – Find the block with blue-painted panels and a big 5 on its front. Go down the small steps on its north-west side to the basement door, take the stairs up and fight off Rais's men (a group of at least four waits in a large room; guns and Molotovs help). The stairs are blocked higher up: pry open the lift doors and jump from ledge to ledge up the shaft, facing each one before you jump, then go through the only open door to Karim; after the talk, leave by the zipline or by climbing down the balconies from the roof.
Assault and Batteries: 3 car batteries at the bus stationQuest step
Location
The Slums · Bus station – From Gabriel Estate, head for the bus station north of the school (the twins mark it). Thin out the crowd first: Toads on the roofs, plenty of infected and a few Goons you can lure away or sneak past; pools of oil there can be set alight. Some buses are locked (an easy lockpick, or drop in through the roof) and about half are empty: check the compartment by the driver's seat in each; with three batteries, go back to the twins at the school.
Cease and Desist: 3 paint cans, "HELP" on the school roofQuest step
Location
The Slums · Harran Public School – Talk to Erol again, then go west to the scaffolded building he marks in the Slabs: one can sits on the south-east scaffolding a floor above the ground, one on the south-west scaffolding (down a ladder from the south-west corner of the roof) and one in the south-east corner of the roof. The zipline on the south-east side of that roof runs back to the school; climb to the school roof by the balcony over the main entrance and its ladder, and paint at the four marked spots.
Cease and Desist: school lockers and roof, Erol's cratesQuest step
Location
The Slums · Harran Public School – Talk to Erol, then go round the building to the side entrance and search the lockers in the changing room. The door locks behind you, so fight the infected through the flooded corridor and up the stairs, through the classrooms to the ladder and hatch onto the roof; Karim is there, and the crates beside him are yours to open.
The Slums · Harran Public School – It is in the classroom across the corridor from the biology room. The climb through the classrooms to the roof in the step above passes this wing; if you missed it, go back in through the main entrance and search the classrooms on that route.
Witch Queen: Dahlia at the Black Serpent BazaarQuest step
Location
The Slums · Black Serpent Bazaar – On the way, stop in the Tower to hand Kate her crayons (above); Jared, by the merchant in room 193 on the 19th floor, also mentions Dahlia, though you don't need the lead. Then walk a few blocks west of the Tower to the fenced market of the Bazaar and talk to Dahlia in her hut there.
Witch Queen: mushrooms in the southern caves; drink the potionQuest step
Location
The Slums · Southern caves – Sleep in the Bazaar's bed until night, then head to the caves marked south (a little south-east) of the market. Enter the water on the east side of the marked zone and swim through the opening into the cave (a supply crate sits at the entrance); the mushrooms grow on the walls and ceiling, Survivor Sense helps, infected lurk inside, and the last two need a couple of long jumps across the rock shelves. Swim out the way you came, give them to Dahlia and drink the potion.
Ten mushrooms from a cave that can only be reached under water, picked at night. Dahlia turns them into a potion and gives the Dahlia's Shroom Potion blueprint.
Hunting Goon: a Goon's liver to Dahlia; drinkQuest step
Location
The Slums · Black Serpent Bazaar – Once the hallucination is over, talk to Dahlia again. Kill any Goon, the big infected with a two-handed weapon, search the body for the Putrescent Liver, bring it to Dahlia and drink her new potion. A potion you sold or lost can be crafted again from its blueprint.
One of Dahlia's four potion quests in a row. The next one only appears once you have drunk the potion she gives you here and the hallucination has worn off. This one needs the Putrescent Liver of a Goon and gives the Dahlia's Liver Potion blueprint.
Kidney Punch: a Bomber's kidney to Dahlia; drinkQuest step
Location
The Slums · Black Serpent Bazaar – Talk to Dahlia once the effect wears off. Find a Bomber in one of the zones marked on the map (the Stuffed Turtle quarantine zone always has one), let it blow itself up or kill it, and search the body for the kidney while minding the other infected around it. Take it to Dahlia and drink the potion.
One of Dahlia's four potion quests in a row. The next one only appears once you have drunk the potion she gives you here and the hallucination has worn off. This one needs a Bomber Kidney and gives the Dahlia's Kidney Potion blueprint.
Bring Me the Brain of Usain Bolter: Bolter tissue to Dahlia; drinkQuest step
Location
The Slums · Black Serpent Bazaar – Talk to Dahlia after the effect wears off, then wait for night. Hunt a Bolter as you did for Zere: one feeding ground lies under a light trap right by a safe zone, so you can kill the Bolter, set off the trap, take the tissue and run for the bed. Give it to Dahlia, drink the potion and talk to her one last time.
The last of Dahlia's four potion quests: one more Bolter, and her final brew gives the Cloak Potion blueprint. This Bolter counts toward the Bolter Hunting five too.
Protect Omar (escort from outside the Tower)Quest step
Location
The Slums · The Tower – Before heading for the overpass, go back to the Tower and find Omar just outside it, digging for worms (a shield icon marks escorts on the map). Walk him to his reel, then his rod, then his fishing spot, keeping the infected off him; the job ends back in the Tower lobby.
Summary
An escort job that pays the GTFO blueprint. Do it now: Omar may not offer it any more once "Siblings" moves on.
The nest in the Demolition Zone can only be entered during the next step, through a pipe from the sewers. After the blast the way in is buried for good, and jumping the fence later just sends you back to a safe zone. Nothing collectible is known to be inside, so there is nothing to grab on the run.
Siblings: the overpass, Rahim and the Volatile nestHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Slums · Train yard warehouse – Head north to the highway overpass Rahim called from and search the bodies there, then go on north to the warehouse by the tracks and through its door (a new area loads). Kill the infected round Rahim's boxcar and the Toad that drops in when you try its door, then take the two bombs: from now you have three and a half minutes, so jump into the sewer hole, climb the ladder, and plant one bomb at the marked pillar and the other where a Goon smashes through a wall. Run for the exit, drop down, cross the pipes and take the ladder and the sewer swim back to the warehouse, where a cutscene plays at the boxcar; stop there, as the next section picks up the story back at the Tower.
Rahim and his friend Omar went after the Volatile nest with the bombs on their own and ran into trouble on the highway overpass. Crane has to find them and finish the job before the bombs go off.
The Bolter nights before reporting to Brecken, the point of no return, then The Pit: the Courtyard defence, the Slums errands it leaves time for, the Garrison, Rais's arena and the escape.
The Volatile nest is down and Crane is walking back to the Tower, where Brecken is waiting. Talking to him ends Siblings, and The Pit starts in the same scene with an attack on the Courtyard: that is the point of no return below, so finish the Bolter nights above it first. After the Courtyard fight the Slums stay open until you go into Rais's Garrison: the Tower board's three new errands, Total Security (with two notes on Hanson's roof) and four escort encounters all fit in there. Left for later: Hardware and The Saviors (next section); the agility and power challenges and the long kill grinds (section 17).
Bolter Hunting: kill 5 BoltersAchievement
Location
The Slums · Bolter feeding grounds – Feeding grounds are marked on the map; one lies just west of the Tower, next to a pharmacy with a green caged roof. Sleep to nightfall in the nearest safe zone, creep up with the flashlight off (the Camouflage skill helps), kill the Bolter, then sleep through to the next night and repeat. The tally is under Extras, Personal Statistics in the main menu.
Bolters are the skittish infected that only come out at night, usually with Volatiles close by. The one killed in Siblings and the one for Bring Me the Brain of Usain Bolter already count, so three more finish the trophy.
While you wait for Bolters, two later counters can be started: blinding Volatiles with flares or the UV flashlight (25 different ones), and blinding infected in UV light traps, such as the pair on the road above the Courtyard. Both are finished in section 17's sweep.
Gabriel's Sword: a fire mod on a swordAchievement
Location
The Slums · Any safe zone or workbench – At any safe zone with a sword or a khopesh in your inventory, open the crafting menu, choose the Puke'N'Nuke blueprint and apply it to the sword; the trophy unlocks as the mod goes on.
Back at the Tower, talking to Brecken on the ground floor ends Siblings, and The Pit begins at once. Finish A Survivor's Guide to Zombieland (Neil Fallon at the boat launch, all four steps) before you speak to him: it may become impossible once the harbour falls during The Pit. Also worth knowing: the opening attack leaves the Courtyard by the Tower no longer working as a safe zone, Dr. Zere's truck burns (grab the Zazhigalka blueprint from its roof now if you haven't), and Rais's Garrison is shut for good once The Pit ends. The board errands and the escorts below can wait: the Slums stay open during The Pit until you enter the Garrison.
The Pit: report to Brecken, defend the CourtyardHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Slums · The Tower and the Courtyard – Talk to Brecken on the Tower's ground floor. When the alarm goes, leave the Tower straight away and run to the Courtyard just south of it (about 40 seconds, so don't stop to fight); inside, shoot or throw at the bandits, stay inside the fence and keep clear of the fires. Then check the trailer, where a badly hurt guard tells you what happened, and wait for Brecken's call.
Rais's men raid Dr. Zere's lab in the Courtyard and carry Zere off; Crane has under a minute to get there. After this fight the Courtyard is no longer a safe zone and its quartermaster, Spike, is next met in Old Town.
Brecken now sends you to Rais's Garrison, but nothing hurries you: go there last. First take the three new requests from the board by the lift in the Tower lobby, Lighter Gas, Coffee and Bandages and Meds, and keep one of them tracked while you roam: some of their items only turn up in containers while their quest is the active one. They appear on the Tower board once Siblings is over, but the attack that opens The Pit comes first, so take them up after the Courtyard fight.
Protect FarukQuest step
Location
The Slums · Outside the Tower – Faruk Korkmaz, a cleaning-products salesman, can turn up right outside the Tower. Walk him to three doors for his deliveries (one of Rais's thugs jumps you at the third), then back to the Tower lobby, where he hands over the Fire Launcher blueprint. If he isn't there, the encounter can appear on a later pass.
The Slums · Opposite the Black Serpent Bazaar – Ahmet, a deserter in a bandit's outfit, waits on the far side of the road from the Black Serpent Bazaar. He leads you first to the Holy Year Tunnel (already looted), then to a train car at the train yard guarded by Rais's men: kill them, let him take his stash, and walk him to the Tower lobby for the Puff Puff Pass blueprint.
Total Security: Jaffar and the three generatorsQuest step
Location
The Slums · The Slabs, Hanson's building – Talk to Jaffar at Jaffar's Wheelstation, the safe zone overlooking the Bazaar market, then head north-west to the apartment blocks south of the bus station in the Slabs. Three small sheds around the electrified building hold the generators: the northern one (Hanson's body lies by it), the eastern one (a Toad sits on its roof) and the southern one (easy lock, guarded by a Goon); switch off all three.
Jaffar has picked up a signal from Roy Hanson's group, who held out in the Slabs. Their building is fenced with live wires, and the power has to be cut first.
Total Security: the recorder on the roofQuest step
Location
The Slums · The Slabs, Hanson's roof – With the power off, climb the marked building by its scaffolding: grab the bars and jump only when facing the next platform, as a fall from this height kills. On the roof the recorder sits on a chair by the door of the small southern structure; listen to it and Jaffar comes on the radio to close the quest (if he doesn't, go back to him at the Wheelstation). The zipline on the roof is the way down.
The Slums · Stuffed Turtle car park – In the Stuffed Turtle supermarket's car park, north of the Cauldron safe zone, listen for shouts from a Rais van: open it to free Nick Pesto. Kill the nearby group of thugs so he can get his skull ring back, help him fetch his passport, then walk him to the Tower lobby for the Zappo blueprint.
The Slums · Warehouse entrance – Babar Kizil, who is sure he is a werewolf, waits by a warehouse door, at the far end of a second warehouse. Guard him at three spots while he gathers garlic, Wolf's Bane and cinnamon and mixes his cure, then walk him to the Tower for the Exorcist blueprint. (The exact warehouse is not known; listen for his call.)
The Slums · The Tower lobby – Lighter gas is a rare crafting item found in wardrobes and rattan chests (often on rooftops) and now and then sold by traders; it shows up far more while this quest is tracked. Bring 5 to Toygar beside the board in the Tower lobby.
The Slums · The Tower lobby – Coffee turns up in fridges, bars and shops, and a coffee shop west of Jaffar's Wheelstation in the south-west restocks a lot of it. Don't use a trader's sell-all-valuables button meanwhile (it sells your coffee too); bring 20 to Toygar in the Tower lobby.
The Slums · The Tower lobby – Raid medical cabinets (white, with a green cross) and the pharmacies: one just east of the Courtyard, with a blue van beside it, and one just west of the Tower under a green caged roof, entered from above, by a Bolter feeding ground. Hand the nine items to Toygar in the Tower lobby.
Rais takes all your gear before the fight, so there are no medkits. In the first round grab two or three melee weapons, throwing knives and firecrackers from the tops of the containers (Survivor Sense shows them), and fight from the containers and ledges, killing Runners as they climb. Against the Demolisher, use the machete Rais throws down: stand near a wall, sidestep his charge and hit him while he is dazed, and duck behind cover from the concrete he throws; the gas bottles lying about can be thrown at him and set off. Move away from him to deal with each wave of Runners.
Demolisher in Rais's arenaHidden spoiler – activate to revealBossMinor spoiler
Location
The Slums · Rais's Garrison, the arena – When you are done above, go to Rais's Garrison: the main door is sealed, so go round to the north side, climb from the red van to the roof, deal with the bandits up there and drop through the hatch in a small room at the south end. Inside, pry open the lift doors and slide down its rope, fight down through the floors (an armoury holds a pistol and rifles) to the garage, where finding Zere starts the arena.
The first Demolisher, a hulking infected that charges and hurls slabs of concrete, set on Crane in Rais's private arena after a wave of ordinary infected. Its health shows at the top of the screen.
The Pit: escape the arena, wake at the Boat Launch, take your gearHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Slums · Boat Launch, Ferry Harbor – Pick up the medkit the Demolisher leaves, then run without stopping along the marked route, careful on the narrow metal beams; use the medkit once your health runs low. After the car park, head out of the base and away from it. Crane wakes at the Boat Launch: listen to Brecken, then take your gear back from the bag on the table.
Hardware for the twins, then The Saviors: Cenk in the Cauldron, the collapsed south-west tunnel and the sewers, with a Battle Journal entry and two zombie statues on the way, out into Old Town.
Crane has his gear back from the bag at the Boat Launch, and The Saviors is the active story quest: Brecken wants him to find Cenk, the Saviors' contact, who smuggles people to Old Town. Before that, one Slums errand is left on this route: Hardware for Tolga and Fatin. The quest ends in Old Town and opens its map; the Slums stay reachable through the travel poster in the Tower and its twin in the Embers' Tower, which the next section reaches. Left for later: the sonar's use in The Launch (the Antenna, section 15) and Dawud's quest in Old Town.
Before you leave the Slums
Two grinds are easier here than later: the Slums' six agility and power challenges (two agility, four power, each in several stages) count toward a challenge trophy, and survivors attacked by Rais's bandits, a counted rescue, turn up far less often in Old Town. Both are finished in section 17's sweep.
Hardware: materials to the twins at Fisherman's VillageQuest step
Location
The Slums · Fishermen's Village – The twins radio you after Assault and Batteries, at the latest soon after The Saviors begins. Meet them at a hut in the Fishermen's Village (the far east of the Slums, by the Infamy Bridge) and bring them 10 power cables plus 10 duct tape; both are scarce, so loot buildings on the way.
The inventor twins Tolga and Fatin need parts for their next project. Like their other errands, it is not one of the quests the side-quest trophy counts.
Hardware: the sonar at the Infamy Bridge military campQuest step
Location
The Slums · Infamy Bridge, military camp – Climb the Infamy Bridge from its west end the way Searchlights did, up to the bridge safe zone near the top. From there keep climbing the metal balconies to the one where a zipline starts, and ride it over the gap to the camp. Fight past the biters among the tents (the tents and police vans hold plenty of loot, medkits and gauze among it); the sonar is in the last tent, the easternmost, just inside its entrance.
A military sonar from the army camp on the far side of the bridge's broken span. The twins tell Crane to keep it for later: their supervisor's quest, The Launch, needs it.
Cenk lives on a balcony among the buildings of the central Slums, in the Cauldron district; the rooftops are the easiest way to find the right one. Knock and talk to him twice. He sends you to the collapsed road tunnel in the far south-west: the viaduct to it is broken, so climb one of the warehouses west of the viaduct, jump to the scaffolding, get past the concrete barrier and head south, drop into the water and hop from car to car past the infected to the tunnel. The door on the right leads into the sewers; knock on the next door to meet Hazan. If you finished Gunslinger, Dawud waits with the survivors here, and talking to him leads to a quest in Old Town.
Battle Journal: Entry #11Collectible
Location
Sewers (Slums to Old Town) · Storm-drain side room – Follow Hazan's route: swim the underwater passage, climb along the yellow pipes and balconies, and come out into a ditch full of infected with a Goon at its far end. Clear it and turn the valve to open the gate (a Bomber lurks in the big pipe beside it); past the gate the path bends right, but first go straight into the small storeroom full of loot: the entry is on a chair in its far left corner, by a teddy bear and a red medium-lock chest.
Sewers (Slums to Old Town) · Square chamber – On a table standing in the middle of a square chamber of these sewers. The journal's storeroom is the likeliest spot (several pickups sit there), but the exact room is not known, so sweep with Survivor Sense between the ditch and the long slide down.
Zombie statue: small house past the sewersCollectible
Location
Sewers (Slums to Old Town) · Small house past the sewers – The second sewer statue stands on a table in a small house you reach once the sewers are crossed (past the ambush, where the route climbs back toward daylight). It is easy to walk past: check every small building before the door into Old Town.
The Saviors: Cenk, the south-west tunnel, the sewers to Old TownHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Sewers (Slums to Old Town) · Sewer exit to Old Town – From the storeroom take the path to the right, past a Toad in the toxic water, and climb the pipes to the next ditch; pick up any gun you find. A long pipe slide then drops you into a flooded hall where rifle-armed bandits are waiting: stay under water, swim on to the next room, climb out, heal and shoot it out from cover. Three more bandits wait where the sewers surface; then take the balcony and stairs to the door into Old Town and listen to Troy on the radio.
Find the Embers and the Loft, then a loop of Old Town that captures four of its five counted safe zones, clears two quarantine zones, picks up the blueprints and collectibles on the way, and ends with Savvy's two outposts.
Crane comes out of the sewers in the south-west of Old Town with what he carried through the Slums. Find the Embers starts by itself: reach Troy's people in the church towers. Their Loft is the new base, with a bed, a stash and the travel poster back to the Slums. Finishing it starts Higher Education, which sends Crane to Jade at Harran University; like the 100% route this guide follows, it holds that off. First comes a loop of the city: north and east for the safe zones, back west past two quarantine zones and Ihsan's Bunker errand, then the south-west and Savvy's two outposts. Left for later: the south and the lake (section 11), the University in Higher Education with Rupert's chain and Fountain (sections 12-13), and Do You Believe? (section 16).
Safe zone: by the sewer exitArea
Location
Old Town · Sewer exit, south-west Old Town – Next to the sewer door you came out of, the map marks a safe zone. How it is secured is not known: if it shows as a red house, clear it like the others (kill the infected, close the entrances, restore the power).
A safe zone the maps show right where the sewers come out into Old Town. Nothing names it or says how it opens, and it is not one of the 17 the safe-zone trophy counts.
Find the Embers: climb the taller church tower to the LoftQuest step
Location
Old Town · Embers' Tower (the Loft) – From the sewer door in the south-west, make for the two church towers wrapped in scaffolding to the east (Crane radios Troy, then Dr Camden, on the way); rooftops are the quicker path. Climb the taller tower by its bars and metal ledges, slowly, since a slip is a long fall. Michael waits at the top; after talking to him, open the window into the Loft, where Savvy and Troy are waiting.
The eighth story quest starts on arrival: find Troy and the Embers, who may know where Jade went. Ending it opens the Embers' Tower safe zone and starts Higher Education.
Old Town · Embers' Tower – It opens with Find the Embers. The protected part starts at the third scaffolding level; the sleeping bag and stash are on the lowest floor you can reach in the shorter tower. The twins' ziplines from the taller tower (unlocked by their Slums quests) are the fast way down.
Old Town's hub, like the Tower in the Slums: bed, stash, a trader and the travel poster to the Slums. A story zone, not one of the 17 the safe-zone trophy counts.
Before you leave the Loft, talk to Savvy, who has two jobs: Rais's men have taken a radio station and an office building, and both should be cleared. Talking now puts both on the map. They are gunfights against riflemen, so the route takes them at the end of this section, once the safe-zone beds are yours and you have collected better weapons.
A fight next to the tower
In the clearing beside the Embers' Tower, two Toads and a Demolisher are attacking a pair of survivors. Helping them is optional; the Demolisher hits very hard, so fight it from range or skip it until you have better gear.
Blueprint: Cut'N'GoWeapon
Location
Old Town · Rotunda roof west of the Embers' Tower – From the Loft, look west to the next roof: a small rotunda stands at its western end. The blueprint is lying inside on a white mattress, beside a red carpet.
Old Town · Clock tower – Right next to the Embers' Tower stands a clock tower with a green roof. Climb it; the flag is near the top, on that green roof.
Zombie statue: top-floor shelf near the Embers' TowerCollectible
Location
Old Town · Just north of the Embers' Tower – In a building a short way north of the Embers' Tower: a top-floor room, on a shelf. No more exact spot is known, so sweep the top floors there with Survivor Sense.
Old Town · Pharmacy north-east of the Museum gate – From the Embers' Tower, work south-east through the streets to a ground-floor pharmacy north-east of the gate into the Museum grounds, just west of an airdrop site. The phone is on the small cabinet behind the counter, by the way into the back.
Zombie statue: hookah table facing the quarantine zoneCollectible
Location
Old Town · Next to the Museum-gate pharmacy – In the neighbouring building, go up to the second floor through the open window that faces the quarantine zone (or the open door by the stairs at the building's edge): the statue is on a round table beside a hookah.
Three Old Town quarantine zones hide a Screamer; quieting one may already unlock Hush, Hush Now, which this guide lists at Public Face, where a Screamer is certain.
Quarantine zone: Three Moons RestaurantAchievementDLC: Cuisine And Cargo
Location
Old Town · Three Moons Restaurant, east of the Embers' Tower – Just north-east of there stands a large building wrapped in orange quarantine sheeting. The goal is to bring out five DROPs (it may instead ask you to kill every infected): in the middle of the basement (mind the steam pipe), in a stall of the ladies' restroom, next to the bar, at the foot of a barricaded door, under the computer desk in the office behind a cabinet, and in the lift, where a Screamer waits: kill it fast.
A Cuisine & Cargo quarantine zone (the Definitive Edition includes it), not one of the eight the Trespassing counter shows, so it is optional here. A Screamer and electrified water inside.
Three Moons Restaurant GRE chests (4)ItemDLC: Cuisine And Cargo
Location
Old Town · Three Moons Restaurant – One sits under the staircase the Viral bursts out of, on the ground floor of the restaurant; two face each other at the end of the hallway behind the bar (through an easy-locked door); the last is under the stairs that lead down to the lift.
Old Town · South bank of the canal – From the Embers' Tower, head north toward the canal; the red house on the map is a building on its south side, the one nearest the University. Drop in through the roof, kill the infected inside and switch the power back on.
Old Town · Safe zone north of the Embers' Tower – Inside the new safe zone: on the floor beside a body, right below the roof opening you dropped through.
Zombie statue: restaurant counter by the tillCollectible
Location
Old Town · South-east of the canal safe zone – A short walk south-east of the safe zone, a restaurant: the statue stands on its counter, next to the cash register.
Zombie statue: sewer behind the canal archCollectible
Location
Old Town · Canal, east of the safe zone – Back at the canal, follow it east and dive in. Swim under water to a barred arch in the canal wall and through into the sewer behind it; the statue sits on an electrical panel fixed to the wall.
Old Town · Road underpass, east – From the canal, carry on east to a road underpass. Down there a yellow van is parked next to a police van: the blueprint rests on a box in the yellow van's rear.
Old Town · Large square in the east – Head south-east to the large town square in the east. Beside it stands a big bluish billboard: climb up to the yellow toolbox on top of it (it sits on a stage roof), which holds the blueprint.
Old Town · South-east edge – From the square, go on south-east toward the city's edge, where a beige truck stands in a big parking area. The blueprint is in the open toolbox on the truck's right-hand side.
Old Town · White apartment block, east end – Head north to the northernmost road that runs out through the eastern wall: the first building north of it is a white apartment block at the city's end. Climb to the top-floor flat at its north end; the phone is on the chest of drawers in the entrance, next to a big white bowl.
Old Town · East side, lone tower – Just north of the white block rises a lone tower with a rescue banner hanging under one window: climb in through that window, kill the infected inside and the Goon on the roof, then switch the power on.
Zombie statue: wall ledge inside the banner-tower safe zoneCollectible
Location
Old Town · Banner-tower safe zone – Inside the new safe zone, on the lowest floor (ground floor or basement): the statue stands on a wooden ledge fixed to the wall.
Old Town · North-east, by a Rais supply drop – From the banner tower, go north-east toward the edge of the city, near a supply drop that Rais's men guard. A yellow van they use stands there by a parking area with a pizza shop: the blueprint is in the back of the van.
Old Town · Flat along the north-east wall – Turn west along the jagged north-east wall to a block just north of a merchant, with a small pond to its north-east. The first-floor flat's door sits under two awnings, behind a blue railing and a plant pot; its one open room holds the phone, on the drawers by a picture frame.
Old Town · Djinn in the Jar Hotel – Head south-west to the next red house on the map, the Djinn in the Jar Hotel. Clear out the infected inside and restore the power.
Old Town · Beside the Djinn in the Jar Hotel – Right next to the hotel, a small hut stands on a roof. The statue is inside, on the electrical panel or locker.
Old Town · Small store north-east of the crossroads – Go north to the crossroads north-east of the northernmost canal. Just east of it, a lone small shop faces an apartment block: inside, the phone is on a chest of drawers near the fridges.
Old Town · Second-floor bedroom west of the crossroads – Cross the street west, to the building on the west side of the easternmost road out through the north wall. A ramp leads up to a blue awning and an open, curtained window: climb in, and the phone is on the bedside drawers in the second-floor bedroom.
Old Town · Roof garden, north Old Town – From the bedroom, go west across the north of the city to Ihsan's quest marker; reaching the garden roof unlocks the safe zone. Talk to Ihsan: his job, The Bunker, is done on the way south.
A survivors' rooftop safe zone with a vegetable garden in the north of Old Town. Ihsan lives here (he offers The Bunker), and later Tariq. Not one of the counted 17.
Old Town · Roof-garden safe zone – Inside the roof-garden safe zone, step into its small room: the blueprint is on a chair, by the table with a bowl of soup on it.
Old Town · Red-brick building south of the roof garden – Just south of the garden stands a large red-brick building. At the foot of its south-east tower, in a room on the second floor, the blueprint lies on the desk by the open window, next to a laptop.
Old Town · Domed tower south of the roof garden – Beside the red-brick building rises a domed tower: climb it, and up on the dome, the statue stands next to a foam mattress.
Old Town · Canal below the domed tower – The canal runs just south of the domed tower: dive to the bottom, where a metal crate lies on the canal bed. The statue is inside it.
Old Town · District A, by the north-west gate – From the roof garden, head west to the red house on the westernmost road that leaves the city north through the wall. Enter through the roof, kill the infected and turn the power back on.
Old Town · District A safe zone – Inside this safe zone, by a window near the kitchen: the phone is on the chest of drawers there (or on the kitchen counter beside it).
Old Town · Pharmacy west of the District A safe zone – Cross the street west of the safe zone into the pharmacy. Behind the counter, the phone is on the shelf to the left.
Old Town · River shore, far north-west – Head to the far north-west corner: over the wall and across the river to its west shore. A sewer tunnel opens there behind a barred door; the entry lies on the ground in front of it.
Old Town · Stone tower by the stone bridge, far north-west – From the tunnel, go north along the far north-west edge to a big old stone bridge. The stone tower just before it holds only this pickup: climb to the round room at the top, where the blueprint lies on the table.
Old Town · Striped Dragon Hotel, north of the canal – Head back south-east to the hotel just north of the canal from Harran University (the big campus in the west of the city). From the lobby take the stairs to the top floor (shoot the biters through the door's window). DROPs: room 327 by the bed; the stuck lift, reached by prying the top-floor lift doors and dropping down the shaft; on the first floor, room 103's couch (a Screamer is there), room 108 by the TV, and the corner of room 109's side room. GRE chests are in rooms 321, 322 and 325 and in 103's hard-locked side room.
One of the eight base-game quarantine zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks. Five DROPs, four GRE chests, a Screamer and a few Bombers.
Old Town · Cream building, top-floor bar – From the hotel, cross the canal south-east to a cream-coloured building with a bar and grill on its top floor. The phone sits on the shelf behind the bar counter, near a blue cup.
Old Town · Dome on a metal roof, west of the bar – A little west of the bar, a small round dome sits on top of a building with a metal roof. Inside the dome, a yellow toolbox holds the blueprint.
Old Town · Café south-east of the University – Go south-west from the dome to a café on the ground floor of a building south-east of the University campus. The phone is on the ground-floor counter.
Old Town · Roof-garden safe zone; Thabit's hideout – Ihsan gave the job at the roof garden (talk to him there if you skipped it). Thabit hides on the middle level of the building above this café, which several routes reach; he asks for the mayor's seal. If Ihsan has no job yet, come back after Higher Education.
Ihsan, who keeps the near-empty stockroom at the roof-garden safe zone, has heard of a supply cache in a bunker. The former town clerk Thabit knows where it is, but wants a bribe first.
Old Town · Central domed tower, the tallest in Old Town – Just east of the café rises the tallest tower in Old Town, a domed tower with ziplines running to the roofs around it. Climb to the top floor, just under the dome: the blueprint lies on wooden pallets. It may instead be on the top floor of the Embers' Tower.
Old Town · Square north-west of the café – Back on the ground, a short way north-west of the café stands a statue of a rider on a horse. The zombie statue sits at its foot, on the plinth.
Zombie statue: locked room south-west of the UniversityCollectible
Location
Old Town · Flat south-west of the University – Heading west toward the parking lot, a flat south-west of the University has a locked room: pick the lock, and the statue is inside the wardrobe.
Old Town · Underground parking lot, west – Straight west of the café, past the south side of the University campus, is an underground car park. Bombers blow up among groups of biters as you go in, so throw or shoot from a distance; the far end holds two Goons, Virals and another Bomber. GRE chests: one near the entrance, one by the second group, two at the very back and one near bags of cement where a Goon appears.
One of the eight base-game quarantine zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks. The goal is to clear the nest; five GRE chests stand along the way.
Flag: rooftop chimney by the hotel entranceCollectible
Location
Old Town · The mayor's hotel, west edge – From the parking lot, go west to the hotel on the city's west edge, by the river. On a rooftop beside the hotel's entrance, the flag is tied to a low brick chimney: take it while you are up on the roofs.
The Bunker: the mayor's seal in the western hotelQuest step
Location
Old Town · The mayor's hotel, west edge – The hotel can only be entered from above: drop through the manhole on its roof and work down, pushing a wardrobe aside where one blocks a door, and treat every corpse as a possible infected. On the ground floor the reception terminal names the mayor's room; jump back up to the first floor by a ledge and pick the medium lock on the chest at the foot of his bed. Leave by the main entrance once its barricade is moved.
Old Town · Pharmacy by the river, west edge – Leaving the hotel, go down the street south and along an alley to the next block: a pharmacy opens onto the street there, by the river: hop the counter by the wall, where the phone lies.
Old Town · West edge, south of the pharmacy – A block further south along the west edge, climb to a top-floor terrace: the statue is on its small table.
Old Town · West riverside, north-east of the hotel – Head back north past the hotel into the riverside blocks to its north-east: the statue stands on a shelf inside a flat there. No more exact spot is known, so search the flats in that block.
Zombie statue: hall counter, half-open doorCollectible
Location
Old Town · West riverside block with a radio mast – Keep north along the west edge to the block with a radio mast on its roof. Its front door is open just a crack: crouch through, and the statue sits on the hall's counter.
Zombie statue: by the balustrade pillars at the waterCollectible
Location
Old Town · Waterside north of the University – Go east from the shallows, staying by the water: on the lower level, a balustrade stands on pillars, and the statue is on the ground beside them.
The Bunker: Town Hall to the bunker doorQuest step
Location
Old Town · Town Hall, central Old Town – Take the seal back to Thabit above the café. The Town Hall is close by, across a square crowded with infected: climb the grate in front of its main door. Two Bombers wait in the big room on the left; fight on to the staircase and go down, past a medium-locked door and a Toad, to the bunker door, which stays shut. Listen to Thabit on the radio, then leave.
Old Town · Town Hall, floor 1 – Still in the Town Hall, clear floor 1, then walk up to the lift: an infected that looks like a Clicker steps out of it. Kill it and pick up the upgrade it drops.
The Bunker: Captain Halim's bunker key by the UniversityQuest step
Location
Old Town · Police blockade by Harran University – Head west to a police blockade on the road along the east side of Harran University, where Halim stands among infected policemen. Kill the Runners first; a machine gun aimed at his head from cover is the safe way, or sidestep his charge and hit him from behind. Loot his body for the key.
The Bunker: Thabit at the bunker; storage via the ventHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Town Hall bunker – Go back down the Town Hall staircase. Thabit attacks at the bunker entrance: fight him there, not on the stairs, where more Bombers come down. Open the bunker with Halim's key, follow the corridor right to a lamp post and the stairs to the locked red storage door, then climb into the vent on the wall to its left and loot the room.
Old Town · Red building north of the canal – From the Town Hall, head south-west to where you came out of the sewers. The red building just north of the canal, north-east of the sewer door: climb to the top-floor bedroom, where the phone lies on the floor beside the bed.
Zombie statue: bedroom TV stand, mural windowCollectible
Location
Old Town · East of the red building – A little east of the red building, a flat's window is framed by a mural painted on the wall. Climb in there: the statue stands on the TV stand in the bedroom.
Old Town · North-east of the mural flat – In a flat a short way north-east of the mural window, the statue is on a bar shelf. No more exact spot is known: check the top floors with Survivor Sense.
Old Town · Yellow workshop on the square – Go south to the square between the canal and the north end of Emerald Pond (survivors often fight a Demolisher here). Lift the garage door of the yellow building with the Workshop sign: the entry is on the workbench in the north-east corner, at the back.
Old Town · Roadside pharmacy across the square – Across the square from the workshop, a pharmacy faces the road. Go into the shop: the phone is on the small shelf behind the counter.
Savvy's outposts are one-visit interiors: once the fight is won and you leave, the floors you fought through can't be entered again, and any DROP or chest left inside is gone. The loot is random (no listed item is inside), but search every room before you take the exit.
Office Outpost: clear the office buildingQuest step
Location
Old Town · Office building, east of the square – Go east from the pharmacy, staying on the rooftops. Pick off the gunmen on the office roof from as far away as you can, then cross to the building's north side over the ropes and find the door in. Drop down the lift shaft onto the first guard and fight through two floors; two more groups arrive later. When the floors are clear, leave by the door on the lower floor.
Old Town · Office building roof – Nothing more to do: the rooftop office where the fight began turns into a safe zone once the outpost is clear, and the electric fence on the ground floor is switched off.
Old Town · Office building, ground floor – With the outpost cleared and its fence off, go down to the ground floor of the outpost building (the large Eurynomos Bank). Beside the power generator stand four metal barrels: the blueprint is on top of one of them.
Old Town · Red building north of the outpost – Cross the street north of the office building to a red block on the canal that runs into Emerald Pond (a zipline from the Embers' Tower lands on it). One floor above the zipline's end, in the third-floor bedroom, the entry lies on the window ledge of the east wall.
Savvy's outposts are one-visit interiors: once the fight is won and you leave, the floors you fought through can't be entered again, and any DROP or chest left inside is gone. The loot is random (no listed item is inside), but search every room before you take the exit.
Radio Station: clear the radio station outpostQuest step
Location
Old Town · Radio station, south-west – Go back west across the south-west to the radio station (marked since Savvy's talk). Its ground-floor entrance is barricaded: walk round to the south side and follow the red wires to the door. Take the first guards quietly if you can, then shoot it out from cover, picking up ammo from the bodies; more of Rais's men arrive halfway. When all are dead, ride the working lift up to the roof.
Old Town · Small roof north of the banner tower – Just north of the banner-tower safe zone, an empty plant pot sits on a small roof marked KOREK WAS HERE. Bring it the four white petrol canisters (not propane) from small round kiosks marked the same way: two south-east of the pot by a cliff edge (the second beyond an empty kiosk), one at the last junction of the road north out of Old Town, and one by the Radio Station, at the corner of the yard with a DROP and a sewer entrance. Ferry them in relays and don't sleep meanwhile (they reset), then use one at the pot: a hand rises holding the blueprint.
A sweep of the south-west corner and the south of Old Town from the Radio Station: New Antalya Apartments, Lost in Space and the last counted safe zone, three notes on a rooftop, and the statues around the lake below the Embers' Tower.
Both outposts are cleared and four of Old Town's five counted safe zones are yours. This stretch starts on the Radio Station roof and walks the south of the city from west to east: the far south-west corner, the New Antalya Apartments quarantine zone, Dawud's call (Lost in Space, only if Gunslinger was finished in the Slums), the fifth counted safe zone, and the lake south of the Embers' Tower, a short walk from the Loft's bed. Left for later: the side quests at Harran University open once Higher Education reaches it: Rupert's chain and Fountain in sections 12-13, Do You Believe? in section 16.
Zombie statue: drawers by the TV next to a terraceCollectible
Location
Old Town · West of the Radio Station – From the Radio Station roof, head west toward the city's west edge: in a room that opens onto a terrace, the statue is on the chest of drawers next to the TV.
Old Town · Workshop near the south-west corner – Go south toward the south-west corner of the city. In the building just north of the corner block, open the garage door of the ground-floor workshop: the phone is on the reception table, next to the cash register.
Old Town · Chimney on the south-west corner roof – Climb to the roof of the building on the city's south-west corner: at its north-east corner, a chimney has a green pipe inside. Pull the pipe's cover to enter World 1-1. Walk to the first gap, step back five blocks and jump straight up to knock a hidden block into view, then stand on it for the blueprint.
Old Town · Street east of the corner block – Back down in the street, head east to a manhole full of water. Swim down it and along the tunnel until you can come up for air; on your right, a barred door shows the statue lying on the floor of the room beyond.
Quarantine zone: New Antalya ApartmentsAchievement
Location
Old Town · New Antalya Apartments, by the bay – Next to the manhole, at the south edge of the city just above the bay. Many doors here need hard lockpicks. DROPs: in the kitchen of the first flat off the corridor (push the cupboard over from the side to reach its hard-locked door), in a bedroom of the flat to the west by the spotlight, in the children's bedroom behind a cabinet (a Screamer is there), and in the very last room of the top floor, where switching off the radio stops the piano music.
One of the eight base-game quarantine zones the Trespassing trophy counts; its blue GRE chests sit behind hard locks. Four DROPs, five GRE chests and a Screamer, and easy to walk past.
Flag: quarantine-zone mast, far south-westCollectible
Location
Old Town · New Antalya Apartments roof – Outside again, climb onto the roof of the quarantine-zone building: the flag flies from the small mast up there.
Old Town · Fenced yard east of the apartments – East of the apartments, a yard between buildings is closed in by a metal fence. In one corner a body sits slumped on a sofa: the blueprint is by its legs.
Zombie statue: shelf above the TV by a terraceCollectible
Location
Old Town · North of the fenced yard – From the yard, go north a block: a top-floor room there opens onto a terrace, and the statue is on the shelf above the TV.
Old Town · Building north-east of the small pond – A little east, in the building north-east of the small pond, climb to the top-floor bedroom by the door: the phone is on the side table next to the small bed.
Lost in Space: Dawud's call, the Corner district; SammyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · The Corner district, a flat east of the yard – Just south of that building is the marked block (the call can come a day or two after you reach Old Town; walking up to the building also starts it). Climb in at a window and kill the infected inside, Dawud among them: he has turned. Sammy hides in the wardrobe of the bedroom at the end of the hall; talk to him, then radio Troy.
Dawud, the father from Gunslinger, radios for help from the Corner district. The quest exists only if Gunslinger was finished, and it is not among the quests the side-quest trophy counts.
Old Town · Sammy's flat, top floor – In the same flat on the top (third) floor: the phone is on the small chest of drawers in the entrance hall, across from the shoe rack, close to the bedroom.
Old Town · The building south of Sammy's flat – Go to the building just south of Sammy's block. Kill the infected inside, block one of the entrances, and turn the power back on.
Old Town · Shop east of the safe zone – A short way east of the safe zone, a shop's garage door is left a little open: lift it and go in. The statue is on the shelf with the computer equipment.
Old Town · Rooftop just west of Emerald Pond – Climb the building that stands just west of the pond, above the rowboat, to its top roof. Hop into the small chain-link enclosure up there: the note is on the foot of a parasol stand.
Old Town · Lower roof just west of Emerald Pond – Drop from the enclosure onto the lower, wooden part of the same roof to the south. Among the chimneys, the note is just to the right of the next roof hatch.
Old Town · North-west of the notes roof – A little north-west of the notes roof, a building has a balcony on its top floor with a couch on it: the statue is on the couch.
Zombie statue: crate on the lake islandCollectible
Location
Old Town · Island in the lake – Now head east across the water toward the Embers' Tower: a small island lies out in the lake, and the statue is inside the airdrop crate on it.
Old Town · Jetty on the lake – Swim on to the jetty on the lake's east side: an empty rowboat floats beside it, with the statue inside. The Embers' Tower is a short walk north of here.
The Bunker, then the story's search for Jade (Higher Education, Public Face, Rendezvous) with the side quests it opens on the way: Fan Zone and Legless Spider, and the collectibles their errands pass.
Old Town's safe zones, outposts, The Bunker and the first sweep are behind you, and Jade is still waiting at Harran University. Higher Education takes Crane there: on the same visit take Mort Norris's Fountain on the roof and Fidan's Rupert the Gunsmith inside, and meet Rupert in the north-east before going back to the Loft, which opens Public Face. Before the story's skyscraper job, do the two side quests that come up now: Fan Zone (Noah, at the Loft) and Legless Spider (Savvy's radio call about a flare), whose errand crosses the north-east, the north and the far north-west, so the statues and flags there are picked up on it. Public Face and Rendezvous end the section. Left for the next section: the rest of Rupert's chain, Fountain's valves and the east.
Fountain: Mort Norris on the University roofQuest step
Location
Old Town · Harran University roof – Higher Education sends Crane to Harran University in central Old Town. Its ground-floor doors are blocked, so climb to the roof, where a guard and Mort Norris stand; talk to Mort to take this quest.
Old Town · Harran University – From the roof, talk to the guard and go inside: no capture needed, the library opens as a safe zone on this Higher Education visit.
Rupert the Gunsmith: Fidan, then Rupert's daycareQuest step
Location
Old Town · Harran University; Rupert's building (Magic Fortress) – Inside, find Fidan on the ground floor and ask him about Jade (that talk is Higher Education's), then talk to him again for this quest. Head for Rupert's building in the north-east, at the end of Weavers Street: its entrance is on a high balcony, so climb up to it. Inside, go down two flights to the room fitted out as a kindergarten and talk to Rupert.
Old Town · Rupert's kindergarten – In the kindergarten, go through the blue door and turn left. Keep using the pink teddy bear there until it blows up (be at full health first); the blueprint is what it leaves.
Higher Education: Fidan at Harran University, back to the LoftQuest step
Location
Old Town · Harran University; the Loft – With Fidan's news about Jade from the University visit, leave Rupert's building, answer Troy's radio call, and climb back up to the Loft in the taller of the two church towers for the closing scene.
The ninth story quest: Crane looks for Jade at Harran University, the big survivor shelter in central Old Town, then Troy calls him back to the Loft. Finishing it starts Public Face.
Old Town · Embers' Tower (the Loft) – While still at the Loft after Higher Education, find Noah on the balcony next to the Embers' headquarters and talk to him.
Zombie statue: Fan Zone information deskCollectible
Location
Old Town · Fan Zone (far south-east) – Ride the zipline from Noah's balcony: it lands near the Fan Zone by the giant screen in the far south-east. Skirt the infected in the yard; the statue is on the information desk by the building's entrance, next to a monitor and a sign.
Old Town · Fan Zone broadcast room – Climb past the barricades to the lift, call it and ride up. On that floor, follow the red wall to the right, picking up the key card from the coffee table (and the firearm lying on this floor); the card opens the broadcast room. The note lies by one of the two red guest chairs in the middle of the room, on a speaker.
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings). It is on the quest's path inside the Fan Zone building: take it there, before the quest ends.
Note #34 (above) is one of the 67 text collectibles that It's All In the Writing needs, and the Fan Zone building may not let you back in once the quest is over. Pick it up in the broadcast room before you go on.
Fan Zone: the studio trap, fuse boxHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Fan Zone building – Go on from the broadcast room into the sound studio and check the laptop to switch the call off. The lift then stalls: climb out over its roof, cross the shaft and keep moving through the vents, as the killer fires at anyone who stops. Duck into a side room past the fumes, kill the man in the gas mask (he carries a rifle), turn the power on at the fuse box and ride the lift down. Noah pays the $1,500 when you are next back at the Loft.
Old Town · Fan Zone building roof – Before leaving the Fan Zone, climb the outside of the same building to its roof: the statue lies on a white mattress up there.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Legless Spider: Spider on a south-west rooftopQuest step
Location
Old Town · Spider's roof, west of Emerald Pond – The call comes by itself while you explore after Higher Education (it may already have come). Make for the flare in south-west Old Town over the rooftops: Spider lies on the roof of the building just west of the pond in the south (Emerald Pond), the roof with Notes #30-#32. Talk to him and take Spider's Bag.
Savvy radios about a signal flare. It comes from Spider, a wounded runner who asks Crane to finish his run: gather what is missing and take it to his friend David.
Legless Spider: three shisha parts in the north-eastQuest step
Location
Old Town · Shops in north-east Old Town – Head to the three search areas the quest marks in the far north-east, in any order, ready for Runners. In the southernmost one the part lies next to a cash register; in the one due east of it, also by a register; the last is in a shisha shop beside a parking lot, on a small table next to the till.
Old Town · North-east shops – A little south-east of the flat that held Voice Mail #16 (along the jagged north-east wall), in a shop: the statue is on the shelf that holds a hookah.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Old Town · North-east, near the shore – A short way north of the Voice Mail #16 flat stands a bus with luggage on its roof; climb up, the statue is on the luggage.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Zombie statue: underwater toolbox by the sunken vanCollectible
Location
Old Town · North-east shore – Just north of the bus, a vehicle (a van or an ambulance) has run into the sea. Dive beside it: the statue is in a yellow toolbox on the bottom.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Zombie statue: top floor by a loot chestCollectible
Location
Old Town · North of the northernmost canal – Heading west, a little north of the small store that held Voice Mail #5 (beyond the northernmost canal), a house has a loot chest on its top floor; the statue is on the floor beside it.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Old Town · By the easternmost road through the north wall – West of that house, by the easternmost road out through the north wall: climb the tower there and find the flag tied to the railing of its roof.
Summary
One of the 30 flags in the base game; optional (no trophy or counter needs them).
Old Town · By the easternmost road through the north wall – A short way south of the building with the blue awning that held Voice Mail #15, in a ground-floor shop (it may be a pharmacy): the statue is on the bar shelf.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Zombie statue: under the broken wooden roofCollectible
Location
Old Town · North-west of the rooftop-garden safe zone – Go west to the rooftop-garden safe zone and on a little past it to the north-west: a room there is roofed with wooden boards. Drop onto them from a higher floor to break through; the statue is on the floor below.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Old Town · North-west of the rooftop-garden safe zone – A little further west of the broken roof: in a room of the next buildings, on the TV shelf. No more exact spot is known.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Old Town · Sewer under the bridge, north Old Town – North of there, go under the bridge, climb over the barred sewer entrance and take the arch on the right: the statue lies on the floor by a green bag.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Zombie statue: small building, back doorCollectible
Location
Old Town · North of the northern District A safe zone – West of the bridge, go north from the northern District A safe zone (on the most westerly road north through the wall) to a small building that you enter by its back door; the statue is on a shelf.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Old Town · West of the northern District A safe zone – Back south-west of there, just north-west of the pharmacy across the street west of the northern District A safe zone: a town house has a flat on its second floor, and the statue is on its kitchen table.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Legless Spider: free David on the Royal Canal (safe zone)Quest step
Location
Old Town · David's flat, Royal Canal (far north-west) – Make for David's home by the Royal Canal in the far north-west. Riflemen hold it: three on the nearby roofs and two inside, with one more fighter inside. Pick them off from cover at range (a rifle or machine gun helps), clear any infected, then go in, free David and talk to him.
Legless Spider: 5 meteorite fragments; Anti-Gadoid Gun from DavidQuest step
Location
Old Town · Meteorite site north of David's flat – Go to the waterside north of David's flat. Three fragments are stuck in the rock wall (north, west past some parked vans, and far east along the wall), one sits in a puddle just east of the lamp post, and one is in the river in the south-west of the site, between three rocks. The generator there makes them glow green at night, but its noise draws Virals and Toads and it switches off after a while. Take all five back to David. The fragment hunt may appear as a separate quest called Hell From Above; it ends the same way.
Old Town · Far north-west – From David's area, look for the tower that leans, up in Old Town's far north-west corner, and climb it to the flag at the top.
Summary
One of the 30 flags in the base game; optional (no trophy or counter needs them).
Old Town · Far west, south of the leaning tower – South-west of the leaning tower, near the west edge: open the boot of a blue car; the statue is inside.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Public Face: the skyscraper charges and the detonatorQuest step
Location
Old Town · South Old Town; the skyscraper – Drop into the marked hole in the south of Old Town (Toads lurk nearby), swim the flooded tunnel, dive through the broken sewer floor and follow the flares to Michael, then take the four explosives off the shelf. In the skyscraper, climb the stalled lift's shaft to floor 9 and a broken ceiling to floor 10 (bombs on the cookers in flats 105 and 106), then the stairs and another hole up to floor 13 (flats 134 and 137): the Screamer in 134 stuns you once, and after the wave you creep up and press the prompt to silence it. Abseil down the lift shaft, take the detonator in the basement and follow the tunnels out of the sewers to set it off.
Troy's plan: blow a pattern into a skyscraper so the outside world sees that people are alive in Harran. On the way Crane meets the first Screamer and must silence it; the scene and the detonation earn two trophies.
Rendezvous: the meeting place east of the sewer exitHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Meeting building by the Emerald Canal – From the sewer exit where Public Face ended, head to the building just to its east by the Emerald Canal. Climb in through one of its open windows and open the door to the room with the writing on the wall.
Jade asks to meet in a building by the Emerald Canal, but Rais's men get there first and take her. Troy points Crane to Tariq, who knows a way into the Museum.
Rupert's chain from Health Potion to Troll and Mort's Fountain valves, with a loop through the south-east and the east for the statues and flags no quest has passed, before The Museum.
Troy wants Crane to see Tariq about the Museum. Before that, finish what the University visit started: the rest of Rupert's chain (four quests, from a sick girl's insulin to the troll), then a loop through the south-east past the Museum gate and out to the far east shore for the last statues and flags, and Mort's Fountain valves on the way back west. The Museum itself, and Tariq's Chasing Past, come next.
Note #33Collectible
Location
Old Town · North-east pharmacy – Health Potion's first stop is the north-east pharmacy, a few steps east of the road that leaves through the north wall on its eastern side; its door opens once the quest is running, and a lockpick gets you in. In the back room behind the counter, on a steel desk by a computer. It may be on a cabinet in the hall instead.
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings). It lies in the first pharmacy Health Potion sends you to: take it on that visit.
Health Potion: the northern and central drugstoresQuest step
Location
Old Town · Northern and central drugstores – Search the northern drugstore (above) for insulin; don't lift the grate at its back, which sets off an alarm that brings tougher infected. Then go to the drugstore in central Old Town, where Rais's men stand guard with guns: shoot from a roof or another high spot, let the infected join in, pick the lock, search it, and after Rupert's call use the computer on the counter.
Old Town · Ekrem's flat (Bozkurt apartment) – From the central drugstore, go east to Ekrem's block. Get over the wall in front of it to reach the window the game marks; a few infected are inside. Pick up Ekrem's note in the kitchen and listen to the call that follows.
Old Town · Ekrem's flat (Bozkurt apartment) – On the visit above: drop into the courtyard at the heart of Ekrem's block, climb the west stairs and scan the inner wing above: near the top, white sheets hang from an open window. Climb or grapple to it; the phone is on the kitchen table by an ashtray.
One of the 67 text collectibles the game counts (notes, Battle Journal entries, recordings). It is in Ekrem's flat from Health Potion, whose window opens only once that quest reaches it.
Health Potion: insulin at the pizzeria; RupertQuest step
Location
Old Town · Pizzeria north of Ekrem's flat – Go north to the pizzeria; many infected crowd around it, so draw them off (a car alarm works) and search quickly. Turn Ekrem's body over to find the insulin, then take it back to Rupert at the daycare.
Blocks for the Boy: 9 blocks on the stairsQuest step
Location
Old Town · Rupert's building – Talk to Kadim in the kindergarten, then search the staircase for his nine blocks; Survivor Sense shows them. Give them to Kadim and talk to Rupert.
Dungeon: the basementHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Rupert's basement – Ask Rupert about the basement and take the keys. Go down to the bottom of the stairs: the corridor on the right is live with electricity, so go left first and shut off the fuse box. Then take the other corridor to the red door, deal with what is behind it, and report back to Rupert.
Old Town · Yard north of Rupert's building – Talk to the girl in the kindergarten, leave the building and take the zipline down to the yard north of it. First kill the infected thug (a Goon: rush in with quick combos, plus Molotovs and throwing weapons). A Demolisher then appears: sidestep its charge and hit it from behind, or use guns and grenades, killing any Runners the noise brings.
Old Town · Rupert's workshop – After Rupert's radio call, go to his workshop south-west of the yard (just north of Emerald Pond) and talk to him. Three unlocked chests there hold police rifles.
Old Town · Magic Fortress (end of Weavers Street) – No capture needed: it opens with the end of Troll. Use it the next time you pass Rupert's building in the north-east.
Zombie statue: round table by a window, south-eastCollectible
Location
Old Town · East of the Museum gate – From Rupert's workshop, cross to the gate that leads to the Museum and go east past the pharmacy just north-east of it (Voice Mail #3's); a block or so further on, in a flat, the statue is on a small round table by the window. No more exact spot is known.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Flag: south-east rooftop tower by a fire barrelCollectible
Location
Old Town · South-east rooftops – North-east of the boat, up on the roofs: a small tower stands on one of them next to a fire barrel. The flag is tied to its railing.
Summary
One of the 30 flags in the base game; optional (no trophy or counter needs them).
Zombie statue: small building, far eastCollectible
Location
Old Town · Far east, south part – Carry on east almost to the edge of the map: in a small building there, the statue is on the drawers near the fridge.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Zombie statue: beach umbrella, far east shoreCollectible
Location
Old Town · Far east shore – Follow the far eastern edge north to the far east shore: under a beach umbrella the statue lies on a wooden mat, next to a green bag.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Zombie statue: crate with a notice stickerCollectible
Location
Old Town · West of the lone-tower safe zone – Come back west to the lone-tower safe zone with the rescue banner; a short way west of it, in a shop: look for a wooden crate carrying a "Notice" sticker; the statue is on top of it.
Summary
One of the 100 zombie statues in the base game; optional (no trophy needs them).
Old Town · East Old Town, south-west of the shop – South-west of the shop, toward the Embers' Tower, a tower rises over the east of Old Town; the flag is at its top. No more exact spot is known: climb the towers there until you find it.
Summary
One of the 30 flags in the base game; optional (no trophy or counter needs them).
Old Town · East of the Town Hall – Back outside the Town Hall, find the door due east of it, by a car trap and a heap of rubbish. Take the stairs down, dive in and swim to the flare, open the underwater door (easy lock) and climb out. Smash the planks over the blue pipe and turn its white valve; three Virals burst in on the way back.
Old Town · Canal Waterfalls – Enter by the door on the canal itself and go down. The water is electrified, so keep to the wooden platforms (the Grappling Hook makes this easier), jump into a hole in the wall and go right. Near the end of that path, on the left, a flare marks a circuit box: switch it off, then drop into the water and turn the valve.
Old Town · West riverside block – On the way west to the hotel valve: near the west edge of Old Town, north of the mayor's hotel from The Bunker, a block has a radio mast on its roof. Climb the mast to the flag at the top.
Summary
One of the 30 flags in the base game; optional (no trophy or counter needs them).
Old Town · West Old Town; the pumping station – In western Old Town, go through the door beside a fence trap at the hotel and down the stairs. Three Toads guard the valve: swim under a section of wall to reach their side and kill them, then turn it. Radio Mort, then go to the pumping station just north of a canal: dive, follow the flare east and surface among five of Rais's riflemen, turn the main valve, and drink from the fountain (infected crowd it) to finish.
The last valve is under a hotel in the west; then the main valve at the pumping station, held by Rais's men, restores the water. The reward is the Water 2.0 blueprint and healing fountains around Old Town.
Tariq and his side quest Chasing Past (God's Hammer and Note #29 in the Dolma Street building), the museum's flooded way in and its storeroom, the fight through the museum to Tahir, and the climb to Troy.
Rendezvous has sent you after Jade, to the museum in the south-east of Old Town. Troy sends you to the museum's custodian first, and that meeting also opens the side quest Chasing Past. Do it straight away: its blueprint can be lost (point of no return below) and its reward key opens a storeroom that the museum's underwater route passes. Bring lockpicks, and make sure Survivor Sense is handy for the swims. Left for later: Broadcast and the Antenna (next section).
Chasing Past: Tariq at the rooftop gardenHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Rooftop-garden safe zone, north Old Town – Head for the rooftop-garden safe zone in the north of Old Town (the roof with the big garden, where Ihsan also lives) and talk to Tariq about the museum. Then speak to him once more: he hands over the boy's voice recorder and points you to the boy's old home at Dolma Street.
Tariq, the museum's custodian, tells Crane about a hidden underwater way into the museum, then asks for help with a traumatised boy he took in. Talking to him is The Museum's first objective and starts Chasing Past.
Old Town · Dolma Street apartments – The Dolma Street block is in the far south of Old Town, east of the Emerald Pond algae spot; no climbing needed, the main entrance is open. Take the stairs all the way up to apartment 3, which the quest has you search: the note is pinned to its door.
Chasing Past: the Dolma Street apartments and UmarHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Dolma Street apartments – On the first landing go into apartment 2 and search its rooms (the wardrobe plays the first recording), then go up to apartment 3 for the second. Down in the basement the third door, marked with a bloody hand, is locked: fetch the Basement Keys from the small table just inside apartment 3, open the door, take Mike's collar from the table and kill Umar when he charges out of the side room (a gun makes it quick; in melee, dodge and kick).
The boy's recordings lead from his family's flat down to a butcher's den in the basement, where the cannibal Umar killed the boy's father and his dog, Mike.
Blueprint: God's HammerHidden spoiler – activate to revealWeaponMissablePoint of no returnMinor spoiler
Location
Old Town · Dolma Street basement, Umar's room – Once Umar is dead, step into the room he came out of, next to the workbench in the basement butchery: the blueprint is in there. Take it before you leave the building.
Why you can lose it
Only obtainable during Chasing Past: once you leave the Dolma Street building and the quest moves on, the apartment block can't be entered again, and the only fix is replaying the story from The Saviors.
Point of no return
Leaving the Dolma Street building once its basement is cleared and heading back to Tariq: the apartment block stays shut from then on.
Before you walk out of the Dolma Street building, check you have the God's Hammer blueprint from the basement side room. After you leave and report to Tariq the block can't be entered again, so it is lost for this playthrough. Note #29 on apartment 3's door sits in the same building: take it now too.
Chasing Past: Mike's collar back to TariqQuest step
Location
Old Town · Rooftop-garden safe zone, north Old Town – Leave the building and go back north to the rooftop-garden safe zone, then give Tariq the collar. Keep the key: the storeroom it opens is on the museum's underwater route below.
Old Town · Museum undercroft – Dive in at the small dock beside the museum compound in Emerald Pond, where a few barrels float (the spot is marked), and swim the flooded passages without stopping, taking air at the grate. Where stairs lead out of the water, unlock the barred storeroom with Tariq's key and pick the hard chests at the back (bring lockpicks) before you take the red door onward.
The reward room for Chasing Past: hard-lock chests with good weapons and goods, and the quest completes when you loot it. Open it on this first pass: it may not be reachable once The Museum is over.
A blueprint that adds bleeding to swords, the machete, the khopesh and the sickle; Chasing Past's blueprint reward. Take it now: the storeroom may not be reachable once The Museum is over.
Loot the storeroom now: the museum storeroom chests and the Flap Clap blueprint may be out of reach once The Museum is over, and the route doesn't come back this way.
The Museum: the flooded tunnels and the fight to JadeHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · The Museum – Past the red door, swim on (squeeze between the grate and the ceiling) to a well, climb its ledges and cross three chasms on the slabs jutting from the walls, then kill the two riflemen in the courtyard. Inside, use cover against the rifles and grenades (a Double-barrel Shotgun lies to the left of the first hall), climb to the balconies and push on; sprint or vault through the hall packed with infected, clear those round Jade's door and kill the Bolters first in the fight that follows.
Rais's biggest stronghold in this part of the city. Crane fights through its halls against riflemen while Rais taunts him over the speakers, to the room where Jade is held.
After a hallucination sequence (reach each spot where Jade appears; at the end climb one pole at a time and jump to the next), Tahir attacks. You only have the machete and no medkits: stay close so he doesn't throw, dodge sideways or back, and strike after each missed swing. At about half health his men join in; deal with them when they drift away from him, then finish Tahir.
TahirHidden spoiler – activate to revealBossMajor spoiler
Location
Old Town · The Museum – He comes for you at the end of the hallucination sequence, deep inside the museum.
Rais's right-hand man, who led the ambush on Crane's very first jump into Harran. He is fought one on one in the museum after Jade's death, with his health bar shown on screen.
The Museum: your gear, then Troy at the top of the lone towerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · Lone tower – Follow the marker to the museum exit, kill the gunmen hiding by the vans and take your gear from the bag, then leave and listen to Camden on the radio. The lone tower is marked: get in through the window, climb the ledges inside to the very top and talk to Troy.
The sewers from Old Town to the Antenna map, its two flags and three statues, the keycard, the substation and the broadcast from the top of the antenna, The Launch and the Air Strike blueprint, then the tunnel chase back to Old Town.
Troy's job: carry Savvy's amplifier to the tall radio antenna outside the city and get a message out before the Ministry's jets bomb Harran. The Antenna is a small separate map with no safe zone, reached through the sewers; it is dark when you get there, so keep the UV flashlight and some flares ready. Its optional pickups lie along the quest's own path, and Volkan Dal's call for The Launch comes right after the broadcast (Hardware, from section 9, must be done). The map stays reachable after the story, so nothing here can be lost. Left for later: The Clinic and the ending (next section).
Broadcast: the sewers to the Antenna
In the north of Old Town take the stairs down in front of the main gate, pass through the left-hand gate, take the next flight down, keep right and follow the passage to a grey door into the sewers; a new map loads. In the small abandoned base pick up the Double-barrel Shotgun if you skipped the museum's, and kill the Screamer quickly. Its scream brings a Demolisher and a pack of Bolters: run back to the shotgun room and shoot down from the balcony. Then turn the wheel at one of the two grates between attacks, kill the Toads in the next room, and climb the ledges, pipes and balconies to the exit, where you drop onto a pile of blue bags.
Zombie statue: small building near the sewer exitCollectible
Location
Antenna · Near the sewer exit – On a desk in one of the small buildings a short way east of the spot where the sewers let you out. Survivor Sense shows it once you are close.
Antenna · Between the sewer exit and the containers – Sunk in the water inside a big crate, roughly halfway between the sewer exit and the container yards where the keycard is. Use Survivor Sense from the shore to find the right spot before you dive.
Antenna · Container yard cranes – The keycard search takes you through two container yards. On top of one of the cranes there: climb the crane beside it and jump across to the flag. Toads on the containers and Demolishers below make it worth clearing the Toads first.
Broadcast: the keycard, the substation and the broadcastHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Antenna · The antenna – The access card is not in the four blue containers of the first yard: it is on a body inside the southern container of the central yard (drop in through the roof). Take the main road up the hill to the substation, cross its fence from the south where there is no wire, open the middle building with the card and switch on the fuse box in its second room. At the antenna's base use the high-voltage panel, wait for the lift to crash, and climb through the hole to the top, holding jump on the gaps between the red and grey sections; open the box up there to broadcast.
Crane restores the antenna's power and climbs it to send his message to the outside world, which calls off the bombers. The GRE then make their real wishes known: they want Dr. Zere's research.
The Launch: Volkan's cave on the north shoreQuest step
Location
Antenna · Volkan's cave, north shore – Volkan calls once the amplifier is connected. Before you head for the main quest's tunnel, ride the zipline down from the antenna, take the next one on down to a small pond and swim into the little cave in its wall, which leads on to the meeting place (or follow the east coast north instead). Talk to Volkan, push the submarine into the water and stay for the twins' talk. If he hasn't called by now, come back after the story through the Construction Site tunnel door in the north Slums.
Volkan Dal, Tolga and Fatin's boss, finally shows off his secret project: a home-made submarine that needs the sonar Crane brought back in Hardware. Pays 10,000 XP.
Antenna · East shore, sunken helicopter – Follow the east coast and look for a small, broken wooden jetty: helicopter rotor blades break the surface just off it, easy to spot even in the dark. Dive beside them to the crashed helicopter; the blueprint is in the chest at its front, in toxic water, so grab it and surface fast.
Broadcast: the tunnel and the Volatile chase back to Old TownHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Antenna · The tunnel – The tunnel mouth is in the middle of the map. Inside, go through the small white door on the left, then back in the main tunnel head south, burning or skirting the infected (mind the Bombers). When the Volatiles come near the end, don't fight: run, slow them with the UV flashlight, climb onto the lorry trailer to the door, follow the corridor and swim the flooded passage to the door into Old Town, where Camden's call ends the quest.
The way home is a road tunnel full of infected that ends in a Volatile chase. Afterwards this tunnel is the quick link between Old Town and the north Slums.
Dr. Camden's lab under the clinic, the call from the tall tower, Ishaq's two quests and the noMesh Hotel's notes, then Extraction: back to the Slums, up Rais's skyscraper and the fight on its roof, and the credits.
Broadcast is done and Camden is waiting for Dr. Zere's samples in his lab under the clinic in the north-west of Old Town. The Clinic also opens the last two Old Town side quests, Ishaq's Do You Believe? and The Shadow of the King (two notes in its hotel). Then comes Extraction, the last story quest, which takes you back to the Slums and up Rais's skyscraper. Once you are through its red door there is no way out until the credits, but loading the save afterwards puts you back in Harran with everything still open, so nothing is lost by finishing now. Left for later: Parkour Fever, the long grinds and anything the sweep still needs (section 17).
The Clinic: Camden's lab, then the call from the tall towerHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · The clinic, north-west Old Town – Riflemen guard the clinic roof, but the entrance is on the ground floor: slip under the half-open gate, kill the melee bandits and ride the lift down, prising its doors apart when it stalls. Take the vent in the changing room to the security room for the key card, then follow Camden's directions through the offices, the vents and the two forklift storerooms (toxic fumes in the first) to the generator room; start the two working generators, dodge the Demolisher's charge in the main corridor, run the decontamination and meet Camden. Then climb to the top of the marked tall tower in central Old Town and make the call.
Crane fights through the clinic's dark underground lab, restores its power and meets Dr. Camden, who sees a chance for a cure in Zere's work. When Crane then tries to reach the GRE, it is Rais who answers.
If you skipped the Kindergarten copy, another Stasis Field Projector blueprint is in the clinic: in the first office on the left once Camden opens the door, wedged between the desk and the wall.
Do You Believe?: Mufid, then Ishaq's apartmentQuest step
Location
Old Town · Ishaq's apartment, north of Harran University – Talk to Mufid in the Harran University safe zone about the music. Its source is due north of the University, just over the canal: climb to the balcony near the top of the building, where a blue light marks the door, and go in. The door opens a new safe zone with a bed; speak to Ishaq in the back room.
Mufid at the University has heard loud music from a flat across the canal; it belongs to Ishaq, a seer who offers Crane guidance. Some versions offer this quest earlier (from Higher Education); taking it after The Clinic works on every version.
Do You Believe?: six night herbs for Ishaq's brazierQuest step
Location
Old Town · River bank, north-east Old Town – Sleep in Ishaq's bed until night, then head north-east to the marked river bank, east of the main road out of Old Town. The herbs glow, so they are easy to see; Toads spawn among them, so kill or dodge those. Bring all six back to Ishaq, talk to him and drop them into the brazier.
The Shadow of the King: the blood fountainQuest step
Location
Old Town · noMesh Hotel fountain, south-east Old Town – Talk to Ishaq again, then go (daylight is fine) to the south-east of Old Town, just north-east of the museum: the small blood-covered fountain stands in front of the noMesh Hotel, east of the Embers' Tower safe zone and beside the Three Moons Restaurant quarantine zone. Examine it; the bloody prints lead to the hotel door.
The Shadow of the King: hotel rooms 107 and 206, Rais's GunHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Old Town · noMesh Hotel – The way in is a shattered glass door with a red carpet and bloody handles; inside, the hotel loads as its own area. Get the dead lift going, prise its doors open and climb through its roof to the upper floor, where room 206 is locked. Go down to room 107 on the floor below and find the Staff Rooms key card, open the Staff Only room off the lobby and take the Room 206 card from the key shelf (an infected lies there), then ride back up, kill the Viral in 206 and pick the medium-lock Rais crate.
Old Town · noMesh Hotel, room 107 – Before you leave the hotel: room 107, the north-east corner room on the floor above the lobby that the quest sends you into, has the note on the table beside the TV.
Old Town · noMesh Hotel, room 101 – In the Staff Rooms behind the reception counter, where the 206 card was, pick up the room 101 card as well (it may be lying on the floor). Room 101 is on the same floor as 107: the note is on the chest of drawers in the bedroom off its main room.
Old Town · Ishaq's safe zone – From the hotel, walk down to the beach at the water's edge by the museum compound in the far south-east for the first Unknown stone (easy to miss). The second clings to the wall of a stone tower where a small peninsula begins in the far north-west. Take both to the skull on the rock in Ishaq's safe zone and place them; the blueprint appears beside it. Collect and place both in one play session.
If you own The Bozak Horde, its Robin Hood Theory trophy (section 18) needs 10 bow headshots on Rais's men, and it is earned here in Harran. Merchants start selling bows once you reach Survivor level 9, and any bow or crossbow counts, DLC ones included. His men dodge and block, so freeze, burn, shock or poison them first. They are easy to find now; whether they still turn up after Extraction is not known, so finish the ten before the red door.
Before Rais's red door
From the red door at Rais's skyscraper there is no going back, no side quests and no co-op until the credits roll. Nothing is lost by it: free roam resumes when you load the save. Craft as many medkits as you can first, and carry UV flares for the tunnel chase. The Grappling Hook won't work during this quest.
Extraction: back to the Slums and up Rais's skyscraperHidden spoiler – activate to revealQuest stepMinor spoiler
Location
The Slums · Rais's Headquarters – Use the poster in the Embers' Tower to jump to the Slums, or take the Broadcast tunnel through to the Construction Site safe zone in the north Slums. Rais's tower is the tallest in the Slums, in yellow, on the same compound as the Pit arena: go in by the red door. When the horde is sent at you, run: up the scaffolding, across the building site, down the hole into the tunnels (silence the Screamer), then flee the Volatiles over the platforms, pipes and ropes to the ladder. Out in the daylight, climb the overturned container and scaffolding to the red lift, ride it up and jump the broken stairs to find Karim.
Rais has struck a deal with the GRE and means to fly out of Harran with Zere's research. Crane goes after him in his own compound, chased by the infected he sets loose, and finds Karim left behind.
RaisHidden spoiler – activate to revealBossMajor spoiler
Location
The Slums · Roof of Rais's skyscraper – From Karim, drop onto the blue bags beside the crane, cross to the neighbouring tower's scaffolding and climb on (a Bomber waits there). Climb the second crane, sprint along its arm before Rais's rockets bring it down and jump to the first tower; walk the narrow beams, crouch under the low metal, climb the last ladder to the roof and follow every button prompt.
The gang leader behind Tahir, the Pit and the deal with the GRE, met at last on his roof. The fight is a quick-time sequence: a missed prompt means death, and Crane finishes him with the knife Rais drove into him.
The base-game endingHidden spoiler – activate to revealEndingMajor spoiler
Location
The Slums · Roof of Rais's skyscraper – Plays straight after the Rais sequence; let the credits finish, then load the save to go back to Harran for the sweep in section 17.
Rais is dead and Zere's data stays in Harran; the credits roll and the game returns to the main menu. Loading the save carries on in free roam on both maps, with the bounties open and The Following ready to start.
Harran after the story: Parkour Fever and the trophy sweep
After the credits: check The Whole Story, buy the trophy skills, max Agility, run all ten Parkour Fever courses by day and at night, and finish every grind and level trophy the base game has left.
The credits have rolled and the game is back at the main menu. Loading the save drops Crane into free roam with both maps open: the poster in his Tower room moves him between the Slums and Old Town, and the Antenna can be reached again through the tunnel door in the north of the Slums. Every side quest is done by now, and no base-game trophy can be lost any more. This section is the mop-up: first a check in the main menu, then the trophy skills, then Agility to its last rank for the ten Parkour Fever runs, with the long counters (DROPs, rescues, traps, kills) worked in around them. Left for later: the online trophies (appendix), The Following, The Bozak Horde and Hellraid (the next sections).
The Whole Story: every counted side questAchievement
Location
Harran · Main menu: Extras, Statistics – From the main menu (before loading the save), open Extras, then Statistics, and scroll to the bottom: the counted side quests are listed there and the finished ones are greyed out. If one is still lit, load the save and finish it; the usual culprit is Dahlia's potion chain at the Black Serpent Bazaar, where each next quest only appears after you drink her last potion and its effect wears off.
The trophy for the side quests: the game counts 44 particular ones, not every quest in the journal, and it usually unlocks the moment the last counted one is handed in, before the credits. If it hasn't, this item is the check.
Five trophies below only count with a particular skill bought. Open the skill menu and check them off; any you are still short of come with the grinds in this section, since combat feeds Power, running and climbing feed Agility, and quests, rescues, challenges and handed-in DROPs feed Survivor.
Skill: Grapple (Agility rank 3)Skill
Location
Harran · Skill menu, Agility tree – Buy it in the Agility tree once Dodge (rank 2) is owned; it sits at rank 3.
Harran · Skill menu, Power tree – Buy it in the Power tree at rank 10, the step after Ground Pound. If Power is not there yet, the kill grinds below bring it up.
The Parkour Fever runs are much easier with the last Agility skill, Ultimate Runner, which removes the sprint limit. Zip lines give Agility XP and night doubles it: from the Infamy Bridge safe zone high in the bridge's pylon, sleep until dark, climb to the very top, and ride the pair of zip lines between the two ends of the bridge in a loop. Keep the Grappling Hook ready: missing a line means a fatal fall. Sprinting the bridge deck and vaulting the wrecked cars also works; if Volatiles close in, jump into the water. Switching the save to Nightmare multiplies the XP further (main menu, Play, Campaign, Advanced; the option is hidden while a DLC quest is tracked). Agile pops at Agility rank 10 on the way.
How Parkour Fever works
Ten timed checkpoint runs, five in the Slums and five in Old Town, each starting at a marker on the map. Using the Grappling Hook fails a run on the spot, but a speed booster drunk during the countdown is allowed. Keep the combo counter at 10 for the speed bonus and roll on landing from big drops so you don't lose momentum. Each run goes in the list twice, once by day and once at night: a night run may count for both trophies, but doing both is the safe way. Progress sometimes fails to register; if all ten are done and a trophy hasn't appeared, quit to the menu and finish any one run again (at night for the night trophy).
Parkour Fever: Twister (by day)Achievement
Location
The Slums · Near the Tower – From the Tower, the start marker is on a small building close by. The short, hard course ends on a blue water tank on a house roof near the spot where the first Volatile showed up in Airdrop.
The Slums · Near the Tower – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Parkour Fever: End of the Tunnel (by day)Achievement
Location
The Slums · Near the Tower, to the south-west tunnel – Back at the Tower, the next start marker is on a building beside one of the safe zones nearby. The course finishes at the south-west tunnel, the one Crane took down into the sewers in The Saviors.
Parkour Fever: End of the Tunnel (at night)Achievement
Location
The Slums · Near the Tower, to the south-west tunnel – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Parkour Fever: Tiptoeing to Gazi (by day)Achievement
Location
The Slums · South-west Slums, Gazi's house – The start marker is on top of a bus parked at the mouth of a tunnel. The course ends at the far end of a tunnel close to Gazi's house, the Mother's Day house in the south-west corner of the Slums.
Parkour Fever: Tiptoeing to Gazi (at night)Achievement
Location
The Slums · South-west Slums, Gazi's house – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Parkour Fever: First Assignment (by day)Achievement
Location
The Slums · To the overpass above the Cauldron – The start marker sits on a rooftop just outside the building where Crane takes his radio calls in the story; follow the marker on the map. The finish is on the scaffolding of the overpass that runs above the Cauldron.
Parkour Fever: First Assignment (at night)Achievement
Location
The Slums · To the overpass above the Cauldron – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
The Slums · Red Flowers café, east Slums – Go to the red-walled Red Flowers café from Where's My Mother?; the start is by a small power substation across from it. The run ends in a blue heap of rubbish beside the tunnel that leads toward the Fishermen's Village and the Infamy Bridge.
The Slums · Red Flowers café, east Slums – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
The Slums · Stuffed Turtle quarantine zone – From the Cauldron safe zone, the Stuffed Turtle is the small quarantine zone just to the north. Go in, grab the DROPs in the main room, then leave and enter again: you keep the ones you picked up even without finishing the zone. Hand them to a quartermaster (the Tower's ground floor) for Survivor XP, but only when it's safe, because dying costs Survivor points.
DROPs (relief packages) come from airdrops, Old Town's guarded supply crates, quarantine zones and some quests, and they keep coming. The Slums airdrops stopped after The Pit, so farm a quarantine zone instead.
Electrified!: 25 enemies in Electric Fence trapsAchievement
Location
The Slums · Electric Fence traps – With the Electric Fences skill bought, find an Electric Fence trap, gather a group of infected near it, and switch it on when they are in the fence.
Enlightened! and Blinded by the Lights: 25 + 25 at nightAchievement
Location
The Slums · The road above the Courtyard – From the Tower, sleep until night and go to the Courtyard just south of it: the road above it has a light trap at each end. Lead Volatiles back and forth between the two, setting off whichever has recharged, and turn the UV flashlight or a flare on them as they come for the second counter. The four light traps by the railway to the north-west, from First Assignment, work as a backup.
Two night counters: blind 25 night infected with UV light traps, and blind 25 Volatiles with the UV flashlight or flares (traps don't count for that one).
Everybody Dance Now, BBQ and Can't Touch ThisAchievement
Location
The Slums · Anywhere with traps – For the shock, lure a crowd into a puddle that a live cable runs into and pull the pole switch (an electric arrow into a conducting liquid also works). For BBQ, set an infected alight with a molotov and kick it onto a spike trap. For the streak, stand on a car roof and kick and strike the infected that gather round, one at a time.
Italian Plumber: Vault and Drop Attack with a wrenchAchievement
Location
The Slums · Near the Tower – Equip a wrench (possibly only the Monkey Wrench type counts), find a lone infected near the Tower, vault over it and finish it with a Drop Attack.
Use the travel poster in Crane's room in the Tower to move to Old Town (the poster in the Embers' Tower brings you back). There is no other fast travel, so plan each run from the safe zone nearest its start.
Parkour Fever: Diagonal Run (by day)Achievement
Location
Old Town · North-east tower – Climb to the top of the north-east tower, where the start marker waits. The run ends with a jump off a building into the water.
Old Town · North-east tower – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Old Town · North-east Old Town – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Parkour Fever: Blue District Fever (by day)Achievement
Location
Old Town · Northern edge to the north-east corner – The start marker sits up on a rooftop among the most northerly buildings in Old Town. The finish is on top of the restaurant in the far north-east corner of the map.
Parkour Fever: Blue District Fever (at night)Achievement
Location
Old Town · Northern edge to the north-east corner – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Old Town · East edge of Old Town – This start marker stays hidden until you are right next to it: it sits on a building right at the east edge of Old Town. The long course ends at the southernmost safe zone on the map.
Parkour Fever: Not So Obvious (at night)Achievement
Location
Old Town · East edge of Old Town – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Old Town · Stash, any safe zone – It unlocks together with the trophy for the tenth daylight run (Tower Run by day). Look for it in the stash of the nearest safe zone, where the game keeps the other outfits.
Old Town · Tallest tower in Old Town – Straight after the day run, sleep to nightfall in the nearest safe zone's bed and go back to the same start marker. Don't stop: at full speed the Volatiles rarely catch on.
Old Town · Stash, any safe zone – It unlocks together with the night trophy, after the tenth night run (Tower Run at night). Look for it in the stash of the nearest safe zone, next to the Parkour Instructor outfit.
Rescue events: We're All In This Together and Homo Homini Lupus EstAchievement
Location
Old Town · Old Town rooftops – Roam the rooftops and head for each blue event icon as it appears; save the survivor before they die. Rais's men no longer turn up in the Slums after The Pit, and in Old Town they use only three rooftop spots: in the north-west by a safe zone, in the south above the Museum, and in the south-east toward the middle of the map.
Homo Homini Lupus Est is much easier to finish during The Following, in the Countryside. If the bandit rescues are still short here, leave this item unticked and complete the count there.
I'm a Runner and a fighter: 15 challengesAchievement
Location
Harran · Star icons, both maps – Work through the star icons in Old Town, then any left in the Slums. Agility runs fail if you use the Grappling Hook (some also on taking damage); Power ones are timed kill tasks. Play them solo: a challenge lost in co-op may not count and can disappear.
Finish 15 Agility or Power challenges, the star icons on the map, in any mix. New ones appear as you finish earlier ones, and there are more than you need.
The ten counters and the quickest way to fill each
Trophy
Target
Fastest way
Trade Company
Sell $10,000 of items
Sell items to a trader and buy them back; the sales still count.
Pheidippides
Run 42,195 m
Comes with normal play; leaps between roofs are not counted.
Mount Everest
Climb 8,848 m
Climb by hand: Grappling Hook travel doesn't count.
This is Harraaaaan!
100 kills by a fall
Kick infected off roofs and ledges; any fatal fall counts.
A Game of Catch
50 throwing-weapon kills
Throwing stars, knives or axes; a thrown melee weapon doesn't count.
Harran Shooting Club
50 firearm kills
Any gun kills.
High Flyer
25 Ground Pound or Drop Attack kills
Slam into a group from a jump, or drop onto an enemy from above with a one-handed weapon.
Judo Master
50 Grapple throws
Throw every charging infected.
Master Crafter
100 crafts
Each craft counts: make lockpicks, the cheapest recipe.
Open Sesame
10 lockpicks
Pick any locked door or chest.
The ten grind countersAchievement
Location
Harran · Anywhere – From the Tower, sell and buy back at the trader, then craft lockpicks over and over until Master Crafter pops. Finish the kill counters on the street outside, mixing kicks off ledges, throwing weapons, guns, grapples and slams from above.
Trade Company, Pheidippides, Mount Everest, This is Harraaaaan!, A Game of Catch, Harran Shooting Club, High Flyer, Judo Master, Master Crafter and Open Sesame: running totals, most of them well along by now. The table above gives each target and the quickest way to finish it.
Levels: Survivor 12 and 18, Agility 10, Power 10Achievement
Location
Harran · Skill menu – Open the skill menu and check the three ranks. If Survivor is short of 18, keep handing DROPs to a quartermaster and doing rescues and challenges, and stay alive: a death costs Survivor points.
Four rank trophies: Everybody Knows Kyle (Survivor 12), The Legend of Harran (Survivor 18), Agile (Agility 10) and Strong (Power 10). The Agility grind and the kill grinds above cover the last two.
The stadium challenge mode: clear all 20 trials once, run them again with the Bozak Bow for its arrows, beat the clock, then take the bow back to Harran for ten headshots on Rais's men.
The Bozak Horde is a challenge mode on its own map, Harran Stadium: 20 trials back to back (defuse bombs, survive kill waves, race through checkpoints) with a bomb locked to Crane's ankle. It has nothing to do with the story and can be replayed at any time, so this guide takes it after the credits, when Crane has his best skills. Your own weapons and items stay behind; everything you fight with comes out of the loot crates along the way. Plan on at least three runs: a first clear, a run with the bow it rewards, and a run against the clock. Left for later: Together Till the End, the co-op duel after trial 20, is in the online appendix at the end of the guide.
How a run works
Every run starts with three lives, and in co-op the group shares them. Lose the last one and you start again from trial 1; quitting does the same, so play each run in one sitting. The clock starts when you open the lobby doors and only stops when you pause. The mode always plays on Normal, whatever the campaign is set to. Up to four players can join, and each extra player means more enemies, more objectives and a tighter time limit. A finished run also pays out three Bozak dockets, which any quartermaster opens.
The 20 trials in order (a 21st follows in co-op)
Trial
Task
How to do it
1 (car park)
Defuse your ankle bomb's detonator.
From the lobby doors, sprint right through the car park and drop two levels to the white van; open its back doors. The loot crate behind the van is the trial's reward.
2
Kill three Virals.
Fight from the van's roof or another high spot so they can't surround you.
3
Kill about ten Virals; a detonator starts partway through.
The detonator is up on the pipes on the top level, at the far end from where you came in, by the hole into the atrium. Stand on the pipes and stomp the Virals as they climb.
4
Bolters run off with medkits (optional).
Four leap out of the yellow vans: tackle them to the ground. A crate near trial 3's detonator holds throwing knives.
5 (atrium)
Defuse a detonator in the cage, then the new ones in the atrium.
Jump over the cage wall from a yellow van on the lower level; the orange crate beside the bomb has the Military Machete, the best melee weapon in the mode. Then leave the top level through the hole in the wall and cross the platforms: of the two detonators on your left, one is a fake.
6
Checkpoint run (10).
Go down to the start point at the bottom; the course climbs to the top and comes back down. A slip off a ledge is easy here.
7
Kill two Goons (up to four in co-op).
They smash through the wall behind trial 6's finish. Dodge and hit them in the head; a propane tank sits just right of the hole. Break their rebar down into metal parts.
8
Five Bolters with medkits (optional).
Most turn up close to where the Goons died.
9
Defuse two detonators on the upper level.
Four appear; two of them are fakes holding a weapon.
10
Checkpoint run (10).
The start is at the very bottom, near trial 6's.
11
Throw three gas cans through a hole in the wall (up to six in co-op).
A Demolisher waits below. Use the stack of four cans higher up: drop them onto the red platform under the long walkway, then from that platform's edge aim at the white wall tiles just above the hole.
12 (elevator)
Kill the Virals that drop onto the rising elevator.
Take the zip line to the elevator. Run circles round the platform and tackle Virals over the edge; the last kill can take up to a minute to register before the doors open.
13 (construction area)
Open the garage door, then a 17-checkpoint run.
Virals chase you the whole way. Afterwards, climb onto the hanging red container and release it for the Double-Barrel Shotgun.
14
Kill all ten Bolters against the clock.
Use the shotgun, but make each shell count.
15
Kill the Toads and Virals and defuse a detonator in a locked container.
The container is up on the upper level at the far right as you leave the elevator, behind an easy lock; firecrackers keep the Virals off you while you pick it.
16
Deliver packages into the chutes before time runs out.
Collect them from the crate on top of the pile (the blue building, the highest point), then work round the map in one direction. Keep away from the infected in hazmat suits: they explode.
17
Checkpoint run (11) from the top of the pile.
Ride the zip line beside the start the moment you cross it; the first checkpoint is at its far end.
18
Defuse two detonators; two more containers are fakes.
Both are behind easy locks, one in the hanging container (climb the rope and jump across) and one behind the pile (one may instead be in the orange container at the foot of trial 17's zip line). Bozak speaks up when you reach a real one and laughs at a fake.
19
Bolters with medkits (optional).
Take every medkit you can for the last trial; a pistol saves shotgun shells.
20
Kill 25 Virals and a Demolisher (up to four Demolishers in co-op).
Clear the Virals first from a high spot or inside a container, then empty the shotgun into the Demolisher's head. The metal-detector gates on the minimap add time.
21 (co-op only)
Take a gun from the pile; last player alive wins.
Together Till the End: see the online appendix.
Get the Bozak: all 20 trialsAchievementDLC: Bozak Horde
Location
Harran Stadium · The Bozak Horde, trials 1-20 – In the Tower, pick The Bozak Horde in the quest list and use the Bozak poster near the shop (in Old Town it hangs in the Embers' Tower, in the shopkeeper's room below the Loft). Play the 20 trials in the table above in one go. If the trophy hasn't appeared once trial 20 is over, quit to the main menu: it can pop then.
Harran Stadium · Reward for the first clear – It's yours the moment trial 20 ends for the first time: the bow is in your inventory and both blueprints are in the crafting list. Inside the stadium, arrows only come from searching dead Virals.
A gold-tier bow, the reward for the first clear, together with its blueprint and the plain arrow blueprint for use in Harran. Every later run starts with the bow in hand but no arrows.
Harran Stadium · Reward for playing the trials – It should be unlocked by the end of your first run. Look for it among the outfits in a safe-zone stash back in Harran, such as the Tower's in room 194.
Electric Whisper: 10 Virals with the Bozak BowAchievementDLC: Bozak Horde
Location
Harran Stadium · Trials 2 and 3, the car park – Start a second run from the Bozak poster. Search every dead Viral for an arrow bundle and pull fired arrows back out of the bodies; trials 2 and 3 give more than ten Virals, and more come in trials 12, 15 and 20. They dodge, so shoot while they are climbing or attacking. The trophy can pop on the tenth kill or only at the end of the run, so stay in for the Bolters below.
Harran Stadium · Trials 4, 8 and 14 – On the same run, switch the bow onto the Bolters: one arrow brings a Bolter down wherever it lands. Trial 4 has four, trial 8 five and trial 14 ten, so the blueprint should be in your list by trial 14. Then finish the run, or keep going as practice for the timed one.
Things That Go Ka-Boom is the hardest trophy in this section and usually takes several tries. Higher Legend ranks make the trials much easier, so it is fine to leave this one until after The Following and come back to it. One reported bug makes the stadium's enemies tougher when the campaign difficulty is Normal; switching the save to Nightmare beforehand is said to avoid it (main menu, Play, Campaign, Advanced; track a base-game quest first, because the option is hidden while The Bozak Horde is the tracked quest).
Things That Go Ka-Boom: all 20 trials against the clockAchievementDLC: Bozak Horde
Location
Harran Stadium · The Bozak Horde, a timed run – Go solo, or with one partner who knows the trials. Take the Military Machete from the orange crate in trial 5's cage, scrap spare weapons into metal parts to keep it repaired, run to each trial's start as soon as the last one ends, and use the bow on Goons, Toads and Bolters. In trial 20, run through the metal-detector gates for extra time; if the trophy still doesn't come, the whole run has to be played again.
Clear all 20 trials inside the time limit to learn the explosive arrow, which carries this trophy. The limit is 31 minutes solo, 28 for two players, 26 for three and 25 for four.
To leave the stadium, turn round at the elevator, walk back to the door and hold the use button. Then track any base-game quest and take your own gear back from the stash next to Crane's bed. The save's Advanced options in the main menu can also close the mode for good.
Robin Hood Theory: 10 bow headshots on Rais's menAchievementDLC: Bozak Horde
Location
Old Town · Rooftops where Rais's men appear – Back in Harran, craft the Bozak Bow and arrows from their new blueprints, or buy a bow from a trader (they stock them from Survivor rank 9). Take the Tower's poster to the Embers' Tower in Old Town and look for Rais's men in the bandit rescue events on the rooftops: in the north-west, above the Museum and toward the middle of the south-east. They dodge and block, so freeze, burn, shock or poison them first, and aim a little above the head. If none appear, finish the count at the Granary in The Following's At the End of the Tunnel (section 25), which Rais's men hold with rifles and a sniper on a tower.
A Bozak Horde trophy earned out in Harran: ten headshots on Rais's men with any bow or crossbow. Headshots made during the story count too, so it may already be done. If Rais's men no longer turn up in Harran, The Following's Granary is the fallback.
The Following: The Way Out, Bilal and Power to the People
The Following's opening: the escape to Jasir's Farm, the buggy, the Pumping Station, Bilal, then Power to the People at the Harran Dam so the Countryside's safe zones work, and the south on the way back.
The Following is played on the same character but loaded on its own: from the main menu choose Play, then The Following, and pick your save. Crane arrives with his skills, weapons and stash from Harran; the base game only needs its prologue done, but this guide plays the expansion after the base ending. The difficulty is set when it starts and no trophy depends on it. This section covers the first story quests, then goes straight to Bilal and Power to the People, because until the power is back only Jasir's Farm and Bilal's work as safe zones; it takes the south-west on the way back (the dam's pickups, Radio Boy, Beelzebufo, the south-east hive) and ends at Jacob Greaves's truck. Flags, racing trophies, masks, paint jobs and accessories are optional. Left for the next section: the barn's notice-board quests, Bilal's town quests, Bilal's race and the north-west sweep.
The Way Out: the sewers, the cliff ledges and the pondQuest stepDLC: The Following
Location
The Countryside · The cliffs south-west of Jasir's Farm – After the opening scene, walk the sewer to a flooded cave, drop into the water and swim out into daylight. Climb the rock face on the north side and jump from outcrop to outcrop, following the strips of orange cloth; at the fallen tree, hang from the edge beside it, shimmy to the right and turn to jump across, then walk the trunk to the last ledge and dive into the pond far below. A fall from a ledge is fatal, so take each jump slowly.
Summary
The Following's first quest: Crane reaches the Countryside through a sewer and a cave and crosses a line of cliff ledges. The dive into the pond at the end earns Afraid to get wet?.
The Countryside's hub: a walled farm with a bed, the stash, the notice board in the barn and, once the water runs again, a trader. It counts as a safe zone from the moment you arrive.
Jasir's Farm: Eylem, Burak, Jasir, Ezgi and KaanNPCDLC: The Following
Location
The Countryside · Jasir's Farm – Eylem meets you at the gate and sends you on to Jasir. Burak stands guard by the barn; inside, Jasir is in the middle of a row with Ezgi and has no time for you. Step back out of the barn and talk to Kaan.
The farm's people: the guards Eylem and Burak, Jasir who leads the group, his daughter Ezgi, and Kaan, a trader the farm keeps outside its walls. Talking to them finishes The Way Out.
Kaan and Able: take the buggy from the bandit farmQuest stepDLC: The Following
Location
The Countryside · The bandit farm north of Jasir's Farm – From Jasir's Farm head north-east; walking along the pipes keeps you clear of most infected. A watchtower near the farm lets you scout it and ride a zip line down. About ten bandits hold it, some with rifles: take them out quietly from behind or one at a time, then get in the buggy, ram through the wooden gate and drive back to Jasir's Farm, where Ezgi is waiting at Kaan's trailer.
Kaan will tell Crane what he knows in exchange for a vehicle, and bandits are sitting on one at a farm nearby. The buggy you drive away is yours for the rest of The Following.
Running over infected and smashing the scarecrows in the fields count toward two buggy trophies (500 kills and 50 scarecrows, ticked late in The Following) and earn Driver XP. The buggy can't come inside a safe zone; call it back from the radio of any safe zone you hold. Fuel comes from gas-station pumps and, with luck, from the fuel caps of abandoned cars.
Survivors in trouble count for Homo Homini Lupus Est
When a survivor radios for help at one of the roadside altars, bandits are attacking them. Saving them raises your trust here and counts toward Homo Homini Lupus Est (its item is in section 17). These events come up most often if you drive from altar to altar; sleeping resets them.
Flag: the tower at Jasir's FarmCollectibleDLC: The Following
Location
The Countryside · Jasir's Farm – Inside Jasir's Farm, climb the farm's tower; the flag is on top. The Grappling Hook speeds up the climb.
The Countryside · Jasir's Farm, the basement – Inside Jasir's Farm, the basement keys hang on the wall beside the entrance; take them, unlock the basement door at the stairs and find the note on a shelf downstairs.
The Countryside · Jasir's Farm, the trader's building – Inside Jasir's Farm, go to the building the trader uses and enter by its south door: the note lies just inside, next to the hay.
The Countryside · Jasir's Farm, the sandbag wall – At the north-west corner of Jasir's Farm, look on the wooden board laid over the sandbags, beside a radio and a wrecked car.
Racing Trophy: the tall tower north of Jasir's FarmCollectibleDLC: The Following
Location
The Countryside · Just north of Jasir's Farm – Leave Jasir's Farm by the north side and climb the large tower a short way beyond it; the cup is on one of its high balconies.
Racing Trophy: north-west of Jasir's FarmCollectibleDLC: The Following
Location
The Countryside · North-west of Jasir's Farm – On the drive west toward the Pumping Station, stop where the map marks this cup, a little north-west of Jasir's Farm, and search the spot. Survivor Sense highlights collectibles once you are close.
Racing Trophy: the hunting tower west of Jasir's FarmCollectibleDLC: The Following
Location
The Countryside · West of Jasir's Farm – Carry on west to the hunting tower well west of Jasir's Farm, on the way to the Pumping Station; the cup is inside it.
Gaining Credence: Tarkan's bandits and Ali at the Pumping StationQuest stepDLC: The Following
Location
The Countryside · The Pumping Station – Drive to the Pumping Station by the lake west of Jasir's Farm. The front is barricaded, so follow the wall round to a ladder on the side and climb to the upper balconies, where Tarkan talks and then his men attack (some have guns, and a Goon waits in the bloody pool below). With the area clear, go in by the open red door on the top floor, head down, kill the bandit who kicks in the red door, free Ali and follow him to the pump.
Ezgi suggests earning the farm's trust by getting its fouled water running again. Bandits under Tarkan hold the Pumping Station, with the engineer Ali locked inside.
Gaining Credence: race the pipeline to the valve, then report to JasirQuest stepDLC: The Following
Location
The Countryside · The pipeline and its valve house – Run back up to the balconies, drop to your buggy from the metal balcony where you fought Tarkan and drive along the pipeline at full speed, using nitro if you have it and avoiding anything solid. Where it ends, at a small building near a water tower, drop through the hole in its floor, turn on your flashlight and keep pressing the button at the white valve until it closes. Then drive back and talk to Jasir in front of the barn.
The pump fails and you have three minutes to shut a valve further down the line. Finishing the quest opens the farm's notice-board side quests and its trader, and makes you a Stranger.
After Gaining Credence the story waits on your Level of Trust: Stranger now, then Newcomer, Ally, Believer and Disciple. Side quests give most of it; securing safe zones, examining the bodies the Missing notices point to, rescuing survivors and handing in Bolter livers add more. Reaching Newcomer finishes Stranger in a Strange Land (next section); Ally and Believer open the next story quests.
Flag: the large tank west of the highway outpostCollectibleDLC: The Following
Location
The Countryside · West of the mid-highway military outpost – From Jasir's Farm, drive east toward the broken highway on the way to Bilal's: a big tank north-west of the military outpost in the middle of the highway has the flag on its roof.
Charm: the red bus on the freewayCollectibleDLC: The Following
Location
The Countryside · The freeway north of the military outpost – Follow the freeway north of the same outpost to a red bus; the charm sits on its dashboard.
Flag: the tower south-east of the highway outpostCollectibleDLC: The Following
Location
The Countryside · South-east of the mid-highway military outpost – From the bus, head south past the military outpost; the flag is at the top of a tower on its south-east side.
The Mechanic: meet Bilal at his gas stationQuest stepDLC: The Following
Location
The Countryside · Bilal's gas station – Drive east to Bilal's gas station, a Taurus station north of Seaside Town. Climb to the roof, go in by the back door and talk to Bilal; his brother Nuri lives there too. Bilal is the Countryside's quartermaster (free supplies to collect regularly), and his notice board has its own side quests.
Jasir sends Crane to Bilal, a mechanic who runs a gas station further east. Meeting him also covers the 'ask Bilal about the buggy' part of Stranger in a Strange Land.
Bilal's Tar & Dust Workshop: a bed, the stash, the Countryside's only quartermaster and a second notice board. With Jasir's Farm it is one of the two safe zones that work before the power returns.
Ceremonial Mask: the house across from Bilal'sCollectibleDLC: The Following
Location
The Countryside · Across the street from Bilal's gas station – Cross the street from Bilal's to the house opposite and go upstairs: the mask hangs on the bedroom wall.
Venom: Bilal's poison and its blueprintQuest stepDLC: The Following
Location
The Countryside · Bilal's gas station – At Bilal's gas station, take the Venom note from the notice board; Bilal starts talking straight away and gives you both. While at the board, take Harvest, Heart of Darkness, Well That's a Cave and We Don't Go There Anymore too; leave the Burning Rubber poster until you are a Newcomer.
Power to the People: an insulator from the red pylonQuest stepDLC: The Following
Location
The Countryside · The red pylon west of Bilal's – Talk to Bilal for a fuse, then find the big red pylon west of the gas station; it is easiest to climb by jumping across from the broken highway. At the top, walk out to the end of one of its arms and keep tapping the button to knock an insulator loose. Climb down carefully (or drop onto bags) and pick it up off the ground.
Bilal's lights are flickering: the Countryside has no power, and most of its safe zones stay dead until it comes back. Do this quest early. Bilal won't trust the old insulators, so the first job is a new one.
Flag: the red structure east of the damCollectibleDLC: The Following
Location
The Countryside · East of the Harran Dam – Drive south-west to the Harran Dam with the insulator; on the way, the flag tops a large red structure east of the dam.
The North Pole blueprint may only be available during Power to the People, though it is more often tied to Volkan's backpack in Crash Boom Bang, much later. Search the dam well while the quest is running (its item is below), in case it can't be found later.
Power to the People: the dam's switches and AliQuest stepDLC: The Following
Location
The Countryside · The Harran Dam and its power plant – Drive to the power plant at the Harran Dam in the far south-west and find Ali in the grounds, safe beside a robed acolyte whose incense calms the infected. Go west through the narrow passage into the dam; after a cutscene a Demolisher breaks in (kill it or lure it away) and the fuse box there turns out to be the wrong switch. Drop through the hole in that room (Toads and a Volatile below), climb to the balconies and throw the main switch, then follow the sewer pipe north, open the grate with the white valve and come up outside. Clear the infected at the orange building, knock, and stay by Ali through the Viral and Bolter waves until he's done.
Ali needs the switches inside the Harran Dam thrown and then someone to guard him while he brings the power back. Finishing it powers the Countryside's safe zones.
The power plant's building becomes a safe zone as Power to the People ends. From now on the other Countryside safe zones work too, including any you secured earlier.
Helluva Homerun blueprint and the Flower Bomb Paint JobItemDLC: The Following
Location
The Countryside · The Harran Dam, the generator room – In the generator room on the dam's upper level, where you used the switch, cross to the door on the right with a long jump or the Grappling Hook; the blueprint is in a white crate in the next room. The Flower Bomb Paint Job lies on the floor of the blood-soaked room at the end of the open southern sewer pipe (the one you didn't take for the quest). Both can be fetched later through the sewer tunnels that open by the water below the dam.
The Countryside · The Harran Dam – Its spot inside the dam isn't described: search the dam's rooms and sewers while you are there for Power to the People, with Survivor Sense on.
The Countryside · The Harran Dam – Its spot in the dam isn't described: sweep the dam's rooms and sewers with Survivor Sense before leaving. If it isn't there, Volkan's backpack in Crash Boom Bang (after The Gathering) gives it.
A unique blueprint with two reported sources: during Power to the People, or in Volkan's backpack in Crash Boom Bang. Optional; listed here at the stricter of the two.
Paint job: the graffiti under the dam roadCollectibleDLC: The Following
Location
The Countryside · The Harran Dam, upper level – Back outside on the dam's upper level, below the asphalt road that runs across it, look for a big graffiti on the wall: the paint job is next to it.
Paint job: the dam safe zone's gardenCollectibleDLC: The Following
Location
The Countryside · The dam power plant – At the power-plant safe zone south-east of the dam, the paint job lies on a table in the garden beside the building.
Ceremonial Mask: the hilltop altar by the damCollectibleDLC: The Following
Location
The Countryside · South-east of the Harran Dam – East of the police van, climb the hill near the dam: the mask lies at the altar beside a mummified body.
Radio Boy: the boys in the shipping warehouseQuest stepDLC: The Following
Location
The Countryside · The shipping-company warehouse by the racetrack – After the power is back, drive around near the dam until the call comes, then take the road on the south bank of the river below the dam to the warehouse by the racetrack. Get into the yard (over the gate or through the hole in the wall), climb onto the roof from a truck trailer, drop in through the shutter onto the blue bags, move the white gate, squeeze between the crates and take the Toy Sword from the altar-like stand. Kill the Demolisher that bursts in (blow its helmet off first), take its key, open the door in the back room and climb the ladder to the boys' top balconies.
Near the dam, a boy radios that he fell into a hole and something is in there with him. The warehouse hides a painted Demolisher and the boys' hideout.
Racing Trophy: the shipping warehouse atticCollectibleDLC: The Following
Location
The Countryside · The shipping-company warehouse – With Radio Boy done, the warehouse attic opens: the cup is up there, a short climb from the boys' balconies.
The Countryside · Outside the shipping-company warehouse – Leave by the roof and walk round the yard wall to the damaged spot just north-west of the warehouse: the paint job is under the truck parked by the hole.
The Countryside · The racetrack – Right after Radio Boy, walk over to the racetrack beside the warehouse. The exact building isn't described: look for the inactive safe-zone prompt as you walk in, clear the infected around it and switch on its UV lights.
Harvest: Beelzebufo, the Freak of NatureBossDLC: The Following
Location
The Countryside · Beelzebufo's farm, in the south – With the Harvest note from Bilal's board, drive east from the racetrack to the small walled farm west of the Granary's warehouses, across the lake from them, and jump the gate by day. Keep moving and dodge sideways or behind cover when it spits, or shoot from the rooftops or from outside the fence; light and throw the propane tanks lying around. Then kill the infected left on the farm to finish.
Ceremonial Mask: Beelzebufo's farmhouseCollectibleDLC: The Following
Location
The Countryside · Beelzebufo's farm, main building – The farm's main building holds two masks; which rooms isn't described, so search it top to bottom. This is the first.
Racing Trophy: just north of Beelzebufo's farmCollectibleDLC: The Following
Location
The Countryside · Just north of Beelzebufo's farm – Walk round to the north side of the farm's wall, where the map marks this cup; search close to the wall. Survivor Sense highlights collectibles once you are close.
Racing Trophy: the hunting tower north of Beelzebufo's farmCollectibleDLC: The Following
Location
The Countryside · North of Beelzebufo's farm – Next to the tank, a hunting tower stands where the map marks this cup: check the tower and around it. Survivor Sense highlights collectibles once you are close.
Heart of Darkness: the underwater hive at nightQuest stepDLC: The Following
Location
The Countryside · The south-east coast hive – Drive east to the hive's red map icon on the coast, in the cliffs east of the Granary, and set off around 20:00. Dive at the marked spot and follow the underwater tunnels inside the yellow area on the minimap; there's nowhere to surface, but one breath gets you to the huge cave. Kill the four defenceless spawners in the reddish, blood-soaked rooms (a crossbow from range avoids most fights) and leave the same way before sunrise.
A Volatile hive on the south-east coast that can only be reached by a long dive, with four nest monsters inside. Go at night, when the cave has no hunters.
Racing Trophy: the freeway towerCollectibleDLC: The Following
Location
The Countryside · The freeway tower – Drive north-west from the coast to where the broken freeway ends and climb the high tower beside it; the cup is on one of its balconies.
Safe zone: the freeway towerAreaDLC: The Following
Location
The Countryside · The freeway tower – At the foot of the same tower. The exact building isn't described: look for the inactive safe-zone prompt as you walk in, clear the infected around it and switch on its UV lights.
Buggy Grail: Jacob Greaves in the highway truckQuest stepDLC: The Following
Location
The Countryside · The broken highway, mid-map – Follow the freeway north to the abandoned truck on the broken highway in the middle of the map and look inside the semitrailer: Jacob is in there.
Bobblehead: the white camper on the freewayCollectibleDLC: The Following
Location
The Countryside · The freeway south of the highway outpost – From Jacob's truck, find the white camping trailer on the freeway south of the military outpost in the middle of the highway; it can be opened once Buggy Grail is done, and the bobblehead is inside.
The Following: the farm's errands, the north-west and Bilal's race
Jasir's notice-board quests in loops from the farm (Seaside Town, Sabit, the north-west, the north), the central hive at night, Newcomer, and Bilal's one-try race.
The power is back, so every safe zone below works as you reach it. This section takes the notices in Jasir's barn in loops from the farm: east (Lazarus, Seaside Town's Post Office and its letters, Adam's house, the park well and Bilal's town quests), south (Sabit, Ascend Over Flesh and A Rocky Riverbed), the north-west (Drought, Holler and a sweep to the northern gas station), the north (Ozan's farm, The Ties That Bind and Exercises in Futility) and the central hive at night. It ends at Newcomer with Stranger in a Strange Land and Bilal's one-try race. Left for later: the other three Thrill of the Chase relics and The Gathering, which comes by radio once you reach Ally.
Lazarus: free Ercan from the bandits at his farmQuest stepDLC: The Following
Location
The Countryside · Ercan's Farm, just east of the highway – Back at Jasir's Farm, take the barn's notices (Lazarus, Going Postal from the child's note on the table, Strange Noises, The Thrill of the Chase, Run, Bolter, Run, Two Roads Diverged, Reclamation, Down the Rabbit Hole), talk to Jasir about each and to Latif outside the barn. For Lazarus, see Ezgi and Polat too: Polat knows of a gap in the farm wall to the east of its gate. Ercan's Farm lies just past the highway, east of the outpost; slip in by the pipeline and that gap, clear the nine or so bandits (riflemen among them, one in the barn; the big building's upper shutters let you sneak in) and kill the last one at the basement stairs. Open the small floor hatch to find Ercan, radio Jasir, and tell Ezgi the news next time you are at Jasir's Farm.
The Countryside · Ercan's Farm – Right where Lazarus ended. If the map doesn't show it as a safe zone yet, clear the infected around it and switch on its UV lights.
The Countryside · Seaside Town, the north-west part – Drive east to Seaside Town. In its north-west part, just south of Bilal's, find a row of three joined houses and go into the middle one: the note is on a small table beside the doorway out to the roof.
Going Postal: the Harran Post OfficeQuest stepDLC: The Following
Location
The Countryside · Harran Post Office, Seaside Town – Walk on to the Post Office on the main road of Seaside Town, south of Bilal's. Get in through the roof or by picking a locked door (medium lock); an alarm starts at once, so follow the noise to the red alarm box on the wall (there may be more than one) and switch it off before time runs out. Take the mailroom keys from the manager's office on a top floor, check the parcel labels in the sorting room, then pick up the mail-van keys and the note that marks where the van is.
A child at the farm is waiting for a parcel that never came. Its trail starts in the Harran Post Office in Seaside Town, which also holds the 15 Letters.
The Countryside · Harran Post Office – With the Post Office's errand done, sweep the building for its letters. On the ground floor: on the floor by the reception.
Harran Post Paint JobCollectibleDLC: The Following
Location
The Countryside · Harran Post Office, letters and packages room – In the room where the letters and parcels are kept, find the parcel from Silas Motors Inc.: read its label, then use it to get the paint job.
Flag: the Seaside Town rooftopCollectibleDLC: The Following
Location
The Countryside · Seaside Town, near the Post Office – Outside again, just south-east of the Post Office, climb from the street to the rooftop with the flag (the Grappling Hook helps).
The Thrill of the Chase: Adam's houseQuest stepDLC: The Following
Location
The Countryside · Adam's house, Seaside Town – From the rooftop, find Adam's house on the east side of Seaside Town; its doors are all locked. Clear the infected by the shop next door, raise its gate, break the crates over the trapdoor and drop into the cellar; go through the hole in a corridor wall, read the first suicide note at the door and pick its easy lock. Take the stairs up into the house and read every note on every floor (Survivor Sense helps) until four new Thrill of the Chase entries appear in your journal.
Racing Trophy: Adam's basementCollectibleDLC: The Following
Location
The Countryside · Adam's house, Seaside Town – In the basement you came through from the grocery's cellar passages: the cup sits on a tarp-covered heap beside an oil lamp.
Blue Gentleman Paint JobCollectibleDLC: The Following
Location
The Countryside · Adam's house, ground floor – Up the stairs on the house's ground floor: it lies on the floor of one of the rooms, beside a chair that has a photo propped on it.
The Countryside · Military Outpost Eleven, the town's south entrance – From Adam's house carry on to the town's south entrance, where Military Outpost Eleven blocks the road. Go into its military research truck (a Screamer may be inside): the note is on the desk.
Strange Noises: the Screamer in the park wellQuest stepDLC: The Following
Location
The Countryside · The park well, Seaside Town – Find the well in the small park between Seaside Town's main road and the smaller road along the mountain. Climb down its ledges one by one (don't jump), then rush the Screamer before its scream stuns you and use the interact button to silence it. Dive in and follow the cables and lamps through the underwater caves, surfacing wherever you can (three biters climb out of the water halfway), to the large cave with a campsite where Ziya is.
Racing Trophy: the bottom of the park wellCollectibleDLC: The Following
Location
The Countryside · Seaside Town, the park well – In the Screamer's den at the bottom of the well, before you dive: the cup lies among the scattered toys.
Well That's a Cave: the food thief in the beach caveQuest stepDLC: The Following
Location
The Countryside · The beach cave by Seaside Town – With this note from Bilal's board, the cave on the beach is the one where Strange Noises ended: swim its lit flooded tunnels back toward the park well to the small den full of empty tins and toys. With the Screamer already dead, the quest should complete there.
Bilal's board asks who has been stealing tinned food on the beach. It is the same cave system as Strange Noises, walked the other way, and the thief is the Screamer you just silenced.
The Countryside · Seaside Town – While you are in Seaside Town, find the inactive safe zone (the game shows a prompt when you walk into one), clear the infected around it and switch on its UV lights.
We Don't Go There Anymore: four Screamers in townQuest stepDLC: The Following
Location
The Countryside · Seaside Town – Talk to Bilal about the notice; each Screamer gets a map marker once you are near. One is on the top floor of a tenement you can only enter by its ground-floor door (easy lock); another is inside a locked building, where a Bomber may wait outside, so shut the door behind you. The third sits at the top of the town tower after a long climb up its inside and catwalks, and the fourth is in a lorry trailer parked on a street in the south-east of town. Then report to Bilal.
Bilal's board warns everyone off the waterfront town, which nobody has looted because of what is screaming inside. Each Screamer's cries bring more infected until it dies, so find them fast.
The Countryside · Seaside Town, the town tower – Back in the town tower whose top held the third Screamer: climb in through a window and up its wooden platforms; the blueprint lies by a closed window.
Going Postal: the parcel from the van on the highwayQuest stepDLC: The Following
Location
The Countryside · The broken highway – Check the map for the van the note marked and drive there, to a broken stretch of the highway. A Demolisher may be close by; there's no need to fight it if you open the blue van's back door quickly and grab the child's parcel. Take it back to Jasir at Jasir's Farm (and give Ezgi the news about Ercan while you are there).
A Letter To Eylem, A Letter To Polat, A Letter To SeraQuest stepDLC: The Following
Location
The Countryside · Jasir's Farm – While you're at Jasir's Farm with the parcel, hand Eylem and Polat the letters addressed to them; both live on the farm. Where Sera is isn't described: follow the quest marker.
Run, Bolter, Run: a Bolter liver for the barrelQuest stepDLC: The Following
Location
The Countryside · A Bolter ground, then Jasir's Farm – Talk to Jasir about the contract, then drive to any Bolter ground (the skull icons on the map) with fuel and a repaired buggy. The Bolter bolts as you get close: chase it down and run it over, avoiding solid obstacles that would let it escape. Take the Bolter Liver from the body and drop it in the barrel in a corner of Jasir's Farm.
Racing Trophy: the hunting tower by the central hiveCollectibleDLC: The Following
Location
The Countryside · South-east of Jasir's Farm – From Jasir's Farm drive south toward the large hive cave in the middle of the map; the cup is inside the hunting tower just north-east of it.
Two Roads Diverged: Sabit's cottage and the YellowrootQuest stepDLC: The Following
Location
The Countryside · Sabit's cottage, in the south – Ask Jasir about Sabit, then drive far south to a walled rocky area; climb the rocks or make the long jump from a nearby ledge to reach the small cottage in its middle (Volatiles may prowl around it). Climb in through the window and drop through the hole in the floor; the Yellowroot grows down there. Pick it, climb back up and take it to Jasir (or first take the items below, which start from the same cottage).
Ascend Over Flesh: Sabit's hiveHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Under Sabit's cottage – Back down the hole in the cottage floor, past the Yellowroot, ride the zip line to the bottom of the hive and kill Sabit, who can't fight back (no hunters wait there by day). Leave by diving into the pool beside him and swimming to the next cavern, where a path climbs to the surface.
The Thrill of the Chase: A Rocky Riverbed (the Quickshooter)Quest stepDLC: The Following
Location
The Countryside · The withered tree near Sabit's cottage – Back out of Sabit's hive, find the withered tree near the cottage and climb down the rocks to the cave under it. A Screamer sits just inside: run straight to it and silence it, then open the chest close by.
Drought: back into the Pumping Station by waterQuest stepDLC: The Following
Location
The Countryside · The Pumping Station – When Jasir calls, talk to him at Jasir's Farm (if he hasn't called yet, carry on with the north and come back later). At the Pumping Station, climb the ladder and balconies again and try the red door: it's locked. Dive into the water behind the station and find the two drainage tunnels; force the grate of the right-hand one (a quick crowbar job) and swim inside. Kill the bandits (two below, one on the balconies), then Bekir, who turns on you at the locked door, and use the fuse box in the next room.
Some time after Gaining Credence, Jasir radios: the water reaching the farm is poisoned. The bandits are back in the Pumping Station, and clearing it for good makes it a safe zone.
The Countryside · The Pumping Station, the blood tank – Still at the Pumping Station, find the huge blood-filled tank by the spot where Tarkan stood in Gaining Credence. Jump in and dive: a box on the bottom holds the blueprint.
The Countryside · The Pumping Station – The station you just cleared. If the map doesn't show it as a safe zone yet, clear the infected around it and switch on its UV lights.
Racing Trophy: the left drainage tunnel under the Pumping StationCollectibleDLC: The Following
Location
The Countryside · The Pumping Station, under water – From the lake behind the Pumping Station, dive to the left of the two drainage tunnels, open its grate and swim to the far end; the cup lies by a tyre and some yellow pipes.
Racing Trophy: by the tower east of the Pumping StationCollectibleDLC: The Following
Location
The Countryside · East of the Pumping Station – The map marks this cup right beside the last flag's tower; search around its base. Survivor Sense highlights collectibles once you are close.
Racing Trophy: the hunting tower east of the Pumping StationCollectibleDLC: The Following
Location
The Countryside · East of the Pumping Station – A little north-west of the last cup a hunting tower stands where the map marks this one; check the tower and around it. Survivor Sense highlights collectibles once you are close.
Ceremonial Mask: the altar south-east of the Pumping StationCollectibleDLC: The Following
Location
The Countryside · South-east of the Pumping Station – Head south to the altar with a mummified body south-east of the Pumping Station; the mask is on the ground there.
Racing Trophy: the building south-west of the Pumping StationCollectibleDLC: The Following
Location
The Countryside · South-west of the Pumping Station – Carry on west past the station's south side; the cup is inside a building south-west of the Pumping Station. Survivor Sense highlights collectibles once you are close.
Reclamation: Holler, the Freak of NatureBossDLC: The Following
Location
The Countryside · Holler's farm, north of the Pumping Station – Take the Reclamation notice at Jasir's Farm and come by day with plenty of medkits. The farm is a short drive north of the Pumping Station: climb the wall where there's no barbed wire onto the building, and shoot the Toad that may sit on the roof on your first visit. Fight from the slanted roof of the tallest building or the side balcony left of the main building (Holler can't reach it); break its helmet with explosives or thrown weapons, then aim at the head, and kill the infected still on the farm to finish.
Holler is a Freak of Nature, a far tougher armoured Demolisher, trapped on a small walled farm. Killing it finishes Reclamation, leaves the Heavy Venom blueprint and turns the farm into a safe zone.
The Countryside · Holler's farm – The farm you just cleared. If the map doesn't show it as a safe zone yet, clear the infected around it and switch on its UV lights.
The Countryside · Holler's farm – Each Freak of Nature leaves its blueprint close to where it fought, beside a King weapon upgrade and three Jewel Caskets: search Holler's yard.
Ceremonial Mask: the altar below the Eye of the SunCollectibleDLC: The Following
Location
The Countryside · The far west, below the Eye of the Sun – Drive far west toward the Lake of the Sun and the mountain temple called the Eye of the Sun; at an altar north-east of the temple a mummified body wears the mask.
Racing Trophy: east of the Eye of the SunCollectibleDLC: The Following
Location
The Countryside · The far west, below the Eye of the Sun – South-west of the mask's altar, the map marks this cup just east of the temple's mountain; search the spot. Survivor Sense highlights collectibles once you are close.
The Countryside · Fatma's house, below the Eye of the Sun – Fatma left Bilal's to look for her husband and is now trapped in a house just south-east of the temple's mountain. When you are near, she radios for help: kill the infected outside, bar the door, and the note is on a small table in a corner of the living room (leave by the roof). If no call comes yet, it can come on a later trip to the far west.
Ceremonial Mask: the altar by a tree west of the white houseCollectibleDLC: The Following
Location
The Countryside · West of the white house with the bunker – Head north to the small white house with a bunker under it; the mask lies at an altar beside a tree a short way west of the house.
Winter Camo Paint JobCollectibleDLC: The Following
Location
The Countryside · The bunker under the white house – Find the well-like hatch next to the white house and jump in; you land on sacks in the bunker, and the paint is on the shelf by the ladder.
Paint job: the white truck on the forest trailCollectibleDLC: The Following
Location
The Countryside · Near the far north-west cave – Keep going north toward the big cave in the far north-west corner; on a forest trail south-west of it, the paint is in the back of a white truck.
Racing Trophy: south-west of the far north-west caveCollectibleDLC: The Following
Location
The Countryside · Near the far north-west cave – The map marks this cup just east of the white truck, still south-west of the cave; search the spot. Survivor Sense highlights collectibles once you are close.
Flag: the tower south of the northern gas stationCollectibleDLC: The Following
Location
The Countryside · South of the small northern gas station – Drive east to the small gas station near the top of the map; the flag tops a tower just south of it.
Racing Trophy: the northern gas stationCollectibleDLC: The Following
Location
The Countryside · The small northern gas station – The map marks a second cup at the same gas station; search the buildings and forecourt. Survivor Sense highlights collectibles once you are close.
Paint job: the hive by the railwayCollectibleDLC: The Following
Location
The Countryside · The Volatile hive north-east of the northern gas station – Just north-east of the gas station a Volatile hive opens beside the railway; inside, the paint is in the left-hand corridor that runs along the tracks. Go in at night, when its Volatiles are out.
The Countryside · The railway-tunnel Volatile nest – In the same nest, kill its spawners while the hunters are out, then search the green train cars inside: the blueprint is in one of them.
Racing Trophy: the hunting tower east of the northern gas stationCollectibleDLC: The Following
Location
The Countryside · East of the small northern gas station – East of the hive, a hunting tower stands where the map marks this cup; check the tower and around it. Survivor Sense highlights collectibles once you are close.
Flag: the large tank east of Holler's farmCollectibleDLC: The Following
Location
The Countryside · East of Holler's farm – Heading back south-east toward Jasir's Farm, a large tank well east of Holler's farm has the flag on its roof.
Racing Trophy: north-east of Jasir's FarmCollectibleDLC: The Following
Location
The Countryside · North-east of Jasir's Farm – If Jasir has radioed asking for a word in private (The Ties That Bind), talk to him at Jasir's Farm before this trip: it also leads north. Then head north-east to where the map marks this cup, close to the tall tower of the first cup, and search the spot. Survivor Sense highlights collectibles once you are close.
Flag: the red structure south of the bandit farmCollectibleDLC: The Following
Location
The Countryside · South of the Kaan and Able farm – Carry on north toward the farm where you took the buggy; the flag tops a large red structure just south-west of it.
Safe zone: the Kaan and Able farmAreaDLC: The Following
Location
The Countryside · The Kaan and Able farm – While you are at the farm, clear any infected and look for the safe-zone prompt in its buildings, then switch on the UV lights.
Ceremonial Mask: Ozan's farm wellCollectibleDLC: The Following
Location
The Countryside · Ozan's farm – From the last flag, drive north (slightly west) to Ozan's farm, which is overrun, so clear the infected first. Jump into the blood-filled well and dive; interact once Crane spots the mask.
The Ties That Bind: Ezgi, Ozan's farm and the tunnel hiveQuest stepDLC: The Following
Location
The Countryside · Ozan's farm, the north-east campsite and its tunnel – Jasir radios while you are out asking for a word in private: talk to him at Jasir's Farm. At Ozan's farm, with every infected there dead, read the letter under Ozan's body and radio Jasir. Next, the campsite in the far north-east, south of the highway: kill the Toad on a tower roof, a Demolisher and a Viral, and find Ezgi and Dara in the northernmost trailer. At night (sleep in a safe zone or wait it out), enter the tunnel north-west of the camp, use the side passages past the rubble and kill both nests inside; if you cleared this hive before, the quest skips that part.
Ezgi has run away from the farm, and Jasir asks Crane to bring her back. Finding her leads to a Volatile hive she needs cleared, so this one ends at night.
Exercises in Futility: Dara in the tunnelHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Ezgi's tunnel – When Ezgi calls, go back into the tunnel you just cleared. In one of the first chambers Dara attacks, turned: kill her, then reach the trailer Ezgi is hiding in, open its right-hand door and talk to her. Tell Jasir at his farm that she has left for Harran.
Ezgi radios for help soon after The Ties That Bind: something has gone wrong in the tunnel she meant to leave by. The quest closes when Jasir hears what happened.
Racing Trophy: the camp inside the central hiveCollectibleDLC: The Following
Location
The Countryside · The central Volatile hive – Take the Down the Rabbit Hole notice at Jasir's Farm and wait for night. In the large hive cave south of Jasir's Farm, the cup lies on the ground at a small campsite in one of the first chambers, before the hunters' part of the cave.
Down the Rabbit Hole: clear the central hive at nightQuest stepDLC: The Following
Location
The Countryside · The central Volatile hive – Go in around 21:00, which leaves roughly eight minutes. Don't fight everything: the four nest monsters are up in the reddish, blood-soaked rooms of the cave's upper levels, so watch your footing (a fall means a long climb back). They can't fight back but take a few hits; with all four dead, leave the way you came.
The Countryside · The central Volatile hive – Nothing to pick up: the blueprint is given as Down the Rabbit Hole completes. If it's missing from your blueprints, the quest is still open.
Stranger in a Strange Land: the Faceless in Jasir's barnHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Jasir's Farm, the barn – Once the quest updates (Newcomer rank), go to the barn at Jasir's Farm and talk to the Faceless acolyte waiting with Jasir. If it hasn't updated yet, rescue survivors or deliver Bolter livers until it does.
The second story quest gives no directions: it completes when the side quests have made you a Newcomer. A Faceless acolyte then hands Crane a Compound Crossbow, bolts and their blueprints.
Compound CrossbowHidden spoiler – activate to revealWeaponDLC: The FollowingMinor spoiler
Location
The Countryside · Jasir's Farm, the barn – The acolyte hands it over with a stack of bolts in the step above; it isn't added at Newcomer by itself. Aim for the head: body hits do little.
It wasn't that hard, was it? is only awarded if the first Burning Rubber race is won on its first attempt: 23 checkpoints inside 3:20. If a run goes wrong, pause and choose Restart Challenge before the clock reaches zero; that keeps the trophy open. Letting the timer run out loses it. Before you talk to Bilal, fill the tank, repair any worn part and learn Nitro in the Driver tree if you can, and race solo: in co-op only the winner gets it. A backup save is worth making if your platform lets you copy one.
Burning Rubber: win Bilal's first race on the first tryQuest stepMissablePoint of no returnDLC: The Following
Location
The Countryside · Bilal's gas station, then the race course – Drive to Bilal's gas station, read the race poster on the notice board, talk to Bilal and drive to the starting line. Reach every checkpoint before the timer ends, saving nitro for the straights and keeping off anything solid enough to stop or flip you; Virals sometimes knock the buggy off its line. Report back to Bilal afterwards.
Why you can lose it
The trophy goes only to a win on the first Burning Rubber run; if the 3:20 clock runs out on that attempt, it can no longer be earned.
Point of no return
Starting Bilal's first race in Burning Rubber: if its 3:20 timer runs out on this first run, the race trophy is lost.
Bilal wants to start a racing season, and the first time trial carries a trophy. Winning it also opens the other races around the map and earns a paint job.
Sweaty palms?: kill a Demolisher with the buggyAchievementDLC: The Following
Location
The Countryside · Any Demolisher on open ground – Learn the Ramming Bar in the Driver tree first, then find a Demolisher on ground you can drive across (one may lurk near the postal van on the broken highway; another held the campsite in The Ties That Bind). Start with full health and a repaired buggy and ram it again and again; you can wear it down on foot with guns first, as long as the buggy lands the killing blow.
With the power back on: a Thrill of the Chase lead, the missing persons, Behemoth and David and Goliath, and the Countryside's free-roam blueprints, in one loop from Jasir's Farm.
Power to the People has switched the Countryside's safe zones back on and Bilal's board is open. The next story quest waits for the trust rank Ally, and errands are how trust grows, so this section is one long loop from Jasir's Farm: west past the Pumping Station to the north-west, down the west side to the south, past Sabit's cottage to the Granary, out to David and Goliath's island in the south-east, up the east coast to the lighthouse, through the seaside town and back along the broken highway. On the way: a lead from Adam's house, the missing persons on the notice boards, two optional Freaks of Nature, and every unique blueprint the loop passes. The north and the north-east, with Thor, the last Thrill of the Chase lead and Ezgi's tunnel, are the next section.
Missing person: BelkitNPCDLC: The Following
Location
The Countryside · Near the oasis – Read Belkit's Missing notice on the board at Jasir's Farm; the map then marks the body. Belkit went missing near the oasis together with Demit, so take both notices.
Summary
A name on the Missing notices at Jasir's Farm: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Near the oasis – Demit's notice is on the same board; the body is marked near the oasis, by Belkit's.
Summary
A name on the Missing notices at Jasir's Farm: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Marked on the map – Sada at Jasir's Farm reports Emrah missing; read the notice on the farm's board and follow the map marker. Its exact spot isn't known beyond the marker.
Summary
A name on the Missing notices at Jasir's Farm: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Marked on the map – Read Nazan's notice on the board at Jasir's Farm and follow the map marker; its exact spot isn't known beyond the marker.
Summary
A name on the Missing notices at Jasir's Farm: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Marked on the map – Read Yavuz's notice on the board at Jasir's Farm and follow the map marker; its exact spot isn't known beyond the marker.
Summary
A name on the Missing notices at Jasir's Farm: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Farm east of the Pumping Station – Start at Jasir's Farm and drive west toward the Pumping Station; stop at the farm a little short of it. Climb in through a window to the attic of the main house: the blueprint is in the open drawer of the desk behind a "World's Best Dad" figure.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · Farm south of the small northern gas station – Carry on past the Pumping Station and Holler's farm north of it to the farm just south of the small gas station near the northern edge. The blueprint lies on a workbench in one of the farm's buildings.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · Hunting tower north-west of the shipping warehouse – Head south down the west side of the map to the hunting tower north-west of the shipping warehouse from Radio Boy and climb it: a crate at the top holds a blueprint. Flame Stabber and Frost Bite are the two hunting-tower blueprints, so this crate may hold Frost Bite instead (its tower is the last stop of this loop).
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · Near the dam power plant – Hayko's notice is on Bilal's board and the body is marked near the power plant: the Harran Dam is a short drive south-west of this tower, below the river. Follow the marker for the exact spot.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · White tower north of the Granary – South-east of Sabit's cottage, past Beelzebufo's walled farm and before the Granary, climb the tall white tower to its highest balcony for a blueprint. This tower and the one by Ercan's Farm (next section) hold Devil Stick and Cold Cop; which is where is not certain, so take whichever is here.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · The Granary, the warehouse beside it – Go south to the Granary: Behemoth lives in the warehouse next to it. Hop in over the low barricade, which he can't cross, and kill the ordinary infected inside and around first. Shoot him from behind the barricade (rifle, explosive bolts, throwing stars), aim for the head once his headgear breaks, and switch to a fast one-hander whenever the noise brings runners.
Summary
A Freak of Nature: a far tougher Demolisher that throws concrete and charges. Before any Freak of Nature: maxed Survivor, Agility and Power trees and a few Legend levels make the fight much easier, and daylight keeps the night hunters away.
The Countryside · The Granary, the warehouse beside it – Once Behemoth is down, search the warehouse: the blueprint is left near his body with the King upgrade and the Jewel Caskets.
The Countryside · Near the Granary – Bahri went missing near the Granary with Ekrem (notices on Bilal's board): while you are here, follow the map marker to the body.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Near the Granary – Ekrem's body is marked near the Granary too, close to Bahri's.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Railway south of the Granary – South of the Granary, follow the railway to the train standing on it. The blueprint lies on the ground by the rails, underneath one of the cars.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
David and Goliath (optional)BossDLC: The Following
Location
The Countryside · Island off the south-east corner – Drive to the military outpost by the south-east wall, carry on east on foot past the end of the wall, swim to the small island and climb its rocks. Kill David first (quick one-handed blows or a shotgun, keep moving), then Goliath, who has no weapon; neither can hurt you at range, so drop into the sea to recover when hurt.
Summary
A pair of Freaks of Nature fought as one: David, a much stronger Viral, and Goliath, an unarmed Thug. Before any Freak of Nature: maxed Survivor, Agility and Power trees and a few Legend levels make the fight much easier, and daylight keeps the night hunters away.
The Countryside · Island off the south-east corner – When both are dead, search the little arena on the island: the blueprint is left there with their loot.
The Countryside · Fields south-east of the railway bridge – Back on the mainland, drive north into the farm fields south-east of the railway bridge over the river. The blueprint lies in the field beside the haystacks.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
Blueprint: Scorching SummerWeaponDLC: The Following
Location
The Countryside · Rock shelf under the coast-road bridge – Continue north-east toward the lighthouse. A little west of it, a rock shelf under a bridge holds a small yellow box with the blueprint: drop onto the shelf from the bridge, or use the Grappling Hook.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · The Lighthouse – At the Lighthouse on the far eastern tip of the map, reached by the concrete road. Secure it as usual: clear the infected around it and switch on its UV lights. It needs the power Power to the People brought back.
The Countryside · The lighthouse, at its foot – A short way east of the bridge, at the foot of the lighthouse, a white crate beside a building holds the blueprint.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Thrill of the Chase: Sea from Way Up High (the Six-shooter)Quest stepDLC: The Following
Location
The Countryside · Cave under the lighthouse – Leave the road where the yellow search area starts on the minimap and find the cave mouth under the lighthouse; a Toad may guard it (a crossbow headshot is quickest). Inside, jump from the ledge into the small lake, clear of the rocks, swim south as far as you can and climb out: the chest sits behind grenade tripwires, so jump straight onto it. Jump back to the ledge above and climb the rocks to the surface.
The Countryside · Near the beach – Emre went missing near the beach (notice on Bilal's board); the marker is somewhere on the coast, so check it from the lighthouse before heading into town.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Shops at the north end of the town – North-west to the seaside town; at its north end, on the way to Bilal's gas station, go into the shops: the blueprint is inside one of them, left of its door.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · Marked on the map – At Bilal's gas station, just north of the town, Fatma reports Levent missing; read his notice on the board and follow the map marker. Its exact spot isn't known beyond the marker.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Marked on the map – Read Sezen's notice on Bilal's board and follow the map marker; its exact spot isn't known beyond the marker.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Marked on the map – Read Kerim's notice on Bilal's board and follow the map marker; its exact spot isn't known beyond the marker.
Summary
A name on the Missing notices at Bilal's gas station: examine the body the notice marks (usually by turning it over) for trust, and some carry a rare weapon. Notices turn up at random, so it may not be posted yet; optional.
The Countryside · Hunting tower south of Jasir's Farm – Drive west along the broken highway back toward Jasir's Farm and stop at the hunting tower a short way south of it. A locked chest at the top holds the second hunting-tower blueprint (Frost Bite, or Flame Stabber if the south-west tower gave you Frost Bite).
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
One sweep across the top of the map: the Kaan and Able farm, the ridge to its north-west, Ozan's farm, Ezgi's tunnel, Thor, the trailer park, Ercan's Farm and the cemetery, ending back at Jasir's Farm with the Saber.
The second errand loop, still before the trust rank Ally brings The Gathering. It starts at the farm where Crane stole the buggy, climbs the towers and tanks on the ridge to its north-west, crosses Ozan's farm and the northern fields to the tunnel Ezgi wanted cleared, meets Thor at the end of the broken highway, sweeps the trailer park, comes south to Ercan's Farm and ends at the cemetery north-east of Bilal's, where the last lead from Adam's house is. Flags, racing trophies, masks and paint jobs here are all optional; several racing trophies have only a map position, so lean on Survivor Sense. The Mysterious Box at Thor's barricade needs a tool from a later quest and is listed there.
Blueprint: Roast BlastWeaponDLC: The Following
Location
The Countryside · The Kaan and Able farm, the stables – Start at the Kaan and Able farm safe zone, north of Jasir's Farm: in the farm's stables, the blueprint lies on top of the big supply-drop crates.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
The Countryside · Fenced substation north of the flag tower – North of that tower, an electrical substation sits behind a fence. Squeeze through the hole in the fence, kill the infected inside the yard and break the lock on its building: the blueprint is on a shelf inside.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
Ceremonial Mask: altar north-west of the substationCollectibleDLC: The Following
Location
The Countryside · Altar north-west of the substation – A little north-west of the substation stands an altar. The mask rests on a small pile of stones beside it.
Summary
One of the Countryside's 20 Ceremonial Masks, most of them left by altars; optional.
Flag: red structure north of the Kaan and Able farmCollectibleDLC: The Following
Location
The Countryside · North of the Kaan and Able farm – South of the power-grid structure, back toward the farm, climb the other large red structure: the flag is on top.
Summary
One of the Countryside's 50 gold flags with the white sun; optional (no trophy needs them).
Paint job: east of Ozan's farmCollectibleDLC: The Following
Location
The Countryside · East of Ozan's farm – Head east past Ozan's farm from The Ties That Bind; beyond it, the paint job lies on the ground against the wall of a building.
Summary
A buggy paint job: a one-time cosmetic pickup, so it is listed. Optional.
Racing Trophy: north-west of Ezgi's tunnelCollectibleDLC: The Following
Location
The Countryside · North-west of Ezgi's tunnel – No exact spot is known: the map marker is just north-west of the tunnel Ezgi asked you to clear, a short way past the apple stand. Survivor Sense highlights the trophy once you are close.
Summary
One of the Countryside's 50 racing trophies; optional (no trophy needs them).
The Countryside · End of the broken highway – From the tunnel go east to where the broken highway ends at the map's north-east edge and squeeze past either end of the big barricade. Kill the infected around him first and keep away from petrol puddles and anything explosive, which his blows set alight. Shoot him in the head (rifle, shotgun, grenades, molotovs); in melee, dodge aside after each swing and hit back.
Summary
A Freak of Nature: a giant Thug with a two-handed weapon, slow and with no ranged attack. Before any Freak, maxed Survivor, Agility and Power trees and a few Legend levels make the fight much easier.
Blueprint: Portable ChargerWeaponDLC: The Following
Location
The Countryside · End of the broken highway – When Thor is dead, search his side of the barricade: the blueprint is left nearby with his King upgrade and three Jewel Caskets.
A Mysterious Box stands where Thor waits. It opens only with the Hacking Tool from a later side quest, so its paint job and outfit are listed after that tool.
Racing Trophy: north of the trailer parkCollectibleDLC: The Following
Location
The Countryside · North of the trailer park – No exact spot is known: the map marker is just north of the trailer park, a short way east of Thor's barricade. Survivor Sense highlights the trophy once you are close.
Summary
One of the Countryside's 50 racing trophies; optional (no trophy needs them).
Racing Trophy: trailer parkCollectibleDLC: The Following
Location
The Countryside · The trailer park – No exact spot is known: the marker is in the trailer park itself, beside the small tower above. Search the trailers. Survivor Sense highlights the trophy once you are close.
Summary
One of the Countryside's 50 racing trophies; optional (no trophy needs them).
Racing Trophy: south of the trailer parkCollectibleDLC: The Following
Location
The Countryside · South of the trailer park – No exact spot is known: the marker is a little south of that hunting tower. Survivor Sense highlights the trophy once you are close.
Summary
One of the Countryside's 50 racing trophies; optional (no trophy needs them).
The Countryside · White tower beside Ercan's Farm – Go on south to Ercan's Farm (east of Jasir's Farm across the broken highway); beside it, on its south side, climb the tall white tower to the metal balcony at its top for a blueprint. This tower and the one north of the Granary hold Cold Cop and Devil Stick; which is where is not certain, so take whichever is here.
Summary
One of the Countryside's unique weapon-mod blueprints: a single fixed pickup, so it is listed. Optional.
Paint job: the cemeteryCollectibleDLC: The Following
Location
The Countryside · The cemetery – North-east of Bilal's, the cemetery: the paint job is in a small crate on the ground. Clear the infected first, since the next lead is in a tomb here.
Summary
A buggy paint job: a one-time cosmetic pickup, so it is listed. Optional.
The Thrill of the Chase: Six Feet Under, and the Saber for JasirQuest stepDLC: The Following
Location
The Countryside · The cemetery, then Jasir's Farm – Back in the cemetery, find Tom Freeman's tomb, tear the plaque off its side and take the Saber and the note inside. Drive back to Jasir's Farm and give Jasir the Saber.
The Following: The Gathering and the twins' projects
The cult's ritual at the Eye of the Sun, Tolga and Fatin's four quests and the Hacking Tool, Jasir's Military Keycard, then an east-coast sweep of the lighthouse, Seaside Town and Bilal's, with Tolga's Folly and the Experimental Military blueprints.
You have reached the trust rank Newcomer, the buggy is yours, Power to the People has switched the Countryside's safe zones on, and Jasir's and Bilal's notice boards have kept you busy. This stretch goes to the cult's ritual once you are an Ally, then follows the twins Tolga and Fatin across the south. Their last quest gives the Hacking Tool (it opens the Mysterious Boxes) and Jasir gives the Military Keycard (it opens military crates); with both, a loop up the east coast takes in the lighthouse, Seaside Town and the streets around Bilal's, then the north-east for Tolga's Folly and Thor's box. Left for later: the hidden ending (section 25) and Anomalies, which opens at the next rank, Believer.
The Gathering: the ritual at the Eye of the SunHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Eye of the Sun, by the Lake of the Sun – Keep doing side jobs until the Ally rank brings the acolyte's call. Drive to the Lake of the Sun in the far west of the map and leave the buggy at the car park: from there a narrow mountain path leads to metal stairs and a cave, and the cave opens on the temple courtyard. Walk in among the worshippers and let the ceremony play out.
Main quest five. At the trust rank Ally an acolyte radios an invitation to the cult's ceremony at the Eye of the Sun; watching it gives the trophy, and as you come round a small plane falls out of the sky.
The Countryside · Eye of the Sun temple stairs – When you come to after the ceremony, head back towards the cave you came in by: the paint job lies on the temple stairs on the way. You can also come back for it later.
The Thrill of the Chase: Wishing Well (the Ranger)Quest stepDLC: The Following
Location
The Countryside · Lake below the Eye of the Sun temple – You are already in the right cave. Go down towards the temple and jump from a ledge into the lake below it, swim a short way south and dive: the chest sits on the bottom (easy lock). Climb the ledges back up to the ladder and the metal stairs.
Safe zone: Twins' observation towerAreaDLC: The Following
Location
The Countryside · Tolga and Fatin's caravan tower – On the drive down from the temple an acolyte asks you to check the plane crash in the south of the map. Before you get there the twins radio: go to them first. Their tower stands among a ring of caravans south-west of the crash site; climb up to them.
Tolga and Fatin's hideout, a small lookout tower ringed by caravans in the south of the Countryside; it is already a working safe zone when you arrive.
Paint job: garage of the small gas stationCollectibleDLC: The Following
Location
The Countryside · Small gas station by the twins' tower – Right by the tower is a small gas station: raise the gate into its garage, and the paint job is on the shelf on the left.
Crash Boom Bang: the tracking device, the parachute and PolatHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Wheat field, then Jasir's Farm – Back up the tower, talk to Tolga and Fatin and take the Tracking Device from the boxes beside them; it works without being equipped and beeps faster as you close in. It leads to a big wheat field near a water tank and a metal windmill: Volkan's Backpack lies by a parachute and a tree stump in the middle. Switch the tracker to its second channel and follow it to Jasir's Farm, where Polat has the news.
The twins' first job: find their boss, who bailed out of the crashing plane. His backpack holds the North Pole blueprint, and the trail ends back at Jasir's Farm.
The Countryside · Twins' observation tower – Met at the top of their caravan-ringed tower at the start of Crash Boom Bang; after that they keep in touch by radio and move to the railway bridge and the southern tunnel.
Ceremonial Mask: Mr. Volkan's bodyHidden spoiler – activate to revealCollectibleDLC: The FollowingMinor spoiler
Location
The Countryside · A little south of Jasir's Farm – Once Crash Boom Bang is over you can go and find Volkan himself: his body lies by a tree a little south of Jasir's Farm, and the mask is on his face.
The Countryside · Jasir's Farm, the barn – Some time after the ritual, once your trust has grown, Jasir radios and asks you to come to the farm. Crash Boom Bang ends at the farm, so if the call has come, see him in the barn and take the keycard; if not, pick it up on your next visit after the call. Military crates beep faster as you get near; most sit at the military outposts marked on the map.
Jasir's gift during The Gathering. It opens the military crates around the Countryside, including the ones with the Experimental Military part blueprints.
The Great Train Robbery: the railway bridgeQuest stepDLC: The Following
Location
The Countryside · Railway bridge, south of Jasir's Farm – The call comes straight after Polat. Drive to the railway bridge far south of Jasir's Farm, near the highway; either end works. About eleven bandits with rifles hold the tracks, and a marksman watches from the observation tower beside the bridge: take him out early or stay in cover. Once the bridge is clear, knock on the twins' car, the last straight carriage before the angled one above the river, and talk to them.
The Countryside · Railway bridge – Nothing more to do: it is yours as soon as the twins have been found. Use it as the base for the twins' next errands in the south.
Secret Project: the parts, then 12 FuelQuest stepDLC: The Following
Location
The Countryside · Train tunnel by the wall, far south – After their next call, follow the train tracks to the far south: the twins' carriage waits at a tunnel entrance near the gate in the wall. Knock, take the Geiger Counter from the crate, and hand in 8 Metal Parts, 6 Duct Tape and 8 Nails (scavenged, bought from merchants, or from Bilal's supplies). Let a few in-game hours pass until they radio, then bring 12 Fuel: the two gas stations in the south, or the vehicles parked along the wall, cover it.
Rocket Waggoon: the plane's fuel lineQuest stepDLC: The Following
Location
The Countryside · Plane crash site, then the tunnel – When the twins radio for the last time, drive to their plane wreck in the south (Virals have moved in around it) and take the Fuel Line from the engine. Bring it to the carriage at the tunnel, turn down their offer of a seat and watch the launch.
The Countryside · Train tunnel entrance – Stay where the rocket wagon stood after the tunnel collapses: the tool lies on a wooden table there, by the tunnel entrance. If you leave without it, it stays on the table.
Easy to walk past once Rocket Waggoon ends: it opens the Mysterious Boxes, which lockpicks can't, and they hold developer blueprints, paint jobs and outfits.
The Countryside hides a handful of developer and easter-egg blueprints. Four only appear once Rocket Waggoon is done, and Mysterious Boxes, which only the Hacking Tool opens, hold blueprints like them. Their exact spots are not confirmed, so open every Mysterious Box you come across and tick each blueprint when it drops.
Blueprint: Czesiu's Super Zombie GrenadeWeaponDLC: The Following
Location
The Countryside · Spot unconfirmed – Exact spot unconfirmed. It becomes available after Rocket Waggoon: open the Mysterious Boxes you find with the Hacking Tool.
Blueprint: Timmy's Ballet GrenadeWeaponDLC: The Following
Location
The Countryside · Spot unconfirmed – Exact spot unconfirmed. It becomes available after Rocket Waggoon: open the Mysterious Boxes you find with the Hacking Tool.
Blueprint: Twilight PhantomWeaponDLC: The Following
Location
The Countryside · Spot unconfirmed – Exact spot unconfirmed. It becomes available after Rocket Waggoon: open the Mysterious Boxes you find with the Hacking Tool.
The Countryside · Spot unconfirmed – Exact spot unconfirmed. It becomes available after Rocket Waggoon: open the Mysterious Boxes you find with the Hacking Tool.
Blueprint: Uranophobic Fabaceous OrnithomancerWeaponDLC: The Following
Location
The Countryside · Spot unconfirmed – Exact spot unconfirmed: it lies underwater somewhere in the Countryside, so keep Survivor Sense going on long swims.
Summary
An easter-egg firearm blueprint hidden underwater. Optional.
With the keycard in your pocket, two of the five Experimental Military blueprints listed later in this section are in the south: Suspension and Brakes, in train wagons in the south and south-east. Taking them now saves a long drive back.
Flag: hunting tower past the lighthouseCollectibleDLC: The Following
Location
The Countryside · Past the lighthouse, east coast – Drive east to the coast and the lighthouse safe zone at the map's eastern end. Just past the lighthouse, the flag flies from the top of a hunting tower: climb it (the Grappling Hook makes it quicker).
Ceremonial Mask: altar on a low hillCollectibleDLC: The Following
Location
The Countryside · Low hill inland from the lighthouse – Head back inland from the lighthouse towards Seaside Town: an altar stands on a low hill on the way. The mask is on the ground next to a mummified body.
Summary
One of the Countryside's 20 Ceremonial Masks (an optional collectible).
Flag: hunting tower south-east of Seaside TownCollectibleDLC: The Following
Location
The Countryside · South-east edge of Seaside Town – Carry on towards the south-east corner of Seaside Town, the town on the east coast: the flag is on a hunting tower just outside it.
Summary
One of the Countryside's 50 gold Children of the Sun flags (an optional collectible).
Racing Trophy: south-east of the town centreCollectibleDLC: The Following
Location
The Countryside · Seaside Town – Its exact spot is not described: it is marked a little south-east of the centre of Seaside Town, towards Adam's house. Search the buildings there with Survivor Sense.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Racing Trophy: house by the Post OfficeCollectibleDLC: The Following
Location
The Countryside · West edge of Seaside Town – Cross to the house just west of the Harran Post Office, on the town's western edge: the cup is in the bedroom.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Racing Trophy: north-west of the Post OfficeCollectibleDLC: The Following
Location
The Countryside · Seaside Town, north-west – Its exact spot is not described: it is marked a short way north-west of the Post Office, on the western side of town. Search the buildings there with Survivor Sense.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Racing Trophy: north of the town centreCollectibleDLC: The Following
Location
The Countryside · Seaside Town – Its exact spot is not described: it is marked just north of the centre of Seaside Town. Search the houses there with Survivor Sense.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Racing Trophy: house below Bilal'sCollectibleDLC: The Following
Location
The Countryside · House just south of Bilal's gas station – Bilal's gas station stands at the north end of town. In the house a little south of it, the cup is on the bedside table.
Paint job: attic near Bilal'sCollectibleDLC: The Following
Location
The Countryside · House south-west of Bilal's gas station – In a house a little south-west of Bilal's, climb into the attic: the paint job is in a small box up there.
Blueprint: Tolga's Folly (The Button)ItemDLC: The Following
Location
The Countryside · Island by the cemetery, east coast – North up the coast from Bilal's is the cemetery at the map's eastern edge; the island beside it is a huge rock. Climb from its foot (or use the Grappling Hook) to a rock shelf with a Mysterious Box and open it with the Hacking Tool. Crafting The Button takes 10 Electronics, 10 Batteries and 10 Power Cables; equip it as an extra.
USS Techland Paint Job (and the Puzzle Outfit)CollectibleDLC: The Following
Location
The Countryside · Thor's barricade, end of the broken highway – From the cemetery head north to where the broken highway ends at the map's north-east edge, behind Military Outpost One's barbed-wire wall: squeeze round either end of it. The Mysterious Box stands where the Freak Thor waits; kill him first or grab it and back off, then open it with the Hacking Tool.
Blueprints: Experimental Military parts (Engine, Turbo, Suspension, Traction, Brakes)UpgradeDLC: The Following
Location
The Countryside · Five military crates around the Countryside – Engine: on a small island near Seaside Town, off the east coast. Suspension and Brakes: inside train wagons in the south and the south-east. Traction: in a trailer parked on the highway in the north, on the way back down from Thor. Turbo: in a train wagon in the north, next to the entrance of an infected lair. Each crate beeps faster as you get near.
Flag: metal structure east of the freewayCollectibleDLC: The Following
Location
The Countryside · Between the freeway and Seaside Town – From the north, drive back down the broken highway towards the freeway: the flag is on top of a metal structure off to the east, between the freeway and Seaside Town.
Summary
One of the Countryside's 50 gold Children of the Sun flags (an optional collectible).
Paint job: freeway ledgesCollectibleDLC: The Following
Location
The Countryside · Edge of the freeway – Back on the freeway further south, the paint job sits along its edge, reached over some very narrow ledges: go slowly.
Summary
A buggy paint job: a one-off cosmetic pickup, optional.
Flag: large red structure by the freewayCollectibleDLC: The Following
Location
The Countryside · Beside the freeway – Further south, just east of the freeway tower safe zone, climb the big red structure and take the flag from its top.
Thunderbolt Paint JobCollectibleDLC: The Following
Location
The Countryside · Transformer yard north of the railway bridge – Carry on south towards the railway bridge: just north of it is a fenced transformer yard. Clear it, open the locked small building and take the paint job from the workbench. The bridge safe zone is close by.
The Following: Anomalies, Vanitas and the Fate of the Fool
Anomalies' blue fog and the convoy cave, Atilla's Mansion and its eight research notes, An Unfinished Story's monoliths and the Temple of the Sun, The Fate of the Fool and the Disciple rank, then the central-south sweep down to the Granary.
The trust rank Believer brings the next acolyte call. From here the story runs back to back: Anomalies takes you to a fog-covered field in the south and a cave in the far north-west, Vanitas and An Unfinished Story to Atilla's Mansion on the south-east coast and the monoliths around it, and The Fate of the Fool closes The Gathering. The mansion's notes are text the game tracks, so search it room by room. The Grappling Hook helps with the mansion's way in and the long temple climb. The quiet spells between radio calls go on the south-east and central-south collectibles, and the section ends at the Granary, the first stop of At the End of the Tunnel. Left for later: the Lighthouse and the finale (next section).
Anomalies: the blue-fog fieldHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Fog field south of Seaside Town – The fog field lies in the south, below Seaside Town and west of the bay; the blue haze shows from a long way off. Walk in without attacking anything, even the big mutant: nothing in the fog turns on you. Find the military vehicle a Demolisher has wrecked and open the two crates (one is empty, one holds a pile of DIY Grenades), then drive to Jasir's Farm and talk to the Faceless acolyte in the corner of the barn by your bedroll.
Main quest six, opened by an acolyte's call at the Believer rank: the cult's blue fog has turned up on a farm field in the south, and the infected inside it leave you alone.
Anomalies: the cave and the military convoyHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Cave in the far north-west – Take the buggy: drive into the cave at the map's north-west corner, run over or outpace the Bolters, and hit the nitro to jump the gap where the road has been blown away. On foot, take the path down instead and climb the rocks on the left. At the convoy, check the three bodies among the vehicles, the command truck and the big crate, which is empty.
The Countryside · The convoy cave, far north-west – While you are at the convoy, go round to the back of the big truck: the note is by the radio equipment.
Vanitas: into Atilla's Mansion and the powerHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Atilla's Mansion, south-east coast – The call comes soon after you leave the cave. The mansion stands on a cliff on the south-east coast, a Demolisher in its yard (killing it is optional but makes the power job easier). Climb the high wall, go round the back to the cliff edge, drop to the wooden platform and broken stairs below and enter the small cave under the house (the Grappling Hook helps). A ladder at the back leads to the basement: pick the easy lock, climb a box and push the wardrobe aside, then go up to Atilla on the top floor. To get his power back, follow the red cable from the pole in the yard and repair its two cut sections, replace the fuses on that pole and on the metal tower's balcony, start the generator, and report back.
Main quest seven: the Faceless have lost touch with Atilla, an ethnographer whose research matters to them. His mansion is sealed, so you go in from below, then restore its power.
The Countryside · Atilla's Mansion, the study – Met in his study on the top floor of the mansion during Vanitas, once you are in by the cave and the basement.
The Countryside · Atilla's Mansion – It unlocks when the generator starts at the end of Vanitas: the room with the sleeping mat and the duffel bag, next to the dining area, with the stairs up to Atilla's study beside it.
The Function of the "Mother" #1CollectibleDLC: The Following
Location
The Countryside · Atilla's Mansion, side entrance – Beyond the dining area is the house's side entrance, behind the bolted door: the note is on a table there.
The Origins of the Children of the Sun #2CollectibleDLC: The Following
Location
The Countryside · Atilla's Mansion, kitchen – The basement stairs come up between the side entrance and the kitchen: cross to the kitchen, on the right as you come up, and the note is there.
The Origins of the Children of the Sun #1CollectibleDLC: The Following
Location
The Countryside · Atilla's Mansion, basement workshop – Go down those stairs to the small basement workshop behind the wardrobe you pushed on the way in: the note lies beside a Ceremonial Mask.
Ceremonial Mask: basement workshopCollectibleDLC: The Following
Location
The Countryside · Atilla's Mansion, basement workshop – Right next to the note in the basement workshop. (It may instead hang on a wall in another room of the house: if it isn't here, look there.)
The Cult of the Sun, Sky and Wind #1CollectibleDLC: The Following
Location
The Countryside · Atilla's Mansion, the study – Back up past the safe-zone room and up the stairs: the door on the left is Atilla's study. The note is on the desk with the computer, behind where Atilla stands.
An Unfinished Story: the three monolithsHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · South and north of the mansion, and a lake in the west – South of the mansion: approach the rocky hill from the north-west (two big mutants roam it, no need to fight), reach the top, then jump into the water: the monolith has fallen in, so dive for it. North of the mansion: a huge rock in the water; swim or hop the stones to its foot, climb from the jutting stone on its north-east side, working round the rock to the top, and deal with the crawling infected there. Far west of the mansion: a small island in a lake, with Toads on the rocks around it; shoot them from range (bow or crossbow), then check the stone.
Flag: ledge on the temple climbCollectibleDLC: The Following
Location
The Countryside · Climb to the Temple of the Sun – Atilla now wants the Temple of the Sun, high in the mountains due west of the lake monolith. A small dirt road off the main road leads to where the climb starts, and orange cloth marks the way up. Partway up, leave the main route for a high rock ledge off to the side: the flag is there.
Ceremonial Mask: big rock beside the Temple of the SunCollectibleDLC: The Following
Location
The Countryside · Temple of the Sun – Keep climbing: ledges, fallen trees, then a run of wooden beams that each need a short sprint to reach the next. Just before the temple, on the right, is a big rock: jump across to its top from the nearby rocks, or use the Grappling Hook, for the mask.
An Unfinished Story: the Temple of the Sun and the red maskHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Temple of the Sun, then Atilla's Mansion – Search the temple top for the last monolith, then the large pit with pots and skeletons: one skeleton wears the red mask, so take it. Come down carefully (the quickest way is a jump into the water near the monolith, but miss it and you fall), then drive back to the mansion and hand Atilla the mask.
The Fate of the Fool only radios in once you have driven a fair way from the mansion. The four pickups below loop round the south-east and give the call time to come.
Ceremonial Mask: altar below the mansionCollectibleDLC: The Following
Location
The Countryside · Altar south-west of Atilla's Mansion – From the mansion's safe zone, head out south-west a short way to the altar: the mask is there.
Flag: hunting tower north-west of the mansionCollectibleDLC: The Following
Location
The Countryside · North-west of Atilla's Mansion – Inland to the north-west of the mansion stands a hunting tower: the flag is on it. Climb up (the Grappling Hook helps).
Summary
One of the Countryside's 50 gold Children of the Sun flags (an optional collectible).
Racing Trophy: west of the south-east hiveCollectibleDLC: The Following
Location
The Countryside · West of the Heart of Darkness hive – Its exact spot is not described: it is marked just west of the south-east Volatile hive (the one from Heart of Darkness), south-west of the mansion. Search the area with Survivor Sense, by day.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Flag: metal structure south-west of the hiveCollectibleDLC: The Following
Location
The Countryside · South-west of the Heart of Darkness hive – A little further south-west, a metal structure: the flag is on its balcony. Climb up (the Grappling Hook helps).
Summary
One of the Countryside's 50 gold Children of the Sun flags (an optional collectible).
Atilla's LetterHidden spoiler – activate to revealCollectibleDLC: The FollowingMinor spoiler
Location
The Countryside · Atilla's Mansion, the study door – When an acolyte radios that Atilla has gone silent, drive back to the mansion and go up to his study: the letter is on its door. (It may be added to your notes automatically instead.)
The Fate of the FoolHidden spoiler – activate to revealQuest stepDLC: The FollowingMajor spoiler
Location
The Countryside · Atilla's Mansion, then Jasir's Farm – From the study, go down to the basement and the ladder into the cave below. Atilla's body lies by the altar: turn it over and take the red mask. Climb back up to the study for the book on the big wooden table, then drive to Jasir's Farm and give him both.
Reach the trust rank DiscipleAchievementDLC: The Following
Location
The Countryside · Anywhere in the Countryside – The story quests in this section pay a lot of trust (An Unfinished Story most of all), so the rank may already have come. If not, keep finishing side quests and the random events that give trust: defending altars, saving survivors, missing persons and Bolter livers, until it does.
At the End of the Tunnel radios in as you leave Jasir's Farm. It waits for you: the sweep below works south through the middle of the map and ends near the Granary, where the quest begins.
Paint job: yellow rail car by the freewayCollectibleDLC: The Following
Location
The Countryside · Just south-east of the freeway tower – Drive from Jasir's Farm to the freeway tower safe zone in the middle of the map: just south-east of it stands a yellow rail car, with the paint job inside.
Bobblehead: hunting tower south of the freewayCollectibleDLC: The Following
Location
The Countryside · South of the freeway tower – Further south, on a hunting tower a good way south of the freeway tower: it sits next to a large crate up top.
Summary
A dashboard bobblehead for the buggy: a one-off cosmetic pickup, optional.
Flag: large red structure south of the freewayCollectibleDLC: The Following
Location
The Countryside · South of the freeway tower – Close to that hunting tower, slightly further south-east: climb the large red structure for the flag (the Grappling Hook helps).
Summary
One of the Countryside's 50 gold Children of the Sun flags (an optional collectible).
Racing Trophy: roadside public toiletCollectibleDLC: The Following
Location
The Countryside · Road north-west of the railway bridge – Follow the road south-west towards the railway bridge: before it, a public toilet stands by the road, with the cup inside.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Flag: tower north-east of Sabit's hutCollectibleDLC: The Following
Location
The Countryside · North-east of Sabit's hut – Head west from the bridge. Before Sabit's hut (from Two Roads Diverged), a tower stands to its north-east: climb to the top for the flag.
Summary
One of the Countryside's 50 gold Children of the Sun flags (an optional collectible).
Paint job: floating by a pond islandCollectibleDLC: The Following
Location
The Countryside · Pond east of the Temple of the Sun – North-west of there is a pond with a small island: the paint job floats in the water beside the island, so swim out to it.
Summary
A buggy paint job: a one-off cosmetic pickup, optional.
Bobblehead: top of the white towerCollectibleDLC: The Following
Location
The Countryside · White tower north-east of the twins' tower – South of the pond stands a white tower: climb to its top balcony, where the bobblehead sits on a small ledge.
Summary
A dashboard bobblehead for the buggy: a one-off cosmetic pickup, optional.
Ceremonial Mask: crossroads altarCollectibleDLC: The Following
Location
The Countryside · Crossroads south-west of the twins' tower – Carry on south-west past the twins' tower and its small gas station to an altar at a crossroads: a mummified body there is wearing the mask.
Summary
One of the Countryside's 20 Ceremonial Masks (an optional collectible).
Paint job: forest hut with antennasCollectibleDLC: The Following
Location
The Countryside · Forest north-west of the shipping warehouse – A little further on, in the forest, a small building carries antennas on its roof: the paint job is under the desk inside.
Summary
A buggy paint job: a one-off cosmetic pickup, optional.
Racing Trophy: far-west hunting towerCollectibleDLC: The Following
Location
The Countryside · Far west, beyond the Temple of the Sun – Drive on to the far west, past the Temple of the Sun's mountain: the cup is at a hunting tower out there.
Summary
One of the Countryside's 50 racing trophies (an optional collectible).
Flag: large red structure by the fog fieldCollectibleDLC: The Following
Location
The Countryside · North-west of the Anomalies fog field – Drive east to the field from Anomalies: just north-west of it, climb the large red structure for the flag.
Paint job: beside a blue car in a fieldCollectibleDLC: The Following
Location
The Countryside · South-east of the Anomalies fog field – Cross to the other side of the fog field: just south-east of it, the paint job lies beside a blue car parked in a field.
Racing Trophy: south of the fog fieldCollectibleDLC: The Following
Location
The Countryside · South of the Anomalies fog field – Its exact spot is not described: it is marked south of the fog field, on the way down to the Granary. Search with Survivor Sense.
At the End of the Tunnel: the Granary and Brother OrcanHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · The Granary, south – The Granary is the silo complex in the south of the map, overrun by armed bandits (rifles, armoured men up top, a sniper on the nearby tower). Climb onto its balconies and work up level by level; the first stairs are easy, but past the blocked second stairway you climb the red ledges. On the top level search the small rooms (bandits burst out of some): Brother Orcan is in the northernmost container. To get down, drop from the balconies onto the pile of blue bags.
The Following: the south, the Lighthouse and the endings
The last Countryside sweep, from the granary west along the racetrack, the hidden ending, the research truck on the highway, then the Lighthouse, the drive to the dam and both endings, with Driver rank 12 after the credits.
Brother Orcan has been found at the granary and At the End of the Tunnel now points to the Lighthouse. Before going there, sweep the south: the granary itself, the bandit gas station and the dirt racetrack, and the grounds of the shipping company warehouse. The buggy, the Grappling Hook (if you have it) and the Military Keycard from The Gathering are all you need. One key from the granary opens the military research truck on the highway for Doctor's Note #3, and with two more pieces (at the dam and off the east coast) it also gives the optional hidden ending. Then climb the Lighthouse: its red door starts a solo finale that runs straight to the end. Left for after the credits: the second ending, the buggy counters, Driver rank 12 and the few collectibles no map pins down.
Flag: top platform of the granaryCollectibleDLC: The Following
Location
The Countryside · The granary – Up on the granary's topmost metal platform, where the Orcan rescue took you. If you dropped down without it, climb back up the balconies and the red ledges past the blocked stairway.
The Countryside · Behemoth's warehouse, the granary – In an orange biohazard crate inside the granary warehouse that Behemoth lives in. Pick off the ordinary infected around it from outside, hop the small barricade at the entrance (Behemoth can't cross it), bait his charge, then open the crate and get back over the barricade; you don't have to kill him.
Flag: metal structure by the granary warehousesCollectibleDLC: The Following
Location
The Countryside · The granary – On the balcony of the metal structure just north-west of the granary, close to its warehouses. Climb it from the ground (the Grappling Hook makes it quicker).
Summary
One of The Following's 50 flags, gold with a white sun. Optional: no trophy needs them.
Ceremonial Mask: lake island altarCollectibleDLC: The Following
Location
The Countryside · Lake island, south – Drive west from the gate to the lake north-east of the bandit-held gas station and swim to its small island: the mask is fixed to the rocks beside the altar.
Summary
One of the 20 Ceremonial Masks left at the cult's altars. Optional: no trophy needs them.
Flag: red structure north of the lake islandCollectibleDLC: The Following
Location
The Countryside · South of Beelzebufo's farm – Just north of the lake, south-west of Beelzebufo's farm: on top of the large red structure. Climb it (the Grappling Hook helps).
Summary
One of The Following's 50 flags, gold with a white sun. Optional: no trophy needs them.
Paint job: blue houseCollectibleDLC: The Following
Location
The Countryside · North of the bandit gas station – West of the red structure, north of the bandit gas station: go up into the blue house and check the empty room on its upper floor.
Summary
A buggy paint job, one of the cosmetic pickups placed in the Countryside. Optional.
Flag: red structure by the racetrackCollectibleDLC: The Following
Location
The Countryside · East end of the dirt racetrack – South of the blue house, on the east side of the dirt racetrack: on top of the large red structure beside the track.
Summary
One of The Following's 50 flags, gold with a white sun. Optional: no trophy needs them.
Racing Trophy: by the red structureCollectibleDLC: The Following
Location
The Countryside · East end of the dirt racetrack – Marked at the same spot as the red-structure flag, but its exact place isn't described: search the structure and the ground around it with Survivor Sense.
Summary
One of The Following's 50 racing trophies. Optional: no trophy needs them.
Paint job: bandit gas stationCollectibleDLC: The Following
Location
The Countryside · Bandit gas station – South-east of the red structure: the gas station is held by bandits, so clear them first. The paint job is inside the station building.
Summary
A buggy paint job, one of the cosmetic pickups placed in the Countryside. Optional.
Racing Trophy: bandit gas stationCollectibleDLC: The Following
Location
The Countryside · Bandit gas station – Also marked at the bandit gas station, with no exact spot given: search the station and its forecourt with Survivor Sense while you are there.
Summary
One of The Following's 50 racing trophies. Optional: no trophy needs them.
Racing Trophy: racetrack checkpoint gateCollectibleDLC: The Following
Location
The Countryside · Dirt racetrack – West of the gas station on the dirt racetrack: climb to the top of the big metal checkpoint gate on the north side of the track.
Summary
One of The Following's 50 racing trophies. Optional: no trophy needs them.
Paint job: foot of a racetrack checkpoint gateCollectibleDLC: The Following
Location
The Countryside · Dirt racetrack – Still on the racetrack, at its southern side: on the ground at the base of another of the large metal checkpoint gates.
Summary
A buggy paint job, one of the cosmetic pickups placed in the Countryside. Optional.
Flag: tower beside the racetrackCollectibleDLC: The Following
Location
The Countryside · West end of the dirt racetrack – Just west of the racetrack, on the roof of the tower standing next to the track (the Grappling Hook helps).
Summary
One of The Following's 50 flags, gold with a white sun. Optional: no trophy needs them.
Flag: tank roof by the shipping warehouseCollectibleDLC: The Following
Location
The Countryside · Shipping company warehouse – West of the racetrack, beside the shipping company warehouse from Radio Boy: on the roof of the tank just south-west of the warehouse.
Summary
One of The Following's 50 flags, gold with a white sun. Optional: no trophy needs them.
Racing Trophy: north-west of the shipping warehouseCollectibleDLC: The Following
Location
The Countryside · North-west of the shipping company warehouse – A short way north-west of the warehouse grounds. Only its map position is known: sweep the area with Survivor Sense.
Summary
One of The Following's 50 racing trophies. Optional: no trophy needs them.
Flag: red structure south of the shipping warehouseCollectibleDLC: The Following
Location
The Countryside · South of the shipping company warehouse – Back past the warehouse and on south: on top of the large red structure (the Grappling Hook helps).
Summary
One of The Following's 50 flags, gold with a white sun. Optional: no trophy needs them.
Hidden ending: Nuclear Codes and Military Activation CardHidden spoiler – activate to revealQuest stepDLC: The FollowingMinor spoiler
Location
The Countryside · Water east of the dam; island east of Bilal's – The Military Activation Card: drive on west to the Harran Dam. Military Outpost Sixteen sits just east of the dam, beside the power-plant safe zone; dive in the water north of it and turn over the dead soldier. The Nuclear Codes: drive across to the east coast, where a small island lies off the shore east of Bilal's gas station (Military Outpost Nine, a crash site among rocks); skip the chests on it, dive, and open the sunken biohazard box with a corpse drifting beside it.
The Countryside · Military Outpost Eight, the broken highway – Drive to the broken highway in the middle of the map, east of Jasir's Farm and close to the highway truck safe zone. Among the military vehicles stands the locked trailer of the research truck: open it with the Military Transport Key, and the note is on a desk inside.
Hidden ending: arm the warhead in the highway truckHidden spoiler – activate to revealEndingDLC: The FollowingMajor spoiler
Location
The Countryside · Military Outpost Eight, the broken highway – In the same trailer as Doctor's Note #3: slot the Activation Card in below the terminal, use the terminal, then arm the warhead (Crane enters the codes) and let the countdown run.
Opening the red door at the top of the Lighthouse starts the finale. From there the game runs straight through the last quest, solo only, with no side quests, challenges or collectibles until the credits. Afterwards the Countryside stays open and nothing this guide lists is lost, though the Lighthouse safe zone may not be usable after the finale. Finish what you want first, repair and refuel the buggy for a long drive, and bring ranged weapons and plenty of healing.
At the End of the Tunnel: the Lighthouse and the vialsHidden spoiler – activate to revealQuest stepDLC: The FollowingMajor spoiler
Location
The Countryside · The Lighthouse – Ignore the locked door at the base and climb the outside: ledge to ledge and onto the window shutters, past the first open window to the second, higher one. Go in, climb the stairs inside to the red door at the top and open it (confirm the finale). After the scene, fight the five rifle-armed bandits, moving well away from the tower first because its dust hides them, then take the three vials from the small box near Kaan's body.
At the top of the Lighthouse Crane finds Kaan, who turns out to lead both the bandits and Rais's men; a rocket from the gang brings the tower down and Kaan falls with it. Crane takes the last vials of the medicine and races to warn the Faceless.
Trophies
Achievement · SteamAnd you liked him, didn't you?
Achievement · XboxAnd you liked him, didn't you?
Bronze · PlayStationAnd you liked him, didn't you?
The Following: the dam and the MotherHidden spoiler – activate to revealQuest stepDLC: The FollowingMajor spoiler
Location
The Countryside · Harran Dam – Take the buggy from the Lighthouse west to the dam on the roads (off-road you can get stuck or end in the water); the bandits at their car roadblocks needn't be fought. On top of the dam, leave the buggy where wrecks block the road and climb down the scaffolding to the small balcony door; from the lower, transformer side (or the power-plant safe zone) it is a much longer climb. Walk the corridor (a DIY grenade, four medkits and some weapons lie along it) to the central room.
Rais's men are heading for the Mother, so Crane drives to the Harran Dam to reach her first. Inside, past the bodies of the Faceless and the bandits, he meets the Mother, a human-Volatile hybrid, who tells him there is no cure and asks for a sacrifice.
The MotherHidden spoiler – activate to revealBossDLC: The FollowingMajor spoiler
Location
The Countryside · Harran Dam, the Mother's chamber – Pick the right-hand answer to refuse her. First phase: any weapon; stand on a raised spot so she has to climb, and hit her while she does (she turns to dust and reappears when struck). Then her copies flood the room: use ranged weapons and spend your healing, as the phase ends on a timer. After that only Crane's mutated hands work and medkits don't: keep the climbing trick, back off when she winds up her stunning shockwave so health can regenerate, and press the prompt fast when she pounces at the end.
Ending: fight the MotherHidden spoiler – activate to revealEndingDLC: The FollowingMajor spoiler
Location
The Countryside · Harran Dam, the Mother's chamber – Plays straight after the Mother falls. When the credits end, load the save to carry on in free roam.
Ending: Sacrifice (arm the warhead)Hidden spoiler – activate to revealEndingDLC: The FollowingMajor spoiler
Location
The Countryside · Harran Dam, the warhead room – From the main menu: Play, The Following, pick the save, then Advanced and restart from the quest The Following, which puts Crane at the dam entrance (the option is hidden while a DLC quarantine zone or a Bozak Horde quest is tracked). Walk back to the Mother, take the left-hand answer, follow her to the warhead room and arm it.
The other answer: Crane accepts the Mother's sacrifice and arms a nuclear warhead in the dam, and the credits roll on the blast. Optional; no trophy needs it.
I don't approve of mindless fun and Formidophobic? Interesting…: 500 buggy kills, 50 scarecrowsAchievementDLC: The Following
Location
The Countryside · Anywhere, by buggy – Check both now. If either is short, drive a loop through a field with several scarecrows: they respawn, so the first is back by the time you smash the last, and the infected you run down on the way count too.
Two counters that fill from your first drive: 500 infected killed with the buggy (ramming, the cage, the flamethrower and mines all count) and 50 scarecrows smashed in the fields.
Trophies
Achievement · SteamI don't approve of mindless fun
Achievement · XboxI don't approve of mindless fun
Bronze · PlayStationI don't approve of mindless fun
You realize it's only points, don't you? (Driver rank 12)AchievementDLC: The Following
Location
The Countryside · Anywhere, by buggy – Driver XP comes from running down infected, jumps, smashing things in your way and driving fast, on roads and off them. By the end of the story you are usually close; finish it with the Carnage, Slammer and Race challenges, mowing infected on the way between them.
Racing Trophy: spot unknown (1 of 5)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Use Survivor Sense as you drive around for Driver rank 12, which highlights collectibles nearby, and climb the hunting towers you pass: they often hold a racing trophy.
Summary
The Countryside holds 50 racing trophies, but only 45 have a known spot; this entry stands for one of the other five. Optional.
Racing Trophy: spot unknown (2 of 5)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Use Survivor Sense as you drive around for Driver rank 12, which highlights collectibles nearby, and climb the hunting towers you pass: they often hold a racing trophy.
Summary
The Countryside holds 50 racing trophies, but only 45 have a known spot; this entry stands for one of the other five. Optional.
Racing Trophy: spot unknown (3 of 5)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Use Survivor Sense as you drive around for Driver rank 12, which highlights collectibles nearby, and climb the hunting towers you pass: they often hold a racing trophy.
Summary
The Countryside holds 50 racing trophies, but only 45 have a known spot; this entry stands for one of the other five. Optional.
Racing Trophy: spot unknown (4 of 5)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Use Survivor Sense as you drive around for Driver rank 12, which highlights collectibles nearby, and climb the hunting towers you pass: they often hold a racing trophy.
Summary
The Countryside holds 50 racing trophies, but only 45 have a known spot; this entry stands for one of the other five. Optional.
Racing Trophy: spot unknown (5 of 5)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Use Survivor Sense as you drive around for Driver rank 12, which highlights collectibles nearby, and climb the hunting towers you pass: they often hold a racing trophy.
Summary
The Countryside holds 50 racing trophies, but only 45 have a known spot; this entry stands for one of the other five. Optional.
Flag: spot unknown (1 of 2)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Flags sit on high points (tower tops, tank roofs, big red structures), so scan the skyline with Survivor Sense as you drive.
Summary
The Countryside holds 50 flags, but only 48 have a known spot; this entry stands for one of the other two. Optional.
Flag: spot unknown (2 of 2)CollectibleDLC: The Following
Location
The Countryside · Spot unknown – No spot is on record. Flags sit on high points (tower tops, tank roofs, big red structures), so scan the skyline with Survivor Sense as you drive.
Summary
The Countryside holds 50 flags, but only 48 have a known spot; this entry stands for one of the other two. Optional.
The arcade dungeon in the Tower: play Story mode through Imprisoned, then five Raid runs planned around the one-run achievements, the ten counted scrolls and the Nightmare clear.
Hellraid is a separate fantasy dungeon reached through an arcade machine in the Tower. It has been open since the prologue, but the guide leaves it until now, with Crane at full strength and the Grapple skill bought. Inside, the clock is stuck at noon, and you come back out into Harran at noon. You get three lives per run, and up to four players can go in together. Its ten achievements exist on Steam only, but the guide counts Hellraid toward 100% on every platform. Nothing here can be missed: Raid mode can be replayed at will, and the save options can reset the story. The plan is Story mode first, then five Raid runs, each with a job.
Do the achievements in Raid mode
Some players report that Hellraid's achievements only count in Raid mode, while others had two of them pop during Story mode. To be safe, the guide earns each of them in a Raid run. If one fires early in Story mode, tick it then.
Hellraid: Clavis StonesQuest stepDLC: Hellraid
Location
The Slums · The Tower: the arcade machine – Back in Harran, go to the Tower (the Embers' tower in Old Town has a cabinet too): the arcade machine stands near the traders. Track the Hellraid quest in the Quests menu if you can't spot it, then use the machine. Lucius's voice sets the task; the first stone is in sight as soon as you leave the starting room.
The first story quest: work down through the dungeon, collect the three Clavis stones and set them in the arena. The way in for everything else in this section.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Throw me a bone wants 50 skeletons killed by a fall. Whenever skeletons come at you near a drop, kick them over the edge or Grapple-throw them off it. Later patches seem to keep the count between runs, so every fall kill in Story mode may already help.
The TorturerBossDLC: Hellraid
Location
Hellraid · The prison levels – Keep going down through the seals and rooms; the Torturer waits just before the seal that holds the first stone. Fight him from somewhere higher if you can: he struggles to reach you there.
A heavy boss that guards the way to the first Clavis stone. He comes back in every Raid run.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The arena at the bottom – With all three stones in hand, set them in the arena at the bottom of the dungeon. Five waves follow and the Minotaur joins the last one; kill it and whatever is left, then take the portal Lucius opens.
The dungeon's last guardian, who closes Clavis Stones and every Raid run. Beating it lets Lucius open a portal out.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · Lucius's prison – The quest follows straight on. In each crystal's room the undead keep pouring in until that crystal is smashed, so go for the crystal first. With both gone, walk back to Lucius: the two of you are moved to the hub, a dungeon with a trainer, a trader, a stash, bounties and the armory chest.
Break the two crystals that hold Lucius. Freeing him opens the hub, where you choose Story or Raid mode from now on, and spawns the scrolls in Raid mode.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid: Beneath the SealsQuest stepDLC: Hellraid
Location
Hellraid · The first dungeon – Pick Story mode in the hub. The rooms are the ones from Clavis Stones but tougher; search them for the three coffers, then carry each to the altar and press it.
An optional story quest back in the first dungeon: find three coffers and lay them on an altar. Worth it for the bow it gives and the experience toward rank 10.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The first dungeon: the altar – The altar hands it over where the coffers stood. Waves attack as soon as you take it: shoot them down with the bow, and Lucius sends you back to the hub after the last one.
Hellraid's unique bow. It makes short work of the Torturer and the Minotaur in the runs ahead.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid: Disrupt the RitualQuest stepDLC: Hellraid
Location
Hellraid · The dungeon – Choose Story mode in the hub again once Lucius has a new task and follow the quest marker. Each time skeletons catch you in a room with an upper level, go up and send them over the edge.
The fourth story quest, short and optional. It throws plenty of skeletons at you, which suits Throw me a bone.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
The last story quest, optional, ending in a boss fight. Like the one before it, it is a good place for fall kills.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The dungeon: Sacrificed's boss fight – He is the fight waiting at the end of Sacrificed's marker. Fight from high ground if the room has it, and keep the bow handy.
The boss of Sacrificed, the last story quest, added by a later update.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The dungeon: the Scriptorium – It comes with the end of the story: look for it in the Scriptorium, the area those last quests open, and around Sir Asmorod's fight.
The second wand, added by the same update as the Scriptorium and the last two story quests. Optional.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The dungeon: three portals – Play a Raid run on Normal and look out for the three portals hidden around the dungeon (the side quest is called Mysterious Portal): each leads to a challenge room. This extra run also stocks you up on potions, flasks and weapons for the Nightmare run later.
A wand from a side chain of three portal challenge rooms; finishing it also teaches the skill for using it. Optional, and not worth trying on Nightmare.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Run 1 is thrown away for Beginnings are hard. Run 2 is the big one, and every one-run goal goes into it: all ten counted scrolls, the lava kill, the Clavis stones, 50 fall kills and more than 3,000 coins, so loot everything and dismantle spare weapons as you go. Run 3 is the speed run, under 30 minutes. Run 4 is on Nightmare. Run 5 comes last of all, finished with one life and no health potions. Runs 3 and 5 are fine on Normal. Keep your best weapons, throwables and potions between runs; Nightmare is where you need them.
Beginnings are hard: three deaths before the first ClavisAchievementDLC: Hellraid
Location
Hellraid · Raid mode: the spawn tower – Choose Raid mode in the hub. As soon as you appear on top of the starting tower, jump off it, and repeat until the third life is gone. That ends the run; start a new one for run 2.
Use up all three lives while still on the first floor, before you pick up any Clavis stone.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: The Count's Blood-covered LetterCollectibleDLC: Hellraid
Location
Hellraid · Raid mode: the spawn tower – Start run 2 and turn round where you appear to face the statue of Count Begeor. The scroll lies at the foot of its pedestal, on the left side.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The dining hall – Break the first seal to reach the long dining hall and clear it, but leave its lever alone for now. Climb the stairs at the far end into a second dining room: the scroll is on a wooden cabinet on your right, beside a chest.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The kitchens: the secret room – Go back down into the dining hall and turn right into the kitchens. Past the tall shelves, at the back by another chest, a bookcase has one red book on its lowest shelf: use it to open a hidden room, and the scroll is on the floor beside the weapon rack.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: Lord Hector's ExpeditionCollectibleDLC: Hellraid
Location
Hellraid · The crate hall – Now pull the dining hall's lever. Of the two branches beyond, take the left one into a two-storey hall full of crates (the barrel hall on the right has nothing). Just left of where you come in, a small side room has the scroll on a bench next to the stairs.
One of the three Lord Hector scrolls a later update added. They don't count toward Well-read; pick it up on the way.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The library: the reading room – Carry on to the smithy and break its seal, then head down to the hall of casks and pull the lever into the library. The reading room is straight away on your left; the scroll is on the floor along its left wall, by a table squeezed between two bookcases.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: The Last ReportCollectibleDLC: Hellraid
Location
Hellraid · The library: the room across the beam – Climb to the library's upper floor, where the lever for the lower gates is. Before you pull it, go out of the window and along the beam to the room opposite: the scroll lies in its left corner, next to a skeleton.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The torture room: the interrogation chamber – Beat the Torturer, break the seal behind him and take the first Clavis stone. Through the prison, clear the torture room, then take the door near the foot of the stairs on the left of the lower floor. Follow that passage to its end and turn left into the room with the spiked chair: the scroll is on a table against the wall.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: Lord Hector's ObsessionCollectibleDLC: Hellraid
Location
Hellraid · The corridor to the water chapel – Past the prison, the corridor runs toward a chapel whose altar stands in water. At the end of the corridor, look inside the cage: the scroll is on a wooden table by a lectern.
One of the three Lord Hector scrolls a later update added. They don't count toward Well-read; pick it up on the way.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: The appearance of the Chosen OneCollectibleDLC: Hellraid
Location
Hellraid · The pool room – In the second prison room, smash its seal to get into a room with a pool of blood. From the doorway, make for the far left corner of the lower floor on the left: the scroll is tucked behind a big book on a stand by the wall.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: The Fate of the Chosen One – Part OneCollectibleDLC: Hellraid
Location
Hellraid · The broken statue room – Take the second Clavis stone and go on into the room with a broken statue in the middle. Walk round behind the statue: the scroll is on top of the sarcophagus at the back.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: Lord Hector's DemiseCollectibleDLC: Hellraid
Location
Hellraid · The lava chamber: the side room – On the next level down is the lava chamber. A side room on its left is shut behind an entrance worked by a lever; open it. A skeleton holding a blue-and-white shield sits propped against a cabinet and a chest, and the scroll is down by its feet.
One of the three Lord Hector scrolls a later update added. They don't count toward Well-read; pick it up on the way.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Into the lava: an enemy killed by the lavaAchievementDLC: Hellraid
Location
Hellraid · The lava chamber: the bridge – Get onto the bridge over the lava as soon as you can and kick or Grapple-throw enemies off it. It only counts when the lava kills them, not the fall, so pick spots where they drop straight in.
Knock an enemy into the lava and let the lava finish it.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Hellraid · The lava chamber: the upper doors – Cross the lava chamber by the wooden walkway to the doors out on the upper level. The scroll is on a chair to the left of those doors. It used to be on a table, so check the furniture around the doors if it isn't on the chair.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Mysterious Scroll: The Fate of the Chosen One – Part TwoCollectibleDLC: Hellraid
Location
Hellraid · The bottom of the tower: the third Clavis – Go down to the last room at the bottom of the tower, where the third Clavis stone sits on its pedestal. Before you take the stone, look at the wall on the left of the pedestal: the scroll is on a chair there.
One of the ten original Hellraid scrolls that Well-read counts. They only appear in Raid mode, and only once Story mode has been played through Imprisoned. This is the tenth: Well-read unlocks here.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Set all three Clavis fragments in the arena. That opens the vault and starts the final waves.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Throw me a bone: 50 skeletons killed by fallsAchievementDLC: Hellraid
Location
Hellraid · Any room with a drop – All through this run, take every skeleton near a ledge up high and kick or Grapple-throw it off. If you're still short, use the high spots around the arena during the waves. In co-op, only one player per run gets enough kills.
Kill 50 skeletons with fall damage. Older versions reset the count at the end of each run, so the guide aims for all 50 in this one.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Time to file a tax form: over 3,000 coins in one runAchievementDLC: Hellraid
Location
Hellraid · The arena: the vault – Beat the waves and the Minotaur, then empty the vault the stones unlocked: its chests hold a lot of coins. Leave through the exit portal to finish the run.
Finish a run carrying more than 3,000 Hellraid coins. A run where you've looted everything and dismantled the weapons you don't need gets there.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Reach Hellraid rank 10. The story quests, a few bounties and one full run usually get you there.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Fast as hell: a Raid run under 30 minutesAchievementDLC: Hellraid
Location
Hellraid · Raid mode: run 3 – Run past every fight you don't have to take, and in the wave rooms go all out without minding your health. Save throwables or the Corrupt Justice bow for the Torturer and the Minotaur. A friend in co-op speeds it up but isn't needed.
Finish a whole Raid run in less than 30 minutes. Normal difficulty is fine.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
The difficulty is a save setting. Track any base-game quest (a quarantine zone will do), not a DLC quest, and quit to the main menu. Open Play, then Play Campaign, then Advanced Options, choose Play & Switch to Nightmare, load the save and go back to the arcade. Before you switch, stock up on Normal: health, power and endurance potions, acid and shock flasks, shivs and your strongest weapons.
Wake up!: a Raid run on NightmareAchievementDLC: Hellraid
Location
Hellraid · Raid mode: run 4 on Nightmare – Fight from high ground, where most enemies can't reach you, and take them one at a time. Kill Recruits first and put Priest Mages down with acid flasks (two kill one). Skip the portal rooms. Before each arena wave, drink a power and an endurance potion. For the Minotaur, climb high and shoot for the head. Between waves, leave one skeleton alive: the next wave holds off while you loot.
Finish Hellraid on Nightmare difficulty, by far its hardest achievement. There is no time limit, so take it slowly.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
Non omnis moriar: finish with one life and no potionsAchievementDLC: Hellraid
Location
Hellraid · Raid mode: run 5, the arena – Change the difficulty back to Normal through the same Advanced Options menu, and go in with fewer than five health potions. When the Minotaur appears, die until one life is left, then kill it and the rest of the wave so the exit portal appears. Throw a flask at your own feet and heal until no potions remain, then walk into the portal.
Leave through the exit portal with one life left and no health potions on you. It goes last, once Nightmare is done and you don't need the potions any more.
PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S
Hellraid's achievements exist on Steam only. It is playable on every platform and counts toward this guide's 100%, but PlayStation and Xbox award no trophies for it.
The five trophies that need other players: a co-op quest, the co-op competitions, five quests with the same three partners, and the Bozak Horde's co-op duel.
Five trophies need at least one other player, and none of them can be done alone. Four belong to the base game, so the Platinum waits on them; Together Till the End belongs to The Bozak Horde. Nothing here can be missed: quests and quarantine zones repeat and the stadium can be replayed, so do these whenever partners are around. A friend who helps on purpose makes all five quick, and every one of them can be boosted.
Setting up a co-op session
Co-op opens once the prologue is over (First Assignment's sleep through the night). In the main menu go to Options, Online, and set the game type to Public to be matched with anyone, or to Private or LAN to play only with friends you invite. In game, open the pause menu and choose Matchmaking (Quick Join for a random game, Find Games for a list), or join a friend from the online friends list in the same menu. A session holds up to four players. While you are in the online options, set co-op competitions to Frequent so the contests for Lucky 7 and Harran Athletics come up more often.
I've Got Your Back: one quest in co-opAchievement
Location
Harran · Any quest, in co-op – The quickest is a quarantine zone, which can be replayed: the Stuffed Turtle, just north of the Cauldron safe zone, is the smallest. Start it with your partner in the session and finish it together.
Harran · Co-op competitions – In a co-op session, a prompt now and then offers a competition, and it only starts once every player accepts. A helping partner can simply lose; a tie is reported to count as a win for everyone. The duel after trial 20 in a co-op Bozak Horde run is said to count as well.
Harran Athletics: take part in 10 co-op competitionsAchievement
Location
Harran · Co-op competitions – Keep accepting competitions in the same sessions as Lucky 7: each win counts here too, so after the seventh win only three more are needed, and a lost one counts just the same.
Polyamory: 5 quests with the same 3 partnersAchievement
Location
Harran · Any five quests, four players – Gather three players and stay in one session: replaying the Stuffed Turtle quarantine zone five times is the quickest way, and every player in the group earns it, host or not. Another way: take five quests up to their hand-in alone, then invite the three and turn them in together.
Together Till the End is known for not unlocking: some players get it on the first try, others only after ten. Two players are enough, and time and score don't matter, but plan on at least two full co-op runs so each of you gets a turn. Two methods are in use, and each player should try both roles if one fails. Join, don't host: the player who wants it joins the host's game, the host opens the chest after trial 20 and the guest takes the pistol; the host shoots the guest twice in the leg, then the guest kills the host and keeps firing at the body until it pops. Host: the player who wants it hosts, invites one partner and kills them with the gun at the end; if it has failed before, uninstall and reinstall the Bozak Horde DLC first.
Together Till the End: win the co-op duelAchievementDLC: Bozak Horde
Location
Harran Stadium · The Bozak Horde, trial 21 – Enter the stadium from the Bozak poster with a partner who owns the DLC and clear all 20 trials without losing a life, staying close to each other. Once the last Demolisher falls, respec the Legend tree and spend no Legend points in the duel. Then take the gun from the chest on the pile and finish the duel by one of the two methods above.
Every trophy and achievement with the item that earns it on this route, and how the lists differ between platforms.
Steam lists 78 achievements, Xbox 68, and PlayStation 68 plus a platinum for the base game's 50. One can be lost on a save: It wasn't that hard, was it?, which counts Bilal's first race in The Following only on the first attempt (its warning comes before the race). The Whole Story may also be at risk if A Survivor's Guide to Zombieland closes before it is finished; reports disagree, so the route finishes that quest before The Pit. The five online ones need other players (section 27). Rows whose item names a late story moment are hidden until you reveal them.
All 78 achievements (PlayStation: 68 of them plus the platinum), with the item that earns each on this route
Trophy
Group
PlayStation grade
Section
Item
We'll talk about it next time I see you
Dying Light
Platinum (PlayStation only)
27. Online and co-op trophies
Polyamory: 5 quests with the same 3 partners
Flight of the Crane
Dying Light
Bronze
1. Prologue: Awakening and First Assignment
Awakening: Mark, the crane and Dr. Zere's Antizin
My left or your left?
Dying Light
Bronze
5. Pact with Rais
Pact with Rais: meet Rais and Karim at the Garrison
Snake in the grass
Dying Light
Bronze
8. Last Slums sweep and The Pit
The Pit: escape the arena, wake at the Boat Launch, take your gear
Sightseeing
Dying Light
Bronze
9. The Saviors: the sewers to Old Town
The Saviors: Cenk, the south-west tunnel, the sewers to Old Town
Making Faces
Dying Light
Bronze
12. Higher Education, Public Face and Rendezvous
Public Face: the skyscraper charges and the detonator
Tied loose end
Dying Light
Bronze
14. The Museum
Tahir
Now You Can Come In
Dying Light
Bronze
16. The Clinic, Extraction and the ending
The Clinic: Camden's lab, then the call from the tall tower
Vertigo
Dying Light
Bronze
15. Broadcast: the Antenna
Broadcast: the keycard, the substation and the broadcast
Bittersweet
Dying Light
Gold
16. The Clinic, Extraction and the ending
The base-game ending
The Whole Story
Dying Light
Gold
17. Harran after the story: Parkour Fever and the trophy sweep
The Whole Story: every counted side quest
Disaster Recovery
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Disaster Recovery: pick up 15 DROPs
We're All In This Together
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Rescue events: We're All In This Together and Homo Homini Lupus Est
Homo Homini Lupus Est
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Rescue events: We're All In This Together and Homo Homini Lupus Est
Bolter Hunting
Dying Light
Silver
8. Last Slums sweep and The Pit
Bolter Hunting: kill 5 Bolters
I'm a Runner and a fighter
Dying Light
Silver
17. Harran after the story: Parkour Fever and the trophy sweep
I'm a Runner and a fighter: 15 challenges
Lucky 7
Dying Light
Bronze
27. Online and co-op trophies
Lucky 7: win 7 co-op competitions
Harran Athletics
Dying Light
Bronze
27. Online and co-op trophies
Harran Athletics: take part in 10 co-op competitions
Trade Company
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Trespassing
Dying Light
Silver
11. Old Town free roam before Higher Education
Quarantine zone: New Antalya Apartments
Now It's Safe
Dying Light
Silver
11. Old Town free roam before Higher Education
Safe zone: south of Sammy's place
Pheidippides
Dying Light
Silver
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Mount Everest
Dying Light
Silver
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Is It Really Necessary?
Dying Light
Bronze
1. Prologue: Awakening and First Assignment
Awakening: Mark, the crane and Dr. Zere's Antizin
Everybody Dance Now
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Everybody Dance Now, BBQ and Can't Touch This
Can't Touch This
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Everybody Dance Now, BBQ and Can't Touch This
This is Harraaaaan!
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Mouths Wide Open
Dying Light
Silver
4. The Slums free roam: the south, the east and the west
Mouths Wide Open
Hush, Hush Now
Dying Light
Bronze
12. Higher Education, Public Face and Rendezvous
Public Face: the skyscraper charges and the detonator
BBQ
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Everybody Dance Now, BBQ and Can't Touch This
A Game of Catch
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Harran Shooting Club
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Electrified!
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Electrified!: 25 enemies in Electric Fence traps
Blinded by the Lights
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Enlightened! and Blinded by the Lights: 25 + 25 at night
High Flyer
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Judo Master
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Prom Night
Dying Light
Silver
4. The Slums free roam: the south, the east and the west
Prom Night
Enlightened!
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Enlightened! and Blinded by the Lights: 25 + 25 at night
Little Craftsman
Dying Light
Bronze
1. Prologue: Awakening and First Assignment
Awakening: Mark, the crane and Dr. Zere's Antizin
Master Crafter
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Open Sesame
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
The ten grind counters
Everybody Knows Kyle
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Levels: Survivor 12 and 18, Agility 10, Power 10
The Legend of Harran
Dying Light
Silver
17. Harran after the story: Parkour Fever and the trophy sweep
Levels: Survivor 12 and 18, Agility 10, Power 10
Agile
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Levels: Survivor 12 and 18, Agility 10, Power 10
Strong
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Levels: Survivor 12 and 18, Agility 10, Power 10
It's All In the Writing
Dying Light
Silver
16. The Clinic, Extraction and the ending
Note #28
I've Got Your Back
Dying Light
Bronze
27. Online and co-op trophies
I've Got Your Back: one quest in co-op
Polyamory
Dying Light
Bronze
27. Online and co-op trophies
Polyamory: 5 quests with the same 3 partners
Italian Plumber
Dying Light
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Italian Plumber: Vault and Drop Attack with a wrench
Gabriel's Sword
Dying Light
Bronze
8. Last Slums sweep and The Pit
Gabriel's Sword: a fire mod on a sword
A Long Way Down
Dying Light
Bronze
4. The Slums free roam: the south, the east and the west
A Long Way Down
The Boy Who Could Run
Parkour Fever (free update)
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Parkour Fever: Tower Run (by day)
GD Parkour Instructor
Parkour Fever (free update)
Bronze
17. Harran after the story: Parkour Fever and the trophy sweep
Parkour Fever: Tower Run (at night)
Pearls in the Mud
Parkour Fever (free update)
Bronze
3. The Slums opens up: the Tower, the Bazaar and the north
Pearls in the Mud
Get the Bozak
The Bozak Horde
Gold
18. The Bozak Horde
Get the Bozak: all 20 trials
Together Till the End
The Bozak Horde
Silver
27. Online and co-op trophies
Together Till the End: win the co-op duel
Electric Whisper
The Bozak Horde
Silver
18. The Bozak Horde
Electric Whisper: 10 Virals with the Bozak Bow
Things That Go Ka-Boom
The Bozak Horde
Silver
18. The Bozak Horde
Things That Go Ka-Boom: all 20 trials against the clock
Robin Hood Theory
The Bozak Horde
Bronze
18. The Bozak Horde
Robin Hood Theory: 10 bow headshots on Rais's men
Afraid to get wet?
The Following
Bronze
19. The Following: The Way Out, Bilal and Power to the People
The Way Out: the sewers, the cliff ledges and the pond
And you liked him, didn't you?
The Following
Bronze
25. The Following: the south, the Lighthouse and the endings
At the End of the Tunnel: the Lighthouse and the vials
I was waiting for you for so long
The Following
Silver
24. The Following: Anomalies, Vanitas and the Fate of the Fool
Reach the trust rank Disciple
Sweaty palms?
The Following
Bronze
20. The Following: the farm's errands, the north-west and Bilal's race
Sweaty palms?: kill a Demolisher with the buggy
It wasn't that hard, was it?
The Following
Bronze
20. The Following: the farm's errands, the north-west and Bilal's race
Burning Rubber: win Bilal's first race on the first try
What if you picked the other one?
The Following
Silver
25. The Following: the south, the Lighthouse and the endings
Ending: fight the Mother
I felt your presence
The Following
Bronze
23. The Following: The Gathering and the twins' projects
The Gathering: the ritual at the Eye of the Sun
You realize it's only points, don't you?
The Following
Bronze
25. The Following: the south, the Lighthouse and the endings
You realize it's only points, don't you? (Driver rank 12)
Formidophobic? Interesting…
The Following
Bronze
25. The Following: the south, the Lighthouse and the endings
I don't approve of mindless fun and Formidophobic? Interesting…: 500 buggy kills, 50 scarecrows
I don't approve of mindless fun
The Following
Bronze
25. The Following: the south, the Lighthouse and the endings
I don't approve of mindless fun and Formidophobic? Interesting…: 500 buggy kills, 50 scarecrows
Beginnings are hard
Hellraid (Steam only)
Steam only
26. Hellraid
Beginnings are hard: three deaths before the first Clavis
Throw me a bone
Hellraid (Steam only)
Steam only
26. Hellraid
Throw me a bone: 50 skeletons killed by falls
Non omnis moriar
Hellraid (Steam only)
Steam only
26. Hellraid
Non omnis moriar: finish with one life and no potions
Blocked by Ba'al
Hellraid (Steam only)
Steam only
26. Hellraid
Blocked by Ba'al: Hellraid rank 10
Clavis was a key all along
Hellraid (Steam only)
Steam only
26. Hellraid
Clavis was a key all along: the three stones in the arena
Time to file a tax form
Hellraid (Steam only)
Steam only
26. Hellraid
Time to file a tax form: over 3,000 coins in one run
Wake up!
Hellraid (Steam only)
Steam only
26. Hellraid
Wake up!: a Raid run on Nightmare
Well-read
Hellraid (Steam only)
Steam only
26. Hellraid
Mysterious Scroll: The Fate of the Chosen One – Part Two
The platinum needs the 50 base-game trophies only; the Parkour Fever, Bozak Horde and Following groups sit outside it. The PlayStation 5 version earns this same list. Hellraid has no trophies here.
Xbox One (also played on Xbox Series X|S)
68 achievements
The same 68 as PlayStation without the platinum; Parkour Fever's group is called "Title Update 1.06". Hellraid has no achievements here.
Steam
78 achievements
The 68 plus Hellraid's 10. A few descriptions are worded differently from the console lists; the tasks are the same.