Dead Island Walkthrough
Check out Game Front’s library of Dead Island cheats and guides on our free mobile apps.
Video Game Walkthroughs app for iOS
Video Game Walkthroughs app for Android
This vacation is going to get ugly. On an island resort, those brain-hungry zombies have infested the joint to ruin all the family-friendly fun. Like Dead Rising, you find yourself in a large open-area that’s ripe for exploration, with tools and weapons laying around just about everywhere for use against zombies — you can even combine the weapons into more powerful implements of zombo-struction. Search the island for clues, save innocent people, and discover the truth behind the Dead Island.
Below you’ll find our bloodthirsty text and video walkthrough. For even more livid lists, look up our achievements, trophies, and cheats.
Shamble back after release for updates.
Act One
Act Two
Act Three
Act Four
Act One
Act Two
Act Three
Act Four
Act One
The Prologue
Leave the room, following the line on your radar. Head left instead of following the directions for some cash under the TV and some lemon juice in a suitcase. Proceed down the hall of the hotel following the radar blip. Open suitcases along the way for money and items.
In the first room you can enter, go into the bathroom for money and then loot the room. When you leave, you’ll find your first doorknob challenge. Try to match your impact with the moving cursor for the most power and enter the next room. Loot it and move on. You’ll follow the hall to the lobby where there are a number of suitcases to load up from. Try the door on the radar, then head out onto the balcony for a lot more loot and a cutscene. Enter the elevator for another cutscene and you’ll hit the bottom.
ACHIEVEMENT: If you knock a door open perfectly, hitting the exact center of the red spot, you’ll get the Knock, Knock achievement for 15 points.
I’m going to stop telling you to loot everything you see now. The money will help you buy and refit later on, so believe that it is key. Follow the radar to the point where you have to run, and remember to hold the stick down to haul ass!
After another cutscene, you’ll be with the survivors. Try to leave, you’ll be directed to grab and oar, and now it’s time to get bloody. It’s easy to knock the zombies down and THEN bust their heads open.
TIP: You can use the left shoulder button to stomp zombies on the ground. It’s also a great way to keep them at arm’s length for beatings.
Look for loot on the bodies, too. That brings you to…
Act One
Act Two
Act Three
Act Four
Chapter One
After some serious exposition, it’s time to level up! There are three branching skill trees and what you choose will depend a great deal on whether you’re playing co-op or solo. Talk to Sinamoi and he will offer you your first quest. Get used to this. A checklist for the mission will appear and you can select whether to accept the mission or not. It also tells you what your rewards will be. This will be much more important later.
Look for the explanation point on the map, which is Steven in the back room. He’ll offer you another mission, “The Lost”.
PASSPORT TO LIFE
Once you leave the bungalow, look immediately to your right for a better paddle. Head to the left of the bungalow to go up some stairs to find Sinamoi’s bungalow, number 11. There’s a zombie at the top of the stairs.
TIP: If you accepted Steven’s mission after Sinamoi, you may have to go into the quest menu to choose the active mission so the radar icons come back on.
Proceed toward the pool. When you reach the pool there will be a number of zombies to kill, eating a body, as well as one playing possum. When you have dispatched them, head around the side of bungalow 7, to the right as you came to the pool. There’s a knife in the cooler and a pipe built into the wall. You’ll need more weapons by now. Defend yourself as you follow the radar path around the pool.
You’ll come to a bungalow with a red light coming from inside. Go in to loot, find a tied up woman, and a pervy zombie that will come to life when you get close. As you continue along the path, when you take a hard right to follow the radar, you’ll notice a suitcase that holds a Personal ID . This is the game‘s major collectible. If you turn right before going UP to more bungalows, you’ll find a bar beside the pool. There is a storage room you can break into, and it has a locked cooler in it.
When you reach the top of the stairs, following the radar, if you turn to the left, you’ll reach another swimming pool and another survivor. Enter the bungalow by the pool, find the recording on the coffee table, and move to the back. There’s a door you’ll have to break, and in the rooms behind it is a zombie and the keycard you’re looking for. You can now return to Sinamoi.
If you continue up to the next cabana area and kill off some zombies, there is a guest, Robert Garrison, in the room behind the bar. He just wants booze. You probably already have some, but it might not be enough.
Return to Sinamoi for kudos and the Nail’d Mod blueprints. Talk to him again for your mission to deliver the keycard.
TIP:By now you will have leveled up at least twice. Each skill in the tree has three levels, so moving up one whole tree takes a lot of leveling, so at first it’s best to focus on just one set of skills.
Sinamoi tells you to follow the beach, but there’s a lot more loot if you poke around on the way there. I had the most luck with items in coolers, but there are also changing stalls, suitcases, etc, lying around. There’s an island with a bar off to your right, just before you meet Haris, that’s worth visiting.
Save Haris and he’ll lead you to the water equipment rental place. Look for a Fact, another collectible, and in the back is a work bench, and there is a lot of loot around.
ACHIEVEMENT: If you use the bench to create a weapon, say, using the Nail’d Mod you just earned, you’ll unlock get the Warranty Void achievement for 10 points.
When you’re about 60 meters away, a pack will attack you, including a very fast Infected. Remember to kick to keep them back!
Your path will hook back to the left, and you’ll see a changing hut. A pack of five zombies will get up when you approach. If you put the hut between you and them, it’ll break their attack up a bit.
At the top of the stairs you’ll fight a few more and find the gate that needs the keycard. Inside the compound are another bunch, and you have to clear them all out. You can use the gas tanks inside the space, or go off and charge up your rage if you’ve leveled up that ability.
Open the garage door with your card, and you’ll see a cutscene introducing the Thug zombie. He soaks up a lot of damage, so if you didn’t use the gas tanks yet, now might be the time, or at least keep throwing stuff at him to keep your distance.
After he’s dead, you’ll have access to a workbench. If you’re not rocking a specialty weapon by now, take care of it. Explore the building and watch for the fact on the office counter. When you’re done, head upstairs.
There are a pack of zombies up here, including a speedy Infected. If you haven’t figured it out by now, if you run out of stamina, which is easy when fighting a big group, you’re easy to knock down and kill. Remember that each of your weapons has a different range, so don’t waste swings and energy. Enter the lifeguard tower and kill the zombie on the chair before he can take a swing at you. Use the radio and watch the cutscene.
Now the game really starts. There are several people you can talk to for mission assignments now, and they’ll start to help you see the rest of the world.
Act One
Act Two
Act Three
Act Four
Chapter Two
EARLY MISSIONS
Hank wants spark plugs and other bits and pieces for the group’s car in Lazarus Rising; Mike sends you off for gas in Ashes to Ashes. Max asks you to look for Kelly’s husband, William. Dominc wants you to fetch some radio amplifiers from the lighthouse in On The Air.
Jack asks for help getting into the infirmary and you can do that right now by busting in the door and killing the zombies inside. Immediately after that he’ll send you off to find medical supplies.
An easy first quest is to say you’ll look for Jeannine’s necklace. She says she left it in a bungalow in the mission, “My Precious”. Just follow the radar trail up behind the lifeguard tower and look for car parts along the way. When you get to the bungalow, you’ll see a woman asking for help, trapped by a truck. Climb in and move it and get into the bungalow for the necklace and another mission, where Roger asks you to give his wife a lift to the lighthouse. Drive here there in the truck and drop her off to find Maggie for the mission “The Lost”, and unlock another base, where you can trade, fast travel, and find a car.
James, up top of the lighthouse, asks you to help these people as well, unlocking more missions.
Use the fast travel to hop back to the Lifeguard Tower to complete “The Lost” and talk to Jeannine to get your reward for finding the necklace.
Take the truck to finish the car parts quest, the medical bag quest, and take another bottle of booze to Stanley to wrap things up before you start questing further.
Lifeguard Tower Missions
Kelly’s husband is in a bungalow clear out at the end of the diamond cabanas. You will have to jump or climb over a barricade to get there. He gives you a message for his wife and Svetlana asks you for a bottle of champagne (which you can complete now if you like). Return the news to the lifeguard tower to complete the mission.
The gas station is not far away and easy to reach by truck. It isn’t as hard as some of the Hard levels, even though it is labeled Very Hard. Pretty simple path and instructions, you turn the gas pumps on, fill a gas can, and return it to Mike. The trouble is the bad guys along the way, including a Thug, but by now you’re capable. Mike uses the gas to burn the bodies, and now you can settle up with Sinamoi. On the way there, Mike will offer to make you Molotovs for every 5 bottles of booze you bring him. If you don’t have enough, they’ll be easy to collect by now.
ACHIEVEMENT: If you’ve been switching weapons much, by now you’ll get the A Taste of Everything achievement for 25 points.
Talking to Sinamoi To Kill Time will be over, and A Piece of Cake will begin, where you fetch cans of food. Again, you might have some in stockpile already. That will start another nutrition seeking mission to gas stations, Seek N Loot.
Follow the radar to complete Seek N Loot. The juice pack is a flat of juice cartons in the office of the first gas station. On the way to the second you can stop and help Laurie free her husband. At the second gas station kill the zombies then jump the electricity to the ladder. Unfortunately there’s a Thug on the roof. Once he is dispatched, bust open the skylights at the back of the gas station and drop down. There are lockers with loot here, as well as the juice. Return it to your truck and return to the Lifeguard station. Instead of going to Sinamoi, however, look for two silhouettes of boxes in the right rear of the garage. They are marked with a red item icon, but can be hard to make out. THEN go talk to the man upstairs.
Act One
Act Two
Act Three
Act Four
Lighthouse Missions
Trevor asks you to help him find flares from some shipwrecks in “Light My Fire”. A truck can get you most of the way there and then you walk down to the beach. There are a lot of zombies around, and a thug (it’s pretty easy to avoid him) at the bottom, but it’s good progress and an excellent start. Once you complete it, James will give you another mission, Counsel of Despair.
To complete James’ mission, you’ll go outside the base and complete a giant HELP sign. It sounds simple, and the idea is, but the execution is made harder by a Thug and lots of Infected charging you as you work. Simply pick up the boxes and put them in the shaded areas, otherwise.
Mick will ask you for medical supplies. You may be able to help him right now with painkillers and bandages.
Monica sends you after the plane wreck, which you can’t do until much later.
Darven will ask you to help get the power on for the lighthouse. Drive to the location and free Marcus from his zombie captors. He’ll send you to another transformer nearby, but just far enough away to be a pain. Follow the radar, flip the five transformer switches, return to Marcus and he’ll send you to the lifeguard tower for your reward. That lets you into the workshop which gives you the signal amplifier for Dominc at the lifeguard base. Fast travel there to complete the first part of On The Air.
After a couple of successes, Ned in the Lighthouse will ask you for food. You need two cans to complete this mission.
ACHIEVEMENT: Unless you’re driving like a grandma, the Karma-Geddon achievement should be easily within your reach by now. Drive over 50 zombies for 15 points.
Act One
Act Two
Act Three
Act Four
The Girls, Luke, and Omar
Just inland from the bleeping paramedic truck where you found a medical bag earlier are two contacts, Kim and Anne. There’s also a Personal ID in their bungalow. One wants water, which you should have, and the other wants her teddy, which you can fetch, and which will earn you a mod.
The teddy is in bungalow 15, back where you did your first missions and near Omar’s base. Nearby, look for bungalow 10, where you can rescue Steve, another survivor. Enter the right side of the bungalow after killing the zombies, and you’ll find a Personal ID and hear an emergency message.
When you return the teddy, pull up the map and you’ll note Luke Craig. He’s in bungalow 20, where the insulin from the emergency message is. He’ll give you insulin to take to his brother. Follow the radar for some XP and good money.
Omar is hanging out in a tagged up bungalow, not far from the alcoholic. He will show up on the map if you check it while wandering around the pools. He wants to you find a key for him. Follow the radar to the marker, then follow the trail of blood. In the bar hut you’ll find some money, and at the end of the blood trail, a scene of incredible carnage, and your target, who is a Thug. End him for the key. Take the key to Omar, help him find the safe behind the painting in the next room, and voila! Riches for you. Talk to him again and you can escort him to the lifeguard tower.
Act One
Act Two
Act Three
Act Four
Chapter Three
Sinamoi sends you to drive to the hotel to retrieve a big truck badass enough to break open a blocked tunnel. It’s easy to get to the first checkpoint, a keycard, but it’s guarded by two Thugs. If you have a fury built up, now’s the time to use it. Use the keycard to enter the parking lot building.
Immediately to the far side of the first room you’re in is a Personal ID collectible. Go upstairs, following the radar, and there is eventually a kitchen/lounge to your left. There is a Newspaper collectible inside. Keep moving on to meet up with Davies, the hotel security guy. And of course he won’t help you until you help him.
Drop through the elevator and into a kitchen area, where you’ll meet a Thug. Proceed generally to the left and watch for a luggage cart in a small room with another Newspaper on it.
Go the right in the steaming halls to reach the boiler room where there is a bench. Load up, because the next part is brutal. You’ll enter the pool area and there’s nowhere to hide and a number of regular zombies and Infected screamers. Keep going and you’ll reach the locker room, then a reflecting wall where you’ll go upstairs.
Fight your way to Ken who’s in a bad way. That will send you to retrieve some meds for him, guarded, of course, by a Thug. Continue into the medical area, where there is the morphine, as well as a Newspaper excerpt for you.
Follow the new path Davies gives you, and once you go through the door and into the office area, look for a purple monitor on the left. There’s a Newspaper here. There’s also an Infected. Keep moving and Davies will start talking to you as you get close to your destination. Davies will open doors so you can join him, and there he is, as well as a work bench for you.
Davies sends you to a server room to reboot the security system. There’s a Personal ID near the first one and a Thug guarding the one off to the left. There’s two more in a big open room with lots of zombies. Once the terminals are all rebooted, Davies opens the path for you to reach the garage. When the last door opens and you see them all standing there in the parking lot, don’t panic. Just run for the truck.
For no apparent reason, I started the next section out of the truck, so if you do, just get back in. Zombies are coming. Ride to the lifeguard base and park the truck in the glowing circle.
Act One
Act Two
Act Three
Act Four
Chapter Four
After this, Sinaloi sends you on the Black Hawk Down mission. As you work your way down the beach, you’ll rescue a guy named Alfred. Keep going for another gruesome cutscene.
ACHIEVEMENT: By the time you rescue Alfred you should get the Savior achievement for 20 points.
Meet the creepy, oozy Suicider. If you have something ranged, like a molotov, he’ll be easy. Beyond him you’ll meet Nikolai, who will guide you to a bunker if you protect him. You’ll have to defeat a mob of 6 zombies and then some Infected before you get there. When you do, use the bench to fix yourself up. There’s also a portal to the underground and a fast travel map. Underground, there is a Suicider in a very tight space, so beware. Return to Sinamoi to check in. Now he’ll recruit you to turn your badass armored car into a tank.
Before we build a tank, we’re going to knock off the Waterdance mission. Follow the radar blips to where the second, distant gas station was. For the farthest switch, you’ll need to build a little tower of boxes to jump to the ladder from. It’s easy, but Infected will charge you while you do it.
ACHIEVEMENT: Right about here is where I got the A Very Special Day achievement for getting 250 kills with modded weapons. Your reliance on weapons and ability and speed in combat makes it so this will come in its own time.
For the second switch, you’ll head to the back of the gas station and use boxes in place to get up onto a truck and over the fence. Go around the building and in. There are two Thugs, an Infected, and a walker in here, so it’s tough.
The third one is in the warehouse beside the gas station. It’s beyond two Infected, but once you hit the switch, that’s it for that.
On the way back from the gas station, just past the bus, look for a fenced in building on your right, with a man named Harlan in it. Go to the right and climb the boxes and then the cliff. If you jump from the very edge of the cliff you can get inside the fence. Inside is a Thug, a work bench, and a Newspaper . The Thug has keys for the place. Once settled, Harlan will ask you for gas from down the hill, which is easy to take care of now. Now if you bring him bottles of booze he’ll make you molotovs, for less resources than the guy at the lifeguard base.
ACHIEVEMENT: If you use a bench to create a weapon using the Shock Mod you earned, you get the Steam Punk achievement for 30 points.
Now take the heavy truck to the mechanic, in an area you haven’t explored before. You’ll have to free his home of walkers, so a Fury might be in order. After that, meet Earl. You’ll protect him while he beefs up the truck. This will be wave after wave of Infected in pairs, so hit the bench and prepare yourself. It’s not too challenging, but the pile of corpses will be epic, and you’ll have an A-Team style tank. Now you’re told to leave the resort area to gather supplies. This mission will take you outside the sandbox you’ve been playing in so far. Follow the radar on a lengthy trip past the far gas station to the tunnel. You’ll reach Act Two and receive an achievement.
ACHIEVEMENT: Hell in Paradise is awarded for finishing Act One. You get 30 points.
Act One
Act Two
Act Three
Act Four
Act Two: Chapter Five
You’ll immediately run up the stairs to help the church. There are a few walkers, but the big issue here is Ram , who hurts you just by bumping into you. He sucks. Use the propane tank and dodge out of his way to keep from getting smushed. Inside the church, speak to the nun and get your next mission. To the belfry!
Inside the next room is a Thug that gives up keys when you drop him. A toxic mod is on the desk, and the box on the wall kills the church bells. The nun will give you a mission to rescue two of her people and/or get the water back on. While in the church you will also get a fetch quest for insulin, put a man’s wife and daughter out of their undead misery, bring alcohol for a nurse (you will probably have it) and hang posters for another guy looking for his family. Before you leave, stock up, repair, heal up, and go into the loft above the front door for a Newspaper excerpt.
I started with the insulin quest. It’s a short trip, but loaded with tough zombies. You’ll get another mission, Simon Says, along the way. The drugs are in a fridge in the pharmacy, and make sure to raid the cash register. Follow the radar to a second pharmacy, with some zombies in it, for more insulin. Return to the church.
ACHIEVEMENT: If you’re using blades much, you’ll get the Tis But A Flesh Wound achievement early on. If not, you’ll get it around this time. It’s for chopping off 100 limbs and you get 10 points for it.
TIP: While you’re wandering about, be aware that as you progress Suiciders and Rams will be wandering the streets. The latter are rare, thankfully.
Simon Says is simple to do. Look for the flag that signifies the warehouse, and clear out the zombies. There’s a clutch of them, so an explosive will be very helpful. You’ll know you’re nearby when you see a fast travel icon inside the warehouse. Once inside, Simon will start dishing out other missions for you. While you’re accomplishing missions, keep an eye out for white flags where you can hang posters for the Last Chance On The Wall mission.
While following the Last Chance mission, at the second poster site you’ll see an exclamation point for Nick. He gives you a mission of mercy to kill his buddy. It’s nearby and straightforward, but challenging. The mission will take you into the building nearby, where you kill a Thug and that’s about it. It’s called a Hard mission, but by now it should be cake. Afterward, Nick will give you another quest, Spy Game, which you can’t complete until you reach the Jungle later. His buddy Lucas will give you a quest to fetch medicine, as well.
Next complete Last Chance. It’ll give you the scope of the level and offer some excellent loot. Watch out for those coolers, they continue to offer excellent loot.
Follow the quest to kill Mugambee’s infected family next. When you reach the destination house, look for a bathroom with a Newspaper excerpt in it. The fight with them is short, but rough, as they are both quite aggressive. Return for your reward when they’re dead.
Uninvited Guests is quite straightforward. The house is easy to clear out, but there’s a Thug on the second floor. Find Alicia behind a zombie-attacked door, and reap your reward.
Fast Aid, the medical fetch quest for Lucas, will return you to a very familiar pharmacy. At this stage it’s not a very exciting mission, but it’s easy to get out of the way before tackling the next pile.
Finally, it’s time to do the Drowned Hope challenge. None of the punks you face, actual human opponents, are very tough, but they have guns, and there are lots of them, so prepare yourself. The battle is straightforward, just a fight through the water plant, with lots of loot, ammo, and a new mod lying on a desk to look out for. Once you get out the back of the plant you’ll free Antonio and escort him while he gets the water on. He’ll reward you and assign you another mission, Drop by Drop.
While exploring you may run into Stan Dart. He asks you to help him clear out his house, which is right there. It’s filled with punks, most of which are upstairs and most of which have guns. Their last stand is a back bedroom, which a grenade will clear out nicely. Look for a Personal ID after they’re all gone.
The last mission here is a challenge, simply because you have to spend so much time out in the streets. Every fire hydrant you have to turn off is guarded by a Thug or a Ram. The Rams you can often get to chase you away from the hydrant to clear your path, but the Thugs have to die. The hydrants form a loop that takes you back to the church so at least you’re close by to grab your reward when you’re done. Don’t bother taking the truck, it’ll just slow you down. Stock up before you go and look for benches while you’re in the field.
Act One
Act Two
Act Three
Act Four
Warehouse Missions
Florencio wants bottles of alcohol for molotovs. Carl needs radio parts. Tavin wants bleach (this is an ongoing quest, so not a big priority). Kwan’s looking for his brother. Jack wants a missing picture of his daughter. Carla needs her inhaler. If you manage the menus right, you can do most of the missions in one big loop, collect all this stuff, and return to the warehouse for a pile of rewards at once.
The inhaler can be found at a pharmacy right across the street. Two zombies are inside, but it’s a simple run. Just down the street from there is a bar where you can find some booze for Florencio and a Newspaper . Only a little bit further on (select Family Souvenir from the menu) is the end of this quest. Kill three punks, one armed with a gun, and you find the Family Picture and a Picture ID. Score!
The search for Kwan’s brother will take you to an abandoned house. Here you’ll find the rest of the booze you need, if you need any. Cho is in a back room and once you find him you’ll have to escort him back. You’ll run into a Thug, which means you’ll need to be on your guard and ready to protect him AND fight.
Finally, hit the radio shack for Carl. The register has some fat cash, and the two parts are easy to get. Return to the warehouse and you’re all done!
Act One
Act Two
Act Three
Act Four
Chapter Six
Hugo at the church wants you to turn on the PA system to get survivors to the church. Rian wants flashlight batteries, which you probably already have. Joseph will send you to lower the river level. If you accept Joseph’s mission you’ll have to escort him immediately.
For the PA mission, don’t follow the radar, but make for the red flag. The radar’s route is WAY too circuitous. When you get near your target, the radar will take you away from it to climb a pile of steps to get into the compound. Deliver the recording and then start a new mission to activate the PA system. You may have noticed it in town previously. Now you have to climb up to them to turn them on. Simply follow the radar to ladders (you might have to hunt about a bit), and then climb up to the roofs to fix the PA systems. The first PA is guarded by punks with guns, so that means harder battles, but ammo when you win. The second is DOWN a ladder into an alcove, which can be hard to find. The third is on the same set of roofs where you found the second and guarded by a Thug. The fourth one is just off a platform you climb to via ladder, guarded by a Suicider. Yay. You’ll notice some punks nearby when you’re done if you want more ammo.
When you’re done with that, return to Garrett for a reward and a mission to find more speakers. The first is a bit of a platform challenge. Head up the ladder you come to, go off to the right and look for a series of catwalks to jump to, leading to the next roof over. When you finish, look off the corner of the roof to see a Ram and a car to land on. Drop onto the car, head to the left, then turn into the alley behind the next building for the next ladder. Head to the far side of the roof (east) and head out onto the catwalks to get into the fenced area for the switch. The third one is actually on ground level. Go to the furthest corner on the next building and look for a platform built out from the wall. You’ll move a couple of crates to get under it and find the switch and a cooler. The final switch is on ground level, but when you reach it, it’s too high. Proceed down the alley, climb a pile of boxes, and make your way along the fence to reach the switch. Another platforming style challenge you haven’t faced before. The final way is guarded by Infected and a Thug, so be cautious.
Will he give you another mission? You bet he will. The first ladder is easy to find, just look for the Thug. The second is across the canal, up the ladder, and guarded by gun toting punks. The third and blessedly final one is straight south down the canal and you’ll run right into the ladder. Much simpler than the last two missions. Now it’s a long, rugged walk back to Garrett, who will send you back to the church.
Now we’re going to help Joseph and guard him on the way to the sewers. There are no easy ways to do this. When you see red skulls on the radar, you must defeat them for Joseph to keep moving. When you pass the merchant that he badmouths you’re about half way there.
When you enter the sewers, your mission is now to lower the water level. Follow the tunnel, climb the ladder, and turn off the two valves. That opens up the next area, up the next ladder, where a Suicider guards the room. Kill him, grab the Personal ID , and turn off the water for a cutscene. Oh….ew. This is the Floater and he pukes damage at you. Charming. You have to clear this chamber before you can move on and he is a damage sponge. Grenades, firearms, and fury will all help you here. Then follow the radar. I’ll be honest, this is a massive area, with lots of zombies, so I chose to book it through to reach the next chapter.
Act One
Act Two
Act Three
Act Four
Chapter Seven
Follow your radar to talk to the Mayor. This queues a cutscene that explains that you’ll have to do a LOT more fetching in the near future. Check out the pile of luggage for some cash before you follow the radar to Josh. He sends you out for supplies. You need to bribe a guard with booze, which you will probably have, to move on. Fix yourself up at the bench, and then head back into the damn sewers.
Follow the radar. Stop and fight if you like, but either way, you’ll end up at a portal to a supermarket, where you’ll stock up. Turn off the steam valve to proceed, and be prepared to face a number of Infected and a Floater. There are several propane tanks around which are handy. Turn left toward the bench logo to find a mod schematic and some supplies before you move on.
As you proceed you’ll jump over some debris, and prepare to face a wave of Infected. Before you move upstairs, look under them for a Skull Orange collectible. Head upstairs, move along, and you’ll get a new mission directive. Head through the warehouse space. It is defended by punks, so before you go in, turn around and look for an office behind you for some supplies. The punks are packing, so keep your head down. Once you reach the end, the punks will close a door and you’ll have to follow an alternative route, this one populated by zombies. Once past THAT, you’ll meet some survivors and proceed into a room with a LOT of armed punks. A couple of them have automatic rifles if you’re a gun user. When you have cleared the place out, find the pallet jack and hit the action button to move it into the truck. Cutscene!
Aaaaand we’re back in the sewers. Joy. Haul ass through the tunnels back to the City Hall. Follow the map through City Hall to kill the infected Mayor, retrieve his key, and get a new mod. Follow the path again to face a Thug and find a bench. Keep going to return to the sewers. Again. This time you have almost 400 meters to cover, so I just kept running. There are Suiciders, Thugs and Floaters in here, however, so be cautious. Follow the radar to return to the church and speak to Helen.
Act One
Act Two
Act Three
Act Four
Chapter Eight
Helen will send you to find Jin and Joseph. Joseph is just outside of the church, dying. You will retrieve Jin from the police station. While you’re in the church, Bruno will ask you to find tools to help the church defenses. They’re back at the pump station. It’s an easy run to the water plant and back. After that, Bruno will give you an ongoing quest for nails.
In your travels you may pass Vang Chi which will trigger the Heroes and Villains mission. He leads you into an alley and there you must face off with some armed punks. Once you kill them all Vang will send you off to find his daughter. You’ll have to fight your way through a compound and then a warehouse filled with punks. If you have guns, climb the ladder at the left, just inside the entrance to the warehouse and take the guys down from above. There are a few propane tanks to shoot, too. Enter the door, kill two more punks, and shoot a lock to free Amber. She’ll give you a mod.
Now it’s time to accomplish Lady in Trouble, by rescuing Jin at the police station. It’s a short walk from Amber’s warehouse to the sewer entrance, this time in the street, right next to the Abandoned House fast travel point. Travel time in the sewers is minimal, but Floaters are about, so keep moving. You’ll quickly reach the basement entrance to the police station.
Make your way through the basement parking garage, enter the door, kill the walker inside, and go upstairs. Before you go through the gate that the radar wants you to follow, check out the door on the left. You’ll have to break through, and there’s a Thug inside, but there’s also a lockbox, pistol ammo instructions, a fast travel map, and a bench.
In the cell block, hang your first right and look in the last cell for a Personal ID. In another cell is Reza who needs you to throw a switch to open his cell. Continue following the radar after that. You’ll enter a string of office with punks that you must clear out. They’re packing, so be warned. Look for a Personal ID on the counter after you’ve cleared them out, right before you go upstairs. There’s another pack of armed punks up here, so proceed slowly. You’ll back track a couple of times until they’re all dead. The final office will start a cutscene with Jin.
The nun will send you out to clear the cemetary. It’s right next door, and it’s straightforward, but there are a few Thugs along the way. Tim will ask you to find a file from the police station. It’s easy enough, follow the radar, retrieve the file, and return to the church for your reward. It’s a little harder than it sounds, as there is a lot of police station to cover. It’s now filled with zombies and you’ll go back to exactly where you found Jin. Of course. In the next cubicle from the file, which looks like a phone book, you’ll find another Personal ID .
After you return to Tim he’ll give you a mod and send you to find a gun for him. It’s close, thankfully, about 100 meters from the church. Guess what though? The game hates you. The house is filled with poisonous gas, and the kitchen, where the gun is in a briefcase, is guarded by a Thug. Enjoy! Return to the church with the gun.
Now, it’s time to go back to the Lifeguard Tower, and deliver all your supplies. Head to the armored car and you’re on your way. For some reason, again, when the next section starts, you’ll be outside of the car and attacked before you can get it. Take care of the zombies and drive to the Lifeguard base. You’ll notice how much harder your opponents are by the fact that the zombies you run over don’t always take enough damage to die.
ACHIEVEMENT: Around now you’ll get the Busy, Busy, Busy achievement now for finishing 75 missions (60 points!) and the Dedicated Student, for reaching 25 levels, worth 2 points, should be within your grasp as well.
Act One
Act Two
Act Three
Act Four
Chapter Nine
Talk to Sinamoi. He’ll send you back up the hill to the familiar bungalows, and past that to the hotel. Follow the radar, loot the luggage on the way, and when you get to the hotel door, check the corpse for a bungalow key. Enter the hotel for a very informative cutscene.
If you want to check out the bungalow you got a key for, activate the mission called Gold Digger. If you follow the path, you’ll find a hoard of cash and a Personal ID .
Go talk to Mike at the Lifeguard base. He is ready to send you into the tunnels via the bunkers, but he builds you an explosive first. Jin will be your guide. Drive the truck to the big tunnel that has been closed up till now. Talk to Jin again to start a mission where you must protect her on the way into the tunnels. It’s a simple path, you just need to clear the way, and there’s a Thug at the end. Then, arm the explosives on the bunker door.
Once inside, there’s a bench, with a Newspaper above it. Head through the sewer hole in the floor to start Act III.
ACHIEVEMENT: No Racoons Here is awarded for completing Act Two, with 30 points.
Act One
Act Two
Act Three
Act Four
Act Three
Chapter Ten
Jin will direct you to drive to a village. You’ll reach a busted out bridge and have to kill zombies before you can proceed. Then you’ll protect Jin on a long hike through the jungle to the village. Expect a couple of Floaters. In the hut where you arrive is a bench, and a recording on the table.
As usual, there are a number of missions here. Matutero wants you to fetch some stolen weapons. Tobias wants you to retrieve some tools, which is a close, simple mission. Loren, who’s standing in a window frame, wants medical supplies. Carter sends you on an assassination mission. A Personal ID is in his cabin. Brian asks you for canned food.
In the hut you go to for Loren, look for the recorder on the floor by a body. The key you need is in a tray in the back left corner of the cabin. This key opens a cabinet by the front door that has bandages in it. After you accomplish this mission she’ll ask you to go fetch healing herbs. This is an ongoing fetch quest.
To complete the Nighthawk quest, follow the radar out of the village to the plane crash. The plane crash sight is filled with looted, but guarded by lots of armed guys. LOTS. However, there are canned goods here you need to bring to Brian anyway, and plenty of ammo and guns, so it’s worth exploring.
Next select the Dead In Fishing Net mission to go out to the harbor to kill some zombies. It’s an easy trip from the plane crash. There are a few zombies including a Thug in a cabin. Look for the Personal ID once they’re toasted, and head back to the village to claim your reward and fast travel back to the Lighthouse for your reward for finding the wreckage.
Back at the village, let’s finish up Carter’s assassination mission, which will also lead us to finish the Spy Game mission. About 150 meters out of the village you’ll run into another community, and as you progress it will bring on another cutscene. This introduces the Butcher who is like the Infected, only all stabby. Once you get past him you’ll follow a river bed and then reach a wooden bridge. After that you’ll run into some human enemies, a mass of them, all carrying guns, and after they’re mostly defeated, you’ll face a wave of zombies. Here you can get the two boxes of weapons you’re expected to pick up, and then you can continue on your assassination.
Follow the path on the truck until you reach the camp. Get ready for a fight as the men here are heavily armed. Clear the base, taking your time to avoid getting killed. Once inside the building, Vargas is in the back corner, along with a Personal ID. You can also get your Spy Games recording here. After this, activate the weapons box quest and take the truck route all the way back. Again, you’ll put the boxes in shaded spaces where they need to rest. Then talk to Matutero. He has another quest for you, but first go to Carter for your assassination reward and return to the Abandoned House for the Spy Game payoff.
Act One
Act Two
Act Three
Act Four
Chapter Eleven
The next mission from Matutero is to retrieve a boat in Soldier of Fortune. It’s easiest to grab a car as this is a LONG way off. When you get there, you’ll come immediately under fire. Pick off who you can before entering the compound. You can do this by driving a truck up to the barrier and using it to jump over. If you climb into one of the towers there is a big mounted machine gun you can utilize. There’s another stream of guys as you move further in. Along the way you will stumble across single shot rifles. If you’re a gun user, the name is a misnomer, they fire almost as fast as auto rifles and are MUCH more accurate.
Once you reach the end of the radar path, reaching some bungalows on the shore, you’ll get a cutscene and a final battle. The bad guys will be elevated, shooting, and the guy you’re after, Avram, soaks up a LOT of damage. Once he’s done, you just get on the boat and hit the button. Matutero will give you some cash and invite you to go visit Mowen, finally. Now you troop off on the boat to find him in the swamps.
A quick hike through a creepy, but safe swamp, introduces you to Mowen. There’s a Personal ID card in his hut. Lead him back to the boat and hit the travel button again.
Act One
Act Two
Act Three
Act Four
Chapter Twelve
You’ll land at a base where you can stock up. In the big building, to your right, there’s a Personal ID on the second floor. Stock up and follow the radar in the car. A voice will call out to you on the PA and you’ll have to exterminate some very aggro Infected before you can move into the Geo Pharm offices. There’s a Newspaper in the bathroom, and Will to talk to. You can also trade with Joel on the way to meeting the big doc himself. Dr. West will take samples from your immune team. In the lobby is a Newspaper segment, on a table.
While West tests your serum, you can do some other missions. Bob sends you further into the lab to find Frank, and Will asks you to help get the generator back up.
Do Bob’s mission first. After you enter, an office to your right has a Newspaper . Once you find Frank, Bob gives you a fat cash reward.
Follow the trail for the generator part and your buddy will open the gate for you. Instead of following the radar, hang a strong left and go around to the warehouse destination. Break in, but be warned that a Ram is waiting. The easiest way to get past this is to tempt him outside, run inside, and shut the door. The fuses are in the back. Then you’ll leave and head just down the hill, enter the building, replace the fuse and start the generator. There’s a mod to find in here. Then head back, but you’ll be swarmed by Infected, and potentially some burlier guys.
Back at the base, talk to Will to complete the mission. After that, go talk to Dr. West for some more story points. Take the truck into the hills, looking for an encampment. You’ll pass an abandoned facility on the way, which you can loot. You’ll hit a guarded fence, so head to the left to circumvent it. Prepare for a real Thunderdome scene as you kill off waves of attacking natives to prove your strength. A final wave of three badasses is all you need to complete to get the blood sample you came here for. Not that there wasn’t a LOT of it lying around by now. Return to the lab (fast travel is easiest) for West to commend you, reward you, and hand you off to do some missions for his folks.
Act One
Act Two
Act Three
Act Four
Chapter Thirteen
Frank asks you to fetch a chemical. A scientists asks you to retrieve samples from infected people. There could be a Butcher running around for this, so be cautious. Head back up the hill to a lab building, and kill the two zombies inside, getting samples from them. There is a Newspaper in here, too. Return to the main lab, talk to the Scientist in the autopsy room, and get your reward.
Complete Demonic Science next. When you get near the flag, look for steps of boxes to enter a fenced off area. Inside you’ll find a few zombies, some loot, and a canister of chemicals. Carry that out, throw it over the box stairs, and then carry it all the way back for your reward, including a new mod. Now they’ll send you back to where you had your deathmatch. To finish this mission you’ll escort Ope to your boat.
Danse Macabre involves killing the bad guys surrounding a scientist and didn’t much seem worthwhile. It’s a long trip for not much XP and a reward I couldn’t use.
Once you’re ready to visit the Catacombs, return to the boat and hit the button.
TIP: The first mission in the beginning of Chapter Fourteen is a bear, so stock up plenty before you talk to Ope and get started.
Act One
Act Two
Act Three
Act Four
Chapter Fourteen
Ope will lead you through the jungle. You will encounter some zombies, and when you reach the village you will be attacked by a horde, including a Thug and a Butcher. This is very challenging. It was, for me, the most difficult part so far, mostly because they start you at exactly the same point when you die or Ope dies, only with damaged weapons and lost ammo. You’ll repeat this a lot. Kill a few of the regular zombies, then move in a circle around the zombies ganging up on Ope to kill them off. Use your Fury if you can. When you think you’re finished, two more Infected will charge in.
On the way up the hill you’ll confront another Thug and Butcher. Be on the look out for fresh weapons. Cross a wooden bridge, and then you’ll reach a drawbridge that is up. Drop down one level and jump across to a ladder that reaches the other side. Throw the lever to continue. Climb the rest of the way up the hill to reach the tomb and a cutscene.
After that, you’ll follow a native girl as she guides you down the hill to a cutscene. Go save Mowen, return to the boat, and you’re on your way to the next section. Once the boat arrives, you’ll guide the girl up the hill to Dr. West, where you get the reward and a reminder from the guy on the radio. There’s a Recording on the desk in the room with the girl.
Dr. West hands you off to his people for another set of quests. Lachance wants you to find something called icardium, and it’s close by. Nguyen asks you to find his file. In this office is a Personal ID .
The icardium is easy to fetch, it’s in the building behind Geo Pharm, where you have to climb up and over the boxes. You can take a car about halfway up the hill to fetch Nguyen’s laptop. When the radar starts acting weird, climb out of the car and look for a fire escape-style ladder to take you down to an isolate lab. There’ s a Ram down here, and you’ll climb up onto the lab to drop in. There’s a Personal ID , a mod, and the laptop, as well as a zombie. There’s also a busted door you can take out, so you can return to base. If you complete Nguyen’s task, he’ll ask you to find some Floater meat next. It’s a simple enough task.
Act One
Act Two
Act Three
Act Four
Chapter Fifteen
Finally, return to the boat to talk to Mowen and you’ll head into the city for supplies before moving on. First you’ll go to pick up something special for Mowen. It’s in a red cargo container, and a relatively safe job there. Clear out a few zombies, climb the ladder on the stacked containers, and jackpot. There’s a mod in here, as well as a decent weapon and Mowen’s package. Follow the radar to a gas station where you can load a truck up with two tanks and get moving. Use the truck to block the entrance to the dock so you’re covered when you unload.
After that you take the boat to the resort for some repairs before heading out. Once you reach the beach, you’ll fetch some steel rods, which is pretty easy by comparison to prior missions. Then Jin goes off on her own for a cutscene. After that you’ll run back to the lab for an emergency.
In the lab, it’s been overrun, of course, and you have to clear out the zombies in the main lab before you can let Yerema out of her cell. There’s a computer where you can release her once the coast is clear. Once you do, you’ll have to find some antidote which is in the fridge. The game now warns you to get whatever else you need, because once you leave the island for the prison, that’s it. Use your fast travel maps to hop around a bit and stock up as much as you can. Once you’re ready, use the radio in the lab to signal that you’re done, then you get a cutscene.
Act One
Act Two
Act Three
Act Four
Act Four
Chapter Sixteen
ACHIEVEMENT: King of the Jungle is yours for completing Act Three, worth 30 points.
Follow Mowen through the entry to the prison the cafeteria. There’s two guys to buy stuff from along the way. A cutscene loads and then you’re on deck to fetch stuff for some inmates to proceed. Dreyfuss just needs a fix. Angel wants you to whack the Butcher of Banoi. Titus wants you to free a buddy. Fortunately there are a lot of guys here to buy from, including fellas selling ammo.
The bloody path of the Butcher is easy to follow, and for such a bad rep and such a terrifying trail of corpses, he’s not too much of a challenge by this point. Take him out and return for your reward.
TIP: Especially in the prison, get used to closing doors behind you so that zombies can’t sneak up on you.
The drug fetch quest, on the other hand, is kind of brutal. The cell block you go to is infested with zombies, including a Ram and some Thugs. It’s best to just keep moving. The good news is there’s quite a decent pile of ammo floating around. Run up to the third floor, talk to the dude, run down to the second floor to open the cells, which will set off an alarm you’ll need to turn off. When you open the prison doors, you’ll actually free two people, the drug dealer and an escort mission. Head to the far corner of the ground floor first to complete the drug mission. There are four stashes in the cell, the toilet, the soap dispenser, and two in the last bunk on the left. Then go to the second floor and escort the guy back to Titus. Return to Dreyfuss for a reward.
After that Titus will send you to find weapons and ammo, and follow the trail. You’ll run into zombies and armed cops, but you should be prepared by now. When you reach the end of the trail you’ll meet Kevin, who needs a key so you can break into the armory. Go back the way you came, take out some cops, and get the master key. No problem.
TIP: Before you give the key to Kevin, look down the hall to the double doors. Those are gonna open and there’s a horde inside, so put a propane tank or two in front of them to make your life easier.
Hand Kevin the key and defend him. A Thug is in the mob, so it’ll take some effort. Once you’re done, grab two ammo boxes, along with a stash for yourself. Then return to Titus, who is not happy. Next he’ll send you out to clean the kitchen of dead and fetch food. This is pretty straightforward, but watch out for propane tanks that will make your life a lot easier. When you’re done, you’ll exit right next to Titus.
Outside Titus’ “office” Harland sends you to get some Thorazine. Head upstairs, where you’ll enter some offices patrolled by dead cops and a Suicider. In the room where you find the drugs, there is also a Personal ID .
Titus sends you off to Block B for more weapons, but he warns you that it will be tough going. This is the last mission you need before connecting with White in Block C. Head for the basement, and watch for the big room where you can use a propane tank well. Right after you’ll notice a Suicider, and after him hang a left for a weapons bench and a Personal ID . Keep moving and you’ll run into about five cops. Once they’re done, take the high road so you can pick of most of the zombies before you come into their reach. There are lots more propane tanks around. Then follow the radar trail. Things get VERY convoluted as you arrive at your destination, then have to wander around an entire cellblock just to get in. Watch out for heavy zombies, but it’s easiest just to keep moving. Once in the office, you’ll be radioed by White.
Act One
Act Two
Act Three
Act Four
Chapter Seventeen
Now, of course, he’ll send you back via the sewers. Hurray. Follow the radar downstairs and look under the stairs for some loot and a Personal ID. Run through the sewers, looking out for a Floater about halfway through, and when you seem to hit a dead end, look up for a ladder. You’ll come up in the prison showers, and then follow the radar to your buddies. Then, enter the elevator. Next comes a cutscene.
The bad news is, you’ve got a hell of a run to make now. The good news is that the game figures you’re going balls to the wall, so there’s ammo everywhere, and benches enough to help you keep going. There’s a lot of fighting if you choose to do it, but I just kept moving.
Act One
Act Two
Act Three
Act Four
Chapter Eighteen
Welcome to the roof. It is guarded by well-armed humans, and covered with explosives. There are ammo and grenade caches to help yourself to, so do so. Once the guards are down, zombies start attacking. Once you’ve cleared a path, head past the elevator up to the roof, following the radar. Cutscene.
Now you fight White. You have the whole rooftop to play with, and there’s a lot of space, and ammo, including stuff on top of the little hut structures. Move around a lot, because he’s fast, and otherwise, just keep at it. Weapons where you can keep your distance are much more helpful than hand to hand fighting at this point. Cue the final cutscene, and voila!
ACHIEVEMENT: Banoi Redemption is yours for completing the final act, worth 30 more points.
Act One
Act Two
Act Three
Act Four