Prima Games eGuides
primagames.com Browse Redeem a code Help
Dying Light eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Maps
    • Overview
    • Points of interest
  • Story and Characters
    • The Story
    • Characters
  • Missions
    • Overview
    • Awakening
    • First Assignment
    • Airdrop
    • Pact With Rais
    • Siblings
    • The Pit
    • The Saviors
    • Find The Embers
    • Higher Education
    • Public Face
    • Rendezvous at the Museum
    • Broadcast
    • The Clinic
    • Extraction
  • Side Quests and Challenges
    • Overview
    • A Baby is Born
    • A Survivors Guide to Zombieland
    • Algae
    • Assault and Batteries
    • Bandages and Meds
    • Being a Hero
    • Binoculars
    • Blocks for the Boy (Chains into Dungeon and Troll)
    • Bring Me the Brain of Usain Bolter
    • Cease and Desist
    • Chasing Past
    • Coffee
    • Crayons for the Kids
    • Do You Believe?
    • Dungeon
    • Dying Lunch
    • Electronic Parts
    • Escorts
    • Family Doctor
    • Fan Zone
    • Firebug
    • Gas Mask Man
    • Gassed Up
    • Goodnight Mr. Bahir
    • Gunslinger
    • Hardware
    • Health Potion
    • Hell From Above
    • Hunting Goon
    • Incense Herbs
    • Jealous Runner
    • Kidney Punch
    • Killing Guide
    • Legless Spider
    • Lighter Gas
    • Lost in Space
    • Midnight Bride
    • Mothers Day
    • O Brother Where Art Thou?
    • Outposts
    • On the Hooks (The Twins Chain Quest)
    • Poisonous Herbs
    • Posters
    • Psycho
    • Run For Your Life
    • Rupert the Gunsmith
    • Searchlights
    • Securing Safe Zones
    • Spare Glasses
    • Steal From a Thief
    • The Best Runner
    • The Big Bang Thesis
    • The Bunker
    • The Prodigal Son
    • The Shadow of the King
    • Total Security
    • Troll
    • Tunnel Vision
    • Ultimate Weapon
    • Voltage
    • Wheres My Mother
    • Witch Queen
  • The Multiplayer Systems
    • Overview
    • Cooperative Play
    • Be the Zombie Mode (Pre-Order Bonus)
  • Guide Updates
    • Guide Updates
  • The Bestiary
    • Overview
    • Enemy Evolution
    • The Infected
    • Armed Survivors
  • Controls and Gameplay
    • Overview
    • Menus and Options
    • User Interface
    • Your Character Screen
    • Controls
    • Gameplay Features
    • Character Development
  • Weapons, Equipment, and Crafting
    • Overview
    • Weapons
    • Equipment
    • Crafting
    • Blueprints
  • You Want Some More?
    • Introduction
    • Easter Eggs
    • Achievements and Trophies
    • Dev Tips
  • Collectables
    • Overview
    • Notes
    • Battle Journals
    • Flags
    • Voicemail Recordings
    • Zombie Statues
  • A Chance to Survive
    • Introduction

Dying Light Guide › Missions

Pact With Rais

The survivors here are desperate for medication. So much so, in fact, that they are even willing to deal with Rais. Go and see what you can do.

Introduce Yourself to Rais

Get rest in a real bed to make sure that it’s nice and early when you leave the Tower. Also take a moment to do some shopping and selling to make sure that you’re not unnecessarily carrying around any obsolete weapons.

Free Toys

One way to make sure that your weapons are current is to visit the Quartermasters in the Tower and by the Doctor’s trailer. These regenerate items even if you sleep at a bed and take the day off. If you need a baseline of adequate weaponry and some spare supplies, use this to stock up without spending a dime.

The journey to Rais’ compound is so much safer than what you went through during the night mission. Work on your freerunning and make good time getting over there. Approach the compound slowly once the guards are in sight, and approach the main gate. Talk to the sentries until they let you in, then walk into the middle of the area where a door divides the external compound from the inner yard. Knock, watch a scene as you meet Rais, and see if you have any chance to do some good here.

Get a Task From Karim and Complete It

Reward: 22,500 Survivor XP

Go into a side door and look for Karim, one of Rais’ people. He’ll give you a job. There’s a store in there, too, if you have anything to sell or need something simple. Leave the building after your business is done and look for a place to call the GRE.

Go to the overpass near the compound and use the hills to get on it. Climb onto some of the railcars that are stuck there, and use the elevation to make your call home.

The next stage is to climb to the top of two radio towers. It’s a short run to the first one, but there’s still plenty to do once you get there.

What Is That Thing?

A Toad and a Goon are both in the area at the base of the tower. The Toad is your primary target. He appears in a cutscene, and then becomes your primary focus on top of a nearby building. Climb up there quickly and use swift melee attacks to destroy the monster. These creatures do plenty of damage over time if you ignore them, and their accuracy is way better than you’d expect!

Toads have ranged spit attacks that hurt badly if they hit you. Even when they miss, their globules detonate and deal damage over time to nearby victims. They also get your screen gunky, making it hard to see. Take this freak out quickly. These mutations are getting serious.

The Goon is tough, but you shouldn’t have too much trouble taking him down. Defeat the two enemies, open the marked garage building, and turn on the power inside.

Climb the tower after restoring the power. The ladders are mostly missing or destroyed, so you must use all of your freerunning skills to ascend the structure without falling and cracking your head open. At least the bonus Agility experience isn’t bad for you!

Look for the Yellow Stripes

Go ahead and make the climb on your own if you enjoy this type of thing, but one quick tip lets you know exactly what to look for; it’s the yellow and black bars. Those guide you to the top of this climb without fail. Jump and climb between sections of those beams to traverse each vertical level. Once you know to look for those, the climb becomes much less difficult.

Try to activate the tower at the top of the climb, and then carefully descend afterward. Make your way to the second tower, or stop at a Safe Zone if you think that it’s getting too close to evening for comfort. Usually, you’re better off starting these runs early in the day so that you don’t risk getting caught in the dark.

The second tower has an electrified fence surrounding it. Don’t try to breach the fence manually. Instead, go to the back of the fence and climb the large boulders stacked there. This gets you high enough to leap onto the catwalk higher up. Talk to the guy who is hanging out there before beginning the big climb.

Turn on the transmitter up top and make your way carefully back to the lower portion of the tower. Jump back to the rocks and return to Rais. He meets you directly and negotiates a new deal. That’s probably not a good thing, but we can still hope for the best. Talk to Karim, as well, then get back outside. Find another good spot for a radio call to the GRE. They give you the usual orders.

Make Your Pickups

Reward: 15,000 Survivor XP

Look for Jaffar at a Safe Zone that’s only a minute into town. Get the money from him. There isn’t any fighting, and it’s not very friendly work. But once it’s done, it’s done.

Your next pickup is from a courier closer to the center of the city. Go toward the waypoint and look for a tunnel near that location. Turn on your flashlight and enter the tunnel. Sneak through the shadows and attempt to meet your contact in the side section of tunnel. Something else attacks you, but it’s over in the blink of an eye. You’re introduced to Bombers.

Bombers Are Filled With Decay

Bombers are so laden with decomposing gasses that they’ll explode if they get too excited or take any damage. These blasts can kill or horribly wound anything that gets close to them.

This Bomber can’t hurt you because you survive its blast by good luck alone. In the future, you need to avoid melee range when fighting these bloated monsters. Their explosions do titanic amounts of damage to everything nearby, so use ranged attacks to kill them from a safe distance! Thrown weapons are the best because you don’t need to do much damage to trigger a Bomber’s explosion.

It looks like the courier is missing. Go on to the fisherman’s village to proceed with your task. Expect to run into more Bombers out here; it’s kind of their territory. Even in broad daylight you are putting yourself at risk by getting close to any large groups. Look for the portly Infected at all times, and sprint away if they try to approach you.

The village is down by the water (not surprisingly). It’s overrun with Infected, so you have to do a bit of protection work before you’re able to collect anything. The gate is marked, and you should close that before doing anything else so the Infected won’t bring any reinforcements.

The village becomes a Safe Zone as you clear it out, which is a nifty reward for all this work. Make sure all of the monsters are gone, and then look through the various buildings to find the leader of the community. The door you’re looking for is on the lower-left section of the village. Look on the second floor of one of the larger buildings and see who answers your knock.

Now you have your money, or Rais’ money as the case may be. The last pickup is at the harbor, on the right side of the map. You won’t have to fight anyone or run any side quests to finish that. Find Morgan, get the money, and then return to Rais.

On the way there, you receive another radio message. You’re still not done out there. A patrol of Rais’ men has gone missing, and this jerk isn’t going to pay you unless you find out what’s going on with them.

Find the Missing Patrol

Deviate from your intended course and look for the patrol. You have a fairly good location to work with, so the search won’t take too long. The men went missing near a damaged gas station. As soon as you approach, Karim initiates another conversation with you.

Search near the yellow vans parked at the gas station. The locked van’s key is on a dead guard just a few feet away from the vehicle. Get the key, unlock the van, and loot the interior for DIY Grenades and some Firecrackers.

The patrol might be dead, but they still have a Blueprint on their bodies that Rais needs. Searching here wouldn’t be an issue, but there is a crazy survivor on top of the fortified roof of the gas station. He has piles of ammo and likes to shoot anyone who comes near. This guy was probably way over the edge long before the outbreak. You need to take him down. Plus, he’s created a Safe Zone for himself, and you’ll have access to that once he’s dead.

To kill the survivalist, charge toward the gas station at full speed. Jump onto the van that’s closer to the roof over the pumps, and climb up immediately. Sprint across it and jump to the light pole that’s on the right side of the building ahead. Continue jumping to get onto the gas station roof, then kill the gunman below. If you take your time, he’ll see you and pepper Kyle with gunfire all the way across the area.

Chop up the survivalist at close range, steal his gun, and open the trapdoor into the Safe Zone below. It’s yours now! You can also leave and search the gas station comfortably to find those Blueprints for Rais. Turn over the bodies of Rais’ men until you find what you need. The dead body closest to the Safe Zone is likely to have it!

Get the Blueprints and resume your path toward Rais’ compound. Give them to Karim when you get there, and talk to

Rais directly afterward. Climb the hills up by the railways and contact the GRE again.

Bring the Antizin Back to the Tower

Run the Antizin back to the Tower and get up to headquarters. Jade meets you on the way and brings you up to speed. Visit with her, Brecken (in the headquarters), and then Rahim on the roof. Watch these scenes, and then cross the crane between the Tower’s roof and the training area. That’s where you can call the GRE.

After your radio call, return to the Tower, talk to Jade on the radio, and then go back downstairs.

Keep reading with a free account

The first 3 sections of Dying Light are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousAirdrop NextSiblings