Dying Light Tips And Cheats

Looting in Dying Light

It is imperative to search every corner of the stage if we want to survive: cupboards, trunks, pantries, refrigerators, suitcases, cars and even vending machines. Their previous owners no longer need these belongings, so it would be a very noble act to give them a new home. In addition, many of the things we find lying around can be used to make new objects. Remember that it is possible to activate the survival sense to highlight the objects with which we can interact.

Safe Zones in Dying Light

There are fenced and well-lit areas in the game where you can safely spend the night . If you find yourself overwhelmed by the Wrathful or Night Hunters, you can go to one of these safe havens to find safety. Some of these safe zones will be unlocked throughout the story, while others will need to be unlocked by the player.

To secure a safe zone, we must first locate it and check if all the accesses are open. Eliminate the enemies inside and locate the switch to turn the lights back on .

All tools in Dying Light

Below we leave you with a list containing all the tools that we can use to survive:

  • Flare: Allows you to create small areas of light in the darkness that infected people will not approach.
  • Shield: A great option for defending against enemy attacks and mobs. Can be upgraded to deal damage while blocking.
  • Climbing Hook: An item obtained as the story progresses. It allows you to grab onto almost any surface for greater freedom of movement.
  • Lockpicks: Thanks to them, no lock will be able to resist you.
  • Flashlight: One of the most important tools in the game as it allows you to move more easily through the darkest scenarios.
  • Ultraviolet Flashlight: This special type of flashlight allows you to fight zombies at night, stunning Wrathfuls and Night Hunters.
  • Firecrackers: Although they are not capable of killing any enemies, they can be used to attract the attention of the infected with the noise they cause.

Dying Light enemies by degree of infection

The virus that has affected Harran has caused numerous mutations in the population, turning them into particularly dangerous predators. The process can vary and produce different results, from an increase in muscle mass to spitting acid from the mouth. Below we will review the different stages of infection and the enemies that each one can lead to.

Colonization

The first phase of the virus can last up to 24 hours depending on the victim. The symptoms are similar to those of the flu: headache, nausea, general malaise and fainting. To prevent the infection from spreading, the subject must receive regular doses of Antizina.

Advance

This phase begins after the colonization period unless the subject receives Antizine . There is a gradual loss of control over actions and outbreaks of murderous rage, although there may be short periods of lucidity. It should be noted that physical abilities are not impaired so they can be dangerous. We have two enemies of this type:

  • Viral: Infected people who appear to be normal survivors but can become very aggressive.
  • Thugs: Zombies that have become really strong due to the mutation. They may look slow but they are armed with very heavy weapons and their blows do a lot of damage.

Transmission

This is the third stage of infection. At this point the subject’s mental abilities have been affected and his behavior degrades to the point of reaching the most basic instincts. The virus drives the subject to spread it through aggressive means, eliminating any trace of conscience . During the day his behavior is more passive, which changes at night. We also have two enemies of this type:

  • Biters: Zombies that roam the city hungry for human flesh. During the day they are slow but at night they become more aggressive.
  • Gas tanks: Some of the soldiers and scientists who were protecting themselves from the virus with special suits were also affected. They cannot bite because of the mask, but they still carry an oxygen tank on their backs.

Failed Advance

In certain carriers, the infection does not develop properly and does not reach the stage of transmission. In this stage, strange mutations occur with variable results. There are many possible variables:

  • Demolishers: Equipped with great muscles, they will not try to bite us but rather overwhelm us with one of their charges.
  • Toads: Due to their mutation, these enemies can spit acid at great distances. When there are a large number of zombies, it is advisable to kill them first.
  • Exploders: They are infected people whose internal organs have grown disproportionately, making them unstable and capable of exploding in a suicide attack.
  • Fleeing: This is a very rare type of zombie, covered in green blisters and which does not attack but rather flees at high speed.
  • Screamers: Small and annoying, these types of zombies make noise to attract others. Deal with them quickly to avoid bigger problems.

Ascension

After the transmission phase, infected individuals begin to change. They gather in nests to create chrysalises where they spend two to four weeks. At this point, the subject undergoes a complete mutation, becoming extremely strong and intelligent. Its only weakness is ultraviolet light.

  • Choleric: They have great strength and agility which allows them to run and climb to chase their prey.
  • Night Hunter: The ultimate predator of Harran, Night Hunter possesses superhuman abilities and high intelligence, making him a dangerous adversary for even the most prepared survivor.

Humans

Harran is not all zombies, and not all survivors are friendly. The main human enemies you’ll encounter in the city are Rais’ men . The sadistic tyrant leads a group of bandits and ex-military men who terrorize the rest of Harran’s survivors. Most of them are equipped with melee weapons and throwing knives, but there are also a few with various types of machine guns.

When you face them, they will most likely be in groups of two or more men . If you are lucky enough to have a firearm, the fight can be over very quickly with a single, well-aimed shot to the head. However, if it all comes down to hand-to-hand combat, things can get complicated. Rais’ men will defend themselves against blows by blocking them with their own weapons or trying to dodge them. They will also kick you to break your defenses.

Try to focus on one target and try hitting them in the head after dodging an attack. A blunt weapon has a chance to stun them and allow you to land another blow. When you’re indoors, you can try closing doors to isolate them in one-on-one combat. If you feel like you can’t take them on, try throwing a Molotov cocktail at them when they’re close to each other.

Dying Light main story

Below you will find a guide to all the chapters of the main adventure, with a series of tips that will help you be better prepared.

Wake up

After a shocking arrival in Harran, Crane is rescued by a group of survivors. When he wakes up, he discovers that he is in his base of operations, the tower, and that his “leader” wants to talk to him. The conversation doesn’t seem to go very well, but after proving his worth by helping a man, Rahim decides that he might be useful. On the roof, he will teach him basic movements to move around the city.

  • It is a purely introductory level, a tutorial.
  • You will receive basic notions of creation and parkour.

Blackout

After visiting Dr. Zere and receiving a dose of Antizine, Crane will be assigned the task of activating some traps. Spike has designed some devices to help during night trips but they are inactive. He must first go to the car and then help the survivor who is being cornered by some zombies. He will have to end up activating two more cars and later some powerful streetlights. There will be a blackout and he must reactivate the light in the entire block .

  • Use the firecrackers to distract the zombies.
  • Be careful of the bully and his hammer.
  • The switch that turns on the light is located inside the booth.

Air supply

After spending the night in a safe place, Crane must return to speak with Spike. He will tell him that the night out did not go so well and that he must speak with Brecken. He is the true leader of the tower, a tough man who despite his injuries is ready to go out again immediately. Crane will be the one to take charge of that. His mission is to locate several supply boxes that fell from the sky and recover as much Antrizine as possible. Unfortunately, he will spend too much time outside and by the time he investigates the third box it will be too late: it is nighttime.

  • The first box is empty. The second is defended by Rais’ men.
  • It’s your first night outside, so run and don’t complicate your life with parkour.
  • You can look back to see how many zombies are following you, but be careful where you step.

Pact with Rais

Unfortunately Crane has not been able to get the Antizine and he has to make a deal with Rais. When he reaches his headquarters he will be able to see what kind of man he is. Karim, his trusted man, will ask him to activate some transmitters to improve communication. When he reaches the antenna he will have to activate the power using the switch inside the hut. After getting it he will be able to go up to discover that it does not work. He will have to go to another nearby tower to complete this task.

  • Pick up the weapon Rais uses to cut off the prisoner’s hand.
  • Eliminate the toad first.
  • Once you climb the fence, there will be two more zombies inside.

The next thing Karim will ask you to do is collect the “tributes” from the various shelters that they “protect”. The first one Crane will have to visit will be the wheel workshop. It won’t cause any major problems and you can move on to the next one. You will have to go to a tunnel to meet a messenger but instead there will be a buster. You will have to go to the fishing village and eliminate the zombies in the shelter in order to collect the money. The third camp will be close by and won’t cause any major problems.

  • Close the gate to the fishing village first to prevent more zombies from entering.
  • Take advantage of the bursters to kill a couple easily.

When Crane is on his way back to base, Karim will tell him that he needs to deviate a little from his route to find out what happened to one of his groups . Dead bodies will appear at a nearby gas station and on the roof of the guardhouse there will be a man firing a machine gun. Once you collect the envelope, you can return to Rais to get your reward.

  • The envelope is on the corpse closest to the booth door.
  • Run and slide to avoid being shot.

Siblings

Upon returning to the tower, Jade will ask Crane to accompany her on a mission. He will meet her in an abandoned train car near a school. Apparently Rais’ men have been storing something and there may be Antizina in there. As he climbs the wall and goes around the building, Crane will see that the door is closed , and on the opposite side he will find a ladder that will allow him to climb to the roof. He can access the school through the hut.

  • There are two toads on the top of the roof.
  • You will also encounter two raiders and, once you open the door, a third one will be waiting for you. Be careful.

Inside, Crane will have no choice but to wander through the floors towards the basement. He will have to deal with several of Rais’ men but will eventually reach the room where they are guarding C4 .

  • There are several groups of enemies, so try to isolate them by closing the doors.
  • The library key is in the cupboard behind the desk at the beginning.

Hunting the elusive

After Crane’s last encounter with one of these strange infected, Dr. Zere will ask him to collect a sample of the so-called “runaways.” He will have to go out at night and locate an area on the map where it moves. The runaway will prefer to flee rather than fight and is agile enough to be a problem. Fortunately, it is not very resistant and once Crane has it within reach, he will be able to kill it and take the sample.

  • You can use a flare when collecting the sample from the corpse. Avoid the presence of cholera.

Rahim and the explosives

Upon returning, Rahim will inform Crane that he has taken the explosives to head to the Wrathful nest but they are having problems. Upon reaching the overpass, only the corpses of Rahim’s companions will remain . Fortunately, the young man has been able to hide inside a wagon in the marshalling yard. There is a group of zombies knocking at his door.

He will give Crane the explosives and he will have to go down a duct and go outside, where the building that serves as a nest for the wrathful is located. The interior is full of infected so Crane must be very careful when placing the two bombs and escape before it collapses. When he returns to Rahin he will discover that he has become a zombie.

  • You will have to search three corpses on the overpass.
  • After finishing off the zombies, a toad will appear.
  • The first bomb goes on the second floor; the second on the third floor.

Rescue Dr. Zere

Unable to recover from what happened to Rahim, Crane and Brecken watch as Dr. Zere’s truck is attacked by Rais’ men. Crane must go there and finish off the remaining bandits .

  • One of Rais’s men has a machine gun.
  • Take advantage of the flames to finish them off more quickly.

As soon as Crane reaches Rais’ base, he will notice that the main door is closed. He will have to go to the right and climb the wall using the van . He will have to reach the roof by jumping from one balcony to another in order to gradually climb up. A couple of Rais’ men will be waiting for him at the top and he will be able to access the building. After failing in his search for Dr. Zere, Breken will inform him that he must go down and search in a lower area.

  • The men in the yard are armed with machine guns.
  • Those inside the building are only equipped with mallets and knives.
  • The enemies in the parking lot will also have firearms.

The Hole

Crane has been caught and thrown into the Pit, a combat arena for the entertainment of Rais’ men. There are three containers loaded with zombies and he must survive them.

  • There is a two-handed weapon capable of killing zombies in one hit.
  • You can detonate a canister with firecrackers to kill groups of enemies.
  • Stage traps can help.

Once Crane has finished off all the zombies, a new enemy will appear: the Wrecker . This infected person has undergone a mutation that grants him great strength. He will charge at Crane, knocking him down along the way. If he stays away, he will throw pieces of rock. As the Wrecker is hurt, rabid zombies will appear that can be a nuisance.

  • When the Demolisher charges towards you, try to avoid him by positioning yourself behind a column or a spiked barrel.
  • Try to get it to hit the spikes.
  • Keep your distance by playing with him around a spiked drum.

The Saviors

Jade has Dr. Zere’s research and is on her way to Ground Zero . In order to continue, Crane must contact the Saviors, a group of survivors who will help him get through.

The first thing you need to do is talk to a man named Cenk who will tell Crane where to go. He will have to access the sewers through the door in a collapsed tunnel at the back. There he will meet Hazan who will accompany him briefly, then he will just have to follow the arrows on the walls. In principle there will be no major problems until he reaches an area full of zombies . Using the platforms on the walls he can avoid them and reach the hatch, guarded by a very bad-tempered thug.

  • The gate is opened using the valve, so clean the area first.
  • After the short tunnel, a zombie is waiting to give you a good scare.

Crane will have to overcome some climbing and jumping areas in order to advance. Hazan will reveal to him that he has been betrayed and that Rais’ men know his position. After opening a gate and jumping into the water, a shootout will begin. He will have to stay on the bottom and swim as fast as possible forward to avoid being killed in the ambush .

Afterwards, it’s time to get revenge and finish off the bandits. The way to the exit will be uneventful, but outside, when you reach a courtyard, there will be three more of Rais’ men waiting for you . After the small skirmish, it’s time to visit Troy and the rest of Embers in the towers where they are hiding.

Higher education

When Crane tries to contact Jade, she doesn’t want to hear from him. Fortunately, Troy knows her last location: the university . When he gets there, he’ll have to talk to the guard outside and, once inside, to one of the survivors. Afterwards, he’ll receive a new call from Troy to ask him to go back and see the information that Savvy has obtained.

  • The mission is limited to getting from one point to another.
  • Take advantage of the cables—a new element in this area—to advance easily.

Public face

Troy has a plan to let the authorities know that there are still survivors in Harran. How? With explosions. Crane will have to meet up with Michael, one of his runners, in the sewers to gain access to a building.

  • The entrance to the sewers is filled with toads and gas tanks.

Once inside the sewers, Crane will have to follow the flares that mark the way until he finds Michael. There he can take the explosives and go up to the next floor by the stairs. To the left there is an elevator that will only take him up a couple of floors before stopping. Going out through the roof he can climb up to the floor he must reach. There are floors 105 and 106. To go up to the next floor, Crane must do so through a hole in the roof of an apartment. Up there are two more floors awaiting him.

  • On the 105th floor there are two zombies and on the 106th there is a toad and a zombie.
  • There is a rioter on the 137th floor and a screamer on the 134th.
  • The screamer will spawn a bunch of infected.

When the four explosives are in one place, he must go down to help Michael, but it will be too late. Crane must retrieve the detonator and activate it once he is in a safe place.

Museum

Jade wants to meet Crane, but when she goes to meet him she discovers that she has been kidnapped by Rais’ men and taken to the museum. Since it is a fortress, she will need a way to enter that will not result in her immediate death, or almost. To do this, she can contact Tariq, the former curator of the museum, who will reveal an access through the pond.

Crane will have to take a breath and go through the water tunnels . Then, through the inside of the museum walls until he can go outside. There will be two guards there and once he passes through the entrance door, a long shootout will begin. They will attack from the lower level and also from the walkways.

  • Some of Rais’s men will throw grenades at us.

After going outside there will be another shootout and from there you can access the other part of the building. There is a long hallway full of zombies . The easiest way to cross it is to jump from one platform to another to reach a small room with more infected.

  • Some of Rais’ men will attack us from above.

Jade is on the other side of the door, but so is Rais. The tyrant will try to kill them both by releasing a group of zombies. After eliminating them, there will be an argument about who gets Antizine and a hallucinogenic sequence will begin .

  • Be careful when jumping during the hallucination, some platforms can be a bit treacherous.

Once Crane regains control of his actions, he will stop trying to drown Jade and she will inject him with Antizine. Soon after, more enemies will appear but Jade will deal with them, although along the way she will end up turning into a zombie. Next to face Crane will be Tahir , Rais’ right-hand man.

  • The fight is similar to any other battle with humans, only the enemy is stronger.
  • When you reduce his health to half, bandits will appear to help him.
  • At the end of the fight you can get his machete.

Retransmission

Crane must once again venture into the sewers. The first sections he finds are empty, but after opening a gate he will reach an area full of toads . Once he eliminates them he will have to climb walkways and pipes to advance. He must climb the stairs until he finds the door that allows him to go outside.

  • Kill the toads with firearms.

You will have to jump from the top, preferably into the water, and go to the left bank . This way Crane will be closer to the container where the card is located. It is an area where he will face a toad and two demolition men. Once he has it, he will have to go up to reach the auction. The interior is full of enemies . He will have to use the card to enter and activate it. A couple of rabid infected will fall from the tower’s elevator and, once he has finished with them, he can start the climb to send the message from above.

  • Before you go for the card, try shooting the demolition men through the cracks without being seen.
  • The area is full of virals, but also snitches, troublemakers and bullies.
  • Use the barrels and puddles of gasoline.
  • The climb up the tower is a bit complicated, so pay close attention to where there are “ropes” marking the path.

The return through the sewers will not be easy. Halfway there, Crane will encounter a group of angry people who will chase him for a good stretch.

The clinic

It’s time for Crane to pay Dr. Camden a visit. Outside the clinic there are a couple of Rais’ men, stationed on the balconies. Once inside he’ll meet another small group. After defeating them he can take the elevator down to the restricted area. Things don’t seem to be much better there. Through the air ducts up the stairs of one of the changing rooms he can open the door. This will allow him to advance to the decontamination room but unfortunately the power is low and he’ll have to activate some generators.

Dr. Camden will open a door for you, behind which there are a good number of infected. The same goes for the next room. Again, through the ducts you can move through the gaps left by the pipes and reach a room with poisonous gas . Crane must reach the elevator and lower the weight to continue and reach a room with a thug and several gas tanks. Raising the weight this time will take you to a corridor from which you can enter where the generators are. After activating it, you can retrace your steps and go to the decontamination room to deliver Dr. Zere’s samples.

  • Use the Busters to clear your way through when Dr. Camden opens the door.
  • From the pipes you can shoot several enemies and make things easier for yourself later on.
  • The room with the bully and the gas tanks is full of gas canisters. Pull out a gun and enjoy the show.

Once Dr. Camden has the Crane samples, he will need to leave to contact SAI .

Extraction

It’s time for Crane to have a word with Rais. The first thing he will do is to retrace his steps and return to the Slums through the sewers. Along the way he will encounter zombies and some climbing areas. He will have to go outside to an area with special infected and open a gate.

  • There are two toads, a bully and a demolition man.

Further along, after passing through the sewers, you’ll come to a construction site filled with rabid zombies. They won’t stop pouring out, so it’s a good idea for Crane to start running to the right. He’ll need to be quick in the next area and enter the cement pipe, dropping into the void. He’ll appear in a nest of rabid zombies , along with a screamer, and now he’ll need to really run. There will be several jumping sections as the dangerous infected come out of small holes in the walls.

  • Drop down equipped with a firearm to shoot the screamer immediately.
  • Run and put into practice everything you know when it comes to fleeing and running for your life.
  • Use the zipline on the right to get in a better position.

Once he has evaded the chase, Crane will go out into the Hole. This time he will not encounter any more zombies and he will have to climb the scaffolding using the container. From there he will go straight to the elevator that will take him to an upper floor where he will find Karim, dying. He will have to jump onto the crane and use it as a bridge to go to another part of the building. Once again, Crane will have to jump and run up. First by stairs and then by beams. When he reaches a floor with a blaster and a gas tank, he will have to sneak through the elevator shaft and begin a long climb that will put him back on top of a crane. Rais will fire a missile with the intention of knocking it down.

  • Run and jump to one of the yellow panels before falling into the void.

The rest of the way to the top of the tower will be platforms that are not too complicated but that can take their toll if Crane makes a wrong step.

  • The confrontation with Rais will be through Quick Time Events.

Once Rais is dead, Crane can sit back and catch his breath and decide what to do.

Dying Light Side Quests

Slums Area

The Witch Queen

  • Location: Safe Zone, west of the Tower
  • Reward: 1,500xp for Survival and Dahlia’s Concealment Potion

After finishing off the first Runaway , you can go to the safe area west of the Tower and pick up the Witch’s quest.

He’ll ask us to wait until nightfall and go to a cave to locate some mushrooms. Inside there will be numerous infected, including some Wrathfuls. Clean up the area first and then go after what you came for.

Algae

  • Location: Job board, port area
  • Reward: 2,500px for Survivor and $500

Sofia has made a request on the job board. As soon as you take the quest, you will be shown the areas of the lake that need to be investigated.

Binoculars

  • Location: Job board, port area
  • Reward: 2,500px for Survivor and $1,000

The fishermen need binoculars and it’s up to us to give them to them. Go to the antenna near the port area and you can find them halfway there. Talk to Santiago to get your reward.

Lady of Midnight

  • Location: Job board, port area
  • Reward: 2,500 px for Survivors and $1,000

After picking up the quest, you’ll need to head to the western part of the map to pick up five Midnight Lady units. As the name suggests, you’ll only be able to find them at night, so if it’s not dark yet, you can always take a nap in a nearby safe area. Remember to use your survival sense to make the task easier.

Mother’s Day

  • Location: Lena, the Tower
  • Reward: 3,500px for Survivor and Champion upgrade

After completing the Blackout campaign mission , Lena will ask us to go visit a certain Gazi to get some medicine.

The house is located far away, southwest of the city, under a pass. Jump over the fence and knock on the door for Gazi himself to open it. He will tell us that we must collect a film and a box of chocolates, otherwise he will not let us in.

Two areas will be marked on the map: west for the video store and east for the chocolate shop. To access the video store we must open the door with a lockpick, which will activate the alarm and attract all the zombies in the area. The movie is in section C. The chocolates are in the back room of the store, for which we must first raise the blinds.

When you return, Gazi will not open the door for you. Climb up to the roof of the adjacent house to reach the upper area and then go down the stairs to the interior. Once Gazi gives you the medicines, you can find Lena in the infirmary to claim the reward.

A baby is born

  • Location: East of the map, near the overpass
  • Reward: 5,000px for Survivor

After completing a campaign mission, Pact with Rais , you can obtain this quest from a guy named Macary in the Slums. He’ll ask you for some alcohol to help his wife give birth.

Zombieland Survival Manual

  • Location: Neil, in the port area
  • Reward: 5,000px for Survivor and $2,000

To access this mission you need to have completed the Pact with Rais campaign mission . Neil is a journalist who asks us to recover his documents on the outbreak.

The first part is recovered inside an internet cafe (watch out for the scalper), and the next is in a black car, east of an overpass. When you try to open the hood, the car will fall into the water.

The Tower Area

Hooked

  • Location: Job Panel, The Tower
  • Reward: 1,000px for Survivor

After completing the Pact with Rais quest , a messenger near the Tower jobs panel will inform us of two types.

These are Tolga and Fatin, who are at a gas station north of the Slums. They will ask us to go to several warehouses, as well as to locate some hooks inside some wooden boxes.

Assault and batteries

  • Reward: 1,000px for Survivor

It is a continuation of the mission Hooked . They will ask us to meet them near a bus station and get three batteries.

Bandages and medicines

  • Location: Work Panel, The Tower (Slums)
  • Reward: 2,500px for Survivor and $1,500

This quest becomes available after completing Brothers . We need to locate syringes, painkillers and gauze. Once we have everything, we will go to Toygar and claim the reward.

Coffee

  • Location: Job Panel, The Tower
  • Reward: 2,500 px for Survival and $1,200

This quest becomes available after hunting down the first Runaway . You will need to collect 20 packets of coffee and deliver them to Toygar.

Paintings for children

  • Location: Job Panel, The Tower
  • Reward: 2,500 px for Survival and $1,200

You’ll need to go to the school and search inside to get five packs of paints. Once you have everything, find Kate in room 204.

Electronic components

  • Location: Job Panel, the Tower.
  • Reward: 2,500px for Survival and the Electrician design

Once you finish off the first Runaway, the quest will unlock. You will need to bring five electrical components to Toygar.

Good evening, Mr. Bahir

  • Location: 20th Floor, The Tower
  • Reward: 3,500px for Survivor and $697

This quest becomes available after completing the campaign quest Blackout .
Upon returning to the Tower, a group of people will be standing in front of room 202, trying to gain access. They will ask you to lockpick the door to find out the condition of its tenant, Bahir.

Inside we can talk to Bahir and take the medicine he is using to Lena in the infirmary. After following the trail of the medicine, we will end up fighting with some survivors.

Gunslinger

  • Location: Dawud, 20th floor, the Tower
  • Reward: 3,500px for Survivor

In order to complete this quest we will need to give Dawud a pistol. We can get it from Rais’ men. The further we get from the Tower, the more likely we are to find one.

Incense

  • Location: Job Panel, The Tower
  • Reward: 3,500px for Survivor and a Natural First Aid Kit design

You will need to collect twelve units of lavender. You can find them in the eastern part of the map, near the water and the fishing village.

Old Town Area

Lost in space

  • Location: Dawud
  • Reward: 5,000 px for Survival

This mission will only be available if we first complete the Gunslinger secondary mission .

Dawud, the man we helped earlier, has also moved to Old Town. During the Secondary Education quest , he will be automatically activated. We must locate the building and enter through the window on the middle floor. There we will find Dawud, already transformed. Kill him and in the next room go to the closet and talk to Sammy, his son, to complete the quest.

Are you a believer?

  • Location: Mufid, University Library
  • Reward: 10,000 px for Survival and $1,500

Talk to Mufid, who is standing near a window. Then, head northwest of the Old City and locate an apartment with music coming out of it.

Go inside and you’ll find another guy, Ishaq, who will ask for six Night Herbs. Wait for nightfall and go north of the house to find them.

The shadow of the king

  • Location: Ishaq
  • Reward: 7,500 px for Survival

This quest becomes available after completing Are You a Believer? We will be asked to go to a hotel and investigate certain rooms to obtain keys.

Rupert the gunsmith

  • Location: Fidan, university library
  • Reward: 5,000px for Survivor

After speaking with Fidan, he will give us the location of a skilled armorer in the area. He is located inside an attic located northeast of the city. Go inside and go down until you find the nursery.

Healing potion

  • Location: Rupert, the nursery
  • Reward: 10,000px for Survivor

Talk to Rupert, who will ask you to find insulin for a kid.

There are a couple of pharmacies in the area where you can find her. The one to the south is protected by Rais’ men; the one to the north has an alarm on the second floor. From there, talk to Troy on the radio and he will give you a new location where there will be numerous enemies. Take the insulin from one of the bodies and return to Rupert.

Blocks for the child

  • Location: Karim, the nursery
  • Reward: 5,000px for Survivor

This quest will be available after completing the Healing Potion quest .

Karim will ask us to pick up nine blocks that he dropped while exploring the lower areas. To do this, we will go down the stairs and pick them up as we see them. If we give them to Karim, we will receive Rupert’s reward.

Dungeon

  • Location: Rupert, the nursery
  • Reward: 15,000px for Survivor

This quest will be available after completing the Forests for the Child quest .

After speaking to Ruper you will receive a key. Go down the stairs to the bottom and open the door. You will have to go left to turn off a generator at the end of the corridor so you can go right. In one of the rooms with the door open you will find Rupert’s wife, now transformed. Put her out of her misery and return to report what happened.

Troll

  • Location: Girl, the nursery
  • Reward: 10,000px for Survivor and Angelic Sword Skin

This quest will be available after completing the Dungeon quest .

The girl in the nursery will tell you about a troll. Go outside and into the nearby square where there will be a couple of infected, including a thug. When you eliminate them, a demolisher will appear. That’s the troll.

Once you’ve cleared the area, head to Rupert’s workshop to collect your reward. You’ll find a couple of Rais’ men outside.

Fan zone

  • Location: Noah, Embers Shelter
  • Reward: 10,000 px for Survival and $1,500

At the beginning of the Public Face mission , locate Noah in the Embers shelter.

He will ask you to go to a square full of infected people and enter a nearby building. Remember that you do not need to clean it before entering and you just need to distract them with firecrackers. Once inside, use the elevator.

Search the office area and collect the key card to continue. Go through another door and turn off the laptop in the computer room. Talk to Troy and return to the elevator to exit. The power will go out and you will have to exit through the hatch in the roof. Have a firearm ready when you jump into the office area to take out the enemy. Restore power and exit the building to collect the reward.

Chasing the past

  • Location: Tariq, the museum curator, in a safe area
  • Reward: 10,000 px for Survival and $2,000

After getting the museum information by visiting him, you can talk to him again to get a quest: find the orphan’s lost brother.

You will need to go to the southwest area of ​​the Old City and look for a marked door. You will need to investigate several floors to locate some recordings. You will also have to face a man who will attack you. When you return, Tariq will give you the location of a treasure under the museum and you can go get it.

Radio Station / Positions

  • Location: Savvy, Ember Shelter
  • Reward: 10,000 px for Survival (each)

At the beginning of the Higher Education campaign mission , speak to Savvy to receive two side quests.

In both missions you will have to go to areas controlled by Rais’ men and kill them. To be able to face these missions it is recommended that you have a good firearm. Do not worry about ammunition, since they are also equipped with machine guns so you can recover what you use up.

Once you have eliminated them, walk around the buildings so you don’t forget any items.

Spider without legs

  • Location: Spider
  • Reward: 15,000 px for Survival

During the Public Face campaign mission you will receive a call for help from a certain Spider, who is injured on a rooftop in the southwest part of the city.

He will ask you to get three shisha pieces, which you can find near the cash register in the buildings you are marked with. Some of them will have unwanted guests, so be careful with the infected. Once you have recovered them, go to David, in the northwest part of the city. There are a couple of Rais’ men around the area, so kill them and hand over the pieces.

He will ask you to go north to a small lake to locate some meteorite samples. Turn on the generator to be able to locate them more easily.

Spare glasses (N)

  • Location: Job Panel, The Tower
  • Reward: 3,500 px for Survival and $1,000

This quest becomes available after the Pact with Rais campaign mission .

Talk to Khaliq, who is near the job board. Now you will have to go to the southwest of the Tower and climb to the second floor of a building, entering through the door on the terrace. Go down to the lower floors and locate the glasses you came here to find in a bag.

Dying Light Collectibles

Harran isn’t just the ideal tourist destination for spending a holiday killing zombies and jumping from rooftop to rooftop. Dying Light also offers the possibility of collecting all kinds of souvenirs to show off to your friends once you return home. We’re talking, of course, about the game’s collectibles.

Diary entries, notes, statues or flags are some of the objects that we can find throughout our adventure. Being our playground a city like Harran, it is obvious that collectibles will be hidden in all its corners . From the main safe areas to the smaller ones that we will find to take a nap, they can be the chosen place to hide some of these coveted treasures. On the other hand, we have the abandoned buildings that populate Harran and that, sometimes, we will have to search from top to bottom.

It should be remembered that Crane possesses the sense of survival , an extremely useful skill for the task at hand by allowing us to highlight objects in the scene.

Anyway, we have left you with some very useful videos from YouTube user PowerPyx that will help you get everything done faster. And also other videos from YouTube user VGFAQ . You can find them below:

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