Dead Island Definitive Edition

Dead Island Definitive Edition

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100% Achievement Guide: Dead Island
By Cynic 0055
This is a comprehensive 100% Achievement guide detailing a step-by-step walkthrough to take you from 0 all the way to 100%. If you are looking for a particular Achievement or Collectible, use Ctrl+F & type it into the search bar for more direct help.

I run support & debug help on all my guides. If you have any questions, problems, or find errors in the guide itself, do not hesitate to leave me a comment & I will get back to you as soon as I am able to. Happy Hunting!
   
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Introduction:


Achievement Breakdown: (48)
Story Related: (5)
Missable: (1)
Secondary Objectives: (2)
Character: (3)
Collectibles: (3)
Slay: (19)
Miscellaneous: (9)
Online: (7)

DLC Breakdown – Bloodbath Arena: (9)
Story Related: (3)
Secondary Objectives: (3)
Slay: (1)
Online: (2)


To earn 100% in Dead Island, we will need to complete a full playthrough of the game locating all Collectibles as well as reaching Level 50 with a single Character. We them then have to complete three very short runs of Act 1 with the other Characters which only take an hour or two to speed run each. As an important thing to note, you cannot purchase/max out all of your Skills & you cannot respec your Skills at all! Out of 99 Skills/Skill Levels you can only purchase up to 49 of them. Plan your build carefully; apart from first unlocking your Fury Skill, I would recommend ignoring that whole Tree entirely & just focus on Combat/Survival Skills… but that is my own personal preference. I chose Sam B as my main Character & he had the worst Fury Skill of the 4; everyone else’s is actually pretty good.

For Achievements, we need to collect 120/130 Collectibles. A lot of the Collectibles will be unavailable until you beat further into the Main Questline or unlock specific Side Quests with some being Missable if certain Quests or the Main Story is progressed too far. Since we only need 120, you can miss up to 10 Collectibles in a playthrough. This is almost completely irrelevant as Collectibles found are cumulative towards the Achievement across all your Characters; even if you are short by a lot at the end of you main playthrough, you can collect a bunch of the same Collectibles over again during the Act 1 speedruns with the other Characters.

Getting a Character to Level 50 is not as easy as it sounds & will require A LOT of farming. Fortunately, there is a few exploits we will take advantage of to speed things along when the time comes. There are Challenges that can earn us bonus Xp if we complete them as well, but there are no Achievements associated with finishing them.
Lastly there is an Online component to Dead Island as well that will require us to complete any 25 Quests with a at least one other Player (does not have to be the same one), play at least 10 mini-sessions of 15 minutes with different Players, & a session with a three Players playing as all different Characters to complete 5 Quests with together with. I would recommend attempting to chip away at these when you can as… it is very difficult linking up with people.

There are a few ways we can play Online either by inviting our Friends to join our game or by going into the Game Lobby to see other Player’s active games if they have their Game Type set to Public. Likewise, if you set your own Game Type to Public as well, other Players can then join your world.

For those interested, here is an organized list of all the Achievements/Secret Achievements. This is how I derive my Achievement Breakdowns & the first reference I create before I begin my 100% journeys.
https://steamproxy.net/sharedfiles/filedetails/?id=3597069341

Guide contains major spoilers*.
Sequence 1: Outbreak
1. Resort: Golden Beach, Hotel Bungalows
2. Main Quests: Chaos Overture, Blood On the Sand, Passport to Life
3. Side Quests: The Lost, Out of Stock
4. Collectibles: 3/120
5. Achievements: 2/57
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When we start a New Game, we will have the option of selecting between 1 of 4 Characters. If you are doing a Solo playthrough & plan to 100% the game, I recommend starting as Sam B, though you are more than welcome to use any you prefer. Sam B is the only Character that has his own Achievement, Oh No You Don't for killing a Ram using the Tackle Skill; if playing as him, you will want it at least at Tier 2 before you reach Act 2.

For the Right 4 Life Achievement we will need to complete Act 1 with all four of these Characters so we will get a chance to test them all out if you wanted to do that first.

As a final very important thing to note, for the How Many Days Exactly? Achievement, after we close down the game after playing it for the first time, we cannot reload our Save File until 28 real life days have passed – I will touch more on this shortly…

Prologue – Rise & Shine:

Main Quest #1 – Chaos Overture: The game will begin with us waking up in our hotel room. Without us clearly understanding the situation yet, we will need to find a way to leave…


Achievement #1 – Knock, Knock: Breach a Locked Door with the first blow.
For us to carry on, we need to Breach a Locked Door found inside one the hotel rooms; we need to Breach the door in a single slam without messing up to unlock this Achievement. The timing can be tricky to do – if you mess up, reload your last Checkpoint & try again. Though we will have many opportunities to unlock this Achievement over the course of the game, this is a convenient time to try for the Achievement since the Checkpoint is right here…

You can also just try earning this naturally as you play, & if you don't earn it, you can wait for our 3 mini-playthroughs with each Character to get back to this point.

Main Quest #1 – Chaos Overture: Take the elevator further down into the hotel, looting as you go, & we will eventually link up with some other Survivors…

Main Quest #2 – Blood On the Sand: When we awaken, we will be stuck inside a small surfing bungalow on the beach. Walk into the main room, & a woman will ask us to go help another survivor outside. This is where we will quickly stop the game.


Achievement #2 – How Many Days Exactly?: Play Dead Island – Definitive Edition at least 28 days after starting it for the first time.
Missable. With your game started, quit, & return back to Steam. Go to your PCs clock/calendar in the bottom right corner of your taskbar, select it, then click Date & Time Settings. In the settings, turn off Set Time Automatically, then manually change the date to at least 28 days from today’s date; it does not have to be exactly 28 days on the dot, just as long as it is more than 28 days, not less.

Once you have done this, reload into your game again & you should unlock this Achievement. With the Achievement unlocked, you can now switch your time back.

While you can unlock this Achievement legitimately by just not playing the game for 28 days… do you really want to do that?

Collectible #1 – Banoi Herald #1: Whether it’s been a few minutes… or 28 full days, return to your game. Before we exit outside the bungalow we are inside, we can find our first Collectible on a stack of cardboard boxes beside the bed we woke up on.

Main Quest #2 – Blood On the Sand: Leave the bungalow now & it will be time for our first taste of combat.

Chapter #1 – Welcome to Banoi:

Resort – Golden Beach:

Co-op Mode: As soon as we complete the Prologue, we will gain access to Co-op play. There are multiple Achievements regarding Online Co-op & completing Quests with other Players. You are able to toggle Co-op play on & off in your settings at your leisure.

I will go into more details on the Co-op Achievements down in Sequence 23. For this playthrough, I structure it around a Solo playthrough, but you are more than welcome to chip away at the Online Achievements while you play. It will technically save you time in the long run…

Main Quest #3 – Passport to Life: Speak with Sinamoi back inside the bungalow, & we will need to find a way to get everyone trapped here to safety at the Lifeguard Tower. To do that, we need to grab Sinamoi’s Security Keycard that is in his room, Bungalow #11.

Side Quest #1 – The Lost: Before we leave this bungalow, we can see a ! on our mini-map denoting a new Side Quest. Approach a man named Steven & he will ask us to go search for his missing friends.

For the Busy, Busy, Busy Achievement we need to complete 75 Quest with the same Character; these can be Main Quests, Side Quests, & even Quests done through Co-op.

Resort – Hotel Bungalows:



Main Quest #3 – Passport to Life: Follow your Quest Marker West towards Bungalow #11 & we will reach Oceanview Bungalows.

Collectible #2 – ID Card #1: Before approaching Bungalow #11, first head over towards Bungalow #4 located just South of the Bar. Look to the right of Bungalow #4’s entrance to see this Personal ID inside an open purple suitcase.

Inside the bungalow… we can find a unique Infected cuffed to a bed named Senja Samejon; she is Level 11 & is easy Xp.

Collectible #3 – Tape #1: Head over to Bungalow #11 now & enter inside to collect Sinamoi’s Security Keycard. In the first room of the bungalow, we can find a Recording on a small coffee table.

Main Quest #3 – Passport to Life: Collect the Lifeguard Security Keycard & we will be tasked with returning back to Sinamoi.

Weapons: As we play, you will notice that your Weapon Durability goes down extremely fast. Make sure you always have a full Inventory of Weapons, & constantly swap them out when they get damaged or destroyed.

As a side note, keep your eyes open for Hammer Type Weapons. For the Can’t Touch This Achievement we need to kill 15 Zombies without taking damage using a Hammer. Even if your Hammer gets damaged, hold onto it & repair it when you can (unless you find an even better Hammer to swap it out). We will want a high damage Hammer for when we eventually take on this Achievement…

Side Quest #2 – Out of Stock: Before we return back to Sinamoi however, let’s pop up further North in the Hotel Bungalows to grab a few more things while we are in the area. Just North of Bungalow #11, we can find a Bar with four Walkers banging on the door. Dispatch them, & a man named Stanley Garrison will open the door asking us to bring him 5 bottles of Alcohol; this is a compounding Quest, & we will be asked to bring him a total of 15 bottles to end the Quest. Keep your eyes out for Alcohol as we play…
Sequence 2: Finding Sanctuary
1. Resort: Hotel (Exterior), Hotel Bungalows, Golden Beach, Lifeguard Tower
2. Main Quests: Exodus, To Kill Time
3. Side Quests: Gold Digger, On the Air, Lazarus Rising, Bloody Health Service, Life In the Bag, Family Matters, My Precious, Ashes to Ashes
4. Collectibles: 10/120
5. Achievements: 5/57
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Resort – Hotel (Exterior):



Collectible #4 – ID Card #20: Carry on Northeast & we will reach the Hotel (Exterior). Navigate over to an underground public bathroom, & enter the lady’s room where we can find this ID Card in an open travel bag next to the sinks.

Collectible #5 – ID Card #18: Head over towards the Hotel now & go to the front entrance near where the roundabout is with the parked buses. At the top of the small set of stairs leading towards the Hotel from the roundabout, we can spot this ID Card in an open travel bag next to a stack of other bags.

Side Quest #3 – Gold Digger: Now approach the entrance doors to the Hotel directly ahead of where we grabbed the ID Card & we can find the Key to Hotel Bungalow #14 on the ground next to a corpse leaning against the wall in between the doors. Collecting the Key will give us this Side Quest.


Achievement #3 – Tae Kwon Leap: Kill 25 Zombies with your Bare Fists.
Especially while the enemies are a low Level, it is a good idea to chip away at this Achievement. Whenever you see a lone Walker, kick it down to the ground, then pummel it to death with your Bare Fists equipped.

The Hotel (Exterior) is a great place for killing Walkers as well as getting loads of loot early on…

Resort – Hotel Bungalows:

Side Quest #3 – Gold Digger: With Key in hand, follow the Quest Marker to Bungalow #14 in the Hotel Bungalows area & we can enter inside; entering the bungalow will complete the Quest.

Collectible #6 – ID Card #22: Now that we have access to Bungalow #14, we can locate this ID Card inside an open travel bag on the bed.

Resort – Golden Beach:

Main Quest #4 – Exodus: With the Lifeguard Security Keycard, Sinamoi will direct us towards the nearby lifeguard station to clear out.

Collectible #7 – Banoi Herald #2: Return back to the survivor bungalow on Golden Beach, & begin heading down the beach to the North. On our mini-map, you will see a Marker for a Workbench. Enter inside the surf shop where it is located, & we can find this Fact on the reception desk.

As we explore around, keep your eyes out for white skulls on our mini-map. These typically denote people in need which will either lead to a Side Quest or count as a Rescue for the Savior Achievement.


Achievement #4 – Warranty Void If Used: Create a customized Weapon.
Open up the Workbench, & with the Nail’d Mod we got for completing Main Quest – Passport to Life, all we need is 2 Nails & a Bat Type Weapon to craft this.

Not only do we need to craft 25 custom Weapons for an Achievement, but we also need to kill 250 with custom Weapons for another Achievement as well… So it is important to Mod your Weapons when it makes sense to.

Collectible #8 – ID Card #2: Before heading up to the Lifeguard Station, head Northeast from the surf shop across a pier towards a large Bar. Enter inside the Bar storage room & we can find this ID Card on one of the counters.

This Bar area has a really good chance to spawn a lot of Alcohol as well…

Collectible #9 – ID Card #3: Head a little bit further up Golden Beach, & we can spot a lifeguard lookout just past two beachside bungalows. Enter inside the lookout & we can find an ID Card on the ledge by the door.


Achievement #5 – A Taste of Everything: Kill a Zombie with 10 different melee Weapons.
As we play through the beginning areas of the game, we will be burning through lots of melee Weapons. Different melee Weapons types can be: Knives, Bats, Hammers, Wrenches, Brass Knuckles, Cleavers, Crowbars, etc. Different versions of the same melee Weapon type will not count.

Resort – Lifeguard Tower:

Main Quest #4 – Exodus: Now, it will finally be time to continue up to the Lifeguard Tower. Use the Security Keycard to gain access to the station parking lot & clear out all the Walkers here. Use the Security Keycard again to gain access to the station garage… & we will encounter a new Zombie Type. The Thug.

Don’t get too close to Thugs & bait out a swing from them before attacking; waiting for them to roar is the best strategy is they won’t attack you during the animation.

Collectible #10 – Banoi Herald #3: While we are clearing the Walkers out from the Lifeguard Station’s lower floor, walk around to the information reception & we can find this Fact on the reception desk.

Main Quest #4 – Exodus: Dispatch the remaining Walkers & radio Sinamoi the good news; the Survivors can now settle up here & we will establish our official first safe hub.

Chapter #2 – Busy Surviving:

Resort – Lifeguard Tower:

Main Quest #5 – To Kill Time: Our next Main Quest will be to complete two Side Quests for Mike & Dominic; with the Lifeguard Tower populated now, there will be quite a few other Side Quests we can complete as well.

Some Side Quests will be marked as Continuous Events. These are repeatable Quests for turning in Items for Xp or money; these are typically not worth completing at all & are a waste of resources for the Xp yields they give. “Completing” Continuous Events do not contribute towards the Busy, Busy, Busy Achievement.

Side Quest #4 – On the Air: Exit the Fast Travel room in the Lifeguard Tower, & we can find Dominic around the corner; speak with him to obtain this Side Quest.

Side Quest #5 – Lazarus Rising: Walk down into the garage, & speak with Hank about fixing up a Truck for us to drive to obtain this Side Quest.

Side Quest #6 – Bloody Health Service: Enter into the lower floor of the Lifeguard Tower & we can find Jack trying to get a door open. Speak with him, then Breach the door. Clear out the two Walkers, then speak with Jack to complete the Side Quest.

Side Quest #7 – Life In the Bag: Speak with Jack again, & he will give us another Side Quest to complete.

Side Quest #8 – Family Matters: Nearby where Jack is, enter the next room & speak with Max to receive this Side Quest.

Side Quest #9 – My Precious…: Next speak with Jeannine to receive this Side Quest.

Side Quest #10 – Ashes to Ashes: Last but not least, head outside & speak with Mike to receive this Side Quest.
Sequence 3: Hitting the Pavement
1. Resort: Golden Bungalows District, Silver Bungalows District, Lighthouse, Lifeguard Tower, Hotel Bungalows
2. Main Quests: N/A
3. Side Quests: Toy Story, Life In the Bag, My Precious, Bloody Valentine, Knockin’ On Heaven’s Door, Light My Fire, Tell Me Where It Hurts, Nighthawk, A Ray of Hope, The Lost, Hit & Run, Omar Escort
4. Collectibles: 17/120
5. Achievements: 5/57
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Resort – Golden Bungalows District:


Collectible #11 – Banoi Herald #4: When you are ready to leave, begin heading up the road North from the Lifeguard Tower (searching for Vehicle Parts as you go) & we will eventually come to a small residential area off our left. Head up the stairs, to a small bar, then take another set of stairs off our left up to a lone bungalow. Enter inside it using the side door, & we can find this Fact on a desk in the bedroom.

Side Quest #11 – Toy Story: While still in this side residential area, head North further along it & we will come across a bungalow being assaulted by Walkers. Dispatch the Walkers, then Breach into the bungalow through a side door & we can find two Survivors inside.

Speak with the woman named Anne Snyder to receive an actual Side Quest.

Collectible #12 – Banoi Herald #5: Before we leave the bungalow with Anne & Kim, look over in the far-right corner of the room from where Anne is sitting to find this Fact on a shelf.

Collectible #13 – ID Card #12: We can find this ID Card in Anne & Kim’s bungalow as well; it can be found on the end table beside the bed where… a dead woman is laying… alrighty then, I guess.

Side Quest #7 – Life In the Bag: Directly below where the ladies’ bungalow is, we can find an ambulance in the parking lot area.

Resort – Silver Bungalows District:

Collectible #14 – ID Card #11: Head across the street from the ambulance & we can explore the other end of the residential area in the Silver Bungalows District. Approach the first bungalow off our right & Breach the door where we can find this ID Card on a desk in the bedroom.

Side Quest #9 – My Precious…: While in the Silver Bungalows District, head over to where Jeannine lives in Bungalow #6, move the Truck out of the way, & we can find the Necklace on a shelf in the bedroom.

Side Quest #12 – Bloody Valentine: You’ll have immediately noticed two Survivors here in Bungalow #6. Speak with the bleeding man in the bathroom, Roger Nelson, & we will learn he has been bit. Agree to his request, & we will take his wife Jessica away from here over to the Lighthouse.

Get in the Truck with Jessica, & carefully begin driving to the Lighthouse. Reach the Lighthouse with her, & we will complete the Side Quest.

Resort – Lighthouse:

Side Quest #13 – Knockin’ On Heaven’s Door: As soon as we arrive at the Lighthouse, we will obtain this Side Quest; the Lighthouse is another safe hub for us as well. Go speak the sanctuary leader, James Stein, at the top of the Lighthouse & he will ask us to help the survivor’s living here.

A whole bunch of new Side Quests will now become available.

Collectible #15 – Tape #2: Here at the top of the Lighthouse, we can find this Recording on a table right beside James.

Side Quest #14 – Light My Fire: At the top of the Lighthouse, we can also speak with Trevor Cohen & receive a Side Quest from him.

Side Quest #15 – Tell Me Where It Hurts: In the main room of the Lighthouse, we can speak with Mick Fler to receive this Side Quest. If you looted the infirmary at the Lifeguard Tower & the ambulance to grab the Paramedic’s Bag, you should have the Painkillers & 3 Bandages needed to complete this Side Quest…

Side Quest #16 – Nighthawk: Now walk over to speak with Monica Goldberg to receive this Side Quest.

Side Quest #17 – A Ray of Hope: For the last Side Quest we can obtain here, speak with Darvin Bark in the maintenance room to obtain this one.

Side Quest #1 – The Lost: While we are in the main room of the Lighthouse, we can find Maggie Spacy sitting on a bedroll near where Jessica Nelson will sit down. Speak with her & tell her that Steven is looking for her.

Resort – Lifeguard Tower:
Return back to the Lifeguard Tower & we can turn in Side Quests: Lazarus Rising, Life In the Bag, The Lost, & My Precious.

Resort – Hotel Bungalows:


Side Quest #11 – Toy Story: Backtrack over to the Hotel Bungalows, & head to Bungalow #15. Breach the door, & we can find two Survivors in the living room; however, one will get up & attack us so be careful. Deal with the assailant, & we can find Anne’s Teddy Bear on a nearby chair.

Collectible #16 – ID Card #21: We can also find this ID Card in the Bungalow #15 living room as well on a shelf.

Side Quest #18 – Hit & Run: While we are in the neighborhood, we can see a Questgiver Icon on our mini-map called Omar Torres. Head to Bungalow #17, & speak with Omar to receive this Side Quest.

Go to the Quest Marker at the Hotel (Exterior) over towards one of the Bars near the pools. Follow the blood trail we find here… down into an underground public bathroom to find a Thug holding the Safe Key we need.

Kill the Thug, & take the Safe Key back to Omar. Together, enter into the next room of Bungalow #17 & move the painting out of the way to locate the safe to complete the Quest.

Side Quest #19 – Omar Escort: Speak with Omar again, & he will ask us if we can escort him to the Lifeguard Tower. Omar will lead the way, so stay close, & eliminate all the Walkers before they can attack him.

Get him to the Lifeguard Tower to complete the Quest; we will receive our first Firearm for completing this Quest as well. Firearms do not have Durability & only need Ammo to use. I recommend keeping the Firearm in your Inventory at all times to work towards the associated Achievements when you find bullets.

Side Quest #2 – Out of Stock: If you have been diligent in your looting, you may have been able to obtain the 15 bottles of Alcohol needed for completing this Side Quest. Bring them to Stanley in groups of 5, & after the last batch has been delivered, we will complete the Quest.

Collectible #17 – ID Card #23: As a last matter of business to do here in the Hotel Bungalows, head to the far Southwest most bungalow & we can see some “Enemies to Kill” appear on our Map. Get to Bungalow #10, & clear out the Walkers to find Steve Summers. Head around the back of the bungalow to get inside, & we can find this ID Card on a desk as soon as we enter it.
Sequence 4: I Live, I Die, I Live Again
1. Resort: Golden Bungalows District, Silver Bungalows District, Lighthouse, Lighthouse Gas Station, Lifeguard Tower, Hotel (Exterior)
2. Main Quests: To Kill Time, A Piece of Cake, Seek’n’ Loot
3. Side Quests: Toy Story, A Ray of Hope, Too Much Sugar, On the Air, Knockin’ On Heavens Door, Counsel of Despair, Ashes to Ashes
4. Collectibles: 21/120
5. Achievements: 6/57
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Resort – Golden Bungalow District:

Side Quest #11 – Toy Story: With Anne’s Teddy Bear retrieved, return it back to her to complete this Side Quest.

Side Quest #17 – A Ray of Hope: Just North of Anne’s bungalow, we can head around another bungalow to locate Markus, trapped in a fenced off substation. Kill the Walkers surrounding him, & he will task us with fixing the other substation located over in the Silver Bungalow District.


Achievement #6 – Can’t Touch This: Use a Hammer to kill a series of 15 Zombies without taking damage.
If you have a few fully Upgraded Hammers, you may as well attempt this Achievement as we play. Whenever you encounter Walkers, be sure to Kick them down before they get too close to you & finish them off with the Hammer. Try not to take on more than one Walker at a time, & try to spread them apart if there is a group.

Infected are pretty annoying if they spawn as they can pretty easily strike us & ruin our combo. Stick with it, & you should be able to unlock this Achievement at some point during our time at the Resort.

Resort – Silver Bungalow District:


Collectible #18 – Banoi Herald #6: Follow your Quest Marker over to the substation, & Breach door. An alarm will sound off & we must quickly flip all the switches to turn it off. Before we head back up to the surface, we can find this Fact inside an open red toolbox.

Resort – Golden Bungalow District:

Side Quest #17 – A Ray of Hope: Return back to Markus & we will have to go back to the Lighthouse to speak with Darvin…

Side Quest #20 – Too Much Sugar: On our Map, we can see a Questgiver Marker North of our position called Luke Craig. Head over to him, & clear out the Walkers inside Bungalow #20. Breach the closest doors, & we will find Luke; speak with him to obtain this Side Quest.

Collectible #19 – ID Card #13: Before we leave Bungalow #20, we can find this ID Card on a shelf across from where Luke is laying.

Side Quest #20 – Too Much Sugar: Return back to the Silver Bungalow District & bring the Insulin over to Luke’s brother Danny in Bungalow #14 to complete the Quest.

Resort – Lighthouse:

Side Quest #17 – A Ray of Hope: Report back to Darvin at the Lighthouse to complete the Quest.

Side Quest #4 – On the Air: With the previous Side Quest complete, we can now enter into the Lighthouse’s warehouse & we can collect the Signal Amplifier for Dominic.

Side Quest #13 – Knockin’ On Heaven’s Door: With a few Side Quests completed for the Lighthouse Survivors, return to James to complete this Quest.

Side Quest #21 – Counsel of Despair: Speak with James again, & we will receive this Side Quest.

Resort – Lighthouse Gas Station:

Side Quest #10 – Ashes to Ashes: It is time for us to head over to the Lighthouse Gas Station near the Lighthouse now & see if we can’t locate some fuel. When we arrive, there will be Survivors trapped inside it. Speak with Sathiss, & we will be allowed inside. Speak with Dan Mark next, & we will have to activate the gas station fuel pumps…

Collectible #20 – ID Card #14: While we are inside the Lighthouse Gas Station, walk around to the front reception desk & we can reach in through the window to collect this ID Card next to the cash register.

Side Quest #10 – Ashes to Ashes: Exit through the back of the Lighthouse Gas Station, climb up the ladder, then drop down into the warehouse where a Thug will be waiting for us. Knock in its teeth along with the other Walkers in here, & turn on the power to the pumps.

Resort – Lifeguard Tower:

Side Quest #10 – Ashes to Ashes: Fight off more Infected & Walkers, & fill up an Empty Canister; load the Canister into a Truck, & drive it back to the Lifeguard Tower to give to Mike to complete this Quest. We can also turn in Side Quest – On the Air while we are here as well…

Main Quest #6 – A Piece of Cake: With both Side Quests completed, return to Sinamoi & we can complete Main Quest – To Kill Time. Our next tasks will be to locate more food & water resources for the Survivors… If you already have 3 Cans of Food, which you probably do, you can turn this Quest in immediately. If not, then we have to return to the Hotel (Exterior) for a new Collectible anyways…

Resort – Hotel (Exterior):

Collectible #21 – ID Card #19: Regardless of whether or not you need the Canned Food, now that we have Main Quest – Piece of Cake active/completed, head over to the pool in front of the Hotel (Exterior). Near the building here, we can find a Bar… & a Thug. Ignore or dispatch the Thug, then search around the outer bar counter to find the Storage Key near the hands of a dead Walker leaning on the counter.

Collect the Storage Key, & we can enter into the Bar where we can find this ID Card on top of one of the metal cabinets.

Resort – Lifeguard Tower:

Main Quest #7 – Seek’n’ Loot: Take 3 Cans of Food back to Sinamoi, & three cans just isn’t enough to feed the ten or so Survivors living here. What will hit the spot? Some juice boxes. Drive back up to the Lighthouse Gas Station, pop in to see… Sathiss & Dan again, & pick up a Juice Pack. Load it into your Truck & drive it back down to the Lifeguard Tower.

Our next Juice Pack however is found way to the Southwest at a different gas station. Before we head to it, we may as well clear out some remaining Side Quests & Collectibles along the way.
Sequence 5: Oceans of Emptiness
1. Resort: Diamond Beach, Diamond Bungalows District, Golden Bungalows District, Lifeguard Tower
2. Main Quests: N/A
3. Side Quests: House Full of Surprises, Family Matters, Two Hearts, Counsel of Despair, Light My Fire
4. Collectibles: 30/120
5. Achievements: 11/57
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Resort – Diamond Beach:


Collectible #22 – ID Card #4: From the Lifeguard Tower, we will go to clear out the beaches to the Northeast of the Resort. Head down to the Golden Beach, & begin heading North. Pass through two sets of wooden arches & we will reach the Diamond Beach. As soon as we pass under the arch into Diamond Beach, look off your right to see a small partying spot where we can find an ID on a yellow beach towel.

Collectible #23 – ID Card #5: Continue further up the beach & we can find a bungalow next to a set of stairs that lead up to the Silver Bungalow District. Enter the beach bungalow, & we can find this ID Card on a coffee table inside.

Collectible #24 – ID Card #6: Further North up Diamond Beach, & we can find a concert stage with another ID Card here; it can be found in the center of the stage next to the music system.

If you are lucky, there may be a Survivor to save here too…

Collectible #25 – Banoi Herald #7: Now, leave the beach, & instead head Southeast over towards the boardwalk heading counterclockwise through some bungalows on the ocean. At a crossroad in the boardwalk, head left over towards a Bar where we can find this Fact inside the storage room on a counter.

Side Quest #22 – House Full of Surprises: Continue around the boardwalk now & we will see some Walkers banging on a lifeguard lookout. Clear them out, & we can find a Survivor named Richard Case inside. Speak with him, & he will give us his key to his bungalow along with this Side Quest.


Achievement #7 – Savior: Save 5 people besieged by Zombies.
This will come naturally as we play. While some rescue events are in fact random, the majority of them are actually scripted & tied to Side Quests. Just by going around & finding Collectibles, you are bound to come across the 5 rescue instances you need for the Achievement…

Collectible #26 – ID Card #10: From where we saved Richard, head over to the second bungalow along the water to our right & we can find this ID Card on the bed inside; there may be a Thug in here…

Collectible #27 – ID Card #9: While still on this island section, head to the very last bungalow on the right before the boardwalk picks up again & we can find this ID Card on a small end table in the bathroom.

Collectible #28 – ID Card #8: Cross over the boardwalk now to the next small island & head over to the Bar on the left side of it to find this ID Card inside the storage room next to a corpse.

Side Quest #22 – House Full of Surprises: Now that we are here, head over to the marked bungalow belonging to Richard; simply enter inside it to complete the Quest.


Achievement #8 – To Put It Bluntly: Kill 250 Zombies using blunt melee Weapons.
This will come naturally as we playthrough the game if you prefer to use blunt Weapons; if you are more edged focused, you may earn the Hack & Slash Achievement sooner. Regardless which of the two you unlock, start focusing on using the opposite melee Weapon type next…

Resort – Diamond Bungalows District:


Side Quest #8 – Family Matters: With that done, head to the very far North end of this bungalow chain & we can finally go looking for Kelly’s husband, William. Get to the bungalow, & we will encounter a couple of Survivors here.

First, speak with William, & he will tell us to tell his wife that he is dead…

Collectible #29 – Banoi Herald #8: While in this “party bungalow” we can find a Fact on a shelf next to the TV.

Side Quest #23 – Two Hearts: Return to the front of the bungalow & speak with the Survivor, Jennifer Snider, & we will receive this Side Quest. Fortunately, we know exactly where Anne is…


Achievement #9 – Learning the Ropes: Reach Level 10.
By this point in the game, depending on how much extracurricular Zombie killing or Challenges you have been doing you should be Level 10 or higher; we will most certainly be higher than Level 10 by the end of Act 1…

Continuous Event – Time For Booze: Before we leave this bungalow, we can speak with Svetlana to obtain this Continuous Event. While not immediately important right now… we are going to use this Continuous Event at the end of our playthrough to farm Xp to Level 50…

Resort – Diamond Beach:

Collectible #30 – Banoi Herald #9: Head around the last bit along the boardwalks through the Diamond Bungalows District & return to the beach. Continue North through some rocks to the far end of the beach, & we will encounter an old military bunker. Enter inside, & climb up the ladder to the second floor where we can find this Fact on a table.

Side Quest #21 – Counsel of Despair: Unfortunately, the way forward will be blocked, & we will have to backtrack along Diamond Beach up a side path near a different bunker. Take the path up & we will reach the unfinished HELP sign that the Lighthouse Survivors have been trying to make by placing down a few Crates. While we do this, we will be regularly assaulted by waves of Infected, so be on your guard!

Side Quest #14 – Light My Fire: Continue down towards the beach from here & we will reach a seaside cave system that is accessible due to low tide. Pass through it & search around in a bunch of toolboxes to collect some 4 Flares.

Resort – Lighthouse:

Side Quest #21 – Counsel of Despair: Return back to the Lighthouse to turn in our two Side Quests, & for turning in Side Quest – Counsel of Despair we will receive the Torch Mod…


Achievement #10 – Steam Punk: Create Weapons to rival the Gods of fire or thunder.
With the Torch Mod, all we need is 3 Rags, 2 Glue, 2 Gas For Lighter & a Bat/Club type Weapon to craft it for this Achievement. For the Achievement we need to make a Weapon that has Fire or Shock Mod on it…

Resort – Golden Bungalows District:

Side Quest #23 – Two Hearts: Head over to the Golden Bungalows District, & return back to teddy bear Anne. Tell her that her sister is looking for her, but she has teddy, & will be okay.

Resort – Lifeguard Tower:

Side Quest #8 – Family Matters: Speaking of being alright, return to Max back at the Lifeguard Tower, & make your decision on what to tell her about William.

Resort – Diamond Bungalows District:

Side Quest #23 – Two Hearts: Make the long trek back down to the “party bungalow” in the Diamond Bungalows District, & tell Jenny that her sister is safe.


Achievement #11 – Cardio: Travel a distance of 20km on foot.
Trucks can only take us so far around Banoi & the majority of the time we will be exploring around on foot. Travel 20km or 20,000m on foot, & we will unlock this Achievement.
Sequence 6: Back to Where It Began
1. Resort: Highway, Tunnel Gas Station, Hotel
2. Main Quests: Seek’n’ Loot, Born To Be Wild
3. Side Quests: Make Yourself At Home, Fluid Necessity, Waterdance
4. Collectibles: 41/120
5. Achievements: 12/57
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It will now be time collect that final Juice Pack from the gas station to the far Southwest; granted, if you quit the game & reloaded, you could also just have grabbed the respawned Juice Pack from the Lighthouse Gas Station…

Resort – Highway:


Collectible #31 – ID Card #15: As we drive past the Lighthouse Gas Station, go North down the road, & we can see a warehouse near a “Southsea Wings” billboard. Approach the warehouse & head around to the backside where we can enter inside it by Breaching through a side door. Inside the warehouse, we can spot this ID Card on a desk inside the office room.

Collectible #32 – ID Card #17: Continue further down the highway & the only path available will be to the left with a large tour bus blocking the path ahead. Exit your Truck & head around the bus to find two boat storage warehouses. One will be busted open, so we can head inside it to find this ID Card on a counter next to a red toolbox.

Side Quest #24 – Crash: Return back to our Truck & continue to drive around the far West side of the Resort grounds. As we drive past the road junction to the Hotel, we will encounter a woman on the side of the road near a tunnel entrance. Get out to speak with her to receive this Side Quest, then follow her down to where her husband crashed their car.

Get her husband out of the car, then be prepared to defend them from incoming Infected. Fight off two short waves, & break open the car door to complete the Side Quest.

Side Quest #25 – Make Yourself At Home: Keep driving South along the highway & we will shortly reach a small compound on the left side of the road being assaulted by Walkers. Clear them out & approach the compound to find the Survivor, Harlon Johnson, who needs our help getting inside this building.

Collectible #33 – Banoi Herald #12: Parkour over the fence line, & Breach the side door at the back to get inside the compound. Dispatch the Thug, & we can find this Fact on a long table at the foot of a bed.

Side Quest #25 – Make Yourself At Home: Collect the Key from the Thug, & let Harlon into the compound to complete the Quest.

Side Quest #26 – Fluid Necessity: Speak with Harlon again inside the compound, & he will tell us that he needs gas to keep the generators alive. While we can drive back to the Lighthouse Gas Station for the fuel, we may as well continue South along the highway to the other one since we need to head there anyways…

Resort – Tunnel Gas Station:



Collectible #34 – ID Card #25: Keep driving South along the highway & we will come across two wrecked police cars & a wrecked truck. Stop here, & approach the wrecked truck to find this ID Card on its dashboard.

Side Quest #26 – Fluid Necessity: Get to the Southwestern gas station, Tunnel Gas Station, & collect two full Fuel Canisters & place them in our Truck.

Main Quest #7 – Seek’n’ Loot: If you have not already completed this Main Quest, track down the final Juice Pack & place it in the back of your Truck. Note that depending on if you quit your game or not, your previously collected Juice Pack may have also disappeared. Make sure you load up your Truck with at least two Juice Packs before we leave the Tunnel Gas Station just in case…

Side Quest #27 – Waterdance: When we arrived at the Tunnel Gas Station, we will have received this Side Quest. Head around the gas station & throw the three electrical switches to disable the power & we will complete the Side Quest.

Collectible #35 – ID Card #24: Before we leave the Tunnel Gas Station, get onto the main gas station storefront roof, & we can find this ID Card inside a red toolbox.

Resort – Highway:

Side Quest #26 – Fluid Necessity: With at least two full Fuel Canisters in the back of our Truck, drive back to see Harlon.


Achievement #12 – Karma-Geddon: Kill 50 Zombies using a Vehicle.
As we drive around in our Trucks from destination to destination, deliberately make a point of smashing down Walkers & Infected as we go. Rack up 50 kills this way, & we will unlock the Achievement.

Resort – Lifeguard Tower:

Main Quest #7 – Seek’n’ Loot: Bring two Juice Packs to the drop off at the Lifeguard Tower, then go speak with Sinamoi.

Chapter #3 – Wheels of Steel:

Resort – Lifeguard Tower:

Main Quest #8 – Born to Be Wild: Unfortunately for us, the name of the game for the Survivors is staying up on consumables. With the Resort more or less ransacked, we will have to head further into the island. Before we can do that, we will need a proper rig to get us through. Sinamoi knows of one, but it will be locked in the Hotel parking lot.

Resort – Hotel:

Main Quest #8 – Born to Be Wild: Drive over to the Hotel, & fight off the two Thugs guarding the Security Keycard to enter the Hotel Parking Lot. Note that once we enter here, we will be locked in.

Collectible #36 – ID Card #30: Once we enter the Hotel, head straight ahead & we can find this ID Card on a couch in between two elevator doors.

Collectible #37 – Banoi Herald #16: Carry on down the Hotel halls past a Wine Shop off our right, maintenance room off our left, & we can enter into a staff room off our left again. Enter the staff room, & we can find this Fact on one of the tables.

The next 8 Collectibles must be found during this Main Quest as we are unable to return back to these areas of the Hotel after we complete it!

Collectible #38 – ID Card #28: Locate Mike Davies, then drop down through the open elevator to continue on. Before we enter into the Kitchen ahead, we can find this ID Card on the ground near a dead security guard.

Collectible #39 – ID Card #27: Enter into the Kitchen, then head to the far right of three different exits to it. Follow the halls along & we will enter into a freezer room. Enter further into the freezer into the next room through a set of doors & we can find this ID Card on the ground near a corpse near some hanging beef… I hope its beef.

Collectible #40 – Banoi Herald #15: Get out of the Kitchens, & we will enter a small room before heading into some halls; we can find this Fact on a luggage trolley in this room.

Collectible #41 – ID Card #29: Pass through the maintenance halls & we will enter into the Swimming Pool area. Enter into the steaming shower room ahead & we can find this ID Card on a shelf in the towel room in between the showers & toilets.
Sequence 7: Meals On Wheels
1. Resort: Hotel, Lifeguard Tower, Diamond Beach, Old Marina
2. Main Quests: Born To Be Wild, Black Hawk Down, Misery Wagon, Only the Strong Survive, On the Road
3. Side Quests: A Voice From Above the Sky
4. Collectibles: 48/120
5. Achievements: 15/57
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Resort – Hotel:

Reminder that we must find these remaining 4 Collectibles in the Hotel while we are here or we will be unable to return back to grab them.

Main Quest #8 – Born to Be Wild: Leave the poolroom showers, head up the stairs, & we will eventually locate Ken in one of the storage room closets. Ken is pretty (Censored by Steam) up, & we need to get him some Morphine. Pass into the Hotel Ambulatory, & we can find some there.

Collectible #42 – Banoi Herald #13: While we are in the Hotel Ambulatory, we can find this Fact on a nearby desk.

Collectible #43 – Banoi Herald #14: Bring the Morphine back to Ken, & we will be able to continue on through a set of previously locked security doors. Just past the doors, enter into an office just off our left & we can find this Fact on the desk inside.

Collectible #44 – Tape #3: Leave the office & make your way down the hall ahead to enter a small lounge room with a bar counter; we can find this Recording on one of the tables close to the windows overlooking the pool room.

Collectible #45 – ID Card #26: Continue down the halls & we will need to clear out some Walkers from a corridor before our friend will open the next doors. Mike will then need us to enter into the Server Room & clear out more of the Walkers. Enter into the first room of the Server Rooms & we can find this last Collectible for the Hotel on the desk beside one of the controls to reset the firewall terminal.

Main Quest #8 – Born to Be Wild: With all our Collectibles obtained, finish resetting the rest of the firewall systems & we will be allowed to travel down into the Hotel Parking Lot where we can find our Fortified Truck.

Get out of the Hotel Parking Lot with it, & drive the Fortified Truck back to the Lifeguard Tower.

Chapter #4 – Of Broken Birds:

Resort – Lifeguard Tower:

Main Quest #9 – Black Hawk Down: With the Fortified Truck back at the Lifeguard Tower, speak with Sinamoi & he will tell us that a military chopper has crashed somewhere on Diamond Beach.

Resort – Diamond Beach:

Main Quest #9 – Black Hawk Down: Head down to the crash site on Diamond Beach, & we will introduced to our next new Special Zombie type, the Suicider. If you have no ranged Weapons, you will need to dispatch them by throwing your melee Weapon at them.

Approach the wrecked helicopter, & we can find a Survivor sitting on a rock named Nikolai. Escort him over to a nearby bunker on the beach (be careful as we will be attacked & he doesn’t have a lot of health) & the door to it will now be open.

Collectible #46 – ID Card #7: Before we leave Nikolai’s bunker, search the room he is in to find this ID Card on a nearby yellow crate.

Side Quest #28 – A Voice From Above the Sky: Speak with Nikolai again, & we can receive this Side Quest from him.

Resort – Lifeguard Tower:

Main Quest #9 – Black Hawk Down: Return back to Sinamoi & tell him what happened.

Main Quest #10 – Misery Wagon: Sinamoi will then direct us to head to a local mechanic who can further reinforce our Fortified Truck.


Achievement #13 – Road Trip: Drive a total distance of 10km.
If you have been driving around a lot doing your Side Quests in a Truck, you should be well on your way to unlocking this Achievement. If not, we still have three more Acts worth of driving to do…

Resort – Old Marina:

Main Quest #10 – Misery Wagon: Drive the Fortified Truck up North past the Lighthouse & we can reach the Old Marina. Kill the Walkers surrounding the Workshop, & the two Survivors living here will let us inside.

Main Quest #11 – Only the Strong Survive: Speak with Earl, & he will agree to reinforce our Fortified Truck. While he does this, we will need to defeat a few waves of Infected.


Achievement #14 – One Is All I Need: Kill 5 Infected in a row with a single blow.
This is a great time to attempt this Achievement, but it will require us to use as powerful Weapon as you have. Ideally, use a sharp melee Weapon like a Machete & Upgrade/Modify it as strong as you can. Then when the Infected show up, aim for the head & hopefully you can kill them in one shot; kill 5 Infected in a row to get the Achievement.

We have to kill around 20 or so Infected so there is plenty in case you mess up. If you are worried, you can always reload your last Checkpoint & try again. If your Weapons are not strong enough, do not worry, as we have many other opportunities to try for this Achievement.

Main Quest #11 – Only the Strong Survive: After the Infected have all been taken care of, Earl will have finished up… & done quite a lot of work in the short time he was working on our Truck.

Collectible #47 – Banoi Herald #10: Before we speak with Jin at our Fortified Vehicle, exit the Old Marina Workshop, & we can see a smaller warehouse just West of it with its front doors now open. Enter inside it, & we can find this Fact on a shelf above the Workbench.

Collectible #48 – ID Card #16: Now locate the ladder around the side of this warehouse & climb up onto its roof where we can find an ID Card inside a red toolbox.

Main Quest #12 – On the Road: When you are ready to end Act 1, it is time to speak with Jin & take the Fortified Vehicle into town…

Before you leave the Resort, I recommend you have uncovered all “blacked over” areas of your Map to make you have discovered all the Locations here to work towards the There & Back Again Achievement. Check the Achievement in the Pause Menu, & you should have 18/57 locations discovered. If not, you need to keep exploring around.


Achievement #15 – Hell In Paradise: Complete Act 1.
Story Related. Complete Main Quest #12 – On the Road, & leave the Resort to travel into the city to unlock the Achievement. We are still able to Fast Travel back to the Resort whenever we want to…
Sequence 8: Descent Into Anarchy
1. City of Moresby: St. Christoper Church, St. Christopher’s Cemetery, Canale Street, Down Town, Old Town Bridge, Drowned Hope
2. Main Quests: Ram On Heaven’s Door, Sacred Silence, Drowned Hope
3. Side Quests: In Cold Blood, Last Chance On the Wall, Alcohol For Theresa, A Voice From Above the Sky, Last Will
4. Collectibles: 53/120
5. Achievements: 17/57
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Chapter #5 – Mixed Blessings:

City of Moresby – St. Christopher’s Church:

Main Quest #13 – Ram On Heaven’s Door: When we arrive at the Survivor settlement in town, it will be under attack. Specifically, it will be under attack by our next Special Zombie type, the Ram. Carefully clear out the Walkers before fighting the Ram.

We deal 1 damage if we attack the Ram’s front & can only do good damage by hitting it in the back. Stand in front of the Ram, & when it charges strafe left or right & press A to do a quick evading dodge.


Achievement #16 – Oh, No You Don’t: Kill a Ram using Sam B’s Tackle Skill.
For this Achievement, we need to kill a Ram using the Tackle Skill which is for the Character, Sam B. Your Tackle Skill needs to be Tier 2, or it will not deal any damage. Whittle down the Rams health, then finish it off with Tackle; much easier said than done as even when Tier 2, Tackle will only do around 20 damage.

If you do not have the Tackle Skill, then do not worry as Rams will now be appearing throughout the game after this Main Quest; keep it in mind, & focus on spending your next two Skill Points on Tackle.

If you are not playing as Sam B, we can earn this Achievement when we play as him to beat Act 1 for the Right 4 Life Achievement & return to this point in the game...

Main Quest #14 – Sacred Silence: Kill the Ram, & enter into the Church to speak with a woman named Helen. The church bells are malfunctioning & we need to go & shut them off before the entire city is lured over here. Kill the Thug further in the Church & we can collect the Church Bell Keys off him that we can use to turn off the bells.

Main Quest #15 – Drowned Hope: Helen is our new primary Questgiver here in Moresby. Speak with her after turning off the church bells, & she will ask us if we can check out the nearby pump station.

Side Quest #29 – In Cold Blood: Naturally, since the Church is our new safe hub, there will be some new Side Quests we can collect. To start, locate Mugambe & we can receive this Side Quest.

Side Quest #30 – Last Chance On the Wall: Near where Mugambe is sitting, we can find Howard Craigson who will give us this Side Quest.

Side Quest #31 – Alcohol For Theresa: Lastly, speak with Theresa near the front entrance to the Church & she will ask us to bring her 5 bottles of Alcohol; you may be able to complete this one right away.

Collectible #49 – Banoi Excerpt #18: Before we leave the Church, head up the stairs near the Fast Travel board & we can find this Fact on a mattress near a man named Raymond.

City of Moresby – St. Christopher’s Cemetery:


Collectible #50 – ID Card #44: Now it will be time to leave the Church & begin exploring around Moresby. To start, begin heading down the road to the East close to the cemetery walls. Just before the road begins turning up to the Fast Travel we entered into Moresby from, look over near a small bus stop structure to find this ID Card on a table.

City of Moresby – Canale Street:

Collectible #51 – Tape #4: Turn around & follow the road back the way we came & continue West past the Church along it. When the road reaches a bridge crossing a canal head over it, & we will enter the Queenscliffe district. On the other side of the bridge, walk around a metal box like structure off our left, & we can see a ladder leaning against a building up a small set of stairs.

Climb up the ladder & we can find this Tape on the rooftop next to a ravaged corpse.


Achievement #17 – Tis But A Flesh Wound!: Sever 100 limbs.
If you frequently use sharp melee Weapons, then this will come naturally as you play. Focus on aiming for a Zombies arms or legs; decapitating them will not count towards the Achievement.

City of Moresby – Down Town:

Collectible #52 – ID Card #41: Return back to the road, & keep following it West now to the location of Nikolai’s restaurant, Caffe Kiev for Side Quest – A Voice From Above the Sky. Enter inside, & we can find this ID Card on a shelf underneath the front counter.

Side Quest #28 – A Voice From Above the Sky: Enter into the backroom of Caffe Kiev, & we can find Sergei Kletska. Speak with him & the Side Quest will be progressed to the Jungle – the area we head to in Act 3.

Side Quest #32 – Last Will: As we walked past the Police Station on our way to Caffe Kiev, you will most likely have a new Questgiver marked on your Map close by called Terrance Barker. Head to it, & we can find a wounded man. Speak with him, & he will ask us if we can take his written will back to his family at the Church.

Do just that, & return to the Church… & remember Raymond? Head up the stairs, & we can give him Terrance’s will to complete the Quest.

City of Moresby – Old Town Bridge:


Collectible #53 – ID Card #34: Continue making your way through the city counterclockwise to the West, through Riverside, & we will come across the Old Town Bridge. Head to the far end of the bridge where it is broken off, & we can find this ID Card on the ground near a corpse trapped underneath a flipped over car.

City of Moresby – Drowned Hope:

Main Quest #15 – Drowned Hope: When we approach the pump station, we will discover that Bandits (with Firearms) have taken it over; if you have been packing your own Firearm, now is the best time to start using it… Pay attention to the Pistols the Bandits are dropping as we can most likely walk away with one dealing 700+ damage depending on your Level!

Clear out the Bandits through any means, & locate the missing Survivors from the Church.
Sequence 9: Street Sweeper
1. City of Moresby: Drowned Hope, Old Town, Down Town, St. Christopher Church
2. Main Quests: Drop By Drop, Way of Salvation
3. Side Quests: Godless Entities, In Cold Blood, Grasp All Lose All, Fortress of God, One Foot In the Grave, Message to the Masses
4. Collectibles: 58/120
5. Achievements: 18/57
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As something to note as we play, for the Gesundheit! Achievement we need to heal ourselves 100 times using Medkits. Medkits are fortunately more common from Act 2 onwards as drops. Use Medkits to heal yourself whenever you can to work towards this Achievement; I’d recommend keeping a buffer of at least 5-10 Medkits however for emergencies.

City of Moresby – Drowned Hope:

Main Quest #16 – Drop By Drop: After we assess the situation with Antonio Margarete in the Drowned Hope control room, we will discover that there are multiple Fire Hydrants expelling water & lowering system pressure.

Closing these will take us all across the city, which is good, as it gives us an excuse to pass by many Collectibles in the process…

Side Quest #33 – Godless Entities: Before we leave the pump station, speak with Frank & we will receive this Side Quest. Clear out the Walkers in front of the pump station, then return to Frank to complete it.

City of Moresby – Old Town:

Main Quest #16 – Drop By Drop: Make your way down to the first marked Fire Hydrant, clear out the Zombies, & close it.



Collectible #54 – ID Card #39: Before we head to the next Fire Hydrant, look over nearby this current one to see a bus stop near the waterfront side; we can find an ID Card on a table under it.

Main Quest #16 – Drop By Drop: Continue over to the second Fire Hydrant now & close it off.

Side Quest #29 – In Cold Blood: To reach the third Fire Hydrant, we will be taken back up towards Riverside. Head directly North up the street from the second Fire Hydrant, & we will be passing by the Abandoned House where Mugambe’s family should be.

Enter inside it, & head over to Mugambe’s apartment & deal with his wife & daughter.

Collectible #55 – Banoi Excerpt #23: Before we leave Mugambe’s apartment, head inside his bathroom & we can find this Fact on an end table in between the bathtub & toilet.

City of Moresby – Down Town:

Side Quest #34 – Grasp All, Lose All: Continue North up the street from the Abandoned House, & you should spot a Questgiver marker on your Map. Head to it & speak with Stan Dart who has been kicked out of his home by looters. Agree to help him get back home…

Enter inside another Abandoned House & kill off all the Punks inside.

Collectible #56 – ID Card #59: Before we leave the Abandoned House after killing the Punks, loot around in the apartment on the second floor where we had to clear the remaining Punks out of. In the bedroom, we can find this ID Card on a small desk at the foot of one of the beds. This must be collected before we exit the Abandoned House or we cannot go back in & re-enter it!



Collectible #57 – Tape #5: Exit out of the Abandoned House to turn in our Side Quest, then make your way around to the Northern side of this building complex where we can find an Agdat Multimedia Store. Breach the door to the shop, & we can find this Tape up on a shelf behind the front counter.

Collectible #58 – Banoi Excerpt #17: Exit the store, then pop over towards an outdoor patio just to the East of us. On one of the wooden outdoor patio tables. Clear out the Walkers, & we can find this Fact on a table with two empty beer jugs on it.

Main Quest #16 – Drop By Drop: Continue over to the third, fourth, & fifth Fire Hydrants & close them.


Achievement #18 – Light My Fire: Set 10 Zombies on fire simultaneously.
This Achievement is easier than it sounds as dead Zombie bodies will count towards the Achievement; there are many Zombies around the fourth & the fifth Fire Hydrant making this a good opportunity.

Regardless where/when you do this, you first of course need to have a Molotov. Then find a large group of Zombies & kill them close together. You can then Kick the dead Zombies all into a nice, neat, meat pile; lure over more Zombies to kill, & Kick them into the pile to make 10 bodies. If you travel too far away from your pile, the bodies may despawn so be careful. When you have at least 10 Zombies bodies in your pile, throw your Molotov at it to light them all on fire & we can unlock this Achievement.

Chapter #7 – Underdogs:

City of Moresby – St. Christopher Church:

Main Quest #17 – Way of Salvation: Return back to Mother Helen at the Church, & though we have helped get them water, they do not have any supplies to trade with us. We will have to loot the more “affluent” end of the city…

Side Quest #35 – Fortress of God: New Side Quests will be available for us at the Church; speak with Bruno for this one.

Side Quest #29 – In Cold Blood: Return to Mugambe to tell him we have done as he asked to complete this Quest…

Side Quest #36 – One Foot In the Grave: Head over & speak with Deanna to receive this Side Quest.

Side Quest #37 – Message to the Masses: Speak with Hugo to receive this Side Quest.

Do not speak with Jospeh who is outside the Church just yet for Main Quest – Way of Salvation. It will require us to escort him into a part of the City we have not explored yet & we should do that first…
Sequence 10: Will the Sun Ever Set?
1. City of Moresby: Victory Hill, Supermarket District, Simon’s Hub, Quarantine, Langar Road, Gas Station
2. Main Quests: N/A
3. Side Quests: Uninvited Guests, One Foot In the Grave, Simon Says, Radio Ga Ga, Spicey Drinks, Blood Ties, One Last Breath, Picture of Bliss, Last Chance On the Wall
4. Collectibles: 66/120
5. Achievements: 20/57
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City of Moresby – Victory Hill:


Collectible #59 – ID Card #43: Now it will be time for us to explore the Eastern half of Moresby. As we navigate Southeast through Victory Hill, we will encounter a Survivor shouting at us from inside an Abandoned House which will earn us Side Quest – Uninvited Guests. Approach the door to the Abandoned House, & we can find this ID Card on the ground next to a ravaged corpse.

Side Quest #38 – Uninvited Guests: Enter into the Abandoned House now, & clear out the Zombies inside it to rescue the Survivor, Alicia.

City of Moresby – Supermarket District:

Side Quest #36 – One Foot In the Grave: Close by the Abandoned House, we can head further down the street to locate the Insulin for Deanna at an old Pharmacy.

City of Moresby – Simon’ Hub:

Side Quest #39 – Simon Says…: A little ways Southwest of the Pharmacy, we will receive this Side Quest to clear out the Walkers that are surrounding a warehouse. Clear them out, & we will discover ourselves a new safe hub we can Fast Travel to along with more new Side Quests!


Achievement #19 – Hack & Slash: Kill 250 Zombies using edged melee Weapons.
If you previously earned the Achievement for killing Zombies with blunt Weapons, then ideally you have been trying to focus on using sharp melee Weapons when you can; you should unlock this Achievement (or the blunt one if you are sharp focused & already unlocked this one) at some point during our time in Moresby.

Side Quest #40 – Radio Ga Ga: Speak with Carl to receive this Side Quest.

Side Quest #41 – Spicy Drinks: Speak with Florencio Morales to receive this Side Quest; you can most likely turn in the 5 bottles of Alcohol to him straight away…

Side Quest #42 – Blood Ties: Speak with Kwan to receive this Side Quest.

Side Quest #43 – One Last Breath: Speak with Carla to receive this Side Quest.

Side Quest #44 – Picture of Bliss: Speak with Jack to receive this Side Quest.

Side Quest #30 – Last Chance On the Wall: Just outside Simon’s Hub, we can hang up one of Howard’s posters.

City of Moresby – Supermarket District:


Side Quest #36 – One Foot In the Grave: One bottle of Insulin will not be enough for Deanna, & we will have to search in another Pharmacy for two more bottles. Fortunately, one is close by.

Side Quest #43 – One Last Breath: We can also find an Inhaler for Carla in either of the two Pharmacies we looted for Insulin.

Collectible #60 – ID Card #42: Head past Simon’s Hub to the East now & we can hop over some barricades to enter a back alley; it will most likely be marked by “Enemies to Kill” & have some Punks in it. Deal with the enemies if there are any, & we can find this ID Card on a mattress.


Achievement #20 – Gotta Find ‘em All: Find 60 Collectibles.
The Achievement description is a bit misleading, & you will definitely have unlocked it much sooner than right now. While Facts, ID Cards, & Tapes count as Collectibles, Mod Blueprints do as well… but only some of them.

With no information out there for which Blueprints count & which don’t I opted to ignore them in the guide. That being said, some do, & this is the absolute latest you will unlock this Achievement.

Collectible #61 – Banoi Excerpt #21: Exit the back alley to the South, & across the street will be a Workbench in a small bus stop; we can find this Fact on a table at the bus stop.

City of Moresby – Quarantine:

Collectible #62 – ID Card #40: Directly West from Simon’s Hub, we can find a ladder that will take us up to some rooftops in the Quarantine zone. While we are safe up here, if you fall accidentally, it could potentially be fatal as this area is absolutely loaded with Walkers & Infected!

Carefully traverse the rooftop, & we can see part of the walkway ahead broken with a throwable Crate on it. Leap over to it, & we can find this ID Card on a mattress over here.

City of Moresby – Langar Road:

Collectible #63 – Banoi Excerpt #20: Head to the storefront just South of one of the Pharmacies we looted for Insulin, & we can find a convenience store. Enter inside it, & we can collect this Fact from a display shelf.

Collectible #64 – ID Card #45: Keep heading South down the road & we can find a small market with a bunch of stalls set up. On the outer edge of the market, near a row of green dumpsters, we can find this ID Card on the ground in between a Propane Tank & a chair.

City of Moresby – Quarantine:

Side Quest #44 – Picture of Bliss: Due West from us, we can head over to the area where Jack mentioned he was robbed by some Punks. Just on the fringes of the Quarantine zone (not actually inside it) we can find a store with the Punks; kill them, & we can collect the Picture of Jack’s Daughter from under the counter.

Collectible #65 – ID Card #38: Before we leave the store, we can also find this ID Card on top of the same counter.

City of Moresby – Gas Station:

Collectible #66 – ID Card #35: Head further West from where we are now, & we can find the Gas Station in the center of the city. Enter inside the store, & we can find this ID Card on the front counter.
Sequence 11: If Life Is Short...
1. City of Moresby: Old Town. Eastern Waterfront, Nick’s Hub, Shanty Town, Supermarket District, Drowned Hope
2. Main Quests: N/A
3. Side Quests: Last Chance On the Wall, A New Broom Sweeps Clean, Spy Game, Fast Aid, Blood Ties, Message To the Masses, The First Head of Cerberus, The Second Head of Cerberus, The Third Head of Cerberus, Fortress of God, Heroes & Villains
4. Collectibles: 75/120
5. Achievements: 20/57
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City of Moresby – Old Town:


Collectible #67 – Banoi Excerpt #19: Now we will go & explore the final Eastern section of Moresby. From the Gas Station, head South down past the Wastewater Plant, & we will come across an ambulance. Behind it, we can find this Fact on a table under a bus station.

City of Moresby – Eastern Waterfront:

Collectible #68 – ID Card #33: Head East across a bridge over the canal & walk past a “Do Not Cross” barricade in the middle of the road. Past it to the right, we can head up a small set of stairs to a small patio where we can find this ID Card on a short table.

City of Moresby – Nick’s Hub:

Side Quest #30 – Last Chance On the Wall: Continue further down the street, & we will reach the safe haven of Nick’s Hub; we can place another post on the board outside it here.

We can also hang one on a board back the way we came just across from that ambulance we grabbed Collectible #67 near.

Side Quest #45 – A New Broom Sweeps Clean: Enter Nick’ Hub, & speak with Nick himself to receive this Side Quest to kill a turned Survivor who has barricaded himself inside the sanctuary. Enter into the Abandoned House through the roof… why are all of these called Abandoned Houses when they all have people currently living in them?

Collectible #69 – Banoi Excerpt #22: Enter into the Abandoned House through the roof, & we will enter into an apartment suite; we can find this Fact on some cases of canned food next to a mattress directly in front of us.

Collectible #70 – ID Card #58: Deal with the Zombie Thug, Bob, then enter into the room off his left to find the bathroom. In the bathroom, we can find this ID Card on an end table in between the tub & the sink.

Side Quest #46 – Spy Game: Unbar the door to let the Survivor’s back into their sanctuary, & we can speak with Nick again for a new Side Quest; we will be unable to complete it until we reach the Jungle in Act 3.

Side Quest #47 – Fast Aid: Before we exit Nick’s Hub, enter into the spare room & we can speak with a man named Lucas for this Side Quest.

Collectible #71 – ID Card #36: Exit outside the Abandoned House in Nick’s Hub, & with the Survivors all moved inside now, we can find this ID Card on the ground near where we exit beside some water jugs.

City of Moresby – Shanty Town:

Collectible #72 – ID Card #60: Leave Nick’s Hub, & head Northeast where we can find another random Abandoned House. Enter inside it, & it will be full of Walkers. Walk down the hall, & we can enter a side room off our right with its door open; the ID Card will be on a small table next to a radio.

Side Quest #42 – Blood Ties: In the room directly across from the previous Collectible, we can also find Kwan’s brother... who is actually still alive! But… we now have to safely escort him all the way back to Simon’s Hub!

This can be pretty tricky as there is a sea of Walkers between us & Simon’s Hub. Cho will also run past some Walkers, but stop at others meaning we can get wedged in between two large groups. Prioritize Cho’s survival at all cost; you will probably have to burn through a few Medkits to keep yourself alive in the chaos as well…

City of Moresby – Supermarket District:

Side Quest #47 – Fast Aid: While we are up in this area of Moresby, we can quickly head up to the old Pharmacy & collect Lucas’s Medicine.

City of Moresby – Shanty Town:

Side Quest #37 – Message to the Masses: While we can just Fast Travel back to Nick’s Hub, we may as well go on foot & wrap up our East Moresby side business. Travel Southeast down towards where Garett Grant is set up & give him the recording from Mother Helen.

Side Quest #48 – The First Head of Cerberus: Garett Grant will give us a new Side Quest to turn on some speakers across the city. Head around to the four different speakers scattered around the rooftops nearby & turn them all on; return back to Garett to turn in the Quest.

City of Moresby – Eastern Waterfront:

Side Quest #49 – The Second Head of Cerberus: Of course, it couldn’t be that easy, & we will be given an identical Side Quest to complete but down at the Eastern Waterfront.

Collectible #75 – ID Card #37: Head down & turn on the first speaker in the Eastern Waterfront for the Side Quest, & we can find this ID Card on a table next to a crate of oranges directly beside the speaker controls on the roof.

Side Quest #49 – The Second Head of Cerberus: Now head around & turn on the other three speakers in the Eastern Waterfront before returning back to Garett; we can also pin another poster for Side Quest – Last Chance On the Wall close to where the fourth speaker is too.

City of Moresby – Shanty Town:

Side Quest #50 – The Third Head of Cerberus: Naturally, we will receive one more Side Quest from Garett regarding speakers. Fortunately, Cerberus only has three heads…

Side Quest #30 – Last Chance On the Wall: To kill two birds, we may as well follow the boards along to pin posters to before we reach Canale Street…

City of Moresby – Drowned Hope:

Side Quest #35 – Fortress of God: As the poster pinning brings us closer to the Western Waterfront, our next poster will be up near the Police Station. Before we head there, pop over to the Drowned Hope pumping station if you have not already done so & collect Bruno’s Toolbox from Antonio’s workshop.

Side Quest #51 – Heroes & Villains: Exit Drowned Hope, & head through some back alleys to the Southeast & we will encounter a man named Vang Chi. Follow him, & we will be ambushed by some Punks. Speak with Chi again, & we will receive this Side Quest in full to rescue his kidnapped daughter.
Sequence 12: Mind the Smell
1. City of Moresby: Warehouses, Down Town, Quarantine, Shanty Town, St. Christopher’s Church, Sewers, City Hall
2. Main Quests: Way of Salvation, Let the Waters Flow, Head Against the Wall, Supermarket Journey
3. Side Quests: Heroes & Villains, Radio Ga Ga, Last Chance On the Wall, Cat On the Roof, The Third Head of Cerberus, Guard On Duty
4. Collectibles: 82/120
5. Achievements: 22/57
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City of Moresby – Warehouses:

Side Quest #51 – Heroes & Villains: Quickly head down South towards the Warehouses near the Western Waterfront. Enter inside the gated compound, & kill all of the Punks inside.


Achievement #21 – Humanitarian: Kill 50 Human enemies.
This Achievement will most likely come naturally for us during Act 2 due to the sheer number of Punks we will have to deal with through Quests & in random encounters.

Collectible #76 – ID Card #32: After the Punks have been cleared out of the compound & inside the warehouse, Breach a door & deal with a final two Punks. In this room, before we rescue Amber, we can find an ID Card on one of the tables near some Energy Drinks.

Side Quest #51 – Heroes & Villains: Shoot the door pad locking Amber in the room, & speak with her to complete the Quest…

City of Moresby – Down Town:

Side Quest #40 – Radio Ga Ga: Before we reach the next poster to pin near the Police Station, we will come across the electronics shop first. Break into the shop, & we can collect the two Electronic Part & Wires we need for Carl.

Side Quest #30 – Last Chance On the Wall: Pin the final poster to the board around the City, & we will be able to turn in the Side Quest.

Side Quest #52 – Cat On A Roof: As we walk back to the Church on foot, directly East from the Police Station, we will see a group of “Enemies to Kill” near two large warehouses, & we will also immediately receive this Side Quest. Clear out the Walkers, & help the man get back inside his refuge to complete the Quest.


Achievement #22 – A Very Special Day: Kill 250 Zombies with Modified Weapons.
At this point in the game, you should be swimming in Crafting Materials & can be regularly Modify/Upgrade your Weapons. Whenever you find decent Weapons for your Level, take the time to Modify/Upgrade them to work towards this Achievement.

City of Moresby – Quarantine:

Side Quest #50 – The Third Head of Cerberus: As our final task before pressing on with the Main Questline will be to enter into the dreaded Quarantine zone; make sure you have ample Weapons to use just in case as the Infected here are infinite! Quickly/carefully navigate to the three different rooftops & flip the switches to turn on the speakers.

Collectible #77 – ID Card #31: Before we leave the Quarantine zone, navigate to the far Southern end of it close to the Gas Station, & we will enter an alley. It can be difficult to spot, but this ID Card will be on the ground in the center of the 4-way in the alley close to some steps in front of a white door with a light blue frame.



City of Moresby – Shanty Town:

Side Quest #50 – The Third Head of Cerberus: Return back to Garett Grant after turning on the Canale Street speakers & we will finally be finished with this Side Quest chain!

City of Moresby – St. Christopher’s Church:

Main Quest #17 – Way of Salvation: Return to the Church, & speak with Joseph outside it. We will then need to escort him to the entrance to the Sewers. Joseph will lead us on quite the trail around Moresby, but we will eventually reach the Wastewater Plant.

City of Moresby – Sewers:

Main Quest #18 – Let the Waters Flow: Enter into the Sewers, & we will receive this new Main Quest to open the floodgates to release the stored-up water so we can reach the “wealthy” district.

Collectible #78 – ID Card #46: Close off the two shut off valves to the canals & navigate over to the sewer control system to open the floodgates. While in the control room, we can find this ID Card on a desk near the controls.

Collectible #79 – Banoi Excerpt #24: Open the floodgates, then clear out the newly revealed Zombies including the brand new Zombie type, the Floater. Remove the blockade on the door ahead, & we will reach a crossroad with doors off our left & right. Use the door to the right, then head down a corridor & take a right again to enter a three chambered drainage room. In here we can find a steel door with a yellow electrical sign above it behind a railing that will lead us to a room with a Workbench in it; the Fact will be on the Workbench.

Collectible #80 – ID Card #48: Return back to the crossroads we were at before, & head through the left door now where we can find some Walkers & another Floater. Clear them out, then we will enter into another three chambered room.

Pass through the center of the three pipes (they will all funnel down the same path anyways) & when the path bends right, enter through the first gated door off our left. This will lead to an immediate dead end, where we can find this ID Card in an open travel case.

If you go too far, you will see another dead end path to our left with its gated door ripped off & another door straight ahead down the tunnel you have to open to continue…

Collectible #81 – ID Card #47: After the previous ID Card, carry on down into a larger room with some more Walkers & a Special Zombie (Thug?). Dispatch them, but before we enter down the next pipe, we can pass through a steel door where a Workbench is located; the ID Card will be on a vice on top of the Workbench.

Main Quest #18 – Let the Waters Flow: Press on towards our Quest Waypoint in the Sewers, & when we reach the exit to the wealthy district, we will enter Chapter #7… Enter into City Hall.

Chapter #7 – Invitation Only:

City of Moresby – City Hall:

Main Quest #19 – Head Against the Wall: Enter into City Hall, & go speak with Todd Tanis. Unfortunately, we will not be given any supplies for the Church…

Main Quest #20 – Supermarket Journey: Before we go to leave City Hall, we can speak with a man named Josh who will tell us we can find supplies at the Supermarket, though it is completely overtaken by Punks.

To reach it, we will have to return to the Sewers.

Side Quest #53 – Guard On Duty: To enter into the next section of the Sewers, we first have to do a favor for the Policeman who is standing guard outside the door; simply give him a bottle of Alcohol.

City of Moresby – Sewers:

Collectible #82 – ID Card #49: Re-enter the Sewers from City Hall, & follow the linear tunnel down into the first room which will be full of toxic water. At the far left end of the room, we can find a ladder going up; climb up the ladder & we can find this ID Card on a red toolbox.
Sequence 13: Doing the Lord's Work
1. City of Moresby: Supermarket, City Hall, Sewers, St. Christopher’s Church, Police Station
2. Main Quests: Supermarket Journey, Bitter Return, Lady In Trouble, Faith Will Move A Mountain, It’s Never Too Late
3. Side Quests: Big Daddy, Where Are You, Imprisoned For Life, Bury the Dead, Six Feet Under, Matter of Justice
4. Collectibles: 95/120
5. Achievements: 26/57
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City of Moresby – Supermarket:

Main Quest #20 – Supermarket Journey: Pass through the other side of the Sewers & we will enter the Supermarket.

Collectible #83 – ID Card #53: Fight through the cellar, & get up to the next floor. Before we pass through the double doors to enter the main hall, head a little ways further down & we can enter into an office to our left; we can find an ID Card on the desk in here.

Collectible #84 – ID Card #54: Enter the main hall now & clear out all of the Punks. At the far end of the main hall, just before we leave it, we can find an information kiosk; this ID Card will be on the reception desk.

Collectible #85 – Banoi Excerpt #27: Leave the main hall now & Breach a door to enter into a staff room kitchen area; we can find this Fact on one of the eating tables.

Collectible #86 – Banoi Excerpt #26: Enter into the next room, & we can find another Fact here on a bookshelf.

Main Quest #20 – Supermarket Journey: Find a way to get into the Supermarket warehouse, clear out the Punks, then load up the supplies to complete the Quest.


Achievement #23 – Dedicated Student: Reach Level 25.
By this point in the game, you should be close to reaching Level 25, if you are not there already.

City of Moresby – City Hall:

Main Quest #21 – Bitter Return: Pass back through the Sewers once more & return to City Hall. On our arrival, we will discover that Zombies have breached the sanctuary!

Collectible #87 – ID Card #51: Exit the lower floor, & take the stairs up to the second floor. Before exiting out to the atrium, we can find this ID Card on a stack of books near a lootable locker.

Side Quest #54 – Big Daddy, Where Are You?: Navigate along the second floor of City Hall & track down where Mayor Todd Tanis ended up. He will be a Thug now. Kill him, & collect his Universal Key.

Collectible #88 – ID Card #52: With the Universal Key, backtrack through the second floor over to the room in between some stairs & the exterior balcony. In this room, we can now open a door that we previously couldn’t which will be a small office area; we can find this ID Card on a desk inside.

Collectible #89 – ID Card #50: Use the Universal Key to get down to another section of the lower level, & we will enter a room with a Workbench & a Thug in it. Deal with the Thug, & we can find this ID Card pinned to a bulletin board near the Workbench.


Achievement #24 – I Want One of Those: Customize 25 Weapons.
By this point in the game, you should be swimming in Crafting Materials & can afford to be turning most if not all of your current Weapons into Customs. Do this whenever possible to unlock this Achievement…

City of Moresby – Sewers:

Main Quest #21 – Bitter Return: Reach the other entrance to the Sewers, & we will need to find a way to get back to the streets of Moresby.

Chapter #8 – No Good Deed:

City of Moresby – St. Christopher’s Church:

Main Quest #22 – Lady In Trouble: Return back to the Church & speak with Mother Helen who will tell us that Jin (& our Fortified Truck) has been captured by the Punks hold up at the Police Station – we need to rescue her!

City of Moresby – Police Station:

Main Quest #22 – Lady In Trouble: Speak with Joseph, & he will tell us how to enter the Police Station through the Sewers.

Collectible #90 – Tape #6: When we enter the Police Station, we will be inside an underground garage. As we approach the exit doors, we can find this Recording on the ground beside a dead policeman.

Collectible #91 – ID Card #56: Get up to the upper floor of the Police Station, & we can interact with a barred door to continue into a holding area. At the first crossroad in the path, take a right, & we can open a cell with a man named Bill in it; the ID Card will be on the ground a little ways past him.

Side Quest #55 – Imprisoned For Life: Dead ahead from where we entered the holding area we can find a man named Reza trapped in a cell. Speak with him, & he will ask if we can find a way to free him.

Navigate a little ways back, & we can Breach a door to enter the cell block control room. Flip the switch to open all the cells, & we will free Reza.

Collectible #92 – Banoi Excerpt #29: Leave the holding area through a barred door, & we can enter into an observation room through an open door off our left; the Fact will be on a desk inside.

Collectible #93 – ID Card #55: Fight through some Punks in the next section of the Police Station & we can find this ID Card on the information reception desk.

Collectible #94 – Banoi Excerpt #28: Head up to the second floor, & enter into the first room off your right. Pass into the next room after it & we can find this Fact on one of the tables in the center of the room.

Collectible #95 – ID Card #57: Enter inside the Detective Offices, & clear out all the Punks hiding out here. From where we entered the offices, head to the far right corner of the room & we can find this ID Card one of the desks near a dead policeman.

Main Quest #22 – Lady In Trouble: Pass through the Police Chief’s Office, & we can rescue Jin.

City of Moresby – St. Christopher’s Church:

Main Quest #23 – Faith Will Move Mountains: Once we are back at the Church, speak with Mother Helen & tell her that we will share some of the supplies we looted from the Supermarket.


Achievement #25 – Busy, Busy, Busy: Finish 75 Quests cumulatively.
If you have been following along with the guide, you may unlock this Achievement if you have been completing all Side Quests up to this point. Both Main Quests & Side Quests count towards this Achievement while Continuous Events do not.

Though we have the Achievement, I will still be briefly including where to find the remaining Side Quests as we will be needing a LOT of Xp to reach Level 50...

We can collect Side Quests Bury the Dead, Six Feet Under, & Matter of Justice (which then becomes Side Quest – Judgement Day) from the Church.


Achievement #26 – Rootin’ Tootin’ Lootin’: Loot 5 Exceptional Weapons.
You may have already unlocked this Achievement, or you may still have a few more to collect; completing Side Quest – Bury the Dead will reward us with an Exceptional Weapon.

Exceptional Weapons are coloured Orange & can be occasionally looted from Chests if you are lucky…
Sequence 14: Bushwhacker
1. City of Moresby
2. Resort: Lifeguard Tower, Hotel, Bunker #1
3. Jungle: Gaia Falls, River Village
4. Main Quests: It’s Never Too Late, Bird On the Roof, Home Sweet Home, Devastator, Welcome to the Jungle, Chasing Shadows
5. Side Quests: The Dead In Fishing Net
6. Collectibles: 100/120
7. Achievements: 31/57
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City of Moresby:


Achievement #27 – Everybody Lies: Use a Large Medkit to heal an injury of 5% or less.
Before we leave Moresby & return back to the Resort, there are a few Achievements that we can mop up pretty easily here though they require Shopkeepers to have what we need in stock; if they do not, quit to the Main Menu & reload your game.

To start, we will want to purchase a Large Medkit for $500. Then try to damage yourself as little as possible by stepping into Electricity, Toxic Water, Fire, or getting a Walker to slap you. This is best done near one of our safe hubs & there is a good supply of Snacks or Fruit available.

Carefully heal yourself until you have as small amount of health damage possible without being fully healed, then go into your Inventory & manually use the Large Medkit to unlock the Achievement. If you are Sam B, you can slowly wait for your health to regenerate to 95% if you have those Skills purchased which can make this Achievement pretty easy to earn…


Achievement #28 – Catch!: Kill an Infected with a Grenade blast.
Currently, the only way for us to obtain Grenades is to purchase them from the Shopkeeper, Cahaya Dian; no other Shopkeeper will sell them this early on (though they become easier to get later of course). Cahaya is located in Queenscliffe Southwest of the Church & directly Northeast from the Police Station across from a Workbench. If he does not have them for sale, quit to the Main Menu & reload; Grenades cost $600 a piece & we will need a minimum of 3 for these next Achievements!

Once you have the Grenades, we need to locate some enemies; the Quarantine is the easiest spot, & can keep ourselves safe on the rooftops… In the Quarantine, quickly climb up a ladder onto a roof & wait for Infected to arrive (unless they already started to chase you). Then simply throw down a Grenade & kill at least one of them to unlock the Achievement.


Achievement #29 – First!: Kill a Suicider with a Grenade.
Similarly, we need to also kill a Suicider with a Grenade. With how slow they walk, going to the Quarantine isn’t completely necessary & taking one out in the streets where you encounter it is fine.


Achievement #30 – Extreme Firefighting: Set 5 enemies on fire & then kill them with explosives.
First & foremost, this Achievement is cumulative & you do not have to kill all 5 enemies at once. Having Meat Bait can be very helpful, Exploding Meat Bait doubly so if you do not want to use Grenades. Either way, locate a large group or groups of Walkers, hit them with a Molotov then throw a Grenade to kill them while they are still on fire.

Alternatively, through an Exploding Meat Bait first, then your Molotov before it explodes for the same effect.

Exploring Moresby: Once again, before we go to complete Act 2, make sure you have fully explored Moresby for the There & Back Again Achievement; we need 45/72 locations discovered. If you searched for all the Collectibles & completed all the Side Quests, you should have found them all…

Chapter #9 – Good News vs. Bad News:

Resort – Lifeguard Tower:

Main Quest #24 – It’s Never Too Late: When you are ready to carry on, meet up with Jin at the Fortified Truck, & drive it back to the Lifeguard Tower.

Main Quest #25 – Bird On the Roof: With the supplies now delivered to the Lifeguard Tower, speak with Sinamoi about the current situation… which will not be great.

Resort – Hotel:

Main Quest #25 – Bird On the Roof: Travel to the Hotel, & fortunately when we go to enter inside it, we will automatically be transported to the communications room to speak with “our friend” over the radio.

Resort – Lifeguard Tower:

Main Quest #26 – Home Sweet Home: Report back to the Lifeguard Tower & speak with Mike about how we can get inland… into the Jungle. Mike will make us a bomb that we can use to blow open one of the old bunkers.

Resort – Bunker #1:

Main Quest #27 – Devastator: Speak with Jin, & we will hop back into the Fortified Truck with her to head to the marked bunker at the far Western end of the Resort. At the destination, follow Jin on foot & defend her from Infected as we approach it. Clear out the enemies, then use our makeshift bomb to blow open the bunker entrance.

Collectible #96 – Banoi Herald #11: Enter inside Bunker #1, & we can find this Fact on a small shelf above the Workbench in here.

Chapter #10 – Going Green:


Achievement #31 – No Raccoons In Here: Complete Act 2.
Story Related. We will complete Act 2 & unlock this Achievement as soon as we enter the Jungle & begin Chapter #10.

Jungle – Gaia Falls:

Main Quest #28 – Welcome to the Jungle: Get in the nearby Truck with Jin, & we will drive down Southwest through the Jungle to locate our contact, Mowen. When we reach Gaia Falls, we will be forced to exit our Truck to clear out some Walkers…

Collectible #97 – Banoi Excerpt #30: After we exit our Truck at Gaia Falls, before we do anything else, head over to the bus hanging off of the broken bridge. Enter inside it, & we can find this Fact at the front of the bus near the steering wheel.

Jungle – River Village:

Main Quest #28 – Welcome to the Jungle: Carry on the rest of the way on foot with Jin, & we will reach the River Village.

Main Quest #29 – Chasing Shadows: Naturally, the village will have been completely overrun with very little left intact; some people Jin knows will still be alive however. Speak with Matutero, & before he will tell us where Mowan is, we first have to go reclaim his people’s stolen guns.

In the River Village, we can collect several Side Quests such as: Blood In the Tropics, The Dead In the Fishing Net, & Death Wish.



Collectible #98 – Tape #7: We can find this Recording in the main River Village hut on the table in front of Matutero.

Collectible #99 – ID Card #68: Head up to the homes at the upper level of the River Village, & we can enter inside one with a man named Carter who will give us a Side Quest; we can find this ID Card in the room he is on top of on of the beds near the exit.

Collectible #100 – ID Card #66: For Side Quest – The Dead In Fishing Net, we will need to head down to the small fishing pier below the village & clear out some Walkers inside the hut. Do so, but we can also find ID Card here on a small table next to a bed.
Sequence 15: Finding Safe Passage
1. Jungle: Ghost Town, Smuggler’s Camp, Smuggler’s Marina, River Village, Jungle Village, Overpass Camp
2. Main Quests: Chasing Shadows, Soldier of Fortune, King of the Swamp
3. Side Quests: A Wounded Crank, Nighthawk, Spy Game, Deathwish, Visit the Pub
4. Collectibles: 111/120
5. Achievements: 31/57
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Jungle – Ghost Town:

Main Quest #29 – Chasing Shadows: Head up the path North of the River Village & begin searching around for where Afran might be hiding. As we pass through Ghost Town, we will encounter our next Special Zombie Type, the Butcher. For the Ah! Spoiled Meat Achievement we need to kill a Butcher using an Axe type melee Weapon; as of now, Butchers will begin spawning throughout the world… lucky us.

Get up to where the Weapon Boxes are & clear out Afran’s Soldiers; there is a Truck conveniently up here we can load the boxes into as well.

Jungle:

Chapter #11 – Down the River:

Main Quest #30 – Soldier of Fortune: Return the two Weapon Boxes to Matutero, & we will then be tasked with taking out the raider leader, Afran at his village hideout.



Collectible #101 – ID Card #62: Before we search for Afran, we can quickly clean up a few things in the area behind us in between the River Village & where we entered the Jungle. Leave the River Village from the Western exit, & shortly we can see a path off our left (West) that dips down into a flooded area. Follow this flooded area along, & we can find one of the old war time bunkers.

Inside the bunker, we can find a man named Sam & receive Side Quest – A Wounded Crank. Climb up to where Sam is, & we can find this ID Card on the ground to the right of the ladder.

Collectible #102 – ID Card #67: If you have not already done so, head to the waypoint set by Side Quest – Nighthawk & we can find the crashed aircraft. Navigate towards it, & when we are able to pass through it, use a container to get up to the second level where the passenger cabin is. Pass through the passenger cabin & we will have to cross over another container to get to the other side; as soon as we cross the container, we can find this ID Card on the seat dead ahead of us.

Jungle – Antenna:



Collectible #103 – Banoi Excerpt #21: Return back to the River Village & now leave out the Eastern exit to start making your way to Afran’s Village. A short ways up the road leading North, we will encounter a small Bandit hideout with a Workbench at it. Deal with the Bandits, & we can find this Fact on a table in the same small room as the Workbench.

Collectible #104 – ID Card #64: Swap to either Side Quest – Spy Game or Death Wish (they are found at the same location) & begin traveling North then East to reach the destination. Fight through Afran’s Soldiers stationed here, & enter into the control room where we can find this ID Card pinned on a bulletin board above some computers; this is the same room we can find Vargass for Side Quest – Death Wish.

Jungle – Smuggler’s Camp:

Main Quest #30 – Soldier of Fortune: Now it will be time for us to take out Afran. Head to his village, & begin clearing out the Soldiers…



Collectible #105 – Banoi Excerpt #32: As we clear out Afran’s Soldiers, enter into the first house off our left & we can find this Fact on a coffee table inside it.

Collectible #106 – ID Card #65: A little ways down the road going through the village, close by the house we are in, we can find a wrecked bus in the middle of the road. Enter inside it, & we can find this ID Card on a crate beside some Energy Drinks & Snacks.

Jungle – Smuggler’s Marina:

Main Quest #30 – Soldier of Fortune: After the initial section of the Smuggler’s Camp has been cleared out, we will enter into the Smuggler’s Marina. Deal with Afran, & steal back the Boat to sail to the River Village.

Jungle – River Village:

Main Quest #31 – King of the Swamp: Take the Boat back to the River Village, but do not set off to see Mowen just yet. Before we leave to the Lab, we need to explore the rest of the Jungle…

Jungle – Jungle Village:


I unfortunately forgot to take my own Screenshot for the Jungle Village… & already beat the game to the Prison, so I couldn’t return to the Jungle to take a new one. This is an edited map from the deadisland.wikia.com.

Collectible #107 – ID Card #71: For the final areas in the Jungle, we need to head North. Take the Northeastern road, past a Shopkeeper & a flipped over Vehicle, & a set of power lines will cross over the road; if you drive up to a massive broken tree hanging above the road you have gone too far.

Exit your Vehicle near the power line, & we can follow it down a path off our left to reach the Jungle Village. In the village, we need to enter the hut that is at the Southeastern edge of the area; it has a yellow & red banner hanging off its roof. The only way to do this is to use a series of walkways in between other huts/platforms to get up onto its roof & drop in through the top.

Inside the building we will have to dispatch a Thug; the ID Card can be found on a small table next to a little fan.

Collectible #108 – ID Card #70: While still in the Jungle Village, head over to far Western edge of the area to find a hut with a Workbench inside it. To get into the hut though, we once again have to use walkways between other huts. Once you get inside, we can find this ID Card on a small table next to a box of Fruit.

Jungle – Overpass Camp:
Return back to the main road & begin following it along Northwest now until we reach a T-junction. Take the road North through the ruins of the highway & we will reach the Overpass Camp. Enter into the main compound inside it & we can collect Side Quests: Fallen Angel, A Matter of Honor, Visit the Pub, Show Must Go On, & Little Prince.



Collectible #109 – ID Card #72: Accept Side Quest – Visit the Pub from a man named Dwight Turner & track down… Bob who is holed up in the local bar. Place some Crates down in behind the bar in the marked spots or simply park a Vehicle below it so we can climb up to the bar. Deal with Bob & his friends, but before we leave the bar, we can find this ID Card on a small cabinet in behind the bar counter.

Collectible #110 – ID Card #73: Take the Warehouse Key back to Dwight, & we can open it up. Inside we can find this ID Card on top of a shelf with two gas canisters on it near the Workbench.

Collectible #111 – ID Card #61: Before we leave the Overpass Camp, head over towards the hut directly across from the compound entrance & we can find an ID Card inside it on a coffee table.
Sequence 16: Searching For Patient Zero
1. Jungle: Mowen’s Camp
2. Laboratory: Mowen’s Boat, Laboratory, Laboratory Workshop
3. Main Quests: King of the Swamp, River Trip, House of Science
4. Side Quests: Rat’s In the Lab, Power Slaves
5. Collectibles: 120/120
6. Achievements: 33/57
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The Jungle:



Collectible #112 – ID Card #69: Exit the Overpass Camp & begin taking the main road back the way you came to that T-junction. Take the path leading Southwest & we will reach a bridge that will give us the Side Quest – Bridge Too Far. This isn’t exactly why we are here though.

Just North of this bridge we can find the Side Quest, we can spot a small encampment down below… a pretty messed up place. Approach it, & we will have to deal with the crazed lunatic named Jason; no matter what Level you are, Jason can one shot us!

When Jason drops down, he will engage some Walkers that are swarming around his hut. Wait for him to become distracted, then quickly run past them & climb up the ladder to his hut where we will be safe. Inside the hut, can find an ID Card in a bloody cage. If you enter into Jason’s bedroom, we can find the Chainsaw that will make Jason infinitely easier to defeat!


Achievement #32 – Ah! Spoiled Meat!: Kill a Butcher using an Axe.
You may have unlocked this Achievement a while ago, or maybe you still need to. Either way, always make sure you are packing around a high damage dealing Axe type melee Weapon (preferably Upgraded/Modded). When you encounter a Butcher in a scripted or random encounter, be sure to dispatch it using your Axe to unlock this Achievement.

Jungle – Mowen’s Camp:

Main Quest #31 – King of the Swamp: Return to the River Village, then we can set out with Matutero to meet up with Mowen on the Boat.

Main Quest #32 – River Trip: Enter into Mowen’s hut & speak with him & he will tell us… that he has absolutely no idea how to get through the minefield to reach the Prison. He does however, know where the location of a secret Lab that is ground zero for this entire apocalypse.

Collectible #113 – ID Card #63: Before we leave Mowen’s hut, check over on a desk to the right of his main workstation to find this ID Card.

Chapter #12 – The Scientific Method:

Laboratory – Mowen’s Boat:

Collectible #114 – ID Card #82: When we arrive in the new area, the Boat will be docked beside a blue building. Before we set down the road ahead towards the Lab, go over & enter inside this building then head up a set of stairs to exit it higher up to find this ID Card on the ground.

Collectible #115 – ID Card #85: Begin driving up the road now away from Mowen’s Boat, & after we round the first corner, we can spot a wrecked pickup truck on the side of the road. Walk over to it & we can find this ID Card on the driver’s seat.

Laboratory – Laboratory:

Collectible #116 – ID Card #84: Now we drive to the front entrance of the Laboratory & enter inside the lab grounds. In the lab parking area in front of the main entrance, we can see a square sign made of concrete with the Geo Pharm logo on it. Walk in behind the sign & we can find this ID Card on the ground next to a half devoured corpse.

Collectible #117 – Banoi Excerpt #40: Enter inside the lab reception area & we will hear a man speak to us over the radio to clear out some Walkers. Do so, but before we continue on, search the room they were in to find this Fact on a small coffee table.

Collectible #118 – Banoi Excerpt #37: Progress into the next room, & the man who spoke to us will be a technician named Will. After we speak with him, we can enter inside a bathroom right beside his office where we can find this Fact in one of the stalls on top of a toilet.

Collectible #119 – Tape #9: Keep moving through the Lab & we will pass into a work area just before we reach Dr. West’s lab room. Search this work area, & we can find this Recording at the edge of a scientist named Bob’s desk.

Main Quest #32 – House of Science: Go & speak with Dr. West about the situation & he will take a sample of our blood to study as we are immune to the infection. While we wait for him to analyze it, he will ask us if we can complete some Side Quests here around the Lab.

Collectible #120 – Banoi Excerpt #36: As we leave Dr. West’s lab, we can find Bob just outside it speaking to a man named Frank who is in trouble. Accept Side Quest – Rats In the Lab, pass through the doors near Bob then close them so we can be “decontaminated” & enter into the A2 wing. Immediately as we enter, kill a Walker in a room off our right & enter it to find this Fact on one of the desks.


Achievement #33 – Nearly There: Find 120 Collectibles.
This the absolute latest that you can possibly earn this Achievement as some Mods count as Collectibles as well. What’s more is that Collectibles are counted across all our playthroughs, & you can collect the same Collectibles in them to count towards this Achievement. Either way, if you have been following along with the guide, you will have this Achievement out of the way now.

There are still another 15 or so more Collectibles scattered across the Lab, but I will no longer be including their locations in the guide.

Side Quest – Rats In the Lab: Clear out the Walkers in A2 wing to rescue Frank then report back to Bob.

Laboratory – Laboratory Workshop:

Side Quest – Power Slaves: Go speak with Will next & he will task us with refuelling the lab’s power generators. To do this, we need to locate a new Fuse for the generator to get it working again. Leave the Lab then make your way over to the Laboratory Workshop to retrieve a spare Fuse; be warned that there will be a Ram inside the Workshop.

Get the Fuse, then take it down to the generator room to get it back up & running. Return back to Will… through the horde of Infected that will be drawn to us.
Sequence 17: Cure For the Enemy
1. Laboratory: Laboratory, Native Camp, Tomb of Natives
2. City of Moresby: Riverside
3. Resort: Old Marina Workshop
4. Main Quests: Man of Faith, Demonic Science, Pure Blood, Hard Talk, Boat Supplies, Back In Black, No Time to Talk
5. Side Quests: Substance of Matter, Rotting Flesh
6. Achievements: 33/57
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Chapter #13 – Blood Trials:

Laboratory – Laboratory:

Main Quest #34 – Man of Faith: With our two Side Quests completed, we can return to see what Dr. West has discovered. For more research into a potential cure, he will ask us if we are able to collect some blood samples from the local natives of the island near the Lab.

As we drive towards the village, we will acquire Side Quest – Danse Macabre which will then give us Side Quest – No Sign of Life, Side Quest – The Dead Don’t Eat Crackers, & then Side Quest – Message of Love.

Laboratory – Native Camp:

Main Quest #34 – Man of Faith: Fight your way down to the Natives Camp… but they will not allow us inside. Skirt around the entrance & we will drop down… into an arena; this is a teaser for what is to come in the Blood Bath Arena DLC.

Wave #1: Infected x2
Wave #2: Infected x6
Wave #3: Infected x10
Wave #4: Infected x2, Infected Warrior x1

On the final Wave, we must defeat an Infected Warrior which is essentially an Infected/Thug. It is massive, fast, & deals a lot of damage. Equip your best Weapons to defeat it quickly before you burn through all of your Medkits!

Laboratory – Laboratory:

Main Quest #34 – Man of Faith: Return back to Dr. West at the Lab & give him the blood sample we have just collected.

Main Quest #35 – Demonic Science: Once again, we will have to go around & complete more Side Quests around the Lab while we wait for Dr. West to analyze this new blood sample.

Speak with Frank to receive Side Quest – Substance of Matter, & speak with… an unnamed generic Scientist to receive Side Quest – Rotting Flesh.

Main Quest #35 – Pure Blood: Once the two Side Quests are completed, return back to Dr. West & he will ask us to return back to the Native Camp to enlist the help of their chief, Ope, to locate a stable strain of the virus. Fortunately, we recently unlocked a Fast Travel point back to the Native Camp…

Receiving this Main Quest will also unlock new Side Quests in the Laboratory…

Chapter #14 – The Purest Evil:

Laboratory – Native Camp:

Main Quest #36 – Pure Blood: Return back to the Native Camp & speak with Ope. To reach their warrior’s tomb, we must first sail there. Carefully escort Ope to Mowen’s Boat & fight through the Walkers/Thugs in our way…

Tomb of Natives:

Main Quest #36 – Pure Blood: Take Ope to the Catacombs & navigate throughout the sanctuary until you reach the burial grounds. Some plot will happen there, & now we will need to escort a woman named Yerema back to the local village; the enemies are pretty close to unlimited during this stretch so do your best to cover ground with Yerema instead of getting bogged down fighting.

Get Yerema to the village, defeat some more enemies attacking Mowen, then rush back to Mowen’s Boat so we can take Yerema to the Laboratory.

Laboratory – Laboratory:

Main Quest #36 – Pure Blood: Once back at the Laboratory grounds, we need to continue to escort Yerema back to the Lab; she will unfortunately not enter a Vehicle, & we must escort her on foot.

Main Quest #37 – Hard Talk: With Yerema safe back at the Lab, & our new sample taken to Dr. West, we must now re-convince Mowen to take us to the Prison.

Chapter #15 – Dangerous Waters:

Moresby – Riverside:

Main Quest #38 – Boat Supplies: Mowen will agree to take us to the Prison, but we must first gather some supplies for him back in Moresby. Collect Mowen’s Package then head to the Gas Station & deliver two Fuel Cans back to the Boat.

Resort – Old Marina Workshop:

Main Quest #39 – Back In Black: With the supplies gathered, now we will sail back to Jin’s Father’s workshop at the Old Marina & collect some Iron Pipes to reinforce the Boat.

Laboratory – Laboratory:

Main Quest #40 – No Time To Talk: Plot will happen, & we need to rush to get back to the Lab as fast as possible. Fortunately we can just Fast Travel right back… When we return, it will be overrun with Walkers. Everyone will be dead, but we can still save Yerema. Once she is rescued, we can loot the Antidote from Dr. West’s lab…

Point of No Return!: Do not interact with the radio in Dr. West’s lab to tell “the Voice” that we have found the Antidote. If we leave to the Prison, we cannot return back to the other areas of the game & we will be locked into completing the rest of the game.

Before we head to the Prison, there is still much we need to clean up. We need to beat the Bloodbath Arena DLC, reach Level 50, made sure we’ve explored all areas of the game for the There & Back Again Achievement, along with mopping up any other random Achievements we may have missed.

For now, we will simply walk away from the Laboratory & not return for some time…

Resort, Moresby, Jungle:
Our first & most important matter of business before leaving to the Prison is to make sure that we have discovered all previous locations for the There & Back Again Achievement. We need to have discovered 57/72 locations; you can view your progress within the in game Achievements tab of the Pause Menu.

There are 18 locations at the Resort, 27 in Moresby, & another 12 in the Jungle (including the Lab). If you looted all the Collectibles listed in the guide along with completing all Side Quests you’ve come across, you shouldn’t have any issues with finding the 57 locations.

Mop Up: Outside of Collectibles & exploring, we can earn the bulk of our “Zombie kill Achievements” in the Bloodbath Arena… which is where we are heading next.

Before we leave for the Arena though, make sure you are packing a lot of Medkits, good melee Weapons, & your best Rifle & Pistol. If you need better Firearms, you can farm them from the crashed airliner in the Jungle Northwest of the River Village.
Sequence 18: The Bloodbath Arena
1. Bloodbath Arena: Arena A
2. Main Quests: N/A
3. Side Quests: N/A
4. Achievements: 39/57
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Arena Lobby:
When you are ready to begin the Bloodbath Arena DLC, go to any Fast Travel point & travel to the Arena Lobby. For this DLC there are a number of different Achievements we need to unlock. Some must be done in Co-op, some are easier in Co-op, but most can be unlocked in Solo play if you prefer…

In the Arena Lobby we get access to a Workbench, a Shop, as well as Jin’s Storage container. We want to make sure to always be topped up on Ammo & Medkits before entering an Arena. You cannot switch out your equipped Weapons once in an Arena so make sure you have what you need before entering. Arenas do have a hidden Workbench in them however, & you are able to Repair your Weapons which is very handy!

There are 4 different Arenas we can choose from: Arena A (Easy), Arena D (Moderate), Arena C (Hard), & Arena B (Very Hard).

Arena A:
Arena A is the easiest of the 4 Arenas & there are a number of Achievements we can unlock during it. Enemies do drop Ammo, Medkits, & Cash so always try to loot them when you can! Enemies begin at Level 13, & will continue to increase in Level every Wave.


Achievement #34 – Out of Honey? Chew Bees!: Survive 5 Waves using only your fists & legs.
For this Achievement we can only defeat the Zombies by using our Bare Fists or by Kicking them; make sure you have a lot of Medkits just in case. For the first few Waves, the Walkers will be very weak. At Wave 4, Infected will begin to spawn.


Achievement #35 – Fancy: Survive 10 consecutive Waves using only Custom Weapons.
By this point in the game, all your best Weapons (including your Firearms) should be Customized/Modded. After unlocking the previous Achievement, complete Waves 6-15 using only Customized/Modded Weapons to unlock this Achievement. This can be started on any Wave, including Wave 1, but you cannot use any unModded Weapon for 10 consecutive Waves.

Note that this Achievement can be glitchy as Zombies falling off the Map or getting blown up by Explosive Canisters can potentially restart your progress. You can use Firearms but only if they are Customized/Modded.


Achievement #36 – Death Incarnate: Survive Wave 30.
Story Related. Naturally, Arena A is the easiest to unlock this Achievement on; this can also be done in Co-op for an even easier time. If you can, make sure to have a Rifle, Pistol, & Shotgun equipped to take full advantage of all the Ammo that can drop from enemies. Use your best Modded Weapons, & always make sure that you keep them Repaired; the Cash you loot from the enemies should pay for itself.

In later Waves, it can be useful keeping alive a slow moving enemy like a Walker or Suicider so you can “safely” run around & loot the Arena for more Ammo & Medkits.

The big thing you need to be mindful of is Suiciders sneaking up behind you, & Thugs smashing you off the ledge! I prefer holding out, or at least starting the Wave at the far North end of the Arena at the opposite end of where we entered it from in the cave full of stalactites. Holding out here will cause all enemies to spawn at the far end & give us ample time to deal with Infected & Butchers before the rest of the horde reaches us.

Once you survive Wave 30, if the Achievement does not unlock immediately keep going into Wave 31 killing Zombies & it should unlock for you. After it unlocks you can continue to beat as far as you want or rush to the Arena exit & leave…


Achievement #37 – 10 Heads Are Better Than 1: Kill 10 Zombies in a row with Headshots.
With how weak the Zombies are in Arena A, this is the perfect & ultimately best location to attempt this Achievement. Equip a high accuracy Firearm such as a Pistol & make sure it is Upgraded to deal the most damage. Restart Arena A & we will fight 4 Walkers on Wave #1 & 6 Walkers on Wave #2 which is perfect.

It is easiest just to use hip fire & wait for the Walkers to be right in front of you. You may take a little bit of damage, but always make sure you are hovering directly on or over a Walkers head before taking a shot. At our current Level, we should be able to one shot them.

You must kill 10 Zombies in a row with a Headshot; if you hit a Zombie anywhere else on their body, just turn around & leave the Arena & try again. Note that you can miss, just don’t hit a Zombie anywhere else but the head!


Achievement #38 – Stick It to the Enemy: Survive 15 consecutive Waves using the Analog Combat Controls.
This Achievement is easier than it sounds, & of course, we will be doing this in Arena A. To start, you will want to make sure you turn on Analog Combat Controls. Go to Options – Controls – Fight Type & toggle it to Analog. What makes this Achievement easy, is simply using Firearms… so make sure you equip a Pistol, Rifle, & Shotgun. Pay attention to the different Ammo enemies drop & swap to that Weapon to take advantage of the pickup.

Use the first few Waves to get used to the Analog Controls, & to save your Ammo. Use Kicks to make things easier. Be very careful as our original attack button now throws our Weapon & you have a chance of accidentally losing your best gear!


Achievement #39 – Guns Don’t Kill But They Help: Kill 250 Zombies using Firearms.
You can either save this Achievement until after we complete the other three Arenas or you can very easily farm the rest of the kills you need playing the early Waves of Arena A. Complete as many Waves as you comfortably can (or when you run out of Ammo) then exit the Arena. Rinse & repeat until you hit your 250 Zombie kills.
Sequence 19: Let the Bodies Hit the...
1. Bloodbath Arena: Arena D, B, C
2. Main Quests: N/A
3. Side Quests: N/A
4. Achievements: 42/57
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Arena Lobby:

Arena D:
Now, we need to complete up to Wave #5 in the remaining 3 Arenas; simply complete up to Wave #5 in this Arena & you can leave, or last as long as you like.

Arena B:
Complete up to Wave #5 & leave, or you can last as long as you like.


Achievement #40 – Gesundheit!: Heal yourself with a Medkit 100 times.
Though unlikely to have been earned during our time in the Base Game, we can very easily earn it during the Bloodbath Arena. Medkits are the only reliable way to heal, & with how much money we will be earning per Wave we can easily afford to stockpile them.

Arena C:


Achievement #41 – Looking For Trouble: Survive 5 Waves in each of the 4 Arenas.
Story Related. We will unlock this Achievement as soon as we reach Wave #5 in the last Arena.


Achievement #42 – Complete A Set: During a single Round kill a Walker, an Infected, a Suicider, Floater, Butcher, & a Ram.
Arena C is the only Arena that will spawn Rams which makes it the only one that we can earn this Achievement on. The best place I found to holdout was in the small shack with the Workbench; this isn’t ideal as it is small & has three entrances, but outside of just running around in the swamp…

Alternatively, you can hold out in the tunnel right beside the exit. It can be easy to be overwhelmed back here if you are not careful, but it does give you a good lead up on Suiciders so they cannot get behind you. Enemies can sometimes get stuck on ferns which is always nice. When your Weapons need Repairing, just leave a Walker alive to get to the Workbench; 20s isn’t enough to run to the Workbench & back without one still alive.

When the Rams appear, it is easy to panic & get killed by Suiciders. Stay calm, & use Firearms or Bombs to quickly dispatch the Ram. Bait it into charging at you, sidestep, then use a high powered Rifle to quickly kill it with back shots…. wait…

The different Zombies spawn on:
Wave #1 – Walker
Wave #6 – Infected
Wave #7 – Suicider (Thugs also spawn but they do not count for the Achievement for some reason).
Wave #8 – Floater
Wave #11 – Ram (& Wave #13)
Wave #14 – Butcher

As soon as we reach Wave #14, we can kill a Butcher & unlock this Achievement. Note that if you are playing Co-op, each Player must independently kill the different types as their kills will not count towards your Achievement so keep track of who is killing the Rams/Butchers.
Sequence 20: You Like Sveti?
1. Main Quests: N/A
2. Side Quests: N/A
3. Achievements: 43/57
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Moresby, Laboratory, Resort:


Achievement #43 – School of Hard Knocks: Reach Level 50.
By this point in the game, I was only Level 38 & had done all available Side Quests. We definitely want to earn this Achievement before going to the Prison as we certainly won’t earn anywhere close to enough Xp there. Again, once we go to the Prison, that is it for our Character & if we don’t reach Level 50 you will have to attempt it again on a brand New Game. To reach Level 50, we need to accumulate 3,008,316xp.

Outside of duplication glitches for repeating Continuous Quests we sort of have two main methods for grinding Xp (see below for duplication glitch).

“Legit” Farming – Bloodbath Arena: The Bloodbath Arena is definitely the best way to Level up though it can take a while since the enemies are not our Level right away. Pick your favourite Arena, then just last as long as possible to earn the most Xp. Rinse & repeat. When I was surviving 30 Waves in Arena A, I leveled up twice in the process. This is also a good method to earn a lot of cash. In my opinion, Arena A is the best for farming. You can get to Wave 30 in under an hour, & beyond that the Thugs will start giving us 1000xp & beyond per kill. Other Arenas just go by much slower & the net yield never seemed to be as high as I could get from Arena A; Arena B was the only other Arena I found that had a decent holdout spot (right up beside the Workbench).

“Legit” Farming – Brand Champagne: Alternatively, you can complete Continuous Quests such as Time For Booze. Time For Booze is also a grind, but it will cost us no money & give a way better Xp yield than any other Continuous Quests. One bottle of Brand Champagne will net us 1000xp. There are two methods of obtaining Brand Champagne: farming from Fridges “naturally” or duplicating it. There are some specific Fridges in the game that have a percent chance of having Brand Champagne in them; alternatively, we will find Alcohol, Lemon Juice, or Stingray Tails.

For the run, Fast Travel to the Abandoned House – Square to reach Nick’s Hub in Moresby. Here we can find a Fridge in the each of the two rooms at the back that have a chance to spawn Brand Champagne. Once they are looted, Fast Travel to the Laboratory – Laboratory, & head to Dr. West’s lab to loot two Fridges in here; we can find one other Fridge over in A2 Wing in the second office to our right. That is the run, just Fast Traveling between the Abandoned House & the Laboratory. This can net us a chance for 5 bottles of Brand Champagne per cycle in under 1:00 minute if each Fridge has a bottle. At 1000xp a piece, at Level 38, you will need still need thousands & thousands of bottles. Which is a lot.

Item Duplication Glitch (Singleplayer Only): If you can’t be bothered with any of the above, you can of course use the duplication glitch to give yourself infinite Brand Champagne; it is good to at least have 10-20 to start though, but as long as you have one that is all you technically need. This can only be done playing Solo!

Currently, our Last Checkpoint will bring us to the Lab before we collect the Antidote & use the radio to go the Prison; for the duplication glitch in end game, this is actually perfect.

To perform the duplication glitch, go into your Inventory & drop as many copies of your desired Item onto the ground (I found that I could only get 80 Items to duplicate at once however, no matter how many extra I dropped). Drop them onto the ground in pile that is not close to any walls or other objects so they don’t get stuck.

Next, we need to kill ourselves. The Lab makes it less ideal since we can’t jump from anywhere, but we can get around this easily by standing on top of a Grenade & blowing ourselves up. As soon as we die, instantly pause the game as fast as you can to stop the death animation, & reload the Last Checkpoint. When we reload back into the Lab, you will see all the Items you dropped still on the ground… but if you check your Inventory the Items will still be there too. That is all there is too it. Keep duping as many Brand Champagnes as you can, turn them in for Continuous Event – Time For Booze back at the Resort for infinite Xp & technically Diamonds.

At Level 45, it took me a little bit over an hour to dupe the 1300 bottles of Brand Champagne I needed… & another terrible hour painstakingly giving them to Svetlana to reach Level 50. I recommend muting your game & putting on some music or something to watch…

Verdict: All in all, realistically your best bet is to use the Brand Champagne duping exploit to reach Level 50 as it is by far the most efficient way to do so. The Bloodbath Arena is a lot more interesting, but will definitely get old fast. It took me around 8ish hours to get from Level 38 to Level 45 just farming Arena A over & over again to around Wave #35-40. After a while, the Thugs become really tanky & there are so many of them that spawn per Wave that it starts taking longer & longer to complete Waves. Multiple Players can definitely speed up farming in the Arena however & make it more viable.

Online Co-op: As a final note before you start the beginning of the end & lock yourself into the final Act of the game, I recommend scrolling down to Sequence 22 & checking out the listed Online Achievements. It is probably a good idea to complete the Morituri te Salutant Achievement for completing 30 Waves with another Player with our current maxed out Character unless you plan to do a dedicated Co-op playthrough of the game…

Otherwise, we will tackle these later on.
Sequence 21: Never the Same Again...
1. Laboratory: Laboratory
2. Block Zero: Cell Block C, Hospital, Roof
3. Main Quests: No Time For Talk, Titus Andronikus, The Green Mile, Full Metal Jacket, Dante’s Kitchen, Devil’s Labyrinth, Chasing the White Rabbit, On the Edge
4. Side Quests: Banoi Butcher
5. Achievements: 46/57
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Laboratory – Laboratory:

Main Quest #40 – No Time For Talk: Once you are Level 50, there is nothing left holding us back from heading to the Prison & beating the game; note that you may want to try to obtain newer Weapons since we most likely have out-Leveled them. Make sure to double check your Achievement tracker for the There & Back Again Achievement in the Pause Menu to make sure it is at 57/72 locations discovered!


Achievement #44 – King of the Jungle: Complete Act 3.
Story Related. When you are ready, report back to the Lab, collect the Antidote, & we will sail to the Prison completing Act 3…

Chapter #16 – Locked Up:

Block Zero:

Main Quest #41 – Titus Andronikus: When we arrive at the Prison, we will need to track down Mowen’s contact, Titus Kabui.

Side Quest – Banoi Butcher: Before we complete Titus’ task for us, explore around the prison common area & search for a ! on a Prisoner named Angel. Speak with him & he will ask us to kill the Banoi Butcher. Complete this Quest before anything else as the Banoi Butcher is located in the only potentially missable location in Block Zero. The Banoi Butcher can be easily killed with a single headshot…

Main Quest #42 – The Green Mile: Speak with Titus & before he will help us, we must help him. Locate Alvaro in Cell Block A, open his cell, turn off the alarm, then escort him back to safety.

Main Quest #43 – Full Metal Jacket: Now we are just listing movie names at this point… With Alvaro back in the crew, we will then be tasked with breaking into the Block Zero – Armory to obtain guns for everyone.

Side Quest – Locked Armory: Meet up with a prisoner named Kevin outside the Armory, & he will tell us that we have to track down the Senior Guard to loot the Master Key off them. Do just that, & return back to Kevin so we can enter into the Armory.

For some reason… Kevin can’t figure out how to swipe the Master Key correctly & he will open every other door except the Armory. See where this is going? We need to defend Kevin from a couple Infected & a Thug as he still figures out how to swipe a key card.

Once they are dealt with, enter the Armory & grab the Ammo Box for Titus.

Main Quest #44 – Dante’s Kitchen: Unfortunately, one lone box of ammo won’t be very useful for Titus. Instead of more weapons though, this time he wants food. Clear out the Infected in the Kitchen, & let Titus know his men can come loot it safely.

Main Quest #45 – Devil’s Labyrinth: Return to Titus, & he will give us one final task before letting us into Block C… an impossible task. We need to break into the emergency riot armory in Block B. Only problem is it is where the bulk of all the Zombies are located.

Pass through the Block Zero – Basement & we can enter into Block B. Of course, the doors to the cell control room will be blocked, & we must navigate through the Zombie infested Block B; it won’t be too bad, no worse than anywhere else we’ve been. There are 3 Rams scattered around the room though so watch out or avoid them!

Once we reach the control room however, there will be a change of plans. Listen to what our friend tells us over the radio, & ignore helping Titus. Instead, we can sneak through the nearby sewers to reach Block C.

Pass through the Sewers & the Abandoned Shower Room, & we will link up with Yerema & Jin before we reach Block C – courtesy of our friend…

Before we step onto the elevator & commence the final moments of the game, pop into the Achievements tab of the Pause Menu to make sure you have 70/72 locations for the There & Back Again Achievement. If it is less than 70, you are missing a location in the Prison & must grab it before continuing on!

Chapter #17 – Hope Is the Last to Die:

Block Zero – Cell Block C:

Main Quest #46 – Chasing the White Rabbit: Take the elevator to the top, & we will now need to find our way to the hospital building’s roof. This will be our final few encounters with Zombies so, of course, they will make this stretch action packed!


Achievement #45 – There & Back Again: Discover all 72 locations in the game.
Once we leave Cell Block C & enter into the Hospital, if you reached Block Zero with 57/72 locations discovered, then took the elevator up at 70/72 locations discovered then you will unlock this Achievement.

Unfortunately, there are only two alternatives if you accidentally left for the prison without 57/72 locations discovered. The first, & potentially quickest is to start NG+ at the end of the game & blitz through the game trying to find the one location you missed; your progress will still be kept & once you find the missing one(s) the Achievement will unlock. You can also start NG+ with the same Character, then join a Player’s game who is at 57/72 locations discovered & has not left for Block Zero yet & they can facilitate you finding that last location(s) much faster.

Lastly of course, you can start a brand NG & start all over again… but I don’t recommend that unless it is your dedicated Co-op playthrough.

Block Zero – Hospital:

Main Quest #46 – Chasing the White Rabbit: Fight through many hallways full of Walkers, Thugs, Infected, a few Rams, a few Suiciders, & we will eventually reach the end. The Hospital roof.

Chapter #18 – The World Went Away:

Block Zero – Roof:

Main Quest #47 – On the Edge: Head up the few flights of stairs, & we will exit out onto the roof… Once on the Roof, before proceeding, head towards the Workbench on your Mini-Map & Repair all your Weapons/loot the room. When ready, it is time to confront “the voice”… Ryder White.

Ryder White will be accompanied by some BIDF Soldiers, but they can be easily headshotted. When the BIDF Soldiers are dead, we will then need to kill a couple waves of Infected; the waves will end when the Thug arrives. Kill them all, & we can then navigate up to where Ryder White is.

Of course, it wouldn’t be a game if we didn’t get an epic final boss fight. Ryder White will fight like the Infected Warrior we had to kill who was basically a Thug/Infected. If you have any ammo left for your Firearms or Grenades, he can be pretty easily whittled down. Keep an eye on your Stamina, & just… beat him down.


Achievement #46 – Banoi Redemption: Complete Act 4.
Story Related. Defeat Ryder White, & we can finally escape Banoi…

80% Complete
Sequence 22: Hoodoo Your Voodoo
1. Resort, City of Moresby, Arena Lobby
2. Main Quests: Chaos Overture, Blood On the Sand, Passport to Life, Exodus, To Kill Time, A Piece of Cake, Seekn’ Loot, Born to Be Wild, Black Hawk Down, Misery Wagon, Only the Strong Survive, On the Road
3. Side Quest: On the Air, Ashes to Ashes, Knockin’ On Heaven’s Door, A Ray of Hope, Waters of Life
4. Achievements: 49/57
-----------------------------------------------------------------------------------------------------

Before we cover the final Online Co-op Achievements, we still have two sprawling Achievements to complete: beating Act 1 with every Character as well as beating at least 15 Waves of any Arena in the Bloodbath Arena with every Character.

Start a New Game with each of the remaining 3 Characters then speedrun through the first 12 Main Quests of the game until you reach Act 2; keep in mind the fact we will have to survive to Wave #15 with them as well so make sure you still stay on top of getting good Weapons/choosing good Skills. Each run to Act 2 should only take an hourish to do.

Collect/complete Side Quests when you can for the Xp, but I wouldn’t invest too much time into these speedruns then you have to.

The Resort:


Achievement #47 – Rageman: Kill 100 enemies with Fury attacks.
Depending on who you chose to be your primary Character in the first run of the game, you may or may not have already earned this Achievement. Sam B’s Fury ability is a waste of Skill Points, but all the other Characters have decent abilities.

So long as you are not playing as Sam B, & haven’t earned the Achievement yet, make sure you choose one of the remaining 3 Characters (if not all of them) to invest Skill Points into their Fury ability & accumulate kills as we play through Act 1…

Fury kills (like all Achievements in this game) are cumulative across all our games, so you can whittle away at this one, along with any other “Slay” Achievements over these next three speedruns. I recommend investing heavily into all Characters Fury Trees for the easiest time of these runs; Purna & Logan have the best Fury Skills, Xian next, with Sam B. having the worst Fury Skill. You will have the easiest time reaching Wave #15 with Logan & Purna…

Main Quest #9 – Black Hawk Down: At the end of this Main Quest, after we escort Nikolai to Bunker #2, we will receive some sort of Uncommon Tier “Machete” that will be quite powerful. Hold onto this Weapon, as we will need it for the Bloodbath Arena…

City of Moresby:


Achievement #48 – Right 4 Life: Complete Act 1 with 4 different Characters.
Story Related. Each run of Act 1 should only take you around 1 hour to complete. There is no point getting bogged down completing Side Quests & you should only focus on beating the Main Quests. After reaching Moresby with all 4 Characters, you will unlock this Achievement…

Main Quest #14 – Sacred Silence: Kill the Thug inside the bell room of St. Christopher’s Church, & we will receive a powerful “Mace” type Weapon for completing the Quest that will be our other strongest Weapon for the Blood Bath Arena… potentially.

Finding A Pistol: When we reach Moresby with our Characters, we will have completed the requirement for the Right 4 Life Achievement & must now shift our attention to surviving 15 Waves in the Blood Bath Arena. Gain access to the St. Christopher’s Church to have as a hub area, then make sure you comb the streets to try & locate some Punks to obtain a Pistol; they will appear as White Skulls on our Mini-Map. A Pistol is a MUST for Bloodbath Arena to efficiently deal with Suiciders…

Arena Lobby:
When you are ready for the Bloodbath Arena head to the Arena Lobby. Make sure you have an Upgraded Pistol, & at least two fully Upgraded melee Weapons to be your primaries that you can Repair. Stocking up on Medkits is a good idea as well to guarantee your survival!


Achievement #49 – Gladiator School: Survive 15 consecutive Waves with each of the 4 Characters.
With money being scarce, I recommend using your Bare Fists/Kicks if you can for the first 5 Waves to save you having to Repair your Weapons. The difficulty will spike at Wave #7 & Suiciders will begin spawning, on Wave #8, Floaters will begin to spawn, & on Wave #15 a Butcher will spawn. As soon as you complete Wave #15, leave.

In my speedruns of Act 1, I was typically only Level 14 when I went to the Arena Lobby. If you are having issues with it, & want to be a higher Level, the best option is to do the Brand Champagne duplication exploit & farming Continuous Quest – Time For Booze. To obtain Brand Champagne, get the far Southern end of Moresby to find get access to Simon’s Hub & unlock the Fast Travel point for it. Then loot the Fridges for Brand Champagne, Fast Travel to the Resort, then return to have the Fridges re-stocked. Your Last Checkpoint will should be at St. Christopher’s Church; kill yourself using Deo-Bombs…

85% Complete
Sequence 23: Online Co-op
1. Resort, City of Moresby, Jungle, Laboratory, Arena Lobby
2. Achievements: 57/57
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Now it is time for us to complete our Online Co-op Achievements; ideally you were able to chip away at some of these during our full playthrough & three half playthroughs.

There are a few ways we can play Online either by inviting our Friends to join our game or by going into the Game Lobby to see other Players active games if they have their Game Type set to Public. Likewise, if you set your own Game Type to Public as well, other Players can join your world. For the first few Achievements, I recommend teaming up with a Friend as having random Players dropping in & out can mess up the trackers for some of them.

If you are doing a dedicated Co-op playthrough with a Friend, you do not technically need to beat the game over again, simply get strong enough to complete Wave 30 of Arena A with them to earn the Morituri te salutant Achievement. You will want to have at least beaten Act 2 & acquired some good Weapons/Firearms as well as a good supply of First Aid Kits.

Online Co-op Main Campaign:


Achievement #50 – Need A Hand?: Join another Player's game.
Simply link up & join another Player (or Friend’s) game & we will unlock this Achievement; we must join their world & not have them join ours for the Achievement.


Achievement #51 – Together In the Light: Complete 5 Quests in a single Co-op game with the same Partners.
Complete 5 Main or Side Quests in a single game session with the same Players to unlock this Achievement. This can be tricky if you are playing with random Players as if any of them drop out, the tracker for the Achievement will reset & you will have to do 5 more Quests with whoever is left.


Achievement #52 – Going Steady: Complete 25 Quests while playing with at least one Co-op Partner.
Similar to the previous Achievement only this one does not have to be in one game session or with the same Player(s). We just need to complete 25 cumulative Main or Side Quests while playing with at least one other Player.

Blood Bath Arena:


Achievement #53 – Wave & Smile: Play any Arena in Co-op.
Enter into any of the four Bloodbath Arenas with at least one other Player, & we will unlock this Achievement; we only need to enter the Arena, not actually complete it.


Achievement #54 – Morituri te salutant: Survive 30 consecutive Waves with at least one Co-op Player.
Once again, this Achievement will be much easier to do with a Friend as opposed to random Players as they can drop out & mess the Achievement up. If you are doing a dedicated Co-op run with a Friend, this will be the peak of your playthrough as you both will need to be a decent Level with powerful Weapons/Firearms. Fortunately, it is much easier surviving to Wave 30 with one or more Players than it is in Solo…

Online Co-op Boosting:
Unfortunately, there is no way around boosting these final three Achievements. You can try your luck in random matchmaking, but more than likely, you will need to link up with people in the Comments Sections to earn them.


Achievement #55 – Ménage à trois: Complete 5 Quests with 3 Co-op Partners.
Complete any 5 Main or Side Quests with a full party of Players – you & three others. You do not have to be the host. It also does not have to be all done in the same game session either.

If possible, play with them for at least 15:00 minutes are more to work towards the People Person Achievement.


Achievement #56 – Originality: Play in a Co-op team of 4 different playable Characters.
For this Achievement, we also need to build a full party only each Player needs to be playing a different Character. Your party needs to have someone playing as: Purna, Xian, Logan, & Sam B. Once all four Characters are in the same party, you will each unlock the Achievement.

This takes a lot of coordination & can be pretty annoying.


Achievement #57 – People Person: Play with 10 different Co-op Partners for at least 15 minutes each.
Probably the most annoying of the Achievements to earn will be this one, as not only do you need to party up with 10 completely different Players you also need to play with them for at least 15:00 minutes each. Multiple Players in the same party as you each count separately so you can speed things up by playing in maxed out parties if possible.

The hard part about connecting with random Players is most will kick you or drop out making it hard to last 15:00 minutes. This is yet another Achievement that is most likely only going to happen if you ask for or offer assistance in the Comments Section of the guide.
Conclusion:
Barring the Online Co-op, Dead Island is a pretty straight forward & easy 100%. Dead Island - Riptide takes place immediately after the events of this game & you are able to import your Character over into it; I do not have a guide out for Riptide yet, but I am hoping to get started on it/release it some time before the end of the year! While I am not officially finished my own 100% yet, it will most likely take me around 90-95 hours to 100% the game. A lot of your game time will be trying to link up with Players for the People Person Achievement, which is the perfect segway into Online Boosting

Jolly Cooperation:
If you need a boosting partner for some jolly online cooperation, feel free to ask for or offer your assistance in the comments section below. All I ask is that if you no longer need help or no longer wish to give it, delete your comment so that the section isn’t cluttered, or people do not try to contact you in vain.

If this guide helped you achieve 100%, rate the guide or let me know in the comments. Helps me know if I am doing things right!



100% Complete
Thank you for choosing Cynical Guides, & I will see you in the next one!

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3 Comments
R1ch0 3 Nov @ 11:53am 
funny, bought the game today because i wanted to play it for some time now and now you post the guide. Thats great
Bybster 2 Nov @ 4:25pm 
For anyone like me who didn't want to invest the skill points into tackle with Sam B for the Oh, no you don't achievement. Just make a new save with Sam B and start from Chapter 5. Then just spec into tackle and kill the Ram with it.
goofy 1 Nov @ 12:01pm 
huuuge coincidence that i started following u a while back, recently started getting into dead island and now u post this lol. love ur guides dude cheers :dirpalmtree: