Dying Light: The Beast Walkthrough — Full Game Guide & Tips
Vladislav Sham
Dying Light: The Beast is the long-awaited continuation of Kyle Crane’s adventures in a post-apocalyptic world. Players will travel to the Castor Woods region, facing hordes of infected to put an end to the infection that has wiped out most of humanity. In this guide, we will describe in detail the walkthrough for all story quests.
Dying Light: The Beast Guides
- Dying Light: The Beast Walkthrough — Full Game Guide & Tips
- Dying Light: The Beast — How to Repair Weapons and Increase Durability
- Dying Light: The Beast — All Safe Codes and Passwords Guide
- Dying Light: The Beast — How to Get the Beaver Stick
- Dying Light: The Beast — All Legendary Weapon Locations Explained
- Dying Light: The Beast — All Stone Sigil Locations and Unique Weapons Guide
- How to Find and Restore the Library Tower in Dying Light: The Beast
You will learn about combat, parkour, crafting, and much more. In addition, we will tell you how to defeat story bosses and describe the behavior of all enemies you’ll encounter along the way. We’ll also explain the basics of gameplay, give practical survival tips, and clearly demonstrate all the necessary routes for completing the game.
Which Difficulty Level to Choose
The game begins with choosing a difficulty level, which affects combat challenge, experience gain, equipment durability, and more. In any case, you can change the mode during the story.
Story
The easiest difficulty setting, focusing on the narrative and greatly reducing combat difficulty.
- Enemies are easy to defeat, and Kyle takes less damage.
- Combat skills consume less stamina.
- Experience is not lost after death.
- Resource management is simpler, allowing you to gather more materials while exploring the world.
- Armor provides a higher level of protection, and weapons last longer.
Survival
This is the preset mode you will play on if you don’t change any settings.
- At first, enemies pose a threat.
- Attacks consume more stamina.
- You lose experience after death.
- Repairing equipment requires more resources.
Brutal
The perfect option for series veterans. We recommend choosing this difficulty because it reveals the full potential of the game.
- Enemies are dangerous from the very start. They deal more damage and react to player behavior.
- Stamina recovers more slowly and active actions cost more.
- Upon death, you lose a large amount of experience. However, you gain more experience and rare resources.
- Resources will only be enough for repairs.
- Merchants initially offer fewer items.
- Armor is less effective.
- Weapons break much more often.
Rise and Shine
After the events of the first game, Kyle Crane has been held captive for 13 years. At one point, unknown individuals decide to help him escape. At the end of the cutscene, the hero finds himself on the floor. Now you need to crawl to the soldier’s body and pick up the radio.
After picking up the radio, the stranger introduces herself as Olivia and tells you to take advantage of the panic and escape while the monster that broke free is rampaging through the laboratory. Next, the hero picks up an ultraviolet flashlight. Then the rescuer says that to the left of the table where Kyle fell, there is a ventilation shaft.
Exit the ventilation shaft, which will lead you to the post-op room. Crawl to the door and continue moving down the corridor to the right. At the end, turn left and look at the cart with yellow vials—there you’ll find adrenaline, which Kyle uses to get back on his feet.
Leave the storage room, open the doors on the left, and you’ll encounter your first enemy. Next, we’ll briefly discuss the melee combat system and the behavior of regular zombies.
How the Melee Combat System Works
The game features an advanced melee combat system, which you’ll have to use for most of the playthrough, since there are many enemies and little ammo. So, let’s talk about the moves Kyle has at the start:
- Quick Attack: successive instant attacks. One hit takes about 1/10 of the stamina bar.
- Heavy Attack: long, powerful strikes. This attack requires about 1/5 of the stamina bar.
- Kick: a right-footed strike that lets you keep your distance, and if the enemy is stunned, knock them to the ground. A kick costs about 1/5 of the stamina bar.
- Push: when stamina runs out, the screen dims slightly and the bar glows red. If you try to attack at this moment, Kyle can push the enemy away with one hand.
- Break Free: if the hero is grabbed, you can push the opponent away, briefly stunning them. There’s a chance the enemy will fall to the ground. Importantly, this action doesn’t consume stamina, but it takes about a quarter of the health bar.
- Block: the hero can cover up with both hands and avoid taking damage from attacks. In this case, you lose about 1/5 of your stamina. Note that blocking slows movement and doesn’t save you from being grabbed.
- Ultraviolet Flashlight: monsters are sensitive to UV rays, but keep in mind the flashlight has limited charge. Using the light helps prevent strong attacks and briefly disorients the enemy.
Remember that all actions except walking consume stamina, so before heading into battle, carefully plan your actions. Try to keep your distance and lure enemies one by one, as well as leave yourself room to retreat to restore health and stamina.
How Common Infected Behave
Common infected are the most numerous category of enemies in the game. Alone, they’re not much of a threat, but when they group up, they can cause a lot of trouble. The infected have a basic hand attack, a dash toward the hero, and a grab. They quickly lose interest, so it’s easy to escape and hide from them, and in stealth mode, they don’t notice Kyle.
While traveling, try to ignore the infected, as they spawn endlessly in random order and there’s no point in constantly killing them. Eliminate them only if you have no other choice. To destroy a single regular enemy, a few precise hits to the skull are enough.
How to Escape the Laboratory
To the right of where you meet your first enemy, there’s a corridor with three monsters. We suggest taking them out one by one, because if you don’t get too close, they won’t all attack at once. After clearing them, squeeze between the doors on the left and climb into the ventilation shaft.
After leaving the shaft, you’ll find yourself in the main operating room, which contains about a dozen infected. So, you should take advantage of the fact they’re distracted and quietly sneak past. First, crawl under the large machine to get to the main hall: in case you’re spotted, this will be your escape route.
Crouch and move under the table in the center of the hall, the one with yellow smoke coming out.
Crawl out from under the table and move straight along the shelves with medicines. Once you reach the opposite end of the operating room, turn left and head to the spot where the screen opens.
Now look towards the exit. There are a couple of infected in your way; go around the first on the left, and the second on the right, so you can leave the main operating room unnoticed. Keep in mind that if you are spotted, runners—fast and dangerous infected—will attack, so try to retreat into the ventilation shaft.
Move to the next door and go through the block of infected, where you will get your first melee weapon. Use the pipe to kill a couple of enemies and call the elevator. While it’s arriving, a couple dozen runners will emerge from the cells. At this moment, Kyle will enter "Monster" mode, in which he has super abilities, allowing you to easily deal with the crowd. At the end of the battle, the hero will be able to run and jump.
How Parkour Works
The game features a realistic first-person parkour system. At the start, Kyle can run, jump, swim, grab onto ledges, and climb them. He can also bounce off walls and ledges in different directions. To move in the desired direction, simply point the camera that way.
How to Escape the Elevator Shaft
Enter the elevator, which will soon stop. Olivia will leave the radio, leaving Kyle alone. After leaving the cabin, turn around, climb up, move to the right, and get onto the beam, jump onto the pipes, and from there to the left. Move forward a bit, look left and up, where you’ll see a ventilation shaft you need to reach.
Descend and you will enter the warehouse, then follow the yellow arrows on the ground. Squeeze through the doorway, and you’ll see the tunnel blast doors begin to close. Next, you’ll need to sprint forward without stopping until a cutscene starts, ending with the game’s logo. At this point, you can consider the prologue complete.
Safe Haven
Kyle emerges to the surface. Olivia informs him that he is in the forests of Castor Woods and now needs to head to the nearest monastery, after which a new story quest begins and the hero receives 10,000 experience points.
Now you have the opportunity to scavenge. Additionally, the hero gains “Survivor Sense”, which highlights items available for collection. Therefore, to make your further journey easier, we recommend thoroughly exploring the locations.
Follow the path straight ahead. First you’ll encounter an infected near a gazebo, then a waterfall and a stone staircase leading down, which will bring you to the monastery gates. To get past them, look to the left and slightly upwards.
As soon as you enter the monastery grounds, you’ll be attacked by an infected—deal with it. Pick up the decoy near the statue under the dome, as ahead you’ll encounter a group of infected by the door. Throw the bombs into the corner to the left of the door and run to the right.
Climb onto the veranda, then sneak into the inner courtyard and crawl under the grate to start the generator and establish a safe zone.
How to set up a safe zone
To start the generator, you need to follow the cables coming from it and flip the switches. First, go out into the hall and quietly take out three infected, then close the entrance door and start the generator.
Go up to the third floor; you’ll have to fight the first infected, and you can take out the second from behind. Climb higher and kill two more. Now you need to get into the bell tower, kill the enemy, and turn on the lighting using the electrical panel.
When you turn on the lights, a cutscene of meeting Olivia will begin. The girl has long worked for the Baron, who is responsible for what happened in the laboratory. Therefore, she suggests teaming up with the hero, but for this you will need equipment, allies, and special drugs that enhance Crane’s abilities. To obtain genetic material, you’ll need to kill chimeras scattered throughout the game world.
How to Kill the Reaper
Right after the cutscene, the first boss fight will begin. At the start of the battle, you will have a machete. The Reaper has two phases. Below, we’ll detail how to behave in the fight.
First Phase
The Reaper stops and then charges forward. If you’re in his path at this moment, the hero will be knocked down. The boss also performs sweeping strikes with the blade protruding from his right arm; these attacks can be blocked. Get close to the columns he will crash into, so you can attack while the enemy is disoriented.
Second Phase
To the moves from the first phase, a roar is added, spawning infected at the edges of the arena; during this moment, you can land several powerful hits. Also, sometimes after charging, he stabs his dagger into the ground, giving you an opening. Don’t worry about the summons—line up so that during his charges and other attacks, the boss kills the minor enemies for you.
After your victory, Olivia will come down to Kyle and inject him with genetic material from a chimera. The hero will then sleep for several days, tormented by nightmarish flashbacks. As a result, you’ll find yourself in a safe zone, which has a player’s stash, a bed for changing the time of day, and a workbench, as well as unlocking skills.
Talk to Olivia, then approach the workbench and take the Beginner Manual Page. Now you can craft and upgrade consumables and equipment. At this stage, we recommend crafting a few bandages.
Go to Olivia and ask her about the Baron. To fight him, you’ll need to gather allies, which means heading to the nearest city and helping the survivors. As a result, this story quest will end, and you’ll receive:
- Lockpicks (5).
- Binoculars.
- Syringe for collecting chimera genetic material.
- Experience (10,000).
Before leaving Olivia, we recommend talking to her. This way, you’ll watch a stylish short animated film where you’ll learn how Kyle ended up in the Baron’s laboratory.
When you leave the safe zone, you’ll gain access to the world map and photo mode. To figure out where to go next, climb the bell tower, descend onto the roof, and use the binoculars.
Life After Life
Now that Kyle has acquired all the basic abilities, you can leave the monastery and set out to find allies to fight the Baron. From this moment, the opportunity to start exploring the open world becomes available. Next in the story, you need to inspect the camping camp, because there is a column of smoke rising above one of the houses.
How to Get to the Town Hall
Leave the monastery and move down through the arch. Cross the river and approach the house with smoke coming out of its chimney. You will see that the entrance is barricaded, but if you look closely, you can spot an opening on the right side above the porch. Distract the infected and climb into the hut, where you will meet a survivor.
The man will reluctantly tell you that there is a small community holed up in the town hall not far from the city, and then add that he doesn't fit into their group, and will chase Kyle away.
Take advantage of the fact that regular infected can't climb walls, and move around the city using the rooftops. However, keep in mind that they are not empty, so sometimes you'll have to fight. Get to the town hall and you'll see that the entrance is surrounded. Distract the enemies and climb over the fence from one of three sides and open the door.
Enter the town hall and pick up the pistol — your first firearm. Remember, the infected are attracted to noise, so save it for people or use it only in extreme situations. Quietly take out a couple of enemies and enter the inner courtyard, which you need to clear of about ten opponents.
The courtyard is strewn with explosive canisters, and you'll also find melee weapons and a Molotov cocktail here. When you kill the last infected, a battle with the chimera will begin. Therefore, we do not recommend using the scattered items prematurely.
How to Kill the Defect
The boss attacks with long sweeping blows or performs area attacks that will knock the hero down. The canisters scattered around the arena can be thrown at the monster, which will disorient it a bit. You can instantly blow up a canister with a shot or hit it with a weapon, but in that case it will detonate after a few seconds.
To kill the monster, blow up canisters next to it, and while it is stunned, hit it with powerful, precise strikes to the head. If you run out of ammo, just dodge its attacks and take advantage of its slowness and clumsiness.
How to Find the Sheriff
After the boss fight, the survivors from the town hall will ask you to find the sheriff, and Kyle will receive a beast point. Go around the statue and enter the window through which the defect jumped out. Kill the infected, climb up to the ranger, who will give you six pistol rounds and say that you need to look for the community leader higher up.
Climb up the scaffolding to the white stone ledges and crawl counterclockwise until you get onto the wooden beams, which will lead you to the stairs going to the hatch.
How to Restore Power
Talk to the sheriff, who will ask you to restore backup power, then descend on the cable to the roof. You can take out one infected from behind, but you'll have to kill the second one head-on. Enter the room and pay attention to the left door, next to which sits an enemy who will rush at the hero as soon as he approaches.
After eliminating the infected, you will find that the door is locked, but it can be opened using Kyle's special abilities. We will write a separate article on how to get lockpicks and pick locks. Enter the generator room and start the system using the control panel.
It turns out that turning on the generator is not enough, because it needs to be connected to the main network. To the left of the device is a power box with 65 meters of coiled cable hanging on it — this is what you need to power the tower.
Throw the cable over your shoulder and climb onto the roof through the ventilation. Climb onto the clock tower and plug the socket into the power box. Florence will thank the hero, then they will descend into the safe zone, where the quest will be completed.
As a reward, you will receive:
- Experience (10,000).
- Old World Money (500).
- Army saber.
The Beast Within
Go up to the second floor to Jacob, who will tell you that along with the Baron's men came the "beast" that needs to be killed, and in return Kyle will ask for a favor when the time comes. The man will add that you need to look for traces of the monster on the surrounding rooftops. The only problem is that you will have to do this at night. Therefore, next we will tell you how to behave properly during the late hours.
How to Survive at Night
Night begins at 19:00 and ends at 08:00. During this time, jumpers come out, and as soon as they see the hero, they start a chase. The only way to escape is to find a place where UV lamps are on. Do everything you can to avoid being caught, so choose complex routes and unlock as many safe zones as possible.
Try to move around the world during the daytime. If you have to go out at night, plan your every move in advance and try to use your flashlight as little as possible to avoid attracting extra attention. Next, we will tell you who the jumpers are and how they behave.
How Jumpers Behave
A Jumper is a special type of infected, huge muscular creatures with tentacles instead of jaws. They move at incredible speed and can kill the hero in just a couple of hits, and also spit blobs of burning venom. In the early stages of the game, do not try to fight them. Because while you are trying to kill one, two more will attack from behind.
The only way to slow them down a bit during a chase is to shine a UV flashlight in their face and run to a safe zone. Keep in mind that jumpers can move across rooftops just like Kyle. So try not to be seen by them at all, and remember that they are highlighted when the hero uses "survivor sense."
How to Track the Monster
Exit the town hall and jump onto the neighboring roof, inspect the body torn in half, and then a short cutscene with the monster will begin. To understand where to go next, use "survivor sense," which highlights the monster's tracks.
After a while, there will be an explosion, so you'll have to change your route and find out what happened. The location is under the northwest bridge.
At the site of the explosion, there will be about a dozen infected and several jumpers. Your task is to get into the truck bed, which is illuminated by a UV lamp. In this small safe zone, pick up the radio from the torn body, from which you will learn that the creature is holed up in the church.
Head southwest, to the church. The entrance is closed, so turn on "survivor sense" and you’ll see that the monster's tracks lead to the cemetery.
Descend to the graves and you will see, to the right of the stairs, the entrance to the church catacombs.
Enter the crypt, and you will see that the monster's tracks lead to an inaccessible place. To continue the search, crawl into the arch to the left of the catacombs entrance.
Descending lower, you will enter a hall with a couple dozen infected and one jumper. We suggest turning off your flashlight and sneaking past, as it is nearly impossible to defeat them at this stage. Your task is to reach the far right corner and move the sheet of plywood.
Leave the dangerous area and use the ladder to climb inside the temple. After a short cutscene, runners will attack the hero, so next we'll explain how to fight such enemies.
How Runners Behave
Runners are people who have only recently turned. Unlike regular enemies, they move much faster and can also climb walls and jump across rooftops. They deliver multiple blows with their hands and persistently try to knock the victim to the ground. Runners are especially dangerous when they gather in small packs; in addition, at night they eagerly join the chase together with jumpers.
To kill an infected, you need to land a couple of solid blows to the head, preferably after pushing them away. It's best to use a slashing weapon to take out their legs and finish them off. It should be noted that runners are very sensitive to noise. Therefore, when you use explosives, they may appear unexpectedly.
How to Escape the Church
Climb onto the scaffolding standing next to the place where you entered the temple. Climb onto the stone ledge and crawl left to the organ. Lower the ladder and jump onto the chandelier, and from there you need to get onto the rope to reach the other side.
How to Catch Up with the Beast
After climbing onto the church roof, you'll learn from the radio that the creature is in the railway tunnel. Head down to the tracks and move toward the border between the old town and the national park.
To know where to go, use "survivor sense," which highlights the monster's tracks. In the tunnel, you'll encounter a giant infected, so in the next section we'll explain how to fight such opponents.
How to Kill Giants
A Giant is a huge infected. As a rule, they are armed with heavy weapons. The difficulty is that their head is much smaller in proportion to their body and is quite high up.
The enemy attacks with long, sweeping strikes. But he moves very slowly, which is your advantage. Blocking his attacks is useless, so try to dodge to avoid being knocked to the ground.
You can kill such an enemy by landing several precise blows to the head with heavy weapons. The only way to disorient him is to use explosives. You can also try to corner the giant and bombard him with grenades.
How to Leave the Tunnel
Eliminate all enemies, approach the right green car and open the gates. Follow the tracks, kill a couple of infected along the way, and at the end open the door on the left. Watch a short cutscene where a wounded soldier blows up part of the tunnel and the beast manages to escape. After that, jumpers will rush at Kyle and a chase will begin.
Don't even think about fighting the jumpers, it's pointless. Run back the same way you came, but keep in mind that infected will appear on the way; don't engage them, just keep running until you reach the light.
The jumpers will retreat, Kyle will tell Olivia what happened, and the girl will ask you to visit her at the monastery. As a result, the quest will be completed and you will receive:
- Experience (11,200).
- Old World Money (500).
If you decide to go back into the tunnel, there will be no infected, but three jumpers will remain.
First Blood
Head to the monastery and talk to Olivia, who will give you a lead on the next chimera. To make your journey easier, go down to the camping town and take the jeep in the parking lot next to the tower.
You need to get to the overpass west of the camping park and find the truck with an open bed. Climb inside, turn over the soldier's body, and pick up the blue notebook.
The chimera is in the swamps. Look to the right from the side of the truck and you will see an island. Jump from the overpass into the water, get to land, and follow the bloody tracks. At the end of the path, you will see a bloody pile of bones. Now you need to get to the foggy island to the east.
After reaching the island, go around the yellow bus on the right side and approach the metal capsule. Examine the bodies, after which the chimera will appear.
How to Kill the Mist
The Mist starts the battle by summoning infected and will continue to spawn them throughout the fight. She uses the minions to jump onto their heads and lunge at Kyle. You can only dodge the chimera's attacks, such as charges and spits.
In the second phase, her spit attacks will come one after another at a faster pace. Additionally, the creature will summon even more infected. Hit the Mist after dodging or when she is summoning enemies.
After your victory, a cutscene will play in which Kyle injects himself with chimera DNA. Then the hero reports to Olivia and shares his plans, heading to the town hall to check on the survivors. This will complete the quest, and you will receive:
- Experience (10,000).
- Old World Money (800).
- Beast point.
High Voltage (Power Gambit)
After defeating the mist in the swamps, Olivia promised to continue searching for chimeras, while Kyle heads to Jakob at the town hall. The community has a problem with electricity, so you need to go to the city hydroelectric power station and find out what the issue is.
Approach the checkpoint and you'll hear the voice of a technician who is in the main building. The station's territory is infested with infected, but there is a way to sneak through unnoticed. Climb onto the guard booth and make your way to the building on the left, then cross its roof to reach your goal. Don't forget to lower the ladders.
Talk to Largo, who will tell you that one of the technical rooms is flooded, and now you need to find out the cause of the accident. Climb onto the roof of the left building, crawl through the broken window, and enter the door. Look to the left, open the ventilation cover, and climb into the shaft. Prepare for battle, as you'll have to take out a dozen infected ahead.
Clear the hall and open the door at the spot where you landed. Go down the stairs and enter the turbine hall, where you'll encounter regular infected and a bloater.
How to fight bloaters
A bloater is an infected with a swollen, explosive belly. If you appear in the enemy's line of sight, he starts running at the hero at runner speed. In this situation, you need to dodge when the enemy stops to explode.
It's important to note that hitting the belly will cause an explosion, which may attract runners. Therefore, try to kill the bloater from a distance with a headshot. However, in some situations, the infected can be used as a walking bomb.
How to repair the turbines
Take out the infected and find a hatch on the floor at the end of the hall, under which there will be a flooded section. Dive in and swim to the right toward the passage. Note that there are air pockets above.
Swim forward and you'll find a breach. To stop the water, turn the shutoff valves at the base of the pipe in this and the next section, then make your way back to the turbine hall.
How to pump out the water
Now you need to pump out the water. Head to the other end of the turbine hall and enter the door with control room written above it. Kill four infected, enter the room on the left, climb up, and interact with the first unit.
Turn around and look at the lower left corner, where you'll find a ventilation grate that needs to be broken from the other side. Move from the partition to the right and enter the next room through the door, but be aware that a couple of infected will suddenly attack the hero.
Approach the generator and start the engine. Now move the cart and break the grate. Then take the cable to the right of the electrical unit and plug it into the socket to the left of the pump start rack.
How to Start the Turbines
Now that power has been supplied to the pumping station, you can pump out the water. Next, you need to go down to the breach and start the turbine. Just keep in mind that you'll encounter a pack of runners and bloaters along the way.
The turbines won't start because the water supply is cut off, so you need to find the backup water conduit. Climb back onto the platform and approach the base of the pipe, next to which you’ll see the marking 2c. Inspect the water shut-off device and talk to the technician, who will say that to restore the water supply, you’ll need a valve key.
Near the turbine start unit, there is a gate with a sign above it that reads storage room. To get inside, look to the right and a bit up. Enter the storage through the ventilation shaft and pick up the valve key, which is lying between the extension cord on the reel and the screwdriver on the second shelf of the third rack from the left.
Return to backup water conduit 2c and turn the valve. Do the same in the next section, but keep in mind that you'll have to kill four bloaters. Once the water supply is restored, you can start the turbines and return to Largo through the door leading to the pumping station.
The baron's men forced Largo to give up Kyle and shut down the hydroelectric plant. A bit later, the hero enters beast mode, so take the opportunity to take out all the soldiers and restore the power. Leave the station, but note that you'll have to face the fighters again. In the next section, we'll explain how humans behave in combat.
How to Fight Humans
There are three main types of enemies: fighters, shooters, and brutes. Next, we'll explain how to deal with each of them.
Fighters
Armed with one-handed weapons, sometimes throw knives at Kyle. They dodge well and can block attacks. To kill them, you need to land several precise blows to the heart area or a single accurate headshot.
Shooters
They try to take good firing positions, so they should be taken out first. Advanced enemies have grenades. Use firearms against shooters.
Brutes
Soldiers armed with two-handed hammers, delivering wide swings to the sides and at the ground. During attacks, they can injure their allies. Take advantage of their clumsiness and strike them in the head from behind.
How to Leave the Hydroelectric Power Station
On your way out of the turbine hall, you’ll encounter three enemies, and upstairs in the office there will be a fighter and a brute. Climb onto the roof, where you'll find two knife-wielders and a couple of shooters. After clearing the area, enter the technician's room, which is now a safe zone. Go down to the car and drive to the town hall to see the sheriff.
As a reward, you will receive:
- Experience (10,000).
- Old World Money (500).
- Reinforced Survivor Jeans.
A New Strain
After Kyle restored the hydroelectric power station, Olivia reported that there is a monument not far from the town hall where a chimera might be lurking. Ask the sheriff about local landmarks and you'll learn that at the monument in the northeast, the Baron is conducting chemical experiments.
There will be a gathering of infected at the monument, but you don't have to fight them. You need the green trailer standing opposite the monument. Open it and inspect the empty gas cylinder in the left cage, which belongs to the local chemical company.
Before meeting the Baron's men, you need to go to a small residential area northwest of the memorial and unlock a safe zone. To do this, kill three infected in the apartment and go down to the basement. Then find the fuses, insert them into the electrical panel, and kill about ten enemies. At the very end, close the front door, go to the window, look up, and lower the blinds.
How to Get to the Chemical Plant
Sleep until morning, go down to the car, and head northwest to the E&F chemical plant. It's best to get out when you see the huge metal tanks, because the entrance is guarded by a group of the Baron's soldiers.
Climb onto the left tank and cross the bridge to the right one, then jump onto the square tower. Go up the ladders to the top and get onto the roof of the plant.
There are about a dozen fighters and shooters on the factory roof, so try to act quietly. Take out the two soldiers ahead, distract the brute, go down the stairs, and enter the doorway.
Go down one floor and open the door on the left. As a result, Kyle will enter the plant, but the soldiers will spot him, and at that moment the chimera will break out of its cage. Take out the fighters, investigate the enclosure and the white tank on the first floor, then follow the blue cable.
How to Find the Gas Cylinder
The blue cable will lead you to the second floor, where the hero will meet a scientist who will explain that they are testing a new virus strain for the chimera. The white tanks are used to spray gas that attracts mutated creatures. Therefore, go down to the basement, find the cylinder, and follow the beast's trail into the forest.
The gate will be locked, so climb into the ventilation shaft next to the stairs. The basement is populated by infected, but you can quietly open the gate and take out the gas without being noticed.
Leave the plant, load the cylinder into the pickup truck's trunk parked near the exit. Head north to the junkyard and insert the container into the white unit, after which Kyle will be attacked by a couple of shooters and three fighters. Destroy the enemies and activate the red gas supply to lure the chimera.
How to Kill the Leviathan
In the first phase, the giant attacks the hero with charges and ground strikes, sending out a knockdown shockwave. In the second phase, the monster summons regular infected.
It’s worth noting that if you use explosive projectiles, runners will not appear on the battlefield. In addition, the leviathan is very sensitive to explosions, so stock up on explosive throwing knives.
After your victory, return to the monastery to Olivia and give her the chimera DNA sample. Leave the shelter and head toward the town hall to contact the sheriff. The quest will then be completed, and you will receive:
- Experience (10,000).
- Old World Money (500).
- Survivor Jacket.
Vengeance Is Mine
The people at the town hall have found out where to find the Baron. Head east to the convoy on the mountain road near the overpass and climb up to the parking lot. Contact the sheriff and climb the rocks.
Meet with the sheriff and you'll see a mine guarded by two dozen soldiers. You can enter it head-on or sneak in from the left or right side unnoticed and hack the door.
Enter the mine and go through two sections with soldiers, whom you can take out quietly. In the second sector, you can break through a wooden wall to release infected on the shooters and slip ahead. In the final part, you’ll have to eliminate the remaining enemies and a brute.
Move the wooden shield aside and enter the next part of the adit. Climb up and you'll reach a large grotto with an iron container in the center. First, take out all of the Baron's soldiers. When all enemies are dealt with, inspect the panel to the left of the entrance to the box.
How to Escape the Cave
While Kyle is inspecting the container, the sheriff comes in with soldiers and the baron. During the confrontation, the hero opens the door and releases the beast, which escapes, and the villain fires a rocket launcher at the ceiling to collapse the cave. Crane manages to run into the former test subject’s lair and save himself.
Exit through the hatch in the ceiling and move along the cave until you come across the jumpers’ lair. Do not try to fight them. Two monsters roam the burrow; you need to head northeast into the tunnel. If a chase begins, enter the adit and run forward.
Leave the mine and head into the city. Enter the town hall to speak to the sheriff, but she won’t be there. Now the community is run by Jakob, who will tell you that in the mountains to the north there is a community of infected survivors who have learned to stop the infection using a serum made from rare mushrooms.
At the end of the quest, you will receive:
- Experience (10,000).
- Old World Money (700).
- Survivor Shoes.
Some Like It Dark
Leave the city via the northern bridge, and Kyle will be contacted telepathically by someone from the mountain community. Head to the farm northeast of the memorial and take out the Baron's men: three fighters, a couple of shooters, and a brute.
Enter the house and open the second door on the right, where you'll meet Sven. The guy will tell you that his people have been tracking the Baron for a long time and are ready to share information and help, but right now you need to find the missing group.
How to Find the Prisoners
Take the military jeep and head west. At the location, you’ll see a yellow smoking harvester and three houses. Enter the left house through the broken window to the left of the porch. Hack the door opposite the exit and climb through the ceiling opening to the attic.
Inspect the outpost map lying by the candle. Go outside and drive south, and find a red brick house by the road.
Enter through the bathroom window and kill two soldiers. Find a radio on the dining table in the kitchen, from which you’ll learn that the highlanders are being taken to the pig farm.
How to Intercept the Hostages
Enter the building through the main entrance and you'll see the prisoners being loaded into a truck, but at this moment Kyle will be attacked from behind. Now you need to fight off seven shooters, two brutes, and six fighters.
After clearing the area, Sven will contact Kyle and report that the truck with the prisoners has stopped at the nearest river, which is blocked by a pack of infected. Take the jeep and drive southwest to the bridge across the stream. Destroy the enemies, check on the hostages, and report their condition to Sven. To help them, you need to inject the serum.
Get into the car with the prisoners and drive north into the mountains to the miners' shelter. Do not stop anywhere, as you have little time. At first, the community leader will refuse to help Kyle, but Sven will promise to persuade Lydia.
Go up with Sven to the radio operator, take the radio amplifier, which needs to be installed on the relay in the forest. As a result, a new quest will begin, and the hero will receive:
- Experience (10,000).
- Old World Money (750).
- Spiked Survivor Glove.
- Grappling Hook.
Secrets in the Air
Kyle helped the survivors from the northern community. Sven asked him to install a relay on one of the towers to listen in on the Baron's men's communications. Head southwest and find the red-and-white power line tower outside the town.
Climb the tower, but keep in mind that you’ll encounter a spitter and a couple of infected. Install the radio relay. There will be white noise on the air, which means the lines are encrypted. Therefore, you need to find the Baron's men and take their radio.
Head northwest to the dark zone "Boutique" near the traffic circle and take out the soldiers. The radio is carried by a fighter armed with an axe.
Return to Selby and hand over the radio. It turns out that this is not enough. You need to find more radio relays in military convoys and install them on a couple of towers to expand the signal coverage area.
The nearest convoy is located southeast of the outcasts' cave. Look for it at the tunnel entrance. Next to the armored vehicles, there are a spitter, a giant, and about a dozen infected. So you'll have to take them all out and pick up a card from the body of a soldier wearing a helmet. After that, you can go behind the transporter and use it to open the back door. The relay looks like a green metal box[b/].
Follow the highway west from the convoy until you see a [b]power line tower on the left side. You won't be able to approach it directly, as it's fenced off with a high barbed-wire fence.
So look up and notice that the lines lead to another tower. That means you can get to the top by sliding down the cable from there.
How to Climb the Tower
Now you need to go to the southern part of the old town and find the tower. At the entrance, there will be a pack of infected, a giant, and a spitter. You don't have to fight them. You can go around the back and sneak in unnoticed.
Enter the tower. Climb onto the wooden booth, jump to the right, and move upward.
When you reach the iron door, look to the right and use the rope to jump to the other side. Climb up and approach the balcony with the collapsed parapet.
Turn right and climb up the bricks. Move to the right and jump forward using the horizontal bar.
Climb up the bricks to the pedestal and cross to the opposite side via the statue's base.
Now jump onto the column, then onto the ledges in the wall. Climb down a bit and move right to the window.
Enter the belfry. Find two metal beams and climb onto them. Use the crossbar to jump to the other side and climb up.
How to Prevent the Explosion
Climb to the top of the tower and install the radio relay. Now the northern community can listen in on the airwaves. Then Sven will report that the Baron's men are planning to blow up the town hall. Soldiers are planting explosives in the underground tunnels.
Run, without stopping for anything, to the military convoy south of the town hall and enter the door to the left of the armored vehicle. When you find yourself in the underground, you'll have about two and a half minutes to do everything. So take your firearm, take out the soldiers and disarm all the bombs.
In the first hall, the bomb is on the wall between the central arches.
In the second room, take out all the soldiers and remove two bombs from the columns.
The town hall residents will thank Kyle for saving them. Then Olivia will report that she has found a new chimera, and this quest will be completed. As a reward, you will receive:
- Experience (10,000).
- Old World Money (750).
Toxic Relationships
Find Olivia's jeep in the southeast of the national park. Talk to her and follow the path until you reach a megalithic structure. Inspect the red gas launch device.
Now find the post surrounded by barriers. The cylinder is lying in the bushes next to a rectangular stone. Insert it into the device, after which a boss fight will begin.
How to Kill the Toxin
The boss is an enhanced version of the spitter. It has two attacks: a direct throw of slime at the hero and an area shot. In close combat, it defends itself with its hands. The monster tries to keep its distance and never comes close. It also summons regular infected and runners.
To kill it, use throwing weapons and ranged weapons. Also, when it summons infected, try to hit it in the back several times. In addition, don't forget the boss constantly changes its position. So, first of all, kill the summons to strike when it lands.
Give Olivia the chimera blood. Then Kyle will be contacted by Sven and Lydia, who will report that the Baron's men were conducting experiments at the school. But the soldiers were attacked by bandits, which is a good opportunity to learn about the enemy's plans. The quest will end, and as a reward the hero will receive:
- Experience (10,000).
- Beast Point.
- Old World Money (800).
School's Out
Head to the dark zone "School"[b], which is located next to the [b]safe point "Caretaker's House"[b]. Do not approach the building so that the bandits do not see you.
Go through the main gate, find the yellow school bus to the left of the entrance. Enter it through the back door and talk to the scout. Ray Sato will tell you that at first there were Baron's scientists in the school. But they were attacked by bandits. The guy will suggest entering through the dark zone.
Exit the bus and go to the right wing of the school. Look at the third attic window and climb up there.
How to Get Through the School's Dark Zone
The [b]dark zone is an area inhabited by infected. The main danger is a jumper in a straitjacket. He can spot the hero and attract the attention of the other enemies. So don't get noticed or kill him from behind or with a precise headshot from a bow. The other enemies won't touch the hero if you don't make noise.
In this situation, walk past the jumper and go down the stairs.
Go around the runner, enter the library, go around the shelves on the right and enter the next room.
Crawl under the table, kill the infected on the left from behind, and crawl into the next room. Ahead there will be a long corridor with a jumper roaming it.
To avoid meeting him, enter the corridor and then the room on the left. Go into the chemical laboratory and move to the opposite classroom. You’ll need to carefully kill the runner and pick the lock on the door to the right.
Climb into the ventilation shaft and you'll come out onto a stair landing. Move down and kill the infected lying on the floor from a distance, then squeeze under the shelving.
Now, to avoid being noticed by the jumper, try to sneak unnoticed into the ventilation shaft at the other end of the warehouse.
In the next hall, a runner is wandering around. From the shaft, crawl under the table and wait until he’s nearby to strike him from behind. Enter the flooded corridor and turn left at the end.
Go through the concert hall and enter the corridor with the infected. Crawl under the table on the left and silently kill the enemy.
In the last corridor, there will be many infected and a runner. In theory, you can fight your way through to the passage at the end. But it’s better to use the locker rooms on the right and carefully sneak past.
How to Open the Baron's Main Archive
Further down the passage, you’ll see ultraviolet light, which means the bandits’ territory is ahead. Go up to the next floor, approach the door on the right, and pick the lock. In the room, you’ll find Doctor Camilo Marin, whom Kyle decides to take to the outcasts’ shelter.
To get the scientist out, you’ll need to clear the basement. Enter the small room, open the hatch, and go down the ladder. Kill three infected and a fatty. Ahead, you’ll have to deal with a brute.
Open the door at the end and put the doctor in Ray’s car. The scientist will give you the key to the main archive. Return to the gym and open the locker at the end. Keep in mind that the room is full of bandits. It’s impossible to sneak by unnoticed, so you’ll have to take them out, preferably quietly.
When the hero takes the documents and the hard drive with the Baron's research from the locker, soldiers will arrive at the school. A shootout between bandits and fighters will begin in the gym. Take advantage of the chaos and run into the corridor on the right, then turn the corner and leave the building.
How to Find Ray and Camilo
Return to the outcasts’ shelter and talk to Lydia. It turns out Ray and Camilo haven’t returned yet. Head south to the town to the dark zone "Pharmacy", which is located between the traffic circles.
At the intersection next to the kiosk, you’ll see a wrecked car. Infected, a brute, and a spitter have gathered around it. Take out the monsters and examine Ray’s body. Then, using "survivor sense," follow Camilo’s tracks, which will lead to a blue house.
To get inside, stand facing the house from the road, look at the left end of the second floor, and you’ll see an open window.
Climb through the window and enter the corridor through the bedroom. Kill the infected by the door and climb into the shaft, which will take you to the bathroom. Get out of the restroom and eliminate a couple of enemies.
Enter the stairwell, go down to the first floor, where there is a fatty, a runner, and a couple of infected. Open the double wooden door to the left of the piano. The scientist is safe and will be picked up by people from the northern community. Olivia will say that Camilo is the Baron's chief biologist and will suggest meeting in the industrial zone to kill a new chimera.
- Experience (12,500).
- Revolver ammo (6).
- .38 caliber revolver.
- Old World Money (800).
Requiem for a Scream
Head to the cement plant in the industrial zone. Find Olivia's car next to the crane.
Cross the reservoir using the suspended green container. Climb onto the nearest roof and use the conveyor belt to get into the plant. Go down to the first floor and at the end of the pallets with bricks, inspect the narrow passage.
How to Kill the Matriarch
Killing the chimera is not easy, as it constantly tries to run away. It will occasionally attack Kyle. The difficulty also lies in the fact that the arena itself is large, so you'll have to chase it.
First Phase
- Runner Summon #1. Screams, attracting a couple of runners.
- Lunge. Runs up to the hero and lunges forward with its claws. You can only dodge this attack. It takes a while to get up after, so you can land a couple of powerful hits then.
- Mist. Releases smoke and runs for cover.
Second Phase
- Runner Summon #2. Screams, attracting four runners.
- Lunges at the hero more often, especially after summoning infected.
Collect the chimera DNA, leave the cement plant, and go to Olivia at the monastery. Give the materials to the girl and you'll learn that her father is being held hostage. She will ask you to go to the outcasts' shelter and talk to Camilo. On the way to the northerners, Lydia will contact the hero and ask for help.
Listen to the request and receive as a reward:
- Experience (10,000).
- Spiked Survivor Band.
- Old World Money (800).
One Flew Over the Volatiles' Nest
Camilo has developed a technology to control the infected. To make it a reality, you need to go to the volatiles' nest and get their blood. Leave the shelter, get out onto the highway, and head west to the tunnel exit. Turn right, follow the path ahead, and climb the rocks to the crevice.
Climb into the cave. Go past the infected without attracting attention and climb up to a higher level. Move forward until you see a blue rope leading down. Examine the scientist's body, after which a boss fight will begin.
How to Kill the Phantom
The boss’s feature is that it remains invisible until it attacks. The monster fights exactly like a regular volatile. To determine its location, listen for its breathing and remember that before striking, the monster makes a characteristic sound.
After victory, you will receive four beast points. Find the crevice in the rock and go through it. Climb deeper into the caves until you enter the volatiles' nest.
The nest is presented as a huge grotto. The task is to quietly approach the three sitting volatiles and collect blood. When you take the last sample, a chase will begin.
Return to Lydia and hand over the volatile blood samples. As a result, you will receive:
- Experience (12,500).
- Survivor’s Cap.
- Old World Money (800).
Other guides
- Dying Light: The Beast — All Safe Codes and Passwords Guide
- Dying Light: The Beast — All Legendary Weapon Locations Explained
- Dying Light: The Beast Interactive Map — All Key Locations & Points of Interest
- Dying Light: The Beast — All Stone Sigil Locations and Unique Weapons Guide
- Dying Light: The Beast — How to Get the Beaver Stick
- How to Fix Dying Light: The Beast Crashes, Launch Issues on AMD Graphics Cards, and Quest Bugs
- How to Find and Restore the Library Tower in Dying Light: The Beast
- Dying Light: The Beast — How to Repair Weapons and Increase Durability
-
Dying Light: The Beast — All Safe Codes and Passwords Guide -
Dying Light: The Beast — All Legendary Weapon Locations Explained -
Dying Light: The Beast — How to Repair Weapons and Increase Durability -
Dying Light: The Beast — How to Get the Beaver Stick -
Dying Light: The Beast — All Stone Sigil Locations and Unique Weapons Guide










































































































































